How many new players have to complain ...


Acemace

 

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Originally Posted by Kanto2 View Post
Out of curiosity Hereclea, how is it that you cannot afford DOs at 12? I remember back in I6/I7 that I had to pick and choose what to slot with DOs because I couldn't afford more thant two or three powers slotted. I even jumped level 12 when they opened and only slotted at 17, cash was just that bad.
Historically, that had been the case. It really only started to change for me come i13, though, when the changes to SG bases made it possible and desirable to create salvage storerooms and to add more storage. This allowed common SOs dropped for high level characters to be passed off to lowbies, who could vendor them and afford DOs. (SOs still seem to have no value in the AH.)

A new player character without an old and established SG is still going to be faced with the old economy, especially if the AH is going through one of its semi-random fluctuations. Generally, now, my levelling characters have common lowbie IOs made for them by badging characters, so I don't slot many DOs any more either.



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Posted

Here is an example of the problem.

Omphale is an Inv/DM tanker, rolled as one of my 2XP weekend lowbies. At the time of these screenshots, she was 14. (15 now. Synapse planned later today on Victory, if you are interested.)

In this screenshot, she has only 1/3 of her endurance bar left after having soloed 2 even level level 14 Skulls, one a minion, the other a lieutenant. I did not need to use the self-heal, which as you can see is charged. These were the first two spawns in the instance;

This screenshot shows the character's current slotting, which is probably unusually good for a level 14 character; she's been twinked by my craft-badger. I have neglected neither accuracy nor endurance reduction. A character without those resources would probably still be mostly slotted with TOs.

After defeating two even level Skulls, she's in no shape to move on to the next spawn, where she will run out of endurance, fight very slowly while waiting for it to recover, or drop toggles and lose as much health or more as she's lost endurance. On a team, facing larger spawns, and where the character needs to attack to hold aggro (Inv has no aura until level 18) she will be even less ready for the next spawn after fighting a regular spawn on Heroic.

I do not believe that my slotting is unreasonable, and my pace of play would be reasonable elsewhere in the game. I was not taking on unreasonable challenges. After a single normal fight 2/3 of my endurance is gone.

This is not the game showing its best face to the new player. Opinions may vary on what to do about the endurance issue. But those who deny that it is a problem that needs solving are simply talking nonsense.



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Originally Posted by Sarrate View Post
Actually, I just realized that Shannon was talking about End Reducers not End Mod. Gah!
It's just a random idea thats for pre 22 end reds to be schedule B. I don't know how popular end reds are pre 22. I'd rather increase dam per end with dam enh and cut fight duration and many ppl swear by increasing their acc. So with few slots in the build how popular are end reds? Higher end rec should only be more noticeable between fights so it'll decrease downtime. If end reds are more popular than I think then going from schedule a to schedule b is a slight disservice but with such a poor %change provided by the enhancements pre 20 I am not sure that it is much of a disservice. At lvl 20 end rec can return to normal and end red enhancements can go back to being schedule a.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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Originally Posted by Heraclea View Post
This screenshot shows the character's current slotting, which is probably unusually good for a level 14 character; she's been twinked by my craft-badger. I have neglected neither accuracy nor endurance reduction. A character without those resources would probably still be mostly slotted with TOs.
I do not see a single drop of Endurance Reduction in your attacks. Those are the main cause of endurance problems. You have, in fact, neglected your endurance reduction.

Do you slot damage into your weak attacks, or your strong attacks? Obviously, the strong, because that's how you get more bang out of them. The same goes for endurance, does it make more sense to slot endred in your small draining toggles, or your heavy draining attacks?

It's not hard.

If you have endurance problems in combat, it's because your attacks are causing you endurance problems. Slot for simple quality of life.


 

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One handy mantra I learned from smurphy: A single, even-level TO of end redux in each attack works out as more endurance efficient than having stamina with three SOs in it.


 

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Originally Posted by Heraclea View Post
In this screenshot, she has only 1/3 of her endurance bar left after having soloed 2 even level level 14 Skulls, one a minion, the other a lieutenant. I did not need to use the self-heal, which as you can see is charged. These were the first two spawns in the instance.
The number one tip has already been mentioned: if you want to use less Endurance, slot Endurance Reduction in your attacks.

Also- you don't need Unyielding running against two Hellions, and Sands of Mu uses a lot of End, more than Shadow Maul. Since you can't slot Vet powers, they can be an extra drain on your Endurance.


 

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Also, if you want to give advice on how new players should play, the words 'Sands of Mu' or any other veteran power is somewhat pointless to give or display.


 

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Originally Posted by Talen_Lee View Post
One handy mantra I learned from smurphy: A single, even-level TO of end redux in each attack works out as more endurance efficient than having stamina with three SOs in it.
Interesting, considering it takes six even-level TOs in all attacks used to exceed the sustained level of attacking that 3-slotted stamina gives without endredux.


 

Posted

Actually it makes sense. Three SOs of stamina give you .42 end/second. If you use one attack every second, then a single TO, being 8.3%, will reduce your endurance use of that power by 7.6%. In order to get a saving greater than .42/second, you'd have to be using end at about 5.5/second. Now look at most of your attacks. Most of them actually consume more than that, and if you have a sustained attack chain, assuming approx 1 sec activation time, 5.5/second is EASY to get before enhancements.

So, decreasing your powers by an even level TO will affect your build more if you are end-heavy. And the heavier your end, the MORE it affects your build.

Besides, Stamina doesn't help you pre-level 20, which is what this thread is about. Pre-level 20, slot for End-red and Accuracy. It makes a greater difference than less-than-an-SO in damage will.


 

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Originally Posted by Shannon_EU View Post
It's just a random idea thats for pre 22 end reds to be schedule B. I don't know how popular end reds are pre 22. I'd rather increase dam per end with dam enh and cut fight duration and many ppl swear by increasing their acc. So with few slots in the build how popular are end reds? Higher end rec should only be more noticeable between fights so it'll decrease downtime. If end reds are more popular than I think then going from schedule a to schedule b is a slight disservice but with such a poor %change provided by the enhancements pre 20 I am not sure that it is much of a disservice. At lvl 20 end rec can return to normal and end red enhancements can go back to being schedule a.
I definitely agree with you about damage slotting at low levels, although accuracy has the even higher priority.

I'd be leery about adding yet another Beginner's Luck mechanic, though. You don't want to make low levels too strong, or you'll feel like leveling up makes you weaker. It was an argument against Beginner's Luck, actually. (I was all for BL mind you.)

I know I haven't really presented any better ideas instead - it's a difficult problem that I haven't thought of anything I found acceptable.


 

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Originally Posted by Talen_Lee View Post
One handy mantra I learned from smurphy: A single, even-level TO of end redux in each attack works out as more endurance efficient than having stamina with three SOs in it.
Mathematically, this claim doesn't seem to work out for me.

An even level TO reduces endurance cost by 1/(1+.0835)= ~7.7%. A single target attack, constantly cycled, costs about 1 EPS (amortized). With three attacks, you're saving roughly .23 EPS from slotting them with one endurance reduction TO each (may be slightly less or more in practice, typically a bit less).

Three-slotted Stamina gives you .8125 extra EPS. That's a bit of a difference.

On top of that, rather than slotting for one endurance reduction enhancement TO, you can also slot a damage enhancement TO. This will improve the DPE of the attack by the exact same amount and give you the potential for a bit higher burst damage (which can be useful in many situation). This assumes, of course, that you have enough accuracy enhancements to be at least relatively close to the hit cap (if you aren't, then that's a better investment than either endurance reduction or damage).


 

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Originally Posted by ThePackage View Post
I do not see a single drop of Endurance Reduction in your attacks. Those are the main cause of endurance problems. You have, in fact, neglected your endurance reduction.
No, she hasn't. Until you add up enough damage enhancements, the effect of endurance reduction or damage increase (of the same magnitude) on endurance efficiency is roughly the same. In either case, you get about the same sustained DPS. The difference is purely psychological. Obviously, it's annoying enough so that people do it anyway, but from a mathematical perspective it doesn't create optimal performance.

Quote:
Do you slot damage into your weak attacks, or your strong attacks? Obviously, the strong, because that's how you get more bang out of them.
I'm afraid that is not the case. The stronger attacks cost proportionately more endurance, so it doesn't really matter how big they are. In fact, the bigger attacks tend to generate less DPS than the smaller attacks (because damage doesn't increase proportionately with recharge time).


 

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I am not sure a change is needed. I think that much endurance can be saved by how a team makes an effort to play together. It was mud thrown at a wall to see if it sticks.

I think the whole stop and gasp from air can come from people not giving their insps to other people whom those insps go furthest on. To work best like that a tank whom greens, lucks and sturdies can go furthest on would need to ensure the rest of the team really doesn't need them. It can also come from lowbies being on what suspiciously looks like a farm map allowing little time between groups for end recovery. People fighting way above their weight due to a empath in tow healing, fighting levels which are so high they maybe good xp when defeated but they're poor xp/time.

Aside from a beginners luck type mechanic in terms of end recovery the insp tray could size up sooner. Why not be level 15 with 15 insp slots as opposed to 10 slots? Then you have more assistance in every area.

A lvl 15 in Bloody Bay would probably have as many insp slots as a lvl 25 in Bloody Bay. I have never counted the insp slots in a PvP zone for the different levels but if they're not the same for everyone then where is the balance?

I don't PvP.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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Originally Posted by ThePackage View Post
I do not see a single drop of Endurance Reduction in your attacks. Those are the main cause of endurance problems. You have, in fact, neglected your endurance reduction.

Do you slot damage into your weak attacks, or your strong attacks? Obviously, the strong, because that's how you get more bang out of them. The same goes for endurance, does it make more sense to slot endred in your small draining toggles, or your heavy draining attacks?

It's not hard.

If you have endurance problems in combat, it's because your attacks are causing you endurance problems. Slot for simple quality of life.
And none of what you just said is relevant to the OP. It's not readily apparent to a new player to slot end reducers in attacks. You need to be a frequent visitor to these forums to get that information, and you need to have some ability to understand statistics to understand why it works that way.

Hell, a new player, would probably mistakenly over slot their primary powers, thinking that those primary powers would be more important than their secondary powers. They'd be right about that, except for low level tanks.

And again, we are not talking about veterans, the OP (I believe) was talking about new players. It is kinda hard for us veterans to think that way, it's hard to un-learn what we've learned about this game.


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I'm just playing a dom, and a thought sort of broadsided me as I was playing: Instead of changing anything about the powers, what if the power of endurance inspirations were increased? The problem I'm finding is that one CaB will give me 25 more endurance. When you look at the base cost of powers, even if they're enhanced, you're only going to get another 2 or 3 attacks off.

If the blue inspirations were on a scale of something like (and this is just a gut feeling, not anything that's been meticulously calculated) 33 for the Catch a Breath, 50 for Take a Breather, and 66 for Second Wind, then you would need to hold on to fewer to regain a full bar, plus you'd be able to squeeze in another attack or two from one insp. As an added bonus, there's still incentive to slot for endurance reduction, since you'll be able to go further on one insp with endrdx than without. It still requires at least 2 insps to fill your bar, and unlike purples, you're not getting any bonus by popping 4 or 5 at a time.


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The low level play experience on Tankers is just awful. Low damage output, Endurance hogging, really the stuff of fun-killing.

What has helped me get a toe-hold at long last in the Tanker Archetype is dual builds (so you can make a Scranker/fast-attack-Tanker build) and Patrol XP (which gets you through those painful low levels more quickly, and enforces a 7 to 10 day break from playing the character to re-accumulate; works best if you've got lots of alts, of course).

What would also help tremendously (not just Tankers but everyone) is putting Endurance Reduction Enhancements on a more forgiving schedule (I like Schedule D as that would truly allow for Staminaless builds to actually perform well).


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Originally Posted by sturm375 View Post
And none of what you just said is relevant to the OP. It's not readily apparent to a new player to slot end reducers in attacks. You need to be a frequent visitor to these forums to get that information, and you need to have some ability to understand statistics to understand why it works that way.

Hell, a new player, would probably mistakenly over slot their primary powers, thinking that those primary powers would be more important than their secondary powers. They'd be right about that, except for low level tanks.

And again, we are not talking about veterans, the OP (I believe) was talking about new players. It is kinda hard for us veterans to think that way, it's hard to un-learn what we've learned about this game.
Actually it really -isn't- that hard for a newb to figure it out. It's pretty obvious.

I'm using too much endurance.
I have the means to reduce my endurance use.
Therefore: I do that.

The logic is so simple it's obvious. I'm not exactly a 60 month expert and I figured it out right away.

Endurance Redux isn't exactly some arcane thing, an accolade you have to search long and hard for in order to properly apply to your powers. It isn't like 'Go to the Bank Mission, get a travel power' that the game doesn't tell you about. Endurance Redux is not only available at every store, it also drops on a very regular schedule.

Seriously, End Redux -is- a noob answer, because it's the -first- real answer a noob gets. Not 'Stamina' and not 'Whine on the boards.'


 

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Originally Posted by Heraclea View Post
Yes, it is not obvious to new players that slotting your damage powers for damage is not optimal.
Have not been following this thread but was gazing through and this note caught my eye.

Enhancing attacks for endurance cost or for damage are both exactly equivalent as far as endurance efficiency goes.

Take an attack that does 1ds of damage and has 3 slots. Use the slots for damage. You do 1.25 damage. That's 4.158 end per DS.

Replace those 3 slots with endurance redux. The attack now costs 4.583 for 1ds, exactly the same amount of DS. Difference is that you are forced to fight longer and your toggles burn more endurance during that time (if you have toggles and that's the case with tankers.) Slotting for recharge instead of damage or endurance, though, that is less efficient.

Also, since ED does not kick until you slot SOs, it does not even matter if the player was uneducated on ED and went as far as 6 slotting for damage.


Quote:
Originally Posted by Heraclea View Post
And unless they read the forums or guides or are instructed by others as to how to build, nothing tells these players in-game that Stamina is even required, that they will be expected to keep up with older players who have it while teamed, and that the rest of the game has been designed on them taking Stamina as soon as it is available. I don't know how obvious it can be that there's something generally wrong with Endurance as it works in this game.
The only way to "fix" this is by removing stamina alltogether. Even if you give stamina as an inherent to everyone, if there is a stamina in a pool power players will still think it's needed. Stamina technically has never been desired, but extra endurance allows everyone to fight faster, no matter how much stamina you add to the base, the stamina pool power will always make you faster and therefore anyone else will be comparatively at a disadvantage if they don't take the pool.


Quote:
Originally Posted by Heraclea View Post
Endurance recovery needs to be increased across the board, and endurance costs decreased across the board, so that the pace of play is as fast and exciting at level 18 as it is at 50. Until that can be done, decreasing the recharge of Rest to about thirty seconds strikes me as the most conservative solution that benefits all ATs equally without requiring changes in any other mechanic.
Endurance costs has been reduced in the past, people still wanted more. Regen scrappers were still taking Stamina and Quick Recovery even after this endurance reduction. Heck look at dominators, they still complain about endurance even when they can reset their endurance bar with every use of Domination. The only way to entirely get rid of "stamina issues" is to get rid of endurance mechanics altogether, something that is unlikely to happen.

All that being told, "endurance issues" will always exist, but it should be noted that different ATs have more issues than others.


 

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Originally Posted by Starsman_NA View Post
[...]get rid of endurance mechanics altogether[...]
Starman has spoken! Commence preparations...


 

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Originally Posted by Starsman_NA View Post
The only way to "fix" this is by removing stamina alltogether
Besides providing alternatives so that stamina isn't the only endurance management power available to most characters...

Stamina isn't just popular because it's effective. It's popular because there's generally nothing else that can replace it.


 

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Thanks Sorciere and Starsman for posting some mathematics behind attacks. I was always a bit skeptical about slotting attacks with End Reduction in the early game.....especially when I tried it and found many of the same endurance issues as before.

The biggest improvement by far was when I was able to combine inspirations. I simply started creating blues whenever I had an opportunity with newer characters, and that made a tremendous difference. I still occasionally have Endurance problems, but usually only when Inspiration drops dry up...happens for an entire mission sometimes.


 

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Stamina isn't the issue here however since we're discussing pre-Stamina levels.


 

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Originally Posted by Dersk View Post
Besides providing alternatives so that stamina isn't the only endurance management power available to most characters...

Stamina isn't just popular because it's effective. It's popular because there's generally nothing else that can replace it.

But there ARE alternatives. Sure, some are either expensive or available to specific primaries or secondaries, but they are there.

Still, people that have the resources or open doors to take these "alternatives" take both, not because Stamina is the only way but because Stamina is more of a good stuff that allows them to run faster without regard!

As for alternatives: pre-IOs, Arcanaville ran a very nice test she video captured showing a SO build that went the route of skipping stamina and taking end redux instead and it worked just as nice.

Sets like Willpower and Regeneration have access to quick recovery.

Sets like Ice Armor, Fire Armor, Electric Armor, Energy Aura and Dark Melee have endurance recovery powers that can be used to "replace" stamina yet people take both, because it just let them go even faster.

IOs allow people to make builds that don't sacrifice damage or accuracy, still have recharge and can get 95% end redux in almost all powers, yet people either dont because they want the high recharge builds or do it and still take stamina and any other thing that falls in their hands.

Perfromance shifters are often taken on top of stamina, another pointer at stamina just "not being enough" mentality that will forever stretch.

Dominators get to reset their endurance bar every 3 minutes, they still complain this is not enough even on top of stamina.

Players love to get a kin in the team on top of their stamina (not as replacement) to get insane endurance recovery rates.

The list of "options" go on and on, and in most situations, players take all that are available to them plainly and simply becasue more endurance allows them to do more (more toggles, faster attacking, more AoE, etc etc) and that will never change no m atter how many more alternatives the devs keep tossing at us.

The only thing I think is worthwile addressing is the cases where certain ATs just consume way more endurance than other ATs forcing them to run dry barely accomplishing anything.

As for a note I read earlier on the thread about Scrappers and tankers not being that different in the first 10 levels, well, thats half true.

Scrappers have a 12% endurance efficiency advantage over tanks at level 1 while fighting minnions. 17.4% advantage while fighting anything other than minnions. By level 8 this is a 20%/25.5% advantage respectively.

This keeps going on until at level 20 the scrapper endurance advantage is 47.7%/54.7% respectively.

Here is a table on the progress of that endurance advantage:

01 12.1% 17.4%
02
12.5% 17.8%
03
13.2% 18.6%
04
14.0% 19.4%
05
14.7% 20.2%
06
15.9% 21.4%
07
17.8% 23.5%
08
19.8% 25.5%
09
21.9% 27.7%
10
24.0% 29.9%
11
26.1% 32.1%
12
28.3% 34.4%
13
30.5% 36.7%
14
32.8% 39.1%
15
35.1% 41.5%
16
37.5% 44.0%
17
39.9% 46.6%
18
42.5% 49.2%
19
45.0% 51.9%
20
47.7% 54.7%


 

Posted

The very fact that scrappers do more dam per end means they need to attack less. Attacking less means that the endurance bar isn't getting low as quick. This means that they are end recovering from a point at which they have more endurance. Controllers do worse base damage but don't need to run or are not often seen running toggles which has an effect on their recovery. Defenders do worse base damage but if running toggles could be increasing the effectiveness of attacks.

In the lower levels of tanking I am still herding accumulating at least 10 around me. AoEs get used in that case and stacked AoEs on 10 enemies save on endurance because the dam per end versus group is very high. To be efficient as a Tank one could invite AoE toons to the team, keep them safe by tanking like a lvl 50! Well atleast steamrolling Frostfire for a lvl 6 Icetank ain't too much of a problem in a good team.

AoE dam per end on ST is poor, times that by 10 though and its great, in case of hit 10 aoes, theyre 2.5 times as effective as STs. Herd off the bat!


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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Quote:
Originally Posted by Starsman_NA View Post
Have not been following this thread but was gazing through and this note caught my eye.

Enhancing attacks for endurance cost or for damage are both exactly equivalent as far as endurance efficiency goes.

Take an attack that does 1ds of damage and has 3 slots. Use the slots for damage. You do 1.25 damage. That's 4.158 end per DS.
I gather what you're saying is that, whether I had slotted the attacks in my level 14 tanker for endurance reduction instead of damage, it still would have cost the same amount of endurance to have taken down those two skulls. Regardless of which way I slotted, I'd only have 1/3 of the bar left. Slotting endurance reduction instead of damage would have yielded identical results.

My first instinct is to slot up accuracy; this is a habit from earlier issues, from before Beginner's Luck, but it's a habit I keep. Once accuracy has been added, I put a couple damage in, because damage powers are there for damage.

There is something seriously wrong with the endurance mechanic at lower levels if a single heroic spawn leaves the player unable to move on to the next. Again, I'm thinking especially of the new player who has read nothing here, rolls up a new character, and after a few hours of play decides whether she is having fun or not. That player may have played other games, where all melee characters need to concern themselves with is recharge, not with managing a mana bar.



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