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Luminara

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Everything posted by Luminara

  1. You can stay. Praetoria -> First Ward -> Night Ward, then find repeatable missions or teams until you hit 50. Some people have done it. I have a level 47 Praetorian that I keep meaning to finish. With 2xp and patrol XP bonuses, it's not hard. If you transfer to Paragon City or Rogue Isles, you can return through the TUNNEL transit, but you won't be able to do any missions in the original 3 zones. First Ward and Night Ward are open to everyone.
  2. Magnitude 1 - affects underlings (Rikti Monkeys) Magnitude 2 - affects minions Magnitude 3 - affects lieutenants Magnitude 4 - affects bosses Big bads need big Mags. For example, a single-target Confuse in the hands of a dominator or controller, and properly slotted, can confuse GMs, like the Winter Lord. EBs are usually no harder to control than bosses. AVs are cheating dicks. Magnitude is cumulative. 1 + 1 = 2. 2 + 1 = 3. And so on. Controls only stack by type. Holds with Holds, Stuns with Stuns, yada yada yada. A Hold won't stack with a Stun, a Stun won't stack with a Hold. Same same to stack. Duration is relevant, as is animation time. If you use a Mag 2 control with a 12s duration and a 1.67s animation time, and a Mag 3 control with a 10s duration and 2.112s animation time, to control a boss, the Mag 2 control will drop approximately 9.8s after you use the Mag 3 control. Stacking is easiest and most effective if two or more powers with controls are used, and presuming those two or more powers are not shit like 20% chance to X. Dark Pit with Oppressive Gloom, for example, sparks joy. Barrage plus Boxing, while both have small chances to Stun, does not spark joy. Control powers can stack with themselves, if their recharge times are low enough and durations long enough. Entangling Arrow, for instance, can be spammed and stacked with itself.
  3. Everything I said explained it. You really should put the shovel down. I explained why. Whether you didn't read any of it, or you just lack the capacity to understand it, it's on you. I can't dumb it down any more than I have.
  4. https://homecoming.wiki/wiki/Common_Invention_Recipes https://homecoming.wiki/wiki/Category:Sets_for_levels_10-15 https://homecoming.wiki/wiki/Category:Sets_for_levels_15-20 https://homecoming.wiki/wiki/Category:Sets_for_levels_20-25 https://homecoming.wiki/wiki/Category:Sets_for_levels_21-25 https://homecoming.wiki/wiki/Category:Sets_for_levels_25-30 https://homecoming.wiki/wiki/Category:Sets_for_levels_30-35 https://homecoming.wiki/wiki/Category:Sets_for_levels_35-40 https://homecoming.wiki/wiki/Category:Sets_for_levels_40-50 https://homecoming.wiki/wiki/Category:Sets_for_level_50 https://homecoming.wiki/wiki/Empowerment_Station_Buff_Recipes_and_Ingredients https://en.wikipedia.org/wiki/Complementary_currency https://en.wikipedia.org/wiki/Company_scrip https://en.wikipedia.org/wiki/Token_money https://en.wikipedia.org/wiki/Coupon https://en.wikipedia.org/wiki/Rebate_(marketing) https://en.wikipedia.org/wiki/Voucher I've read everything more thoroughly than you have.
  5. A currency is anything exchanged for goods or services and within a common framework of agreed value. In ancient Egypt, grain was a currency. During the 19th century, company scrip was a currency. In a post-apocalyptic world, bottlecaps could be a currency. Whatever people agree to trade for goods or services and has an agreed-upon basic value, that's a currency. Not just shiny bits of metal or green pieces of paper, anything which two or more people agree to have a set value and agree to trade for goods or services. Salvage is a currency in Co*. We spend it to acquire specific things in the game. IOs. Buffs. Cosmetic pets. This currency exists alongside other currencies. Inf*. Reward Merits. Aethers. We have several currencies in the game. They're not all labeled as currencies, but they are currencies. That's their function. I didn't say the economy would collapse. Read the post. Your analogy betrays your ignorance. $2 notes are a different denomination of the existing currency in the United States, the dollar standard, not a different currency. Salvage is not a different denomination of inf*, it's a different currency. That's why the value of salvage on the market fluctuates, whereas 1 inf* is always 1 inf*. https://en.wikipedia.org/wiki/Currency ttps://en.wikipedia.org/wiki/Economics Don't make me get the crayons.
  6. HC invested a lot of time and effort into avoiding, and fixing, the economic problems that existed on the original servers. Reducing reliance on inf* is one of the things that helps prevent inflation. Salvage, of all rarities, aids in achieving that goal. Salvage is an alternative currency, one that exists in parallel with, but is not reliant on, inf*, to make the game more accessible by controlling inflation. If the developers were to remove common salvage and simply raise the inf* costs to compensate, they would be creating barriers which prevent less experienced or financially capable players from accessing various options. Inf* costs would have to be increased not only by a certain amount to reflect the average value of common salvage based on drop rate and non-bucketed availability, they would also have to be increased to compensate for the loss of that inf* sink on the player market, and to reflect other variables, such as crafted goods being listed less frequently, fewer players being willing to craft goods, and more. That would be bad. "Bad" meaning inflation gating the game. While this would not be likely to reach the extent that it did on the original servers, it's important to remember that we have ~5% of the original servers' population and would, therefore, experience a larger impact from smaller inflationary events. Alternative currencies are one of things that prevent inflation. Alternative currencies reduce the reliance on inf*, reducing the reliance on inf* makes the game more accessible to more players, more players playing feeds into a healthier economy. Whereas the economy on the original servers made Zimbabwe's problems in the late 2000's seem quaint by comparison, the economy on the HC servers is fluid, dynamic and, above all, accessible to everyone, because the inf* standard was abolished. Said inf* standard is never coming back. The HC economy works, and part of the reason it works is parallel alternative currencies. Common salvage isn't going anywhere.
  7. We have an inspiration tray because we're civilized. We don't eat our inspirations out of a bowl in the ground, like animals. Use proper cutlery, too. And wipe your mouth. Savage.
  8. I interpret that to mean dominators will receive a balance pass, or numerous dominator powers will be adjusted in some way, in a future update. Keep adding to the list of powers in need of attention.
  9. That's a point that's often raised, but in my estimation, it's a perspective inapplicable to the broader game. In Paragon City, running story arcs, scanner missions, tips, most of the content does feel unbalanced. It's easy. And when it's not easy, we can opt out and find something to fight that is easy. Malta? Nah, dawg, ain't nobody got time for that. Queue up that Council mish. One of the complaints about the Rogue Isles is that the enemies are harder to defeat. Arachnos, Longbow, PPD, groups like these hit harder than, and don't fall over as easily as, something like Freakshow. Even with IOs, they can become overwhelming. And look at Praetoria. It's even less popular than the Rogue Isles. Yes, it has a number of limitations that hinder its appeal, but one of the big reasons is that the enemies aren't pushovers. Go running full-tilt into a +4/x8 spawn of Drudges, Awakened or Resistance and you may be having a very bad day, even with a fantastic build. We have to dial it down, watch our aggro, split spawns, play smarter. The game with IOs feels unbalanced against some enemy groups, but not against others... if we choose to fight them. The balance for IOs is in the game, it's just not utilized because it's not mandated. Most of us don't pursue it. We're comfortable in our blue zone. Hell, people fought the developers when they buffed the Council and CoT, because they were easy and fast. So I don't think we can say IOs broke game balance when we deliberately avoid the enemies which are capable of defeating us even when we're fully kitted out with IOs.
  10. Why is dealing damage a prerequisite for advancement in a... combat-oriented game... Hm... Shit, I got nothin'. It's a complete mystery.
  11. This thread isn't what I expect from something titled "bad hos".
  12. 5th Column moon base being shielded by an overcompensating Ill/FF controller. At least it wasn't a giant scrotum hanging off of the hitch. Points for originality.
  13. That would require 3 moderators working 8 hour shifts, of 4 working 6 hour shifts, or 6 working 4 hour shifts, et cetera, unpaid, to monitor the forum, communicate with the developers and respond in a timely manner. Or locking every post as soon as it's made, followed by a review by a moderator when available, discussed with a developer, and either re-opened or permanently removed. Which would be... fascism.
  14. How we use IOs now was always the intended goal. Both Cryptic and Paragon were convinced that the key to the game's longevity was lateral progression, allowing players to continue to develop their characters without level cap increases and content churn. Seeing as we're here, now, playing the game and still talking about it after 20+ years, they were clearly on to something. The enormous difficulty of acquiring IOs back then, though, seriously hindered their plans. Hyperinflation skewed prices within days of IOs and the player market being added to the game, and they were positively sluggish in their response. They spent the remainder of the game's live run adding things or making adjustments, then spending long periods just... waiting, hoping the problem would fix itself. It never did, until HC picked up the gauntlet and made some major changes. So did HC's changes "break the game"? No, not really. Easier access to converters/catalysts, bucketing in the market, these things definitely made IOs significantly more accessible, but all they really did was remove the hyperinflation barrier that kept most players from using them. And they were right to do so, because as I said, this was always the plan. We weren't supposed to be at the mercy of flippers who kept driving prices upward on cornered IOs and recipes. Character growth wasn't supposed to be restricted to the wealthiest or luckiest. Unchecked inflation wasn't supposed to be a control on IO accessibility. If anything has broken the game, it's time. We're all older now, we've had decades to play, plan out builds, refine strategies, perfect our characters. We know so much more than we did back then. We've been through every mission more times than we can count, and can do some of them in our sleep. We've learned to use IOs effectively. They didn't change, and they didn't break the game, we changed and we mastered the game.
  15. You mean the burden of comprehension is on the speaker, not the listener. And I agree with that. But this isn't about having an extended, in-depth conversation in which two parties are attempting to express complex concepts. That's not the purpose of emoji, nor the intent behind their use, and decrying that use because they fail to fulfill a markedly narrow constraint of communication is disingenuous. And this isn't pedantry, it's placing things in context. Some people just don't want to talk. Some people don't have time to debate. Some people feel that emoji are sufficient for their communication requirements. Some people don't feel that they can communicate any other way. Whether or not the listener comprehends what the speaker is saying is irrelevant in this context, because the right to speak is more important. Everyone has that right, even if it's only through emoji reactions. Their voice, their choice.
  16. Signaling is a form of communication. So... communicating.
  17. Single-click works for marketing enhancements. UI is just slow to update because it's interfacing with the market database.
  18. Making things up, lying when asked to provide verifiable data, deliberately skewing facts, manipulative bullshit playing on peoples' emotions to push an agenda for the sole purpose of the poster in question's personal satisfaction. And attempts to control who can speak or how they're allowed to speak. Why do those things bother me? Why wouldn't they?
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