UberGuy

Forum Cartel
  • Posts

    8326
  • Joined

  1. I've lately just been using my converters to convert things I get as drops that aren't things I want. I rarely use things like Grav Anchors or Soulbound Allegiances, so I use conversions gained as drops to perform one-conversion-cost conversions until the purple turns into something I do want/use, and then I usually store it. (So far I did once get exactly something I both wanted immediately and did not already have.)

    The way prices are going right now, I could sometimes sell a drop I don't want and come close to profits that let me buy a piece I do want, but market fees alone, plus the fact that I'm spending converters obtained as drops means that using the market to do the "conversion" is more expensive. (Plus, some set prices do have 100-200mil inf market price differences.)
  2. Quote:
    Originally Posted by EvilGeko View Post
    That's not really my point. Blasters need a buff more than Stalkers ever did. That's the central point. I can only assume that the Stalker AT received this enormous buff because they were less popular. If I'm wrong, so be it. I am not wrong that Blasters needed a buff before Stalker did.
    In terms of how badly the AT needed a buff, I suspect you're correct. I suspect that the reason Stalkers got a buff first was some combination of (a) lower total overall creation, (b) higher rate of abandonment at early levels due to hide/AS playstyle [pure speculation on my part], (c) low-hanging fruit. Part (c) refers to how the devs found a way to radically alter the performance of the AT by changing one power that all Stalker primaries share. I would be shocked if what Blasters need could be achieved so narrowly and directly.
  3. Quote:
    Originally Posted by Zyphoid View Post
    I am waiting to see how it goes when Staff Melee is released. Is it just that stalkers got buffed and are the new shinny, or are they really performing that much better now?
    No matter what, if they are more attractive to play, then people playing them more are not playing something else. I'm confident there is some aspect of "new shiny", but if the changes to Stalkers were successful, they cannot help but reduce the time people play other ATs by some degree. If it's true that some people have a preference for playing melee ATs, then it may be that a more attractive Stalker AT may "steal" players disproportionately from the other melee ATs, including Scrappers.

    I know that the I22 changes are likely to defer my playing both a Scrapper and a Brute I have in the wings, as I have a non-50 /Regen Stalker I was probably not going to level because I did not like how Dull Pain worked on Stalkers after the base HP buff, and which I now want to level again due to the MaxHP change and an interest in experiencing new AS at lower levels. (My other Stalker was 50 before even the base HP change.)
  4. Quote:
    Originally Posted by plainguy View Post
    You really have to understand that when the game first came out Empath was a MUST HAVE on a team. Everything else was secondary. As a matter of fact if you where the Empath you pretty much had your choice of starting a team and everyone asking you to join your team. That is how much power they commanded back then. Empath=Automatic invite. After the Empath was a Stone Tank. Stone Tank was the only powers set that was able to cap out or close to cap on defenses. So eating a few purple inspirations kept you going. Back then the main thing a tank did was taunt. That was it, taunt. After that then a Kinetic or a Force Field player. Then after that was some sort of Blaster and a Scrapper. Then mix the rest up.
    Er. That's not what my early experience with CoH was like. No one I knew had a stone tank - they were all Invulnerability. And Empaths weren't "must have". Sure, they were common and got invites, but my SG? It was Radiation Emission that "must have", if anything. We used Force Fields for +defense, not Fortitude, though we certainly thought Fortitude was very nice.

    Long before IOs, long before Incarnates, observant people figured out that stacking buffs and debuffs made you need so much less healing that "lesser" heals were sufficient. You could heal less often, or for less magnitude, and maybe both, and do fine, which meant you didn't really need an Empath, whose big perceived forté was lots of healing. You could get by instead with other sets that offered other buffs which in turn made healing less important.

    Inventions and Incarnates certainly accentuated this, since they both let everyone need less healing overall or, in the case of Rebirth, let everyone potentially provide some healing.

    I will say this. While Rebirth gives a nice big green number up front, and gives everyone pretty rocking regen for a short while, the fact that it tails off to lower benefit in the later half of its duration means it's not a complete substitute for things like Regen Aura, which is full-strength for its full duration. Yeah, if you bring a bunch of people to stack Rebirth, that can address the decay, but then you could have had something else, like stacked Barrier, and brought one or two Empaths (who could bring Barrier, btw), and likely end up better overall.
  5. Quote:
    Originally Posted by PleaseRecycle View Post
    UberGuy, I would argue that it isn't about "saving the team," since as you yourself point out such a hyperbolic framing makes it difficult to see scenarios where it's useful. Apply that same standard to any power and witness the same result. The power that easily reverses team wipes in the general case is a power that is massively unbalanced. I know you're not the one who introduced that notion.

    Even if confront were good for nothing more than hovertanking it would be valuable to someone who ran a lot of STFs. As it happens that isn't at all the only thing it's good for. Regardless, I have a hard time imagining a build where every single slot is so perfectly placed that taking confront would be inconceivable. If you have room for vengeance, you have room for confront. If you have room for resuscitate, you have room for confront. More controversially, I would say that if you have room for a travel power you have room for confront. I don't know about you but I frequently have enough leeway to grab such powers. Perhaps I'm a poor build designer.
    I don't disagree. I probably seem to have been implicitly supporting change to Confront by arguing about Confront with those arguing against changing it. (That made my brain hurt to write.) But I'm not joining up with those asking for Confront to change, particularly. I'm mostly arguing against New Dawn's extreme stance on how useful it is, and on how a Scrapper lacking it is somehow clearly deficient. On that, I call baloney.

    Now, I don't think many Scrapper players take Confront on their Scrappers. I've seen Scrappers with it, but very, very few. If, and this is a big if, the devs were looking for a power to radically change for every Scrapper, a power that every Scrapper has access to but not that many actually take would be an obvious place to look. Now, I don't think the devs would make a change like that without a really good reason, because it breaks the "cottage rule" across a whole AT. And I think that Scrappers do not need a buff, which therefore means I do not think they would do this, because they don't have a good reason to.
  6. Quote:
    Originally Posted by New Dawn View Post
    I don't care who takes it and who doesn't take it.
    Oh?

    Quote:
    Originally Posted by New Dawn View Post
    I am going to be rough on selfish builds in future and support the non selfish ones only. The Scrappers I see pushing their boundaries might find themselves over and over their heads more. If they can't bring anything to the team other than their own ego then sod them.
    Hmmm.
  7. Quote:
    Originally Posted by New Dawn View Post
    Confront can prevent a team wipe, save someone who is at a distance and pretty much help make everything doable no matter what the team make up.
    I'm sure it's possible it can. That's a completely separate question from how often it does. Perhaps you frequently team with folks where a Scrapper with Confront does something useful enough for a team to justify having it in a build. I do not, and I am not referring to how often I solo. It's a power that I would rarely every have a use for, which means I can usually find powers that I would get more frequent use from to put in that power pick. Any power that does something provides some utility. The question one asks when picking powers is what is most useful, and how often is it useful? When I look at the utility of various powers I can fit in a build, it's not that Confront is gone from the list, it's that it doesn't make the cut. There are too many things I find more useful more of the time. I believe, based on common player perception of the power, that this is a common experience.

    I will, therefore, continue to skip Confront in my builds. As a result, I'm sure that once in a blue moon when Mercury is in trine to Mars, when Confront and Confront alone might have saved some calamity from befalling a team, I won't have it. I'll chalk it up on the same mental scoreboard where I note when Dark Miasma/Black Hole or Whirlwind might have been useful and we'll all get back to playing.
  8. I stumbled across this checking my Facebook feed this morning, and I proceeded to be highly amused. Bravo, with extra kudos for the stuff that's in tune with what's on people's minds. I really loved the "Enter Event" one.
  9. Dark Miasma. I have five DM characters... and that was long before we got Dark Control and Dark Affinity.

    To a lesser extent, Regen. Oft treated as the red-headed step-child of melee sets, I am into its reaction-time-centric playstyle, despite originally hating that it was changed into that in days of yore. I have four /Regen characters - two Scrappers and two Stalkers.
  10. Edit: Bah, my bad. Didn't recognize that this was in the PvP forums. My apologies, as I know jack about PvPs DR formula.
  11. War Walkers at least do occur outside the Trials. There are lots of WW bosses in the Sutter TF, for example, and of course lots and lots of EB WWs in Apex's TF, and AV versions in Tin Mage's.

    I've never seen the others anywhere else, yet, though.
  12. Yes, I use global channels, constantly. I solo more than I team unless I'm working on an Incarnate, so I'm doing my chatting in globals.

    And yes, I set their colors. I use multiple tabs, but those tabs are more categorical than per-channel. My brain doesn't key readily on the channel name - it keys on the color. If channels on the same tab are the same color, I can't tell at a glance what channel that something was said in, and might reply in the wrong channel.
  13. Quote:
    Originally Posted by Rockshock View Post
    'Telepathists' in the TPN Trial. Its Telepaths!
    I'm pretty sure that's not a typo or spelling error, per-se. That one strikes me as more an artistic license thing, as in they intentionally made that one up.
  14. Quote:
    Originally Posted by Blood Red Arachnid View Post
    Not sure if serious. The 20 hours is the reward penalty time. Once a player runs the trial, they aren't going to get the same rewards so they aren't going to run the trial again until they can get the rewards again. The exception to this rule is if a player decides to run the trial again despite rewards out of charity or if they really like that trial.
    Late to the thread, but I found this a really strange expectation. People re-run the same trials all the time. Yes, people like their Empyreans, and sometimes will change characters. But many, many more people will accept whatever trial is being run, because what they really want is more reward tables, and possibly iXP.
  15. Quote:
    Originally Posted by GuyPerfect View Post
    As a software developer myself, I strongly disagree. My personal priority scale looks something like this (most important first):
    • Crashes
    • Usability issues
    • Presentation errors (includes text and UI formatting)
    • Incorrect functionality
    • Graphical errors
    • Performance issues
    • Suggestions
    Putting presentation errors there would never fly where I work. If we prioritized it above the things you have prioritized it above, we wouldn't have a job for long. And this is for internal customers. They don't buy our software: we work for them.

    Then again, fixing text errors in our environment is easy, and rarely makes it out of testing. Most such errors that go live are in places users don't see, like diagnostic logs.
  16. Quote:
    Originally Posted by Nalrok_AthZim View Post
    I love when a thread latches on to a term and then beats it for all it's worth.
    Seeing as how a lot of the discussion was pretty specifically about whether that term was a valid/appropriate, I don't see your point.
  17. Quote:
    Originally Posted by Zwillinger View Post
    I am extremely disappointed at the amount of hyperbole being expressed in this thread.

    They are grammar mistakes. Yes they happen, yes they can be annoying, but statements such as stating we "don't care" are out of line and uncalled for.
    But, Zwil, you missed a key part of the real complaint! "You don't care ... as much as they want you to".

    As far as I'm concerned, both Paragon and a lot of the posters in this thread are simultaneously right and wrong. I agree that this thread is, in my not very humble opinion, hyperbolic. FFS, it's text. We'll live, and if you personally won't live to the degree that you have to denigrate the Devs over this problem specifically, I think there's something wrong with you.

    On the other hand, I agree with the posters that eight years of this does get old, even if we'll live. Does anyone proofread the text? It sure doesn't seem like it, or if anyone does, they are doing it in a big hurry and not doing a very good job. Face it, your game is a 3D game environment whose story interactions are driven by a text interface. That makes the text pretty important, though not as important as powers or client crashes. You guys clearly do care a lot about the stories, dialogs and NPC interactions, and so do we, so we're letting you know that the presentation of this thing you care about is damaged when someone doesn't at least paste the text into something like MS Word to let it grammar check the sentences. Spend some of the presumed profits from Freedom's micro-transactions on an intern who spends a couple of weeks poring over the text bug reports, or something.
  18. Quote:
    Originally Posted by MajorDecoy View Post
    He's a Centauri.
    Nice.
  19. I think that guy's hair is not possible without alien intervention.
  20. I would rather have new powersets. And this from someone who still regularly plays characters he made in the first month after CoH release, including Broadsword. I would not pay the price of a new powerset (or greater) for new animations unless they were insanely good.

    I'm sure it helps that my character concepts follow the decision on powersets, and never the other way around. I would thus never be in the position of wanting to re-roll a character because something that better matched their concept visually came along later. Given what I do with them, that's close to impossible.
  21. Quote:
    Originally Posted by Plasma View Post
    Seems entirely plausible, because pre-converters the price points almost never inverted.
    Agreed. Every so often they would invert for items with low supply rates. I always sort of assumed this was because market "cycle" times on such items are longer, meaning corrections are slower. I still think that's probably true, but what we've seen post-converters suggests to me that there's a significant "silo effect" going on too, where people just don't look at both.
  22. Quote:
    Originally Posted by Biospark View Post
    *dont underestimate the value of the interface proc rates, they are dramatically better from T3 to T4 *
    That really does depend on the T3. I always pick the 75% chance of one of the two effects. The T4 has the same chance of that with generally a T2-grade chance (often 25%) of the other "branch's" effect.
  23. Quote:
    Originally Posted by Ukaserex View Post
    What crazy person sells an item for 400 million when he is reasonably assured of making 2 billion? Even the folks that get in quick enough to buy a junk pvp io, they either convert and slot, or convert and sell - and they'd love to sell it for billions, rather than 400 million.

    People have shown they're more than willing to spend more than a billion on these. Why dump the price down so low?
    Quote:
    Originally Posted by Grouchybeast View Post
    Really, just supply and demand.
    This. Increased supply creates competition. Competition on our market drives prices down by creating a prisoner's dilemma for sellers. Since the higher you list, the less likely you are to get the sale, if you want the sale, you list lower. The more people you are competing with, the more pressure there is to list low enough to undercut them all, because if you don't they might all undercut you, stranding your offer on a beach your sale of overly-high asking price. And if someone bid-creeps and finds a lower sale price, it will show up in the history, (some) people will see they can buy lower, and pressure on sellers to list even lower can mount.

    Even if all the players here on this forum colluded, all it takes is one affluent or well-supplied player (and I know several who do not post here) to put big cracks in the dam by undercutting us all to get the sales. Once one person starts sales at lower prices, it would create tremendous temptation for colluding folks to break ranks with the coalition.
  24. Quote:
    Originally Posted by SwellGuy View Post
    I have come to the conclusion over watching the market behavior all these years that some people never compare recipes to enhancements even when enhancements are selling cheaper than recipes.
    Since the price disruptions introduced by converters, people have fairly consistently bought recipes as much as 3x the price of the crafted enhancement for some of the stuff out there. I can only explain this the way you have here.
  25. Quote:
    Originally Posted by New Dawn View Post
    Could you please clarify just for me and possibly Aett how Blasters disprove that the popularity of an AT is not an indication of an ATs relative strength but can be.
    Blasters are one of the more popular characters created, making it quite common to see them. However, they have a high rate of abandonment as level increases, and they were found in the recent past to underperform all other ATs in terms of leveling rate as measured by the devs, whether solo or teamed, and regardless of powersets.