-
Posts
1285 -
Joined
-
I don't think it's such a wild supposition, given historical precedent, but in any case I lose nothing by being wrong. At my current pace, I won't have maxed out the existing advancement paths on even one character before I21. If at that time no more soloist-amenable advancement path seems to be forthcoming, I'll reconsider my options.
That said, there's considerably more room for solo monsters on Lambda than BAF, IMO. The temp power acquisition stage favors a team that can split up and take out multiple containers at a time. -
Quote:What I am seeing on turnstile raid leagues is a social trap: the peril of making choices in one's own interest without considering the consequences if everyone else makes the same decision. Specifically, people are aware that there are many threatening enemies in the trials, so they bring their most individually survivable characters on the raid. This results in a raid league that is light on support, which in turn results in two things: one, the raid fails, and two, anyone who did bring support dies a lot because they're not receiving support from anyone else. The people who died a lot then switch to more individually survivable characters, and the vicious cycle repeats.I did them. I think I have done them 3 times. Well Lambda, but truthfully never have run the other. I really don't want to run them again. Sure the rewards are shiny, but I don't find them fun.
My build is fine, and enjoyable, but faceplanting every 5 seconds is boring to me. Not because I suck, but because pretty much everyone seems to faceplant all the time. Blasters, Scrappers, Controllers, defenders, anything thats not a tank really.
I litterally need to fly around, bubble everyone and then just Personal Forcefield myself the entire battle. Otherwise Im pretty dead.
One would think by now that the power of a team saturated with force multiplication would be well known, what with Repeat Offenders and all. As for me, I'm bringing my support ATs to raids, and saving progression on my solo-capables for the presumably forthcoming solo and small team progression alternatives. I hope this way of thinking catches on. -
Echo Null's player here. I thought I'd bring up two minor corrections to the account as presented:
1. Echo is 12 years old, not 10.
2. While the rest of the team was cracking weapon caches for extra pacification grenades, Echo was left tanking Marauder with a stream of Phantom Armies and Decoy Phantasms.
Not raiding nearly as hard as Gale or Pyro, but I'll get my Judgement yet! -
Quote:I'm glad you brought this up because now I get a guilt-free ride on my hobby horse. YouTube also no longer uses star ratings, because they are counterproductive when aggregating mass opinion. See link in sig.The correct model, I think, for the AE isn't the film industry, its Youtube. Youtube releases content even faster than the AE, most of it is even crappier than what is in the AE. But they've figured out ways to manage that well enough to be usable. Sure, you can just search it, but imagine if the only think youtube had was search features that the AE had. It would be non-functional also. Youtube has channels where you can aggregate content, and playlists where you can see what other people are watching, and favorites so you can save lists of things you want to go back and see, and highlighted content to direct people to interesting things. It doesn't present you with a list of all fifty billion videos in it and offer to sort it by date or alphabetical order. That would be ludicrous.
As a person who is leveling a character from 1-20 in AE for idiosyncratic reasons, I can attest that the AE system is downright inimical to players. It'd be even more inimical if I didn't know about the wholly player-created, undocumented content text tags (SFMA/LFMA in particular). I've argued before and will argue again essentially Arcanaville's point, and will add that when updates break existing arcs this is not only bad for authors, but also for players and for the AE system itself. HoF/DC arcs are supposed to be representative of the best AE has to offer, but ironically this status makes them more likely to be broken permanently. That is dumb. -
When a game forces me out of my comfort zone, I assume that it is trying to teach me something. I like it when games alternate between teaching me skills and asking me to apply them in various situations. When a game on the one hand has nothing more to teach me, or on the other hand asks me to learn more faster than I want to, I lose interest.
So, yes, I prefer that games take me out of my comfort zone, but by steps. Games that do not ask me to grow are boring. Games that expect me to be grown before I approach them are frustrating. -
1 Open up the Powers tab.
2 Right click on a primary or secondary power the character has not taken (greyed out)
3 Open a context menu with the Info option.
4 Select Info to open the Detailed Info window for that power.
Back in the before times, the interface did not allow this because we were not supposed to see the Detailed Info for powers we did not have, because Jack Emmert that's why. Now that we can just type any power's name in [brackets] to open its Detailed Info window, there is no reason why the UI should still disallow opening the Detailed Info window for powers we don't have from the Powers tab.
It's a small thing, but it bugs me. -
Damage debuffs and resistance buffs do not accumulate in the same way as tohit debuffs and defense debuffs.
Suppose you have a 30% resistance buff and the enemy has a -30% damage debuff, and the enemy attacks with an attack that does 100 damage unmodified. The formula for final damage is:
Di * (1-Dd) * (1-R)
where Di is initial damage, Dd is total damage debuff, and R is total resistance. So, first the initial damage is multiplied by 0.7 due to the damage debuff, so the attack now deals 70 damage. Then, the damage is reduced again by resistance, by another factor of 0.7, so the final damage is 49. The reduction in damage is 51%.
Now, suppose you have a 15% defense buff and the enemy has a 15% tohit debuff. The formula for final tohit chance (simplified to ignore accuracy, inherently higher base tohit, and the purple patch) is:
0.5 + (Tb-Td) + (Dd-Db)
where Tb is total tohit buff, Td is total tohit debuff, Dd is total defense debuff, and Db is total defense buff. So, initially, the enemy has a 50% chance to hit. The tohit debuff reduces this by 15%, to 35%. The defense buff then reduces this by a further 15%, to 20%. The reduction in incoming damage is the difference between the final chance to hit and the initial chance to hit, divided by the initial chance to hit:
(50%-20%) / (50%) = 60%
So the expected reduction in incoming damage is 60%. Tohit debuffs and defense debuffs stack more strongly than damage debuffs and resistance buffs.
So, then, why bother with damage debuffs and resistance buffs? There are three reasons.
1. Higher rank enemies resist tohit debuffs. Only enemies with damage resistance resist damage debuffs, and not all high rank enemies have damage resistance.
2. Higher rank enemies have higher base tohit and higher accuracy, which can erode the effectiveness of defense buffs and tohit debuffs. Damage debuffs and resistance buffs are not affected in this way.
3. Tohit debuffs and defense buffs can reduce the chance of being hit, but not the ability to survive hits that come in. Bad luck can take out a character with a minimal chance of being hit, and over a long fight the chance of bad luck increases. Damage debuffs and resistance debuffs make incoming damage slower, so there is more time to determine whether the situation is survivable and lay on additional mitigation.
Of course, if you can have both hit rate reduction and damage reduction, that's even better. -
I've tried -1/x6, Dechs, and the problem isn't incoming damage, but incoming secondary effects. Resistance is an extremely powerful damage mitigator, to be sure, and resistance that scales to spawn size is exactly as powerful as you explain. However, the following effects also scale up with spawn size, and resistance does not help against them:
- Mez
- Debuffs
- Enemy force multiplication
- Endurance drain
- Aggro control difficulty
These are the things that prevent me from leveraging my multiplied resistance and damage, and kill me by degrees - by pushing me into Dwarf Form, thus slashing my damage and my versatility; by overwhelming my aggro control and killing my pets; by presenting more problem enemies than I can lock down at one time; by removing my ability to hit enemies for buffs and to produce bodies; and so on and so forth.
If I were more skillful with Gravitic Emanation, if I were better at positioning enemies and choosing targets, and especially if I were more willing to use breakfrees, I doubt I'd be having these difficulties. But I'm not, so I do.
+0/x2 is all right though. That gives me 3-5 targets per spawn, 1-2 of which are serious threats, which is comfortably within my ability to manage. And of course, on teams where the above secondary factors are mitigated, I am able to leverage all my tools to their maximum benefit. -
The sets I use most are Crushing Impact, Thunderstrike, Red Fortune, and Doctored Wounds. I can pick up a set of any of those for under 10 million inf easily. Also, I use Air Burst frequently for frankenslotting. I pay a moderate amount for a moderate increase in performance, and then I save for big-ticket items for another moderate increase in performance.
A billion inf is just a number. Inf has no fixed value on the market. In fact, the less one inf is worth, the easier it becomes to achieve the level of performance that the game was designed for, because NPC vendors never raise their prices for SOs, while you can get more and more inf by selling drops on the market. I remember when it was hard to afford SOs; now I don't even think about it.
My definition of market health has less to do with prices, and more to do with availability. I'm not worried that rare, valuable items cost a lot of inf; I'm worried that rare, niche-value items aren't available at all. -
Quote:You asserted without evidence that every time the developers do replace one thing with another, it would be more simple to add the new thing without removing the old thing. In this particular case, it is notable that every other power that has an alternate animation has only one alternate animation. I can conceive of a number of reasons why this should be so, and why adding a third would be non-trivial. It is unfortunate when the developers decide to remove anything from the game - for just about anything in the game, you could probably find someone who loves that thing dearly just the way it is, and I think they're not unaware of that. But saying that the choice to add instead of replace is always simple misrepresents the situation.I'm glad you do because really have no idea what you're getting at here.
Hopefully it was unconsciously witty or insightful. *shrugs*
More pithily: standard code rant plus standard design rant. -
This reminds me. Tried Team Teleport yet, Dechs? I've had one pretty good run and one fairly mediocre run using it. I think the key is going to be learning the timing on the halberd drops so that I can move everyone to a convenient out-of-the way spot right before the blue circle appears, and then dump them right back on top of BM as soon as the halberd targeting is locked in.
That, and having enough survivability buffs on the team that sitting on top of BM isn't lethal. :P -
Quote:I see what you did there.The Devs seem to have a bad habit of REPLACING previous options instead of simply ADDING new options to the game.
-
Dominators are not Controllers with blasts. They are Blasters with control. Your primary is not there to do damage; it is there to render enemies helpless so that you can murder them with your secondary. All Dominator secondaries are sufficiently good at murder. Some are a bit better on damage, others offer more secondary effects, but they all kill things.
-
Quote:"Prices are not driven by naturally high demand and low supply, but by greedy sellers and market manipulation."Like i continue to say, it's the devs fault. Small minded people will continue to do what they see others do. Hence the increasing sell prices. You can blame buyers but if they aren't posted at certain heights, they can't be bought for that price.
Quote:The drop rates need to be adjusted on recipe drops. I don't know of anyone that farms more than i do. The amount of recipes in normal missions flat out suck. Other than common recipes and temp powers. Im not even referring to purples.
Quote:Heck, i get more purples than orange recipes and 90% of the yellow recipes are air burst or something i can't even sell at the market so it gets deleted or vendored.
But, if greedy sellers and market manipulation drive prices, can't you get good prices on your common drops by selling them for more and manipulating people into buying them? And if greedy sellers and market manipulation drive prices, won't an increase in supply produce no benefit?
I have a hard time understanding how you can believe all the things you say at the same time. -
The key factor in the BM fight is that the halberds drop on a set schedule, and you can decide where they will fall. If you know when they are about to drop, you can make sure they drop in a place that won't affect you. The tricky part is staying aware of the timing.
If the devs wanted to make the fight much, much easier, they could set it up so the targeting circles track for 4 seconds, then stay in place until the halberd lands. As it is, counting the seconds should be sufficient. -
Every thread is Tyrant thread. :/
On the Actual Topic of the Actual Thread: while there are plotlines related to a slow unraveling of the Bane Spider psychic web, I think there's also enough leeway in what Marcian observed to indicate that some outside force is fiddling with Arachnos minds. Praetoria, as the Big New Thing, is the obvious candidate, but there are so many other people who might do such a thing that it's hard to say. Here are some other candidates:
Sister Psyche - due to heroism
Malaise (primal) - due to heroism
Serafina - due to heroism; does it in Scirocco's arc
Scirocco - fiddling with the Malleus Mundi again
The Evil Spirit of Red Widow - trying to kill Ghost Widow by killing Arachnos, to whose existence she is tied, due to jealousy
Dr. Echo - having seen so many exploded Recluse Victory Futures, has decided to undermine Arachnos through Wacky Time Hijinks
The Clockwork King - misguided heroism, trying to protect Penny Yin
Of course, some of these theories are pretty wild. But there's one thing I'm confident of: it will probably end up being a Nemesis Plot. -
Quote:I don't think this one is fair.Ouroboros - To quote Justice League Unlimited: "You invent a time machine and can't think of anything useful to do with it?" It could be a tool to explore the historical events, and far off futures with, a staple of hero comics, and instead it's just repeating the old story arcs, the incarnate story arc, and the original TF's.
The complaint about the alignments is that, for design reasons having nothing to do with game fiction, two of the alignments have poor utility. If the design goal was that all alignment points have comparable merits, then the problem is a design failure. As game fiction, it has issues, but the problem as presented is not at the fiction level.
Ouroboros is not a time machine. Ouroboros is a piece of game fiction around a game system designed to allow people to replay content that is below their level or no longer in the game. Ouroboros may not have all the content you think its fictional nature should imply, but as a game system it meets its design goals just about perfectly.
Your other examples also tend to fall into the category of "content less developed than the fiction implies". But alignments are not a content failure; there's lots of content related to alignment shifts. It's the game mechanics of the alignments themselves that are problematic.
If I were to point to game systems that have not met its design goals and have since been underdeveloped, I would cite AE, bases, and PvP. -
Quote:Also: while you can obtain tips in your tourist area, there is no option to run those tips as your current alignment, only as the area native alignment. So, you cannot do vigilante things in the Rogue Isles or rogue things in Paragon City. An extremist war on crime earns you the right to be exactly what you fight, and prizing greedy self interest over principled villainy earns you the right to be altruistic...Even worse when you consider your usual "vigilante" style comic character. So you have your stereotypical tough as nails, evil-crushing obsessed lone wolf loose cannon half-crazy guy who throws villains out of windows and blows up their warehouses. He decides to carry his vigilante crusade to the enemy's own land. Makes his way to the Rogue Isles and...
"Any villains I can join up with?" -
The fact that many players will value alignment merits over access to what was supposed to be an entire game's worth of content indicates that either alignment merits are excessively valuable or the content is insufficient (or at least insufficiently accessible for the price). Possibly both.
Also, I still think that reward merit purchases and all rolls should be at settable levels without resorting to xp-locking shenanigans. There are supply deficiencies that want addressing here. -
I'm aware that this thread is likely to attract advice. Probably good advice, certainly well-intentioned advice. Without slighting this advice or anyone who offers it, my point here is not to solicit advice. I already know I'm doing it wrong, and I have a pretty good idea of precisely how. However, getting the higher performance out of the 'shade involves more effort in play than I'm willing to expend. I totally admit it's a skill thing: +0/x1 isn't the theoretical maximum that a warshade can be played at, but it is the practical maximum that I can play like an idiot at. And I'd rather expend low effort for low performance than expend much more effort, possibly more than I'm actually capable of, for high performance.
I guess what I'm saying is that warshade performance is much more strongly dependent on player skill than any other AT I play. I can get good performance out of other ATs, but because of the skill requirement, I can only get passable performance out of warshades. C'est la vie. -
At level 48, I'm pretty sure power availability is no longer the issue. I'm also pretty sure build in general is not the issue. I expect that tactics is the issue, but I'm either unwilling or unable to implement the correct tactics. All the powers are great on paper, but I can't make them work in practice.
I can play bouncy claw shrimp, though. That works okay. -
I have a currently level 48 Warshade. Throughout my time with the character, I have been told that they are enormously powerful against large groups of enemies, and the nature of the various powers seems to bear that out. So I have tried to play the Warshade against large groups of enemies.
And died, and died, and died, and died.
I consulted guides. I burned respecs. I bought IOs. I double, triple, quadruple checked to make sure that I have the right powers, the right slots, the right tactics. For whatever reason, it does not work for me. If I try to fight x4 Arachnos, I die. If I try to fight x4 Malta, I die. If I try to fight x4 Carnies, I die.
Yesterday I respecced one last time, to pick up inherent fitness, and set my difficulty down to +0/x1. And I didn't die, and it wasn't painful, and it wasn't frustrating. I could control groups without worrying too much about scatter. I could clean up enemies quickly. I didn't get crushed under mez or debuffs. I could keep my pets alive. It was nice.
I'm putting this out here to say that if a Warshade (or any character, really) isn't performing the way it's "supposed to", it's okay to turn down the difficulty. There's a lot that's been said about how great Warshades are, and I fully believe that some players can work miracles with them. Some can't. Specifically, I can't. But I can play in a way that is enjoyable. You can leverage numbers with a Warshade. You don't have to in order to enjoy the AT. I think that's worth mentioning. -
Quote:There's no magic limit to how much corn can be grown, either, but it's still possible to have a corn shortage because there's not enough of it to meet demand right now. The relative differentials between time expended and goods created produces inequalities in supply and demand, which drives the market's prices.I am not saying that the law of supply and demand does not loosely apply to CoX market function. However, in the CoX world, it would be theoretically possible for every player to farm as many LotGs as they needed. There is no magic limit of LotGs that the game spits out.
If I were looking for a good example of how the CoX economy differs from the real world, it wouldn't be the items that take player time to produce. It would be the NPC stores, which with their fixed prices and infinite supplies create the entirely wrong idea that all items have a fixed inf value. -
Quote:Rogues get a PBAoE Confuse power. It's not terribly impressive.All of the alignments have temporary powers for staying. They are all, IMO, rather underwhelming. I don't recall the details, but there were long timers on the lot.
Vigilantes get a PBAoE Fear power. It's not terribly impressive.
Heroes get Call to Justice, a PBAoE buff to tohit and damage. It doesn't stack, but on a full team of heroes it can be up quite often. It's pretty good.
Villains get Frenzy. Its effect depends on your archetype.
If you are a Dominator, it instantly fills your Domination bar.
If you are a Brute, it instantly fills your Fury bar.
If you are a Stalker, it grants a buff to tohit and damage and places you in Hidden status.
Other archetypes get a buff to tohit and damage.
My personal favorite is Frenzy, on the archetypes that get special effects from it. -
I can confirm that, by adding the "blank" line in the channel list to a tab, you will log the pop-up messages. This should really be less obscure.