Nihilii

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  1. MRPer under Atlas statue!
  2. Thanks for the heads up.
  3. Miladys_Knight, your reply is such a drastic and baffling misread of my post on so many levels.

    I haven't said "all green measures are useful", nor have I said "no single green measure has ever been harmful to the environment".

    I can only guess you either have little grasp on logic or emotional issues related to green measures. Either assumption doesn't bode well for you, but I think the least insulting would be the second one.

    So, going with that let's replace my previous example with this one:

    I guess you also believe medicine is pointless because people still die of cancer.
  4. Note that Recluse has high resistances to pretty much every type of damage, especially S/L. I can't recall off the top of my head, but I'm fairly sure it is at least 50%.

    To be fair, some level of S/L resistance is fairly common amongst AVs ; but even then, 50%+ is on the high end.
  5. I guess you also believe green measures are pointless because pollution still increases.

    Ah, to see everything in black and white. It must be so simple, relaxing.
  6. I just clicked on the "get all inf" button with enough stuff sold to equal much more than 2 billions. Meh.

    (For individual transactions, the game stops you from exceeding the inf cap, but with "get all inf", any extra past 2 billions vanishes into the ether.)
  7. Quote:
    While that's undoubtedly true, do you guys find a lot of resistance buffs on the teams you play on?
    On a DA, FA, WP, Elec character, I can genuinely say most teams I'm in makes use of the resistance cap, simply because I play most of the time at 50 and myself have and use Barrier, and usually use it reactively.

    At 75% res, I sometimes (sometimes only ; let's be fair, it's more often than not enough along with the massive defense boost) have to pull back or pop insps if I got hit by a particulary mean debuff streak or DoT effects. At 90% res, I can almost always stand my ground without taking additional steps.


    Deus, going to break down your post in little points, not to attack it but rather because much of it I don't disagree with.

    Quote:
    40 DPS is pretty huge, and that's when you are able to maintain constant Fury. In terms of increase, what % is that? In other words (using made up numbers), going from a Brute 200 DPS to Scrapper 240 DPS as a 20% DPS increase.
    Yes, that is true, which made me all the more surprised to see despite such a tremendous DPS hit my brute performed better (by which I mean faster completions of specific identical tasks).

    I attribute much of it to the aggro aura gluing things in place, but I also think the extra survivability played a role. 11% more base HP is 11% more survivability, the resistance cap increase is also great with insps + SR scaling res to a degree that I would put above 10% personally, as I put a lot of value in burst survivability.

    IMHO, survivability isn't entirely binary. You can survive as a completely passive act, and survive by using time taking active steps to survive. Sometimes, time spent staying alive can outweight a damage increase.

    Quote:
    On teams, +Damage bonuses are common and probably more common than +Res buffing and definitely more common than the level of +res buffing that will see a DA Brute hit any Res caps. +Damage buffs will increase the Scrappers offensive advantage beyond 40 DPS.
    While I agree that damage buffs are more common, I don't think the teaming situations in which DA can go above 75% res are all that uncommon.

    In the level 50 game, with Barrier, Cardiac, leagues, raids, I feel situations in which I don't get at least +25% res (DA being at roughly 53% S/L res on SOs with Dark Embrace + Tough, that's what I'll consider for the purpose of this discussion ; psi res can be higher but there's significantly less psi damage wielding enemies, as well as psi res buffs anyway) are the exception rather than the norm.

    In lower level play, there is mystic fortune, sonic, thermal, pain, cold, dark miasma, kinetics - it can be argued many kins skip or don't use ID and that the AoE res buffs in cold and dark miasma require to be in range, but still, if you've got two or three buff/debuff ATs on your team, you have a fair chance of hitting 75%+ res somewhere.

    Quote:
    Even if you do get buffed to your res caps, from say Barrier, the Brute will be drawing more aggro, and more incoming attacks than the Scrapper on a team. So its a wash imo, unless you're facing massive AoEs which hit everyone equally.
    That's one way to look at it. My own perspective is that damage has to be handled, regardless if it's by me or by other people. So, if I'm not taking the aggro, my teammates will take more damage. I may be technically more survivable by virtue of aggroing much less, but if the guy who holds the aggro drops, or if a squishie is attacked by something and dies because I couldn't aggro, that's on me.


    Regardless, all of this is very arguable one way or the other with KM/DA as the damage loss is just so high. I don't even want to defend brutes being better for KM/DA, it's just my personal feel on it and random thoughts related to either choice.

    It's fairly obvious, what with the recent discussions on scrapper EA not getting a taunt aura, brute EA getting a taunt aura, brute regen getting a taunt aura in the beta boards that there is widely different points of view regarding taunt auras, and I'm on the "love it!" end of the spectrum. Me being indecisive on brute vs scrapper for that particular combo probably means most people, with a more balanced perspective, might enjoy a scrapper better.

    Something like Kat/DA is much more straightforward - brute, brute, brute.
  8. Quote:
    Originally Posted by quickfire View Post
    Fair enough. Are you speaking here or outside the forum?
    I'm mostly speaking of my experience of people outside of this forum.

    As for here, people who express discontent seem mostly focused (lately) on the effect incarnate powers have on balance, the incarnate grind itself, the lore focus on praetorians, the game being dumbed down, the move to F2P... Among many many other things.

    Again, not saying I agree (or disagree, for that matter ) with any or all of it, just naming stuff I've seen.

    To try to find some common ground, I do think crafting in this game is somewhat clunky and could handle to be better (although I also think it could be much worse). I just don't see it as an often mentioned reason for disliking the game. The general sentiment seems to be neutral, it's there, without being especially good or bad.
  9. Fair enough, let's put that one to the test. Googling "city of heroes sucks".

    First result: http://www.revolutionsf.com/article.php?id=3918

    He lists a lot of good and bad things about the game. Crafting isn't mentioned directly. The only comment about auction houses and the invention system is a positive one.

    Second result: http://www.escapistmagazine.com/foru...City-of-Heroes

    Crafting is mentioned, but neither as a good or a bad thing, simply as something you can do.

    Third result: http://www.mmorpg.com/gamelist.cfm/g...686504#2686504

    Quickly scanned through this one as white font on black background is bad for the eyes, the complaints seemed mostly centered around PVP. Ctrl-F for "craft", "IOs", "invention" yielded no return.

    Further results are random comments in mostly unrelated threads/articles, and I don't have all day, so that's it from me.
  10. Quote:
    One of the biggest complaints? Crafting.
    While I don't necessarily disagree with some of your other points, I have to say I have never seen this particular argument before your post.

    The reasons most often mentioned for not liking the game seem to be repetitiveness, lack of end game, lack of depth.

    (Please don't jump on me for typing this, people ; I'm not saying I agree with any of it, it's just stuff I see other people saying).
  11. I was typing a long post and hitting the wrong key made my browser eat it, so meh. I'll just go with the following - yes, incarnate powers are good and useful. Again, tools are available, I use them, and I build around them.

    I also feel pretty confident I could solo a MoITF with all incarnates unslotted, although it'd be much slower (and no way I do that to prove a point unless people show up to fill for me).
  12. Nihilii

    Best Buff's?

    Force Bubble / Hurricane spammers are very much the same people as the Must Herd tankers they mock ; they want to feel like they're the star of the show, they want to dictate the pace, efficiency be damned, and indeed efficiency is damned as their suboptimal and universal approach to each and every fight slows down any team but the weakest ones.

    The rest of the team? They're just here to watch. Don't move while I herd, my minions. Don't drop PBAoEs while I repel stuff, my peons. Oh, and perhaps they're also here to actually do the important part, killing mobs, despite the best efforts of the "star" to slow them down. Such teamplay.

    Don't get me started on labelling doing the same thing over and over creativity. Be it steamrolling or herding/pushing mobs to a corner, it's still doing the same thing.

    Yes, putting your pants on your head is different. That does not mean it's intelligent to do so. Being different for the sake of being different doesn't make you a creative and inventive individual. It makes you a hipster (and I guess herd tankers are the rednecks ; yes, I like that analogy).

    What is being creative and a team player is using repel at just the right time to push back mobs right into that tar patch they left ; or, heaven forbid, play with a melee character rather than against him, for example by luring a second group right into his taunt aura while he's holding the aggro of a first group, speeding up defeats ; or, yes, back things into a corner when it is actually convenient and will result in something more efficient than not doing that. One time out of ten fights, when it's called for, not every single encounter.

    Using one strategy all the time is by definition brainless, regardless of what strategy we're talking about. Adapting and using powers in situational ways require much more awareness and advanced decision making.
  13. This is the build I soloed a Master ITF on (t3 reactive, t2 ageless, t2 lore and t2 judgement IIRC):

    Code:
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    I couldn't remember by now, but I'm pretty sure it didn't cost me more than 20 millions to build (and you get roughly 30 millions in pure inf, without drops, going from level 1 to 50).

    Edit: ok, no, looking at it it's perhaps closer to 50 millions at current market prices. Which is all of 20 minutes of farming at most with this very build even on SOs.

    Did I use insps? You bet, as they drop. I don't see the point in choosing to not use tools freely available that just fall down in your lap without ever having to go out of your way.
  14. Quote:
    I was more impressed with JuliusSeizure's numbers; I've only ever bought one set of Panacea, and that was because I was bored and wanted to see how long it would take at my cheapskate buy-point. 20 sets of 5, minus the proc? That's one crazy storage bin!
    Ha, yes, I completely missed that one. As Panacea heals have climbed to 2B and heal/end/rech are hot on their heels at 1B, 1B and a half, that's quite a lot of inf stashed right there.
  15. Opposing point of view here, to a degree.

    KM heavily encourages a go, go, go playstyle with Power Siphon, regardless of the AT. If you don't use PS efficiently, the damage difference between scrapper KM and brute KM is significantly lowered (without PS, either AT do about the same damage with KM).

    Stunned mobs walk away. CoF only stops minions. The lack of a taunt aura and having a damage aura will mean less damage and having to run after mobs.

    I'm speaking from the perspective of someone who doesn't like chasing. I went from a KM/SR scrapper to a KM/SR brute because I felt the running away was too much on the scrapper, and ended up performing better on the brute, despite the (in a go go go playstyle) 40 DPS loss.

    Your mileage may vary if you don't mind chasing or if you routinely play in teams with people holding aggro and always wait for them to jump in first.

    That said, if you do play in teams, the brute can end up significantly sturdier through buffs (either resistance or maxHP making dark regen that much more efficient), and will generally be a better team player, bringing aggro control into the mix. KM isn't going to be a heavy damage dealer on either AT, so just bringing damage isn't so hot when you haven't got much of it, in my opinion. Yet again, it can be argued lacking damage makes it that much more important to grab all that you can, so going scrapper.

    Obviously, all those considerations are purely in the sense of "KM/DA scrapper vs KM/DA brute, what is better". Either choice is perfectly fine and playable through the whole game.
  16. SS/Fire/Soul for me, and I disagree with the sentiment that it needs money to be efficient.
  17. I find myself agreeing with most if not all of what Moonlighter says on this topic.
  18. Simply put, regeneration is the least efficient form of mitigation when facing content hard enough to threaten a well built character. This is especially true of tankers, who have the highest resistance cap.

    People will argue about this, quoting spreadsheet numbers showing a linear survivability improvement from regen, on paper. The thing is, have you ever died from something that took ten seconds to kill you? Deaths happen by cascading failure, by debuff stacking, by burst damage ; anything else and you have time to react.

    Obviously, if you lack any form of healing or regen beyond the base 100%, refuse to use inspirations, and stand still, you will fall down eventually, but it's fairly easy to build an invul to have enough healing power or regen - building about 300% regen through Health slotting and IOs, and/or stacking either Aid Self or Rebirth on top of Dull Pain.

    Invul is better against S/L/F/C/E/N, defense debuffs and tohit buffs. WP is better against Psi, fears, confuses. On the other hand, it can be argued Invul's extra mitigation is overkill for most of the game and that it might be better to go for WP's more rounded performance, but in general, given equivalent focus on either powerset (no matter how much inf you throw at it), Invul will perform better against the majority of the mobs in the game.
  19. Food for thought, although kind of unrelated: "I" burn between 5 and 6 billion influence each time I go through all my market alts. There's actually more inf that dissapears in market fees than inf that end up in my pockets. I think building capital through high volume low profit flipping is more efficient than plain destroying influence. The more influence you have, the more things you can flip, the more money, both from you and other people you can burn ; doing the above keeps you growing and burning more.
  20. I'd throw "take money from other players" in there, as playing the market yields much better rewards than either tips or tickets.

    It's pretty significant in my own decision making. Making more influence in one hour of playing the market than in ten hours of efficient play, part of the incentive to actually play the game dissapears.

    I guess it is good that they added an untradeable currency for incarnates - which I would also throw in that list, by the way, because XP or loot is trivial to get whereas incarnates take hours, if not dozens of hours to grind no matter how good you are yourself, due to the high number of players required.
  21. Quote:
    Originally Posted by Beastyle View Post
    I've done some situps and pushups whilst waiting in the queue.
    You must be incredibly buff.
  22. For some mysterious reason, Mids tend to list certain epic powers as doing twice the damage they actually do. Fireball is one of them.
  23. - Hover and lack of real travel power ; limited in and out of combat maneuverability.
    - Very low accuracy ; 75% against +4s even once level shifted while PS isn't up.
    - Very low recharge and lack of damage procs ; with a medium/low damage powerset like KM and a no damage secondary like WP, this is likely to hurt more than on higher damage powersets.

    Even just one out of three would already be a dealbreaker for me. Ok, possibly not the third one, but the first two for sure.

    From a pure survivability point of view, I tend to agree it doesn't make compromises. Resistances and regen is decent, HP is high. Being softcapped to everything is going to make this ridiculously sturdy, and I'd pick Barrier to deal with the vulnerability to defense debuffs / tohit buffs. Insps aren't reliable enough for me since they introduced combat attributes lag a few weeks ago, although I could (should?) learn to work around it by popping insps preemptively rather than reactively.

    My problem with these uber survivability builds (and, I suspect, the reason I always give up on my tankers shortly after they hit 50) is the following: what am I going to fight? I have to push up the rep to +4/x8 to be challenged ; at which point living with that low damage, taking an additional hit due to purple patch, really sucks.