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Loc

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  1. The meta is: ice/cold, ice/nature and ice/kin Other off meta but decent sets: force field, elec affinity and tactical arrow for primary ice is your best bet if you proc but obviously fire is decent, as is assault rifle. Psy and rad are okay.
  2. It is certainly possible as there's kill most missions but it would require quite some work on the backend to make different modes for tfs I imagine. The fastest kill most of any TF wouldn't be as interesting, though. It'll be 8 fire/fire blasters all splitting up and killing mobs as fast as they can. It would probably come down to making sure there's no runners from mobs of enemies to get the fastest time.
  3. Fair, I suppose I was making a more general comment. To your specific point I'd say that even if procs were not a thing, going for other set bonuses is still a better value proposition and that team buffs would still be the way to get any decent +dmg. The problem is not really procs at this point but just the low values of these set bonuses.
  4. I get your point but that's not the entire picture, though. The trade off is far bigger. If you proc out a power you need to compensate for the following stuff: - You'll likely have less accuracy than a full set so you'll have to keep on top of your global accuracy bonus/tohit bonus and/or supplement with inspirations - You'll likely have less normal dmg slotted in the power so to make up for it you'll have to supplement it with your alpha, team buffs and inspirations to get full value out of that procced power - The power will cost a lot more endurance as you don't have a set slotted to mitigate that so you'll have to be very smart in your other set slotting, use temps, waste your destiny on ageless core or rely on your team buffing you - You'll need to be on top of your global rech as you won't have a set to reduce the rech reduction of your procced power. In fact slotting rech in it is really bad for your proc rate. If you don't keep up on that you're probably better off not proccing in the first place - You're losing a whole set with 4 or 5 bonuses for every procced power you use. So yes, it's the best damage but it's a huge trade off to do so. If procs got nerved from where they are now, you'd basically invalidate their use and take out a whole path of speccing out a toon.
  5. Slotting for +dmg is one of the most inefficient ways to actually get more damage. A min/max damage build would go for procs (giving up set bonuses to get more damage output on the attack) and recharge (enough so that you can easily rotate your high dmg procced powers). The impact fully slotting for +dmg would have compared to procs and recharge is negligible. + dmg is not inherently bad but set bonuses just gives you so little of it. You'll probably never get over 60% if you go really hard in your slotting and a kin corrupter can give that to yourself and the whole team with just 1 fulcrum shift on a single target. Buffs from powers (mainly kin) are the best way to increase overall damage and procs/recharge is the best way to increase your personal damage. Picking corrupter over defender is another way if we're specially talking about that AT.
  6. Let me know how you're planning on changing human nature. Every MMO works on reward structures. Content can be the reward (like Oldskool runescape where you have to do quests and level skills to get certain quest unlocks that then give good rewards or unlock certain areas) but you need a reward structure or your game will slowly die. Unlikely even if the rewards are pretty high. Reward merits are already too easy to come by for people who'd be interested in regular HM 4stars. Not very often. Its rewards aren't very good though if that was your point. Seems fair if it's the WST. DR Q isn't hard though. Just long and relatively boring.
  7. The prices dropping seems quite normal to me yeah. I'm almost certain that the vast majority of buyers is a small amount of players stockpiling in wait of the news tiers; I'm one of these players. I'm personally starting to stop buying them as I'm pretty happy with my current stockpile and there's probably others like that, hence the rapid drops in price. I think that unless the new tiers are a high price (as in tier 3 being 1000+) these prisms are gonna crash almost right away to 1mill if that and then almost never bought as their utility is really small and the supply is way too high compared to what you'll need. In another thread I mentioned that I understand that the devs need to make comprises but they need to pick between either low supply or making them non-tradeable and in both cases there need to be high priced rewards. If you totally disagree with that please read the rest of my post so you can see my reasoning. If they have to be tradeable you'd have to tie them to HM content only as that's the only real way to curb the supply in the long run without killing the playerbase willing to do that content. Eventually that 2% drop chance on any mission and WST rewards are gonna accumulate and make HM content not needed to keep up the supply of them. (Trials add to this but I think the former are the bigger issue in the long run) However, I think that is probably too harsh for people who don't wanna do that content so the logical step is to make them non-tradable. Make the WST drop prisms for sub 50ies so people who don't play on 50ies all the time get more than the 2% drop chance and keep the higher rewards on HM. That way everyone gets their shot at these and if they aren't tradeable farming them isn't gonna throw a wrench into everything. Now for the price of costumes. This is mostly to reward people wanting to do the HM content. The fact of the matter is that unless HM gives you substantially more prims people aren't gonna do them very often (and more or less not at all once the novelty wears off). ASF before this update is proof of that. We have that gap in rewards compared to other content now which is a big part of why they are being ran so much. But even if they aren't tradeable you'll get the same result of the content dying if it's only a couple of 100 prisms for the highest rewards. You only need to run them so often to get that amount. So even if you don't run HM understand that this is basically a requirement for it to be played in any meaningful way besides a rare run here and there. Finally something slightly unrelated to the point of my post but that Ukase mentioned: Having to alt for every trial. I mentioned this before as well but this is an all around bad idea. The only thing it does is either making people with no alts or wanting to farm incarnate salvage on their new character feel like they're wasting their time and giving the league leader a headache because of the logistics. The new reward merits given by each trial don't work like that so why do prisms?
  8. I made a little mistake in my post. You have to be 50+ for the weeklies sorry. It's tied to the notice of the well reward
  9. It's 30. I run a 4star ASF at least once a day. Let me quote you from the post you linked: That makes 30 in total if you add the reward of completion into the equation. I'm also curious why every reward in the game has to be easily accessible to everyone in the game. No other multiplayer game works like that; not even literal pay to win games. What's wrong with having some rewards that are easier to get for people who wanna put in the effort? Besides, not having these rewards has been tried. Remember oldskool LRSF? The only time I see anyone run that is for the reward of the badge. Relentless ASF stopped being ran for anything other than the combat dummy a month or so after its release and even those runs were rare. The reality is that this new salvage is getting everyone to play the HM content more because they have an incentive to do so. There are exceptions to this but that's a minority. And maybe after everyone got their baby mode it'll die off too. I'm actually in the other camp and want these to be account-bound and not given out so easily but I understand that's going really far the other way and appreciate the balancing the devs did. I also think the criticism in this topic has been somewhat dishonest in how gated these prisms are to the general player base. Yes, A 4-star hardmode will only be completed by solid teams and casual pugteams are more than likely to fail or spend 3h on it. But a 1 or a 2 star still give okay rewards and are a lot more accessible. Also I haven't seen the mention of trial rewards once; 1-3 salvage per character per day for each trial. You also have the reward for weeklies; 1-2 salvage per character per day for each weekly. Both of these are significantly better than the 2% drop chance for every mission completion and can be done by virtually every level 50 player. Obviously the rewards aren't as good as HM but see my previous paragraphs or the posts of many people who already responded before me for that.
  10. Overall I'm digging the update a lot and can't wait for the new costumes to release. Really happy that the ITF rewards got bumped up. I mentioned it before and this seems way better. (Although ASF is still more efficient than ITF if you just wanna farm the salvage by a considerable margin) One thing that does seem to be a real issue however is the cascading reward system. For ITF and ASF this isn't really an issue but for trials it's a pretty big deal. Right now if you don't want to waste your reward potential you HAVE to alt after every trial. I sorta get the cap of 3 salvage per 18h but because of the way the rewards work you also can't combine a level 1 and 2 trial without losing out. I wouldn't mind the timeout being on a trial to trial basis personally but if we're keeping it 3 per character per 18h why not let a level 2 and level 1 trial give full rewards on a single character? That way people won't be discouraged as much by the hassle of constant alting. Or am I missing a reason for the design choice? If it's to curb the amount you can earn, that is being circumvented by alting anyway so it's merely an inconvenience. And most important, it's an inconvenience for the people hosting content which we probably don't want.
  11. I've had this happen several times when converting a +5 IO. Attuning it should also fix the issue.
  12. The update states you have 1 check against a positional and 1 check against a type. So your example would hold if fire was not the main damage of the attack and the other type that is the main source of damage is lower than your 22% ranged. But like others have mentioned this update shouldn't be a huge impact when you actually just play the game. Apparently the devs have also changed some of the outliers that could have a huge impact on this change. For me personally it doesn't matter as I've found that unless you're a tank building for high defense is actually a very inefficient way to play the game. But while I can't speak for the devs, I'm assuming this change was made as it does make a lot more sense. After all, if an attack is nearly all fire damage it's sorta weird that your smashing def can absorb all of that. But technically if you want to build for the best coverage your positionals will mater more now (although even in the old system going for your positionals was a better coverage as well).
  13. If you don't need emp merits for alts they are far from useless. Buy super inspirations with them. Even if you don't like the idea of using them just put them on the auction house. Super reds can sell between 500k and 1.5mill right now. Even if that drops a bit it you'll still get some infl for them. Super reds in particular are always gonna sell as speeders buy these quite often. Purples and ultimates are another option. It obviously is far less profitable than merits but that's sorta the point of the update after all.
  14. It wouldn't just auto-hit unless it's already an auto-hit power. The way I understand it is that the main difference is that it now looks at the highest dmg type of the enemy instead of your highest defense. Here's an example with the type def: I am 30% smashing def and 10% fire def. The incoming attack does 20 smashing damage and 80 fire damage. In the current system it would check against the highest def I got, smashing (so the hit-check will be against 30% def). However, in the new update it would check against the highest damage of the attack, fire (so the hit-check would be against 10% def). Even if your defense is 0% it still wouldn't auto hit as enemies always have a chance to miss an attack just like we do when we technically have a 100% hit-chance.
  15. I just started getting into farming for infl as I never needed the infl before and I'm getting 1mill so that's what I'm basing that on. So I'm replying to all three as it's essentially the same response. It misses the point of my post entirely. To repeat the essence of my post, speeding simply isn't scalable like farming is. I'm not making a theoretical analysis here. You can't use just tinpex to make your analysis because unless it's the weekly you have no chance of doing tinpex after tinpex with regular speeders, a lot of them don't even really like tinpex and those that do still aren't gonna be willing to run 5 tinpex a day to farm merits. And if you are doing straight up LFG pugs you will get the worst scenario in my post (or even worse--I was being generous). You're also restricted to the peak hours if you go the straight up LFG route unless you want those times to form the TFs shoot up. (I'm sure you've had those 30min+ form times before) None of that is true for farming infl. You don't have to rely on anyone else to farm, can do it whenever you want and for however long you want. If the the question was "can I make more from one tinpex than I can make farming with one account in that time" this argument would hold weight but that is in no way a proper way to analyze this. And on top of all of that you're still left with having to learn the market, keep track of it, having to do the smart conversions and selling and the fact that speeding tinpex over and over (or just speeding in general) is harder than just farming which is one of the easier things to do in this game. Or what about the market itself? Could it sustain every speeder doing this? Manipulating the market is something that not everyone can be doing while remaining a competitive thing to do. I could go on but I hope I made my point as to why this is not a realistic way to look at this comparison of speeding vs farming I didn't really see you put the form time in your analysis which was the main thing that "rang the alarm bell" in my head. That and the scaling of it like I said. I just recently started getting into farming for infl as it's just a lot more profitable for a lot less effort if you scale just a little. By the way, I am actually against farming but I understand that you cannot stop it and even nerfing is hard due to player reactions. If devs completely removed the infl from AE or make a rule that you cannot have more than one character across all shards in AE then farming would lose a lot of its potency and maybe you could start getting closer results with speeding but then all the other points I brought up would still be a concern of course. Not trying to attack you or anyone else here but I felt that the perspective of speeding wasn't really being represented so I wanted to give my take.
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