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Everything posted by ZemX
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Nah, lots of games do that. Skyrim has magic for it (or just Vampirism). Fallout 4 has a perk for it. Tomb Raider has a rebreather. Assassin's Creed: Odyssey has a magic (or first civ tech, if you prefer) enhancement for weapons that does it. When I play AC:Odyssey these days, one of my first stops once out in the open waters of the rest of the map is that little island where you can sneak Poseidon's Trident away from a chest guarded by high-level lions. 🤪 But outside any other means of underwater breathing, I still think it's more common for video games to underrepresent the ability of a person to hold their breath underwater just as a means of making it more of a gameplay obstacle than it really would be.
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Sprinting, holding one's breath, and... oddly enough... flashlights (also torches). Video game light sources are notoriously temporary. Much more-so than in real life. I get the desire to make them a limited resource but it's out of all proportion to reality. Forget Lithium Ion batteries. Even an old D-Cell flashlight would last longer than 30 seconds. This one I think most modern video games have finally gotten past but it was heavily featured in such high profile games as Doom 3 and Halo, to name just two. There'd always be some noticeable duration bar that would pop up and drain whenever you turned on a personal light source. Skyrim was a little better but (unmodded) you could only hold a torch for 4 minutes before it would burn out. A real torch would last at least an hour, if not two. Sprinting? I am replaying Mass Effect again because of the remake and even though they've allowed Commander Shepard to sprint outside of combat now, he/she still only makes it about twenty feet or so before gasping for air. I mean Shep is in active-military shape and has been genetically enhanced (presumably for strength and endurance). At least the first two games have this problem. They might have finally gotten rid of it by 3. I don't remember. And yeah, swimming underwater. This one is a mixed bag. Some games feature breath holding I'd have trouble keeping up with but I'd say more often than not I can hold my breath much longer than a typical video game character's "breath bar" will last. But on the flip side, video games have their share of superhuman feats performed by ordinary people as well. Snarky mentioned one: unnatural ability to take a beating that should kill someone. Another is exemplified by just about any game featuring climbing. Assassin's Creed, Tomb Raider, Uncharted, etc. Granted, the Assassins in AC are supposed to be at least a little superhuman, but they still climb with unnatural speed and manage to grab ledges from a fall that should rip their arms off. If you've watched a real free climb up a rock face, it's impressive... but really slow compared to a video game. And that two-story fall? It didn't hurt because I... rolled out of the landing! Yeah... that works.
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How to make sure Unai Kemen's missions are lvl50?
ZemX replied to flibdibbler's topic in General Discussion
Welcome back! On the subject of bankrolling your alts though, you should do some searching on these forums for advice on building wealth. These days, there are likely faster ways than farming that particular mission. A 50 can run Task Forces for the reward merits (particularly the Weekly Strike Targets once each for double merits) and turn those merits into inf in several ways. Easiest is to buy enhancement converters with the merits and then sell the converters on the auction house (/ah). You can make about 65-67K inf per converter. You get 3 from each merit. So 5 merits is about a million inf. Another more time consuming way is to use the converters to convert less valuable IOs into more valuable IOs and then sell those. But if you prefer just grinding through enemies, you can usually find someone (or start one yourself) running a "kill most" ITF. In addition to the merit rewards for the task force itself, you chew through so many enemies in this one with a good team that you come away with plenty of inf at level 50 just from all those defeats. Also, don't forget to make yourself an SG base if you aren't already part of an SG. Building one is free on Homecoming. It's handy having all the teleporters, work tables, and storage bins. Add your alts with /altinvite name. When you come across or craft useful IOs for your alts you can drop them in the enhancement bins here. Same for rare salvage. -
If you were noticeably struggling with end, shutting off Sprint will make minimal difference. Every bit helps, but we're talking about 0.29 end/sec here. Based on the procs you've mentioned, your recovery should be sitting at around 3 end/sec. So running Sprint was eating about a tenth of your recovery. Any other toggles you had, assuming a little end slotting, were eating up another 2-3 tenths. Everything else is your attacks, which each typically consume around 0.8 to 1.0 end/sec if used every time they are recharged. I mean it's not nothing. Turning it off is like adding another Perf Shifter +end proc to your build. But it's the sort of thing that will slowly eat your end bar over the course of several fights. If you're chomping blues in every fight, or every other fight... you need more endrdx in attacks. Or less recharge.
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The +1 level shift from the Alpha applies in all content as long as you are level 45 or above (e.g. You can exemplar to run a level 45 mission team and will be effectively level 46). The +1 shifts in Lore and Destiny are "Incarnate" shifts and apply only in Incarnate content. Aside from that, the passive benefits of Alpha and Interface slots are very significant. Just not as flash as a Judgement nuke.
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PuGs are the only reason I play this game. Endless variety. I'd get bored of a competent, regular, team I think. And truth be told most PuGs work. It's that they end up working differently often enough that it's interesting.
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I still do that sometimes at 50 on teams. It depends on the team. If there's abundant AoE and I'm seeing bosses left standing, I switch to boss-killing mode instead of opening with an AoE from Hide. So I may leave a little early to set up a hidden AS. It's still worth doing if you can get just slightly ahead of the team. But yeah it sometimes mean I get followed and that person ends up taking the alpha while I set up an Assassin Strike. They usually only do it once though. 😀
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This is always good advice for anyone stealthing to begin with, because not everyone is a fan of that. But it's particularly a good idea if you've been tanking for the team. I see this all the time when two or three people who CAN stealth go charging off leaving the rest who can't at the door. They don't much care to wait around waiting for the mission to complete when there are fields of XP in front of them so.... they start face-planting because they didn't realize how much they were relying on those people who charged off to help handle the x8 spawns. Not all the time... but often enough to notice. It's a little ironic because I'm usually on a Stalker and more and more lately I am just sticking with the team to help tank while a tanker charges off to stealth. 🤪 I love this game!
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I'm pretty sure some joker covered that in like... the first post or something. Whoever that guy was. It was so very long ago, Snarky.
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Good news! That's completely wrong! People can stop worrying about Blasters vs. Sentinels because it's Tankers vs. Sentinels. Here's what we've established so far in this thread about Sentinels and Tankers: Tankers: - Do more damage - Are way tougher - Can control aggro with taunt - Hit way more targets with their AoEs. Sentinels: - *checks notes*... umm... Blasting is "fun". Yeah, that's all I've got.
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Isn't that what I said in the very next sentence? And yes, it's rhetorical. I know they are already at or below Tanker damage. Frankly, Tankers shouldn't be doing Tanker damage, but that's a whole other flame-war as I'm sure you know. 🤪
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Are you seriously suggesting Sentinels are effectively less at risk of dying on a team than Tankers are? Because I really doubt that. The entire reason Tankers (and Brutes) have so much more durability is to compensate for the greater risk they can put themselves in. They wouldn't be able to tank at all if that weren't true. On top of that, why would you even play a Sentinel if Tankers could both outdamage them AND survive more aggro, all the while performing a usually valuable team role of controlling aggro? Aesthetics would be the only reason and it's one cited often by Sentinel players in threads like this. It's not an invalid reason... but it's not balance either.
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I should think so.
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Scourge effectively multiplies Corruptor damage by 1.25 if averaged over a long enough period of time.
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No, I think it's 500 percent. The wikis don't appear to have been updated to include Sentinels on the Limits article. City of Data lists "StrMax" for all damage types as 5.0 on Sentinel. Same as Corruptors, Blasters, Stalkers, and Scrappers. Brutes are 7.0. So I am pretty sure I'm looking at the damage enhancement cap there.
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Who said they were? Certainly, I didn't. So what's to laugh at about comparing Sentinels to the two closest ATs in the game to... Sentinels? Seems to me if you're balancing ATs, you look at similar ATs and try to fit them all in the spectrum somewhere. Sentinels being roughly as sturdy as a Stalker but able to fight at range suggests to me they should do as much damage as Stalkers. Ditto for Scrappers. That's not to say they do enough damage already. It's saying they shouldn't be boosted beyond Scrappers or Stalkers because... what would justify that?
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It's been done. Domination.
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Where do Stalkers get Hide from? Free power they start with in addition to the normal T1 secondary?
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We're not off topic. I'm talking about Stalkers and Scrappers because they are relevant to Sentinel balance, as I made clear in my post. This is not a Scrapper vs Stalker discussion that needs to be taken anywhere else.
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So for Scrappers vs. Stalkers it's both base modifiers and caps that are the same for resistance and defense. Slightly higher base hit points on Scrappers. Secondary-wise, most Stalker armor sets got rearranged so that they both had room for Hide but also kept most or all of the same defense/res values in powers. Some effects just got distributed to other powers. Hide gives a very good suppressible defense (particularly AoE) and a much smaller non-suppressible defense bonus. Nice place for defense IOs like Kismet, Shield Wall, and LotG:Recharge. Sentinels appear to have the same base and max Hit Points as Stalkers. But they have slightly lower defense and resistance modifiers (if City of Data is accurate). Same resistance caps (75%). On numbers alone, their survivability is very close to Stalkers (which is itself better than most people probably think). It's more difficult to quantify how much survivability you gain by being able to stay out of (or mostly out of) melee but it's not nothing and I imagine it can mean de-prioritizing melee defense bonuses in favor of ranged/AoE (or some other bonus) without being too big a compromise of overall survivability. It's interesting to me that Sentinels get compared so often to Blasters when their closer competition is Scrappers and Stalkers. Sentinels can't do Blaster damage for the same reason melee damage ATs can't do Blaster damage. Everybody should understand that. If they got anywhere close to Blaster damage output levels, they'd have obsoleted two other ATs entirely on the way.
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Stalkers do not have weaker defense or resistance than Scrappers. They are the same. The only difference in regen is due to the slight (10-15%) difference in hit points. The secondary is changed slightly to accommodate Hide but overall values for defensive stats ends up the same. Other than that, they are extremely similar in terms of survivability. I imagine Sentinels are in the same ballpark, no? I've yet to play one.
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Partly a phase and partly not. Early on, you don't have all your high DPA attacks and especially not your biggest non-AS hitter (usually). You're unlikely to outdamage Hidden AS because while it's only as good as Quick AS when Quick AS doesn't crit, it's still better than any other attack you have at that point. But even at 50, I still use it if I solo. There, I don't care much about waiting a few seconds at the start of a fight. I'm not racing any team members to attack my target. And the animation time of Hidden AS is "free" in the sense that it occurs before the fight starts when you're soloing. Plus if it misses, it doesn't break Hide. It's a very safe way to jump out to an early lead in any fight. Then it goes on cooldown while you get a 90% chance of a Hide crit on your next attack, thanks to the ATO, and proceed to build AF for the next time AS is ready to fire, this time as the Quick AS version. It's not just style. It's probably the better choice in most cases when solo. Even if you're playing on higher xTeam settings and prefer to AoE groups, it still makes sense to AS first a boss or LT (or other troublesome target), gain the benefit of the -tohit and chance to terrorize debuffs, get the 90% Hide chance from the ATO, and then fire the AoE than to do it the other way around. If you have a tele-nuke like Lightning Rod or Shield Charge (or both) , use them last. They don't break Hide but they don't benefit from it either, so use the stuff that DOES benefit from Hide first.
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What would you like to see in a Goldside rework?
ZemX replied to Lens Perchance's topic in General Discussion
How? If you want to start there and play as a native Praetorian for however long you want. You still can. Allowing Primals to "infiltrate" Praetoria and run content there doesn't defeat anything. It gives you more people to team with. That's the point. Same goes for allowing bluesiders to run any content they want redside. Nobody's arm is being twisted to go there and do that. The entire purpose of that would just be making more people available, potentially, to team with, as well as giving characters, no matter where they start, access to more content. And like I said, I am not against other changes to improve Praetoria, but people need to be realistic about what it would accomplish based on the example we have of redside. And I think the devs, wondering where best to spend their limited volunteer time... would probably be thinking the same thing. -
What would you like to see in a Goldside rework?
ZemX replied to Lens Perchance's topic in General Discussion
Pipe dream, sadly. Crack pipe dream. Look at redside. It has pretty much everything various folks in this thread are suggesting (and more) to be added to Goldside. More story arcs. More contacts. More zones. Bank missions. Strike Forces. Accolades. Access to co-op zones. And it's a ghost town on most servers. This is going to sound harsh maybe, but attempting to revitalize Goldside by essentially re-running the City of Villains experiment again is the definition of insanity. Don't get me wrong. I'd love to see all this and more happen to Goldside... it just wouldn't change much. People go where the most people are and thus the most activity. Blueside. For Goldside, I would only make the same suggestions I did for Redside and some have already made here. Let people run content whereever they want. It still won't balance the sides but that's not a realistic goal anyway at this very late date. First Ward and Night Ward aren't exactly hopping but you DO sometimes see mission teams running there. Why? Because anyone on any side can go there and start one. Make that happen EVERYWHERE in the game. Redside, Blueside, and Goldside. -
This is an appeal to authority. The idea is that the suggestion is more "correct" because it matches the original design of Stalkers. Yet the original design of Stalkers was changed by those very same Live devs to be something more scrappy on teams. The truth is that both are just opinions on how someone would like the AT to play. Dressing one up as more deserving than the other because it adheres to a concept even the original devs abandoned isn't convincing.