King_Moloch

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  1. Quote:
    Originally Posted by DarkSideLeague View Post
    Posi seems to think we want it for PVP reasons - I turned my particle count down to 100 back in i20 because multiple Super Speed auras at once gave me migraines. It's only a slight discoloration at that setting - and when I tried turning it up yesterday, I suddenly realised why everyone wants the change.
    He thinks we want it for WUT? AHHAHHAHHAHHAHhahhaHHAHAHAhah!

    I think the five people that can be bothered to suffer through lolpvp on this game would rejoice for entirely different reasons than the rest of us. Holy crap, Posi, PvP really has nothing to do with it.
  2. Quote:
    Originally Posted by Ultimus View Post
    What was the trapdoor fiasco?
    trapdoor was an AV that was necessary to defeat in order to unlock the first slot of the Incarnate progression,the Alpha slot. It's part of Mender Ramiel's arc. Trapdoor was balanced against IOs (though they claimed otherwise) and was unkillable to a large number of toons. Therefore, a great deal of frustration and nerdfury rightfully found it's way to these forums. What good was incarnate progression if you couldn't even DO it? What's comical about that almost is that they went ahead with the raid thing anyway, even though it was built on the same philosophy.
  3. Quote:
    Originally Posted by Samuel_Tow View Post

    ---

    At the end of the day, the POINT of solo Incarnate content is that it's easier, hence why it doesn't require 20 people. I don't feel any particular need for Incarnate content to be gated by difficulty. Gating it by time is perfectly fine, provided progress is at least visible, which it isn't with Shards right now. With Shards, I may get one per day, or I may not. That's pretty much the polar opposite of visible. So long a I can see I'm making progress and I don't have to take weeks upon weeks for even the smallest thing... I'm fine with grinding missions. It's how I got to level 50. Difficulty isn't something I look for in my gameplay, simply put.


    I suppose that's my essential problem with it. Everyone seems to have an obsession with keeping these idiotic raids alive. WHY? They're NOT a good idea for the long term health of the game, people burn out on them too fast for that. Gating solo or team content behind some kind of artificial time system is an absolute NO GO for me. I can't stand to be stultified by the an artificial mechanic like that. It's one of the primary reasons I don't play raiding games at all. What scares me is that they're pushing all the raid/Store crap so hard because they're trying to milk as much money out of it as they can before the kill the game later next year. I know that's just paranoia talking, but every game I've seen go F2P dies within a year/year and a half and that just scares the hell out of me for this one. So seeing boneheaded decisions like that one that are sure death in the long run be pursued with almost fanatic zeal makes me think they're trying to get as much as they can in the short term before they're told to pull the plug. It's the only explanation I can think of given even a cursory analysis of the game market and larger MMO's that go F2P in the western world.

    As far as our current problems, Sam, I would have to be stupid to discount your usual level headed and well thought out reply to my various rants and irritations. I DO see your point, and have to acknowledge it as valid, but I am also going to stand by my own. These solo and team contacts need to be worthwhile and offer a reward system that isn't cripplingly slow or stupid. Time locking out the merits to something as long as 7 days is also an absolute NO GO. Hell, locking the EMP merits out at all I think is an absolute NO GO. While I realize that people are going to argue with that (the same people, I'm sure, that argue with players wanted a kheld revamp on the grounds that they MUST just want an "I win" button), I can't really find any validity to a counter argument whose basic tenant is still just 'well, raids have to give out better rewards than anything because...well..because I said so, and that's just the way it is". That's doesn't even make little boy sense. I know a six year old able to grasp risk vs reward better than that.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    No, I don't think we are. Scaling "solo" content to a level that none of my solo characters can fight at is not a solution to any problem. The problem, at least from my perspective, is that there isn't anything I can do by myself that can net me a realistic form of Incarnate progression. Scaling everything at 52 does nothing, because it still leaves me without anything THAT I CAN DO by myself that can net me a realistic form of Incarnate progression.

    I'd rather this take longer than be harder.


    That's a good point, Sam, but I'm pretty sure the devs aren't balancing ANY of the Incarnate content for SO's as an account has to be VIP to even have access to it, and IOd toons are now arguably more common than SO'd ones. So maybe a solution is scaling the soloable content to 50 or 51 and setting the bar a little higher for the team oriented contact?
  5. Quote:
    Originally Posted by EmperorSteele View Post
    And what, good sir, would be "Balanced and Valid"? How MANY threads, emps, astrals IXPs, and bits of salvage are you looking to get for defeating a few dozen enemies and an EB in about an hour's time?

    Let's put this in perspective: BAF and Lambda, once your group is assembled, take about a half hour. You're lucky if you get an Incarnate slot a quarter of the way unlocked in one run. The number of threads you get from drops is around a dozen. You get 1-4 astrals, depending on how/if you achieve objectives. One Emp merit(per day) at the end and a SINGLE piece of salvage (or 1-5 Super insps).

    That's NOT a whole lot, and yet I bet if the rewards for doing a solo arc were too much less than that (1/8th iXP bar, 3-6 threads, 1-2 astrals, one Emp per week and one piece of common/uncommon salvage per day), people would still complain. Wanting anything closer is delusional and certainly NOT balanced. Maybe if everything were automatically level 54, rewards could be nudged a bit higher, but people would complain about THAT, too.
    Clown: quoting my post as QQNerdrage and then having the audacity to try to bring me around to your confused way of thinking, then to assume you are able to dictate to me what my expectations are? Be silent, all are better served.

    Here, let me spell out for you why putting raids in this game and then balancing rewards around them is a bad idea.

    The trials, as you state, are around 30min long. Achieving objectives nets you a nice EMP merit once per day, a piece of random salvage per run, and a good chunk of your incarnate xp (which is retarded, btw) to unlock access to your incarnate powers.

    Now, let's put this in perspective. From my estimation, a soloable path to Incarnation should be conservatively three different contacts each with their own mission arc from 3-8 missions for each contact. At best, there should be 1 to 3 objectives in each arc, depending on if the contact it solo or team oriented. Each mission should take approx 30 min or so with a competent team of 5-8 or should take a little longer, around 45 min, solo. Now, each ARC should reward the player with EMP merit upon completion of the final mission. The Astral Merits should drop upon completion of each mission objective, and incarnate salvage should be accessible as a reward for the completion of each team mission or eery second solo mission. XP unlocking of your INC slots should proceed at the same value per mob presented in trials. EMP merits are awarded at the rate of one every twelve hours, and the missions are scaled at a minimum of 52. While I realize that makes them absurdly difficult for SO balanced toons, I think we can all agree we're through pretending the game is balanced for SO's. Itrials certainly are not.

    Now, where are our apologists going to have heartache with this?

    For some bizarre and almost stockholme syndrome reason, people seem to have allowed their perceptions to be skewed to a misunderstanding of the risk vs reward equation with regard to team vs raid content as it pertains to the pre existing dynamic of this game. So, once again, as it's been said before, but shouted down for some strange reason I am beginning to be forced to equate to mental illness:

    TEAMING IS HARDER THAN ITRIALS. TEAMING REQUIRES YOU TO ACTUALLY KNOW YOUR ROLE AND AT, AND BE COMPETENT AT BOTH. TEAMING TAKES LONGER THAN ITRIALS. TEAMING IS A GREATER RISK THAN ITRIALS. TEAMING, THEREFORE SHOULD OFFER SIMILAR REWARDS TO ITRIALS.

    Now, that said, I'm sure the apologists and delusionals, as my detractor here decided to label me in his confusion, will erupt with all manner of bizarre excuses, but the above statement seems pretty straightforward and inarguable to me. This game is not constructed like the games our developers and writers are attempting to emulate with this raid focus. It's combat, risk vs reward dynamic and most aspects of gameplay are centered around TEAMING not raiding.

    Realistically, an Itrial, I'm thinking of the BAF, takes about 16 minutes. Takes about an equal amount of time to get one together, and it's so idiot proof it's very nearly impossible to fail. The rewards listed above, I think, are far, far too generous for the minimal amount of effort and risk involved. If our Itrials were gated or had a lockout timer, I'm sure I would feel differently about it. But they don't. They can be performed back to back ad nausea forever. There are effortless, very nearly, and very, very absurdly lucrative.

    Given that team oriented content, especially for a larger team, is going to be much more difficult, I don't see why rewards for team content or soloable content should be in ANY fashion less than offered in the Itrials and have yet to hear a satisfactory reason to the contrary. This 'Well, raid should always offer greater rewards' is wrongheaded and backwards thinking in the dynamic of this, our game after seven years of focus on team and solo play.

    I am actually honestly curious, all hostility aside, to hear what people think about this. Are we going to pretend that team content is easier than the Itrials? Are we going to stick to the broken risk vs reward ratio that dictates that teaming is somehow a lesser effort than these trials? What is it I'm missing here that everyone seems to just blindly accept? After reading somedumbname's post that quoted mine, I see that he or she has already fallen into that trap of unlogic and basically erroneous thinking. NOT balanced... how? I believe I've adequately covered the reasons that it actually IS balanced according to my own perception of what balance is, and has been in this game for the last seven years.
  6. Oh, now THIS is a step in the right direction. Very, very excited about this.
  7. Given the current 'development' team's evident philosophies, I am forced to, based on their track record and behavior when questioned about their new 'direction' to draw certain conclusions.

    1. The solo content is going to be so sub par it won't even be a viable consideration. The fact that this hamfisted raid garbage was shoehorned into a game whose selling point for SEVEN YEARS has been solo and team friendly content, and then to gate the ONLY MEANINGFUL PROGRESSION behind that poorly engineered concept tells me that my dev 'team' is utterly out of touch with their playerbase or has no plan or goal in mind for the direction of the game.

    2.The dev 'team' must not be listening to their feedback during beta if they can be bothered to beta anything at all. The AE on it's own is an excellent example of this, and so far as I can tell, they've never improved this complete failure of basic communication.

    3.Another currency. Having failed completely to organize the progress of the Incarnate abortion into a cohesive or sensible fashion, I expect the dev 'team' to produce still more failures of currency in order to force people back in their feeble raid loop. The 'soloable' content will have a separate currency that will have to be translated to the raid garbage at vast personal cost in order to be used as advertised.

    4. The soloable path to Incarnation really won't be. I expect the soloable path to be so impossibly cumbersome, bugged, obviously slapped together at the last second, and to be of even less quality than Dr Graves villain arc for retarded rhesus monkeys. I expect it to be a brainless mish mash of meaningless and incoherent crap that forces, once again, players back into the raid garbage loop. Either the rewards will be so sub par they're negligible, the rewards will be locked out to a pathetic and worthless amount, say like the SSA (which is inexcusable), or both and more.

    5. I expect to be told what a terrible human being I am, and how DARE I not love and embrace Praetoria as my personal savior and greatest gift to the game since ED. Praetoria is an interesting card to play, if done properly, and in small doses. It was not, on either count. Not only was Going Rogue a complete fiasco, but it was pointless, invalidated the game's pre extant canon, and was a bait and switch routine perpetrated against the playerbase in order to raise money for the Incarnate abortion, which was supposed to debut with it. It was a failure in every regard that matters. Continuing with that broken and pointless storyline only makes my dev 'team' seem even MORE out of touch and clueless about both the MMO industry and the players of their own game.

    6. Useless distraction. I expect the Incarnate system, solo path or raidgarbage path to continue to distract from the real issues affecting the game. The outdated graphics, the unused and useless zones, the broken PvP, the worthless AE, and the ten miles of other backdated and backlogged 'fixes' we were told to expect that never materialized. Ever.

    That's what I expect. I don't expect to get what we asked for. A viable alternative that has balanced and valid rewards for soloing the Incarnate path. Long history has forced me to this perspective and at this late stage, I consider the previous points to be optimistic at best.
  8. There was another thread about a month ago with some pretty excellent suggestions regarding the search feature that, like many suggestions tossed out here in this forum, would have fixed that problem completely with no untoward affect on either the functionality of the AE or the rest of the game. It was, of course, deleted.
  9. Read this whole thread.

    Couple of things.

    I couldn't stop myself from laughing in disbelief at the sheer quantity of barely restrained misplaced hate the AE 'community' has for 'evil farmers' and how eager they are to lay the blame for the sad, shameful condition AE is in on them.

    Again. The farmers are not responsible for no one playeing your arcs. The devs are. You can sit there and hate on your coplayers all you like, but the burden of efficacy remains with the devs. Already in four or five other posts, I've seen about a dozen different ideas that would fix a lot, if not all of the issues presented by these evil, sinister, diabolical people that would have minimal to no effect on the rest of the game. The farmers can't enact those changes, the devs can, but evidently don't read the forums or don't understand how the game or it's community works anymore. Given the state of 'content' being pushed lately, I'll vote with the latter.

    Point is, it's not the farmers you should be directing your ire at. If the devs wanted to eliminate the issues that cause people to farm, take a hint from GW and a few other games, if you have had an active account with them for a number of years, then just put in the damned button that will allow me to avoid going through the laughable content I've been enduring since launch. Fix the damned drop rates and reward tables for necessary salvage and recipes. FIX THE DAMNED GAME instead of puking up more of this Praetoria garbage no one cares about.
  10. King_Moloch

    WIR? (Spoilers)

    Quote:
    Originally Posted by Slaunyeh View Post
    ...are you saying that a level 30+ PC isn't in the same 'bracket' as a retired heroine without her powers?

    That is exactly the kind of thinking that's plagued red-side for too long. We are, at best, sidekicks to the real characters.

    (On a side note to the developers: For Christmas, I'd very much like an opportunity to stuff Hardcase in a refrigerator. Thanks!)
    I'd much rather stuff statesman into a grave from which he never, ever rises, but then I have an almost pathological hate for jack's stand in vanity toons. I completely understand the sentiment and agree on all levels.
  11. Hrmm, this is a little difficult.

    Before Incarnates, I would have said my Mind/NRG/Psi permadom, but since all mobs are designed to completely invalidate control sets in the Incarnate content, he suffers there.

    I play him almost every day anyway, when I get to log on.


    Aside from him, I would have to say my favorite playing toon is Blightstar. A Fire/Dark/Psi Corr. Purpled, Procced, and the absolute destruction of all he surveys. I really, really have a lot of fun playing him. I think conceptually more than any toon but my dom, he has to be my favorite. I've had both of them around since COV launched, and while many another toon has come and gone, they have remained.
  12. End Sinister said

    "One last item before I go. There has to be an end to the story line of the game. Period. It's taken 7 years to tell the story of the Rikti, Rularuu, Nemesis, and Arachnos. All of the stories have to come to an end at this point in order to start afresh. W.O.W. seemed to do it with their expansions so I see no reason why the developers don't take the opportunity to finally wrap up every fricking story line in the game. I have a feeling The Coming Storm will address some of this, but that storm should have came and went so long ago. Right now it seems so far off in the horizon. End the legacy content and end the Praetorian arc. Praetoria in particular is played out. I'm tire of Praetoria and I think many other players are on the same page with me."


    I may not agree with the rest of your post, but this, yes, yes, a thousand times yes. I imagine one would have to be a pretty fanatically dedicated apologists to continue pretending we have any kind of direction of developmental leadership of any kind at all at this point. The incarnate system and it's successors with their content destroying canon crushing typo riddled inconsistent selves is pretty much proof of that. Not to mention how very, very generally bad they are. I don't even really MEAN to be critical about the new arcs, but damn. I have a small nephew who read through Dr Graves arc with me and thought it was the stupidest most inconsistent thing ever.

    This from a nine year old boy.

    CoX has suffered from a dearth of creative direction for along time. Really suffered. It's time to either get some new blood in there or just stop cranking out such sub par content and spend some real time fixing the broken/invalidated/stupid previously existing content. If you're not going to add new content to standard, then just don't add it. Fix the damned AE, fix the PvP system, fix redside. Seriously, all of it. Fix it. PLEASE. I'd much rather have the development team fixing the endless list of issues we had BEFORE they introduced this Incarnate abortion. Resolve the Longbow thing, resolve the Vanguard arcs, resolve this catch all bag of pathetic, the "coming storm". DO something actually useful with Uro, and for God's sake. give redside access to the damned shadow shard, hell just do something with it at all.

    I would much, much rather have a focus on fixing the already existing issues with CoX than have more of this terrible game breaking raid oriented uncontent added to it. Please stop shoveling out bad content.
  13. Quote:
    Originally Posted by Redlynne View Post
    Prior to this thread, I too have called for Hide to be made an Inherent Power of the Stalker AT, so as to free up a power slot. Along the same lines, I would even go so far as to say that Assassination (the current Inherent) should be reconfigured so as to replace Assassination Strike as well ... which would free up 1 power slot in both the Primary and the Secondary of every Stalker Powerset.

    All of the current "assassination" info about dealing double damage from Hidden and so on would be moved into the (new) Inherent Hide gained at Level 1.

    All of the Assassin Strike attacks would be transferred into the (new) Assassin Strike Inherent (dependent on Primary) that would be gained at Level 6.



    Now ... above and beyond that (pair of) change(s) ... there is something that I would love to see done universally to all Stalkers.



    Change Stalker Criticals



    Right now, Critical Hits from Stalkers, either when delivered from Hide or when scrapping it out in normal combat simply deliver DOUBLE DAMAGE (with a couple exceptions, which still need explaining). This is, broadly speaking, identical to Scrapper Performance as far as this goes. The only real difference is the "100% chance to Crit" from Hide that sets Stalkers apart from Scrappers in this area.

    What if ... instead ... Critical Hits when NOT Hidden operated as "free" Placate of affected $Target(s) and regain Hide effect ... which then turned your next attack after an unHidden Crit into a (100% chance to) Critical Hit From Hide for double damage?

    Essentially, Stalkers would "flicker" in and out of Hidden status while in combat ... and be dealing *all* of their double damage effects while Hidden, because Stalkers would be able to "vanish" during regular combat when they "Crit" while NOT Hidden.

    Over an infinite time span, the difference between the system we've got now, and what I'm proposing would be no dramatically meaningful gain or loss of DPS (or even DPA, really) when averaged out over infinite time. However, within finite time spans, especially of 20 seconds or less ... there would be a rather marked performance (and gameplay!) differential away from what we've already got on the Live Servers. Stalkers would essentially turn into "freestyle combo builders" for delivering double damage.

    When Hidden:
    Primary Attack(s) automatically Critical for Double Damage.

    When NOT Hidden:
    Primary Attack(s) that Critical immediately Placate $Target(s) affected by your attack (for 4 seconds?) and restore Hidden status ... granting your NEXT attack an automatic Critical for Double Damage (see "when Hidden" above).

    For my game mechanical design of gameplaying challenges, this seems like a far more interesting way to achieve the necessary "Uniqueness" that the Stalker AT is currently lacking. You wouldn't even need to change the current game mechanic of Stalkers having a 10% Crit +3% Crit per Teammate within 30 ft that the AT already has. The whole point of this change is to better leverage the existing Hide Mechanics so as to bolster the unique playstyle that the Stalker should have and encourage. Stalkers would *flicker* in and out of Hidden status somewhat constantly while in combat, and attentive players (who aren't just button mashing) would be able to take advantage of that to achieve better results ... ie. Player Skill is Rewarded.

    The beauty of it is that this change wouldn't even be "that difficult" to implement. All the necessary parts and pieces of Game Engine Tech already exist within the game. It's just a matter of someone like Second Measure "liking the idea" and deciding to put it on the schedule for someone like Synapse or Black Scorpion or Arbiter Hawk to implement.


    This was a pretty brilliant idea, one that thematically fits the AT and would actually make them almost interesting enough for me to play one.
  14. Quote:
    Originally Posted by Lazarillo View Post
    Saying they have a "long term plan" doesn't really mean anything, when they'll change it soon enough anyway. As mentioned in that thread by Memphis Bill that apparently was too hot for the forum (what the heck?), it seems that their nine issue plan for the future changes every two issues.



    Funny thing about that. Nothing in that thread was really inflammatory at all, just honest.
  15. Quote:
    Originally Posted by Forbin_Project View Post
    So cancel your subs and pay for everything extra you want instead of saving your points and getting it for free. You'll win because you can spend that $15 bucks in the store on points, the company wins because they'll still be getting your money, and we'll win because you won't be able to post anymore.

    Everyones happy.
    Haven't read anything in this post that deserved this kind of response. Remember when we used to be able to pride ourselves on community?
  16. I'm sorry it took so long for me to get back to you guys, mostly to thank you for posting. I just went on leave and it took me a few internetless days to get back to civilization. Your build advice has been helpful, I'll post what I come up with after a second pass as soon as I find time to do it.
  17. Quote:
    Originally Posted by Zombie Man View Post
    Of course 'it's just you' would have been fine. I'm assuming you're trying to tell me my interwebnets are screwed up, because I can't load that page for crap.

    Thanks, though. I'll take that as 'it's just you' then. I figure you'd have more information to pass down otherwise.
  18. Well, I have this themed toon I've always wanted to build, and held onto the name for a few years now anticipating that SJ or something like it would eventually come out. IT FINALLY DID!

    However, as I haven't worked with DA in a long, long time, since building my SS/DA brute like a thousand years ago, I had forgotten what an inexcusably huge endurance hog it is. Not even sure if this build is viable, but I'd very much appreciate it if one of you forumites would take a look at it and see if you can plug the holes.

    Here's the rough draft.


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ghostwise: Level 50 Magic Scrapper
    Primary Power Set: Street Justice
    Secondary Power Set: Dark Armor
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Initial Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Dark Embrace -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx(13), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResKB(15)
    Level 2: Sweeping Cross -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Rchg(19), Oblit-Dmg(19)
    Level 4: Murky Cloud -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(21), RctvArm-ResDam/EndRdx(23), S'fstPrt-ResKB(23)
    Level 6: Combat Readiness -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25)
    Level 8: Rib Cracker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg(42)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 12: Obsidian Shield -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx(31)
    Level 14: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 16: Dark Regeneration -- Theft-Heal/Rchg(A), Theft-Heal(34), Theft-Acc/Heal(34)
    Level 18: Fly -- Flight-I(A)
    Level 20: Spinning Strike -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Rchg(34), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Dmg/Rchg(36), Ragnrk-Dmg(36)
    Level 22: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 26: Tough -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam(40), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 28: Weave -- LkGmblr-Rchg+(A), Ksmt-ToHit+(42), LkGmblr-Def/EndRdx(42)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
    Level 32: Crushing Uppercut -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45), T'Death-Dmg/EndRdx/Rchg(45), T'Death-Acc/Dmg/EndRdx(45)
    Level 35: Focused Accuracy -- Rec'dRet-ToHit/Rchg(A), HO:Cyto(40), Rec'dRet-ToHit(46), HO:Cyto(46)
    Level 38: Assault -- EndRdx-I(A)
    Level 41: Vengeance -- LkGmblr-Rchg+(A)
    Level 44: Physical Perfection -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc(46), Efficacy-EndMod(48)
    Level 47: Soul Transfer -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Dmg/Rchg(50), Oblit-Acc/Rchg(50), Oblit-Dmg(50)
    Level 49: Conserve Power -- RechRdx-I(A)
    Level 50: Cardiac Radial Boost
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(5), Numna-Regen/Rcvry+(7)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(7), P'Shift-EndMod/Rchg(9), P'Shift-EndMod(9)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 34.25% Defense(Smashing)
    • 34.25% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 24.25% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 50% Enhancement(RechargeTime)
    • 33% Enhancement(Accuracy)
    • 5% FlySpeed
    • 155.6 HP (11.62%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 18.15%
    • MezResist(Stun) 4.4%
    • 9.5% (0.16 End/sec) Recovery
    • 40% (2.23 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 5% RunSpeed
    ------------
    Set Bonuses:
    Kinetic Combat
    (Initial Strike)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Reactive Armor
    (Dark Embrace)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Steadfast Protection
    (Dark Embrace)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    • Knockback (Mag -4), Knockup (Mag -4)
    Obliteration
    (Sweeping Cross)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Reactive Armor
    (Murky Cloud)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Steadfast Protection
    (Murky Cloud)
    • Knockback (Mag -4), Knockup (Mag -4)
    Rectified Reticle
    (Combat Readiness)
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    Kinetic Combat
    (Rib Cracker)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Reactive Armor
    (Obsidian Shield)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Kinetic Combat
    (Air Superiority)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Theft of Essence
    (Dark Regeneration)
    • 10% (0.56 HP/sec) Regeneration
    • 1.8% Max End
    Ragnarok
    (Spinning Strike)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Cloak of Darkness)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Boxing)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Luck of the Gambler
    (Weave)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Crushing Uppercut)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Touch of Death
    (Crushing Uppercut)
    • MezResist(Immobilize) 2.75% (Exceeded 5 Bonus Cap)
    Rectified Reticle
    (Focused Accuracy)
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    Luck of the Gambler
    (Vengeance)
    • 7.5% Enhancement(RechargeTime)
    Efficacy Adaptor
    (Physical Perfection)
    • 15.06 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    Obliteration
    (Soul Transfer)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery


    http://www.cohplanner.com/mids/downl...45D8A74305D8A1
  19. Hey folks. I'm not sure if my MWR interwebnets are just that restricted and unsuper or if the servers are still down.... Trying to figure it out, I guess.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    If you really believe all of this is true, and yet continue to pay your subscription as you always have, then you are adding to the problem.

    You are SUPPORTING their "doublespeak, bait and switch, and misleading policies" by continuing to subscribe.

    If you believe what they are doing is wrong, why are you pledging your support to it?

    In MY book, knowingly continuing to support something you personally believe is wrong makes you JUST AS GUILTY OF IT.
    Here's the quandry I run into with that, Claws, because I believe you are correct in your assessment. However, I can never figure out if it's NCSoft or PS that's guilty of this kind of crap. Whose marketing is responsible for this? Would my cancellation of my accounts make a meaningful impact either way?

    No, I don't think it would, but I DO think that by drawing attention to it over and over, the same way everything works with this game, is the only way to get it addressed in a meaningful fashion. While not always successful, that tactic seems to have a better track record than most other avenues in our game's history. That, and warning people off or encouraging them to join again on our various websites and other concerns.

    Other than that, there isn't a great deal I can do to impact this game or the direction it takes here and there. A lot of positive changes have come out of Freedom, but if history dictates anything with the future of CoX, it's that the development team will stop well short of the necessary steps to effect a lasting positive impact in a way that will keep new revenue coming, and that their marketing boneheads will continue to be a disaster.

    Other than piping up here and there to draw attention to those issues, which I feel are massive underlying problems with this game and always have been, there isn't much else we can do, in my estimation. I want this game to succeed. I know what would get my old friends to come back to it. There are a lot of them. I also know that NCSoft, or PS or whoever will not do them, and will instead focus on more hideous Incarnate embarrassment, or wedding packs or dance packs or something equally shortsighted. I wish very much that wasn't the case, but it historically is.
  21. King_Moloch

    Can I cry now?

    Quote:
    Originally Posted by Arcanaville View Post
    As I'm not on the development team, its apropros that I would do neither of those two things.

    I disbelieve it. I've seen your maths, you can do anything. You are lie.
  22. Quote:
    Originally Posted by Feycat View Post
    Well, I guess this is what we can start looking forward to. A lot of people cry-babying because they didn't bother to READ THE DOCUMENTATION to see what they're entitled to without paying.

    Your friend is NOT PAYING. She's lucky she's getting ANY ACCESS AT ALL.

    GR was required to access the incarnate system, but the incarnate system came an entire issue later, and it has ALWAYS been made perfectly clear that the Incarnate system is a VIP only perk. Just because you and your friend never bothered to read any of the copious posts and charts doesn't mean Paragon is the one in the wrong. It's you.

    I'm suddenly finding myself reversing on whether or not I want free/preem players to have access to posting. This is going to get tiresome in a hurry.

    Ahh, I love an elitist.

    Here, how about this. Your game company is LUCKY THEY HAVE ANY CONSUMERS AT ALL. You think they're giving something away for nothing? Or that they're somehow doing this desperate scheme out of the goodness of their hearts? Of course not. F2P is an effort to save an old game reaching the end of it's natural life cycle. It is hoped that the teaser from being Premium will prompt people to want more and pay the monthly sub to have access to it. This is also perfectly above board and natural.

    However, the doublespeak and sidemouthing what's available with what account type and is not is bad business. It's sounds and feels shady because it's a shady way to do things. Getting all freaky elitist and declaring yourself empress of crap hill in comparison to people pointing out the flaws in the account systems isn't a good way to help anything. People raising concerns that may be new to them are not OMGWHINZORRZ, they are performing a necessary function in this transition. They NCSoft team or the PS team or whoever is in command of this fiasco are guilty of enough bait and switch and doublespeak, not to mention price gouging and other unseemliness that it leaves a bad taste after looking it over.

    I will just continue to pay my monthly sub as I always have, but I think I'm not going to be using this little paragon store anymore. It's just too shady, and the people pointing out the disparity between what's generally advertised and is available are not wrong to do so, regardless of how it offends your ego. You are not better than them, your opinion is not more valid or better than theirs, or more necessary. As far as combing through post after post or scouring the website for what's part of what, that's just irresponsible marketing, or worse, and more likely given NCSoft's history, deliberately misleading.



    END OF LINE
  23. Quote:
    Originally Posted by Nowhereman View Post
    With the new alignment missions, we now have heroes going vigilante and able to visit the Isles. Villains can go rogue and enter Paragon. This "gray" area really needs fleshing out, because as of now, the only real benefit is acquiring exploration and defeat badges. You can't get contacts or missions until you've totally turned to the other side.

    I say we start the revolution with Vigilante and Rogue contacts. Give us a new reason to walk the edge of morality, with uniquely themed story arcs and the odd badge or two. Once we take that step, we continue with Villain contacts in Paragon and Hero contacts in the Isles. Eventually the entire world (Primal Earth anyway) is opened up to everyone, eliminating "red" and "blue" sides forever.

    I think John Lennon woulda wanted it that way...okay, maybe minus the supervillains.

    I think we were led to believe this was what Going Rogue represented. Yet another misleading bait and switch, another unforgivable dropped ball. This was really too good of an opportunity not to take, one that would have brought people back in droves, I think, of their heroes could travel to the Isles and try their hand at cleaning up the streets there, and the villains could do their own thing, attempting to carry out their own schemes in Paragon City. Just re reading the blurbs about it, it was in fact what was advertised, and of course, never done. Shocker there. At least they're consistent.
  24. King_Moloch

    Can I cry now?

    I read this entire thread.
    Some things that came to mind:

    Players want farms:
    This isn't debatable. As you've all already pointed out, the entire problem with the mission architect is that it gave people what they wanted. It trivialized the content of the game to such a degree that an entire generation of AE babies and WoW immigrants were cutting a swath of stupid through the game, making it nearly unplayable.

    The current developers game model DEMANDS farming:

    With the brainlessly thrown together Incarnate system, players are required to farm the same pathetic content over and over and over and over and over to get their cookie. By forcing players to farm the same dull TFs eternally, they kind of lose any moral high ground they had to decry farming to start with. 'You can only farm what we demand you farm' is not a message you want to send when you're pretending to care about what happens in the AE.

    The AE allows veterans to circumvent the tired, exhausted, passe content that has plagued the game since launch with little or no alteration or attention:

    That pretty much says it all. I don't really know many people playing this game anymore, as I refuse to participate in the Incarnate system past the Alpha slot. Since my only alternative is to slog through the same boring crap I've been suffering with since forever ago to get a toon to a playable level or to use the AE to get a character to a level where they are fun enough to play, I'll pretty much always choose the latter. I don't SEE groups anymore when I play this game, mostly because my schedule forces me to play when everyone is asleep. Thus, the AE is perfect for my needs. I DO see a TON of people in the AE, in groups or solo, farming to their heart's content and not bothering anyone. With just a few alterations, the AE could accomodate both types of players, as was mentioned above, the usage of a farm classification tab system and a separation of rating systems for both types would correct a lot of these problems permanently.

    The Farmers are not to blame for no one playing your arcs. The developers are:

    Here's why; The Farmers use the AE for leveling, ticket gathering, salvage, etc. But at least they use it. A LOT. Every day. Sometimes all day. And there are a LOT of them. Instead of recognizing this as the asset to their monthly intake that it is, the developers knee jerk, moronic reaction was to nerf the living hell out of the AE, making it useful, ironically, only to farmers, who will always, always find a way. Seriously. It's been years. Every time the developers devalue the AE and break more of it's essential mechanics, the Farmers have found a way to make it work for them. Instead of this bizarre 'us vs them' mentality, another course should have been plotted that capitalizes on this playstyle and bends it to the game's long term benefit. I can come up with about four different ideas that would probably work in that regard off the top of my head. It's not really all that difficult. A change in the rewards system that still allows players to benefit from performing the written missions of your own designs would be a good start. And not a terribly difficult one to accomplish.

    Make a ******* decision already:

    The development team really has only two courses of action they can take on this issue in the long run, because eventually that's what it's going to come down to. As is the case with redside, the developer line seems to be 'ignore it until it threatens the life of the game' or 'get around to it when we can find someone that can be bothered'. With that kind of mentality, nerfs and hard feelings is pretty much all any of us can look forwards to with the AE.

    Either undo all the boneheaded knee jerk ultranerfing that made the AE utterly useless to the dedicated writers and creators that accepted the task of doing the developers job for them and supplementing the content they refuse to update or enhance in a timely manner, or close the damned doors on the AE forever. Eventually, that's the decision they're going to have to make with it, as the Farmers will always, always find a way to bend the AE to their goal, and the devs will continue to break it in an effort to stop them until it reaches a point where there really isn't anything else that can be done with it.

    The end of AE will probably be a little more complex than that, but at it's core, that's pretty much what the decision boils down to. These are, of course, only my thoughts after seven years of watching the ball get dropped again and again and again with no one accepting responsibility and no one correcting any of the issues that invalidated an entire HALF OF THE DAMED GAME, so of course, grain of salt.

    Just my thoughts, feel free to flame.
  25. Quote:
    Originally Posted by Aura_Familia View Post
    ...most players wanting to be heroes


    You have numbers to back this up?


    -Tries his hand a trolling the same way everyone else does.