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For the past... however long the game has been around, the NCSoft User Agreement has been located in the CoH patcher:
As of right now the version of the game loaded to the Beta server no longer allows bypassing the User Agreement by launching the game client directly. The user-agreement must be accepted after signing in, but before choosing a server:
Yes, this can also be tested even if you don't actually have beta server access. There's just an error message telling you to go someplace else:
I don't know if this move to the User Agreement means that NCSoft and Paragon Studios are just covering up a loophole for purely legal reasons, or if it might signify other changes with I20... such as the perhaps long-awaited KHTML/Webkit rewrite of the Patcher. -
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yep.
Hibernate has a base recharge of 2 minutes, which is 120 seconds.
Hibernate also grants the power: NoPhase
Quote:Tolerance for Hibernation or being out of phase can only last so long. A brief period after activating such an ability, your body will reach a point where such powers cannot be re-activated again for 120 seconds.
Quote:Edit to ask...What is the best IO slotting for Aid Self with 6 slots?
Personally if you had 6 slots to waste on Aid-Self I'd go with Doctored Wounds for the 5% recharge.
I think I would be able to find primary or secondary powers that could use those slots long before aid-self though. -
Quote:yep. There's why this idea gets a big fat /UNSIGNEDSince you can't get access to villain story arcs as vigilante and you can't get access to hero story arcs as a rogue there is no reason for them add that functionality to ouroboros.
Vigilante and Rogue are classified as TOURISTS. While they can partake in joining teams, they aren't supposed to be able to start missions. Task-forces seem to be the only exception to the tourist rules, likely an internal compromise to deal with the inevitable event of a Rogue or Vigilante partaking in a task force for the opposite alignment and getting the star during TF progression.
Given that there are no plans for the tourist classes to be able to start story mission content for the opposite alignment, there is absolutely no reason to make a tourist-faction version of Ouroborus. -
Quote:while the BBC owns Dr. Who, Terry Nation created the Daleks. The BBC pays the estate of Terry Nation to use the likeness of the Daleks in Dr. Who.While they would be cool and represent the terror behind true masterminds and not those heroic masterminds, the devs would need to get the permission from the BBC or whoever owns the rights to Doctor Who to use their likeness.
While the BBC is relatively easy to get in contact with... the Estate of Terry Nation isn't. -
before he left C.Bruce was on record with the following:
Quote:So far Nelson (I believe responsible for Ninja Run), David (Nobel Savage), nor any of the other art / animation guys have said anything to indicate their opinion on this matter differs from that of C.Bruce.Originally Posted by C.Bruce somewhere back in time in a section of the boards that may or may not have been closed at the time
...We did spend a lot of time on the whip between R&D, animating, re-animating, getting the rig sorted out, etc. We ended up spending more time than expected on the actual animations...but that was also because we had the time to spend on it. Demon Summoning as a whole was a very expensive powerset to make, easily taking as much time as 3-4 regular powersets.
FYI, staffs/polearms would be about the most time consuming thing that we could make at this point. There are no weapon modes/stances that would be appropriate for it, so it would require a whole battalion of core animations, movement, hit reactions, variations of ninja run, flight, etc etc. More, it would require unique sets of IK driven animations for female and huge models. There's no way we could utilize skeletal re-targeting for them.
I'm hard pressed to think of anything that would take more time to do...unless we did staffs as part of a new Mastermind primary along octopus henchmen who ride around on winged horses. -
If all you care about is the reward you get for doing something, then yes, the balance the developers decided on was fairly simple:
- Heroes and Villains can access more effective rewards more quickly through Alpha-Merits..
- Rogues and Vigilantes have more opportunities to obtain rewards through the ability to run more content that offers rewards.
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Quote:gut reaction: getting Issue 19 out the door and just doing the Pocket D / Lady Winter event chewed up the development resources on hand.during the very first winter Lord event they froze the lakes in Perez Park and the one in Steel Canyon and it was soooooo cool people hanging around.. ice skating.. throwing snowballs..
never happened again ???
WHY DEVS WHY ????!!!!!!!!!!
As evidenced by today's patch, the problems with winter-lord's zone were not discovered until after the event went live; that was supposed to be something in the code that wasn't changed or modified at all from last year... and it still broke.
Something else to keep in mind is that adding in the icy lakes is not as easy as simply removing the lake geometry and shoving in the ice-skating geometry. From what we know of the existing zone structure frozen lakes would require completely different city zones to be built and downloaded.
It is very likely that the additional badge placements, contact placements, door mission placements, and all of the other advancements made to each zone have never been applied to the existing versions of the zones with the frozen lakes. Loading up the frozen-lake versions would more than likely break task forces like Numina TF, Positron TF, Citadel TF, and Synapse TF. It would also break the ability of players to find location badges, and / or prevent plaque completions. The Frozen-lake versions would likely also still contain hooks into the Dance Party instead of Pocket D, never-minding those maps likely lack the auction house, or the appropriate hooks into the train-station.
Now, if you know when the developers have had time to make copy the zones and implement the icy geometry changes to the most recent versions of those zones... go ahead and tell us. -
Quote:What it means is really simple.I have no idea what that is supposed to mean, but Alpha buffs affect all powers that can be slotted with their buffs. They have exactly the same proportional effect on Maneuvers and Focused Fighting as defense SOs. If the Alpha slot is slanted towards "native defenses" then the entire enhancement system has been similarly slanted since release.
- On Nerve Uncommon 1/3 of 20% defense buff ignores ED: ~6.67%
- On Nerve Rare 1/2 of 20% defense buff ignores ED: ~10%
- On Nerve Very Rare 2/3 of 20% defense buff ignores ED: ~ 13.3%
Capped into ED, most defensive powers will only have something of a 56%~58% buff. This in turn means that the average player, depending on how they have their defenses slotted, will have an average of:- 56%~58% + ~6.67% = ~62.67%~64.67%
- 56%~58% + ~10% = ~66%~68%
- 56%~58% + ~13.3% = ~69.3~71.3%
The buff effects on pool powers such as Weave and Maneuvers are pretty low to begin with. I think Tanks get the highest Weave rating with something like 5% defense. According to ParagonWiki Defenders and Arachnos get the highest Maneuvers rating with 3.5% defense.- 5+58%= 7.9
- 5+70% = 8.5
- 3.5+58% = 5.53
- 3.5+70% = 5.95
kinetic shield- 12.5% + 58% = 19.75
- 12.5% + 70% = 21.25
- 15% + 58% = 23.7
- 15% + 70% =25.5
Quote:Pool powers such as Maneuvers and Weave will show much less benefit on an Alpha-Boost than powers in the primary or secondary power slots. -
Johnny. after you get roasted like that, the best thing to do is just walk away and not try to attempt a response.
If you didn't realize you got roasted, let me spell it out for you:
You. Got. Roasted. -
Yes and no.
No, there won't be a significant amount of blowback in the existing content. The number of players with builds that are defensively soft-capped are still a minority among the playerbase. As far as it has been indicated, there are no plans by the Paragon Studios staff to have another global-defense-modification sweep through the non-Incarnate level content. Partly that is because a variety of power-sets, such as Cold Domination, Force-Field, and Empathy can already put a number of builds on SO's into defensive soft-cap, and any defense or accuracy based changes to the non-Incarnate content would cause significant collateral damage to the casual players; e.g. the majority of the paying player base.
One of the other problems the developers face is that there are a number of existing powersets in the game that only offer defensive protections: Energy Aura, Super Reflexes, and Ice Armor. Any global modifications to Defense, Accuracy, or To-Hit modifiers would wind up targeting these power-sets as much as targeting players who have defensive soft-caps through IO sets.
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On the other hand, while the developers won't modify existing in-game content, the latest round of blowbacks has already started has already started with the Incarnate TF's. With a stock +4 level advantage the enemies in the Incarnate TF's are already pushing the accuracy modifiers: http://paragonwiki.com/wiki/Attack_M...cs#Data_Tables
Blowback has also started in the Incarnate tree. The Incarnate Alpha slot system boosts powers directly, rather than base-stats, so only power-sets with native defenses benefit from the Alpha Slot. Pool powers such as Maneuvers and Weave will show much less benefit on an Alpha-Boost than powers in the primary or secondary power slots.
Blowback has already been in the game for a significant while with the Rularuu and Devouring Earth, both of which have utility powers that let them ignore defenses. We know for a fact that both the Rularuu and the Devouring Earth will figure into upcoming stories; Devouring Earth being a major enemy for Praetoria; Rularuu Invasion being a fear of Gaussian and possibly linked to one of the Storms.
For now this seems to be the path the developers are content with. Leaving the existing content of the game intact and un-modified, but using the upper-levels of play to make power changes that lesson the importance of defense as a mitigation utility. -
Quote:interesting. I just pulled out an ice rad, dropped him into the lava, and he only got off one bifurcation before he was dropped.The patch would appear to be bugged. Trapdoor can still be pulled out of LOS of his bifurcations, but is entirely invincible now.
I tried to solo him on a rad/archery defender. I was unable to dent his health. I was able to pull him out of the room, but even with both Rad toggles on and spamming the -regen power, his health bar never moved.
I tried it both ways. I tried pulling him into the corridor; no effect. I tried killing all the clones; the problem there is that he spawns them so often that you never get a chance to do damage to Trapdoor himself; as soon as you find and kill one, he's back to full health, and you hardly ever get the chance to damage the boss. Eventually I ran out of purples and ran out of endurance, and died.
I won't be able to finish this on any of the several characters I haven't done it with yet so long as it is like this.
Not really that big a deal here. -
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Quote:As it stands right now, any tank that soloed an AV/Hero class opponent without temporary powers would have Castle, Synapse, AND Sunstorm all agreeing to implement a nerf on the very next patch.Was just wondering if there was a certain tank build that would have the capability of soloing an AV, and if there is, what powersets would it have to take. Also would the build have to sacrifice survivability to solo an AV?
One of the factors you have to consider is that very few scrapper / brute builds can generate to required DPS to over-come an AV/Hero class's regeneration rate. A tank, by default, even using the same exact slotting as a scrapper, is going to be down on damage by 30%.
Now, if you are dead set on trying this, go over to the scrapper forum and read through the pylon results build: http://boards.cityofheroes.com/showthread.php?t=130754
Ask the person who managed to drop a pylon in 4 minutes with a Fire / Shield scrapper what their build was. That's probably going to be your best bet to try and do it on a tank. -
not going to happen, but for much more basic reasons. The developers have expressed the viewpoint in the past that:
- They are comfortable with not all archtypes being equally playable to all subscribers.
- They are comfortable with some archtypes being distinctly weaker in some stats than others.
- They are comfortable with players dropping powers
- that Mastermind personal attacks were deliberately weaker as the focus of the class was on the pets, not the player. Hence the increased control given to players over what the pets actually did.
- Mastermind's secondary is buff / debuff.
- Aside from Force Field every other Mastermind set gets a -resistance power
- all but Dark Miasma and Force Field get a -defense power.
Given this development history, and the purpose of the class, and the fact that the developers have decreased Mastermind Damage on at least one occasion, the chances of selling the developers on a damage increase are... well... pretty low. -
Quote:I think... Nelson was it? The guy who did the Ninja Run animation? I think he and David (Noble Savage) run art / animations. I think they have the same viewpoint as C.Bruce: not worth the time, and it'd still look stupid.Not that I'm agreeing with it at all.... but to be fair he DOES say "as long as I am on this project". He is no longer on the project
Now, was he replaced with what he'd consider a gibbering idiot that would support the idea? Dunno. Doubtful but that screenie I don't think is valid to be posted anymore as he is no longer in the picture. -
Quote:http://paragonwiki.com/wiki/Dark_Armor#Death_ShroudFirst, i'd like to thank Twilight Snow for her helpful comments on my last post (DB/DA), didnt want to bump the thread because ive moved on to a really outstanding SS/DA brute (Thank You inherent Stamina!).
Second, I was hoping someone could enlighten me on whether DA has a taunt aura
Quote:and if there is anyway to use the defense and immobilize prot. offered by Cload of Darkness (CoD) while being "Tankish" in a group...i.e. can the stealth be "suppressed" somehow?
Quote:Thrid, why don't i see more DA Brutes? Is it just the end issues
Quote:or is there a nasty suprise waiting for me later Currently at 24 with a Miracle +end, Perf Shift +end, Theft of Essence +end and of course the lovely inherent Stamina...feels good so far
For starters, Dark Armor is a purely resistance set. Unless you spend a significant amount of change on IO's, this means every single attack will be hitting you.
You only have scrapper level resists.
Oh, and Dark Armor's resists are low to begin with. All said and done, if you cap all of your resistances into ED, you'll only be pushing ~53% resistance to smashing / lethal damage, ~47.5% to negative engery, ~35.7 to fire and cold, ~23.8% to energy and toxic, and ~60% to Psionic.
On top of that, you have a lower base health as a brute, and even if you work away at the hp caps, you'll still struggle to break into the ~1900 / ~2000 hp mark even with accolades.
Then there's your upper armors that you don't have yet. Cloak of fear, for example, yanks down .52 end per second unslotted. That's more than running both Dark Embrace and Murky Cloud, or the same as another Death Shroud.
Oppressive Gloom doesn't use much endurance, that isn't it's problem. The health drain isn't an issue either. There is a problem though, and it is a problem that is shared with Cloak of Fear.
Let me demonstrate by turning OG on in the middle of that freakshow mob.
Notice... anything peculiar about the Freakshow I have targeted. Say, maybe where he is in relation to me?
Oh yeah, he's way outside melee range. He's way outside taunt range. When that stun wears off and I've got a team-mate around, and I'm pushing a perception debuff on myself and my team-mate is not, what exactly do you think is going to happen?
If you thought... he's going to wake up and fire on my team-mate... you win the gold star.
The fear cloak is actually worse, and is just as likely to send enemies screaming off down the map in terror as it is to force them to stand still.
Then there's the problem with both auras that they pretty much only work on minions and some lewies... So unless you've got an attack with a stun or fear component, you probably aren't going to be able to mez out that boss or ebby that's ripping away at your spinal cord like a terrier chewing on a bone.
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So, to recap.- You've got smashing / lethal resists that are pretty much on par with those all other archtypes could get in their Epic Pools.
- You use up endurance like it was a chew toy just on aura's, neverminding the 17end Dark Regeneration will chow through if you've got it capped into ED on end reduction
- You've got not-so-great attack mitigation that gets you out of a fight with minions, but will leave your team-mates hosed when those minions de-mez, and won't do anything against harder targets.
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Now, while all of these factors make Dark Armor a complete and total waste as a tanking set... it is actually a very good set for Non-Tanky Behavior.- That stealth will buy you a little bit more time to get into mobs and set-up to attack.
- That stun or that fear aura will keep the minions off your back.
- That healing will give you a chance to recover back to full health, and on a brute, you'll be pushing high levels of fury at that point. Land a couple of massive attacks, and if the enemy isn't dead, back off.
If you want a tanky brute, you'll need to pick a different armor set. -
Quote:yeah... can you imagine if another game we both played had a DPS meter? Can you imagine how hard it would have been to find gal or brick drivers? Can you imagine the difficulty in getting anybody to class as an adv. engy or adv. hack? Everybody would be going Uni-Max and diving for gunning spots.Yeah, as soon as CoX gets a dps meter.... That's when people start getting booted from teams or never invited to task forces again.
One of WoW's continuing big problems is all the raids and big time team work things require mass tons of DPS (which also requires the best gear) to complete them at an acceptable rate or at all. I don't want to see that happen to CoX as well.
No thanks. -
NCSoft nor Paragon Studios are in the habit of announcing when a retail product they expect to sell for a profit will be made available for a lowered price in advance. Final sale prices are largely left up to marketing partners.
The recent NCSoft / Paragon Studios announced $10 sale of Going Rogue through Best Buy was a special marketing promotion exclusively for the Black Friday / Cyber Monday retail sales event weekend. That type of sale is not likely to be repeated until next years Black Friday / Cyber Monday retail sales event.
So if you did not take advantage of the Black Friday / Cyber Monday retail sales event deal for Going Rogue, you likely will have to wait for the MSRP on Going Rogue to drop, and that is probably is not going to be anytime soon. -
Tier 4 inspirations have not yet been added to the drop pool.
There is no date for when they will be added to the drop pool.
No other method aside from random dropping has been indicated for Tier 4 inspiration obtention. -
Quote:... hmmthere has to be a power somewhere in some AT, primary or secondary that makes beating director 11 easier. the dev's alluded to it once before i think. maybe team fly...maybe some sort of cage or bubble power..does he have a hidden weakness?
have any bubblies tried the knockback bubble yet? That... might have interesting results. -
Quote:TL'DR version: Random Number Generator is Random. Why rely on random when non-random results are better?People who aren't tolerant of newer or inexperienced players aren't really the sort of people you should want to team with anyway.
Bu as for post-I19 TFs, the only instruction I've really seen so far has been "clear the map"
Long Version:
I would say less fun for me now because of this clear the map. Thing is a lot of Task Forces have defeat all components such as Positron TF (old), Synapse, Citadel, and the Shard TF's. I know lots of players who won't run any of these task forces because they:- take too long
- have too many defeat-alls.
I've encountered players that will not run Dr. Khan, Cuda, STF, Cathedral of Pain, LRSF, or Hamidon, and will ONLY run LGTF and ITF. Not they don't want to run the other Task Forces or Events, they will not run the other task forces.
I honestly can't, or rather, do not want to understand or try to explain this behavior. I wish I could I say I was sorry for saying this, but I'm not. If a task force with defeat all components boring and not worth your time before I19, and a small chance of an incarnate shard was all it took to make it worth your time, you are probably playing the wrong game.
Now, I've stated my point of view on the obsession with the framframfram task force mantra on the forums before. Assuming Defeats per Second are constant, players will receive greater rewards by simply doing events normally, because of the end event reward. The basis for this can be expressed in simple maths.
Last month Leandro did some maths in the Open Beta forum and came to the conclusion that the drop rate per mob on Incarnate Shards was averaging around 1 in ~300 defeats. So for 4 shards a player will need to average above ~1200 defeats (300*4) across a mix of minions, lewys, and bosses.- Again, 4 shards is ~1200 mixed mob defeats.
- An average x8 mob consists of about 10 or so enemies.
- ~1200 defeats divided by 10 enemies is 120 mobs.
- Players will need to defeat, on numerical average, 120 x8 mobs, to gain 4 shards.
- Completing any of the major events awards the equivelent of 4 shards.
This means that a team that does two or three task forces with the same defeat rate as a team just farming out LGTF... will get more rewards in the same amount of time.
Players doing more events will also have an increased chance for shard drop-rate in the same amount of physical time as they will face more archvillains and elite bosses that have higher shard drop chances.
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*footnote: there is the gaping mathematical hole that a team that can rock out the ITF in 30 minutes or less might not fare so well in another task force, so basic calculations are pretty hard to determine.
For some basic maths here, let's assume a 10 second mob clear time, which is the time it takes to engage a mob and defeat all of the opponents. The 10s is a number derived from my own spines / fire's activation times:- Build Up: .73s
- Spine Burst: 3.00s
- Ripper: 2.17s
- Throw Spines: 1.63s
- Impale 2.43s
- ~~~~~~~~~~~~~
- 9.96s
1,200 seconds is 20 minutes.
So if the defeat per mob was down to 10 seconds, completing a task force would be the equivelent an additional 20 minute time period.
If the defeat per mob was down to 15 seconds, a task force reward would be worth 30 extra minutes.
If the defeat per mob was down to 20 seconds, a task force reward would be worth 40 extra minutes.
Now, I'm not going to claim that I have any significant data into the average mob-defeat numbers, but I think the point I'm trying to make is already made. Unless a team is pushing a screamingly high average mob defeat time, the rewards for the Task Force are going to be far and away dramatically less than a team running TF's in a normal manner.
Even then, if a team is able to drive extremely low times on mob defeats, they'll still be down on rewards compared to a team that just ran the content normally. -
Quote:I think Castle just done shot the idea of an If out of the sky.If there is to be a DPS meter, it shouldn't be something visible to the entire team. Maybe an option for the Power Attributes display?
My opinion is that the developers are content to simply allow the community to support this type of data-mining with HeroStats. -
Quote:I kinda feel like Zoey watching Mal leave somebody behind...I'd like the character limit of the bio be increased so there's enough room to fit a Mid's Data Chunk.
On one hand, I agree. More space for the Bio should be allocated.
On the other hand, I don't agree that it should be allocated for or because of MIDS. Honestly, if you want to share you MIDS output in the bio section, create an account with something like Google, Zoho, or ThinkFree, and simply post a link to the document you want to share.
It'll look better when somebody's browsing your Biography, and leave you plenty of room to actually have a biography.