macskull

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  1. Quote:
    Originally Posted by Galactor View Post
    Nope, not a bug, working as intended.
    You get mezzed you get no KB resistance.
    If this were true, it wouldn't have been fixed when I16 launched. You're looking for the PvE section of the boards, which is that-a-way --->

    Also you're terrible, why do you keep posting here? You can't honestly thing you're doing a good job at trolling?
  2. macskull

    Earth Assault

    Quote:
    Originally Posted by Torchress View Post
    Considering rolling a new dom and wanted to give earth assault a try. Anybody have any experience with this set in PvP? It basically looks like you are getting earth mastery on a troller which is by far the best set for PvP heroside. Considering the destruction of farming (for the most part) I am sure there is limited experience with this set...... maybe a few test server (beta) folks could chime in? I was gonna go Plant/Earth and was hoping I could get not only a good theme, but a decent PvP toon to boot. I have no plant toon yet and have seen several people do pretty well with Plant/. I was thinking Plant/Earth/Mu. Any suggestions/experience would be greatly appreciated and I look forward to your replies :-)
    Earth Assault will be a pretty bad PvP set - it consists mostly of melee and AoE. And it has Mud Pots for god's sake.
  3. /chanjoin JFA2010
    /chanjoin Australia

    That should give you a good starting block for asking questions, finding teams, and just general chat, though be warned we aren't known as the crazy server for no reason.
  4. Quote:
    Originally Posted by Gaspard View Post
    I'd replace the web hold or one of the blasts, but that is just me. Or just add a single new power.
    Web Envelope is quite useful, but the the mace blasts are pretty crappy. I'd rather see them buffed to the point of usefulness than have them removed for something else, though.
  5. Quote:
    Originally Posted by Tokyo View Post
    I think the suggestions are a good thing. It reminds the Devs that there is still a small yet dedicated community to PvP.

    I also agree with the OP. You want PvP to thrive it needs to appeal to both PvPers and PvErs.

    However, I wouldn't give a recipe for filet mignon to the guy who gave me **** on a plate and expect him to make it.
    I'm not disagreeing with the fact that suggestions and constructive criticism are good for the game. However, PvP seems to be a special case - when I13 hit we were told that they were going to be reinvesting in the PvP game and that it wouldn't be ignored any longer, yet we've had few changes and bug fixes since I14 (I14 was a very positive issue between the arena changes and PvP IOs, and I15 gave us a separate option for heal decay, but that's about it), and very little developer communication regarding player concerns and feedback. I've been filing bug reports both in-game and on the closed, open, and live forums for I16 about a list of powers that aren't working as expected in PvP, but none of them have been fixed. Amusingly, I also bugged an emote that wasn't working right for Khelds in Dwarf form and bugged the jump speed debuff from Shadow Fall, and both of those were fixed even though they're at best minor, unnoticeable changes.

    What the PvPers are asking for (well, those of us that still care enough to try) is simply some comment from a redname, even if it's only in passing, that they're still listening to what we have to say, and maybe even drop us a hint as to what they're planning on doing with PvP instead of just saying "we've put it on hold for now."
  6. macskull

    Farmers Adapt.

    The best response to the OP is something simple:

    Create your own group with a mish-mash of canon NPCs that either deal a damage type you are highly resistant to or have few attacks. You could also dig up Culex's XP modifier spreadsheet and find the enemies that give higher-than-standard XP and use those instead - for example, most Devouring Earth minions give 1.8x XP, though they often use mezzes so squishies can have problems with them.
  7. Quote:
    Originally Posted by impster_jr View Post
    Wow it is so dead on freedom its not funny,

    All zones have like what maybe 10 players tops

    I know school is going on but damn was not this slow befor

    Wounder if some other game has all the coh players running to it now

    Champions online blows so i know they didnt go that way!
    Combination of the MA changes, CO, Aion, and school have done it for a lot of people. Also note that the RPers went nuts over color customization and there've been a few times when Virtue had a higher population than Freedom, which I don't remember ever happening (please note that I'm not trying to speak ill of any group of players here, I'm just trying to make a point). There are also a lot more people just running missions solo thanks to the new difficulty options.

    Quote:
    Originally Posted by Phillygirl View Post
    I can't decide if your avatar is in bad taste or if that is the girl in me being overly sensitive.....
    The animation that picture is from is called "In a perfect world" if it helps to clear that up for you.
  8. macskull

    Farmers Adapt.

    Quote:
    Originally Posted by londerwost View Post
    I honestly believe the only reason the devs spent so much time on the nerfs is because enough people complained about the farms.

    If the farms/plers had just kept quiet about what they were doing, I don't think the devs would have spent the time/effort on these nerfs.
    I doubt that. As much as I enjoyed the XP afforded to me in I14 and I15, it was very much out of line with what standard content provided, and the I16 changes were a step toward fixing that. Whether or not they went too far is another matter (in my opinion, they did - the custom critter XP changes are ridiculous).
  9. Quote:
    Originally Posted by Claudius View Post
    well that was rude.. how about staying on topic?
    I'd much rather bring along some greens (or, even better, teammates) for the rare occasion I get hit than have my +damage/+tohit power replaced by a self-heal that I don't really need in the first place. Self-heals don't make things die faster, more damage does. If you are having survivability issues on a VEAT - any VEAT so long as it's built well - then I'd say it's more than likely due to user error.
  10. The Gangbuster badge text is still incorrect - while it states that any Family boss should give badge credit, only Marcone Consiglieres are currently counting toward it. Additionally, the counter is still 200 kills, while many similar badges were lowered to 100.

    Still don't like the 333 requirement for the Geas kill badges. Seems an arbitrary number which few (if any) other kill badges match and just looks as though it's there to deliberately increase the time it takes to earn those badges and the accolade. If nothing else these should be lowered to 200 (100 would be nice but since all ranks in a faction count for these I can see how 200 would be preferred).
  11. Unfortunately, if the changes are being passed off as a perception issue (as it seems to be, though in Synapse's defense he did say he would keep an eye on things) we aren't going to be seeing a fix to whatever the problem is, which means prices for pool A recipes are probably going to keep rising. When I made my initial market predictions about I16, I expected pool A and B recipes to drop in price substantially since people would be running normal missions instead of MA ones (which more or less has happened) but I wasn't accounting for a 30-40% reduction in enhancements dropping.
  12. Quote:
    Originally Posted by GarfieldZ View Post
    can everyone shutup and stop suggesting pvp revamps or always complaining about pvp being crap since i13? this might seem a little biased as i actually like the changes, but its been 3 issues now! just get over it and shutup! the devs aren't gonna give in...
    Because people had characters wrecked and changes targeted specifically at them because they were too good at what they put effort into getting good at? Can you imagine the outrage on these boards if they were to apply DR or heal decay to PvE (not just set bonuses - everything)?

    When someone hands you **** on a plate, you don't say "Hey, thanks!" You say "Dude, you just handed me a plate full of ****. Here's the recipe for a filet mignon, try that and get back to me."
  13. Quote:
    Originally Posted by Sailboat View Post
    Choice.

    If 50 gave the best enhancement value (which it does) AND you kept all your set bonuses when exemplared, 50 would be the best IO level hands-down and everything else would be second-best.

    But if you have to CHOOSE between top-flight enhancement percentages and utility when exemplared, well, for some people who want to exemplar a lot, those lower-level IOs start to look a lot better. They canchoose a slight;y lower percentage in some areas to get more flexibility. That makes these IOs viable options.

    More options for a variety of different interests = a better game.
    This is probably what I'd've said. Hits the nail on the head IMO and if I weren't out of rep for today I'd give some.

    Thing is, the game's already very easy (aside from specific encounters which are designed to be difficult or require teamwork/coordination, such as the sewer trial and Hami raid) even running on SOs - using IOs is like installing a turbocharger in your car's engine. To be honest, there's not much of a necessity other than "it would be nice" to keep set bonuses while exemplared unless you exemplar a lot and still have a build goal you want to keep while exemplared to that level (i.e. softcapped defenses, perma Phantom Army, permhasten, permadom). In that case, it's a matter of preference: what do you want more, the enhancement values (which usually are only a few percent different between level 35 and level 50 for the same piece) or the set bonuses? You can't have your cake and eat it too.
  14. Quote:
    Originally Posted by Xexxon View Post
    As far as MoSTF goes I think you will find it a lot easier after i16. Don't think it will take more than an average team now that you can spawn the AV's at lvl 49 instead of the old 54. Did a run the other day with a quality team and frankly Ive had tougher runs of positron. LR was dead within 10 seconds of spawning his first EB, GW and the rest of the cronies took less than 5 min to take down (thats all not each). Its a 5 lvl drop for each AV in the arc - its gotta be heaps easier. So make hay while the sun shines and run a pug I say - your chances should be better than average.
    If you've got lots of characters you want to get the MO badges on (especially the RSF and BSF), get them now - the -1 thing is apparently a bug and will be fixed sometime soon (tm).
  15. The changes to Elec Armor did nothing more than move it from worst secondary to second-worst secondary (Dark Armor now holds that crown, not because it's a bad set in and of itself, but because some powers it has - Oppressive Gloom and Cloak of Fear - are counter to the Stalker playstyle and inherent). Elec works on a Brute because of the 90% resist cap and high base HP, but as a primarily resist-based secondary on an AT with a low HP cap that also relies on not being hit to get back into a hidden status, it just doesn't work well.

    Sure, you can probably make a BS/Elec work, by virtue of Parry's melee/lethal defense, but it's not going to be the most optimal Stalker combination. Leo's right when he says mixing Spines with Elec is probably not the best idea.
  16. Quote:
    Originally Posted by Synapse View Post
    Thought I would chime in here and let you know what we've done to test this. The data has been checked, the code has been checked. There has been no change to either. That said, none of us would be satisfied until we tested this for ourselves. I knew this issue would haunt my dreams until I dedicated some time to testing. So, I went and did some pretty comprehensive testing today. Both internally and on the training room.

    The results are pretty consistent and drop rates appear to be correct. The way I tested this is load up the first mission given out by Abyss (as a number of players mentioned this in their tests). I then set my difficulty to 8x and +0. I then went through this mission 5 times internally and 10 times on the training room and the results were very consistent:

    -14 to 19 recipes per mission
    -5 to 8 enhancements per mission
    -30 to 51 salvage per mission

    So, for the time being I am calling this a perception issue, that said I will keep an eye on this. If there is in fact a bug at work here then there will be reproducible steps one could take to get this bug to happen to anyone. If anyone does in fact nail down possible repro steps for this bug, please PM me or post them in the forums.

    I know this isn't the answer many of you were hoping to hear, but I will keep an eye on the issue. Again, please contact me via PM if you have any possible reproducible steps. Lastly, I want to clear up any rumors of a "stealth nerf" or drops being different per map. Drop rates are on a per class basis. All minions, lieutenants and bosses have the same drop rates as all other minions, lieutenants and bosses regardless of what map they're on. The only difference is what items they drop (magic salvage vs. tech salvage, different origin enhancements and such)

    Regards,
    Synapse
    Were you killing the mobs sequentially, as a player would have done, or were you using [The I Win Button] to simply wipe the map and collect data that way? Perhaps there's something reminiscent of the old RNG bug, but that's only speculation from yours truly.

    Unfortunately, this post serves as a sort of go-ahead for me to continue my ticket farming, because if the drop rates are as low as people have calculated them to be I'm better off simply spending my time getting tickets for gold and bronze rolls instead of running through missions where I might not get anything, let alone something good.
  17. Well, I'm glad to see that the nagging exploits were fixed. By exploits, I'm of course talking about the green Mitos (which were fixed just after I15 launched anyways) - all-lieutenant or all-boss missions were no more of an exploit than is stealthing to a glowie in a mission, or finishing an ITF in 20 minutes. So really, no exploits have been closed other than perhaps maps that allowed you to stack objectives and come up with truly obscene amounts of mobs in one place. The only thing that was done was to bring MA XP more in line with the content in the rest of the game. MA farming is still very much alive and well, it's not not nearly as conspicuous now since most people have gone back to normal content without realizing the MA still provides superior rewards and in most cases XP.

    From a personal standpoint, hell no the "nerfs" didn't work - I'm still farming in the MA and I will continue to do so until the recipe drop rate is fixed. The rewards are only one part of the deal - as long as you're given complete control of what kinds of enemies are in your custom group and how many and what objectives there are (as well as what enemy spawns are attached to those objectives), the MA will be a better leveling tool.

    You may not like it, and I'm sure I'll catch some neg rep for this, but them's the breaks: until the MA rewards are substantially lower than normal content, both in terms of drops and XP, people will farm it because it's the path of least resistance. If someone being honest and objective upsets you, you should probably just save yourselves the time and headaches and put me on ignore.
  18. <QR>

    Hell no, I have better things to slot.
  19. Actually, given the context in which this thread was started (and given when it was started): TA was a damn good disruption set in old-style PvP. Lots of movement slow, some recharge slow, long DoTs to keep Stalkers out of hide, and most importantly -jump/-fly. In "new" PvP, TA can still draw some hate for the -jump/-fly and the DoTs but other than that it's just not a good set anymore.
  20. From the OP, I'm not going to comment on most of your list (though I do agree with some of the points), but attacking the I16 badge changes as bad for the game is, in my opinion, a mistake. Accolades will still take extra effort to complete above and beyond the course of normal gameplay (seriously, the only accolade I've ever earned without intending it is Task Force Commander), but the I16 changes made it so that the accolades were less of a grind to obtain. I don't know about you, but having to AFK overnight damage farms for days or weeks just to get the Born in Battle accolade wasn't my idea of fun or balanced, and having to slog through hundreds of grey-conning enemies to find bosses for a badge isn't fun either. I'm glad the accolades were adjusted, especially villainside - before last weekend I'd only partially accoladed one villain, and now I'm well on the route to having all my PvP villains accoladed.
  21. There are these little self-heals they sell at vendors for 50 inf each, trying bringing them along with you - at level 40+ you can hold 20 of them!
  22. macskull

    XP in PVP

    Quote:
    Originally Posted by AresSupreme View Post
    Agreed that there should be some penalty but debt wouldn't work in pvp imo. There would have to be some other penalty in place other than a debt system, I havent worked that out in my head yet, but the main reason debt will not work is because some players die substantially more often than others based on either A. ganks or B. they are just plain squishy. The entire point is so that pvpers can level at a steady rate as in PVE so it shouldnt be that any 1 players is forced into PvE to gain xp. Any suggestions on a penalty?
    That's impossible, I thought the I13 changes fixed that.
  23. Quote:
    Originally Posted by Zombie Man View Post
    The Eden trial *was* worth more than 7 Merits, it was worth a Rare Pool C recipe which has a value of 20 Merits for a random roll (or about 200 Merits if you're buying a specific one). It is 7 now *because of the exploits*. Not only from the bugged wall you can get past (and is now fixed), but from all the other 'shortcuts'. So, the Devs massively nerfed the rewards not because the TF is designed to be a 10 minute task (it has a 4 hour timer!), but because the design is broken, and players *take advantage* of the broken design to get a reward that is far beyond what the risk and time investment would normally indicate.
    One of the reasons the merit system was implemented in the first place was to tackle the "our content isn't all the same length" issue - for example, you had Eden granting a recipe, and at the other end of the spectrum, Dr. Q granted a recipe. Obviously less people were running Dr. Q's because why would anyone take 3-5 hours to get a recipe (unless they really wanted the badge) when they could run an Eden in 7-10 minutes and get that same recipe? The merit system helps to ensure that all content awards roughly equally, because rewards for each task are based on median completion time. It also helps to ensure that the same content doesn't get repeated over and over again by virtue of the 18-hour DR timer and lower rewards on the most popular "farmed" TFs/SFs pre-I13.

    The requirements for the Eden trial are simple:

    * Defeat 200 Devouring Earth (outdoors, in Eden)
    * Defeat the Rock Wall
    * Defeat the Mold Wall
    * Rescue the heroes
    * Defeat the Crystal Titan

    Those requirements I listed are the only requirements that need to be met to successfully complete the task force. There's no "leveraging of mechanics" going on here (the only possible one I can think of is dropping the Quarries into holes before the first wall so they don't follow you the rest of the TF), only a team that skips from objective to objective without fighting any of the "filler." "Filler" is just there to make the task take longer, and a good team will realize this and skip it, since it's not required for completion. The modus operandi many Eden teams used was kill the 200 DE, then have someone with Assemble the Team recall everyone back to the mission door once that was completed. After that, the team would drop through holes to the first wall, kill it as quickly as possible, run to the second and kill it, run to the back of the map and rescue the heroes, and finally rush the Titan and drop it before the room he was in overwhelmed the team. If the melee characters on the team lacked Ambrosias, you could gather up on the bridges between the first and second wall and kill only the bosses, since they drop the inspirations, until everyone that needed Ambrosias had them.

    "Completing only required objectives" is not an exploit.
  24. Quote:
    Originally Posted by Zombie Man View Post
    But when a TF that is designed to be an hour's worth of work -- even for a good team -- gives the reward for an hour's worth of work; but is done in 20 minutes... then there is a exploit involved... whether through a bug, or players cleverly leveraging the mechanics in a 'legal' way, it's an exploit.
    You should come along on one of our Hess TFs (after they get fixed) and we'd be glad to have you point out exactly what we're doing that's an exploit (hint: you won't find anything).

    You make the mistake of assuming that anything done significantly faster than the time it's designed to be completed relies on an exploit. I already used the Eden trial as an example of how that's not true - even after the geometry hole was fixed, people were still running them in less than 10 minutes (which includes the hunt at the beginning). This is the reason Eden is worth 6 merits (is it 6? I don't remember, but I remember it was 2 at I13 launch) - because that's how quickly the average Eden team was completing it, not because that's how fast the devs expected you to run it. The thing about TFs/SFs/flashbacks and indeed any mission is that there is a basic requirement or multiple requirements which must be met to finish it. Essentially when content's written the writers sit down and say "okay, we'd like teams to complete these objectives." Obviously, some teams will do it faster than others - I've done a defeat-most invincible ITF and it still took us less than 40 minutes. Given that the merit reward for the ITF is 26, which assumes a 130-minute completion time, does that mean we're exploiting because we're finishing in 1/3 the time that it's "balanced" around? If stacking defense buffs from multiple characters, steamrolling missions, and hitting only the objectives before moving on is an exploit, I'm not sure what to say.

    In the example of the KHTF, the first mission was set to be failable in case you had a team that couldn't handle the AV spawns. That worked fine before IOs when the only reward was an SO (whee) but after IOs it became clear that the TF was being run too fast for the reward it gave (that doesn't mean it's an exploit, only that the risk and reward were not in line), so it was adjusted. On the last mission, teams that fly Katie out, without having her aggro a whole crapload of mobs, aren't exploiting - they're simply using a legitimate means to shorten the task force time. If the devs want to go through and intentionally make TFs take longer to complete, that's fine, but to say that's the case because of exploits is false.

    EDIT: Another example - the Dr. Q TF gives 120 merits, which equates to a 600 minute (TEN HOUR!) completion time. My team completed it in less than three hours. Can you tell me what exploits we were using? (Hint: there were none.)