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Troo

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Everything posted by Troo

  1. oh that does look delicious.. what were we talking about?
  2. Is it possible brutes could be built to push more damage rather than trying to maximize survivability? Or is the .75 vs 1.25 too much to overcome? This feels very déjà vu ish... It's really the procs + number of targets that are pushing the Tank damage, right? Highly proc'd builds would be considered advanced and not the balancing point, so maybe everything is okay..
  3. but that's not fruit pie... is it?
  4. If tomatoes are a fruit WHY isn't there tomato pie?
  5. Nerf waiting for the next Issue/Page to drop!
  6. You are right. If toughness is most important, Tank is the way to go, and as intended. If damage is most important out of Tanker, Brute, Scrapper then Scrapper could be the selection. If both are desired Brute has an edge until... "fully IOed/Purpled/PvPed/T4 Incarnated/All passive accolades cranked up builds". Folks might be surprised how blurred roles of different ATs can become at that level. Things like "I don't wanna chase targets all over" become more relevant solo while also less relevant on heavy hitting team.
  7. NO WAY!! That just made my week.
  8. Lag has been pretty bad since the crash. Definitely not just user side. Been through this before:
  9. Because that's a winter event.. aw crap, I guess it is winter somewhere.. I think the overwhelming number of players would be okay with 10M Winter Packs much to the horror of some select marketers.
  10. @GM Brax have you heard the Huge Announcement..
  11. Fill. While both would be handy sort order preference could be subjective. It would be great to sort salvage also (by count).
  12. yeah... this is where folks will require really digging into it and they'll need to see strict controls for a variety of situations. I'd love know. (Even if Tanks = Brutes, they are simply different play styles) yep, yep, yep. The controls required to account for all the variables to answer the question beyond a small selection is daunting. I think we'd find after all that work: Some power sets favor one ATs over others. Tanks will out damage large groups in general by a small percentage. Brutes will out damage single targets in general by a small percentage. It's a great discussion and to me, as intended. This should be the debate and it should be hard to determine. This part of what makes the game so great (and the costume creator).
  13. Yep I get that. As experienced players, someone might learn shortcuts or an ideal method to earn badges required. The quickest possible path is the ideal after doing it a number of times BUT that is not the variable to use when determining cost to skip it. Cost to skip it should be more.
  14. Do you hate playing the game? Less than 1 hour per accolade and you'd rather pay.. okay, well it's gonna cost more than what you want to pay.
  15. BZB seems to be doing all the work here so I believe there is no need for hard controls and anything burdensome. We're just along for the ride. We'll find anecdotal evidence can provide an answer to "Did Tanks get overbuffed?". My guess = that while Tanks did get a boost they were not over buffed to where they eclipse their position but can be tweaked to push Brutes for damage.
  16. Ah, I see. For villains this requires: Pay off 200,000 debt & Endure 1,000,000 damage Regardless, I still think 3.5 hours is pretty speedy for a typical player. Honestly, if it only takes you 3.5 hours then what are we talking about here? This may be the root that needs to be addressed. The 30-ish badges include highlights like: Defeating Anti-Matter, Battle Maiden, Black Swan, Bobcat, Chimera, Diabolique, Dominatrix, Infernal, Malaise, Marauder, Mother Mayhem, Neuron, Nightstar and Siege Defeat 100 each Freakshow Tanks, Fake Nemesis, Clockwork Gears Defeat 200 each Council War Wolves & Council Vampyri 9 Mayhem missions Plus various missions, explorations, etc.
  17. does that include the AFK time? If someone wanted to BUY them the equation could be closer to: (the intended amount of time to earn them during regular play) x (current top end earning) = A lot more
  18. While there are some situations that are 1:1 most are not. It would be a lot of work to do well. It's not that the idea is bad. It's that the effort to implement and trouble shoot would outweigh the benefit. Especially when the information is already readily available. https://hcwiki.cityofheroes.dev/wiki/Enhancement_Sets
  19. Still far too cheap.
  20. I have heard that 84% of statistics are made up on the spot whether they are troothful or not. I'll stick with "It is helpful to hear the boots-on-the-ground perspective from someone very familiar with the three examples being examined.". Thanks anyway.
  21. um, maybe we need to go back over how convertors work? Convert "to a random enhancement from the same set, the same rarity, or the same "category" that the enhancement came from." Available Conversions: Convert within Set (3 Converters) Convert within Rarity (1 Converter) Convert within Category (2 Converters) Set IO Any IO within its Set other than itself Any other Set IO of same Rarity other than its own Set Any other IO with its Category regardless of Rarity. Purple IO Any Purple within its Set other than itself Any other Purple except one from its own Set N/A PvP IO Any PvP within its Set other than itself Any other PvP except one from its own Set N/A SBE Any SBE within its Set other than itself Any other SBE except one from its own Set N/A ATE Any ATE within its Set other than itself Any other ATE except one from its own Set N/A Superior ATE Any Superior ATE within its Set other than itself Any other Superior ATE except one from its own Set N/A ..well here's a link to the rest: https://hcwiki.cityofheroes.dev/wiki/Enhancement_Converter_Salvage @Neogumbercules, if you are confused, definitely follow the link.
  22. This is great BZB. It is helpful to hear the boots-on-the-ground perspective from someone very familiar with the three examples being examined.
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