Atomic_Woman

Super-Powered
  • Posts

    154
  • Joined

  1. Quote:
    Originally Posted by NuclearToast View Post
    Is that even an option for new players? Aside from the difficulty issue, I find the canon issue to be even greater.
    Start Praetorian character, load up tutorial. Log out, start second character. Choose Hero/Paragon City.
  2. Quote:
    Originally Posted by Techbot Alpha View Post
    Fire/Fire/Fire blasters are the exception, when Death just becomes part of the attack chain
    I totally do the same thing with my Fire/Fire Brute.

    Even my WP tank has Resurgence. Although that one doesn't get the damage+knockback+stun combo.

    My buds think it's weird that I always take self-rezes. But then again I'm not the one always running back from the hospital, so....
  3. Quote:
    Originally Posted by Auroxis View Post
    A self heal every couple minutes isn't a really powerful heal, I hope you realize that. Heck I wouldn't be surprised if the HP regenerated every two minutes you get from the Max HP boost surpasses the amount of healing you get from it every couple minutes.
    It is when it's the only healing you need during those couple minutes.

    Outside of DE (quartz emanators) and Carnies (end drain when killed) I have basically no problems soloing stuff at +0x8. It's all about the layered defenses. And I do it relatively slowly, since I'm a single-target build. It'd be even easier for a heavily-AOE primary I suspect.
  4. Quote:
    Originally Posted by Auroxis View Post
    (Dull Pain is more of a +HP power)
    Kind of going on a tangent here, but DP works just fine as a self-heal. My MA/Inv has roughly 1820hp and DP heals for something like 1011hp, which is somewhere in the area of a 55-60% heal every couple minutes.

    It's no Healing Flames, but then again I have soft-capped defenses and resistances to back them up.
  5. Quote:
    Originally Posted by Test_Rat View Post
    That might explain why they decimate me more than other content... Good to know...

    Is this a prelude to a full game roll out?
    I've read that the mobs in the new Incarnate Trials also have higher base tohit than 50% (that's second-hand information though, I can't vouch for it), and if so one may wonder if it's a move toward balancing with IO sets in mind...
  6. Quote:
    Originally Posted by MunkiLord View Post
    Just played around a bit in it. I hope you like debt!
    Anything for badges!
  7. Quote:
    Originally Posted by Liquid View Post
    However, one of those Quartz provides enough +Def to almost negate your entire 1.5 billion inf build (since bulk of it is +Def) and anything Invincibility can offer, and put them at the tohit cap. If you soloed a x8 DE Tip mission with only one death, it was because you have over 70% S/L resistance due to stacking Tough on Invuln, and DE are, with the exception of Devoured spit and mushroom holds, entirely S/L. It's not the inf and time that you spent. Sorry, Atomic.
    I also used a LOT of inspirations.
  8. Quote:
    Originally Posted by Arcanaville View Post
    They are, and I keep meaning to update them because I have better ideas, and because the AE now allows more ambushes and other elements to make it more interesting.
    Now I'm curious. I should try to track down these challenges and see how well my scrapper does.

    Quote:
    Originally Posted by EvilGeko View Post
    My screen name wasn't always EvilGeko.
    Kind of a tangent, but did they remove the ability to change your screen name? I was going to change mine to my global handle when I resubbed but I can't find an option for it anywhere in my profile - but I KNOW it was there before ('before' being 2+ years ago, though...)
  9. Quote:
    Originally Posted by Techbot Alpha View Post
    If they weren't scaling up well I can see why...but why not replace them with Armoured Science Units, Rapid Response Guard forces and Elite Cyborg Agents that are pretty much like Arnie-eque Terminators wearing fake skin? Add some variety to the mobs at least, not make them bland and as boring as all hell...
    The need for new art assets, I would assume? I agree though, Crey is boring to fight at high levels, variety would be nice.

    Although I'm glad that Circle ghosts stop showing up after a while. Hate them.
  10. Quote:
    Originally Posted by MunkiLord View Post
    I like to open up with Build Up and AoE all I can, so that gets me destroyed pretty quickly when I fight Nemesis. I don't mind herding mobs at all when solo, so that helps with DE.
    Ah, see, my 'main' is MA/Inv, so I basically have no choice but to kick their butts one at a time. I can see how if you're just leaping in and AOEing (which is awesome for 95% of stuff) then catching multiple Vengeances stacking would be an issue.
  11. Quote:
    Originally Posted by MunkiLord View Post
    I think this just comes down to preference honestly. I prefer the work around to DE cheating(and often enjoy just jumping in anyways) compared to dealing with Nemesis and leaving Lts for last.

    I don't think either mob is a good way to make content harder, so if they were adjusted it wouldn't bother me much(or at all in the case of Nemesis). But I do happen to enjoy fighting DE.
    I tend to find Nemesis easier to deal with simply because their Vengeance isn't a real 'screw you' until it's stacked 3 or 4 times, at least. One single quartz emanator will totally negate any defense you have. But yeah, I guess it does come down to preference.
  12. Quote:
    Originally Posted by Eiko-chan View Post
    Define "some" risk. Is "some" risk getting defeated five times in the same mission simply because the ambushes keep coming? Because that's what happened to my Praetorian Defender.
    Seems to me that Praetorian ambushes may be broken. I haven't seen that behavior myself, but judging by other replies here they don't work like 'normal' ambushes. So yes, in that context I would say you shouldn't be dying that much, but not because the difficulty is too high - because the ambushes aren't 'working' correctly.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Invulnerability is way stronger than the devs think, because it works differently than they think it does. Players figure this out before the devs do.
    I remember the day Liquid and I found out that Invuln/ could have 100% S/L resist at level 26 (or maybe it was 23, something ridiculously low like that) without having it ever mentioned anywhere during the beta or to that point in release (this was pre-I1). I think my jaw was literally hanging open at the realization that nobody had thought some sort of cap on damage resistance would be a good thing, or that nobody had tested for it during the beta (and/or hadn't reported it if they had).
  14. Quote:
    Originally Posted by MunkiLord View Post
    I couldn't agree more.

    I don't see what the big deal is if a mission is incredibly hard to solo at +1/x4. That is just the way it goes.
    Agreed. The entire point of higher difficulty setting is that some characters find the normal difficulty 'too easy'. If you can roll on a higher setting then good for you, but if you can't it doesn't suddenly become some sort of penalty.

    Quote:
    Also, I don't mind DE and their cheating. Those are easy enough to get around using various tactics. What I have the biggest problem with is Nemesis and their stacking vengeance.
    Funnily enough, I soloed a DE tip the other day (the one about defusing bombs) at lvl 50, +0x8. My MA/Inv has pretty good defense (roughly 31% S/L and 35% E/N/F/C before factoring in Invincibility) but at that setting I was seeing up to 3 Guardians per spawn. I did get beaten down once (mostly because I was getting cocky) but I finished the mission, because as annoying as the emanators are there are ways to negate them (kill them first, drag mobs away from them, etc). But then again that specific character is extremely tweaked for performance, and not many characters that haven't had 1.5 billion Inf* pumped into them could have done the same. Being able to do that is the 'reward' for spending so much time/Inf* kitting out one character, as I see it.
  15. Quote:
    Originally Posted by Venture View Post
    Actually it's exactly what I said.
    No, this is what you said:

    Quote:
    Originally Posted by Venture View Post
    If the developers want everyone to play at base difficulty then they need to prevent people from building characters that can play at higher levels, and we both know that's not going to happen.
  16. Quote:
    Originally Posted by Venture View Post
    That argument went the way of the dodo when the developers decided to implement difficulty adjustment in lieu of actually balancing the game. If the developers want everyone to play at base difficulty then they need to prevent people from building characters that can play at higher levels, and we both know that's not going to happen.
    This post makes absolutely no sense whatsoever. Are you actually arguing that the devs should remove the difficulty slider that it took so long to get them to implement?

    e: No, you're suggesting they should remove IOs (or at least sets) and presumably the Incarnate boosts so that everyone is 'forced' to be at the same effective power level? Even ignoring the fact that different set combinations perform wildly differently even before you factor in enhancements, that's never going to happen. It would be a step back and invalidate who knows how many thousands of man-hours of development.
  17. Quote:
    Originally Posted by Bionic_Flea View Post
    I think that it's OK to have an NPC or even an NPC group that is strong against your character. That gives you a reason to seek out another player that covers your weakness, And, in spite of all the soloers that like to play this game, I believe it's good for MMOs to encourage teaming in this way.
    There's a very big divide between "strong against your character" and "totally negates all of your defenses" (re: DE quartz emanators) however.
  18. Quote:
    Originally Posted by Coyote_Seven View Post
    Lighten up, Francis.
    He'll change his tune in 6 or 7 weeks. Once the playerbase has gotten used to a rotating WTF, and the devs drop Doc Quaterly on us for a week.

    WTF indeed.
  19. Quote:
    Originally Posted by Razoras View Post
    It's WTF. Because we aren't in high school, and it's funny.
    Also because it's a Task Force. That's Weekly.

    Weekly Task Force.

    WTF.

    (plus it's funny )
  20. Quote:
    Originally Posted by Twisted Toon View Post
    Then why have you been arguing against the idea this whole time?
    Or did Arcanaville's testing results change your mind?
    I've been arguing against the idea of the conversion recipe not being significantly slower than getting Notices via the WTF. Taking twice as long is about as fast as I'd be comfortable with it being, which I've stated a couple times in this thread.

    Quote:
    Originally Posted by Tannim222 View Post
    Really, though, what does it matter how fast or how slow it takes for someone to earn the same reward, particularly if they earn the same reward at the same rate, ie in this case once a week.
    It's not really about how fast anyone else can get the reward. It's about the devs wanting us to get it via teaming up and doing the WTF and Incarnate Trials. I'm all for a 'secondary' way of getting Notices, but beign able to get them just as fast undercuts the point of the Incarnate content that the devs want us doing, which is teaming up for TFs and trials. I don't mind the idea of being able to get them purely solo, but in that case it should take longer simply because you are not participating in the TFs/Trials that the devs 'want' us to do to get them.

    Quote:
    Originally Posted by Eiko-chan View Post
    I care about how fast I, as a soloer, get things. I really don't care how fast people who team get them.
    Unfortunately the devs do have to care about both of those things.
  21. Quote:
    Originally Posted by Techbot Alpha View Post
    Having a weeks cooldown would be best, IMO, because it will still take a longer time to get 40 shards or so as opposed to one TF/SF.
    But if it's possible to get 40 shards in a week (and it is) then the person who doesn't want to/can't run the WTF can get their Notice just as fast as the people who do do the WTF, and that kind of runs counter to the whole 'we want to encourage players to team for this stuff' stance they seem to be taking.

    That's why I said a 2 week cooldown; even if you can get the shards for a Notice in 3 or 4 days, you're gated by the cooldown (same as players who run TFs), but since you're taking the alternative route instead of the 'preferred' one then the cooldown should be longer.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    Not so mythical, I've seen it numerous times. It's not as common as the Emp with all 4 powers from the Medicine pool though.
    I suppose 'mythical' was the wrong word to use. It's the go-to joke among my friends whenever the topic of horrible builds comes up.

    "Oh man, I should make an Empathy/Storm Defender and take all 4 travel powers. Whirlwind too!"
  23. After 5 minutes irreversable brain damage begins to set in.
  24. Quote:
    Originally Posted by Liquid View Post
    Now, they aren't technically locked off if we can get everything in the system via shards, but depending upon the costs associated with unlocking and slotting the other incarnate powers, they may be locked off in practicality. A lot of people are assuming that the other Incarnate powers will cost the exact same amount of shards for each level as Alpha powers. I think this is pretty presumptuous given the tradition for each successive increase in power taking longer in MMOs. And correct me if I'm wrong, but I think we still have no idea what it takes to unlock the slots themselves, since Shards aren't used to unlock the Alpha. Maybe they have a way for Shards to do that, but we don't know the number required for that, either.
    This is a good point, and I'm actually not averse the the shard cost getting adjusted down. But at the end of the day, no matter what the total comes out to be, crafting a Notice via shards needs to be noticably slower than gaining them from the WTF if only because the WTF is how we 'should' be getting them and the devs are trying to incentivize it. I'm all for a conversion recipe but if it takes a week to get a Notice via the WTF 9because of the cooldown) then I think the absolute ceiling on the ability to craft one should be 2 weeks (whether via a cooldown or just being balanced around the median of how many shards characters earn in 2 weeks).
  25. Quote:
    Originally Posted by ClawsandEffect View Post
    Not really. I've never seen a standard IO build played by a halfway competent player that I wouldn't invite on a second team if I had run with them before. I feel the same about SO builds, in fact I still use SOs myself while I'm leveling jus for the convenience of being able to hop down to the vendor and pick some up rather than deal with craftng time or none being available at the moment.

    ...

    So, no, I don't feel that you need to be completely IOed to the gills to participate in end game stuff.
    Seconding this. The difference between a generic SO/IO build and a set IO build are noticable, but for 99% of the game's content it's not needed. I only have 1 character that actually has sets slotted, in fact, and all her IOs are lvl 50 - I'm not worried about losing set bonuses when exemplaring because they're not needed for that content. I know this because I DID that content without set bonuses. The only place I need to worry about the is high-end level 50 TFs and (assumedly) the new Incarnate TFs and content.

    BUT. My level 48/50/etc characters with generic IOs do just as well in that content, they just can't ignore 20 Romans spamming defense debuffs like my kitted out character can. The sets make things easier, and if you were interesting in pushing for things like soloing AVs (I'm not) I suppose they might be necessary, but for the vast majority of content they're just nice to have, but not at all necessary.