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summers

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Everything posted by summers

  1. It does seem very odd that it could be up that long and not sell at that price. However, one of the first rule of the Auction House is that listing for a flat figure is asking for trouble: always list for less. For example if you want 6M list for 5,923,010. When someone bids for 6M yours is cheaper than everyone at the flat 6M, so yours sells. You get a big boost in sales speed and the most you can 'lose' is decided by you - and very small.
  2. It's a mixed bag. https://hcwiki.cityofheroes.dev/wiki/Archvillain_Resistance https://hcwiki.cityofheroes.dev/wiki/Purple_Patch These are the two relevant articles that provide you with full detail on how it works. Perhaps the most relevant to note is that AVs do not have any special resistance to resist debuffs which make them highly desirable in these fights.
  3. If you extend the window instead of ending the combo on a miss, what happens if you use a starter in the new extension? Does it start a new combo, or does it ignore that and stay in the old combo, awaiting the next correct move? I'd be happy to see the combo effects greatly improved 🙂
  4. A good idea with no negatives IMO Edit: To add to this, lower level characters are already disadvantaged by having fewer powers and fewer enhancement slots. If you think they should be further disadvantaged by -1 you must enjoy telling people their experience/contribution must be worse for... reasons? Why would you want your team mates to go through that?
  5. Should all archetypes be able to solo? Two answers here. Firstly, yes, on the sake of difficulty, and I believe they already have achieved this. Difficulty is at your own selection and it goes down to -1/x0. Secondly, yes, on the sake of being gratifying. This is more difficult to quantify, but there are some combinations that are like pulling teeth to solo. These combinations I think should get a little nudge so that they are better in the soloing world. Should all archetypes be able to solo at +4/8? No. There are naturally some builds that are more capable soloers than others, and +4/x8 is currently the pinnacle of difficulty. If everything was able to solo it, it would no longer be difficult for the better soloers. The basis of that assessment is that, in my opinion, there should always be a difficulty setting that is very very tough to challenge those kinds of players who enjoy that content. I'm all for creating higher levels of difficulty that remain optional to challenge these players with 'superbuilds'. Is there a difference in performance expectations for content below level 50 versus level 50+? I don't know what this means. Should an incarnate character be better than a non-incarnate? I guess. Should you be required to have IOs or some fancy build at incarnate? No. It's a game for all players of all levels of engagement. I must have misunderstood the question... Should players be using Invention Origin enhancements by a specific level or range? It's up to them. The difficulty slider exists for different people. Do players who can solo +4/8 at level 50 have an outsized impact on teams or other players? Maybe this is as intended? Yes. When I join to play in a team I like to play in a team, not have one person solo everything on their own. I generally depart these teams reasonably quickly because I want a team experience in a team game. team team team
  6. Resistance debuffs are already one of the strongest, most desirable powers in the game and they do not need to be more powerful. With Schedule A enhancements they essentially double in power and... no. Leave them alone thanks.
  7. You do get to speak to Hamidon? in the Number Six arc!
  8. Everything, including your epics and pool powers (hello giant Leadership!)
  9. The only reason I like to play Brutes is so they exemplar down. I feel at 50 Tankers are strictly better, and HC went too far.
  10. Telekinesis, especially with Domination up!
  11. I never played Titan Weapons until the recent changes so I don't know what it was like beforehand, but I now have a 50 Tanker with Titan Weapons and it is very smooth and free flowing including while levelling. If you attack, regardless of hitting or missing, you get momentum, and it just works. I had actively avoided Titan Weapons since I never had a good concept for it and I had read the horror stories. I suggest you give it a try since I found it really enjoyable in its current form!
  12. A great deal of bids have been active for a tremendous amount of time and it is only purely coincidental if these relate to active player bids. Secondly: Even if you could determine the active bids from one week, it wouldn't be clear at all how many players are using IOs since a single player can represent many multiple bids, especially if they are a marketeer and are bidding on dozens at a time (such as me...). Assuming that 40 bids = 40 players is incorrect. One player may be bidding on 40 to flip. One player may bid on 5 LOTG recharges for a single character. Thirdly: The market is rife with flipping. Assuming that one sale/bid equals a character with IOs is tenuous at best, given the amount of converters that are sold on a daily basis with the object of upgrading an IO. If someone is buying an IO, converting it and reselling it, that might suggest two IOs are being slotted into a character when in fact those two transactions only represent one new IO. This is probably a lesser detail as the first two are probably fatal to this analysis already sorry.
  13. The topic that never dies. Unlike /regen, which dies all the time
  14. Where there are glaring holes like nowhere near enough regeneration resistance on Regeneration they should be fixed 'in house' by making the set better. I like that sets have weaknesses and might, on some infrequent occasion, actually want team support rather than steamrolling every bit of content, impervious to their threat.
  15. There's nothing wrong with that, too!
  16. I absolutely adored the Blue-side story and haven't done Red-side yet. It was very deep in lore and was unique and challenging with diverse missions. I thought it was, for a single player or small RP team, some of the very best content ever written for the game. I don't think it's good for a team though. There's too much narrative for people to sit around during, and only one person can engage in it. But not everything needs to be for every one, or every sized composition. If the same quality can be made into something more team and TF friendly I think Homecoming is in fantastic hands. Piecemeal I think killed it with this story!
  17. Good TFs: Unique locations - we've seen warehouses, we don't need more. Give us a sense of wonder, like this is really the climax of an important story! Interesting mechanics - fighting 50,000 council and then a bigger council AV with 50,000 hp isn't interesting. Give a variety of challenge that doesn't require a specific group makeup, nor invalidate any particular character, but creates meaningful strategy above and beyond nuke them all. Simple but varied objectives - simple; because teams want to play as teams and not stand around while one person clicks through branching dialog (1), nor do they all want to memorise a choregraphed dance sequence to defeat a boss (2), varied; because endless defeat alls might as well be radio missions that you can't quit on. No defeat alls where the last enemy is hiding in a closet, and no click X number of Y's, to discover that the last Y was on the second floor of a 5 story office building. 20 minute to 1 hour duration - enough to tell a decent story, but make it concise please.
  18. The arguments to buff Hami I feel are similar arguments to buff any supposedly end-game content in the game, since all of it is made trivial by some combination of IOs/Incarnates. My suggestion to make teeth gnash is to hard cap defence numbers for non-Tanks below 45%, particularly those that should be glass cannons.
  19. Conceptually this is very similar to 'tip' missions. The idea of clicking random doors with a small chance of a mission doesn't seem especially appealing to me sorry
  20. Just so you know the SO upgrade appeared on the beta server in April and was released at the end of November. I'm not sure it was a wise investment of effort, but then again I've been a little critical of the idea from the start....
  21. I've had it happen especially with /Dark before i27. It's a surprise for sure!
  22. I think there should be of course pros and cons to each set, and one of those is that the more offensive the set the less effective it is defensively. There could be other factors if the set brings utility or team buffs etc. Stone Armour with Granite active might be tougher than anything else but it pays a price with -recharge, -damage and -speed. I don't much want to defend its place since I think it is a 'problem' set identified by a lot of people. If there are sets where it's wildly out of whack (like Regen!) I think they should look at giving it a helpful push.
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