MadScientist

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  1. [ QUOTE ]

    But Snow Storm is NOTHING BUT a Slow!

    But Thunder Clap is NOTHING BUT a Disorient!

    Are you honestly telling the Stormies that THE FUNCTIONAL ENTIRETY of two of their primary powers is simply WORSE than the Controller secondary equivalent?

    It would be one thing if it was simply a status COMPONENT that was affected - in that case, I can see a case for Controllers being more status-y than Defenders - but when the Slow or the Stun is the ENTIRE POWER, then you have a seriously out of whack situation.

    [/ QUOTE ]

    The slow and disorient is just a single component. The power has other attributes, such as...
    end cost
    range / area of effect
    recharge speed
    animation time
    duration (including time a debuff lingers after Snow Storm goes away)
    None of those are "effects" of the power, but they are things that could be tweaked in the way Damage is tweaked for some controller/defender shared powers.

    If the defender version is supposed to be better, and the disorient is supposed to be greater for Controllers, then defenders need benefits elsewhere to make make our primary powers better overall. If the controller has to get the better disorient, they should not get it for the same cost!
  2. On Clear Mind...
    [ QUOTE ]
    I have a level 50 empath, and my experience with Clear Mind is quite consistent - using it to cure a mezzed teammate during a hot fight generally gets someone killed because I'm stuck in a 4 second animation. I usually just buff before fights and hope it doesn't run out.

    The power should either have a fast animation and short duration for use on demand (increase density) or have a slower animation and be used between fights to provide a lasting buff. The buff duration and recharge should dictate whether the buff is usable in combat - giving it a 4 second animation practically eliminates the option.

    [/ QUOTE ]

    And don't forget to add to that 4 seconds the time it takes to realize someone is Mez'd and target them. This can average 2 more seconds, making it sometimes much easier to just let a 10 second Mez run it's duration.

    For this reason, powers that are supposed to be "reactive" would be a lot better as area effects. This goes for Increase Density, too.
  3. very good info. thank you.

    Quick question on Detention Field... since it's so easy to resist the immobilize, I usually don't realize I'm inside an opponent's Detention Field. Can we get the red "Phased" status label added to this power?
  4. MadScientist

    Badge Questions

    on Monster spawns...
    [ QUOTE ]
    What about scenario's where a ninth man comes in on a spawn of an exceptionally rare thing like Kraken and does a couple thousand damage or more and doesn't get a badge? It's hard enough to find these without getting screwed out of it because the team didn't have room for a 9th man...

    [/ QUOTE ]

    Why not help the guy out and form a team of 5 and a team of 4?

    I think the giant monster solution should be to make all monsters require X amount of kills. Award more kill counts when there are fewer teams.

    For example: It takes 3 kills to earn the badge for Kraken. If there are 15 or fewer people doing damage, they each get 3 credits. (An instant badge if 1 team manages to kill him, just like now.) Up to 25 people, they each get 2 credits. (Everyone get 2/3 of the badge, instead the whole badge going to 2/3 of them.) Even if 70 people show up, they all get SOME credit instead of everyone getting nothing.
    Since it's based on the number of people getting credit, then there's no need for even finding a team, people can just dive in and do damage. To avoid hit+run, maybe you also have to be within a certain distance when he's killed; or maybe count only those players who damaged him in the last 5 minutes before his death.
  5. MadScientist

    Badge Questions

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Warior bosses are easy - loads and loads of them in Sirens

    [/ QUOTE ]
    Good to know. Maybe I'll have to put up with PvP for a while.
    These should be available elsewhere for those who don't like PvP. Heroes have similar hurdles for some some Arachnos-related badges and Shivans. Blue Ink Men and Sorcerers also don't spawn outside in villain PvE zones, but you do enough Tsoo missions to get those badges.

    [/ QUOTE ]

    This is an encouragement to see all the content if you are going to be set on being a badgehunter. Certain mobs will be specific to these zones, and should remain so, as the situation can be treated no differently than getting Portal Jockey. I may hate Hydra with every ounce I have, but I still have to get Multidimensional to get the Accolade. Good RL friend has a SEVERE fear of zombies, but killed a bunch of Embalmed for the badge. I helped her get that one (killed some while she sat at the door), and if some of your friends understand your dislike for PvP, they’ll help you by doing a similar thing.

    [/ QUOTE ]

    Dislike of a zone is one thing. But there's a big problem hunting boss-level PvE threats (and they're always at least orange-con) in a PvP environment. Taking on a Hellfrost solo I know what I'm up against, and I very rarely will back into a second boss during the fight. In Siren's, I can have a player sneak up behind me or snipe me, remove half my life bar, and put me right in range of 1 hit from the Warrior giving me debt. I'm not sure I'd do that 100 times.
    PvP zone is OK for the player-kill badge, the time badge, the explores, etc. I kinda like occasional PvP when it's all fun and, most importantly of all, debt-free.
    I just don't think it's right hunting for a PvE badge in a PvP zone. The Dev's have separated most other PvP content from Debt/XP content, why would this be different?
  6. MadScientist

    Badge Questions

    Speaking of Arbiter Leery, did he ever get fixed?
    (for those not in-the-know, he only gives you missions if you have the first Respec badge and have not used your respec. Once you use it, he ignores you.)
  7. MadScientist

    Badge Questions

    [ QUOTE ]
    Warior bosses are easy - loads and loads of them in Sirens

    [/ QUOTE ]
    Good to know. Maybe I'll have to put up with PvP for a while.
    These should be available elsewhere for those who don't like PvP. Heroes have similar hurdles for some some Arachnos-related badges and Shivans. Blue Ink Men and Sorcerers also don't spawn outside in villain PvE zones, but you do enough Tsoo missions to get those badges.
  8. MadScientist

    Badge Questions

    One last one, then I'll go...

    Any chance of improving some of the progress bars?

    For things like History or Accolades, how about a segmented progress bar? eg, "Can someone point me towards the second piece of the Student badge?" This would remove the need to track a lot of progress on paper. Especially with those Praetorians.

    For very large progress badges (SG Healing) you can't see the bar move at all. Can we get a multi-line bar so the progress for a day's healing is noticable? Or two bars, a "ones place" that moves up quickly and then a "tens place" that creeps up as you fill the first bar repeatedly.
  9. MadScientist

    Badge Questions

    [ QUOTE ]
    Villain

    Patrols grant Most Wanted
    Missions grant Wanted or Agent Provocateur


    [/ QUOTE ]

    Patrols, pural? I always get Most Wanted after 1. (Having it be multiple may actually generate more action in Bloody Bay.)

    Also, are there supposed to be patrols in Sirens/Warburg? Cause I've never seen them there.
  10. MadScientist

    Badge Questions

    Some of the CoH kill badges are extremely tough to get in CoV. For example, Outcast Bosses do not spawn anywhere outside of a certain mission. Any chance of getting these added to a city zone? Even in small numbers it would be a help. Or add them to a Strike Force, which won't have troubles outleveling the mission they're in, and is easier to organize a large team to spawn them.

    This is the list of things that are tough to acquire: Outcasts, Warriors, Skull Bosses (these aren't quite as bad since the Newspaper can source them), Rularuu, Fake Nemesis. These spawn in EXTREMELY small amounts and could use a little boost: Master Illusionists, Zeus Titans (and then only in a PvP zone), Pantheon Masks and especially Rikti Monkeys.
  11. you just need to understand that the test server isn't there to test the game, it's there to test the notes.
  12. related to this, other powers are area attacks, not auto-hit, and yet can't slot Accs. For example, Choking Cloud and Drain Psyche. (Corruptor version, can't speak for controller/defender version.)
    If Smoke now gets Acc slotting, can we get it for those others?
  13. The Raid Telepad is only for raiding. The crafted telepad is only for zoning.
    It's not much of a component investment, they're all common and easy to gather.
    You can attach 2 beacons per telepad. They just have to be in the same room, they don't need to directely contact the pad. Tech beacons go on tech pads, arcane go on arcane. When you have the explore badge for a zone you can access both types of beacons for that zone.
    The crafted pad is 1x1.02 or thereabouts. It's not completely square. However, if you rotate them so the long sides are together, you can fit two of them into a 2x2 room along one wall. Another difficulty in placing it is that because it's a rectangle it won't fit on a 1x1 square at a different height than the rest of the room as it would be overhanging.
  14. This guide lists all salvage and how often it drops on a scale of Common / Uncommon / Rare. (C/U/R) Note that rarer salvage does not start dropping until higher level. The higher a foe cons, the better the chance of rare salvage.

    This guide makes no attempt to predict what enemies you are fighting, it's simply an estimate of drop probability. You may have never seen Snake Venom if you don't fight many Snakes, it's still common. EChips are not "more than common", it's just that there are many groups that drop them - if half the time you fight mobs that drop EChips you shouldn't be surprised if you have a lot of them.

    S marks Special salvage. You get one of these whenever you complete a PvP mission or a Strike Force. Those are the only sources of Special salvage. These items do not contribute to building components, they contribute directly to certain crafted items.

    Common salvage is usable primarily for components from the Basic worktables, Uncommon salvage for Advanced components, and Rare for Expert. In the cases where salvage is usable higher than usual, it is marked with a +. If it's usable lower than usual, it is marked with a -. This shows where a U+ may be more valuable than a U since it may complete an Expert component, but don't overvalue it since it still drops with Uncommon frequency. On the other hand, you may see a U- in a Basic component formula, you may not want to use it up when other formulas use all Common parts.

    Where did this come from? It was analyzed from some logic about component formulas and a lot of observation. It may need a little adjusting. Comments are, of course, welcome.


    Aberrant Tech : S
    Aeon Tech : S
    Alien Tech : S
    Amulet : C +
    Ancestral Weapon : R
    Ancient Weapon : U
    Arachnoid Blood : C +
    Arachnoid Venom : R
    Arachnos Gun : C
    Arcane Powder : C +
    Armor Shard : C +
    Astrology Book : S
    Bio Sample : C
    Black Box : C
    Black Market Super Gear : C
    Blaster Tech : R
    Blood Sample : C +
    Body Armor Fragment : C +
    Bone Fragment : C +
    Bracer : C +
    Broken Crey Pistol : U -
    Broken Crey Rifle : U
    Broken Mask : R
    Broken Rikti Weapon : U
    Carapace : U + -
    Ceramic Compound : C +
    Charm : C
    CIA Files : R
    Claw : U -
    Clockwork Fragment : C
    Clockwork Plate : U
    Coins : C
    Communication Device : R -
    Coral Shard : U
    Coralax Hybrid Blood : C
    Cortex Device : R -
    Crey Tech : R -
    Crystal Codex Fragments : S
    Crystal Skull : C
    Cybernetic Charger : U + -
    Cybernetic Implant : C
    Dangerous Chemicals : U +
    Data Files : U +
    Demon Heart : S
    Demonlogica : U
    Devouring Culture : C +
    DNA Mutation : C
    Dread Tramalian : C +
    Echip : C +
    Ectoplasm : R
    Ectoplasmic Residue : C
    Elemental Manual : U -
    Energy Source : C +
    Etherium : U
    Exotic Alloy : R -
    Exotic Compound : U
    Falak Amulet : R
    Fetish : U
    Fir Bolg Hand : U -
    Fir Bolg Straw : C +
    Fish Scale : U
    Freakshow Cybernetics : R -
    Ghost Trinket : C +
    Glittershrooms : C
    Golden Skin : C
    Graphite Composite : U +
    Hamidon Lichen : U + -
    Hamidon Spore : R
    Headset : U
    Hex : C
    Hydra DNA Sample : U +
    Innovative Code : R
    Lens : U + -
    Lev Disk : C
    Luddite Pouch : C
    Magma : C
    Meat Cleaver : U
    Mercury Circuits : U + -
    Military Intelligence : R -
    Mutated Sample : U +
    Nanites : R
    Nano Fluid : S
    Necklace of Teeth : U
    Nemesis Weapon : R
    Neo Organics : R
    Nictus Ammo : U -
    Nictus Memento : C +
    Nictus Tech : R
    Orichalcum : C +
    Paragon Police Files : C
    Phantom Tears : U
    Portal Tech : R
    Potion : R -
    Powered Armor Circuitry : R
    Pumice : C
    Pumpkin Bomb : U
    Redcap Pouch : U
    Rikti Armor Fragment : C
    Rikti Communications Device : R -
    Rikti Control Unit : R
    Rikti Data Pad : S
    Rikti Plasma Rifle : R
    Ring : R -
    Rylehs Rain : R
    Saber : C
    Scent of Brimstone : S
    Scrolls : U +
    Shivan Ectoplasm : C +
    Sigil : C
    Sky Raider Anti Grav Unit : U
    Sky Raider Device : C
    Sky Raider Weapon : U
    Slag Culture : U -
    Snake Fang : C
    Snake Venom : C
    Spark : C
    Spells of Power : S
    Spider Eye : U + -
    Spielmans Signet : U
    Spirit Guide : R
    Stable Protonium : R -
    Static Charge : C
    Steam Powered Engine : U +
    Steam Tech Implant : U +
    Superadine Extract : C
    Synthetic Drug : U
    Synthetic Organs : U
    Talisman : U
    Tattoo : C
    Thorn Fragment : R
    Titanium : U -
    Tools of the Trade : U -
    Treatise : C
    Trick Arrows : C
    Tsoo Ink : U +
    Tuatha Furs : U
    Unstable Rad Pistol : S
    Ur-Metal : R -
    Vacuum Circuits : C
    Verminous Victuals : U
    Weapon of Mu : S
    Witchs Hat : C +
  15. [ QUOTE ]
    In City of Villains, Archvillain-class enemies are called "Heroes" and this change applies to them as well.

    [/ QUOTE ]

    While you're poking around, can you rename them "Epic Heroes"
    There are too many other "heroes" in CoV. We need something to identify the "you need 4 players" class that you're talking about.
  16. If you can't enter the base, you can't pawn your stuff for rent money. This means you'll have to either have Prestige in reserve, or play a lot to get your teleporter running again instead of quickly deleting your studio. Is this fair?
  17. Another consideration with this: If you are Magic origin, you obviously favor CoT newspaper missions to get SOs. Mutants can run Council or Longbow (in PvP zones). The other 3 origins lose out.
    In fact, at ANY level, we should be able to find a newspaper group that will give us the right drops.
  18. Doc Buzzsaw could probably use a look. If you stay in Supergroup mode, it's pretty much impossible to get the Bling badge in time to run those missions. If you're out of Supergroup mode, Bling isn't really much of an accomplishment, it's an inevitability.
  19. [ QUOTE ]
    Noted.

    We also need to add more Contacts from levels 35-40.

    [/ QUOTE ]

    States, you know that Heroes also hit an XP wall around level 38 or so. And they have a few more missions to run, and 2 Trials. I think the problem is that for the content we have, we don't gain enough XP.
  20. I've also run into heroes camping by the entry "drop point" in Bloody Bay. Taking advantage of that bug where you enter in the middle of the forest instead of coming in from the helicopter. Sure, you have 30 seconds of invulnerability, but it's not enough to get back to the base and join up with a team for safety.
  21. all those "don't let so-and-so escape" missions also have a problem with this. Once the target decides to run, they move at Sprint speed even when disoriented.
  22. [ QUOTE ]
    Base damage for a Brute is now (or soon to be) 0.75. Blasters are 1.0, and Scrappers are at 1.2 (I believe).

    [/ QUOTE ]

    What's a tank?

    I had a Stone/Energy tank that was just too weak to win fights, but my Energy/Stone brute is incredible. Though maybe it's just the fact that I wasn't stuck taking Barrage....
  23. Do Freedom Phallanx and Freedom Corps have bases? Can we raid these Supergroups?

    (more of a "nudge nudge... hey, Dev's, you thought of this?")
  24. Please add to the Kinetics list some items on Inertial Reduction...
    If Inertial Reduction expires while a character is in the air, they drop like a rock and take falling damage. (is this Quality of Life?)
    IR has a recharge time longer than its on-time. This makes it very inconvenient as a continuous travel power.
    In general, IR does not compare to Superjump, and primaries should be better than pools. SJ is "instant on" allowing you to flee combat. SJ costs less End over the same duration. When you add the time spent activating IR and the "dead time" between buff expiration and recharge, your total distance traveled over that time is worse than with SJ - it should at least be equal.
    I've never tested a Kin Controller, but I would bet IR has the same level of benefit for them.
  25. [ QUOTE ]
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    Just letting you know I have read this, and will be addressing the valid issues.

    [/ QUOTE ]

    I've heard that before. I'll believe it when I see it.

    [/ QUOTE ]

    Would be great to know what issues are not valid. We could either explain them differently, or know to stop asking.