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DrRocket

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Posts posted by DrRocket

  1. On 3/30/2024 at 8:51 PM, Rudra said:

    For the same reason why you can't just use /AH from inside your base. The AH cannot be accessed from inside instances. If you want to have access to the AH and a crafting table at the same time, use the crafting tables in the Vanguard base in the RWZ.

    What is that reason, just curious?

  2. I disagree with your suggestion, do remember Blasters have nothing to help them with defense, resistance, and status effects as opposed to the melee types. The one gift they got to compensate for the tremendous handicap is their DPS, so why rob them out of it? Unless you plan to compensate by giving them status effect protection, etc.

     

    Please don't ask to nurf a part of a class, with consideration of augmenting another part to maintain class balance.

     

    V/R

    • Banjo 1
  3. A Storm Defender can't truly do much to help the team directly, save for the heal value of O2 which has a Status Effect relief ability.

     

    It occurs to me, if O2 could be made into a PBAOE, it would be able to provide for health and protection benefits to many players at a time, thus an astute support class, would hang around a Storm Defender and get healed and have a bit of preventative protection for status effects, which overall would make the team more resilient and much better able to support the melee and especially the tank.

     

    Any thoughts?

  4. On 4/4/2024 at 9:13 PM, Rudra said:

    No. MMs get 6 total pets yes, but they devote 5 of their 9 powers to get them and fully utilize them. Whereas Controllers have 1 power and get their fully developed pets. So, again, no.

     

    (Edit: And Controller pets use a higher scalar than MM pets do as well. So doubly no.)

     

    Edit again: Besides, do you really want 6 pets at -5 levels to you?

    Please describe what fully developed means? and the controller has no control on the pets

     

    To answer do you want 6 pets at -5, 5 would be better than 3 at -5, basic math, ha ha ha

  5. Since I played controllers from live days, their pet, which was their main stay for dps, got mega nurfed.

     

    Originally you could speed up the rate of recharge and be able to multi cast the imp and have them stack, also the cast was between 1 to 5 imps

     

    So a proper outfitted fire controller and knew what they were doing, they could have as many as 15 imps!

     

    Then they got mega nuked, to only 3 non staking imps, with  no balancing the other power sets to make up for the tremendous loss of DPS.

     

    Which has been my peeve for years,  Where a group of players who plays another class gets jealous and soon the cries to nurf begins.

     

    It would not be so bad, if then nurf of a particular power set was compensated by making other powers in the set a bit more competent, but that does not happen, the power in the set is nurfed and the total power set is now less.

     

    Thinking that the average MM has 6 controllable pets, that it would only be equitable that the controller pets be raised from 3 to 6 uncontrollable pets.

     

    Just a thought, on compensating for "sins" of the past

     

    V/R

     

     

  6. 5 hours ago, A.I.D.A. said:

    You could always either hang onto them in case you need them for another build, or sell them to an individual player using the trade window. Granted, that's harder to do with no dedicated chat for manually selling items, and it isn't useful for most situations to do it that way -- your situation being the outlier.

    That is exactly what I do, but base is approaching getting full of unused +5 boosted IOs and it is such a waste to sell them as if they had not been improved...

     

    I have been able to sell them individually to players around the AH, but the thought was, why not make the AH handle this types as well?

     

    V/R

  7. This is a QoL

     

    I often save IOs and what not at my base, where I am able to craft at, but if I need a material not already stored at my base, I am basically out of luck, since the "/AH" command does not work there.

     

    My thoughts, why not have PW2 vendor have an artifact, akin to the "crafting workbench" that creates a temporary AH trade station, so you can do trades within your base. It would be also be nice, if it also gave yo a choice to sell stuff directly to a vendor so you can get tird of unwanted salvage anywhere you may be

     

    V/R

  8. Frankly, if you read on how accuracy actually works...

     

    To hit De-buff is worthless

     

    Reason is that all your to hit de-buffs are capped to not allow to be less than 5% of the targets buff gains, and then that is added to the mob's accuracy, which is what actually gives the chance to hit you!

     

     So de-buffing them by say 150%, will result with the mob's accuracy be base accuracy + 5% no matter what you do, thus your to hit de-buff is really a fake sense of safety.

     

    The game should really, relook at this mechanic, so many power sets that in paper provides survivability by making the enemy less accurate actually does as advertised

     

    V/R

     

  9. I think the whole pet characteristics need to be truly re-looked.

     

    I find pets besides being totally brittle, their DPS is rather mediocre. I have experimented with them to get an idea of what their combined DPS is like by attacking a single mob with all my pets (I killed all the other mobs) and did not use my own attacks to help them. It was, frankly, boring to see them gum the mob to death, since they obviously have no teeth. My observation is that between all of them they do "Moderate" damage, which is very sad, since they are supposed to be the MMs main way to do DPS. 

     

    I would suggest that the minion pets do light damage each, not between all 3; the LTs should do High damage each,  and the boss pet do Superior damage in order to give the MM some teeth.

     

    Their hit points can be fixed as those given to mobs of their quality and level, but their defense, resistance, endurance are based on the player's stats and not left for target practice quality stats.

     

    Also a new attach command is needed, where they automatically attack whatever I have targeted, and switch as I do, with out me constantly telling them.

     

    Also give them a bit better AI, if they are range attacking, have them do so at range, not run next to the mob and then range attack.

     

    Only a few suggestions...

     

    V/R

     

    Ps: As a manner of practice, the only use I have for pets are as damage soakers, that is I play them defensively, so any damage I take its shared with them, after that I could care less what they do, they are useless. I instead place great focus on making sure the DPS powers I do get are IO slotted to the best possible way, because if I want DPS, it has to be through me alone, and not depend on the worthless pets.

     

    • Confused 1
  10. This is essentially a quality of life suggestion....

     

    I do appreciate well thought and described opinions and responses to this QoL suggestion

     

    At times, I do respec old builds and make new builds with different features, as a result a number of IOs that I had boosted to as high as +5 becomes not needed and thus subject to be sold.

     

    The problem is that AH is not set to sell +5 boosted IOs, and if you want to sell them, they are stripped of the 5 +1 boosters I used to improve them, and then offered to be sold as a normal not boosted IO.

     

    It would be courteous, if the +5 Boosted IO (or there off) could be traded or sold at  current state, if the process to make this possible is so mind boggling to do, then perhaps during the process of removing the +1 boosters, the player gets them returned instead, not just thrown to the garbage.

     

    V/R

     

     

  11. 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

     

     

    • Confused 1
    • Banjo 1
  12. 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

  13. 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

  14. 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

     

     

     

     

     

     

     

     

       

    • Like 2
  15. 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...

  16. On 3/12/2020 at 6:47 PM, Vanden said:

    Only the support types that have used the IO system to approach or exceed the defense soft cap. Ones with less extreme buffs would see no change. And support types are supposed to be less hardy than Melee types.

    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?

  17. 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

  18. 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...

  19. 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

    • Like 1
  20. 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

    • Like 1
  21. 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 

    • Like 1
  22. 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

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