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Posts
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Joined
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Quote:We already have these stores, using Merits as a currency when it comes to recipes (and salvage) excluding the obvious like purples and PvP-IO's. As a player, it's easy to tally up the total cost for what you'd like and then just go play whatever merit-generating mechanism you prefer to earn said merits and enough influence to cover the crafting in the process. Merit earning rate isn't affected by levels either, so you don't have to use a 50 or even play at that level to rack them up. Unfortunately, due to the overall costs for a build when counted in merits it's currently not a viable alternative to the market.I don't think most people who propose such things actually think it would make the markets "work." I think most people who propose such things don't care if the markets work, they believe the primary purpose to the markets is to supply players with what they want at prices that make it easy for them to get it, without regard to the desires of sellers. And they almost certainly believe that if players won't sell at those prices, they should just cut out the middle man and convert the market into a store that doesn't rely on sellers. Because a corollary to this assertion is that there should always be enough supply for everyone to have whatever they want if they decide to acquire it.
I would bet that if you asked most people who believe in extremely low caps if they would care if the markets were replaced with stores that just bought and sold everything at fixed prices, most wouldn't object. Most would probably consider it an improvement.
Architect tickets on the other hand are working (perhaps too well) when it comes to generating desired salvage off-market. Straight up prices in terms of tickets and merits, add up what you need and just go play the superhero game to get there. These two mechanisms exclude eachother since a player can't earn both at once, meaning it does take added time to achieve the player's goal using the non-market approach since it's very unlikely all salvage or any recipes desired are found during superhero gameplay.
This is directly opposed by the market, where those who play that mini-game and/or earn influence at a high rate through farming can use influence without any superhero gaming time to achieve the same goals in a much smaller window of time. As has been shown in this forum section plenty of times, someone playing the market mini-game can rack up lots of currency and exchange for desired items at an astonishing rate.
The invention system isn't fundamentally attached to the market through programming any more than it is to the merit system, which seems to be a common misconception. It's both routes to acquiring the items requried to create an IO. One of the things forcing the market to be predominant is the disparity in time the player needs to invest to earn a specific item through merits. It's ultimately a player decision, one that's made based on what feels most available - players not comfortable with the market probably wouldn't have these issues if the alternative was fully viable. Until the non-market option is changed to something that seems to be within reach, these players will show up from time to time with "fixes" that won't work for the market mini-game simply because they don't care about it - as Arcanaville already pointed out. Changing the market is probably not what these players want anyway, they want the already existing alternative to come off as just that - a serious alternative. -
It's a concept-build with no Fitness pool, meaning the only autopower where it'd fit is Physical Perfection. To make it exemplar-friendly you want to have that +Recovery working at the lowest level possible. Siphon Life kicks in pretty early. It's easy to spot when importing into Mid's, but I understand how just looking at the post makes it seem weird.
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Tenzhi beat me to it, but yeah - that's why it's a reliable buff.
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Again, as requested in-game. Got this together for a buddy who exemplars a lot. Soft-capped from 35+, decent defence from 29+. This was interesting considering how he doesn't want to run Stamina. Having the Miracle +Recovery fire off every time Siphon Life is used helps a lot, of course. Since it's a main character build the influence going in is a bit larger than in the previously posted build.
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As requested in-game. Another route to softcap is skipping Weave, getting a travel power, six-slot Build up with Gaussian's using slots from Kick (which is slotted for set boni only) and what's left over from Weave.
This one regularly does +1x8 with bosses solo (Banished Pantheon map, they're fun to fight), only SO's in passives so far. No full set of Touch of Death yet either, it's sort of a budget build until you start adding Luck of the Gambler/Touch of Death. Kismet 6% and the Steadfast 3% Defence are easily found with AE tickets 10-14 bronze rolls.
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Happy birthday Kegan, and have a good vacation!
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Invoke panic - I don't think I've seen it on anyone I've teamed with during the last year. The aforementioned powers have at least showed up once or twice in power lists when I've checked.
And don't bash Whirlwind too much - I needed it sorely to stay alive on my Energy armor brute by keeping annoying bosses (arachnoids vs Energy armor was a pain when I levelled that one up, for instance) or elite bosses flying around until they were dead. It may be a limited, specific use originating in not having a pimped out IO build, but at least it's a use. -
I'm working on a Radiation emission/Electrical blast build, and I'm considering whether or not it's worth stacking the chance for resistance debuff proc's with Enervating field. I'm definitely putting Achilles Heel in Radiation Infection, and I'm considering making the sixth slot in Short Circuit the Fury of the Gladiator: Chance for Resistance debuff.
Has anyone here tried this kind of slotting, if so - did you find the resistance debuffs triggering often enough to make it worthwhile? -
This kind of proc's usually show up in the Healing delivered-channel. For instance, the Dark Watcher's Despair: Chance for Recharge Slow is showing its ticks in healing delivered, same as Chance for Build up, etc. Seems the buff/debuff procs use that channel. Haven't tried the Deflated Ego personally, so I don't know for certain where it shows but I'd be surprised if it deviated from the pattern.
Edit: Just slotted it to check out, and I got surprised! Apparently it counts lowering recovery as dealing damage, so the Deflated Ego shows up Damage Inflicted-channel. Message is:
You reduce $target's recovery rate
So now you know what to look for. It also leads me to wonder what other proc's show up in which channels. -
Deal - I got it blue-side on Virtue server. Contact me on @Evilmeister
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This has been up for discussion before and I pitched to a redname a few months ago. To quote myself from a recent thread in the Market section on this topic:
Quote:It's good to see that more people are concerned regarding this, since it is a very noticable issue for those who build towards functioning at specific levels.I suggested something similar some time ago, and it did spark an interest with the devs. However, the essence of the answer I got was "Not before Going Rogue, if it happens". The previous suggestion was in short to allow users to choose the exact level of the finalized invention, equal to or lower than the recipe that's crafted for an additional fee decided by the number of levels deducted - reducing the exact enhancement numbers to what it should be at the crafted level.
Either rework would mean a great deal of coding, however, due to the way numbers are assigned to final inventions from recipes. It'd mean either creating lots of new recipes, or reworking the way actual enhancement numbers are imported to the finalized inventions making the crafting interface import the user-assigned IO level and from that assign the enhancement values straight from a database containing numbers for possible combinations (this was the way I was thinking it could be done - however, I'm not a software developer nor do I have an intimate knowledge of how the recipes/inventions are attached to each other).
This would be of interest since a substantial amount of players build for exemplaring to certain level ranges and the amount of level 50 characters is ever growing, drying up the supply for exemplaring builds - even random rolls are often off the preferred level range if the player is at max level. The market effect would be similar to what the OP is looking for; a larger level range of each type of invention could be used for players putting a build together meaning a lot of recipes currently deemed "off" the optimal range would get a higher turn-over rate. The additional fee would also remove some influence from the system overall. -
Shameless bump before the weekend.
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Quote:This is actually inaccurate. The momentarily position of the progress bar does not decide who has zone control. In order to control the zone, you have to win enough hot-spot battles to push the bar to a reset. Not until that has happened will the store open up for your side. If you do this twice in a row, there will be more items available at the store.the better thing to do is just keep it like 90% your sides color so you have access to the special shop, because as long as the balance is not 50-50, whichever side has more on the bar "controls" sirens call.
After that it's recommended to get it to about 90-95% control and leave it there to make it very tedious for the opposing faction to take control. Keep in mind, even if you have won the zone twice (or more, won't unlock more items though) the opposition only has to take it once to get the first tier store opened in their base and close yours. -
I guess I'm moving against the stream of the segment of players who generally populate this particular forum. I prefer AE tickets, regardless of going rate at the market. It's fun to beat stuff up. Checking the market beyond looking for recipes that I'd like is a waste of life to me, so I try to get all salvage from AE and missions. If I need a particular piece in the low or mid-level range, Ouroboros or a task force is also an option that lets me do what's most fun to me - actually using the powers I'm slotting up or check how the builds I finally made worked out.
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That's not the case heroside. Are you looking at the correct recipe? It has five sales in 13 days; ~1-1.2 billions. Crafted version has been lowballed at about 800 millions twice in the five, 1.3-1.5 billions for the other three. Starting price, as stated in OP, is 1.1 billion.
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Gladiator's Javelin: Chance for Toxic Damage (Recipe, 50) is up for sale, currently located hero-side on Virtue server. Starting price is 1.1 billions, buy it nao is 2 billions - bidding closes Sunday 31th January, 20:00 UTC. PM me here for agreement on when to trade said item.
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Quote:I suggested something similar some time ago, and it did spark an interest with the devs. However, the essence of the answer I got was "Not before Going Rogue, if it happens". The previous suggestion was in short to allow users to choose the exact level of the finalized invention, equal to or lower than the recipe that's crafted for an additional fee decided by the number of levels deducted - reducing the exact enhancement numbers to what it should be at the crafted level.(b) modify the invention Workbench interface to permit the user to choose the combat level of the enhancement to be created at crafting-time, and to pay the influence/infamy price according to that level using the game's current pricing scale (restriction would still apply per the game's current recipe range structure).
Either rework would mean a great deal of coding, however, due to the way numbers are assigned to final inventions from recipes. It'd mean either creating lots of new recipes, or reworking the way actual enhancement numbers are imported to the finalized inventions making the crafting interface import the user-assigned IO level and from that assign the enhancement values straight from a database containing numbers for possible combinations (this was the way I was thinking it could be done - however, I'm not a software developer nor do I have an intimate knowledge of how the recipes/inventions are attached to each other).
This would be of interest since a substantial amount of players build for exemplaring to certain level ranges and the amount of level 50 characters is ever growing, drying up the supply for exemplaring builds - even random rolls are often off the preferred level range if the player is at max level. The market effect would be similar to what the OP is looking for; a larger level range of each type of invention could be used for players putting a build together meaning a lot of recipes currently deemed "off" the optimal range would get a higher turn-over rate. The additional fee would also remove some influence from the system overall. -
Arena works but it has to be reputation eligible kills, i.e. the 5 minute timer applies.
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The small amount of people actually participating in PvP is the red flag that something is wrong. If the PvP-system was fun for other than those extremely dedicated, there would be more drops and therefore more available recipes in the market. Prices are just another symptom of the disease that is PvP in this game.
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/threadjack
Build and tactics aside, fact remains that defender secondaries work far from the "regular" ratio of efficiency for shared powers which at release pretty much was 75% across the board - except for defenders, getting shafted both in damage/endurance spent compared to this norm from their secondary and seeing controllers getting full "bang for the buck" for some powers in the shared primary. This has shifted even further since buffs to blaster damage, and also includes corruptors to some extent.
Personally, I consider it unfair that those with the weakest blasts also suffers the greatest endurance costs compared to any other shared powersets. Changing these across the board is easily accomplished with a straight multiplier to all endurance costs for defenders (End mod: (0.65/1.125)/0.75) = 0.7704) and corruptors (End mod: (0.75/1.125)/0.75) = 0.88889) respectively, and would in my opinion help improve quality of life for soloing defenders. Plinking away at a hard target would still require the same amount of attacks - but only costing a normalized amount of endurance.
Secondary effects may be great in some powersets (yeah, sonic) but the only factor giving actual rewards in this game is straight damage, which also is the primary purpose of a blast. That is why I consider it reasonable to normalize against that power aspect alone. Things may be functional as is, but am I the only one wanting the same efficiency per endurance point spent for my defender as other archetypes with shared sets get? -
Try Firebase Zulu, I'd suggest looking around Point X-Ray.
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That sticky-effect in Hurricane is very lacking for Radiation Emission and Dark Miasma. If that was in place the toggle-dropping by mez wouldn't be the insta-death it is today. Since debuff toggles are a huge source of aggro and debuff defenders don't get the melee easymode with status protection, it'd be nice to have a -ToHit sticky for all those to allow for a small chance to retaliate by reapplying toggles or otherwise. Not touching enhancement schedules, it'd help.
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Concerning diminishing returns as a result of ED, I'm of the opinion that since debuff sets do get hit very hard by level differences the -Tohit debuff enhancements should never have left Schedule A. The nerf down to Schedule B was very much uncalled for; defence buffs to softcap will work even after a mezz. Getting detoggled as a ToHit debuffer is a whole other, much more painful story.
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Why are you leaving out Choking Cloud for Radiation Emission? Debuff diminishing numbers are tragic, which is an imbalance when considering debuffing sets versus buffing. *sighs*
Edit: Sorry, should've been more clear. Although I didn't say dimishing returns specifically, I guess it was implied. I'm talking about debuff downscaling vs higher level enemies, something that the buffing sets don't have to worry about.