EvilGeko

Forum Cartel
  • Posts

    4227
  • Joined

  1. Quote:
    Originally Posted by Bill Z Bubba View Post
    1.5 hours for 1.5 HV merits per night... when I'm not allowing myself to be distracted. 1 hour for 50 reward merits. 30 minutes for the 5/6 tip missions. Granted, I've got inf stored up so I'm not also forced to farm for inf to cover the 20mil conversion cost.

    Still going to take much longer at 10 HVmerits per SHO/HO, but you don't run the risk of getting a bunch of HO/SHOs you don't want.

    Conversely, as Lothic stated, it'd be easier to farm AE for and hour, sell the recipes and buy the HO/SHO you needed outright.
    Yeah I wasn't counting conversions. And probably my best characters can do 5-6 tips in 30 min. But not all. I see your point though.
  2. Quote:
    Originally Posted by Lothic View Post
    I wouldn't strictly be against this idea, but on the other hand asking 10 A-merits for these enhancers is grossly over priced to begin with. I can usually earn at least 50 million INF (and oftentimes much more) from spending an A-merit to roll for 5 rare recipes and sell them on the markets. I have to think it's much cheaper just buying what you need from the market directly.
    Depends on what you want.

    However, I don't really care what the price is so long as it isn't more than what I suggest though.
  3. Quote:
    Originally Posted by Ang_Rui_Shen View Post
    Wouldn't that reduce the popularity of the big events people have to do to get them the standard way?
    No.

    Even if you're booking it takes about 2-3 hours to get 1 A-merit. Multiply that by ten and you're looking at 20-30 hours to get one SHO.

    Hamidon takes about an hour, the STF/LRSF around that time as well or shorter. Plus, you can do BOTH and get more chances at loot. This just provides more options.
  4. Quote:
    Originally Posted by Jot View Post
    I really dont want to lose me KB, I say add it to Proton Scatter, lol. On my peacebringer I have Kinetic Crash full IO set(mainly for set bonuses) in Radiant Strike and love knocking em back.
    Folks like this is exactly why I didn't suggest removing it entirely. However, the KB in Solar Flare is a bit much. I suggested 1.4 as the magnitude because that's where Shockwave is and it seems to be reasonable most times to me. While I would prefer nothing, I'm not trying to take away anyone's fun.
  5. See topic.

    Some Hamidon Origin enhancers are very valuable, not as much as purples, but they have their use. The synthetic version is available as a reward for a specific TF, and IIRC were created by Positron so it makes sense for them to be rewards available in the Hero/Villain store.
  6. Quote:
    Originally Posted by Lothic View Post
    I've never understood or experienced the idea that getting Tips is a long, tedious thing to do. *shrugs*

    Whenever I want a Tip I just street-sweep for level 20+ bosses. It's never taken me more than about 5 minutes from the time I start hunting to the time I have my first Tip. Often it only takes one or two bosses tops. I've done this reliably at least 30 times on both red and blue sides.

    Better luck to those having trouble with this...
    This.

    GO. HUNT. KIL. BOSS(es).
  7. Misaligned is right though about the difficulty. This trial isn't hard. Anything a substantial number of people can do on their first try isn't hard. The CoP is would be the intro raid in other games.

    However, you are correct as well. Without the rewards lining up with the content, people will do this for the badge then move on. There are multiple things I can do solo that reward more when you consider the set-up time involved here.
  8. Quote:
    Originally Posted by White Hot Flash View Post
    Say it with me, everyone: If you can't find a reason to do a task besides the little shiny or the merits at the end, you'll never be happy.
    I'm happy with Hamidon, have been raiding him regularly for five years. I primarily do Hamidon for the reward. Most times I'm barely aware that there are 40+ other people around doing the same thing. So your ridiculous premise fails.

    Quote:
    This is a social game, whether you like it or not, and when doing things that require being social, the rewards become more about being with fellow players and accomplishing something hard, rather than some sort of payment. If this wasn't the intent of the Devs with the CoP in it's current form, they wouldn't have set the reward so low in the first place.
    The set the reward low for two reasons most likely: 1) they have this inane idea that time should have the strongest correlations with reward; 2) they punish the first people who do new content with purposefully lower rewards so they don't have to "nerf" later. That's a shabby reason to not reward content properly, but there you go.

    Quote:
    Oh no, something requires time to learn. How is that a bad thing?
    Who said it was a bad thing?

    This is the very reason why using time to complete as a metric is completely asinine. When content first releases, it's hard because people are learning the encounters. When they get better at it, they get it on farm status. The difficulty hasn't changed, the players got better. This should be what most game developers want, people to work together and get better.

    The rewards should not change because people got better. However in the time=reward nonsense, that's exactly what happens.
  9. Quote:
    Originally Posted by M_I_Abrahms View Post
    I've gone on only one run of the CoP, and I have to say that even if the reward was increased, I don't see myself running this trial again, ever. It doesn't even matter than we failed it. It doesn't matter if the reward would be worth it if we did get it done.

    Raids like this are the very reason why I don't play the Titan of MMOs.

    Taking the time to gather 24 players together, and balance them out to three teams all for a single spawn and an AV? And if we get the 'wrong' AV we start over? Stuff that noise. If I'm going to be ona team, I'd rather do something, anything, where the actual teaming takes longer than the planning stages.
    Raids aren't everyone's cup of tea. Personally, I've done the CoP, we were successful, and if this raid were rewarded properly it would probably see a lot more use over on Justice. Hamidon, for example, is run at least once a week, oftentimes several.

    The CoP takes time to learn and get the strategy down and optimized, but if the rewards were there, people would take the time to learn it. But as it stands right now, I'm taking my successful run and going home. Because it's not worth doing the trial anymore.
  10. Quote:
    Originally Posted by Aura_Familia View Post
    If it's taking 14 minutes. . . yeah that reward isn't increasing anytime soon.

    Which is a shame.
    This trial is the perfect example of why basing rewards primarily on time is problematic.
  11. When I'm building TF teams, I take the first 8 people to sign up. My standard answer to "What should I bring?" is "Bring whatever you want."

    I've seen just about every AT in the last few weeks. None are obsolete, none are "unneeded". Some like Scrappers do marginally more damage, some like Tankers are marginally more survivable, Brutes do well in the middle. Stalkers do their thing and it can be helpful. All the buff/debuff folks are awesome. Doms and Blasters bring the hurt in their ways. VEATs are like mana from Castle. Warshades are awesome. Peacebringers.....are...umm...pretty, yeah pretty.
  12. EvilGeko

    Buff Force Field

    This set cannot be fixed to without an egregious violation of the Cottage Rule. Castle's tried once, I doubt he will again.

    I just decided to roll a Cold Domination and shelve my FF. I'm happy with my choice.
  13. EvilGeko

    Cold vs FF

    Quote:
    Originally Posted by Starflier View Post
    I'll go with Forcefield because there are no Cold defenders. I saw one a year or so ago, and that was the last one I saw. It was also the first one I saw.
    By contrast, Force Field Defenders are a myth, like unicorns.
  14. EvilGeko

    Cold vs FF

    Quote:
    Originally Posted by LostHalo View Post
    Force Bubble offers a unique tool that can be absurdly useful when used correctly.

    If you want to get rid of dead weight, kill off Repulsion Field.
    Yes, it's great for those .05% of situations. Still would prefer something that's useful the other 99.95% of the time.
  15. Quote:
    Originally Posted by Fireheart View Post
    I'm sorry, Geko, but I really Hate the idea of slowing down attacks. HATE!

    I play my main PB as all-human and your proposal would devastate my ranged attack-chain. I don't want to have to rush into melee Just to actually have an attack-chain. Bolt-Eye-Bolt-Blast-Bolt etc. becomes a painful chain of wait-wait-attack-wait-attack-wait-wait when you slow the recharge.

    Unless, by some magic, you have a plan for creating a relatively seamless attack chain from these three attacks at your new level of recharge? Or are you thinking, 'Everyone does Perma-Hasten, so recharge doesn't matter'? Because I don't have time to explain to you, that Hasten does not float my boat.

    If you propose a buff, make sure it's actually a buff for all levels and (most) playstyles... right?

    I've already gone through this agony with my Energy Melee Tanker. Please, sir! Please! Stop the hurting!

    Be Well!
    Fireheart
    Fair enough. I'm open to any change, but the ranged attack chain for Peacebringers right now is atrocious. Not enough damage without using multiple procs in Gleaming Bolt and barely even then.
  16. Quote:
    Originally Posted by Bill Z Bubba View Post
    A 3 second recharge single target attack, if going by the "rules," does .84 damage an costs 4.368 endurance.

    Why Castle decided to break those rules for Psionic Dart, I do not know but I see no reason for it to happen with Peacebringers as well.

    EDIT: Has CoD not been updated since the Dom changes? It still show Psi Ddart at .84 damage.
    EDIT2: Mids also shows it at 44.4 versus CoD's 44.38

    You sure that patch not didn't have a correction later on in another patch, EG?
    It must have because you're correct. Psi Dart is .84 damage not 1.32. Ah well, no hope of that change.
  17. EvilGeko

    Cold vs FF

    Quote:
    Originally Posted by Panzerwaffen View Post
    That sounds great. I can't see this happening without a corresponding nerf to FF's defense though...
    Considering Cold offers more overall mitigation (considering Frostworks/slows/resistance) I don't see why this would be necessary.

    I think the bigger problem for Castle is the famed Cottage Rule. Because Force Bubble is a prime target IMO to turn completely into something else.
  18. EvilGeko

    Cold vs FF

    Quote:
    Originally Posted by Direwolf21 View Post
    Now now, we're comparing Cold with FF -- Charged armor isn't in either of those sets, so doesn't count .

    Yes, you can slow them, but a FF defender won't let them near him ever. You need to know hes coming at you, while a FF defender doesn't need to know, he just keeps up his repulsion bubble, and hes good to go .

    You'll need to focus on keeping that guy away from you (I know, I've done it), by constantly debuffing him and staying out of his range. Meanwhile, you're not helping your team at all. A FF defender has Repulsion bubble up, and can completely forget about that boss. He can keep doing his job while keeping himself safe -- we have to stop doing our jobs to protect ourselves.
    Untrue:

    If you Snow Storm the guy, he and everyone he runs past is cycling their attacks at a snail's pace;

    If you Infrigidate the guy, everyone is hitting him with no problem and if he has Fire attacks you'll lol at them.

    If you just run into things and fire off Sleet/Heat Loss then the mobs will be drained, easier to hit and hit harder, slowed, and perhaps flopping on their butt.

    It's beautiful terror and it most certainly helps the team.
  19. Quote:
    Originally Posted by Siolfir View Post
    I doubt you'll get a scale 1.32 attack on a 3 second recharge with a 4.37 end cost. A scale 1 attack has a 4 second timer and 5.2 end cost; Shriek has that recharge and end cost to do 0.84 damage.
    I hardly ever just pull numbers out of my reptilian bottom (they scuff the scales ). I lifted this change from Dom's Psi Assault. Psi Dart had the same issues that Gleaming Bolt does and I believe the same fix will work. Why? Because Luminous Blast is designed VERY similarly to a Dominator Assault set. A mix of range/melee/utility.

    Quote:
    Originally Posted by Issue 15 Anniversary Patch Notes
    Psionic Assault

    * Psionic Dart: Increased this power's damage scale from .6 to 1.32, increased its recharge from 1.5 seconds to 3 seconds and increased its endurance cost from 3.12 to 4.37.
    Issue 15 Release Notes
  20. EvilGeko

    Cold vs FF

    Quote:
    Originally Posted by Panzerwaffen View Post
    Yes, it is a silly argument. Both Cold & FF are great sets. They bring a lot to a team, and are fun to play. This topic has been beat to death many times before, and we should all allow the horse to rest in peace.
    I think it's a legitimate target because Force Field, while providing great protection should be brought up to its fellows in other areas such as debuffs.
  21. EvilGeko

    Cold vs FF

    Quote:
    Originally Posted by Direwolf21 View Post
    Now, onto the downsides. I have nothing for myself once I've been spotted. Even my fog + manuevers does very little to protect me. And a dead me means no debuffs, because my MAIN debuff is a toggle, and the others have short durations. Arctic fog is the ONLY power I have to buff my own survivability, and all it gives is 5% defense. FF has PFF, which is great, basically a 'save your life Oh_Sh*t' button.
    Let's say a boss is coming near my Cold/Cold Defender. Infrigidate, Snow Storm, Ice Storm, then start cycling my attacks. That boss will take a long time to get into melee if he makes it at all. I've literally gotten a boss held because they were so slowed they couldn't reach me in time.

    And besides my defense, I have 43% Sm, Le resistance, 31% Fire, Cold Resistance, and 62% Energy Resists with Charged Armor. It's not so bad.
  22. EvilGeko

    Cold vs FF

    Quote:
    Originally Posted by TwilightPhoenix View Post
    General question...

    Cold Doms: You use frost shields and Frostworks on a soft-capped, HP capped tank, let's say perma-DPed Invuln. What benefit does he get?
    No tank can self-HP cap. What he gets is resistance to Fire, Cold, Energy, Toxic, +Health, and a significant amount of extra recharge/slow debuff protection.

    Quote:
    FFers: You use bubbles on a soft-capped, HP capped tank, let's say perma-DPed Invuln. What benefit does he get?
    Psi defense (which will not be soft-capped on an Invul), positional defenses to go along with his typed defense, endurance drain resistance.
  23. EvilGeko

    Cold vs FF

    Quote:
    Originally Posted by _ACFU_ View Post
    I prefer to play with people and not AT's. A good FF will beat an average Cold any day.
    I have a 50 of both and this simply isn't true. Force Field doesn't have the tools that Cold Domination does. I say that with no bias whatsoever. I live both sets a lot.
  24. FYI, an example is how Wardog came to the Crusaders. Here you have a history teacher. A man trying to teach kids about the world turned into a killer because the government decided to punish his family for HIS words.

    Such an act by the government would turn many men into extremists. I literally cannot fathom what I would do if I lost my wife and little boys for a similar reason.
  25. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm not arguing morality or ethics here, or even good and evil. I'm arguing logic. Run-of-the-mill terrorism I get. They hate my country, I'm part of that country, therefore they hate me and want to kill me. It's not nice, but I can see the logic. But terrorists that want to get me on their side... I just can't see them being very successful when they go about that by killing me and my friends. I might indeed rise up in hatred and revenge, but it will be against THEM. I suppose if the point is to just force all-out unreasonable war to break out in Praetoria no matter the justification, I could see that, but... Eh.
    The insurgents get some folks by appealing to their shared ideals. There are some people who while sitting on the fence before, will not take the government's side in the inevitable crackdown. Remember the crackdown tends to prove the insurgents right. A just government only attempts to punish the insurgents. This shows the people that the government is serious about the rule of law. However, an oppressive state will tend towards collective punishment. When the government is punishing everyone whether they did anything or not, some folks will come to the conclusion that the insurgents were right all along.

    The insurgents will cower some other folks. Some people will never move off the "default state". They'll never take sides. EITHER SIDE. They won't seek to lobby for the destruction of the insurgents or the government. They'll just live in fear and hope to ride out the violence.

    Others will take the government's side. They'll speak out, get active. Only problem with that for them is that it makes them a "legitimate" target.

    So no, you don't get everyone, but you get some. There are plenty of current examples I can think of to illustrate these points, but I don't want to get modsmacked.