What's Wrong with IO sets?


Adeon Hawkwood

 

Posted

(examples below use the Hero side market prices)

I like the IO enhancement system. It's clever and really makes a massive difference. But sets drive me up the wall. I am not one to go into minutii and a scientific level of data analysis, so I would like to pose a question for people who do. The availablility of desirable set IOs seems incredibly twisted. It appears that the sets have been created to be all things to all people, but there are many wierd quirks of the system.

The cost of a recipe is often determined by whether or not the recipe has an ingredient which costs ~1m inf (as a rule of thumb) - then the recipe is often worth less on WW than to sell to a merchant.

Recipes which are used by lots of powers within lots of popular classes - e.g. Rech/End of ALL in the resist sets - are useful for every melee class. That's almost if not always several powers on every Scrapper and Tanker. But that's not all. Recharge is almost useless on most resist toggles, so why is it in every resist set?

Players appear to prioritise powers as follows:
In Damage Powers:
Damage, then Accuracy, then End OR Recharge then the other one of End or Recharge. Bearing this in mind, it's not surprising to see that Dam/Acc recipes are usually rare and expensive, whereas End/Rechs of the same set are usually cheaper.

Peculiarly rare powers have recipes of incredible comparative cheapness. Let's compare Sleep with Melee damage:
Fortunata Hypnosis - recipes 2-10~ million infs
Hecatomb - recipes 40-250~ million infs

I'm not 100% sure, but it seems to me that drop rates are not adjusted to take into account the popularity of a power-type, recipe-type or a specific recipe within it's set. Perhaps it should?

Now, I realise that it depends on what type of character you are playing and that, maybe in some twisted way this is a lesson to play a style which you don't enjoy, but that hardly seems the right thing to do, does it?

I'd really appreciate it if anybody would like to crunch some numbers on this, and I would also like to see what you think of it, so I ask once again: "What's wrong with IO sets?"


Please fight My Brute: http://2hero.mybrute.com

Mission Architect 54161 - Michael Mundano, Megan Malloney and the Secret Senate.
Mission Architect 91838 - Constantinople Jones' Family Secret. A One Mission Story arc.

 

Posted

Sorry, but I don't understand what you are asking. Maybe post again with a more focused question than "What is wrong with IO sets".


 

Posted

Quote:
Originally Posted by Hero2 View Post
(examples below use the Hero side market prices)

I like the IO enhancement system. It's clever and really makes a massive difference. But sets drive me up the wall. I am not one to go into minutii and a scientific level of data analysis, so I would like to pose a question for people who do. The availablility of desirable set IOs seems incredibly twisted. It appears that the sets have been created to be all things to all people, but there are many wierd quirks of the system.

The cost of a recipe is often determined by whether or not the recipe has an ingredient which costs ~1m inf (as a rule of thumb) - then the recipe is often worth less on WW than to sell to a merchant.

Recipes which are used by lots of powers within lots of popular classes - e.g. Rech/End of ALL in the resist sets - are useful for every melee class. That's almost if not always several powers on every Scrapper and Tanker. But that's not all. Recharge is almost useless on most resist toggles, so why is it in every resist set?

Players appear to prioritise powers as follows:
In Damage Powers:
Damage, then Accuracy, then End OR Recharge then the other one of End or Recharge. Bearing this in mind, it's not surprising to see that Dam/Acc recipes are usually rare and expensive, whereas End/Rechs of the same set are usually cheaper.

Peculiarly rare powers have recipes of incredible comparative cheapness. Let's compare Sleep with Melee damage:
Fortunata Hypnosis - recipes 2-10~ million infs
Hecatomb - recipes 40-250~ million infs

I'm not 100% sure, but it seems to me that drop rates are not adjusted to take into account the popularity of a power-type, recipe-type or a specific recipe within it's set. Perhaps it should?

Now, I realise that it depends on what type of character you are playing and that, maybe in some twisted way this is a lesson to play a style which you don't enjoy, but that hardly seems the right thing to do, does it?

I'd really appreciate it if anybody would like to crunch some numbers on this, and I would also like to see what you think of it, so I ask once again: "What's wrong with IO sets?"
Okay, I think what you're asking is "why do prices for particular sets and set types vary so much?" The reason for varied prices is, well... varied.

* Drop pool the recipe is in
* What aspects the recipe enhances
* What set bonuses that recipe's set belongs to
* Type of power that the recipe is commonly used in
* Rarity of that particular recipe (uncommon, rare, very rare)

For example, some recipes are expensive not necessarily because of the aspects they enhance, but because of the drop pool they're in. Numina's Convalescence: Heal/Rech is expensive because the only way to obtain it is through merit or ticket rolls, or from bosses. Some are expensive simply because people use damage powers more often than they use sleeps or confuses. While merit/ticket rolls have been weighted according to usefulness, mob drops have not.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by Hero2 View Post
The availablility of desirable set IOs seems incredibly twisted. It appears that the sets have been created to be all things to all people, but there are many wierd quirks of the system.
Not quite sure what you're saying here, but the sets' sometimes weird distribution of enhancement (Kinetic Combat's acc bonus, for instance; or the fact that you ED-overslot damage in a lot of attack sets) is yet another set of variables in the trade-offs you use to build your character. Initially it was limited to power choices, slot allocation, and choice of enhancements. Now the trade-offs of set-bonuses versus amplified enhancement have been added in.

Quote:

Recipes which are used by lots of powers within lots of popular classes - e.g. Rech/End of ALL in the resist sets - are useful for every melee class. That's almost if not always several powers on every Scrapper and Tanker. But that's not all. Recharge is almost useless on most resist toggles, so why is it in every resist set?
a) Trade-offs again. You want the fifth slot bonus in Aegis? You have to "waste" some enhancing with half a recharge in Temp Invulnerability (or worse, Resist Elements) to get that nice AoE defense.
b) Tier 9 armors and their imitators: Power Surge (which may not need the res), Unstoppable, Force of Nature. The same thing could be said of Defense sets' rech/def, though Mind Link is a dandy place to slot these.

Quote:
Players appear to prioritise powers as follows:
In Damage Powers:
Damage, then Accuracy, then End OR Recharge then the other one of End or Recharge. Bearing this in mind, it's not surprising to see that Dam/Acc recipes are usually rare and expensive, whereas End/Rechs of the same set are usually cheaper.
I don't think there's a single End/Rech IO in any attack set. (You can sneak some into attacks, though, if they knockback or debuff defense or to hit.)


Quote:
I'm not 100% sure, but it seems to me that drop rates are not adjusted to take into account the popularity of a power-type, recipe-type or a specific recipe within it's set. Perhaps it should?
"Rolled" drops (bronze/silver/gold/TF recipes) are weighted against some rubric of data-mined player usage. It's why some of those weirdo formerly cheap recipes are sometimes quite expensive now.


 

Posted

Quote:
Originally Posted by Hero2 View Post
Recipes which are used by lots of powers within lots of popular classes - e.g. Rech/End of ALL in the resist sets - are useful for every melee class. That's almost if not always several powers on every Scrapper and Tanker. But that's not all. Recharge is almost useless on most resist toggles, so why is it in every resist set?
You are correct. IO sets are almost entirely balanced around "click" powers particularly ones that you will use during every fight (for example end reduction is generally of limited use on powers with a long recharge).

My assumption is that this is a deliberate design decision by the devs to ensure that sets do not have a duplicated IO in them. To use your example of armour resistance toggles you are generally only interested in slotting for two things resistance and endurance reduction (and a lot of the time people will skimp on the end reduction slotting since end reduction in toggles is less useful than end reduction in click powers).

However assume for a second that you wanted to 6-slot your resistance toggles with 3 resistance enhancements and 3 endurance reduction (that being the highest enhancement values you can get). If the devs were to make a set with that there would only be three different IOs that they could include (Res, End and Res/End) so a full 6-slot set would have to have two of each type which is a violation of the rules that the devs use when designing sets (I'm not saying that they would never do it, but it seems to be something that they want to avoid). The idea is that for powers that don't really need the full range of enhancement types you franken slot or use generics.

Essentially resistance toggles do have a several sets, they just don't have any 6-slot sets and must use a combination of 2 and 3 slot sets instead .


 

Posted

Quote:
Originally Posted by Machine_Man_X View Post
Sorry, but I don't understand what you are asking.
I think he's asking, "Why wasn't the IO system designed so that every recipe has exactly the same demand and/or have a droprate proportional to its demand?"

I've wondered the latter myself, and I'm not the only one. TO/DO/SO drops have been weighted since launch, IIRC. I don't know of any problems that caused, although to be fair, the fact that they were also directly buyable didn't give problems much of a chance to arise in the first place.


 

Posted

Quote:
Recipes which are used by lots of powers within lots of popular classes - e.g. Rech/End of ALL in the resist sets - are useful for every melee class. That's almost if not always several powers on every Scrapper and Tanker. But that's not all. Recharge is almost useless on most resist toggles, so why is it in every resist set?
Have you never played a buff set? Thermals, pain domination and sonics can well use the recharge and end redx that come with resist sets. Force field, colds and empathy can take advantage of similar pieces in defense sets.

Quote:
Players appear to prioritise powers as follows:
In Damage Powers:
Damage, then Accuracy, then End OR Recharge then the other one of End or Recharge. Bearing this in mind, it's not surprising to see that Dam/Acc recipes are usually rare and expensive, whereas End/Rechs of the same set are usually cheaper.
I prize end redx and recharge in my attack powers as equally as I prize accuracy and damage. Whereas global set bonuses can often make up for low accuracy and/or damage in an attack, it's difficult and much more expensive to get good amounts of global recharge or good endurance recovery. In power slotting, the multi-aspect pieces that have end and rech are quite valuable. I actually like the fact that many players seem to pass these up.

BTW, as a previous poster mentioned, there are no end/rech IOs in any attack set, though there are acc/end, acc/rech, acc/end/rech, dmg/end/rech, etc. Some of the triple, quad aspect IOs that have both end redx and recharge are *quite* valuable (i.e., see Obliteration, Eradication, Devastation, Decimation, Mako's Bite) and far outstrip the value of the acc/dmg piece in the same set.

Quote:
Peculiarly rare powers have recipes of incredible comparative cheapness. Let's compare Sleep with Melee damage:
Fortunata Hypnosis - recipes 2-10~ million infs
Hecatomb - recipes 40-250~ million infs
The answer to this is obvious. There are comparatively few character types with sleep type powers but many character types that use melee damage. Of course, the set that can be used by more players is going to be more expensive.

Quote:
I'm not 100% sure, but it seems to me that drop rates are not adjusted to take into account the popularity of a power-type, recipe-type or a specific recipe within it's set. Perhaps it should?
Nope. A snipe, an immobilize and taunt will have just about as much chance of dropping as a melee or ranged damage recipe in most cases. That's by design. Drops are not predicated on the type of AT you happen to be playing at the time.

Quote:
Now, I realise that it depends on what type of character you are playing and that, maybe in some twisted way this is a lesson to play a style which you don't enjoy, but that hardly seems the right thing to do, does it?
As I mentioned above, it's pure chance whether a recipe happens to be useful for your character or not.

Quote:
I'd really appreciate it if anybody would like to crunch some numbers on this, and I would also like to see what you think of it, so I ask once again: "What's wrong with IO sets?"
There is nothing wrong with IO sets, and your question is poorly worded. You seem to be under the impression that the AT you happen to be playing is a factor in the type of drops you get. There is no such correlation - at least none I've ever heard of. It's completely random. It's why your tanker will get sleep recipes and your controllers will get snipe recipes.


 

Posted

Quote:
Originally Posted by Corebreach View Post
TO/DO/SO drops have been weighted since launch, IIRC. I don't know of any problems that caused, although to be fair, the fact that they were also directly buyable didn't give problems much of a chance to arise in the first place.
They weren't always readily available; it was annoying a long, long time ago. There used to be the "power 10" (acc, dmg, rech, endredux*, def, res, hold, heal, range, stun) in stores for DOs and SOs, and you were only able to buy other types after you'd "earned" the right from the proper origin contact. So if you were, say a debuff defender, it was actually trickier to get SOs in your prime powers. They were also more costly (non-power-10), since you had to buy them from contacts who charged twice as much. (This was also a bigger deal in the time of no market and no influence raining from the skies.)


*This was the same thing as endmod at the time.


 

Posted

I don't think anything is wrong with IO sets. I don't think there's any reason to have drop rates correspond to popularity. I don't think there's any reason to have every IO in a set be useful to a particular build. I don't think there's anything wrong with having some IOs worth two billion influence and others not even worth the time to vendor. I agree with Reptlbrain that trade offs are an important part of the game, and that IOs as currently-implemented are good at requiring build trade offs. I believe that acquiring expensive IOs is a separate sub game for people who really like playing their 50s, and I would be sad if this sub game was taken away from me through reduced prices/increased availability.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Hero2 View Post
The availablility of desirable set IOs seems incredibly twisted.
It's actually incredibly simple.

The stuff lots of people want is scarce and expensive, the stuff not many people want is widely available and cheap.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by Reptlbrain View Post
They weren't always readily available; it was annoying a long, long time ago. There used to be the "power 10" (acc, dmg, rech, endredux*, def, res, hold, heal, range, stun) in stores for DOs and SOs, and you were only able to buy other types after you'd "earned" the right from the proper origin contact. So if you were, say a debuff defender, it was actually trickier to get SOs in your prime powers. They were also more costly (non-power-10), since you had to buy them from contacts who charged twice as much. (This was also a bigger deal in the time of no market and no influence raining from the skies.)


*This was the same thing as endmod at the time.
EndMod was actually two enhancements that dealt with end recovery and end drain. End Reduction was always separate from that.


Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)

 

Posted

If I understood your question correctly... The thing that's "wrong" with IOs is that those IOs lots of people want are more expensive than those very few people want.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

There are a couple of things I think you're overlooking, hero2.

1) The best stuff in the game is available in limited quantities. People with a lot of money want the best stuff and bid against each other for it. This is a bad thing if you're buying, but a good thing if you're selling.

2) You can get very good results by "frankenslotting" with cheap stuff; you just can't get good set bonuses. A Ruin Acc/Dam/Rech and a Thunderstrike Acc/Dam/Rech give you the same as a generic acc, generic dam, and generic rech but they do it in two slots instead of three.

3) The IO system is designed to reward multiple styles of play. Run a lot of task forces and you can get merit recipes, with a good chance of things like Numina's +rech/regen dropping. Beat up a lot of level 50 badguys solo and get a good chance (well, relatively good chance) of purple recipes dropping. Beat a lot of level 30s and you can get Regenerative Tissues and Kinetic Combats. About the only thing you don't get rewarded for is dancing under the Atlas statue.

4) The IO system is intentionally designed to produce small amounts of stuff that is worth a WHOLE lot and large amounts of cheap stuff, some of which is useful. Before the IO system, you earned all the money your character would ever need by level 42 or so. After that you just piled up useless, pointless wealth. After the IO system... well, nobody's ever complained of having too much money.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by KaliMagdalene View Post
EndMod was actually two enhancements that dealt with end recovery and end drain. End Reduction was always separate from that.
Ah, right right. I knew there was something annoying about acquiring enhancements for stamina too...


 

Posted

Hmm, my first thought when reading the title was - practically useless bonuses.
The 02% disorient imob. proc.
Debt Protection - seriously, Who really cares that much about Debt anymore?
Especially in such small percentages... Same thing with the +02% Knockback Bonus, and Confusion resist % (or any of the tiny % Mez resist bonuses).


Beyond that, it would be nice to see some small-ish sets, for things that currently only accept Common IO's.

A like maybe 3 piece - (Recharge), (End Red.), (Rech/End Red.) with some small or moderate set bonuses. to slot in Empathy's Rez maybe?
OK, that's not a great example - as some people just one slot it with a Common Rech. IO, people do the same with some other powers just slotting one-slotting Acc. and forgetting it.

Possibly... something to go in stuff like Siphon Power? Maybe a 3 or 4 slot IO Set with some combination of (Rech.Red., End. Red., Acc., Range)
and give the set some minor/moderate (but "non-useless") bonuses?

Perhaps, they could even give the sets the purple/pvp "trait" of not being affected by exemping - to go along with the new SSK rules?

Players often take powers just to be "set mules" - this might give people another slightly more useful option, and people love new shinies... even if they aren't that shiny.


Quote:
Originally Posted by Arcanaville View Post
City of Heroes didn't fail, City of Heroes was killed. If a 747 dropped on your house, you'd say you were killed, not you failed to find a safer dwelling.
"The U.S. is in no more danger of coming under Sharia law than it is the rules of Fight Club." - Will McAvoy.

 

Posted

Quote:
Originally Posted by Cardiff_Giant View Post
Beyond that, it would be nice to see some small-ish sets, for things that currently only accept Common IO's.
As an alternative, crafted Hammi O-type enhancements that give two mods but aren't in a set. Although, I do like that the HOs are special for that reason.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Originally Posted by GavinRuneblade View Post
As an alternative, crafted Hammi O-type enhancements that give two mods but aren't in a set. Although, I do like that the HOs are special for that reason.
That would actually be an interesting idea. Basically make them another type of common IOs with the power level of level of dual-aspect set IOs and essentially remove the limits currently on Frankenslotting. However to avoid the issues with HOs I think you'd want to make it so that a power has to be able to slot both aspects fo the IO to be able to use it.


 

Posted

I think the worst things about the IO system are that:

1) The Devs didn't combine all the "mez" type IOs into the same sets, like the "mez" attribute on Hami-Os does. If Sleep/Hold/Stun/Slow/Immob/Fear/Confuse/Intangible/Knockback were all offered on "mez" set IOs, instead of being split into separate sets (with Intangible having zero sets at all, currently - not that I care), then it would mean less "clutter"/"junk" in the drop tables. Any mez set IO being dropped would have a chance at far wider usefulness/application for those who looted it, compared to players looting a Sleep set or a Confuse set. In terms of nomenclature they'd be just like Hami-Os, so you could have Acc/Mez IOs, Acc/Mez/Rech IOs, etc in sets, where Mez was a stand-in term for any control effect that could be enhanced. Sure, it might be overly helpful for some powers that have multiple effects (Carrion Creepers springs to mind), but not too overpowering I shouldn't think.

2) The Devs have separate snipe sets. Another source of junk IO drops - snipe sets should have just been ranged sets with Range and/or IntRdx added, for those who wanted to slot for that. It's not like every aspect of existing IO sets is actually useful in some powers anyway (Resist passive powers gain no benefit from EndRdx or Rchg boosts on Resist sets). I might have gone further and combined PBAE sets with melee sets, and Targeted AEs with Ranged sets, just to further cut down the number of set categories, while increasing the number of slotting options on each power.

3) The Devs allowed IOs to drop for every level from L10 onwards (within each set's level range):

a) I think it would have been better if IOs only dropped for every 5th level (i.e. L50, L45, L40, etc.). This would have reduced the clutter in personal storage and at WW/BM, and made bidding on (and listing) IOs at WW/BM a lot easier, as you wouldn't have to "spread bid" across several level ranges to improve your chances of getting certain IOs. As for what level would drop for certain players, I'd have made it so that L47+ players would only get L50 drops, L42-46 players would only get L45 drops, L37-41 players would only get L40 drops, etc.

b) I also don't think Set IOs should have started dropping until L30 (even though I do actually start using them in the early L20s myself), and I would have scaled every single set in the game from L30 all the way up to L50 - that way you have a wider choice of sets at those levels and no set becomes obsolete at higher level (such as existing sets that cap at L20 or L25). It would have made a lot more sense to me if TOs were kept for L1-10 only, DOs for L10-20 only and SOs for L20+, but also introduce common IOs at L20+ and then set IOs at L30+ as the "advanced enhancements" for endgame players.

4) Set bonuses are lost when exemping. I think they should always be available if the power they are slotted in is available, regardless of the level of the IOs slotted there - to do otherwise just punishes high level players for using set bonuses in their build when they exemp down.

5) Too many different salvage types. Halve how many there are, or if IOs had been L20+ for commons and L30+ for sets then you could have just had two categories of IOs for all level ranges - one type to make commons and one type to make sets from.

6) Some sets have too little choice in IO boost types. I'd like to have seen IO sets having more IOs in them than you actually needed to get the highest set bonus. I might have limited it so that the highest set bonus you could get would be for slotting 4 of the same set, just to encourage some variant slotting from players, with perhaps 6-8 different IOs in each set (so you could have a few IOs in a Ranged set with +Range without rendering that set totally pointless for players who didn't want +Range). Then, rather than the usual 5xPosi+proc we see in Targeted AEs in builds (usually skipping Dam/Range unless in a cone attack), or 5xCI+proc (rchg builds) or 6xMako (positional def builds) we see in melee powers, it would usually be more like when you see 4 Kinetic Combats and 1-2 other IOs in melee powers (in builds going for typed def) or frankenslotting 2 from one set, 2 from another, or 3 and 3, etc. - just a bit more variety in slotting - and for attacks it might not always be the same 2/3/4 IOs being used.

-----

The IO system just suffers for having too many IOs in every drop pool and level range, so the chances of getting one you can use from a drop is miniscule, there are just too many categories on WW/BM to bid in, and yet at certain levels you have very little choice over which sets to use. Plus it suffers from too many arcane hidden rules that can confuse new players (like the rule of 5, how procs work in toggles, how the 120sec duration IOs work, etc.).


 

Posted

Loot systems don't work by having everything be good, they work by having lots of crummy stuff, some pretty good stuff and a little bit of REALLY good stuff.

The devs have already taken steps (too many, IMO) to 'concentrate' the good stuff (tickets, weighting, merits, etc). They can't go too much farther down that road without invalidating the entire point of the system.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by Nethergoat View Post
Loot systems don't work by having everything be good, they work by having lots of crummy stuff, some pretty good stuff and a little bit of REALLY good stuff.

The devs have already taken steps (too many, IMO) to 'concentrate' the good stuff (tickets, weighting, merits, etc). They can't go too much farther down that road without invalidating the entire point of the system.
If this was a loot-driven MMO like WoW or EQ then I'd agree with you, but CoH is still a pretty casual MMO when it comes to loot - the entire system is optional after all. In most MMOs you'd struggle to get by with vendor-bought gear, but this game is still balanced around SOs.

I don't think concentrating all the mez sets together or merging a few other categories would hurt things too badly - you'd still have PvP IOs and Purples and HOs as the pinnacle items to strive for, you'd still have orange sets being rarer than yellows and some categories still having one set that outshines all others by a large margin (Positron's Blast I'm looking at you), and you'd still have people looting a mez set and thinking it was junk.

What you wouldn't have is quite so many "junk sets" in circulation and not quite so many people looting a mez set that not only could they not use (perhaps on any character they had), but most powersets can't use (Confuse for example - Mind/Ice/Illu/Plant Control plus Ninjitsu and I think that's it), leading to the recipe being almost totally worthless on the BM/WW too. It would just make some of the junk that gets dumped on vendors a bit more widely useful.

Too late now though, obviously - I was just dreaming out loud.


 

Posted

Actually, I think merging mez recipes is a good idea, provided that droprates were reduced so that people could not achieve high-end builds any faster. (To be honest, I think this game is already too generous with its rewards, if IOs are meant to be a long-term goal for level 50 characters.) You would have fewer drops, but when you found one it would be more likely to be valuable, so your income remains the same. Common/Uncommon salvage drops also ought to be cut, severely.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
To be honest, I think this game is already too generous with its rewards, if IOs are meant to be a long-term goal for level 50 characters.
Purples are essentially explicitly intended to be that way. There's no clear indication that IOs in general are intended to be exclusively for "post-50" advancement. Otherwise, they wouldn't exist at earlier levels.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Purples are essentially explicitly intended to be that way. There's no clear indication that IOs in general are intended to be exclusively for "post-50" advancement. Otherwise, they wouldn't exist at earlier levels.
I don't agree with that conclusion. IOs have to exist at earlier levels due to the way exemplaring and set bonuses work. Also, having a low level set with desirable set bonuses vs. a high level set with weaker set bonuses is good because it forces a choice between enhancement strength and set bonuses (e.g. Basilisk's Gaze vs Lockdown).


 

Posted

Quote:
Originally Posted by Laevateinn View Post
I don't agree with that conclusion. IOs have to exist at earlier levels due to the way exemplaring and set bonuses work. Also, having a low level set with desirable set bonuses vs. a high level set with weaker set bonuses is good because it forces a choice between enhancement strength and set bonuses (e.g. Basilisk's Gaze vs Lockdown).
Yes, but you're drawing a conclusion for which there is no direct evidence. You can't say with certainty that IOs are intended to be rewards primarily for 50s, because...

  • They can be functionally obtained earlier, by non-50 charcters
  • The market provides a way for lower-level characters to feed off of the raw inf generating power of 50s, which they can then use to buy expensive goods. This function of the market was explicitly intended. (We were told this in I9 beta.)
  • No dev has ever said that IOs in general are intended for 50s specifically. The closest thing ever said was that IOs did provide a way for 50s to continue progressing their power. This statement was issued at a time when existing 50s would have had no IOs, only SOs and HOs.
While there's no proof either way, I think there's a significant burden of persuasion required to propose a change that is predicated on restriction of IOs from a segment of the population for which they are currently available.

Edit: There's not a lot of support in my mind given by your Basilisk's gaze example. Good sets exist in many level ranges, but any given large set bonus may only be found in a given level range. Some things pretty universally have their best options in the 40-50 range, some things do not. If your example were valid, there would be uniform cases where low-level enhancements gave very good bonuses, while high-level ones gave poor bonuses but excellent enhancement. Instead, this is not uniformly the case. Moreover, it's not uniform in the sense that "good bonuses" depend dramatically upon build goals, which depend on the nature of the AT/powerset combinations of the character buying the IOs. For any given type of bonus, what's "best" is often clumped in a few sets scattered across different level ranges.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

IO's, and I have no direct evidence for this either, seem to serve a LOT of purposes. They can provide direct SO replacement. (but without going red, and with slight improvements as you level, and with 20's being clearly better than 15s and worse than 25's and so forth. ) They can provide ultimate power to max level characters. (Except for the things that are "reserved" for HO's, like Dam/Range and so forth.)

... and they can provide several levels of middle ground, from frankenslotting at level 32 to "oh, just one expensive stealth or kb" to "just the cheap and easy 25% Recharge and a little +Acc".

... and they can do it for levels 15 through 49 as well.

I don't play my 50's much and I get a LOT out of the IO system. Please don't gouge me for your perceived "real" purposes.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.