EvilRyu

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  1. Quote:
    Originally Posted by Jade_Dragon View Post
    The problem is that it is not ALWAYS Brutes < Scrappers. Dispari said it, "Stalkers should do more damage than Scrappers, ALL THE TIME, because they are easier to kill." Well then, by extension that means that Scrappers should do more damage than Brutes ALL THE TIME, because they are easier to kill. But they don't. Brutes ARE ABLE to do more damage than Scrappers. They can't do it all the time, and Scrappers can't do more damage than Brutes all the time, but that's the truth, no matter how much Brutes complaining about the nerf want to claim otherwise.

    So by that logic, Stalkers should do more damage than Scrappers some times, and less damage than Scrappers some times, which they do. Stalkers do more sustained damage than Scrappers when they have 7 allies in melee with them, and when they are facing a single target. You may argue that it's easier for a Scrapper to do more damage than a Brute than it is for a Stalker to do more damage than a Scrapper, but that's just a matter of degree. The circumstances under which a Stalker does more damage just needs to be tweaked so it happens more often.

    And I like that "debuff resistance to Critical" idea.

    To me, the comparison:

    Tanker < Brute < Scrapper < Stalker

    is in terms of BURST damage. Tankers can have a lot of burst damage, but they also have very low sustained damage. And their burst damage isn't as high as a Scrapper with the same Power Sets. Brutes are pretty much the antithesis of burst damage, they have to sustain damage just to build it up to a high level. Scrappers are pretty excellent at burst damage, both controlled and random, and Stalkers are the masters of it.

    All comparisons about how much damage the meleers do always compare sustained damage exclusively. I don't think I've ever seen anyone try to make a comparison of burst damage.
    Couple things here. Well after they jacked up fury with those awful fury changes we had brutes no longer always out damage scrappers. Second the hp difference is not so much that it adds alot of survivabilty that people are making it out to be. Now with outside buffs come in thats a different story altogether. But again if you buff the scrappers damage while you buff the brutes defenses you could then look at as a damage capped scrapper vs a resists cappped brute and see if its fair.
  2. Quote:
    Originally Posted by Deacon_NA View Post
    Well... actually he said "as long as it's not a Stalker or Kheld" (true story) but I thought I'd leave the second part out...
    Well with Khelds they have good reason to do this. They give absolutely nothing to the team unlike the VEATs. They do not do anything the other main ATs couldnt do better. To top it off you run the risk of team wipes from cysts if you dont spot them early. Call me a kheld hater if you want but that would be my last choice if putting a team together for anything. So at least stalker come before khelds.
  3. Quote:
    Originally Posted by Steel_Shaman View Post
    These kinds of threads confuse me, because I have never seen a situation in which someone is denied a team based solely on their AT. Every time I see people forming TF's, they are usually saying things along the following lines:

    1) LGTF forming, 3 spots open.
    2) LGTF forming, need tank
    3) LGTF forming, need controls
    4) LGTF forming, need damage

    When responding to someone advertising to fill a TF, I have never, not even once, been asked what my AT is when I tell them I'll go. Nor have I seen that done to anyone else. Lately I've been running my Warshade as I've decided to make him my "Incarnate Character". Despite all the hatred for Warshades and KB I have seen on the boards over the years I have never been kicked from a team or denied a team when on him. I've also not had anyone gripe about Shadow Cysts when they spawn because he's around. The most I'll ever see is the team leader say "Cyst" in chat and then the team promptly obliterates the damn thing, no fuss no muss.

    So where are all these teams that pick and choose specific AT's? They don't appear to be on Liberty.
    Liberty is a medium size server at best. Try that on a server that has a real sizable population. You will get a "lol stalkers" so fast it will make your head spin.
  4. Quote:
    Originally Posted by Dechs Kaison View Post
    I completely agree; stalkers should be the single target DPS kings.

    To that end, I still push my idea of the "snowball buff."

    The longer a stalker attacks a target, the more damage he should do. Make it so every attack against a target grants that target a 30 second "vulnerability to critical hit" debuff. The debuff is minor, like defiance, but after these debuffs have accumulated for 30 seconds, the stalker begins to dish out criticals at an alarming rate. Imagine this concept wise as the stalker striking key points to cripple his target, becoming more familiar with his target, and learning the best spot to strike his foe as he fights.

    It benefits the stalker very little to attack minions and LTs, which is the larger portion of the game, as they die too fast for the debuff to really accumulate. Bosses will see some accumulation, while EBs and AVs suffer the most.

    Now the stalker serves a purpose on the team. He is the largest source of damage when it comes to fighting the AV.
    This idea is not going to work on aoe heavy teams. You would barely get any targets to hit before everything is dead. And the other ATs could just as easily taken out that boss. If stalkers could kill bosses as fast as say a blaster can kill minions with a nuke thats really the only way to balance it at this point.
  5. Quote:
    Originally Posted by Siolfir View Post
    Except that they still aren't, really: insert force-multiplying AT here.

    I agree that they should do more damage - single target, at the least - compared to Scrappers at all times, though; it only makes sense given the rationale we were given for lowering the Brute damage cap. Given the ability to split PvE and PvP damage, it wouldn't even affect PvP at all, so "unbalancing them in PvP" can't be used as a viable excuse anymore. But that was almost explicitly ruled out by Castle's last post on the subject, so I'm not expecting to see that happen anytime soon. Or even Soon™.
    I remember that, it was actually a response to something I asked in one of the betas. Castle was absolutely clueless as to what the stalker problem is on a team. No one has aggro issues. I can not even think of a time where I pulled aggro from anyone for any reason. Mobs do not target me if someone else aggroed first. So this what he stated is not an issue for 99.99999% of all the stalkers I am sure of. I just hope who ever is handling the powers issues actually plays the freaking AT so they can clearly see what the problems are. No one who players stalkers would have said what he said.
  6. Quote:
    Originally Posted by Pyro_Master_NA View Post
    2 things.

    1. Show me pics and vids of ANY scrapper set to x8 solo taking damage to anything but its main type, on only SOs, and I'll consider this a valid arguement to /inv being a subpar set.



    2. Playability is not defined as a character with a secondary of damage mitigation being able to survive off of a non specialized damage type mob set for an 8 person team coming at them.
    SR can Softcap without SO

    Also for melee characters that determines whether I can say the set is playbable or not. If the ride isnt smooth from 1-50, the set does not get played. I made the mistake of playing a set that was horrible to level. At the time it was a Fire/Psi dom before the dom changes. Getting to 38 was the hardest thing I ever did in this game because of the horrible damage at that time. I could probably do it again now since they changed the set because the ride is smooth to lvl 50 in that case.

    Survivablity is not the only thing I look for in if its playable or not. I can not play stone armor due to the looks and speed penalties despite being easily made to be unkillable. Its just better to be unkillable but on another powerset.
  7. Quote:
    Originally Posted by Carnifax_NA View Post
    This is completely and utterly wrong. Frankenslotting from level 30ish onwards will surpass SOs and still be dirt cheap if done right.

    It isn't rocket science. An easy to follow example : Targetted AOEs : 1 Acc, 3 Damage can be replaced with Airburst Acc/Dam, Dam/Recharge and Detonation Acc/Dam, Dam/Recharge.

    Oh look, I've now got an extra 40-45% recharge on the power compared to the SO slotting. And I don't need to worry about reslotting this power until I hit 50. I do this with every Targetted AOE every character I am levelling has (and laugh at posts where people call Air Burst and Detonation "worthless").

    What's also neat is that you don't need to Frankenslot the entire build in one go, you can just replace SOs (generally in pairs) as you go or as nice things drop for you.
    My point on what you quoted is that you can not soft cap really early like say level 15. You would have to wait till the 30's to do it and even still I do not want to give up the slots for other powers that need them. Thats why I do it at the end. I know frankenslotting can get you high overall bonuses but I am talking about set bonuses since those are what's going to make the unplayable set playable.
  8. Quote:
    Originally Posted by Bonnes View Post
    Oh? Let's see what we can do at 30 with four slots.

    SOs, level 30: Acc, Dam, Dam, Dam - 33% Acc, 94.93% Dam
    Generic IOs, level 30: Acc, Dam, Dam, Dam - 34.8% Acc, 95.66% Dam

    OH SNAP

    ... and they never need to be replaced!

    Just for fun, let's look at what we can do with set IOs, again with four slots.

    SOs, level 33: Acc, Dam, Dam, Dam - 38.3% Acc, ~97% Dam
    Set IOs, level 33: Focused Smite 1, 2, 3, and 5 - 40.4% Acc, 84% Dam, 22.4% End, 40.4% Rec

    OH SNAP AGAIN


    Even though you are from the moon and such things as "numbers" and "facts" hold no sway over you, EvilRyu, here's a quote from the Wiki:


    Oh, and your policy of using no less than level 49 IOs means that you'll lose all your set bonuses when you exemplar for any TF (except Dr. Q, you masochist).
    And if you do something like positron what then? As said thats my style and how I do things, I do not like to use lower level IO sets I did not say generic IOs because I prefer getting as close to the max number as possible. I dont care much about keeping set bonuses when exemplared but I do care about enhancement percentages if I am going well below 20.
  9. Quote:
    Originally Posted by BrandX View Post
    Start IOing sooner?

    I use level 33 IOs, while I use them for exemping purposes, that lets you use them as you level up and not just at lvl 50.
    I never do that ever. Its just not worth giving up huge percentages of enhancement besides you dont have enough slots at 30 to do this and be any where near as effective.

    Small edit: The lowest I go on lvl of the enhancement is lvl 49 unless its one of those procs that need to be at a lower level in the event that I do exemplar. The main reason I go for higher enhancements is that if I do exemplar then your enhancements get gutted it will not be as bad as if you used lower enhancements.
  10. Another reason I am so hard on invul is because I knew what the set was capable of. I tasted perma-unstoppable before, played the set before they gutted invincibilty. All this was back in the days when we were real heroes. I get sad everytime I think about it. Got to excuse me I think I need a tissue now.
  11. Quote:
    Originally Posted by bAss_ackwards View Post
    For me, once I hit 50 there was another journey - the road to IOing out my character. This happens on any of my characters that hit 50. I enjoy the hell out of the journey from 1 through 50, but it doesn't last forever. Level 50 does.
    I get that point too but still depending on how well the set performs until you get IOs makes it that much more or less enjoyable and you start to think will this be worth it in the end? For alot of powersets it just isnt worth it.
  12. Quote:
    Originally Posted by bAss_ackwards View Post
    I've outlived Granite Tanks on my DM/Inv Scrapper.

    Yes. Really.
    Pics, and video or it didnt happen.
  13. Quote:
    Originally Posted by bAss_ackwards View Post
    There are sets that far outstrip others once they get into IOs. How do you not know this by now?

    Nice clause on the "non-Smashing/Lethal" part. That is the most common damage in the entire game, y'know.
    I am mainly concerned with the non-smashing/lethal part because in the 40 range thats where you get hit with it the most. Dont get me wrong I know I could tough it out till 50 but I would not have fun doing it especially if the SR or WP scrappers are doing fine while I am eating the dirt every 30 seconds. If the non-smashing/lethal part of the set was up to par I could deal with. On WP I can deal with it because your regeneration covers everything not just the S/L part. If they ever by some miracle allow for powerset respecs, all my invuls will become WP that same day.
  14. Quote:
    Originally Posted by Werner View Post
    So a set has to be great on SOs for you to consider... taking all the SOs out and replacing them with completely differently performing IOs?

    Isn't that kind of like saying, "A set has to be great at level 20, or I'm not going to bother leveling to 50." It might be a true statement about how you behave in game, but level 20 performance has little to do with level 50 performance, and SO performance has little to do with IO performance. One should not be judged based on the other in either case.

    Mind you, I'm confident that Invuln can do what you ask, but I don't feel any need to prove it, because I don't care if you play Invuln or not. Willpower IS great. Stick with that if you want. No skin off anyone else's back.
    There are alot of sets that suck at 20 and would play great at 50. But I am not going to play them because to me the whole point of a character is the journey and not the destination. Thats why playing with SO's is so important because your stuck with using them until you can be fully IOed out anyways. If I hate going from levels 1-49 but love 50 its not worth it to me thats all I am saying.
  15. Quote:
    Originally Posted by Bonnes View Post
    Hmm... these two statements don't work well together. The second has no bearing on the first.

    If someone shows you a video of a Dark/Invuln doing ridiculous things with IOs, would you then be willing to consider IOs in yours?
    No because its the IOs that are making the set playable. If they can't do it with SO's then its not worth it.
  16. Better question for the VEAT is this, why would you want any of the epics when your entire powerset is so full of win that its over flowing with it? I can not think of a single power in those pools I would want on a VEAT if going by what brutes get.
  17. EvilRyu

    Shard drop rates

    Quote:
    Originally Posted by UberGuy View Post
    Just to be clear, they are not more likely on a team. They have a fixed probability to drop from each mob, based on its rank, just like inventions. However, very unlike inventions, when a mob is defeated by a team, a chance is checked for every member of the team to get a shard. Because teams are likely to roll through foes faster than a single player is, the mob defeat rate is probably higher and thus the shard drop rate per player is probably higher on a team, even though the drop probabilities are fixed. (A team may also be more likely to fight more bosses and LTs, who have higher shard drop probabilities, which would basically translate into a higher drop probability while on a team.)
    Sorry but I dont believe this. We have tons of threads where folks qq about the solo vs team drop rates on shard. I agree the kill speed is much faster on teams but the drop rate difference is like night and day. I have even test this myself on some aoe centric characters I have in missions set for 8. There is something to the code that makes it more likely to happen on a full team. I guess what needs to be done is this. Have a tf setup for 8 people, the other 7 folks stay outside the missions while the whole tf is going on. Then have the others to do the same tf again with them in the missions, and then again but have the other 7 just log off. I bet after doing this hundreds of times the shard numbers will be very different in the solo vs team setup.
  18. Quote:
    Originally Posted by LygerZero View Post
    << .. <<

    >> .. >>

    ~blink~

    What?
    Yes I am dead serious. The set sucks major *** compared to WP. I even have a DM/Invul who dies way more than my WP scrapper. Its not that I dont know invul, hell my name sake was an invul who is perma retired because the set sucks so much since they cut it down in issue 5. I have tried all kinds of respecs to get a good working build but the result is still the same. Its never going to be with SO's the same as my WP with SO's. I refuse to put IO's into this character when I know its still going to suck. Basically I am going to say this. If you can show me pics and videos of invul scrappers surviving end game stuff thats non-smashing lethal attacks set for 8 people while using just SO's without unstoppable going then and only then I will admit I am wrong. My point in all of this is I cant say a set is playable if that playability comes from IOs. As you can tell from the post people been saying about the preview they are negating alot of that hard work put into IOs. So why build for this if the upcoming challenges just strip it away anyways?
  19. So what do you think its going to take to finally get the devs attention to bring stalkers up to par? Sometimes I wish I could go to those dev meet and greets or those comic con things so I could talk so sense into them so they can finally address many of the long standing issues we have had in this game since day 1.
  20. Quote:
    Originally Posted by Daemodand View Post
    Stalkers really do need to be looked at again. It isn't fair that Scrappers out-damage and out-survive them. Brutes recently had Fury mitigated to keep them from stepping on Scrappers' toes too much, Stalkers need a buff to give them indisputably better damage than Scrappers given how much squishier they are.

    P.S. This is another reason why making Incarnate rewards tied to teaming was a bad idea. Some Archetypes and powerset combos really do have a tougher time finding a team, especially in the crucible of the tougher Task Forces. Here's hoping for soloable options in I20.
    I will say its been hard getting on TFs for incarnate stuff as a stalker. Almost to the point where I want to change him to a hero or something in between so I have more chances at being able to do something. As it stands now no one wants you. The whole stalker buff thing should have been at least the last thing that Castle did before he left. Now we have no one to go to for this kind of stuff and the AT is just going to get worse as everyone else gets better over time.
  21. Definitely WP. WP is what the old regen used to be. Regen now is too clicky and having bad timing leads to death easily. Invul is just lol period. No where near enough protection for what comes at you in the end game with all the exotic damage.
  22. Heroside just get 2 bubblers then just lol at anything that does damage, that what we did. Villainside, all the prayer in the world is not enough for that. The villain version of that tf is the very definition of devs hate villains. Most teams barely scrape thru it due to all the insane amount of ambushes.
  23. Quote:
    Originally Posted by Werner View Post
    I doubt that.

    If it's just the new Devouring Earth, it's no big deal, as they're easily avoided solo, and you'll probably be buffed to handle it on teams. If a lot more enemies are being given the 64% to-hit treatment, Shield Defense can be easily adapted and soft capped again. What CANNOT be adapted are things like my soft-capped Katana/Dark. It will no longer have the survivability, and lord knows it doesn't have the damage output of a */Shield. I'll stop playing that character, and probably IO out my Broad Sword/Shield, or maybe change the focus of my Fire/Shield, or maybe finish leveling my Shield/Dark Tanker and IO him out.

    You might notice that the only characters I imagine playing in a 64% to-hit world are Shield Defense. So unless the dev reponse to Shield Defense supposedly being OP is to make it MORE OP, I assume the to-hit buffs either do not indicate a coming pattern, or if they do, the rationale has nothing to do with Shield Defense.
    What are these new DE you guys speak of?
  24. I recently started BS/SD just for the crunch factor it has. I would like to do Dm/SD but I hate the whiffing DM does. It just irks my nerves to miss so much. Also I dont think the damage is going to be as consistent as it would be on BS because your damage is so dependent on having mobs near you. That being said would it be a huge was on BS/SD to go with the damage aspect alpha slot vs the one with defense?
  25. Quote:
    Originally Posted by Vidszhite View Post
    True... but Castle's gone now. >.>
    And thats why I am hoping alot of stuff gets changed since he was too scared to fix stuff the way it should have been fixed. Dim shift needs to be taken out of the game and all powers similar to it. Its the one power in the game that does more harm than good on a team. Just remove it and put worm hole in its spot and create something else for lvl 26. If this was done then I would totally play gravity to 50. The reason I cant do it now is because I do not like having no real aoe control for 26 levels. To me thats just retarded to make a powerset suffer thru that, I dont care how good the damn pet is.