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Quote:I think the devs were testing us when they designed Kinetic Melee.If a set is going to be subpar till later levels its not a well designed set.
Also it sounds like a vacuum and Im constantly killing things while the KM is in suck mode with hideously "Oh Im so cool standing around not doing much" animations.
You can math the crap out of it.....and come to the conclusion that its adequate or even slightly better.....but If Im still killing things while Km dude is going all animatrix then its a subpar set.
devs: Alright! Here it is!
players: WTF! This set is stupid slow!
devs: *looks at animation times* Actually, much of the animations are actually faster with some being basically on par wi-
players: Nope! Slow! And the damage sux too!
devs: *looks at numbers that coincide with Super Strength* Uhh....
players: And this Siphon thingy is retarded! Why I gotta use this stupid gimmick to make this set even playable!?!
devs: 'Future Note - Players don't know what the f*** they're talking about...do not listen to them.' -
Too clunky IMO, Jib. Although if there was a bar to tell you what point you were at, it'd at least be more visible but just waiting on a message to pop when most likely, you'll have a power queued up and waste it...eh, just seems clunky and unpredictable.
Not that I think Stalkers are in desperate need of a damage buff, but reading the threads gave me some inspiration.
So a different spin on the "Killer Instinct" inherent idea:
-I always like to think of exactly how an idea would be implemented so it draws not only from Jibi's thoughts of more 'controlled bursts'.
-Also pulls from the tech shown in the new Fiery Embrace change.
-The ability of Mastermind's Smoke Flash power.
-Finally, Castle once suggested a change to Blaster Defiance when it was being looked at, that change being a buff for every foe you defeat.
Assassination Inherent
(what we've got)
-Bonus damage on Assassin's Strike from the 'Hidden' status (PvP and PvE)
-100% critical chance on single target attacks and 50% on AoE attacks from the 'Hidden' status (PvP and PvE)
-Demoralize on a group of enemies if attack does not defeat the target (PvE)
-Scaling Critical rate for each ally within 30ft range (PvE)
-20% chance to critical hit held or slept foes (PvP)
(what this idea would add)
-A 'Killer Instinct' counter for each foe the Stalker defeats with a primary power (PvE)
--You can only obtain 1 kill counter per power used. So a ST attack will get you 1 kill counter if the foe is defeated by the attack. An AoE attack will get you 1 kill counter if one or more foes is defeated by the attack. A successful Assassin's Strike, if the foe is defeated or not, adds 1 kill counter.
-You can stack up to 3 'Killer Instinct' counters that will basically appear in your buff bar as a unique icon, each of which will last approx. 30 seconds.
-Stacking more than 3 kill counts will rewrite the oldest counter's duration.
-Using Build up or Placate will basically expend the 'Killer Instinct' counters and reset them to 0.
Why focus on applying this to Build up and Placate? Because, as is, Assassin's Strike is already a strong tool with alternate uses (an Alpha dampener and burst attack from hide) while BU is pretty Binary and Placate does have some defensive capabilities and limited offense, it *is* a unique power to Stalkers...
Placate- When you use Placate with 0 kill counts, it acts like it does now. But for each kill count you rack up before using Placate, you basically get *another placate*. Think of it like MM's smoke flash that lets their Jounin chain crit for a short duration. Placate will basically be a BuildUp/SmokeFlash mash-up that basically boosts damage by giving you up to 3 extra chain crits *if* you defeated 3 foes within 30sec (or started out with AS and then defeat 2 foes within 30sec).
Build Up- When BU is used with 0 kill counts, it acts like it does now. But for each kill count you rack up before using BU, you basically get a 1-shot 'Fiery Embrace' damage add-on that is enhanceable by the inherent damage buff of BU. Think of it like Fiery Embrace, that adds (i believe) 45% of the base damage of an attack as fire damage. So BU would be a Placate/FieryEmbrace mash-up that gives you a +15% extra added damage to the next attack(the type of damage added would depend on the set...so Claws would add lethal damage and Energy Melee would add Energy damage) for each kill count you have...that's +45% of the base damage of an attack added if you kill 3 foes within 30sec (or started out with non-BU AS and then defeat 2 foes within 30sec).
I could see various approaches to take in a fight, some lending better to certain sets but every set being able to exploit any of the available approach due to the make-up of all Stalker sets. -
Quote:Now find the quote where someone said we should stop adding high-end content. Or the statement by the devs that said they weren't adding any more. Or the interview of the devs saying they value low-end content more than high-end content.So, just because people eventually become blase' about upper level new content, we should just stop adding any?
I'll wait. -
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Just to be clear, Stalker, Brute and Tanker use the same +dmg modifiers for powers like Build Up...so they all have +80% dmg from that power.
It's only Scrapper and Blaster that get +100% from Build up and such powers. -
Quote:In an MMO*RPG*, story and immersion is most important. The devs created a world with lore and according to that lore, wouldn't make sense for hundreds of non-aligned extra-dimensional characters that range for the heroic to world-dominating villains to be running around in...yet. The war hasn't started yet but when it does, then so will the world change.There are parts of Going Rogue that work for me; Praetoria unfortunately is not really one of them. It's a great setting with exciting missions and a good backstory. It was obviously created with love.
But it's also locked away content that, if I choose to participate in it, locks me in a box in order to justify a final scene of a plot line that could have ended so many different ways, including letting me get back and forth to primal earth at level 1. The writing is quite good but the mechanics do not, IMO, justify secluding players just so it can all end with a tearful goodbye scene. If future updates to the game allow us to move to and from Praetoria at any level, my concern about this particular element will be eased. Given the history of good decisions this game team has made I'm hopeful that is what will eventually happen.
It's not a tearful goodbye but the precipice of war. It makes sense that they put a break in there (although I probably would have thought lvl 30 would be that point but then, people would be complaining they're 'locked in a box' too long).
Quote:To that end, revamping the existing cities would be far preferred (and I'm only speaking for myself here) to creating a whole new world. I can't really get into playing my Praetorian, especially when I realize that he will soon abandon his homeland to be a hero or villain in another world entirely, forever (at least until higher level Praetorian content is created) leaving the world he has been fighting for behind.
Worse, with the devs saying they intend to expand Praetoria it sounds like Paragon City will remain static. I think they would have been far better off to advance storylines in the existing cities, or even adding a new city of super-beings to Prime.
Maybe it's just me, but Paragon City is plain boring. The architecture is pretty similar and bland after seeing it copied throughout the half dozen other nearly identical zones....but it makes sense that a city would use a uniform architectural style, for the most part. That's why I like the direction the devs are going. Rather than just adding to Paragon City, they give you 'worlds' with different looks and their own current events that may or may not be intrinsically linked to Paragon City (because why the heck should everything have to revolve around only that place?).
Playing through some missions in Cimerora, on a lvl 40 character, I got to thinking how small the place was. Why was that? You're in the past, you should be able to visit a great deal more places...in fact, I think it would have been really cool to be able to *start* in Cimerora at level 1 as a character who is naturally from the past. Add in more zones with European influences (you'd have to come up with something as I'm dry on ideas) for lower levels and add more content to make it possible to simply stay in the past...at least enough so the zone doesn't feel like only 'City of 300'...
I could imagine them doing similar with future expansions...like perhaps a world where you're starting up in a Galactic hub or maybe the Rikti homeworld with the inclination that perhaps you're just not an earthling (from our dimension). All these worlds could eventually span lvls 1-50 and all be linked (so you can take someone from Preatoria and go into space or something) but still gated for lore purposes. -
Quote:Ah! That's really nice!Colouring it pink and saying it was Psi/TK melee is actually the route I went with my KM/SD Scrapper Ectenic.
The shots are old I've since tweaked the costume a bit (hooray capes and fiddling with colours) but here he is:
One
And two combat shots:
Two
and
BAM
Three
I really like how well KM lends itself to customisation.
Isn't it awesome how you can take 2 completely unrelated sets and then sorta fuse them into one theme that has no connection with the parent sets? Seriously, Shield Defense and Kinetic Melee have *nothing* to do with psionics yet together and with the right customization, you've got something that's dang near the complete theme. Bravo. -
Is it actually a cone like the power icon shows it to be? I tried it a few times but couldn't hit more than one...didn't try it on that many since the character would never shoot anyone much less pull out a sleek rifle and fill someone's head with lead.
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Quote:It kinda does change how risky it is, though. It was already pointed out how iffy using Rest was when an encounter is only a matter of time. Like seeing that minion is about to turn the corner and you're already resting.And this is all already possible and a pretty common defensive strategy, especially when soloing. Being up more often doesn't change how risky Rest is, which is not particularly.
The obvious solution is to stop resting and take care of the minion. But right now? If you do that, you'll end up with Rest recharging. Do you risk it and try getting as much END/HP as you can before it's too late? Stop and just deal with it, take out the minion and move on while Rest recharges? Play it safe and run away to fully top off HP?
If a proactive approach isn't taken to lessen the risk then there are consequences but it removes some of the risk the power currently has without a recharge. I can foresee waves of ambushes no longer being much of a problem. Just move to a point in the map that will take them a moment to get to, position your camera so you can see them coming down the hall and just kill > rest > kill > rest.
I suppose that's all right, ambushes can be a super pain for my Stalkers...but honestly, I'd imagine ambushes are suppose to be 'not easy'....
Quote:I'm on a low-level SR Scrapper, soloing through a mission. Thanks to defense debuffs and constantly-spawning +1s, it's a tough, but manageable fight. After one such encounter, I'm all out of endurance, so I take a knee and Rest it back to full. Now that I'm ready for the next mob, I run in and...nearly get creamed thanks to that Lieutenant, but I just managed it.
So here I am, at 25% health. Rest is still on cooldown, and none of my remaining inspirations can be combined into a green. What do? Moving forward is suicide, running to get inspirations is equally time-consuming and annoying thanks to my contact being a zone or two away (and who knows how bad that would be if I didn't have Ninja Run).
....just sayin'....
Quote:(Plus I'm also bugged by that whole "have to wait before I can Rest" thing. )
As is now, to actually simulate a hero resting up before a hard fight, just using an /em sit and waiting for yourself to regen or recover fits perfectly seeing as around 15 min RT is supposedly like 2 hours in-game (probably wrong so corrections if you will), if you need to take 2 mins to get back some HPs, that's what? A quarter hour breather your hero is taking before busting the other 10 dozen automatic fire-arm wielding maniacs around the corner. -
Well, a +1 boss will have a ToHit advantage just because of his rank. Their claw attacks have -def which will make your already minimal defense even less...even for SR's -def resist, you have to slot the powers to get the debuff resist all the way up I think.
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Quote:There's too many ways around that. Most mezzes can last longer than 12sec, again you have extreme movement in travel powers that can simply get you to safety quickly, hiding such as next to a box or behind a column or a nook in the wall is as effective as being in another room in some cases.You left out the 'One shot kill' bit. Everyone always does. You happen to forget one minion, or a patrol comes around the corner, your hospital bait. Pure and simple.
But the simplest solution is Stealth. Since Stealth (and other invisibility powers) can be run with Rest without suppressing their Stealth Radius (and believe me, Rest doesn't for either Stealth, Super Speed or Hide...not quite sure about stealth IOs) you can practically take a nap at the enemy's feet and they aren't any the wiser.
Quote:In fact, no one gets negative effects from this, period.
Honestly though, I'd actually love it if the devs took the recharge down to like 30sec and then cut the regen/recovery bonus to about a quarter of the values now. Wouldn't encourage topping off your bars even with it but if one is a bit too low, taking a few seconds will get you were you need to be. Nobody else would like that, though. Oh well. -
Quote:That's not even what the thread says. You've got the majority of those supporting the change saying they use rest to replenish low HP, not because of endurance consumption.And yes, we have ways to improve regen and recovery. These work much more in the middle of a fight, to stop you running out of endurance mid-scrap. They also speed up downtime but, honestly, I would wager actual money that if datamining was done, the vast, vast majority of Rest usage comes pre-stamina. By the time you get to level 22, the usage of Rest will have dropped off to nearly nothing. So, while you may call on it after a particularly viscious mob at later levels, the primary use is pre-20, when it is very common to run out of end after every fight.
Besides that, I'd have to ask you to explore exactly what a QoL change really is. Adding 'Overpowered' text to a Controller's hold is a QoL change. Giving you 7 mission slots instead of 3 is a QoL change. I'm not so sure this can be squarely placed in that category.
Quote:So...what was that about balance again? Your one-two shottable while using it, immobile, and all it does is save you time standing around which people do anyway at present...
Right. -
Well, like I said in my other post in the thread, Rest is powerful. More powerful than those other game versions like 9 dragons. And it's exploitable because we have large freedom of movement and powers/controls that make it safer to use.
Also, we've got powers already as well as natural regeneration and recovery (and ways to improve those) that are practically equivalent of those game's version of Rest but on all the time.
I would love having rest up all the time but I'm not sure our game (or the power itself) is balanced with that in mind. -
I guess it only makes less to no sense if you really think those are the only people in the opposing position and for only those reasons you think.
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Why do we have to start every fight topped off, now? I've played too many types of different characters with different types of strengths and strategies to know that I'm not going to need to be at 100% or even 50% every time.
All in all, I think insta-rest will slow everyone down as now you can top off for every fight. I mean, why would you not, right? -
Quote:I dunno...this is coming from a player that plays nearly exclusively in the pre-lvl35 area of the game and only pick the fitness pool on truly fit characters (my benchmark for 'fit' is my main Kat/SR Scrapper; super-fit = full fitness pool with max ED slotting too)...Can you really say that having Rest more available would be incredibly game breaking? Since I do believe I've pointed out that, yes, those ARE available, but having another reliable option would be nice for some, especially given rest's drawbacks. (Hell, I'm not even saying *I* would use it more.)
After all, the side arguing against has been putting out some hyperbole as well ("It'll make stamina obsolete!")
Why do we need insta-recharge rest now? To make low levels less of a hassle? Well, newsflash: The early game isn't hard. Actually, I find the lvl 14-33 game to be the *most* fun. Before that, you barely have any powers and after that progression tends to hit a brickwall and only truly interesting when you're slot-hungry.
While I would love instant-recharge rest for my Spines/Dark Stalker, you gotta understand that...well...Rest, the power, is pretty frikken strong. I mean, what, it tops off your green and blue bars in around 12-16sec (*UNSLOTTED!?!*) with the only stipulation is you gotta wait? Then you have to ask yourself if waiting a few seconds is cost enough for such a strong effect.
Not against lowering the recharge but yeah, probably should actually contemplate the ramifications of a change before just loosely throwing your /sign on it. After all, this is an RPG. Content and progression must be implicitly synced for the longevity of the game. Part of content is enhancements and other drops while progression is partially controlled by xp gain. Not saying insta-rest is a 'easy lvl 50' button but when you start removing limitations, you run a slippery slope. -
Quote:You'd have to explain how this is true otherwise this is just false. Hide has a built in 8sec unsuppress timer. If you take no offensive actions or do not take damage, it will always bring you back to Hidden status after 8seconds. Breaking LoS has never decreased that time, as far as I know. You'd need to post documentation or patch notes saying otherwise...Breaking LoS already decreases the time it takes to regain hidden status, the problem is that the time to regain hidden status is too long.
Quote:With AS there are two ways to fix it, allow sniping procs (to help control interrupt time) or decrease the cast time by about a third of a second and interrupt time by a second while decreasing base damage but maintaining crit from hidden damage.
But if people are so adamant about shortening the attack, I'd suggest cutting off the non-interrupted portion of the cast time and leave just the interruptible portion and stretch the animation across that. You're left with a still difficult attack to use but it will go off faster.
Quote:While the -regen proc would be useless outside of fighting AVs, it is almost necessary to maintain Stalker character while allowing AV fighting. It's only useful in one situation, but in that one situation it is so useful that it is worth asking for.
Quote:I just wanted to know the state of what people agree we should ask for and what we should continue to discuss in order to organize the dialogue in the most constructive way. -
Lol you think that's that then?
Yeah, for those changes:
-Linking Line of Sight to gaining Hidden status isn't possible with the game's engine.
-Aggro already doesn't break hidden status...only taking damage does. And stopping you from loosing hidden status after being attacked is broken and unfair.
-Not going to touch AS and Placate cast times...honestly, if it can be balanced to shorten it without taking away anything it already has, then more power to ya...but you're most likely going to have to give something up for this.
-Adding -regen as a chance for AS is plain useless. Even with an 'always' chance, such a debuff is only useful in 1 situation.
The best you can do is just keep talking, chatting and computing changes and running them by a dev (although if they're indeed reading the thread, then that's unnecessary). If you keep bumping the thread, the devs will know it's a topic of interest and importance and will more likely take notice. Brainstorming more ideas gives you a better chance you won't get hackney changes like the above in place of actual good ones. -
It's obvious Bill has no taste
Does it take a true artist to understand the intended design direction and aesthetic flavor to see the masterpiece that it is? Or were people just burned by the dub version and hold a grudge?
As a show with an inclination toward kids as well as sporting a distinct look that can get away with gruesome cartoon violence that won't traumatize young minds, I'd say it's perfect the way it is. One piece is and probably will forever be my favorite anime series of all time. -
Just wondering if this is some widespread issue that I'm experiencing? Usually when I have some problem, it's something plastered on the main site page or something...
When I got home and launch the client, it shows that it's about to update but then quickly crashes before getting anywhere. Am I alone here? Should I start reinstalling stuff now or wait until something is ironed out? -
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Sorry to rain on your parade, peoples, but Stalkers cannot control the chance to critical hit on Concentrated Strike...it is always a straight up 20% chance.
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It would be easy to just ignore him, but on threat of being a hypocrite, the OP cannot. Thems the rules, I suppose.
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Quote:I can't claim to speak from experience but, with travel suppression occurring whenever you attack or are attacked and the fact there is no Mez protection, only mez resistance so using immobilizes or holds not only will always happen when used (unless previously mezzed, then mez suppression kicks in) but also suppress travel, I can imagine it not being as hard as it used to be to get someone to stand still for that fraction of a second to queue up AS.And I'm saying it's entirely possible that AS - regardless of how much damage it does - has limited usefulness in pvp outside of killing non-pvpers who stand around and let it happen. Shortening the animation might lower the damage in pvp, but I'm not sure many pvp'ers would care much, given its limited use in pvp.
But you know what? I'm not going to make any claims to being a very good pvper, so I'll concede the point. -
Quote:I can only rub my temples in frustration and move on from the suggestion about the slight modifications to AS...With regard to PVP, I don't think anything I said would gut any serious pvp'er's playstyle in the least, and it wasn't my intention to be selfish. Almost no one stands still long enough to be the victim of an AS, to the point that most experienced stalkers rarely use it as a main option. I have a feeling that if an AS were made easier to leverage - whether with a shorter animation time or a shorter interruptible time or some combination thereof - at the expense of its bonus damage in pvp that most pvp stalkers would happily adjust their game, or I would never have voiced the thought.
As for its effect in PvP: The damage of an attack, I believe, is based on the length of the cast time and not the recharge of the power like in PvE(i.e. Midnight Grasp from Dark Melee does less damage than Eagle's Claw from Martial Arts because one animates longer than the other...that's just one example) So making AS quicker to use is also making it do significantly less damage.
I'm sure there are other effects such a change would have on Stalker PvP and they aren't all good.
Quote:Because Stalkers aren't Scrappers? Seriously, you call them strings, and I call them opportunities. If I wanted what scrappers have with stealth on top, I'd just soft cap a scrapper, drop in a stealth IO in superspeed and run with it. But if I can have a situation where a controller or dominator can mass hold a spawn so I can wade in doing massive amounts of burst damage without having to worry about going into hide, well... I'd buy that for a dollar.
In the situation where a controller or dom mass holds a spawn, it really would matter very little if you crit all the time on the enemy. The spawn is neutralized. Your use, to neutralize difficult/annoying targets, isn't really that necessary now. What are you gonna do? Target through the dom and just hit everything he holds? Now you're *really* not doing what Stalkers are intended to do. Perhaps you'd start outdamaging that Scrapper or Brute though? But then honestly, how often do you think you'll be in a spawn where everything is just mezzed for the pickings? Yeah, this is a one of those extremes that you don't like people dwelling on.
Doing amazing damage on mezzed foes is a nice trick, but not particularly the aim of the AT, you think? We're around to eliminate threats, afterall.