Justaris

Mr. Justice 2011/PvP Bootcamp Mentor
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  1. Looks like Gilia's arrived at the source of the specific reticle problem, or at least that sounds plausible. Hopefully the feedback I provided on the larger bind string was helpful in some respect - if not, I apologize for the clutter. Binds can be challenging for many people trying to stremline their Khelds and I tend to try to anticipate problems.
  2. Come late to this one.

    Since Firewasp's alread started making declarations that those who disagree or question his assertions are flaming him, perhaps this is wasted breath, but I'll put my two cents in.

    Firewasp's points about Defenders that ignore their secondaries to the expense of their primaries (Empath who blasts while teammates are dying, Forcefielder who lets bubbles expire or just never renews them after the first time, etc) are poor contributions to a team. No serious player on these boards would question that statement.

    However, it's something of a straw man, because the underlying assumption is that this is a binary proposition. That a Defender must be either A) dedicated support who 'levels to 50 without ever killing anything' or B) a mini-Blaster who barely supports his/her team. It ain't like that.

    Any reasonably competent Defender can provide all the benefit of A while still putting out damage, control and/or debuffs from the secondary powerset. It's not a continuum. Using the secondary powers doesn't remove your ability to use the primary powers, and it's actually an absurd argument when you really look at it. Does a Controller's use of his/her team support secondary powers reduce his/her ability to put out control? Not if he's any good. So why should taking and using blasts magically render a Defender unable to support a team? As for the "pure support" builds who take Medicine, Leadership, etc etc, in most cases the marginal benefit isn't worth what's given up - I would far rather have a fully contributing team member than someone who's ready to teleport and rez us after they sit around waiting to heal / re-buff us.

    This isn't WoW or any of the other... what, 28?... MMOs you may have played. Comparisons to other games or appeals to gaming expertise based on experience in other games aren't valid to this game. The design is fundamentally different and deliberately at variance from the Tank/DPS/Heal trinity you see in so many other games. Anyone who does only dedicated support in this game is uninformed or lazy, because they could and should be doing more.
  3. As with most things for Kheldians, there's really not a hard and fast answer. Since you seem to be focusing primarily on human form with Dwarf as a backup or 'pocket tank', then I think the 30s are a reasonable time to pick up the power. For one, you start getting three slots per non-power level, which allows you to better slot the Dwarf over the course of the 30s. Second, the 30s are about where mez effects start becoming exponentially more plentiful, so that's about when you're going to want your turtle.

    I'd probably take Dwarf at 30 or 32 in your position. Or earlier if that fits better in your build and just wait to slot it until the 30s, which could be advantageous to you if you go back and do TFs in the 20s at some later time.
  4. Looks to me like this bind (as presented by kendo upthread) would only work if Sprint was already on. The reason being, you can only activate one power at a time with any macro or bind (this is an anti-botting measure).

    So, if Sprint is on, then the powexectoggleon command ignores Sprint and you get your powexecname Shadow Step command. You teleport. If Sprint is off, then Sprint turns on instead of you teleporting. You cannot do both with one bind.

    The virtue of the powexectoggleon command is that it'll null itself if the power is already on (unlike powexecname, which will turn powers on and off). Tankers have taken advantage of this for a long time now for their armors, using a long string of powexectoggleon commands to turn on all their armors. Note, however, that such a bind would have to be clicked once for each armor to be turned on. The same limitation applies - only one power execution per bind keypress.

    You can also turn off as many powers as you like simultaneously with a bind or macro - there is no limit on turning stuff off.

    As for the quotes question, you don't need multiple sets or nested quotation marks. I just use quote marks around the whole bind command string and it works just fine for me. As Novella said, tell us precisely what you want to do and we should be able to troubleshoot you.

    Also, always type in your binds rather than copy/pasting them as sometimes word processing or forum software will 'help' you and mess up your bind.
  5. Justaris

    Hollaween Event

    What you said is amusing, but the juxtaposition of it and your sig just makes it that much better.
  6. Justaris

    What server?

    Hmm, servers with Khelds..

    Infinity (Warshade), Justice (Warshade, Peacebringer), Triumph (Peacebringer, Warshade), Pinnacle (Peacebringer, Warshade), Champion (Warshade)

    I think that's it. For now.
  7. Justaris

    Warshade tanking

    With a purpose-built Warshade that has good IO bonuses going and optimal slotting of Dwarf itself (including heavy slotting of Drain and Antagonize), you should be able to hold your own against most of the AVs out there.

    In my experience you can perform not quite as well as a true Tanker but well enough to get the job done, with the real challenge often being reliably holding aggro moreso than straight survivability. There is after all more to tanking than simply being a meatsheild. Experience playing a Tanker helps, since you're probably familiar with how to manage aggro in a variety of ways if you're a veteran Tanker player. Since you have no Gauntlet and your Antagonize needs a to-hit check, you'll need to make use of all the tricks at your disposal to help you tank well.

    All of that said, I've tanked on TFs with my Warshades before and it's gone quite well. Obviously it helps if you have some good support behind you, that's true even if you're playing a well-built Tanker, but you can go in there with nothing but Blasters and Scrappers at your back and still come out in one piece. My favorite thing to have on a TF is a second Kheld, which allows the two of you to 'tag-team' tank as necessary provided both you have reasonably slotted Dwarf forms.
  8. I have to admit, now I'm completely confused. If this "stuff" proposed in the OP wouldn't change costume and would be completely invisible, then it's no different than the enhancement/Invention system we have now in any significant way I can see.
  9. Generally speaking, things that are counted numerically (Influence, Prestige, XP) are doubled. Things that are counted as discrete 'drops' (Salvage, Vanguard Merits, Reward Merits, AE tickets, recipe, enhancement and inspiration drops) do not double.

    To put it another way - if it has a graphic attached to it, it doesn't double.
  10. Starting to go in circles here, so I won't belabor this too much, but I wanted to respond to this bit:

    Quote:
    Originally Posted by Frosticus View Post
    I realize the addition of another title under your name is scary for some people, but I think that one is going to happen relatively soon regardless of server merges. Castle has stated he is no where near finished with the pvp revamp and despite the horrid job done so far I'm confident he realizes how important cross-server pvp will be if that area of the game ever hopes to grow.

    The question is: if I told you that you don't have to lose your name, your sg name, or anything else that you've grown accustom to would you still be afraid? It is just as true as saying you would because neither is known with absolute certainty and that is why putting those things on the list is imo in pretty poor taste.
    While I recognize that this is an area where fearmongering tactics and DOOMcrying are common on both sides, I think you're being unfair in your characterization here. Yes, we don't know how they'd do a server merger, if they did a server merger, but these name concerns aren't conjured out of thin air as a fearmongering tactic. Perhaps it could be phrased better in Bill's canned speech, but I think the point is that as it currently exists, the naming system for both characters and SGs presents serious impediments to a server merge.

    If a poster were to say "merge the servers now!", those would be perfectly valid counterarguments as to why the Devs should not do so (even if it were in all other respects advisable, which is an issue in itself). Stating these things as though they would happen is perfectly acceptable in that context, because without further Dev changes to the way names work (such as the title you mention, for one), that is just what would happen. I really don't see it as a fearmongering tactic but more as a way of making very clear what the realities of the situation are as of now, albeit a somewhat dramatic one, so as to make it obvious how complex the situation is (rather than being a 'simple' matter of collapsing the servers, BAM! and done).

    This is a natural concern based on the way names are known to work in the game as it stands now. Names are saved by server, as are SG names. Most seasoned players know this. It's only natural to be concerned as to what happens if two servers collapse into one or if a server gets absorbed into another. And this isn't even getting into character slots - some people already have a full 36 on multiple servers. Granted, that's probably an easier fix (you just allow more total slots per server as part of the same package as the merge), but that doesn't make it a specious or hyped-up point.

    To put it another way: of course no one knows for sure that people would lose names / SG names / characters in a server merge, but people do know how things are now and voicing issues like these can only help to ensure that they are addressed if such a merger ever occurs. Personally, I hope it's a very long time coming, if it ever does.
  11. A very well-reasoned reply, thank you. I think you're a bit dismissive of the attachment people may have to their names, SG names, etc, but there's a large amount of subjectivity inherent in that issue. George may not mind going from Captain Amazing to Captain Amazing (Pin), but for John it might be a major irritant. I don't want to blow this too far out of proportion (i.e. I don't see this alone as grounds for a ragequit DOOM session), but I also don't feel that dismissing it out of hand as "complaining" is just.

    Even more so for Supergroups - some might find "Justice 4 All" and "Justice For All" to be equivalent. Others might find them very different indeed. Personally I don't like using numbers in my words and I prefer to use complete and correctly spelled words. I'd prefer my SG name to reflect that and it would bother me if it didn't. Enough to quit the game? Probably not, in my case, but especially in a game that has being able to individualize oneself as a prime selling feature, I don't think character or SG name issues can be waved away as inconsequential. I'm aware that for some players they are just that, but for others they are a vitally important part of the game experience.

    And to take up your factory analogy, you're assuming that the two factories are producing identical products. If Factory A produces Hero-Os and Factory B produces Ascendant-Os, then shutting down one and consolidating assets also means losing whoever was a dedicated consumer of Factory B's Ascendant-Os. Maybe down the line Factory A will develop it's own version of Ascendant-Os, but will the people burned by the loss of their favorite cereal be willing to try a new flavor? That's a bit strained as analogies go, but there it is.

    You brought up the distinct server cultures and yes, while a merged server would certainly develop its own culture (perhaps incorporating elements of the old servers and entirely new random elements), there's also something to be said for the communities we already have, communities which have existed for five years and are part of the core subscription base of this game. Toppling those pillars could be a calamitous move.

    As for the Freedom-clone remark, I freely admit that was hyperbole to make a point.

    Another point in your reply I'd take issue with is the phrasing "not yet necessary", the implication being that it will be necessary at some indeterminate point in the future. But as you said yourself in your discussion of the Standard Code Rant, we can't know what those conditions might be.

    Obviously market forces are paramount, but can we really say definitively that there will come a point when it will clearly be economically advantageous for NCSoft to merge servers, despite the fallout such a move would certainly cause on the servers affected (i.e. does the money saved outweigh the money lost in cancelled subs?). Speaking hypothetically, yes, if such a time did come and conditions were thus, then a server merge would be called for. I just don't see it even on the horizon, not for years if ever.
  12. I think the canned reply stands up pretty well, actually. That's why it continues to get thrown out when this sort of thing comes up. As to your critiques:

    Quote:
    Originally Posted by Frosticus View Post
    1-4 are just some dude's opinion. One shared by many I'm sure, just as I'm sure many would enjoy a more populated experience.
    Not quite. They're problems with this notion. You are, however, correct that they're subjective assessments and/or statements of preference. However, the status quo is on the side of those against the server merge. Therefore, the onus is on those for the server merge to make a case that justifies superseding those preferences.

    Imagine the reverse scenario, a game with one giant server and some players want to shard it into multiples for whatever reason - less lag, a greater value on the individual player, whatever. It's up to the people who want things changed to make their case as to why the apple cart should be overturned for all the people who like their game quite well as-is, thank you. Same thing here.

    Despite being matters of preference, these aren't trivial concerns. If my primary servers were merged into others and I was forced to play on a Freedom-clone and/or lost many of my names, SG names and characters, then it would be difficult for me to maintain interest or enthusiasm for this game. That's one of the few things that I can honestly say would likely make me walk away from this game forever. And I suspect I'm not alone in that.

    Quote:
    Originally Posted by Frosticus View Post
    If I can solve 5, 6 (with the assumption that bases could move) with about 2 seconds of thought I'm sure someone smarter than me could do it too.
    Even leaving aside the Standard Code Rant, moving bases doesn't address the primary concern which is the naming issue. There isn't a good solution to this issue because it's an issue with the fundamental nature of the game's naming system. Captain Amazing (Triumph) and Captain Amazing (Pinnacle) can't both be Captain Amazing if the two servers were to be merged.

    They'd have to either be forcibly renamed, take some kind of tag, or else add a number or other differentiating character. Even if we take the best possible scenario and postulate a newly designed system that allows both players to keep their names with some kind of hidden tag that isn't visible, now you've got other problems, like when I try to invite a given Captain Amazing to my TF. There's a bigger issue here than you're making it seem.

    Since you're not contesting #7 I'll assume the canned reply speaks for itself.

    Quote:
    Originally Posted by Frosticus View Post
    8 - back to dudely's opinion
    9 - neither freedom or virtue hit more than 2 dots last 2x xp event, hardware has been upgraded well enough to fulfill the task now.
    10 - CoX has survived plenty of death knells around the community and has even weathered some bad PR as lately as i14. If a merge was determined to be the course of action it would work out better than if it was determined to be important and it wasn't done.
    8 - And back to the onus is on the guy who wants things to change. Forcing a change like this is going to alienate some players. Probably lose some players. It's not a simple nor is it a straightforward undertaking. If there's not a damned compelling reason to do it, then the potential losses are likely going to outweigh the imagined gains. If the reason is that a larger pool of players is 'needed', there's plenty in the canned reply to debunk that. If no defensible justification for merger can be argued, then things should remain as they are.

    9- Reply kind of misses the point. The point was that a server merger doesn't free up hardware because you still need the same hardware to handle the same traffic. Merging Liberty into Freedom doesn't free up more hardware because now you need more hardware on the Freedom server bank to support the folks from Liberty.

    This combined with the fact that, as you pointed out, no server is critically underperforming from a hardware perspective, makes this pro-merger argument defunct.

    Quote:
    Originally Posted by Frosticus View Post
    It hasn't been necessary to date and I think it is fair to see where the game stands after the dust settles. If it staves off CO it is pretty bullet proof, though CO seems to be doing everything it can to make that as easy as possible for CoX heh.
    Chances are good that our game will weather CO and DCUO and whatever else just fine. Fans of the genre, who comprise a large share of our playerbase, will probably try some or all three of those games at one point or another, but the pendulum swings both ways: our players may try their games, but their players will likely try ours too. CO Devs swing a nerf hammer and we'll find our populations up, and so forth. At this juncture I think CO may end up being more a boon than a threat to CoX.

    Unless our Devs do something crazy like a server merge.
  13. If I hadn't had to work all day I'd have put in an appearence. I like the idea.
  14. Quote:
    Originally Posted by Orehrepus View Post
    I am getting the idea. I may avoid Emp and try something different. I appreciate all the diffrent input and will continue to read this post. Thanks guys.

    Just to be clear, when people were telling you not to be a healer, they were not saying "don't be an Empath". They were saying "don't be a healer, a guy who just does healing and nothing (or almost nothing) else." Empaths who make good use of their heals, their many excellent buffs, and their blasting secondary are very strong Defenders. There are many good choices for a Defender, but just because people tell you not to pigeonhole yourself into a "healer" box doesn't mean they're saying not to be Empathy. Often some of the most vocal anti-"healer" folks are the Empaths themselves.
  15. Justaris

    Logging out

    You can also just type /quit to do the same thing.
  16. Pretty much what Princess Darkstar said. I was already in a long habit of taking out mezzers preferentially or else going into Dwarf if there were too many mezzers to reliably take out beforehand. Since I was already using Gravity Well, Gravitic Emanation and/or overwhelming damage from Nova to destroy my enemies before they could mez me, having Dwarf as a get-out-of-mez-free card was just a bonus for me.

    Since I was able to buff my own damage resistance, damage and accuracy using Mires and Eclipse and since I had little need for blue or green inspirations under most circumstances using Circle, I was mostly carrying Defense and BreakFree inspirations anyway.

    For someone who was getting chain-held or who was getting the flow of their tri-forming style reguarly shut down by mezzers, I agree the changes would have been a huge benefit - but again, it seems to me that it would less have changed the way a person played and more allowed them to play using an approach that previously wasn't all that viable. Outside of special circumstances like Mothership Raids, however, I honestly wasn't having that problem on my 'shades. Not that I don't enjoy and appreciate the changes, but from my perspective they're just gravy. Very tasty gravy.
  17. I can't speak for Alien or anyone else, but for my Tri-Formers the changes simply enhanced what they were already doing. Tri-Form, at least for me, had always been about building for versatility and for getting the maximum benefit for the fewest slots. The changes to the inherent, the Dwarf changes, toggle suppression... all of it just made me better at what I was already doing, but didn't significantly alter the way I played.

    I no longer needed a BreakFree to chew before hitting Dwarf, and I did more damage in Nova, but since my playstyle was already geared towards meleeing out mezzers in Dwarf and dealing out damage in Nova I just suddenly got better and what I'd been doing all along. Since IO Set bonuses had always been cross-form, I'd been slotting for +recharge and the like already anyway.

    Since most of the changes didn't impact my Human Only builds much, they didn't change except in the ways that my Blappers and all heroes changed following the changes in toggles and mezzes.
  18. Justaris

    Kheldian naming?

    I'll play (if anyone cares )
    • Iscariot (Charles Raiden + ???) - Warshade
    • Azaril (??? + Azaril) - Warshade
    • Mr. Sebastian (Sebastian + Enmity) - Warshade
    • Cor Autumni (??? + Autumnos) - Warshade
    • Onisius (Evan Sable + Nightfall) - Warshade
    • Fourscore (Nathaniel Adams + Glory) - Peacebringer
    • Cassiel (Arthur Levinson + Samite) - Peacebringer
    • Dagan Sol (Malak Tyr + Arclight) - Peacebringer
    • Knight Primus (Reginald Pierce + Rapture) - Peacebringer
  19. Quote:
    Originally Posted by CoyoteShaman View Post
    Oh, and also that the Dwarf now acts as a break-free.
    Minor nitpick: While this is essentially correct, it would be more correct to say that Dwarf acts as a toggle Break-Free. By this I mean that, like mez protection toggles, it works only so long as it is running. I've seen some players switch to Dwarf and then change back believing that the act of changing to Dwarf negates mez effects. Not so.

    Not saying you yourself labor under that misconception, but it bears clarification.
  20. Unfortunately, if you aren't in for a significant portion of the final mission, you miss out on credit for the TF. For this reason most TF teams will wait longer than usual for a dropped person on the last mission to avoid just this result, but sadly sometimes things happen and as in your case you weren't able to get back.

    It sucks, but you will most likely need to repeat the TF to get your badge and merits since there is no way for a GM to know that you were in fact on that TF. Since you were never in the last mission, you didn't get credit. Often people who d/c during the last mission will still get credit for the TF if they were in the mission for a significant portion of the time (I'm not certain precisely what this cutoff is, or of anyone outside of the Devs really knows), but if you were never able to set foot in the door then, sadly, you're SOL.
  21. Dr. English pretty much hit the nail on the head as far as the reasons for the lack of updates - for the most part things still hold true, so there's little need. The only clear and apparent need in the guides is just what Coyote said - a comprehensive survey of the various build variants over the course of the various levels. Even Plasma's extremely comprehensive Kheldian guide does not go to this extreme and most players probably lack sufficient experience in every variant to write such a guide.

    Aside from that, there's IOs, but again there's so many viable ways to go that a guide would have to be monstrously comprehensive to have any claim of impartiality or broad application (otherwise you're getting the "here's my build" guide). Broad trends, such as "Warshade builds can benefit greatly from +recharge" are about it unless someone has the time, expertise and inclination to put together a monster guide.

    I'd like to do one, but I lack the time at the moment (and arguably the expertise as well). I may get to one over the winter holidays if no one beats me to it.

    Alternatively, those of us who consider ourselves veteran Kheldian players might collaborate on a sort of master guide - this might well be the only way to include detailed suggestions and discussions on all the play variants from those that know them best. For myself, I play Tri-Form Warshades, Human/Dwarf Warshades, Human/Dwarf Peacebringers, Human-Only Peacebringers and Tri-Form Peacebringers and am confident making statements and discussing those variants. The others, however, I have far less experience with, and there are other posters on this forum who are more experienced than I on certain variants even among those I know well.
  22. Furthermore, Subdue carries an Immobilize component, so that's at least one difference right there. I agree with Kierthos that the numbers are probably off, though, since these are powers you couldn't have at that level.

    Assuming that you are making this comparison as part of a decision-making process, try setting a higher level and comparing them to see which you prefer to have. Or make use of Mids' Hero Designer.
  23. Pretty much what Adeon said.

    Just to clarify - yes, this applies only to custom enemy groups in the AE. Specifically, this seems to be targeted at boss-only custom groups used to spawn the 'boss farms' that have been rampant lately. Such a group would now have severely reduced rewards.

    There's no problem if the group in question has an appropriate mix of minions, lieutenants and bosses in its makeup. Whether or not you spawn them doesn't matter - it's the compostion of the group. So even if you never see a boss because you're playing on Heroic with a small team, the fact that those bosses exist in the group means your rewards are untouched.

    Naturally, those who enjoy abusing the AE in this way will loudly cry DOOM at this change (those who haven't got wind of it already and are making a lot of sound and fury about the game dying as a result). Most people won't be affected in the least, since they either weren't heavily using the AE or were using story groups that were properly built in the first place. Most farmers will move on to the next-most-lucrative abuse of the system they can find. Most probably already have.
  24. Justaris

    Home, sweet home

    Quote:
    Originally Posted by Ironblade View Post
    Unfortunately, you are mistaken. They could add epic, brilliant new low-level content and the crowds would still be in AE. It's not about the content - it's about speed of getting levels for those who don't know any better.

    To be fair, there are also those who do know better and just want to get to Stamina or SO's. New content wouldn't pull them out of AE either.
    This, too.

    The AE wasn't a huge mistake. The Devs having some faith that players would use it for what it was for and not rampantly abuse it, that I can see calling a mistake. Or maybe an overly idealistic misstep. The AE is awesome for what it is supposed to be - an engine, ever-improving, for players to put out their own creative content for other players to experience. I've run some really awesome AE arcs since it came out.

    Sadly, the signal to noise ratio is rather low at the moment with all the blatant farming and even outright exploiting going on through the AE, which sometimes makes both finding the legit AE content and getting teams together to do said content difficult. Ultimately there will always be players who prefer to level as fast as possible and couldn't care less about content, story, or anything of the kind.

    You can't satisfy those people. No level cap is ever high enough, and they just blaze right to the end skipping everything else and then complain that they're bored. Anything added to appease them gets blitzed in the same manner and you're back to square one again. The AE has become the farmer/PL playground, but that's not all it is by a long shot. Unfortunately, that's the most visible side of what's going on with the AE, but that doesn't make the AE itself a colossal mistake. Far from it.

    I do think the AE could have used more extensive beta testing (and more listening and reacting to what the beta testing there was was saying) to try to remove the worst offenses in exploitative behavior prior to hitting live, but that's a whole different can of worms.
  25. Quote:
    Originally Posted by Renardine View Post
    Adeon beat me to the punch...

    The absolute best way to get on a fantastic team is to start one.
    I think people often forget that this game is titled "City of Heroes" not "City of Me following 7 other guys around." You really need to be a hero, not a sidekick, follower or "dude mumbling in the background."

    Be the burger, not the ketchup... Do not live your life as a condiment. ( Good advice for real life too..)

    You are paying $15 bucks a month... it is your money, so I guess you can choose your own role... but I have found for me personally... it is easier especially if I only have an hour or two to start my own team, not waste it looking for one.
    This, absolutely. There's plenty of pickup teams around, but right now the AE is the farming FOTM and thus it's a lot more visible. If you're the type that just waits around to be invited or just broadcasts then you're going to get swept away in the AE morass. Starting your own teams is, and always has been, the way to go.

    As noted previously, subscriptions are doing quite well - it's not that.