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QuiJon
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Focused Feedback: Fiery Aura Revamp
QuiJon replied to The Curator's topic in [Open Beta] Focused Feedback
Yes I missed the new notes. As for your tests I guess I just think differently. The time it takes you to defeat a pylon I get seem slower. I would like to know why. I was talking more about damage numbers. Like how much damage is as actually inflicted per target hit by burn now vs under the current patch. Cause something must have went down if it takes longer. So I am assuming th heir is a damage nerf because it hits one more target now? -
Focused Feedback: Fiery Aura Revamp
QuiJon replied to The Curator's topic in [Open Beta] Focused Feedback
Ok look, i am sorry i dont have a ton of time to play right now much less do the beta thing. But you are talking in generals which makes no sense to me. 50 percent of damage, sounds the same, but not if the power was doing a total of 300 points of damage and the 50 percent was 150 points and the power is now doing 250 points of damage total and is now doing 125 as 50 percent. The real numbers would be nice. Like hit a farm, pop no boosts for damage then your hancers and such, and get the full fury damage the power currently does in upfront and ticks, and then do the same on test. If the power is doing the same damage on live and on test, then isnt it still considered a nerf since it will be clickable almost half as often to do that damage? -
Even if this is the case, frankly to me the hardest of the hard modes require that you have a built up character. And to get that with out a ton of time investment requires influence. Yet they seem dead set on nerfing the people that want to farm because they falsely seem to thinking CREATING money farming causes inflation in a game with fake money. Yet someone can play the market take the money being made by farmers and stockpile it into billions in far less time then the farmers spent earning it playing in missions (even if it was a farming mission they are playing) and that seems perfectly acceptable. And yet each time they nerf farming or "fix" a exploit as they want to call it, what we see is not a decrease in the value of things on the market, but an increase. If they truly want to get people out of farms, and get them playing they need to address both farming AND marketeering. When the game cost money i get why you wanted time sinks to create need to keep playing. We dont need that anymore. So fine, take away AFK farming i get that is kind of cheap to begin with. But in game farming i dont think should pay any less xp then being able to get full xp with the boosters, which costs you all your influence. Or half xp and normal influence with no boosters. But we need to fix marketeering to where people have options to NOT need hundreds of millions of influence to deck out a toon in a timely manner. My first suggestion is to lower all the costs of items to obtain with merits. 50 merits per purple, winter, or ATO IO. 40 merits for PVP IOs, 30 for normal Orange, 20 per Yellow. Also increase the drop rate of purples a couple more percentage points so they naturally fall faster, and make ATOs reward drops with the current level of purple drop frequency. And half all the costs of the packs that grant Winter and ATOs. Doing that would make it easier to earn merits to build your characters faster, make drops a bit more frequent and make you have to buy less from the market, and lowering the merit costs and pack costs puts a ceiling on what is worth actually spending on the market bringing down the cost of the IOs that do go on the market. And the last thing is to only allow convertor use on IOs that are locked to your account. So thus giving you personally the ability to play the random game to build your own character, but once they are converted once they become account locked and can not be sold to another. So the marketeering of people converting crap into billioons of influence is over. You can only sell what you naturally obtained. The only way to control the problem of needing the cash to build a toon is to make the cost cheaper across the board and the only way to do that is to not only limit the cash flow INTO the game, but to control also ultimately the cost of items in the game to a level that the time investment to build a character naturally seen as the BEST option to finish off your toon build instead of the least effective. And right now market games still make that an easier option then farming, it is just less visible because it is mostly a solo effort.
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Lets honest. You know as well as i do, that even with Emp merits, a marketeer earns money quicker then a farmer. At best i earn a bunch of crap which if i choose to i can play convertor roulette with, but that is kind of my point. I HATE doing that stuff. I find it mind numbing, tedious and no fun. I get others dont. They would rather spend 20-30 minutes playing the market and come back the next day and collect a few hundred million in influence. I think the bigger question here is what do you think you are missing out using Emp Merits that you cant get with influence from marketeering? Buying incarnate powers is the only other thing they were good for. And that you can not do any other way then either playing the game and earning drops or with Emp merits. And if someone is using emp merits to down convert into rewards merits they are not getting double duty out of them by also buying incarnate slotting any more then a marketer does. It feels to me that the only reason to continue to punish farmers for how we choose to do things is this myth that somehow farming drives market prices higher. And i get the economic theory that in the real world would suggest that. But this is a made up world where people dont follow the rules of real money. And the one things i know clearly from what little i would sell from before and after that last change where we lost patrol xp and influence bonuses is that the market didnt get cheaper. It actually got more expensive. PVP Hancers that i would craft and sell before for 5-6m were now suddenly 10m. ATO sets that were 8m were suddenly 12m. Purples that were 15m were now 20-22m. And there is no doubt in my mind that purples, ATOs, WintersIOs, and PVP IOs will likely take another hit in rising prices as suddenly people can not convert unused EMP merits into a revenue stream to purchase them either for themselves or for resale. At minimum this change could have been accompanied with real price lowering effects for the market. Which would be pretty simple. Adjust the cost of things to earn through game play mechanics. Top end IOs become 50 merits, PVP 40, Orange 30, Yellow 20. Lower the cost of the "packs" on the AH that drop random ATOs and such to about 8 to 10 million per pack. Set a real "why would you pay THAT much of that drop" stance that limits what is a viable price for an item in the market. Then it doesnt matter how much money anyone makes doing anything. And everyone can just get back to playing the game.
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The thing is I am more apt to make a experimental build when i have enough resources that i feel i can afford to take the chance. So when you change things like converting empyrean merits to reward merits IMO all you are doing is taking away a resource that i used, which means i have to work harder to earn resources for a new character, making it more likely that i will build and spend those resources on something i have seen over perform vs. taking a chance on something whimsical. I dont like micromanging the AH, and buying and converting etc to make billions of influence. I like to farm. I feel at least like i am playing the game while i do it. Yet between the patrol xp/infl thing and now the conversion of empyreans to reward merits, i feel more and more like the game designers are basically telling me that how i choose to play the game is wrong. For some reason a marketeer can in a fraction of the time i might take me to farm 3 levels and earn 20 empyrean merits to convert to 2 purples make a billion influence and buy 50 purples. Having never entered a mission door, or joined a team or arrested an enemy. Why is how i want to do things constantly under attack rather then that?
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Positrons are done now with 3-4 teammates, and as you get more powers the TFs just get easier. A team of 8 can miss having 1 person doing a different path. And even if they dont finish their path or room completely by the time the team finishes there and the team has to come and help, they have normally still done a substantial amount of killing that the team doesnt have to help with when they catch up to them.
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You are assuming that wanting to be proactive in the time that it takes to complete some how denotes wanting to speed it. The instances i have mentioned our complete time is still within the kind of standard 45 minute range. We didnt "speed" the TF in any way. That doesnt mean that you can not take advantage of the mission that is given to you. And in that mission you can do the majority of the fighting in the courtyard and tower tops in order to complete it. If i am running a TF and suddenly get a kill x council mission. Is it now speeding the taskforce if instead of running around trying to find council on a map they are rare on that i run to independence port and kill them quickly around the train?
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I have been the melee tank on teams full of blaster, corruptors, dominators, defenders where i am the only melee, and i will attest with certainty that it is more then possible for a group of ranged damage dealers to melt a mob before a melee toon can do much of anything of any consequence. most all blasters have at least 2 normal AOEs and a nuke. Even something like a dominator can load up damage procs into even immb aoe attacks and end up doing alot of damage with them on top of their normal attacks. I have been on teams where i am lucky if i get a taunt and 1 single target attack off into a mob before they are all gone. Simply put i will take it one step further. Even though melee is perfectly capable in this game, they are now in no way needed, especially in the end game. I have done +4 ITFs with nothing but blasters, nothing but dominators, nothing but controllers, etc. And those teams manage comparable complete times to teams that have melee on them.
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You do get that to some people that is normal and not a speed tactic right? I have been on alot of ITFs where the plan is to run to kill the AV and nictus and then you hit the tower tops to get your 300 kills. I mean it is common enough with the people i play with that someone normally asks if we are killing a pathway and which one or to head strait to the AV. It really doesnt matter if you kill the AV and let his adds count as part of the 300 and then go pick up the rest or if you skip the paths and kill the AVs and adds and then take out the towers you still kill about the same amount of enemies and it takes about the same amount of time.
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Not even just that but like in my example I was on a fire tank playing with a team that apparently giving no attention to running into my mob and foot stomping their lobster. Another err r was setting off explosive blast every other power seemingly alternating it with gale. So as an aoe tanker that is no good. So options are tell them to play my way, me staying on the team having no fun, or quitting on a tf where they can not replace me. If I am in the maps alone I dont click blinkies or anything. I figure let the majority do that.
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I feel like the issue cuts both ways. I have been on teams, even on task forces, where we get a kill all mission. I know I can solo so in a big cave maps with branching directions if the main group seems to not be struggling I will go down the other path. Everything has to die anyway right. And I get some team leader complain. But what they really want is an audience. And if my fire tank can go off soloing because he wants to foot stomp his way through maps on his kheldian what he seems to be most upset at is that he doesnt feel as important if he isnt the top performer on the team.
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First off, there are still badges to obtain from the incarnate trials. But frankly i barely do the trials to get my powers anyway. It is much faster to use the 2207 and just collect stuff that way. Between that and constantly keeping a fresh low vet level farmer i normally have enough emp merits that it really doesnt matter anyway. All the converstion really does is make sure that you get to play the character you want to play for fun vs. the one you feel obligated to work on. And i always side with the options that increase my fun factor.
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Look i get wanting to make sure the new people are all up to speed, but lets face it, a raid leader is not the only "leader" at a raid. You have normally at least 5 other TEAM leaders. And you have divide the teams up into specialties. So IMO have the team leaders make sure their teams are up to snuff while you are asigning the tankers to targets, or during the fight of giant monsters. I have done a raid in almost every type of character you can do one with. If i am a new player on a dominator, well my team leader and simply say "anyone new at this" and if any respond yes then on the green team "Ok our team attacks the green mitos. They have to be held to take damage. Target through my target and follow the group. Once all the Mitos are dead we attakc Hamidon until he respawns mitos then do it all again." Why should any player that gets to level 45 in this game need any more instruction then that? And you know something i hate to say it but frankly what is it with feeling we have to tell every player what to do, even new ones. The most fun i ever had in this game was on live when my super group was throwing itself at hamidon every weekend trying to figure out how to take him down back in the days you got a yellow mitos spawn if the holds slipped and you used illusion controllers and phase shift to keep hamidon taunted etc. Figuring out what we were doing was the fun part. It is the part that made me feel like we accomplished something when we finally beat him. You know how boring it is just to be told what to do all the time and not have to think about what you should be doing or why?
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Sorry i guess i dont consider the half a second it takes to click on a name in the chat window and subclick "invite to team/league" to be all that time consuming. And again if the person asking for the invite doesnt know to make himself availible to be invited, that is not my problem as far as i am concerned.
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I used to lead hamidon raids on live from time to time. My group was the first group on Liberty to take him down. MSR raids are essentially no more difficult then a hamidon raid. Itrials i dont do alot of period. Just kind of boring and repetitive and if i am gonna do that, i can earn more incarnate salvage faster just farming 22.07.
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I find like putting all these rules on inviting or responding is just someone trying to exercise to much control. It is like going to a hamiraid and having the same 50 players that go every night and having to listen to a raid leader repeat their same bound tells to the team every night before all three take downs. At some point it feels like people that just want to hear themselves talk or exercise unneeded control like they own the secret to how to win the day. In most all the cases where someone is complaining they want shout outs the reasons are BS. It is the invited players problem if they ask for an invite and get caught on a low level team. It is not the leaders problem if you are not on the team with your "buddie". Your in a league what does it matter if you are on two different teams? And guess what, you invite the people sending tells they want invited and you can stop complaining about tells crowding your screen because you will have invited them and they will stop sending you tells to get invited. GMs can be soloed. Certainly any capable group of 4-5 players can take then down easily. So it is pretty simple. Either make the call out and invite who responds, HOWEVER they respond and live with it, or just take your merry band of friends out and play without the add ins from a broadcast. And if the people you invite are out of zone or whatever the case is, so be it. Simple response, Leader:"We are going to start taking down monsters in 5 minutes. You have 5 minutes to get to the zone or you wont receive credit." and in 5 minutes take who is in the zone and start killing monsters. If you move to another zone well same thing. "we are done in Boomtown. Heading now to Perez park. In 5 minutes we will kill the Kraken." And in 5 minutes kill the Kraken if they didnt make it to freakin bad.
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Accept i have the new base fly speed now, or within 2 mph of it, full time on my current live fliers because of the current afterburner. And when i can not use after burner it feels like i am dragging my ass wherever i am going because i am used to the full time travel speed it gives me. It really is not a matter of saying 89mph feels fast enough, it is that 102mph feels faster, and when that toggle drops you are going to notice the slow down. I mean obviously my first choice would be 102mph with full time afterburner OAS. But IF matching jumping speed full time is a no go no matter what concession is put on afterburner, i would rather be the 7mph less then jump and not have to ever be slower then that. BTW i would also be ok with 102mph AB no toggle drop OAS, and just give the extra speed to jump to raise their cap a little bit also. ... Just saying.
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I would agree with this. The over all differing benefit between Mystic Flight and Fly is simply it would appear now, one gets afterburner and one gets a teleport. So figure the difference between capped fly and capped with AB is like 14MPH? if i recall so lets call it 5mph is 1 third of that boost and just make fly cap at 94mph with no button to push and no cooldown and that cap can be reached with the standard idea of the 2 IOs like everything else. One of the main problems i have with this timed afterburner is that you grow accustom to how the game feels to play. So since i have invested in afterburner currently, when i exempt down to the point i no longer have it, fly feels incredibly slow again. Now i know that this is sort of being addressed with how they are removing the level scaling and such, but ultimately the cap of fly will have a top value. Afterburner with a timer will allow me to exceed that yes, but at any point it is not running after becoming used to 102 mph i will just feel slow again. I would rather have it cap a few mph slower but be 100 percent of the time so no matter what level i am at, no matter how far i have to go, i get used to a consistent speed to my travels that is always available.
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I know i am guilty of this. But that is my point, i chime in with my thoughts and get nothing but push back by a handful of people that seem to never disagree with the devs quoting what i post and why they dont feel the same, i feel kind of hides my original posts and prevents a dev from seeing them. And i get caught up responding to those people in an effort to keep my opinions in a place i feel they are going to be seen.
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So then maybe we need to understand why you think fly is fine where it is, because you have dramatically made it slower when compared to speed then it was by about 3x slower. It used to cap with AB at 87mph now it caps without AB at that, but speed caps at 120mph instead of 95. So here is what i see, i see that because AB was left in the game that at some point the devs are conceding that Fly was to slow before afterburner was added to the game when compared to other travels. The fastest of those travels it wsa about 30mph slower then. Afterburner kicked that up to about 5 mph slower then but with slot investment and OAS limits. The new speed caps out side of afterburner or the jumpy thing put the differences between sets right where they always were. Which was originally found to be unacceptable. However the only reason we are given for why on this new system SB can not boost us to like 100mph and still OAS is because of some inane sense that travel powers should be balanced around their ease of use instead of just as travel powers and them getting you from point A to point B. Example is given that flight allows for direct line, but in alot of instances in this game the maps dont allow for direct line unless you first fly to almost the top of the map to get around buildings, something that takes longer then just hopping off the ground and flying. However even if this is considered ease of use and a "perk" SS also has perks. First off it has NO down side. Between jump packs and now its new jumpy mechanic and jet packs SS has absolutely no real downside for travel restriction accept a bit in grandville or the shard and lets face it, prob two of the least used zones anyway. However i know many people that take SS because they have no downside, its the fastest power, and on top of all that gives them essentially stealth to run missions with complete protection to an end objective. That IMO is a pretty big "Perk" considering if i want that kind of stealth on my flier i have to figure out a way to fit in the stealth pool as a completely seperate pool pick over another pool. The one concession i can get is jumping was to slow. So the thing is i dont see how what has been proposed doesnt adress what we have been told issues were. 120mph for ss with all its perks as is. 100mph fly w/AB always on OAS, 87mph w/no AB. and then simply boost jumping a bit more to like 110mph. SS still is slower then flight by 20mph where right now it is only 5 (w/ab) so boom fly is slower even at top speed then it is now, just not as much. Jumping prop slides into second place for speed and fly is likely third again because of its "ease of use" but wont likely ever lag more then 5 or 10 second behind the other powers. See in my mind that adresses all the things devs have said in these threads for why this pass over on travels was happening. Flight if it is felt needs to be slowed down in comparison is slower then the other two. But see i dont know, because we are given abstract issues and no one says how devs came up with their numbers. Seems to me that with the concession that AB and the leapy thing are OAS makes them only usable as strait travel benefits. But it is hard to argue why i feel my fix works better when i dont know why you designed to remove OAS and put in a timer, or why you felt Fly's speed cap deserved to be 35mph lower then speed again? Cause to me travel powers should travel, that is it. And as such should be balanced for only equality of travel.
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Accept all the newer changes require respecs, that could be a very time intensive thing for alot of people. Or perhaps they just dont consider the old system broken and needed fixing to begin with. Its a valid opinion either way. First off the devs said we would not be getting a toggle speed buff that didnt OAS as a reason for the change in afterburner. Yes they said there were issues as to the speed and ease of use for flight. But again that is a point of debate. I dont consider flight easier to use. In most cases when you are not measuring strait lines, a flier has to follow much of the same path as any other traveler, through buildings, through pathways of tree caves etc. And even though you could argue the time difference isnt that big, the question is why should there be a difference? I mean ok fly even if it has the auto run aspect to it, well SS allows a character to run through an entire map in complete stealth to get to an objective. That seems like a pretty big timesaver to me also, so why isnt SS based on that criteria gimped as a travel power? The only tavel power on the old system that lagged behind was jumping. So really with the changes to travel caps, jumping could prob be afforded maybe 105-110mph full time and let afterburner keep its OAS 100-102 cap full time and you have resolved the issues. Flight is still a bit slower but works how people want it to with AB, jumping gets a boost and SS gets its normal hand job having no drawbacks to use and being the fastest with the most game play advantages. Perhaps the issue is that whenever people actually post alternatives the same handful of dev apologists go to work defending the dev choices and making the players feel drown out. Maybe it would be much simpler to let people speak their minds and let the DEVs do the responding and have the recourse with the people making the suggestions instead of the same posters over and over making people that are legitimately offering their feedback feel unheard.
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This is kind of how i feel. I have no issues with suppression during combat if i want to move fast i just leave fly on and kind of let its drift be my combat speed to move in and out of melee range with my attacks. But if they left the pool as Hover, and making it more like CJ with the def being equal and res effect, and then capped sly with 2 IOs to the new speed cap, and then left AB as a LOTG Mule and a power that was always on, OAS that capped you to 102 mph while in use, i am perfectly happy with that. Right now EvM seems to have no worth for me but keeping it as a mule. I dont see anything from a power stand point it really offers me that i need that i have not already learned to play without. Oh on a edit, the one thing that would be nice is if fly being on still created a popup menu that was pre populated with all the flight poses possible that can be asigned to buttons.
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See IMO the need for combat speed in EvM+hover if that is what people are running is caused by the very thing they were applauding, the flight control to stop on a dime kind of play. If i use just Fly in combat either now or on this release it would seem, fly doesnt STOP me when i attack, it doesnt root me. So my blaster can be built to optimize range defense, and fly full speed at a target with even Total Focus qued as my attack, it goes off as a pass by my target, eventually rooting me like 20+yrds away during the animation and even what little bit of supression i might have to suffer through, at least i am not rooted in the smack dab middle of a freakin mob for them all to melee smack me. I dont honestly see a real value to taking EvMan, IO are already making status effects almost no factor on me, plus Clarion if i want it. But yeah it would be nice for EVM to give me something other then a mule for a LOTG proc.
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I would be cool with that. In fact i would take it one step further and say change Fly so that it accepted recharge IOs and Hancers that also effected Afterburner. I mean even if we concede that giving you the power free only grants you the effect 1/3 of the time its running, why should someone intrested in investing resources for more be prevented from doing so?