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Quote:okay, poor use of outlier...unintended is more appropriate.Outlier groups? Prove it. Link the official datamining from NCSoft that confirms that statement.
Still, my suggestion would provide no more or less exposure for those that are using the groups storage for personal storage. They are still vulnerable to somebody else with base editing permissions stealing their storage, up to and including the leader.
If a team doesn't want the items displayed to everybody else they just have to set the permissions to leader only. -
Her post discussed the fact that, done correctly, diminishing returns would be a good way to do things and that the purple patch essentially already is diminishing returns applied at a sharp level.
In particular she compared the purple patch to the idea of diminishing returns.
Two scenarios:
purple patch vs diminishing returns
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first, the purple patch, not sure of the numbers, so I'll use the 0.3 Arcanaville did in her example post.
three debuffers each with a -30% to hit debuff power
Said debuffers against a +4/+5 are only debuffing the target by 9% (using the 0.3 earlier)
Thus, if three debuffers use the same power, the total debuff is -27%
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Now, diminishing returns (which technically, the purple patch is just a punitively severe version of diminishing returns)
same three debuffers
the first debuffer's power debuffs the target by -30%
the second debuffer's power debuffs the target by -20%
the third debuffer's power debuffs the target by -10%
the total debuff in this scenario is -60%, more than twice what the purple patch allows with the same three
*******
In addition, even if the the three were: -30%, -15% and -7.5%, that total would be 52.5%
enemy to hit base is 50%, thus you would be basically wasting the third power for the simple fact that at that point it's at the 5% minimum chance
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In response to her statement, you gave a sarcastic response.
She recognized the sarcastic response and commented that you missed her point, which you did. I can only guess that you assume that any application of diminishing returns would be similarly misapplied as they were in PvP. Arcanaville has as much said that diminishing returns was not done properly in PvP.
She was discussing diminishing returns done properly.
To be perfectly frank, diminishing returns is a natural part of the game in some enhancements just due to the nature of numbers without anybody making special formulas to evoke it:
recharges enhancement with a 33% recharge reduction on a power that recharges a base time of 60 seconds:
1 recharge enhancement - new recharge: 45s, gain over 0: 15s (60/1.33)
2 recharge enhancements - new recharge: 36s, gain over 1: 10s (60/1.66)
3 recharge enhancements - new recharge: 30s, gain over 2: 6s (60/1.99) (ignoring ED)
endurance reduction is the same
actually, the basic systems have diminishing returns
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assume an attack with base accuracy 1, damage 100, recharge 9, endurance 9
assume the base to hit of 50% (assuming these are the stats for hitting and damaging higher level enemies, otherwise, accuracy caps at 1 enhancement)
assume no other systems and that individual variables are not limited in how they can increase save that accuracy can't give you more hits than you attempt
numbers picked for ease of calculation
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100 attacks with no enhancements
50 hits
5000 damage
891 seconds
900 endurance
5.61 dam/sec
1.01 end/sec
5.56 dam/end
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1 damage enhancement (33%) - 133 damage
50 hits
6650 damage
891 seconds
900 endurance
7.46 dam/sec (33% increase from 0 enhancements)
1.01 end/sec
7.39 dam/end (33% increase from 0 enhancements)
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2 damage enhancements (66%) - 166 damage
50 hits
8300 damage
891 seconds
900 endurance
9.32 dam/sec (25% increase from 1 enhancement)
1.01 end/sec
9.22 dam/end (25% increase from 1 enhancement)
*******
3 damage enhancements (99%) - 199 damage
50 hits
9950 damage
891 seconds
900 endurance
11.17 dam/sec (20% increase from 2 enhancements)
1.01 end/sec
11.06 dam/end (20% increase from 2 enhancements)
******
1 Accuracy enhancement (33%) - 1.33 accuracy
66.5 hits
6650 damage
891 seconds
900 endurance
7.46 dam/sec (33% increase from 0 enhancements)
1.01 end/sec
7.39 dam/end (33% increase from 0 enhancements)
******
2 Accuracy enhancements (66%) - 1.66 accuracy
83 hits
8300 damage
891 seconds
900 endurance
9.32 dam/sec (25% increase from 1 enhancement)
1.01 end/sec
9.22 dam/end (25% increase from 1 enhancement)
******
3 Accuracy enhancements (66%) - 1.99 accuracy
99.5 hits
9950 damage
891 seconds
900 endurance
11.17 dam/sec (20% increase from 2 enhancements)
1.01 end/sec
11.06 dam/end (20% increase from 2 enhancements)
******
1 Recharge enhancement (33%) 6.77 seconds
50 hits
5000 damage
669.92 seconds
900 endurance
7.46 dam/sec (33% increase from 0 enhancements)
1.34 end/sec (33% increase from 0 enhancements - in this case, that's a bad thing)
5.56 dam/end
******
2 Recharge enhancements (66%) 5.42 seconds
50 hits
5000 damage
536.75 seconds
900 endurance
9.32 dam/sec (25% increase from 1 enhancement)
1.68 end/sec (25% increase from 0 enhancements - in this case, that's a bad thing)
5.56 dam/end
******
3 Recharge enhancements (99%) 4.52 seconds
50 hits
5000 damage
447.74 seconds
900 endurance
11.17 dam/sec (20% increase from 2 enhancements)
2.01 end/sec (20% increase from 0 enhancements - in this case, that's a bad thing)
5.56 dam/end
******
1 Endurance enhancement (33%) 6.77 endurance
50 hits
5000 damage
891 seconds
676.69 endurance
5.61 dam/sec
0.76 end/sec (33% improvement from 0 enhancements)
7.39 dam/end (33% increase from 0 enhancements)
******
2 Endurance enhancements (66%) 5.42 endurance
50 hits
5000 damage
891 seconds
542.17 endurance
5.61 dam/sec
0.61 end/sec (25% improvement from 0 enhancements)
9.22 dam/end (25% increase from 1 enhancement)
******
3 Endurance enhancements (66%) 4.52 endurance
50 hits
5000 damage
891 seconds
452.26 endurance
5.61 dam/sec
0.51 end/sec (20% improvement from 0 enhancements)
11.06 dam/end (20% increase from 2 enhancements)
*****
1 Accuracy (33%) 1 Damage (33%) 1.33 accuracy, 133 damage
66.5 Hits
8844.5 Damage
891 seconds
900 endurance
9.93 dam/sec (33% increase over 1 Acc OR 1 Dam)
1.01 end/sec
9.83 dam/end (33% increase over 1 Acc OR 1 Dam)
*****
1 Acc, 1 Dam, 1 End, 1 Recharge - 1.33 Acc, 133 damage, 6.77 end, 6.77 seconds
66.5 hits
8844.5 Damage
669.92 seconds
676.69 endurance
13.02 dam/sec (33% increase over 1 Acc/1 Dam - 17% increase over 3 Acc, 3 Dam OR 3 Rec)
1.01 end/sec (33% loss over 1 Acc/1 Dam - 98% loss from 3 END - 99% improvement from 3 Rec)
13.07 dam/end (33% increase over 1 Acc/1 Dam - 18% increase over 3 Acc, 3 Dam, 3 End OR 3 Rec)
*****
1 Acc, 3 Dam, 1 End, 1 Recharge - 1.33 Acc, 199 damage, 6.77 end, 6.77 seconds
66.5 hits
13233.5 Damage
669.92 seconds
676.69 endurance
19.75 dam/sec (52% increase over 1A/1D/1R/1E)
1.01 end/sec
19.56 dam/end (50% increase over 1A/1D/1R/1E)
*****
2 Acc, 2 Dam, 1 End, 1 Recharge - 1.66 Acc, 166 damage, 6.77 end, 6.77 seconds
83 hits
13778 Damage
669.92 seconds
676.69 endurance
20.57 dam/sec (58% increase over 1A/1D/1R/1E - 4% increase over 1A/3D/1R/1E)
1.01 end/sec
20.36 dam/end (56% increase over 1A/1D/1R/1E - 4% increase over 1A/3D/1R/1E)
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As you can see, each successive enhancement of the same type in the same power produces a smaller and smaller benefit, having a heavier impact on the stats of the power as a whole.
This is because the enhancements affect the base level, not the current level. As such, diminishing returns is inherent in the systems the devs have used.
It is likely that any multi-variable system will likewise have diminishing returns each time you alter one variable but not the others.
All Arcanaville is suggesting is a diminishing return situation that would allow 3 debuffer to be able to produce the 52.5% debuff mentioned before rather than the 27% debuff they would produce if using the purple patch is the primary means of increasing difficulty.
In addition, if you only debuffer, you would have 30% debuff under diminishing returns rather than 9% debuff under purple patch.
Granted, if it were normal, non diminishing and without the purple patch, the three debuffers would produce 90% debuff, however, the first two would produce 60% debuff and at that point, the enemy has already been placed at the minimum 5% debuff and 15% of the debuff is extra (only there in case of debuff resistance or higher than average defense)
So, with the diminishing returns you go from "two debuffers hit the minimum with 15% to spare" to "two debuffers hit the minimum with 0% to spare" if you use these bumbers.
With the purple patch, currently being used to produce difficulty, we go from "two debuffers hit the minimum with 15% to spare" to "FIVE debuffers hit the minimum with 0% to spare".
As such, a more moderate diminishing returns system would produce less extreme reductions in ability than the current purple patch usage.
This makes sense because the purple patch is a semi-punitive system of extreme diminishing returns designed to make sure people don't go taking on things that the intention of the content says is way too high for them to fight. It isn't meant to provide an enjoyable level of challenge, it is supposed to provide an aggravating, discouraging level of difficulty.
As such, the deliberate use of the purple patch to add difficulty to content seems a bit extreme.
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And this is the point that Arcanaville comes on to tell me that I screwed up my math somewhere. -
One of the first things you learn in rhetoric and debate classes is that statements that imply always and never, otherwise known as absolutes, are weak and easy to disprove. All you need is one example to disprove them.
Arguments involving "most" are stronger and harder to disprove, requiring more effort. -
Quote:in other words, anybody with the proper permissions may get in and see what is being storedNo they can't. Base architects allow players to set up private rooms in bases which are walled off from the rest of the base. The only people with access to those spots are the ones that are allowed base editing permission.
The concept of communal storage went out the window when the devs chose to remove pathing restrictions in Issue 13 which allowed the creation of isolated secret rooms inside of bases and killed it off entirely with the creation of the Super Leader rank and the addition of rank permissions on individual bins in Issue 14. The super leader the the defacto owner of the SG and everything in it. Lock stock and barrel. The Super Leader can restrict bin access to himself or even kick everyone form an SG if he wants and keep everything for himself. Customer Service/GM's will not get involved in an SG's internal politics.
and given that all I suggested was that anybody with the proper permissions be able to look and see what is there from their supergroup menu on streets...there is no less privacy for your outlier groups
and again, that is an outlier group not the standard -
Quote:Without a qualifier such as "I believe" you are claiming your statement to be an absolute.Why did you feel the need to point this out? Did you think it wasn't obvious? Do you assume people reading forum posts are stupid?
An absolute is a fact.
You are therefore making the statement as a fact.
If this is not your intention than you are being inaccurate in your choice of words.
you should have said "I believe realism has absolutely no place in this game." In which case it is clearly an opinion.
"Realism has absolutely no place in this game" leaves no room for disagreement.
Your implication is that if someone disagrees with you then they are wrong.
This is not something that is implied in a statement of opinion.
Either you are unaware of what your implication is or you are deliberately using language that has connotative implication of being factual in order to give yourself a false amount of authority.
So, yes, it appeared necessary to point it out. -
Quote:So among the cool stuff I got for Christmas was a Kindle, which was totally unexpected and much appreciated. However, upon booting it up I realized I had no idea what to actually read. This is mostly my fault though, as I have done a terrible job at keeping up with what books are actually out there. My usual strategy for picking books out was usually "go to the library and see what looks cool". So if you could toss a recommendation or two my way it would be greatly appreciated.
So what do I like exactly? A couple of suggestions. These are just rough ideas though, so feel free to suggest things that don't conform to any of these catagories.
-World Building. Characters and plot have always ended up being secondary to a really cool setting to me. I mean the characters and plot are still really important, but if you put them in an interesting and unique setting then a story goes from "hrm, neat" to "WHOA HOLY CRAP I GOTTA READ THAT NOW!"
-Things just beyond our current understanding. The real world is fascinating as it is, but I've always loved stories and speculation about what might lie right beyond the curtain of common knowledge. Ghosts, Aliens, Cryptids, Paranormal stuff, I lap that crap up.
-Lovecraftian themes. Lovecraft is amazing. Yeah, his characters had as much personality as a block of wood, he tended to write an entire page when one sentence would have sufficed, and he couldn't write a single sentence without using the words "squamous", "gibbering", or "cyclopean", but the IDEA of there being beings out there so incomprehensibly alien that we would go mad with their very presence awes me. Bonus points if the story involves introducing said Eldritch Abomination, and then finding a plucky group of individuals to go right up to its face and beat the crap out of it.
You could try my books:
http://thryth.webs.com/originalfictions.htm
http://thryth.webs.com/merchandiselinks.htm
most of Greenwater and Zodiacs fiction is available for public view -
people can already see who is storing what in those, and the intention of the base storage is communal, if an individual group allows it for personal storage, that is an outlier situation beyond the intent
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I'd like a QOL enhancement to be able to look at an overall stock inventory of what is in the supergroup base through your supergroup menu...attach it to a permission so not just anybody can do it
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Quote:I would certainly like both Tip missions and the ability to make incarnate level AE missions to come down the line eventually
Constant repetition of end game raids only works if your game starts at the end game and you funnel all players to that point to spin their wheels there, and I just don't feel City of Heroes is the right game for that. They NEED content. A lot of it. At this point I'm willing to accept just a whole huge pool of generic Incarnate-only missions, if that's what it takes to provide content that counts. -
Quote:This is an opinion.Reality has absolutely no place in this game. Otherwise, I expect to start seeing charred, dismembered, and pulpy corpses the next time I go take out a group of thugs.
You dislike it, others do not.
Personally, I like to take my tanks as high as possible and drop them to watch how little their health bar moves. Seeing my heroines survive a terminal velocity fall as if it were nothing more than a skinned knee invariably seems awesome to me.
I also enjoy hitting flying enemies with -fly at high altitudes so I can follow them down and smack them when they hit bottom...
perhaps easier to just kill them face to face, but not as fun -
Quote:ah yes, so I could duplicate the two accidental kills from my Champions PnP game...On a similar note, I always wished that knockback would provide additional damage if the target was knocked in to a wall/object. The Marvel HeroClix tabletop game provided this mechanic and made knockback much more wanted.
I realize that this will never be implemented in the current engine, but just something to keep my fingers crossed for CoH2.
55 strength, double knockback, haymaker, aiming straight down
first one was against a TKer modeled off of Sylar before we knew much about him, he'd blasted me out of one building and over the next once before, so I wasn't taking chances...didn't realize he didn't have his protections up
presence attack "Ooops" (she meant it)
the second was a minion character of a type that had two force fields and were meant to provide cover for other enemies...the haymaker stunned him, which turned off the fields...the KB into the ground pasted him
would also be nice if I could duplicate my tactic of KB one enemy into another, who KBs into another and so one...
but that's probably too much off for an MMO
you need a real Roleplaying Game to get that sort of flexibility -
Quote:"...you basically buff all your buddies and then sit in a corner "
So the people you play with don't heal or use their primary or secondary sets at all? The three emp powers I use the most are heal target, heal spam, and clear mind. (my emps are mostly ice or dark) so I try to target bosses with either holds/debuffs while healing Melee / other defs / trollers / blasters (yes in that order)... in the meantime making sure the other squishes have a clear mind or two on them and telling them that Ra is going off (genearlly in near the melee croud) - it involves paying a little attention to your allies, where you are in relation to them, their health bars and icons next to the bars.
"the intent is that most of the buff be pre-combat active rather than during combat...yes, this requires paying some attention to your allies"
Playing a support role requires a LOT of paying attetion to your allies, if someone doesn't want to pay attention to their allies - because they are to busy sitting in the corner - maybe they should try a Blaster instead of a Defender?
The few of us that have played Empathy defender have noted that they rarely have to heal anybody, and usually only the tank if anybody needs it, and usually only in major fights. And then a controller Empath is plenty.
And those that have played FF/- have complained that once they've placed their bubbles out, those will last until the next fight and layering them on again does nothing more
both groups have complained that being left to their attacks feels unsatisfying and ineffective and that they're basically sitting in corner or throwing spitwads
there is no real need to keep track of buffs if you do it right, there's plenty of time at the start of each room during the planning phase to rebuff everybody and the group doesn't move until everybody calls ready, which presumably means the buffer has buffed everyone, then it takes about a minute, maybe minute and a half to clear the room...
the only buffs that fade by that time are stuff like clear mind, bubbles last well past that, sometimes for two rooms... -
maybe tier 3 or four, actually
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just done, trapdoor, one invuln/dark tank, one dark/regen scrapper, one rad/rad defender....I (scrapper) was on clone hunt...I found one clone looked around and arrived at trapdoor in time to get one shot in before he turned blue....
whole fight...about 30-40 seconds
first comment by anyone
"heh, people have trouble with this guy" -
indeed, now that it's already out, it not a viable change, hence the title.
as to the control/buff and defend/ranged set up, the intent is that most of the buff be pre-combat active rather than during combat...yes, this requires paying some attention to your allies, but I generally find plenty of time between fights to relay buffs and most last longer than most fights we have....
that's the problem with "can't target self" heavy primaries...you basically buff all your buddies and then sit in a corner (at least judging by the complaints I hear from most of the people I know that play emp/- or ff/-...well, to be accurate the emps tend to complain there's nothing for them to do unless something unusual happens) while the rest of the team does stuff
however, you are right, too many people out there like the sets they do have...again, hence the title....
however, it would be nice if future defender primary and controller secondary sets were designed with this in mind
controllers have an active aspect already and thus pre-combat buffs are ideal secondaries for them
defenders primaries should be active in combat and not pre-combat buff heavy
as it stands, the only time defenders with pre-combat buffs as a heavy part of their set are active effectively (their ranged not being all that effective) is when the team goes to the continuous charge strategy when you're moving from group to group without preparation...and that's about once or twice a week for the space of a hall way...rarely more than that...sometimes we can go a month without calling continuous charge -
Quote:They need more buffing enemies.And how exactly are they going to do that? I think it's too late for them to make a big change like that. The biggest 'problem' is stacking buffs and debuffs, but if they remove stacking then they make multiple buffers and debuffers on a team useless, which would be a terrible design decision.
The enemies should be using the same tactics that we use.
they've gotten better, the number of debuffing enemies and the mix of enemy types shows this
especially in Arachnos where you can run into debuffers, damage dealers, semi-tanks and more all in one spawn
but we don't have that many buffers
Sky Raider Engineers, CoT Madness Mages, Rikti Guardians, Tsoo Sorcerers
there needs to be more enemies along those lines -
There are a limited number of battle and plot scenarios that are feasible to be selected.
The use of all available scenarios will invariably cause some similarity to other games.
This is not due to a desire to emulate the other game so much as it is due to the limited selection of battle scenarios available.
In addition, it is the fluff more than the mechanics that make the difference in games.
The mechanic differences come down to some basic systems:
Templates or Point-Based
both WoW and CoH use Templates
Hit Points, Wounds or Status Effects
both WoW and CoH use Hit Points (the other status effects are not the main part of the health system)
Bell Curve or Flat Curve conflict resolution
given the number of variables involved in either, I'd say both use likely the same sort of conflict resolution
The base mechanics are already similar.
Now on to battle scenarios:
sieges, assaults, escorts
everything else is more or less a combination of this
when you are sent to destroy an object while eternal ambushes seek to push you off of it (Infernal, STF, Vanguard missions) then you have combined assault (destroy the target) with siege (hold off attackers)
we have fewer escorts, but we do have many rescues, we could especially use more escorts of the Lady Jane variety where we have to escort the rescuee deeper into mission...provided said rescuee gains a better AI....or else is set to not attack...
there isn't much more than those three scenarios: siege, assault, escort
and even escort is just a siege where you move
this doesn't change from game to game
every game's battles will come down to one of these three
as to the accusation of "gimmicks" that is common as well, gimmicks are used all the time, mostly by the players...
we've used the gimmick of placing the fight where we wanted it to happen (pulls and wormhole), altering the terrain of the fight (locationals), increasing our abilities and decreasing theirs (buff/debuff), stacking numbers (pets), slowing the pace of the fight (aggro and crowd control)
heck, such gimmicks are historical...I'm sure the Persians complained about the whole narrow pass "gimmick" and such
Trapdoor's gimmick isn't even all that annoying....and I dealt with it solo just fine after figuring out that his regen rate was connected to the number of clones he had out
Really, the whole complaint about being "like other MMOs but with tights" is the same silliness tabletop RPGers have been using to complain about D&D 4e being like MMORPGs
when the basic systems and scenarios being used by either set are essentially the same, there will always be overlap and similarity. Usually more similarity than difference if you ignore the flavor surrounding such things.
in order for CoH to not be "like" other MMOs you will have to change either the scenarios used or the systems used
given that no new scenarios have been invented in hundreds of years and we're essentially using the same scenarios used by Shakespeare and even further back, Euripides and the like, that's not likely to happen
changing systems is more likely, but also difficulty....I suppose, instead of XP, you could have a system where every time you use a power, it has a chance to improve...
instead of hit points you could have status effects such as "Injured" or "Disabled" the way Mutants and Masterminds does it...
instead of a random conflict resolution, you could always have a resource allocation method: I put five points in defense and ten points in offense while my enemy puts eight points in defense and seven points in offense, so my attack will always get through but so will his...
similarity is unavoidable
the only thing that can be moderated is the flavor/fluff.
take away the superhero fluff or the fantasy fluff and you basically have one group of people fighting another group of people
any MMO minus fluff is going to look primarily the same as any other MMO -
78 month vet
everything has already been said
to be clear: no -
Quote:hence the titleThey are never going to do that massive of an overhaul of how that many entire powersets work.
That doesn't just break the Cottage Rule, it annihilates it and then incinerates the pieces of it.
it would address the hodge podge nature of defenders, they're not really unified in task the way that the other ATs are -
Quote:The primarily discussed segment of the initiating post:Am I getting it wrong, or did Eiko-chan really say that an ITF without a Dark Miasma wielding character is doomed to fail as a blanket statement to PuG ITFs, or did she mention it as something specific to her VG?
Honest question. The former would startle me right out of my skin, where I could trust the latter - she's played with her VG and knows the most about their team dynamic, but all the same that doesn't say anything on the performance of the general populous doing ITFs with or without Dark Miasma.
Quote:This is so far away from my personal experience that I really have to wonder if we're even playing the same game. I find neither the ITF nor the LRSF to be easily achieved by just knowing the right strategy. I find both to require combinations of luck and copious use of debuffs to be successful. And, at least in my experience, they require very specific groupings to succeed.
I'll add the caveat that I have never possessed nor used (and probably never will possess or use) Warbug Nukes, Shivan summons, or Vanguard Heavies. Such powers aren't really in my characters' themes, and what is required to get them is not really fun for me, so I don't see the point.
That said, I have never completed an ITF unless I was playing one of my characters with Dark Miasma. Having me running Dark on the team made Rommie trivial - my other runs, with my WP Tanker and my Traps Mastermind, were complete failures, with multiple party wipes. The Mastermind was the worse - her mere presence on the team seemed to have doomed the attempt from the start, as the summoning Nictus counts Mastermind pets as full players and summons extra blooms accordingly. Without Dark to lock down the to-hit of those blooms (and bolster the negative resistance of the party, I'm guessing), it was game over almost before it started. "Don't bring your Mastermind" isn't a 'trick' I'm willing to learn to succeed. -
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Quote:No, it would take a majority making the same statement to make the claim that it is easy seem like a lie.What I actually said was that I had not beaten it without playing one of my own Dark Miasma characters, and that my experience belied the claim that the ITF was "easy now that everyone's figured it out".
You are giving anecdotal evidence, as are most of us. However, when comparing anecdotal evidence, the validity of conflicting statement is most supported by the quantity and quality of the statements.
You have stated that you need Dark Miasma to do ITF and that you couldn't do it with a mastermind on the party.
You are one person, most other responses have been that they did not require any particular party build for an ITF and several people have specifically mentioned playing MM on ITF with no problem. In fact one person has stated that they played an all-MM party.
If you are saying that you need something that the rest of us do not, then you comparatively have difficulty with the ITF.
This is the same as the fact that I have difficulty with AVs as compared to you.
The standard is not to the individual, but to the group.
Most of those making a statement on this subject matter have stated that they have not particularly had trouble with ITF on any particular build. That means the standard, at least in this group, is that the ITF is easy and does not require specific builds.
You do not meet that standard. You require Dark Miasma. You require a lack of MMs. Therefore, it is difficult to you.
Now, I have stated I cannot solo AVs, you have stated that you can. That's a 1 to 1 sampling and not enough to set a standard and therefore not enough to tell which of us is above the standard and which below, though it is immediately clear that I am less capable in that regard than you.
As such, it is clear that there is more that I could do to become more capable.
But it is not needed. I fulfill my role in taking on AVs in groups even if I cannot solo them. There is no need for me to solo AVs since there is no need for me to face AVs outside of a group.
Again, you have not called me out to "Learn to Play".
By the same regard, you cannnot perform the ITF without Dark Miasma by your own statement.
It is clear there is something you can do to perform better in this regard.
But it is not needed. There is no need for you to ever play ITF without a Dark Miasma. You can always choose to recruit one and you can always choose not to recruit masterminds. The game does not become unplayable simply because there are people better at ITF than you.
This is not a case where either party is calling out "Learn to Play."
And, actually, that misreading has become the subject. Which you have either not noticed in favor of defending the play ability which I am not attacking, or else you have deliberately ignored in favor of directing the conversation toward mechanics rather than an attempt to clear the air about the fact that nobody has adopted a "learn to play" attitude and that you have been acting fairly rude in early posts.
At least in perception.
The last few posts have had no real sign of rudeness which leads me to believe that the rudeness in the earlier posts was more defensive in nature and unintentional. -
"Learn to play" is a phrase typified by an attitude wherein the speaker simply says that phrase and then dismisses the person they're talking to and goes off to do whatever with no further particular discussion.
The offer someone made to you to come and do ITF with them was not an example of "learn to play" as it came with the offer to basically "come see how I do it."
The statement the other player made that the only problems he had faced came from bad players or leaders was made specifically regarding his experience, not yours. This is also not the "learn to play" attitude.
However, you have said that you find ITF difficult while the rest of us have said we have had no problem with it.
This implies that there is something about ITF which you are having troubles with. Which means that there is likely something that others among us know that you may not. This is not "learn to play".
Likewise, you have said you can solo AVs, I can't. I do not feel that you are telling me that I need to learn to play for that difference in ability. You can do that, I can't, this is immaterial. I still have fun with the game and do not particularly need to learn anything. I may want to learn how to spec my characters better. Better learning to reach higher levels of talent is not "learn to play" either.
There has been almost no "learn to play" attitude in any of these posts. We are saying that there are techniques available to make ITF easy with or without MMs or Dark Miasma. That is not "learn to play" because inability to do one segment of content does not effect one's ability to play the game, just that one segment.
What it does mean is that if you wish to have an easier time with that TF then, yes, you will need to keep an open mind and look to see what other people are doing that is different from you.
This is not asking you to "learn to play" either. There is no disrespect, no sneering and no mocking. It is merely a statement of fact.
You have admittedly stated difficulty with this TF, help has been offered for how to address it. You responded to such offers with rudeness, or at least perceived rudeness.
You did not ask for help, fine, but the help is not being forced on you, it is possible to respond to it without snapping or appearing to snap. Ideally, this would involve stating your position clearly and politely. Ideally it would never involve the phrase "shut up" even as a joke.
Yes, it is difficult to accurately gauge a person's intent via the written word due to the lack of a tone of voice or body language. This is why it is important to spend a greater time explaining yourself than you would were you face to face.
A rule when writing anything is to assume the person who is to be your audience knows nothing of what you are about to say. This is because you cannot be present to correct yourself or explain a point should you overlook something.
If you were not intending to be rude, you failed to convey that. Granted, the rudeness is perceived and opinion, not something that can be easily confirmed. However, do note that several people, myself included, assumed that you were making an effort to find offense in anything said.
If this is in err, then you are "writing clearly enough to be understood" but you are not "writing clearly enough that you cannot be misunderstood".