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Quote:That's not a bad idea... make Stalker criticals (or at least the ones that activate from hide) add a regeneration debuff. It even fits the concept of the severity of the wounds that Stalkers supposedly inflict, or allows the player to roleplay that he/she has struck with poison.How about debuffs? I've always felt that stalkers are missing an important RPG assassin staple: poison! I've always wanted a "poison blades" buff on a dual blades stalker, maybe something that adds -regen to all attacks, similar to how the buff in fire armor now adds fire damage to all attacks. Not sure how this would work on non-weapon sets like electric melee though. Still, being able to throw some debuffs on a tough oppenent would help the stalker's team situation.
I like it. I'm not sure if it's enough to encourage teams to bring Stalkers along, but way to think outside the box. -
I put in for time off from Wednesday through Sunday.
Alas, I will be in Kentucky visiting my girlfriend's family during that time, so no geearring will get done. *shrug* -
As DerangedPolyglot said above, what's holding them back isn't the ability to do water physics, it's having those water particles be compatible with the minimum specs. They've said before that they wanted to do a water set, but not unless it looked right, and they can't do that without requiring at least a portion of the playerbase to update their hardware.
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Quote:You're just as welcome to post as anyone else, here.I'm out of my element in this thread, and do not presume expertise over experienced Stalker players. So, this is little more than a question from a casual observer ... but here goes: does it really matter if Stalks aren't directly competitive with Scraps in terms of overall defenses and average damage?
And you're right--Stalkers really aren't supposed to be compared directly to Scrappers in the eyes of the designers; unfortunately, most players see that they have the exact same powersets and assume they ought to play the same.
The main problem with the Stalker AT as it is now is that it actively penalizes the fast, frantic playstyle that Scrappers are known for and greatly rewards an almost unnaturally slow pace in combat. While this isn't an issue when soloing--a Stalker, played properly, is far less likely to die in a solo mission than a Scrapper--it causes issues on teams because the favored pace of the Stalker slows down the entire group at worst or is completely irrelevant to the team (i.e., you may as well be door sitting) at best.
As Ice_Wall said a few posts after yours, Stalkers were intended to be the villainous equivalent to Blasters when they were introduced, and the "glass cannon" metaphor is very apt for their intent. Unfortunately, it seems that they only got the glass part of the equation right; Stalkers are very squishy, but they don't do enough sustained damage to really warrant it. This is why some people are pushing for a buff to their defensive abilities and HP (remove the glass since there's no cannon), others are pushing for a straight buff to damage (fix the cannon and leave the glass), and some of us want some sort of balance of the two. -
Quote:This is definitely true.Well, Scrappers have well over Stalker hitpoints. We don't go around saying that Scrappers have a small but obvious amount better
Quote:As for the critical damage, it doesn't have to be 200% damage, or even 150%, it can be 125% critical damage or any other extra damage within reason.
Quote:But if Stalkers were the only AT to get a Chainsaw powerset, I just might play them again.
Quote:It definitely has made defense a panacea for PvE while resistance Stalker sets struggle for equitable treatment. I guess they could give every other group of mobs Vengeance to compensate..
(Note: I know this was just a joke on your part.) -
Quote:Because your argument is that the only way to improve a Stalker is to make them play like a Scrapper, whereas I'm saying that they need to improve on their existing specialties.So you play a Stalker like a Stalker and still can't out DPS a Scrapper. So why are you arguing with me about it?
There is no arguing that a Scrapper currently outputs higher DPS than a Stalker either on a team or solo... and despite my seemingly unpopular ideas, I'm not stupid.
Quote:The amount of the critical or bonus damage can be adjusted to bring them well over Scrapper damage. It's the mechanic of it that plays into a Stalker playing like a Stalker and not like a Scrapper.
Quote:I thought they couldn't do it even if they wanted to because it is a function of the mobs chance to actually hit a toon and not something that could be adjusted on the toon side.
If I recall correctly, Castle was actually the one who shot down the idea, based on the fact that they'd just done the GDN fairly recently prior to the inclusion of the Inventions system, and said that a second set of defense nerfs would just be unfair. -
Didn't it get locked down or something for ComiCon? Did they ever unlock it?
http://www.youtube.com/watch?v=W23LKD9Z1hw -
Quote:I read that the issue with this is that apparently it would cause a lot of server-end lag, since the game checks any object within that radius (200ft?) to see whether it's a teammate before applying the critical hit buff. Obviously, a lot more can happen within 200 feet of you than within 30 feet.I still think the best/easy way is to increase Team Critical buff to the old "side-kick" radius. I mean if the current 30'ft isn't impressive to anyone, would it hurt to make it a large radius?
And as I'm not involved in the coding to City of Heroes, I'm not going to say how easy or difficult that would be to change, except to say that it costs more CPU time to compare sqrt((x2-x1)^2 + (y2-y1)^2) to distance than it does to compare (x2-x1)^2 + (y2-y1)^2 to distance^2.
(I missed that question on a test in college once.)
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Quote:Coming back to the Stalker, the issue is that unless Stalker single target kill speed measured in time to dispatch 10 mobs (picking 10 because that's the usual melee AOE limit) exceeds AOE Scrapper kill speed of 10 mobs, there will be a glaring discrepancy between the offensive output of the two ATs while preserving the even bigger defensive disparity.
Quote:One of the cooler ideas to increase single target kill speed without messing with the damage multipliers I read once was to guarantee a critical on any target that is not aggroed on the Stalker.
And to go further into your post, softcapped defenses vs damage resistance powers is an issue that plagues everyone in the game, not just Stalkers. Having a little bit of defense is ridiculous because you still get hit quite a lot and it hurts like hell. Having a lot of defense is ridiculous because you never get hit. It's a completely separate issue to what needs to happen to help Stalkers, and those who have softcapped their characters are very lucky that they decided to not lower individual AT defense caps to compensate when the idea was brought to the table after Issue 9. -
Quote:Eh, this is getting further and further off topic, but it all goes back to how I learned to play the game. I spent most of my time as a duo on my Kat/SR Scrapper with an Energy/Energy Blaster. She would focus on the big baddies with her knockback attacks while I kept the lesser critters from getting too close to her. So on teams, I let the big damage dealers go after bosses, while I sweep through the lieutenants and any minions that might make things difficult (like Cimeroran Surgeons) before turning my attention to the boss as well. I've found that this makes things go a lot faster for teams in general and have been complemented for it more than a few times.Umm, what? Blasters are the boss killers? Where did you get that idea? Scrappers are the one with the crit rate which increases on bosses.
This extends to AVs as well, such as on the Katie Hannon or Statesman TF; I'll take out bosses while the rest of the team is focused on the AV and work my way down through the minions. It's about doing what benefits the group the most.
Of course, when playing solo, I hit the toughest dude in the group first and work my way down the chain, since that's what makes the most sense when you have no backup. -
Quote:Stalkers do the second least damage of any melee AT and yet have the least amount of survivability. That's where that came from. It was also a bit of a tongue-in-cheek poke at the guy who said I need to be smacked in the head.How anyone gets to the realm of comparing any Stalker damage to that of Tankers is beyond me.
Anyway, I don't particularly want a nerf to AoE damage, I'm just saying that I wouldn't mind giving it up as a concession to greater single-target damage. If ST damage were buffed without an AoE nerf, that would be fantastic, and if both got buffed, my head would probably explode from the sheer awesomeness.
But sometimes you have to be willing to give something to get something; single-target damage is what Stalkers are supposed to be good at, and yet Scrappers are better in a straight fight. That never made much sense to me, so I voiced an opinion. It's obvious that I'm a minority in thinking the way I do, but I've always been a bigger fan of concept than min/maxing, so take that as you will. -
Quote:Or maybe you just need to get over your idea that any attack that's not an AoE is a waste of a power choice, and realize that different ATs have different purposes both solo and in teams. You're more than welcome to not play a Stalker because you don't enjoy the playstyle, but demanding that they become something they simply aren't isn't going to help.Anyone who suggests that stalker aoe damage be furthr nerfed needs to .e slapped in the back of thier heads.
No single Target buff in the world would makup for that, unless t1 single target attacks could one shot +4 lts
Even if you get your way, you're just going to turn Stalkers into a weaker version of a Brute, which is going to cause them to get discriminated against even more.
At least as far as I'm concerned, if the devs are going to say that Stalkers have a specialty, they need to really make them shine at that one thing as opposed to being "just okay" at it, which they are now. (And anyway, the 5% damage nerf I suggested for Stalker AoE attacks still puts them far above the damage those same attacks do in the hands of Tankers.) -
Quote:I play Stalkers like Stalkers, because that's what they are.I am willing to bet my account that its not just "some" in this case of Villain AT Use. Its most likely everyone.
Then again, I'm weird; I actually like that they're focused on single-target damage and spiking. I'd like to see them be better at what they're supposed to be used for so people will actually start using them in the intended manner instead of "lulz weak Scrapper!"
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Fair enough.
Quote:Also part of the reason Stalkers dont contribute on teams is the severe lack of AoE on them.
Look at some of the most successful PvE sets for Stalkers: Elec and Spines. They both have access to powerful AoE that assists the team and helps them move faster. Single Target damage is not ever needed on a team, and hardly wanted after maybe level 12.
The devs have said more than once that a Stalker is more like a Blaster than a Scrapper, and if you adjust your playstyle accordingly, you'll find that it's actually pretty true.
Quote:The fact that stalkers get gimped sets that remove the *only* AoE option because the Devs want to shoehorn them in as weaker ST scrappers just serves to cripple the entire AT as a whole.
Theres a reason that everything a Stalker can do, a Scrapper can do better.
If they're going to have the fewest hit points and the lowest defense/resist numbers of any melee AT, then they ought to do more damage than a Scrapper to compensate, rather than less. -
Quote:This is generally never a good argument to make when you want something. "Some people do X with Y, and that's how I want it, so obviously that's how it should have been all along."The players have already made it clear on how they are used in a team. I know I sure as heck can play my Stalkers like Scrappers with my IO Sets and Power Pools. So lets Buff/change them accordingly.
I'm not saying I don't agree with everything you said. I completely agree with you that Stalkers could use an increase to base HP as well as their HP cap--they are, after all, melee fighters; they should still be the squishiest, but they do run a tad too squishy on teams right now.
I'm also starting to think that maybe Stalkers should actually have a higher base damage than Scrappers. Currently, Stalkers do about 89% of the damage for an equivalent Scrapper attack (based off of Katana/Ninja Blade base numbers) except for the Tier 9, which does 85% as much base damage. All these powers have equal endurance costs. Since Stalkers are supposed to be the single-target damage masters, why not have them actually do slightly more base damage than a Scrapper (no more than 5-10%, max) on their single-target attacks and adjust the penalty equally and negatively on their AoE powers to compensate for the buff?
Furthermore, I'd propose a slight adjustment to the "Demoralized" power that sometimes accompanies Assassin's Strike: change it from a 25% chance at a Mag 5 Fear to a 75% chance of a Mag 1 Fear and a 25% chance of a Mag 4 Fear. This has the Stalker unleashing more soft control, at least enough to stop a swarm of minions, that will increase his or her benefit on a team. -
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Make Stalker criticals automatic for any target that is held, asleep or stunned?
Edit: I just realized how that would carve AVs like Romulus Augustus into ribbons very quickly... rather, double the crit rate for helpless targets. -
My guess is that he's the Praetorian Wretch, on the opposite side of the battle from Ghost Widow due to his debt to repay Cole's followers for healing (and partially brainwashing) him.
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Quote:*points to his username* It was a joke.It's not a question that some do, but rather that some do not.
In all seriousness, I can understand why people wouldn't want their identities to be known on the internet, even if they never break any rules at all. And the reasons that Blizzard seems to be giving for why they're doing this--"It's so players can develop more meaningful connections!--are horsehockey. A good third of my CoH friends talk regularly outside of the game, and we've all shared at least our first names and in many cases our last, but that was all due to our own choices.
I don't mind using my real name online, even though I've received my share of cyber-bullying in the past, but I'm also not a terribly well-known person on these forums or any other. I can understand why one of the more prolific CoH personalities like Snow Globe, Golden Girl or BeefCake might not want people knowing any of their personal information; despite the fact that they're all awesome people and generally respected around these parts, they've each attracted some troll attacks now and then. -
QR: Pfffft, who would want to use their real name on an internet forum? That's just dumb... ... >_>
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Quote:The military also doesn't just let the new guy drive the tank or fly the helicopter. You have to put in the time for basic training (just like everyone else), then be approved for special training which will likely last even longer and then run special tests and simulations before they even let you touch the controls.Those medals don't confer service bonuses - you don't get better weapons, or extra weapons, because you have one of those medals.
And for the record, "my daddy has money" doesn't get you through these programs any faster. Nor should "I have more money than that guy" get you earlier access to Vet Rewards. OH, FULL CIRCLE!
Quote:Analogy fail.
Quote:If a "steady 15/month" is better than a lump-payment, why does NCSoft offer incentives (in the form of discounts) for those that purchase larger chunks of service ahead of time? If the steady 15/month was preferable to large but less frequent payments, they wouldn't do this.
When you say a steady 15/month is better then paying ahead, you are basically saying that NCSoft is purposely making bad business decisions.
We need a SCR for accounting. -
Another thing to look at might be the map you're using.
The last mission of the arc in my sig used the outdoor Cap au Diable PTS map originally, but the end boss AV just ran his little legs off during the whole fight. I later switched it to an indoor lab map, and since he rarely leaves the room he spawns in, the fight is a lot better/smoother/more challenging/more fun now. -
Welcome to all the new and returning 700 club badgers!!!
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Quote:I agree with the former but not the latter. Shields is "okay" with SOs.Yes, please. It's beyond Uber with IO sets and sucks hard with SOs. I think that was all mentioned in the Beta test.
It's certainly a little disappointing if you try to compare it to other sets by straight numbers, but it's also more varied than those other sets; obviously the defense isn't going to be as good as Super Reflexes, nor is the resistance going to be as good as Invulnerability. It's got a really good permanent max health bonus to aid in survivability and that nifty, nifty damage buff from Against All Odds that help the set shine... even when you're getting your teeth knocked out.
(One With the Shield does kind of suck, though. Most of the time, I completely forget I even have it. Subjective feedback, of course.) -
Quote:Actually, about a year ago they said that they changed the "don't ask for it" policy. It can no longer hurt your chances to get it, but it won't really help anything either, except maybe to let them know that it's something you're actually intersted in.Sadly the fact that you even asked about how to get this badge here may have already disqualified you.
Other than that, I still have to agree with Kheldarn... any in-game rewards given out on a human being's whim to some people and not others are kind of unfair. -
Just logged in after being out of town for the last couple days to grab Distinguished and Exultant, bringing me up to 774. Woot! ^_^