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macskull

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Everything posted by macskull

  1. I can't speak to story arcs because those are less-commonly run, but I fully expect task force/trial rewards to go down almost across the board even for pre-level 50 stuff. Everything's easier to get on Homecoming so the average player is running around with a better build than back in the live days (incarnate powers notwithstanding, this just adds another layer of it at level 50). I can't think of any content that's so terrible it causes players to stop playing for months, but if task force A is only run 10% as often as task force B despite offering identical rewards for the time spent that tells me there's something going on with task force A, not with the reward system as a whole. The weekly strike target system does a good job of incentivizing players to "spread out" content even more than they already do by offering bonus rewards. But you do have somewhat of a point - Dr. Q might be worth 244 merits when it's the WST but even at a relatively fast run of 90 minutes it's a drag. I don't really buy the "one correct thing" argument these days. There might be a handful of task forces which are run more often than the others but it's not like LFG is full of "speed katie lfm" or "speed eden lfm" like you would've seen pre-I13. I haven't run the Barracuda SF since probably 2010 but I'd imagine one of the biggest issues was how it practically required certain ATs to complete and you wouldn't know 100% whether you were screwed or not until the final boss fight. That's not something that can be solved by increased merit payout. If there's one thing I've noticed with any consistency since Homecoming showed up nearly three years ago, it's that the powers that be put a lot of stock in design formulas and how things "should work" which tells me issues like this are more likely to be fixed by adjusting the content rather than the rewards for the content. Other examples of this include the I27P3 changes to the CoT and Eden trials and the RSF. In the case of the latter two you could teleport past/through certain objectives to complete the content much more quickly than was intended so rather than adjust merit rewards downward the ability to bypass those objectives was removed. That being said, the devs have explicitly said merit rewards are going to be looked at at some point in the near future, and I'd expect with three years of Homecoming-specific data to look at it would mean an overall reduction in rewards.
  2. Incarnates only matter in the sense of comparing median completion times of level 50 content before incarnate powers existed to the same content after the introduction of incarnate powers. Merit reward payouts were rebalanced several times during the four years between I13 and the game's shutdown. Incarnates are a non-factor in pre-level 50 content because, well... they don't exist. You don't magically get reduced rewards when you unlock incarnate powers - you're simply more powerful and as such will probably move through a given piece of content faster, which results in a smaller payout because you're spending less time on that content. If you're arguing "not having incarnate powers as a level 50 nerfs my rewards because other level 50s with them finish content faster" then... well, that sucks for you, but it is incredibly easy to unlock and slot all six incarnate abilities, and odds are pretty good any team you're on is going to have players with incarnates to help out anyways. What is "good content?" What is "annoying content?" While there may be some general agreement among the playerbase about which task forces suck to run, the entire goal of the reward merit system was to provide roughly equal reward for any content regardless of length. Those of us who played before Issue 13 remember running speed KHTF trains nonstop because a task force gave you one random recipe roll no matter how long it took so there was little to no incentive to run longer content. Why would I spend 3 hours on a Dr. Q only to end up with a Trap of the Hunter proc when I could run almost 20 KHTFs (and therefore get 20 recipe rolls) in the same amount of time? The actual determination for how many merits a given piece of content earns follows the formula: (MedianTime / MPM) * TaskModifier * TimesRunModifier * TimeModifier + ArtificialModifiers TimeModifier and ArtificialModifiers are important because TimeModifier essentially acts as a bonus which goes up as the length of content increases as an extra incentive, and ArtificialModifiers can be used to manually change reward amounts, usually to do things like make a TF which would otherwise only award 18 merits award 20 (enough for a recipe at a merit vendor). There's no need to use ArtificialModifiers to account for "difficulty" of the content because harder content will take longer to complete and will therefore be reflected in a higher MedianTime. TL;DR: If the new enemies present that much of a greater challenge, completion times for the arcs featuring them will go up, which will cause the rewards to go up.
  3. The single biggest factor to merit rewards is median completion time, so as more people use powers like TT to complete content faster, the median time - and therefore the merit payout - goes down. As for why the thread has gone off on the incarnate discussion, that's pretty simple too. Your argument is "the enemies are now more difficult so the merit payout should be harder" but the merit payout is based on completion time so until there's evidence of the buffed enemies causing completion times to go up merit rewards won't go up.
  4. Oh, when I'm playing with friends I absolutely drop junk enhancements and recipes onto them. I don't do it to randoms though. I also tend to do my crafting/marketing in the quieter universities, like Croatoa.
  5. Thunderous Blast is kinda niche for this in that it'll work once and then you're stuck waiting on the power to recharge for a minute or so, and any opponent carrying inspirations or that's got end drain resist will just shrug it off.
  6. Usually not, unless you have room for an extra power pick somewhere. Damage bonuses in this game are sort of misleading because a, say, 10% bonus isn't actually 10% - damage bonuses only affect base damage and also do not affect damage from procs.
  7. There are quite a few powers which don't show hit rolls unless they miss. Definitely not working as intended.
  8. I don't think Sentinels will get Seismic Blast and Stone Armor until after the AT gets a rework.
  9. I feel like most of the responses in here missed the "I want to be able to solo AVs and 4x8 content" part of OP's post. Tossing in another vote for the good ol' Blaster.
  10. Uhh, these things were nerfed because the risk to reward ratios were so skewed players gravitated toward them at the expense of other content, therefore making it harder to do anything except those things, so by definition they were nerfed because they harmed other players. You could argue their existence harmed the game as a whole rather than other players specifically, but at the end of the day that's the same thing. Claiming email attachments in combat doesn't really meet any of those metrics.
  11. Your computer likely has an M.2 slot if it's only 5 years old. If it does a higher-quality 1TB M.2 NVMe drive runs around $100 right now. You will probably not get peak performance out of it (or any SSD really, at that age) but it'll still perform better than a standard SATA SSD and when you upgrade in the future you'll be able to use it in your new PC at MAXIMUM POWER.
  12. While the snake egg farm could probably be classified as an exploit, none of the other ones on your list are. I'd maaaaaaaaybe give you wolves but giving a mob zero ranged attacks in a game where players can fly is more an oversight than anything. Additionally, each thing you've listed here ended up getting nerfed because they seriously had seriously skewed risk vs. reward or reward vs. time and I don't think either of those applies to the "email yourself stuff" discussion.
  13. The tohit/accuracy discrepancies are kind of funny to me because there are a few places ingame where the devs acknowledge they aren't consistent about it and say they're working on fixing it. I've maintained for a very long time that while CoH is a pretty casual-friendly game because of how easy it is to just pick up and play, it's remarkably casual-unfriendly as soon as you start digging around under the hood and trying to figure out how the game actually works.
  14. FWIW /ah was around back on live, it was just gated behind the 84-month vet reward (and was a higher-tier unlock after the game went F2P).
  15. I cannot believe no one has said /powexeclocation. That is the single biggest gameplay QoL improvement implemented post-shutdown.
  16. While everyone has answered the OP's question, it's also worth pointing out the game isn't always consistent with its own definitions or how it displays data.
  17. Enforcers, possibly. I can see that being useful for maybe one slot to help boost their Manuevers and Tactics at the same time but the enhancement values from the level 50 boost those from 8.466% and 2.5% to 10.16% and 3%. A level 53 would make those numbers 10.41% and 3.08%. Not exactly worth that much inf.
  18. Touch of Fear is explicitly coded this way and is the exception rather than the norm. The Perfect Zinger proc works the same way in taunt and placate powers. EDIT: Seems this is also incorrect, while only the fear and -tohit affect the main target the procs for those effects can fire against any of the targets. EDIT 2: Nope, I was right originally. The -tohit and fear portions are explicitly only flagged to affect the main target. The reason taunt and melee AoE procs will still work is because ToF actually executes two powers to achieve its effects.
  19. Right, but one of the chief complaints about the set's performance is the randomness of the insight mechanic. Sure, using Boggle makes it more likely but I can't imagine many cases where you wouldn't get more mileage out of simply continuing your attack chain instead of spending the time to cast Boggle in the hopes of a DPS boost.
  20. I'm told the current version of CIT which tracks all your character's items is unlikely to ever come to Homecoming because it would cause severe lag whenever the character database is pinged for updates. It works fine on a server with a few dozen regular players, but Homecoming's baseline player numbers are orders of magnitude higher.
  21. Just tested this ingame and this is not correct - damage procs slotted in the power will have a chance to trigger on any mob hit by the power regardless of whether they're actually held or stunned. This behavior is consistent with how procs work in all other powers, where the proc will have a chance to fire each time regardless of whether the attribute it's for actually occurs.
  22. TL;DR for this thread: Psi Melee trades a reliable grant mechanic for one tied to a power many builds will skip and even if taken will often be unused due to its awful cast time. (As an aside, confuse powers in general take way too long to cast.)
  23. The Hami-O trick stopped working a while back when those enhancements were specifically adjusted to not boost attributes the power couldn't be slotted for because it let you do things like bypass ED caps in defense powers by using the defense debuff/* Hamis. Set IOs are handled differently and will sometimes allow you to boost attributes that otherwise can't be enhanced (like recharge in Vengeance or Mind Link). I just tested the Blaster version and found that slotting it with an endmod set with damage aspects didn't change the damage dealt. I'll check the Trick Arrow version next but I feel like the results will be identical - and at any rate the best bang for your buck is to load the power up with hold set damage procs since those will deal damage to any target regardless of whether they're "electronic" or not. EDIT: The Trick Arrow version is also unaffected by damage enhancement. Definitely go with some acc/rech and max out on damage procs if your goal is to use the power to deal damage.
  24. There's no way to see a total affecting your character, no. There is specific "endurance drain resistance" which is usually represented as "res(endurance)" ingame. Only a few powers grant it. EDIT: Here's an example screenshot from the power information for Accelerate Metabolism.
  25. Are you talking about the ingame combat attributes display? If so, you can't see end drain resist because end drain resistance isn't debuff resistance.
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