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DrRocket

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Everything posted by DrRocket

  1. I would not consider the hard mode material as failures, but they are as one could expect less than perfect. I had historically disagreed with the concept of increasing challenge by the adoption of arbitrary happenings, such as auto hit, auto kill, teleport that can't be resisted, extra high mob accuracy and the abusive spam of status effects that has a very disproportionate impact on the non-melee classes. In the live days, the concept of specific group configurations was hardly a novelty, it was in general a must. As the game evolved and afforded the support classes better survivability through the use of IOs and later Incarnates, it freed the players from the cookie cutter group mix from the early live days. As the advanced/hard mode is enacted with the arbitrary properties given to mobs, the support classes returned to a similar level of helplessness reminiscent of the early live days. Despite having say Clarion, Clarion is not permanent and the spamming of status effects in a prolonged battle, because mobs are much more numerous and tougher to kill (lots of hit points and way too much resistance), Clarion comes and goes while in the same fight. The idea of carrying break frees which almost never drop in battle, just can't cut it, you can't carry enough, even if that was all you carried. I have tried slotting a clarion destiny and a melee hybrid to have better mez protection as in duration, but even doing so, I just can't get the duration. I can't quite say the advanced mode is broken, since it is really a matter of perspective. There is nothing wrong, observing a cookie cutter group composition; on the other hand, going back to a cookie cutter group composition requirement was in my opinion a great loss in flexibility and the evolutionary path of being class friendly the game had endeared itself to pursue. LGTF is the most obnoxious of all the advanced modes, and as a result, I got the badge, and have no intent of ever doing them again, there reward does not even come close to make it worth my while, and incidentally, it will never be done in a support class, I have plenty of tough melees to do it if I am crazy enough to waste my time on it. If I want a bit of unbalanced challenge ITF is more reasonable. Regards
  2. This is more of a peeve, yet it can be valid... When I play a scrapper for example, their power that gives them protections to status effects must be renewed periodically , not really much of an issue in general. Yet when I am in combat and its time to refresh my protection against status effects, I have little choice but to click on the please save me from the I win button or be subject to the spam status effect attacks. When I do so, the character engages in theatrics, poses in the middle of combat, which I refer as the pinata effect. In the pinata effect, my character is simply clowning and letting all the mobs get 1 to 2 free attacks on while the idiotic graphic takes its course. While self-paralyzed and doing incarnate TFs they are notorious for their area kill no save auto hit attacks, and guess what - Here is Stupido-Scrapper posing for the camera... I would like to see the amount and duration of self paralyze effects go away or be greatly diminished, I get the Scrapper status protection graphic, ya it looks cool but it also looks perfectly stupid during combat. So why not the first time in game that the power is engaged the full paralyzing graphic is employed, but afterwards is just a discrete temporary glow about the character which does not keep them from attackin and moving. There are a lot of attacks especially for melee that have very long graphics with the same detrimental effect. not only does the graphic seriously reduce the dps of the attack, but also damns the melee to stay put and let mobs enjoy the Pinata effect, and prevent the melee from moving out of a killer field which has auto hit and ignore everything. This needs to be alleviated, perhaps after the first half of the graphic you can move? Same goes for support types which the use of a power results with self-paralyzation, why not make changes to allow powers such as heal, buffs, debuffs be on-the go powers instead of stop and fire? Just a thought... V/R
  3. I may have issues with your suggestion... 1) The game is wired to control the level of the mob by size of the team. so your suggestion may call for code changes 2) As noted by another poster, not everyone is level 53 3) Different Arch-types have different soloing ability, thus raising an EB to AV may render the mission impossible for a tank who may not have the DPS to dent the AV for instance 4) The use of notoriety, I think, would let you choose to have an AV instead of an EB It would seem to me a more complex mission parameter GUI at the issuer of the mission would make sense to me, this way each player could adjust to their needs or preferences V/R
  4. I have been sending shots in the dark to address this... The concept that people have billions of influence or even millions is truly a bad assumption. Those who do are a true minority, and are true masters of the game in many aspects. Yet because there are a few masters it really does not justify hurting the majority of the players, who just want to have fun and feel as super as they can be. In a previous thread I calculated the value of salvage based on what it takes to make them. Conversion: 1 Empyrean = 20 Threads Common Salvage - 20 Threads = 1 Empyrean Merit Uncommon Salvage - 60 Threads = 3 Empyrean Merits Rare Salvage - No pure Thread conversion, yet acquirable for = 8 Empyrean Merits Very Rare Salvage - No pure Thread conversion, yet acquirable for = 30 Empyrean Merits Using the above The thread conversion GUI needs to have a choice to: Create Rare salvage for (8 x 20) = 160 Threads Create Very Rare Salvage for (30 x 20) = 600 Threads Also it would be handy to simply change and simplify the GUI section for common, uncommon, rare, and very rare where they convert the salvage into Empyrean merits following the same conversion table as above, no more of the short changed uncommon worth 60 threads giving you 8 to 10 that is simply wrong. Also the simplified table takes away the need to convert within rareness with thread penalty to do so, in effect you trade the salvage for the Empyrean merits and then buy stuff with the Empyrean Merit. The proposed system is straight forward and simple to use. It would also be nice, since 1 Empyrean Merit trades for 10 Reward Merits, that 10 reward merits trades for 1 Empyrean Merit. For what it is worth V/R
  5. It occurs to me why Defenders secondary is 50% nurfed in teams? I can very poorly understand why the defenders were treated so poorly in the damage department at first in live. After all the view of the developers was that somebody had to be buffing and healing the melees since they were up on the face of the baddies and it would not pay that they instead of playing nurses and water boys they would be blasting away while the melee's got killed. So I can in a very sick way understand why their attacks got nurfed. Also to enforce the servitude of the support defender their primary powers could not help them, thus making as dependent on others as possible. Of course the damage nurf and not usable primary for defenders while soloing became a major issue. So ok, I get it, I think its utterly stupid it does not change the fact that it is what it is. The problem that I am truly bringing up is not all defenders are in the heal and buff arena, there are those that focus on the enemy debuff area. Take for instance a Storm defender their primary is set to debuff the enemy and are useless in the heal and buff areas, then add dark and you have the makings of a tremendous support character that renders the teams enemies essentially helpless due to lack of accuracy. Given this why would their dark damage be nurfed, what is the reason, would you want this character to provide as much support as possible? ALso with IOs and Incarnate, does the melee truly needs support at all? My tricked-out tanks and brutes demolished +4 TFs without any support assistance and at no risk, so the model of the tank needing support to survive is long busted, so why not let the defenders get their full damage? Its not like they are needed to "support" anymore. Just a thought...
  6. Getting a bit tired of the ole support types are supposed to be fodder comments, they are supposed to be super types as well, while they may lack in resistance bit, defense is the balancing factor that allows them to be heroic. Why not start a set of make it harder against the melee types, they seem to be the ones asking for challenge anyway. If anything why not do something that focus on melee types for a change, say give a whole bunch of mob types ignore resistance abilities for instance? How is that for challenge?
  7. As is at this time Super Reflexes is totally broken, I tried to make it work, but it just not survivable. I did get the character to 50 and really through mids tried to make it survivable and simply could not, had to many gaps. I gave up on it and deleted the character Regen needs a total make-up where they get true healing and endurance recharge as the other scrapper defensive sets V/R
  8. Not sure it is a good idea, increasing the minimum % chance would impact support types much greater than the melee types. so no thank you, leave the percentages as they are. Sorry bud v/r
  9. Just a suggestion... There are a variety of incarnate TFs that varies in difficulty, some a rather short and straightforward while others can require a lot of coordination between the players to be successful, yet no matter the difficulty the reward for completion is the same 1 merit (sometimes a bunch of astral merits that adds up to an empyrean merit) and a random salvage. What I suggest is to make the random salvage less random. For simple TFs let it be totally randon, as they become more complex guarantee the salvage to be tier 2 salvage and above, more complex yet tier 3 salvage or better, and the toughest guarantees the tier 4 (purple) and the customary 1 empyrean) drop Another way to justify higher minimum salvage drops is by how many different badges where qualified for during the TF, thus the more badges that TF could award (you may already have them) the rarity drop of salvage increase 1 per badge. I have heard other players groan that all they got for all their trouble was a cantrip, which is poor recompese for all the additional trouble they took. Just a thought here...
  10. I support this concept I have posted before requested a way to break down salvage into empyrean merits, since empyrean merits is the only practical way to acquire tier 3 and 4 incarnate salvage; the idea to use a bunch of threads and 100s of millions to make tier 3 or 4 salvage is simply ludicrous. As I an many others do the insufferable Burden of the past, thirstily participate in as many incarnate TFs as I can, only to get a huge pile of tier 1 and 2 salvage which at the end are totally useless, trash and so are the threads eventually. SO why not have the ability to convert tier 1 salvage for 5 astral merits (1/2 empyrean), a tier 2 salvage (60 threads or 3 empyrean merits worth) for 1 empyrean and 5 astral merits (half the true value), a tier 3 worth 8 empyrean merits for 4 empyrean (half value) and lastly for completness sakes a tier 4 salvage worth 30 empyrean merits convert to 15 empyrean merits. A 50% penalty would be fair enough tax for the conversion, I would think. V/R
  11. This truly more a question than a suggestion... I, sadly, am an alt-o-holic, so I focus to develop an alt to level 50, IO set to optimize performance and get incarnate slots to tier 4. Once I done that, I am done with the alt and go on to the next one. So far all is good. But from time to time, I do like to play those old super 50s and feel like, well, divinity. After awhile, I began to really accumulate lots of incarnate salvage and shards while I can transfer in-account empyrean and astral merits. I guess I could simply delete the stack of incarnate salvage but it just feels wrong, I feel that there should be some kind of use for them, and thus the reason for this thread. I want to explore solutions, ideas or concepts, I will prime the pump by giving a few... 1) Allow salvage, shards, threads to be account transferable like empyrean and astral merits are 2) Allow salvage, shards and threads to be converted to empyrean or astral merits I really feel like I am hitting a wall, any other ideas or suggestions? Thank you
  12. How many of us go to Cimerora after the torturous trip to eventually get there (or use the LFG shortcut), and begin the ITF to have midways your exp booster fizzle out. So why not have a Pocked D like PW2 vendor where players in between missions or in their way back after going to hospital be able to re-stock in their exp boosters and temporary fly packs? This is only a QoL suggestion V/R
  13. Frankly, I was hoping for a one shot trip from anywhere, instead of a go somewhere to then go there... V/R
  14. Another suggestion for an alternate way When I do an incarnate TF I get the option to get empyrean merits or a luck of the draw at salvage, which is a nice choice. Unfortunately I am getting stuck on the award for random salvage, this morning alone I did 3 Burden of the past TFs, and received 3 Uncommon drops. I know it could have been worse and received 3 commons... Somehow this is bringing back memories during live for the streak breaker situation. It occurs to me, that there has to be another way for those players such as I who are strangers to lady luck. I know, there is going to be someone that will say just get the miserable amount of empyreans the TF gives. Yet why not normalize the randomness or do away with it, without asking to simply award more empyrean merits for the TF, take for instance LAMBDA, this is pretty tough to survive and do well, and at the end you get 1 empyrean for your trouble or a choice to go for incarnate salvage, gee wiz Burden of the past is not nearly as tough and gives 2 empyreans or 1 empyrean and a choice for random salvage. So why not establish an Incarnate Salvage Merit system? The way I see it working is do the TF, when you complete it you normally get a choice for empyreans or random salvage, so choose random salvage, the next window gives you a choice for Incarnate Salvage Merits (ISM) or to go the random table. In this case, one would chose ISM. The default ISM award is 1, but they can add up like any other merit. I suggest the following ISM salvage cost: 1 ISM for 1 Common Incarnate Salvage 2 ISMs for 1 Uncommon Incarnate Salvage 4 ISMs for 1 Rare Incarnate Salvage 15 ISMs for 1 Very Rare Incarnate Salvage The math behind it... 1 x Common Incarnate Salvage cost 20 threads or 1 Empyrean 1 x Uncommon Incarnate Salvage cost 60 threads or 3 Empyreans 1 x Rare Incarnate Salvage cost 8 Empyreans 1 x Very Rare Incarnate Salvage cost 30 Empyreans If you notice the cost of acquisition is essentially halved, but to take advantage of the "discount" you have to do incarnate TFs, veteran levels do not give you such choice. Also this system is a compromise of the random drop which could give you a 30 point very rare at the drop of the hat if you are lucky, which provides a half of the way benefit. Obviously this system would encourage TF participation as opposed to going for the AE farming option. V/R
  15. Only correcting my original post... Take any 4 tier one to create a tier 2; then combine any 4 tier 2 to create a tier 3; and lastly take any 4 tier 3 to create a tier 4 The math behind this... A tier 1 cost 20 threads or 1 empyrean A tier 2 cost 60 threads or 3 empyreans A tier 3 cost 8 Empyreans A tier 4 cost 30 Empyreans Thus 4 tier 1 would effectively cost 4 empyreans to get the 3 empyrean cost tier 2 salvage The 4 tier 2 would effectively cost 12 empyreans to get the 8 empyrean cost tier 3 salvage The 4 tier 3 would effectively cost 32 empyreans to get the 30 empyrean cost tier 1 salvage At one time I considered the three for 1, as it it was done in Diablo, but the effective costs would render the conversions way too cost effective, and would lend itself to abuse
  16. Good points, the ratio is already established since you can convert empyrians to reward merits, I only suggest to make it reversable. trying to get the tier 4 salvage by lock of the draw is simply insane, so II was looking for another method to allow getting there less fastidiously. Take care
  17. This is only a suggestion to assist in the creation of higher tiered incarnate items, and only as a quality of life suggestion ... As I been leveling my alt's tier incarnate abilities, I do all the incarnate TFs religiously and go for the luck of the draw salvage drop. It should not come as a surprise that I wind up with a bunch of redundant or useless salvage that I can not transfer to another alt that could use it, sell it on AH or convert them into empyreans merits where I could craft what I need. But it occurs to me, how you could combine 3 inspirations of a kind to manufacture another, why not use the rule of four to build up? Saw take any four tier 1 salvage and convert them into any tier 2 of your choice, subsequently take any 4 tier two salvage and combine them into a tier 4 of your choice, and finally combine any tier 4 salvage to get a tier 4 piece. Ay thoughts or alrternate suggestions?
  18. This may be just an odd QoL request of sorts, I tend to have a thing for symmetry, so please forgive... I noted that I could trade empyrean merits into reward merits, but not the other way around, I suspect there might be a reason, but it would be nice if you could go back and forth. Thank you
  19. I been now very often participating in hammy raids, quite possibly my favorite pass time with BAF right next to it. It pains me when I see 2 people not being able to join the raid group, because the zone limit is 50 and 6 teams of 8 adds up to 48. it would be nice to maybe make leagues to be as large as 7 teams of 8 to incorporate those last 2, but suspect that could really tear-up the balance for normal TFs. Thus it seems simpler to me to just reduce the limit at the hammy zones to 48 This is a bit of an odd QoL
  20. In my server I play blue, and when a hammy raid at the Abyss occurs I have to bolt to PI to catch a ride. It would be nice if more ways to access or get smuggled to the abyss were available, for example, I recommend adding the Abyss to the tunnel system. Any other ideas out there to make this quality of living improvement?
  21. When you are upgrading your incarnate slots, you open the create tab to determine what salvage is needed to create the item, then you go to another tab and make each ingredient one by one. It would be nice, if the system could realize that all the salvage ingredients needed to make that particular tier item are present, and we could simply press "Create" and it would automatically consume the materials without having to go back and forth. As I said, its only a QoL
  22. I simply can't support this, status effect has disproportionate effects on classes, especially status effects where support classes were made totally vulnerable, this suggestion simply adds insult to injury for makes the uneven effect of the challenge even greater.
  23. I can understand those who wants to experience more challenge in the game, it can make sense. On the other hand, I equally understand those who finds the challenge and enjoyment of the game just fine. An there are those who want to make the game easier, by adding lot of conveniences. The issue here is that there are there views that are not compatible. I would feel if the author and other minded folks are truly tired of the no challenge, that there is no problem with them not using IO sets and limiting themselves to SOs. The characters are actually quite effective and the game can provide a lot of challenge, I also recommend when doing this do not play a melee and play instead a support type, they have greater challenges to overcome than melee. And lastly do not take advantage of the incarnate powers as well. The usual issue I have with adding challenge to the game is that it usually provides a disproportionate impact on support types, which is hardly fair to them to take the hit while the challenges are nearly non-existent for the melee types. Sample of developers adding challenge was the introduction of status effects being massively used and the system itself, in which the support classes were given absolutely no protections and the melee types were given more than ample protections against them, thus the ones being challenged and doing all the dying were the support classes. While I am for challenge, I am not for uneven challenge. I do encourage you to give a practical example how would you would like to increase the challenge in the game, without taking away from others, nor having uneven challenges. I am sure you will find this challenge not easy
  24. It is an interesting thought The issue is how to entice players to actually play the content rather than using the much more efficient leveling means available. Obviously badges and accolades will not cut it at all, the missions do give merits when the thread is completed, if the mission support an accolade such as rescue the mystic for spelunker badge, the player would much easily just go to Oro and not deal with doing the threads that would eventually would lead to the mission. So how to persuade in a positive manner? I would think that the mission completion bonus needs to be dramatically increased, say by a factor of 100 at low levels and decreasing to say 50 at higher levels, same with the influence gain. At this rates, they at low levels may have a chance to compete against a DFB! The difficulty is that a DFB takes all 15 min and your character can get on the average 3 levels, wow! A mission in a thread will take those 15 minutes if you are lucky, and you are not going to get 3 levels from it from their normal pay-out. At 100 times the exp from completion bonus, it may just make up for the 3 levels, it may turn out the factor increase may have to be larger; but I have not done the math. V/R
  25. Just remember that what is good for the goose is good for the gander Your suggestion would really sock-it to the support archtypes as the mobs would naturally gain from your suggestion. While your suggestion makes sense to an extent, it really has a very disproportionate effect on support classes, their life is tough enough without making them even more vulnerable. Because of this, I can't suppor you concept as is, maybe work around it where it does not backfires on support classes. V/R
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