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tidge

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Posts posted by tidge

  1. 20 hours ago, Alpha-One said:

    Warburg (encourage zone content: fighting for Rocket codes)

    • Successfully launching a rocket grants a random Purple or PvP recipe if player already has Temp Power (again encourage zone content)

     

    Siren's Call (Make Siren's Call THE free-for-all PvP Zone)

    • Defeating Bounty grants a random Purple or PvP recipe (encourage hunting down and defeating the Bounty player)

     

    Bloody Bay (encourage zone content: Shiva Strike mission)

    • Delivering Ore Sample to Scientist grants a random Purple or PvP recipe if player already has Shivan Shard temp power (again encourage zone content)

     

    18 hours ago, EmpireForgotten said:

     

    Honestly, The bolded part seems great, but a Purple just seems like overkill. 

    Maybe a SO enhancement (random origin), or perhaps an Inspiration (Medium MAX..Large would be abused). I think two those types of rewards would really get the blood pumping

     

    Granting Purples/PVP recipes for 'already having the temp power' is crazy (crazy bad, not crazy good). It would simply be a mechanism for farming such recipes. Also not recommended for defeating specific players, as a multiboxer (or SG) could farm them.

     

    As much as I'd like to GRAB MOAR Purple/PVP recipes, I don't think this is a good idea at all.

    • Like 2
  2. Is this where Zapp comes in?

     

    The Teleport pool does need a rework, partially because Long Range Teleport is supplanted by all sorts of travel options even without considering the SGpasscode. It's timer is too long and it doesn't go to all the zones. It requires two power picks from a pool where those other picks are not that useful either. (Is this where Bentley Berkeley comes in?) It's an inferior set, especially for a travel pool.

    • Like 4
  3. 18 hours ago, Solarverse said:

    You do bring up a point that I think needs to be discussed. You said something along the lines of, "people race to the end and kill Boss X in order to hurry the process of getting the merit rewards at the end."


    This brings my thoughts to the realm of, perhaps we should give mobs a percentage of a chance to drop a merit. That would then make fighting mobs on the way to bosses worth the effort rather than skipping them. Couple this with increasing the aggro limit to 30 and I think we have a win/win here.

    The suggestion for a %chance for mobs to drop merits really has nothing to do with the aggro cap (or stealthing a mission to the end). I followed the thread to see how we got here, but aside from the free-form brainstorming there is no reason to link these thoughts.

     

    Right now, mobs have a chance to drop Very Rare recipes... but (especially) for teams, the guaranteed reward of end-of-arc merits is simply a better use of time. The aggro cap is de-linked from rewards, both directly and indirectly... because just having aggro doesn't offer rewards.

  4. I miss the Cyst spawns. Yes, they were hard! Yes, they could rofl-stomp a team (ah, the glorious days of a Frostfire mission with Cysts!). I definitely remember that Kheldians would be 'dis-invited' from teams... but I also remember seeing plenty of LFT for 'no _____' (fill in the blank for whatever AT). Jerks are gonna jerk.

     

    I'd like to see the Cyst spawns returned to the game, even if it was just as a difficulty option. The Cyst spawns required that teams act slightly more coherently than they currently do now. My opinion is that it's too easy (generally because of IO slotting) for teams to split up and run their own ways in missions. I wouldn't mind the content requiring that we play a little more carefully. As it is, I still have a 'default' bind to look for Quantums on all my toons, even though they are far less of a concern these days.

  5. I like the idea, and I especially like the work that went into the original post. Great job!

     

    The only thing I have against the suggestion is that I wouldn't find the connection that useful. Writing only for myself:

    • The northern part of King's Row is dull and out-of-the-way. Sure the 'Paladin' event is there, but with the event bugged, there is very little reason to be up there... even for level appropriate characters. There isn't 'enough' in that part of the zone for my taste. 
    • That side of Perez Park is somewhat out-of-the-way as well, except for Hunting Skulls. Perez Park does have things of interest: useful History badges, mobs for several 'defeat' badges, plenty of missions which spawn there. It's just that I've gotten so use to using either the Base drop-off point or just dashing from Atlas Park that I rarely consider using either Steel Canyon or Skyway City entrances now.

    I do wonder if we could 're-open' Galaxy City as another Hazard Zone (somewhere in the range 20 - 35?), populated with Neo-Shivans, Circle of Thorns, Lost, whomever. Even if we didn't get an entire zone the size of Galaxy City, would it be possible to piece together some map elements (from the Shining Stars arc?) to give us something to play in? I know Trial/Hazard Zones aren't the most exciting areas to play in (ehem Tunnels of the Trolls, Boomtown, Terra Volta) , but if the stakes are 'low enough' I don't think the Dev team would be judged that harshly for trying something 'major'. I know there are thoughts about populating Khallisti Wharf with villains, but as is that is an easy zone for allowing mixed-side gatherings of all levels without problem.

    • Thanks 1
  6. On 4/27/2020 at 2:13 PM, Glacier Peak said:

    It seems that the solution that Paragon City officials follow is similar to what most real cities do as well.... wait until someone files a formal compliant to do anything about it, figure out how to pay for it because the changes were never recommended or included in the city's annual budget, contract out just enough to become compliant, and wait until the next notice of non-ADA compliance comes in. 

    ...or break Clamor and some Freakshow out of the Zig to destroy the parking lots and replace them with ADA-compliant parking lots (at one-tenth the cost!)

    • Haha 2
  7. 1 hour ago, Greycat said:

    So, in short, even as someone who plays tanks, has played tanks, and will play tanks... I'm just not sold on the need for an increase in the aggro cap, and my experience with it pre-reduction doesn't really incline me favorably towards it either.

    I played a beloved tanker from Day 1 of Live, and I also agree that the aggro cap does not need to be increased. There are only two things I 'miss' about the ability of Tanks to 'aggro everything':

    1. On maps with teams who are overwhelmed (or careless) with huge numbers of enemy mobs
    2. Peregrine Island antics (bringing many dozens of Rikti Monkeys to the main island)

    (1) This rarely happens any more due to ease of superior builds... and just about any well-built AT can hold off a room allowing a team to recover.

     

    (2) That day has passed. This was as close as a regular player could get to 'spawning a zone event', and I do miss it. This (player) behavior was not appreciated by the devs of the era, and more than one lvl 41 player was non-plussed to come across lvl 50 mobs were they were unexpected.

     

    My opinion is that worrying about going back to days where teams would be 'asked' to wait for a Tank to gather up a map (for AoE spams or multiple Judgements) is not something anyone should worry about no matter the aggro cap. Recharge times are fast enough and base Defenses are high enough that few players would tolerate 'waiting' for such thing to happen.

  8. 11 hours ago, EmmySky said:

    How do y'all approach making sure the new and/or totally lost players get correct and complete information without lighting the powder keg?  Everybody seems so touchy these days its just hard to know how to give correct answers without the wrong answer person getting bent out of shape.  It doesn't help that I tend towards hyperbole and smartassedness lol

     

    2 hours ago, Sovera said:

    You should correct misinformation. No need to make it a crusade, just inform them. You've done your part then and don't need to do more.

     

    This is the best approach IMO. True misinformation should be corrected; if I have posted incorrect information and been corrected I publicly accept the correction.

     

    In-game, there are sometimes different 'answers' for certain types of questions. For Example: 'Where is the best place to hunt X?'. 'Best' depends on different factors (level, Hero/Villain), so nobody should get bent out of shape when different answers come in on the channel.

    • Like 1
  9. On a 5-tier system, I wouldn't rank Traps as middle of the pack specifically because it is front-loaded. I would personally prefer to not have to take Web Grenade,  but the next 5 powers Caltrops / Triage Beacon(*1) / Acid Mortar / Force Field Generator / Poison Trap are all quite effective against large numbers of enemies (either when teaming, or when solo). You can have each of these powers by level 20! Don't minimize the debuffs / holds / slows / defense buffs for improving team performance.

     

    (*1) Triage Beacon is valuable if your teams' fights are slow moving. In solo +0/x1 content you really won't get much out of it. Of course an on-demand AoE Heal would be better, but it is something else.

     

    Because Traps' last two powers are such duds (most play isn't slow enough for Trip Mine to be that useful; Skip DetonatorTM), and a single-target Immobilize (mandatory 1st pick) is so... meh... It isn't going be top tier. I'm not sure how much it would matter to game balance if the T9 Detonator was swapped with the T1 Web Grenade.

     

    I haven't mentioned Seeker Drones. I like the little guys, but their debuffs and low Magnitude stuns are not as obviously useful as the earlier powers.

    • Like 1
  10. 6 minutes ago, Maxzero said:

     

    As for Global recharge I have already given up the 10% from 5 slot Heca in Bayonet because I simply don't need it. My ST target rotation gains nothing from more recharge, neither do the pets. The AoE does not mind it but its not critical.

    Fair enough, but my point about getting recharge from the set enhancements themselves (lvl 50 v. lvl 30) and the set bonus was that you could drop the Recharge IOs. If those sets are essentially mules for a S/L resist, that is a completely different matter.

  11. I'm glad that the build is working for you, I just have a few minor suggestions that aren't overhauls:

     

    I would review the slotting of Call Reinforcements and Summon Striker. I believe that if you replace the 5-piece Call to Arms (lvl 10-30) set with a 4-piece Expedient Reinforcements (lvl 30-50) you will have improved recharge times such that the extra IO Recharges are not needed. You can still fit in the Call to Arms Defense Aura piece if you want. I have a slight criticism about using low-level IOs on pets you only get at high levels, especially if you say you are mostly only using them for AVs.

     

    My Crabbermind pet slotting (also with a 2-slot Hasten) is:

     

    Level 35: Summon Spiderlings -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(36), ExpRnf-Acc/Dmg/Rchg:50(36), ExpRnf-EndRdx/Dmg/Rchg:50(36), OvrFrc-Dam/KB:50(37), SlbAll-Build%:50(50)


    Level 38: Call Reinforcements -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(39), ExpRnf-Acc/Dmg/Rchg:50(39), ExpRnf-EndRdx/Dmg/Rchg:50(39), EdcoftheM-PetDef:40(40)

    Level 47: Summon Blaster -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg/Rchg:50(48), ExpRnf-EndRdx/Dmg/Rchg:50(48), ExpRnf-+Res(Pets):50(48)

    I skipped the Call to Arms defense aura because if I believe the 20' radius, I found it rare that these pets will be that close to me. My Crabbermind was tight on slots, or I would consider adding it.

     

    I would move one of the saved IO Recharge slots to Aim, as you will get a lot more damage from spamming Aim (with the %Build Up Proc in it). An extra %Damage proc in Venom Grenade or Frag Grenade could be considered (Frag Grenade accepts a Force Feedback +Recharge proc).

     

    *IF* you opt to get the Global Recharge bonus from the 3 summons, you can reconsider the 5-slotting of Tactical Training: Maneuvers, which has more slots of LotG than I usually consider. TT: Maneuvers is usually where I look to 6-slot the Reactive Defenses set, as TT:Maneuvers starts with a bigger base Defense boost than (Pool) Maneuvers.

     

    I would keep an eye on the Enhancement Diversification diminishing returns on the Defense buffs to find extra slots to steal. 6-slots of the Gaussian's set could very likely get you more (global) Defensive buffs than trying to eek out a few more fractional points of defense from the toggle powers. I think you might be able to get those slots from Weave and Maneuvers alone.

     

    EDIT: I want to note that when running Tactical Training: Leadership, the Gaussian's %Build Up will have improved chances to trigger based on your teammates and/or pets. The Build Up is for you, not your pets/allies. It's your call on if you want the %Build Up on demand (it should be 90% in Aim) or a bonus granted by RNGesus via the Leadership power. As I wrote above, I lean to 6-slotting it in Aim for the on-demand boosts (and the set bonuses), but mileage varies.

  12. I like the idea of low-level accolades (that is, powers that only stay with a toon while at low levels), but that is what the Death from Below is offering... and spamming DfB is a  major contributor to skipping so much of the low-level content. An alternative is temp powers, but that is what the Safeguard/Mayhem missions offer.

     

    I try to experience as much of the 'low level' (sub 30) content as possible, but unless XP is disabled almost any amount of teaming will mean that you miss some of it. I haven't had a character that didn't outlevel the Hollows arc since... I don't know when. Hero Zones like Faultline and Striga have decent arcs that have always felt level appropriate (less so Croatoa, which I find to be a slog)... but again, if a player is teaming through TFs it will be very easy to outlevel those zones. There are rewards for playing in those (newer) zones: temp powers, unlocked contacts (including Ouroboros), but as a practical matter nobody really needs to do those zone arcs to get most of the goodies.

     

    Pure Villainy makes it easier to do more low-level content. There are fewer folks to team with, and there are a variety of low-level contacts with very good merit rewards in Mercy Island. It's possible to do enough content in Mercy that you actually outlevel content in Port Oakes. Blue side, I find that the original contact chains will still insist that you take "defeat X" missions which are often not appropriate for your level (e.g. Hellions in Perez Park at lvl 6, CoT in Talos at level 21)... Why can't I just get the fun missions from those guys? (I can, using Ouroboros).

  13. 35 minutes ago, Omega-202 said:

    There's a pretty huge difference between Judgement powers which are usable every few minutes and FB or BL which can be used every 10 seconds or so.  

     

    And generally, although this is more a philosophical point, the idea isn't that taking AoEs makes you "play like a X".  There is so much bleed over between ATs that the concept is meaningless to me.  If you're looking at it from a purely efficiency min/max point of view, all ATs and builds have certain goals and benchmarks to aim for in the present meta, and a big one is "provide solid AoE damage".  To me, any build worth its salt should be able to provide that.  

    Thanks for criticizing my (explicitly expressed) personal play choices and trying to make some bigger point about how I've got it wrong. Not.

     

    I didn't describe how I 'play like an X', and since you didn't ask me what *I* meant, I'll elaborate my melee choices: I don't wade Stalkers into large spawns (unless teaming); Tanks and Scraps I will jump in (I don't really play Brutes). Blappers blap.

     

    For me, the main difference among the melee classes is the *desire* to have aggro. My Tanks want it; my Scappers accept (and often seek) it. My Stalker is designed to murder the opposition, not occupy their time. Dominators have everything locked down, Blasters have KOed everything. I happen to have a Spines/Bio Stalker because I wanted a Stalker that has AoE capabilities when teaming... but even so, when solo *I* don't bother with the x8 setting like I do with my VEAT, Blaster, Dominator or Bots MM... It's just not how I want to play my Stalker... even though I have explicitly chosen a primary and secondary that lets me do exactly that! (*1)

     

    With that being written, the missing piece for this conversation may be "what does this have to do with AoE?" If a player "feels that AoE" is missing, and their primary and secondary sets aren't providing it...given that they are already chosen an AT... Interface (every 2 mins) is better than nothing. They can pick PBAoE or targeted AoE. It's not a secret what types of attacks are available in any AT's primary/secondary before starting with the character.

     

    (*1) More about my play preferences: Some toons I like to solo against a huge number of opponents at once. It feels thematic and the rewards are improved with volume. When I do play this way, it is very rare that I will solo against large numbers of opponents until my toon is beyond lvl 32. Before then, some toons don't have the tools to survive against large numbers of opponents, some toons don't have the tools to quickly defeat a large number of opponents. Since (many) stalkers aren't going to get the AoE to quickly defeat a large numebr of opponents... my play style while levelling was to focus on survivability of the Stalker by Killing the highest threat first, and then focus on the minions, which is a perpendicular strategy to most AoE classes' approach of 'nuke the masses and clean up the bosses'.

    • Confused 1
  14. My unscientific approach to the Purple/PVP/ATO/Winter/Overwhelming Force follows. I'm a Global Recharge junkie and an Ebil marketeer.

     

    Generally, the Very Rare / Purple benefits I'm chasing:

    • Global Accuracy  +15% at 4 pieces
    • Global Recharge +10% at 5 pieces
    • Better for %Damage procs (higher rates, higher damage)

    I appreciate the 'complete level scaling', as well as the typical boost to Endurance/Recovery Very Rare's often bring.

     

    Archetype IOs (ATO) are a mixed bag for me:

    • I usually try to slot the 'good' proc(s) ASAP.
    • If desired for end-build, I will usually try to slot the ATOs as well, under the theory that 'every little bit (of global bonus) helps'.

    What I look for in the PVPs (and Overwhelming Force) at lvl 10:

    • Panacea proc in Health, ASAP. Shield Wall and Gladiator's Armor as soon as a power is available to take them.
    • While leveling, PVP/OF are usually my choice as placeholder IOs in attacks (depending on ATO use)
    • Because PVP IOs drop at all levels, my SG has plenty of attuned PVPs for use by low levels. I typically swap the attuned ones for level 50s in a level 50 respec.

    Winter IOs are very rarely used in my builds. The main reason I go for them is to fill a specific need for particular Resistance/Defense. Ice builds can make nice thematic use of the procs.

     

    There are plenty of excellent IO set bonuses to be had outside of the Purple/PVP/ATO/Winter/Overwhelming Force pieces. I am partial to:

    • Preventive Medicine: An +Absorb proc, with global bonuses to Health, Endurance and Recharge.
    • Gaussian's blah blah: A %Build Up proc, with global bonuses to Health, Recovery and Defense(s)
    • Mocking Beratement: A nice recharge boost at 6-pieces, but lots of Defense boosts along the way
    • Thunderstrike: Beefy Ranged/Energy/Negative Defense boosts

    The following sets have '1-piece wonders' which can be expanded to some other bonuses, once a power that takes them is chosen:

    • Blessing of the Zephyr: Knockback resistance, with Defense boosts for extra pieces.
    • Winter's Gift: Slow resistance
    • Reactive Defenses: Scaling Damage Resistance, with Resistances/Defenses and a 8.75% recharge boost
    • Unbreakable Guard: +Health, with an Endurance discount and Resistances/Defenses
    • Kisment: Accuracy (really 'ToHit') Bonus
    • Steadfast Protection (3% Defense Global)

    Other will discuss the Health/Stamina slotting with procs and/or global bonuses. Generally I favor slotting for Endurance/Recovery over Health/Regeneration, but mileage varies. I do suggest that players look at their Health/Regeneration numbers before blindly slotting a Regeneration bonus. The same goes for Endurance/Recovery (of course), but my experience is that for most content players 'spend' Endurance at a higher rate than enemies 'tax' Health.

     

  15. On 6/4/2020 at 8:08 PM, TheSpiritFox said:

    Since you're unlikely to actually have any reason to ever dual spec a mastermind, you can just level that spec up to 50 at liberty, summon your pets, and try out detonator on them.

    Heresy!

     

    One reason to dual-spec a Mastermind is to experience the joy and terror that is a (semi-) petless Mastermind as well as having a full kit of pets. I don't recommend MMs without pets, but some players can't help themselves.

     

    Masterminds can play differently depending on the approach taken vis-a-vis primary attacks and secondary/pool choices. Using a second build with different choices can expand potential fun.

     

    Spoiler

    Skip Detonator

     

    • Haha 1
  16. On 6/8/2020 at 3:40 PM, Tiklandian said:

     

    Shadowmeld is indeed very awesome so far. But I feel stalker kinda needs the extra AOE too at times and Mu has that as well as a snipe, what do you use for AOE?

     

    Generally: I don't play my Stalker like a Scrapper/Blapper because the offensive tools are different (although I play Spines/Bio, so AoE is available) but if you have gotten to level 50 with limited AoE, then I think the Judgement incarnate is where you need to look for a customizable AOE choice.

  17. On 6/7/2020 at 4:54 PM, Floride said:

    I was inspired to make a totally stereotyped list. Mostly loosely based on actual events. Enjoy!

     

    I only run +4/x8 says the Scrapper...

     

    - who convinces you to set your Frostfire mission to this difficulty, then gets "real life" agro and has to log out.

    I think I witnessed this one.

  18. 10 hours ago, ninja surprise said:

    Invuln: Survive until Dull Pain doesn't recharge and die, or get attacked by something not S/L.

     

    8 hours ago, Sir Myshkin said:

    My impression is mis-management of expectations. Invulnerability and Willpower are not "Resist" sets, but blended hybrids of defense and resistance together. The tactic with their capabilities is balancing the two in an appropriate way: Cap S/L Resists, and try and Soft Cap F/C/E/N as a simple base line.

     

    On the general topic of Invulnerability, I agree with Sir Myshkin: Manage your expectations. Without using the Fighting Pool (or Combat Jumping, or Hover) the non-positional (and non-Psi) defenses can all sit at around 30%... without any +Defense enemy buffs from Invincibility. The same sort of build can casually have 50% - 70% resists to every typed damage. With extra HP I found that after a certain point in the game I could run this sort of build solo against a LOT of content without ever touching Dull Pain. It isn't handling uber-difficult settings and TFs meant for teams, but it is plenty durable.

     

    One thing I will caution about Invulnerability: It isn't necessary to go over-the-top with slotting for Resist Physical Damage/Elements/Energies or Temporary Invulnerability. The toggles are a perfectly satisfactory baseline. Assuming that Endurance is under control: the main reason to slot them is for specific IO set bonuses, typically typed Defenses and Resists.

     

    The Homecoming Tankers now provide and improved buffs for Leadership toggles, so Maneuvers should be (at the very least) considered for most Tankers.

     

  19. I have had very bad experiences with Radeon cards, specifically the RX 560. I am using Windows 7, 64-bit. The software & drivers always seemed to 'want to do more' than I needed: whenever I had multiple tabs in a browser, or if I had any sort of media playing with audio (running Media Player, YouTube, Sound Recorder) the card would eventually crap out. Something as simple as running an instance of Civ V and playing an mp3 would cause issues. Homecoming CoX would play, but there was no reliable setting that would let me be in a zone with more than about 20 other players.

     

    I was never overclocking, but there was also something peculiar about the default settings for the Radeon card, as viewed in the Wattman & Afterburner utility: The default settings didn't have the fan come on until 70+. This should have been 'ok', but in practice I saw the video card crapping out before it got to that temp. I changed the default to have the fans on all the time, and that did reduce the time between crashes... but the GPU was still 'doing too much' for even limited things like web-browsing.

     

    I have never had problems with NVidia cards.

    • Like 1
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