-
Posts
3805 -
Joined
-
[ QUOTE ]
Actually, how about having an official sidekick for your toon?
For every toon you can select a single permanent sidekick that you can customize at the tailors for looks. You can select from a few AT types and powersets and he will always be a level lower then you are. Using the sk will count for teamsize but does not give the bigger team xp reward. If the SK dies, you will need to pay for his or her debt as if you died yourself.
Of course, you can only have one sk, so when another player needs to be sk'ed you can't mentor your own sk. You also cannot increase the teamsize above 8.
[/ QUOTE ]
This seems like a decent enough idea.
I wonder what it would do to Villains though, there's already a hell of a lot of Brutes and Masterminds over there. If each could have their very own customized Support Sidekick, built to their exact needs it could spell the end for the less played ATs. -
[ QUOTE ]
[ QUOTE ]
seems a lot of people were expecting MA to come out perfect first time.
[/ QUOTE ]
I wasn't expecting perfection but lets be realistic for a second - turning a game into a farming game by adding those invention enhancements closely followed by an auction house then giving the players a tool to create their own missions. How could they *not* have forecast the likely result? It's easy to be wise after the event but this one was so obvious...
My guess (and it is only a guess) is that the marketing people got hold of it like they usually do and had it pushed out 'on time' regardless of the thing not being remotely ready.
[/ QUOTE ]
Much as I love to bash Marketing in general in fairness MA was already delayed by an issue so they could get it right and reach some stretch goals. I reckon the pressure to release it was more based on their burdgoning and ever bloating schedule pipeline as well as the number of man hours already invested in it more than Marketing interferring.
That's more down to them underestimating the workload involved I reckon than anything else.
[ QUOTE ]
The idea is that you don't actually put 125 glowies so that a low number has 'random' positioning. The flooded city Ghostworld version has you looking for one glowie which means 125 possible locations for it.
[/ QUOTE ]
Sure, but there's no reason not to put a cap of 20 or so Glowies anyway. The 20 would just be randomized by the 125 potential points.
I think the potential points is due to how the initial map was created, probably for the reason you mentioned. But no-one in there said "Hey, shouldn't we put an hard MA Glowie limit in rather than just relying on the Map set-ups?" -
[ QUOTE ]
And why do people make 'offensive tanks'? (Is that a tank who mouths off a lot?)... because scrankers are wonderful to solo, and if their tank powers are up to scratch then why not maximise their damage output as well? It all helps to keep aggro off the squishies :P
[/ QUOTE ]
That's the way I'm approaching Tanking. I will be relying more on my Teamies to keep me alive but I should have the hate of every damn enemy in sight (within reason). Granted I am using the build for a organised team, I wouldn't expect it to work as well on a PuG of Death where I was -4 to all the enemies.
Shield Tanks get a decent +Damage power and an excellent AOE 9 levels earlier than Scrappers (plus it does the same damage). Why not leverage those strengths. Not to mention Scrappers can't even get SS of course
*Edit : Actually I thought of another reason, AT Stacking on teams. It's generally a widely acknowledged fact that multiple Tanks are probably the least "force multiplying" AT on a team, that more than one is generally considered less useful than any other AT. A more damage orientated Tank would allievate that somewhat since more Damage is always welcome on a team. Sure, they generally aren't going to beat a scrapper in terms of damage but at least they'll offer more in terms of versility than 2 heavily defense orientated ones. Especally Tanks with more AOEs to leverage. -
Very impressive Pious. The action shots are all excellent, they look fantastic.
I shudder to think how long this took you! (my Warshade didn't make it in though. Damn my altitis!). -
The only way you could do it which would be balanced would be like the MA people you rescue, where they technically aren't part of your team so damage they do wouldn't go towards XP.
Even then the MA Allies are still pretty exploitable, you can make Standard Blast / Extreme Support ones that give your character a hell of an edge.
It'd also step on the toes of Masterminds pretty strongly and it would throw game balance out by a lot.
I like the idea, I'm just not sure how one could do it in a fair, unexploitable way. -
I had chronic lag last night when I was using the MA, It cleared up once I left the MA System to test the mission though so I think it was more MA related than Map Server based.
-
[ QUOTE ]
Firstly to need to include the datachunk so people can look at the build. You will need much more then 65 mill. Finally I will say whats the point in playing a class where you're damage mitigation is defense, and not softcapping? But then I don't know what your intentions are, as you have not stated whether you want pvp or PvE
[/ QUOTE ]
You don't need the Datachunk nowadays if you've Mids on your system, click the link towards the top and it will download the build & open it in Mids for you, just tell the Browser to 'Open With' Mids (Mids should appear in your Programs list one you've chosen "Open With"). -
[ QUOTE ]
With a full team, the Illusionist hunt takes, what, an hour? An hour and a half? Still within the bounds of sanity, IMO. And, ultimately, still plausible to get via standard play, as long as one is running numerous Carnies missions (though it might help to have a Carnies-heavy TF in place; a good deal of the other multi-defeat badges can be gotten via TFs, after all).
[/ QUOTE ]
Oh I agree with you. I was just using it as an example of the most spammed "Farm for badge" thing I've seen outside the MA, ie not very much spam at all.
I'd agree with JDs post on how these abuses of the MA system were supposed to be automatically detected and dealt with too, but I must admit my cold and cynical heart I didn't actually believe it when they said it in the run-up to i13. Still, it sounded nice for the website interviews, didn't it? -
[ QUOTE ]
I do have a cossie for Sir Evenhand if you want. It's nothing elaborated tho. It's just how I pictured him in my mind.
As for K's idea, I really don't mind. I just think we should wait for monday and see how it goes.
[/ QUOTE ]
Cool. Just PMed you with my email address.
And Knightly, stop coming up with ideas. I've way too many alts already (although a Plant/Fire dom or SM/Elec Brute does have a certain appeal). -
[ QUOTE ]
[ QUOTE ]
I hope they extend this design phlosophy to the rest of the game, and reduce the requirements of a lot of the hunt badges (Illusionists!)
Although Bug Hunter would also have to go...
[/ QUOTE ]
No plans for this, as synapse says in his post:
[ QUOTE ]
Q: What about non-Mission Architect badges?
A: We have no current plans to revisit old badges at this time, and I don’t foresee us doing this really. All badges unrelated to the Mission Architect will remain unaffected by the changes outlined above.
[/ QUOTE ]
[/ QUOTE ]
The difference being that the normal game "hard to get" badges don't flood the starting zones with "Farming team LFM" and when you open the Newspaper / Police Radio you aren't flooded with a load of "Click a bazillion glowies, rescue 40 captives and stop the Alien Invasion" missions. It tends to be a far more out of the way and self-contained type of thing. The only badge hunt I think I've seen shouted out in Broadcast normally is the Illusionist one in PI and it's never more than once in a very blue moon. -
[ QUOTE ]
I have a recipe that I noticed was going for between 3 and 5 million at Wentworths.
Trying to make a buck I dragged it into Wentworths for 4 million but the post button remained grey. Lowering the price to 1 million lit the Post button.
Why can't I post above a cetain price?
Thanks in advance.
[/ QUOTE ]
How much Inf did you have when you were listing it? It costs you 5% of the price you're listing for up-front. -
I'm sorta pro this change too, not just because of the farming it encouraged but because there was just too many MA badges. It was like "You have run an MA mission", "You have run 5 feet in an MA mission". "You have defeated 1/5/10/15/20.... enemies in the MA", "You have clicked a glowie". "You have clicked another glowie".
There was so many it just seemed ridiculous to me. -
[ QUOTE ]
No one is playing Sir Evenhand. Actually i made up that name by changing a nick name of one character of story. As i said earlier it's original is Sir. Everhard
For the sake of having same character do the following:
1- Click on Custom Contact
2- Create
3- Go for male body without any modifications
4- Choose Medieval Helmet 1 and whole Medieval set with flared gloves. Color everything in white
5- Name him Sir Evenhand
[/ QUOTE ]
Stupid MA, first time since beta that I actually really got into it and it consumed lots and lots of time. Went to bed at an ungodly hour last night and now here I am all groggy and dazed in work. First time I've done that in ages.
About 75% of the way there though. I've stuck a big "Warning, this is an Origin Story and has Author Insert in it. There is also a high risk of lame jokes and terrible puns" but I'm actually pretty happy with it.
Sir Evenhand ended up without a helm and is rather old. Mostly because I wanted to use the Danny Glover defense to explain why he wasn't doing the mission himself. I might even make it another lame joke : "I doth be too aged for this [censored]"
Perhaps not. -
[ QUOTE ]
Ok after doing a few bronze roll crafting today i can guarantee its a lot more profitableRecipes = worthless, crafted = worth it.
[/ QUOTE ]
Why do people do this? If the recipe is basically worthless and the salvage & crafting costs are fairly cheap then why do people buy crafted versions instead?
Maybe the cost of "get it now" Salvage compared to "prepared to wait a few days to get it" Salvage accounts for it? -
[ QUOTE ]
I've came up with this little idea so we could all get busy while we wait 'til Monday. Following Knightly's line of thought, Sir Evenhand found this ability/way to time travel and recruit heroes in order to fight for the greater good.
That said, I'd suggest each player creates his own Mission Arc explaining how did Sir Evenhand got to your character. You could make your character the captive, and then work the environment and foes according to your background. The MA contact would be Sir Evenhand (we would have to create his costume so every arcs have the same conctac) who would send some hero across time to bring you back to him and join his cause.
It wouldn't have to be too elaborated. One mission should do the trick.
Bare in mind this is not a requirement to join the SG/team. It's just a little extra something to keep you busy and entertained.
[/ QUOTE ]
Who is playing Sir Evenhand?
How has he got the ability to travel through time?
Can someone throw up his cossie file somewhere, or PM me and I'll give them an email address for it.
Given that he's a knight of some sort too I reckon I'll have him from the same time as my character and they will know of each other previously, in order to make the mission work a bit better plot-wise. I'll obviously need some form of McGuffin as to why Sir Evenhand is getting you to run the mission rather than him just doing it himself. -
[ QUOTE ]
In addition, I have no idea why he started this thread. I don't think he has actually ever played a Kheldian.....
[/ QUOTE ]
Really? One would never have thought it.
-
[ QUOTE ]
I've came up with this little idea so we could all get busy while we wait 'til Monday. Following Knightly's line of thought, Sir Evenhand found this ability/way to time travel and recruit heroes in order to fight for the greater good.
That said, I'd suggest each player creates his own Mission Arc explaining how did Sir Evenhand got to your character. You could make your character the captive, and then work the environment and foes according to your background. The MA contact would be Sir Evenhand (we would have to create his costume so every arcs have the same conctac) who would send some hero across time to bring you back to him and join his cause.
It wouldn't have to be too elaborated. One mission should do the trick.
Bare in mind this is not a requirement to join the SG/team. It's just a little extra something to keep you busy and entertained.
[/ QUOTE ]
Ooh, that's a good idea FF! -
[ QUOTE ]
[ QUOTE ]
Two tanks is better than not having one if you ask me.
[/ QUOTE ]
While currently perfecting my Domi for some very successful Bruteless MoRSFs, I ask you. What the hell is a tank?
I'd say, play whatever you like. Reason I play villains pretty much exclusively is because of the 'JESUSBUDDAHANDSHIVA! Where is the TNAK!?' mentality of a lot of Hero players I've PuG'd with over the years
Food for thought.
[/ QUOTE ]
Indeed. My main reason for Shield/Fire is to make as untanky a tank as I can really, something more like a hate generating Scranker. I've been mainly playing a Dark/WP Brute and I fancy something tough but with lots of AOEs. Shield/Fire gets them all by the 20s and coupled with 2 +damage powers he can leverage them nicely too. Taunt is in mostly for "Oi, get over here and buff my Damage Aura for me so I can kill you". So I will be controlling aggro, mostly for my own selfish reasons
He's a nice fit for a regular team too since buffs will help him greatly and Teamies will be familiar with the playstyle and won't have the same expectations about what a Tank should be doing as they do on a PuG. -
[ QUOTE ]
[ QUOTE ]
Right Shado-Neko is born.
Dual Blade/Super Reflex rogue assassin!
[/ QUOTE ]
Neat pick, Neko.
[/ QUOTE ]
Yep, that sounds like a fun combo and good concept. -
[ QUOTE ]
knightly, pls dont pick kin just to provide me sb, as i said earlier, i want to make this tank enjoyable regardless to what support a teammate can give. means even if you start a kin, but i dont like playing the tank wihtout sb i'll delete him. so pl only start a kin if you really want to.
also in 5-6 man teams having two tanks seems a bit of waste, so if you want your tank butik i'll go back playing 'fender or blaster
(my tanks secondary is currently dark, but i might change it, when i'm gonna reroll him, cause i wanna change his name. my favorite is so far The Tank That Rocked)
[/ QUOTE ]
I'd say in terms of Tanks if people want to play em go for it, I can always roll something else when I'm released back into the wild to fill in any spots. I can easily reroll him as a Fire/Shield or Broadsword/Shield scrapper. -
[ QUOTE ]
[ QUOTE ]
He'll be taking 10% less damage than he was without the 5% defense.
[/ QUOTE ]
Thats relative, not absolute.
Imagina a mob that does 200 damage per attack. With 90% res and no def you will take, on avarage 0.5*0.1*200 = 10 points. Add in 5% def: 0.45*0.1*200 = 9 points. Relative benefit 10%, absolute benefit 1%.
Given that the secret to long term survival is to be able to recover hp faster than you take damage, I'm pretty sure that increasing regen/healing will give a better return from set bonuses than the small reduction in absolute damage that +def provides.
[/ QUOTE ]
Relative is all that matters though, the absolute is irrevalant in this case. If I have 90% resistances I'm interested in how much damage is reduced by pumping up defense on top of that resistance. The answer is 10%
The 1% figure is too misleading and not really relevant.
Given that Dark has a huge heal for Healing and that Defense helps avoid secondary effects I think I'd go with Defense. Sure there are a lot more Defense debuffs than Regen ones in the game but it also helps with avoiding annoyances like -ToHit debuffs and -Slows / -Recharges (which would be a killer on your slow to recharge heal).
*Edit : Actually thinking further I think I'd base a lot of my judgement on the market and what's achievable. +Regen does have the benefit of being a 2 IO Set Bonus a lot of the time so in terms of easy-to-achieve it could easily be better from a cost / build point of view. -
The only problem I've found with Bronzes, red side at least, it that a lot of the drops are rather hard to sell on the BM. I've been listing them for 5 apiece and they still are difficult to shift.
With the weighting they're a Frankenslotters dream though. Excellent way to get good Enhancement values in the mid 30s onwards if you're not too fussed about set bonuses. -
[ QUOTE ]
@all those sending out thanks and feeling that it's not enough to show your appreciation:
There is a small yellow button in the middle of this page. Try clicking it.
I've did it twice since 2007 and felt happy
[/ QUOTE ]
Ooh, good point. Well worth it for the use I've had from it (hell it'd be worth it just to support the excellent application design used). -
[ QUOTE ]
Having a high resistance reduces the effectivness of defense as damage mitigation, and having a high defence reduces the effectivness of resistance as damage mitigation.
As an example, if you have gain 5% def with zero resistance you reduce avarage incoming damage by 10%. If you have 90% resistance adding 5% def only reduces incoming damage by a further 1%.
[/ QUOTE ]
I don't understand this 1% figure. A toon with 90% resistance who then adds 5% defense will improve his survivability by 10% over what he had without the defense, not 1%. He'll be taking 10% less damage than he was without the 5% defense.
For example if an even levelled minion attacks you with an attack for 200 damage a completely defenseless toon will be hit 50% of the time, so on average they'll take 100 damage.
A toon with 90% resistance will take 10 damage
A toon with 90% resistance and 5% defense will be hit 45% of the time, so would take 90 damage. Resistance would absorb 81 of that so they'd take 9 damage, as oppose to 10 without the defense.
So the defense accounts for 1 damage of the 10 that the defenseless toon incurred, or a 10% decrease in damage received. The 5% means the toon is 10% better off that he would be with just the resistance.
Also since Defense Debuffs can knock your defense into the red even Defense without Defense Debuff resistance is still useful, it's still working as a buffer against the defense debuffs as well as initially helping to avoid the attack & hence the Defense Debuff entirely.
Unless my maths is wrong, which is quite possible. I haven't had coffee yet this morning. -
Wonderfully designed app, well laid out and with more options and information than you could shake a stick at. Was really impressed by it from the word go. Thanks for all your hard work Mids and thanks to Steiner for taking over development.