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So logging in multiple times to progress on a badge = bad.
But afk farming = OK.
Double standards much ?
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I don't afk farm. So I don't know where that accusation comes from.
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Additionally I always approach badge calculations based on a 2 hour per day window, preferably the same time of day, to try to get consistent results. -
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Captain America
Ironman (patriotic)
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Well these would likely be the only "problem" pieces, due to obvious reasons. -
Sorry, not good enough. While anecdotally possible, I dispute your findings due to your process. Show me a controlled, repeatable test and you might convince me.
You logged in multiple times a day over 11 hour periods (nearly a 24 hour period on Saturday). -
Well I love it, if that counts for anything
. Also I wish I had talent equal to yours to call this a "rough" when you are swamped.
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To be honest it sort of bugs me when people look at farming as a bad thing... I mean if you have certain goals and you are able to get them by being efficient (farming) then so what...
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I've gotten to the point where I don't care if others farm to get the epic badges, as long as I can get them through regular play.
I cannot though. I cannot see a way to get either the epic healing or epic damage badges through regular play.
Farming should NOT be the only option to get the badges. If lowering the requirements to let them be earned through regular play makes it "too easy" to farm, so what? -
I fully endorse the original post. While both Badge-Hunter and CIT are great, to get full benefit from either you have to run a separate program (Herostats or Glycerine). A preferable solution is something that doesn't have to be run outside of the game.
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(Hint: 4th of July) [/b] [/color]
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What, no Canada Day (July 1st)?
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[color=lavender][b]Ummm...what is Canada Day?
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It is like July 4th, only without the revolt against the parent country and we get our country's birthday three days earlier.
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(Hint: 4th of July) [/b] [/color]
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What, no Canada Day (July 1st)? -
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Hey all, following on the heels of my first commissioned pieces a few weeks ago, I hooked up with a wonderful artist by the Deviant Art tagname "speakrussiontome". She's a lapsed CoH player and is a wonder to work with, check out her page.
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Dirtwolf does indeed do some very nice work. -
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I am asking to know the exact details on earning the healing badges. From what I know so far, one cannot get progress toward these badges for healing done by pets or gladiators (such as MM henchmen and the old Longbow Wardens).
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This is incorrect.
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One can only get credit for healing if one actually heals damage received, rather than just spamming Healing Aura on a sedentary team. Example: Scrapper Joe has 200 HP, and he takes 30 points of damage. Empath Amy heals him for 50 points, but is only credited with 30 points of healing toward her badge (the other 20 points are lost).
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This is correct
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Do +HP buffs matter on healing badges as it does with damage badges?
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Apparently there is a reported bug where the amount healed in this case is counted for the damage taken on the target. But to answer your question, no a targets +HP doesn't matter to the healer. -
Or perhaps a "free" tier 8 or 9 like blast once every 30 minutes.
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Temps should be light+quick.
Accolades should be once-in-a-long-while "I'm Awesome!!!" buttons.
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I agree with this. I will point out however that even compared with temp powers the Crey pistol is underpowered. And I am not even talking about the "heavy hitters" like the Warburg nukes or the Nemesis Staff/Blackwand with the origin bonus (Vet reward). Heck, even the revolver is more useful. -
From my perspective, the form art takes is secondary to the message it is trying to get across. I love art in most of its forms.
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If you have a full team, it will still be under what is needed for the badge. If solo it will require about
Also you need 200, not 100.
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But how is it any different than villains clearing the PVE map they've had? and no one has complained about that.
How many Shivans are in one reset of that map, compared to the villain ones? Plus you get an ally on the Obos arc.
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Both the Shivan missions from Brass spawn more than the required number to get the badge with a team of three in one run.
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regardless, it's definitely more than 3% per reset, and can be done solo, so it's nowhere near the Weatherman status. I haven't heard people calling for teammates to finish this badge, the complaint was only about PVP originally and THAT has been addressed it seems.
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Given the lack of players in Bloody Bay, I find myself just going there to finish the badge.
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On a related note is the DE Eminators requiring a 500 count.
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So maybe we want to make a case for the badge being normal non-summoned Illusionists, too? Is that the best fix, since badge amounts very infrequently get changed?
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Yes, it would make a lot of sense to just get all of them to count. -
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* Some kill badge targets are almost impossible to find...
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various comments on that section
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- Man in Black is only available to heroes in a PVP zone or in one mission at the end of Pilgrim's arc.
I think that's not really an issue anymore with the point about the Pilgrim arc. Unlike Bonecrusher or Weatherman, this is a badge for killing *any* Shivan, and there's a whole map full of them, which is really no different than how villains have used maps full of Shivans.
(In fact, how many Shivs are on that one map from Pilgrim? you only need 100.)
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If you have a full team, it will still be under what is needed for the badge. If solo it will require about a dozen (or more) runs.
Also you need 200, not 100.
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- Rularuu Overseers are limited for villains.
That affects unlockables.
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Yes, they are limited, but it doesn't really affect unlockables. In fact it is easier for villains to unlock the costume parts for this than it is for heroes. All that is needed is an arc souvenir.
While they are not the worst things to have to farm, they are a bit less than summoned Illusionists in terms of rarity.
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Let's add...
- Illusionist. This is extremely rare in zones, and requires teams of 8 to spawn them on missions. The real problem is that, when playing well, you don't want to let a Master Illusionist summon pets, so the badge rewards "bad play".
This is similar to the problem that people were artificially letting Rikti Comm Officers summon portals to increase rewards.
Now does that mean Illusionist's very concept deserves its own bullet completely?
Wasn't Illusionist originally for the MI itself and not for the pets? I can't recall.
(and why does no one have similar problems with Raider FFGs? Probably because of the sheer number of them that you run into, being minions, and you only need 100.)
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Originally (from some guides on these forums), the badge was for 200 Illusionists or Summoned Illusionists. This was raised to 500 around the time the free Prima guide was put out.
And yes, I think the reason no one has a problem with Raider FFGs is the low count and that they are spawned from minions. On a related note is the DE Eminators requiring a 500 count. -
Doesn't the CoV fansite kit have them as Illustrator files? If so load them over a black background.
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ftp://ftp.cityofvillains.com/CoV_FanSite_Kit.zip -
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I don't have any patriotic heroes or villains myself, but since I'm almost done with the Fan Art piece this month, I will draw a picture of the first patriotic (any country) CoX-character who's owner replies to my post. This is of course with the condition that the Scoop may use it also.
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How about this one:
Canadian Spirit
http://i55.photobucket.com/albums/g1...dianSpirit.jpg
I don't think I need to say that the Scoop can use it. -
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So something like the Marvel Military Specials?
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I would say so, except the whole Marvel thing.
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More people had Zookeeper when its requirements changed. Given the removal of several avenues of crafting (brainstorms, invention to components, components to base items/empowerments, base salvage to components), a reduction is warranted.
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Definitely too high NOW. Originally, it was 'in the right ballpark'. Some people felt it was high, but at least it wasn't nuts. You could do it in a matter of days if you were REALLY serious about it. When we got Brainstorms, it was trivialized. You could do it in an hour. Now, it's way too high. It certainly should not be divided by 10. The previous badge is for 1,000 craftings and you get 2/3 of those while earning all the IO badges.
Given how long it takes, and the earlier badge increments, plus the fact that you've already passed the accolade requirement.... I would think 2,500 is about right. It remains epic, but not stupidly so.
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I could seriously get behind this. -
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However, if you're arguing from the "it was easier to get Fabricator when we had base salvage" then I respectfully disagree.
If you're arguing from the "it takes 4 crafts to get one base empowerment craft" perspective, then sure, I guess it was "easier."
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I think you are looking at the statements wrong, and you have some facts incorrect.
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But that's only part of the story. When we had base salvage, the procedure to get a single base empowerment power was overly complicated.
Either you had to get the right amount of base salvage, which was very difficult to do as each enemy group only dropped a specific type of base salvage. How many base salvage were there in the game? Over 200? And you had to be in the right level range to get those drops.
Alternatively, you could take 6 of any common invention salvage, 4 of uncommon, or 3 of rare and craft them into a base component. Right, like ANYBODY is going to craft 6 luck charms (or alchemical silver) into 1 arcane base component.
Then you'd craft those base components into temporary base empowerment powers. If I remember right, it took 3 base components for 1 power.
Using base salvage, you needed 3 salvage to get 1 component, then 3 components to get 1 temporary power. That's 4 total crafts from 9 base salvages.
Using invention salvage, you needed 6 salvage to get 1 component. That's 4 crafts from 18 invention salvage.
Under the current system, those same 18 invention salvage will give you 18 crafts. And you don't have to go through the process of converting invention salvage into base components. You simply convert the invention salvage directly into a temporary power.
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The end result (empowerment buff) did NOT matter. Seriously. What the people did initially to get the Fabricator badge was this:
Buy stacks of Invention Salvage, convert to base components (see notes just after this), until one type of component reached 99 components. At that point craft a 1 component empowerment buff, then delete the buff. Repeat until that specific component was gone, but keep the other like type at 99 to be 100% sure that you'd get the component needed for the same buff.
Other errors in the above statements:
<ul type="square">[*]Common Invention Salvage converted 6->1.[*]Uncommon Invention Salvage converted 4->1.[*]Rare Invention Salvage converted 2->1.[/list]These crafts converted to one of twelve components:
<ul type="square">[*]Two tier 1 arcane (Mystic Element, Mystic Foci)[*]Two tier 2 arcane (Arcane Essence, Arcane Glyph)[*]Two tier 3 arcane (Magical Artifact, Magical Ward )[*]Two tier 1 tech (Tech Material, Tech Power)[*]Two tier 2 tech (Tech Hardware, Tech Prototype)[*]Two tier 3 tech (Experimental Tech, Tech Software)[/list]Each of these groups had 3 Common Invention to Component recipes, 3 Uncommon Invention to Component recipes, and 3 Rare Invention to Component recipes.
When you had 99 of a specific type of component, ever single conversion gave the other type 100% of the time.
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From your perspective, you're thinking, "To get a temporary power, I made 4 crafts. Right now, to get a temporary power, I only make 1 craft. 4 crafts > 1 craft. The old way was better."
But from my perspective, I'm thinking "18 pieces of salvage used to only generate 4 crafts for me. Right now it generates 18 crafts. 18 crafts > 4 crafts. The new way is better."
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Like I've just shown, the end result is completely irrelevant. The buff gets deleted seconds after being crafted, and there were 9 different types of invention salvage that could craft that specific buff.
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Also, under the old system, the only people who had a realistic chance at getting Fabricator were those who ran large supergroups with tons of members and had access to a huge amount of base salvage. Or somebody who could figure out the base salvage system.
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Or buy it from the auction houses, just like now.
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Right now, *anybody* has a realistic chance at getting Fabricator. All that person needs is a base with a base empowerment station and the knowledge and patience to purchase silver or mathematic proof for 100 inf each.
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Nothing has changed, except you get less crafting credit.
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If it's so unrealistic, then how was I able to get Fabricator on *TWO* separate toons since base salvage was eliminated?
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You would have gotten it a LOT quicker if you actually took the time to understand the old way, but it looks like you didn't take the time to do so. -
FWIW, I did put one comment in with one edit. It is clearly marked as such.
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In order to preserve the Badge Issues thread from tangents, please post feedback about the following point in this thread:
* Fabricator is too high. Base salvage gave opportunities for 5 or more craftings for one Empowerment buff, now that same buff produces only 1. Base salvage also gave an opportunity to craft components to sell, which were much cheaper than crafting IOs. Reach 10,000 is now a very unrealistic number.