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Posts
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Joined
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That won't work - if you limit the number of drops a character can get within a specific time, but at the same time keep the number of drops the same (or keep the drop rate identical, they're really the same thing), you'll have to figure out a way to determine what characters are farming and what are not (that's a lot of code work) and then tweak the drop rates based on that arbitrary state. What will really end up happening is that the "casuals" get the same purple drop rate as before, while the farmers aren't getting nearly as many - this translates to even less purple drops, which in turn means higher prices (so those "casual players" you're championing will have an even harder time buying the purples they don't get as drops).
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I'm not actually sure on that one. I'd have to test it but don't have the ability to do that right now.
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Yeah other than the higher damage (due only to Blaster damage mods), the Blaster version of Psi is pretty terrible compared to the Defender version.
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Is it any coincidence that some of the coolest stuff you can do with game mechanics also happens to be exploitable?
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You really think they don't know about it?
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It seems at times that the developers are woefully ignorant of what the systems they implement are capable of doing when given to the players (Winter Lords, Snake Eggs, Mole Machines, Kora Fruit, Welcome to Vanguard flashback, and Meow are only some examples of this). There were a lot worse holes in the MA plugged up during closed/open betas and immediately after I14's launch to the live servers. -
Yeah, there's really not much that can be done about that as long as purples remain a mob-based drop, or require large amounts of "currency" (in this case, via random ticket rolls) to obtain. If you kill lots of stuff, your chances at a drop are higher. Farmers kill lots of stuff, therefore it stands to reason that they supply the majority of those drops.
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Just give it to me, I'm the only one who deserves it anyways.
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* Energy Assault / Power Bolt: Reduced this powers damage scale from 1.32 to 1.0, reduced its recharge from 6 seconds to 4 seconds and reduced its endurance cost from 6.86 to 5.2.
* Fiery Assault / Flares: Reduced this powers damage scale from 1.0 to .878, reduced its recharge from 4 to 3 seconds and reduced its endurance cost from 5.2 to 4.37.
* Psionic Assault / Psionic Dart: Reduced this powers damage scale from 1.32 to .84, reduced its recharge from 6 seconds to 3 seconds and reduced its endurance cost from 6.86 to 4.37.
* Psionic Assault / Psychic Shockwave: Increased Max targets hit from 10 to 16.
* Thorny Assault / Impale: Increased this powers damage scale from 1.32 to 1.64, increased its recharge from 6 seconds to 8 seconds and increased its endurance cost from 6.86 to 8.53.
* Thorny Assault / Thorny Darts: Reduced this powers damage scale from 1.16 to .84, reduced its recharge from 5 seconds to 3 seconds and reduced its endurance cost from 6.03 to 4.37.
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^^ Today's patch to test -
Yeah it is. TK Thrust does the same base mag knockback (16.6) but is still a high-damage attack (interestingly it does very little damage in PvE but it is one of the heaviest hitters in /Psi in PvP).
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Resistance to all damage types - but there's a catch. The lookup table this IO uses to determine the resistance means the actual percentage varies by AT. Tankers get the full 3% benefit, Scrappers/Brutes get 2.25%, and it's less for squishy ATs.
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I wouldn't mind that, actually. The 9999 ticket cost would probably discourage too many people from doing the roll (we all know the irrational fear of the RNG that people seem to have) so the supply increase would likely not be massive. However, I think a 20% chance is too high - 10% seems about right to me.
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Not sure what's worse - willingly vending expensive recipes and then later realizing what they're worth, or accidentally vending them when you're fully aware of their value.
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Yeah but you'd need to stack Impale 3 times (Hover is +4 fly) to drop someone out of Hover and even then it wouldn't be for very long.
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I haven't been using the PvP IOs in my builds mostly because Mids hasn't been updated for I14 and because working in the database to manually add them is a nightmare. I leave blank slots in my builds for a PvP proc or two but not the whole set, simply because they're so damn expensive (I don't usually use purples either).
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I think a "secondary respec" which would allow you to move only power slots would be very welcome. I absolutely despise having to respec just to move around one or two slots, to the point where I don't even bother.
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Yeah, was about to say, if you can fit run double Assault, go for it. Very much worth it. You could probably drop Omega Maneuver (yes, it's flashy, but it's often not worth it on teams due to the delay in its damage) and pick up a patron AoE (my Crab has Venom Grenade, Suppression, Electric Fences, and Ball Lightning, which is enough to take down spawns of Romans with little trouble).
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Most I've spent is about 700 million over a course of a few days, IOing my Fire/Psi (the Absolute Amazement set was about 200 million of that total). Of course less than a week after I finished it, the Dom changes went to test.
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Impale (both Stalker and Scrapper versions) are -1.6 fly and last for 15 seconds. I don't see anything in CoD about whether or not they stack.
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Yes but you can have a set in more than one power to get bonuses twice. I don't have access to Mids right now but I can take a look at the build in there once I get home. Just a few things I noticed taking a quick look:
* Reconstruction needs more slots - max it on heal and recharge
* Stick some accuracy in Flurry
* Hurdle is way overslotted, the default slot is fine
* Build Up needs more slots
* You don't need Acrobatics
* Placate should be slotted for recharge, not range
* You don't need Resilence
* I'd take Lightning Rod
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I can understand why some of the stats for the various versions aren't standardized, but I find that strange, especially at a time when power adjustments seem to be pushing everything toward normalization.
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Just a few quick observations - drop Lunge and pick up Barb Swipe. Drop Ripper. Drop Spine Burst. Drop the Posi Dam/Range in Trow Spines and put in the Impeded Swiftness proc. I'd also switch out Darkness Mastery for Weapon Mastery (Web Grenade is invaluable in zone play).
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From what I can tell, the players that get the MOST PVP IO drops are stalkers.
So stalkers get more powerful, make more kills over time, thus getting more IO drops.
What really needs to happen is the reverse. Players should get PvP IOs so they can fight against stalkers better.
The reason a lot of people don't pvp is simple...players frilling HATE stalkers. Heck some villains don't even like stalkers. I still haven't made a stalker and I don't plan on EVER making one, I find doms much more fun.
But that being said, the drop rate for PvP IOs needs to be increased. They are far too rare and expensive at the moment. They also need to be available at the merit vendors too.
But your ideas are nifty, I like 'em.
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lulz, you're bad. Anyone who thinks Stalkers are a serious threat should just leave the zone. -
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I know somewhere small NCSOFT can start:
Adjust Superior Invisibility so it actually gives the +1000ft bonus it says it should give to the controller. WTF. It should be better than hide if going by the power's description. I think illusion trollers deserve it.
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I totally agree. Superior Invisibility should be superior to all other forms of -Per.
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Yeah, let's give Controllers the same stealth cap as Stalkers. Sure seems balanced to me!