UberGuy

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  1. I don't understand why Brutes and Stalkers are denied what is clearly considered an improvement to the Electric Armor set. Castle even refers to their lack of this as being "unfortunate".
  2. Achiever: 73%
    Killer: 4%
    Socializer: 40%
    Explorer: 40%

    It asked a fair number of questions I didn't think should be mutually exclusive. It also asked achiever-related questions that really don't quite fit in CoH's approach to loot. Still, I think the numbers work out for how I approach CoH.
  3. Quote:
    Originally Posted by Von Stuben View Post
    There is a real need for review of what is " common" or " rare" and what the cost is of all of it. It is clear that the market is out of whack. It is also clear that the market is designed to benefit gold farmers at the expense of players . I feel like the entire system should be reviewed, it is by far the absolute worst part of the game. I hate and dread using the market every time I have to do it. But maybe that is because I am not a greedy gold farmer sending my kids to college on RMT.
    Here's a wake up call for folks like you who can only equate big numbers with "gold farmer".

    I have never, ever bought anything from a RMT service. I hate them. I hate the email they send me.

    I do not use the market itself as a primary means of earning in-game cash. By this I mean that I almost never "flip" items on the market, or do any of the other things that "evil marketeers" are usually associated with. Instead I get my goods playing the game and then sell them on the market. Fighting foes is my primary means of earning goods, which I sell for in-game currency.

    I have 5 level 50 villains, who collectively have 8 billion inf in liquid funds, and are heavily IOd (3 outfitted in purples). I have 4 level 50 heroes, who collectively have 3 billion inf in liquid funds, and are heavily IOd (2 outfitted in purples). I play my villains more than my heroes.

    How is this possible? For one thing, I play the game at level 50 frequently. For another, I sell lots of things on the market. All my level 50s have at least the badge 3000 market sales, most have the 4000 item badge, and one is closing in on 7000 items. Remember, I do not flip stuff, so all of that is stuff I got as drops. Certainly it's vastly dominated by salvage, but I sell lots and lots of recipes and crafted IOs too, and that's where I make my money.

    Claiming that the market is broken on the basis of high prices shows ignorance of how to use it in some of the most basic, fundamental ways possible. Those of us who know better are pretty tired of it, because it seems to be akin to sweeping at the ocean. No matter how many people we either educate or convince to leave, the tide keeps rolling in.
  4. Quote:
    Originally Posted by MunkiLord View Post
    Why? Can you support that idea with any sort of logic or reason?
    He wants to make mad profits on the actual Black Market that springs up.
  5. All farming does not have to be done solo. It's just most (potentially) efficient for it to be that way.
  6. Quote:
    Originally Posted by Gr33n View Post
    maybe i am thinking like farmer but I in no way see this as a determent to farming... just new, exciting ways to get it done!!

    This all sounds great!!! One of the most exciting game changing issues since i14.
    You seem to be having a problem separating the concept of PLing from the concept of farming.

    All farming is not PLing. PLing is something one can achieve highly effectively by farming with an optimal level mentor and SK on the team.

    This change makes PLing less optimal. The difficulty setting changes makes farming easier to achieve without asking for padders/fillers. The two changes are not directly related. However, making PLing less effective doubtless made it easier for the devs to decide that such open-ended difficulty settings were a viable idea.
  7. Quote:
    Originally Posted by RagManX View Post
    No you didn't. You chose to buy pistons for 1M. You could have bid, say, 10,000 and logged out. Then in an hour or two, when you went back, you would have bought all 4 most likely. Certainly you would have them after an overnight wait. There - I just saved you 3,960,000 off your next purchase of salvage that is temporarily out of normal selling range.
    Truth. After ignoring the crafting badges for a long, long time, I got off my virtual duff and am going for Field Crafter on my hero badger. I had a nice stockpile of mid-level common salvage saved up, and used it to get going. Of course, I eventually ran out and had to start getting more. I chose the market as my source.

    In general, I have been buying salvage anywhere from 50% to 10% of its peak price. I have seen things going for 100k apiece and gotten a stack of 10 of them for 10k apiece. I've been buying recipes for somthing like 10% to 50% of their purchase price at a crafting table.

    On the flip side, I have been selling my crafted IOs for 200% to 300% of the non-outlier minimum prices I've seen. I just leave them up for a few hours or overnight and they all sell.

    So here I am doing this thing that, once upon a time, made my teeth itch just looking at the raw crafting costs, and I'm making money off of doing it.
  8. Quote:
    Originally Posted by Kitteh View Post
    DINGDINGDING...the disparity in prices can be EEEE-NORRRR-MUSS
    It does help to keep an eye on both sides, though. For whatever reason, sometimes you can get the crafted item for the same or less than the recipe.

    Right before DXP weekend I got a crafted purple off the Black Market for the same low-ball price I had out for the recipe. That was about 65M less than the historic high price of the crafted item for the time I was bidding on it. Needless to say, I was pleased.
  9. This makes the AE represent an interesting inflationary force.

    Currently, it's possible to create AE maps where you can fight large, large numbers or foes. I'm not talking about really exploitative things here, just big maps that can have lots of foes on them. Here's the thing: the way the game is set up now, you hit the ticket cap on these maps long, long before you clear all the mobs. If your goal for being on such a map is, say, XP, you're better off to just keep going rather than reset every time you reach the ticket cap (or 1/2 the ticket cap, the way you would if you were deeply interested in tickets/time).

    If you do this, your pure inf generated starts to outweigh the potential in market fees you would generate selling ticket-generated drops.

    Note too that this effect doesn't include any ticket spending behaviors that serve to reduce market interaction (and thus fees). For example, you can spend your tickets on direct purchases or rare or uncommon salvage, on common IO recipes. You can also convert literally dozens of random drop equivalent rolls into one shot at a pool C/D rare, the effects of which are hard for me to imagine how to quantify.
  10. I used to think 100M felt rich. Nowadays, I feel that 300-500M feels "comfortable" and 1B+ feels rich. Part of that is that I do find a use for Purples in my level 50s, and prices on those can take the whole of what I used to feel was "rich" and more.

    On the other hand, I've never found it easier to make inf than I do nowadays, at least using the market. So it's all pretty relative to market prices.
  11. <Shang-Tsung> Lumiality! </Shang-Tsung>


  12. FWIW, I regularly hit the Cim wall with Dark/Darks (I have one on both sides, Defender and Corr). Taking out three spawns at a time is no problem. (You can only aggro a bit less than two, but you can pull them onto the third. ) I have purples in Night Fall (chosen because it's the one I wanted higher recharge in) so no damage proc, and a single Posi's Blast proc in TT as part of a set of 5 there.

    It's no Fire/Kin, but it's a lot better than I think a lot of people realize.
  13. Quote:
    Originally Posted by SpittingTrashcan View Post
    I think the question I should be asking you is how you feel about sets that don't have the same level of synergy with all their possible complements. I rather like them, but it seems like you want to insist on comparing without regard to possible complementary interactions.

    "The same level of synergy" isn't a sufficiently meaningful description. Synergy at what is important.

    Brutes, Scrappers and even Tankers need their powers to do two things solo, and (sometimes) three on a team. Those two things they need solo are survive and deal damage. The third thing, primarily useful on teams, is aggro control/management. Sometimes, the third thing is achieved in ways that overlap with the first two. For example, if you have AoE mezzes or knockdown, this serve to both manage aggro on a team and provide mitigation for you (whether teamed or solo).

    When you mix powersets, you get various levels of all three of these functions, depending on what powers you choose and how you slot them. It's important to consider that you can take powersets with high performance and build them below their peak potential, and that you can take powersets with low performance and shore them up with your other powerset and pool powers. This capability is a source of endless disagreement on the forums about how well certain powesets perform, because they are impossible to experience in a vacuum without deliberate testing which is unavoidably an unrealistic play scenario. People perceive the performance of their whole character, and then use that to defend (or harp on) a powerset's capabilities when considered on its own.

    No mater how you get there, there's a performance level that's good enough to play the game. I think it's arguable that Electric Armor has always been at or above that level. However, I think it also currently lags its peer powersets, primarily because they have either have more tools at their disposal, sometimes simply better ones, and sometimes both.

    So the complaint against the set's performance is one of relative performance. People don't campaign for improvements to Electric Armor because they can't make an Electric Armor character that's viable. It's that you can make a more survivable character with nearly any other secondary even when building something with relatively poor synergies.There are absolutely times where Electric Armor as it stands today can fare better than its peers. Exposure to largely energy-typed damage comes to mind. However, playing ElA through the game's standard content (something I am wont to do with every character I level up), I perceive that other powesets end up with better performance across all foes and situations, across a wide variety of build options. I find it compelling when that lines up with "paper" analysis.

    I have made a point of playing to Electric Armor's focus of end drain as active mitigation, and have always found it wanting compared to other means of mitigation found in other sets, direct or indirect. I also have experienced the relative performance of the set through playing alongside other players using it. I don't often play on random pugs, but rather with a consistent core of very veteran, usually very savvy players, who understand the game's powers, how to leverage foe AI, positioning for optimal power effects, and so forth. To my knowledge, they have never considered the set a reasonable FotM except briefly in PvP when Energy Melee/Manipulation had high positions on the food chain.

    The lack of a self heal, +HP, or +regen has been singled out in the past as one of the prime reasons for ElA to lag other sets, and a standout difference between ElA and other sets. (It was also identified as one of the problems for EA as well, but EA also had some other issues.) I think it's telling that the devs have offered it something along these lines as a benefit. This is beta and nothing is firm; things aren't firm even after they go live. That said, I think this set of changes looks very good, and by no means out of line with other powersets.
  14. Quote:
    Originally Posted by Smurphy View Post
    Glad you understand me.
    Yep. I understand that you're wrong.
  15. Quote:
    Originally Posted by SpittingTrashcan View Post
    Yet I've rarely found cause to complain about the survivability of my /Elec, in part because I paired it with a primary that complements it well, and in part because I've strongly leveraged its special qualities and active mitigation potential.
    It's important to note that the yellow text is extremely important. If you do not choose a complimentary primary the weaknesses of ElA become extremely visible. It also becomes visible in comparison, taking primaries with strong mitigation (Stone or Dark Melee, for example) on ElA and then a better-performing set, such as WP.

    The differences are marked.
  16. Quote:
    Originally Posted by Smurphy View Post
    A power that gives 100% regen for 30 seconds on a 120 recharge isn't great.
    A power that gives 60% end reduction for 30 seconds on a 120 recharge isn't great.
    A power that gives a 25% heal on a 120 recharge isn't great.

    A power that does all three at the same time IS great.
    You act as if there aren't builds that can't do this sort of thing already. You act as if there's some problem if ElA is added to their ranks.
  17. Quote:
    Originally Posted by Smurphy View Post
    I'm sorry you haven't had good experiences with Electric Armor. I've always been satisfied with mine with SOs but understand how others were frustrated with it. Electric armor was once considered flavor of the month and since that point it hasn't gotten weaker and enemies have not gotten stronger.
    ELA was only considered a FoTM when it was shiny and new, and people were taking it because of that and playing it on teams, where various healing buffs and other mitigation benefits covered its significant performance holes. It's the SR of Resist sets, with none of the perks of a high-defense set. Specifically it can't reach the 90% Brute DR cap on its own outside of Power Surge, while SR can with a few pool powers and/or IOs. Like SR Scrappers, most successful soloers using ElA did so with the help of Aid Self, but unlike the SR users, ElA lacks the +Def to help activate AS uninterrupted under heavy fire.

    This change looks very welcome and not at all overpowered in the presence of things like WP, SR and even Invuln.
  18. Quote:
    Originally Posted by Smurphy View Post
    Some of us have permahasten builds and those are unenhanced #s. A 50% heal, every 30 to 35 seconds or so... 200% regen and 60% encurance discount permanent or almost permanent? And it's "not as powerful" as we make it out to be?
    No, it's really not.

    That amount of regen is not that significant on its own. It's not going to save you in a tough fight. And if a 50% heal on a 30-35s timer is broken, why doesn't it make Fire Armor broken to have one on a 20s or less timer with far, far less recharge than Permahasten?

    Sorry, not nearly as awesome as you guys are painting it. Especially on a Resistance-only build (no +Defense) since every effect and its brother gets through, meaning you eat all the -Def and -Res that come your way.
  19. Quote:
    Originally Posted by RobertoLyon View Post
    Does chat-logging only begin logging once you turn it on?

    Or could I have a chat, turn on logging later in the same play session, and the original chat will be saved?
    Chat logging only works once turned on. Anything before it is turned on (or after it is turned off) is not logged.
  20. Quote:
    Originally Posted by Starsman_NA View Post
    The dictionary defines Mitigate as:
    1 : to cause to become less harsh or hostile : mollify
    2 a : to make less severe or painful : alleviate b : extenuate
    Both of these denote reduction of pain, not removal of pain.

    Now, Alleviate itself, noted as a synonym of 2a, happens to have two meanings on its own:
    a : to make (as suffering) more bearable <her sympathy alleviated his distress>
    b : to partially remove or correct <measures taken to alleviate a labor shortage> synonyms see relieve
    Now, I don't know what is the popular usage of the word Mitigation and synonyms as I learned English by myself. I self taught via the Dictionary for the most part, attempting to avoid falling on the cultural traps all my Spanish teachers frowned upon in my every day native language. Due to this, I take the dictionary a bit literally and so I retain that the definition of "Mitigate" does not include repairing or curing implicitly.
    In the interests of showing why I do include it, and not to argue that your exclusion is incorrect....

    The two offered definitions of "Mitigate" to not offer any fixed reference for when they apply. If damage is taken, and then removed, I find this fits the definition of making that (already sustained) damage "less harsh or hostile" or "less severe or painful". There's nothing implicit in those definitions that makes obvious that "mitigation" only applies when the thing to be mitigated has not yet been inflicted on its subject.
  21. UberGuy

    Electric Armor

    Quote:
    Originally Posted by Desmodos View Post
    I'm just wondering how many "Norelco" characters I'm gonna have to run past...
    Heh.
  22. UberGuy

    Electric Armor

    Quote:
    Originally Posted by Spiritchaser View Post
    Clearly the cottage can become a cabin or a chalet. It's just unlikely to become a mini-golf.
    In the context of the origin of the term, I think having Build Up produce a mini-gold would be kind of sweet.
  23. UberGuy

    Electric Armor

    Quote:
    Originally Posted by EvilGeko View Post
    MoG does not violate the cottage rule. The basic function of the power: absurd defense/resist to all but psi; high endurance recovery; strong status protection has never left the power.

    We're only arguing about the details.

    Likewise, Energize is still apparently an endurance discount power. I can't wait until open beta to try it out.
    Agreed. Breaking the "cottage rule" is something like making Whirling Sword into a team +speed buff that deals no damage. It's a radical departure from the original spec of the power.

    Messing with the recharge/duration/magnitude of a power is typically considered a buff or nerf, depending on how the stats change.
  24. Quote:
    Originally Posted by Stormfront_NA View Post
    I believe a simple reduction of the penalty employed against Defenders's damage of 0.6 to 0.9 (Tankers get a 0.8) would solve the damage issue
    FYI, Defender ranged damage, which is the damage scale used by the vast majority of Defenders the vast majority of the time, is 0.65.

    Quote:
    and adding the MAG 4 Status effect resist to the Epic armors, would do quite a great of difference to the Defender, and I would expect those to be minor code changes.
    No offense, but that is a fairly ridiculous suggestion. Defenders getting a 0.9 damage scale is far more likely.

    Quote:
    By allowing all ATs in the game to Solo efficiently would go a long way in preventing players from CoX leaving to Champions On LIne or DC Heroes.
    Nice F.U.D. to wrap up your post.

    Seriously, we're talking about people who want to leave so much that not being able to solo their Defender fast enough is the straw that breaks their back. I don't think there's any great loss there, to either the community at large or those players.
  25. Quote:
    Originally Posted by VictoriaHunt_EU View Post
    People like me, who actually liked the old CoX are leaving because MA.
    Strange, I'm not leaving.

    Oh, wait, I'm not like you after all. I've been here five years.