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macskull

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Everything posted by macskull

  1. I was being literal. I'm not the type to make a claim without evidence though, so as I was working on this post I loaded in a fresh level 50 with some patrol XP and zero debt. From the time I first died to the time I got The Unbroken Spirit (the 200k debt requirement for the accolade) was a grand total of... 38 seconds. Here's the chat log to prove it. [11:19:08] Congratulations! You earned the The Unwavering badge. [11:19:21] Congratulations! You earned the The Unyielding badge. [11:19:46] Congratulations! You earned the The Unbroken Spirit badge. I'm confused here. In one sentence you're saying you agree that it's a waste of time and energy to cherry pick stuff from zones, but in the very next sentence you talk about an optimal path and popmenu which does exactly that.
  2. Getting the debt badge takes all of two minutes on a level 50 character provided you have some patrol XP stored up, and even if you don't you'll get enough from getting the exploration badges that die/repeat/die/repeat is quick. The OP's thought exercise here is "how do I get <insert accolade(s) here> as efficiently as possible?" Whether someone likes doing a certain thing (such as dying for a debt badge, or side switching to do the easier of two equivalent accolades) is irrelevant in that context. Sure, if you're doing the TFC task forces you'll make progress towards those defeats, but the only time I've got TFC on a character on Homecoming is the time I did it before I knew about the mayhem mission contact.
  3. Just give us the option to disable salvage by rarity. It doesn't need to be this ridiculously complicated.
  4. If all you're trying to do is get the passive accolades and you don't care about the merits for getting the exploration badges, going to every single badge and plaque in zone is the inefficient play. You've already got to get some explores and a plaque in Atlas Park for the accolades. If you're starting the Spelunker badge mission from Ouroboros, exiting Ouro into Atlas Park is the play since it puts you in a good location to quickly get those clicks and you can then head through the gate to Perez Park, where you can get your badge on your way to the mission door. While true, if you're already a higher level it's far faster to just blow through gray-con mobs in open zones. Tankbuster in Crey's Folly Gearsmasher in Echo: Faultline Unveiler: the arc you mentioned is still probably the fastest way to get this All this being said, the defeat badges for Freedom Phalanx, and specifically Unveiler, are the reason I do High Pain Threshold instead. This is the guide I've been using to get the four passive accolades + Demonic Aura for years now. It is a little outdated since it was written while /enterbasefrompasscode was still a thing and doesn't account for some of the streamlining of travel between some zones, but it's still my go-to.
  5. The “code limitation” of being able to convert HOs is that if they were convertible they’d be power-unique so you’d only be able to slot one of a given enhancement type in a given power and you’d likely lose the ability to combine them. Given these limitations I’m fine with the system staying how it is. The small percentage of players who absolutely need that extra couple percent enhancement value in their powers can pay more or wait, or just run the content that drops the stuff they want.
  6. There’s no way this is a serious post, right?
  7. I think it's also worth pointing out why the enhancement exists in the first place - the initial "fast snipe" implementation tied fast snipes to having at least 22% extra tohit. If you had less than that, you always got the not-generally-useful slow version. This implementation worked but favored some ATs and powersets over others, so the change was made to have snipe behavior based on your combat status, and the fast snipe sliding damage scale was added so that some amount of extra tohit would still be meaningful for those who'd chased that 22% number under the old implementation. Anyways, while that change was overwhelmingly seen as positive, it broke some PvP attack chains (specifically Beam Rifle, where the standard 8v8 attack chain was Penetrating Ray -> Lancer Shot). When Experienced Marksman was added to the game, PvPers were asked which behavior they'd like the proc to force, and they agreed they'd rather have it force fast snipes for the reason I just stated. It isn't particularly relevant for most PvE builds since if you're using your snipe power as part of an attack chain you're already going to be engaged in combat.
  8. Is it really that time again already? I'm going to go out on a limb here and say OP is playing a low-level character with few or no enhancements in which case yes the set's not going to feel good. Almost no sets in this game feel good at low levels, especially without enhancements. Oddly enough though, I find myself agreeing with at least a few of the points. Traps is not a great set for keeping up with a fast-moving team because it's just not mobile enough. Trip Mine needs to get the Devices treatment and Detonator needs to be replaced with the updated version every other AT got. Detonator's better now than it used to be, but that's... not saying much.
  9. This is flat-out incorrect. Under almost every circumstance it is both - Brute and Scrapper taunt powers have -75% range, and Tanker taunt powers have -100% range. Even if an enemy is immune to taunt, the -range will floor their range and cause the AI to move in closer to you to continue attacking unless there is something making that critter either run away or stay put, and those two scenarios aren't common.
  10. From the power description: From the enhancement description: I feel like it's pretty clear that slotting this enhancement makes snipes instant-cast and thus removes the additional damage from using them while out of combat. Being instant-cast and non-interruptible and still dealing the bonus damage would be kinda broken, don't you think?
  11. This is expected behavior, only the smashing and energy resists apply to anyone other than the main target.
  12. Here’s the issue: there are usually enough people interested in doing the raid that you’ll inevitably have some unable to get into the zone but you won’t have nearly enough for a second group. Sure, I can try and gather the 10-15-20-however many stragglers and start a second raid but by the time I get enough people to be comfortable starting the original raid is over and I have accomplished nothing. More often than not a second concurrent raid just won’t get the number of players it needs to be successful. A modest bump in zone capacity helps address this problem. “But now the raid is too easy because of the number of players,” I hear you say. I’d tend to agree with that sentiment if it wasn’t already quick and easy with the current 50-player limit.
  13. We do do that for defense (and damage, and tohit, and a whole bunch of other stuff). Player attributes that don’t scale with level are the exception, not the norm. There are a few reasons this happens: The same reason enhancements are subject to enhancement scaling when exemplared - so a higher level character isn’t that much more powerful compared to a character of that actual level when exemplared Ensures a “middle ground” for lower-level characters to ensure early content isn’t either a snooze fest or extremely difficult.
  14. It probably helps that most of the changes were reverted or seriously dialed back at the 11th hour so the net effect is a lot smaller than the initial versions of the changes.
  15. Black Hole applies "only affecting self" so yes, you're stopping their buffs from affecting anyone.
  16. Then you take the L and you only get to cage one of the towers instead of two, and it takes you a little longer to finish.
  17. I can think of one encounter where intangibility is extremely useful provided the entire team is on the same page, so not something you'll run into with a PuG.
  18. Eh, I’m not opposed to the idea at face value, or at least the idea of a better potential reward for spending more time on the content. I’d rather see that happen than have the encounter’s rewards nerfed, which to be entirely honest I’m surprised hasn’t happened by now.
  19. This is not, and has never been, true. It's an idea that was floated by one of the devs. More on-topic: the ASF D-Sync rewards table was tweaked slightly sometime last year(?) so that the D-Sync enhancements which previously did not have a corresponding Hami/Titan/Hydra-O had roughly double the chance to drop compared to the ones that have the equivalent. When the hard mode LGTF was added the corresponding Hami-O's were created and those also have a higher weighting. It's part of why Provocations have dropped from 500m to 300m - there's more content that drops them and the weighting has gone up.
  20. When discussing unresisted heals, the heal resist cap is completely irrelevant. It doesn’t matter all that much in practice either, since there are virtually no critter powers that affect heal resistance, and in the one common instance where there is, Absorb/Share Pain will cover anything the unresisted self-heals won’t.
  21. No? The set was already functional, if not particularly amazing, as a control set. Where it stood out was letting people clear through groups without having to roll yet another Blaster or Scrapper.
  22. That’s not at all obvious. Clear speeds are slower than they used to be. The set is getting rebalanced to no longer be reliant on two powers to achieve its maximum performance, that much is true, but the result is the set’s maximum performance is lower. It’s an unfortunate set of changes that removes options for players.
  23. Why, though? The only reason these changes are happening in the first place is because tester feedback said making armor set heals resisted would complicate certain content (namely Hami raids). Kheldian self-heals staying unresisted means nothing changes for them.
  24. The funny thing is Plant Control wasn't even a good PvP set pre-Issue 13 when Controllers and Dominators were significantly stronger in PvP than they are now.
  25. If you think the Plant Control changes (or any other changes in the entire history of this game save one) are because of PvP, well... lol.
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