
crimson72
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Issue 28: Page 1 Farming Microguide (Maps + Builds)
crimson72 replied to America's Angel's topic in Guides
AFK Brute. I came up with this, it's sorta budget (which is what I'm looking for). If anyone has any improvements for this that doesn't involve slotting purples, I'm open to suggestions. It needs 4 accolades, and I didn't set any incarnate powers. It's defense cap, 35/s HP regen + procs. Only thing I'm not 100% sure on is accuracy, but I believe nerve core should probably get me there. Even without accolades, it's 46.53% def and 31.22/s HP regen, which might still work, but stamina might be an issue without the accolades, but I believe popping ageless core right at the start of the run should make it OK on a 5 minute farm (with performance shifter procs). Brute (Radiation Melee - Fiery Aura).mbd -
Issue 28: Page 1 Farming Microguide (Maps + Builds)
crimson72 replied to America's Angel's topic in Guides
Anyone got a rad/stone armor (I'm not too pick on the primary to be honest) brute build? I got like a 200m budget. Looking to get S/L def 45%, capped S/L resist, and rooted should get me plenty of regen. Optimizing dps isn't that crucial on a 200m budget, I just need to be able to survive. I'd prefer to not 'need' granite armor, the question is how easy (cheap) will it be to cap S/L resists without it. I tried messing around on mids, but I don't possess the knowledge on set bonuses, and skills/slots to optimize those bonuses. -
Care to post a build for one, preferably one that's not all decked out in purples, something that gets me the bare minimum in defenses and resists? My budget for an afk brute is like 200m maximum. I don't possess the game knowledge to experiment with sets, every time I've tried it's gone horribly wrong. I just copy and use others builds in any game with "theorycrafting" involved because I simply suck at it.
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Ok, so does anyone have an updated guide for how afk fire farming is supposed to work in 2025 (not 2022, 23, etc). I have tried following those guides and they are no longer relevant. The mobs don't even aggro like I've seen in some of the old video demonstrations. Here's what happens when I do this. I park near the NPC, turn my toggle attack on, and go AFK for 10 minutes, come back, and the map should be clear, or mostly clear, yes? Well, it's not. I come back, the NPC is dead, and supposedly invincible phantoms aren't actually invincible, and 50% of the enemies on the map are still there, and I observe a pack walking right past me within 50ft making no attempt to engage my afk tank. So please tell me how this is supposed to work.
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I need a build that gets me as much fire defense & regen as possible with no purple or unique sets. I'll budget those later, but I need a starting point. If it's not possible to do with no purple/uniques, show me the build that can do it with the minimum amount of purple/unique sets.
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I got the combine script. I got several problems with it. I don't know which inspiration types to disable, if you do this do you just enable large, medium or small? Because you can't combine 3 blues into a red if they're different sizes. So if all sizes are enabled, you end up with a full inventory of "not reds" that won't combine into reds. Also the script doesn't seem to combine 3 break frees into a red, so I guess you disable break frees? I tried the combine script, and I still end up gassing out on inspirations 3-5 minutes into a run, and I often run into scenarios where I got almost a full inventory of inspirations, 2 of everything, but 3 of nothing with no reds left to burn and I'm running with no reds up. So, I must be doing something wrong here, I just don't know what. It almost seems like I get more mileage by simply disabling all inspirations except for red ones. But if that were the case, everyone would be doing that, and nobody would be using the combine script. I must be missing something here.
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Mercs/Marine works, if you drag along 2 afk rad/fire brutes with you on follow. Technically anything works in that scenario, but it's pretty fun to do with MM. Marine debuffs hugely enhance the carnage as well. The defense debuffs from the rad/fire brutes, as well as the extra tactics buffs help land hits against +4 enemies. The newer aggro rules make it hugely more likely that the bosses are pulled by the brutes, and if the pets get aggro it's by weaker mobs, this helps them survive even in a huge & chaotic pull.
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Instead of just nerfing Brutes and trying to balance them alongside Tanks, they should create more distance between these two ATs. Let Brute be the melee specialist that's adequately tanky, and push Tank into the aggro control role. Increase the aggro limit for tank, allow the taunt to hit more targets, increase the AOE of the taunt, the class will still have a purpose in team play and a single tank would still have a lot of value on a large team if they can hold more aggro. IMO, this is how it should be. Instead of just declaring war on Brutes, look at it as a each class having their role. Scrapper - Highest dps melee, less tanky than Brute Brute - Lower dps than Scrapper, but tankier Tank - Lowest dps, but is the sturdiest with superior aggro control. IMO, If Scrapper doesn't out DPS Tank or Brute, then it should. Even if Scrapper builds aren't adequately tanky enough to solo pull +4 x8, the trade-off is they should outperform on damage. I don't see that many scrappers playing unfortunately which can only hint at one thing. I don't see "farm scrappers", if they were adequately tanky and did more dps thank Tanks, I'd be seeing them instead of Tanks in pocket D. I wouldn't mind playing a Scrapper, but on the other hand I'm not looking to just play a potentially worse Tank/Brute that shares most of the primary and secondaries with Tank/Brute. The difference between these classes had a lot do to with certain primary and secondaries being unique to them. You used to not even be able to make a Spines/Regen Brute for example. They need to reconsider just giving every class access to more power pools, because by doing this you're making multiple classes feel the exact same to play, and classes lose their uniqueness.
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I was getting ready to level up a tank, but if it's gonna get nerfed, why bother? I can just make another brute. Tanks probably won't beat Brutes on area damage after the nerf. If you're fire farming, brutes easily hit resist cap, so surviving is a non-issue. Brutes are supposed to deal more damage than tankers as a trade off for tankers being sturdier. Whoever's idea it was to give tanks more damage than brutes must have been dropped on their head when they were a baby. If you're going to do something with tanks, why not give them some extra defenses/resists when engaged by more targets in a similar way that brute gains offense? That'll at least help with resists or defenses against damage types your power set might be lacking in, and would make tanks a whole lot more well rounded than brutes defensively for a wide variety of content. The only move tank should hit for extra targets with over Brute is with the taunt. It wouldn't even bother me if tanks had a slightly higher aggro limit than Brute. You see, there's a number of ways you could go about balancing tank. Single target damage doesn't really matter that much outside of PVP, for PVE content aoe damage has always been king. To make the tank the class who does the most damage in close quarters is beyond stupid, it's literally retarded.
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Build slot 1 is totally scuffed, but I got 2 & 3 open. I'd prefer a yellow/orange (budget) build for #2, and I'll do best in slot for build #3. So I need recommendations for budget & meta. Also, if any of you have suggestions for a MM build that can multi-box follow in fire farms without ripping every other pull, I'd be interested in making another MM build separately for that purpose. The other way around might work as well, control the MM, and have the brute/tank follow me.
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A controversial topic: is it time to make all items free?
crimson72 replied to Yomo Kimyata's topic in The Market
Making things free on the low player shards might help boost activity on them. Or, making 1 server where enhancements are free (besides beta) might be a happy median. -
A controversial topic: is it time to make all items free?
crimson72 replied to Yomo Kimyata's topic in The Market
Just get rid of the AH, and add NPC vendors for the recipes and components which you can use influence to purchase. -
During live, SGs often gave a 1-2 million bonus to new players to at least buy DOs and SOs during the leveling process, players like me with farm tanks literally had 100s of billions, so basically the big pockets funded the DOs and SOs for the leveling players in any SG worth mentioning, that's how it worked. Level 50 players had enough inf to fund the enhancements for their own alts. SGs that didn't help new players, or do PLing at portal were generally useless. This game was always considered casual.
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The solution to this is to just farm pocket D with a tank. You'll be able to support regular IOs for your characters no problem, but you might as well forget the set/special IOs even exist unless you find recipes for them. Just forget the market/AH exists, you'll be better off.
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I don't remember specific update #, but the last live patch I played was shortly after they added IOs to the game. I honestly preferred the pre-IO CoH/CoV game. If there was a state of the game I'd prefer, it would be like shortly after CoV launch. Brutes, Stalkers, and Masterminds were quite strong in comparison to the current game version. I leveled a stalker to 50 by assassinating bosses for mission exp, did it in Siren's Calls where I'd do missions there and in between them I'd pick off a player or 2, it was fun. But I get it, things chance to the liking of some, but to the detriment of others. Someone in one camp isn't going to see eye to eye with someone in the other camp, so arguing over it is pointless, but it is what it is.
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My 2 favorite classes were Brute and Mastermind, and both of those classes have been nerfed compared to what they were when I played live. I also used to stealth radio missions for quick mission completion exp to level up certain classes, and that was nerfed as well. Unless you got IRL friends who're willing to team with you, there's basically no point in playing this, but if so it might be fun if you just ignore the community entirely. But it's not the game I remember (in a bad way). If you want to team, and you don't have IRL friends, have fun waiting around for long periods and putting huge effort into getting a team together to run whatever content you're looking to run, and if you want to solo, you might as well just power level at pocket D. That's the game in a nutshell, and I'm not surprised that many take issue with this.
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Implement more measures to curve market manipulation.
crimson72 replied to crimson72's topic in Suggestions & Feedback
How about ignore some of the other stuff I suggested, and let's focus on higher % taxes for erroneously priced items? I'll use an example. A luck of the gambler defense/recharge 7.5% typically goes for around 6m, no? Let's just say that's the average price for that item. Now, someone shows up and posts a 12m tag on it, they have to put up 50% instead of 10%, or 6 million just to post it. Meaning nobody would realistically ever put up an item for double the going market rate. And people attempting to do this could be given some sort of notification. Also, I think information about the average price paid for a given item over a longer period than the last 5 sales of the item should be given to the player. It's a better context as to what the true average price might be. For all I know the last 5 items sold are lowball, or extraordinarily high, and I've got no info to help me know the difference. -
Implement more measures to curve market manipulation.
crimson72 replied to crimson72's topic in Suggestions & Feedback
Ok, you make a reasonable point. I'm merely offering suggestions to raise talking points about this, and there are things that can be implemented to improve this for nearly everyone. Maybe limiting the maximum number of items you can sell or buy in a day isn't a good idea for reasons that you've stated, but I think huge taxes on items that greatly exceed the average price, as well as some stricter limitations on posting and bidding (possibly higher than what I suggested) still seems sensible to me. -
Implement more measures to curve market manipulation.
crimson72 replied to crimson72's topic in Suggestions & Feedback
It seems to be commonly agreed by most reasonable people that as long as people find a way to play the game and enjoy themselves in a way that doesn't negatively impact the enjoyment of others, that's fine. But when you have people intentionally putting stuff up at wildly insane prices in hopes to over charge people who expect to pay average prices and get it relatively quickly, then I'd argue the ones doing that are negatively impacting the game of others, therefore measures should be in place to strongly penalize this. -
Implement more measures to curve market manipulation.
crimson72 replied to crimson72's topic in Suggestions & Feedback
I've had bids up for 5+ days on some items at what I assumed were reasonable prices that others paid according to the log. If there's a way to pull up a longer term log, like average price paid for a given item over the period of a year for example, I haven't figured out how to access that. I would gladly pay the yearly median price for any given item without any complaints. -
Implement more measures to curve market manipulation.
crimson72 replied to crimson72's topic in Suggestions & Feedback
Correct. This would benefit nearly everyone. -
Implement more measures to curve market manipulation.
crimson72 replied to crimson72's topic in Suggestions & Feedback
Wrong. You sell one block of 10 of them, if it's priced reasonably it should be a near insta-sell. Then feed the other 8 in there and you just sold them all in a few secs. My suggestion of doing this is in part to encourage people to put instant sell prices on stuff vs trying to price fix and over charge people looking to buy. This would make the AH better for pretty much everyone involved except for a small minority of players. Last I checked, converters were between 60-70k. The player who puts 10 converters up for 100k is going to be waiting a very long time to sell those, and in the process their 10 slots will be occupied. Limitations discourage people from doing this, and it's something that would benefit nearly everyone, because nearly everyone would benefit if you can make bids on items for reasonable prices and simply get their items right then and there. -
Implement more measures to curve market manipulation.
crimson72 replied to crimson72's topic in Suggestions & Feedback
I'll use an example: The level 40 "budget" build. This would be 100m+ now, if you used the AH to buy the stuff. There's no way any of you could put that together for anything close to 20m. -
Implement more measures to curve market manipulation.
crimson72 replied to crimson72's topic in Suggestions & Feedback
It's NOT stable. If so, then explain to me why builds that cost 20m a couple years ago are now in excess of 100m to build? I'm talking like relatively budget stuff. Not one person has offered a rational explanation for this. People fixing the market/prices is the most logical explanation.