UberGuy

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  1. The Miracle and Numina powers grant only the caster their benefit. If you put them in something like Healing Beacon, you will only get the benefit for 120s after casting that beacon. After that, the beacon would become the beneficiary of further buffs, which naturally isn't very useful.

    The difference is that the Panacea proc is tagged to go off on the target and the caster, where the Miracle and Numina uniques are tagged to go off only on the caster.

    Heal over time is still one cast of a power. Just as damage procs do not check to go off on "ticks" of DoT powers like Gloom, the benefits of Miracle and Numina (or Panacea, for that matter) do not go off on the "ticks" of HoT powers.
  2. Quote:
    Originally Posted by Arcanaville View Post
    Tina, Maria, and Unai are specifically the legacy contacts with missions with a high concentration of AVs in them (which get downscaled to EBs) back when the devs felt that level of difficulty was appropriate for the high level game. They are in fact the primary reason AV->EB downscaling was invented in the first place: they were, in effect, unsoloable (by the difficulty standards of this game) story arcs within the core content of the game.
    Absolutely. Now consider the transition playing someone through those arcs as they level up and then going into DA. Yes, the supporting cast of minions, LTs and bosses often are more challenging, but the "named boss" foes are not. Now, if you played Tina, Unai and Maria solo, you probably got the Praetorian leaders as EBs, and the difference in that and the EBs in DA probably isn't too extreme. The "classic" EBs would have all had PToDs, where the DA ones do not, which isn't an inconsiderable difference, but it's not as big as the difference in an AV and an EB. But if you did those classic arcs with a team, you probably saw all the Praetorian leaders as AVs, and that won't happen in DA, in general.

    I get that they explicitly decided to make it that way. They "weighed" the content towards teams of people small enough that they wouldn't have triggered the AV upgrade in the classic Praetorian arcs. I'm looking for something more than that and less than iTrials.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    What's wrong with content being "easy?" There are multiple ways to make it harder, and more are being considered, but I fail to see how me being able to progress through content without yelling at my screen and gnashing my teeth can ever, under any circumstances, be considered a bad thing. And I'm saying this fresh from World of Tanks where I cannot ever recall an instance of a match being "easy" or making me feel powerful.
    The problem isn't that "it" is too easy. (Where "it" is the EBs we meet as key opponents along the way.) The problem is that "it" cannot be made harder in a way that scales appropriately to teams. Extremely potent soloists are an interesting subset of folks looking for tougher foes, but the more practical complaint is that the EBs are fodder for teams, and there isn't even an option to make them harder than EBs.

    So it's fine that the EBs are "easy". The complaint is that "easy" is the only mode the EBs have.
  4. I would honestly rather run a Synapse, Sister Psyche or Manticore than a Numina. Yes, "defeat all" missions beating the same foes up in basically the same maps is tedious, but it's combat. Blowing away spawns of grey-con critters for 15 minutes hither and yon across the game zones is a version of tedium I am much less tolerant of.
  5. Well done, that's dang funny.
  6. Quote:
    Originally Posted by Arcanaville View Post
    I'm not sure I would agree that DA is always easier than standard content, exempting the EB->AV conversion.
    I agree with this in broad terms, because the non-AV/EB critters are, like many recent critters, comparatively rich in "exotic" damage types, debuffs and exotic mezzes.

    Quote:
    I think it can be when a character is allowed the full leverage of all three level shifts, something you don't get to do anywhere else except on trials
    I am definitely trying to keep the perspective of someone going into all this with no shifts. And some of these critter factions are fabulously dangerous on high level / team size settings, because of stacking debuffs. It's actually from this perspective that I find the EBs so anticlimactic - when you're fighting for your life against the standard spawns (possibly because you have unwisely turned them up), and then the named opponent at the end is an EB no matter what your settings, it can be a bit of a let down.

    Quote:
    but standard content even in the 45-50 range doesn't actually have even EBs all that often.
    Ehh. I am playing that Mind/Rad through Tina Macintyre's arcs, and I'm not so sure of that. Maybe it's not so concentrated for all the other content - the rate of EB/mish isn't quite so high (discounting the small army in Cimerora since it blows the curve hugely), but they are there aplenty in my estimation.
  7. Quote:
    Originally Posted by Arcanaville View Post
    The satisfaction people gain from a situation where they are told "this is as good as it gets" is fundamentally different from one in which they are told "there are two options, pick the one you want" in non-trivial ways. And these ways do not follow rational lines of thought. They are unconscious and unavoidable compulsions.
    That follows, but I think it still must require a very different viewpoint than my own. To me, that DA has foes that are easier at their worst isn't really a clear case of "as good as it gets" because there are so many counter examples. It's "as good as it gets" in a very limited context. That's why I mentioned earlier that if the devs produce more and more content designed in this way, that perception of mine will fade, because DA would cease to be this island of easier foes in a sea of more difficult ones. I would not like that outcome, but it would make more sense to me.
  8. Quote:
    Originally Posted by FredrikSvanberg View Post
    I'm not ignoring Domination, I'm saying that it doesn't seem to help.
    Ah. You had said...
    Quote:
    I know that when I'm on a Dominator there is no real point in trying even with Domination up
    I took that to mean you don't bother with it.

    Quote:
    I can't remember being able to mez an EB ever, with or without domination, unless I have other doms/controllers on the team.
    That's just really odd. I am playing a Mind/Rad Controller and I am definitely mezzing EBs. In fact, in playing through the 40s arcs that contain lots of AV/EBs who I have set to appear as EBs, I mez them every time their PToDs go down, and my single-target hold is slotted for damage, not duration.

    EBs are harder to mez than bosses (or AVs with their PToDs down), but they are definitely mezzable. What can be an issue is if the EBs have any extra mez protection (above what they get for being EBs) or mez resistance, the added base mez can make them much harder than, say, a boss, to successfully stack enough magnitude on them to overcome the protections. An EB version of a Fortunata Mistress is extremely hard to mez, for example. However, a Dominator seems to me like one of the best equipped ATs to pull off mezzing such critters, because of the extra stacking that Domination offers.

    Quote:
    I would like EBs to work more like AVs; give them a temporary mez protection like the purple triangles, but not as powerful as an AV's and being up only for 1/3rd of the time instead of 1/2 the time. Then reduce the EB inherent mez immunity down to normal Boss standards. That should suffice.
    Just FYI in case it affects your suggestion, PToDs are actually up 2/3 of the time, not 1/2. They are up 50s out of every 75.
  9. Quote:
    Originally Posted by Arcanaville View Post
    Would you be willing to have everything I specifically judge to be irrational eliminated from the game, and conversely everything I find to have a rational justification for being included added to the game?
    What I was saying was irrational was that solo players might feel they are facing "watered down" content, presumably if they got "downgraded" foes. My pointing out that I think that such a position is irrational was not done in defense of changing anything. It was pointed out to explain why it confuses me to see that observation used as explanation of why the devs created DA the way they have.

    It confuses me because I don't understand how that particular concern has been addressed. How is fighting content that's "watered down" by design going to avoid that feeling by players? Do we really think that players don't recognize that the content is easier by design? It seems to me from most approving responses that they do realize it. I think most of them who like it are very much not worried about "watered down" content, whether it's by design or via some switch they could (or didn't) switch.

    My point was not "that's irrational so they shouldn't have done that'". My point was I don't understand how that reasoning for doing it follows.
  10. Quote:
    Originally Posted by Arcanaville View Post
    The devs appear to have decided that the target for solo and small teams should be something only moderately higher than standard difficulty, in keeping with the normal difficulty curve for solo players, and that the missions should be explicitly targeted at that difficulty level by critter design so that players attempting to progress in incarnate ability don't feel they are experiencing watered down content relative to vastly more powerful players.
    This conclusion confuses me immensely. Perhaps that's because it is an inherently irrational position by those players you refer to, but it confuses me on two counts.

    (1) Anyone who plays on difficulty settings of, say, +1/x1 is already playing under those watered down conditions. They happen to be the default. (I think having the manageable settings be default is important - having to turn your difficulty down below the default strikes me as likely more distasteful than just not increasing it.)

    (2) Anyone who has played the non-DA game has to know that they are experiencing content that actually is watered down compared to a lot of 40-50 content, even on default difficulty. Many of these DA EBs are comparable to things modern but non-Incarnate content stopped throwing at us around level 30. (Unless you started in Praetorea. Wouldn't it be amusing if DA were easier than 1-20 in Praetorea...) If future content, especially non-Incarnate content continues this trend, then that sense would go away. Based on fairly recent content though, it definitely feels watered down to me.
  11. I must be weird, because I like Paragon having its War Walls.
  12. Quote:
    Originally Posted by EvilGeko View Post
    I'd pay it, but I'd think it was a crappy thing for them to charge for.
    Ditto.
  13. Quote:
    Originally Posted by Grouchybeast View Post
    BUT, that's only my personal preference as a soloist. I know I'm lucky, in that most of the time my play preferences do seem to line up with the dev's design preferences. If there are ways of expanding the options in DA to improve the experience for other solo players, while keeping the current experience intact, I would be all in favour of that.
    Please believe that I have absolutely no objection to the option existing for you to experience DA the way you did, even if it were the default option. After all, that's how I view the rest of the game's content and settings working - the default is (by my standards) easy for a level 50, and if I want more, I need to crank it up.

    As noted (not least of all by a dev), DA probably is what it is and won't change, but I definitely hope they provide a better difficulty spectrum in future content.
  14. Quote:
    Originally Posted by Plasma View Post
    Of course, the confirm has saved me from an extra zero from time to time. Are you on a Mac by chance? I haven't seen this happen on a PC, but when I use my mac to play, I have some weird stuff happen. Like I'll right-click a recipe in my recipe inventory, and it will highlight a recipe that is 2 higher than the one I clicked. Then I'll do it again and it will highlight correctly. Easy way to accidentally delete a valuable recipe instead of a temp power.
    Nope, I'm on a PC.

    I had the interface sell or list the wrong item three times, every one after I got a confirmation prompt. I started studiously canceling bids with prompts and I never had it happen again.
  15. Quote:
    Originally Posted by Codewalker View Post
    Hopkins does have PtoD, they're just incredibly easy to miss because he dies so fast.
    If he has them, it is new or they do not function. He has been mezzed the whole fight on any Manticore I have run with characters capable of mezzing him. I find it inconceivable that we have attacked him when they are down every time, and have always killed him before they come back. Seriously, they can't be doing anything.
  16. Quote:
    Originally Posted by FredrikSvanberg View Post
    While we're talking about Elite Bosses, can we discuss their immunity to mez? They are even more immune than AVs, who can at least be mezzed when their purple triangles are down. I don't know what it takes to mez an EB but I know that when I'm on a Dominator there is no real point in trying even with Domination up. So how about a fix for EB mez resistance to make them more fun to fight for Doms and Controllers, before we start stacking them in even greater numbers all over the place?
    I am a bit perplexed that you would ignore your Domination. Domination actually helps you mez them exactly because it adds mez stacking. They're harder to mez than a boss, but they are mezzable, and Domination makes that a lot easier. (This is in regards to when the PToDs are down, or for EBs that don't have them.)

    However, in terms of AV -> EB scaling, I completely agree. Things we can do to an AV, like put them to sleep or immobilize them, work very differently when they are downgraded to an EB. I don't mind EBs with no PToDs being harder to mez, but downgraded AVs (usually) get both the PToD and higher base mez protection than an AV. That's more than a bit frustrating playing a mez-centric AT.
  17. Quote:
    Originally Posted by Arcanaville View Post
    The dichotomy you claim did not need to exist needs to exist if the devs are attempting to address different player perspectives on the appropriate level of difficulty for content.
    But where were those attempts when people were complaining about the nature of the iTrials? I'm going to be straight here - you personally were one of the players who repeatedly responded to people complaining about the unusual rules we find in the iTrials (mag 1000 mezzes, pervasive irresistible damage, level 54+foes, NPCs who ignore all mezz, etc.) with the position that the "end game" was like that because it specifically represented a break from the rest of the game. An explanation that now makes no sense for DA.

    Quote:
    The problem isn't the dichotomy, the problem is that the devs didn't pick bifurcation points that exist right on top of your gameplay preference. But that doesn't make the choice invalid.
    You could not be more mistaken. The problem is that the approach to designing the "end game" difficulty is now inconsistent. I don't care so much what the exact implementation is, though I will always make suggestions seeking to make it like what I personally want. What I care about most in this discussion that it has something like at least general consistency. I care that when it was iTrials only, everything about the why the iTrials are so gimmicky and mechanically hard was defended on the basis that the "end game" should be expected to be harder than the standard game. I accepted that even when I wasn't crazy about the specifics, and even defended it to other players: it's harder because the Devs decided it should be. But now that explanation has been undercut, because we have another part of the "end game" that is in important ways mechanically easier than standard, non "end-game" content.

    It's actually easier to defeat some of these EBs than it is to defeat Trapdoor. That just seems completely bass ackwards to me.
  18. Quote:
    Originally Posted by Arcanaville View Post
    Everywhere else, we just add the option and make the vegetarians prove the option spoils their eating experience. Here in DA, where the stated purpose is to serve vegetarians, the opposite should be true.
    I just don't think such a place should have been created in an Incarnate context. Such a thing has, to our knowledge, never even been created for standard content. I question what it's doing in something like the "end game".

    Moot at this point, but there it is.
  19. Quote:
    Originally Posted by BellaStrega View Post
    Name some, as I don't recall ever seeing any.
    I already did, in this thread. Johnny Sonata's Soul.

    Not previously mentioned, Hopkins at the end of Manicore's TF. (Notably, Hopkins is absolutely pathetic, possibly one of the most anticlimactic AVs anywhere, especially given that the TF he appears in requires 7 characters to start.)
  20. In absolutely complete seriousness, I really think that someone who cannot overcome the regen of a standard, even-level EB, even if it has some resistances, should not be soloing. I have absolutely no concern about a team of any size having that issue.
  21. Quote:
    Originally Posted by Dr. Aeon View Post
    Hey everyone!

    I wanted to start a discussion between me, one of your loving mission designers, and you all, the loving people of the forums. The point is to discuss challenge in mission content and how to make things challenging for solo players, small teams, and large teams, without just turning on and off the AV button. That's not to say that we can't still turn on and off the AV button for future content, however. There was an excellent example in a previous thread of how to make things more interesting with a fight, which was that instead of the EB scaling up to an AV, the EB has more EB allies to make things interesting for a full team. I thought this was a great idea, and I’d love to hear more.
    Is there any practicality to applying the scaling attributes used in iTrial AVs to lesser entities in standard content? A lot of ideas here are around making tougher EBs, but one of the problems with many implementations is that the toughness is static - a solo player gets the same EB that a team of 8 does. It would be nice if at least truly significant entities in story arcs and TFs could scale a bit more with team size, so that even "just" and EB ended up with a touch more staying power against a full team. I know that the iTrial AVs do this already, and am wondering if it has value in standard content.

    Edit: If this actually obeyed the "I'm equivalent to X heroes/villains", that could make for some extremely harrowing fights for "uber" characters, even just with EBs, and maybe even some bosses.
  22. Quote:
    Originally Posted by Aura_Familia View Post
    Because they are trials.

    yeah it was stupid answer when folks claiming that Keyes and the rest shouldn't be reduced in difficulty to promote more team play then and it's stupid answer now.
    Well, not only that, but we actually did have trials already, and they aren't really like the iTrials in difficulty except in having overall time limits. Even granting that some have special team-focused division-of-labor tasks, like the Sewer Trial, they still aren't equipped with things like foes hardcoded to be level 54 (before level shifts).

    I mean, for goodness' sake, the hero respecs are trials.
  23. Quote:
    Originally Posted by Ukaserex View Post
    Pen and paper rpg? You mean like..D&D? That game even exist today with all these computer games available?
    Not only that, but people like playing them!

    Trust me, a live human steward can do things with a game like that that computer games can't even touch. The players can take the plot completely off the rails, and a good GM can adapt on the fly.

    On the BBC website today there was an article about the Warhammer 40k table-top strategy game. Not really an RPG (though there is a WH40K PnP RPG), but it has the same "in person" thing going on where people play around a table together. Their profits are actually 40% over the last 6 months.
  24. I pretty much only team to do TFs (and trials), but I would consider paying 800 points for a team zone TP that wasn't on something like a 1-2 hour recharge.