Adeon Hawkwood

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  1. Quote:
    Originally Posted by Pitho View Post
    Purples, for the most part, are good for getting recharge bonuses (also the non purple sets for ranged and targeted aoe are kinda crap). If you want defense you have to go with other sets that aren't purple.
    Agreed. I have a few characters with heavy purple usage (notably a Traps/AR defender and a Crab Spider) but they are all characters where having lots of recharge is useful.

    Quote:
    Originally Posted by Schismatrix View Post
    And most awesome builds are not filled with "Ultimate x" set bonuses unless they're extremely reliant on recharge bonuses. Even then purple sets are rarely worth six slotting.
    I did 6-slot Apocalypse on my Traps/AR Defender since doing so soft-capped him to Psionic Defense but I agree that in general it's rarely worth it.
  2. Adeon Hawkwood

    Mu Mastery?

    You can do it any time after level 35. You will first need to side switch to villain which will take at least 4 days (you need to do 10 tips plus a morality mission to switch to Vigilante and then repeat the process to switch to villain, you can do a maximum of 5 tips per day). Once you are a full villain go to Grandville and speak with Arbiter Rein (he's just outside the main tower) he will give you a mission and then introduce you to one of the patrons who will give you a story arc to unlock the PPPs.

    Note that you can do any of the Patron arcs and it will unlock all four pools, you don't need to worry about unlocking Mu specifically so pick whichever works for you (I think Black Scorpion is probably the easiest).
  3. Quote:
    Originally Posted by Lothic View Post
    On the other hand many of us played (and paid) for years before things like the market or salvage even existed in the game. It's not "needlessly" difficult to get Influence without those things - I did it well enough for years. Just making the point that it's far from impossible to play that way.
    One thing to keep in mind is that, as Tenzhi mentioned the XP per level has been reduced since then which makes the situation worse. Additionally completing story arcs and task forces used to award an SO which made getting them easier but since the introduction of merit rewards this is no longer the case. For VIPs this isn't an issue since they can, if they desire, spend the merits on SOs which will generally give them at least one SO per arc but this is not an option for free players. So overall Free players have even less ability to earn enhancements than a pre-market subscriber.

    I'll also add that the "needlessly difficult" comment was about playing with sub-powered enhancements, not getting influence.

    Quote:
    Originally Posted by Aett_Thorn View Post
    A small reduction may be in order, but it shouldn't be so low that a free player should be given enough influence just from kills that they can always afford the best enhancements for their level. If they do that, then they might as well not allow free players to earn inf and just give away the DOs and SOs for free when you need them.
    Why not? This is a game which has always prided itself on the fact that it isn't a gear chase. You only need basic vendor gear and such gear is readily available. To be honest I'd have absolutely no problem if the game started giving out free basic enhancements on demand for all characters (except for the possible inflationary effects of doing so) although I can see arguments against it from a player attitudes point of view.

    To me what it really comes down to is that a person playing the game relatively normally should be able to afford basic gear without to much difficulty.
  4. What I used to do is ask for kind people in Atlas to help me.

    Now I (as you suggest) use a second account. I have a Tier 2 Premium account which means it can join Supergroups so I use that. So to answer your question, yes you can have a free account which can join an SG. If your second account was created by using a retail code before Freedom then it should be at least Tier 2. If not purchasing 400 Paragon Points will upgrade it to T2.
  5. Quote:
    Originally Posted by UberGuy View Post
    I still often take Hover before Fly (and yes I take and like Fly) because I'd rather have the tactical capability in missions earlier than I worry about getting to (most) missions faster.
    I know the feeling, almost all of my characters have Combat Jumping simply because I've come to rely on it for in-mission movement (I dislike having to worry about full 3D movement during combat so I can't stand hover).
  6. Quote:
    Originally Posted by Scarlet Shocker View Post
    Like many here, you've not actually said why having an inherent travel power is a bad thing
    Basic answer: Power Creep. Giving all characters an inherent travel power means they now have an extra power choice to spend on something else that will make them more powerful in another way, hence power creep.

    Now I don't think having an Inherent travel power is a bad idea, to be honest I kind of think the game should have done it that way from the start. However, if the game had done that then it's a good bet we would only have 23 power choices, not 24. Given that changing it now would probably not be the best option.
  7. You will also be unable to spend Paragon Reward Tokens on Celestial Armor or new Tier 9 VIP Costumes. If you already have Celestial armor you should retain access to it however.
  8. Adeon Hawkwood

    Free Account

    Quote:
    Originally Posted by Snow Globe View Post
    And all the new mid-level content is built for teams. Your point?
    Ok, where does it say that the new mid-level content is team focused? The contacts for the missions I've done sure as heck don't say "by the way, you may want a team for this" and none of them require a team (like the true team-required content).

    In fact I would go so far as to say that most of the new story arcs are designed for soloing, not teams. The various Atlas and Mercy revamp arcs as well as the Praetorian arcs all seem to me to be written primarily for a soloist (I realize they are low level, not mid level but they are a good example).

    The new 20-29 arcs are another good example. While they can be played by teams the stories are really single-character oriented. Dean McArthur and Leonard are particularly good examples, the stories in their arcs are written assuming a solo character.

    The other side of it is arc quality. The newer arcs are better than the older stuff (at least mechanically, the quality of the story is more variable) so encouraging new players to run it seems like a good idea.

    Quote:
    Come on. Even the original poster's wife isn't soloing.

    I team from level 1, except in Praetoria. No one seems to be there. Given the constant stream of Death From Below trials announced on the help channel (even on a server like Triumph), I don't think the lack of teaming is a problem.
    I didn't say that finding teams was difficult, I said that some players like to solo (which I think is demonstrated in this very thread) and that given the restrictions on free players they are more likely to solo.

    Do free players have fewer options for finding teams than premium/VIP players? Yes.
    Does having fewer options make it harder for them to get teams doing content they want to do? Yes (network effect, they are in contact with fewer players which decreases the chance of finding someone who is doing what they want)
    If it is harder for them to get teams are they more likely to solo said content? Yes.
  9. Adeon Hawkwood

    Free Account

    Quote:
    Originally Posted by Texas Justice View Post
    There is so much content now in the 20's that it's easy to stock up on inf by turning off XP earnings and running the First Ward, Striga, early Croatoa, Talos and IP missions as well as the Midnighter missions, the FBSA missions and the rest of the newer content that's been added to that level range over the past few years. Not only am I getting to run some fun missions that I enjoy, but I also build up inf and get some nice temp powers along the way.
    This is fine if you want to run those missions. However, I feel that it's not the best suggestion to give to a new player.

    One thing I've seen people complain about in other MMOs is feeling that in order to be able to continue leveling they have to stop leveling and spend time "grinding" lower level content for the cash to get the gear they need to continue leveling. Turning off XP to get inf for enhancements is essentially the equivalent of that in CoH. While it isn't a problem for an experienced player who wants to do it in order to experience more content it is the sort of thing that could potentially turn off a new player.
  10. Quote:
    Originally Posted by Tenzhi View Post
    Have they even adjusted the prices over all the times they adjusted XP so that leveling went by smoother/faster? If not, then it's long overdue.
    This is a good point. I'm not sure what the answer is although as a data point the last time that prices were adjusted on the Wiki was June 2007.
    http://wiki.cohtitan.com/wiki/Enhancement_Prices
  11. Adeon Hawkwood

    Free Account

    Quote:
    Originally Posted by Snow Globe View Post
    There is a hidden accuracy bonus until level 20. Slotting accuracy before then gives a worse impression.
    Except that the bonus accuracy from SOs also kicks in around the the time the to hit bonus drops off. I find that my average chance to hit from 1 DO at level 12-16ish is similar to my to hit chance at level 22 with one SO. The 16-22 part is the tough one.

    Quote:
    Dual Origins are available to the mid-late 30s, so it is reasonable to conclude that the game is still balanced for them to that point.
    The original content maybe but not so much the newer stuff. Mid-level content has gotten noticeably harder over the years. A dramatic increase in the use of ambushes has been combined with foes that are, on average, more powerful than the older ones. The combination

    Quote:
    Lastly, this is an MMO, you're not expected to solo.
    Again, I have to wonder where you are coming from with this? Given the number of threads on this forum regarding the teaming in Incarnate content I think it's reasonable to assume that we have a significant number of players who do prefer to solo. I'll also add that given the restrictions on free players it's not unreasonable to assume that an even higher percentage of them spend most of their time solo. I know when I started I didn't really team at all until I was past level 45.

    I'll also add that one of the big advantages of CoX compared to other MMOs is that it is very solo friendly. We can debate whether it's worth playing an MMO solo but that doesn't change the fact that for CoX soloing is a valid playstyle.
  12. My Little Pony - Friendship is Magic Online: It is completely impossible to complete missions, earn any experience or do anything except wonder around aimlessly unless you are on a team of at least 6 people.
  13. Adeon Hawkwood

    Hero Skin Borked

    Quote:
    Originally Posted by Tenzhi View Post
    That... is... AWESOME!

    Better than the original Tommy Lee Jones pic.
    Agreed, that is an AWESOME drawing.
  14. Given the change to Freedom I think it would be a good idea to review the prices for low level normal enhancements (basically level 30 and below). When leveling a character using only inf drops it is very difficult to get enough influence to keep enhancements current. This isn't a significant issue for VIP or moderate rank premium players since they have lots of tools available to them to generate inf for enhancements (even without needing to mail inf from a high level alt). Simply selling salvage on the market is often enough and even without that trading Merits or AE Tickets provides a relatively easy way to get enhancements without spending inf. The problem is that for a free player none of these options are available, unless they can find a kind player to email them some inf their only source of inf are regular drops.

    Anecdotal evidence suggests that someone relying solely on drops will have a hard time affording enhancements until the mid-30s so I suggest reducing the cost of enhancements below that level to make it easier. Setting up a situation where Free Players have trouble buying even basic "gear" seems to me to be a very poor way of encouraging them to stick around. It gives a perception that the game is needlessly difficult.
  15. Adeon Hawkwood

    Free Account

    Quote:
    Originally Posted by Snow Globe View Post
    You're doing it wrong. Again:
    • Don't buy Training Origins. Either use what drops, or better yet, sell them to the vendors.
    • In the 20s, use Dual Origins. Only slot at 22-23 and 27-28. Sell everything you can't use, and sell any Training or Single Origins to the vendors.
    • In the 30s start using Single Origins. This does not mean replacing all your Dual Origins, only supplementing them. Again only slotting at 32-33 and 37-38. Don't slot everything to max. Sell everything you can't use to the vendors.
    • At 42-43 and 47-49, yes slot only Single Origins. Do so when you can, combine with drops when you can, and don't expect everything to be slotted to +3.
    • At level 50, start slotting to 50++, and do TFs to get 51-53 Single Origins.
    Seriously? I can agree with the first point, I rarely bother to use TOs myself but not using DOs until level 22 or SOs until the 30s sounds like a horribly painful way to play, especially if you solo.

    Yes, maybe this is how it worked when the game was new but given the way that the game has changed over the years I think it's unreasonable to expect a new player to function that way. Additionally, it does not present the best impression for the game, playing with underpowered enhancements creates the impression that the game is a lot harder than it is which will turn off some potential players.
  16. I think giving characters all four travel powers as inherent powers would be a bad idea for the same reason that Sprints do not accept universal travel power enhancements. The benefits of "free" slots for the global IOs there are a bit to good.

    Quote:
    Originally Posted by Wicked_Wendy View Post
    I agree with you on slotting .. I have played long enough that I can skip any additional powers and just take Fly, SS, ect. So along with now getting stamina without the need to take 2 other powers I never slot I have 3 power choices I never got to take until after level 20. Many of my characters don't see triple damage slots, or whatever until the 30s now because I get powers quicker but because I have so many I want to make better I can max anything out before then. I have actually taken to grabbing things like hasten (one recharge reduction and done) and Recall Friend (again one recharge) so I can use a few slots here and there to improve my primary and secondary attacks faster.
    I think this is a very valid concern with making Travel powers inherent. All build rely on having a few powers that only need 1 or 2 slots to make up for the powers that need 5 or 6. Technically making the travel powers inherent doesn't make this impossible but it does reduce the choices players have to make in builds which makes builds more generic since more people will take the same one-slot-wonder powers (i.e. powers like CJ, Hover, Stealth and Haste become more common).

    Quote:
    Originally Posted by Steelclaw View Post
    1) Make ONE travel power Inherent upon character creation. So, you can pick one of the existing four at creation. This will be greyed out as a taken power when you later go to the Power Pool tables. If you want MORE than that one travel power then you have to spend a slot on it as normal. In any case, the inherent power chosen will count as credit towards later pool powers that require "credit" to choose.
    As long as the choice is changeable during a respec I'd have no objection to the introduction of a single travel Power Only power choice being added to characters. I don't feel that it is necessary but it would be a nice little bonus.

    Quote:
    Originally Posted by Chase_Arcanum View Post
    Personally, I want MORE pool powers. Heck, I'd like to see a HUGE pool power system, with virtually every powerset in the game offering a pool "lite" version available to other players.
    Honestly, I doubt we'll ever see something like that. I do agree that it would be nice to have wider options in pool powers and the introduction of some non-generic ones but it's the sort of thing that ends up being a game balance nightmare (for the same reason that pure free-form powers are problematic). The compromise solution I would like to see is adding even more variety to Epic pools with things like a Dual Pistols epic pool for melee characters
  17. Yeah the radial reactive interface is the current best option for pretty much any Mastermind (heck, it's pretty much the best option for any character). If you hold out until issue 21.5 it might be worth checking out the new interfaces but you won't notice a huge difference.
  18. Quote:
    Originally Posted by ClawsandEffect View Post
    I'm pretty familiar with most of the in-game earnable items, and I've dug through the market extensively. So far I haven't run across a single item in the market that you can earn via gameplay.
    It's easy to miss for veteran players (since most of us got it free a while back) but the Vanguard costume is in the market and earnable in game.

    Quote:
    Originally Posted by Forbin_Project View Post
    Level 1 unlocks on Capes and Auras cannot be earned during gameplay.
    Actually they can. You can use Astral merits to unlock capes and auras on a single character of any level (you need a level 50 to get the merits but the unlock token can be used by any character on your account).
  19. I would not recommend skipping PGT, I consider it one of the key powers in Traps (the others are Acid, FFG and Seekers). The -regen keeps reapplying as long as the cloud is there, so for a stationary enemy it lasts for 40 seconds. The hold also can reapply but the chance of doing so is very low (it's worth adding a Lockdown proc as well since that will also re-check every 10 seconds).
  20. Adeon Hawkwood

    Free Account

    Quote:
    Originally Posted by Blue_Centurion View Post
    1) it costs way more for SOs 25-50 than you get inf drops for in the game.
    This isn't entirely true. It is definitely very tight up until about level 30 though. Once you get there it gets easier (especially if you make sure to sell the SO drops to the right stores).

    That being said I think you do have a point. Reducing the cost of TOs/DOs/SOs particuarly in the level 1-35 range might not be a bad idea at this point in the game's life cycle. I'm not normally in favor of reducing inf sinks but the total cost of SOs (5.6 million at level 50 IIRC) is a trivial amount to get for anyone who has market access but I can definitely see it being an issue for free players.

    The other option is to have her run Death From Below a lot, you get several even level SOs from that IIRC.
  21. Quote:
    Originally Posted by Mazey View Post
    Giving the tokens up-front not only looks good, it also gives people an added incentive to buy large subscriptions at once. Further a lot of people are quite likely to spend all the tokens they get at once on the repeatable tier 9 stuff. So, when the next lot of VIP rewards come around, they'll have no more tokens to spend on them, won't have any more due and, importantly, will have no-one to blame but themselves.
    So they'll have stuff they want, won't be able to justify a boycott because "It's unfair the way it was set up" because it was fair, so they'll have to buy more points to get more tokens.
    The other advantage is people buying up the ladder. I'm currently on a monthly plan but if they gave tokens up front I would almost certainly get a year long sub to get to T9, I would probably then spend even more money on Paragon Points to get the Celestial Armor.
  22. Quote:
    Originally Posted by Starsman View Post
    You know, I'm aware masterminds were designed to tank, but I have never seen a Mastermind tanking.
    My Bots/Traps MM is built to tank and does so quite effectively (at least I think so). He can't generally pull aggro off a melee character with a taunt aura but he can pull aggro off most other characters.

    My Demons/Thermal isn't a tank in the traditional sense (no Provoke and I rarely use bodyguard mode) but even he does ok. The Demon Prince makes a tough meat shield and even though he lacks a traditional means of aggro management tools simply moving him into the middle of the spawn and letting him lose with his aura and AoE sleep can provide enough aggro management for a lot of teams.
  23. If you hover your mouse over the enhancement in the enhancement window it should tell you what it is.
  24. Adeon Hawkwood

    Why Knockback?

    Quote:
    Originally Posted by Patriot_Prime View Post
    - Now lets look at Earthquake. Same basic concept, except that instead of falling down, they scattered to the 4 winds. This power is pretty much never used by me, simply because it seems to be counter productive to crowd control.
    I don't know what power you're using but Earthquake is a knockdown power, not knockback. Are you using it on Clockwork or enemies much lower level than you? In both cases knockdown will get converted to knockback but agaisnt most even level enemies Earthquake knocks them down, not back.
  25. Quote:
    Originally Posted by Starsman View Post
    Id say the power is there mostly for a scrapper that wants to tank.
    Also for Masterminds who want to tank.