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Posts
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Joined
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Quote:More on point for the thread:
I try to work on two guidelines (not rules) when I team. When someone else is in charge, I try to follow their lead and support with suggestions. When I'm in charge, I try to make it clear what my expectations are, so my teammates don't have to guess about whether I want glowies, etc.
Excellent two guidelines. I tend to run along the same lines and rarely run into teaming troubles, save the occasional wierdness I don't understand. Like the "Don't use Seeds of Confusion!" when I was on my Plant/Storm or the "Let X (a tank) herd up before going in" when I was on my own Tank.
I usually just go along with it. -
Quote:I might be messing up my math, but I think it takes about 140% global rech to perma double-stack Active Defence... Strikes me as less "magically" and more "for a very large amount of inf"
Well, it's a combination of personal ethics, my concern that one of the reasons Shields seems stronger than SR is that you can magically erase one of its main balancing factors with an exploit, and my taking offense that EVERY time the topic comes up, people helpfully rush in to recommend everyone use the exploit. -
On teams, I don't really care either way. Solo, I do the weapons deal and then bugger out with my shiny new temp power. Which I then proceed to never use.
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I knew Spin was good, but I had no idea of exactly how good it is in relation to other PbAoEs. Wow.
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Quote:*shrugs* My stalkers' M.O. against (solo) bosses and up is to placate -> BU -> AS whenever possible. That is stopping at regular intervals to get the most offence, as placate effectively stops the fight, albeit briefly.This is exactly the *wrong* way to play a Stalker. The only reason you'd need to stop fighting in the middle of combat is if you want to do something to aid the team (good luck doing that on a Scrapper) by using a mid-fight Assassin's Strike to demoralize all foes. You don't stop on regular intervals to get the most offense from the AT, you stop on regular intervals to get the most *defense* from the AT.
In teams I play all three AT's in pretty much the same way: Jump in and flip out. Helping squishies optional yet encouraged. -
Quote:
I was gonna suggest that. Those f*king things terrify me. -
Put it this way:
Of the two Villainside ATs being discussed, one has most of it's offensive potential tied to being able to achieve and maintain scrapperlock. The other one stops fighting at regular intervals to get the most out of it's offensive power set. Which is more Scrapper-like?
Seriously, Brutes are way more scrappier than Stalkers. -
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They are pretty much the same with one difference: Broadsword does better burst damage, Katana has better damage over a longer period. That's pretty much it.
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True. But I'd say that purples aren't for casuals under any definition of the word.
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My Claws/SR Blutzkrieg has made use of the new power colouring. Red auras to match the red and black costume making it seems like she moves so fast she becomes blurry.
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I kinda figured it was too awesome to last. In any case it hardly seems a crippling adjustment.
Unless the number crunchers say otherwise. In that case I'll get my pitchfork and torch out pronto. -
Quote:Purple recipes are not intended for those who play the game as intended.
Those who subscribe to the reigning ideology of this forum will not acknowledge that there's even a problem. There is a problem, though. Those who defend the prices that come about on the markets ignore the fact that those prices are indeed out of reach if all the inf you get in ordinary game play - i.e. running missions and defeating mobs. They may not be out of reach to people who farm for purple drops, random rolls to sell, or the meta-game of manipulating the market. They are out of reach for players who play as intended.
Or more accurately: Purples are not intended for casual players. Purples are designed to reward those who put an unusual amount of time and effort into the game.
Edit: Unless you are reffering to non-purple recipes. In that case, barring a handful of sets (Kin combat, Numina's) you can get anything you want playing normally. -
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I'd go with SD Tank or Scrapper I think. That way Sands of Mu gets it's damage boosted somewhat and Flurry will be less full of suck.
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I for one, am glad that most people can't look like that
@Uberguy: Barring the purpling part, my approach to characters is rather similar. However, I like to dabble in the market on all toons because I find it an entertaining minigame of sorts*. I usually get my characters to 20-24 and then decide whether to keep them or not. If I do I frankenslot them up, grab the more useful uniques (steadfast +def for /SRs or the Perf shifter for end hogs, for instance) and then play them to the high 30s. After that I usually have enough saved up to go for mid-range IO sets like Crushing Impacts or Thunderstrikes. After that they continue on to 50 and get further tweaks if I still like them enough.
I do make a horrible amount of alts, though.
*I'm currently working on hitting the billion inf mark. I don't care for purples and all my alts are self-sufficient. The only reason I'm doing it is because I find it a fun excercise, much like getting badges. I honestly have no idea what I'm going to do with the money once I get there. -
FFG offers Stun, Hold and Immob protection. Of course, the Lost would have bypassed that with their AoE sleep. Traps still gets you protection from the two most deadly mezzes, though.
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I wouldn't put any -tohit in the blasts unless I were frankenslotting. If you're going solo you give up on too much damage/acc/endred/recharge to make reaching the softcap worthwhile. If you're in teams reaching the softcap is kinda pointless since you shouldn't be attacked often enough to make it an important goal. And you'd still be giving up on too much damage/acc/recharge/endred.
If by "no IO bonuses" you mean you're game to frankenslot your powers then it might be worth it. Mixing damage sets, tohit debuff sets and accurate tohit debuff sets will probably get you very respectable amounts of everything your blasts need. -
Another thing that might be worth checking is if drop rates have been standardized to a certain degree such that a person running +0/1 will get the same rewards as a person running +0/8 or something like that.
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Quote:Wrong. The Market is currently the easiest way to get Ultra-rare IOs. Nothing more. By saying "adn currently the ONLY part of the game that can ensure regular progress to IO's" you are intentionally misrepresenting the issue, making it look like that the only way to get IO's at all is by marketeering. Please stop.And for those who think the devs should not pay attention to the market, that's as funny as saying the government should stay out of Medicare. The market is a part of the game, adn currently the ONLY part of the game that can ensure regular progress to IO's, which are often described as end-game content.
Quote:McFly: are you seriously saying that if they created a "gold" set, that offered no extra bonuses, but was 10 times as rare as purples, that they would go for as much on the market? it isn't the RARITY the most players care about, it's the EFFECT.
Sure, mechanical benefits are part of the appeal, but it is not all of it. The thing is, most people feel that if they spend more time and effort playing a game, they should be rewarded in some way for it. Some people like mechanical rewards and other people like rewards that improve their social status (badges, costume pieces). Purple sets, by virtue of rarity and power are designed to satisfy both camps.
Quote:Which is why I disagree in principle with the WoW mentality of making the best stuff ultra-rare in the first place, but that's an entire other post.
Quote:I also believe that it is not a good sign for a game when we see posts, month after month, of "things are too expensive." People are coming to the forums, signing up, and posting JUST on that issue. I'm certain that the prices ont he market don't earn any good word-of-mouth recommendations from people: "it's a great game, but only the really rich characters can afford the good stuff, and prices are outrageous. Don't bother with it." -
Quote:Exactly. The market is just a shortcut to wealth.Yeah. I tried that on my brute. farming, running missions, running TF's, etc etc etc. And then I started buying recipes, crafting them, and selling them. I went from under 100k to a hair over a billion in a month just doing that, not even playing.
How long do you think that would take by doing what you describe? I figure that it took me less than 24 hours over the course of a month, just logging in, collecting my recipes, crafting, and reposting them, to make that billion. Meanwhile, i was playing the game on other characters, the richest of whom sits at around 200 million.
Quote:I stand by it: if you aren't using the market, you cannot make any serious progress in getting a character IO'd. Which makes it the only way to do things if your goals include that. And that's exactly how posters here want it.
I did the same with my Thugs/Traps MM and my SS/WP Brute.
So unless by "serious progress" you mean purpling-out a toon, selling drops intelligently is a sufficient source of income.
Quote:I'm more than happy to go back and forth on this again, but it's best to agree to disagree. Goat hit it on the head a while back: I'm an idealist. I think that IO's SHOULD be customization options open to the vast majority of people, not rewards that only the very highest tier of players should be able to get.
Quote:And I especially disagree that only those who spend time working the market are the only ones who can afford the top-end sets. It's a basic difference in thought, and I know that the devs do not share my perspective.
Quote:But I dislike people trying to describe the market as something that benefits all players, or something that, if you aren't using it, you don't deserve the shinies.
1) Play normally. Takes too long for many.
2) Farm. Too boring for many.
3) Market. Too... ebil? for many.
I repeat: The point of shinies is that most other people don't have those shinies. The way one makes few people have shinies is by making shinies hard to get. So if you want shinies you have to work for them. Simple as that.
Quote:It's a great system for what it does, but what it does is NOT "make IO's accessible to most players."
Quote:It's more "concentrate wealth, including INF and top-tier IO's, to those players able to use the market at all" THAT is what the market is good for.
Playing the game for extended periods concentrates wealth, including INF and top-tier IO's to those players able to play the game for extended periods of time at all. Note that I mean "play their 50 for 4 normal gaming weeks" and not "play their fifty for twenty consecutive hours."
See my point on why shinies are shiny as to why top-tier IO's should only be available to those who work for them. -
Quote:Wrong. You can get the IO sets you want by, and I know this may blow your mind, playing the game, then you take the drops you got by playing the damned game and sell them on the market. Then you use the money you made by playing the goddamned game and use it to buy the IO sets you want.
Preserve the market, preserve the current way of having the market be the only realistic way to purple out a character, the only realistic way to earn enough INF to buy the IO sets you WANT
Not. A. Hard. Concept. -
Since I'm not part of The Club yet, I made this to help me keep track of my progress:
Maybe someone with better image editing skills (read: not non-existent) could make a CoH Badge