Miladys_Knight

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  1. Miladys_Knight

    Power Boost

    Quote:
    Originally Posted by Novella View Post
    Nope, no PVP here. I know softcaps me at 45.2%, but I fight a lot of groups with debuffing so the extra defense never hurts. With PB applied it gives me 91.6% which is overkill, but when fighting enemies with Rad powers such as Praetorian Clockwork, hanging out at the Path of Rage in the Shadow Shard any little bit helps.

    I do fight a lot of DE because I like doing the Eden trial and I run Numina one every 24 hours for the easy merits.

    I know its reaching, but I am really trying to find reasons to not have to drop it because I hate respecing characters. I generally have my builds planned out perfectly so that I can just bank my respecs for those rainy days.
    PB increases the to hit buff from Aim and Build up. Very handy against accuracy debuffers and things like MoG'd PP's.
  2. Quote:
    Originally Posted by Veazey View Post
    First and foremost, I'm not an economist.

    But I've been wracking my brain on and off for more than a year as to why the two markets aren't merged. I can't find a single rational reason from the perspective of the player.
    Yes, there's an initial iniquity, but the heroes have more money and things cost more at the black market, so these two will eventually even out. In fact, given how radically prices can fluctuate on common salvage, I'd be willing to bet it won't take more than a week or two. If merged, the villains could immediately start taking advantage of lower prices posted by heroes, and thus get their goods for less money. Then, as prices seek a new equilibrium, some of the super-expensive villain stuff will get bought, too, putting cash in the hands of villains. These two trends indicate that the influence/infamy level would also find its own level in a similar time frame.

    Unless I'm missing some principle of predictable irrationality or a major technical hurdle, the rational course seems to be merging.
    You nailed it right out of the box. Welcome to the "ebil" side.
  3. Quote:
    Originally Posted by CaptainMoodswing View Post
    Here is a hypothetical question. Let's say someone wants hamidon enhancements. If the market is merged, why would anyone ever do LRSF ever again? Why not just do STF over and over?
    Why do either? There will be fallen empaths on Red Side now. On a good server raiding Hami will be faster than either for a much larger portion of the player base. Which really is the way it should be, but I do see why the devs wanted an alternate way to get Hami-Os to the player base.
  4. Quote:
    Originally Posted by Castle View Post
    If you go all the way from Villain through Rogue to Hero, then you can use WW. Conversely, a Hero who goes all the way to Villain can only use the BM.
    OMG a real red name actually posting in the Market Forum in a Market thread and not an invention thread.

    /e heart attack

    All that aside. What about insp passing between the various classes while in what was "co-op" content or between Heroes and Rogues or Villians and Vigilantes?

    That also aside why not just merge the market? You are going to have items passing back and forth anyway with this. People all ready profiteer (especially red side) this will just create yet another opportunity for mass profiteering (not that I mind that's what at least some of this forum section is about after all) but it will also cause the opportunity for mass whining from the "casual" player who is unable to "purple out their Warshades".

    If this was in response to "you lost 2 sales" ok as long as I can pass insps back and forth between the various classes you got the sales back
  5. Quote:
    Originally Posted by MrQuizzles View Post
    I'm pretty sure he means the fear mechanic as described in the game, not the terrorize mechanic (which I'm pretty sure is what you're thinking of), which is colloquially, and incorrectly, known as fear.

    Fear causes enemies to run and scatter. It's not particularly desirable.
    Terrorize causes enemies to stand a cower.
    Yep, I don't think the devs would give it terrorize as that would be much too powerful but a grenade with fear and caltrops would be a nice combination.
  6. Quote:
    Originally Posted by NordBlast View Post
    Good idea... While at it, wouldn't it be nice to have ability to convert inf into tokens as well?
    Yes it would, but I doubt that is a dev intention, and I doubt they would wish to do it going both directions. (I would be happy to be surprised though.)

    The suggestion was simply meant as a way to solve one potential wrinkle in the mechanical problems of merging the market.
  7. Quote:
    Originally Posted by _Uun_ View Post
    Time Bomb is not a tier 9 for blasters. Could be worse - could be Frozen Aura (the blaster version).
    I use Frozen Aura on my blasters all the time. It's a great tool for soloing with a blaster that is primarily single target or when combined with Sirens from the Sonic primary. Frozen Aura has no damage component and that allows it to stack and sleep even bosses.
  8. Miladys_Knight

    Power Boost

    Quote:
    Originally Posted by Novella View Post
    I will never take Aid Self on ANY character especially a Blaster. I'm sure many of other Blasters get great mileage out of PB but it just doesn't do anything for me and I am sad to see it go once I decide to respec it out possibly.

    I know it increases stun durations, but in truth that doesn't really help me because things are dead long before I even have to worry about the first stun wearing off. Unless I am fighting a Master Illusionist I don't really worry about stuns because I keep bosses pretty much a nonfactor for the duration of the fight.

    I wish PB still effected KB then it would be the crown jewel of Energy Manipulation outside of Total Focus, but at this point I am really on the fence about keeping it since it doesn't really help me in my build other than movement increase.

    Before I deleted my Fire/Energy I selected PB because I didn't have anything else she could select that would be useful and even then it was a complete waste for me.

    Maybe one of these days I will decide to make a Blaster that can use PB for something useful.
    You have your finger in the sore. PB no longer affecting KB is probably one of the worst things they could have done to the Energy/Energy Blaster. It was one of the few primary/secondary synergies that combination had.

    I realize they did it because in PvP KB was an I win button but once they separated power effects between PvP and PvE with I13's PvP "revamp" they could have put it back in for PvE.

    Aside from that, healing after a fight isn't the reason that some blasters take Aid Self. Aid Self has a very nice 48.4% resistance to stun that can be used prior to entering a fight.
  9. Quote:
    Originally Posted by Another_Fan View Post
    What I read in those posts is anger at being on the wrong side of deals. I don't agree that the minimum wage argument is comparable. The minimum wage argument is easily reduced to absurdity by just pointing out that if 7$ is good why not 10$ if 10$ why not 20$. Unless someone is a community organizer, reading from a prepared text being scrolled up in front of them, or just cynically pandering they rapidly see the problem.

    With a store in the equation you are in effect creating an alternate source of supply that would kick in if the primary price ever got too far out of whack.
    That's what AE tickets do all ready. If Rare salvage approaches the 4 mil inf per piece range then farming tickets for it becomes a viable strategy again. It is a safety valve of sorts.
  10. Quote:
    Originally Posted by Cathulhu View Post
    While much of what you say may be true, You may not realize that raising the influence cap may be far more difficult if not impossible, at least from a practical point, to do with the existing program code.

    The number 2 Billion is significant to programmers since it is the upper range of a 32 bit signed number. That is 2 to the 31st power with the remaining bit used to denote positive or negative. Depending on the program and the language it can be a nightmare to convert not only the database, but the program itself to handle 64 bit numbers. It can involve lost data as well as unintended bugs and consequences to change 32 bit to 64 bit numbers. Likewise such changes would slow down database searches as well as double the amount of data that must be sent for all Wentworth’s price queries. You know that lag many people experiance when doing price searches. That may go up 2 fold, 4 fold or even higher.

    Not that NC Soft is unique in this issue. Microsoft, Adobe and many billion dollar corporations have been blind sided by this exact number resulting in untold millions if not billions of dollars in lost data and productivity due to the 32 bit limitation.

    When CoH was first developed I doubt anyone really thought that players would ever save up more then a hundread million influence, let alone surpass 2 billion. Back then 100 million could purchase 3000+ SOs. Yea us for meeting and exceeding expectations!!! Where is our end of year bonus checks?

    HP Lovecat
    I realize that it can be a hardware limitation but there are ways around it. The market itself is all ready being used as a way around that. Here's a simple solution. When they go through the data base of bids they can "convert" those bids into a non-transferable "salvage". Make each salvage worth say..... 500,000,000 influence (to save potential bit overflow problems when cashing in or, first creating, the tokens). When the markets are merged those salvage tokens are placed in that character's inventory. Even with the hardware limitations you could still store 2 billion "500,000,000 influence tokens" on a character so again no problem.

    When the player wants to convert a token into influence. Double click on it and get a confirmation message that proceeding will convert 1 token into 500,000,000 inf "are you sure you want to do this?".

    Making it a one way conversion process makes it a temporary way (which was the requirement) to store the excess inf that is all ready being stored in a similar manner by using the market in a manner "not intended".
  11. Quote:
    Originally Posted by Positron View Post
    With so much info being laid out so quickly at HeroCon, I figured I'd take an opportunity to clarify a lot of confusing points. My apologies for not being more clear when we first explained them.
    • Heroes can become Vigilantes which can then become Villains
    • Villains can become Rogues which can then become Heroes
    • Thus the circle is Hero->Vigilante->Villain->Rogue->Hero
    • This system is usable by any character over X level (X is a number which has yet to be disclosed). It is not "just for Praetorians".
    • A Hero can go all the way to Villain and then back to Hero again, if they put in enough effort.
    • Praetorians do not use the normal GR system, but have points within their stories where they can choose "Loyalist (aka Villain)" or "Resistance (aka Hero)"
    • When Praetorians leave Praetoria for Primal Earth, they choose if they want to be considered a Hero or a Villain, and are plopped into Paragon or the Rogue Isles.
    • A Vigilante (Rogue) can travel to the Rogue Isles (Paragon City), and can team up with the Villains (Heroes) there. They can not use the markets while they are there however. They must be a full Villain (Hero) to use the markets.

    Pretty sure that covers the info we gave out, including clarifying answers we gave on various panels over the weekend, and answers to specific questions we were asked by players.
    How about inspirations? Can those be traded freely to any player on the team now? One of the WORST mechanical problems I experience on mixed teams is trying to pass wakies (or enough insps to make a wakie) among members of the team.
  12. Quote:
    Originally Posted by Katten View Post
    On a blaster, it's bad for a tier 9, but has some use. When soloing I can set it in the middle of a large spawn, wait till the thing has flashed it's countdown to 3 seconds and set the trip mine, both go off at once, nearly everything's dead.

    Or, go to the next spawn while your team is preparing to attack the spawn in front of them, by the time it goes off your team will have just reached them... usually people haven't the slightest clue where the explosion came from, but it gets it's use.

    That said, it's tough to use, it might be alright if the 10 second timer didn't follow that incredibly long animation time (overkill), and blaster level damage is the only thing that makes it worthwhile. Also, in the defender/cor/mm traps, it means you don't get to set use your FFG (and your team doesnt get the benefit, because this power REQUIRE's stealth to be useful). and the def traps doesnt get cloaking device, so you don't even have that readily available.

    My conclusion is that it's simply a power in the wrong set, more could have been done to change this to a defendery tier 9. Trying to think what... Perhaps an Electric Mine, that has a sapper field sort of effect? acts as a different sort of trip mine on a longer recharge, larger radius, none of the super long placement time nonsense.

    "defenders sappin mah demons"
    A thrown hand grenade with a 10 second timer would be better for a defender. Clicking the power starts the timer. Clicking the ground where you want it throws the grenade. Giving it a 10-15 foot radius fear effect from the time it lands until the time it explodes would also be a nice thematic addition.
  13. From my experience with Ill/FF.

    It needs massive recharge, massive end recovery, and soft capped Ranged def and as much AoE def as you can get.

    If you get PA down to a reasonable recharge time you will be continuously bankrupting your self on endurance. If you don't get PA down to a resonable recharge and are able to sustain your recovery you won't deal damage fast enough to level solo let alone handle an EB/AV. Soloing to level 32 will involve either far too much time investment in story arc content or lots of radios that are glowie clicks or rescues (PFF and escort is easy mode) you will be leveling up fastest by stealthing missions for the mission complete bonus. Defeat alls will be grind fests.

    If I might make a suggestion..... a FF/Dark/Dark defender (Ace of Spades perhaps?) is a very controllery FF defender. Damage is still anemic but is quite a bit faster than the Ill/FF. It's easier to softcap since defender values are higher and when you are on a team you get a tiny bit of end reduction from the defender inherent (not much though it's barely noticeable).

    Tenebrious Tentacles does damage and immobilizes the foes but has no -KB component. This allows Torrent and a wall or corner to be used for positioning so that you can optimize the damage from Nightfall and Repulsion Bomb (the no -KB component in T_T also provides a bit more mitigation since the immob still allows the mobs to be KD'd).

    Life Drain gives you a ranged attack that is also a self heal to use for the 5% of the time the damage gets through anyway. Soul Drain lets you pump your damage up occasionally and Dark Consumption allows you to occasionally refill your blue bar when it gets low.

    I would honestly reccomend it to you as a much better build and combo. I say that because my Ill/FF stalled out at level 38 but my FF/Dark/Dark went all the way to 50.
  14. Quote:
    Originally Posted by PHlRE View Post
    aye, ive never used it, but timing and application is key in this power....
    A def soloing or tanking which has a debuff toggle (DN/RI/EF, even SS w/ good timing) basically can preset a few tripmines and then a time bomb on a corner, and just pull a herd w/ the toggle around the corner - voila! BOOM!
    Traps is a primary..... the toggles you are mentioning are also primary powers that don't exist in the traps set.
  15. Quote:
    Originally Posted by EvilGeko View Post
    Besides agreeing with the Goat, I have to say that I'm on the opposite side of the fence with this Knight, but for the same reason.

    I WILL buy GR and I WILL move EVERY villain I have to Paragon. Come this time next year, I don't think I'll ever see the Rogue Isles again.
    My wife and my intentions were to transfer our existing villians to Paragon City as heros, put them in our blueside SG, and shut the redside one down. I bought CoV when it came out and played it for about 1 full issue with only occasional returns since I6. Most of my villians were deleted to make room for more heros. I have 1 Dom, 1 Brute, and one MM left from that time and I have a fire/fire Dom I started on live during the revamp for testing purposes. My wife has a Brute and a Widow that she wants to transfer in the same way.

    If our option with GR is to play on blue side but still have to shop red side and are unable to pass insps, enhancements, recipes, and salvage back and forth between red and blue then it isn't worth the money to buy GR. We have all ready mostly abandoned red side, our only real interest is preserving the characters.

    If we can transfer them completely and they become blue side characters in every meaning of the word then we would do that and buy more character slots for our new alts. If the bottom line is that this isn't possible to transfer them completely and permanently then we won't buy GR and we won't need to buy more character slots since deleteing our red side toons will open those old slots back up.

    There were many times that I teamed with her in RWZ, me on a controller and her on her brute or her on a scrapper and me on my Dom and we were constantly annoyed by being unable to pass a wakie back and forth or if I got a melee recipe and she got a hold recipe that we weren't able to swap them. If GR doesn't solve those issues we have no real desire to get it and will solve our teaming issues ourselves by deleteing the redside toons.
  16. Quote:
    Originally Posted by Cardiff_Giant View Post
    If I'm not mistaken, the last time this subject came up and was commented on by Devs, they said it was some sorta "database issue"...
    This whole post is wrong on so many levels it isn't even funny.

    The data base "issue" you are refering to is the one that they set up in I9 specifically to keep the markets apart. They could have (and should have) saved themselves quite a bit of work by starting with a single market.

    The only consequence of merging the markets now would be that it would be a one way trip. They wouldn't be able to separate them again (easily if at all).

    Quote:
    Something to do with identifying each item, that there was some attribute that branded it Red or Blue?
    OR, maybe that there wasn't a way to incorporate the existing market databases, because the databases/markets set-up didn't have a method (code wise) to interact with each other?

    I'm 95% certain it was something very close to one of those things.
    No those things were added later to close "exploits" that allowed items to be passed from one side to the other. We've been told before that there is a single field with a single number that determines if a character is a villian or a hero. Every thing else is identical. That's why they've been claiming that it's all one game.

    The only thing stopping it from interacting is the code they put in there in the first place to separate them.

    Quote:
    Aside from implementation, if it were a true merger... that would potentially cut the number of available "niches" in (roughly) half.
    Pet recipes would be an "outlier" of sorts & maybe a couple other things like YinO's.
    From the Devil's advocate perspective, that could really "downsize the Marketing Mini-game", seems like that could be bad.
    Sure, there would be benefits (that have already been discussed to DEATH, over a couple years - need to go back into that 'can-of-worms' again), please
    Actualy its more likely to increase the number of niches available though it may have the simultaneous effect of reducing the profitability of those niches due to increased supply. Either way it's not a big deal. Selling more of something that's cheaper still has the potential to increase profits. That's how big chain stores operate.

    Quote:
    Maybe one of our Dev Overlords, or one of the new-ish Devs will re-visit the discussion again, and explain the current 'company stand' on the matter. That is of course AFTER, checking with their overlords for permission to speak on such matters.
    Maybe it's an "impossible-ish" implementation problem, that could be worked out... IF they think its wise, and worth the time and effort to tackle another pseudo-impossible problem. (They're probably still doing some work on completing Power Customization... *ahem* Pool Powers.)
    It's not an implementation problem, we've been told that before. I believe it was Lighthouse that said that all that was required was manually running through the database. Time consuming not difficult. It's exactly what they had to do to the market a few times early on when the data bases crashed.

    Quote:
    Then again, last time they listened to us players about something like that ("customizable mobs/bosses must be in the MA") = we ended up with the whole MA/AE debacle.
    That's an entirely different situation. This is simply merging two identical systems that have been working properly as far as mechanics go since I10. The largest concerns would be those folks that have more than 2 billion stored in WW or the BM by bidding on items that don't exist. The devs would have to cancel all bids, cancel all posts and refund the listing fee (this would do nothing to stored/for sale items except remove the offer. Slots are finite the goods would just sit there until the next time their owner logged on to repost them.) They'd have to increase the inf cap (at least temporarily) to account for those players that have more than the current inf cap tied up in the market.

    Quote:
    I think this could (rather easily) turn into another "be careful what you wish for" situation, where we end up wishing they hadn't messed with it at all. *shrug*
    Like for instance, oh idk... maybe the "PvP-revamp"!
    Hardly. Nothing is being changed two identical systems would simply be merged.
  17. Quote:
    Originally Posted by Rent_ View Post
    I can't quote anything here because it was at the 5 year anniversary chat with Posi on the EU test server, and i've lost all my chat logs.


    But, when asked about a market merge, he said they won't look at doing it until there's not such a huge gap between villain and hero earned inf.

    I'll try find someone with the chat log or the post made on the old EU forums.
    Let's see villians showed up in Issue 5 and inventions and the market in issue 9. Eleven issues later and we are still so far away from parity that no merger is possible? Shouldn't 5 issues to eliminate the headstart have been enough unless there is something wrong red side?

    That sends a clear message to me that the steps (if any) that the devs have taken have failed or at any rate are working so poorly that parity may never be reached.

    Either villian earning rates ARE too far distant from hero earning rates that heros continue to pull ahead or villian rates are the same and they will NEVER reach parity.

    In either case the devs need to take some positive action if they want the 2 games to really be one game as they claim that it all ready is. They've dropped the ball on this.
  18. It's a power that was designed primarily for soloing and was originally a blaster power.

    I concur that having a power designed primarily for soloing as the tier 9 primary power of an AT that is specifically designed for teaming is probably a bad design element.

    In and of itself the power is decent though, at least for a blaster.
  19. Quote:
    Originally Posted by EricHough View Post
    Good point on the epic - I tend to not take them into account because I get bored with characters by the high 30's, if I even get them that far. I also try to pick characters that maintain about the same playability level all along their career, so waiting until 40+ for extra AE or until I can slot a ton of +rech sets is not something I plan on.

    I went with a sonic/mm on one of my blasters because I was trying to find a primary that could leverage drain psyche a little more safely, approaching it from the other direction. Still haven't figured out how well that will work - got distracted in the low 20's.

    I do agree that cold is probably the safest soloing secondary, although I would tend to award it a tie with devices - I think devices is little safer but the extra damage from build up makes up for a lot.
    Actually, I'd have to say that devices is quite a bit safer (it's possible to wipe out an entire spawn and not even be in line of sight) but the trade off to get that amount of safety is, for most players, a grossly unacceptable amount of animation/recharge/set up time.
  20. Quote:
    Originally Posted by macskull View Post
    This, quite frankly, sucks. There is no legitimate reason short of RP why the markets should not be merged, and RP reasons are generally weak to begin with.
    Even from an RP stand point it's ridiculous.

    Example 1: I live in Los Angeles and I do every thing required to move to New York. I move to New York, live in New York, work in New York but have to go back to LA to Shop.

    Example 2: I'm a villain, I travel down the path of reform. I still have the raw power to level entire city blocks but I'm good guy now. Good enough that no one back in the Isles trusts me and I've applied for and gotten my security clearances to work in, and fight crime in, Paragon City BUT my security clearances STILL AREN'T GOOD ENOUGH to buy honestly earned and manufactured widgets from the store in the City. I still have to go back to my evil ways of stealing, fencing, buying stolen goods, selling stolen goods, trading stolen goods, etc. to build my IO enhancements?

    WTH?!?!?

    We've been told for how long now that it's all one game? Yet, clearly and ridiculously, it isn't.

    Someone (or several someones) at Paragon Studios needs to go have their heads surgically removed from their rear ends.
  21. Miladys_Knight

    Eng/Eng choices

    My Main is an Energy/Energy/Force Blapper. My mitigation primarily comes from having slotted Knockback sets in my AoEs (I only run about 7% defense to all positions total.

    I stealth in, lead off with Torrent and follow up with Explosive Blast. If there's one or 2 left standing I move in and blap and then repeat. With 2 or 3 left a quick power thrust reduces the number to handleable again. On the occasions that I get 4 or 5 left standing I kite until the Torrent/Explosive combo is recharged. If I get in over my head I pop PFF and hit Aid Self then I get a chance to look the situation over again and possibly let the Torrent/Explosive combo recharge. Depending on the situation I've usually aggroed enough stuff that it's gathered around me and a couple of quick insps, drop PFF, Nuke is a good option. Force of Nature gets used for really tough situations in combination with the above.

    It's a very active and fun playstyle for me.
  22. Quote:
    Originally Posted by Deacon_NA View Post
    I'm going to counter with Energy Melee because it stacks stuns with Screech. Sleeps are the only thing that stacks with Ice and when you attack, that does you no good. Sleep the spawn with Siren's, stun the Lieut and take them out at your leisure. Sure Ice can hold the Lt too. If it's a boss though, that hold does you no good until it recharges but you can stun him quickly with EM.
    Taking Fire, Electric, or Munitions for an epic gives you a second hold to stack on bosses. (Mine is Sonic/Ice/Fire). The key point is that Sonic/Ice allows you to handle multi-Boss spawns, Sonic/Energy and Sonic/MM do not. Even prior to the epic /Ice gives you slows in Chill Blain and Shiver and you can use Ice patch as well. Using those 3 tools and kiting with Freezing Touch until you have it double stacked still make handling a single boss easy mode.

    Edit:

    @EricHough

    With enough +rech you can seemlessly chain Howl/Shockwave/Sirens/and Shiver. It's not a high damage AoE chain but it is an insanely safe one (for a blaster anyway). The electric Epic fills all the bills though, as it gives you an extra cone, an extra Hold, and the ability to stack a mag 6 AoE stun with EM Pulse and Dreadful Wail.
  23. Quote:
    Originally Posted by StratoNexus View Post
    One could build a character that has tons of +recharge/+damage/+recovery and (almost) no built in mitigation and then team with a bubbler.

    It might be interesting to see which would be faster, using IOs to shore up mitigation and teaming with a Kin or using IOs to improve offense and shoring up mitigation with a Bubbler.
    From having tested it myself it's the kin all the way.

    The bubbler brings only defense and mag 8.63 mez protection to hold/stun/immobilize for mitigation (some of the defense and all of the mez protection requires you to stay within 25' of the bubbler) and toxic and endurance drain resistance.

    The kin brings increased recovery, increased damage, increased recharge (these things synergize with each other and provide their own self multiplication) mag 13 protection to hold/stun/immob, mag 10 protection to KB (and smashing and energy resistance), and reactive mitigation in the form of a melee range AoE heal (which can be used to break sleeps).

    Edit: Though my fastest time ever was with my Plant/TA controller. I have all 3, Bubble defender, Kin defender, and Plant controller on Justice or I can transfer to Test for testing purposes. I'd be happy to do so. Let me know if you are interested.
  24. Quote:
    Originally Posted by UberGuy View Post
    I was never at any point unaware that what you said here underlaid your position. I wasn't arguing with that. My whole point, which you have at different times seemingly ignored or (at one point) dismissed outright, is that this is not an IO-related problem. I even either directly mentioned or alluded to both Controllers and Corruptors as replacements for Defenders in multiple of my replies to you.

    When I've challenged you here, you brought up defenses for your position. You picked the defenses. You are the one that chose the qualitative and quantitative arguments you rebutted me with. You then chastise me for actually refuting them? If I was gyrating on a pin it was because you mounted your arguments on one.

    I have never once argued in this thread that there aren't viable replacements for Defenders. I disagree with your assertions (and subsequent defense of) involving IOs as a major contribution to their replacement.
    You took ONE part of my arguement and tried to make it seem as if it was the only point. I did not say that IOs were the ONLY reason that buffs are less needed or the only reasons that Defenders may be less desireable on a team than their buffing cousins but they are a part of a series of changes that has been, and is, shrinking the defender role.

    Prior to IOs I had a total of 2 Blasters that "could" solo on invincible missions padded with 7 other players even with inspiration use. Now in the post I9 era, once they have their set bonuses they ALL can.

    Prior to IOs I had 1 scrapper that could solo an AV even with inspiration use. Now in the post I9 era, once they have their set bonuses they ALL can.

    Even taken by itself that can't be hand waved as insignificant as you have been trying to do. It's not too long of a leap of logic to see that it has an impact on the role of buffers and from there it's not too long a leap to see that it has the greatest potential to negatively impact the AT (defenders) who's primary in game role is providing buffs (or debuffs).

    Either you haven't been able to do that for yourself with set bonuses (which I find difficult to believe) or you are being purposely obtuse.

    The bottom line is, that in light of all the game changes. including IO use, the defender role needs to be re-examined and may need to be updated.
  25. Looks to me like Paragon Studios just lost 2 sales on their product. My wife and I won't be buying Going Rogue unless/until the markets are merged. My semi-retired villians will be going into permanent retirement and may be heading to the trash bin.