-
Posts
2861 -
Joined
-
Democracy is great except when people I don't like are the majority.
-
On one hand, I wish badges were really, you know, badges, and showed what your character did.
On the other hand, it's fairly obvious the system has failed from the start with so-called badge hunters exploiting every loophole and creating third party tools and cheat sheets.
It'd certainly be nice to not have to grind these passive accolades each and everytime on every new character. -
Quote:It's roughly ~3M/min in inf generated on +4 solo, but the popular farms involve zoning in and out every 3 minutes or so. So, the net amount varies a fair bit based on your computer speed.
On the other hand, people used to be impresed when farmers made 10 million an hour. With the AE and such, I believe it's gone up by a factor of ten or twenty. [That may not be new-inf-added-to-game, it may be inf-moved-into-your-pocket. I don't keep track of farming that closely.]
Fighting +4s is for powerleveling, and people who just farm tickets for money probably do so on +0, which I guess is... half the inf of a +4? Between that and the time spent actually rolling tickets, deleting recipes, crafting the good ones, I would guess farmers generate about 30-50M of real influence per hour, although I'm stacking a lot of "what if" on top of each other at this point, and powerlevelers about 15-75M of real influence per hour (amount would vary much more than farming as it depends how many people you're powerleveling as well as their levels, lowbies taking a share of the influence and getting much less influence).
Quote:Today they're prioritized by willingness and ability to pay inf, where after a cap it's prioritized by when you get in line. -
Quote:I have to be that annoying guy who points out most people do use 100% of their brain, and even a genius won't use 100% of his brain every instant. It's just that you use all those different areas over the course of a few hours, or a day, not at any given second.
so it inspired me to make a character that can access 100% of his brain
It's like if I wanted to use my feet while typing up this post with my hands. I can tap on the floor, I can flail my legs around, but it won't make me type any faster as I use my hands for that, not my feet. Different areas of the body for different tasks, just like there's different areas of the brain for different tasks.
Up until we can augment our brains all Deus Ex like with computer processors, anyway, and that should be pretty soon because video games always tell the truth.
I would put the Hecatomb set in Storm Kick, as it's the attack you'd want to use the most - so the proc goes off more often.
I like building for the incarnate softcap on SRs, although I don't sweat it if I'm a few % away especially on AOE def. I feel the recharge loss to be minimal, but then again I also feel recharge to be overrated beyond a certain point (about 50%, 60%, 70% global recharge + Hasten does the trick for me) so I may not be the best person to listen about this. -
In a vacuum, there's no point to slot those three uniques in PP rather than Health. Health is available to every character, requires at most 3 slots for optimal enhancement value, leaving 3 slots open for Numina, Miracle, Regen Tissue.
You just lose a bit of power while exemplaring, and gain absolutely nothing. It's doing things inefficiently for the sake of being different.
Now, there are builds for which it can make sense if specific set bonuses are pursued, i.e. going with more than 3 slots in Health. -
Quote:For me, it hasn't changed a lot. Low levels were always fast enough, and at high levels AOE is king.
Just out of curiosity have any tankers noticed the bruising effect has greatly reduced the time they spend taking out foes?
I find where it shines is tackling on +3, +4 foes (as Bruising isn't affected by the purple patch and such foes are resistant enough that Bruising is generally going to be useful, even against lieutenants) and on teams. In a team with decent damage against a +3 archvillain or above, a tanker is essentially a better debuffer than a radiation defender. -
I would remove the DIS mechanic entirely from Antimatter, and change the trial min/max players to 8-16. No other change.
Of course, what would be fun to me may not, would most likely not be fun to other people. -
This game doesn't require the drill sergeant personality type.
-
The game seems to lag a lot today. I've had global chat dropping quite often, and character slots take a while to come back after deleting alts.
-
I'm not big on Scorpion Shield, as I find being S/L softcapped without any resistance not enough survivability for my taste.
I prefer softcapping ranged and picking up a res shield. Mu is a great one as it offers resistance to the three most common damage types. Another bonus is that the set includes CP, which I find useful on many builds, and the Mu pet, who is flying and can keep up with the player (I like pets on buff/debuff ATs, many people don't). -
I understood that people don't really want that, RagMan has been posting that joke for a while now, but I still don't necessarily agree with the idea that hardcore sellers would benefit from it - even purely looking at a "how much money I'm making" perspective rather than also "is stuff available for me to buy". Finding a buyer is a hassle, and can end up time consuming enough that it lowers benefits, same reason we go with brokers in RL, to a point.
I could see a few well-connected individuals who would enjoy the bartering / human aspect making more money than they used to, but I believe at the "high" end of marketeering it'd hard to match the inf-per-active-time ratio the market can allow. -
Mine would plummet.
I don't think I'd be alone. I believe people underestimate how bothersome and timeconsuming it is to have to arrange person to person trades. Even if you made 300% markups compared to now, if you're already making a billion or so per day in the current market it'd take a ridiculous amount of time to match that off the grid, compared to the time it takes on the market.
This might just be my perspective as an EU based player (timezones) with little connections speaking, and maybe things would get more organized if the market cap forced a significant amount of trades off it. Maybe. I have my doubts. -
KM is somewhat weaker than it should be on brutes due to overreliance on +damage (Power Siphon).
If you aren't specifically looking for insane survivability (which Invul is capable of on brutes thanks to the 3.2k hp cap and 90% res cap with Dull Pain and Unstoppable), I would suggest that you look at the scrapper version before investing too much in the brute. A KM/Inv scrapper will hold aggro almost as well thanks to Invincibility, still have very good survivability, and last but not least deal significantly better damage.
What do I mean by "significantly"? About 40-45 DPS, or ~+25% on highend builds. It's probably actually smaller than the survivability difference between the scrapper and brute - DP alone, going from 2.4k hp to 3k hp, is already a +25% survivability increase, but generally speaking it is easier to get to "enough" survivability even on a scrapper, whereas more damage is always helpful.
Also note that KM peaks earlier than many other primaries - just spamming QS SB QS BB does almost as much DPS as the best chains, and that one is fairly easy to attain even while leveling. So damage that might feel fine at level 10 or 20 may not be as awesome at level 50. On the other hand, that means you can have a smooth leveling experience regardless of the AT you pick.
As for the -damage and KD, personally I don't notice it much (except on Burst). I don't see any particular synergy with inv, but it can't hurt. -
I don't know whether to be disappointed at the lack of all your base or at my knowing all of these save for one. :/
-
Quote:If there is nothing inherently wrong in arresting people by punching them, hacking them, slicing them, setting them on fire, freezing them, wiping out their minds, shooting and hitting them with guns or machine rifles, or even outright killing them, why is it so frowned upon in the real world?
If there is nothing inherently wrong with flipping, why is it so frowned upon in the real world?
Additionally: isn't it dishonorable to spend so much time arguing on the boards instead of using that time to help out those in "need" ingame? -
Quote:Be warned that the suggestions forum has a few tenacious individuals that will open every topic just so they can say "no", with improbable argumentation. Don't let that stuff get to you, in this very game history has shown many suggestions that were loudly no'ed by some eventually got implemented.
plus get the reactions from all the great minds in the CoH community -
Quote:... Well, your interpretation of his statement is just as puzzling to me, as tongue in cheek as it might be. Seems like he's arguing for communism rather than bashing it.
It starts with a classy, "Hey, thanks for showing me the ropes and being patient. Now I'm a multibillionaire, too!" and immediately segued into a, "Way to go, you just made another commie moneybags stealing from the poor to add to their own pockets!"
Edit: aah, gotcha. -
Quote:I still disagree with that.My opinion?
The disparity between "survivable" and "unsurvivable" characters can be so large the game has to cheat in order to be fair - as odd as that sounds.
For example, if Sequester could be avoided, people would become softcapped and ignore it. Prior to Incarnates, that's how I tanked the Patron AVs in the STF (at the same time). Soft cap, kill GW, profit.
If the aoe damage pulse on Keyes was resistible energy damage, it would only tickle Elec Armor characters (esp Brutes/Tanks). Where does one set the damage on it? Just enough to threaten a Blaster wouldn't even dent the aforementioned Brutes, but high enough to threaten them would be one shotting anyone who wasn't one... or wasn't resistance hard capped... Actually, to take off half the health of a res hard capped Brute with Accolades (so 900 dmg after resists), it would deal 2250 at 75% res. Of the ATs with 75% res cap, only Scrappers could have enough health to not be one shot.
Obviously you couldn't do direct ports of the content that is already there in itrials and expect it to work with mere number tweaks, but it is possible to make extremely challenging AE missions without breaking the rules.
More importantly, if you lessen the melee survivability advantage so significantly, there is little point to play melee, rather than ranged with all the advantages that come with that.
Quote:Know what happens when creating encounters that "follow all the rules"? The LRSF and STF. Try to remember them for what they were at the time, not what they are now after IOs, Incarnates, etc.
Despite not cheating, it was also harder than trials ever were - that much should be obvious as american servers took ages to first beat it, whereas the trials were completed on day 1 for every server. It was a challenge and the right kind of challenge, something that kept us coming back every evening for another attempt despite the very real possibility, during those first few weeks, of failure and not getting anything.
I can have some perspective as well and I remember the amount of people whining about it on the boards, and, yes, it's probably nowhere near as much as the amount of people complaining about trials. I'd agree with a hypothetical claim saying the ratio of people liking the LRSF compared to people hating the LRSF was much smaller than the ratio of people liking trials compared to people hating trials.
So if you want to argue the way the devs do it is good for the game, maybe it is. However, I don't think this sort of design is good *as* a game.
I don't truly believe it evens the gap between minmaxers and regular joes, unless you lump in people who just copy builds without really understanding anything into the "minmaxer" category, and people who have a profound understanding of the game and good playstyle despite not caring about numbers specifically to be "regular joes". It's not like those unresistable mechanics can't be avoided, the whole point is that you can avoid them, so you can still minmax and trivialise the trials, just in a different way than usual. -
You really want to get your numbers correct or at least within a small margin of error if you're going to make sweeping generalisations based on very limited data - but ideally, you shouldn't make sweeping generalisations based on very limited data.
Spad, I've seen other posts by the OP and I think he is unfortunately being serious. -
You guys, I'm proud of you. You managed to miss the point even though I spelled it out. Just beautiful.
-
I'd go with SD. You get almost everything - softcapped defenses, decent resistances that you can boost to great levels while in T9, decent max HP, close to capped DDR, slow resistance, an AoE KD that also deals high damage.
Plug the heal hole with Rebirth, or if you really, really want to go crazy with survivability, grab Aid Self and Barrier ; another option still is to go DM/SD/Barrier, with Judgement, Shield Charge and eventually the Pyre or Mu epic (can handle end costs through Cardiac alpha, which also slightly boosts resistance) AoE damage isn't as poor as it used to be on that combo.
... Um. You know, I never looked at it that way before typing it out just now, and I may just have convinced myself that I, also, want MORE! -
I don't. They run to the four hills as soon as I drop Burn.
In my experience, despite forum claims, KD was never enough on tankers or brutes back when Burn caused fear, even on something like Stone Melee spamming 2 PBAoE KDs or Ice Melee with Ice Patch, and what I'm seeing on scrappers is pretty close to what used to happen at that time, except that on tankers and brutes the mobs actually ran back and forth quite fast whereas on scrappers they are more than happy to run away for literally 20 seconds at time, or sit at range, I'm guessing because of the lack of taunt. Slows don't do the trick either as even at the slow cap they just run away too fast for the tiny radius. The only AoE immob that seems available to scrappers is TT. Teaming could be the answer, assuming one would always want to wait for someone else to initiate the fight and grab aggro (which can be in itself a damage loss if the tanker isn't as fast as you are).
The DoT is so big in Burn - twice bigger than what is shown in Mids and CoD - that I simply can't accept losing most, or even just half of it. -
~20% def should do the trick, but ultimately 0% defense is enough - it only takes 4 purples to softcap from 0%, and you should be getting way more than 4 inspirations per minute even if you powerlevel 7 other characters at once.
-
This ^H thing always makes me want to punch somebody, and we still can't punch other people over the internet.
Self... This is going to hurt a little. -
I think it's dishonorable to spend so much time getting prestige the normal way when you could instead use the market to go much faster and use all the extra free time to do honorable good deeds in real life.