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Luminara

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Everything posted by Luminara

  1. You do have a point, Cryptic/Paragon certainly didn't spend much time on the buff treadmill. Look at how they treated Trick Arrows. One balance pass in I7, and even that was so light-handed that only TA enthusiasts bothered to play it. Rational people looked at a set with almost all of its powers on recharge timers which mandated Hasten just to use them every third spawn, and debuff strengths so low that they did have to use all of them and stack controls on top of that to have any impact, and knew they were looking at a bad fucking joke. OSA's failure to spawn OSBurn wasn't fixed until two years after the set went live. PGA received an adjustment to its Sleep chance near the end of the game's life. Not the debuff, the goddamn control. And that was it. They invested more effort into dicking around with the animation times than they did addressing the glaring problems. If the Invention system hadn't been released, I doubt even I would've stuck it out with TA for the seven years that I did. No, if something was underperforming, Cryptic/Paragon abandoned it and focused their attention on creating newer and better sets and powers, continually expanding the gap between what was under the baseline and what was over it. Their approach was to shrug and move on. For example, creating Time Manipulation, a set so strong that I can use it as a petless mastermind at /x5 solo, whereas with pre-HC TA I would've been limited to /x1 on the same character... with heavy inspiration usage and a lot of running away. You're also glossing over the work the HC team has been doing to narrow that gap between the underperformers and overperformers. Yes, they've been buffing, but they've also been nerfing. Or, did you forget that Titan Weapons was reworked so it wasn't so far over the top that it was the most popular melee set by a wide margin? The balance passes which applied the standardized damage formula to many powers, resulting in nerfs to numerous powers? The imposition of standard target caps which led to a lot of cones and PBAoEs having their number of targets reduced? This group of developers hasn't been on an endless spree of buffs, they've taken the hammer to a hell of a lot of powers, and entire sets, in an effort to fix the wild disparity in effectiveness between the top and the bottom, and some of their adjustments have been very heavy-handed (Martial Assault being a poster child for this). Yes, there are some outliers in what HC has created, but in honesty, no more than what Cryptic or Paragon created. At least HC is making an effort to minimize the difference between the high end and the low end, something Cryptic/Paragon only did at a rate that made continental drift seem rapid. It's also worth reminding you, and everyone else, that the HC team raised the baseline, from 3 +0 minions to 3 +3 minions. The underperformers have to be brought up, and new ones have to meet that minimum. That's the overarching goal, make everything playable at the new baseline, and with hundreds of sets and thousands of powers, a very small team working in their spare time (and, like everyone else, they have less of that in the post-quarantine era) to fix bugs, create new content, revise old content, create new powers and sets and revisit old powers and sets isn't going to accomplish anything overnight. Those outliers, those exploitative uses of powers, will be addressed, once the groundwork is complete. There are a lot more sets and powers in need of attention to bring them up to par than there are newly created powers in need of a bump downward, and if they spend all of their time trying to deal with imperfections on the ceiling, they'll never get around to completing the floor.
  2. It's probably "stuck". It happens from time to time, something listed just doesn't move, no matter how long it's there. I've had LotG IOs get "stuck" for months, even with prices well below the standard. Take it out, mail it to an alt and stick it back in. Oh, don't forget to jiggle it.
  3. 39.23% Energy Defense, 4.95% -ToHit if it's in melee range, 120 Endurance, 5.28 end/s (a Recovery pulse every 1.13s) on my Staff/Willpower... sappers aren't a real problem, they're free XP. It's the Gunslingers you have to worry about. Four firing Liquid Nitrogen Rounds will mez you, at which point you lose the benefits of Rise to the Challenge just long enough for the rest of the spawn to use your face as a toilet brush.
  4. Defiance wasn't added until I5.
  5. Most of what people refer to as power creep is, in actuality, more accurately summarized as the ease of set IO acquisition. Amplifiers exist, yes, and they're no longer gated behind real money, but they're also entirely optional. Not a single character created since these servers were started has had even one amplifier automatically applied to it, it's always the player's choice to use them. Same with the 2xp buff, it's not mandatory, it's not forcibly activated, it's something people opt into. Nor has the HC team been buffing power sets or powers left and right, they've only been addressing under-performers and bringing them up to par. They haven't bumped up archetype modifiers and scalar values across the board, they've made some adjustments here and there, always targeted and never for the sake of making something overwhelmingly powerful. Incarnate abilities are still restricted to 45+ content, so they're not impacting the game below 45 any more than they were on the original servers. There's no more power creep in these aspects than in amplifiers. No, the accusing finger is leveled at set IOs when people say there's power creep. But stop and consider what that really means. The "problem" is that no-one has to grind for six to twelve months to afford a build with full IO sets, or beg to get them, or rely on luck; that anyone and everyone can use set IOs, benefit from IO set bonuses, and plan and play around the expectation of having them. That's what people refer to as power creep, which is ironic because the crafting system and resulting enhancements were specifically added to the game to make our characters more powerful, to give us lateral progression in lieu of raising the level cap. And the only thing keeping that in check on the original servers was an economy that failed spectacularly. That wasn't planned, it wasn't part of the design drafts or development philosophy, neither Cryptic nor Paragon held a meeting and discussed ways to tank the economy so thoroughly that it would restrict most players from accessing set IOs, it was a fuck-up of monumental proportions that couldn't be fixed by any means short of a hard reset, the total shutdown and wipe of everything and starting over from square one. Yeah, the game is "easy" when you're not hindered by a broken economy... but that broken economy was never intended to be a limiting factor. Set IOs were created to be used. Not dreamt about or wished for, or looked at on paper and forgotten about because they were forever out of reach, but to be used. And not used only by the incredibly lucky, the wealthy elite or the players belonging to the largest and most generous supergroups, but by everyone. And that's not power creep, it's the way Cryptic and Paragon imagined the game. In making it possible to actually do that, Homecoming has brought the game closer to the original visions of Cryptic and Paragon than it ever could have been on the original servers, or, from what I've seen, any of the other servers. A broken economy isn't a valid control over power creep, in any game, and what we have now, on the HC servers, is the way it should have been when I9 went live, and would have been if the economy hadn't so poorly planned and completely ignored prior to that.
  6. I'd like a targeting overlay, an actual representation of the cone's arc and length shown on the screen, before letting go of foe-targeting. It wouldn't have to be flashy or impressive, just a triangle of lines showing where the cone would be. Without that, it'd be more guesswork than I'd be willing to put into using cones, especially since they're not standardized in any way.
  7. That's not what that flag means. It prevents your character from resisting the granted powers. It has nothing to do with Resistance, the buff, or -Resistance, the debuff.
  8. Redraw has no impact on performance.
  9. I linked a post with these screenshots halfway up this page. Don't know why the rest of your are struggling, but I don't have any trouble hitting 100% and maintaining it.
  10. Just tested by selling common recipes to the Contemplation Charts in my base, no problem. Are you sure you're not trying to sell to a Merit Vendor or P2W? Those don't purchase recipes. If you're at an appropriate vendor, then it's lag, check your connection.
  11. To account for Arcanatime (server cycles). All continuing powers, even auto powers, have a brief overlap period to ensure that they persist or complete their effects. The DoT would be 5 ticks, first at 0.132 second (a single server cycle), then at 1.132s, a third at 2.132s, the fourth at 3.132s, and the final tick at 4.132s. The DoT is then canceled before the next tick can occur.
  12. The PvP flag is there so the granted powers aren't granted to critters or objects. https://cod.uberguy.net/html/power.html?power=incarnate.interface.reactive_core_flawless_interface&at=arachnos_soldier This is the primary Interface power for Reactive Core Flawless. As before, I've selected Arachnos Soldier so the data is legible, any archetype can be selected and the same information will be displayed. As you see, this power functions in both PvE and PvP, and what it does is grant other powers to the player character. That's all it does. It has no direct effect on enemies, it doesn't do "what it says on the tin", it just checks for successful rolls and grants powers to the player character. Granting those powers to critters would result in a 2.5% -Res or Fire DoT being added to their attacks, so the PvP flag acts as a constraint to prevent that. The stacking rules and net effects are applicable in both PvE and PvP. It's not wrong, nor are you misreading it, it's just a matter of understanding the mechanics. City of Data can't make it more intuitive without deliberately obfuscating the information, and that's not what we want from that source.
  13. https://cod.uberguy.net/html/power.html?power=incarnate.interface_silent.to_hit_debuff&at=arachnos_soldier https://cod.uberguy.net/html/power.html?power=incarnate.interface_silent.resistance_debuff&at=arachnos_soldier I've selected Arachnos Soldier for expediency, the effects don't vary by archetype. When you open those pages, you'll note three icons to the far right. The first indicates collective stacking, which means up to four different sources can stack the effect. Sources being, in this context, other players. If you're teamed and a bunch of you are using the same Interface, it will stack up to 4x. The benefit in teaming is faster stacking. The second icon says the power also stacks for the character, up to four times. So if you're solo, you can still stack them 4x. Takes longer by your lonesome (depending on build, of course), but the end result is the same as you'd have in a team, four stacks of the effect. The third is a standard restriction on non-slottable powers, like temp powers, and all -Res. Some things just aren't allowed to be enhanced or buffed, even with global boosts. Interface effects fall under that rule. 4 stacks of Reactive, 10%. 4 stacks of Diamagnetic, 20%. Purple patch and special Resistances (such as AV Resistances) apply, of course, so fighting +X foes and/or superior foes reduces the net effect by the appropriate amount. All of the Interface powers are set up this way. The DoTs can stack up to 8 times, debuffs and controls stack up to 4 times, solo or teamed.
  14. I use Diamagnetic Core for any character with survivability issues, haven't noticed any problems. Stacking 20% -ToHit is very effective at mitigating damage. Otherwise, I use Reactive Core. 10% (4 * 2.5%) extra -Res, without spending a slot or interrupting my attack chain? Yes, please.
  15. No-one on a liquid diet gives a shit. A dribble. A squirt, perhaps. If you were taking in more fiber, you wouldn't have vampirrhea.
  16. Boondock Saints.
  17. They're flagged Unique, so no, you can't.
  18. The copyright line. I'm in trouble now!
  19. 'Tis but a name that is thine enemy. Though art thyself, though not a character. What's a character? It is not hand nor foot nor arm nor face. Oh, be some other name belonging to an archetype! What's in a name? That which we call a villain by any other word would smell as stinky.
  20. Is there something wrong with the coyote travel power?
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