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Sif

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Posts posted by Sif

  1. 3 hours ago, Riverdusk said:

    If I was a farmer I'd be a little embarrassed at seeing a thread like this.  If they suddenly made converters somehow cost twice as much (the market is how I prefer to "farm" myself), I'd shrug my shoulders and go "okay, whatever".

    It was at this point reading through the thread that I remembered I was afk-farming. The only change I made for Page5 was switching to a new arc ID. ¯\_(ツ)_/¯

     

    I spend >95% of my time on Homecoming farming, so I'm definitely a "farmer", and I enjoy it. I enjoy farming (afk and not), I like being able to zone out, I like being able to trivially multitask, I like being able to just walk away and not even think about pausing. The in-game rewards, I can't really say are a motivator for me (except the ding sound, it's somehow so satisfying). They're so much that I've gotten progressively lazier, like only listing items on the AH for 1 inf (ones that I don't just vendor because lazy).

     

    After reading this thread, I'm not sure if there has been any changes to farmers that aren't focused on maximizing rewards. For the ones that are, what is the impact? I might've missed it in this thread, but I've not seen numbers to get an idea of the impact to in-game rewards.

    • Thumbs Up 1
  2. 19 minutes ago, Croax said:

    Let people of forum or discord look at the build before you claim that Stalkers either suck or do not need Build Up.

    I think you misunderstood what I said. To quote your guide: "Stalkers used to be good in PvP and bad on allmost everything else." Today, Stalkers are all around great, but, like you said, not so much in the past when it came to teaming. I'm not suggesting this because I think it will necessarily make them better either (if Stalkers were any better, they'd probably get nerfed), more so because it will give a bit more mechanical variety in Stalker primaries, which I find a bit lacking. I also wasn't intending to suggest existing sets should necessarily be changed (I meant to have that in the original post, but looks like I lost that bit while drafting it, my apologies for the confusion there), although programmatically Stalker Claws could have both Build Up and Follow Up, and only allow a character to take one of the two, but I more so had it in mind as a consideration for any new powersets.

     

    33 minutes ago, Croax said:

    Build Up is vital in terms of dps

    Without the BU ATO, Build Up doesn't do a ton for DPS without extreme +recharge (due to the uptime), and a power like Follow Up is significantly better over time. As a point of comparison, Claw's BU (which recharges faster than other BUs), with 100% recharge, is equivalent to about twice the +damage as a Stalker's Assault. Build Up is still superior if you're wanting a burst of damage (hence why Follow Up & co were converted, because the devs originally targeted Stalkers towards burst at the expense of DPS).

     

    With the BU ATO, Build Up certainly has a massively improved up time, but a hypothetical Stalker Follow Up could be made to receive a benefit from the BU ATO to help deliver a similar level of performance.

     

    I'm not interested in any additional performance out of Stalkers (I think we can both agree Stalkers aren't in need of a buff).

  3. In the days of yore, the days of the lolstalker that was arguably only useful on a team for porting everyone to the boss or as Vengeance-bait, when porting powersets to Stalkers each one had Confront -> Placate, an attack -> AS, and the +damage power -> Build Up (if it wasn't already).

     

    With modern day Stalkers, I'm wondering... do they really need the +damage power converted to Build Up? The BU -> AS -> Placate -> Run playstyle that Stalkers seemed to originally be designed for is fully dead, and Stalkers will scrap with the best of them. Ignoring the BU-recharge ATO for a moment, I wouldn't be surprised if, say, a Claws Stalker with Follow Up instead of Build Up would be at least competitive.

     

    What do people think? Is this reasonable? Any way to deal with the BU-recharge proc (maybe instead it'll change Follow Up/etc to do double +damage?)?

    • Like 1
  4. 5 minutes ago, dtj714 said:

    Unlocking the hero zones, coop zones, First Ward and Night Ward (everything a hero could/would get I’m guessing) for the accolade power requires...147 badges.

    Is that for every possible destination, or just what the old LRTP could do? Remember you don't need everything to get the accolade, so you'd only need the zones that LRTP provides to get equivalent functionality.

  5. 31 minutes ago, ABlueThingy said:

    W "powexec_location 0:max "Combat Teleport""

    A "powexec_location 270:max "Combat Teleport""

    S "powexec_location 180:max "Combat Teleport""

    D "powexec_location 90:max "Combat Teleport""

    Q "powexec_location 315:max "Combat Teleport""

    E "powexec_location 45:max "Combat Teleport""

    space "powexec_location up:max Combat Teleport"

    I had to try this... the results are quite interesting. It's a bit awkward, but the brief period of time where the power begins recharging before realizing it has more charges makes vertical travel painful.

     

    3 minutes ago, ABlueThingy said:

    Also I should note that with enough practice...

    
    powexec_location camera:max "Combat Teleport"

    should let you make pin-point teleports exactly where you're looking.  So you could bind that to W instead or something.

    Now this works well with a button on my mouse, to just ping around. I don't think I'd replace using shift clicking with it, though, as it's not really precise enough for my tastes (although maybe paired with a TP-to-target bind it'd work better)

  6. 4 hours ago, dtj714 said:

    Start up your long-cast nuke then..YOINK mobs are gone.

    FYI, this wouldn't be an issue, as the hit rolls are calculated at the beginning of the casting*. If someone teleports them away, then you start casting, that'd obviously be an issue, and a possibility, but seems like a weird scenario. I don't imagine this being much of an issue in practice, certainly less than a drunk energy / stormy user, flinging knockbacks every which way (doubly so since it wouldn't result in any scatter). Any team with even the slightest coordination (even less than the typical PuG I'm on) should see Fold Space as a net win.

     

    * Ones that spawn a pseudo pet after a delay which then deals the damage would determine the targets after the delay, and would be impacted negatively. I can't recall if any nukes actually do this off the top of my head.

     

    4 hours ago, dtj714 said:

    but when someone else is using it without you knowing how/when (as in the vast majority of groups), you’re going to hate it. Multiple people being able to insta-port groups of mobs around is not a good thing...

    On the other hand, to use it well all you really need to do is wait for the enemies to be rather scattered, get next to whoever would be holding aggro, and cast it. If the enemies are scattered about, it'll clump them up, making melee's life easier, as well as anyone wanting to fling AoEs.

     

    I don't really expect a ton of people to be taking Fold Space (more than LRTP, but that's a very low bar), much less to be spamming it every time it's up as if it's part of their attack rotation. Seeing as it doesn't scatter, I'd expect it to be much easier to use productively than Wormhole (a well-placed Wormhole would be superior to a FS, though, as it also does mez).

  7. I have a Grav/Emp Controller named Sonnet.

    I then forgot about them (at ~29), and then decided I wanted to make a Grav Controller, decided to go with Emp as the secondary, and Pink Sonata was born. I only realized when she was ~30, and decided I liked the second incarnation more. ¯\_(ツ)_/¯

     

    I have intentionally done the same build multiple times, and the same powerset combo but on a different AT (e.g. Scrapper and Stalker), but I think that was the only time I've remade the exact character, including much of the concept, months apart.

    • Like 1
  8. I have seen that issue in a few dom builds, which is a bit unfortunate. In general, while some ATOs are amazing (e.g. Stalkers), others are a bit more... meh.

     

    2 hours ago, Vanden said:

    But now it's much too late to change it, it would be too disruptive to existing builds.

    From a mechanics point of view, could always do another Dominator ATO set, with a new name ATO type name, that slots into different powers (e.g. attacks) that provide different benefits. Not sure if that's the best way forward, though (would have to do a round for all the other ATs as well).

  9. The devs really should have continued with how the leveling system worked up to then, and restricted "traditional" level 50 content to Alpha, with each level of incarnate content allowing the tier that came out with it (and earlier) + the next one, rather than screwing up the balance of the old lvl 50 content. This would make it more practical to keep content balanced, allow you to feel more powerful in the content as you've gone up. Restricting 2 of the level shifts wasn't enough.

     

    Probably far too late to even consider such a change now.

    • Like 4
  10. 26 minutes ago, Outrider_01 said:

    Hard to gimp yourself, but imagine unlimited power pool to the limit of maximum of total choices.  Now imagine you only take 2 primary/ 1 secondary; the minimum until PP are available.  I would find it to be incredibly frustrating to play with 12 power pool choices that don't work with each other.

    You can already build a character with 2 primary, 1 secondary, 20 pool powers, and 1 epic. I'm sure it'll be totally unfrustrating to play that when the powers are from 4 pools, but unplayable if spread over 5+ pools. /s

     

    Personally I don't really care much one way or the other about this suggestion, I'm just curious by the curt negative responses this immediately generated (and generated the previous time I've seen it suggested). The reasoning I've seen has seemed rather... weak, considering the reaction. Standard Code Rant violations and appeals to tradition, primarily.

  11. On 3/23/2020 at 12:41 PM, mickeyrayve96 said:

    Still no freaking access!  No I didn't type in the wrong damn info.  Guess this game is no longer worth playing, like it was 8 years ago.  

     

    Most likely you are entering the wrong credentials. If you'd be willing to calm down and provide more info, someone might be able to help you solve your problem. But if you just want to give up without trying, that's your call.

  12. 1 minute ago, Jacke said:

    Until we have a comment from someone who's seen the implementation of both the database and the code, with an appreciation for it overall, we don't know how easy or hard it would be.

    The code is available, fyi. I wasn't speaking hypotheticals.

     

    I'm not claiming it's easy (because I've not tried to make the change), but the assertions of why it'd be hard sound pretty bogus and, themselves, would fall into the Standard Code Rant territory.

  13. 9 hours ago, Outrider_01 said:

    And which power set are you going to play? That let's you have enough room.

    So the argument is it won't benefit min/maxed end-game builds (where the game is already too easy), so it shouldn't be done? Not everyone is as dead-set on a specific combo of pools as you suggest. The beauty of this game has been the acceptance of concept over microoptimization, allowing a much wider range of possible viable builds than is common in other games.

  14. 4 minutes ago, Jacke said:

    There's no way a system with even a moderate amount of complexity can be designed to prevent poor choices from screwing things up.  You just have to have the knowledge and experience to avoid them.

    Remember the history of City of Heroes: Archetypes weren't originally a thing. The game was originally going to be freeform, but found lots of people would end up in highly gimped builds. So, they changed to the Archetype system. Just because you can't prevent all poor choices doesn't mean you can't limit them (if only via removing the choice).

    9 minutes ago, Jacke said:

    I think it's not so much the powers info but more the way the character builds are stored in the database--and what the code assumes is the properties of character builds (rather than being thorough and looking it up every time...)--that makes changes to build limits hard and require a lot of effort .

    The DB certainly doesn't care, from the PoV of the DB you've just got a list of powers associated with your character with various attributes (including the powerset name and power category). A character could have an arbitrary combination of powers, including every single Blaster primary power (SexyJay back on live, as an example). "Pool Powers" isn't some fundamental aspect of the game. In fact, from the PoV of the DB, your list of powers can look quite different than what you might assume. For a tame example, Dual Pistols doesn't have 9 powers, but 12! Another one: all your temp powers are just more powers. Additionally, there could actually be an archvillain with a power that grants anyone hit with it, say, Aid Self permanently from the medicine pool via one of its own powers (powers that grant powers are actually pretty common, it's just they typically grant ones that aren't persistent and expire after a short bit, and hidden from your Powers window).

    34 minutes ago, Jacke said:

    So no matter how much we would like things like more Power Pools, more Slots, even more Power picks, etc., it requires a lot of resources to do it right and correctly, on top of whether to do so from a design perspective.

    You don't know that, you're just making assumptions based upon... something else being said to be hard. It might be hard, but it might also be a single line of code change (because, quite frankly, nothing in the server/engine probably cares about the 4 power pool limit except the selection screen). I think there should be less jrangering based upon purely speculated difficulties of a suggestion.

  15. I'm curious for arguments on both side of this, why it should/shouldn't change (beyond "dev time" and "because that's the way its been"). I've always been under the impression that the reason that the limit was put into place was to help prevent newbs from unintentionally gimping themselves by ignoring their primary & secondary.

    6 minutes ago, merrypessimist said:

    Doesn't the number of pools fall into the "things so core to the code that if we change them everything catches fire" class?

    From spending a bunch of time going through the game's power info, I kind of doubt that the engine actually cares about that sort of thing. Powers are a lot more flexible than most people realize.

  16. 5 minutes ago, Razor Cure said:

    Is UX suppose to mean something? An emote I guess?

    Regardless, it you find a huge portion of an AT to be 'shit'..WHY are you planning it? When you think its shit? Makes a lot of sense. And if you aren't playing it..why does it matter to you?

    I don't find playing my emp to be either a chore or shit. Or my kin corr (and that was fine back before aoe sb).

    User Experience

     

    Clear Mind isn't a huge portion of Emp (or support sets), it's one power out of 9. The issue with Clear Mind, that a power like Fortitude doesn't have, is that there's bad feedback on when to recast, to be able to maintain it. It's fairly easy to maintain Fortitude on 4 (+- based upon recharge) people, since you just recast whenever it's recharged, and you can glance at the icon to know how long until you can recast it (previously but guestimating based upon the size, now with an actual countdown). On the other hand, a power like Mystic Fortune has a very long duration (20 minutes) which means even with a few minute gap, you're still maintaining very high up times. Clear Mind suffers due to having a short recharge, but moderate duration, without good way to keep track of your buffs on others.

     

    I think something like HeroStats buff tracker should be integrated into CoH proper, like has already been done for recharge timers. That would go a long way to resolving the UX issue.

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