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Quote:Hide is the only stealth power that stacks with other stealth powers. It will stack with any stealth power a stalker can acquire. That includes: Stealth, Invisibility, and any temp stealth that can be acquired. It also stacks with Stealth IOs.
Stealth is the only one that stacks with it from what I've read before.
Note, that does not mean a stalker can stack Stealth and a temp stealth. Only Hide and one other stealth can be used simultaneously. -
The problem isn't that there is anything wrong with PvP (there is, but that's not my point here)
The problem is that the game started with no PvP at all, and remained that way for a while. The majority of the playerbase, especially the veterans, are not playing to PvP. That isn't what drew them to the game, and they could give the south end of a northbound rat if it even exists.
Adding a bunch of new PvP stuff to do will not, and never will, draw in players who are just plain not interested in PvP. If you start forcing those players to PvP in order to get PvE rewards a lot of them will quit the game, rather than be forced into something they don't enjoy.
I occasionally PvP and I enjoy it, because it is optional. If I were forced into it to gain PvE rewards it would quickly lose it's appeal to me. I didn't have any villains at all for a long time because one of the requirements for an accolade was to spend 5 hours in a PvP zone, whether I was interested in PvPing with that character or not.
We will probably see some kind of PvP additions to the game, butnothing nearly as elaborate as the OP outlines. The devs are very unlikely to spend that amount of time and resources on something that only 2% of the game population will use. Especially when it is time and resources that can be used to make content that 95% of the population will use.
The bottom line is, any MMO is a business first. If it did not make money, it would not exist. Pleasing the most people they can with their decisions is how an MMO continues to make money. Look what happened to Star Wars Galaxies, and Tabula Rasa. One is on life support after several bad decisions drove off most of the players, and the other no longer exists in any form. Spending resources on something that that small of a percentage of the playerbase will use just isn't a smart business decision.
I understand that CoH doesn't exist to please me, it exists to earn NCSoft money. Pleasing the players is just the best way to do that. Force-feeding PvP to a playerbase that has demonstrated that they aren't interested in it (by completely ignoring it) is not going to please them. -
Quote:The only way a dominatior is going to get their perception that high is with Tactics and possibly a +Perception IO.
My domi has 759.50ft of perception
How does it not make sense for a stalker to need a pool power and an IO to counteract the pool power and IO another character took in order to see them?
It's called balance, and it is one of the few things about PvP that actually IS balanced, and should therefore not be messed with. -
Quote:Amp hide in pvp.
Makes no since for a stalker to need to get stealth pool and the stealth IO to be unseen.
And yeah i know it depends on the person perception. My domi has 759.50ft of perception so if a stalker only had Hide i could see it. And isnt a stalkers job is to hide?
long story short
Makes no sense that a stalker needs to waste a pool power/slot on Stealth
On the contrary, it makes perfect sense. The only things that can see a stalker in PvE are the things that ignore stealth altogether anyway. You're saying that a stalker shouldn't have to take extra powers for PvP effectiveness when every other AT does? That isn't exactly fair.
As it is, when stalkers hit the stealth cap they can only be seen from 10 feet away by someone at the perception cap, which is impossible to reach without outside help or a lot of yellow inspirations. I mean, are you really going to pop a whole tray of yellows because you think there might be a stalker nearby?
Also, most stalkers that are serious about PvPing are going to take the concealment pool anyway to get access to Phase Shift, so it's not that big of a deal.
In short, it's to keep it fair. An undetectable stalker is slightly overpowered.
When CoV first came out and zone PvP was introduced, stalkers were invisible and they could one shot any character they could hit. A character that cannot be seen and can kill you in one hit is not even close to fair, so they killed that as soon as they could, implementing the anti one-shot code. -
Quote:The only thing I can say about this is to PM Jay directly with it. He's the guy who makes the final decision on what is and isn't done with costumes.What about the ability to create 8 man Thugs/Traps MM teams with Gang War? You can easily go over the "max NPC draw" limit with all that. If that's possible to accomplish I don't see why there'd be a problem with performance issues.
Why not toss in a graphics option to disable cape systems, then, or limit the amount of cape systems visible per character? The cape systems blocked by the limit would be replaced with "placeholder" sort of things, or much lower quality ones, like what you would see when you have character detail lowered. -
Quote:Pretty much this.I think the reason why pets don't give XP is to prevent farming. Remember the AE missions with Rikti communications officers? You could hit level 50 in two hours from doing that stuff, and tons of people did.
If you killed everything in a mission except a single Comm Officer and his portal you would get unlimited spawns coming at you as long as you wanted to.
Same deal with the behemoth portals in high level CoT missions, they never stop spawning and they were pretty easy to kill, so people farmed them until the killed the xp from them too. -
Quote:There are a few fully automatic pistols, but I can't recall any of their names offhand. I do know the full auto-pistol the Joker used in The Dark Knight is a real gun.Yeah, I kind of figured something like that was at work, especially when I read about a possible machinegun failure which caused the hook to fail, in turn causing the machinegun to fire without trigger input. The way I figure it, full auto fire is achieved by the mechanism sliding back and reloading, but the firing pin not being retained in waiting for another shot, but just repeating its strike under spring power, until trigger release returns whatever mechanism retains it back in place.
In this case, I have to ask why this isn't done for pistols, but then I would guess it has something to do with recoil, accuracy, mass and "handedness."
I don't think they come much bigger than a .380 though. -
What is this I hear about someone wanting to change Soul Drain to Build Up?
Don't touch my Soul Drain.
Don't EVER touch my Soul Drain. -
Well, I'm glad to see that people who actually know what they're talking about popped in to help Sam out. I was working with a decent grasp of the priciples of it, but little understanding of the actual mechanics.
In answer to something Mr. Tow said:
A machine gun works much the same as a semi-auto (at least a submachine gun does).
The difference lies in the mechanism which restrains the firing pin until you pull the trigger. On a semi-auto handgun when you pull the trigger the hook snaps back into place as part of the process. That is why it is called "semi-automatic", because you must pull the trigger with each round fired. On a submachine gun keeping the trigger depressed keeps the hook out of line with the firing pin, allowing it to cycle repeatedly until you release the trigger, which moves the hool back into place.
I suppose on a semi-auto the firing pin restraint and trigger would be two seperate pieces of metal using a mechanism I can't accurately describe. I also suppose you could design a functional submachine gun in which the firing pin restraint and the trigger were a solid pice of metal attached to the gun on a swivel with a spring to return the trigger to it's starting position.
But that's a sheer guess on my part, as I displayed the limit of my firearms knowledge earlier in the thread. -
Quote:I have never seen a handgun with a hammer but no side that was not a revolver.
Does that sound even remotely right? So I'm guessing there are no semi-automatics with a striker but no slide, since these would have no way to eject shell casings, unless they used some kind of bolt mechanism, which I have honestly never seen on a handgun of any size.
And, actually, you HAVE seen a bolt mechanism on a handgun. That is technically what the slide on a semi-auto is.
The slide is dual purpose. If you look at the way the magazine sits inside the grip you will notice that the shells are sitting on a slightly upward angle. As the slide goes back it ejects the spent casing and continues back to ready the next shell to be fired by basically scooping it out of the clip and pushing it forward on it's return trip to the ready position. Which is basically the same thing a bolt-action does, only automated.
Quote:As best I can utterly guess, there's an internal mechanism for loading the striker pin spring that doesn't require completely compressing the slide's heavy recoil springs, which is why an external hammer exists, which can be used to **** the striker manually on the first shot, and then let gas blowback force the slide back and reset the striker on each successive shot.
Semi-autos end with the slide in the rear position so you can load a clip and release the slide to feed a shell into the firing port. As the slide moves forward it pushes a shell from the magazine forward into position to be fired. It's a convenience feature, on the second clip you just press a switch to release the slide and it ***** it without you having to manually pull the slide back again.
Note: I'm not especially experienced with firearms myself, I'm replying out of basic mechanical knowledge of how they work.
Edit: Muon actually explained it pretty good. -
I'l help you out as best I can Sam.
The ones with just a slide tend to be smaller, and are usually a small caliber. The fact that they are smaller means there is not as much tension on the spring in the slide. Meaning that it doesn't take as much physical strength to pull the slide back and **** it.
Generally, larger caliber and larger bodied automatics have an external hammer as a way of cocking the gun for those who lack the arm strength to pull the slide back, as larger guns usually have much larger springs that require some muscle to move. If you've ever tried to **** a 1911A1 Colt .45 using the slide you know what I'm talking about. The hammer is there so anyone can use it regardless of their physical strength.
Look again at the examples you were looking at. You should find that the majority of the semi-autos that have external hammers are also large caliber guns, and are probably rather large physically.
Edit: That's pretty funny that you can't use the common term for readying a pistol to be fired without the censor kicking in. -
Couple notes on the build:
1) I specifically DIDN'T go for recharge. If the recharge gets too much higher than it is the end bar starts bottoming out at an alarming rate, due to Broadsword attacks having on of the higher end costs among scrapper primaries.
2) It WILL solo an AV, as long as the AV isn't packing a lot of lethal resistance (So Marauder, Siege, and Nightstar aren't gonna be happening. However, it is not quick about it, and probably can't do it with no inspirations (bring blues).
3) I seldom venture much higher than +2/x4 on that toon. Even with gobs of recharge, Broadsword is SLOOOOOOOOW, so it takes forever to get through a map if there are too many mobs running around in it.
4) This was never intended to be a ZOMGAWESOME!!!1 build. I was challenging myself to softcap a Broadsword/Dark Armor as cheaply as possible, and in that I succeeded. It's a general purpose build that isn't intended for running +4/x8 or soloing too many AVs (though it can do both in a pinch, just not terribly well).
All in all, if you wanted a build that will rival the best DM/Shield builds, this one is not the build you were looking for. It has significant drawbacks, but I am happy with it's performance in eveything I've thrown at it. It is the first toon I've had that pulled off the RWZ Challenge on the first attempt (pylon soloing ain't gonna happen though)
In terms of actual expense, I probably spent around 350 million on this build, over a period of around 4 months. A lot of the high dollar stuff came as merit reward random drops, so I didn't have to spend too much there.
Ironically, the build isn't completely finished live. I still need 2 BotZ -KB, and the Miracle proc (which I have NEVER had drop for me) -
The most powerful defense debuff is Radiation Infection, by the criteria of debuff amount x duration.
It is enhanceable to -50% defense, and it's a toggle, so it's duration is effectively infinite.
Even the most potent click power has a duration. Which is more powerful, a 100% debuff for 45 seconds, or a 50% debuff, that lasts forever?
To clarify, I'm speaking of in ONE application. Toggling RI on is one application, the same as clicking a power. -
The best AT is whichever one you happen to be playing at the moment.
If you ask 10 people what the best AT is you stand a good chance of getting 10 different answers. The various ATs are actually pretty well balanced with each other in that no one AT is clearly better than another. There are things that certain ATs are better at than others, but none is overall better than any other.
I'm with the majority on this one. Since we have no idea how you like to play we can't point you toward anything in particular. I advise trying tham all, you have 132 slots available to create characters in, take advantage of that and experiment with the ATs to find which one(s) you like.
I like offensively oriented characters that are self sufficient, so I gravitated toward scrappers. I like blasters as well. I have exactly one defender, and only a couple controllers. I have 2 tanks, but they don't get played much. Villlainside I have a few brutes, a stalker, and several corruptors. I don't have a dominator at all at the moment, and one mastermind who is seldom played.
That's what I like. Mess around with stuff and find out what YOU like. -
Quote:Mine is fine on the ITF, the only real problem he has is when those defense debuffs start piling up, and he can usually survive on his resistance and Dark Regen until they go away.As was mentioned. One KB resist IO is easily obtainable. Run a Posi and a Synapse, and you just got enough merits to buy a KB resist IO, with merits left over.
Hate Posi? Run Synapse then Sister Psyche. KB resist IOs are 75 merits. You don't have to farm for them.
I did fine on my Spines/DA, using Hover/TP as travel power (concept), and running all those toggles.
I stay with the stance of OG or CoF. And I admit, I think CoF needs some tweaking. But over, all, except for the inability to cap NE damage resistance, I'm happy with the set.
I'd roll another if I could think of a concept for it (that I'd stick with).
Now I won't lie. I still find it one of the worsts to run in some situations (ITF), but then at times I find it to be one of the best (Shadow Shard just didn't seem like a problem at all to me with my /DA).
Shadow Shard is a cakewalk for me. I did laps around the Storm Palace for an hour one night and only came close to dying once (and one Dark Regen got me back to full)
About the only thing I'll agree with (in my experience with the set) is that CLoak of Fear needs a buff. Either increase the accuracy and leave the end cost the way it is, or leave the accuracy alone and reduce the end cost significantly. Doing both would be the ideal, but that's probably too much to ask. -
Quote:You only need 2 IOs TOTAL to counteract the inherent weaknesses of the set. One KB protection and the Theft of Essence +End proc. If you put the KB protection IO in Combat Jumping you just filled both the KB and immobilize holes. You stand a decent chace of getting a KB protection IO between level 10 and level 30 just playing. If you don't, run a few AE missions for tickets and make a few bronze rolls until you get one.Since when was running on IOs meant to be necessary to run a set without dying?
Last time I checked, balance was still centered around SOs, as it should be.
Less than 400 million? Some of us rarely see 2 million, let alone a couple of hundred.
The Theft of Essence proc might be harder to come by, but it shouldn't be too awfully expensive.
Also, what makes you think I had 400 million all at once? I built the character over a span of about 4 months, after he had been level 50 for over a year. I've never had more than 200 million at once on ANY character, and that was only because I got a couple lucky drops, which I sold.
My point was, Dark Armor is not nearly as gimped as you make it out to be. Even before I had ANY IOs on mine he was still a perfectly solid character. For me, IOs made an already good toon better.
What other set can CAP Psi resistance? A DA scrapper can with minimal IO slotting, and a tank can get damn close to the cap. You can go from .1 HP to full with ONE use of Dark Regen, that's why the end cost is so high, because no other heal in the game can even come CLOSE to doing that.
If they "fixed" all the things you claim is wrong with the set, to put it on par with Invuln or Willpower on SOs it would be overpowered with IOs. Maybe even brokenly so if built right.
The set is balanced around things it can do that no other set can:
A built in stealth power that does not suppress it's defense in combat. Only Energy Aura has anything similar.
The absolute best self heal in the game, no other heal can bring you back from the brink of death like Dark Regen.
Not one, but TWO control powers. Oppressive Gloom will completely incapacitate any minions in melee range with you, and it will stack with any stuns in your primary(secondary for tanks) to stun bosses. Also, if you run a PAIR of Dark Armors, bosses will be stunned just by enetering melee range of both of you.
One of the better damage auras, mostly because it is a not frequently resisted damage type.
It also has a self-rez that surpassses every other one but RotP. It has a MASSIVE stun effect that is auto-hit, just like Romulus's in the ITF.
Now with all that in the set, if they adjusted it he way people in this thread want to see it adjusted, it would be quite overpowered.
We were given IOs as a tool to make our characters better. Dark Armor is perfectly playable without them, but it becomes one of the better resistance sets with them. -
Quote:lolDarkArmour
I think (personally mind) that it needs more than just that. A good few number tweaks to make it able to stand up would be nice.Quote:I entirely agree...
/Rant
For one it needs the end cost of it's toggle reigned in.
Invulnerability has 3 toggles that use 0.26, 0.26 and 0.21 end/sec or 0.73total.
Shield has 4 toggles with costs of 0.21, 0.21, 0.21 and 0.16 end/sec for a total of 0.79 end/sec
Dark Armor has four toggles (And that's only counting the armors) that cost 0.21, 0.21, 0.21 and 0.26 for a total of 0.89 AND needs to run Acrobatics for KB protection piling an additional 0.33 end/sec for a grand total of 1.22 before you even consider adding the damage aura, Fear Aura or Stun Aura.
Dark Regen's end cost is also completely unreasonable. Yes sure it's a potentially massive heal but almost all of it's potential is going to be wasted anyhow. What does it matter that you can heal back 300% of your hitpoints when you ONLY HAVE 100%? If you only get 1/3rd of the power's benefit, why do you still have to pay for it as if you were getting the whole thing?
Now, I'm fine with Dark's end use being balanced soley around it's defensive toggles, with the auras having added costs on top of that, But IMO it should either be balanced to include an alotment for Acrobatics, OR have KB protection added in so that you dont need to add the extra end cost of Acrobatics anyway.
With regard to the auras, CoF really needs work Either get rid of that huge accuracy penalty, make the -tohit debuff autohit, or chop it's end cost down to 0.33end/sec. As is it's most often skipped and rarely worth it anyhow.
/RantQuote:^ Massively /signed
Armour sets that purposefully leave holes while still costing the same ammount of end are horrible. I managed to get a DB/DA Brute to 32 before deleting him from frustration. The actual resistance values of DA are sub-par and, even if you do get all the sparklies for it, thats at the cost of a massive chunk of endurance which is, in the end, crippling.Quote:Ugh... Yeah, Dark Armour is a huge mess, especially in terms of endurance cost. Protection-wise, it sort of works, between the relatively low static protection, the nice heal and the control auras, but it costs so damn much it's often just not sustainable. Even just the shields by themselves are too expensive for what they are, especially Cloak of Darkness. Why is that power so gosh-dang expensive when it provide benefits which so rarely come into play?
And Cloak of Fear is just insulting. It costs a hideous amount, it does barely anything and it hits so inaccurately. This power is simply not worth its endurance cost for what it does.
Dark Armour really needs to be balanced with cost in mind. The set has seven toggles, four of which are shields that are necessary pretty much full-time. From then on, you just have to account for the fact that people may want to run a heavy toggle on top of that, seen as how they're what the set gets for lacking so much self-protection, but they're just so incredibly expensive and do so little.
Personally, I'd like to see Dark toggle costs lowered across the board and some small-scale knockback protection added in Cloak of Darkness. Enough to resist the simple things, like baseball bats and pistols, but not quite enough to resist boss knockback attacks and such. The set has more than enough utility. Making it a little easier to use that utility and at least nodding at a patch towards the biggest hole would go a long way, in my opinion.Quote:/signed
DA does need some serious adjusting to bring it in line with the rest of the sets.
Yer doin' it wrong. I have a BS/DA scrapper built for less than 400 million that is softcapped to all positions, and actually GAINS endurance half the time when I use Dark Regen. (Theft of Essence Chance for +End)
Also, DA has the cheapest end costs of any resist based set. Invuln, WP, Fire, and Electric all have .26/sec costs.
SR, Energy Aura, and Stone have .26/sec costs on their defense toggles as well (and EA has just as many as DA)
Only Shield is as inexpensive to run. Cloak of Fear, Oppressive Gloom, and even Cloak of Darkness are not strictly necessary to run to play the set. You can get Immobilize protection from Combat Jumping, which is MUCH cheaper than Cloak of Darkness. So the absolutely mandatory toggles are 3 at .21/sec each.
The only way you should have any problems with DA is if you flatly refuse to use ANY IOs at all. 2 IOs is all you really need to eliminate the 2 biggest complaints about the set, lack of KB protection and the massive endurance cost of Dark Regen. When properly outfitted with IOs Dark Armor is on par with (and occasionally surpasses) anything but Stone in Granite form. You don't even need to spend that much. Even before IOs my DA scrapper was solid, if not stellar.
You get Fear protection, and better Psi resistance than anything else in the game (yes, including Willpower). Oppressive Gloom has a very low end cost (less than Combat Jumping) and effectively removes minions from any fight you're in.
About the only thing I will agree with, without reservation, is that Cloak of Fear needs to be tweaked to even be worth taking. -
Quote:Ummm. Wow.Here's an idea I had quite awhile ago for a Toxic Blast set:
Toxic Blast
1) Caustic Bolt -- Single ranged, Minor DoT, Fast Recharge, -Regeneration, Chance for Infect 10%
2) Caustic Blast -- Singel ranged, Moderate DoT, Moderate Recharge, -Regeneration, Chance for Infect 10%
3) Corrosive Spray -- Cone, Moderate DoT, Slow Recharge, -Defense, -Resist
4) Aim -- Self Click, Very Long Recharge, +ToHit, +Damage
5) Noxious Odor -- Singel ranged, Slow Recharge, Hold, -Speed, -Recharge, Chance for Infect 20%
6) Contagen -- Single ranged, Moderate DoT Slow Recharge, Chance for Infect 80%, Chance for Infect 80%, Chance for Infect 80%
7) Pestilence -- Short ranged, Heavy DoT, Slow Recharge, -Regeneration, -Recovery, -Heal, -Damage, Chance for Infect 15%
8) Mass Exposure -- AoE, Moderate DoT, Slow Recharge, -Regeneration, -Recovery, Chance for Infect 10%
9) Rampant Plague -- PBAoE, Extreme DoT, Very Long Recharge, -Regeneration, -Recovery, -Recharge, -Speed, Chance of Infect 20%, Self -Hitpoints, Self -Endurance, Self -Recovery, Self -Regeneration
**DoT effects are 3.1seconds duration or less. (Think Frost Breath and the first two Sonic attacks)**
**Infect is a chance for the effect of the power to 'jump' to another target within a 10' radius of the affected foe. Infect will only allow the effect to jump to a single additional mob. In the case of AoE powers, each affected target has a chance to Infect another target.**
**Contagen has 3 seperate 80%chances to infect additional targets.**
**Rampant Plague doesn't have the normal crash for Nukes, instead it has an additional HP cost (Kind of like Absorb Pain/Oppressive Gloom) and both -Regeneration and -Recovery penalties**
Pair that with Rad Emission or Cold Domination on a defender/corruptor and you have a GM soloer out of the box. GM soloing requires overcoming the GM's regen, or nullifying it somehow. That set has -Regen in the 3 attacks that would be used the most. As well as -resist in several of them.
Paired with Cold it would be nasty in PvP as well, also if paired with Thermal on a corruptor.
It's an interesting set, which looks balanced if viewed in a vacuum, but in combination with a lot of Defender primaries/Corruptor secondaries it would get overpowered pretty quickly. Especially with Power Build Up available in a defender epic pool.
Paired with Energy on a blaster would get crazy too (Power Boost) -
Quote:It looks absolutely AWESOME with claws out though. My main will be getting respecced again to drop Super Jump, because Ninja Run just looks THAT cool with his claws drawn.That said, well... The Ninja Run itself just doesn't do it for me. I use it for Teleporters who don't get to have decent close-quarters mobility from their travel power, but the animation itself it... Eh! It's clearly designed to be a cliché, campy ninja run, like those from older, shameless anime, and while it's cute, it's not something I can use seriously. Power customization had a MUCH greater effect on the game for me.
-
I like Rad/Sonic defenders.
But I'm also not trying to be the best at everything
Sorry, the build you're looking for simply doesn't exist. There is no build in the game that will be better than anything else at everything. There are builds that are good at one thing or another, but there will be another build that is better at something else.
Bots/Traps is probably the closest you will ever get to the "I Win" button you're looking for. But you will get destroyed by an experienced PvPer most of the time. -
I like 4 Eradication and 2 Scirocco's Dervish for Shield Charge.
Actually, I like that set up for ANY PBAoE, now that I think about it. -
Allegedly, there will be universal slots enabling you to reach a "theoretical" level 60. Meaning there will be 10 slots, but you remain level 50.
Still just a rumor as far as I know though. -
Quote:Open beta is open to everyone who has their account active; even to trial accounts.
Closed beta has not started yet.
"Closed" beta is kind of a misnomer. Anyone who's account was active between August 15th and November 15th of this year is elegible. And anyone with over 60 months worth of vet badges is elegible, whether their account was active during that time or not.
There will be 3 waves: Friends and family, 60+ month veterans, and accounts active during the aforementioned timespan. Then it will go into open beta.
Can't wait for the "OMG THE GAME IS DEAD!!!" threads to start up, posted by people who don't know how the beta works for Going Rogue and not realizing that everyone is on the test server. -
Rad/Sonic defender and Anything/Willpower scrapper. Fire or Dark Melee would be good choices here.
They synergize beautifully. The Rad's debuff toggles increase an already tough powerset's survivability, and the scrapper's Rise to the Challenge is just enough of a taunt aura to keep the enemy looking at them.
Once you get to about level 35 or so this pair will be damn near unkillable, and as a bonus you'll be able to duo AVs (and some GMs)