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America's Angel

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Everything posted by America's Angel

  1. These options are fantastic and something the PvP community has been after for a while. Hopefully this will be a shot in the arm to the PvP scene and will allow new players to jump in without having to powerlevel or grind for incarnates. Huge barrier to entry removed now that all is needed is influence to complete a PvP character. Have tested this a bunch and it seems to all be working fine. At some point this week I'll load into every zone the sg base portals let me go to and ensure they're all auto-booting me back to RV. (If anyone wants to help with this incredibly boring and time consuming task fun group activity just holla.) If only. Focused Feedback threads are 99% people bored at work who may/may not have the game installed at home, 1% people who have logged into beta and tested changes There has been talk of premade characters that players can use to PvP with that use meta builds. (Like fire/plant blasters for 8v8 pvp, or a ss/regen brute for fightclub pvp.) I think the idea was even floated that these presets would use signature character models in-game. (So Mako would be a Claws/SR scrapper with a set powerlist, Statesman would be a SS/Regen brute, etc.) And that players could unlock more of them by PvPing. (So you start with Fusionette and Flanbeaux, and then earn your way up to Statesman and Recluse by PvPing.) Would be for a future page, though. So not hugely relevant to this thread.
  2. Turn on bosses. I just ran it on Beta and got these numbers: #23785 (Active) = 5.3mil per map #23786 (AFK) = 5.7mil per map Which is around 95-98% what you can earn on live on those same maps. FYI, the critter creation screen is currently bugged. It's showing bosses giving 98% rewards, when in actual fact they give 95% rewards: **Edit** This might not be a bug. It might be due to the AE "preview" screen not going higher than 50. (So we don't get a preview of what % rewards level 54 mobs give.)
  3. IMO, the likely reasons for the vet level removal from AE: It's currently possible to take a brand new character at level 1 and PL them to vet level 54 (with all six incarnates T4'd) in 5 hours. The devs don't want this to become the "Correct Way" to play the game that everyone follows. (In time, the optimal min/max way of playing becomes the norm. We've already seen the start of this on Excelsior, where Help and General chat channels tell newbies that they should just AE farm instead of doing regular missions.) If anyone's looking to change the devs' minds, you need to address these two bullet points. Personally, I think they should keep vet levels in the AE. But reduce the XP so that AE farms match regular content for vet leveling speed. This way the people who like to farm can continue to do so, and people who like to play regular content can continue to do so. (No-one will be encouraged to farm vet levels in AE because it will not longer be the best way to get them. It will be as good as everywhere else.)
  4. No, the aggro changes are just to make the enemies appear less dumb. The aggro changes are actually a buff to farming, because patrols won't wander off.
  5. I'm sorry for your loss @Sovera. I can't imagine what you are going through. /e holdtorch
  6. I did mean that. Good catch. And yes. 6 slotted health. We are in the endgame now.
  7. Here you go: Main (new)things for mitigation: -High regen -3 Power Transfer Procs -The +regen ATO in burn - +HP accolades Worth mentioning this build is only going to work for Page 4. Once Burn and IG get nerfed (whenever that happens) I imagine AFK farmers will want to switch to stone/spines tanks or brutes. (Although by that point there might be automation tools to stop AFK farming so...who knows.)
  8. Download the AFK build I put in the second post in this thread. Use that. It has more mitigation than whatever build you're currently using.
  9. AFK Farming is still possible. Nerfing AFK farming isn't the goal of the aggro changes. The goal is to make the AI appear less dumb in game. Only way to get rid of AFK farming is via an auto-detection system that somehow also detects macros.
  10. Not sure why you're laugh-emoji reacting to me @The_Warpact. My posts in this thread aren't for/against the change. They're just to educate players on what is/is not still possible. We had a lot of people in closed beta claiming (without testing, natch) that farming wasn't possible now due to the aggro changes and enemies needing to take more attacks to be worth the same inf/xp. That simply isn't true. Lots of players just have bad farming builds, and it hasn't mattered until now. For what it's worth, I don't disagree with your concerns. I also AFK farm heavily, have about 40bil inf, 1000+ purples in storage, and between 30-40 level 50s. The change to vet level XP in AE is going to stop me making new PvE alts unless a peregrine/dark astoria/etc mission can be farmed AFK. (I refuse to active farm, and I refuse to grind for rewards. 100% of my playtime is playing with finished characters.) I don't really view incarnates as in-game rewards anymore - they're just a thing I need to unlock the same as level 50, accolades, and patron pools in order to "complete" a character. For me, the game doesn't start until all that stuff is unlocked. The part I enjoy, like you, is exploring new power combos to their full potential. CoH's main draw for me is character building - that's what keeps me around. But at the same time, I recognise that being able to max-out a PvE character whilst AFK is probably not a good thing. Especially when, over time, the path of least resistance always becomes the "correct" way to play a videogame. What min/maxers are doing today, becomes what everyone is doing in a year from now. So, is a Homecoming where everyone - including newbies - just AFK farms their characters to T4 incarnates a good thing or not? Do we want a game where everyone plays like me and you? There'd certainly be more able bodies for hard mode taskforces, but how much would this harm players who want to play traditionally? (Or would it have no impact on them?) What would Homecoming look like if every new player is encouraged to AFK (or even active) farm from 1-T4 by everyone in the Help channel because it's "the right way to play". (Something that is already happening on Excelsior.) I don't know. And, having read the closed beta chats, and the various feedback threads here, it doesn't seem like anyone else does, either. Luckily, this is beta. So there's time to figure it out.
  11. You need to edit the powers your bosses use. They're not adding up to 100% rewards on your current map. See this Page 4 change for the reason why:
  12. What are you using to farm with? I just tried my fire armour on map #19823 at +4/8 and it was able to do it just fine. Didn't have to use any heals. HP never dipped below 90%.
  13. You just need increased mitigation compared to live. Fire brutes should still be able to AFK farm just fine. Will need to pick up the +HP accolades though. If that's too much effort, maybe switch to a stone/rad or stone/spines tank.
  14. Already have. Check the second post in this thread for an AFK farming build & map.
  15. I don't especially hate/love the AE changes. The reason for my post was just to reassure players that they can still use fire farms in AE to farm influence, powerlevel from 1-50, and unlock incarnate slots. (Only thing that's been removed is vet levels.) You can't get aether in AE. So this line of reasoning no longer works to justify the change. IMO vet levels should be left in the AE so players can "complete" their characters (i.e. T4 their incarnates) via farming. But the emp>merit conversion at merit vendors should be removed. (And any regular content which gives emp merits, should also now have the option of regular merits as an alternative.) This would stop merit farming in the AE, whilst still allowing players to "complete" their characters by AE farming. (It would also remove the worst part of this change - people who play custom AE story missions at 50 now getting no xp post-50.)
  16. It's a buff to farming (the context Sovera was talking in) because patrols will no longer wander off.
  17. They're all using fire primary and super reflexes secondary. Have attached the mobs and missions to this post if you want to take a look. (They all go in the relevant files in CoH\homecoming\architect) Angelbot v2.0.critter Angelbot v3.0.critter Angelbot v1.0.critter Page 4 AFK farm.storyarc Page 4 ACTIVE farm.storyarc The Angelbots.cvg
  18. There's two big page 4 tweaks that impact farms: -Enemies over aggro caps can hit you -Enemies require more attacks in order to give the same inf/xp as live. We had a bunch of people complain in closed beta that fire farming wasn't possible anymore because of these two changes. So, I wanted to post resources to let players test for themselves instead of arguing on forums about patch notes. (So that they can reach the same conclusion I did - that farming is still possible.)
  19. YOU CAN STILL FARM. (See below) Test it out for yourself on Brainstorm and see! For Active farming use map #23785 For AFK farming use map #23786 For updated builds, see the mids files attached to this post. (Sorry to the mods for cross-posting this message in the three relevant threads. I just wanted to mention fire farming is still 100% possible with this update before a bazillion people jump to the the wrong conclusion. If anything, fire farming has actually been buffed, because enemy patrols won't wander off anymore...) page 4 active farmer.mxd page 4 afk farmer.mxd
  20. YOU CAN STILL FARM. (See below) Test it out for yourself on Brainstorm and see! For Active farming use map #23785 For AFK farming use map #23786 For updated builds, see the mids files attached to this post. (Sorry to the mods for cross-posting this message in the three relevant threads. I just wanted to mention fire farming is still 100% possible with this update before a bazillion people jump to the the wrong conclusion. If anything, fire farming has actually been buffed, because enemy patrols won't wander off anymore...) page 4 active farmer.mxd page 4 afk farmer.mxd
  21. YOU CAN STILL FARM. (See below) Test it out for yourself on Brainstorm and see! For Active farming use map #23785 For AFK farming use map #23786 For updated builds, see the mids files attached to this post. (Sorry to the mods for cross-posting this message in the three relevant threads. I just wanted to mention fire farming is still 100% possible with this update before a bazillion people jump to the the wrong conclusion. If anything, fire farming has actually been buffed, because enemy patrols won't wander off anymore...) page 4 active farmer.mxd page 4 afk farmer.mxd
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