EvilRyu

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  1. Quote:
    Originally Posted by Brillig View Post
    Funny. I think this would be one of the worst times to do something like this. Between everyone playing more than usual, and the merger of the markets, the instability of the global servers... adding more people to the mix would be one of the dumbest decisions in MMO history.

    What they should do is wait a month or so for things to settle down, then start pushing the new Praetorian experience with trials.
    Nah, I cant see CoH do any where near the stupid crap they have pulled in Aion. That game is going to tank if they dont get their act together. What worked in Korea definately isnt going to work in the USA.
  2. I was thinking this would be one of the best times to do this so people can see what the game actually has to offer if they didnt stay subbed. While they couldnt do the praetorian stuff they could how teaming will be so much better with server transfers and the mix of ATs from both sides of the game outside of the co-op zones.
  3. Quote:
    Originally Posted by Acemace View Post
    Really..It's from the place this was taken from..

    ;]
    Where cuz I dont see it any where.
  4. Quote:
    Originally Posted by Pheonyx View Post
    And before it even starts:

    Free server transfers for the week does NOT equal an upcoming server merge. Please take your whine fests elsewhere.

    Ashes to ashes,
    Pheonyx
    Wont need mergers when you can just transfer off the dead servers. I plan on getting the last of my characters off all the dead servers finally.
  5. EvilRyu

    So... Stalkers.

    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    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.

    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. )

    -----

    Only if you insist on playing a Stalker as if it's a Scrapper. If a Stalker gains the ability to take down a boss in 2-3 hits fewer than a Scrapper, though, I'd consider that an advantage. As it rests now, even with the option to use Assassin's Strike, my Katana Scrapper will still usually take out a single boss more quickly than my Ninja Blade Stalker.

    And... you don't feel like that would be overly powerful, especially now that you can get a Tanker on your team to hold aggro no matter what tasks you're doing? That just breaks balance too far in the other direction.

    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.
    I swear to gawd if they ever get rid of soft capping defense I will quit the game. It costs alot to do this depending on the build and I see it as totally pointless to work on other status cuz nothing other than recharge has this kind of stackable potential.
  6. EvilRyu

    So... Stalkers.

    Quote:
    Originally Posted by Soul Train View Post
    That's my point. Do Stalkers REALLY need fixing? or is it merely a social perception (left over from prior to the previous sets of changes) that painted Stalkers as "Soakers"?

    If it's a social perception, team-based buffs that are noticeable would be the way to go. The occasional "Terrify" effect on a not-quite-lethal AS helps, but perhaps we need more than that.

    Given my choice, having taken both a Scrapper and a Stalker to 50, I would say I enjoyed the Stalker more. It's true that they're not quite as good as a Scrapper when in prolonged fights. But Scrappers can't sneak in and do surgical takedowns.

    A Stalker is a garrote wire; a Scrapper is a chainsaw. I really don't want the two to be blended, lest I lose fingers.
    Its not really just a player perception issue but more so a game desing issue. Having the same setup such that aoe is king has pretty much doomed stalkers from the start. True enough elec really shines there but it hurts badly for the other primaries. So the only way to make up for it is either to add more harder single targets or change stalker damage to the point where its so high it takes targets out just as fast as the aoe does.
  7. EvilRyu

    So... Stalkers.

    Quote:
    Originally Posted by Starsman View Post
    First off, I have not read through the entire thread.

    I think that any boost to stalkers should come in the form of improvement to stalker tools, not an increase on direct survivability or damage/buff modifiers.


    Here are some interesting ideas that cross my mind:

    A) Placate gives the player a 5 second 500% recharge buff. The effect of this would be dependant on how much recharge you have in your build. If all your powers happen to have 95% recharge, and you are running hasten, it would be as good as good as speeding recharge of powers for up to 11.75 seconds (after the 5 seconds are through.) Without any enhancement you are buying yourself 20 seconds on all powers after the 5 seconds are done.

    This includes the recharge of Placate itself, as well as any survival click power, attack or buildup.

    This would give placate not just increase the utility of Placate, a stalker identity tool, but also make the stalker "move faster" in the shadows. Even if you get knocked out of the shadows you still will benefit from the recharge buff for the full 5 seconds. It for sure makes Placate much more useful in teams.

    B) Alternatively, not conjointly, reduce the recharge of Placate and to 40 seconds base and make it a 3 target cone. This would allow for more often use of Placate and less chance of being knocked out of shadows by the neighbors of your target.

    C) Make hide, the power, grant users a global run/jump/fly enhancement, about 100%, doubling the effect of any travel power you may have active, but only while hidden. This is more of an utility boost and may work cool with any other change.

    D) My final option right now is to give all non T1 or T2 non-AoE attacks a chance to proc Placate effect + Stealth to enable a critical.


    My main idea here is make stalkers work more like their anime equivalent. You know, those ninjas and other odd characters that show up, poof out, and strike again extremely fast and often. "Often" being the key word here.
    I dont know about this, recharge doesnt help much once you already have a certain amount slotted besides its not like you can your attack chain to be Focus, Focus, Focus, Focus, etc... The speed boost is useless since attacks root you anyways and they would have to find a way for travel power supression to fit back into this. Placate proc I could see working but what think should happen with the placate power is instead of it removing the stalker from the hate list, how about it removes the entire team from the hate list instead? Think of it as using it to save the more squishier teammates.
  8. EvilRyu

    So... Stalkers.

    Quote:
    Originally Posted by tarrantm View Post
    If the hitpoints and cap isn't going to be raised, Stalkers need Hide to passively add something like 20% extra resist all because the resistance secondaries scale horribly for Stalkers and that is a direct result of their low hitpoints (which indirectly translates into resists). It's not Ninjitsu or SR that gives everyone the impression that Stalkers are squishy.

    Also, please don't increase their damage mods more than Scrappers unless u want PvP zones to turn into a Stalker vs. Stalker zone.
    This can easily be avoided now. You seem to forget that the devs can make the pve and pvp values for powers alot different now. So I dont see the balance of power changing much in pvp even if stalkers get huge buffs.
  9. EvilRyu

    So... Stalkers.

    Quote:
    Originally Posted by Smiling_Joe View Post
    This.

    And, for that matter: in lieu of raising the damage/damage buff modifier, why not make crit damage unresisted for every stalker attack?

    Why? This lets stalkers focus on what stalkers were made for: superior damage through criticals. The damage is less than scrappers on average when scrapping solo, and could actually (possibly only in my mind - numbers are my nemesis) out-damage scrappers on the criticals. It would make stalkers do vastly more damage on teams (especially with the critical radius expanded) and would give them the ability to score unresisted damage after the placate on their second target. (which, in my case, is frequently a second longbow warden).

    Stalkers do not need help in the survivability department.
    Because if they did this you would be able to kill things that werent meant to die. For instance civilians in the mayhem missions would be killable. Hamidon would be trivial with alot of stalkers. I think they would have to address the unkillable or rebalance the things that are supposed to be hard due to resistance.
  10. EvilRyu

    So... Stalkers.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    I think raising both the damage modifier AND the damage cap might be a bit too much.

    Otherwise, I like the other 4 suggestions very much (the bullet points)
    A higher damage cap isnt going to make that big of a difference unless there are several kins on the team or a stalker fills his tray with nothing but red skittles. Given how wide open teaming combinations are gonna be after GR I dont see that many kins congregating to one team like that.
  11. EvilRyu

    So... Stalkers.

    Here is what I would do

    Increase melee damage to 1.3 and blasters as well to the same number

    Increase damage buff modifier to 1.25 and blasters to the same number

    Increase the team crit buff range to the old sidekick range such that it limit the stalkers who wander off. Think of it is re-training the general population of stalkers.

    Change demoralize pet that spawns during an AS to jump to another live target if the first target dies before it spawns. Make it go to the next target in range.

    No change in base health but increase health cap just enough so that unslotted powers like HPT and Dull pain actually make a difference.

    I dont think moving the powers back into the powerset themselves would be breaking the cottage rule, if anything it would be you adding a bathroom where a closet used to be. Giving them back the missing powers would help alot in creating parity in the powersets. Furthermore given that there is technology now to supress offensive toggles (see patch notes for stalker dark armor changes) I see no reason why this couldnt be done.
  12. Quote:
    Originally Posted by Teldon View Post
    lordie and I just watched all he had done last weekend.
    Same here.
  13. WP all the way. What good are heals if they arent up yet or if you take damage alot faster than you can click them. On WP I tend to play the set like the way the old regen used to be. Set it and forget it is what I always say. It makes it where I can concentrate more on the battle.
  14. Quote:
    Originally Posted by Dechs Kaison View Post
    This is akin to the good stormy / bad stormy arguments. If the defender knows what he's doing, you can keep the enemies all together in the anchor debuffs.

    It basically gives any ranged AT immunity to melee damage. On a team without melee, Force Bubble is insanely useful.
    There is a huge difference between this power and storm. With hurricane you have the debuffage going on range and tohit so you arent just insta-killed where as with force bubble you are. I have a bubbler with this and I never use this on a team due to the aggro and or scatter it does. Storm its alot easier to manuver enemies with it, force bubble not much so. All I can say is this to you dude, pics, and video or it never happened because I have never seen it work well on a non-mastermind. The thing with knockback there are very few players in the game who know how to use this without screwing up the team.
  15. Quote:
    Originally Posted by docbuzzard View Post
    Evidently you've never bothered to actually use it or check the numbers. Liquefy is a spectacular "oh crap" button which will effectively take opposition right out of combat. The knockdown, hold, and massive to hit debuff will turn an enemy spawn into a bunch of toddlers on whiskey.
    Like I said before, it recharges way too long for what it does. I know what it does for crying out load. I have seen it in combat and I have it on a sonic character, and if I didnt I could just as easily look it up in the real numbers and see its recharge is borked for what it does when you consider what the rest of the set has. Its still an underpowered version of earthquake.
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    Ok, there goes every last bit of your credibility.

    Force Bubble is a downright game changing powerful ability. And not just for MMs.
    Game changing in a negative way for everyone but masterminds. I have never seen any non-mastermind make use of this bubble on a team and not screw the team over by scattering mobs or getting themselves insta-killed from the aggro it generates. In theory you could do nice this with this power if you had a tank to hold the aggro but why go thru all that when you could just let the tank do his thing. With a bots mastermind I have seen it work well but thats due to body guard and the protector bot bubbles.
  17. Quote:
    Originally Posted by docbuzzard View Post
    Did you actually just say Liquefy is worthless? Have you ever bothered to actually play the set? Good lord, Liquefy is a spectacular power.
    Yes I did, its just an underpowered version of earthquake. Thats how I have always seen it. It takes way too long to recharge for what it does. I guess the devs tried to make sonic and ff match by giving them both ****** tier 9 abilities.
  18. Can someone put the numbers out there side by side. Do it solo with debuffs applied and do it team with debuffs applied. Factor in scourge damage vs new defender inherrent damage. Let the numbers speak for themselves.
  19. Sleep isnt so bad as folks are making it out to be. The thing is if your are slept on a team, critters will by default switch targets because they are programmed not to attack sleepers unless they are the only target left. What changes I would love to see is the values of the tiny bubbles and the big bubble exchanged. Or the bigger bubble needs to give additional resistance for the caster. At least with force fields you have the personal bubble if the **** hits the fan. With Sonic you have nothing and I dont think its right. Also once we got the thermal set it pretty much made sonic unneeded. I can tell you one thing that has to go above all else is that gawd awful tier 9 power the set gives thats utterly worthless.
  20. Quote:
    Originally Posted by Frosticus View Post
    Well you certainly seem to know what you are talking about so far be it for me to correct so much misinformation but here goes...

    GI is not FAR less potent than SI. For the purposes of providing invisibility against mobs they are identical. Identical as in they both provide full invisibility. SI would provide invisibility in situations where something is reducing your stealth radius, but that never happens as far as I know in pve.
    Additionally GI costs about 1/20th the endurance of SI. GI's threat reduction also doesn't suppress when attacked, which SI's does.

    Like I said in a previous post: SI is actually the redundant power not GI and GI is actually the better of the two powers in almost all situations. However, SI is a signature power and not going anywhere.



    haha no. Maybe you should try out GI (or SI) sometime. The things you can do with it might just astound you based on your misconceptions.
    I can agree here. I have an illusion thermal character that stays invis the whole time. All I do is buff and heal while invised and even if the team totally dies the critters seem to never see me and go back to doing what they were before we had aggro. All this with superior invisible.
  21. I still think it was gutted for pvp reasons. The range change makes no sense what so ever in pve since by the time you would have leveled to get boost range most mobs are gonna still out range you with that still. I know for a fact nemesis snipers easily do this. The damage got gutted for pvp reasons which doesnt make sense either because they then turn around and give everyone pvp resistance to like all the damage types in some form of either resists or defense. So I think all the pre-nerfs to psi need to be rolled back or the damage bumped up alot. Psi scream should have stayed in the and the snipe removed since all of the attacks would have been closer to sniper range anyways if the range was restored.
  22. Quote:
    Originally Posted by je_saist View Post
    won't happen.

    http://boards.cityofheroes.com/showp...68&postcount=8

    Also, Arcanaville has a good explination on the the design behind the illusion set: http://boards.cityofheroes.com/showp...8&postcount=58

    The short version is this: Illusion Control does not fit the intended Dominator Play style. Beyond anything else, building domination would be extremely difficult and would require significant changes to the set itself, which would no longer make it an illusion control.
    I dont think this is right at all. Illusion would work fine on doms. Illusion has a single target and an aoe hold, just like every other dom set. True enough it doesnt have other controls but being a dom is more than just control. My biggest fear is they will gut the set similar to how they did pain domination and it wont end up being a true illusion set for doms.
  23. Quote:
    Originally Posted by DMystic View Post
    Actually the fear effect and debuff comes from a temp power that is automatically given to and used by the target.

    Which has the nifty side effect of reapplying should an enemy rez.

    I suspect it was done this way to prevent it from effecting PvP.

    I also think PvP is the reason Stalker Build Up is only an 80% boost rather than the 100% Scrappers and Tankers get.
    Its scrappers and blasters who get the 100% build up. And think the reason is devs hate villains on that one. Notice how no villain AT comes close to that on self buffing in terms of damage eventhough stalkers should actually get a higher build up than that. If anything it should be like 125% and be shared with blasters. Prior to VEATs the no other AT did as well on teaming buffing like defenders. I think the devs are going to have to re-evaluate a few things after GR comes out.
  24. Quote:
    Originally Posted by Siolfir View Post
    The scaling AS based on enemy rank didn't work well due to not all ranks being consistent, so it was arranged to work based on maxhp for a while, with varying parts being enhanceable vs unenhanceable in a few tests (I think 4% fully enhanceable was the best overall percentage given).

    This was problematic due to several reasons, not the least of which was Stalkers killing GMs solo with AS/Placate because a damage-capped Stalker could take away 20% of anything's hp in one hit before resistance was accounted for. It also made AS worse against anything smaller than an AV - although only marginally so against bosses - so for 99% of the game it was a nerf despite making them the go-to AT for GM soloing, being able to take out nearly anything in less than a minute.
    I think all the negative drawbacks to the scaling AS was just due to castle being way to conservative with the change. This is something we could still get it would just have to have no negative effects at all in terms of fighting lower rank critters. I was hoping alot of the issues get addressed before going rogue but there doesnt seem to be alot of time left now. I think right now the best solution for such a short period of time would be to increase the range of the stalker team buff to equal what the old sidekick range would be so that stalkers would benefit the team no matter what team was made.
  25. So what are the odds Castle will give stalkers a second look?