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Saikochoro

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Posts posted by Saikochoro

  1. 9 minutes ago, RunoKnows said:

    You aren't being "attacked" because you aren't 'straight up saying you love the devs'. I do find it interesting that people that share your stance conveniently ignore the fact that, if or when people 'attack' you, it's due to the way people voice their dissent or disagreements. It isn't wrong to believe that impending changes look like they won't be fun. What is wrong is if someone attempts to excuse their childish behavior, and then when they do get scolded for it, they immediately respond with "I can't believe you just slapped me on the wrist!"

     

    No one is asking the world of you here; no one is asking you to write up a 50-page minimum essay about why [change someone disagrees with] needs work, or anything even CLOSE to that. People are asking those who have, do, and will disagree with changes past, present and future to carry on rational discussions or even outright debates without jumping to baseless accusations. But when they're asked to do the bare minimum, when they actually need to put in any measure of work to have a say that isn't just 'screaming on the forums', for some reason those same users don't have the time or energy to walk the walk. Feedback and criticism ARE crucial parts of the process, but the way we voice our criticism is key

     

    I just want to stress that this is basic etiquette that is present in any official game testing environments. Not 'development', specifically game TESTING. Literally any invite-only/application-only alpha or beta test that a player like you or I can join in on, they all share a particular expectation: "Communicate like adults, even if you don't agree with a change or someone else's opinions". Those testing environments don't need people who are so passionate about the game that they go off the rails when they find patch notes that just make their blood boil; those testing environments need people that are capable of making logical and fair examinations of pending gameplay changes, without distracting from the point by drowning the conversation in drama

     

    I miss when this game's only flavor of the month deal was unusual builds and not Baskin-Robbins' 31 flavors of conspiracy theories.

    Childish behavior is not solely unique to those who don’t like changes. I agree that it does happen, but that is not always the case. There have been many times when people test a change, provide thoughtful feedback without any “childish behavior” and then proceed to get ridiculed for it. So they defend themselves and it turns into arguments. 
     

    The assumption that childish behavior is unique to those expressing dislike of a change or even always starts with them is completely false. And yet you lump the whole group in with that false accusation and summarily dismiss them and their concerns. 

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  2. Obviously my post went over your head.
     

    That first sentence was rude, but keeping it there to acknowledge that it was rude.
     

    Let me try to clarify. 

     

    The changes themselves don’t actually matter. The way the discussion is handled is the problem. Most people will get on board with just about any change as long as they feel they are being heard rather than just tolerated at best and more often than not antagonized. 
     

    Someone doesn’t have to agree with you or even accept your opinion for you to feel that your voice is respected and heard. 

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  3. On 10/9/2022 at 2:39 AM, Shadeknight said:

    There is no wrong kind of player.

    What has happened is not, by any stretch of the imagination, an attempt to drive farmers out. Has fire farming been made harder? Sure, but where there is a will there is a way. Player opinion aside, and I'll admit folks can be vitriolic in expressing their distaste for fire farming being there, it's not a thing that the fire farmers are in the wrong. Fire farming is just ludicrously the best way to "progress" in the game, and things needed to be dialed back. Does the fire sword change affect farmers? Sure, but that's the product of fire being the thing to farm. Anything done to Fiery Melee is going to, fortunately or unfortunately, affect fire farmers. Adjustment isn't a bad thing to ask for.

    I really doubt (and I can be proven wrong) that the intent of devs or players that ask people to test is to drive people away. Do the people asking it or expressing it come off like that? I can see it. People can get very defensive and passionate on all sides, and it can lead to more pushy sounding wording/opinion. 

    Though I do know some people whose opinion is "burn it to the ground." in regards to the AE/Fire farming so I can see how that opinion (that there are "wrong" players) might form.

     

    No one doing testing has been shouted down as far as I've seen. What has happened in the past is Patch Note Reactors taking a single change or a single note and losing their mind. The best case example of this would remain the Attack Type Changes. People went mental that something was changing, and rather than testing it? They kept calling it a waste of time or a shit change. They did not express what wasn't working, they didn't express any bugs with the changes, and they most certainly didn't give evidence of them having tested it.

    Those are the people that make Betas a little more mind-boggling. It's not that disagreeing gets you shut down, but the lack of testing that gets side-eyed. What tends to happen, and I'm guilty of it in the past, is that people will try to challenge someone else's feedback even if they've tested it. That shouldn't be happening. If you test it and can provide that you have (i.e comparing Beta vs Live in feeling/numbers for power changes as an example) then realistically you should still be heard.

    Obviously all of that is semantics when some forum posters fall into challenging feedback despite the guidelines saying otherwise.

    People absolutely have been shouted down for disliking a change. I’ll be honest and say I was even one of those people in the beginning of the game and for that I am ashamed.  Sometimes it takes drinking your own medicine to see what you are doing to others (the “you” I’m talking about is me early on in the forums). I remember I think I was actually shouting down @Bill Z Bubbaat some point. I know I definitely shouted down the tactical arrow dissent. And yes, those people were actually testing things. And they expressed their dislike of it. 
     

    My eyes were finally opening with the rune of protection changes. I experience what I did to others and finally saw what was happening. I had very thoroughly tested the changes and tried my best to put up meaningful feedback. Then I, along with several others, where repeatedly challenged and basically told to stop complaining. 
     

    And honestly, after that, I realized it’s not really even the fact that things change that bother me. I can easily get over rune changes. If they nerf shield to the ground will I complain about it? Hell yes. But will that make stop playing the game? No. Nerfs happen. Big deal. If they nerf tankers to the ground will I complain? Yes.  Will it make me stop playing? No. In the grand scheme of things nerfs and buffs and changes don’t really matter. It sparks debate for sure. 
     

    What really bothered me was how certain portions of the player base heavily invested in testing and the homecoming team very much felt that they were not respecting all voices being heard. I know I am not the only who felt that way or continued to feel that way. Whether they are intending on that or not, it IS coming off that way for some people. And that does drive people away a lot more readily than ANY nerf or buff will. At the very least it heavily discourages them from doing any testing in the future. 
     

    I can take just about any change to my favorite sets that you can throw my way. I, however, do not like feeling like I’m being relegated to the reject group and not respected just because I complained about something. My biggest regret on these boards was that I also did that early on. That’s why I bring it up again because people still do it. Maybe they don’t even realize they do it. But I know that several people feel that way including me. And honestly, that alone has made me feel like not logging in anymore. 

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  4. On 10/6/2022 at 12:19 PM, Glacier Peak said:

    I'm not responding to your post so much as to say that the community is stronger together than it is apart. 

     

    Using the "us" versus "them" argument (players and the Homecoming staff, respectively) is an easy way to drum up drama or make a simple point, but it is divisive and ends up creating a mentally among the community that we aren't all players who enjoy the game. As you point out in your post, players are developers and developers are players.

    People expressing discontent with the direction of the game aren’t drumming up drama. The drama does generally ensue from that, but expressing dislike of changes itself isn’t drama. 
     

    Players have taken time to thoroughly test changes, post detailed feedback, and then get shouted down by the forum police in every beta. All the usual suspect happen almost every time. 

     

    Someone tests and posts they don’t like something. Forum police come and say one of the following general ideas to antagonize those who already dislike something happening with the game:

    - devs are volunteers and don’t owe anyone anything

    -stop posting negative feedback back and go test. If you actually tested you would like it. 
    -stop being negative

    -etc

     

    Then arguments ensue. GMs moderate and remove posts. Some posts on both sides get removed, but they clearly moderate those expressing discontent more strictly. They even have told people to stop talking about a change they don’t like and test other stuff. 

     

    @Bill Z Bubba said it perfectly when he said that people can either agree with the devs/gms/forum police or STFU.  People doing real testing get shouted down and discouraged from doing further testing. So it all eventually becomes an echo chamber. 
     

    That is not a community coming together. That is beating a subset of the “community” into submission or driving them away. 

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  5. I enjoy my ma/Regen brute immensely. It quit live before the power proliferations. Ma/Regen brute was what I had always wanted to make and I am not disappointed. It’s not a top tier performer, but it gets the job done without much fuss and is a lot of fun. 
     

    I made a super strength/energy aura brute that I was really excited about since that is a combo only available to brutes. I was actually disappointed. It performed great. Both sets are very good. It was very tanky, and did great damage outside of rage crash. But I just hate the rage crash. 
     

    Despite what I just said about hating rage crash, I still like the classic super strength/fiery aura brute. Hits like a freight train. You can proc out to be able to do something during the crash and it’s fun. 
     

    Lastly, I also very much enjoy savage melee/bio armor brute. It is fast paced and really feels like a crazed brute on a frenzy. 


    I think for the fun factor, since that is what makes me go back to characters, my ma/Regen is my favorite brute. 

     

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  6. 14 hours ago, America's Angel said:

    Sorry to hear you're going off the game. I remember your feedback in the Rune of Protection thread being especially thoughtful & thorough.

    For what it's worth, I've had suggestions of mine added to the game as well as changes rolled back after providing feedback...but I've also seen stuff added to the game that I disagreed with, and have had posts of mine deleted from feedback threads. It's just the nature of internet forums. Pays to try and not be too sensitive about it. Consider that 90% of focused feedback thread posts are:

    • Players arguing with each other without testing anything.
    • Players asking the devs to explain the reason for the changes, again without testing anything.
    • Players giving feedback...on the patch notes.
    • Dev haters and Dev fanboys Ben Shapiroing each other whilst giving the vaguest of nods to the topic of the thread.

    I imagine it's wearying for the dev team to have to sift through all that noise to find feedback based on actually testing the changes. This is why your Rune feedback stood out, to the point where I can recall it one year on. That's how rare actual playtested feedback is.

     

    And yes the dev fanboys + funpolice can be irritating. Early on in Page 4's development, I pointed out that removing vet XP from the AE would likely lead to a lot of PvPers (including myself) quitting the game, as we would now have to unlock our incarnates for our PvP characters by doing regular PvE content, rather than getting them quickly via farming. I was swamped by dev fanboys/funpolice who told me to deal with it. (I believe "earn it like everyone else" was said at one point:classic_biggrin:.) The devs responded, we discussed it amidst all these fanboys telling me I was Playing Wrong, and the devs ultimately agreed with me. The result was the Temporal Warriors and free incarnates for PvP.

     

    So, yeah, don't worry about the fanboys. They have no impact on anything. "The devs can do no wrong" is just as useless, and just as ignored, as "everything the devs do is wrong" when it comes to feedback.

     

    In my experience the dev team do listen to feedback from players willing to compromise and discuss ideas. Case in point: a few years back I was rude to Powerhouse. I can't remember the specifics, but I think he added something to PvP that I disagreed with and my reaction was to critique him/his game knowledge, rather than critique the change. As a consequence, we pretty much didn't talk for a year. I regret doing it, and had a word with myself to not be such an asshole in future, and to try and compromise rather than demand everything fit the One True Way I believe the game should be. Cut to now: Powerhouse has no problem talking about balance stuff with me. He's even pinged me a few times about PvP-related balance tweaks. Nothing changed other than how I behaved.

     

    So, moral of the story is that I changed how I behaved, treated others with respect, was willing to compromise, and stopped acting like such a bloody know it all, and as a consequence the devs started listening. I'd urge others in this thread to do the same. (Not you, you're fine Saikochoro. More of a general comment.)

     

    One other thing worth mentioning is the Closed Beta discord/forums. They're worth joining. They allow players to test new changes and provide feedback on them before they become too set in stone. (Which is often, but not always, the case in Open Beta.)


    That beta was where I finally caught on to how the devs treat feedback threads. I did some very thorough testing and stated my opinions on the matter. Yes, I was against the change. But then putting the change through is not what ultimately bothered me. It was the dev response to negative feedback, clearly biased moderation, and how’s the devs decided to obtain and weigh feedback the really bothered me. Bothered me to the point that I just had to take a break from the game for close to a year. 
     

    Fanboys can be annoying, but they honesty don’t bother me to much. Other forum users can fanboy, spout doom and gloom, fun police, or just straight up troll. It can be annoying, but it doesn’t really get me to reconsider spending time in a community. If that were true I wouldn’t last more than a couple minutes in the overwatch cesspool of forums. 
     

    I know I mentioned the direction of the game in my post. I don’t even have a problem with that. It’s how the devs engage in feedback threads that I have a problem with. 
     

    I felt, and continue to feel, that the way the devs ask for and respond to feedback is very poor. This extends to moderation. It is very clearly biased against negative feedback. Those supportive of a change will get in arguments with those against. It will get heated and often both sides will become antagonistic. Those against a change will be heavily moderated and those for a change will not. I even recall that in the rune thread. I had comments deleted that said almost the same thing as those supporting a change and the support was left up. 
     

    The devs also discourage negative feedback from threads telling people to stop discussing a change and that stating you don’t like the change is not feedback. That over simplifies peoples concerns and brushes them aside. Telling someone to stop caring about what they care about and go test something else isn’t helpful. The devs have also been straight up rude at times. Not saying players haven’t.
     

    And honestly, that’s fine. It’s their game. They can conduct themselves and their betas however they see fit. I, however, feel “feedback” threads are not actually feedback threads. Sometimes they roll a change back, true, but the track record has been to generally discourage negative feedback and encourage positive feedback. If they just want a bug testing thread, then they should call it such. If they want an echo chamber of positive affirmations, then they should call it such. 

    I don’t expect the devs to change to suit my preferences. Again, it is their game. But I am not going to waste hours testing something just to get backlash from the dev team who supposedly wanted feedback. It’s not worth my time. So I’m not invested in the game or the dev team. I still like the game and play it.  The devs are still doing a great service keeping it alive. But their behavior in betas has muted my interest in trying to be a part of its development via feedback. And because I’m not invested in how the game changes, it just overall lessens my interest in the game. 
     

    But that is just me. I don’t claim to represent how anyone else feels. The devs should continue to do what they feel is best. I will also continue to do what I feel is best with free time. 

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  7. On 8/30/2022 at 7:06 AM, ShardWarrior said:

     

    Completely agree on this point and would add that it is more than clear rules are in no way applied evenly.  Very sad to see and in my opinion this kind of unfriendly, unwelcoming environment is doing more harm than good. 

    100% agree. Early on I joined in with the nothing being done is bad crowd. I then felt what some of the others felt in being shouted down for having unfavorable opinions. I then observed that there is a double standard applied especially in beta testing. Those that agree with all the devs decisions often get a pass even when being antagonistic. Those that disagree with the devs are moderated.
     

    It’s really not the actual changes that have caused me to scale back my interest in the game. It is the double standard that is applied and the backlash from part of the community and the devs themselves when people express discontent. 
     

    That and the fun police mentality.

     

    To each their own though. I’m genuinely happy for the people that still very much enjoy the game and the direction it has taken. 

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  8. 3 hours ago, Excraft said:

     

    Being honest here, I don't think they want input outside of "it works" and/or "it's great! we love it!"  From what I've seen here, whatever changes they make are going live whether we want them or not.  The time to discuss with the community for feedback on ideas is before any lines of code are written, not after.  But they don't even do that much.  It's their game so they're going to change it however they want.  Nothing wrong with that of course, just saying it might be better to get different opinions beforehand in the future to better guide direction.   

     

     

    Totally hilarious that you're arguing against circular arguments using a circular argument yourself.  Oh the irony!  LOL!  🤣


    I used to vehemently disagree with this statement. However, I have to say I now agree based on experiences in beta and whatnot in the last couple years. 

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  9. I run ITFs every time I play. I always advertise in chat that it will be a kill most. I usually set it to +3 or +4 depending on the team composition and may adjust after the first mission. 
     

    Once the team is full, I reiterate that it is a kill most and not a speed run. Once we get inside the first mission, I once again say it’s a kill most and not a speed run. Then if anyone tries to start speeding through I just kick them. 
     

    I have only ever had to kick someone once. Usually players are more than happy to do a kill most. In almost every run, when I do the first reiteration of “this is a kill most” I get a response along the lines of “Yes! Those are the best anyway!”  
     

    Don’t be afraid to advertise your own groups and let people know it’s a kill most. In my experience, people enjoy them. 

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  10. 49 minutes ago, ShardWarrior said:

     

    To be fair, this is not the "play how you want to play" style as you were suggesting. 

     

    I am just being honest here, I really see no difference in farming PI portal maps or radio missions as any different than farming in AE.  They are both the same activity, just done in a different venue.  It seems quite ridiculous to me to have wasted the time on removing Vet Levels and EMP merits from AE farming only to encourage farming outside of AE.  I have yet to see anyone provide an acceptable answer as to what the real difference is.  New players can just as easily hop on a PI portal farm and level to 50 as they could going to AE in Atlas Park.  The end result is still the same, so in that regard, this change is a complete and utter waste of time in my opinion.

     

    If they want to stop farming, then have the courage, bite the bullet and just get rid of XP and inf from non-Dev Choice arcs in AE and be done with it.  In doing so, accept the consequences of that action and accept it will drive a not insignificant amount of players away from the game.  Those left can wonder where all those players went while trying to find seven other people to team with for content.

    You are right. There is no real behavioral difference. The only difference is farming task forces/trial/radios is acceptable to others while farming AE is not. 
     

    The fact that there is difference in reward/minute is a smoke screen. The same is true with task forces/story missions/and radios. Some task forces are vastly superior in reward per minute and travel time and ease to others. Some enemy groups in radios are vastly easier. It’s easy enough to get the same group every time. Same with travel time. There are always these differences regardless of the farming activity. However, the core of the argument is that some people have an idea of the right way to play the game. 
     

    Farming is farming is farming. Doesn’t matter if it’s in AE or not. It is still the same behavior. Someone can solo the heather townsend arc forever to get all their incarnates unlocked/slotted and make a ton of influence. Someone else can kill a bunch of mobs in an AE fire farm. It is exactly the same behavior. Just a different venue as you described. You can invite or not invite in either mode as you want. People who prefer to solo farm aren’t suddenly going to open up team invites in other venues. They will just solo a different location. 

     

    The only potential caveat being afk farming. However, there are other ways to combat this that doesn’t hurt other farming. And honestly, other than my own opinion that afk farming is bad, it really isn’t hurting anything. Yeah, people get levels, incarnates, and influence for just sitting there. I don’t like it. But in all honesty, how does someone else doing that hurt me? It doesn’t. Other than me thinking they are playing wrong.
     

    Again, this change will barely affect me. Once I get to 50 I go straight to ITFs and other group content anyway. However, I am very against removing options and trying to enforce a “correct” way of playing the game. That only serves to alienate players. 
     

    But the devs are free to do as they wish for whatever reason they want. 

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  11. On 7/12/2022 at 5:54 PM, Heatstroke said:

    I'll try and keep my ire simple. 

     

    Let me play the way I want to play. Let me level the way I want to level. Removing it is NOT going to make me play more.. Its going to make me play far less. Im not 30ish anymore with lots of time on my hand.. im 50ish with a family and kids.. I like being able to login in. farm for a little bit.. get some levels and go to bed.. 

    This seems like a "Blast from Statesman's Past" i'm going to make you play the game the way I THINK you should play the game.. and many of us remember how that went. 

     

     

    Quoting this for emphasis and truth. 
     

    I was honestly super happy and excited when reading the patch notes, especially ITF challenge modes, until I read the changes to AE. This change makes it clear that the devs have an idea of how to play the game correctly and are trying to enforce that opinion on the player base. 
     

    The reason I played and continue playing homecoming is because of the freedom to play how I wanted to play. I don’t even use AE much past 50, so it doesn’t strongly affect me. I would go to task forces and itrials. However, the fun police mentality of trying to make people play the way you think they should play is a seriously concerning implication of this change. 
     

    People earning vet rewards in AE hurt nobody except for those that take offense at other people for not playing how they think they should. I don’t play to give the fun police a sense of purpose. I play to have fun. Everyone should play how they like to play and not be corralled into playing “the right way”.

     

    What else is going to be changed in the future to make sure people play the right way? I have a hard time believing this will be the only manifestation of fun policing through development.

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  12. Only only voted for two: shield defense and energy aura. Those two are easily the best with SR being an honorable mention. 
     

    I believe shield defense to be the best armor in the game. It’s only real weakness is that it restricts attack sets. I don’t consider lack of native healing/recovery to be a weakness. Those are easily covered. It has great defense, great ddr, great resists, + hp, and great damage. 
     

    Energy aura is a very close second in my opinion. It has better healing and recovery. Has similarly good defense (sans psi) and similarly good resists. It has + rech instead of + dam. It does have a psi hole, but that can be plugged or healed. Its ddr isn’t as good, but still serviceable. The biggest advantage it has over shield is not locking out attack sets. 
     

    Both are incredibly solid armors that won’t disappoint. 

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  13. I use it because even on live I didn’t care for story arcs or the slog to 50. I get my enjoyment by making tons of different characters and seeing them at the max potential from my point of view. 
     

    It honestly doesn’t matter why people use it. Only that people do use it, and at least part of the reason is for farming. 
     

    The real answer is that people need to stop trying to dictate how others play. 

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  14. 5 hours ago, Ukase said:

    I'm 55. I deal with C-suite executives pretty much every day as an executive recruiter. I've no idea how such a thing would play out for me in the long run, but I seriously doubt it would instill any of my clients with confidence. 

    As far as my real life friends, I don't think I could tell them I spend too much time playing a computer game. I would be truly embarrassed. I wouldn't tell them about Madden NFL, nor this. They might know I play chess online, but they know I travel to chess tournaments when I'm not quarantined. 

    So, no. Not going to do it. 


    This sums it up for me as well. Though I’ll go a bit further and say that I just don’t like social media in general. Though I won’t go on my soap box about that. 

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  15. Shield Defense (Tanker primary) & Empathy (cor, cont, MM). It’s not like I’m going to be attacking anyone in real life. So I want the best set and forget defense as well as being able to heal myself and my family. Shield also grants cover so that’s a plus. 
     

    I would want the shield to be able to be an emblem though (maybe like a watch with a shield face or something like that).  If I had to actually carry around a shield though, then switch that to SR. 

  16. I personally get annoyed with tanks who are timid and slow. I would much rather the tank aggro a mob, hold enough of the aggro to tank the alpha while the squishies kill most of the mob with their nukes and aoes then move on. Stalkers and scrappers and the like can easily mop up any stragglers quickly. 
     

    I think a team should be able to handle some aggro overflow. Waiting until every last enemy is dead before moving on to the next is a recipe for a slow slog and is boring. 
     

    The only real duty should be to describe how you expect the run to go if you see the organizer or to comply with the organizers request. If going ahead to keep the pace going was against the organizers flow, then yes, that was wrong. However, keeping a decent pace and holding just enough of the aggro to tank the alphas is not in and of itself an incorrect way to play the tank. 

  17. Here are three builds: note all three builds rely on force feedback and base buffs to supplement global recharge.

     

    Defense Build

    Spoiler

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Mutation Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Martial Combat
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Pistols -- HO:Nucle(A), HO:Nucle(11), ShlBrk-%Dam(11), TchofLadG-%Dam(13), GldJvl-Dam%(13), SprDfnBrr-Rchg/+Status Protect(15)
    Level 1: Ki Push -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(9)
    Level 2: Storm Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5)
    Level 4: Reach for the Limit 
    Level 6: Swap Ammo 
    Level 8: Bullet Rain -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(15), SprBlsWrt-Acc/Dmg/Rchg(25), SprBlsWrt-Acc/Dmg/EndRdx(31), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(31), FrcFdb-Rechg%(34)
    Level 10: Burst of Speed -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(29), SprDfnBrr-Acc/Dmg/Rchg(37), SprDfnBrr-Acc/Dmg/EndRdx(37), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(37), FuroftheG-ResDeb%(40)
    Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(42), ShlWal-ResDam/Re TP(42)
    Level 14: Boxing -- Empty(A)
    Level 16: Tough -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(17), RctArm-ResDam/Rchg(17), RctArm-ResDam/EndRdx/Rchg(19), GldArm-3defTpProc(19), StdPrt-ResDam/Def+(21)
    Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(23)
    Level 20: Executioner's Shot -- HO:Nucle(A), Apc-Dmg(43), Apc-Dam%(43), SprBlsWrt-Rchg/Dmg%(43), IceMisTrmt-+ColdDmg(45), TchofLadG-%Dam(45)
    Level 22: Dragon's Tail -- Obl-Dmg(A), Obl-Acc/Rchg(46), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(48), Obl-%Dam(50)
    Level 24: Reaction Time -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-Heal/Rchg(31), PrfShf-End%(36), PrfShf-EndMod(46)
    Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27)
    Level 28: Inner Will -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-Heal/Rchg(42)
    Level 30: Suppressive Fire -- HO:Nucle(A), GldNet-Dam%(47), UnbCns-Dam%(47), GhsWdwEmb-Dam%(49), NrnSht-Dam%(50), GldJvl-Dam%(50)
    Level 32: Hail of Bullets -- Arm-Dmg(A), Arm-Dmg/EndRdx(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dam%(34), FrcFdb-Rechg%(34)
    Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36)
    Level 38: Eagles Claw -- Hct-Dmg(A), Hct-Acc/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Dmg/EndRdx(39), Hct-Dam%(40), TchofDth-Dam%(40)
    Level 41: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(45)
    Level 44: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Super Jump -- Empty(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance 
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Health -- Pnc-Heal/+End(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Stamina -- PrfShf-End%(A)
    Level 6: Chemical Ammunition 
    Level 6: Cryo Ammunition 
    Level 6: Incendiary Ammunition 
    Level 49: Double Jump 
    Level 50: Musculature Core Paragon 
    Level 50: Barrier Core Epiphany 
    Level 50: Assault Radial Embodiment 
    ------------

     

    Resistance with Rune: better mitigation, less procs.

    Spoiler

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Martial Combat
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Sorcery
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Pistols -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), AchHee-ResDeb%(7)
    Level 1: Ki Push -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(7), CrsImp-Dmg/Rchg(9), CrsImp-Acc/Dmg/Rchg(9), CrsImp-Acc/Dmg/EndRdx(11)
    Level 2: Storm Kick -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(11), SprBlsWrt-Acc/Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/EndRdx(13), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(15), TchofDth-Dam%(15)
    Level 4: Reach for the Limit 
    Level 6: Swap Ammo 
    Level 8: Bullet Rain -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(17), Bmbdmt-Dam/Rech(17), Bmbdmt-Acc/Dam/Rech(19), Bmbdmt-Acc/Dam/Rech/End(19), FrcFdb-Rechg%(21)
    Level 10: Burst of Speed -- Obl-Acc/Rchg(A), Obl-%Dam(21), SprDfnBrr-Rchg/+Status Protect(23), ScrDrv-Dam%(23), Erd-%Dam(25), FuroftheG-ResDeb%(25)
    Level 12: Suppressive Fire -- SprWntBit-Acc/Dmg(A), GldJvl-Dam%(27), GldNet-Dam%(27), GhsWdwEmb-Dam%(29), NrnSht-Dam%(29), UnbCns-Dam%(31)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31)
    Level 16: Boxing -- Empty(A)
    Level 18: Tough -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(31), TtnCtn-ResDam/EndRdx/Rchg(33), TtnCtn-ResDam/Rchg(33), GldArm-3defTpProc(33)
    Level 20: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(34), Rct-ResDam%(34)
    Level 22: Executioner's Shot -- HO:Nucle(A), Apc-Dmg(34), Apc-Dam%(36), SprBlsWrt-Rchg/Dmg%(36), IceMisTrmt-+ColdDmg(36), TchofLadG-%Dam(37)
    Level 24: Reaction Time -- Prv-Heal(A), Prv-Heal/EndRdx(37), Prv-Heal/Rchg(37), PrfShf-EndMod(39), PrfShf-End%(39)
    Level 26: Spirit Ward -- Prv-Absorb%(A)
    Level 28: Mystic Flight -- BlsoftheZ-ResKB(A)
    Level 30: Rune of Protection -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(40), UnbGrd-Max HP%(40)
    Level 32: Inner Will -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(40)
    Level 35: Hail of Bullets -- Arm-Dmg(A), Arm-Dmg/Rchg(42), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(42), Arm-Dam%(43), FrcFdb-Rechg%(43)
    Level 38: Eagles Claw -- Hct-Dmg(A), Hct-Dmg/EndRdx(43), Hct-Acc/Dmg/Rchg(45), Hct-Acc/Rchg(45), Hct-Dam%(45), TchofDth-Dam%(46)
    Level 41: Dragon's Tail -- Obl-Dmg(A), Obl-Acc/Rchg(46), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(50), Obl-Acc/Dmg/EndRdx/Rchg(50)
    Level 44: Charged Armor -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(48), TtnCtn-ResDam/Rchg(48), TtnCtn-ResDam/EndRdx/Rchg(48)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 49: Super Speed -- Clr-Stlth(A)
    Level 1: Defiance 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Pnc-Heal/+End(A)
    Level 1: Stamina -- PrfShf-End%(A)
    Level 49: Speed Phase 
    Level 50: Musculature Core Paragon 
    Level 50: Melee Core Embodiment 
    Level 50: Degenerative Radial Flawless Interface 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 50: Freedom Phalanx Reserve 
    Level 6: Chemical Ammunition 
    Level 6: Cryo Ammunition 
    Level 6: Incendiary Ammunition 
    Level 50: Barrier Core Epiphany 
    ------------

     

    Resistance no rune: more procs, less mitigation options.

    Spoiler

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Mutation Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Martial Combat
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Pistols -- HO:Nucle(A), HO:Nucle(7), GldJvl-Dam%(36), TchofLadG-%Dam(37), ShlBrk-%Dam(37), AchHee-ResDeb%(37)
    Level 1: Ki Push -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(40), TchofDth-Dmg/Rchg(42), TchofDth-Acc/Dmg/EndRdx(42), TchofDth-Dam%(43), Mk'Bit-Dam%(48)
    Level 2: Storm Kick -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Dmg/Rchg(3), TchofDth-Acc/Dmg/EndRdx(5), TchofDth-Dam%(5), Mk'Bit-Dam%(7)
    Level 4: Reach for the Limit 
    Level 6: Swap Ammo 
    Level 8: Bullet Rain -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(31), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(31), FrcFdb-Rechg%(34)
    Level 10: Burst of Speed -- HO:Nucle(A), ScrDrv-Dam%(11), Obl-%Dam(11), Erd-%Dam(17), SprDfnBrr-Rchg/+Status Protect(29), FuroftheG-ResDeb%(31)
    Level 12: Suppressive Fire -- HO:Nucle(A), GldJvl-Dam%(13), GldNet-Dam%(13), NrnSht-Dam%(15), GhsWdwEmb-Dam%(15), UnbCns-Dam%(17)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(43), Rct-ResDam%(48)
    Level 16: Boxing -- Empty(A)
    Level 18: Executioner's Shot -- HO:Nucle(A), Apc-Dmg(19), Apc-Dam%(19), SprBlsWrt-Rchg/Dmg%(23), TchofLadG-%Dam(27), IceMisTrmt-+ColdDmg(29)
    Level 20: Tough -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(21), TtnCtn-ResDam/Rchg(21), TtnCtn-ResDam/EndRdx/Rchg(23)
    Level 22: Weave -- LucoftheG-Def/Rchg+(A)
    Level 24: Reaction Time -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(25), DctWnd-Heal/Rchg(25), DctWnd-Heal/EndRdx/Rchg(27), DctWnd-Heal(46), PrfShf-End%(48)
    Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 28: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(50), AdjTrg-ToHit/Rchg(50), GssSynFr--Build%(50)
    Level 30: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 32: Hail of Bullets -- Arm-Dmg(A), Arm-Dmg/EndRdx(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dam%(34), FrcFdb-Rechg%(34)
    Level 35: Inner Will -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(43), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(46)
    Level 38: Eagles Claw -- Hct-Dmg(A), Hct-Dmg/EndRdx(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dam%(40), TchofDth-Dam%(40)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Charged Armor -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(45), TtnCtn-ResDam/Rchg(45), TtnCtn-ResDam/EndRdx/Rchg(45)
    Level 47: Super Jump -- Empty(A)
    Level 49: [Empty] 
    Level 1: Defiance 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Pnc-Heal/+End(A)
    Level 1: Stamina -- PrfShf-End%(A)
    Level 47: Double Jump 
    Level 50: Musculature Core Paragon 
    Level 6: Chemical Ammunition 
    Level 6: Cryo Ammunition 
    Level 6: Incendiary Ammunition 
    Level 50: Barrier Core Epiphany 
    Level 50: Melee Core Genome 
    ------------

     

    Take the following with a grain of salt because it is anecdotal. After testing them out, the defense one wins hands down on the mitigation side.  I was really excited to try a resistance based one, but scorpion shield is just flat out better.  Even without DDR.  I tested them by fighting the mobs (tried to get large groups with multiple bosses and LTs) in Cimemora and the defense based build consistently survived way better than the resistance ones. It could easily kill the entire mobs with multiple bosses and still have lots of health left, but the resistance based ones would often die trying the same thing. I think in a group though that the resistance ones might be better because I feel that defense buffs are more common than resistance buffs.

  18. I’d say its likely one of the more popular combinations. It is my personal favorite blaster and the owner of my global handle. It is one of my favorite characters overall. 
     

    On live I mainly played melee (mostly brutes). I barely dabbled in ranged with corrupters mainly. When I got on homecoming I still mainly did melee at first, but decided to try my hand at something else.  DP/MC is what broke me out of the melee armor shell. It is amazingly fun. I find that it still does great damage and have honestly never been disappointed with it. Fun factor is top notch though. 

    • Like 1
  19. I personally would go katana.
     

    Honestly katana has pretty good damage too. Katana can also buff up your defense if you are in dicey situations or if you are shooting for some melee defense to supplement your resists.  That said, I have no issue with war mace. 
     

    Which one sounds more fun to you?

    • Like 1
  20. 32 minutes ago, Krimson said:

    Time for another one of my dumb ideas...

     

    What if we removed Architect Entertainment from ONE Shard, like Torchbearer, and then advertised said Shard as being a Farm Free Zone. Do you think Torch would see an uptick in players from the Big Two?


    Im against this because it’s just throwing a bone to the crowd that wants to control how other people play. People just need to accept that they can’t control others nor should they be able to. People have fun in different ways and thus approach the game and focus on different parts of the game. 
     

    Some people will pick the game up, realize often some time, that it’s not for them and quit. And honestly that is fine. It happens with any game. 
     

    Also, even if AE were nerfed/removed farming would not be mitigated. Farming is an extremely common activity in the gaming genre in general. People will find a repeatable activity that has good rewards/time spent and do it until they get what they want. If AE were removed people would just move to the next best activity with the same exact behavior. 
     

    People also absolutely farm task forces and story arcs for merits and levels. This doesn’t seem to have the same stigma as AE because at least to the controlling crowd task forces and story arcs are in their opinion “part of the game”.  They seem to ignore the fact that it is the same behavior. 
     

    End of story: people need to stop running around the play ground screaming at all the other kids to “STOP HAVING FUN!!! YOU ARE PLAYING WRONG!!! YOU CAN ONLY HAVE FUN MY WAY!!!”. Players don’t own the playground. Nor do they control the others on the playground. People should play how they want to play. Playing is playing even if it’s not playing the way others are playing. 

    • Like 1
    • Thanks 1
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  21. I will repeat what I always say when regen is being discussed:

     

    1. Regen/recharge debuffs resistance (high)

    2. Same sort of scaling resists that SR gets. 
     

    That would make me very happy. 

    • Thumbs Up 1
  22. 5 hours ago, UltraAlt said:


    The game is the first 50 levels.

    Other contents are add-ons to that and end-game content.

     

    I won't argue with the power-leveling part. I made that quite clear in what  you quoted me post.

     

    "Most F2P gamers are in for an insta-fix.

    That is why they can't take the time to play the actual game and want to be PL'd/Farmed/Door-sat to level 50."

     

    That, however, isn't part of the game. It's a method of bypassing the game to get to the end-game as I stated.

     

    It is fine that we disagree on that point.

     

     

    But there are ways to play the game that keep players more engaged than others.

    Part of that is teaming because teaming and being part of a community fosters deeper connection to the game.

     

     

    In fact, that is the core game.

    There are other things you can do to keep you busy, but the core of the game is running missions and task forces.

     

    AE was not designed as a power leveling tool.

    Homecoming has taken steps to decrease the extent that power-leveling can be done in the game.

     

    When you have to struggle to overcome something, the reward means that much more when you achieve victory

    If you play your way to 50, you get that ding spread out.  You worked for each ding. You feel triumphant with each ding. With each ding, you link deeper to your character and to the game.

    If you door sit, ding-ding-ding-ding-ding-ding means nothing. No effort. No emotional reward for the ding.

    No "The Tsoo have to be avoided or tricked because those sorcerers are out of hand" becoming 5-6 levels later "We sure showed the Tsoo!"

    Lost. Entirely lost by door sitting 50.

     

    I understand what being L337 is about.

    I don't think someone that power-levels to 50 is very L337. It takes no skill to be power-leveled to 50.

    In fact, to me, power-leveling means anyone can be a 50 so being 50 is no big deal.

    But still, many will assume that they are better than other players that play lower level content ... like new players that are trying to learn how to play the game by playing it.

     

    When level 50's power level players that are new, they rob the experience of the game from those players.

    If people that play 50's want to support the game, they need to take some time each week to play with players that play lower level content instead of trying to rush new players into the the end-game.

     

    You don't have to agree with me. That's where I'm coming from on this.


    Nope. Pretty much all of that is just wrong. It is the same basic rhetoric spewed by players that think there is only one correct way of playing the game. That notion is unequivocally false and toxic and is a disservice to the community. 
     

    Saying that it is the correct way of playing for you is 100% fine. I have zero issue with that. Saying that your one narrow view of playing the game is the only correct way of playing for everyone is just plain wrong. 
     

    If someone has logged into the game and are spending time in the game, then they are playing the game. If someone sits in one spot and just plays the auction house whenever they are online, then they are playing the game. If someone explores the character creator for hours and only logs in briefly to see the end product before going back to the character creator, then they are playing the game. If someone doesn’t nothing but power level, then they are playing the game. If someone just plays their one brute farmer in fire farms, then they are playing the game. If someone just street sweeps, they are playing the game. If someone only teams, they are playing the game. If someone only RPs, then they are playing the game.  It doesn’t matter. It’s all playing the game. 

     

    Playing the game is playing is playing the game. There is no one right playing. There is no “this is the game” and everything else is “add on”. It is all the game.  It is all playing the game. 
     

    You end by saying “you don’t have to agree with me”, but in reality your opinion and how you present it is that players have to agree with you because only your way of playing is correct. 

    • Thanks 1
    • Thumbs Up 3
  23. 5 hours ago, UltraAlt said:

    Most F2P gamers are in for an insta-fix.

    That is why they can't take the time to play the actual game and want to be PL'd/Farmed/Door-sat to level 50.

     

     

    I guess having one of the most diverse character creation systems, customized power sets, and diverse power selections for archetypes doesn't count for some reason?

    Snipped to just address one part:

     

    For many players, farming and power leveling is playing the actual game. The actual game does not consist of only task forces and story arcs. That is just one subset of the game. Power leveling and farming is extremely common with most mmos and CoH is no exception. 
     

    I point to the second paragraph the I quoted. You are 100% correct that CoH has one of the most diverse character creation and power selections of any game. There are more combinations than the mass majority of gamers could ever even put a noticeable dent into. 
     

    Some players like to make tons of Alts and play them at their max power because thar is how they enjoy the game. So they power level and farm for levels and influence and then deck out their new character. Play it for a bit and then attack the next combination they are itching to try. Rinse and repeat for the thousands and thousands of possibilities they have before them. This can keep players engaged for a very long time even if they never even go back to the characters. 
     

    There isn’t a correct way to play the game. There are many different preferences and people play according to their preferences. Playing the game is playing the game is playing the game. 

    • Like 1
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  24. 8 minutes ago, SomeGuy said:

     

    Soul Drain needs a full 10x stacks to get to the top 10 of scrapper primaries in terms of ST DPS. And it can miss. And it has an incredibly long animation time.

     

    Follow-Up and Blinding Feint are same/similar to each other. Soul Drain isn't even close to what they are.

     

    Blinding feint and follow up can also miss and require animation time each time they are cast. I did not say they were all equal or that one isn’t better than the other.  I also understand that soul drain is different than the other two. 

     

    The main point is that all three provide a constant damage increase with enough recharge that drive their respective sets and should be factored in to their performance. 

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