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Posts
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Joined
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Hey you forgot to add my 500 15-19 rolls.
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Quote:Keep in mind, though, that you're a member or op in several global channels (some private). Some people don't even know global channels exist, and to those people, their communication with other players is limited to team, local, and broadcast chat. There's also the issue of player cliques and supergroups - it's a matter of perception, really. I could log a character in on Justice and get an invite to a task force, mission team, or farm within a minute or two, but that's because I know the channels and the people. Someone who's new to Justice might hunt around for a PuG for a few minutes, get bored, say "this server is empty," and leave. While PuGs are a bit more common here than on Justice due to the higher population, the same basic principle applies.Since few people seem to think we're unfriendly, few whining threads mentions how they can't seem to find anyone to team with, and they believe us to be non-active, figured to asking a simple question, "How active are we?" lol
Just yesterday alone
Jan 26, 2010:
I've teamed with people doing STF, dual itf/lgtf runs, few TFs for TFC, AE farm, AE testing for arc story I'm trying to finish, and oh yes, HAMI RAID too. hmm..not enough hours.
Anyone else wanna share their day?
Do they even know we have quite a few channels they can search to join and find people to team with?
I'd like to hear from everyone else what they did each day? -
I'm happy, gives me another month to shuffle inf and enhancements around. Was a bit worried that I'd bump up against the 6-a-week limit getting the last of my things transferred, but now I don't have to worry about that.
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You're missing the point - there is no "point 2" or "point 3" if the markets are merged. Everyone's dumping the supply into the same pool, and the demand is pulling out of it. There are no longer separate pools so inf gain on either side is no longer relevant.
(As an aside: okay, so let's see if we can get more people to play redside. Where will they come from? New players? Very doubtful enough new players to make a difference would come exclusively to redside at this point in the game, if they came at all. Logically, they'd be coming from blueside. How are you going to get those players to stop playing blueside and start playing redside? Even if you do manage that, that's less supply that's suddenly hitting the hero market, and I don't think anyone can argue that supply heroside is "high," either. Basically, what I'm getting at is population isn't going to change. Going Rogue might help a bit, but I'm guessing many people will abandon redside entirely because of its relatively poor market, making the situation even worse. I suppose we'll see exactly what happens when GR hits, but that's my bet unless there's something we don't know yet. Personally, I have no intention of keeping characters redside after I get a few accolades, because I'll be able to IO them faster and cheaper blueside.) -
This bellyaching about cross-posting amuses me, because I'm pretty sure if the poster(s) hadn't obtained explicit permission to do so from a moderator, the threads in question would've been deleted by now.
Here's the deal:
Organized PvP on every server except Freedom is dead. Does it suck? Yep. Are the players to blame? Nope. Given free server transfers, and the fact that Freedom had established itself as the live PvP server well before the I13 fiasco, the options are to either get what's left of this game's PvP population to spread itself out in an effort to fill all the servers, or get what's left of this game's PvP population to consolidate in one area so there's more activity for everyone, at every level of competition, at any time of the day/week. Given those two options, I think every reasonable person can see which is preferable for the current situation. Test would be a nice place to run this, yes, but with Going Rogue looming on the horizon and so much unknown about how it's going to be tested, trying to use the test server for this event (and then having it interrupted partway through by a beta or whatever, as has happened many times to organized test PvP) isn't the best idea at this time. Transfers to and from Freedom are free until the end of February. If you have characters sitting around on any server that you want to PvP with, move them there. If you think you can have an arena-ready character leveled and IOd in a month, go ahead and see what you can do.
Regardless, the invitation is there. If you think the league being on Freedom is a slight on Protector, it's not - it's just the reality of the state of PvP in this game. If you're interested in PvP and want to broaden your horizons, so to speak, bring something over or level something. -
Life as usual. PLing when I feel like actually advancing a character, getting the easier accolades now. Wandering off to play MW2 when I get bored.
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Quote:1. Merging the markets is the fastest way to reduce or eliminate the supposed "inf disparity" between heroes and villains. Sure, it can be done other ways ("gun runners" will make an absolute killing bringing goods from one side to the other if the penalties for side-switching aren't too severe, I guarantee you this), but the best and easiest solution is to just merge them already. The devs say " we don't want to merge them because it would be hard to un-merge them." I think this concern would be more valid would there be an actual need to un-merge them.then i am not talking to you, my irritation is with thinking that merging the markets will solve the root cause tof why the villain market is out of whack in the first place, more people need to play redside. and as for fewer opportunities to earn merits, I have never seen it consistently shown that it is not just true over long play sessions, or if you exploit things blueside. otherwise villains have less high merit options but they go far faster than blueside, so unless you play for well over 4-5 hours, you still are staying close to the same net yield. if there are currently exploits, the developers can and have adjusted merits accordingly, but unless you play for very extended play sessions, the merit limits are not the root cause of the supply drought.
2. The reason the villain market is slim pickins is because of the lower population, that's all. So there's less supply, there's also less demand. See how that works? Yeah, prices on some items redside are higher (sometimes a lot higher, which actually goes on to shoot a huge hole in the "heroes have more inf than villains" argument). Upon a market merger, there'd be a few weeks, maybe a month, of flux as lots of goods at different price points, and bids at different price points, clash. That would resolve itself and an equilibrium would be reached. Heroes might pay more for some items and less for others, same for villains. Both sides, at that point, would have the same earning potential via the market. Not really a problem.
3. There is no "merit limit" redside. There's less content, yes, and that content generally rewards less merits, but there are two co-op task/strike forces that offer very good merits:time, and in the same amount of time it takes to run one piece of hero content for a large number of merits, you can run multiple villain arcs/SFs for several smaller chunks of merits. I've got a spreadsheet here somewhere from when I13 came out, showing that given a particular set of content (in the case I was looking at, mostly the "easy to run quickly" content available to either side), heroes and villains were earning about the same merits per time.
I want the markets merged. Using RP reasons for keeping them separate is utter crap, as for every RP argument someone can come up with for keeping them separate, there are more for merging them (see this thread as an example of that). -
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OP:
It's not, really. If you decide you want your arc to be about story (and custom characters required to fit into that story) you run the risk of having anyone who's even a little bit rewards-focused ignoring your arc entirely. -
Like I said before... get rid of the dam/range Posi pieces, put in the proc. You changed the slotting on the purple powers I see but you're still over the ED cap. Replace the dam pieces with dam/end. (Why would you not slot the chance for hold proc from Gravitational Anchor!?!?)
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One of the goals of the changes was to reduce the performance gap between the experienced and well-built PvP build and the "so-so" build piloted by someone who hadn't really PvPd much before. While I think that it wasn't a bad goal to shoot for, it made several broad (and incorrect) assumptions about PvP in general:
* Necessity of certain builds to be competitive (ironically, with the removal of most skill required to PvP, this is actually more true than it was before I13)
* Necessity of an expensive build to compete (I PvP'd quite a bit before I13 on SOd or cheaply-IOd characters... of course I'd lose to those with better builds and more skill but that's part of the learning curve and the way MMOs with "gear" work)
* Imbalance in 1v1 situations (PvP followed, and still follows, a rock/paper/scissors balance for 1v1 situations... every build's not on equal footing relative to other builds but teaming helped or eliminated that gap entirely)
* Fights must be resolved (if a fight wasn't resolved under the old rules it meant both players were either really bad or really good, and the two builds in question were on roughly equal footing in a 1v1 situation)
Basically, it seems like the R/P/S balance that was present in 1v1 situations was considered unbalanced, so an attempt was made to put every build on equal footing (yeah, look how well that turned out). In an effort to "normalize" 1v1 PvP, they basically threw team balance and synergy out the window. I don't think many people would have a problem with the changes as implemented if they only applied to zone PvP, and options were available to restore all of the old-style mechanics. Basically... a way to keep high-end PvPers competing against each other without having to play with a dumbed-down system while doing so.
Personal opinion on the I13 changes - some were good, most weren't.
* Mez changes: good for casual zone play, bad for semi-organized (or uneven-sided) zone play and team/solo arena play
* DR: see above
* Heal decay: bad for everyone
* Travel suppression: bad for everyone (esp. teleporters)
* Base resistances: bad for everyone in its current form
* Global resists/defense in patron/epic armors: good for everyone
* DPA balancing: good idea, poor implementation - bad for everyone in its current form
* Removal of unresisted debuffs and damage - see mez changes -
I've got a Nin/Storm/Soul that I dust off sometimes. Here's the build for it:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Tsoo Nami: Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Presence
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Genin -- HO:Nucle(A), SvgnRt-PetResDam(9), EdctM'r-Acc/Dmg(9), EdctM'r-Dmg/EndRdx(11), EdctM'r-PetDef(11), EdctM'r-Acc/Dmg/EndRdx(46)
Level 1: Gale -- Acc-I(A)
Level 2: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(7)
Level 6: Train Ninjas -- EndRdx-I(A), EndRdx-I(7)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 12: Call Jounin -- Achilles-ResDeb%(A), LdyGrey-%Dam(15), EdctM'r-Acc/Dmg(15), EdctM'r-Acc/Dmg/EndRdx(17), EdctM'r-Dmg(17), HO:Nucle(46)
Level 14: Super Speed -- Run-I(A), EndRdx-I(19)
Level 16: Freezing Rain -- Posi-Dam%(A), Achilles-ResDeb%(19), LdyGrey-%Dam(21), EndRdx-I(21), RechRdx-I(23), RechRdx-I(23)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25), P'Shift-End%(27)
Level 22: Steamy Mist -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(29), S'fstPrt-ResDam/EndRdx(29), RctvArm-ResDam/EndRdx(31), S'fstPrt-ResKB(31)
Level 24: Smoke Flash -- EndRdx-I(A), EndRdx-I(31), RechRdx-I(33)
Level 26: Oni -- EdctM'r-Acc/Dmg(A), EdctM'r-Acc/Dmg/EndRdx(34), EdctM'r-Dmg/EndRdx(34), EdctM'r-Acc/EndRdx(34), HO:Nucle(36), ExStrk-Dam%(36)
Level 28: Hurricane -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(33), DarkWD-Rchg/EndRdx(36), DarkWD-ToHitDeb/Rchg(50)
Level 30: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(39), RechRdx-I(39)
Level 32: Kuji In Zen -- EndRdx-I(A), EndRdx-I(33)
Level 35: Tornado -- ExRmnt-+Res(Pets)(A), C'Arms-Acc/Rchg(39), C'Arms-+Def(Pets)(40), C'Arms-Acc/Dmg/Rchg(40), C'Arms-EndRdx/Dmg/Rchg(40), EndRdx-I(46)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/EndRdx(42), Ruin-Acc/Dmg/Rchg(42), HO:Nucle(42), FrcFbk-Rchg/EndRdx(43), KinCrsh-Rechg/EndRdx(43)
Level 41: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(43), TtmC'tng-ResDam/EndRdx/Rchg(45), RctvArm-ResDam/EndRdx(45)
Level 44: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Rchg(48), Mocking-Taunt/Rng(50)
Level 47: Combat Jumping -- Jump-I(A), Jump-I(50)
Level 49: Oppressive Gloom -- Acc-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
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Set Bonus Totals:- 10% Defense
- 2.5% Defense(Smashing)
- 2.5% Defense(Lethal)
- 3.13% Defense(Fire)
- 3.13% Defense(Cold)
- 1.25% Defense(Melee)
- 1.56% Defense(AoE)
- 1.8% Max End
- 3% Enhancement(Stun)
- 4% Enhancement(Heal)
- 30% Enhancement(RechargeTime)
- 5% FlySpeed
- 90.4 HP (11.3%) HitPoints
- 17% JumpHeight
- 17% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 2.75%
- MezResist(Sleep) 4.4%
- MezResist(Terrorized) 2.2%
- 13.5% (0.23 End/sec) Recovery
- 20% Resistance(Smashing)
- 25% Resistance(Lethal)
- 21.3% Resistance(Fire)
- 21.3% Resistance(Cold)
- 20% Resistance(Energy)
- 20% Resistance(Negative)
- 20% Resistance(Toxic)
- 20% Resistance(Psionic)
- 5% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1423;711;1422;HEX;| |78DAA5944B4F13611486BFE9855228B4B5504A81428B4069E9083B6F8989B7C4D85| |64CBD458DCD0406186C676AA755581851B6AE34C19526FE046314C48DFC007F8289| |1AAF3B17BAAEE7F201252E6DC2FBB4E73BE7CC7BCECC905B3AE91362E5985002274| |A9A6D17739A5DD3AB65C39C75E7B47963C67BC1B6ACA1BC56363C4288C8EE71B150| |2F972D53CD1BE6A2660F361D1CAFCFCDA9859A552DCB1CC39C0F9E3117F4AA6ED6D| |4ED2FBE69CB2AA9A78D9AA9DB761BFD2854747D36485F739A6954EA25AD66582667| |6675AD028DFA4F558C19B5D986552F49D7CB11B0380E7F2FDC427E1A6E7114E0728| |AD63FC029D1FA053026DABE327E1232DF0915D74E9910514ABF052185432EE5AC82| |2147969123B8F28C73842AA43B395D71C6A9430BE3255872CB13F79E931658AC47E| |1AB7A92144A40C8CBC90E6F9A42BE3D7805ADDAE580ED5B0E2142A2F3BD034F3A79| |BE004F14F8C1F3C91D0C43DF0E69A223439DF6B1891A18F7CB86FE0D3EE1BE5DDCB| |78BF3C2E96678A05F505A0F5EA20DB44228C42167E81195461E33D608D127041B2E| |D8CD79EE6E954AA329427F8611060C88584CC1096211FAF51AE6EE918BE9614731C| |6103B5A87845E39472FAF22CEAB88F31D8F7F230C6F6F649986AC839B3E2E73F66D| |90C1A14DC2F01BC2D43AE1B60B5D70FB817BE473FF0AE33EE301617495C1A636C0D| |4A05CFBA0B4CBB803FD12B25FE2375D62F48303AF31F699F191F18990E1AA25A81A| |915523CF2834FE9CB146D38DD37442A456A965EA2EE11D3C9949796B92BCF214AF7| |C82573EC1BB8EC22D4CCBF6E9052A9D30080716193719655E4D8910862A95BB2B2A| |3FC6538C5FF01F66523E2593FC5AF537BF690DF888EC3F91E9DD574F2814C9EDE6F| |CD767D3B7DDC77BBE0DB4807211E532CA1594AB28D750AEA3DC4029A234DEEE54FB| |0FA2A1432887518EA03CC4240FBE9CED283E940E944E143F4A002584124689A23C4| |569FC05DB3708EE| |-------------------------------------------------------------------|
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Quote:Not disagreeing with this, but it's due to a series of changes in the game over the last two years or so:I believe it's sad that a number of players actively have to lock down toons to even create a supply.
* Less debt - leveling faster
* Patrol XP - leveling faster
* XP curve changes - leveling faster
* Levels 1-24 XP adjustment - leveling faster
* Inf "bug fix" for level 50s - more inf generated at 50
* Merit/ticket rolls based on your level rather than a chosen level - more max-level supply generated
Many people predicted merits would have this "squeeze" effect - supply would concentrate at particular levels (in this case, mostly max-level for a given set) and market movement at levels below that would be sluggish or non-existent. And hey, that's what happened. It's another case of the devs saying "We MUST fix this behavior in our playerbase!" without really thinking about the far-reaching consequences.
Basically, the problem is that due to changes to the market, the earning potential of 50s, and the leveling speed of lowbies through the mid levels, people just aren't spending enough time in the low and mid levels to generate the kind of supply that we've got at 50. Combine that with the fact that people can hoard merits as long as they want so long as they have the inventory space (as opposed to immediately doing a roll upon completion of content), and you've got our current market situation. -
Quote:Sonic Blast yes, Sonic Resonance no. I mean, I guess a few people have been running them for Sonic Siphon and Sonic Cage, but due to the cage duration changes they're almost all Controllers (8 second cage vs 4 second cage), but for the most part Sonics are worthless.Also... is sonic useful in this PvP? I like using my sonic defender for stuff.
It doesn't, really. For an example, see just about any Regen in Freedom RV (Chido, sadly, is the first one that comes to mind). Most of those players are downright terrible - you can tell by the way they move (or don't) and use powers (or don't), yet they manage to stay alive and even occasionally get kills. Click heals when your health is low, click IH as a backup, use MoG when you have to. Regens are one of the few builds that can still sometimes get by without a phase power in PvP because they're just that good, survivability-wise. If you play even half-intelligently you should rarely if ever die, even under zone rules. -
If you aren't having success with Weapon or Body, you're doing it wrong.
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Just go with AR/EM. Boost Range is awesomesauce with AR's cones, and EM delivers some nice melee attacks to boost the relatively weak single-target damage of AR. Assuming you're not getting into melee range too much, the only real redraw you'll have with an AR/EM will be Build Up and Boost Range. Something like AR/Mental would get a bit more redraw as you'd be using Subdual, Psi Scream, Drain Psyche, and PSW a bit more (though it should be noted that the PBAoE nature of DP and PSW don't exactly mesh with AR's ranged cones). -
Just got off test. Did 500 random rolls in the 15-19 range (all 9999 merits on Rad/EM Blaster, level 50, from I16 closed beta, which gave me 499 rolls, and then I went and did a quick Ouro flashback to get the merits for the last roll). Sorted, calculated, and figured out percentage weightings for each particular recipe and recipe type (i.e. percent of total for the Basilisk quad, Basilisk -rech, and hold recipes in general). Data is publicly viewable on Google Docs here (and yes, I've checked to ensure someone who's not signed into Google will have at least read-only access). If someone wants the original Excel file, I can provide that as well.
I have access to six or seven more level 50s on test with capped merits, so if we continue this experiment I'd be glad to help out (plus calculations for the next run will go faster since I've got the backend work on the Excel spreadsheet done).
EDIT: My data also seems to support Fulmens' hypothesis that weighting is based on individual recipes as opposed to sets, unless a sample size of 500 rolls is still to small to give meaningful results. -
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Also, unless there's something we haven't been told yet, I'm not sure if Ultra Mode will actually result in performance increases under SLI/Crossfire setups. I know the performance gain is negligible at the moment, but I guess it's one of those things we'll have to check out once we actually see it running on a variety of hardware.
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The only way Mace is helpful for a team is the -jump in the webs, which drop you out of hide when you use them. Better strategy is to wait for the Dom to KB/mez something, or let the Corrs and Brutes do the webbing so you don't have to worry about trying to get back into Hide before getting off an AS. I guess having one Stalker there to web targets might work if you've got lots of Stalkers on your team, but it doesn't make much sense.
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All those powers you have the purple sets slotted in... get rid of the straight-up damage IO and replace it with the proc (replace the confuse for the contagious confusion IO from the purple set in Seeds). Otherwise you're way over ED cap and are just spending inf on useless enhancement percentages. Replace the dam/range Posi pieces with the proc as well.
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As long as there is a way to communicate between players in this game, and some players remain painfully ignorant of how ridiculously easy it is to make inf in this game without resorting to RMT sites, RMT will continue.