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...Dude, not what I said. Also, Rawhide Kid was released in 2003, Shamrock in 1982, and all of the others in the mid 1970s.
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I think comics might just be xenophobic in general. I read an interesting article about unintentionally offensive comic book characters.
http://www.cracked.com/article_18502...haracters.html
It's cracked, so might be NSFW, depending on your workplace. -
I'd be glad to just display the Arachnos full six costumes correctly.
I can also get behind this, too. I see plenty of costume sheets for characters on web pages that are three tiers high. This will make it easier for those players to use all their 'stumes. -
Hate it when info gets cut from a draft... Meant to say to 50.
Anyway the recharge change is good to know. It means that, for short durations and for good slotting, the slower powers outdamage KM before the benefits of their recharge can compensate. Or, if you can form a continuous attack chain with any set, the recharge benefits of KM are only worthwhile in that it is slightly easier to make a continuous chain. -
Tried Roleplaying a few times. Wasn't too good and didn't enjoy it. These were catastrophic, either. Just waited for that "I'm enjoying this" moment to click only to find it never did. I suspect this is due to do things. I am horrible at acting/emulating actions, since the finer points of social interaction are more difficult for me to understand than quantum physics. Second, I've been an unintentional god moder since I was three years old, and if things don't go my way then frankly I don't give a damn. This is an improvement, since when I was a child I would burst into tears when things went awry.
With that said, whenever I make one of my toons I always give them a full bio, oddly enough with none of the things that the OP listed (Even if two of my toons are married... to each other). These bios are usually an origin story with a bit of a description of themselves, always including their real full name. It goes beyond there, for whenever I make a character I would construct elaborate storylines that would occur in my head and play them out whenever I am bored/at work/crossing the street. The largest one I made many years ago was expansive and detailed enough to make 3 full seasons of a show out of. Oddly enough it was based on CoH, even before I ever played the game (A spines/dark armor scrapper named Raxx who was really a psychotic serial killer. This was before CoV came out). These storylines will often coincide with events that happen in-game, often times unintended.
Though a lot of my toon bio's will have some similar elements. One of them is an element of adolescent determinism. Nearly half of my toons have some kind of "scorned by society" or "abandoned as a kid" or "picked on" thing going, even if their reactions to the same event will be completely different. Second one is social inadequacies. Nearly all my toons have it either written or heavily implied that they are strange and unusual people before super powers come into play. The gambit runs from being blind as a bat to having autism, and everything in between.
What does it say about me? Well, I do have aspergers syndrome and a traumatic childhood, so I suppose I am subconsciously writing what I know into each of my toons. Extending an ounce of my soul into each exaggerated embodiment of my person.
As far as theme songs go, I could never give anyone a themesong other than non-plot-crucial battle music, since I always see each character's entirety being around a very wide spectrum of emotionally diverse events. With characters turning evil, turning good, falling in love, falling out of love, doing drugs, getting rich, losing, winning, and having to fight battles no one wants to, it is nigh impossible for any song to signify all of that uniquely for any of my toons. Basic battle music is pretty good, though, since the appropriate response to any change in plot for a superhero/villain is to bust some heads.
But I put can music to different moments in the plot. At some revelation or a particularly meaningful battle, if I hear a song that happens to tune itself seamlessly to that moment, this song will be forever attached to that moment, regardless of how much I want to change it. Sometimes vice versa happens, and a song or even a combination of songs actually creates the scene in my head. Favorite example of this is when I heard Damnear Divine's cover of Circus by Britney Spears, and almost instinctively created an "episode" in my head where a villain ambushes a hero in one of their battles, causing a background song change from Spears to Divine.
But enough about me. I actually think this is a decent guide to several RP elements, and explains some of what I see in different places. And yes, Pocket D is a scary place. -
I've only solo'd Numina on my KM stalker, and that was only with the help of Envenomed Dagger. My experience being the same as others: ST damage for this set is lacking, making most fights either impossible even with Musculature or a very slow crawl.
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I chose the Mu powers on a dom before. Really, the only reason why you would pick the Mu patron is for the Mu Guardian or for endurance drain.
The Mu Guardian has mediocre damage and good recovery drain. It can also create it's own pet (Sentinel of Lightning) that has a decent single target heal and an EM pulse power that it can only use once every 45 seconds (games says 50 minutes but the sentinel only lives for 45 seconds), which has a -37.5 Endurance and -1000% regen. The Guardian has the added benefit of doing extra damage alongside of your continuous attacks, which is a benefit the Ancillary's don't grant.
The Mu have some other abilities. Power Sink if you run out of End a lot or want to rack up more end drain, and Surge of Power is a temporary invulnerability power with the nasty side-effect of nearly killing you after it's done. I personally avoided Surge of Power, since I tend to avoid playing one AT like another, with surge making me a 3 minute brute then a 20 second worthless. Most doms would rather just sleep the whole mob then take them out one at a time than go invincible and lock horns.
For an elec set, I would definitely recommend it. All in all, I do think the lack of talk and subsequent lack of use is because the Mu patron is rather unimpressive. Looks cool, though. -
I suppose I am the only person who has made a Kinetic Melee Stalker here. I tried it after I made an Energy Melee Stalker, and I have to say that KM is epic on stalkers. A few highlights:
- Burst is a 100% critical from hide, letting you take out all of the minions with decent slotting/popping a red and using buildup. On defense sets/with a purple inspiration you can do a dreaded Build Up - Burst - Placate - Burst combo, flattening everything within an 8 foot radius of you.
- The damage debuff is useful, considering the low HP and dismal cap of 75% resist. Wail on an AV for awhile and your team will thank you.
- Concentrated Strike's build up recharge is arguably more useful than it simply going critical, because it increases the power of all your attacks by 80% for 10 more seconds. This allows for consecutive use of build-up, to which my current record is 4 uses in a row.
- Assassin strike has the quickest activation time on this set than any other.
Haven't checked this, but KM feels a bit lower damaging than EM was. Not sure if EM was just high damaging, of if it is normal to take 4 unboosted attacks to kill a minion. -
I hate it when there's a thread that gets started and I go "Ooh! I have lots to say about it" only to find that pretty much everything has already been said. Can't you see that I want the credit for wisdom?!
But on a serious note, I always point out the standards that men are held to as well. It gets to the point where, if anything happens, suddenly every woman in the room looks at me to deal with it (I am a man, btw). Crazy homeless guy screaming outside our church? Yeah, let Blood deal with it because he's the guy around here. Man shot and bleeding to death? This looks like a job for Blood! Building is on fire? Let Blood break down the door and search for everyone...
The thing is that I totally do, and I actually get a kick from it. There's nothing akin to the thrill of staring death in the face and winning. It's masculating... BRING ME A WENCH!
There is something else that I noticed, though. The man and his drive to reproduce can't be held fully accountable for the depiction that women have in comic books because women will act that way themselves. I had to have my sister explain to me what it is that goes on, and similarly why girls like the bad boys and why it is that academic performance of girls drops after puberty.
Women will judge their overall "worth" in society directly by the attention and the praise that they receive from men. Like steam powered engines, but it's self-esteem (roflpun but seriously now). This is not exclusive or all encompassing, but bear with me. The attention that they receive increases their own self-perceived value depending on what the attention is for, who it comes from, and how much of it they receive. The bad boy praise syndrome comes from the subconscious belief that, since someone who is a careless troublemaker cares about you to some degree, that you must be very special. They will then keep trying to receive the bad boy's attention, conforming to his every whim and desire. Beauty is emphasized so heavily even in woman's magazines since the beauty will bring praise from men (though this admiration is closer to that of how wolves view sheep), and socially rectifying jealousy from other women. Even romance movies are about, as once put on Family Guy, "Strong women who doesn't know she's missing something in her life". Suffice to say, this has ruined romance movies for my sister forever.
The dumbing down and conforming happens with a lot of women. Men like being manly, and women know this, so they will provide ample opportunities for us to be manly by feigning helplessness on physical tasks and academics. Grades will intentionally drop so girls will get tutored or to conform to the bad boy/sports focused/rich person's ideal. When the man comes to the rescue, he feels manly and women receive attention. Everybody wins... only in the short run.
Long run problems, men view women as helpless, and women become helpless since they abandon their lofty goals to be someone's wife. Women give up their responsibilities and thus also give up the power that comes with them. I would see this all the time in middle school, and it even happened in my super-elite highschool where students were trying to be groomed for success. Though not as often in college, despite the rampant outbreak of implants.
Seeing damsels in faux distress everywhere I went, it would be understandable for someone to actually believe that women were real damsels in distress. Women rightfully complain about over depictions of this view, but must not forget that they themselves do this, and even idealize about being rescued despite how strong they want to depict themselves.
Repeat: non-ubiquitous, but nonetheless occurs. -
You will not believe how quickly you will run out of endurance on this build. 3-slotting stamina will barely make a dent in your endurance efficiency, what with the three shields running that have no endurance reduction whatsoever. You could remedy this problem by having the appropriate alpha slot, or by sacrificing a few of your slots to have endurance reduction on your powers.
Put KB protection in your flight powers, otherwise things like 5th column will pseudo-lock you with their constant knockback. -
Well Leo, if your not going to bother reading and would rather just make this about me, then we really don't have anything left to discuss.
Anyway, I do agree, Biospark... except on one thing. I get the distinct feeling that the medicine set has interrupts specifically to prevent resistance meleers from just healing themselves away whatever damage they get right in the middle of combat. Or at least reduce the potency.
On my WP tank I experimented around with this and put a six-slotted aid self (two 50 heals, two 50 interrupt reduction, two 50 recharge) on him. It was a great idea. Half a second interruption time, so against things like Nictus he can just heal away whatever hits get through. But I still need to eat a luck or two before I get enough room to heal myself against a whole mob. Without the interrupt, theoretically every player could pop out that little device and heal away their damage, freeing up inspiration spots since greens will become less useful.
Not sure what effects getting rid of interrupts would have on aid self, and in tertiary the healing sets from other ATs. Then again, it isn't as if it's all-or-nothing on the interrupt bid, so I'm not too heartbroken either way. -
I agree with nearly all of these things.
I myself have been dealing with respecs by writing down what powers got what off-hand on paper. Old-fashioned, I know, but it works. There is also something else that I would like to be added:
Whenever I respec due to game changes I also like to try and fix minor build issues that I had that weren't really worth the effort before. But, while slotting enhancements, I can't see exactly how much damage has been boosted from it's base, so I can't see if I'm over-slotting or if it needs slotting.
It would be great if, during respec, there was a way to see how much each of your enhancements are boosting each power. -
I finally get the gall to go up and join this forum only to find that I might be climbing a sinking ship.
I have a rather extensive history with the game. First bought it when it first came out, only to find that my windows emulator couldn't process the game due to hardware issues. Spent a few years wishing I could play a hero MMO, eventually found out that CoH was going to be on mac around the same time I was waiting for champions. Turned out that Champions never had a console release, and I gave up up on it and went with my old endeavor about a year ago.
From the way I've heard other players talk about you in the game and on the forums, you were a pretty cool guy. Same thing goes with Castle. Can't remember who did what specifically, so I don't have any real strong emotions and sentiments regarding it. Just a feeling that something is amiss... anyway I'll probably not know of the benefits you guys bring, and I'll have to deal with other new guys. -
I always see real life superheroes as crazy, mainly because of the largely impractical and dangerous ways they have of going about their goal. Last thing you'll get from the spandex wearers is a productive turn-around for society that will reduce or diminish crime. Even more so how impractical it is that, wandering around the square miles of a city, you'll happen upon a crime that you can actually do something about more effectively than trained officers can.
There are other ways that you can try to solve the crime problem. Improving the education system seems to be a big part of it, since people who are more informed tend to be less likely to solve their problems illegally. Ignorance, poverty, and violence are a a nasty trifactor that self-reinforce, and just giving money to the poor doesn't "help" them. External pressures like cultural disputes contribute to the problem, but ultimately responsibility lies with the individual to act responsibly, and they probably won't do so if they don't know how.
Another big part is having a well armed/defended populace. When every citizen, or even any citizen is a hornets nest of problems that you don't want to disturb, the more ubiquitous malevolence like aimless robbery find themselves reduced. This insures that those who don't act responsibly aren't in a position to seamlessly wield power over others.
And helping people to do either of these can happen anywhere. I'm reminded of a show I saw about prisons, where a life-sentenced convict decided to make his own education program to teach other inmates math, reading, and problem solving skills. He would brag to the show that his program had a higher success rate than the state-sponsored program.
As cheesy as it is to go "yay community", that's the stuff that actually works. -
^Reminds me of a story someone once told me:
A man buys a house on the beach, and while staying in this house he notices that every day a boy walks out onto the beach and starts throwing starfish back into the ocean. After a few days of seeing this boy do this, the man walks out and confronts the boy over his actions.
"What are you doing?" the man asks. The boy replies "I'm saving the starfish". The man smirks and then says "Your kidding yourself if you think your going to save all of the starfish. There are too many of them. Throwing starfish back won't change anything. It's meaningless!"
The boy then reaches down on the beach and picks up a starfish. The boy turns to the man and says "Well, it certainly means a lot to this one", and throws the starfish back into the ocean. -
I support ideas for new instanced maps. They play a huge part of the game, and variety helps.
I guess the hardest part about making more variety in instanced maps is the lack of diverse locations that you can have in the game. Since everything either takes place in a city or on an island, all of the maps have to match those. -
Quote:The implications of those statements are more profound than that. If I say that there is a problem with targeting regarding stalkers, and your response can be summarized as "it takes practice and skill", then the issue has been shifted from the problem to me. This subsequently implies that I amIt's only about your incompetence if you agree you're incompetent. I'm simply offering advice, really. As much of what you list, I don't have such issues at all or know how to get around them.
*Lacking skill (ergo am bad at the game)
*Have not practiced (ergo am ignorant)
*Do not know what enemies should be ASed (ergo ignorant).
*Have not attempted to practice (ergo am stupid or lazy)
*Do not know what binds are (ergo am ignorant)
And this slippery slope always turns into a ****ing contest where whomever is right is whomever is the one with the greatest distance (more skilled). These subtleties are picked up, both consciously and subconsciously, by other readers and denotes me as such.
However I digress.
Quote:No, AS will not simply interrupt for no reason. There is a ping time between user and server so you may or may not be completely stationary to the server even if you seem to be from your side. To counter this, simply learn to insert a micro-pause before using the attack or completely let go of all movement keys before initiating interruptible powers. This goes for any interruptible power such as snipes or Aid Self.
Also, you can simply slot for endurance redux in AS and tap the power twice. The first might be interrupted while the 2nd (if you're using the power properly) will fire for minimal endurance cost but higher reliability.
I play rather smoothly low graphics w/ highspeed cable internet connection, so I assume that this issue might have to deal with the server. If the case is like that of Rakion, where glitches in position would run abound (note, years old experience on it, may be outdated), then this presents a very real issue that divides ideal behavior from game-capable behavior.
Quote:It's not suppose to be easy to assassinate moving targets. But it's still not impossible. Simply being where the target is heading to will ensure you can strike.
...snip...
Subjective observation. AS is harder to use with speed boost...for you. Some people have a hard time controlling the speed, others have laggy connections. Acceptable complaints as they are, don't put it on a list as if it's the powers fault, at least not without stating it may just be your grievance no one else shares.
Quote:Quote:I suspected the "increased difficulty" will fall on deaf ears the moment some player says they have no problem with it. The objective fact is that requiring more precise timing and controls due to small windows of opportunity and range will increase the margin of error. Requiring more precision to preform a task will make the task more difficult, similar to how it is harder to hit the bullseye than it is to hit just the target. Doesn't matter if some players can pull it off.
The fallacy is that apathy = opposing point. If I provide a point of contention for myself and/or other players, and you do not have this point of contention, then your lack of discontent is *not* an argument for keeping things the same. The changes aren't made for the people who have problems, not the people who don't. Now, if you can provide some reason as to why it is that things will be messed up or why you personally wouldn't see to either fix the issue/make it tolerable for the benefits it provides, then we'll have something worthwhile to discuss.Quote:I don't see how skill would change this either. But then you're putting this one attack on a pedestal that it should not be. Just because it's a high powered attack doesn't mean it needs to be used on a hardy target. Remember, AS is a stealthy attack. It can be used without alerting the target until the damage lands (this *is* a boon considering longer animating attacks alert the foe *on* power activation rather than upon damage). AS is a high accuracy attack (felt good stabbing Mangle in the gullet after he popped Elude at low health and actually killing him...actually did the same in another mission when he used Elude and ran. I charged up my snipe and killed the bastid the same way...and the same with Silent Blade...). Also, AS doesn't alert the foe if it misses. There are lots of *other* utilitarian ways to use AS that doesn't involve chewing a chunk off a boss. So it's mighty useful for the other stuff.
The stealth facet of AS doesn't stop retaliation, and thus the delayed response isn't too valuable. Even when killed instantly, critters are capable of firing off a counter-attack the instant they are hit, letting them get in a last laugh before collapsing. In a few instances this has resulted with me and my target having a mutual death; a rather hilarious occurrence. Regardless, the non-aggro during failure and aggro on activation don't provide any new diversity in potential recipients for the AS, or any other uses. The targets remain the same: Enemies that are an immediate threat and cannot be killed quicker through other attacks. The only thing that those benefits really do is prevent AS from spectacularly failing should it be fired off without being interrupted.
Quote:The reason I brought it up is because you *said* you were slow at targeting the foe, positioning and using the attack. It's only time consuming because you let it consume time. Figure a way to not consume so much time and it won't.
And all this difficult endeavor stuff, well, it carries over to your other play. Seriously, if you can't hack quick, on-the-fly targeting, what do you do if you ever play a dominator? Or a blaster? If they don't target what they need to have targeted, they end up dead...Stalkers just miss out on AS, which isn't so bad...
The reason why dominators and blasters don't suffer from as big of a problem with quick targeting is due to their AoE being able to just bowl over the problems they might have. On large teams, aggro is dispersed, and AoE effects can hit nearly the whole mob just by targeting the rough middle. The two classes also fight at a distance, meaning that potentially dangerous critters can be easily spotted since they'll be running right at you, making themselves a much easier target. Finally, when a stalkers AS fails, the other blaster/dom on the team dies, so it's a mutual gamble.
Quote:???
The dilemma of melee combat?
Seriously, I don't know. Even on my Scrappers, I find I occasionally get swamped by enemies in a low ceiling corridor and can't leap over them. With no knockback or teleportation, the only real way to get out is to defeat the enemy. Yeah, melee isn't all roses I guess.
Quote:Speed.
But besides that, if the danger of dropped hide is present, luckily you have 6 other attacks in your primary to use instead. It was never put forth that Assassin's Strike is the *only* means of taking advantage of hidden status or the best in every situation. The attack is, obviously, situational.
Quote:Really can't complain with that. But then you're cherry picking situations and pigeon-holing them into 2 broad categories. In large groups of high threat foes, if mitigation for you isn't necessary, it may be necessary or desirable for those putting themselves in danger for higher team safety such as the controller/dom throwing out AoE control or the MM putting forth AoE debuffs. Taking that danger onto one's self and helping to mitigate it with AS may not seem necessary but it is desirable and smooths out team dynamics. And if it doesn't do that, apparently you're steamrolling and it doesn't really matter...you could probably go solo your own spawn because you're buffed to oblivion.
Quote:???
Again, the dilemma of activating powers? I mean, I could start activating Howling Twilight to help rez my friends but if I end up dead before it's 3.17 sec activation is complete, no one gets a rez.
All of these things contribute to the problems regarding AS. Not just one at a time, but in full concert with one another. From the things that are avoidable, to the things that require great finess to work around, and culminating from the lack of substantial reward for doing so. Don't get me wrong: AS does plenty of damage when done right. But, is it worth all of the trouble of dealing with it? I say thee nay. And this poses a real balancing problem:
Stalkers are always inevitably compared to scrappers due to their similarities. To warrant one's use over another, one has to have substantial benefits the other does not, and vice versa. The benefits of the scrapper include higher base damage, higher critical hits under most circumstances, higher build up, higher HP, and more AoE damage. The benefits of the stalker include higher overall damage when 5 or more teammates are within 30', an innate stealth, good AoE protection, and high burst damage with controlled criticals and Assassin Strike.
The stealth, not so much an advantage in PvE, given the widespread use of the stealth pool, super speed, stealth IOs, and innate stealth powers. The higher situational damage rate, not so much an advantage, since the only time you'll get 5 or more close up teammates is when you'll have 5 or more other melee classes with you (the maximum being 7). So this leaves you with good AoE defense and high burst damage from controlled criticals and assassin strike. All in all, this means that the usefulness of the stalker rides heavily on AS.
I theorize that the devs are experimenting with moving away from AS, given that Kinetic Melee's Burst has a guaranteed critical hit from hiding, and recharging buildup from concentrated strike (arguably more powerful than it simply being a critical hit itself). If they want to just make AS situational and emphasize controlled criticals, I suppose that is also an acceptable path.
Quote:Eh, you're saying all this as if it's some insurmountable issue...which is what I have a problem with. What you see as 'needless complications' I see as standard fare. Seriously, why can't I use Lightning Rod on an airborne foe? ZOMG! Needless complications for NOOOO reason! Or that I can't hit things that aren't in line-of-sight...or needing to be on the ground to use Hurl...
It's one thing to resolve bugs and balance issues and it's another to cater to every nag and nitpick of the players. That said, I'm not saying none of your complaints have merit, but *do* actually play the AT and practice past these problems so, when bringing up these issues and circumstances, you have ample experience and anecdotal references to pull from. Not particularly aimed at you, but more in general. The last thing any Stalker player wants to hear is some n00b whining about an AT they tried for 5 levels and quit. I mean, do you hear me complaining how clunky controlling 6 pets is on a MM and it should be simplified? I *could* but then I don't play MMs all that much. I cope, and comment about experiences when others talk about it. No problem with that or this.
I will end with a quote from I believe the Count of Monte Cristo:
"Do not fall into the trap of the artisan who boasts twenty years of experience, when in fact he has had only one year of experience-- twenty times." -
I guess all of the others who frequent this thread are foreign/night owls like me. I'll start abusing the quote option since things are getting complicated. It is unfortunate that posts get diced up in this manner, since global meaning is usually lost.
Quote:I will respond with:lol no. Just no.
Yes, AS is harder to use on a moving target (Duh?!?!!?) but with skill and practice you can AS moving targets much easier. If people can do it in pvp, I would hope even bad players can do it in PvE.
AS is only harder to use while SB'd if you don't have experience playing at capped runspeed or with runspeed buffs. Skill and practice can easily fix that.
Quote:I suspected the "increased difficulty" will fall on deaf ears the moment some player says they have no problem with it. The objective fact is that requiring more precise timing and controls due to small windows of opportunity and range will increase the margin of error. Requiring more precision to preform a task will make the task more difficult, similar to how it is harder to hit the bullseye than it is to hit just the target. Doesn't matter if some players can pull it off.
The fallacy is that apathy = opposing point. If I provide a point of contention for myself and/or other players, and you do not have this point of contention, then your lack of discontent is *not* an argument for keeping things the same. The changes aren't made for the people who have problems, not the people who don't. Now, if you can provide some reason as to why it is that things will be messed up or why you personally wouldn't see to either fix the issue/make it tolerable for the benefits it provides, then we'll have something worthwhile to discuss.
Quote:-- The first part of this statement is blatantly false, AS is still an attack like any other that is meant to be used, not all troublesome targets are bosses/EBs/AVs. Doing more damage than a target's remaining HP is something that _every_ powerset and AT in this game will come across, it's not a stalker issue, further, a dead target is a dead target, whether you deal 9999 damage to make it dead or 1000 damage to make it dead either way, the target will be dead. Again with your "Skill does not change this" comment, you're wrong again, you can choose your attacks to kill things appropriatly. If a target only has a small amount of hp left you don't need to use your AS, learn to manage your attacks.
Quote:^ These 2 statements are entirely subjective. Anyone can get better at doing the above, it doesn't take a rocket scientist. The statements are not exclusive to stalkers either. Just because you're bad at targeting, positioning, camera angling, using AS, being in melee, and being aware of what is actually happening, doesn't mean everyone is.
Quote:Hide reads as such: when you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense.
Hide is not a free pass to getting an AS off. It will /help/ you get AS off, as it provides a large boost to AoE defense, but it doesn't make you immune to damage, that would be silly. Things you can do to not fail here: cap out your AoE defense, don't stand where AoEs will be landing, get into the mob sooner and use AS sooner.
Quote:Demoralize was a small bonus added to the stalker AT long after CoV came out, it is not the cornerstone of the AT or the AS power. You, as a stalker, are a dps/burst class, debuffing and mezzing are not your main role. If demoralize goes off, cool, great, if it doesn't you should still be able to do your job.
Quote:I got bored of reading at this point. One last thing to add though is that a brand new player shouldn't be able to pick up any old AT and instantly be the best at it, which is what it seems like you want. Each AT has its own challenges of mastery in some form of another. Defenders and Corrs have to balance their buffs and damage powers, and maintain buffs. Blasters have to play the game without mez protection and generally weak mitigation skills other than target death. Etc, etc. I could go on but it would be pointless, each AT has its own set of tasks to get used to, including but not limited to, stalkers. -
I've encountered the problem of failing when I am at a dead-stop. I mean, I was literally stopped and hidden while solo, answered a PM, made a comment on a channel, then resumed only by pressing assassin strike only to have it be "interrupted" somehow. This has happened to me on more than one occasion.
I suspected the "increased difficulty" will fall on deaf ears the moment some player says they have no problem with it. The objective fact is that requiring more precise timing and controls due to small windows of opportunity and range will increase the margin of error. Requiring more precision to preform a task will make the task more difficult, similar to how it is harder to hit the bullseye than it is to hit just the target. Doesn't matter if some players can pull it off.
I do agree that sappers are a threat. I, however, disagree that AS should be used on them. Being minion class, a stalker can easily two-hit them from hide with regular attacks in a shorter amount of time than it would take to line up and use assassin strike. Not from hide, three-hit them or two-hit with build up, or sometimes one hit with build up. Unless this is on high difficulties (+4), where you can essentially AS anything, and it becomes a moot point. -
I give all of my SoA full names. I try to pick names that are cool sounding, though.
My offensive fort/night widow: Ariella Epstein
My offensive/support bane: Isaac Trescher
And I get so many different nicknames I don't know when people are calling me. Stein, Tre, escher, Ep, Ar, Ike, and zac are some of the names I get while on these two. -
I vote for power customization in travel powers, since it allows you to do many things.
Flight: Can be with magic carpets and boards and ice floe and on giant rocks.
Super Speed: Can be on motorcycles or other things.
Those are the only examples I can think of, but if development wants to go crazygonuts, I'll let them. -
^Very informative.
I am not certain if enhancing the resistance buffs for oranges would actually pose a problem, though. If you look at inspirations and damage mitigation in a manner of efficiency (inspiration space vs. overall outcome), then the three mitigating inspirations can be seen as the following:
Purple: Most efficient mitigation, capping at 95% avoidance of all incoming damage. More unstable and subject to possible cascading failure. Provides indirect mezz protection.
Orange (after my update): Less efficient mitigation, requiring more space to reach capped resistances of 75%, letting in five times more damage than purples for all ATs except Kheldians (three times) and Tankers (twice).
Greens: Least efficient mitigation. Removes finite amounts of damage in chunks directly proportional to your maximum HP.
With IO sets and ambient powers it is definitely understandable why it is that they avoid resistance, and why it is that all resistance sets have holes in them that provide weaknesses to certain deliveries.
But with inspirations, they are subject to both efficiency, and AT applicability. Something like a blaster wouldn't benefit much from oranges since they have little resistance and would need a lot of inspiration space to hold enough to stack toward meaningful reductions. Whereas an Electric Armor Brute would jump at the chance to get better oranges, so they don't have to use power surge to cap their resistance.
On a side note, I wonder if the Devs are experimenting with unresistable damage. Battle Maiden's nanite damage was half unresistable, half not. I imagine that were damage resistance to be out of control somehow (though they've done their part to prevent his, but just humor the idea for the moment), then it could be put in that higher level enemy groups have small sections of their damage as unresistable. -
I do hate it when balancing issues become about my incompetence. Mainly because it is a completely unprovable assertion that cannot be countered by any sort of volition on my part. Being relate-able hasn't worked, so let me move this away from personal skill:
*Assassin strike will be interrupted while completely stationary for seemingly no reason, regardless of skill.
*Assassin strike is harder to use on moving and airborne targets, regardless of skill.
*Assassin stirke is harder to use while under the effect of speed boost, regardless of skill.
*Assassin strike is only useful against stronge targets. A target that dies from AS had less remaining HP than the damage AS does, reducing the meaningful damage and therefore use of AS. Skill does not change this.
*Targeting, positioning, angling the camera, and executing an assassin strike is time consuming and, by the very nature of skill being brought up, is a difficult endeavor.
*The chaotic environment of battle, especially melee combat, provides countless instances in which targeting, positioning, angling the camera, and execution can be hindered or go wrong, regardless of skill.
*Combat situations in which the stalker does not initiate the alpha strike provide a situation in which stealth can be dropped from incoming ambient damage, causing aggro and thus preventing use of AS without going through a series of steps intended solely to fend off aggro and retry AS. This is regardless of skill.
*Demoralize is only useful in two situations:
#1: Large groups of enemies of substantial threat where a to-hit debuff and fear provide damage necessary damage mitigation. If a situation where necessary damage mitigation from AS never occurs , then this lends credence to the ineffectualness of demoralize.
#2: Against very strong targets like EBs and AVs, who's high damage output would need mitigation from the to-hit debuff to keep the team alive. If a situation where necessary damage mitigation from AS never occurs, then this leads credence to the ineffectualness of demoralize.
*The defensive effects of demoralize in groups is time-sensitive, requiring that a successful AS occur quickly enough to prevent the team from sustaining too much damage. This is regardless of skill.
The myriad of difficulties in this AT's signature abilities are needless complications that provide no needed or known balancing features. The fact that skill has to be brought up as a crucial matter when attempting to achieve at best mediocrity in overall team worth indicates that this class needs to be buffed. The capability for certain players, through rigorous training, to marginally cope with the few problems that are possible to deal with is no excuse to not resolve problems and undeniably benefit every stalker player in the game. Same train of thought goes for certain primary or secondary powers aiding in some of these complications; Fix what is broken, working around what is broken doesn't fix it.
The solution to this problem is simple: Either remove these unneeded complications, or make these complications needed.
EDIT: I have searched for specific string targeting for Boss and up multiple times, and the only results I get are from guides that say you cannot set yourself to auto-target the "boss" rank of enemies. You can set certain names contained by the bosses within a particular enemy group, but setting up a system to always target the bosses and up in a group would require either a large number of binds to find every specific boss for every specific group, or to re-set your binds for targeting the bosses in the group that is on the map for every map, requiring knowledge of the names of all the bosses of all the enemy groups.
Believe me, I've already barked up that tree. -
Maybe I'm missing something, but I'm just not a big fan of caltrops.
My biggest beef with stalkers is how difficult it is to use Assassin strike, and how little of a reward you actually get for it. My encounter with an enemy group on a team always follows this same pattern:
#1: Try to find the boss with my mouse only to find I keep targeting the guy behind me or another member of my group in the middle of the mob.
#2: Furiously use auto-target with tab to try and find anything that con's purple or is boss ranked.
#3: Chase this thing down and try to properly position myself for AS.
#4: Re-chase this thing down after AS inexplicably fails.
#5: And again.
#6: Finally begin attack chain after successful AS, ensuring that demoralize effects were either not needed, or my team would already be dead because they were needed.
OR
#6: My stealth drops because of some aoe or cone attack that managed to nick me, preventing me from doing AS since I will now be targeted by some enemies.
Which explains why it is half the time I just rush into a squad and then use Build Up + PBAoE instead of going through the above. I know AS is a high damage single target attack (though I swear I've seen Elec/Shield scrappers that can do nearly the same amount of damage to entire mobs), but it seems like so many fixes are in place that prevent Stalkers from truly being effective as single target kings.
A fix on stalkers part would be to either make AS more powerful (directly or indirectly), or remove the interrupt section so you don't fail AS while standing completely still or can preform AS on flying targets.
My personal vote is for the latter, since reliability is a sweet thing to have. The ease at which AS can be used increases when you don't have to position yourself correctly and be stationary to use. Though I doubt this will happen, since allowing AS to fly while under attack means that you can get critical hits much easier, potentially over single-target damaging.
For the former, I'm not referring to damage. I would personally like to see Demoralize receive a buff (50% increase in duration or potency would be nice), and would like Demoralize to be a side effect of all successful assassin strikes, regardless of whether or not the target lives or dies.
Any combination of the two above will suffice, too. Whether it is just more reliable (and indirectly more damage) or if demoralize is worth the positioning and failure rate.