macskull

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  1. Quote:
    Originally Posted by Enots View Post
    Do you really think this change would make everything that available? I don't; I just think it would help make some mid-level IO's more aquireable, as well as getting the good but not great IO's more aquireable.
    It would make everything more aquireable - that's part of the problem with it. Lots of this game's players have altitis: they'll play something for a while and then go on to something new, oftentimes never touching the old character unless they log it in for badges or something. If they want to IO those characters, they need to invest the time and inf into doing so for each individual character. With your proposal, they wouldn't, and they'd have no real need for the market as a purchasing tool. While the example you quoted might be a bit extreme, I don't think it's that far off base - when people have a few of each of the types of IOs they commonly use, they'll simply shuffle IOs between characters as they see fit (basically, as a particular character becomes their "main"). Would be interesting for those who keep a stable of characters, though. Basically, after a certain point, people would simply stop using the market because they'd already have access to all the IOs they could possibly want.

    For a real-life in-game example of this, hop over to the test server and check out the market there: it's pretty much dead and prices are rock-bottom on most things, because people IO characters there by copying loot over from their characters on live. When I PvP'd on test (or was trying out level-bumped characters during closed betas), for example, it was nice to have essentially infinite amounts of enhancements to tweak a build exactly as I pleased. The devs have pretty much come out and said that copying IOs over from live to test is just the way the system works, and they're okay with it for testing purposes (heck, they even go so far as to recommend testing a respec on the test server before actually committing on live).
  2. Regen Tissue is not a proc, but a unique with a global effect (namely, a small regen bonus that lasts 120 seconds from the point the power with the IO slotted is used). If you slotted it in, say, Reconstruction, it'd trigger whenever you fired Reconstruction and would last for 120 seconds after (but would not stack). Same for Dull Pain, Instant Healing, whatever. However, you're looking at slotting it in an auto power, which means the bonus it provides will always remain on so long as you have the power it's slotted in (and since FH is a level 1 power, you'll have the bonus no matter how low you exemplar).

    Now, if you were talking about a proc like the Performance Shifter: chance for +endurance proc, and slotting that into an auto (or toggle) power, it would check to fire once every ten seconds.
  3. macskull

    Slotting Gloom

    In order to answer more accurately, we need to know what the percentages you've got for defense are right now. If you're building specifically for certain defense set bonuses, then maybe it's worth it. If you're just looking to tack on an extra few percent here or there, then it's not.
  4. Quote:
    Originally Posted by The_Alt_oholic View Post
    Considering the fact that the game has been made progressively easier to play and to level since release, I see no reason to make the enemies during general game play to be made anymore difficult.
    If you would like to make the enemies more difficult to defeat in both build and by the use of triggered evens and/or ambushes - the AE allows you to create missions that do just that.
    No, it doesn't. (Sidenote: MA missions containing ambushes that would be considered "challenging" would be something like the Freakshow ambushes in the Longbow maps, which is what I thought our good friend Alt_o_holic was on a holy war against.) Giving dumb AI-controlled NPCs access to player powers makes... dumb AI-controlled NPCs with player powers. That doesn't make them "challenging" in the AI aspect in the least, it makes them "challenging" in the "oh crap that boss just one-shot me with Build Up + Energy Transfer" aspect. There's a reason people tend to steer clear of custom characters - it's because if you want them to give decent rewards, they need to have some pretty crazy powers unless you cherry-pick what sets they use. What people are asking for here is NPCs with a standard power selection that would react intelligently based on a given situation (avoiding debuff patches, heal aggro, throwing mezzes at people running offensive toggles, etc.).
  5. If you're looking for maximum PvE effectiveness, there's little reason to go with anything other than Fire/Pain (Rad has some decent AoE as well but the animation times are long-ish).
  6. Quote:
    Originally Posted by Jawbreaker View Post
    I have a concept/name for a toon that i really want to make, but i want him to be Hero-ish. I can't decide if I should roll him as a scrapper or a brute. I tend to enjoy brutes more, but I just don't know.

    Anyone else stuck?
    Wait until you know what limitations are going to be imposed on side-switching before you roll a character. Would kinda suck if you, say, lost all your inf or enhancements when switching sides. Me, I don't plan on switching sides except for certain accolades (depending on how all that works) so I'll probably just keep chugging away at what I've got.
  7. Quote:
    Originally Posted by Enots View Post
    I have always hated the respec system in this game, I think this change would make it bearable.
    I could get behind a "quick respec" system which would allow you to shuffle around powers and slots without having to train up from level 1, but I think one of the reasons we can't have a system like that is because the game doesn't keep track of when you place slots, only when you pick powers.

    Quote:
    Originally Posted by MeanNVicious View Post
    You realize that the only limiting factor to what you're saying is currency right ? Making the game "too easy" as you have called it ALREADY HAPPENS NOW.

    Having to respec out the IO's takes like 3 minutes. And you can tweak your characters powers and slots. That hardly makes it "time consuming and arduous", lol.
    Currency is incredibly common in this game, yes. It's just that the majority of people who say "I WANT THIS NOW AND DON'T WANT TO PAY THAT MUCH" don't realize how common it is, or how easy it is to make. If everyone did, there'd be no reason to ask for the system the OP is wanting.

    I'm going to guess you've never tried to pull every valuable IO off a character. I don't mean just ten, or just a few, I mean every one. I can only take ten at a time off, so I need to respec once, pull out ten, and make sure to keep my build similar enough to how I had it so I can slot all the remaining IOs. Then I do it again, until I have all the stuff off. That's not a "3 minute" process. Meanwhile, I need to shuffle the IOs I'm getting off to alts or base storage bins. Again, that takes time.

    Quote:
    The only real factor between being able to swap around IO's right now is having a ton of currency to do it with. Either by buying respecs, or by buying all new IO's. Its the same thing just without having to spends gob awful amounts of currency (inf, merits, etc, etc) to get it accomplished.
    Right - inf is yet another time sink. Let's carry your argument out: the only difference between a level 1 and a level 50 is a few million XP. So they're really the same thing, without having to spend lots of time gaining that XP, right? I mean, let's take away the necessity to earn XP, so everyone can have free 50s!

    Quote:
    And the folks who can afford to do this now ? You got it - you read the other thread in this topic about "how much do you make in a week". As stated hundreds of millions and some billions are the norm for even decent marketeers in a given week. Usually even farming doesnt make that kind of currency if you wanted to argue for farmers.
    Anyone can afford "to do this now" if they take a few minutes to read and get educated on the way the system works. It's really not that hard. I haven't done any serious marketeering in over a year and a half and I still make a billion inf a week on average so that shoots your "only the marketeers can do this!" theory right in the foot. If people want to toss IOs around all willy-nilly, they can do that right now, it just takes a bit of effort to do.

    Quote:
    So yea i'd say when a marketeer doom says the OP's idea - dont read too far into it. Especially docs example with happens now, but just puts the power into the hands of the marketeers vs. general player base.

    I'm not going on a "down with marketeers" rant. What I'm really saying it take some of the BS thier gonna feed you with a grain of salt - and realize that this idea HEAVILY effects their interests in the game vs. the benefit it could provide to most players in general.

    Get real.
    You actually are on a "down with marketeers" rant. Well, either that or the whole thing is just one big conspiracy theory by a bunch of collaborating marketeers who are sitting around rubbing their hands saying "Yesssss, let's keep all the inf for ourselves, to hell with everyone else." That this very forum exists is direct counterproof to your example - when I13 was coming out, lots of marketeers (myself included) said "Okay, merits would make me rich based on my playstyle, but it's going to hurt the market as a whole and the 'casual player' is going to get the worse end of this." All the "how to make inf" guides are just the marketeers looking for ways to benefit themselves, right? Nevermind the fact that many niches and market strategies are dependent on people remaining ignorant, which makes posting these guides directly in opposition of the marketeers' "interests."

    So, again... this idea is nice in theory but it'll never happen because it wouldn't work well in practice. See my bit about "free 50s" for the reasoning behind this - if you take away the stick and just give people the carrot, they're going to complain every time the stick comes back around.
  8. Quote:
    Originally Posted by Reiraku View Post
    What about the DPA changes as well as mez duration/protection?
    The mez system is the single biggest change in terms of high-end (lol) arena PvP these days because even with TS and HD off it's start-stop-start-stop and there's nothing you can do about it. I don't think the DPA balancing was all bad, it's just the weird things it did that make it suck (I'm looking at you, pool powers, AoEs, and Ice Blast). These days it's largely become a non-issue because people have just stopped using the attack sets that worked well before that don't work as well now (really there aren't many, Ice Blast is the big one here, and maybe the Defender version of Psi) and have respec'd out of the attacks that aren't useful under the new rules.

    The mez changes? I'd love to see something done about the mez system because in its current form it's pretty bad if you've got two competitive teams going at each other. In zone it's not too bad (ok, I get tagged by a random hold, and it's worn off by the time I land from my jump arc) unless the other team provides a coordinated follow-up to the mez, but in arena against another organized team it's pretty terrible. The only problem is that many people won't be satisfied until we get a full return to the old system, but there's another group of people that thinks the best solution is somewhere between the new and the old.
  9. You want Taunt, you want Aid Self. I suppose there's a case to be made for taking RttC since it does lower a Stalker's stealth if they happen to get too close, but then again it may not be worth it if you're getting detoggled every 15 seconds.
  10. Quote:
    Originally Posted by MeanNVicious View Post
    You have to realize anyone who "plays" the market will be devastated by this idea. It will simply destroy most if not all of the high end "niches" and their profits will simply disappear. Of course anyone in that position is gonna post a significantly scathing "anti idea" against the OP's good idea.

    The flippers would scream doom etc.

    The convenience and flexibility of the idea are stellar from the perspective of most players. A VERY significant portion of those who flip and play the market for money will be hammered by this idea. Hence the negative review of it.

    Sure what doc said "could" happen. In fact is does happen, but now it only happens with the players who have a LOT of currency. Sound like anyone group we know ? ... marketeers ... who make thier money off the current system ... high end flippers ... big profiteers ...

    It plainly obvious that to other players it would be real QoL fix.

    So always keep in mind that when the profiteers blast this kinds of idea - it threatens their play style more than anything else. Whether its actually good for the game itself or if it benefits the greatest number of players is irrelevant to them.
    Or, you could actually, y'know, read TD's post and realize that the point he's trying to make would be that this change would make the game too easy. Enhancements are locked onto a character with a limit of 10 pulled off in any given respec because it's the system's way of tying equipment to a character without actually locking it in. You can get it off the character, but it's time-consuming and arduous - and it's meant to be that way because getting the inf to IO characters as you like is a time sink in this game. Without time sinks, the population becomes bored and wanders off.
  11. Really, until NC fixes this, your best bet is to use a proxy to access the US site. It's clunky and it's sometimes slow, but that beats no access, I suppose.
  12. macskull

    Rad/Therm

    Maybe a Rad/Sonic in team matches (Rad's kind of bad in duels these days), Storm/Dark possibly. Other than that... not so much.
  13. macskull

    Rad/Therm

    Quote:
    Originally Posted by Jeminiks View Post
    Slotting Wise, are you going to want to focus on adding Res to the shields or will DR just nerf those right down?

    I know theyre good to have for Steadfast and whatnot, but wasnt sure if theyre really employed in team PvP as much.
    I slot 'em (3 Titanium Coating and a Steadfast -KB) just because I know that every so often I'll get someone on my team that's running a defense shield (Mace Doms/Corrs/MMs, Cold Blasters/Trollers) or a melee who can benefit from the extra resistance (for example, the 40% base resist a squishy gets is DR'd from 40% to about 28%, while the DR hard cap on resistance seems to be around 45% - tossing the Therm shields onto someone running a defense shield will get them up to about 40%).
  14. I think Arcanaville had a spreadsheet or something, but it's been a while since I've seen information on that. We have the formula that's used to calculate DR, but there are a few variables in there that we don't really have access to ("A" being the AT in question, "B" being the particular aspect that is getting DR'd, etc.).
  15. I would build for a combination of melee defense, recharge, and hit points. With your self-heal on a long-ish timer (relative to Reconstruction) you're going to want it up as often as possible, plus more recharge means more usage out of Power Sink both as an offensive and defensive tool, and then there's the bonus you're getting to your primary attacks; and you're going to want that extra HP to make your resistances and the regen from Energize go farther (you'll get much more mitigation out of, say, 45% resistance and 300% regen when you have 2000 HP than you would with 1600 HP, because your enemies will have more HP to chew through, and you'll be regenerating more HP per tick of regen). The melee defense is nice because it means things crowded around you aren't hitting you quite as often, again making that resistance and regeneration do more work for you.
  16. Quote:
    Originally Posted by Tokyo View Post
    No, I don't believe it's a constant. I believe DR is AT dependent. Despite how bad DR is, the devs seem to have put a lot of work into its implementation..what a waste.

    Think Castle or another dev posted something about DR in PvP being AT specific. I'm actually curious now. I'd still like some hard numbers but I don't think the Developers even understand their own formulas.
    I was talking about DR on damage, specifically. Things like recharge are constant across ATs, but things like defense, resistance, and tohit have lower DR caps for squishies. I'm simply wondering if damage follows the former or the latter in regards to the DR curve.
  17. This is shaping up quite nicely, and hopefully it'll hold us over (and possibly help garner interest) until the organized ladder has enough teams to start. If you're interested in team arena PvP and you haven't already moved things to Freedom, I'd strongly suggest you give it a shot. Transfers are free through Saturday, and you really have nothing to lose by taking a look around.
  18. macskull

    Rad/Therm

    There seem to be two common methods when it comes to building a Therm these days, and it seems to lean on what you're planning on doing with the character. Most of the time you'll see people with Speed, Leaping, and Fitness, leaving the fourth power pool and the patron pool open for some variation. Here's what I've seen:

    * Concealment (for Phase) and Soul Mastery (for Power Boost, Soul Storm is hella nice if you can fit it in)... works better in a team scenario where you're not the only buffer, and something else can give you perception, as you'll be pretty much blind on your own. Not really recommended for duels, and since PB doesn't help Therm much (bigger green numbers on Warmth and Cauterize, higher tohit on Forge but that's a waste with DR, and I think the -def on Melt Armor). +Special gets hit pretty hard by DR, so this isn't exactly a common way to build (my Emp Troller's Absorb Pain goes from about 1800 when PB'd in a PvE zone to just over 1250 when PB'd in a PvP zone).

    * Leadership (mostly for Tactics, but Maneuvers and Veng are places to slot LotGs and -KB IOs, and/or Assault adds a respectable amount of damage) and Leviathan Mastery (Hibernate, Spirit Shark Jaws if you can fit it in). Seems to be the more common build variation, as you get extra perception, extra tohit, and then Hibernate. I'd use this in duels and small-team matches where you are one of the only (or the only) support characters.

    * Concealment (again, Phase) and Mace Mastery (webnades and Focused Accuracy). This one's kind of an end hog, but you're getting some tohit, acc, and perception out of FA, and webnades are always useful. Probably would use this one on a bigger team if you don't do many small matches and there are other buffers watching your back (other Therms for more +res since you're missing out on a bit by going with a defense-based shield, for example).

    EDIT: (to answer your edit) Heat Loss still does crazy -rech and it'll make an opponent sit there staring at circles in their power tray for a while. Movement slows got kinda nerfed so you need to stack a bit to make it work. Benumb's nice for the -special. Regarding Defenders and unresisted debuffs... those don't exist anymore. Blasters lost their 10% unresisted damage, Scrappers and Stalkers lost their unresisted crit damage (the crit portion of AS still is unresisted, but that's about it among non-bugged powers), Corruptors lost their unresisted Scourge damage, and Defenders lost their unresisted debuffs. With the loss of unresisted debuffs, there's almost no reason to play a Defender over a Corruptor except for a few specific builds in certain scenarios - Corruptors generally have more HP, better damage, Scourge, and don't need to pick between a phase power and perception since they have access to Hibernate and Focused Accuracy.
  19. Do we really have hard stats on the DR curve on damage (like, is it a constant across all ATs, or do some ATs have stricter DR, or at about what point is it not worth getting more)? I was on my Stalker in some KBs today and I was noticing a difference between just running two reds, or two reds and BU, or double Fort and BU with a red or two...
  20. Quote:
    Originally Posted by TRTerror View Post
    Was a big pile of villains camping near hero base in RV so i went and changed into the pve build.

    I checked the tohitrolls and they made 2 tohit rolls on several people. Are combat logs reporting wrong or is it something with these powers?
    Fearsome Stare has a 20% (?) chance to add an extra mag. This is meaningless in PvP, of course, but the roll is still there.
  21. Quote:
    Originally Posted by Supermax View Post
    I really don't see why anybody would play a bane when you could play a NW instead.

    Maybe I'm missing something, but a NW seems to be able to do absolutely anything a bane can do...except also with inherent KB protection and Elude.
    Banes have more HP and the build isn't quite as tight as a Night Widow.
  22. A good Regen will live through just about anything, even under zone rules. Of course, most of the Regens in RV are complete tards.
  23. Fossilize, Stone Prison, Animate Stone.
  24. macskull

    Rad/Therm

    1. N Bolt, X-Ray Beam, Aim, Cosmic Burst. Proc N Bolt (mine is 2 Nucs, 3 damage procs, and the -res proc)

    2. Don't heal someone unless they really need it, but against most uncoordinated zone damage spam you should be fine if the spike target has phase up or can try and evade

    3. Mez resist (stacking Thaw, in this case) can be the difference between a 6-second hold and a 2-second one. That's a lot of time difference when someone's setting up to spike a mezzed target. The slow resistance is nice too

    4. Heat Ex is crazy good (considered to be one of the last really good debuffs), Melt Armor is still great for tagging spike targets with (and debuffed Regins are good Stalker-bait)