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gradiigradii Posts: 11,744 Arc User
This dropped from an ancient construct in the deep water area at the back of the lemuria zone.

0l3VTgv.png
Post edited by gradii on

Comments

  • crypticbuxomcrypticbuxom Posts: 4,630 Arc User
    edited August 2014
    Shouldn't you post this in your "The Project" thread instead of making a new one?
  • spinnytopspinnytop Posts: 16,467 Arc User
    edited August 2014
    w0w that healing is OP.

    20 seconds of literal immortality.
  • scorpagorscorpagor Posts: 604 Arc User
    edited August 2014
    I got one of those too when I was farming them for perks.

    Extremely rare drop. Shame it's a BoP.
  • jasinblazejasinblaze Posts: 1,366 Arc User
    edited August 2014
    yeah i sent you a message that they still dropped yesterday
    psionic accelerator drops from bronze king as well

    not sure how rare they are now, since i have gotten them on 10 of my characters since alerts went up.
    but then vehicles make farming constructs much easier
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited August 2014
    Good stats also.
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  • spinnytopspinnytop Posts: 16,467 Arc User
    edited August 2014
    gradii wrote: »
    This dropped from an ancient construct in the deep water area at the back of the lemuria zone.

    0l3VTgv.png

    What's funny is the game is basically still balanced around that gear, and not the stuff shown to the right of it xD
  • mrhinkypunkmrhinkypunk Posts: 1,517 Arc User
    edited August 2014
    spinnytop wrote: »
    What's funny is the game is basically still balanced around that gear, and not the stuff shown to the right of it xD

    Wut yu talkin bout gam's not EASY BLAUGH!!
  • edited August 2014
    This content has been removed.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited August 2014
    gradii wrote: »
    Games not easy. Enemies are stupid.
    So what you're saying is, aggression should chain to nearby mob groups so attacking one critter gets you forty on your head instead of four? That would make the game more challenging, it's true...
  • edited August 2014
    This content has been removed.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited August 2014
    gradii wrote: »
    I mean the enemies should have more interesting attacks and ways to challenge the player.
    So what you're saying is, the enemies are underpowered. How exactly is that different from the game being easy?
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited August 2014
    Games not easy. Enemies are stupid.

    Theres a difference between the enemies being too stupid and weak and the players somehow being too strong.

    Or maybe players are just stupid.
    Could be also that.
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  • mrhinkypunkmrhinkypunk Posts: 1,517 Arc User
    edited August 2014
    Gradii is saying that there is nothing wrong with being able to turn a 10k into under 1k and with unbreakable on make it heal your unbreakable by 800 or with md hit you for 500 which you can rotate so to only ever get hit by 500 or get healed. He is instead saying that it is because enemy's aren't clever enough to know how to counter this, they don't have any defense debuffing / buff purging or anything like that to counter it.

    Or something...

    Just wait 60 minutes I'm uploading that inferno without any gear very hard mode run of one of the new missions. I only die in it because I really used much fire before other than when testing in the PH and one fireball build. I've never really done a fire DoT build which is how I should of been playing the inferno in that.
  • nextnametakennextnametaken Posts: 2,216 Arc User
    edited August 2014
    So what you're saying is, aggression should chain to nearby mob groups so attacking one critter gets you forty on your head instead of four? That would make the game more challenging, it's true...

    That's kind of how to make the game more challenging. If its too easy, hit more than one mob.
  • mrhinkypunkmrhinkypunk Posts: 1,517 Arc User
    edited August 2014
    That's kind of how to make the game more challenging. If its too easy, hit more than one mob.

    Doesn't really work in CO though especially if you have something like invulnerability when mobs are hitting 1's and with unbreakable technically heal you why not mob more and more up other than the annoying CC they may have.
  • jimhsuajimhsua Posts: 412 Arc User
    edited August 2014
    Doesn't really work in CO though especially if you have something like invulnerability when mobs are hitting 1's and with unbreakable technically heal you why not mob more and more up other than the annoying CC they may have.

    Eh, dump the defensive passives and go pure offense. Makes the gameplay more dynamic, if you're into that sort of thing.

    I think in my entire toon roster, I only have one 40 that takes a dedicated defense passive? Sure changed a lot from even 1 year ago, when I had no one at all using an offensive. Hm...
  • biffsmackwellbiffsmackwell Posts: 4,743 Arc User
    edited August 2014
    jimhsua wrote: »
    Eh, dump the defensive passives and go pure offense. Makes the gameplay more dynamic, if you're into that sort of thing.

    I think in my entire toon roster, I only have one 40 that takes a dedicated defense passive? Sure changed a lot from even 1 year ago, when I had no one at all using an offensive. Hm...

    That's how I play, Offensive all the way, and I usually take a second, Defensive, passive as an "OH POOP" button if I get into hairy situations.

    And yeah, back in the day, a Defensive was essential for survival. When the game went easy-mode, they were no longer required for most content, at all. At least for solo play.
  • mrhinkypunkmrhinkypunk Posts: 1,517 Arc User
    edited August 2014
    jimhsua wrote: »
    ...

    Yeah I pretty much always use an offensive passive unless there is a reason for me to use AOPM for example with master of the mind or something like that.

    You end up having to ask yourself what's the point in mobbing so many up with an offensive passive though when you could easily enough mow through the enemy in seconds if you have a decent enough build.

    It's not like it's hard to get 100% damage resistance from defense with maxed gear on an offensive passive build to half all damage and then rotate AD's so that half the time only take damage past about 4k and for the other half a 10k would do 2.5k to you instead.
    One use of conviction every 2 seconds will help keep you up through that even if you had 5k dps incoming.

    A defensive passive isn't needed to show stupid over the top reduction's to incoming damage but it does amplify it for sure.
  • spinnytopspinnytop Posts: 16,467 Arc User
    edited August 2014
    jimhsua wrote: »
    Eh, dump the defensive passives and go pure offense. Makes the gameplay more dynamic, if you're into that sort of thing.

    I think in my entire toon roster, I only have one 40 that takes a dedicated defense passive? Sure changed a lot from even 1 year ago, when I had no one at all using an offensive. Hm...

    When the solution to "the game is boringly easy" is "restrict your power selections"... that's an issue when the game's core mechanic is "customization".

    gradii wrote: »
    Games not easy. Enemies are stupid.

    Theres a difference between the enemies being too stupid and weak and the players somehow being too strong.

    Says the game's not easy.







    Immediately lists one of the reasons why the game is easy.


    And yes Gradii there is a difference between those two things... that's why it's an issue that we're experiencing both of them at the same time.
  • chaelkchaelk Posts: 7,746 Arc User
    edited August 2014
    So what you're saying is, aggression should chain to nearby mob groups so attacking one critter gets you forty on your head instead of four? That would make the game more challenging, it's true...

    the melee ones who wait for a bit then charge.
    the ranged ones who run into melee combat to fire weapons, some of them really are just plain stupid.
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  • chalupaoffurychalupaoffury Posts: 2,559 Arc User
    edited August 2014
    If the game wasn't too hard before we had the power creep? (It wasn't, by the way. People were still b*tching it was too easy, and if it's not too easy now they'd sure have been complaining about how hard it was because we're a hell of a lot stronger.) How, by any logic, is it not even more incredibly easy now? We got extra super stats, and our gear is easily 4 times more powerful. As well, we have spec trees. I remember back in the day when it was HUGE to throw a 10k attack. Now I and a few other people I know are approaching 30 pretty frequently.

    If it's us being op (and we are) or the mobs being stupid (and they are) doesn't matter. Easy is easy, anything about why is just an argument of semantics. The funny bit about this fight is the game was specifically *designed* to be light on challenge. It's supposed to be casual action, not a hardcore raid mmo. It's balanced around the weakest of the ATs, before the regear, because most of the stronger ones didn't exist when a lot of the content was created.

    One can argue "If you're not used to how the game works" as a caveat for difficulty, just like any other game. But once you're passingly familiar with builds, specs, roles, and basic MMO mechanics like pathing and aggro pulling? Basically, with a bit of experience? It's more than possible to just flip that switch to elite on every character and never look back. Note that this was specifically requested, too.

    "I want to feel like a mighty super hero, we shouldn't have content that only top end builds can complete, it's unfair to those of us who like running unoptimized theme builds. Elite should not drop such better gear, I should be able to casually solo the same gear on any of my characters" was the argument. And that argument *won*.

    Funny that we started hemorrhaging players right after that.

    edit:
    chaelk wrote: »
    the melee ones who wait for a bit then charge.
    the ranged ones who run into melee combat to fire weapons, some of them really are just plain stupid.

    THIS DRIVES ME DEMENTED. If you have a mob with haymaker, stop having him fire a gun energy builder at me and make him throw that haymaker. IF they're ranged, don't bunch them all up for MY haymaker. A few simple AI tweaks would do this game wonders. Viper seems to follow sane rules about that stuff, and they're pretty obviously the hardest mob in the game as a result. IMO, all factions should be buffed up in efficacy to viper levels.
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited August 2014
    Viper seems to follow sane rules about that stuff, and they're pretty obviously the hardest mob in the game as a result..
    It's not the AI that makes Viper dangerous, it's that they got a few powers buffed when Serpent Lantern came out; in particular, brickbusters have a very dangerous defense debuff, and pulson rifles that ignore defense are also really scary.
  • chalupaoffurychalupaoffury Posts: 2,559 Arc User
    edited August 2014
    It's not the AI that makes Viper dangerous, it's that they got a few powers buffed when Serpent Lantern came out; in particular, brickbusters have a very dangerous defense debuff, and pulson rifles that ignore defense are also really scary.

    True story. But that's part of what I meant. Give other mobs more debuff/tactical options, and make em not all bunch up on you like those stupid gangsters Nighthawk? uses. Hell, even Psi is half ranged, and without fail they're all bunched up on the tank like they're looking for an autograph. I kinda feel like it's a little of column A, a ton of column B. The fact that they debuff like that is brutal. The fact that they do so spread out, so the melee tank has trouble pulling em all without stuff like spinnan chainz? Puts em firmly in the "good mob" category.
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  • crosschancrosschan Posts: 921 Arc User
    edited August 2014
    Disclaimer: I have not checked on this in quite some time so the information may very well be dated or no longer true.

    One of the main things I remember about Serpent Lantern(after it being boring and having Serpentor in it) was that the Viper Mages(I think that's the name, not too hard to figure out which mobs I'm talking about if I'm wrong though) actually do have different AI based on difficulty slider settings. They will not use certain attacks(or use them far far less) on easier settings and will go all out and try to murder you if you're on elite. Now I'm not saying that doesn't make SL still pretty easy but what I am saying is when they introduced SL and the Difficulty Slider they did apparently put in place the beginnings of a more advanced system.

    I don't even remotely pretend to know the state of the code left in place when Cryptic moved on and Cryptic North took the reigns or if it's even remotely salvagable. I'm just mentioning this as a "just in case" tidbit basically. Also, I fully understand that even remotely looking into this is not a top priority issue. It would be nice but it's not Playable Perm Content or Baseline White Hit Power Balancing to Center....but I thought it was worth pointing out at least for this conversation. :wink:


    Also, back towards the end of last November I returned to STO(I played a little bit of the beta) and played 2 toons to "Yeah, I did just about everything" level before getting bored and returning to CO and I noticed a few things but one oddity that sticks out to me is that considering how close CO and STO are in their original designs and release dates....did you know mobs in STO have and use Energy and mobs in CO don't? The energy bar in CO is almost a decoration in all honesty yet you can build a psychotically effective energy drain toon in STO. I wonder why this is....:confused:
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  • flowcytoflowcyto Posts: 12,859 Arc User
    edited August 2014
    It's not the AI that makes Viper dangerous, it's that they got a few powers buffed when Serpent Lantern came out; in particular, brickbusters have a very dangerous defense debuff, and pulson rifles that ignore defense are also really scary.

    Also cause some smart-alec dev thought it'd be great to give the Viper PA's an instant, spamable aoe KB Micro Muni. Viper is tougher cause they are the one faction given almost *everything*: defense breaking, heal debuffing, tons and tons of instant and casted KBs that can be chained on you, high innate resist, blocks, flight TPs, burst dps attacks, smoke bombs, personal shields, PA toggles that stick on you even if the mob gets disabled, and even a group buff.

    Most other factions get maybe 1-2 charged KBs (sans the shotgun spammy Hoods), 0-1 charged holds, the standard 'big brute' mobs.. and not much else of note (okay, maybe some DoTs that mainly just serve to delay you from going to the next zone- yeah, great fun: waiting!). The Undead minions that use Infernal and Bestial SN powers are notable simply cause they hit really damn hard rel to other factions for some reason, and perhaps Destroyer minions (oh hey, another PA faction is also powerful; who woulda thought?).

    Ice Nem minions also are extremely annoying w/ Snowstorm spam, Shadow Master Villains have Kev Poe's insane 3-4k base dps Shadow Embrace that they can randomly whip out (<- Cryptic: what was the rationale for adding this, btw? Just to gib lowbies randomly?), and Lightning minions spam an oddly hard-hitting Sparkstorm.

    Some of them are fine mechanistically, but enemy factions are all over the map - mostly being rather pathetic, but many of the harder ones being 'challenging' cause of overcompensation (Viper) or cheese (shotgun/KB spam; adding a no-warning 4k dps spell to a minion that lowbies can fight).
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