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Posts posted by Sanguinesun
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16 hours ago, wmtyrance said:
I used to play this with a few real-life friends, but they all left because they felt the community was becoming toxic to new players.
Unless you elaborate and give specific examples and define this, it becomes a challenge to speak to any veracity of that. From my anecdotal experiences, the only cases I've seen --specifically-- new players find themselves receiving the ire of others has been in the cases of ignoring or not speaking up on understanding DFB badge runs or the last 2 mission challenges in Positron 1's task force. But again that's because of either not following instructions or not saying they werent familiar with how to do em.
So again, unless you speak specifically to exactly what that all entailed, its not much to go on.
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39 minutes ago, lemming said:
Got to reply somewhere if not the LFG chat...
12 minutes ago, Marine X said:Never understood the appeal of Ghosting someone till just now...
Yeah, not a small number of people have diantane's main account's global(at least) on ignore due to their shenanigans over the years. It is also likely why they're getting less invites/responses that they were ranting about too 😛
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On 10/22/2024 at 2:53 AM, ApollyonJones said:
I apologize if this question has been covered before, but I looked for quite a while without finding it.
I'm a fairly n00bish player who has been gone for several years. I just finished leveling and slotting a non-granite stone/fire tank (he's awesome) and as I have begun incarnating him, I have been pleased to find almost all of his resistances and defenses capped (toxic defense and psychic resistance still lacking, but oh, well). To be completely accurate: most of the resistances are around 10% below the cap, but I hit the Hybrid Melee incarnate toggle and they all smash hard into that 90%, and that's good enough for me. I do the S/L and fire farms at +4/8 and my hit point bar almost never blinks.
I know many tanker sets are great but are so strongly focused on resist OR defense that capping both is not really feasible.
So, I'm asking you all-wise posters and lurkers: which other sets can be maxed for both resist and defense, or at least maxed in most of the important categories: S/L, energy, all the common stuff? And, if you could rank them by how WELL they cap both sides, how would you do so? And, would these sets be just as good for a brute?
Thanks in advance.
1. Different tanks have different performances with different contexts. This can have a bearing on answers that some have touched upon. There is categorically no tank combination that is a do-all. This is why answers and justifications will vary. So think more readily on and in context to your goals and then make a tank built for those specific goals. League, 4stars, farming etc all can have different variations that are more optimal with specific Prim/Sec, IO sets, incarn choices and more.
2. There's a soft cap for defense but it can go super high beyond the soft cap and I think you know that already. To this end, I've seen discussion by the 4 star ITF croud who run toons on their team where the caps on resistances are hit and then the team as a whole is designed with helping to ensure every member on the team has adequate defenses as they do their dances with mobs. One of their tanks in the past they used was a Rad/Ice for example due again to the make up of their group (rad is one of the easier to actually 90% cap in everything except cold). So again point 1's context with goals applies.
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As for farming, people have already mentioned as well and discussed in various threads including the guide's section one for building farmers/maps, but overall in a min/max consideration for farming infl per hour, Tank builds have the higher propensity for that since the changes (going 3 years ago now?... cant remember). Many of the tank AoE's now hit 16 targets vs that of 10 max for brutes. So while Tanks(after the damage buff) are still slightly under that of brutes in their optimal fury conditions, hitting 6 more mobs has the math favor them.
But it sounds like you're trying as I mentioned to make a do-it-all tank which really is a pit people tend to fall into when trying to make tanks sadly. Though you can farm of course with a tank focusing on most all caps, decent defense etc, (non tanks/brutes farm too, just with much less optimal clear times of course) shooting for a do-it-all is less optimal, jack of all trades master of none if you will because you're going to sacrifice damage and other things in the process.
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4 hours ago, Diantane said:
Can remember the LFG chat area being extremely busy a couple years ago. Today even at peak times there's barely a message going by. I figured that it would pick up over the weekends. Not anymore. So I look at the server population. Here it is Monday morning. Not going to be many on at this time. Maybe a couple hundred on Excelsior.
Then I look at the population of other MMO's this morning:
World of Warcraft 325,612
Final Fantasy XIV: A Realm Reborn 447,398
Baldur's Gate III: 310,204
Old School RuneScape: 272,713
Path of Exile: 176,929
Warframe: 168,712
There are hundreds of mmo's these days and the gaming population of the world have moved on to the most popular of them.
Twenty five years ago, there were only three mmo's - Asheron's Call, Sierra Online and Everquest
I used to make a new character (alt) on COH and get others to run the arcs. I'd be level 50 in 2-3 days. This Saturday and Sunday evening I can't find one player. Unless you play solo, this emulator is done for most.
I see Diatane is being their typical inane self as usual. There's no need for folks to debate you on yet another one of your nonsense threads.
Besides, didn't you make a hallmark drama thread of your intentions to quit CoH?
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13 hours ago, Octogoat said:
Help, Heroes! Mrs. Mole, the rookie hero, has lost her way! She needs to figure out the best way to fight the hordes of baddies Paragon City has to offer. She'd like to use her trusty shovel, but it makes her tired very easily. What can help her deal with that? Should she focus on scrapping or on Mole Fury, digging deep to unleash her moleish anger! Is a shovel more of an axe, or a mace?
Heroes, only you can help!
Attempting to translate through the roleplay, I assume when you say tired that you're experiencing endurance issues as you level or even post 50. That's normal and most all sets will have various issues of endurance management with some getting better/worse as you flesh it out. However all issues in these regards can be mitigated once you've made a proper build of IO sets post 50 and have your incarnates done. But... you also need to have learned through your experiences while playing the toon to not just simply button mash and full toggle everything with the expectation that endurance will be fine. Part of learning your toon is on how to manage expectations.
That said, of the melee sets, savage has an inherent ability to reduce endurance costs, and increases recharge rate for the toon. While its not the top in terms of damage(see ston's thread on the forums on melee sets on AT's and their damage capabilities) it can be one that makes one feel less endurance strained. Given your thematic interest in moles and their digging prowess, perhaps this may be a thematic match as well.
As for Armor sets, again some do better with endurance management that others and you'll have to decide what best matches you. If you're looking for good resistance cap coverate once 50 and you've properly IO set kitted your build, Rad can hit 90% on all types but cold. It additionally has of course 2 aoe powers that double for other utility needs of heal and endurance recovery as well.
But ultimately if you're just causally playing(as 95% of the player base are) then anything chosen is going to just be fine as long as it fits your themes and you're managing expectations accordingly keeping in mind each AT and power set combinations have different peaks and valley's of challenges as they level and post 50 .
If you're not using the hero planner application known as Mids Reborn, I suggest downloading it and using it to help you. Or alternatively(or additionally) remember you can get on the beta server and it lets you auto level to 50 toons, gives you any enhancements and money for free as well so you can test how a toon runs per any build you may design.
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3 hours ago, Troo said:
Oooooo name calling, the bastion of those "with the intentions of gaining advantage over, or defending themselves from, an opponent or critic" where "personal attacks are employed to devalue a speaker's argument by attacking the speaker" rather than their ideas or opinions.
-vs-
Because I can combine words and spellz some stuff?!
I couldn't choose a preferred response sooo...
I said your elitist slip is showing, meaning you conduct yourself with elitism in mind regarding your opinions for players in these things. Splitting hairs perhaps but there's no right way for you to defend the wrong thing.
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On 10/30/2024 at 10:07 AM, Diantane said:
Leveled a rad/ice tank doing arcs with teams up to 50. This tank would jump into any group and live without any issues. I've read that Super Strength is better for this because of Foot Stomp, but i beg to differ. Frozen Aura does the same amount of damage as FS (just cold vs smash). Plus with my constant Ice Patch, most foes around me keep falling down instead of hitting me.
Anyway I tried it in an AE smash/lethal mission and it was easy. I don't have any special build. No sets,. No incarnates yet and just single origin enhancements.
As for AE, you Im sure already you know about the guide in the guides section that has extensively discussed tanks for optimal infl per hour ratios for AE farming clearing. Rad as an armor set for S/L is easy to build for and has its 2 aoes too and considered the current top meta for -active- S/L farming. But for those that may not be familiar with it, here's a link to it in the guides section:
But ice isnt optimal.
Can it farm? Absolutely, 100%.
Is it the most optimal in terms of inf per hour? Absolutely not.
Is it so low that its a discouragement for use for farming? No of course not. Again its just not at the top of the list.
Rad/MA sits currently based on testing as the better inf/hour farmer for -active- farming.
Of course there are plenty of other combo's of tanks that people use for farming. Many combos of rad/ for SL. Axe, staff, fire(since its more aoe as a tank than a brute), thorns(classic) and more.
Then there's the fire/ famers too with different combos.
There's also plenty of brutes that still farm too be it s/l or fire(more typically).
One doesnt have to have min/max'd and gotten all their sets and accolades in place to start farming. It just at its base requires hitting the damage type cap for the mobs the farm uses and choosing a map right for the toon. You just simply dont set +4/8 to start and ramp it up as you get better sets, accolades and other things. Or you spend some influ to get the start boosts to help too. At any rate, such toons will farm but again not with the highest inf/hour.
And this is before you even talk about people who buck the norms and farm with non tank/brute combos as well.
But as you go down the list of sets and AT's, the infl/hour starts to drop and in some cases dramatically. THis is just simply because clearing can still happen, but it just goes slower is all so the inf/hour ratio becomes less.
Point all being, this is nothing new in terms of capabilities to farm. Its about ones desires for inf/hour. For some its a mini game of math unto itself really.
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As for rad/ice as a whole:
Rad/Ice has been a strong combo as a tank for a long time and if memory serves those guys that used to do videos on the forums back when ITF 4 star started used to speak about using Rad/Ice tanks then in some of their min/max teams. The combination has alot of utility to it.
But again all this is nothing new but glad you've come to find it makes you happy.
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1 hour ago, Digirium said:
Alright, I am going to have a moment to complain about AFK Farmers. The type that go in to an AE data stream and the mission completes on a timer, they are ejected and remain inactive for hours. It must be really boring and tedious to the GMs to go visit AE and disconnect them.
Answer: An LUA script to automatically disconnect players inside and outside an AE data stream who have not taken/given damage. Not so much those inside the data stream on a mission but the ejected.
I reckon 5 minutes is a fair time. Fair, as well, to prevent them from logging in for a day or two.
Players in AE standing away from the data stream not included in this, they may be editing a mission.
Its not an issue as you make it out to be though, really.
5 hours ago, Troo said:Folks wanna power level a new character or a friend's character while playing, I have no problem with that.
Folks wanna gather some funds to flush out a new build while playing, I have no problem with that.
Folks want to chill by frying hordes of gimped enemies without having to run all over Cryptic Studios creation, I like that too.
I don't think anyone has a problem with that.
It is ironic to see folks say 'don't tell me how to play' while the same folks promote 'get yourself a fire farmer' in answer to new players regarding earning or leveling. Not all who farm do this.
If someone chooses to violate the User Agreement or Code of Conduct, that choice has consequences.
Enabling someone else to violate those terms also has consequences, intentional or not.
In my opinion, having a way to level faster or cobble together some resources is good. Is farming the best way to learn the game, probably not, but folks can do what they want. I would certainly and have helped folks level up when asked. I'd rather hand someone resources than farm for them but not everyone is in that situation.
Honestly, very very few who farm are an issue. I have no problem with folks playing how they want.
------- What do I have a problem with? ---------
A Tanker with three spines Scrappers on follow with AoEs on auto-fire openly parading around a zone. Account deletion.
AFK farming... seriously?
Okay, I actually don't have a problem with someone doing a little on the down low.
I do have a problem with doing it excessively, writing a guide about it, and promoting it while e-peening how much they earn how fast.
This is just my opinion though.
Running scripts or code to exploit vulnerabilities in the program which could even potentially impact other players. Account deletion.
Non-stop begging in global channels to be farmed. It's annoying. Punishment = grumpy but polite tells.
Promoting farming as the only or best solution to a problem or question. It's counter productive and in my opinion short sighted.
There are somethings I won't mention here, but let me leave it at:
If YOU like to farm, other farmers who abuse and exploit are actually the ones who impact your farming, not anyone complaining.
Careful, your elitist slip is showing.....
Farmers be they afk or active are an important(yes I said it: important) part of the game as it currently stands. And Im not talking in terms of leveling either. Without them,as the current game stands, you'd see it tank(pun not intended) really badly.
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9 hours ago, Ukase said:
I thought that was the reason behind the XP boost, wasn't it? To take load off of Excelsior and put it on the other servers?
I did the same thing initially. This is what I found:
Because nobody would help with GMs when I found them, I had to either do without them, or wait until once a day, instead of multiple times a day. Sorry, but that's just not smart play if you're after the loot. Now, I have plenty of loot, and I don't need any more. But without reward merits, prismatics and such, I don't really have a reason to play anything more than once. Sorry, I don't. Now, that's just me, but playing on Indom while I did was an opportunity cost of about 300-400 reward merits a day.
MSRs - 2x a day
Hami Raids - 2x a day (sometimes 3x a day, and at least 3 runs each time)
Adamastor - up to 8x a day with different charactersNormal TFs and such are about the same, maybe a little more because one doesn't have to wait forever for the team to form.
iTrials - just about at any time of day, not just once in the evening. (they give 20 reward merits, generally)
Other named GMs, particularly the Croatoa GMs. - 3-4x a day
Indom has some smart, good people. Helpful people. But they can't make up for the lack of opportunity to pursue merits and team play. Unfortunately, I don't see a solution aside from folks on Indom moving to another shard - which I know many will despise that, and probably quit. And I wouldn't blame them.
Another potential fix would be for new accounts to only see Indom, Torch or Reunion as an option. Just hide Excelsior and Everlasting from new players. That's not a great fix, or even a good one, sadly. And I'm not sure we are getting enough good players for that to even work.
Another option might be for the rewards on Indom and Torch to be a percentage greater than on Excelsior and Everlasting. How much? No idea.
Another possible solution is for the HC GMs to encourage SGs to branch out to Indom for certain nights.
Imagine about 5-10 of the larger SGs from other shards recruiting for various things throughout the day, but only needing 2-4 players to fill their group. Plenty of players are already "nice" enough to do something like that, they just need a reason, and they need it to be easy. A transfer is easy, but I'm not sure an SG would want to transfer over and lose their SG affiliation - and their base. If a solution to that dilemma were possible (other than these SGs making another base) then I could see it happening.
I think if incarnate reward tables for various trials were buffed to give a 40%-50% chance of rare/very rare - that alone might see more folks doing the higher level stuff more often.
I can brainstorm until the cows come home. Some folks will hate the ideas, and some ideas would be impractical. The best solution is probably to do nothing.
You cant hard code social dynamics. That's the rookie dev mistake many games learned the hardway years ago....
Life finds a way 😛
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4 hours ago, shortguy on indom said:
- IS EXCELSIOR THE NEW 2XP SERVER THEN?
No. Its just Freedom in costume. 😛
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54 minutes ago, Lunar Ronin said:
It's been stated time and time again over the years that Homecoming will not close nor merge any shards. All four North American shards share the same hardware, so there would be no cost savings. In addition, some people prefer to play on lower populated shards. I played on Excelsior from 2019 until 2022. I'd rather give myself a root canal than to play on Excelsior again.
Never stated it they would be shuttered out of financial concerns....
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It was an amateur decision to implement it really because this sort of thinking with other games tended to never work out either. People who want to play a game that has a stronger incentive to play group content are going to gravitate towards the server(s) with the most players. What it ended up being is a method to return to the pleveling methods that were diminished years ago with changes to xp gains with then people transfering those toons back to the populated servers. I'd say more than anything else, that's the primary reason for their stopping it.
I suspect there may be server closures in the coming months too since outside of forced pushing of players from Excelsior out of congestion concerns, I dont ever see those low pop servers ever becoming decently populated ones.
Right now the combined numbers of people concurrently playing on torch reunion and indom are just a sliver below the concurrent players on Everlasting. And everlasting is around a third of the players numbers currently on Excelsior.
As for the lack of transparent communication on the forums here regarding the change coming, well, that's just par for the course.
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22 hours ago, Display Name said:
I've been to Kallisti Wharf only a few times during this seasonal event. But there was literally no one doing ToT at the traditional location each and every time (this year.) Someone suggested /whoall and each time I used it, it only showed two or three people in zone. Yes, you read that correctly. Ok, yeah. Some/many are hidden. But that doesn't change the fact that ToT wasn't happening at all at the traditional spot. And not everyone knows how to hide from /whoall.
When Kallisti Wharf first opened as an alternative to Peregrine Island's "Murder Motel," people flocked there. They all blamed the lag in PI which I considered a very valid objection. But I personally didn't like KW. In PI, you could just jump down into the parking lot if you were overwhelmed (which happened frequently with me because many of the toons I badged were completely un-Enh'd.) The "healing area," which is not hard to find also contains many powerful toons that are, in fact, appreciative of the mobs that I led to them.
Side rant: PLEASE LEAD THE MOBS TO THE PARKING LOT AND STOP "BLOCKING" THE DOORS! This isn't Ouro where it's, apparently, perfectly acceptable to crowd the exit portal and preventing players from using it to travel.
And in case you agree with my (petty?) rant, here's something I've discovered this year from some very clever players whom I don't remember the name of and would appreciate a shout-out so that they get credit for it:
This is a macro which will auto-click the lower level doors for you. But you *have* to be within ten feet. And it has an *epic* icon:
/macro_image "Brawling_ComboLevel1" "FLR1" "enterdoor 592 0 -2755 P$$enterdoor 569 0 -2733 P$$enterdoor 602 0 -2685 P$$enterdoor 654 0 -2647 P$$enterdoor 678 0 -2669 P"
This is a macro which will auto-click the upper level doors for you. Same.
/macro_image "Brawling_ComboLevel2" "FLR2" "enterdoor 698 16 -2666 P$$enterdoor 678 16 -2648 P$$enterdoor 656 16 -2625 P$$enterdoor 600 16 -2663 P$$enterdoor 585 16 -2678 P$$enterdoor 546 16 -2733 P$$enterdoor 568 16 -2756 P$$enterdoor 590 16 -2778 P"
There's a whole thread already dedicated to these two macros. They (apparently) aren't perfect and require practice to use. But you won't be disappointed.
Anyway. What happened to Kallisti Wharf?
Im gonna assume this is mainly about Excelsor so A few things:
1. Griefers happened. One specific individual who also likes to do similar in PI started causing trouble for the leagues in the form we see every year and of which HC's Dev team says is otherwise ok. Leagues started even incanning to other parts of the map with same/similar buildings(some even better actually) and this individual would simply fly around until they were found and the stalking continued. Over the weekend for example one league moved 6 times in the span of an hour.
2. Lots of newer folks this year or returnees from live started favoring the traditional spots on PI thinking they're better(the motel nor PI itself actually isnt ideal but that's whole other discussion). People go where the crowds are reguardless.
3. Some groups still run in KW, moving around but usually only at peak times or weekends peak times this month partly because.
4. People by this point have grown weary of the whole thing, especially when the PI groups aren't toting much and instead GM hunting most of the time. There's actually started to be less folks as well. Also because of all the different factors only a limited number of people are leading leagues(and its the same ones each day due to the burn out both in terms of above and just the length of the event of course.
5. With points 1 and 4, its become a streisand effect. People complaining are actually motivating the worst folks to keep at it.
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While one can be their own best resource, one can also be their own worst enemy.
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15 hours ago, Diantane said:
When the mission objective is completed and the BLUE exit button appears, it does not mean exit the mission ASAP. It just means that the first objective is met. But if the team is in the middle of a fight, stay and help. Besides, missions are a way to give you XP so you can level more often. That's better then rushing to the next mission just so you can wait for everyone to get there.
A good rule of thumb is, watch the leader and do what they do. If the leader leaves, you should too. If the leader stays and is fighting, stay and help them.
~ Thanks for your time
Your guide and multiple writings on this issue aside, sometimes there are reasons you cannot micro manage for. Also, sometimes when a group leader doesnt always get that the rest of the team may not be in agreement with what you want them to do. And lastly, people are creatures of habit. If most of the time on teams once mish was completed, they move on for expediency and so out of a force of habit, they'll click to exit.
Lots of variables that you cannot always account for. I think years of this happening and your getting upset can account for that and you're likely just going to have to approach things from a different angle perhaps.
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12 hours ago, Crysis said:
Thx, 17m beats my 20m best XP/min I’ve found but being AE I somewhat expected that as its easier to pack in max critters without travel distances.
I’ll check it out.
With AE farming, it is (like with various other aspects of the game) tied to the variables around you.
1. Your toon build being optimized for damage output in an aoe fashion to as many mobs as possible (to of course try to clear as fast as possible) while also have a decent single target chain (for boss/Elite boss needs). This does not include skittle chewing or S.T.A.R.T boosters either of course. The often debated tank vs brute argument for example due to the brutes higher damage output but (very much depending on the attack powers mind you) the tanks ability to hit 16 targets with some aoe's vs a brutes 10(causing in some cases the math to favor a tank's clearing) or the tanks capability to build for resistances easier to devote more in damage or other IO set bonus needs for the build and thus thinning the gap damage wise between the two even more(yes this is with the knowledge of tanks/brute changes that occurred a few years ago to already narrow that gap).
I've seen people claim their toon is optimal for ae farming BUT then when looking at their builds, seeing that they've taken travel powers(vs other powers more optimal for farming... you can just take an s.t.a.r.t travel instead as if you're a true farming toon, you're never really leaving pocket d or similar ae area really), dont have much in terms of IO sets, no incarnates or incarnates not well done, no accolades or only some related to bettering their builds for farming etc.
2. Their capability (or not) of the toon to clear effectively up to EB's(or not.... some make builds more at ease with up to bosses instead per point 1).
3. The map. Not in terms of whether it has boss or up to EB's but in terms of easy it is to move across(all flat vs extremely varied terrain which can eat movement time), how the mobs spawn in that space on the map(spread out so more time moving between), and how much mobs spawn(or not).
It also is a factor in long vs short maps. If you're using shorter maps your time -between- transitioning resets of the maps diminishes your exp for some people vs if their variables with these points factored would better favor bigger maps where they stay longer constantly killing.
4. How the mobs are designed in relation to the AT's damage resistances(or not) as well as trying to (due to the AE limitations) the needs to take various abilities in order to fully get 100% value for minions, LT's, boss, and EB's. Some people design min lt to be 100% for example but fail to make the boss/EB's 100%. You'd only know this from analising the exp/influence rewarded on kill and cross comparing with other maps.
One would be surprised how many "oh use xyz map" suggestions have less than optimal xp/inf for mobs OR have dipped into power sets making mobs harder to take down because of what they dipped into. Additionally, some have designed mobs to cater to their play pace/AT style specifically (part of point 5) and thus killing the mobs for them is (as they perceive it) easy but for others that do not do the same as them be much harder or even ineffective. I for example know people who still play some of the older AE FF maps that mobs still have the -def abilities because they chew skittles and other things like there's no tomorrow.
5. Boosts as mentioned above. People, even in guides, speak to -needing- to use those boosts to be capable of clearing as they suggest, but yet they also, especially in influence terms, gloss over how that is an expenditure that (were this like a business) eats into your profits. Some people claim their xyz build, map choice, and those expenditures for boosts still have them have better exp/inf per hour that has them being more profitable in the long run, I dont find the evidence to their claims to be as compelling as they make them out to be.
6. Misc. Experienced boosters people have already addressed, whether they log their toon out(easy enough at AE) at a day job for boosts (rare but some have so many farmers they rotate between them per their day job exp boosted meters). Indom or similar for the higher rates. Etc etc etc.
7. The player. This is one of the main variables that cannot be accounted for and also has a lot to do with how and why there are so many differences in exp/inf per hour that have been seen every time these sorts of threads or discussions on the guides related to them occur. People's choices of clearing routes, their choices in how they chain their attacks, their choices related to other things in above points, their reaction time, their mistakes that may cause them to die or have to take a longer pause in time to get their killing pace back in full swing, etc.
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So when someone says they use xyz map clearing xyz influence per hour, I think on the above and more variables. Rare occasions I'll test their claims(finding in almost ---every--- case there is a discrepancy in those claims even when following said claim to the letter. When I say discrepancy too I dont mean small ones like a variation of a 10's of thousands or less xp/inf, but in the millions or in much much longer clear times. Human factor mentioned in point 6 can account for some marginal variation or discrepancies but when it much larger, it then starts to make one consider that claims were potentially either inflated or that other variables were not transparent with their claims.
With all that said then as a whole, people are going to farm as they wish invariably. There are people for example who pride themselves on farming with blasters or other AT's and even dragging their other toons in multiboxing tow with them on one map, or any other combination of factors. It's then what ever floats their boat really.
But always when individuals start claiming they've the most optimal way and throwing out their xp/inf numbers per hour, my spidey skepticism senses start tingling. 😛
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3 hours ago, Crysis said:
Yeah I know the “performance enhancers” like Experienced tokens or moving over to Idom and the Labyrinth but I tend to view all those as modifiers to a “base value” and thus was looking to benchmark the methods thrown about as “uber XP per minute” and see if in fact the AE has been bested. And in some ways it has been if you are a 50+2/3/4 in regular DA content it sounds like.
I was on a ToT league last week and everyone was earning a bunch of XP obviously but I didn’t really find it any faster than AE methods minus use of Experienced tokens. Honestly the Lab seems like it’s likely that sweet spot but as pointed out it takes a bit to organize a group (and not many takers it seems). I have solo’d in there to learn the ropes but of course I get selected and often get smashed. Fun adrenaline rush though. Nice to be “stalked” like that.
Just looking for other experiences/opinions. Sounds like 1 vet level per 20 mins outside of AE and minus any “modifiers” is about the limit. That’s what….280k per minute? I’m guessing all Vet levels are same XP (5,608,000 xp)?
Actually AE methods are going to be faster than tot per hour because of:
1. ToT teams having exp diluted from non leagued leeches.
2. Dynamics of numbers of members per team changing often through out the hour(as exp goes up and down).
3. ToT teams that spend (sometimes more than tot'ing) time hunting GMs, which reduces the consistency of the tot exp.
4. Banners, zombie etc events that spawn and have much less exp.
etc etc.
Even the first week of April's mapserve event is actually faster exp overall(yes even with the zone/side transitions) than the halloween event.
For me, if exp optimizing is the core basis, then the compelling evidence still suggests AE is more by a considerable margin.
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4 minutes ago, lemming said:
I believe they're the reason that the update to the Code of Conduct was done. Report them.
People have been reporting them every day, multiple times a day since the CoC changed. People have been also complaining about it for as long on discord.
Its gotten to the point that this happening even this year since the update to the CoC that its less a reflection of their actions and more a reflection of the intentional inactions of the ones who had made it seem this individual would be held accountable this year but that's categorically not been the case.
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On 10/6/2024 at 10:57 PM, Excraft said:
I'm curious what everyone thinks about this particular topic. Its something I've seen come up a few times now that the Halloween event is in full swing - players using Fold Space on ToT leagues teleporting mobs off of other players. I've seen it happen quite a few times now where it's causing friction and grief among teammates on Leagues.
First, it appears there are a lot of players out there that don't know what Fold Space is or how it works, and they question in League chat why mobs are disappearing from around them. Reactions to someone using Fold Space range from finding it utterly hilarious to getting pissed off and quitting the League. Some have asked that it not be used while on the League. Most everyone is polite and respectful and obliges and there's been a few who really were quite rude and refused to stop using it.
For me, I can see both sides here. I've been ToT'ing with my Brutes and Tanks and have had someone teleport large mobs away from me. We're all on the same team/league so we're all getting rewards whether I'm killing stuff or someone else is, so not a big deal for me. I'll just move on to the next door. Others apparently don't think it's all that funny. I have seen some others get really angry about it and I can honestly understand their frustration. We all like fighting stuff. It's what all of us find fun and a big part of why we're playing. Being engaged with a large mob only to have it pulled away from right in front of them is taking that fun away and enjoyment from someone else.
This Fold Space issue is along the lines of the whole use of Group Fly argument. Some people like it and some people don't. The question that comes up most is whether or not it's really needed. At least to me, powers like Group Fly and Fold Space are situational. If I had them, I'd be fine using it solo. However, if I'm on a team and it's bothering someone else, I can adapt and oblige as I like to be courteous to fellow players.
Like I said, it doesn't really bother me but I can see how it bothers other people. What's your take on Fold Space usage? Is it ok/necessary to use on Leagues for ToTing or should it be used sparingly if at all?
Except the issue people are getting upset with in the ToT leagues in PI and Kalista Warf is that its 1 person who -NEVER- joins the leagues there and multiboxes their MM's -every year- all day and every day of the event for years now who then teleports away the EB's into the middle of their parked multiboxing mms to kill/tag.
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- GMs may request that you cease multiboxing during events such as the Winter and Halloween events.
If only that was actually enforced. Same person every year multiboxes in PI for 8-10+ hours a day. This year though they've been also dropping on Kalista Warf as well one of their mms. They also teleport away mobs from groups fighting around the motel/spot in KW most usually league at and drop them in the middle of his multi boxing too.
But reporting them for it does nothing, like every year.
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12 hours ago, Black Tangent said:
I have a character whose toggles - mostly defense - are taking up too much endurance, Assume that all reasonable slots on selected powers have as many Level 50 End Reduction IOs as reasonable, and Stamina is slotted with 6 level 50 End Mod IOs as well. What would you do differently or in conjunction with this to use less End or recover it faster?
1. Use mids or the ptr server to test out(as you can spawn any IO and build to 50 for free) to find potential improved builds for your play style. Lots of bonuses from sets for helping endurance management either in recovery boosting or endurance discounting. Just only doing general IO's for end redux isn't as effective as what can be garnered through set use.
2. Incarnates fully done(part of the build stuff in point 1 though really.
3. Improve potential management of your toggles. You dont need to necessarily run all toggles all the time depending on what you've got going. Also be mindful to manage your power use otherwise.
4. Beyond such general things as a whole, we cannot give you specific advice due to your not providing specific build information from which to give you feedback. Every character is different and with different play goals so its really impossible to give much more specific help.
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Defense is a get hit or dont get hit.
Resistance is a get hit but have the damage reduced due to your resistance values.
You needs for either/both really depend strongly on what content you're choosing to play, what AT you're playing, and what power sets choices, etc etc etc.
So saying defense equals resistance isnt an accurate way to look at it, really.
If you are just casually playing and not doing the high end starred content for example, are not doing tanking duties, and you're on a team, then worrying on defense and resistances is not necessarily going to be something of merit to bother with.
However if the above is not the case then it becomes more prudent to hit the specific AT forum subsection and present your build with incarnate choices and your specific play goals to actually then start to garner feedback related to such things in regards to your defense and resistance desires.
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12 hours ago, ZemX said:
It sounds good for DPS roles but it's kind of disappointing for everyone else, in my opinion. "Oh, for the game's most elite content, I need a build for my tank that's less... uh... tanky?"
Pass.
Evidence is also compelling that most of the player base doesnt pedestal it either.
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On 8/21/2024 at 5:06 AM, Waljoricar said:
Now, for me, concept is king, always.
Then if this is your basis for character building, anything is ok. You're attempting to blur between statistics regarding min/max performance and your subjective based wants regarding concepts.
If you want to play anything, do so. Just accept that not every build of ever AT is going to be variably effective be it on a team or solo, however at the very least on teams, there is a better chance to mitigate(as that was part of the original game development design) combinations that are less effective than others. Expectations regarding soloing then must accept set shortcoming and it is the user's responsibility to find ways around them.
This is also not covering of course additional variables within choices such as enhancements, power choices in the sets, use of boosters, what mob groups you're fighting which may be strong or weak against your set combo etc.
Point all being. If you want to min/max, then pick well cited min/max'd sets. If you want to build by concept, then do what floats your boat as if its in the game, you can build it and get it to 50. But if you attempt to try to blur the lines between the two, then you're likely to find yourself frustrated.
These sorts of threads crop up every so often over the years and the results remain the same. Take that for what its worth too in the context of things...
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COH popularity dwindling
in General Discussion
Posted
So basically(as we well knew) you are admitting to intentionally seeking attention through pot stirring shenanigans.
Expeditiousness seems favorable at this point....