Siolfir

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  1. [ QUOTE ]
    Neat. And first post after a mad scientist

    Edit: Uh. Holy [censored]? PSYCHIC SHOCKWAVE? Are you kidding?

    [/ QUOTE ]

    Build Up and Psychic Shockwave...along with Drain Psyche for lots of +regen and +recovery. And what looks to be a %-for-Confusion damage toggle. With about 20% more hit points than a Dominator and higher damage.

    Yeah, I'm not seeing any balance problems with this set if the powers are directly ported.
  2. <QR>

    I'd already decided that there wasn't anything they could port over to make hero v villain pvp remotely close to balanced - as others have posted in the thread, it's about AT modifiers and resistability and not the powers in general. So "oh well, pvp".

    I was surprised that Scrappers got Fire just because of Firey Embrace - I didn't think they'd get the ability to self-buff for +225% damage with their high base and ability to critical. The higher animation times aren't quite such a problem for Scrappers who have several sets that already have animation times which are the same or longer...it's just damage, damage, and more damage. Oh and yes, I do plan on making one.

    SR Brutes? Better in PvE than /EA, at the cost of the endurance management. A toss-up for me, but at least there aren't the gaping holes in the positional defense.

    Elec/Elec Stalkers? Uh...yeah. Stalkers needed another resistance set, especially one without a self-heal. Electric Melee has one thing going for it - Lightning Rod. Which may still be there, but I'm guessing was removed for AS. I was hoping for Stone Armor, just for the giggles of Granite Armor and Placate.

    Defenders getting Cold Domination and Ice Blast mean that I'm likely to delete an Ice/Rad Corruptor and I'm assuredly going to be creating my Dark/Cold Corruptor as a Cold/Dark - the personality of the character didn't fit for villains anyway, but that was the only way I could have Cold Domination.

    Storm never really interested me, and I got fed up early with Electric Blast and not being able to get a real single target attack chain. I can only imagine the havoc I could play on a team with either ninja/storm or bots/storm MMs though. I'd probably have to congratulate everyone who kicked me for being a good team leader.

    Essentially, the only thing I'm looking forward to villainside now is the VEATs, but I do plan on abandoning and/or deleting several high-level (level 40-50) villains for better-performing hero builds.

    The positives I can see coming from this for villains? Well, /Traps and Fire Blast haven't been ported (yet); some people were wanting to make their Mu characters and now can; and if /Elec on Stalkers behaves anything like /Dark, you get to look like a gremlin all the time just by toggling on your armors and Hide!
  3. Certainly explains why I've managed to get Heavy spawns almost every time I drop a Blizzard...it also somewhat confims what I said here - that it's how fast you kill the invaders and not how many stacked Shadow Falls there are...although more particle effects = more (graphics) lag.
  4. <QR>

    Several pages back it was asked if the 8 simultaneous Cap runs were happening all that often - the answer is yes, quite frequently. It may not always have been 8, but you see groups forming and everyone logging except for the runner all the time. Of course, they weren't RMT people doing this, they were people trying to actually get Pool C recipes on villainside, since there is a paucity on the market (I got most of the ones I wanted, then afterwards just put everything up on the market or vendor - more often than not vendoring the "oh-so-rewarding" Pool C drop because I got more for it there than on the market - until the current patch on live).

    If anything, this change promotes RMT as the prices on those recipes is going to skyrocket and people will either start farming Ouro arcs using the new methods this opens up themselves so they can afford the rare few that will show up on the market, or pay Chinese kids to do the farming for them if they have limited playing time.

    But hey, Katie still puts out just as fast with multiple runs hourly, so don't anyone worry about Wentworth's. This seems almost exclusively targetted at soft-loading for MoSTF/MoLRSF badges and everything else is a casualty - it certainly wasn't an issue right after Issue 9 came out, and only became a priority now that we have shiny new badges for certain minimum-size-8-supposed-to-be-hard TF/SFs (think pre-Ouroboros Isolator if you missed it the first time).

    The biggest casualty is the Virgil Tarikoss (Cap au Diable) SF; this was the one that was loaded at 8x8 and run so that people could sift through 8 recipes at a time to realize that they all go to the vendor instead of 1 at a time. The chain this starts will have some rather widespead effects on how many people are going to be able to build the way they would like their character, which can drive people either to heroside or just away from the game entirely.

    I don't see the "exploit" as some huge problem. I agree it was most definately an exploit, and if my dm/nin stalker without Stamina could finish it solo in around 30 mins (with about 5 mins of that waiting for the rest of the people to log on while Infernal regenerated what Bat'zul did to him) then it's not exactly "challenging" to have the chance to get the Unspeakable Terror: 2% Chance for Disorient and Call of the Sandman: Chance for Self Heal when the only recipe that you care about in the entire Pool C list is Luck of the Gambler: +7.5% recharge increase because there aren't any for sale except a few at level 50 and you'd like to be able to use it while levelling your character. I do know that I should certainly have a lot more infamy if this was a productive practice for anything other than generating a lot of drops (my richest character has just under 45 mil...I can't even afford to buy a set of Crushing Impacts for that).

    But hey, I got a Miracle and a Numi unique last week at level 35 and 36, respectively...I guess I can always wait for the market to dry up and prices on those to get to the 9- and 10-digit range, since they're extras for me and I'm still looking for more LotGs for a couple of other characters (the 5 I have currently are reserved), and then spend the rest of my time farming for purples (I've gotten 1 since they were put in).
  5. <QR>

    I already stated before that this is a better way of preventing the Cap au Diable SF multi-recipe farming that was the Villain equivalent of the KH TF speed runs in terms of number of recipes generated per unit time than the system currently on live, as a decent build can solo missions spawned for 4 even at level 20. It's a little harder to get a level 20 soloing spawns for 8 - that's usually much later in your career.

    I also admitted that I'm one of the people who does run Caps for the Pool C drops - mostly as a race to see who can do it faster on my part as opposed to it being done to supply myself with a huge stockpile of Pool C recipes without paying out a lot of infamy, since they're "nice-but-not-essential" for most of my characters (honestly, it's the Pool A recipes - particularly Crushing Impacts - that I have trouble getting my hands on because I don't farm the traditional run-the-same-mission-until-your-brain-hemmorages sort of way).

    Of course, it does nothing to the KH farming that happens all the time (at least per the badge channels I have selected as globals), so basically it's targetted at reducing supply of villain Pool C recipes while doing little to nothing about the supply of hero Pool C recipes, and as a side effect introducing ways that temporary outages on TFs that have more than the minimum are being hurt more than the way currently on live (which hurts the casual TF'er more than the way that allows the 8x8 farming).

    I agree with several of the responses that question the reasoning behind it, but I'll restate my opinion that it definately will prevent me from doing any 8x8 Cap runs once it hits the live servers.

    On a totally unrelated note (yeah right), I have a suggestion to address content and SF/TF disparity between the sides and stimulate the villain Pool C market. When is Croatoa being opened for villains?
  6. [ QUOTE ]
    Maybe I'm alone in not liking this either. I actually would prefer how it is how, honestly.

    [/ QUOTE ]

    Meh. I don't like it either, but if the idea is to prevent soft-loading this is a better way to go about it.

    I just happen to get hurt by this more than the other way, since I could solo 4-person spawns at level 20 on most of my characters but not 8-person spawns.

    Oh well, fewer Pool C drops on the Black Market from me...I've already hoarded the ones I needed on Infinity anyway.
  7. [ QUOTE ]
    "Oh but you got the RWZ!" you cry. Did we....? The RWZ is for heroes. The developers allow villains into the RWZ as an afterthought. We know this because one of the first things we do is go rescue Longbow officers..... and if you think a single one of my villains gives a damn whether or not those two idiots Fusionette and Faultline live or die, I suggest you think again. I would hazard a guess I am not alone in that.

    Regurgitated content FTL:
    Bad

    [/ QUOTE ]

    Emphasis added for the bit I was mostly replying to, since I really can't believe that this thread is still getting new posts and just felt like derailing for a post or two.

    My Fire/Kin Corruptor loves having Fusionette and Faultline along on those missions. Heck, those two are the reason that I actually picked up a patron pet (at 49) - having something stupid that will blindly rush in and take the aggro (Fusionette) while I'm hitting Fulcrum Shift?! Priceless! And Faultline is just a kinetic's best friend, spamming AoE controls while in granite armor...that can jump and keep up with me!

    So while I understand that your statement reflects your opinion, I have to most vehemently disagree from my end.
  8. Siolfir

    THE BIG MISTAKE.

    [ QUOTE ]
    Yes yes, I know... I'm being silly. Because I want to see it up on youtube. Now. Right now. Come on devs. Get to singing.

    [/ QUOTE ]

    Yeah, you don't want someone pointing orbital platform death rays at you, do you?
  9. <QR>

    There was a thread about this a couple of weeks ago, also (before the new patch).

    Here's a link to my little anecdote, from 11/21 - the thread was started on 11/17: RE: MOB Run Code Change?

    I can't say that I've noticed any changes with the recent patch. I've been chasing things with my brute for a bit, but with Air Superiority, Lightning Reflexes, and now Lightning Rod, I can usually catch them pretty easily.
  10. <QR>

    I saw this and decided I'd have to share some of my own noobiness. Of course, these aren't always representative of my play (in fact I've been complimented quite a few times by teams I've been on) but some days are better than others.

    1. "Pulling" with Ring of Fire. Oops! In reality, it was just next to power bolt, and I was tired and barely paying attention and just hit the wrong button. But it was funny! At least this one was solo.

    2. After playing the elec/elec brute for three days, switching to the ice/kin corruptor of similar level. And using the same playstyle. Triple-stacked siphon speed and double-stacked siphon power makes /kins do stupid things.

    3. Attempting to save a PuG (against mobs +3 to me) by drawing aggro on myself with a lvl 11 stalker . You go squish fast as a /regen with just recon and TOs. Oddly enough the two respites I had didn't save me from the two-hit kill from the boss. On a brighter note, my sacrifice did not go in vain - a /dark corruptor lived to res the rest of the team with Howling Twilight. And if I would've lived a little longer I would've been close enough to the pile of dead teammates to get hit by it, too! But I got a wakie from one of them.