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Posts
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Joined
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By the way, if data and testing are right, the drop rate actually has been lowered on test. Note that I'm not talking about just purples, I'm talking about everything.
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Hm, didn't know about that one. At any rate, my point stands - power attributes are based on AT modifiers, not whether they're in a primary or secondary.
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Quote:Yeahhh... about that. Isn't the whole point of creating your own story arcs... creating your own content? If I wanted canon I'd play canon. Then again, I don't usually give two ***** about story unless it's the first time I've run a TF/SF so it's all a moot issue to me.Actually, Venture has reviewed quite a few arcs created by other players. He just thinks we should stick to canon as much as possible in story arcs that we create, which is something I vehemently disagree with myself.
I'm guessing the reasons we were told to use custom mobs sparingly are the unpredictability factor (I don't know what sets these custom mobs are until they attack me, unless there's some other indicator, whereas I know what to expect when I see a normal NPC) and the huge amount of space they take up in an arc's filesize allotment. -
Darkest Night will get detoggled against anything that's got a mez. You're squishy as-is and running DN is a waste of endurance. I'm not really happy with the VEAT pool additions, to be honest, I'd rather see something more survivability-oriented instead of just throwing more damage at an AT that already has enough of it (from a PvE perspective - from a PvP perspective I'd like something like Hibernate or PFF).
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Quote:From high-level play on an SO'd Mind/Earth from beta:Just curious... I thought I16 is in Open Beta now?
Maybe I'll check it out tonight.
Earth is fun. It's endurance heavy but that's to be expected. I think it'll be a popular set, though for farming Psi and Fire are still better and for PvP it's got too much melee and AoE to be effective. -
Quote:Wait, wait. Let me get this straight - these changes that were implemented to curb farming are pissing off more "normal" MA players than farmers? Wow, who didn't see that coming?My most recent stories have been made largely as showcases for the custom critters that were central to their plots. The ratings don't lie: single mission stories get played, multi-mission stories are not popular, and Very Long is box office poison. Up until this, the challenge has been to put enough interesting feature points in single missions to say that they do in fact have stories.
What burns me most about this was the fact that I bought extra story arc spaces, so I didn't have to cycle through my active roster and could experiment a bit more. Now I want my money back. I'm not going to bother publishing any more if this system goes live. I should have learned my lesson by now that MMOs will break your heart.
I will take down all my published stories when this threatens to go live. They will not be replaced; they take up too much space on my hard drive already. And frankly, I would encourage every story arc author who reads the forums to unpublish their arcs. This should be a communal effort. Let the old farms be all that remains. -
Quote:Yep, people went from farming Edens and Katies to farming ITFs and LGTFs.I disagree 100%. DR and the merit system has accomplished its intentions. Players on my server now run a larger variety of TF's on a much more frequent basis. I tend to run with a very TF oriented group of players, and we love speed runs, and not once has anyone ever suggested switching alts and running the same TF back-to-back. It's much more fun this way. Repeatedly running the same thing over & over using the same strategy every time gets old real quick.
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Quote:Yep, that bug is still around. Basically you'll see someone stealthed just as they enter draw range, and then they'll fade out. Not enough time to target and attack them, but it's funny especially if they're standing still or AFK - just walk over and fire off a PBAoE (or pop a yellow or two and go to town).Should also note that there's still (last I knew - I believe I've seen it recently) a bug regarding stealth and distance - you *can* see a stealthed character at *long* distance on occasion. They'll fade as you enter their stealth range.
It's odd, and not particularly useful other than getting a little pre-warning on occasion that someone's out there, but it is there. -
Corruptors and MM's have essentially the same version of the set, except the MM powers cost more. The reason MM Traps feels more effective is because your pets can constantly be putting our damage while you lay the traps, while a Corruptor or Defender has to pause to set up their traps.
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This is completely and blatantly false. While it's generally true that primary powers on a given AT are more powerful than the same set as a secondary on another AT, that's not how things work behind the scenes. For example, why doesn't a Corruptor do as much damage as a Blaster? They both have blast sets as their primary (the answer is AT modifiers, which is also the answer to your statment - see below).
For a more realistic example, let's look at Entangling Arrow. For Defenders it's a primary, but for Controllers it's a secondary. That means it should be better for Defenders, right? Wrong - well, kind of. The immobilize duration is longer for a Controller because of their AT modifiers, but the slow is better for Defenders, because of their AT modifiers. Same deal with Ice Arrow. Power effectiveness isn't based off whether a power is in a primary or secondary, but rather off an AT's modifiers for the specific attributes of that power.
EDIT: You are more or less correct about pool powers being weaker than in-set versions of powers, though there are some exceptions. -
Redside, people have been known to use the Liberate Television, Nemesis platform (Black Scorpion's 3rd arc), and Tavish Bell's demon ship map. Blueside people like Freaks, Demons, and Battle Maiden's minions. So with the new SK/mission rules in I16, here's what you do:
* Level something to 48
* Get the farm you want while you're still 48
* Level to 50 (or log a 50 into the mission)
* Farm the -2's for purples -
Goat, check my sig. The guide's a bit outdated (came before the changes around I13 or I14 or whenever that was) but it's still relevant and I think there's a sample build or two to peruse or pick apart.
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Purple farms in Perez in I16, you heard it here first.
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Based on your posts in this thread I'm going to have to assume you've never fought a custom group that wasn't a clone of a standard NPC group, which means you've probably played one or two arcs.
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Pre-ordered it and will give it a shot sometime this weekend I think.
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No, not a bug.
I'm still peeved that VEATs are getting a throw-away power with Focused Accuracy (hello, incredibly redundant endurance hog!) and kept pushing for changes the entire time during closed beta. *shrug* Guess that just means one less power I have to worry about taking. -
Quote:When the recharge times were still at 1.5/3, you could be riding a 70-80% damage bonus just from Defiance, which went a long way for making up for Neutrino Bolt's not-so-wonderful DPA. Throw a few damage procs in there and it was awesome. Now I'm not so sure and I think I'll be sticking with a Psi Blaster.I like the 4/8. I could live with 3/6, which would retain a little more of the feel of the original rad blast and still be within the normal range for blasters. Any lower than that, and it'd be so frustrating I'd never be able to play it. I can see people wanting it to feel like rad blast, but it also has to feel like a blaster--and it needs to be an effective blaster. Make the recharges, and consequently the damage, too low, and you lose that. These are important attacks for a blaster, especially with Defiance, so they can't be throwaways.
(Of course, if they wanted to make it like Flares, with short recharge and some extra damage, I wouldn't argue. But I'm not holding my breath.)
Rad/Fire and Rad/Mental are both beastly AoE machines. -
An MM's more like a weird combination between a Corruptor, Blaster (or Scrapper if the pets are melee), and Tanker.
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Quote:Hey, let the anti-farm writers rejoice all they want. Give 'em a few weeks and they'll just go from whining how "no one plays my arcs because they're all running farms!" to whining how "no one plays my arcs because my custom mobs don't give decent XP!"So you're happy that a custom critter has to have at least 5 times as many powers as your average stock critter to give the same amount of XP?
We need a straitjacket over here.
There are two reasons I haven't made a "story-oriented" arc since the I14 closed beta:
1. I'd rather be earning merits or tickets than working on "homework."
2. I don't want to have to continually retool the stories I spend hours on because the developers feel the need to constantly tweak how the MA works.
Speaking from experience I'd be especially frustrated as someone solely in the second group, and such people have already made their voices heard. If I spend hours working on a story to get it just right, and they change the way the system works, those hours were for nothing and I've got to spend lots of time going to plan B, which may or may not break in a future patch. For example, I made a short 3-mission story on test fairly late during the I14 closed beta, and by the time I went to copy it over to live to publish it, it was so broken I didn't even know where to start, so I simply scrapped the idea and made a farm. No thanks. -
Quote:I'd rather have less people in the zone, and have those people be intelligent PvPers, than have two dozen people in the zone, and have all two dozen be standing around watching (i.e. doing nothing - not gaining rep, not getting inf/drops, nothing) two or three people hitting each other in melee range until someone dies. That's not fun, that's stupid and boring and a waste of time.But still, why do you want zones emptier than they are?
FCP will cause players to flee zones rather than engage in PvP,
You may get another 1% of a drop, or, you may just alienate a player
that would otherwise have participated, so 20 mins vs career in pvp?
For the sake of 20 mins(max) i'd rather zones were populated.
I'm sorry you're offended that I choose to attack enemy players in a zone where the explicit purpose of the zone's existence is to attack enemy players. I'm sorry you're offended that I do not need to observe the arbitrary and made-up rules two people have put in place between themselves. I'm sorry you're offended by me telling you there is a place you can go to duel uninterrupted. I'm sorry you're offended that I play by the rules.
Just as a heads-up, there's a new command (/arenalist) in I16 which can be used to create and join an arena match from anywhere in the game, and when you're finished you will be teleported right back where you came from. If you refuse to use the resources given to you to avoid being interrupted when dueling, then you have zero right to complain when you're interrupted. -
Yeah, the DR timer was changed to 18 hours when I14 launched. However, content with a reward window is still on a 24-hour timer (not sure if that applies to only the special reward, or to the merits and the reward).
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Still has CP, which is why Brutes aren't getting that as the 5th power in Mu Mastery.
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So I got a chance to tool around with the new and improved Elec set during closed beta - I copied my Stone/Elec over from live and did a respec while trying to re-use as many of the IOs I had slotted in him as possible. I dropped Aid Self, but kept Tough and also added Weave (around 15% melee defense currently, between Weave and set bonuses). I was able to take out large spawns that would have given me problems on live with little difficulty, but I must warn you that this improvement doesn't take Elec from "this set really isn't that good without lots of backup" to "this set is awesome!" Rather, the new Elec is something more like Invuln with one enemy in range, in terms of survivability.