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America's Angel

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Posts 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.)

     

    2 hours ago, TheZag said:

    Make a character on the test server and at least half of the questions would have been answered.

    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

     

      

    6 hours ago, UltraAlt said:

    Let's cut to the chase.

    At this point, this should be heading towards having cookie-cutter template PVP characters that can be picked that are already slotted up and enhanced, etc. (everything is locked in. You can look at the enhancements, but can't change any of the build.

    The only things that a player does with those prebuilt PvP characters is name them, costume them, and move the powers around in the trays.

    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.

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  2. 6 hours ago, DawL said:

    No match found on live servers.  

    Okay, found it on test server. Ran 2 maps, clearing all enemies, just as I did on Brigg's map. Total was less than 6 mil for 2 runs (5,809,397).  I noticed there are no boss critters. Is this why you earn so much less? 

    Low total on Brigg's map for 2 clear-all runs was 7,717,439 from the test server. Same exact map on Indomitable, 2 clear-all runs was 11,047,050. 

    I will say there was zero danger on the #23785 map of dying. But a lot less gained.

     

    I should also add - on  ALL maps I actively avoid "helpers" so all XP on the map is earned by the farmer, no NPC damage is dealt, so as not to effect totals.

     

    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:

    image.png.640e581f9c5487ee7dfb3afbd0673fa5.png

    **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.)

    image.png.de4146cfefb82326c8fb94e2916242d5.png

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  3. 1 hour ago, agentx5 said:


    I don't know if it's been discussed or not here, but I have video proof that the same map by @brigg with both characters completely cleared on salvage, influence, and recipes that there's not just a XP removal on Brainstorm (Beta) versus Indomitable (Live)

    Salvage : about the same (51 Beta vs 52 Live)
    Recipes about the same (20 Beta vs 25 Live)
    Influence : significantly less (a reduction of 30.14% less influence, or in this test it was a difference of exactly 3,329,611)
    Risk vs Reward : increased damage incoming due to enemies above aggro cap targeting at range, build will have to be stronger


    Here's a video clip:
    https://clips.twitch.tv/ResilientJollyWebAMPEnergy-2xzOq5YdQjtIKiBw

    To quote Mollymauk -- "fire farming is like Zen for some people, they just go an nuke all the things"

    Again though for me personally, to repeat what I said earlier, it's just means I can't reward people for my challenging incarnate-grade story arc AE mission.


    And in general I love my main (which is a blaster) because I love being a bit overpowered and taking on impossibly large swarms of enemies.  That's a very SUPER aspect to a SUPERHERO game...  Or SUPERVILLAIN.... 

     

    Use map #23785.

     

  4. 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.)

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  5. 11 hours ago, PorkTips said:

    Is this change intended to kill the Meteor Map or other open map farming? It seems highly targeted to do that.

     

    Anyway, I can think of ways around it, so I guess the silver lining is that it will be fun figuring out a new meta for AFK farming.

     

    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.

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  6. 2 hours ago, arcane said:

    Can you post the full text for those without Mids access? Or PM me.

     

    (Or just state what makes it even stronger than capped Fire Res/Def. Regen or HP or something? Please state if it’s implied that I need special macros…)

     

    Here you go:

    Spoiler

    This Villain build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    radfirefarmer: Level 50 Mutation Brute
    Primary Power Set: Radiation Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Contaminated Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(7)
    Level 1: Fire Shield -- Ags-EndRdx/Rchg(A), Ags-ResDam/EndRdx(7), Ags-ResDam/EndRdx/Rchg(9), ImpSki-Status(9)
    Level 2: Blazing Aura -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(11), SprBrtFur-Acc/Dmg/Rchg(11), SprBrtFur-Dmg/EndRdx/Rchg(13), SprBrtFur-Rech/Fury%(13)
    Level 4: Proton Sweep -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(21), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(23), SprAvl-Acc/Dmg/EndRdx/Rchg(23), SprAvl-Rchg/KDProc(25)
    Level 6: Assault -- EndRdx-I(A)
    Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 10: Super Speed -- Run-I(A)
    Level 12: Boxing -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(25), AbsAmz-Acc/Stun/Rchg(27), AbsAmz-EndRdx/Stun(27), AbsAmz-Acc/Rchg(29)
    Level 14: Tough -- GldArm-3defTpProc(A)
    Level 16: Temperature Protection -- Ags-ResDam/EndRdx(A), Ags-ResDam(29), Ags-ResDam/Rchg(31)
    Level 18: Irradiated Ground -- AchHee-ResDeb%(A), TchofLadG-%Dam(31), ShlBrk-%Dam(31), Erd-%Dam(33), ScrDrv-Dam%(33), Obl-%Dam(33)
    Level 20: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(34), LucoftheG-Def(34), LucoftheG-Def/Rchg+(34), Ksm-ToHit+(36)
    Level 22: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(36), MckBrt-Taunt/Rchg/Rng(36), MckBrt-Acc/Rchg(37), MckBrt-Taunt/Rng(37), MckBrt-Rchg(37)
    Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
    Level 26: Plasma Shield -- StdPrt-ResDam/Def+(A)
    Level 28: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(40)
    Level 30: Burn -- Arm-Dmg/Rchg(A), Arm-Dam%(42), Erd-%Dam(42), ScrDrv-Dam%(42), SprUnrFur-Rchg/+Regen/+End(43), FuroftheG-ResDeb%(43)
    Level 32: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 35: Superior Conditioning -- PwrTrns-+Heal(A)
    Level 38: Focused Accuracy -- HO:Cyto(A), ToHit-I(40)
    Level 41: Physical Perfection -- PwrTrns-+Heal(A)
    Level 44: Laser Beam Eyes -- Apc-Dmg(A), Apc-Dmg/Rchg(46), Apc-Acc/Dmg/Rchg(46), Apc-Acc/Rchg(48), Apc-Dmg/EndRdx(48)
    Level 47: Energy Torrent -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Rchg/ImmobProc(46)
    Level 49: Rise of the Phoenix -- Prv-Absorb%(A)
    Level 1: Fury 
    Level 1: Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(48), Hct-Acc/Dmg/Rchg(50), Hct-Acc/Rchg(50), Hct-Dmg/EndRdx(50)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), Pnc-Heal(15), Pnc-Heal/EndRedux(15), Pnc-Heal/Rchg(17), Pnc-Heal/EndRedux/Rchg(17), Mrc-Rcvry+(19)
    Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(19)
    Level 10: Speed Phase 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 4: Ninja Run 
    Level 50: Ageless Core Epiphany 
    Level 50: Ion Core Final Judgement 
    Level 50: Degenerative Radial Flawless Interface 
    Level 50: Banished Pantheon Radial Superior Ally 
    Level 50: Assault Radial Embodiment 
    Level 50: Spiritual Core Paragon 
    ------------


    image.thumb.png.aa25b57051de357f8e4808ce1cb25b30.png

     

    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.)

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  7. 28 minutes ago, Griffyn said:

    I just tested an AFK build and on two meteor maps (including the one mentioned) and it's not viable. I had 49% Fire Def, 90% Fire Res.  I might still be viable with lesser mobs, on a cave map, or if you stay on the edge of the map, but something will have the change.

     

    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.

  8. 2 minutes ago, Bionic_Flea said:

    I'm aware of AA's opinion.

     

    It's both a buff and a nerf.  Since more critters maintain aggro longer, it brings them to you once you've dispatched the ones around you.  But it also means you are taking shots from many more critters and even at capped resist and soft capped defense to fire that chips away at your health.

     

    All that said, I don't mind the aggro changes.  While I do think that particular change will be harder on AFK farmers, I personally enjoyed it.  And sorry AFK farmers, but if you aren't at your keyboard clicking stuff, by definition that isn't playing the game.  If the goal is to curb AFK farming I think the aggro changes do it without all of the other XP losses.

     

    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.

  9. 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.

    • Like 4
  10. 5 hours ago, Catalyze said:

    I ran AE map 19823 set at +4 X 8 tonight on my farmer. My wife door sat on a character so we had 2 of us in the tunnel. Minions and Lieutenants gave the same amount of influence as Live. Bosses on Beta gave 30,143 influence while Live gave 40,051 influence. I ran the tunnel to completion 3 times. I then ran the same map on Live with my wife door sitting to verify the difference.

     

    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:

    image.thumb.png.cb680437f2501213fc3d65421b674641.png

  11. 12 minutes ago, Catalyze said:

    I copied my fire farmer to Beta and ran map 19823 which is a tunnel map. I had a friend door sitting to simulate a typical farm for me. I died on the first pull. I came back and went at it again and almost died. My farmer's health dropped in chunks of 1/4 to 1/2 at a time in a very few seconds. That is when I noticed all the packs ranging at me. Not just one or two but most of them. I adjusted my pulls to be smaller by never going beyond the first available pack. I would then pull damage from the pack beyond them and at least one pack to the side beyond them. I healed more per run than I have in a month total on Live. I don't like the change. It seems overdone to me as an attempt to just put difficulty in the game for no other reason than difficulty. 

    1. I can still farm with my farmer. 

    2. Farming on that map is not as easy or relaxing as it is now on Live.

    3. Another part of the game has become less fun for me. I have not tested any other content than my usual farm map.

     

    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%.

  12. 7 hours ago, KaizenSoze said:

    Something that folks might want to test.

     

    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.

    • Thumbs Down 1
  13. 11 hours ago, SaintOfSalt said:

    I appreciate you for the Fight Club Angel and like you but that doesn't change the fact of who's going to want to? yes, we CAN but with no vet levels you feel like you're stuck at 50. On top of that the changes to damage type and the no custom xp? So now we have to all fix our characters just to farm people who in turn get something and we don't? I met my GF through farming and built a community around it and now they tell me "We don't want you anymore" it's a spit in the face.  I get you want people to do Itrials so do I but how about incentives instead of nerfs?

     

    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.)

     

    10 hours ago, Shadeknight said:

    The AE should not be the end all be all source of all resources in the game. Prior to Page 4, it was.

     

    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.)

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  14. 43 minutes ago, kingsmidgens said:

    How is this anything but a nerf, at all, in any way shape or form?

    It works essentially like it does now with the exception that enemies that currently stand around doing nothing will attack you at range.

    Full stop, that's all.

    Enemies that couldn't attack you before due to the aggro cap now attack you at range.

    Even if you say that the tank can selectively aggro targets that are attacking a squishy, if they're at the aggro cap, which they'd have to be for this to be relevant, they'll just immediately be replaced with the mobs that just got knocked off the tank's previous aggro cap.


    That said, I don't think this is going to be incredibly impactful outside of farms or solo +4x8.

     

    It's a buff to farming (the context Sovera was talking in) because patrols will no longer wander off.

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  15. 7 hours ago, JIMMYDEENS said:

     

    Nice, updated enemies, mind sharing what abilities they're using?

     

    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

  16. 1 minute ago, Sovera said:

     

    What does 'you can still farm' mean in this context? The agro change is a buff, the fire farming is untouched since fire uses mostly fire instead of /smash or /lethal. The real nerf seems to be no longer obtaining incarnate XP for those not lucky enough to already have their farmer.

     

    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.)

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  17. 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...:classic_ninja:)

    page 4 active farmer.mxd page 4 afk farmer.mxd

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  18. 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...:classic_ninja:)

    page 4 active farmer.mxd page 4 afk farmer.mxd

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  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...:classic_ninja:)

     

    page 4 active farmer.mxd page 4 afk farmer.mxd

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