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Yoru-hime

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Everything posted by Yoru-hime

  1. Announcing your escape plans is a sure way to get caught.
  2. A surge of Gremlins. A terrarium of Snakes. An office party of Automatons.
  3. What I'm observing with this event is how powerful -tohit debuffs are at low levels. Misses already hurt more at low levels in that you have fewer powers to use and less mitigation to keep you upright while waiting for the next one to recharge. When the enemy starts stacking abilities that magnify your chance for those misses, it can really have drastic effects. I was curious, so I took a level 12 Stalker out to ToT alone with the combat attributes up, and here are the numbers I see. For reference, a small yellow inspiration is worth 7.5% to-hit, and the DFB buff is +12% to hit. Just about everything a Vampire, Sorceress or Ghost does drops your to-hit by 7.5% for several seconds. A single Vampire briefly stacked me as high as -30% to hit at one point. The Witch is relatively gentle with only a -6% to hit debuff on her dark blasts and nothing on her dagger. On the other hand, the Crone's PBAoE to-hit debuff is a glorious -30% to-hit for anyone foolish enough to get within melee range of her, plus she has a full retinue of other powers that all carry a 7.5% to-hit debuff on top of that. A single Crone no problem layering over 50% to-hit debuff on my stalker. on top of all the damage and other things she was doing to try to kill me. With these debuff numbers, Shard's story sounds quite reasonable. If he was dealing with aggro for two or three characters at once, 40-60% to-hit debuff stacks were probably pretty common once a fight was going. This isn't just an event problem, since the Circle at low levels use a lot of the same powers on Spectrals. I think that Crone power is straight lifted from Spectral Demon Lords. I'd suggest that we perhaps look at scaling enemy debuffs below level 25. Once we're level 30 or 40, we can absorb this kind of debuff and still function reasonably well, but at level 10-15, those are some very harsh numbers to fight through. Halving them would still make for a noticeable effect and a challenge at that level, but one that the player can be reasonably expected to have the tools to overcome, rather than just praying for generous RNG to get them through.
  4. Can it be like TV wrestling and only do 5% of the damage it looks like it should? 😉
  5. This is a brilliant and ever so appropriate solution. Who would people in Paragon City cosplay as? US, of course!
  6. You have to be running at +4 for the exemplar to kick in and now and then it can be bugged. Drop the arc and restart the game, then try again.
  7. You're almost there. Most enemies start with a 50/50 chance to hit you. Your 45% defense is subtracted from that 50% chance. That means that 45% defense reduces most enemies' chance to hit you from 50% to 5%. It's called a soft cap because while you can have a lot more defense, nothing will reduce their chance to hit below that 5% floor. There are exceptions, of course. Snipers and Drones have higher to-hit and Rularuu eyeballs pretty much ignore defense completely. Incarnate content also starts with a default 64% chance, instead of 50%. If you really want to dive deep on this, here are some wiki links that explain a lot of this better than I ever could. I don't think anything with respect to this has changed from the wiki's I24 data to today. https://paragonwiki.com/wiki/Defense https://paragonwiki.com/wiki/Resistance_(Mechanics) https://paragonwiki.com/wiki/Limits https://paragonwiki.com/wiki/Cascading_Defense_Failure
  8. It's fair that players should know what the TF size was originally intended to be. We can't expect every player to be a seasoned veteran or to have the wiki open on a second screen. That information should be available in game. I'd suggest an extra warning that the team is considered small for the mission and it's "recommended that you have X team members or you may encounter insurmountable challenges", but not reinstating the hard membership floors. Give the players what they need so their decisions are informed ones, then if they still want to go try to solo Lord Recluse and Co., wish them good luck and send them on their way. Personally, I built out dummy F2P accounts on Live just to get around TF restrictions without bothering other players to anchor my TFs. I've had no luck soloing AVs yet, but I love running TFs with just a single partner. We can split the TF out over several days, RP if the mood strikes us and the AV at the end is a real adrenaline rush of a challenge, not a 30 second beatdown. We don't use uber builds and haven't had to lean on temp powers yet, but the last fight in Manticore's TF really pushed us to the limit.
  9. Thank you all so much for this thread. I'm just about done building out my AE character. She's running a lightly-modified version of the new Rad/Fire in the original posts. The primary modification I made was to take Temperature Protection earlier. I was trying to follow the build as written, but I found the character feeling ineffective as I left behind the Level 1 EB maps in the mid 20s and tried a real fire map, even with full generic IOs. The fire resist in the 60% range just wasn't getting it done. I used a respec at level 25 and swapped Temp Protect into the Weave spot, Weave went to the Maneuvers slot, which pushed Assault off to level 44. Once I did this, my fire resist jumped to very near the cap, I could start boosting spawn sizes and the levels started rolling smoothly again. Really, if I were to do it again, I'd have set up a leveling build leading into a respec in the 40s somewhere after doing the required patron arc. I should have done that to start with, but I got lazy about it. 🙂 Right now I'm trying to decide on a priority list for T4 Incarnates. She's got all her T3s, but turning off bonus Influence to grind more Empyreans for VR components makes me sad.
  10. Removing the slot is a bigger deal than it sounds, given the ability to use that slot for things like Stealth or KB protection. It gives the idea of taking the pool power some extra value. I'm not sure if it's enough, though. If I were implementing this, I'd consider making Ninja/Beast Run one of a set of options including a No FX Jetpack, a more concept neutral Sprint+ and other similar, unslottable travel temp powers. You can keep your Ninja Run if you love it, or revoke it and trade it in for one of the others if it fits your concept better like we do with Origin Attacks.
  11. And then you have to go back to add something and you end up faced with the devil's choice of trying to do this part better and risk the new stuff and the old stuff not playing well with each other or just doing it poorly again for the sake of consistency. 😄
  12. This is, sadly, not uncommon for a lot more than MMOs. It happens naturally unless a group is vigilant against it and tries to creep in even when they are. It's a culture thing far more than the fault of any one developer. The voices from on high want features that they can push out the door and they want them produced quickly. The infrastructure work needed to make said features integrate into the larger software well and smoothly so we don't hate ourselves for this later? Well.... Infrastructure work rarely moves product, so they're not as interested in that stuff, just get something working now and we'll dedicate time to refactoring the code "later". The coders are coders because they like writing code. Writing documentation is dull and tedious and there's always that next problem to solve instead. They'll get back to it "later". Keep adding release after release like this, one bolted on top of the next, and spaghetti is the nice word for what you end up with. I've heard the "job security" theory over and over and someone always says that they know someone who knows someone who intentionally does this, but I've never seen anything like this. It's far more likely to blow up in your face when you have to untangle your own mess than actually make you seem irreplaceable. Even if someone told me they were doing this, I'd be skeptical that they're just trying to make their bad habits sound cool.
  13. I hit this limit a month or so ago. I think it may have been a scrapper that was trying to forgo the Epic/Patron Pools altogether. He didn't need the Endurance help from Body Mastery and everything else broke concept somehow. I was a little thrown off by it since the pool limit comes into play so rarely.
  14. If this were altered to "Can we get freebie travel powers that don't typecast us as martial artists or beastmen?" would it generate the same reactions with regards to balance? How about a request for a No or Minimal FX Jetpack? I, too, was initially inclined to call "powercreep", but really, that ship sailed long ago. Ninja Run, Jump Pack, Jetpacks for nominal cost, more Prestige Teleports than you can shake a Nemesis Staff at. Paragon Studios was already handing out enough goodies to make travel powers very optional. I'll take Fly sometimes, but I've tried taking Super Jump and I found that I wasn't even bothering to use it. Ninja Run and Sprint gets me there just as fast as any flier, so I reclaimed the power slot with a respec and never looked back. This works for me because that free-running martial artist bouncing rooftop to rooftop movement style works well with a lot of my characters, but I can certainly see frustration that some styles of character can get around for free while others are forced to either compromise on concept every time they have to go from point A to point B or pay power picks to get something more visually neutral. Personally, I'd be more inclined towards a major revamping of P2W's travel options than messing around with the power pools directly, but the end result would probably be pretty similar to the OPs request. Whatever the actual implementation, I don't think the "powercreep" argument against it really holds up well. That's a line that was moved back in Live, for good or for ill. Expecting characters to generally be on the same side of that line regardless of concept seems totally fair to me.
  15. If Interface works the way that I think it does, would the T3 Reactive Total Radial Conversion be a way to go? It looks like a 75% chance of damage without the predecessor debuff check to mess things up, but I really don't know exactly how Interface works except that it has issues.
  16. I'm pretty sure Tough is a T3 power. IIRC, the order of the Fighting Pool is Boxing, Kick, Tough, Weave, Cross Punch. I didn't post those numbers as a definitive be-all end-all argument, but because you were talking as though people who would be negatively affected by your ideas were a trivial minority "if this type of player exists". The numbers give a clearer picture of who is going to be affected and how. I guess that my question is this: Why should Spring Attack cost two prior powers to get, while this seemingly superior version would only cost one? The current Power Pool AoE attacks are Whirlwind (Speed Slot 4), Spring Attack, (Leaping Slot 5) and Cross Punch (Fighting Slot 5). AFAIK, there is no damaging AoE in the Pool Powers that you don't have to invest at least two prior picks get to. It seems to me that your Tactical TP Strike belongs in one of those slots. Especially given that it's both an AoE attack and multiple forms of mitigation rolled into one. Don't get me wrong, I like that this pool is under serious scrutiny and your general idea of a Spring Attack style power seems a lot more appealing than the hot mess that is the later half of the Teleport Pool, but you haven't sold me on the idea that the best way forward is to penalize a very large percentage of the current users when it seems like replacing Team Teleport with this in Slot 4 would be more balanced with the existing pools.
  17. ❤️ for the people working on Hero Designer. It's greatly appreciated. Is there a way to add in external buffs? For instance, I have a scrapper that regularly runs with a partner defender. I know that character will usually have an extra layer of buffs at all times. I can handle the defense math easily enough, but accounting for external recharge buffs, in particular, is difficult. I've poked around a bit without success, but I'm no build maestro, so I'm wondering if there's some options set that I'm missing.
  18. From the 4 months in stats posts, here are the numbers at all levels as of September 1 (Team Teleport data not in the original post): Teleportation Recall Friend 34,265 Teleportation Teleport 25,523 Teleportation Teleport Foe 5,735 Teleportation Long Range Teleport 5,586 And at level 50: Teleportation Recall Friend 9,199 Teleportation Teleport 2,761 Teleportation Long Range Teleport 1,703 Teleportation Teleport Foe 1,393 Teleportation Team Teleport 673 Yes, these players "exist". We don't know who took what with what, but they certainly outnumber Teleport users at level 50 and quite possibly do so at all levels.
  19. Derek your argument makes little sense. Short of farming AE tickets or RPing in Pocket D, just about everything else causes salvage to drop. Playing the game causes the salvage inventory to fill. Whether your inventory is 25%, 50% or 100% full, selling salvage is a tedious chore. No one is asking for a major interface design to fix that, just another loot filter like the many that already exist.
  20. I'd like to have this option as well. Given the ability to filter other types of drops, I was a little surprised to find that this wasn't available. The low level salvage just isn't worth the time or trouble to vendor. As things currently are, I find that it's faster to right click on each stack in the vendor window and select "Sell Stack Now" when the inventory is full or near full. It's still annoying, though.
  21. One look at the floor plan of almost ANY building in Paragon makes it clear that the whole place was designed by an utter madman. Warehouses that sprawl all over the place . Office floors that would make Escher proud. Hospitals that are straight-forward and easy to navigate! Complete insanity, I tell you. Is it any surprise that the main function of the buoy system is to lead you to a watery grave as efficiently as possible?
  22. Honestly, the one thing that gets me about the active protections in SR is the regularly recurring animation delay it inflicts when run as an auto-fire. It's not really a big set-breaking deal, but it is a hindrance that I wish wasn't there, particularly when it goes off right after Build Up or while I'm trying to track down a runner. I'm going to give a more manual use-as-needed PB strategy a try tonight and see how that feels.
  23. Really? I seriously didn't remember and I wasn't looking to name names or shame anyone. It's more the idea that closing the book on an idea as technically impossible is something we should do with caution. Gotta admit, I'm kinda holding my breath to see what they do with some of that tech now that it's there. 🙂
  24. Having some FAQs might be a good idea, but with a caveat that that what's feasible can also change. I remember a recent knockback discussion and whoever it was who was ranting about what simply could and couldn't be done and how the whole discussion was a waste of time. Then a dev came in and said that with new powers tech that had been recently implemented, the ideas that person was so forcefully trying to dismiss were actually quite plausible. The beautiful thing about a living, evolving game is that even if an idea is currently "impossible", it can still be resting in the back of a dev's mind. One day in the future, if and when the underlying infrastructure is set to be altered, they can try to guide those changes towards something that might support these currently out-of-reach dreams... but only if they can see that those wishes are out there waiting to be fulfilled. We want to keep expectations realistic and share what the devs have said in the past to inform conversations, but at the same time, it has to be done with some care. Creating an avenue for critics to try to shut conversations down altogether probably isn't something that the devs or mods really want.
  25. I totally forgot about the Augustine TF. Think I'll wait until it's WST to take another field trip to the Shadow Shard.
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