Jump to content

tidge

Members
  • Posts

    5309
  • Joined

  • Last visited

  • Days Won

    17

Everything posted by tidge

  1. Maybe I have accidentally gotten developer privileges, because otherwise I'm seeing some pretty weak suggestions that probably should have been kept private if they don't want public criticism.
  2. Did I miss the post in this thread that offered genuine numbers, budgets and costs to justify the size of this hill you seem to want to die on?
  3. I'm guessing that somebody thinks that there is a market for a gasoline-powered CPAP, but that doesn't mean it is going to come to market, nor that otehr folks can't point out why it would be a bad investment to try to bring one to market.
  4. There are some classic problems to overcome with Dark Armor: Lots of Toggles = Lots of Endurance Burn No Knockback Protection Several Auras have really bad base Accuracy #1 can be addressed in the usual way: Globals/Procs/Set Bonuses for %+End, +MaxEnd, -EndCost, Recovery, and Accolades... and of course, slotting. #2 requires Set Bonuses (e.g. Gladiator's Armor, Fury of the Gladiator) and single-slot pieces for KB protection. I suggest a minimum of 14-points KB protection, since +10 from a SG base gets you over the limit for Council FREEM! Your heals/toggles will mean nothing if you are getting rag-dolled around the map. I don't think it is a bad idea for a Dark armor Tanker to build more than 20 points of KB protection, but in my experience that requires some compromises on other set bonuses. #3. Consult City of Data. I'd skip (or seriously delay) Cloak of Fear. This is a power that takes a LOT of slots to do what it advertises. Soul Transfer is IMO a better power pick than Cloak of Fear, and it needs no extra slots (just Recharge, IMO) I disagree with the choice of the 4 powers in the Fighting Pool and Jump Kick. I don't want to be too critical here, but I feel that Combat Jumping is a better choice (from Leaping) and the 4 picks from Fighting could be used for things like Spirit Ward (as a mule), Enflame (some more DoT) and Rune of Protection (another Resistance mule, and would allow you to get away with a smaller amount of KB protection when used). I'd delay Maneuvers as I don't think it yields that much at low level, unless it is where the Kismet +ToHit piece is.
  5. Any chance of testing with an AoE attack, like Fire Ball instead of a single target attack like Fire Blast?
  6. I meant in "separate" in the subtle, memory-resource way, not in the "how it is coded" way.
  7. Maybe we need "hardcore mode" for certain suggestions?
  8. Homecoming has the Anniversary event (in Northern Hemisphere's "Spring"), and the Mapserver "April Fool's" event as well.
  9. I didn't look at the build... but maybe... Masterminds can use the 3 henchmen powers to mule the ATO (3 times) for 10% Global recharge each by investing only in 3 slots. ¯\_(ツ)_/¯ The endurance penalty (for MMs) and lower values point me in a different direction.
  10. As noted: You can't sell an item to yourself. Keep in mind that the seller of any item pays a 10% fee to list/sell, so this needs to be factored into the equation. Catalysts (the piece that can attuned slotted enhancements) are usually available for about 800k Inf, and few attuned enhancement pieces are ever close to 8M Inf (now, because deflation), so this should give you an idea of the favorable margins. Often I will either buy the attuned item first, and then sell the non-attuned. If I don't have cash on hand, I'll reverse the order. If you (the player) alts frequently enough between level 50s, it is possible to pick up one Catalysts each 20 hours for each level 50, via reward drops. My stable of characters has long been at the point where for many commonly used enhancement pieces I'll have crafted pieces that go into builds and then get self-attuned. This can be viewed as "wasting Inf", but I'm mostly past the point where I feel like I need more Inf.
  11. This is a good example of what I'd categorize as "The 'leader' may not know the content (and/or possible settings) as well as they think they do." Low level (below 20) TFs that won't start because "Need a Tank" or "Need Healers" is similarly head-scratching. Sure those ATs can make a difference, but an at-level Tanker or Healer for Posi 1 isn't bringing as much to the table as some other AT exemplared down.
  12. Now if only we could test it without Streakbreaker! Is it possible to add some attacks to the enemies to make sure that there any confounding issue? We know it is supposed to be seperate, but it would be nice to add checks to make the test more like common use to see what tracks.
  13. Looks good! Keep in mind the numbers I gave were for a specific hypothesis test with lowish confidence (only 80%) and 50% power.
  14. Always look on the bright side of combat.
  15. Obviously the T5 should be a (shorter recharge time) version of Team Transport. It might seem odd to have a higher tier power be something that can be purchased by anybody, but it wouldn't be without precedent and would add value to certain content.
  16. That is certainly one thing that may have been "learned", but I think the discussion is neither about teaching/learning nor is this forum a zero-sum game. If anything, this sub-forum is practically indistinguishable from a collective zero-results effort! There have been no shortage of forum users with very low "reaction measures" and/or very little engagement history and/or very little play-experience (by whatever measure) and follow a predictable pattern: Something occurs to them in-game that they would like to be different Posts suggestion how that one thing could have been different Gets feedback of the type (a) have you tried this and/or (b) here is the reason for that thing and/or (c) here are the likely consequences of granting what you have requested. After step 3, there is often either a mad scramble to "patch" the original idea or doubling down, or both. If the original suggestion was solid, then negative reactions will likely simply be (d) "I don't like that". If it wasn't solid, and a person doesn't like it, maybe a user can "patch" their initial specific suggestion, but it still won't make people like it. Doubling-down with a response "but I *really* like my suggestion, why'all so mean?" isn't going to make a poorly-considered suggestion any better, nor will it sway anyone's opinion.
  17. The sets' conversion Cupid's Crush <-> Overwhelming Force is a nice addition as a relatively inexpensive way (once the event ends) to get access to the new set. I often use the "Universal Damage" set as a place-holder in (attack) powers that will eventually hold Purple set pieces in the level 50-build; I find the set bonuses from Cupid's Crush to be more appealing than those of Overwhelming Force. Aside from the Damage/%KD/KB->KD piece from O-Force, I generally don't keep pieces from that set in any build (I may have used Endurance/Recharge somewhere)... I don't yet know if I'll change my opinion with Cupid's Crush.
  18. I can take-or-leave leading teams. Frankly, the biggest annoyance I have with forming teams (and to a slighter extent, joining teams) is the gauge of "how long to wait?" before launching content that will close... so TFs/SFs/Ouroboros. I know I *want* to get to the content; I work off the assumption that those who have joined feel likewise. Waiting after a tell is fine, but recruiting for more than 5 minutes seems excessive for most content. I never fuss over AT selection; I roll my eyes when I see those requests. I understand if specific ATs are requested for a specific badge.
  19. I can't get worked up about multi-boxing for rewards except in the open-world... I certainly haven't enjoyed mission teaming when it turned out that one player was multi-boxing, but what happens on an instanced map can stay on the instanced map. I find it insulting when the multi-boxers criticize me for spending 5 minutes to take down a Giant Monster when their preferred approach is to spend 1 minute bringing their alts to the GM and each of them pops Lores for a sub 60-second fight. I know it takes all kinds, but fer crying out loud the Monster might have been there for up to 24 hours! Don't try to sugar-coat and attempt at multi-boxing rewards by advertising "Room for 5 (or 6)"! At least while the Spring Fling is happening, and soon when the Mapserver league starts, the typical multi-box suspects are farming content other than Giant Monsters... which pretty much reinforces to me who sees the open world as a zero-sum game and who does not.
  20. My experience starting solo red-sider has been that the red-siders do accumulate merits "faster" (that is. by level) than blue-siders. The primary advantages that blue side has , in terms of merits, is: It is easier to get (more) zone exploration merits (partially because it is trivial for blue side to get an Ouro portal), but also more zones. It is easier to get on a TF blue side (because population), and TF merit rewards are pretty good!
  21. I haven't encountered that sort of response about marketeering, but I have gotten that exact sort of response by soloing (single-box) Giant Monsters... often from multi-boxers, several of whom commonly "camp" at the Adamastor summoning spot. The typical complaint is griefing somewhere on the spectrum of "why don't you invite all my characters to share the wealth?"... and I have reasons, but none of them are to "make other players poor". As an aside: It's hard for me to take some of these folks seriously, because they have alts with names like "Scrapyard Summoner", "Adamastor Farmer", etc. Like the OP's report of the complaint about using the market to grow individual "wealth", I don't think people who make these sorts of complaints are either thinking things through or paying attention to the game. The market prices have been almost entirely deflationary in the past (almost) six years. If properly dealt with, the giant monsters will be back in 2-to-4 hours, if not sooner. In the specific circumstances of the OP (a conversation during some other player's farming session) it is possible that the other player has a somewhat limited PoV about the game, about builds, and about how to "afford" builds. 20 MInf is pretty easy to spend at a START vendor, but it is a very reasonable (and typical for my alts) "starting kitty" to do a little marketing and crafting while leveraging enhancements stored in the SG base. "Big Money" only comes out if I want a lot of Purples RIGHT NAO, and I suppose at the start of an alts career when I usually make the ATOs available to the new character from one of my previous characters' wealth.
  22. Despite the one major complaint I have had about the way the zones in CoV were constructed (TLDR: the zones drew a LOT of stuff that wasn't visible/accessible on the map, which needlessly stressed commonly used video cards at launch), for the most part I find the red-side zones to be much more cleverly built and a better showcase for map design talents. Also: I think the decision to try to make a "vertical" zone like Grandville was a bad one (*1), but it is clear that it was something that the team specifically wanted to try, and they pretty much learned their lesson. See also the color palette choices for "Arachnos' base" The closest we ever got after CoV to open-world "vertical challenges" were the very limited First/Night Ward. (*1) Grandville has a more annoying issue than "being vertical" IMO: It's the layout/doors/elevators to get to the Patrons/Lord Recluse. I think I see what they were going for, but I find getting to them to be annoying.
×
×
  • Create New...