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Posts
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In my opinion too many currencies are part of the problem and part of the reason we are here in the first place. The more currencies the more diluted each currency becomes.
IMO if the devs are happy with the current loot generation rates then they need more and better influence sinks to soak up the excess and reduce the pool.
One of the first steps would be to make the influence to prestege conversion equal to the rate that influence is converted to prestege by being in SG mode. They might actually get more people to use the feature if it was equitable.
Next would be to eliminate invention salvage from base created items and substitute prestege in all cases. (Why does every SG have to find or buy all the components for their base items. There's probably a SG supplier out there that could sell them the fully assembled unit). It could even be done in a way similar to the real world.
Buy the parts to build your computer in the real world or buy it pre-built. The former is cheaper, the later (usually) faster though more expensive. Both ways (with reasonable associated costs. It does no good at all if one way is measurably superior to the other) would give more options.
Next eliminate invention salvage requirements for empowerment buffs and convert them into influence costs that scale with player level. The devs could also make those buffs have a longer duration, and higher magnitude/value for a much greater than base inf cost.
Adding salvage into the market system by not spending it for bases and buffs would increase the availability of that salvage and decrease it's price while simultaneously reducing the inf pool by making it used for temporary buffs.
Increase the functionality of the Auto doc / tree of life. It can be used to sell things make it possible for it to vend more things as well, make tier 2 inps purchaseable there or allow players to craft or create multi-aspect inspirations there or at the crafting table for large fees.
As an example a player has a tier 3 heal insp and a tier 3 endurance insp. For a (largish?) fee at a crafting table it could be turned into a tier 3 "teal" inpsiration that does both heal and endurance simultaneously.
Make temp powers available for a certain amount of influence (perhaps even a "fixed" value at Wents like the AH one use teleporter). There are lots of temp powers that are rarely seen in game that could be made purchaseable with inf.
I personally would repeatedly pay a decent amount of inf for a temp power that does nothing except raise the accuracy of all my other temp and vet powers to 95%. -
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Quote:I've done blappers in Energy, Electric, and Fire. The most fun I've had blapping so far is a Rad/Fire I'm currently working on. The problem with /Fire is that there is very little mitigation and what there is comes late in the set.I know NRG is the popular blapper secondary, I was just wondering if other secondaries make for good blapper secondaires.
Has anyone made an /elec secondary, this was the only other candidate that I could see had much potential for blapping that wouldn't be totally outclassed by NRG.
Any suggestions/advice appreciated
If you want to go with /Fire IO sets or a mitigation heavy primary like Ice is the preference.
Between Energy and Electric I prefer Energy. /Energy has Power boost to assist with stacking stuns which elec lacks. Elec has chances for sleeps which lack the utility of stuns, Elec has Electric Fence where energy has Power Thrust, and /Elec's AoEs are KB heavy and have only a chance to stun which many blapper players find less useful. Energy is heavy on single target attacks which I prefer.
(My main is an Energy/Energy/Force Blapper) -
Get a set with the small foam pressure pads, then instead of putting them over your ears, put them behind your ears on the Mastoid processes (the bone that sticks out behind your ears).
That bone conducts sound almost as good as your ears and it doesn't block out exterior sounds in the environment. -
Quote:The answer is... it depends if you are playing a TA/ defender, a /TA Master Mind, or a /TA controller.While I think you're overxagerrating a bit here (if my tanker didn't have his mez protection he'd be nearly worthless, I doubt it's as severe for a TA that skips Disruption Arrow, not to mention as I've said TA has other means of -Res), since my TA experience is only as far as lvl 30 I'll just go ahead and ask: If you had to skip one power in TA which would it be then if not Disruption Arrow?
I've read Luminara's TA guide and the jist I got about Disruption Arrow from that was that it was "a good power but don't feel bad if you choose to skip it", and he/she seems to be one of the biggest authorities on TA around here so....
Originally I was going to skip EMP Arrow because my friend said it was the most skippable power, but after talking to a higher lvl Thugs/* MM and asking him about how to improve pet survivability (my Arsonist has a 24/7 death wish) he suggested an AoE hold, so after that I opted to take EMP Arrow and dump Disruption since I already had a -Res power in Acid Arrow.
If you are a defender and you have glue arrow perma you can get away with out Entangling though I'd still reccomend it. A defender is best off with all the arrows.
If you are Mastermind you can skip entangling.... except that you can't. The one Arrow I'd reccomend never skipping with the MM would be Disruption.
Controller is a different story. You can either eliminate redundancy or focus on it.
Any controller that has a slow can skip glue arrow. Once you hit the -runspeed cap more slow is wasted.
A controller "can" skip Ice arrow (I don't though. I like to do a fast double stack on a boss).
A controller can also skip Poison Gas Arrow. Since most of the mobs will be locked down the sleep and the -damage aren't all that helpful.
A controller can also skip EMP arrow (I don't though. There are times that I like to be able to double stack an AoE hold. Manticore TF is a case in point)
A controller "can" also skip flash arrow. A hit debuff isn't all that useful against locked down mobs. On the other had if you are playing a Fire/TA then you may want both Smoke and Flash Arrow. Slotted up the 2 together add what amounts to 15% more defense. Paired with Ice or Stone Epic Armor makes for a tough little controller that can get right in there are get the most out of Hot Feet. -
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Quote:I made several alts when I first started.This for the uber vets! I class these as players who have like a 48 month badge and higher!
for these uber vets, i have 3 question! what toons have you been playing for all this time? have you played one from when you started till now? whats your favourite build?
My first toon ever was a invul/ss tank which I really disliked and I deleted it before reaching level 12.
My second toon (to replace that tank) was an Empathy/Dark/Dark Defender. He was my 8th level 50 (and he made it back when 50 meant something). My main SG is my wife and I only and he was almost 100% responsible for the healing badge (5,000,000 points of healing) for the Auto Doc in our base. He still comes out for MoSTFs and for Hami-raids.
3rd toon was a FF/Psi/Psi defender and it was my second 50. That toon comes out on occasions but the SG that she belonged to was a base raiding SG and it disbanded shortly after base raids were turned off. She's pretty much been consigned to oblivion and probably won't be back. Even if the devs get around to turning base raids back on the PvP changes have not only totally destroyed her purpose but made her very expensive build more than useless and I won't waste the time upgrading her since it will more than likey just get changed again.
The 5th toon I ever created was my 4th 50 and is still my main. An energy/energy/force blapper. That toon is my crafter and my go to toon for most content. She's fully IO'd and gets brought out 2-3 times a week at minimum.
My first 50 was the 12th toon I created. A dark/regen/body scrapper. He's still outfitted with SOs and comes out to play maybe once a month and still works fine just as he always has. -
Quote:As an FYI this has been repaired on the build that was just loaded on test. It should be promoted within a week, 2 at the outside. So the phenomena you are observing should be eliminated again soon.The issue that I'm running into is that recipes are increasing in prices and crafted enhancements are not so profit margin is either very small i.e. 10k influence or there is none to be had.
I might have to go back to AE farming until this issue is resolved as I have barely recieved any recipes out of the numerous times I've gone farming in PI.
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Quote:Actually you can once you hit the soft cap on positional defenses especially if you get another 4-5% over the cap. With base defense debuff resistances with out GC you can take one defense debuffing attack and still be at the softcap. A small purple gives you the ability to be hit with 2-3 more and still be at the soft cap (insps drop like rain, just as well use them).Well its not like you can skill skip the power, the resistance is not that huge of a deal in and of itself, however being able to give it when needed(grant cover on an ITF? is awesome!) is a great investment.
Deflecting defense debuffing attacks is almost as good as having high defense debuff resistances. Deflecting attacks that have slow components is almost as good as slow resistance.
Because of the way shields is designed I haven't been able to get all the primary and pool powers that I wanted and still hit the soft cap and have room for all the secondary powers I want. I'm always 1 power short and on all my builds it has come down to either skipping GC or skipping OWtS.
Honestly if I have one I don't really need the other and since IO set bonuses and Insps give higher values on defense than on resistances. GC is the one I find easier to skip even now. A winter's gift IO and I don't miss GC at all. -
Quote:All of these things were brought up in the closed beta for shields. Just prior to going to Open Beta the base resists in Deflection and True Grit were tripled and the debuff resistances were added to Grant Cover.LOL @ grant cover on something like a scrapper. I really wish they would move the defense debuff resistance and recharge resistance (which makes ABSOLUTELY no sense in that power) into other tier 1-6 powers in the set. And then change grant cover around somewhat to give it more of a reason to take it, but not a necessity. Wasting that much more endurance for just the debuff resistnaces is really a slap in the face for a more solo-oriented AT like a scrapper.
The reasons that the resistances were added was because Castle had made a math error at the beginning on total mitigation.
The reason that the debuff resistances were added to Grant Cover was because the set needed them and because Castle wanted people to take and run Grant Cover. Paraphrasing Castle, "No power should be easily skippable."
In closed beta Grant Cover was almost universally skipped by the majority of the testers because it gave no personal benefit and team benefit was dubious due to short radius. Castle's (or at least the development team's) vision for shields was 3/4 melee and 1/4 buff. No one was taking the buff powers. The needed resistances were added here, instead of a more thematic place, specfically to force players to take the power. Many of us in closed saw it as a punative move.
It's another case of the dev's vision having a collision with player vision and intention. We weren't playing it as they intended so, rather than make it fit in with what we wanted to do playing it, they bent it to force us to play it as they envisioned it.
Kind of like Dominators. In 3 years or so, after they've gathered a bunch of data they'll look at it and say, "hmmmm no one is playing this the way we designed it." Maybe at that time they'll make the appropriate changes to the set so that it can work smoothly the way we want it instead of the rigid and non-thematic way it was designed. -
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Yep that's right its an AE mission except that its not...... It's a radio mission with a bugged door location and you guessed it, it really is pointing there.
When you click on the doors it doesn;t take you inside a mission. It takes you inside the AE building to where the mission is.......
This counter, that has no door, and nothing to click on. We had to drop it to move on to the bank mission.
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Quote:Sheilds is actually a very end light set. Though most of the available pairings are with end heavy primaries.No heal. Yes the tier9 grants extra heal, but no extra heal component with it. IT is also a end heavy set. With Body Mastery: Conserve Power and the new Physical Perfection, it's not so bad.
The other reason that shields appears to be end heavy is that its base mitigation is so low many players feel compelled to add the fighting pool which adds some benefit for far too much endurance. -
Quote:Bottom line is that it's low damage and it's best powers don't play well together. It's nice if you like hard controls some times and soft controls all the time. It also makes a difference what secondary you pair it with.Ive been playing for about 15 months and ive only seen a handfull of ice controllers. Is the set not very good or is it just old news or what?
Im in the process of leveling up an ice/cold and i find the combo very fun, not as fun as my Ill/Rad, but still fun.
Sooooo whats the deal?
It's not a usually a very active primary depending on how you build it so for some it's boring while for others they can chat with that primary and still be effective. -
Quote:It "can" be.So i'm working on a plan for my next alternate character to get to 50. I'm thinking along the lines of either a rad/MM or a arch/MM and have a question in regards to the anciliary pool power: Flash Freeze.
Would this be a suitable "oh sh*t" power while soloing? Or with its low mag should I not expect for this to thin the crowd? Does Drain Psyche effect the sleep component? I figure using it as a one-two punch gives me a breather from the minions and a power-up against the lts and bosses.
For some background, i plan on "power-lvling" myself with the lovely +8 feature when solo but will take part in TFs. I also expect to be doing both the LGTF and the ITF very often for some merit-purchases for my final IO build when i hit 50.
You have to take either Snow Storm or Flash Freeze to open up the cold Epic.
Sleeps don't work on most robots and zombies.
Your main problem will be that you have no tools to handle a boss. Unlike most sleeps Flash Freeze has a very short duration and a very long recharge so you won't be able to double stack it to affect a boss. Though you can get small amounts of several types of defense from 4 slotting Flash Freeze with the Lethargic Repose set.
Drain Psyche works well with it since the only things that break sleeps are a change in The mobs hit points (damage or a heal) or a change in position (KD, KB, KU, or repel.)
You'll have a single target stun from either of your mentioned primaries, a mag 2 confusion, a 25% chance of mag 2 stun in Psi Shickwave, and a short duration fear in Scare.
You'd probably be better off with Snow Storm as the power to open the epic and Hibernate as your panic button. -
Quote:Out side of IOs sheilds has the following weaknesses:I am still relatively new so I hope this isn't a dumb question, but I've been playing with the various scrapper secondaries in Mid's and all seem to have their weakness except shield defense. Am I missing something? I mean, I'm guessing it's something that I'm missing "on paper", because it has very good defense combined with good resistance, all status prot covered, and a boost to offense. All this with reasonable endurance toggles. I did a quick and dirty build of /SD and got capped melee and ranged def w/40% AOE def; 30% s/l res w/20%(approx) res everything else, 10 or more status prot in all but taunt,placate, and teleport; 65% res def debuff; and 220% Regen/155% Recov. All this with a built-in (Against All Odds) boost to primaries. I really hope I'm missing something. *scratches head and wonders why first char was /SR*
*scratches head and wonders why I didn't download Mid's sooner*
1) Under mitigated in both defense and resistance. (According to Castle shields mitigation values are roughly equal to Fiery Aura's [the lowest mitigation set prior to shields] mitigation values including Healing Flames.
2) Hit point replenishment is too low. Even with maximum SO slotting in True Grit, all the +HP accolades, and ED capped Health from Fitness, sheild's HP replenishment will fail to keep you upright and fighting in any drawn out battle (Adds, ambushes, etc.) with out either the medicine pool or heavy inspiration use [frequently more inspirations than drop].
3) Defense Debuff resistances that are too low especially considering the comparative levels of base defense.
4) A tier 9 that barely qualifies as such.
5) A team buff power that has such a small radius that most players take it solely for the personal DDR and rech debuff resistance (both of which were 11th hour adds in the closed beta specifcally because the values were too low and the power was almost unilaterally skipped by testers) and even then it is still probably the power that is most often skipped or put off until level 49.
Inside IOs it's an entirely different story.
Had Shields been released pre-I9 it wouldn't have been viable for the majority of players outside a buff heavy team. -
Quote:Thanks for YOUR diligence Synapse. (And please tell us what it was once you have any potential exploits closed. Thanks!)I just wanted to let you know you can probably stop recording data, a fix for this should be making its way to the training room fairly soon. Your drop analysis there, when this patch hits the training room, would be very useful. Thanks for everyone's diligence, and believe it or not the bug had nothing to do with team size, what map you were on, whether you were in taskforce mode or not or anything else mentioned in this thread.
Regards,
Synapse -
Quote:That's matching what I'm seeing now that you mention it.Comparison run: this is the defeat all demons map from Harvey Maylor, which I had available on the same blaster, and ran immediately after the Chimera map; I only took time to unload the salvage and recipes in Wentworths.
Code:---------------------------------- Archie Gremlin's Drop Stats v0.3.1 http://www.glasspaw.com/dropstats/ ---------------------------------- Type DropRate Drops Expected Mobs -------------------------------------------------------- Pool A 1.17% 7 9-25 596 minion equivalents Salvage 6.35% 31 29-53 488 minion equivalents -------------------------------------------------------- (Table excludes mobs of unknown rank and their drops.) (1 in 20 runs will be outside the expected range.) 435 rewarding mobs defeated 0 bosses and elite bosses 161 lieutenants 274 minions 435 inf/debt rewards 803537 inf 10646 prestige 7 Pool A recipes (Mob Defeats) 2 uncommon and rare recipes Mocking Beratement: Rech (Recipe) Soaring: Endurance (Recipe) 5 common recipes 31 salvage 0 rare 1 uncommon 30 common 5 single origin enhancements 187 inspirations (0 tier 3, 69 tier 2, 118 tier 1, 0 special) 0 other drops
Note: in order for the mobs to be recognized, I added this to mobTypes.txt:
Code:# Demons Minions Demon, Lieutenants Demon Lord, Demon Overlord,
My new ice/fire has been leveling up in Dark Astoria at natural level and has been getting abysmal recipe drops (11 recipes total [all commons] in 7 levels + debt repayment from level 20 to level 27) salvage and enhancers have been normal.
My Fire/EM has to hit a pillar of ice and fire to exemp down to DA levels. His drops have been pretty close to normal Salvage drops have been normal, no enhancers (as expected) and a "fairly normal" number of recipes, (still on the low side on recipes however [about 75% of my typical average for that toon. My sample size is pretty low ATM though]) -
Quote:I would also reccomend /Ice as a secondary for Sonic. Sonic has rather longish activation times and it's quite possible to have attacks sitting unused in your power tray.I'm new to Blasters, but I've always wanted to try them. I've decided on the Sonic primary, but I'm having trouble choosing the secondary between Ice, Energy, and Electricity.
I don't want to play a Blapper, and would perfer to have something that can solo well because I don't normally have enough time to do more than one mission at a time.
You can easily stack sleeps (Sirens and Frozen Aura) and keep even bosses asleep. The single target stun and freezing touch combined with a hold from either the fire or electric Epic give you tools to mez a sleeping opponent and then take them out with the heavy hitting slow animating single target attacks.
With decent +rech slotting and a bit of global +rech you can chain your AoE and cone attacks smoothly and each one applies a beneficial side effect (sleep, knockback, -resistance, slow). -
Quote:Certain within a few percentage points with out a doubt.Are you absolutely certain that you're using "minority" and "majority" correctly? I don't think there's any way to be certain that people who just skip the market entirely aren't the majority. I highly doubt that "market forum regulars" is the majority of the playerbase though, and I DO remember seeing a poll a while back, where quite a few people who posted described the market not as something they do because they enjoy it, but rather as a necessary but not especially fun part of character development.
That's based on conversations held across all of the very busy global channels I'm on and watching the market itself.
Take a look at the any of the mid demand range recipes (and many of the high range recipes). They all have last 5s from today or yesterday.
Watch how fast salvage ticks over in the market by buying and selling stacks of it. When I was crafting commons in earnest I'd easily go through 2000 pieces of salvage a day and all those commons would sell by the following morning.
Gather some data, compare it to subscribership. I think that you'll see that far more than 75% of the player bases uses the market at least to some degree.
The players that avoid it completely are probably somewhere in the 2% range which is where I'd guess that the players that spend most of their time exclusively in the market are also at. -
Quote:Please try running other things in other places Synapse. There is something definately broken about recipe drops.Thought I would chime in here and let you know what we've done to test this. The data has been checked, the code has been checked. There has been no change to either. That said, none of us would be satisfied until we tested this for ourselves. I knew this issue would haunt my dreams until I dedicated some time to testing. So, I went and did some pretty comprehensive testing today. Both internally and on the training room.
The results are pretty consistent and drop rates appear to be correct. The way I tested this is load up the first mission given out by Abyss (as a number of players mentioned this in their tests). I then set my difficulty to 8x and +0. I then went through this mission 5 times internally and 10 times on the training room and the results were very consistent:
-14 to 19 recipes per mission
-5 to 8 enhancements per mission
-30 to 51 salvage per mission
So, for the time being I am calling this a perception issue, that said I will keep an eye on this. If there is in fact a bug at work here then there will be reproducible steps one could take to get this bug to happen to anyone. If anyone does in fact nail down possible repro steps for this bug, please PM me or post them in the forums.
I know this isn't the answer many of you were hoping to hear, but I will keep an eye on the issue. Again, please contact me via PM if you have any possible reproducible steps. Lastly, I want to clear up any rumors of a "stealth nerf" or drops being different per map. Drop rates are on a per class basis. All minions, lieutenants and bosses have the same drop rates as all other minions, lieutenants and bosses regardless of what map they're on. The only difference is what items they drop (magic salvage vs. tech salvage, different origin enhancements and such)
Regards,
Synapse
I started a new Ice/Fire blapper on Protector where I have no presence. To come up with starting cash in a situation like this I typically start running through Dark Astoria to generate some working capital.
Prior to I16 I could go into DA completely empty and if I took the time to delete uncommon salvage as it dropped I could exit DA with a salvage bag that is completely full of common salvage with 1 or 2 rares, a full tray of enhancements, and a full bag of recipes.
I took this new blaster into DA at level 20 and have spent 6 levels and about 2 levels worth of debt repayment there.
I've filled the salvage bag and enhancement tray multiple times but recipes have not followed their typical pattern. I've gotton a TOTAL of 7 recipes as drops in all that time and all 7 of them were commons.
Something is wrong. -
Quote:Try an AoE focused Rad/Fire Blapper then. Cold or Force mastery as the epic and you can go crazy.To answer questions of levelling speed: I almost exclusively went for the farms until roughly mid-20s. Stamina just made too much of a difference to ignore.
in re: Blaster...I'm actually considering some kind of melee blaster at the moment. They create very large numbers very early in life, which is neat. Dunno if life becomes unsurvivable after level 30, but at level 6 One-Hitter Quitting things is fun.
in re: Mastermind...I love pet classes in MMOs, and as such I learned to quickly love Masterminds. The only thing that turned me off to them was an inability on my end to use IOs to the benefit of my pets, and that didn't matter too much until level 45 or so.
in re: Plant Controller...You know, I don't think I've ever rolled one of these up. I was concerned that it might be too expensive for me to get the recharge necessary for everything. Maybe I'll try a Plant/Kin or something if the Blaster doesn't work.
Keep the ideas coming, and thanks once more to those who have given good ideas so far.
It's easy mode early, gets rough in the mid levels, but smooths back out into nearly over powered once you get your epic armor. -
Quote:Ohhhh yeah that's a great idea Goat! After all look how well it worked for PvP when they tried that in I13!Why exactly do you feel the market should change to accommodate players that will never accept it?
/sarcasm
Edit - sorry have a bad cold today which is the reason I'm grumpy and throwing out all the sarcastic comments. I don't want the Goat to construe that as a sarcastic comment directed his way but rather as a sarcastic comment directed the devs way and at those players that feel that changing something that's unappealing for a minority of folks that really messes it up for the majority of folks is a "good thing" -
Quote:Well it was a bit sarcastic actually but they don't listen to folks like you, me, Smurph, and Catwhoorg about market concerns during closed betas because what we have to say about how the majority of the general public will use the features doesn't fit in with their vision of how they designed it to be used so they listen to the folks that pat them on the back and test it the way they intended it to be used instead of the folks that purposely try to break it so that the weak spots can be seen.Unfortunately, I doubt the devs view this as you describe it here and in the rest of your post. I fully expect the next round of merit reward updates to absolutely hammer things like Posi's TF. The median completion time is going to be much lower after this issue, and I expect they will modify the reward accordingly.
I fully expect merits to receiving a solid nerfing in the next issue because they overlooked the speed that setting for -1 mobs will allow.
I always thought merit rewards for story arc content was too low all ready especially since only the arc holder gets any when you are doing it outside of Oro, so I like the changes there, but I think merits will be decreasing again in I17 or GR though a better solution IMO would be to force all TFs (including team run Oro arcs) to spawn at the appropriate level. The technology exists to do this. I checked an AE mission that was designed to spawn at a particular level and it spawns at that level whether you select -1 mobs ot not. -
A couple other ideas for you.
A plant/TA controller becmoes viable at level 8 when you get Seeds of Confusion. If you 5 slotted it by level 11 you can pretty much perma seeds with DOs at 12 or with cheap confusion sets.
You can also get a very high damage, exciting, yet survivable Fire/Ice Blaster. Though as with most ATs, especially blasters, it doesn't really become viable for your goals until level 22 and 3 slotted Stamina with SOs.