-
Posts
3975 -
Joined
-
-
Quote:There is already precedent for level-locked accolades.By the way, you can run around Atlas and grab all the location badges and get 5 merits. Once around Steel also gives you 5 merits, but that's a little longer of a trip. (I haven't managed to get any other zones to be particularly quick.)
You can't roll a recipe below level 10 anyway, so there is no point in letting people have their "freebies" before that. -
I'm basing my Crushing Impact slotting on level 35s, so I may need the rech in Soaring Dragon. Bronze rolls drop quite a lot of them though, so it can be swapped out if needed.
The Kismet will probably help a lot, however, that leaves me just over the HP cap (I'm factoring in Freedom Phalanx Reserve and Portal Jockey, but not Task Force Commander, and using level 35 Doctored Wounds), so I'm not sure where to pull the slot from for the Achilles Heel....the Numina's Heal/End would have been my first choice, but that puts me under the HP cap, and I lose a bit of regen...might have to just account for level 50 Doctored Wounds, since I'm just squeaking by on the recharge front as well.
Edit: And if I end up with enough inf to swap out the Crushing Impact in Soaring Dragon for a Hecatomb, that will put me under the HP cap.
Edit Again: Hmm....pull the 6th slot out of Golden Dragonfly for the Achilles Heel, slot GD like Flashing Steel (which now that I think about it I really should use the Obliteration quad), back to the HP cap and I'd only lose 1.25 Energy/neg defense.... -
No, but they could change the reward so the free merits are only awarded to a character upon reaching a certain level...say 20. Then they won't be instant anymore, and people looking for the fastest route to merits would still be better off running a speed TF than PLing characters to 20.
-
Quote:In this case it would be, but....If arc A has 200 plays averaging 4.2 stars and arc B has 2 plays averaging 5 stars, currently arc B appears earlier in the default search. Changing it to total stars would make arc A valued at 840 stars and arc B at 10 stars, putting arc A much earlier in the default search. I think this might be desirable behavior.
Quote:On the down side, this suggestion would make the rating system more of a popularity contest than a quality contest. But I get the impression most people don't believe ratings are an accurate measure of quality anyway, considering how the current system is getting metagamed (with 1-star griefers and others only rating things 5-stars to compensate). -
I'm hoping the current merit reward is based on exemped level 50s tearing through the TF at top speeds, for the badges and to see the new shiny. Once people of appropriate level start running it more often, we may see an increase, hopefully.
-
I'm looking to create a solid leveling build that will still hold up on high difficulties in the endgame; basically an all-around versatile, survivable character that kills at a decent rate. I'm using this character to run AE missions (not farms) so debuffs do come into play quite frequently.
Thoughts, suggestions, changes? I do not want to take Aid Self or skip Flashing Steel. I also don't want to rely on purples for perma Dull Pain, so I didn't use them in this build.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Dawnrazor: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Gambler's Cut- (A) Kinetic Combat - Accuracy/Damage
- (15) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Damage/Endurance/Recharge
- (39) HamiO:Nucleolus Exposure
- (A) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance/Recharge
- (3) Reactive Armor - Resistance/Endurance/Recharge
- (50) Reactive Armor - Resistance
- (A) Eradication - Damage
- (7) Eradication - Damage/Recharge
- (7) Eradication - Accuracy/Damage/Recharge
- (9) Eradication - Accuracy/Damage/Endurance/Recharge
- (11) Obliteration - Accuracy/Damage/Recharge
- (A) Aegis - Resistance
- (5) Aegis - Resistance/Endurance
- (5) Aegis - Resistance/Endurance/Recharge
- (45) Steadfast Protection - Resistance/+Def 3%
- (A) Run Speed IO
- (A) Luck of the Gambler - Recharge Speed
- (9) Crushing Impact - Accuracy/Damage
- (40) Crushing Impact - Damage/Endurance
- (40) Crushing Impact - Damage/Recharge
- (40) Crushing Impact - Accuracy/Damage/Recharge
- (42) Crushing Impact - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (11) Luck of the Gambler - Defense
- (46) Luck of the Gambler - Defense/Endurance
- (A) Adjusted Targeting - To Hit Buff/Recharge
- (13) Adjusted Targeting - Recharge
- (13) Recharge Reduction IO
- (A) Jumping IO
- (A) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance
- (17) Reactive Armor - Resistance/Endurance/Recharge
- (43) Reactive Armor - Resistance/Recharge
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Numina's Convalescence - Heal
- (19) Miracle - +Recovery
- (43) Regenerative Tissue - +Regeneration
- (43) Numina's Convalescence - Heal/Endurance
- (46) Miracle - Heal
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod/Accuracy
- (21) Performance Shifter - EndMod/Recharge
- (23) Performance Shifter - EndMod
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (23) Eradication - Damage/Recharge
- (25) Eradication - Accuracy/Damage/Recharge
- (25) Cleaving Blow - Damage/Recharge
- (27) Cleaving Blow - Accuracy/Recharge
- (48) Cleaving Blow - Damage/Endurance
- (A) Doctored Wounds - Endurance/Recharge
- (27) Doctored Wounds - Heal/Recharge
- (31) Doctored Wounds - Heal/Endurance/Recharge
- (33) Doctored Wounds - Heal
- (33) Doctored Wounds - Recharge
- (A) Crushing Impact - Accuracy/Damage
- (33) Crushing Impact - Damage/Endurance
- (34) Crushing Impact - Damage/Recharge
- (34) Crushing Impact - Accuracy/Damage/Recharge
- (34) Crushing Impact - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense
- (29) HamiO:Cytoskeleton Exposure
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Eradication - Damage/Recharge
- (36) Eradication - Accuracy/Damage/Recharge
- (37) Eradication - Accuracy/Damage/Endurance/Recharge
- (37) Cleaving Blow - Accuracy/Recharge
- (37) Cleaving Blow - Damage/Recharge
- (39) Cleaving Blow - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense
- (36) Defense Buff IO
- (A) Accuracy IO
- (A) Reactive Armor - Resistance
- (42) Reactive Armor - Resistance/Endurance
- (42) Reactive Armor - Resistance/Endurance/Recharge
- (46) Reactive Armor - Resistance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) HamiO:Cytoskeleton Exposure
- (A) Aegis - Resistance
- (48) Aegis - Resistance/Endurance
- (48) Aegis - Resistance/Recharge
- (A) Aegis - Resistance/Endurance
- (50) Aegis - Resistance
- (50) Aegis - Resistance/Recharge
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 0: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1416;725;1450;HEX;| |78DA9D935B4F134114C767DBAD4B4B4B0BA5140AF4C6B55C4A1B315141F0524D508| |A0594271587324263DD36DBA2E2931FC05BC0E893F1C14F61FC4446FD0AD6739936| |31BEB981F39B3DF39FB3E7D2293E2FF88578B92A8C9E6B55D968EC6E971D59AF2BC| |7DA90CD234756BD05F9CC76E48B9A63092122EDEDDDA2AA2A95BD259BD296C98EB7| |A01E29BBA1B26BF6D3A3AAAD1CB957A9569AC7BD6BF6A17294DDCCB617FE52AD56C| |DDEA8346DD568F0CBBA92F58A7DE0A397EDBA52FB012D3A386CC246E47ABD52CE16| |A4F318CFEC1665A3A99CE341C82A03FFAF313D7A5AA62801D2A26793B14598DC662| |C034CB75842BD417AB788C3624AB8128C14219F26BCB1B40CE21ADF5D428C8A333F| |183F095DBF08BEDF80BC5806B95B87752F520433C7384B988B1A28F780CEC33AE19| |91778F41DB82C037D2D8F1531D0D5F59076A624638F512664F6090370CACB815C5E| |3EE5EB27CC87086F41D0CD05B8BA3F5392FE2F8C598A100541800522304DAE55700| |57515416E4E88DB11E2E6CC70AB2CD0F5B2CED3BB4385F5DDA5AFF6DD0484C5CC0A| |39673639A3353AD505A7C23A7AF823A5D2FF81714A1838219C802EC2897922DCE50| |16EFD20B77ED01688588D925E7842B804A7A21CDD8CAED3776345427C8390BCCD28| |114E413EA4E73BC4ED4E72BB53DCEE14B73BC5EDBE02F2611E926B98DB3DC2ED1E3| |9C73FAC342846F54046B9C3F1BFF01E04095D5682EB19E37AC6B9C8F11A95356E93| |7C92CBBA0AA7D23A6C1A3F9C1663FD8C38090C104CE8314EC4C8E506D7B46EF434C| |F2FC3D3CCF018E7798C26E86675EC592E6A8E8B9AD3455D0645562BB28BB4B59063| |E4092B20C869418E77F2ACCBB360C4ECDC4FF88347ACFFE329999DBB260CF224CCC| |E2D6D7943A4142CFEAFE7ABBF1DCEBBE5037B074D098CB183AB7B68EEE3EB035C49| |347BF85AC655EB9BBF9D70F03CE67501CD45344B6822909F78854A0BEF5B371A3F9| |A009A1E3441342134613431349FD0B4FE004057F37C| |-------------------------------------------------------------------|
-
Quote:The date last updated is more important that the date last played; a recently updated arc will be less likely to be broken (by which I mean still technically playable but not functioning as the author intended), while treating arcs as "fresh" based on when they were played will only further punish arcs that aren't played as much, for whatever reason, and will only point people toward arcs that are already popular, namely farms.2. Arcs should be sorted, by default, with a sort order function that incorporates total plays, number of positive and negative votes, date the arc was created, and date the arc was last played. The numerical details are important but difficult to discuss - the important thing is that the goal should be to keep good, fresh arcs at the top of the default sort order.
Counting "last PLAYED" instead of "last RATED" would alleviate this somewhat, as you could move your own arc up the list by playing it yourself, but again it would still move farms up the list since you can play through them much faster than many legitimate arcs.
Quote:4. Something must be done about the interaction between DC/HoF edit locking and arc-breaking changes to MA. It serves no purpose that the game should compile a library of good arcs if those arcs are not playable and cannot be made playable without removing them from the library.
DC arcs can be edited, but it is a process, and I'm not sure what happens if the author doesn't have a free arc slot available. The thing is, some sort of safeguard needs to be put in place for these arcs, or DCs would have to be limited to "the trusted few," which is unfair to anyone who isn't "trusted," and could be exploited anyway. -
Quote:In my example above, I maxed out the alpha values with attacks. It would not let me add more by adding more attacks. I understand the reasoning behind it - a critter can only use one attack at a time - but since damage auras do not factor into an attack chain, they should be treated separately.I spot checked some damage auras, and they seem to have valid alpha values as they should:
Death Shroud: 36
Blazing Aura: 39
Mud Pots: 35
Icicles: 36
Lightning Field: 36
Do you have a specific example?
Quote:They should, but in some cases do not. I'll look into it. Mez protection "toggles" should be about 0.100/3, but in some cases they are 0.067/3.
Quote:This is tricky in the case of sets which spread their protection across multiple powers, though, like Fiery Aura. Can't give every single one of the powers with partial mez protection a high score for obvious reasons.
Quote:So the system is acting conservatively in those cases. If the system improves one day to allow for better rank-based scoring, those powers' scores could improve. I don't think anyone will mind much if that patched is ever added into the game.
Quote:Stacked up, endurance drain can be very devastating, and it can also be situationally devastating at lower player combat levels. But in a one v one fight, critters don't use it smartly and can't slot it, which makes those powers much weaker than in the hands of players. Endurance drain should probably be worth more than it is now, but its unclear how much more, given its situationality. In your opinion, what should a power like Power Sink be worth in principle: a whole attack (circa 100 points, or the alpha/beta equivalent)? Half an attack? Somewhere in between?
As for slotting it, even unslotted in the hands of a boss Power Sink can drain half your blue bar. Unless you are heavily IOd so as to be running at full end all the time, it is nasty.
Quote:I'm not sure if Dark Regeneration should really be given a much higher score. Soul Transfer is also problematic because its trivially easy to bypass: just get out of range (or attack from range). Soul Transfer, by the way, is I think worth Alpha=55, which is more than half of one standard attack (100). Dark Regen is worth about 30, which is high for a defensive power (and it gets that score partially because it does damage: if the power doesn't do damage, it isn't allowed to have a pure alpha score at all by rule).
Dark Regeneration might have been given an artificially low score in my examples simply because I had maxed out the attacks as well.
Quote:1. System factors rank into values so defensive values can scale with rank
Quote:3. System gives value based on weakest aspect of critter.
Rule 3 is the one most applicable to exploitability. Consider what would happen if you were to make critters with all of the SR set except for lucky and evasion. They would be AoE farm-fodder in spite of having very strong (for critters) melee and ranged protection. But an exploit-aware system would have to value those critters as essentially defenseless, or near so. The current system compromises here: you can make such a critter and you will get credit for those defenses, but defense itself cannot make a critter especially valuable on its own so while defenses are sometimes worth more than they should be, they are never (hopefully) worth enough to be worth exploiting. -
-
Quote:A second ranged attack, although for a lot of sets it would be difficult to find one that fits conceptually.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?
Quote:Here's the worry on melee/def bosses: players aren't required to take mez protection powers, so you could just immobilize them and hit them from range. So the system was designed to be conservative with melee powers, so they would not need to be constantly tweaked to adjust to players attempting to create exploitable bosses. But maybe its possible the numbers are slightly too conservative as a result. -
-
Well I bugged it...and here I was thinking, "hmm, this SS/Elec boss I made gives full XP without KO Blow, nice." Oh well. *Adds KO Blow in anticipation of fix.*
-
I did this the opposite way.
Broadsword powers used: Hack, Slash, Throwing Knives, Disembowel, Headsplitter. These powers on a level 50 boss give 71% XP. I can't get any more without adding Build Up.
With Dark Armor: Dark Embrace, Murky Cloud, Obsidian Shield, Oppressive Gloom, Cloak of Darkness = 83% XP. Death Shroud, Dark Regeneration and Soul Transfer do not add more XP.
With Electric Armor: Charged Armor = 100% XP. Compare Dark Embrace at 74% XP.
With Electric Armor: Power Sink = 75%. Despite Power Sink being far more devastating than Charged Armor.
With Electric Armor: Conductive Shield, Static Shield, Grounded, Lightning Reflexes, Conserve Power, Power Sink = 97%.
Lightning Field does not add more XP.
With Fire Armor: Fire Shield, Temperature Protection, Healing Flames, Plasma Shield, Rise of the Phoenix = 85% XP. Blazing Aura, Consume, and Burn do not add more XP. Note that RotP gives an XP bonus while Soul Transfer does not, despite RotP having only a mag 4 stun as opposed to Soul Transfer's Mag 30.
With Invulnerability: Everything but Unyielding and Unstoppable = 93% XP. Everything = 98% XP.
With Regeneration: Everything but Integration, Resilience and Instant Healing: 90% XP. Everything = 99% XP. Revive adds to XP.
With Shield Defense: Everything but Active Defense and One with the Shield: 90% XP. Everything = 99% XP.
Should a Broadsword boss with no significant ranged attacks or debuffs really give full XP at level 50? I don't know, maybe the devs don't want them to. That's fine. What isn't is the disparity between the difficulty the secondary powers add and how much they increase the XP.
Notably: Damage auras do not increase the XP, despite increasing the enemy's melee DPS.
Charged Armor has to be bugged.
Mez protection shields do not give significantly more XP than other shields.
Tier 9s do not give significantly more XP than other powers.
Power Sink only adds another 4% XP, despite how devastating instant end drain can be.
Dark Armor is seriously gimped in the XP department, with Oppressive Gloom barely giving anything, and Dark Regeneration and Soul Transfer giving nothing, despite the fact that Soul Transfer bypasses every powerset's mez protection.
Should defensive powers be worth as much as offensive ones? Definitely not. Do they make a boss significantly more difficult to defeat? They can, especially some of the ones listed, which give a negligible XP bonus. At this point we start getting into a time/reward equation instead of a risk/reward equation...which for some powersets (the ones relying on "kill it first") amounts to the same thing. -
Quote:Correct. Allied entities appear to only be a drain as long as they are present on the map. This means:So until those hostages are freed and leave the map, they'll be XP drains.
Someone correct me if I'm wrong on this. I read Eva's statement literally and with the bolded distinction.
When captives and escorts leave the map, they stop being drains.
When friendly entities are defeated, they stop being drains when the body fades.
Friendly entities are not drains until they spawn. Which means, if their spawning is triggered by another objective, they will not drain XP until they actually spawn. Also, if it's a big map, they may not spawn immediately upon loading, in which case they won't become drains until they actually spawn. -
I too am running into problems with bosses with defensive secondaries. Defensive sets don't give much of an XP increase unless you really pile them on, which makes for a tedious fight.
-
Quote:Yes.- Provide separate tabs for Guest Authors, Dev Choice and HoF arcs and have the default tab that is displayed be for the other arcs. This will help provide more visibilty for non-honored arcs. (This is a suggestion I have seen in many previous posts)
Quote:- Provide a warning and require a comment when a player rates an arc 1 star. I have several reasons for this. People have accidentally rated one of my arcs 1 star at least 3 times that I know of. Also many times 1 star ratings are grief ratings and I think by forcing a comment this may cut down on that. The damage a 1 star rating causes, to a quality arc is very hard to recover from.
The original reason for allowing arcs to be rated without completing them has turned out to be invalid, as those arcs that were supposed to be so horrible and uncompletable that we'd be 1-starring them as a public service are just going to languish in unrated limbo forever, unlikely to ever be seen or played even if we can't 1-star them without finishing them.
So my suggestion: Require the completion of, if not the entire arc, a certain percentage of the arc, before it can be rated. This will effectively put an end to 1-star griefing, as well as people using friends or second accounts to 5-star their atrociously difficult arcs, but will still allow us to down-rate farms (most of which are specifically designed to be easily completed once you reach the ticket cap).
Quote:- Provide an option to display how many ratings of each type an arc received. This must already be available in order to compute the overall rating and I think it would be useful to authors and players alike.
Other changes I would like to see, many of which have been suggested elsewhere:
-A publicly visible "favorites" list. You can choose to use this feature or not; if you choose not to use it your global will not be attached to other people's arcs in any way. If you do choose to use it, clicking an arc that you have added to your list will display your global, and clicking your global from there will display your list. You can add your own arcs to your "favorites" list, thereby allowing a little shameless self-promotion for authors who also play other people's arcs. This list could also have an option to show up for friends, global friends, and supergroup only.
-Searching for "my level" should not display arcs with a range of 1-54. They're pretty much all custom critter arcs that, going by the warnings on many of them, are totally inappropriate for lowbies.
-Allow us to EXCLUDE certain things in searches. Many players do not wish to fight AVs, I refuse to fight Extreme anything, but things like custom groups in general, enemy groups you don't want to fight (Longbow and Arachnos for example), tags that indicate an arc that does not interest you (for example, if you're a squishy, you might choose to avoid arcs tagged as "challenging"), would also be good candidates for exclusion. This would help players narrow down searches to things they would actually want to play.
-Some way of removing outdated and abandoned arcs from the search. I am in favor of simply hiding anything that hasn't been updated in X days, as that would be least punitive but still put onus on the author to actually care. Arcs that are invalidated by a patch should be immediately hidden until they are fixed.
-In keeping with that, albeit a minor thing: when a patch changes something that could have major consequences, it should simply invalidate all affected arcs, not replace the changed thing with some lame default that effectively breaks the arc. I am specifically thinking of all those Hydras with "invalidcritter" over their heads, but I believe arcs have had issues with removed maps and changed objects as well. -
The boss/EB/AV requirements need to be tweaked downward a bit, I think. Still, it's way better than the old system, where it was impossible to get past 75% without some really nasty powers on most powersets, even at lower levels.
-
Yes. It rates the arc. You really think griefers actually play through all those arcs they 1-star?
-
They're all keepers, until I decide they're not. They're not when they're no longer fun, or a new powerset comes out that would fit the character better. I have deleted a few in the mid-thirties, but once they make it past that point they are usually ok. 35 seems to be the magic level.
I did delete two characters higher than that; a level 41 Broadsword/Regen Scrapper when I finally gave up on ever liking Broadsword, and a level 38 Fire/Energy Blaster who was feeling pretty redundant, since I already had two Fire Blasters, two Fire Corruptors and two /Energy Blasters. -
You can't do the ambush. The closest you can get is a map with a small "back" area with only two spawn points well within aggro range of each other, and that doesn't guarantee the second boss will aggro. If he's a custom, he might be more likely to aggro if you give him a secondary with +perception.
-
Heroes also have two additional TFs in the 20s, one in the early 30s, two trials in the late 30s, and four additional TFs in the late game (two of which don't suck). They also get a trial in the early teens but it sucks so it doesn't count; however as Posi no longer sucks it does count, so that's two more TFs heroes get in a level range where villains have none.
Once villains get all that stuff we can call it even and get more co-op stuff. Or we can get updates to the hero TFs that nobody wants to do, like we just got, so they count as new content for heroes since people will actually want to do them, and villains can get something new at the same time. Then heroes can flashback Dr. Quaterfield to their goody-goody hearts' content and villains will have more ways to earn merits for those recipes that nobody's selling redside. -
A few might be available. Most are not. You can fake it by making a custom critter that looks like the contact. Some of the older contacts might just be copies of civilians, which are available in a large variety of flavors.
-
Side-switching is irrelevant. CoV is a valid part of the game. Pure villains are valid characters. They should not be ignored "because they can just switch sides if they want more content," they should be given a level 30-35 TF. Or they will find out where you live and come over and kidnap your puppy.
-
Yes, doing away with the "power 10" enhancements was a sweet update. I remember level 27s hanging around the stores in FF and Bricks, waiting for someone who had it unlocked to come along to buy their end mod and travel SOs for them.