Fury Flechette

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  1. Quote:
    Originally Posted by AzureSkyCiel View Post
    Also, Flower Knight, we see her in the Outbreak tutorial and then later in Ouroboros, distressingly, both hero and villain versions.

    I, for one, would like to see her join the ranks of WISDOM and appear in some other missions.
    Agreed. Flower Knight and her subsequent appearance in Ouroboros almost demand a good backstory. I think it's a shame they didn't reuse her for the Introduction ot Ouro story arc.


    Quote:
    By the way, while we're at it, what would be some example of characters used just enough to be interesting but not so much they get annoying?
    I can think of a few: Jenkins, Pyriss, Arbiter Sands (shame he actually doesn't show up villain side)
  2. Quote:
    Originally Posted by Fleeting Whisper View Post
    Penelope Yin is also a "girl", though her age is never really specified. She's younger than "adult" or "woman", but old enough to hold CWK's attention, so I'd put her in the same age range as Penny.
    I read some place that Penelope Yin is actually a lot older than most people think she is. I can't find the source (Manticore's lore Q & A maybe?) but I believe she's supposed to be college-aged as opposed to being a high school aged teenager. Penny Preston is quite a bit younger than that. Her description says she's a teenager, but her appearance leads you to believe that she's on the younger end of that scale: closer to 11 than 19. But then again, she is a mutant so you never know.

    Quote:
    We have one description of the Center, from Viridian:

    It seems that the Center's super power is "getting people to follow your command", or perhaps more succinctly, "Super Charisma".
    I'd actually like to see this demonstrated more in-game. I think super charisma is a fantastic power that would make the Center highly formidable. It's just that as he is right now, he's unfinished. And that's a shame considering that the Council is not only so common in game but so heavily wrapped up in the overarching Cox lore.
  3. Quote:
    Originally Posted by Fallen Prodigy View Post
    I need help deciding between a DM/WP and a DM/SD. I'm mainly going for a build that can solo AV's fairly well. Might go for another try at PvP also.
    These goals are almost completely contradictory.

    The same powers work differently in PvE and PvP...sometimes radically so. It's why fire/regen for scrappers come off on the top of the heap for PvP but is rather mediocre for AV soloing. While you can PvP with anything, the build goals are quite different.

    I'd concentrate on one goal first and then build an entirely different character for the second. The only combination I can think of that could possibly do both (again, you'd need different builds, but at least you woudn't change primary/secondary) is BS/Regen.
  4. That's a terrible scrapper!

    Welcome to the boards.
  5. Most Overused

    1. Nemesis - So overused, he's almost cliche. A collective groan comes out from many veteran players when something is revealed to be yet another Nemesis Plot. Over-reliance on such a trope has strained my credulity to a near breaking point.

    2. Blue Steel - the Paragon answer to Chuck Norris. This deus ex machina appears whenever they have break a hero out of an Arachnos holding cell, which seems to happen with incredible frequency.

    3. Azuria - Never trust her to safely keep anything. She'll remorsefully tell you that some villain group ran off with that precious trinket you spent recovering in torturous Oranbega. At least she'll take the fall even though the Magi vault is in Galaxy City.

    4. Snaptooth - Toothbreaker is the badge you get for defeating him five times. There's probably more than a few players who would get the badge for defeating him five hundred times or more. In almost every holiday event, he seems to haunt your nightmares by inspiring another bout of deja vu.

    Most Underused

    1. Becky the Tarantula Mistress - If you've ever come across this unique Tarantula Mistress, you'll never forget her. It's really a shame she only shows up once. It's also a shame that she's never squared off against Fusionette, her only rival for ditziness.

    2. Penny Preston - The only verified teenager in CoH lore, Penny is a gifted mutant who can unlock the potential of other mutants. What an awesome background that's never been explored or used. Meanwhile one of her counterparts in Brickstown, Serafina (and IMO, a far less interesting counterpart), shows up much more frequently.

    3. W.I.S.D.O.M. - there's actually 4 heroes in W.I.S.D.O.M. and only Foreshadow and Mirror Spirit have made it to the light of day. Rose Star and Spark Blade, as interesting as they seem, have never been seen outside of the video promoting City of Hero for the Korean market.

    4. The Center - pretty unknown for a guy who established himself virtually overnight as the leader of one of the most powerful villain groups in both Paragon and the Rogue Isles. Frankly, I think he's boring, but that's probably because he seems more like a placeholder than the villain who supposedly commands the respect (and fear) of archvillains like Requiem, Nosferatu and Vandal. Heck, he's SUPPOSED to their boss, and yet his weakling appearance makes him the least intimidating of that bunch. Either give him some teeth or let one of the others take over.

    5. Apex - the last time we saw War Witch's partner, he had rerolled and was a level 15 broadsword scrapper looking for a team in Steel Canyon. He deserves better.
  6. Quote:
    Originally Posted by JanusFrs View Post
    I have had a kinda slow past with Stalkers; I think they're nice, but the theme has always died out in me. Now I'm thinking of making a new one, an EM/SR if you'd like to know; though, this isn't the point of my thread, at least not now. My curiosity is whether or not Stalkers are able to solo AVs.
    My claws/sr soloed Baracuda when she was still on SOs. Yes, I exhausted most of my inspiration tray of small purples, greens and reds, but it was still an even con AV. I assume it would a lot easier now...this was before IOs even existed.
  7. Quote:
    Originally Posted by Shadowraithe View Post
    Any recommendations on what would be best for PVP? I was thinking fire/fire just to do as much damage as possible before dying.
    Blaster. Psy/Sonic/Fire with Energy/Devices
  8. I think it would measure up rather poorly in PvP. Defense based sets, shields included, don't do very well with the current implementation of PvP. Your build in particular would get wrecked with one toss of a web grenade since you don't have super speed or even by a player who's blasting you on top of a building since you don't have any means of vertical travel.

    As for PvE, it's okay for a budget build but there are many things you could do to optimize it.
  9. Quote:
    Originally Posted by Fusion_7 View Post
    True, but the "majority" of people do have computers that can handle that type of special effect power. For those that don't then they can just wait it out until the power wears off which isn't very long.

    Look, no one is looking to "harass" people with Speed Boost and IR..hehe. I only use it on low level toons and not all the time, only when I am usually flying through low level zones such as Atlas Park or Kings Row and will occasionally catch someone standing at the train depot or fighting some foe, then I'll give them a pinch of SB. I normally don't include IR but if I am standing on the ground I might just give them a little IR lovin"....

    When I'm in team mish'es I will always ask first who wants or doesn't want SB or IR as some people's computers, as you mentioned, can't handle the exceptional graphics that these powers bring. I just know when it was done to me, I loved it!
    I've gotten some rather rude tells from people when I've done that in the past. There are some players that absolutely hate any type of FX effect obscuring their costume, even if it's something minimal (almost nonexistent) like what you see in speed boost. There's also the player who can't control their character with the added speed. Now before you bash these players, understand that there are people with disabilities who play this game, and while you have speed boost on them, the game is unplayable for them. I know of at least two players for which speed boost is too much for them to handle due to nerve / hand injuries.

    I just don't buff strangers anymore. It's not worth it. And I sympathize with players who have disabilities.
  10. Quote:
    Originally Posted by Slope View Post
    This is completely NOT mandatory, world pvp will be a total choice! If you choose not to do you won't lose anything if you do it you can only gain!

    I'm imagining this would be in issue 19 or 20 at the soonest.
    The Story
    Paragon City was at the calmest it could get. This newfound peace let the Heroes go help the world in other places such as Hati (Hero Corps think the earthquake was caused by a Villain.) While Paragon was at it's weakest, Lord Recluse sent an army of Archanos soldiers led by his super-humans to to take over the city. The remaining Heroes forced the army back to it's boat base. Paragon was safe, for now. Lord Recluse was shown on every T.V. declaring "war" on Paragon City. There weren't enough Archanos spiders to attack again, so Recluse started sending his super-humans to kill the Heroes.
    It was a battle of the Supers. Villain against Hero, powers shooting through the sky, cars flying into buildings, it was chaos. The mayor quickly sent out a message to all Heroes to return A.S.A.P. Now at war with Recluse, all the Heroes must do their best to stop the Villains, and the Villains must stop the murder attempts on their Lord Recluse.

    The Rules/Restrictions
    1. You can't go over to opposite faction land until you're level 10
    2. No way to attack any player 6 levels under or above you.
    3.If you're killed as a villain you go back to the boat, as a hero you go back to Paragon
    4. No more than 2 people to another player
    5. Only certain NPC's can be killed (PPD, Arbiters etc.)
    6. Safe spots are; Hospital, Vault Reserve, University, Icons, WW/Market, Tram, and near trainers (Pocket D obiviously too)
    7. No spawn killing (maybe reportable)
    8. Sorry Villains, no killing citizens (otherwise it would be M if i'm correct) but you can rob banks, flip cars over (?), murder signature characters, and take people hostages (take them to the top of a roof and a message goes out to all heroes who have PVP toggeled on.
    9. (in Rogue isles) Heroes can; save hostages, protect citizens (not letting them die), and arrest signature characters
    10. more to come probably
    The Rewards/Players
    1. Players can only kill other plays 5 levels above or below them.
    2. No full safe zones
    3. Rewards for defeating players include; inf, inspirations, enhancements, salvage, recipes, PVP points, merits, and badges (dropped at random not by players)
    4. New rewards for PVP points; inspirations, enhancements, salvage, recipes, and costume parts (maybe emotes?)



    There might be more to add later
    Terrible idea. And completely not well thought out. I won't go into the myriad of reasons, because frankly I'll end up typing a whole thesis. OP - try again, the idea has many holes and problems. Not the least of which is imposing PvP or being around PvP for players who don't care for it.
  11. Quote:
    Originally Posted by squishor View Post
    Am I missing something with the ranged def? I looked on my char and it is spot on what my mids is showing me of 45.7. not in the 48 range. I look on my char and it shows that also.
    Mid's has a bug. It doesn't properly calculate the 3.75% ranged def you get from Phalanx Fighting. If you have Phalanx Fighting in your build, add 3.75% to your ranged defense and that's what you'll have in game. There's also a way to edit the database manually to correct for this error.
  12. Quote:
    Originally Posted by Necrotech_Master View Post
    it will give you the recipe at either the recipe lvl cap or your current lvl

    the slider is used to get IOs that fall within that lvl range

    for example if you moved the slider to lvl 20, you could get any IOs that overlapped at that lvl, but they would give you the recipe as high as whatever your lvl was or the highest lvl of the recipe
    This is only true of AE rolls. Reward merit rolls can be bought at a specific level, so you can buy a level 25 LoTG even if you're 50.
  13. Quote:
    Originally Posted by Coyote_Seven View Post
    How do you manage to get inf that fast? What's the procedure?

    I certainly hope it doesn't involve playing the game 16 hours a day. Inquiring minds want to know!!
    Nothing of the sort. I farm a modest amount of AE tickets, roll for recipes, craft the valuable ones until my market slots are full, and then log off. On weekends, I'll stockpile the same IOs ahead of time and just make sure my market slots stay full, since turnover is so fast.

    I know it sounds simple...well, it is, but I've gotten it down to an efficient system where I know price points, profit margins, which salvage are suspectible to price spikes, which IOs sell in hours/which in weeks. It allows me to have very fast turnover so I can list more IOs and make a large amount with every market slot I have per day.

    Occasionally, I'll try to farm for purples as well, but I've hit this benchmark multiple times without selling a single purple. Usually, if I get one, I'll craft it and just store it, only selling it if I get a duplicate.

    I've been doing this for a long time, and only relatively recently have I seen more people do this instead of farming dev maps for drops/purples. I haven't farmed Battle Maiden in years.

    All in all, it takes about 1 hour/day. You can definitely do more than that, especially if you want to stockpile, but that's what I usually do.
  14. Quote:
    Originally Posted by Lazarus View Post
    Having both Rad/Traps and Arch/TA Corruptors, my answer is "hell no". Even with a Performance Shifter proc added to Stamina there is never enough endurance past level 30.

    Maybe Vigilance can counteract some of that (Haven't played a Defender since issue 4 so I don't know) but I'd rather not have dependence on a inherent that only works when you're not doing your job well enough.
    Let me assure that defenders play quite different. As a corruptor, I tend to attack a lot more, while as a defender I concentrate on buffs/debuffs first then attack. That has a strong bearing on endurnace usage since while the buffs/debuffs can be endurance expensive, they don't have to be spammed. And on teams, vigilance does make a noticeable difference.

    I have a Traps defender at 44 and while she does have fitness, I could see how she can play without it. TA, I only played up to 23, so I'm less sure of that.
  15. Quote:
    Originally Posted by Perfect_Pain View Post
    Wow, this is like the deadest of dead horses.

    Some people like to farm. Some people don't.
    I honestly dont think it matters.
    Yup, sums it up nicely.
  16. Fury Flechette

    N New Noob

    Quote:
    Originally Posted by Wyvernclaw View Post
    I meant to type that MA/Willpower looked cool to but that I had read that MA was a weak/bad powerset due to little aoe attacks.

    Thansk again!
    Absolutely nothing wrong with that combination. Go for it. WP is a strong secondary and it will require little investment. I'd try to at least frankenslot your attacks though. Frankenslot definition: http://paragonwiki.com/wiki/Frankenslotting

    The reason why I recommend frankenslotting is that it's cheap, it allows you to add a good amount of endurance redx and recharge without consuming slots and it usually means you're getting good accuracy and damage enhancement as well.
  17. 1. The -kb steadfast in deflection is an absolute waste. You'd be better off either moving that slot elsewhere or just slotting a vanilla Dmg Res IO.
    2. You have too much ranged defense (about 49%). You should swap out some of the Mako's to something else.
    3. Psi resistance IO from Aegis is worthless as well. Swap with a Rech/Res. 3% Psi resistance is background noise since you can't stack it with something else.
    4. Your character has bad DDR. No problem if you stay on a farm; a big problem if you want it to do more than just farming.
    5. Stats are rather ordinary...not bad, not great. Probably taking some of those slots from ranged defense and using them for something will help. Much of this is probably budget constrained and will improve over time.
    6. Lost opportunity by not slotting a Force Feedback proc in Thunderstrike.
  18. Quote:
    Originally Posted by Chriffer View Post
    I honestly have no idea what you are talking about nor have any idea how it pertains to what I said. What I said was "getting around the Inf cap has no adverse affect".
    I misunderstood your point and apologize for it. I agree with your point.
  19. According to this thread, the people who play the market minigame "abuse it and drive prices out of control".

    I'm not here to start another discussion on the idea presented in that thread. I've left my comments there. However, what struck me in that thread is how many misconceptions still remain about people who play the market. I guess since the PvPers were essentially hamstrung (practically driven out of this game) in issue 13, marketeers have become the new bogeymen.

    We're the ones who are obviously manipulating purples prices to keep them out of the hands of the mythical "casual player". We're the ones who are responsible for the spikes in common salvage prices, and why the "casual player" is FORCED to pay 1 million for that circuit board. We're the ones that make it impossible for the "casual player" to fully outfit their character with all the IOs they want at level 50. We're the ones that cheat the system and have billions when the "casual player" may barely have 10 million when they reach level 50. We're obviously cheaters, swindlers and no good con artists. Worst yet, we're in cohoots with farmers, AE exploiters and RMT companies.

    Of course what's never mentioned is the fact that almost all of us have given away our methods on how to become rich; that many of us have given away millions (billions) to other players just because we can; that the methods we use are based on observation, knowledge and sometimes a bit of luck - there is no voodoo or trickery and it can be replicated by just about anyone; that a large majority of the player base benefits in using the market, both in buying what they want and selling what they don't need - marketeers are not a small minority in this game, they may represent a large majority.

    But of course, it's easy to lash out at the bogeyman when you don't understand or are too lazy to care. And unfortunately for us there are enough lazy or ignorant people to lend weight to their voices. Instead of making careful adjustments to a system, which is in large part working, they demand large scale, radical changes. RMTers have polluted the market and anyone with large stockpiles of influence/infamy is immediately suspect.

    While part of me hopes that the developers will listen to reasoned voices and to people who understand the system, I can simply point to the travesty that is the current PvP implementation on what happens when mob mentality rather than knowledgable players weigh in how to change a system.
  20. Quote:
    Originally Posted by Chriffer View Post
    I think it has no adverse affect. Thus, why not leave in the loophole.
    *EDIT*
    I misspoke. It has no adverse affect.
    Actually you didn't mispoke. It DOES have an adverse effect. If characters can no longer rely on influence/infamy, the current coin of the realm, another higher denomination currency will be used. That's a situation you want to avoid because if the casual player has a hard time with this market, they'll have a lot harder time in dealing with unofficial currencies and the potential fraudulent cultures that often arises with it.

    It is frankly easier than ever to get to the influence cap, especially if you have a farm build character, play a lot of characters at level 50 or run a lot of AE missions.

    The only thing you'll be accomplishing is...well, nothing except inconveniencing players. It won't stop them from storing influence. It won't stop the increase in prices.

    I'd be for a suggestion that actually solves the problem identified in the OP. This isn't it. It's akin to demanding a change in tires when you have an engine problem. Sure, both things are related to how the car runs, but the proposed solution misses the point.

    And no, I'm not protesting this because I have something at stake here. The only thing I'd lose is convenience. I'll still generate way more influence than I spend (because I play a lot of level 50 characters), and I'll still store away influence because the GAME has a limitation on storage doesn't sync with the amount of earning power I have.
  21. Quote:
    Originally Posted by Steele_Magnolia View Post
    Does anyone here really believe that players exploiting a loophole to break the game design of the 2 billion influence limit has no adverse effect on the market? Can anyone provide any good reason for leaving this loophole in?

    I can't think of one good reason to allow players to exploit the game.

    Edit: I went ahead and PM'd my suggestion and the link to this discussion directly to Synapse. It's not my opinion that matters here, it's his and that of the dev team.
    My issue is that I don't consider it an exploit. I'm one of those players that have bids on level 53 recipes, and if I didn't use bids to store excess influence, I'll use sales or bank characters.

    I'm not even sure what you're trying to accomplish by continuing to raise this point. It doesn't solve the issue you're trying to address: the high price of rare recipes.

    And if the devs change it, I'll just use another method.
  22. Quote:
    Originally Posted by black_barrier View Post
    also, 200 rep to claim an IO, 1 claim per day.
    that's how i'd "fix" this trash.
    I think that's a very fair idea.
  23. Quote:
    Originally Posted by Snow Globe View Post
    I find it somewhat amusing and sad that the people that are arguing against the idea are long time market people with an obvious bias for keeping the status quo.
    I find it amusing that the anti-market people come up with completely unworkable ideas that would end up hurting the casual player they are supposedly trying to represent. The ideas proposed by Steele wouldn't work anyways. That's not me talking but basic economic theory.

    Quote:
    Every single idea that has been proposed for changing the market since its inception gets shot down. Every single one. You all whine that there is hyper-inflation, but whenever any method of trying to control the situation gets asked for, you don't like it.
    Untrue. The devs went ahead and changed costume drops and essentially made them worthless. That change was based on player feedback.

    The devs have changed many things about the game that directly influenced the game. The new difficulty settings and the increase of influence made by level 50s are both things that have been put in due in part because of player testing and analysis.

    Further, a number of additions have been put in by the devs to give players alternatives to the market. Reward merits was one such alternative. Unfortunately, reward merits didn't do what the devs intended and instead reduced the supply of many recipes and essentially gutted out the availability of many mid level recipes while increasing the supply of max level recipes. That was truly an example of the law of unintended consequences.

    Ideas get shot down not because pro-market players are trying to protect the status quo but because the ideas aren't well thought out. When the devs implement new additions to the market, everyone wants the changes to have mostly positive effects without accompanying negative ones.

    Quote:
    Face it: Players have no self control when it comes to the market. Because of that lack of self-control, penalties should be put in place.
    Don't you think it's a bit presumptuous for you to speak for the "common player"? Have you ever asked them whether or not they want the penalties you proposed or are you assuming this as their representative? Snow Globe, you normally post pretty reasonable stuff, but this crosses the line.

    Quote:
    You're not likely to convince the developers to increase the drop rate to what would be needed to lower the prices.
    See above. Costume drop rates were increased in the past. Already assuming that something won't happen is the surest way to make sure it doesn't.
  24. Quote:
    Originally Posted by Steele_Magnolia View Post
    I don't believe that this will completely solve the problem with WW/BM. It took a number of things to bring the situation to where it is today. I do believe that this step, removing the recipes and illicitly stored inf/inf, is a simple change that will have an appreciable effect. Further steps would involve things like drop rates which have proven to be very complex.

    To completely solve the problem? It brings to mind the Vietnam war saying "We had to burn the village to save the village." Destroying the market and starting from scratch isn't a realistic option, though at times it sounds pretty good.
    Re-read what I wrote. Your suggestion won't even solve the issue about storing influence. Influence can be stored via sales as well as bids.

    Also, let me reiterate that simply reducing money supply won't do a thing for dropping prices. That's just wrong, and all you have to do is pick up a newspaper to see how "effective" such strategies have been in real economies.
  25. Quote:
    Originally Posted by Steele_Magnolia View Post
    A player has several standing, safe bids on nonexistent recipes for 1 or 2 billion each. This is how he stores excess influence beyond the limit, by exploiting this loophole. As he puts in bids for high amounts on items he wants, he then cashes in bids on the nonexistent recipes, enabling him to bid for yet more, well beyond the 2 billion limit. Rinse and repeat. This allows him to flip purples and other expensive non-purple IO recipes and then resell them at a higher cost. As he cashes in sales he in turn stores the influence to repeat the process. He is able to levereage more currency than a nonexploiting player, giving him more power over controling market forces. The market responds and prices go up.

    The loser here are the more casual players. Prices of flipped items are driven higher and higher beyond the ability of the average player to purchase because of the ability of players abusing this exploit.

    Certainly a player who does not use this exploit could place an item up for an extravagant price. Likewise that player could bid for several items at high prices cumulatively even beyond the limit as he earns more. However the average player simply cannot compete with those abusing this exploit to leverage more currency.

    Additionally, cancelling these exploitative bids on nonexistent items would suck a lot of currency out of the game, doing something to balance the game economy. Given that any such change to the game would have to be tested, players would know about it ahead of time before it came live. Players with such bids would be able, by use of trade from character to character, to prevent the loss of their currency. That is, assuming that all of their characters aren't abusing the exploit and that they had any friends to do the trades for them.

    I believe that prices would begin to stabilize. Rare and highly prized items would still command a high price, but not the prices they do today.
    Steele,

    What you just wrote flies in the face of generally accepted economic theory. Restricting money supply does not directly lead to lower prices. That's the biggest fallacy in your suggestion. In fact, the lack of influence can lead to a lot aberrant behavior such as encouraging more black market transactions or even barter where high priced IOs essentially become currency. Imagine if all of the rare and purple IOs were bought by crafted Luck of the Gambler +Recharge IOs. This sort of thing happened in Diablo II where a rare item, the Ring of Jordan, became the de facto currency because gold was worthless.

    From Wikipedia:

    Quote:
    Effects of scarcity of 'official' money

    In unstable currency economies, barter and other alternate currency arrangements such as dollarization are common, and therefore when the 'official' money becomes scarce (or unusually unreliable), commerce can still continue (e.g., most recently in Russia and Argentina). Since in such economies the central government is often unable, even if it were willing, to adequately control the internal economy, there is no pressing need for individuals to acquire official currency except to pay for imported goods. In effect, barter acts as protective tariff in such economies, encouraging local consumption of local production. It also acts as a spur to mining and exploration, since one easy way to make money in such an economy is to dig it out of the ground.
    Simply removing influence or the capability to store influence won't solve the problem you want to address.

    Also, purple IOs and many of the rare IO sets aren't meant for the casual player. That isn't their intent. The devs made them specifically for hardcore players, and hence their value should be commensurately high. If a casual player desires these things, then there exist ways that such a player can slowly accumulate them by either playing the market and/or playing their 50s alot.