rsclark

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  1. Quote:
    Originally Posted by Aett_Thorn View Post
    Add to that the fact that you can space out the powers, too. I usually get Swift or Hurdle at level 6 or 8, Health at level 14 or 16, and then Stamina at level 20. That way, the 'fun' powers are interspersed there, and there's no 6-level span of having to take passive powers.
    Isn't that basically the equivalent of having your wisdom teeth taken out one at a time?
  2. Quote:
    Originally Posted by Aett_Thorn View Post
    Except that this would have a number of side effects, as mentioned above, such as having every OTHER power that increases Endurance recovery increased by a similar amount. So, basically, you'd need to cut every other +recovery power down as well, such as Speed Boost, AM, Quick Recovery, etc. Otherwise, you'd have a lot of builds out there where this would be a huge buff for them, at no cost.
    Or you could simply take the statement "raise the base recovery" and take it to mean what was intended instead of reading it in strictly game jargon terms.

    Or, to put it another way, "raise base recovery" could simply mean a 10% boost added on top of the base recovery - all it means in the scope of this discussion is "the recovery you get without stamina", it doesn't need to be affected by any other powers at all. But of course, your intent is to make it seem more difficult to implement than it actually is in order to avoid having to actually discuss the core suggestion.
  3. Quote:
    Originally Posted by SinisterDirge View Post
    Would a significant percentage of the game population still take a weakened stamina even if there were a global endurance reduction?

    If the answer is yes, then what does it change?
    The answer would only be "yes" if you didn't change it enough. Now it is very good. If you change it significantly, then stamina is worthless. These two facts taken together imply a point between the extremes where it is good, but not worth 3 whole powers to most people (except those looking for mega DPS, solo that GM builds.)

    Quote:
    Heh, I like the dull as dirt powers at that level. You know why? Because I am slot hungry, I dont need to slot hurdle/swift and I wait to slot health until much later. Then I can put all those nifty slots into the more flashy and interesting powers.
    Selecting powers doesn't mean you need to slot them right now. You see, this is the difference between an interesting choice - say better damage vs better control vs more defense - vs a silly choice - say stand around and do nothing for extended time during fights vs take stamina. A good choice is one where all options have plusses and minuses. Taking another attack when you can't power the ones you already have is lacking in the "plus" department, making stamina the only real option.
  4. Quote:
    Originally Posted by Dechs Kaison View Post
    Then, as soon as you feel endurance getting tight, switch to build 2, and take hurdle/health/stamina without ever having to level up with them.
    As soon as end gets tight?

    So level 3 then?

    Quote:
    I still cannot agree that these powers are required.
    How many non-MM, non-hit-and-run stalkers, do you have without them?
  5. Quote:
    Originally Posted by SinisterDirge View Post
    I have yet to hear a single person say they would be willing to give up x to gain extra end.

    I could get behind a always ready rest idea, but that will not solve the perceived issue of running out of endurance mid battle.

    I am still not convinced that my low end game is unfun due to endurance issues.

    Would a significant percentage of the game population still take stamina even if there were a global endurance buff?
    Well, they could do a global end cost decrease and a stamina decrease. Average characters would stay the same. Pre-stamina would be less waiting around. End hogs (which might change from what they currently are in terms of AT/powerset) would need to consider slotting more end redux. And it opens up the opportunity for more characters to go without stamina.

    As it stands now, the problem isn't killing speed/what diff you can fight at so much as the fact that you get 3 dull as dirt powers right at the same time as your leveling speed starts slowing down. I know that personally, I take little joy in leveling from 12-22-ish depending on when I take the stamina chain. No only is it the lame illusion of choice, but it's a dull one. At least if the required powers were flashy or interesting, it might make the need to take them a little more palatable.
  6. Quote:
    Originally Posted by Leandro View Post
    If everybody and their neighbor has a full featured base, they lose their value as a SG recruiting tool.
    Good. Doing anything to encourage uber guilds is a bad idea.

    Of course, the basic assumption of this thread is false given how absurdly cheap the rent is, but saying that it helps make guilds bigger has got to be the worst argument in favor of something that I have ever seen.
  7. Quote:
    Originally Posted by Rush_Bolt View Post
    What case is that? The case of "I don't want to worry about END so I shouldn't have to"?

    Can you show, numerically, empirically and/or objectively, that END costs are too high?
    The Devs can. Take number of characters over 20 with Stamina. Divide by total number of characters over 20. If result >0.5, then END cost too high.
  8. Quote:
    Originally Posted by Laufeyjarson View Post
    I just put it on '5', and press 5 with my left hand and then click with the mouse. Make sure you've fully appeared before you press 5, then click again. You can zap yourself a long way with it. An end reduction or two in it and Stamina means you can get across any zone in Paragon - haven't tried the shard or villianside.
    I used a bind that would let me hold control and left click to TP and that made TP a joy instead of a chore - much smoother than button-click-button-click...
  9. Quote:
    Originally Posted by Impish Kat View Post
    Because, most folks realize that a well balanced build will contribute more to a team than a limited, specialized build.
    So a MM with the personal attacks will contribute more than one that takes leadership to max out pets and ignores the personal attacks? (and no, you can't generalize demons to make this true for all MMs)

    Saying "well rounded > single focus" is simplistic. It ignores the cost in terms of lost power from generalizing and it ignores the fact that all ATs don't excel in all areas.

    If people really believed that better balanced builds were universally better, there would be threads of complaint about tanks and scrappers who don't take Aid Other and leadership and anciliary holds - I mean, given your logic, if they don't take those abilities, they are specializing in damage/mitigation and ignoring support, buffing, and control.
  10. Quote:
    Originally Posted by Asha'man View Post
    Wow, just wow....

    Goes to show, "You can't fix stupid".

    Silas and Psylenz are both trying to explain to you that Darkest Night will decrease the amount of hits you take as well as lower the amount of damage you take from the hits that still get through. I understand that you can't SLOT for this, but the base -damage of darkest night is still good enough.

    Random numbers time... If you have a spawn of 10 bad guys Darkest Night will make 7 of them miss. The 3 hits that still get through will hit for less than full force. In theory, this will not 2 shot your pets (1 shots don't happen anymore IIRC).

    Reactive protection, aka healing, will allow the 10 bad guys to hit you with their full force, increasing the chance that your pets will die from the alpha attack, unless you time your heal so carefully that you heal them while their health is in the red. And since Fluffy doesn't choose the optimal time to heal, he may well heal while the pets are in the green and not be able to heal when it's absolutely necessary.

    I can't make it any simpler than that.... I hope I get through to you.
    I'm guessing that slotting for heal doesn't prevent the use of Darkest Night. And slotting for -to hit instead of heal doesn't help the -damage aspect.

    So, if you want to honestly compare the two, you would completely ignore the -damage component, as it will be equal in both cases, no matter how it's slotted. Likewise, you would only look at the difference between slotted -tohit and unslotted -tohit, since even fully slotted for heal, he's still going to use the power and it's still going to have it's normal, unslotted effect.

    I don't know which is better, but your comparison is just bad because you're trying to directly compare the 2 powers themselves when the reality is you are getting both - the only difference being how they are slotted.
  11. Quote:
    Originally Posted by Fulmens View Post
    Fighting is already so good I take it on more than half my characters.

    In game-mechanical terms that suggests it's balanced-at-least. . .
    Balanced doesn't mean well designed. Several of the pools - fitness, fighting, and to a lesser extent medicine - are designed with speedbump powers. You have a weak lead-in power with a reward of a latter power that is worth wasting an earlier pick for a lot of people. Fighting just happens to be the worst of these because the first pick is completely and utterly worthless for almost everyone.
  12. So, I'm about to delete my FA/EM tank for various reasons (mostly because I'm liking EM more on my stalker than on the tank), and I'm not sure which way to go when I remake with Electrical melee instead.

    Tank Pros
    FA is already balanced more to offense so would be even squishier on a brute
    I don't really have any other tanks
    Already transitioning one brute to hero/vigil when GR come out

    Brute Pros
    FA aura nice for fury
    backstory works well for ex-villain
    Lots of AE in the combo makes doing higher damage extra helpful (ie farming city)
    Can skip charged brawl

    But that's mostly personal taste. What about mechanically? What else works better for one than the other?
  13. rsclark

    Globals

    Quote:
    Originally Posted by Mage_Black View Post
    All this info is great. So tell me this, why does a Call to Arms lv 30 cost so much more at Wentworth and the Black Market then the lv 15 if they do the same thing? The lv 15 is so much better for gameplay.
    The level 15 probably hasn't sold one in 3 months. They don't exist in decent numbers, so the price doesn't reflect current numbers. And it's easier to place a bid on a 30 and wait a week to get it than it is to clog your WW with bids on each of 15-25 for months at a time waiting for one lucky sale to go up.
  14. rsclark

    Booster Packs

    Quote:
    Originally Posted by DumpleBerry View Post
    If you have a new theory that outlines how to price-point six years of playing this game nonstop, people may be more inclined to listen.
    You playing the game doesn't produce value except to yourself, so externally, the value is zero. That seems a good starting place for setting a price point.
  15. Quote:
    Originally Posted by ForumSniper View Post
    So the kin gets to be your personal buffing slave. Sounds like a great job.
    You need to read better.
  16. Quote:
    Originally Posted by Bossa_Nova View Post
    The issue isn't that you want links to back up claims- that's common practice on these forums too. The OP came off as a little demanding, and you are asking for information that has been widely known and easily available for quite some time now. You've been around long enough to know about things like ParagonWiki. That should always be your first stop when you have questions about the game. If the answer isn't there, we probably don't know it.
    So this board should be deleted since it serves no purpose?

    This hostility towards people asking questions is retarded.
  17. rsclark

    Double exp?

    I actually kind of hope we won't get a 2xXP at the start of GR, just because I don't want to shoot past the new content and miss it. I wouldn't mind one before then, though - got a few potential incarnates I need to pump to 50.
  18. rsclark

    Double exp?

    Quote:
    Originally Posted by Emberly View Post
    You take time off from your job to play video games?
    Yes, vacation days are intended to be used for recreation. Tomorrow we will work on an explanation for "Lunch Break".
  19. Quote:
    Originally Posted by Roderick View Post
    Perhaps it's time to bug the devs to create a /recipe_delete command, so you can create a macro to quickly clear the unwanted recipes. That seems a better solution to me.
    It's not a better solution if it's affecting the drop rate of other recipe types. Even common IOs are a significant source of inf for anyone not in the billionaire's club.
  20. Quote:
    Originally Posted by Madam_Enigma View Post
    I, and others have already mentioned times and reasons why it's NOT great to have cast on you.
    Mention it all you want, but it doesn't make what you're saying less ridiculous.
  21. Quote:
    Originally Posted by ForumSniper View Post
    Really? I haven't seen the vids. I figured it would be like Sue Storm type of powers - close range KB blasts and such.

    Now I'm intrigued by KM.
    Don't get excited. Your first impression was close - Ken/Ryu style.

    I'm really not sure why super strength doesn't work for a street fighter. Is it just the excessive knocking people around? Because really, that's the set for standard punching stuff animations.
  22. Quote:
    Originally Posted by viscera View Post
    Over the past 3 days I have received 5 "need team?" tells from different people. Three times the senders meant, "I have a team, would you like to join it?". Twice the senders meant, "I see you're running solo, can I join so we can be a team?".

    Just wondering whether the tell typically has one meaning or the other, or whether it is always ambiguous (in which case, isn't it kind of a worthless tell?).
    Those two cases are virtually indistinguishable. If you're solo and he's solo, then you joined his team just as much as he joined your team. Both of those are effectively "do you want to be on a team with me", with no mention of the possibility of other people also being involved.
  23. rsclark

    Merging servers.

    Quote:
    Originally Posted by Memphis_Bill View Post
    I'm seeing a disconnect - and not just "can't get a team on pinnacle." (Started there, play there often enough.)



    versus...



    So... which is it? Full team or not? Yes, I know in the first message you said you "couldn't get a group of two others" (which I find very hard to believe) but you have to admit there's a disconnect between those two posts.
    Ummm... Wow.

    I said it took 2.5 hours to get 2 people.

    He said he could get a full team. I doubt that, so I comment that I doubt there will even be enough potential (online, correct level, lfg messages that don't exclude the group) people to even possibly do what he is claiming.

    Two different numbers are used because we are discussing two different things - the first being the experience I had, and the second being what he is claiming he can do.

    I really cannot figure out where you think there is a disconnect.

    Quote:
    what are you considering a team to be?
    I think one positive response per hour is a good bare minimum to start at.

    I also already said I would consider him a success if he could get 4 people in addition to himself - a lesser feat than he has claimed he can do. How much more specific should I be?

    But that's a minimum. If I were to describe what I think would be a good healthy environment for the game - something I would be pleased with - then I like those times when you have to turn people away because there is no room, and you manage to point those random people towards each other, so they can form another team. Optimally, that would be what the game was like - a swarming mass of grouping people.

    Ideally, you would log on, flip your LFG and at least 3 people who type slowly would get the "already on a team" message. Sure, that's an absurd fantasy, but it's much better than the idea that you need to "work" to form a group before you can even start playing. Work should only be involved when doing something difficult, not when just getting started.
  24. Quote:
    Originally Posted by Rajani Isa View Post
    Other than that bare percent or two that slotting over the ED softcap gives you, over-slotting doesn't really protect against debuffs.
    Hence us of terms like "negligible" and "very slightly".
  25. Quote:
    Originally Posted by Aggelakis View Post
    That's not what you said. You said "ED makes resist not go [about] (above?) X value for a power". That's not what ED does.
    Actually, that is exactly what ED does. If a power has base resist 20, then ED caps it at about 20*1.56. Yes, you can push it up by a percent or two, but the returns drop off so dramatically after the cap, that for all practical purposes it's a hard limit on what you can get from any particular power.

    base*2ish for schedule A
    base*1.56ish for schedule B

    So in terms of the post I was responding to, going over ED provides a negligible benefit no matter the circumstances. It helps very slightly to offer a buffer to offset debuffs if you are over the cap, but it provides that exact same help even if you are not getting debuffed or not over the cap.


    Now, had the poster I was responding to instead said that going over ED provides a buffer when you exemplar down - allowing you to remain near the ED cap, he would have been correct, but it does not interact with debuffs in the same way it does with exemplaring.