Zem

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  1. Quote:
    Originally Posted by Arcanaville View Post
    Paragraphs are an organized set of sentences generally addressing a single topic: paragraph boundaries often mark either the demarcation of one topic to another or one perspective/aspect of a topic to another. They are generally noted in English by a line spacing.
    BOTH of your paragraphs, even though you began by agreeing on the legal thing, were mainly complaining about "people" denigrating the protesters. Since it was a direct reply to me and quoting my post, it wasn't clear to me if I was being lumped in with those people so I was just clarifying. There was no need for the English lesson.

    As for protest being the only recourse, that may be the case here but I wasn't limiting my comments to just THIS situation either because legislation would affect all MMOs. If offline mode is a feature valued by MMO customers then someone, eventually should want to include it in their gameplay offering. I would think it might enhance the value of cash shop items if we knew they had some permanence, but maybe there aren't enough people who agree to make it worth doing.
  2. Quote:
    Originally Posted by Arcanaville View Post
    Many people believe consumers are only supposed to have positive reinforcement rights: they can buy a company's products, or they can choose not to, but that's all they are entitled to do. Those people are wrong.
    Then it's good I wasn't saying anything of the sort, isn't it? The only point I was making in my reply was that what we don't need is legislation that could do more harm than good when this is the sort of thing that can be handled by consumer actions, whether those are buying decisions or merely attempts to generate bad publicity. If there are enough upset people to tarnish the company's brand via protests then that brand deserves to be tarnished.
  3. Quote:
    Originally Posted by Lucky666 View Post
    They would be forced to have an offline version off that game. There is plenty of console games that when the servers shut down you still have the offline version most the time of which online stuff(loot,costumes etc) carry over to.
    I wouldn't be against the idea of an offline mode but the relevant question is, "Why should they be forced to provide one?" In a competitive market like this, shouldn't this be something that is driven by consumer demand rather than legislation?
  4. Quote:
    Originally Posted by Rodion View Post
    The United States now has laws requiring that phone companies let you keep telephone numbers if you switch cellphone providers, so there's already a precedent for tying an abstract digital entity to a real world person. As more and more things move out into "the cloud" more of our lives is winding up on servers controlled by corporations, yet they have no real responsibilities to us.
    And what exactly would you do about in-game virtual goods once a game is closed? And mind you, it has to be something that doesn't prevent companies from wanting to do business at all. Therefore, you can't write laws that force them to keep games open forever or to refund all virtual purchases when the game closes. Or rather, you could, but then game companies simply wouldn't make these games in the first place. Not where these laws exist anyway.

    You can't honestly say you had any reasonable expectation to "own" these items outside the game in which they exist nor that the game would exist forever. Who then is really to blame for the money you spent on them, knowing that they were temporary?
  5. Quote:
    Originally Posted by Tenzhi View Post
    You like Stalkers? ChO now has the slotted offensive ability for you! It's called "Night Warrior" I believe, and it gives you a stealth toggle and an assassin-strike-esque ability that can one-shot Super Villains. And when you're not one-shotting things from stealth I believe the passive also grants an overall damage bonus.
    Thanks. I may just have to try that.
  6. Has melee become viable in CO? I only tried the game for like a month when it launched and I seem to recall anything ranged I tried completely owning anything melee I tried. Unless I was just "doing it wrong". Unfortunately, my favorite CoH characters are Stalkers. In CO, I think I ended up playing dual pistols when what I really wanted was a sword-wielding Samurai Ninja Robot Cowboy. Was that too much to ask?

    Cause CoH had it covered.
  7. Quote:
    Originally Posted by Kitsune Knight View Post
    IIRC, Nemesis Vengence only provides Melee and Ranged defense... so they actually have an AoE hole!
    Well thank goodness the AoE-heavy folks are okay! I was worried! Poor things. Always so disadvantaged. Finally... their moment to shine!
  8. Okay, disregard my previous post (if you weren't already). Found the article on Paragonwiki. I get it now.
  9. Help me out here, because I just came back to the game after about three months off andI'm still trying to catch up. When I saw "Procs per Minute" I immediately thought "oh... they decoupled procs from the attack rate of a power?"

    Now I see all this talk of base recharge and current recharge. Is PPM not really PPM right now? To me, if I see something that says "4 procs per minute" that says to me that it can only proc four times per minute max regardless of recharge rate. Is that not how it is now? Or is that how it is GOING to be after this next change? Or none of the above?
  10. Sounds like a job for... Patch Notes!

    Scroll down to the "Stalker" heading.
  11. One thing about using Assassin Strike from Hide is that ALL of its animation time can potentially occur *before* the fight starts. If you're still going to count this as part of the DPS calculation then you may as well start counting the time it takes to run from one spawn to the next and we can have a discussion about which movement powers are hurting our DPS the most. Silly, no?

    That said, I do think a 1sec animation time is too fast. They have the opportunity here to just normalize them all at 1.67s. It will STILL be a great single-target attack with Assassin's Focus in the picture. Maybe even still too good, at which point they can look at AF's effectiveness too. Let's remember this isn't even in the game yet. It's not set in stone. They talked a lot about scaling AS too and that got completely thrown out in testing.

    Personally, I do also think Assassin Strike from Hide could use a little love. It's already eclipsed by a Crushing Uppercut crit with a few combo points, no? They could maybe push it to scale 8 in PvE. Nerf their plans for AF just a little bit while they're at it and I think things could shake out pretty well.
  12. Quote:
    Originally Posted by Bloodyfreak View Post
    That's pretty much been my argument the entire time. We ask and suggest and nothing happens. What do we get? Scrappers with Hide. I've given up on devs ever really changing the AT to something we want.
    Kindly stop using "we" as though there is some consensus here about what should be done to Stalkers. If you've read any of the big suggestion threads at all you'll see there's plenty of disagreement. There's no possible way they could do anything that would be accepted by everyone. Stalkers have been a Scrapper variant ever since they were created and I wouldn't still be playing them if I had such a big problem with that. People who want something radically different need to face the reality that no grand overhaul is coming. It's never been done to any AT. It's never going to be done.

    If you want a buff/debuff stealth AT, VEATs are over that way.
  13. Quote:
    Originally Posted by BrandX View Post
    I'd rather they just made the Resists make sense.

    Armored up! Have high S/L Resist!

    What's really so bad about that?
    This is the reason the problem exists. They created the concepts first and then assigned resistances based on the concept. They didn't ask themselves ahead of time if making so many armored, robotic, or otherwise tough-skinned enemies was going to be a problem for lethal damage dealers.

    That coupled with the fact that mission arcs and task forces tend to be composed of primarily just one enemy type and you get people facing entire play sessions at a disadvantage instead of just the occasional enemy they have a tough time with.
  14. Quote:
    Originally Posted by Bloodyfreak View Post
    Uninterruptable, yes; but useful without the signature power ALL Stalkers must take that is Hide? What's the point then in being a Stalker? Let me just jump on my Scrapper with SS and Stealth IO and poof! I'm a Stalker with more survivablility, more functionality, and more options.
    This is more true NOW than it will be after the changes. After this change, you will at least be able to say you do better ST damage than that stealthy scrapper. And AS will still be worth using from Hide as an opener at least. Scale 7 damage and Demoralize is still a good deal and if used as the opener the interrupt (and even the animation time) isn't that much an issue. It won't be worth it to Placate+AS, sure, but that's never worked very well for all Stalkers anyway. I say good riddance to that. Placate will still be useful with an AoE or as a defensive option. People forget that it's not there solely to give you a critical. In fact its PRIMARY purpose is defensive. It's to make someone stop attacking you just as Confront is there to do the opposite for Scrappers.

    Quote:
    As for Stalkers being 80% like Scrappers, I'd like to change that. That's what was proposed in those threads. To make Stalkers more unique and build on their strengths, not make them into Scrappers.
    A lot of things were proposed in those threads. All I am saying is that just because YOU didn't propose this specific change, it does not mean WE didn't ask for it. You can disagree with the change without attempting to de-legitimize it by pretending it's something the devs came up with entirely on their own.

    I don't really get the angst over being Scrapper-like because I've always played my Stalker as a stealthy scrapper. I like the fact I am not as sturdy and am more focused on killing high-priority targets than some Elec/Shield scrapper who likes sweeping up the trash minions by the dozen. But I'd like something in return for being less sturdy and I'll take being the best boss-killer around as payment, thanks very much. Because despite what some of the self-proclaimed "experts" around here are saying, I play on pick-up teams all the time where the bosses DON'T die in a white-hot barrage of fulcrum-shifted AoE within 3 seconds so killing them is actually a job that needs doing. And surprise surprise, all those AoE fanatics out there are only looking for a dozen minions to crush first. That leaves me the bosses, which I am only too happy to murder for the team.
  15. Quote:
    Originally Posted by Bloodyfreak View Post
    Like hell it was! I've followed those forums for months.
    Congratulations. I've followed them for years and the idea to make Assassin Strike uninterruptible comes up all the time! Obviously though, it is just one of many ideas. The reason it hasn't happened until now is that the tech to do it wasn't available until the advent of Titan Weapons. They've known for a long time that getting interrupted was diminishing AS's effectiveness but haven't been willing to just get rid of the interrupt time, probably due to PvP concerns (believe it or not, they DO still have to worry about that).

    Quote:
    No one ever suggested making Stalkers pretty much Scrappers with Hide.
    Not in those exact words, but yes, they have. It's even a common criticism of many suggestions that they DO make Stalkers more like Scrappers. Which I think is funny because we are 80% similar to Scrappers to begin with.

    Quote:
    And what does it take to please me? Not changing the AT to be almost the same as every other melee AT in this game. Build on the powers it has, not change the core of the AT.
    That's what they are doing. They are making the marquee Stalker power actually useful more often than just at the beginning of a fight (or maybe once more later in the fight, if you're IO soft-capped... and lucky).
  16. Quote:
    Originally Posted by Bloodyfreak View Post
    Do I think AS is underpowerd? Hell yeah! It sucks, especially in teams. But this change pretty much just gives Stalkers yet another ST attack. Why didn't the devs look at the hundreds of suggestions in the pages upon pages of ideas in the forums?
    This WAS one of those suggestions! Bloody hell... the devs have got to be wondering what it takes to please some of you.

    Stalkers are, and always have been, meant to be primarily single-target damage specialists. Don't value that? There's the door. It's time to stop hoping the entire AT will be torn down and rebuilt with a different focus. That's never been done and it never will be done. They would rather create a new AT... and they did: VEATs.
  17. Quote:
    Originally Posted by Redlynne View Post
    This tends to indicate to me that Placate needs to spend less time animating and instead "get on with it" and just allow the second attack to take place much faster in order to improve Damage Over Time throughput. Taking it down to a 1.0 or even 0.7 second casting time would do wonders for Placate in combat, and make it less of a "do I have dirt on my fingernails?" sort of power.
    Keep in mind that Placate has a relatively longish recharge time, so improving its cast time a little isn't going to improve your overall DPS chain by a hell of a lot simply because it doesn't get USED as often in your attack chain as all your other attacks.

    I'm not sure there is something to fix here because people are assuming Placate *should* always improve your DPS. Another way to look at it is that it doesn't *harm* your DPS as much as a typical single-target mez would. The primary purpose of Placate is to get something to stop attacking you, just as a Scrapper's Confront is for doing the opposite. If you don't value that, don't take the power.
  18. Quote:
    Originally Posted by BrandX View Post
    You know that may be the real benefit. Make 1 AOE (preferably an PBAOE one imo) per set a 100% crit to go along with placate.

    Won't help a few sets that are ST focused, but over all, it would be a nice improvement.
    eh... they need to make a decision on Stalker AoE crits, I think. I dislike not knowing if they'll ever nerf Burst or Fireball. But even at 50%, it's still worth using an AoE that can hit a lot of targets.

    At this point I can't wait to see how this plays out as-is. Also can't wait for Staff Fighting. Hope they don't screw it up in the port to Stalkers.
  19. I don't think Placate needs anything. It will still be useful defensively and to follow-up with an AoE for the 50% crit (or 100% for the lucky few). I don't really get the nostalgia for Placate+AS, honestly. What's so great about it? Even on my soft-capped Stalker it was unreliable enough to be annoying. There are simply some AV fights where it is impossible to use thanks to damage auras. I'm looking forward to being the top ST DPS contributor on those fights, if it works out that way. Looking forward to it very much.
  20. If each stack of AF adds 33.3% crit chance and it can stack three times, then it seems deliberately set up to replace and not to add on to the existing random critical. That's not a bad thing really. One stack alone tops the best random critical rate you can have on a team today and it un-tethers AS performance from the behavior of your teammates.

    That said, I hate to say it but it seems a little too powerful. Who's NOT going to execute at least three standard attacks between Assassin Strikes? You'll basically get a guaranteed crit every time you use AS when not Hidden.

    As for animation times... sigh. I was hoping they'd go ahead and just do it right the first time. As it stands, KM's AS is going to have TWO AND A HALF TIMES the DPA of Ninja Blade's or Broadsword's AS! Animation fixes just seem to be one of those things that get perpetually delayed. Sucks being a Ninja Blade fan.
  21. Quote:
    Originally Posted by BrandX View Post
    That mechanic is kinda what Titan Weapons is all about.

    1 attack, 2 different animation times.
    Actually, it's possible it can be two completely different powers if I'm reading CoD right (which by the way is updated... yay!) There's a line item to "redirect" to a different power. It looks like it can have different everything.. not just animation time.
  22. Quote:
    Originally Posted by BrandX View Post
    Of course, I freely admit, I play my Stalkers like Scrappers with a stealth power.
    Which is good, because that's pretty much how they are designed.
  23. Yeah, this is my guess....

    Assassin Strike when NOT hidden:
    1. Scale 2.5 damage
    2. Uninteruptible with shortened animation time.
    3. Scale 2.5 random critical at Stalker's current random crit chance PLUS an unspecified bonus %-chance due to Assassin's Focus.

    Assassin Strike when Hidden (same as it is now):
    1. Scale 2.5 damage.
    2. Interruptible with current animation time.
    3. Scale 4.5 critical.
    4. Demoralize.

    Remember that "superior" is less than "extreme". Not that they are totally consistent with the terminology since it is just the text description in most powers. Eagle's Claw is scale 2.92 and is called "superior" while Total Focus is scale 3.56 and is called "extreme". So scale 2.5 (the current base damage of Assassin Strike) seems right in line with a "superior" damage attack.
  24. Quote:
    Originally Posted by Jibikao View Post
    But scale 7 is only 140ish damage. That is lower than what the current AS does from hidden isn't it?
    No. Currently Assassin Strike is scale 7 WHILE hidden. That's scale 2.5 base damage plus scale 4.5 critical.

    The 140 you're thinking of is the current normal base damage of Assassin Strike (scale 2.5). Also called the "Waylay" portion (if you read the combat log). For a level 50 Stalker, 1.0 melee damage scale = 55.61 damage.
  25. Demoralize only works while Hidden now, so this isn't really a change as far as Demoralize goes. As for Synapse's comments, I think he just misspoke earlier. The context around all this seems pretty clear. The change is to make AS uninterruptible with a shortened animation when not used in the Hidden state (i.e. either from Hide or after Placate).