DreadShinobi

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  1. to be fair the lvl 10 glad armor +def is 30 hero merits whereas the lvl 10 shield wall +res is 35 hero merits.
  2. TBH, they would need to fix redraw across power sets for this to be worthwhile (ie: you wouldn't have to redraw your weapon for any reason (such as activating healing flames) except for perhaps drawing a seperate weapon (like a nemesis staff)). In addition, aside from purely conceptual reasoning, power pool attacks are worthless aside from being set mules, these powers would have to at the very least be as good as tier 2 attacks to be worth taking (this would include buffing already existing power pool attacks). The only pool that would be numerically competitive to existing sets is the shield pool, however AFAIK it would be a nightmare to implement due to all the animation work needed and/or would be mutually exclusive with alot of things.
  3. Quote:
    Originally Posted by Energizing_Ion View Post


    I will say, sometimes people don't have league chat added to their chat window/tab...so it may be because of that.


    It's all so "obvious" to us that aren't new to the whole thing but there may be some that are new and don't have it in their tab/window. I know I haven't checked to make sure everyone can read what I type (if I'm leading) in a long time but there are times when I wonder...
    If I notice someone isn't responding to instructions in league chat I'll send them a tell. More often than not, people have league chat in their tab, they just don't pay attention to it, especially when the league has alot of pointless chatter, they usually will perk up when they see the bright yellow text pop up in their chat box though.
  4. I'd say its partly your server. If you have a good community, people will be alot more considerate about bringing higher lvl shifted toons to things like MoM/TPN/UG, which in turn makes those trials finish quicker and with higher success rate, which in turn makes people like them more, which in turn makes them run more than lower tier trials, which in turn makes people learn all the ins and outs of the higher tier trials better, which in turn makes them finish even faster and with even higher success rate, which in turn only makes the already better rewards all the more better. Many people may be unhappy about requiring level shifted toons for MoM/TPN/UG, however once people get used to it, it has an overall positive effect on your server's regular trial'ers.
  5. Increased chance to drop rare/very rare in Keyes does not state that the rare/very drop chance would be higher than common/uncommon drop rate. It simply says that the rare/vr drop rate would be higher than the rare/vr drop rate was previously, which I have noticed to be true. (No, I don't have a pie graph to show you my statistical refrence, I'm not ocd enough for that)

    Also, sample size is indeed too small. If you got say 5-10 people together (because running 4000 trials yourself is obviously a stretch) and had them all record their drop rates as you did and compile the results, then that would work to prove a point.
  6. Quote:
    Originally Posted by MrCaptainMan View Post
    Poor Sally didn't stand a chance, really.
    Didn't mouse over her HP huh? Either way very funny.
  7. Quote:
    Originally Posted by DarkGob View Post
    There's a pretty huge difference between waiting to get through a server queue in order to even play and waiting some amount of time for new content to be released but still being able to play. There's also a pretty huge difference between 3 months between issues and 6 months between issues.

    I'm not saying that your decision to unsub was stupid and ill-informed, but I don't really understand it.
    Oh I know it's not the same, the quote just happened to fit both scenarios. In this case I'd be paying for 3 months with no new content, whereas I could unsub now and resub when the new content comes out.

    3 and 6 months is a big difference, but whether its 3 months or 6 months both is too long to wait for new content to be released. Granted I'm slightly spoiled by trion development (i dont know if I'm stepping on forum rules by saying this) that released patches the size of CoH Issues, except every month, and any bugs that happened to be released with their patches were small and fixed within the next day or two.
  8. Quote:
    Originally Posted by Texas Justice View Post
    Issue 21 came in September. Issue 22 isn't likely to go live until February or (more likely) March with it going to Beta in January.

    September to February would be 5 months.

    September to March would be 6 months.

    Seems to be about the same or slightly slower than before Freedom.

    Considering that even the mid-issue release of Issue 21.5 was around 3 mnonths, it still seems a bit slower than before.
    And this is why I unsubbed. 3-6 months per issue. Reminds me of the old aion catch phrase when you would spend hours on end sitting in server queues....

    'akakakakak, nyerk, you paid to wait!'
  9. Quote:
    Originally Posted by Necrotech_Master View Post
    her dmg debuff is prolly in the form of chilling embrace, shes honestly much easier to fight on a ranged toon since she only has like 2 ranged attacks one of which is very weak lol
    I've never noticed the damage debuff, and no way whatever damage debuff she has would cause your TF to hit for 30. That said being in melee with her still isnt a hot idea because of her huge stacking resistance debuff.

    I farm her on my fire/cold corr.
  10. DreadShinobi

    MoM trial and Tk

    Quote:
    Originally Posted by Seldom View Post
    Just passing along a fun little discovery: Telekinesis seems oddly useful in the MoM trial.

    It can push the voids to Penelope Mayhem in the second phase. (Obviously detoggling once they have been pushed into range)

    In the fourth, it can push Shalice Tilman back to the wall, if she is made properly mezzable. (Note, the walls are sloped, so don't just leave the thing on, untoggle TK at the wall once she's been pushed back.)

    Not sure if this is common knowledge, but thought I'd share. The only tricks to it were (A) keeping the TK'er alive to toggle, rebirth/phantasm lore AB/exterior buffs helped there; (B) keeping them unmezzed, breakfrees/ clarion/ did clear mind and such helped; and (C) managing the recharge, which is slow.

    I'm pretty sure force bubble could do the same, though the directional nature of TK is a bit more precise. Don't know if that helps any running incarnate trials, but there it is. *Shrugs*
    Indeed. We didn't have any taunter in the league and this worked out very well. I don't think its a substitute to taunt (taunt is also much more common than TK) but it does work very nicely as another option and utility to use if you need more time or are otherwise lacking somewhere. I wouldnt reccomend use of Force Bubble though, especially on Tilman, since it would also push the GMs away from her. As noted, a GM needs to be killed near Tilman before TK will affect her, but it does give you alot of extra room for her to have to travel to reach the middle.
  11. DreadShinobi

    Thanks Champ.

    As of tommorow my account will be going premium. There's no reason for me to keep a subscription until the next tiers of the incarnate system come out (all 8 of my toons are fully T4'd) and we won't be getting new content until i22 in March, which is a long way off.

    However that's not the point of this thread. The point of this thread being I wanted to say thank you to everyone who has been a part of my trials since I resubbed in August. The people who regularily come out for trials are fantastic. Just finished up today with MoTPN and Perfect Storm and it's only a testament to how Champ knows how to buckle down and get sh*t done even in the most outrageous of league compositions.


    Anyways, it's been a pleasure, I will still be around, just not leading or participating in trials anymore since Prems can't. See you all again when new incarnate content comes out
  12. Quote:
    Originally Posted by all_hell View Post
    cj -- one or maybe two slots
    tough -- 3 to 5 slots depending on how badly I need the set bonus
    weave -- 2 slots
    maneuvers -- 2 slots
    hasten -- 3 slots
    super speed -- one slot

    So that's only 6 to 9 allocatable slots total.
    How many slots do you feel is necessary to make these powers worthwhile?
    I typically slot the powers as such:

    CJ: lotg+, kismet proc (only if build needs it)
    Tough: steadfast res/def, glad armor +def, on some builds there is occassionally another resist power that can be muled for these procs.
    Weave: lotg+, lotg def, lotg def/end
    Hasten: 1-2 rchg IOs depending on build's total rchg. Base slot rchg IO can be +5'd with enh boosters for higher % to make perma easier.
    SS: 1 kb res IO
    Maneuvers: lotg+, lotg def, lotg def/end

    So for me that's 4-7 slots. Completely worth it for what they give me.
  13. Quote:
    Originally Posted by DoctorWhat View Post
    It would also be worth slotting defenses with Luck of the Gambler in sets of four to get the 9% Accuracy Boost. Ditto with Crushing Impact (7%), when and where possible.

    The fact is, TW shares the same problem as Dual Blades, just not as bad: Missing an attack will screw you over.
    You can only have so much acc/tohit before you are capped on chance to hit. You should get enough acc without having to build for it, Titan Weapons doesn't have inherently lower acc compared to other sets. The oblits that you should already be using will give you alot of +acc, hecs and arms purple sets give +15% acc each which are also giving you recovery and recharge which TW loves, throw a kismet on top and you're pretty much ready to go as far as having a 95% chance to hit goes.
  14. Quote:
    Originally Posted by Hopeling View Post
    Can you expand on this statement? Outside Momentum, Crushing Blow's DPA is exceeded by Rend and Follow Through; during Momentum, CB is second to last above Defensive Sweep, although only barely behind TS or WS. Procs and Interface should cause TS and WS to pull further ahead of CB in terms of DPA. However, I haven't yet figured out just how best to fit the attacks together in a coherent chain, perhaps there is a feature of this that makes CB better? It does have the fastest animation outside Momentum, so is it the best for starting each cycle with? Or is the ability to slot another Achilles proc enough to give it the edge?
    Okay after looking at it more closely and (rather shoddy) testing I think you're right, at the very least you're right in that it is not as superior as I thought it was.

    This is what I have been currently using -- (and I lead with RA for the 7.5% -res in addition to achilles heel proc, I could be wrong about this being the best way to go though)
    Rend Armor momentum builder attack chain: RA[long]>FT>AoD>CB>FT repeat

    Build Momentum attack chain: RA>FT>AoD>CB>FT>RA>CB


    However what I could be using is:

    Build Momentum Attack chain: RA>FT>AoD>TS>FT>RA>TS (at this point momentum falls off just before you'd be able to use follow through again *tear*, thats super frustrating lol)

    If using 2 titan sweeps in that attack chain instead of 2 crushing blows meant that I could use a 3rd follow through before I lose momentum I would say it's undisputably better, however you run out of time right before that is possible even with a gapless attack chain.

    Alternatively I could use a BM attack chain that leads with FT instead of RA to get that 3rd FT in instead of a 2nd TS. Or I could use a BM attack chain with AoD as the first or second attack to get a second AoD in.


    Uhh, sidetracked, was basically just writing down my thoughts as I beat on a pylon. It's too late for me to do maths.

    I see what you are saying though, and tommorow I'll see if I can come up with higher dps without using CB by replacing CB with Whirling Smash or Titan Sweep. My Armageddon set(and proc) is in Whirling Smash so adding that additional purple damage proc to my attack chain could really help. (on that train of thought I also need to respec and move my Hecatombs out of rend armor and put them into follow through)

    And while this doesnt affect my particular toon, it should be noted that using WS or TS instead of CB is more end heavy and requires more recharge.

    And even if I totally remove Crushing Blow from my attack chain I still won't drop the power for Defensive Sweep. It is necessary for the S/L defense it gives via Kinetic Combats, since Titan Weapons only has 2 attacks that should be slotted with Kinetic Combats (the other ST melee attack should have hecatombs), it means you can only get 4 kinetic combat sets (the other 2 in boxing and brawl) in TW while still retaining your hecatomb set and not taking pool power attacks other than your tough/weave prerequisite, losing 1 of those 4 sets means no S/L softcap for me. Softcap is better than the 7.5% rchg that defensive sweep would give me.
  15. Quote:
    Originally Posted by Judas_Ace View Post
    Other than these forums. it's the most poorly designed element of the game. I don't think I've actually seen people more bitter about something apart from ED. I know people that simply ignore the winter event or won't even log on while it's active due to how ridiculous the ski course is.
    I've not heard that sentiment before. I'm sure some people get frustrated over the ski badges, but that's entitlement talking more than anything. Some people enjoy the Ski courses and some don't, same with everything else in this game.

    I'm still waiting for them to add a 3rd Ski course *looks at development team that failed to put out any meaningful content with this years winter event*
  16. Quote:
    Originally Posted by Ultimus View Post
    Doesn't IR require you to be in a group?
    No, it buffs everyone in the radius regardless of team/league status.
  17. Quote:
    Originally Posted by Oedipus_Tex View Post
    Great idea, although it's come up a few times over the years and been rejected on technical grounds.

    On a side note I wish they would stop making it so Detention Field doesn't work every time it turns out to be useful. There is a rumor (not sure its true) that it used to be useable on the psychics in the TPN trial, now not. Same as the AV in Keyes. A real tragedy too, since prior to that I believe they made it so Force Bubble doesn't push the bombs in Tin Mage back (and it never worked on the swords in Apex at all). Would be great if FFs powers actually worked in situations they would actually be useful.
    What? Bad power has a purpose? Can't let that happen! NerfNerfNerfNerf
  18. You /need/ Crushing Blow if you're looking at maxing out your ST damage, however it is skippable, since it's not hard to fill your attack chain with titan weapons even without CB.

    Defensive Sweep was the only power I skipped on my Brute because I have softcap S/L without it, though thats not an option for tanks.

    Don't skip Arc.
  19. PvP originally, PvP changes in i13, and AE.
  20. You should brawl him to death. A group of my friends did this to manticore on the RSF, it would be amusing to see this done to statesman, if possible.
  21. I wouldn't really say I'm having more fun, but I'm not really having less fun either. Progression is progression, without it all there would be to do is mindless roll more toons for otherwise no purpose than to level said toon. However incarnates did sort of ruin speed record chasing for me, which was a large part of the game for me, doing tin mage and apex in 15 minutes in i19 was a big deal, now we have interface, judgment, lore, and destiny and it really takes away so much challenge out of getting a good time.
  22. DreadShinobi

    Toxic Damage

    Quote:
    Originally Posted by GuyPerfect View Post
    Yay video! Here's an artist's conception of what a Toxic-oriented Arachnos Soldier would be like.

    So.. much... clicking.... oh god, my eyes.
  23. You could do pretty much anything to the last part of that mission and it would make it better. Standardizing the wait time in between waves to the 3rd-4th wave wait time length would probably be my suggestion.
  24. Quote:
    Originally Posted by gameboy1234 View Post
    So the question is, WAI, or not? I think the voids can be held. If so, then that's likely the secret. Don't taunt them, get the controllers to work on 'em. You'll have to wait until they get close to Penelope, the boom, stick 'em down and beat them up.
    The voids have standard boss mez protection. Ie: 2 mag 3 mezzes or 1 mag 4+ mez will stop them. I would still have someone taunt them towards penelope, having someone moving them on demand is important, just have someone ready to immob or whatever when they get there, even if you plan on killing them outright, many immobs pack -knockback which is incredibly useful so that the void doesnt get knocked away right before they die.
  25. Quote:
    Originally Posted by AmazingMOO View Post
    Thoughts on Trials after i12.5 - Mob Rule

    Since the announcement that Dark Astoria was going to be revamped as an Incarnate Content zone, I've found myself a bit more willing to do trials. The fact that my characters will not be 'Stuck' in a 'nothing but Trials' routine has been a warming change.

    However, there are still some serious problems with the whole Trial scene. While the two new trials, TPN Campus and Minds of Mayhem have added new dynamics to the Trial equation, they haven't necessarily made everything better. They both have some serious problems of their own.

    Positron has mentioned a worry that if the solo and single-group Incarnate content is more rewarding than the trial content, then the trials will wither and dry up. To me, this indicates a pretty serious problem. I've mentioned before that the trials are not very much fun. If the single-group and solo Incarnate content is fun at all, and it certainly has the potential to be, I think it's going to serve as a pretty rude wakeup call. I think that people are going to angle for the non-trial content because it won't be as painful as the trial content. The trial content will wither and dry up even if it is more rewarding simply because folks don't like them.

    So why isn't the trial content very much fun?

    The devs have stated that they want the trial content to be fun and accessible. The problem lays pretty squarely on the last bit. The content is NOT very accessible and is therefore not much fun. This happens for a few different reasons.

    The first reason is the league mechanics. Despite assurances that it would be fixed, the 'Team-up-Teleporter' still seems to be reporting very skewed times. There was also no 'official' patch note that it was fixed. While this is broken, most people seem completely unwilling to use it. They have to volunteer to stay away from instances of any kind - the vast majority of the game's content - for an undetermined amount of time.


    My suggestions to fix this are to first, exclude any players from leagues that enter the queue more than 60% 'full' from the average. A lot of leagues will announce that they're launching in a Global Channel and if players want in, they should queue. When players queue and get in 30 seconds later because they KNOW a trial is rolling, the average is reduced significantly. Likewise, drop the lowest queue times to help smooth the statistics. Last, the average should be of a 90 minute window. Lots of servers have slightly different peak times. If the average measures queue times since the last server reset, there will be long stretches of 'non-peak' times when the average is very low compared to reality, even if it were working perfectly.


    Another reason is league leadership. I heard a player tonight on Victory announce that they had a team built in Pocket D for a trial, but needed someone who could lead it. That says to me that there is willing, but no confidence. The person who was confident enough to build the team did not feel that he could lead it. This is a problem. There are parts on all the trials where a lack of leadership will doom the trial to failure: the escaping prisoner phase during Behavior Adjustment Facility, the maze hunt during Lambda, ALL of Keyes, the Lichen-Infested Warwalker fight during the Ungerground, ALL of TPN, and the Mother Malaise fight during Minds of Mayhem. It's not enough that players are familiar with how to accomplish the goals. They need, at the very least, someone to make sure that the sub-goals are being accomplished in the right order, that anyone making mistakes is corrected, and that if someone is griefing, they are booted from the league.

    The 'Vote to Kick' feature isn't exactly well-documented or very accessible.

    BAF and Lambda have been around long enough that people will step up to provide leadership during bits they understand. Even then, it's still very possible to fail. MoM is MAYBE doable without the leadership since the goals are straightforward. Keyes, UGT, and TPN are simply not doable without a strong leader. That's not accessibility. If these trials are going to be 'fun' and 'accessible', then the goals are going to have to be SIGNIFICANTLY simplified. Even with the changes to make Keyes less punitive, there are still LOTS of folks who don't understand the goals after several runs.

    That's bad design.

    The alternative to simplifying the trials is to make them single-team content. You can expect a single team to be lead through complex challenges by a willing private. An army of 18-24 players needs a general.


    Developers, let me challenge you here: We know that the trials scale and that the limits are arbitrary. Build test versions of Keyes, UGT, and TPN that will allow you to go through with 6-8 players. Go through them with teams of 6-8 and see how different YOU think they are in terms of fun.


    My thoughts on Keyes:

    All three reactors need to have the mechanisms for unlocking terminals be exactly the same. My suggestion is to remove the bit where you have to lead Anti-Matter to them and instead make it so you have to clear the Warworks away from them. Make Anti-Matter more aggressive to compensate for him not being at the reactors. If you want the terminals on the 2nd reactor to stay accessible, don't have the Warworks spawn on top of them until Anti-Matter arrives.


    My thoughts on UGT:

    This is a fun two trials. It NEEDS the extra rewards. However, the mechanism to use the Lichen temps on the Infested Warwalker is confusing. Make these work MORE like the Pacification Grenades in Lambda. We need screen popups that say something like 'Lichen Infested Warwalker is Regenerating. Use Lichens!' Ditch the glowing NPC lichens that help with his regeneration or make them destroyable like the crystals in the trap room. Most Leagues spend a lot of time trying to position the Infested Warwalker away from them. The fact that they CAN and that it seems to be NECESSARY to win the battle is, again, BAD DESIGN.

    Additionally, there's a pretty serious problem in that all the Giant Warwalkers tend to get stuck in the walls causing the trials to fail because no one can hit them. This needs to be fixed.


    My thoughts on TPN:

    The 'Approval' feature on this trial is confusing. It doesn't make a lot of sense unless someone explains it to you and there's nothing that says, 'If you lose all approval, you fail.' Either eliminate it and go for a straight 'You need to activate X number of terminals' metric or spend some time explaining it IN the trial. A cutscene where H.D. explains it at the very beginning of the trial would be a good idea.

    The 'Chase Maelstrom Away/Defeat the Telepaths' phase is the funnest part of this trial, but the mechanics for converting the Citizens are confusing. Leave the citizens BLUE until they're converted. Rather than have rioter defeats reduce the Approval Rating, add a badge in for not defeating any of them.

    I'm personally really surprised that players are reporting that there don't seem to be any significant changes to this trial since it was in beta, despite the long delay. Why did you bother delaying this if you thought it was ready? Why release it if it wasn't ready after you delayed it once?

    The rare recipe on this trial is really dumb. The fact that the Empyrean unlock is for one character only rather than account wide is also really dumb.


    My thoughts on MoM:

    The whole trial is pretty fun. The 'Create a void to fight Penny Mayhem' is the weakest part. The NPCs are hard to see and this mechanic is confusing. I suggest making the NPCs much more visible and to have the void NPCs be untargetable.

    It's also confusing to try to figure out which room you're in when trying to keep Shalice from hurting Aurora. I thought I was simply lagging badly the first time I went to buff her and that the multiple clones of Mother were lag artifacts. There needs to be some HIGHLY VISIBLE graphics to differentiate the reflections, Shalice clones, and Aurora. I suggest very bright auras on the Shalice clones and the reflections. The two rooms could also be two different colors. A switch from red to green highlights would be adequate.

    I would also do more explaining on the fight with Mother Malaise. The fact that the monsters can help slow and root Shalice is not readily apparent. Give us a popup like 'Defeat Monsters next to Shalice!'.


    The fact that any of these trials is failable due to players simply not understanding what's happening is BAD DESIGN. It CAN be fixed, but the developers need to make some hard decisions either way. Either simplify the goals so a mob can understand them, or cut that mob down until it's a single group. I think you're going to have to do one or the other, or they will indeed wither and dry up the second there's an alternative.
    Vote Kick is (AFAIK) still bugged and should be disabled until it is working properly.

    Keyes does not need to be nerfed more, it is already disgustingly easy.

    My only issue with MoM is how easily one person can grief the entire trials chance for success by simply using knockback abilities. I'd arguably say its worse than the way targetted/lethal force works in UGT. The Storm Voids in stage two and the GMs in stage four need to be immune to knockback (and repel). If a GM gets knocked away right before it dies in stage four it can mean entire failure of the trial, and its far too easy for one person to do this, knowingly, unknowingly, or accidently. Otherwise the trial is fine.

    TPN is fine as it is. The only thing that I really have an issue with on TPN is it's midtrial reward of 60 bonus threads. TPN is too short and the success rate is too high to deserve the same bonus that UGT has. UGT /needed/ the midtrial 60 threads and guaranteed rare/vr. TPN doesnt.

    All the trials can be done with the minimum number of people, which means 8-12 people, not far off from normal team size for endgame TFs which typically require 8 people. Some trials can be done with less than the minimum if you really want to and have some people willing to fill.

    Whether you get a strong leader or not is kind of a toss up, if you don't feel other people lead them as well as you could, lead them yourself. But I don't agree with nerfing the trials to compensate for bad leadership or bad players that can't make decisions for themselves to stay effective during a trial when leadership is slacking. There are plenty of resources to find out what to do at whatever point during a trial. If you are doing a complete PuG then you can't really complain if things aren't perfect... its a PuG.