Vanden

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  1. I would use the same XP/Inf mods that said enemies have to improve the drop rate. Enemy gives 20% more XP? Enemy drops things 20% more often.

    But better drops for mobs that are just stronger kinds of mobs isn't the topic of this thread. The idea is that mobs that are higher-level should drop more things. You can't deny that a +1 is tougher than a +0 or -1.
  2. It's a very nice proc, though as a Dom you're probably used to your confuses lasting for 45-90 seconds. You'll see all those confused enemies and think, "Well, no more controls needed on those guys, they'll be dead before anything wears off!" In practice though, they can come unconfused before you're ready.

    It's not much of a problem in an AoE confuse, though.
  3. That's just back to semantics.
  4. Quote:
    Originally Posted by Nethergoat View Post
    Judging by "some responses" is a fantastic way to justify any wild fantasy you dream up because "some people" believe all kinds of nutty stuff.
    Maybe in the general case, but "people farm at -1" isn't some wild fantasy.
  5. So on the last mission of the Reichsman strike force everyone gets a special temp power to help out in the fight. Some of them are great! Hold everything? Wow! Kill everything that got held? Sweet! Kill everything with a laser? Awesome!

    But then there are the lame ones. Make Reichsman not phase? Keep your teammates (but not you!) from getting end drained? Boring! How about Reichsman just doesn't do end drain or phase, and instead our poor neglected Tanker, Brute, Mastermind, and Defender players get to have fun too?

    Here are my ideas:

    Tanker/Brute: Drop a location AoE that pulls ambushing 5th to itself, gathering them for the Hold/Dust Devil combo or lasers!

    Defender/Mastermind: Tag Reichsman with a tricky power that loosens his control over his incarnate powers, making Fist of Tyranny and Corrupted Lightning Bolt also hurt his 5th Column allies!
  6. Quote:
    Originally Posted by Schismatrix View Post
    Quote:
    Originally Posted by FredrikSvanberg View Post
    Or the LRSF where you are instantaneously killed, repeatedly, and fail every time?
    Never had that happen on the LRSF, but i've only done a couple dozen LRSF runs at most. Mostly on PuGs along the line of what Dechs and Smurphy are known for: any AT, any powersets.
    He's probably talking about himself personally. Though I've usually succeeded at the LRSF, I have to agree with him. Scrappers have it particularly hard.
  7. Quote:
    Originally Posted by Eiko-chan View Post
    Pain Domination and Empathy both operate very differently, and are not parallels in any sense. Both sets should be ported to the archetypes of the other side and this nonsense about Pain Domination being "red-side Empathy" need to be dismissed.

    So does the Cottage Rule, though that's a complete tangent comment from me.
    Not parallels in any sense? Please, 6 of the 9 powers in the two sets have virtually identical usages, with some tweaks for Pain to make them more offense-friendly. Said powers even occupy the same tier spots in the set.

    They feel a little different to play, but anyone teaming with them will get extremely similar benefits. You're deluding yourself if you think they're not meant to be mirrors.
  8. What, you think it's somehow more boring than in Kahn, where there are no ambushes or temp powers, and instead you just occasionally take a break from beating on him to defeat a more cooperative AV?
  9. Vanden

    Knockback

    Aw, but they're all running around and dying from my attacks...
  10. I think Scrappers will sooner get Ice Armor and Melee than Axe, Mace, or Ninjitsu.
  11. Vanden

    Knockback

    I dunno, I just tried comparing my unslotted Energy Torrent (mag 5 KB) to my slotted Power Thrust (mag 45 KB) on a level 40-ish Warhulk and the knockback distance looked pretty much the same to me.
  12. Quote:
    Originally Posted by Nethergoat View Post
    I'm commenting on the fact that you made an inaccurate statement, nothing more. It certainly exposed something, though.
    Judging by some of the responses, no, my statement wasn't inaccurate.
  13. Vanden

    Knockback

    Quote:
    Originally Posted by MajorDecoy View Post
    It does make a difference. A significant difference.

    Power Thrust starts out with magnitude 16.62. I can enhance that to magnitude 45.52.

    If Power Thrust was reduced to magnitude .67 the same slotting would provide magnitude 1.835 knockback.

    I would need to have 6794% enhancement bonus to get the same magnitude of knock-back from Power Thrust if it started at magnitude .67. Three slotting Knock-back enhancements would only get me to 175.38%
    Uh, all that proves is that slotting for KB makes a huge difference in the KB mag, not the distance.
  14. Quote:
    Originally Posted by Nethergoat View Post
    More than comments about "what farmers do" that have no bearing on reality, I'd say.
    It's fairly clear that you responded to the discussion of what farmers do without knowing WHY it came up.

    If you need me to tell you, it's because the farmers' method of maximizing rewards exposes the apparently backwards nature of rewards in terms of drops.
  15. Vanden

    Alpha, my Alpha

    So my response was still true, though too limited in scope.
  16. Vanden

    Alpha, my Alpha

    Worst. Suggestion. Ever.
  17. I don't think semantics add to the discussion.
  18. Fair enough, though I think most of the really desirable rares are from random rolls.
  19. Quote:
    Originally Posted by Yogi_Bare View Post
    Those that stand to gain the most from the level differentials as far as drops are concerned, will primarily be the same group of folks that were already doing this.
    Actually, farmers typically set to -1 because they get the same drops as they would at +4. Unless they're after shards, and even then, still only even-level.
  20. Quote:
    Originally Posted by EvilGeko View Post
    This game hasn't followed a more risk = more reward strategy in years. You know that. Merits demonstrated that.
    To be fair, when I said risk vs. reward I was implicitly including the extra time that stronger enemies take to defeat, but I guess that's not a common assumption.
  21. Quote:
    Originally Posted by Mylia View Post
    It's not a matter of NPC's it is a matter of other players.

    Let's say you can roll at +4 with your tank. Your rolling through and plowing with no issues at all.

    I go on my support corr, and only able to really excel at even con. So with your plus for you get a higher chance not just for shards, but for purples, and other drops. While I just get the normal rate.

    It would not be totally for for the other PCs, which would push the idea, the game is going away from the casual player (in hindsight of other threads which are cropping up). Which would put a divide in the player base.
    How is that any different from when you're leveling up and you can handle tougher enemies than other players? Lots of players can handle enemies way higher than even con on their way to fifty, and lots can't. I don't see a divide in those players, I see them teaming up so the weaker ones get more xp and the stronger ones get backup for their fights.

    Quote:
    Also how can you gauge risk? I saw a guy that was soloing +8's. How do you gauge that? How do you gauge soloing AVs and GMs since that would have to be put into effect also.

    There is to many metrics and ways it would go people would start gnashing teeth for, which would lead to massive headaches for all, and a different gameplay than what we project into the gaming world.
    The purple patch has very specific numbers that affect level modifiers. An enemy a level above you is 10% more dangerous to you. Two levels, 20%. Three, 35%. Inf and exp rewards are adjusted accordingly, so why wouldn't drop rates be as well?
  22. Quote:
    Originally Posted by Mylia View Post
    Then what happens if there is more level-shifting over level 54? Will you just keep adding stuff so we will always have +4 even though they could not work?
    IF we got level shifts beyond Alpha, I'm sure the devs will do something to balance it. They're not total idiots.

    Quote:
    Also to sit down and say "Anything over 50 will get bonus drops due to them being "riskier" does not help at all.

    Now with level shift I move +1 I steamroll and get more drops than a person just with a lvl 50. That is unbalanced and unfair.
    You're stronger than them. How is it unfair that you can fight stronger enemies?
  23. Fair enough, but we also kill those -1s faster for virtually the same rewards as we get if they were 54. You can't say that the amount of extra inf you get is worth it, because there's nothing in the game that costs so much that the inf from fighting 50s isn't enough to afford it.

    The only thing to use inf for at the end game level is the market, and you can't include the market in your assessment without also realizing that the drops from defeating enemies are the major incentive to defeat them at 50.
  24. Then why do I get the best rewards on my 50 by steamrolling TFs full of -1s with little-to-no risk?

    tl;dr: Enemies over 50 should drop more stuff the more levels they are over 50.