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Ukase
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Can we get a server with issue12 ? pre!13 changes ?
Ukase replied to XxOwnZz's topic in Suggestions & Feedback
You keep better notes than I do, or have a better memory. As I recall reading about it - and don't have the notes enshrined anywhere, the complaint was that folks didn't like the other pvpers getting their shots in and running away before the ones being smacked around really had a chance to react. And they came up with that. But they said as part of their reason was they couldn't separate pve from pvp. I have no recollection of reading anything about the change should enter pve as well, but that was just something we had to deal with. Since you have this clear memory and remember it - what's the reason for it being in pve? The NPCs were complaining about jousting in Perez Park? -
Well...obviously supply and demand have impact on prices. But they don't impact things the way I would expect. Because supply is so simple to come by, and because of the way things are bucketed (a level 30 recipe being essentially the same as a level 50 recipe aside from the salvage used and crafting costs) there's never a true limit to supply. But, it's my theory, after the nerf, suppliers (and maybe it was you, but I don't think you're that shortsighted) started selling at a cheaper price. So, for the sake of discussion, why shortsighted? Because, for me anecdotally, the prices were what they were. There was no reason to sell more cheaply, other than in hopes of getting rid of them. But that begs the question - why make so many if you didn't want the going rate? Just list 'em for the going rate and wait for them to sell, as they will sell. So what if it takes another 6 hours? That's just my thinking when I see these things. It defies logic. From a cost accounting perspective, there probably is a price point where it makes more sense to sell 500 IOs at 3M rather than 200 IOs at 4M. After all, that's 1.5B vs 800M. Even with fees and such, you make more inf. But, you don't make more profit, and why spend all that time converting such things for less profit? Oh, I sincerely doubt it was you, Yomo, just based on that point. But, even if it was, no worries here. All of this is pure conjecture on my part and has no meaning in life, or even in game. I just find it all interesting. As for other root causes, the decrease in demand is probably the bigger culprit. For every vocally irked or upset farmer/player that used the NoXP/2xINF on these forums, there was probably a few that simply left for another server. I know Rebirth, despite being smaller still, got a noticeable influx of players from HC. I know because I was one of them, for about a month. But, I had to return to keep some of you in line!
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I see this a good bit, but I always attributed the difference to defeats. As mentioned, patrol XP could also be a factor. Never thought about day jobs, tho. Good thought. One thought that was referenced about patrol XP - "maybe they're getting explorations and not getting as much patrol XP". Conversely, exploration badges give XP. If one of you is getting them, and the other two are not, that's another reason to have more XP.
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Can we get a server with issue12 ? pre!13 changes ?
Ukase replied to XxOwnZz's topic in Suggestions & Feedback
My comment is moot, but if they removed travel suppression from pvp, why is it still in pve? The only reason they brought it into pve was to slap it into pvp. To me, that and the initial burn nerf with fear were the two biggest snafus the original devs made. -
For me - the biggest impact on the market, whether it be Perf shifters or other IOs was the big no XP/2xInf nerf. It really seemed instant that the prices of items that sold for 3m (Blessing of the Zephyr KB prot) suddenly were selling for 2m. LotG 7.5% that were selling for 8M, suddenly selling for 6-7M. Unbreakable Guards, Aegis, Numina Procs, Preventative Medicine Absorb Proc - previously selling for 4-5M, now selling for 3-4M. And sometimes less. PvP IO procs selling for 9-11M now selling for 8-9M. All because of that nerf. I looked at the market and said to myself, "Self, these crazy HC devs had no idea what they were doing. Now, my huge stack of influence is now 10-20% larger because my inf now goes further than it did before!" Now, the divide between players like myself and the "casual player" is even greater than it was! They may not have to spend quite as much, but I can still rake it in, hand over fist, and I don't have to spend nearly as much either, making scale of certain niches even easier and done properly, even easier.
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For me, I have an invuln/stone, a rad/SS and several other tanks. But, tho Stone secondary offers a satisfying crunch, lately I've gotten quite a kick out of my fire/ice tank. The thing about fire primary - although Burn is by far one of the best AoEs in game, the armor is ...well, it's biggest issues are the lack of KB protection and the lack of defense debuff Resistance. But, I've found with some clever slotting, I can stack a number of KB protection points in the build and use Ageless for some DDR. I've got capped resist for fire, smashing, lethal, and really close to cap for energy and neg. And the combo of Burn with Frost...it's quite delicious. As for killing slow...no. Don't need a team, can farm, can solo the tfc tfs with wise use of envenomed dagger. It's a fun tank.
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I guess what I'm thinking is..well, all of my alts will use converters. I tend to start them off with a couple thousand. I mean, they're free. I go through 1000 a day, at least. Just seems crazy to put them in a bin. I'd be having to restock every hour.
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Gotta go with ice/ice. There's nothing better. And, the character already has all the badges.
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Just in case I'm missing something - why would you stash 100 converters in a storage bin? That's...33.3 reward merits. Surely every character has that many reward merits by level 15 or so...seems crazy to stash them in a base if you're in the practice of hoarding salvage/enhancements. Are you folks that do this only working a single account?
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As was referenced, I think a corr or a def. (if soloing) is the better use of rad blast than with a blaster. Try as I might with a blaster, I couldn't get it's debuffs or damage to be even close to the Echo:Positron summons pet. That may have been too high a bar to chase, but I tried. Obviously, someone smarter than I am might fare better, and my guy certainly lasted longer than the 4 minutes the summons pet did. The strength of rad blast is the inherent -def. May as well play a corruptor or defender and take full advantage. I think a blaster pretty much should be ice, fire or water primary - but those are just my own inherent biases coming out - obviously some folks really like dark blast, beam, etc. Just not me, lol. They're fine, but ice, fire and water will always be my go to choices for blast primaries, unless I'm just trying some gimmick out.
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You know, I tried, but it wouldn't let me send it to you. I think the 2billion cap is a myth, and it's actually 1,999,999,999. I thought about verifying, but it would cost me 1 inf to do so, and I'm too cheap. The time limit has expired for this poor soul, so I will share the screenshot. As you can see, they meant to overpay by 1-2M, which is why I was gracious enough to offer a refund.
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This is my usual set up; I have the incarnate stuff in tray 4 set to keybinds - the same keys activate the same incarnate powers on each character.
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And so - have we resolved anything in this 7 pages of nonsense? I see a few thumbs down to posts that I see as being helpful. And some thumbs up, as well. To me - the only "wrong" I see is when folks don't adhere to a leader's clear instructions. If the leader doesn't give those instructions, I don't see any harm in folks doing whatever they see fit to complete the mission. After all, each is there to play the game and enjoy themselves, not just the leader. But some seem to think the leader shouldn't have to state anything, and that their methodology and preferred way of mission completion is "normal" and only deviations from that norm need to be clarified. Can we not reach an agreement here?
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So..here's where the disconnect is: "so we could do the mission normally." So. the thing is - that's YOUR normal. It's not my normal. I tend to avoid ITF because I dislike all the screaming npcs. And the surgeons. Most annoying thing in this game is those damned surgeons. But, I've done that tf countless times. I can count on one hand the number of times we literally beat a path from the door to the AV. My god, it was sloooooow. But, hey, some of you like all that xp and such - that's great. But it's not "doing the mission normally" for all of the player base. It's killing through/kill most. That's a perfectly fine way to do this or any tf or mission. But it's not everyone's "normal". At level 50, most folks have already made their influence, so there's no need for xp, no need for drops, just the merits. May as well get it over with sooner so they can go on to do LRSF or MsLib, or Kahn or whatever floats their boat. Again - killing through is perfectly fine, but to suggest that's normal - it isn't. While I get that you didn't advertise as a speed run, a speed run is not what a lot of folks think it is. A speed run is when your team actually practices the tf, analyzes the type of damage that the npcs are most susceptible to and PLs the optimal AT/powersets for that specific task. As an example, on Ms. LibTF when you beat up the "security chief?" - if you don't reset when you don't get the key from the first "security chief?", you're not speeding it. Now, that's a lot different from just using ATT or incan to the AV on the map. What you're describing is fairly routine. The only way it's a kickable offense is if you've made it clear from the beginning that it's a kill most/through kind of task, and they broke your rules. And heck, even then, kicking is harsh. You could easily lay waste to the av and then clear the entire map, and allow that one fellow who was in a rush to leave, merits in hand. No harm, no foul. As I've said before - if it's your team, you're the leader, simply express your expectations at the beginning, prior to starting the tf. Then, if there are issues, you know you were clear and it's the other folks being the jerks. If you're not clear - then that's your shoe to wear.
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Fair point. But anecdotally, if not mathematically, in the early, more painful levels of 1-28, brutes seem to me to far more resilient, and do more damage. No math to support it - just anecdotally. If I were to PL to 50, there's a case to be made for rolling the scrapper, but after having done that, and not ever getting invested in the character, I stopped doing it, as there was never any satisfaction behind it, just boredom, tabbing in/out to see where the progress was while I actually played on another account. But, that's just me. I just inherently know/feel/think/believe that a brute fares better earlier, allowing me to be more invested in it's future development. Add to that, the lack of taunting (aside from the goofy provoke power), to me, and for me, the brute's a better AT. Just an opinion, no science at all behind it.
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Ha! I see what you did there. I personally don't sweat such things. If I'm on a team, I follow the directions of the team lead. If not, I should be kicked, and that's fair enough. The OP (and I suppose you and some others) seem to think that someone joining these teams implicitly understand what the lead wants. I don't know how I can be more clear: if the team lead makes their wishes known, those wishes should be respected. If it's a tf, those wishes should be expressed prior to starting. When I join a pug - which other than an MSR I have not done in over a year, aside from Patron missions, I do ask if no directions are given - "We speeding or killing through or what?". If I don't like the answer, I excuse myself and leave. I'm just trying to be helpful and share why people might do things that are in opposition to the OP, and to inform the OP that not everyone will play the way they do. And yes - not everyone will play the way I do, either. That's why we have a team chat - to express these expectations prior to beginning. Makes for a better experience for everyone.
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Simply put: Fury is more consistent than a critical hit. Scrappers do NOT blow brutes out of the water. That is a fallacy. They may at times out dps a brute, but that's not consistent. You never know when you're gonna get a crit. But, a brute knows they're going to get fury. There is more to my stating that it's a fallacy than you might think. Some may say that a scrapper out-performs a brute on a pylon test. I would counter with - "Oh? That pylon that doesn't run away?" Play a fiery aura scrapper and you'll see what I mean. It's annoying. Pylon tests are only indicative of a scrapper's superior performance against a pylon. No more, no less. Additionally, some folks may be able to make the most out of a scrapper's build. I may not be one of those people. But I can make the most out of my brute's build. Ergo - for me, the brute is a superior choice. I mean, it's not even close. I'd pick a blaster over a scrapper, too. I'd pick a tank over a scrapper, too. They're that bad. (For me) Brutes have higher HP than scrappers. Thus, they have higher regen. Brutes have an inherent taunt aura. Scrappers do not. Brutes do not need to chase foes. Scrappers do. These are the reasons why I play a brute over a scrapper. As for the best primary/secondary combo - for me, I really like the Spines/Rad brute. I love my spines/fire, but there's no defense debuff resistance, unless you consider Ageless. The spines is good primarily because of impale being a ranged attack, you can slot a set of winter-Os in there, as well as in ripper and throw spines, and lung or barb. That's all the winter-Os which help a lot with recovery & s/l defense. (some winter sets do great with fire defense - which is great for a fire farmer, but not really needed. But, either way, the spines primary allows for a purple set in each category except for holds - but you can cover that in your epic if you choose. This increases the ability to get high recharge which never hurts. Rad armor is a great set, imo, to chase recharge. The faster your recharge, the higher your damage and regen.
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We are all at least a little bit different with different motivations. Only two things will lead you to disappointment in life. ONLY TWO! Unrealistic expectations Unrealized expectations In this case, your expectations were realistic. They just weren't realized. If you state what you expect and are then disappointed, shame on them. If you do not state your expectations and are disappointed, shame on you.
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I am someone that knows how to make their own build. At least, for most powersets. There are some that I'm still a bit out of touch with - like Master Minds & Veats. For the most part, I'll slot for defense, HP and recharge. What order depends on AT and powersets. But, occasionally, there's a powerset I've never played before. Anecdotally, I had a water/time corruptor. It was my first corruptor, and I'd never played water or time before. I'd see a power in mids, read the description, but I still had a rough time determining if it was worth taking. Some things, you need to experience for yourself. Sometimes, tho, the community can give some decent insights and perspectives to consider. It might hurt someone, but it doesn't hurt me one bit to ask for some insights or suggestions. I learn a lot from just looking at various builds. One thing I do know - half the builders in this forum either know something I don't about procs or, there's something amiss about @bopper's proc spreadsheet. I plug the values for the procs in and see 44% odds of firing, and I ask myself why they'd slot that. I'm not gonna forgo a set bonus for something that's gonna work less than half the time. That's insane to me. But, to each their own. And that's another thread anyway.
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Salvage management, for me, has been a bit of this and that. Different characters do different things. I used to just have each character lump all of it in any storage rack that had room. But finding it later became annoying. And pulling it out quickly, invariably, the order of salvage within the bin would change and I'd have to put some stuff back. Annoying. Now, I have learned that common salvage is dirt cheap. It's much easier to type /AH and buy the common and uncommon salvage, rather than store it. As for the rare salvage, I keep it all in the vault. And when it gets about half full, before I forget, I unload it to the crafting characters within the specific tiers. I have one character that does all the crafting for level 10-24; so that character will get all the rares in that level range. Same with 41-50. I rarely deal with 25-40, so I just sell it. Thing is - I hardly ever need to make a deposit into a salvage bin. I craft every uncommon and rare I get, so the salvage never really accumulates that much, except for the common, which I'll vendor or sell on the AH, depending on the going price. If it's less than 300, I vendor, More, I sell on the AH.
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Better is subjective. In the context of this quote - the counterpoint I would make is that if it weren't better (faster) then those that broke off from the team would still be in the final room clearing mobs when the rest of the team reached them. Instead, they completed the mission. Quickly. In that context, you could be right; it's not better. Maybe faster, but maybe not better. Back in the old days of AOL dial-up, we'd leave glowies for the mission holder. We had a tank - because brutes didn't exist yet, nor did IOs allowing any scrapper other than regen be tanky, that would enter the fray, taunt, possibly gather the mobs, a controller would lock them down, and perhaps a blaster would use a nuke while a defender was busy casting whatever buffs/debuffs they had at their disposal. But, with the development of mids, and other various add-ons, the game and it's players (some) have evolved. Blasters are sheer dps with soft-capped defense. A lot harder to kill. My blasters don't need clear mind. Don't need fort. Don't need the debuffs. And your speed boost while now welcome (used to hate it), it's not a big deal either. Sure, I love a good fulcrum shift, but most mobs don't last long enough to make it really useful. Brutes and tanks don't even need to mash buttons. They just put an attack on auto and watch Netflix and chill. No idea what defenders do, other than look for a team. I've solo'd a few - and while interesting, they sure don't dish out much damage solo, (discounting the various proc-monsters) and certainly less on a team. Same with controllers. This is why they team. They can tell me it's for the company, the chatter, but 90% of the pugs I join, nobody says anything. So, while I think speeding ahead, or a player going off on their own is perfectly fine and makes things faster, the real question is a fair one. Why team when you are going to solo within the team mission map? If I were to do such a thing (I usually solo) it would likely be due to boredom and lack of direction from the team lead. But my best guess is because you advertised in a broad fashion and the player interpreted it as a play how you'd like to scenario. As much as I'd love to speak for everyone, I can't. So, the question may be answered differently by others.
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Somebody overpaid for some Stamina. If you DM me the amount you accidentally paid, and which IO set, and the specific IO and level of the enhancement, I'll refund you the difference of what you expected to pay. (And don't try to tell me you typed two extra zeroes, lol)