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Posts
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I'm not all that interested in working towards Very Rares at the moment, but have gotten Very Rares quicker than Rares. Not to mention Rares are inherently more valuable since you need two to make a Very Rare in the first place.
So yes, a way to downgrade rarity, whether inside the drop table or via the Convert tab would be lovely. -
Huh...that's a very good point. I've never seen the 10 Thread reward table either.
I highly suspect then that there are only two levels of rewards: The 10 Threads or a Random Component Table. -
Quote:Amusing, I have my own robotic Genesis. Well, the Genesis Lieutenant of a character named Genesis. It's all part of an alternate-universe former-friends' character becoming that unverse's Nemesis (his name is Gene...get it??).In game lore... Not much, actually. We do have the Rogue Robots, but they're a fleeting concept that's over before it begins. Not a bad idea for a future villain group, however, and one I'd like to see.
I know I have one of these, though. I call him Genesis, and he is the brainchild of a person who's either a complete madman or a complete genius, depending on how you look at it. His belief is that humans have reached the pinnacle of evolution, and the only step forward is to stop relying on nature to improve us, and instead build a better race to replace us. A race of sentient machines. And because human instincts and subconscious fears will not allow them to simply fade away and make room for this new race, humanity must see reason and either remove itself from the planet, or be removed by force.
He's an... Interesting man to write for
Of course, as of late I've been eager to find something for him to do, considering our relationship soured. Not to mention that while Mercs/FF + Leadership is deliciously Nemesis Army-like, it also tends to be incredibly boring to play. (Plus I'm still waiting for Mercs to get that mythical buff they need...) -
I'm pretty much more or less in agreement with the OP, but allow me to clarify with a rambly mess of text.
In my case, I'm still fairly displeased with both options given: Either I can enter the LFG queue and likely be placed on a too-small team with bad AT balance (also a higher chance of people not knowing what to do, considering the star will be randomly given to someone), or I can sit around and wait to get invited to a pre-made team, which is far more prone to bugginess, but more importantly has a higher wait to get stuff rolling, since you have to play zone tetris (why can the queue zap people together from anywhere in the game, but pre-made leagues have to be in the same zone?) and get the teams sorted out. On the other hand, good teams tend to stick together for multiple runs.
Bizarrely, I find myself asking why the LFG queue doesn't use an Arena-style interface.
I'm also a bit annoyed since I have so many threads and components of every type other than Rare, including Very Rares. I don't even care about Very Rare Incarnate powers in most cases, but I'm still waiting on at least two more Tier 3 powers. I wish there was a way to break components down into lesser components without dealing with the godawful Thread conversion costs.
Also my enthusiasm is a tad sapped due to finding Diviner + Invincible Seeker to be incredibly underwhelming. This is the one circumstance where I'm considering working towards Very Rare as a priority, as Augur + Invincible Seeker sounds a lot better. -
There's a level 30ish mini-arc where the Council's robots gain sentience and try to take over. They're even their own villain group.
Though according to that page, they mention something about adding organic components to the robots, so I'm not sure if that entirely counts? -
You definitely get more iXP if you're contributing. This has the unfortunate effect of Incarnate-shifted teammates sapping some iXP due to being able to kill things quicker than someone who isn't.
But I'm pretty sure the reward tables are largely if not totally random. Though bizarrely, I've had better luck getting Very Rares than Rares...which due to how the Incarnate powers work is actually a bad thing. -
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Admiral Sutter deals with the invading Praetorians. Mortimer Kal has no direct connection, IIRC, other than your villain being interested in more power, and hence Incarnate power.
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Unless I missed something, don't stand on the big glowing targets (well, I guess they don't look very much like targets, but they effectively are) and you'll be fine.
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Quote:The tip drops as soon as you roll a normal tip drop, from what I could tell. Lots of reports of getting both a normal tip and the special one (which has a special icon to boot, so it's hard to miss). This isn't a repeat of the Halloween tip mission, thankfully.Sutter seems more accessible. Ran it first (before any trials) and really enjoyed it. Curious about Kal, but seems more inaccessible.
The tip mission itself can be a little rough, since it has an EB in it, but keep in mind like Katie Hannon and Ernesto Hess, only the leader needs to have completed the tip mission to start the TF. -
Gravitic Interface. /Rad already gets almost everything Interface could provide, with the exception of Reactive's damage proc and Gravitic's Secondary Effect Debuff. Later on down the line you also get Recovery Debuff, which is incredibly valuable if you or a league-mate can drain endurance. It looks like some things in the Trials are actually susceptible to it, but I'll admit it needs more testing.
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I was planning on making a post at some point to counterbalance my venom towards Lambda Sector, but I guess I'll say it here:
If Admiral Sutter is indicative of the future of City of Heroes, than I am flipping excited.It has some writing flaws (not sure where the whole clone body thing came from, and the overall story lacks focus), but the gameplay and pure BEING A HERO-NESS of it is spot on excellent! The final mission is pure gold, and I love every part of it.
Mortimer Kal seems underwhelming by comparison, but has much better writing - it's fairly character-driven. It gets a little silly towards the end, but it's filled with solidly good missions and makes you feel nice and villainous. Plus it leaves you with more than just a shiny new temp power at the end, and I really want to see where they go with it... -
Quote:Except in Lambda, where if you get the Astral Merits you're probably going to win anyway. The BAF is a lot more logical when it comes to "rewarding failure".While I agree this is not the random 8 person TF Trial it was cooked up to be, I think it is important to remember that even a fail gets you a lot of experience and some threads. Even failing you can open up a slot after a few tries and start purchasing abilities.
Quote:Once the population "gets used to" the encounters, there will be level-shifted, Interface/Judgement/etc. powered characters who can trivialize it and don't care if they're dragging others along that can't really contribute much on their own.
And so, me, the Dark/Stone Brute, got to do very little and even get less iXP than one of my previous failed runs, simply because everyone could do way more than I could hope to. (Note, this is less of a complaint against the Trials, per se, and more that I'm getting more and more fed up with Stone Armor's complete and total suck day by day...) -
Quote:Was that a PUG? Was that a PUG joined via the raid queue?I don't know, a group that I was with last night got all 20 temp powers (10 acids, 10 pacification grenades) for Lambda with 2.5 minutes to spare.
We didn't get the badges as we didn't get one of each within a couple seconds of the other, and we actually used all 20 temp powers (then again we weren't at higher incarnate levels yet).
3/4 of my failed Lambdas have been via the queue. The last was pre-made but failed anyway due to a single bad player, intentionally or not, triggering the timer before anyone had a chance to explain the phase. -
Feedback: Holy cow is that excessively prohibitive. Now I know for sure I won't be even bothering with Lambda anymore, except maybe a few more inevitably failed runs to get the last of the XP for Destiny.
Considering you can get an Astral Merit from the BAF for more or less just defeating a single AV, there's a huge imbalance there.
It feels like it should be lowered to 5 Grenades, 5 Acids, 5 Cooperation Bonuses, or something similar. -
Doubtful, but broken if true. I got the same number of Astral Merits twice in a row from the BAF, all in line with the objectives.
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Quote:I've yet to get an Astral Merit from the Security Bot. And I've yet to be on a team that can manage more than about five of either temp power, which seems rather prohibitive compared to the BAF.I've only done Lambda once and it was some time ago but I thought you also got three astral merits:
1. Defeating the Security Bot
2. Collecting all 10 molecular acids
3. Collecting all 10 pacification grenades
Now I'm not 100% sure about the security bot one, I thought I got one then but I could be wrong. In any case my main point was that to get Astral Merits during stage 3 of the Lambda Trial you have to collect 10 of the same temp power. However failing to get 10 of a power doesn't fail the trial entirely, it just makes the last stage harder which means you can get further with fewer Astral Merits. -
I just had two amazing runs of the BAF that were actually FUN and interesting, which is the complete opposite of my many, many failed Lambda runs.
Something I noticed though is that for each stage of the BAF, you (have a chance to?) get an Astral Merit, which directly converts to 4 Threads.
I have at no point gotten an Astral Merit for doing anything similar in Lambda.
Is this intended? Or is it supposed to be a strange balancing factor between the two raids? -
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Quote:Please stop acting as though unlocking Incarnate slots means anything. The only difference between my level 50 and one with Interface unlocked is the latter has a shiny new badge. This is Yet Another Thing that I strongly dislike about the Incarnate system.Meanwhile, people who understood the design of the trials already have their Interface or Destiny slots unlocked.
Right now, after three miserable failed Lambdas, I'm actually sitting pretty at 91% Interface. But I also only have about a third of the threads I need to actually do anything with it. This dissonance, and the fact that if I really want to get more Threads I have to grind some more, has sapped much of my enthusiasm.
Sucks that the raid queue keeps sticking me in 10-man leagues then. -
The problem I ran into repeatedly was the queue sticking me in small teams, and with a heavy melee concentration but very few control/buff/debuff ATs.
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I'm also not a fan of the "fail until you earn the tools to win" school of design, surprise surprise.
Also not quite clear how control evens the number of Defense countermeasures versus Resistance Debuffs. -
Quote:I didn't mean giving +Acc to all enemies across the board. I meant replacing +ToHit with +Acc when it comes to buffs and such. Or perhaps I'm just confused by the use of "everything" here.No, not really. To my understanding, giving everything +acc would raise the to-hit "floor," and make defense buffs less useful. Whereas giving everything +to-hit just encourages those softcapped people to invite a bubbler or eat some purples.
Of course my opinion might shift if the IDF was changed to prevent spam of Battle Orbs. +8% To Hit doesn't sound that bad, until you realize that it's a radial buff and they can stack.
And I'd still love to know why exactly defense is so radically challenged but resistance is relatively untouched. It almost sounds like they're trying to balance against IOs through enemy design which I hope isn't the case, because that would be intensely idiotic.