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Quote:Well, if you've followed my post history at all what I am about to say should come as no surprise: I do NOT like this. In all honesty I'm not sure this is worth posting, I made my views on the matter clear in Beta and was told at the time that things weren't going to change. I consoled myself at the time with the knowledge that it was only uncommon sets but now, lo and behold we are getting rare sets as well (I'm not surprised since frankly I doubt the uncommon sets sold particularly well but I am disappointed).- 3 new Rare Melee DPS IO Enhancements (which will normally be found under the enhancements category sort by Melee and their respective max levels): Pulverizing Fisticuffs (10-25), Touch of Death (25-40) and Mako's Bite (30-50). Like our previous enhancement offerings, these Rare IOs cannot be boosted, are account bound and attuned and they will level with you, within their level ranges. We're going to be watching these items closely as they represent another convenience vs. time offering and we're interested in their reception. We'll let you know about pricing tomorrow, however this initial offering will be at 50% off of their normal price, both individually for those of you who like to mix and match for your builds and as a bundled set.
You are billing this as an issue of convenience versus time but the fact of the matter is it isn't. It's selling power. Touch of Death and Mako's Bite are both very solid sets that any melee character building positional defense will want to use. That in and of itself doesn't bother me neither does the fact that they scale up as you level. What does bother me is that unlike normal Set IOs they scale down with you when you exemplar. That gives characters using them a huge advantage over regular set IOs.
Now the "solution" suggested by the devs was to make two builds one using level 50 IOs and one with level 30'ish. As I said at the time I don't consider this a valid solution for a few reasons. One is that the store bought IOs are still better between level 31 and level 46. The other is that level 30 rare IOs are frustrating to acquire due to low supply.
Considering the upcoming release of Titan Weapons this really seems to me like a naked money grab. Given that I will reiterate my request to do something to make regular set IOs competitive. Personally I'd like to see all IOs adopt the same level-less structure as store bought IOs. Baring that I'd like to see the ability to use the level slider to make random ticket/merit rolls at a particular level in order to help loosen up the supply of mid-level IOs. -
Quote:Well for damage my basic rule of thumb is that if I'm over 95% pre-ED it's to much. At that point each 1% of damage enhancement increases my final damage enhancement by 0.15% of the power's base damage so from a practical point of view I'm wasting slots. I'd do better of using those slots to either increase recharge (which will have more impact on total damage) or use them to improve another power. Now in this case it's worth wasting slots for the set bonuses but that isn't always true.How does one determine if they have "too much" damage or accuracy bonuses?
Accuracy is similar. You never have better chance of hitting than 95% so anything above that is wasted except for countering enemies with high defense and/or to hit debuffs. Personally I tend to target getting a 95% chance to hit against +4s in the absence of either defense buffs or to hit debuffs. The general theory is that if I'm facing +4s I'm probably on a team so team buffs and debuffs will cancel out the enemy's buffs and debuffs (this is based on my personal playstyle, depending on your preferences you may want more or less accuracy than I do).
To formula for chance to hit is:
HitChance = BasePowerAcc * (1 + AccEnhancement + GlobalAccBonus) * (BaseHitChance + ToHitMods – DefMods)
With both the final vlaue and the (BaseHitChance + ToHitMods – DefMods) section having a minimum of 5% and a maximum of 95%.
BaseHitChance against +4s is 39%, I'm an AR/Dev so BasePowerAcc is 1.05 and ToHitMods is about 19% (going by memory here, I don't have exact values). Plugging that in tells me that my combined Power Enhancement and Global Accuracy enhancement need to be about 55%. Now I know I have at least 74% global accuracy (1 x Ragnarok set, 2 X Thunderstrike, 4 x Positron's Blast and a Trap of the Hunter) so I don't actually need any accuracy slotting in individual powers (although I still want some for exemplaring down). -
It's on the wiki:
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Quote:Correct, most sets can be used as much as you like. There are a few speical IOs which are unique and the Purple sets are all unique as well.To be clear on something...you can use most IO stes more than once on the same toon? I know there are "unique" ones that says you cant....
Quote:And thats where the rule of 5 comes in? You cant have more than 5 bonuses on a single aspect?
1. Special IOs are counted separately than Set Bonuses so you can have 5 Luck of the Gambler +7.5% recharge IOs and also 5 sets that give you a 7.5% recharge bonus.
2. Defense bonuses are a little complicated since they each increase 3 different defenses. Basic rule of thumb is always compare the higher bonuses for rule of five purposes. You can find a detailed explanation here -
Quote:In general IO sets provide higher power enhancements values than SOs for the same number of slots. The catch is that they don't always provide the optimal combination of enhancement values. It is possible to make an IO based build that is worse than an SO build (believe me, I've seen some horrible builds posted on these forums) but with a bit of care an IO build will generally be superior to an IO build.This example is generic, but here goes. Lets say I have a blaster attack 6 slotted, with 3 ACC's and 3 Damage SO's (and the damage SO's give approx 36% bonus each....thats 108% bonus). And then I decide to get rid of that for an IO set that has a "increase damage of all your powers by 5%"....and lets say this set has a few damage bonuses of 26%...arent you losing a major amount of damage bonus?
Or...does the global increase to all powers that an IO set gives, is that applied to a different baseline of damage?..is it refering to the same value that the SO bonus is refering too?
Let's take a specific example, you mentioned that your Blaster has his attacks slotted with 3 damage and 3 accuracy. my Blaster has his single target attacks slotted with a full set of Thunderstikes (an EXCELLENT set for Blasters). Now before factoring in ED my enhancement values are:
Damage: 143.1%
Accuracy: 68.9%
Recharge: 68.9%
Endurance Reduction: 68.9%
Now obviously ED drops the Damage bonus to about 100% but even with that I have significantly better slotting than I would with SOs. To get comparable slotting from just SOs I would need about 9 slots, 3 damage, 2 accuracy, 2 recharge and 2 endurance.
Now this brings us to the point that Flower mentions which is Frankenslotting. Honestly my Blaster's attacks are pretty overslotted. I've got so much damage that I'm losing a good chunk of it anyway and my accuracy is quite a bit higher than I need as well (between Targeting Drone and Accuracy global bonuses I don't need that much in individual powers). I keep the full set for the ranged defense bonus but if I didn't need that then I would at the very least take out the Damage/Accuracy enhancement and move that slot elsewhere. -
And my prediction comes true. Ok, it's slightly out of context since my post was more countering you contention that the random syllable names do not work in CoX rather than insulting you for being unoriginal but I think it's close enough
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As a side note, I have no objection to people who want more traditional names, I just object to the assertion that going with the random syllable type cannot work in CoX. Personally I find that the idea of secret-identity style names in a city where 50% of the population have super powers strains my ability to suspend disbelief so my characters have character names which are either their real names or a title that supersedes their name (but with the assumption that their real name is public knowledge) but to each their own. -
Well if you aren't giving a specific order you're generally relying on the ones with a Fire AoE catching it by chance and unless you get lucky with a cone attack that probably means the Ember Demon's fireball. You're probably best off either attacking it yourself or manually ordering a minion to attack it (the Fiery or Hellfire Demonlings would seem a sensible choice). You might even consider making a bind/macro to specifically target the slick and order a minion to attack it.
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Well the two different types of slows (movement speed and recharge slow) need to be looked at separately. The following is mostly about regular foes, slows are essentially useless against AVs.
For recharge slows, the longer the combat duration the more benefit slows provide. They increase the time between enemy attacks (or at least between their more powerful attacks) as such unless the unslowed enemy would have time to make at least two attack chain rotations they don't do anything. As such they are most useful when the character(s) cannot kill enemies in a few hits. For a soloer recharge slows make fighting bosses a lot easier and on a team they can really help on higher difficulty (but are generally superfluous at +0).
Movement slows are more situational. They are a positioning tool and as such depend on having a team that can take advantage of them. For a team of ranged characters keeping enemies out of melee range is very useful but for melee characters it's a lot less useful.
For comparison purposes, my Devices Blaster uses movement slows to keep enemies out of melee and bunched up whereas my Time Defender is less concerned with movement slows but does use recharge slows to reduce incoming damage.
In terms of Time I think the analogy people use with Regen is actually appropriate: if you can survive the first 10 seconds you're invincible. It's not quite as true for Time as it is for regen but it is a similar situation. The Alpha strike is painful but if you can survive that the combination of Recharge time reduction and Holds reduce the number of attacks you face down to a very survivable level. -
Personally I enjoy the Striga arcs in the level 20-30 range. They have a nice mix of enemies and some fun temp powers.
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Any fire or energy attack will light it (including sonic, you can light the slick by yelling at it). A popular option for some TA characters is to make the character Magic or Tech origin. That way you can use your origin power (Apprentice charm or Taser) to light the slick.
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Quote:Sure it does. The majority of my characters are human and I tend to select a first name I like and then give them a surname by throwing random syllables together, for example:Difference being WoW,Lotro,DDO,AoC and Sw:TOR have the advantage of being fantasy/sci-fi with alien language, throw a random bunch of letters together, does it sound Orcish? Elven? All right good to go.
Doesn't work like that for CoH though.
Marcus Taldari
Empedocles Mastrik
Dr Alec von Chronite -
Quote:So the itent of Enzyme Exposures is that they are supposed to enhance Defense Debuffs but not buffs. However due to the way in which enhancements work they will enhance Defense Buffs so long as the power in question accepts Endurance Reduction enhancements. This is technically a bug and as such it is entirely possible that the devs will one day fix it however until that happens Enzymes do buff defense.Oh yeah, I have a small question, I was looking at Wentworth's too see how much inf things that I'm missing are worth, and I noticed that Enzyme Exposures supposedly enhance "Defense Debuffs"... but MIDS lets me slot it as either a buff or a debuff, is that normal? Am I looking at the wrong HO in Wentworth's?
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Quote:This is the big thing for me. A no-frills weapon draw animation would make the set a lot more enjoyable to play (at least for me). The other nice change would be if Piercing Ammo applied it's resistance debuff for all ammo types.Redraw is also an issue but it would be so much less annoying if the animation didn't have you doing a pointless little twirl of the guns with each redraw. If the animation was changed to be a very swift pulling of the guns from their holsters, it would be so much better.
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It depends a lot on the rest of your build. As Wyatt_Earp mentioned your best bet might be to just stick a couple of IOs in there and use excess slots for other things (although I'd probably use a To Hit Debuff/Rech instead of the Defense/Rech one). In terms of sets the most useful non-knockback one is probably Dark Watcher's Despair. It enhances the to hit debuff in Earthquake (which is generally more useful than defense debuff if you have Quicksand) and it has a 5% recharge bonus for four slots.
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Quote:The problem is that the basic gear level needs to be the same for VIP players and free players just from a content balance point of view. Content in an MMO is balanced assuming a certain level of gear, if standard content is balanced around SOs then SOs should be available to all.However, your point before that seems to make the completely opposite point. For premium players with access to the invention system, and for VIPs, the stretch goal is Inventions, and SOs are actually pretty easy to afford. However, for free players, SOs are still the stretch goal for them, as they are the best that they can get as long as they are free players. So does that mean that they should be a stretch to get?
Honestly though I think at this point the discussion has pretty much run it's course, we're pretty much reduced to quibbling over semantics.
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It's an interesting idea. That being said, my view has always been that the various in-game alignments are really intended more as guidelines than actual limiting alignments. The current four alignments correspond by name to the most common alignments in Superhero comics but the actual in game effects for the alignments really allow for anything you want.
The analogy I like to use is the Alignment System in Dungeons and Dragons. each character has two alignments, one determines how they feel about order (Lawful, Neutral and Chaotic) and the other how they feel about good and evil (Good, Neutral and Evil) for a total of nine alignments. But then within this system you can still have a lot of variations within a single alignment category.
I see the CoX alignments in a similar system. The names of the alignments imply a certain type of morality but I don't feel they restrict you to that. An actual Vigilante would be Lawful Neutral but the Vigilante alignment in game is suitable for any Neutral but tending towards Good characters. Adding additional alignment types would be an option but honestly it doesn't seem necessary. Mechanically any new alignments would function the same way as one of the existing alignments in terms of access to content so what is the point? No matter how many alignments you add someone will always want more. I think a better option would be to keep the current alignments but add a "display alignment" feature where people can type in whatever alignment they want (similar to bio and battlecry). -
Quote:Well, I can only speak for myself but I feel that using DOs from 12-22 and SOs from 22-50 should be available as "basic gear" for all players (TOs I tend ignore since the 1-12 levels go by to fast to bother).But what is the definition of "basic gear"?
Quite honestly, that definition for most of the experienced population of the game might be a progression from TOs until level 12, then DOs until 22, then SOs. However, that doesn't mean that it's THE definition. Because you can use TOs until 22, then DOs until 32, and then SOs after that. Depending on how much you team, you may not notice much difference in leveling speed.
Basic gear in an MMO is not a static target. Changes to the game adding new types of gear results in a rolling target where as the power level of the top end goes up so does the power level of the lower end. When the came was new making full SOs somewhat difficult to obtain made sense. They were all that mattered so giving a bit of a stretch goal made sense. Since the various new enhancements have been added I think regarding full SOs as basic gear is a reasonable assumption.
The other side of it is that the difficulty level of content has not remained static throughout the life of the game. Newer content, and in particular the new level 20-29 story arcs, are more challenging than the older content, especially for solo players. Several of my characters struggled with doing them using SOs, having to use a mix of SOs and DOs sounds very painful. This is another reason for rebalancing the games to make SOs more viable as "basic gear", the game difficulty has increased so increasing the power level of basic gear to compensate makes sense. -
Honestly, it might just be a desire to limit the number of SG bases that they have to store
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Given the various changes to the game over the years SGs are less important than they were. Global channels provide a more convenient method of server-wide teaming. The addition of new methods of travel and a decrease in the amount of travel needed have lessened the value of SG Teleporters. Finally the Paragon Market and Global Email have lessened the need for SG bases as a means of storing and transferring salvage and enhancements. -
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Quote:There's a line there however. Make it to hard and they quit in frustration and tell all of their friends. While F2P games rely on people deciding to spend money the converse is that if the free portion is to frustrating people quit before they decide to spend money. I consider "able to acquire basic gear without spending real money" to be a core requirement for any Free to play game. If I feel I can't do that I'm not going to play the game long enough to decide if it's worth spending real money on.Besides it's fairly clear to me that the Devs are never going to make the F2P mode of this game terribly easy to play because the system is designed to motivate people to become VIP players. Why would the game go out of its way to "encourage" players to remain F2P?
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Indeed, I think I could probably write the entire thread myself.
Lets see, some people will come in and post in support, some will post in opposition (mostly citing the poor impression it creates for a possible returning player).
A few people will come in and make implied insults that anyone in favor of it is unimaginative and listing all of the good names they have recently acquired.
Someone from the old EU servers will come in and request a global name purge so that they can get back their old global name.
Someone will bring up the CharacterName@AccountName system used in a certain other MMO and will get shouted down.
I think that covers it.
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Quote:Honestly, this is (again) not something I can agree with. Respecs in this game are, for most players, a finite resource. We are talking here about players without market access which means they really only have the 3 Trial Respecs plus the occasional freespec (no vetspecs and no crafting respecs) telling a player that in order to afford the basic level of gear they should use up one of their limited respecs seems to me like a very poor idea. If the TV trial gave unlimited respecs I wouldn't object but with only a few respecs available I think that's a bad strategy.There are other ways to increase influence gain to help with the purchase of enhancements other than debt or XP-locking. They've been discussed in the other thread several times. But you really can play the game, and with a few smart decisions, can afford a full set of SOs at level 22. Using respecs at key levels after that can make buying the next set of SOs very cheap. For instance, if you respec at level 27/28, you can sell the level 25 SOs back at full price, and combined with the influence you've earned from level 22-27/28 will get you a full set of new enhancements (and likely you'll have some left over). Then by the time you hit 32, you should have more than enough to buy level 35 SOs.
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Quote:It depends on how the proc is implemented in game. Some procs affect the caster of the pwoer while some affect the target. Unfortunately RedTomax is still down so I can't verify but if I recall correctly all of the Proc120s (which includes Numina and Miracle) are set to affect the caster so won't propagate to teammates.numina and Miracle are procs. Both will hit anyone in a triage beacon or spirit tree, and thus I assume they will also hit anyone with an AoE heal. But I have never tested because I'm selfish and would rather have the bonus permanent for myself by sticking them in health =)
As Mega_Jamie mentioned there are some other procs such as Panacea (and I believe Performance Shifter) which instead affect the target of the power (which is why you don't slot Performance Shifter in Electrical Balst).
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Quote:See, that's the thing. I have no problem with it being a "gear chase" for higher end stuff. IOs, HOs, heck even +3 SOs should require a decent investment of time to achieve. It's when the cost to maintain the basic gear outstrips the rate you earn it while leveling that I see a problem.I think that this thread and the player questions one along the same line don't give new, free players enough credit for being willing to work for stuff and expecting that they might have to put some effort in if they want better stuff. Even in this game, which really has been about a "gear chase" for quite some time now, just in different ways than other games. You've had people chasing SOs, then Hami-Os, and now Invention sets. Working for those things isn't a penalty.
I'm not saying that a free player shouldn't need to earn SOs but they should be able to afford enough SOs to fill their slots without needing to resort to using debt or XP locking to farm influence.
Another option I'd suggest to help soften the impact would be the reintroduction of enhancement rewards for story arcs and task forces for anyone who isn't a VIP or Tier 4 Premium. Basically if you can't earn merit rewards for task completion you should at least get an SO instead.