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Dude's not done yet, only had 3 videos of five, but it's a start.
HORRIFIC audio quality, though.
http://www.youtube.com/user/BoredBoyStudio -
Quote:The difference here is that defense and resistance debuffs are directly taking away the mechanism by which those sets provide survival.But that's conjecture, I'll admit. I don't have numbers to prove that the disparities I see are viable mechanical differences that warrant helping /Regen. Certainly *feels* like it needs some sort of protection from those kinds of things, though.
Regen is a different animal in that it isn't a direct mitigation; defense and resistance both keep you from taking the damage in the first place, but regen instead allows you to recover from it after the fact more swiftly.
Cascade defense failure is an issue where your actual mitigation method is being shut off and more likely to shut off as you go. Resistance resisting resistable resistance debuffs actually serves to ensure the shift in damage taken is in scope with the actual debuff, i.e. if someone slaps you with a -20% resistance, and it isn't resistable, the net effect is to actually increase the damage you take by significantly more than 20% in some cases.
With regeneration, buffs and debuffs are only moving your sustainable damage rate up/down. The simple presence of regeneration buffs decreases the relative magnitude of regeneration debuffs. -
Quote:There are some enemies that'll recharge floor you unless you have something like capped recharge resistance.
Basically anything with Lingering Radiation. Antimatter, one type of longbow warden, probably Positron, not sure what else. But the last longbow warden I fought knocked my recharge down to about -270%. 40% recharge debuff resistance isn't going to stop that from recharge flooring you (and that's how much the sets with a quickness clone get, invuln/fire armor only get 20% debuff resistance from theirs.).Quote:Cannot remember which one. One of the "horsemen" in the LGTF took my normal +146% recharge on my brute down to -300 something. I had to wait for jab and brawl to recharge.
Is there a good way to test this? -
Quote:Yes. The entire game's average reward over time. Not every single player's reward over time, but that of the game as a whole in aggregate. And for those who are only occasionally wanting it, no, it won't impact them much. But as Arcanaville noted earlier.. If you're only occasionally needing it sooner than you are now, why is completely removing recharge superior to simply lowering the recharge?The entire game? I'll firmly disagree there. Rechargeless Rest doesn't mean anything to a well-constructed eight man team with plenty of debuffs, buffs, and damage all while pushing the purple cap and blazing through enemies. Heck, it pretty much means nothing once a single Empathy character is in play.
The only notable speed increase would be towards the low levels, and speeding those up was already a developer goal when they adjusted the XP curve. I also doubt it would actually affect things all that much since, as has been said, the need for Rest to come back immediately is not a constant, thanks to lots of mitigating factors.
In short, this might slightly nudge the low-end of the playerbase closer to the high-end, but since those speeds are already possible, I don't see the issue.
The issue is that freely accessible rest would do some pretty whacked out things to the behavior of the lower end player populace. Not lower level, but lower end, due to play skill, build aptitude, etc... and these are the VAST MAJORITY of the playerbase.
If rest is freely available, it's going to get used freely, and that's going to skew the way people play, and it's going to change the between-fight figures dramatically.
It would further enable pathological builds, such as focusing on damage, accuracy and recharge without any endurance reduction or mitigation to speak of. We already have people running around doing this. Now we want to reward them for it?
Put another way: Free endurance available for just brief moments of delay is like getting free damage. -
Quote:It's not risk that's crucial, but pacing. Risk functions as a statistical rate gating effect.I will continue to point this out: This is already possible, Rest or no Rest. It is entirely possible to simply wait the handful of minutes to top up your health and endurance after every mob. Or pop inspirations. Or use Health and Stamina. Or use a friendly Empath. You seem to be under the impression that Rest would uniquely eliminate some sort of risk from the game, that is already regularly circumventable.
If you just stop and wait for a moment, yes, this is risk free, but it also adds a small amount of delay before you resume producing rewards.
In effect, free access to rest has a side effect of increasing the average reward over time for the entire game. This is a presumably excessive side effect unless you're ALSO prepared to demonstrate that the reward over time in the game is too low.
That's a hard sell. -
Quote:The problem is, the goal should be for people to be able to handle multiple spawns with the resources they have, but not infinite spawns unless they're either moving slowly or have invested a lot into making their build sustainable on high load.What people are arguing for isn't the simplified fight or die model that you seem to be interpreting them as arguing for. Rest, even with an instant recharge, still represents a loss of time (which is exactly what death is). If you survive with 100% of your resources intact, you can can head to the next fight without waiting. If you survive with 10% of your resources intact, you have to spend the next 17 seconds using Rest. The use of Rest is, in and of itself, a cost that you are having to pay. If you manage your health and endurance intelligently, you won't have to pay the cost in downtime as often, which still provides a reason for you to take powers that supplant Rest as a primary source of after combat recovery while those same powers still provide you with in combat recovery capabilities. Removing the recharge wouldn't somehow remove the impetus to make a character more self-sufficient. All it would do would be to make Rest a viable but still suboptimal alternative, which, unless the devs honestly want everyone to take Stamina and/or a powerset with an endurance assistance power (which I think they've outright said they don't want to do), would be an intelligent thing to do.
An always-available rest would result in people just topping off every time they finish a spawn, and there's basically no risk once a spawn is dropped; most maps aren't filled with patrols, and the spawn that's sitting --> over there will ignore you until you get close enough. It only takes a handful of seconds to top off your endurance with rest, so this would effectively obsolete stamina as "the solution to endurance problems", as perceived by the general populace.
People already fail to use the tools available to them NOW. This would be another crutch. -
Quote:My best guess is it comes from falling damage. "I don't die when I fall, but then the next hit gets me"Seriously; Where to people keep getting this idea from?! It's not true! Go in game, go up to a mob of even con or higher, and hit rest. In fact, to prove it, go to the warzone or somewhere and walk up to the biggest, nastiest Rikti you can find. Then rest in front of it.
You. Will. Die.
One shot, one kill. End of story.
There is no one-shot rule. Or if there is, its only in very extreme cases.
Quote:Now I'm all curious if this has just been a myth this whole time. Anyone know for sure?
So.
I decided to go test this.
I took my 50 MM, used a flashback to drop to level 15, had a friend clear out a spawn except for one conscript.
Astonished, I am.
Dude hits me for more than my max HP, and I'm able to hit my raptor pack and fly away.
So, yeah. The game DOES have a provision for this.
[edit] Ha. I took too long doing this, I see. -
Quote:I just thought I'd failed to notice it. Since I haven't needed to change difficulty in praetoria, I didn't go looking. But then, I typically don't in normal play, either, so it seemed like a pertinent question to ask, since that's something other people do that I usually don't, at least, not until late 20s (at the earliest).Given that Praetoria City lacks a difficulty changing person of any fashion...
Good to know, thanks for confirming.
Quote:Here's the thing - right now, if I have a self-resurrection power like, say, Rise of the Phoenix and I've slotted it, it is more advantageous for me to DIE towards the end of the fight, resurrect and be at almost full health and endurance, than it is for me to keep on fighting and win, but then have to rest when Rest isn't available. Any time it is more advantageous to me to take my hands off the keyboard and die instead of fighting on, something is wrong with the system. Something that you really ought to be able to see, Arcana, and that baffles me.
I mean, c'mon, "Strike me down and I shall become more powerful than you can possibly imagine" isn't just a great quote, it's a genre trope for a reason. And under these circumstances, the game supports it. -
Quote:When someone is asking for a major change in the core resource management paradigm, which could have extensive repercussions, the onus is on them to demonstrate conclusively why the change is necessary. Not just desirable, not just 'a good idea', but necessary. This has not been done.Interestingly enough, you haven't stated why you think downtime is desirable.
It is not the responsibility of those who do not see that change necessary to defend it. All they have to do is point out flaws in the logic stating that the change is needed. -
Quote:Against developers' wishes? They had to adapt tech for the purpose. They didn't have this mechanism just sitting on a shelf waiting for it.You are incorrect. It was changed to separate toggles (against the developers' wishes) because players found a bug that allowed you to install all three types of special ammo through creative use of the click power and Walk. The toggles ended up being the only way they could make each of the ammo types 100% mutually exclusive.
But hey, nice try. -
The common alpha powers had 1/6th ignore ED. The Uncommon alpha powers (the second tier, of four tiers) had 1/3rd ignore ED. We don't know if Rare or Very Rare ignored ED further, since those weren't available to test.
The important thing to note is that even though only some of it ignores ED, the rest still applies.. And if you haven't actually hit the maximum tier of ED in all your powers, you get that much more out of it. -
Quote:I'm a little baffled at this. You don't find yourself relying on it much, so how often do you actually hit the situation where you need it and don't have it? It has a 3 minute recharge base; A TO shaves off about 12 seconds, a DO twice that.Typically no (depending on what range you stop qualifying someone as a "lowbie.") And TBH I don't find myself relying on rest that much - but the times it does come up needed and isn't there, well...
For me, throughout the entire career of my characters from 1 to 50 (with the vast majority of my playtime to date being pre-20), rest is just that: An 'after a particularly hard fight' power. -
I hate to ask this, but are any of you running on higher difficulty levels on your solo lowbies?
Because running +0/x1, I tend to need to rest maybe... once a mission or so. It takes me doing something really risky for me to need rest before it recharges on its own, and I also have a habit of tossing recharge TOs/DOs into it as I level just in case.
I mean, with basic power discipline, inspirations, and the boosts we get for levelling now.. Keeping my health and endurance in the 'I can work with this' range isn't that hard, and trying to keep them topped off seems like... a lot of work for little. -
Quote:And look at how much even here in the forums people fail to understand how defense debuff resistance matters, too.Oh, I'm very sure the average player doesn't fully understand how defense works, much less what softcapping involves or how it works. Right now I think the 45% number is being thrown around much like the 2:1 rule was in the past, with equally deleterious consequences.
I still get questions from people who think the +56% in their slotting means they have 56% defense.
My experience is that MMO player populations believe the most alarming and nonsensical things despite all attempts to educate them. -
Quote:Except you'd have to tread carefully where you apply your abilities, or you'll be outed by your own colleagues and administration.for that matter, a law-abiding superhero probably wouldn't have a tough time going through full police training. No rule out there saying a cop has to strictly be a mundane citizen. Sure, you don't get quite the choice of snappy heroic outfits, but there's plenty of police uniforms that include masks of some variety. which makes sense considering in some cases an officer has just as much reason as a hero to hide their identity during a bust.
Hard to save people when you're in a lab. -
Quote:From the French Forums, posted by a redname at 8:56pm today, so I assume France local time:
C'est un véritable branle-bas de combat ici depuis que ce problème a été découvert mais le patch correctif devrait être mis en place d'ici une à deux heures. Nous vous l'annoncerons dans les forums d'annonces officielles dès que possible.
It says, more or less, one to two hours.Quote:Babelfish's translation actually makes it sound like longer. But its a loose translation.
"It is a true low swing of fights here since that this problem was discovered but the corrective patch should be set here up an at two o'clock. We yourself will announce it in the forums of official as soon as possible announcements. "
Google's translation is significantly saner:
It is a real commotion fighting here since this problem has been discovered but the patch fix should be in place by one to two hours. We will announce it in the forums official announcements as soon as possible. -
Population: It's not just for other games. -
Last time I poked at it, it looked like hitting softcap on all three positionals was impossible on a solo blaster. Yes, you can get a single position (Ranged is also my preference), but I'm not even certain I could manage two positionals. It might be possible on a specific powerset combination, but it's certainly not possible on any arbitrary pairing.
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Quote:Masterminds
- In-game critters -- if not complete customization, how about allowing relevant sets from in-game critters (i.e. -Arachnos robots, Warrior thugs, CoT demons, Tsoo ninjas, etc)
Ooo ooo yes, this. Being able to grab in-game critters would be a very happy alternative to full customization.
Admittedly, I think it's out of scale with the current discussion, but very much would love this. Especially if we can have some heroic options, now that we can have blueside MMs. -
o hai there.
I have to second the 'eye beams' and 'breath' points. I hate these. Despise them. Sometimes they're useful powers, but dammit, I am not going to STARE things to death, or huff at them. This means their usefulness isn't available to me.
Sonic and psionic attacks. There's a tendency for a lot of head butting, or pushing buttons on the side of your head. I'd like options for things more involving your hands for both of them.
Pseudoweapons for elemental sets. Dark melee, energy melee.. Being able to use a sword or mace or something for all of the attacks would be gorgeous.
Same for things like fire and ice melee, where you already HAVE a sword, we'd just like to use it on more powers instead of just for certain parts of the set.
(Already I'm imagining an attack animation for fire melee thrusting the sword forward, and a cone of flame spreads out from it) -
His intent was that decisions should be meaningful. In order for them to be meaningful, to gain something you have to give up something you might value.
Most of my builds still rely heavily on power pools in order to attain necessary functionality. To say they're no longer worthwhile seems a little short-sighted, particularly with all the things creative slotting can get you.
Sometimes, I find myself wishing I could pass up epic/patron and take a fifth power pool instead. -
I must cheerfully assert that Speed Boost applies a mag 1 'You can't play anymore' to my characters, and I haven't found a way of getting any protection against it.
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The problem is, the number you're looking for isn't going to tell you what you want to know. That's like trying to pick between two cars to determine what goes the speed you want, and asking, "Well, what COLOR are they?" I mean, sure, we all know red ones go fasta, but sometimes it just doesn't work out that way.
Put another way, the new XP scaling system is utterly disconnected from threat level. It just is used to measure a minimum grade of competence as an opponent. An incompetent opponent can still ruin your day if you're weak to what they have. A competent opponent might be only a mediocre threat if you've got a well rounded toolkit to defeat them.
For the purposes of the XP system, competent opponents give full XP, incompetent opponents do not. Attempting to use the XP measure for anything past that is doomed to confusion and failure. -
Quote:I... cannot even begin to fathom that you actually read the guide, based on your commentary here. The original poster was discussing a particular doctrine, and establishing that required a bit of background.The OP's information is OK but it really could be a lot simpler.
Additionally, your actual suggestions are bordering irrelevant in the face of what's actually discussed, and seem like you just dropped in a stock response. -
I wanted to add to this my current implementation of this approach.
Based on Gold_Aproch's variant, I now use the following:
/macro PAtt "petcom_name P. attack defensive"
/macro SAtt "petcom_name S. attack defensive"
/macro PPsv "petcom_name P. follow passive"
/macro SPsv "petcom_name S. follow passive"
(I use the short naming scheme since the game only shows a few letters anyway)
I have my primary group have names beginning with "P." and secondary group similarly have names starting with "S." This means if I decide to change which group a pet is in, I need only change their name, and all four macros will be correct.
The reason for the Passive macros is to deal with a tendency I've noticed with mastermind pets; their tendency to race after a target and refuse to stop. Unintuitively, 'follow' and 'goto' orders are ineffective as long as a pet has anything in its aggro table; the only way to clear that I've found is to issue a 'passive' order. So having these lets you recall an entire group back to formation trivially.
To reset a pet group back to 'defensive follow' after I've given them an order to be passive, all I have to do is use the appropriate group attack macro with no enemy selected.