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Posts
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Joined
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Quote:I don't think they are ever going to merge the markets.
I hope they do not merge the markets.
Because everyone knows the truth:
If the villains could access the heroside market, there would be a big sucking sound from all the supplies being sucked out of one faction to the other.
I bet there isn't a market at all in Praetoria.
To use a market, you have to go to the market place.
And switching from one side to the other is not going to be a trivial task.
Therefore, hauling stuff across factions is going to be a time consuming proposition.
You may have a point with the red side going wild buying blue side stuff, but instead of saying no, perhaps the reason that this phenomena would occur should be addressed.
If red side had decent pay-out in merits SFs, I bet availability would be better and thus both availability and prices would be more reasonable. Sadly red side has nothing that can compare to a Positron, Synapse, Sister, Citadel, Manticore and Numina in both complexity/simplicity and especially payout. The two decent payout TF/SF that a villain could do, were in fact co-op types, ITF and LGTF, and both have seen their merit rewards dropped. Frankly as a red player, I find no SF worth doing, from a merit perspective, I only do ITF and LGTFs with my villains.
Doing missions, oh well, you can only stomach so much of the Longbow before you are totally and completely burned-out. I also believe the Longbow as a threat group is over the top. In blue side, you have threat groups such as Malta, Freaks, CoT, Nemesis with each having a particular strength and weakness. Longbow seems to have it all (Malta Stealth, Freak Rez for Wardens, etc) where are the weaknesses for Longbow? Guess that is acceptable under the challenge category.
So at the end, red side has no practical way to generate salvage, recipies, or merits; which obviously is going to drive prices up, way up. No wonder there is no real PvP between blue and red...
For one, I would rather have devs fix the red side issues instead of merging the markets, but lets face it, it would be easier to just merge the markets.
When going Rogue occurs all my villains will go blue, clean-out the market, and then when they are properly IO set, maybe return to red side to do missions where 95% of them will be against the good ole boring Longbow, I guess their returning to red side is pointless if you think about it.
Hugs
Sue, aka Stormfront -
ooohhh, and I thought the heroes just loved to show off...
Stormy -
How about turning FBZ into a coop zone?
Hugs
Stormy -
Hi:
I believe red side needs more SFs with greater merit values than the current ones, in fact they need SFs that are comparable to those available to heroes such as Positron, Synapse, Syster, Citadel, Manticore and Numina. Lately I have been experiencing difficulties forming groups to do SFs (in Champions), and after spending hours begging for players to join, we do the SF and get 16 merits if lucky; that is a great disappointment. In fact this is a prime reason during GR that I intend to move my villains to blue side.
Perhaps, more coop zones can be made or existing zones such as FBZ turned into a coop zone, I would suspect turning FBZ into a coop zone not very difficult, but the TFs there would have to be re-tooled since they tend to send players in to paragon city for the unavoidable pointless travel across zones, perhaps these missions could be changed to have a door entrance within FBZ instead, which would sadly reduce the amount of pointless travel :<)
Hugs
Sue -
Mmm, was thinking...
Could we establish Grand Powered Groups (PG) bases, where the base and PG can have members on both sides. In our minds one could justify this as one group having "double agents" on the other zone (blue/red). This a base heroic SG, can have members in red side, acting as spies in Grandville or a basic villain VG, having members infiltrating Paragon City. With this in mind, then the SG/VG can have members from either camp and the bases have portals to either blue/red side. A flag could be made to prevent a blue or red character from entering the wrong zone.
Hugs
Stormy -
Aett, I think I understand what you are saying, but for clarity, let me try to explain it...
There are two knock effects: back and down. A flag is essentially set to where if the mag of the knock effect is below 1, it will result with a knock down/up; but if anything is done to increase the mag to 1 or more, then the effect is Knock-back.
Am I accurate?
Hugs
Sue -
Quote:I am not sure, I truly understand your reply, but consider the tanker axe power set, just about every attack has a knock-back/down ability. If one delves the various powers you see Knock-Down, Knock-Back, and Knock-Up. My experience is these side effects, tend to be quite consistent when fighting mobs, so I find it hard to believe that the Knock-Up component, for instance, to be less than a Mag 1 strength to it.There's really no such thing as knock-down. There is only Knockback with a mag or less than 1. As such, to get what you want, you'd actually have to have another set that was equivalent, but had no knockback slotting at all, since any increase in KB would likely push the KB mag to over 1, causing KB.
With regards to IO choices, I am after certain specific effects one can get from using IO sets (more % damage, quicker recharge, better accuracy, enhance defense, etc), the knock-back feature from the using of a set is not limited to only knock-back based IOs, in fact some ranged attacks have knock back features, which for a blasters is an excellent benefit. All I am suggesting is to look at the variety of IO sets, and those which has recipes that offer Knock-Back, have an alternate choice Knock-Down, for instance take Kinetic Combat, a melee IO with high melee defense, it has a Knock-back recipe; would be nice if it also had a Knock-Down recipe alternate choice.
Penny what I want is my powers that are Knock-down and Knock-up to remain so, and not be converted to Knock-Back when I use IO recipes such as Kinetic Combat for instance. Would love to have a means to convert powers from knock-back to knock down.
Hugs
Stormy -
Hi:
If I understand right, many melee powers that have Knock -back/down characteristics becomes solely knock-back when you place an enhancement/invention with Knock-back. This much is ok. But when I use an invention set, it may have a Knock Back recipe in it, and to ge the full effect of the set, you turn your knock-down power into knock-back. As a melee type, the knock-back is annoying for I have to go chasing after them. It would be nice, if those recipe sets had a second version where there is a choice of knock-back or knock-down recipies.
Hugs
Stormy -
Hi:
This is Giggles, your favorite gal, during my adventuring in Champions I have had the priviledge of adventuring with real life heroes; men and women serving in uniform, or civil service, or even contractors risking their lives each day to afford us the freedom we enjoy each day, to include our playing this game.
I think it would be nice, if these real life heroes, would announce themselves in this thread so that we can know who you are, and we can make allowances for you; for instance your connection speed may not be the best, so we would know to be patient when you slowly zone; you have continuous AFKs (I would to, if I had to take cover from an explosion), and we could give you preference when teaming or need assistance.
So respond to this thread with your global handle, tell us what alt your play and their name, tells us anything you would like for us to know, but do not compromise Operational Security.
Hugs
Stormfront -
I think Mender Silas does not need to agree with midnighters at all for a means to set an Oro portal to Cimerora, in fact there are several Oro threads that do send you directly into Cimerora, regardless of Montague. The Oro crystal does take care of the level issue, not sure if it requires your having unlocked the zone previously; by the time I have the levels to have this story arc available I am already 50 and had unlocked the zone long time ago. In a way I see the Oro folks, mending timestream distortions, thus they are transparents to the locals. With regards to SG Base portals, it does not have to be so complex, nor require any real story or bs unlocking to do it, RWZ is accessible, so should FBZ.
Also With regards to Fire Base Zulu, I do believe there should be a SG portal system, just as it is in RWZ, regardless if you could go to PI and be practically next door. It would be one less zoning screen activity, and that in itself is nice.
Hugs
Sue -
Quote:and what happens when someone wants to switch to a different toon because there are to many of a certain AT? you won't know this until you go into the zone. so now because you are locked into a tf you can't switch toons because no one else can enter the zone.
Its a good observation, but, (giggles) I said the zone would lock after the Hami is spawned; thus you and the organizers have plenty of time to form teams and switch alts around before going monster killing to spawn the Hami.
Normally, my experience in Champions, is that players do come to stay the entire event, not much issue with leaving to go eat lunch, etc. The most common issue is a DC for whatever reason and not being able to get back, because someone waiting outside took one's place. At times, it has been a key leader, and they can't get back.
I read a post if you leave to eat, for example, you should quit the team, so then that slot could open for a new player to enter the zone. That is a good idea, the only catch is the player's integrity in doing so. But maybe the team lead, could simply kick and fix that.
I proposed a way, not the way. The essential objective of this post is mainly to inform that an injustice does occur with this event, and that something should be done to prevent it.
Hugs
Sue -
Hi:
How many times we go to participate in a Hami raid, and when the going gets good, something happens and we are disconnected. When we return, we find that the zone is full and we can not return.
I was thinking, there has to be a way to do something about the not being able to return. My thougths are, the moment Hami spawns, the zone is locked, all the players who are inside are considered to be ina TF group wise. This way, if they disconnect because of issues on their side or are disconnected due to a server hiccup, they are ensured to be able to return to the zone and to their team.
I don't know, how hard is this to be coded, suspect there would be a reasonable amount of coding to keep up with who was inside, setting the flag, etc; but I don't believe it would be earth shattering, perhaps something that could be done for I18.
Hugs
Stormy -
Mmm, dancing
Actually I would like to see dances where 2 players are involved, instead of dancing individually with each other. basically, one player invates another player to dance, and they do ballroom, waltz, etc.
Stormy -
Quote:I tend to feel just the opposite from you about them, and actually feel kill all missions are a bore and weakness.The biggest flaw i find in tf's is the defeat the boss missions, mostly because it becomes a everybody get in, wait at the door, tp'er goes to the end room, tp's everyone, kill, repeat. which is fine imo if you've done the tf several times and aren't trying to level anything, but really becomes boring and not terribly fun the third or fourth tf you do.
So what if we had "the base has been alerted to your presence missions?" instead. Example: team goes in mish door, somehow or another theyre told that the base/group they've gone in there to defeat has been alerted of their presence, and *most* of the mobs on that map, rush the door? not too many bosses and not too much of a difficult matter to deal with, mind you, we dont want a "garunteed team wipe mission." and cutscenes, showing the boss/av/eb/whatever shouting attack! or "Get those pathetic heroes!" or something like that would play in nicely
In fact, i might just start a new thread about this and other new types of missions.....but i think tf's would be a great way to start, test, and ultimately, include them in the regular game
Truth be told, neither one of us is entirely right or wrong, its just a matter of perspective.
If you are leveling your alt, then the kill boss missions are bad from your perspective because a lot of exp is left out on the table.
If you are already 50 and you need the merits to afford the over priced recipies, then kill all are sheer waste of time and feel more like time sinks.
If you are doing it for the badges, then it cut both ways. Because if you need 100 vampirs, a kill all will guarantee you get the badge, had it been a kill the boss; that would guarantee you won't get the badge. On the other hand, you are looking for accolade class badges, then quick completions of missions is what you ideally want to get the accolade badge.
In the case of kill boss, the devs have nearly turned them into kill alls by default. For the boss is placed in very, very large rooms, which normally are composed of large rooms to begin with, I nick named those rooms "Verizon Room" cause you get to defeat the boss and guards, then forced to defeat his friends, family, cousins and folks who new somebody who saw Elvis. From a merit hunter perspective, being forced to defeat 60% of the mission because the boss in one of those Verizon rooms quite a bit annoying. Also add that these rooms have a good chance of being bugged as well, where one mob is spawned inside a wall or not, or during the fight it gets knocked into a wall and thus trapped and and potentially unhittable. its just a bad recipe for fun in general.
Now its rare in defeat bosses, where a player is so good, she can take down a mob set for 8 players alone, while possible its not common. My experience with kill boss, is one or more with stealth go search for the boss, ie, search for the verizon room, once the verizon room is located, a player activates "Assemble the Team" and then we go pound on the boss, guards, family, friends, and Elvis fans. Its not so quite or often a sit at entrance and the ticket is punched for you situation (I do recognize they do occur, but seldom).
I would think the essential problem with TFs now, is that the devs have worked other game incentives into them, and the different playing factions are colliding with each other. You seem to mainly use TFs to level, which is good and honorable. I use TFs for the merits, also good and honrable, and others do it for the badges (good and honorable too). The problem with these different end desires, the means each pursue to accomplish them are obviously different for very good practical reasons. I look at the normal TF, being a good mix of Kill Alls, fed ex, kill boss, hunts, to be a good compromise in general for all 3 factions. The problem occurs when the factions do not want to cooperate with each other, and the exp gatherers want to force the kill bosses into kill alls, etc. Nothing like conflicting interests, to add stress to the game.
Not sure what the right answer is, with regards to alleviating these game stresses, at one time almost no level 50 bothered with TFs after one pass or to help a friend get the associated badge. Thru the award of Merits, level 50s regaiend interest in doing TFs, which made it easier for those using TFs as a means to level to get into groups and more importantly groups with experienced players to learn and benefit from. Sadly the 50s went in for merits, not experience, and the lower than 50 went in for the experience; after all they want to get to 50 too.
From a compromise perspective the ratio of kill alls, kill bosses and hunts should be evenly distributed across TFs so the 3 factions can be addressed (exp, merit, badge).
Now talking about hunts, often what the hunts are for rarely has a badge associated with it, so maybe hunts need to go the way of the Dodo bird...
Hugs
Stormy -
I still think Fire Base Zulu should have its own base beacon and portal.
Sue -
I do stand corrected, I meant Super Reflexes...
Stormy -
Hi:
While the old ATs have an old classic flavor and feel to their power sets, when compared with the new power sets. Yet the new power sets have some very capable abilities that the oldies simply don't have. I would like to see, the old AT power sets, maybe be relooked at and perhaps some of their new abilities incorporated.
For example, look at the Scrapper Martial Arts set. While a flashy fun set, it has serious shortfalls to it. For one, you need to buy lots of powers tog et basic coverage and AOE type attack defense, really comes late in the game for MA users. Perhaps in the begining of CoH AOE attacks were not envisioned as being common in the low level game play and it would steadely increase so by the time AOE protection became available the power would be in place "just in time"; sadly the use of AOEs by mobs seems pretty consistent at all levels as the game as evolved to what it is today. Also note that all of the new defensive sets have an area taunt/debuff capability that also buffs the user, MA does not have it. The new defensive sets for Scrappers to tend to include a self rez, which i snot available either for the old MA power set.
What I would suggest for MA for instance, is that passive and active AOE defense powers be eliminated from MA and be integrated to the Range passive and AOE power set accordingly. With the 2 new slots introduce the PBAOE debuff/buff/taunt and self rez.
There are many other defensive power sets that needs to be re-looked at such as fireshield for tankers and what not; so if you all have power sets out there that needs to be re-looked at and have suggestions, why not post them below?
Hugs
Sue -
The way I look at it, when the real winter event happens, all zones are impacted by the event, while my suggestion simply affects a single zone year around, hopefully a hazard zone which at this time are hardly used.
But I am also looking at the Rikti invasion events and its badge sets, would be nice as we make new alts to be able to go to the RWZ and earn those badges, just like we can go to Crotoa right now and earn the Halloween badges with out having to wait for Halloween.
Hugs
Stormy
Ps: Granted, by having the event content available year round, it may take away from the event, on the other hand, it may force the devs to come up with new treats for us during those events, and that is always a good thing. -
Hi:
It occurred to me that at one time the only way to get the EOCHAI and Jack in Irons badge was to pursue them during the Halloween events, but thankfully the Croatoa zone has these characters and all the necessary mobs to earn all the related badges that goes with the halloween setting.
So why not have the other events be available year around, but instead of being across all zones, they have their own host zone such as it was done for the Halloween event. This way folks can get the badges year around.
For instance, lets raise the RWZ a notch up, and turn it into a really hazardous zone. Lets have Rikti cruisers blasting and dropping bombs, having Rikti transported to clusters of players, just like a normal Rikti invasion, but in the case of the RWZ its on all the time. The only time the invasion forces would be halted at the RWZ is when say 3 of the beacons are down, indicative that a mothership raid is undergoing, and thus the invasion is halted to allow for the raid.
I can see, DA having areas over-run with Zombies, the reason I say areas, is so that we can still have the normal Pantheon spawns and Adamastor, we may even split the city in half, were the cementery half is Pantheon control, and the other half is over run by Zombies.
I am not sure were do we place the Winter Lord and his realm, when we had him this last Winter, the maps appeared to be Crotoa terrains, but we allready have the Halloween stuff there, so I don't really feel that adding more to it would be good. But placing these events in Hazard zones makes sense, perhaps the WL realm could be placed in a corner at the Hollows or even Boomtown.
What do you all think?
Stormy -
Quote:Thank you for the more elaborate explanation, it is informative. But based on your data, is my observation that Defender damage then is essentially at par with Tankers, if not slightly inferior?This is such a simplified version of how damage works in this game, it's essentially meaningless.
At each level, for each AT, there is both a Ranged_Damage modifier and a Melee_Damage modifier (there are also modifiers for just about everything else, but I'm sticking to damage for the moment). For Melee_Damage, Defenders have 30.586, Tankers have 44.488, and Blasters have 55.610. For Ranged_Damage, Defenders have 36.147, Tankers have 27.805, and Blasters have 62.562. (All values at 50)
Each damaging power effect has a damage scale attached to it. The damage scale is multipled by the appropriate attribute modifier to find the actual damage dealt. For example, Fire Blast > Blaze deals scale 2.12 fire damage, and has an 80% chance for 5 ticks of scale 0.23 fire damage. For a level 50 blaster, this is 2.12 * 62.562 = 132.63144 and 0.23 * 62.562 = 14.38926 (5 ticks)
Further muddling the issue is that melee attacks often are given higher damage scalars, due to the risk of being in melee, and that the only attacks which Defenders and Tankers share are in power pools (which have scalars customized per-AT), and in APPs (which are generally weaker than their pri/sec counterparts).
So, the best you can really do is compare attacks at similar positions between the sets. For example, a T1 Defender or Blaster attack generally has scale 1 damage (36.147 damage for Defenders, 62.562 damage for Blasters). A T1 Tanker attack generally has scale 0.84 or scale 1 damage (37.36992 damage or 44.488 damage).
If you're using Blaster as your baseline, those numbers give 29-40% 'reduction' for Tankers, and 42% 'reduction' for Defenders. (I use 'reduction' in quotes, because calling it a reduction is, frankly, wrong)
If Defender damage is somewhat at par with Tanker, don't you think that is not quite right, and that Defender damage should be somewhere in the middle between tankers and blasters? After all the protections the tankers do receive are unconditional, the protections of defenders is very dependent in the debuff actually hitting and stacking to get the defensive effect; while this effect is pretty reliable against minions, it does greatly decrease as you engage tougher mobs such as EBs and AVs.
Hugs
Sue -
I really did meant Fire Base Zulu...
With regards to RWZ, there are history and explorer badges there to be collected as well.
In a way, I wanted the base transporters as a quality of life type thing.
Actually the Cimerora suggestion by using the Oro thread, I use regularly with my level 50 alts, of course this means are unavailable if you are below level 50.
In the case of FBZ I would like to see portals to it, mostly because there are several badges and unlockable costumes in that zone.
Hugs
Sue -
Hi:
As we do contact threads or TF/SF events, the number of missions we have to do before the contact finally gives us their phone number varies greatly; it would be nice if this number could actually be a fixed number of missions.
I can see, if this is a spanking new contact, that they may not want to "place themselves in danger" by giving you thier number up front, or after you only done 1 mission. But on the other hand, it does not make sense they can not trust you after 5 missions with 3 of them being kill alls either.
I would suggest, if the first mission is an effective defeat all (investigate base, etc), you do get their phone number upon completion; lets face it, you really did prove yourself worthy of trust. Basically as soon as you get a defeat all, right after you are guaranteed the phone number.
If you get glowies, sneaky, delivery girl missions, after doing 3 of these filler missions, then we do get the phone number.
What do you all think?
Sue -
Hi:
I believe base transporters do not have access to the FWZ, and Cimerora zones, would it be possible to have these zones added to base capabilities?
I can't think if there are any other zones not available through base transporters, if so, it would be nice if they would also be included. I am not sure if RWZ has a base transporter means, can't recall.
I imagine Cimerora could be an issue, since it must be unlocked to get access to it, but I iamgine a flag could be programmed into the Cimerora transporter to check if the way has been unlocked.
In general this is a "completeness" type suggestion, where a base should be able to transport its members to any zone be blue or red respectively.
Hugs
Stormy -
Quote:Choosing to be a buff bot rather than using your blasts is a build choice you made, ar a playstyle choice at least. You have blasts and should be using them if your buffs are not needed. That's the "something else" you should be doing.
I actually do go on the offensive when possible, but I don't have many attacks to begin with, for I do try to stock on team support abilities; then added to this is the pathetic damage Defenders do, so I was looking for ways to have other attacks, and perhaps have significantly rreasonable damage as well. So far if I gather correcly, Tank damage has a 20% reduction modifier to their damage compared to the no reduction of Blasters, a Defender has a 40% reduction to their damage. Frankly I thought the damage modifier was based on how much you sacrificed protections to have stronger hitting attacks; I can't understand how a Defender's damage could be made inferior to a Tanker's, unless I am mistaken Tankers do have much better damage resitance and defense abilities, and they have strong status effect resistances as well compared to the absolutely none of the Defender. Reason would indicate that Defenders should do more damage than a Tanker and less than a Blaster.
Stormy -
Quote:It seems KB always goes against the player, when I get KB from a mob, it always knocks me towards the mob... Ha ha haNo.
Knockback always, Always, ALWAYS uses the caster as the source. It will always be directed away from the caster.
And before anyone brings up things like Bonfire, I note that it's a two-fold casting. You cast the pseudopet which casts the KB. Thus, the KB is directed away from the pseudopet which is its caster.
I suppose we could retrofit all targeted AoEs with Knockback into pseudopet spawning knockback powers to achieve what you're asking for. But that would call for no small amount of coding to resolve a "problem" that generally isn't.
Stormy