Dispari

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  1. Quote:
    Originally Posted by New Dawn View Post
    Most of the time with my TA I am doing normal content and teams don't struggle with normal content. So what is the problem with TA in such circumstances?
    So coming full circle, the argument is that TA is fine when used in situations where you don't need support to begin with because it's already easy.
  2. Quote:
    Originally Posted by New Dawn View Post
    In the spirit of christmas.. actually no, gaming. I rather lose an argument than do something like write a guide or whatever. Purely because if a guide were to mention everything someone needed to know, the game becomes unchallenging and well for me not worth playing. The vagueness doesn't exist from me thinking that nobody can see what I am on about, it's from me thinking that as many players where possible should discover the game for themselves.
    So you alone hold the key to TA being intensely amazing if played just the right way, but don't wish to share it because it's a secret which must be discovered personally. Gotcha.
  3. Quote:
    Originally Posted by New Dawn View Post
    It's what a TA can do with other people that matters. People can draw short straws for themselves and fail at making a TA potentially good for a teams needs or a team can fail at playing in a way that is to a TAs strengths. Same with any type of defender.
    This point is largely moot. The only thing TA has "strengths" over is when you compare it to nothing at all, because it's very weak compared to every other set. You even noted in your above quote that you never said TA was anywhere near as good as the other debuffing sets. You seem to be arguing that since TA can technically provide some level of support, that makes it okay. Even if it's vastly inferior to all other sets. Even if you play it really really well. You're arguing that TA can provide n level of support where n is a non-zero value, and that means it's just fine. Even if the value of n is fractional or microscopic.

    You're telling us all about how TA has strengths that can be played to and how teams can fail to take advantage of those while simultaneously noting that you don't disagree that TA is weaker than the other sets. It's like you're arguing that a Tanker who only has Tough/Weave is still valid because he can technically maybe tank some of the time, and is maybe sort of better than not having a Tanker at all. But no, it's not the numbers that are bad, people just aren't using him right.
  4. Quote:
    Originally Posted by Ironik View Post
    I have developed the keen ability to ignore game lore when it doesn't suit the stories of my personal characters. My Electric/Electric Brute, for example, chose Scirocco as his patron solely because the powers matched the already-existing red lightning abilities. Scirocco is all about magic, as his pool is "Mu Mastery." But my brute is a time-traveling combat cyborg with electrical abilities. So I ignore the story for the length of time it took me to complete and just use the powers as I see fit.
    I do that too, but it depends on the level of involvement.

    For APPs,there's no backstory. These are easy to apply to any toon.

    For PPPs, there's a backstory, but you can ignore it for some. For instance, elec blasts from Mu Mastery just look like red elec. Fairly ambiguous.

    The shields however have symbols associated with them which are always there. When you use your dark shield, you will always have Ghost Widow's icon pulsing in and out. I can however ignore this minor detail.

    When using something like Mace Mastery, you are without a doubt using an Arachnos mace. You are also summoning arachnos robots with it. You can still wave this as stolen or "quite similar" tech.

    So it will depend on the amount of "imprint" they put on things to see how flexible they make them for roleplay purposes.
  5. Quote:
    Originally Posted by Necrotron_RO View Post
    Any plans or intentions of making these available in some way to already existing pre-purchase customers who did not know these would be available?

    Because I want them, even if they don't change the landscape of post-20 gameplay.
    Wouldn't make GameStop very happy when their "exclusive" promotion is given out in other ways.
  6. I kind of wonder about tech-based characters. Incarnate seems to be a magicy gimmick. You get a power of the gods, like lightning bolts and stuff. What would a robot get? I guess you can still give a robot magic, but will they be generic enough that people can still roleplay them the way they want to? Will there be any tech or natural themed incarnate things or will it all be elemental stuff?
  7. Quote:
    Originally Posted by Sagamemnon View Post
    They are only really good till lv 20 aren't they? The chance to do damage expires at lvl 20. Dam/Rech of 16% each is weak. They are starter items, much like Guild Wars did. A way to help out low level characters. Considering how fast one can hit 20 in the game they will be obsolete real quick.
    Basically like the beginner's luck I figure. Good for low levels, but slowly tapers off and becomes more or less pointless at 20. It's not about giving people advantages (I doubt many people are angry that level 50s don't get beginner's luck), it's about helping out low levels. By 20 there are far better things, and your performance pre-20 isn't anything that can really be unbalanced by such an object.
  8. Quote:
    Originally Posted by Black Pebble View Post
    This is why these are only provided to new characters and cannot be sold/traded/stacked. First, you can’t have enough of them to 6-slot out any power. Secondly, for a L1 character, that 16% damage/recharge boost is nice, but once you hit L20+, IO’s start getting a lot more competitive. The proc rate is low to begin with, and at L21 they won’t even kick in anymore. A L50 character could use these enhancements if they chose to, of course.
    As one of the "veterans" you mentioned here, I'm totally okay with this system.

    At first I was annoyed, seeing that you get bonuses for the pre-order that I can't get. I already bought Going Rogue. Plus, I never liked GameStops "preorder and get EXCLUSIVES" promotions. I don't like the commercials boasting that if you order the game through them you get advantages other people don't. And as a "loyal" customer who bought it as soon as it went on sale, I miss out. Granted, I'm enjoying my level 45 DP/Dark and 34 DS/Thermal...

    However, I looked over the site and saw they're only about as strong as a dual-enhancement IO of level 20. Meaning by the time you're in your 30s there are way better things. They did have a proc component, but that much I wasn't worried about. At this point they were just "slightly better procs."

    Now that I hear the proc turns off at 21+, that means these are just low-level tools for new players to have a bit of an edge. Devs have taken a lot of steps to ease the 1-20 levels and get people into the game, and this is a pretty decent attempt. I don't mind not having stuff for low levels, since as a vet I tend to blast through that stuff as fast as possible anyway (hello Stamina).

    So I'm all for new stuff and "advantages" for new players and low-level toons. Those of us who have been playing a while don't need these sorts of perks necessarily. As long as they don't start bleeding over into the majority of the game. Good call on this one.
  9. I like the prompt.

    But options wouldn't hurt.

    Also it sounds like only one power that was incorrectly set to 16 was fixed? There were like a dozen. Grant Cover among them.
  10. Quote:
    Originally Posted by Arcanaville View Post
    By the way, one of the things the system does is weight AoEs generally low, because the system assumes AoEs hit only one target. So melee sets with a lot of AoEs will tend to lag sets more focused on single target damage. Keep that in mind when selecting attack powers: its one of the things that reduces the score you can achieve with Katana.
    I noticed this pretty early on when making some guys. I was noticing that my custom group was far too ST heavy. They had almost no AoEs at all, and it was making it extremely difficult for soloers but laughably simple for teams.

    I tried mixing it up. Remove a power or two here to add an AoE. Add in Empty Clips or Ball Lightning where possible. But these powers were adding almost no experience. In most cases I couldn't remove any number of powers to add any number of AoEs. I had to simply add on top of my already 100% exp, making my enemies strictly harder, not situationally harder.
  11. Quote:
    Originally Posted by Black Pebble View Post
    Guest Authors
    If you know Piers Anthony, I’ll talk to him.
    The guy who wrote the Xanth books? I remember reading those in grade school. I sent him a short story once.
  12. Quote:
    Originally Posted by Arcanaville View Post
    Question: what do you think would be more fair: try to increase the value of melee attacks in melee sets (which honestly might be difficult without opening other exploitability doors) or simply adding a second ranged attack in the melee sets which would allow players to add another higher value ranged attack on the boss while still avoiding the strongest melee attacks in the melee powersets if desired?
    I've mentioned numerous times I wish we had an extra pool of common powers to grab from. In the same way we can pick flight, it would be nice if there was an extra pool (a third set of powers if you will) that has random assorted ranged attacks. All the elemental blasts, Hurl and Hurl Boulder, shurikens, throwing knives, pistols, and any other random ranged powers.

    Reason being, the powers given to the player for some melee sets just aren't always in-line. Not every martial artist throws shurikens, and forcing the player to take those powers can hamper creativity. Additionally, this could create a pool of powers that players can add to otherwise melee or defense oriented units (those being the hardest ones to get exp for) without having to abandon concept. For instance, a pretty standard unit type is SS/Inv; there are tons of these normally in the game, but actually making one of your own means having to make them obscenely strong. If there was a pool you could grab from and add an extra ranged attack or two, it could ease the pain.

    Plus, I have an arc full of custom Trolls. I went out of my way to make sure some are melee/range (MA/AR for instance) so they'd have ranged attacks. But without sacrificing something their ranged options are severely limited. I'd happily add Hurl and/or Hurl Boulder as well as some pistol attacks and anything else to some of my units. Plus, I hate how my EM bosses shoot energy blasts and trolls with shurikens just seem silly.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Could you illustrate with a specific example? Say, the specific powersets you want the boss to have, the powers you think would bring the boss to the "correct" difficulty for about 100% XP, and what options are left that would make it problematic to cross the gap. Also: does this happen at all levels, or just a particular range of them (especially higher ones)? The system probably is a bit conservative at higher ranks and higher levels, but I'm curious to know if its conservative to the point of excess.
    Defense sets and melee sets are extremely bad about giving experience. In particular, if you have a boss with melee/defense, they have to be pretty much completely decked out to give 100% exp in the 50 range. I made several mixed enemies and my bosses have to have things like Knockout Blow to give full exp, and have nearly every toggle and auto in their defense set.

    I was able to get away with a Lieutenant who only has two attacks (both ST whip moves from DS), an auto (Temperature Protection), and Fiery Embrace, who gave 100% exp. But any bosses I tried to make with Summon/Defense had to have at least 2 pet summons in addition to all three attacks, and have all toggles and autos, and still might not hit 100%. I made a Bots/Invuln who was unstoppably powerful and I eventually scrapped him because any balance I did to keep him at 100% made him far too strong.
  14. Quote:
    Originally Posted by Techbot Alpha View Post
    Assault/Armour AT. That is all.
    Range/Defense! I want n00ks.

    Also Melee/Buff so I can be Kin/Kin!
  15. Quote:
    Originally Posted by Cyber_naut View Post
    Not a 'big difference' when it comes to kill times. There are several combos that are as good or better than sd builds at farming, ie killing a bunch of bad guys. Using your logic, broadsword is overpowered and fire melee is a joke.
    When DS launched my friend and I pacted and then took turns farming in RWZ with our BS/Shield toons who aren't even soft-capped. Running on +2/x6 we don't have any bosses except for mission objectives. One SC will kill an entire spawn save the 1-2 lieutenants, which are more than half dead. Just swing Headsplitter and Disembowel.

    I admit I haven't played things like Spines/Fire but I kind of doubt any other set can kill a complete spawn of +2/x6 in three seconds flat.
  16. Quote:
    Originally Posted by SBeaudway View Post
    But maybe I'm wrong with every build posted on the forums now running 10+ billion inf...
    I don't think I've spent even 1 billion on any of my toons. Even my fully IOed out widow probably wasn't that much. Other than her, I have an IOed out Elec/Invuln Brute who was pretty cheap, and two Shield toons who do fine without even needing to be soft-capped (they each have around 30% DEF), who I didn't spend much on. I guess I also have IO scraps on my Necro/Dark MM, but I'd be surprised if I even spent 100m on her.

    The rest of my 26 toons just use standard IOs with a random IO scrap here or there.
  17. Quote:
    Originally Posted by Arcanaville View Post
    This is a change that could have saved you, or killed you. From virtually level one to level 50. You just wouldn't know it was responsible.
    Sounds like one-shot code or purple patch based on the hint. Can't possibly be that easy though can it?
  18. Dispari

    Merging servers.

    Quote:
    Originally Posted by Golden Girl View Post
    Ok, that's 2 down, 83,497 to go
    I can vouch for about 20 people.
  19. Quote:
    Originally Posted by Blood_Beret View Post
    Similarly to the error in iron content of spinach...

    The error is that Spinach isn't especially high in iron, though the myth is pervasive. Kind of interesting origin. In 1870, a Dr. E. von Wolf made a decimal transposition error and reported spinach's iron content as being ten times the actual content. The error was popularized by Popeye, starting in 1929, widely cementing this "fact." It wasn't until 1937 that the mistake was even realized.
    Someone reads Cracked.
  20. Quote:
    Originally Posted by Bill Z Bubba View Post
    Because when you're running around at the softcap, more defense won't do you any good at all.
    Which is incidentally pretty much the only time I use oranges. Except for small oranges, because I always burn small inspirations whatever they are.
  21. Dispari

    Merging servers.

    Quote:
    Originally Posted by rsclark View Post
    Sunday I played for 9 hours with LFG up and never saw an invite.
    There's your problem. Seriously.

    I always check people who have the "looking for team" flag first, after I check friends and SG. That may get me 1-2 people, or more if it's a good day and there's something going on (like DS just getting released). After that I send out a broadcast. That almost never gets me anything. After that I start asking people.

    LFT flag and spamming broadcast are extremely ineffective ways of finding a team. If all you're doing to "find a team" is setting your LFT flag or spamming broadcast in one zone, it's no wonder it's not working.
  22. Quote:
    Originally Posted by Sarrate View Post
    Your numbers look off to me.
    Maybe a missed a power. Oh well.

    tl;dr: Purples are generally superior to oranges in nearly all situations.
  23. Quote:
    Originally Posted by MaxLongstreet View Post
    In well-managed games, an overpowered fotm gets the nerf bat after a while, after which it stops being fotm. Fire/Kin next baby!
    And then the next thing becomes FotM and the cycle repeats. Forever.

    Though that's a poor excuse to say we should never balance things.
  24. Dispari

    Merging servers.

    Quote:
    Originally Posted by rsclark View Post
    Name your server.
    I've done this on Virtue, Freedom, Justice, Pinnacle, and Guardian.

    But if you're sitting on a low pop server annoyed you aren't in a team of 8 at all times, you're probably on the wrong server. Some people like the low pop servers. It's like standing in a puddle annoyed there aren't enough whales. That's not what the puddle's for. It's so kids can make mud pies. I think I was going somewhere with this analogy.
  25. Quote:
    Originally Posted by MaxLongstreet View Post
    Wow, the ignorance runs deep on this board. If you're at 80% s/l resist, how would a purple help more than an orange? Someone enlighten me.
    I suppose you're talking an Elec Tank with Tough, since that's the only way you'd have 80% RES. So assuming all your RES stuff is fully slotted with level 50 IOs:

    S/L: 79.2%
    E: 90%
    N: 35.8%
    F/C: 35%
    P: 55.55%
    T: 0%

    If you use a small orange, you end up with 89.2%. So for a 100 damage attack, you take 10.8 instead of 20.8. Which is almost half (-50% damage). Your E doesn't change at all, so that's -0% for E. For N/F/C you're taking 55 instead of 65. Which is about -16%.

    A small purple would mean you take 25% less damage to S/L/E/N/F/C. Which, while it's less on the S/L, is better on everything else. Especially E, which gets no benefit from an orange at all. So unless you're fighting enemies that do only S/L damage (unlikely), adding a purple allows you to reduce all incoming damage by a flat 25%. Adding a purple allows you to reduce damage to energy, which an orange can't do.

    Also, using a medium or large orange when you have that much RES is a huge waste. You're only one small orange away from being capped to 3 things, so if you do use an orange, anything after that should be a purple.

    Now, baseline, a small purple is -25% all damage, and a small orange is -10% all damage. A large orange is -20% all damage. If you have extraordinary amounts of DEF or RES already, it is a good idea to play to your strength since both of them increase exponentially as you indicated. 80% -> 90% is half damage. I do use oranges on my Invuln Brute who has 70% S/L. But mostly because she already has 40-50% DEF when surrounded by enemies. But in most cases, a purple goes a lot farther than an orange.