Leo_G

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  1. Quote:
    Originally Posted by Captain Fabulous View Post
    Just make sure you don't cross the streams, misalign the flux capacitor, or forget to charge the Heisenberg compensators. You wouldn't want to accidentally create a singularity in your computer room.
    You still here? I thought you had some kind of allergy to Kool-Aid that made you break out in foamy-mouthed nerd rage...That you're paying for allergy inducing flavored beverages every month is beyond me >_>
  2. Quote:
    Originally Posted by Captain Fabulous View Post
    Do you even realize how retarded your posts are?
    No, I don't but I'd be willing to hear how much
  3. Quote:
    Originally Posted by Captain Fabulous View Post
    It's much easier to mitigate those things if you're a ranged toon. You can completely avoid the PbAoEs and patches. It's a lot harder for a melee character that has very few options but to get up close and personal.
    Balanced. That there are some nasty debuffs that non-melee's can avoid is kind of the whole point of being a ranged character. That you will need to be in close range for your melee characters is why you have armors and mez protection.

    Quote:
    Sure they can all be overcome, but is it FUN?
    It can be. I love the fact that my Build up > Teleport > Eagle's Claw strategy worked well in that regard. It was very fun

    Quote:
    Running in and out of melee, popping inspirations like they're candy, taking powers you don't want, taking 2-3 times longer to complete a mission... all NOT fun for me. If you revel in it, well great for you. But when I play a GAME, it's for fun. If I'm getting annoyed and aggravated there is something wrong.
    I did not run in and out of melee or pop inspirations like candy in any of those videos. I actually handycap myself on the scrapper because I'm an idiot that's hoarding 2 columns of the present inspirations. You know what I did? I just used my head and took out the Illusionist/debuffers 1st. If it were a CoT mission, I'd be TPing at the spectral lords or Death Mages with most likely the same result (but with more END at the end).

    As for taking 2-3 times longer? Compared to who? Some guy that isn't at my computer playing my characters? Or is this some kind of epeen thing?

    Quote:
    One last aside, cause I think I've stated my position many many times and I don't see the point in repeating myself any more. I was playing a Defender a bit last night on a full team (I don't solo anymore, it's just not worth it), and we were fighting Artemis. Whoever thought that "design" was a good idea should spend the rest of his life in an iron maiden. The only words I have to adequate describe the experience would never make it thru the profanity filter.

    Are they doable? With enough time and patience, sure. Is it fun? Absolutely not. So why on Earth would I want to do it?
    I take it your character doesn't have teleport or flight (you're complaining about the caltrops or what?). Artemis can be tough but very doable. You can either have enough time/patience to face down the challenge OR have the proper tools to mitigate them. It's a good thing there are powers you can take that help in some situations and not so much in others. Then it becomes the choice of the player ('cause this is an RPG) to choose them or not in the circumstance that a proper situation arises.

    If you don't want to face difficulties like these, there are enemies that don't do super annoying things.
  4. Quote:
    Originally Posted by Captain Fabulous View Post
    Settle down dude, you're gonna give yourself an aneurysm.
    Lol I'm not even upset. I actually got into it when I added the character bios for flavor. It was more for fun otherwise I wouldn't have spent 2+hours downloading the client, picking old characters of mine that didn't have many IOs and recorded them then spent another several hours uploading the vids and typing out that post.

    Quote:
    Look, if you don't agree with anything I'm saying (which you clearly don't) that's fine. I'm never going to convince you I'm right, and you're never going to convince me I'm wrong. Obviously you think the game is just peachy-keen the way it is, and I think it needs to evolve into something more. To each their own.
    -Sigh- So what? I guess actually *showing* you that those debilitating End Draining, ToHit Debuffing, -Def'ing foes can be overcome by simply *trying* isn't enough? I'm not trying to convince you to like the game. I'm trying to convince you that what you were saying is grossly exaggerated.

    Honestly, those vids should go a step beyond convincing you but put the statements in the 'False' category.
  5. Quote:
    Originally Posted by Captain Fabulous View Post
    If it were just one or two things then yes, it's easy to overlook. But it's not. Let's take a typical level 15 mission. Well even set it to -1. Let's try Council. Run into the first mob. Even with a 95% chance to hit I whiff on my first shot. Well it's only 1 out of 20, no big deal. Clearly I won't miss again for a long time. Second shot... whiff!!! damn they're even levels in my -1 mission and I only have a 92.5% chance to hit. So much for the streakbreaker. I then take few hits from a rifle... oops, now my defense is in negatives, so they're hitting me a lot more often, putting me further into negatives and try as I might I can't kill them fast enough cause they're now hitting me with nearly every shot. Then the LT comes and fires off a concussion grenade and I go flying backward. I get back up and try to attack but dammit, I'm now out of endurance, which is fine cause I don't live much longer anyway. This mission sucks. I'll drop it and take something else.
    Now how in *the Hell* does *anyone* run out of endurance after 2 attacks!? According to that made up story, you only got off 2 attacks that missed...

    Quote:
    Lessee, my choices are CoT, CoT, or CoT, so OK, let's try CoT. I run in and an LT immediate debuffs my tohit down to 45%. So I back out of the PbAoE. Now the LT level boss mezzes me. So I get to sit there while the entire spawn pounds on me. I finally wake up, and bam! mezzed again. Lather rinse repeat till dead, which thankfully isn't very long. On my way back from the hospital I fill my tray with break frees. Unfortunately it's not enough to make it completely thru the mission (I need one for every spawn) so I wind up getting to know the floor nurse and inspiration vendor on a first name basis.
    Fine, I'll bite. I'd like for you to see the actual game seeing as you're obviously delusional and seeing a completely different game than I am. Just to be clear, I’m not a very good player by any stretch of the imagination. I only get to clock in maybe a few hours a week to play.

    Firstly, I'll show you my pride and joy monkey Scrapper I've alluded to on the boards. Honestly, I thought he'd be higher level (only lvl 40) but apparently not. Anyway, he's got a few IO sets and what-not but overall, he's still very squishy (might not be able to see but he’s under 30% def to melee and ranged but just a bit over 30% for AoE, he’s only got the small portion of resistance available in his set, no heal yet). He doesn't even have perma-Active Defense...Anyway, without further ado, Mega Monkey Shield. Take the stage!


    "Bartholomew is a genetically enhanced super genius spider monkey created by Crey. When he got too smart and started monkeying with classified Crey files, he was ordered to be disposed of but thanks to the kindness of the scientists that created him, he managed to escape the evil corporation's clutches. Bart aided many of the researchers during the rikti war to reverse engineer some of their teleportation technology and it has become a bit of a specialty for him as he’s built teleport technology into his shield. He now fights crime and rights wrongs as Mega Monkey Shield!"
    Huh. Looks like I haven't updated his costume with an animated tail + belt...Anyways it said I haven't logged on the character for 68 days before this...and I haven't played him in longer than that! (I occasionally log onto characters to see what they have on the market or if they have recipes I need).

    Anyway, picked up a Carnie mission for him set to +1/x3 with bosses. I haven't played him in a while so I'm a bit rusty but it all comes back after a while...

    Mission Video

    A Shield Scrapper not squishy enough for you? Fine. Next up, Reploid S8, my homage to Astro-boy and Megaman. He's a Sonic/Ice blaster with only 1 IO from a set in his build: Decimation Chance for Build up in his tier1 attack. I haven't actually played the character for a long long time (over 500 days) and I haven't touched a blaster for nearly as long so I'm really rusty...

    "S8 was a boy with a terminal illness that would take his life but was saved by his uncle using cryogenics to preserve the boy until a cure could be found. However, cryogenics at the time weren't full-proof so it only slowed his decay. The scientist was forced to replace much of the boy's body with machine and eventually the man went mad trying to cure his nephew. In his unsettled state, he fitted the boy's frozen tech-body with weapons including the 'Sonic Muncher Arm Buster' and an tech-adaptive module that copied the tech of the cryogenic pod he was stored in. Now awakened, the boy is on the run from his Uncle who wants to use him as a weapon of destruction."
    Two videos, the 1st is the Circle of Thorn mission I wanted to show you, set to +0/X2 with bosses. The 2nd video I did first but you don't have to watch, it’s useless (synopsis = I zone a few times, looking for a CoT paper mission, I try a council mission, start it up and remembered that I forgot to set my difficulty up from +0/x0 so stopped recording and finish the mission). I actually had to zone between Brick and FF about 4 times before I finally found a CoT mission...


    Exhibit 1
    Exhibit 2


    Now what can you tell from those missions? Either I'm a damn good player (lol not likely...) or you're exaggerating and complaining about issues within your control, Mr. Capt Fabulous. Yes, it shows me missing...but as you can see, the world didn't end, the enemies still went down and I had fun playing my old characters I haven't picked up in a while.

    If you want, I can show you even *more* videos to put against your exaggerated claims.

    [PS] Sorry about the quality of the vids. I was in a rush and didn’t know what type of program to use for this so I used WeGame’s client. Any suggestions?
  6. Quote:
    And yes, I thought I made it very very clear the 1 in 20 is over time. If you look at small sample sets you're bound to see more irregularities, but in large ones over time the statistics will always fall to 1 in 20.
    Statistics are like women; mirrors of purest virtue and truth, or like wh**es to use as one pleases. ~Theodor Billroth
    Quote:
    Originally Posted by Captain Fabulous View Post
    So once you've used KO Blow, Foot Stomp, Hurl, and let's say Laser Beam Eyes, and that Death Mage is still at 75% health, then what? Kite around waiting for those top tier powers to recharge while plinking away at him with the tier-1 equivalent LBE? Golly, now that sounds like fun.
    Oh. My. OMG.

    You've got the power (unless you're skipping every possible power that can be used with some sort of strategy...seriously, do you do that!? Do you not create a character with some kind of style in mind!? You just pick the most vanilla, no effect, powers you possibly can!?) to juggle the damn foe! He's *not* using powers while you do that. Either you....

    ...you know what? I'll just show you. I don't actually have any Inv/SS characters but...
  7. Quote:
    Originally Posted by Thirty-Seven View Post
    Perhaps something along these lines? I am VERY not up on Recharge/Damage type things, so those are likely to be off. Basically I was shooting for a set like Electric Melee... Also, with the -Res effect, the damage numbers will have to be fairly low. Also also, the Toxic should probably take a hint from Dual Pistols and make up about 30% of the damage, with the other 70% coming from the other component (mostly Smashing)... A notable exception being Toxic Cloud, a power that will do very little damage (maybe even none).
    No thanks. When I make a staff character, I want to simply be a staff (lol I'm actually saying this!? the guy that wrote the Death Scythe set suggestion with a big honking scythe that does lethal and neg energy damage!?!?!).

    That is to say, a 'toxic staff' seems about as random as a Psionic Mace. Not that you can't have a psionic mace as a character theme, but it only fits a limited type of concept.

    Now a 'Power Staff' seems like a more viable theme. Basically, kind of like Kinetic Melee in that it basically has 'energy' behind it which can knock people off their feet and possibly even suppress power effects (-dmg) to whatever it touches.

    Your toxic melee set? I'd say stick it in the 'Slime Attack' set you were talking about before.


    Quote:
    Poisoned Staff (Melee set for Scrappers, Stalkers, Brutes, Tanks)
    Quote:
    This set centers around the player’s ability to create a staff composed of a mostly solid toxic slime. The draw animation will feature the player holding his fists in front of him and having the slime flow outward to create the staff

    Tier 1 — Toxic Smash [Recharge: Fast]
    Foe, Melee, ST: Minor Dmg(Smash, Toxic), -Res
    The player does a quick strike which smashes the enemy with his staff.

    Tier 2 — Poisoned Slam [Recharge: Moderate]
    Foe, Melee, ST: Moderate Dmg(Smash, Toxic), -Res, Chance for Stun
    The player holds the staff in one hand and brings the staff up over his head and back around to slam into the enemy.

    Tier 3 — Swath of Poison [Recharge: Slow]
    Foe, Melee, Cone: Moderate Dmg(Smash, Toxic), -Res, Chance for Stun
    The player holds his staff at almost full length and moves it back and forth in front of him, causing it to smash into enemies in a 45° arc.

    Tier 4 — Solidify (Build Up) [Recharge: Long]
    Self, Buff: +Dmg, +ToHit
    The player focuses for a moment causing his slime to become denser, and thus do more damage when it strikes an enemy. This will use the standard [Build Up] animation.

    Tier 5 — Sweeping Slime [Recharge: Long]
    Foe, PBAoE: Minor Dmg(Smash, Toxic), -Res, Knockdown
    The player creates his staff and it continues to extend, making a whip-like object. He whirls it around at ground level knocking down opponents in range.

    Tier 6 — Taunt, Confront [Recharge: Slow]
    Foe, Ranged, ST/AoE: Taunt, -Range
    The player holds his staff in one had while motioning toward the enemy to “come get some” with the other.

    Tier 6 — Assassin’s Spear [Recharge: Slow]
    Foe, Melee, ST: Special Dmg(Lethal, Toxic), -Res
    The player leans back, one foot in front of the other, and slowly creates an imposing spear the lunges forward driving the spear through the enemy’s body.

    Tier 7 — Devastator [Recharge: Very Slow]
    Foe, Melee, AoE: High Dmg(Smash, Toxic), -Res, Chance for Stun
    The player jumps into the air bringing his staff down as he falls, bashing into the targeted enemy and making a shockwave that can Stun the surrounding enemies.

    Tier 8 — Toxic Cloud [Recharge: Very Long]
    Foe, PBAoE: Minimal Dmg(Toxic), -Res, Stun
    The player slams the end of his staff into the ground (actually it will clip through the ground to make it appear as though the cloud is caused by the end of the slime staff breaking up) causing a cloud of slime particles to scatter.

    Tier 9 — Spear Barrage [Recharge: Very Long]
    Foe, PBAoE: Superior Dmg(Lethal, Toxic), -Res, Chance for Knockup
    The player slams his foot into the ground causing many spears of slime to erupt from the ground in a large area. Enemies who are hit may be knocked up.
    This set is called Poisoned Staff yet it has spear attacks in it? Why?
  8. Quote:
    Originally Posted by Captain Fabulous View Post
    Only when one refuses to acknowledge that it's even slightly possible there are issues with the game. So far I've outlined a number of recurring problems and for each I'm repeatedly told it's just me.

    So yeah, that smells a lot like dev-worship if you can't even accept that perhaps the game has design flaws.
    Well who's refusing to acknowledge there are issues with the game? Not me. I've got my own list of grievances with the game, some I can overlook and others I just live with (or don't live with and just play something else for a while).

    The difference between that and what's brought up in this thread is a lot different. Complaining that you miss a box object every now and then? Yeah, annoying as it is that's something you can live with (and if you can't, you must be OCD or something...it's not a big deal). But asking for the whole game to be reworked, reformulated or just torn down and made anew? Just so you can *sometimes*, in a situation where hitting or missing isn't even critical, you have 100% hit-rate? Are you so shortsighted that you can't see that pissing off more than just a few people?
  9. Quote:
    Originally Posted by Captain Fabulous View Post
    Yes. Why should I be forced to skip missions (preventing me from finishing a story arc, earning badges or accolades, unlocking future contacts, etc.), take powers I don't want at the expense of one I do, spend time making temp powers that are practically useless due to their base stats, and otherwise be inconvenienced by poor design choices?

    Let's be clear here. Instead of spending time creating real "challenge" in the post level 40 game the devs instead went around giving critters all sorts of abilities to which very few characters have any kind of mitigation for. It's a half-***** way to design a game, and doesn't wind up being challenging or fun, just aggravating. Seriously, this is nothing new, it's an argument has been going on for over 5 years.

    Keep sipping the Kool-Aid sparky. If you really think this game "bends over backwards to accommodate a wide range of playstyles" you really need to get out more.
    Now comment on how you can change enemy levels to -1 and bosses into Lts. What whiny argument do you have against that one, Mr. Grumpy Pants?

    As for not getting out much? Yeah, I don't play all that many MMOs (at least not for very long). I like this game just fine because, if I decide only to play a little (like 1 night a week), my progress doesn't feel endangered. Also, it's the only game I've played so far where you can make suggestions or requests and actually find them in the game eventually.

    Now excuse me, I'm going to go enjoy my Werewolf Claws/EA brute with his awesome animated wolf tail that looks way less sh***y than other Superhero MMOs that happens to have no protection to Master Illusionists and is weak against Death Mages yet shreds them apart anyway because *they aren't that hard!*...
  10. Quote:
    Originally Posted by Captain Fabulous View Post
    I then go solo in a different superhero MMO, space MMO, or fantasy MMO, none of which bend over backwards to aggravate and frustrate me.
    What I find hilarious is, this game practically bends over backwards to accommodate a wide range of playstyles, *even his guy*!

    Seriously, he complains about Death Mages or Master Illusionists? We have the option to *skip* missions...even complete them without actually stepping in the mission! You're no longer bogged down by only having 3 slots for missions, you can now have 7! So if one mission is getting you down, you can pick up another!

    Oh, and you can even change the level and amount of enemies you fight! "Oh, I can't be bothered with multiple visits to the field analysis..." Well WTF!? *YOU* are the one that doesn't want to fight them and if they're all that aggravating...

    You've even got power choices, like Hand Clap or the EPP hold powers, do deal with tough situations. And inspirations! And crafted temp powers. This list just goes on and on.

    ...and somehow the game is 'bending over backwards to aggravate *YOU*'!?
  11. Quote:
    Originally Posted by je_saist View Post
    From a thematic standpoint each of the melee archtypes is supposed to have their own unique play-style that their specific powers leverage:
    • Stalkers: These guys are supposed to be experts at hit and run tactics. Their powers sets are geared towards striking at a single target inflicting maximum burst damage, then getting the heck out of dodge.
    • Scrappers: These guys are supposed to be the lean / scrawny athletic type. They can dish out the damage to single targets or alternatively just shred entire mobs with mass point blank area of effect attacks. A scrapper cares not for the battle strategy. All they care about is just taking out the next target, and getting in as many photos of themselves as they can. A scrapper is about taking down the other guys as quickly as possible, while trying not to get too scuffed up.
    • Brutes: These guys are supposed to be nuts. They charge into a fight with anything they have on hand to fight with and just wail on stuff till something dies, be it the Brute or the Brute's opponent.
    • Tanks: These guys are supposed to take damage. Yes, they can dish it out too, but a tank approaches each fight as a strategic battle. A tank stands their ground where a scrapper would come to it's senses and leave, or a brute would die from exhaustion.
    A prime exhibition of limited thematic scope and misunderstanding of ingame mechanics. It's appauling, really. Not only dictating strategy (which varies from set to set) but also appearance and psychology.

    Even the points you bring up don't have any holding over what sets shouldn't be proliferated. That a Stalker is a precision fighter (they are not hit-and-runners...anyone could hit and run) or a Scrapper is a generalist fighter (of all the melees, it is the most flexible) wouldn't dictate how physically strong or built a character is. Nor does the fury of a Brute suddenly make them 'nuts' or some kind of barbarian minded creature that clubs things with anything just lying about.

    That said, I was against proliferation at the start and I'd even say I'm still sort of against it...but not completely. The sets across the ATs shouldn't be basic copies. I always thought, for Scrapper's Super Strength should have 1 or 2 of the powers replaced with a more scrappier like power, like replacing Hurl with a cone Backhand power or something. Honestly, *all* the powersets shared should have had at least 1 power unique to that AT to give it a bit more of the AT's flavor to it.

    That said, I still want my SS stalker. Martial Arts doesn't get the knockdown/knockup or the shockwave strike visuals that SS does. The only way MA would be able to aptly simulate SS is if you could take all those effects and replace them into the MA set...you might as well just proliferate the set instead. Much easier.
  12. Follow up suggestions:

    Sleeps- I think the main issue with Sleeps isn't that they don't provide control. It's that, the control it does provide doesn't synergize with the team but rather works against the team in a way. The team's goal is to hit everything until the enemy is done but Sleeps basically tell you 'not' to do that.

    Solution: New effect, Prone (the enemy ends up laying down on the ground until the effect wears off). When a target is put to sleep and a Knockback power is used on them, there is a chance to knock the enemy prone which basically leaves them unable to use their powers (same effect as a hold) and floors defense.

    The chance to knock a slept foe prone increases with the mag of KB (so powers like Earthquake or Ice Slick have a small chance for this (maybe 10%) while something like Force Bolt or Power Push have a higher chance (like 35-50%)).

    I'd even change enemy AI so rather than letting a player sleep soundly until they wake, but will switch to use a KB power instead. It may not be a guaranteed effect but you can at least try to synergize tactics for an effect greater than the effects alone.

    Snipes- all in all, I don't think there's anything wrong with snipes. They are what they are. I may not take them on many characters (only did on my Archery Blaster and Defender) but it's not because I don't like then but I just don't think it fights a lot of my character's concepts (another fact: I don't have any Assault Rifle characters). That players expect something more out of this power is beyond me.

    Possible changes?: -Well, they could give it the AS treatment and make it so missing with a snipe draws no aggro. Maybe even give it a chance to draw no aggro when it connects too (like a 25% chance the enemy isn't notified).
    -Add a utility to it. Starting the Snipe animation could give you the Power Analyzer effect in that, you can now see the stats of the target. Make it so you don't have to actually finish the attack, you can just start it, interrupt it and then look up their data.

    Cage Powers- There is absolutely nothing wrong with them. Now that we can customize colors, it's very easy to tell what is and isn't caged. Making a caged foe untargetable is fine too.

    Idea: IO sets for Cage powers.
    Power Siphoning Prison (lvl 10-50); Acc, Acc/Rech, Acc/Endredux/Rech, Rech/Rng, Acc/Rech/Endredux/Rng, Proc self +8% resist for 1min(100% chance, unique)
    Bonus=
    2. +2.5% Max HP
    3. 3.75% Recovery
    4. +3.13% res vs psi
    5. +7.5 rech bonus
    6. +3.5% def vs range

    Ziggurat Warden (lvl 10-50); Acc, Acc/Rech, Acc/Endredux/Rech, Rech/Rng, Acc/Rech/Endredux/Rng, Proc self +2 points mez protection for 1min (100% chance, unique)
    Bonus=
    2. 1.88% energy/neg def
    3. +res vs immobilize
    4. +5% Recovery
    5. +res vs fear
    6. 2.5% res vs smash/lethal/fire/cold

    Infernal's Demon Binding (lvl 50 purple set); Acc, Rech, Acc/Endredux, Rech/Endredux, Acc/Endredux/Rng, Proc self Build up (+60% dmg, 5% ToHit) for 30sec (100% chance, unique)
    Bonus=
    2. 2.5% res vs fire/cold
    3. +10% Acc
    4. +10% rech
    5. +4% recovery
    6. 2.5% res vs neg energy

    The uniques would be exclusive to eachother so you'd only ever get to slot 1 on a power (and 1 on a build since it's impossible to get 2 cage powers, AFAIK).

    Phase Powers- I've always been under the opinion that phases are underused as a mechanic. We should spread these out more among the enemies and give them more a use as a tactic.

    Solution:- Carry over the Phase-attacks-phase mechanic from PvP to PvE.
    -Differentiate the 'Phased' status and the 'Intangible' status. Phase should be self induced while Intangible should be foe induced. Intangibility should give the victim a 'Temporal Disruption' passive temp power that stays suppressed unless you're Intangible and the power should debuff you in some way (like Max HP, regen and ToHit or something...). Using a phase or intangible power will overwrite the previous effect. So casting an intangible on a phased foe (if you're in the position to properly target them) will overwrite the 'Phased' status as 'Intangible' and vise versa.

    Basically, you can Phase the enemy then phase yourself which will result in fighting a weakened foe. If a foe does the same, then you're weakened. The way to escape this is a phase power (either from the pool or the temp power). If phasing was more widespread through the enemies, this would make the Phase Shift power more viable as a power choice and possibly synergize with other player's power choices if they choose an enemy phase power too.

    Stealth- This is another mechanic that I feel is very underused in PvE and of limited effect when it is used, mainly because once you attack, the only thing you're getting is a bit of defense.

    Solution: I think adding a 'chance of placate' upon being attacked would be interesting form of defense without actually granting +def/res/etc. Basically, if a foe swings or shoots at you, they have a chance of 'losing you'. The chance could be dependent on the power granting the stealth and the AT that uses it.
    -Stealth = 15% chance of placate for Stalker/Blaster/Defender/Corruptor; 10% chance of placate for Scrapper/Brute/MM/Dom/Controler; 1% chance for Tanker
    -Hide/Cloaking Device = 15% chance of placate
    -Stealth Buffs like Steamy Mist or Grant Invisibility could be a 5% chance for everyone but Tankers
    -Stealth IO = flat 5% chance of placate for everyone

    You'd basically end up with Blasters and Stalkers with the higher chance of simply losing the enemy's attention (Stalkers obviously even better at this because they can stack stealth) and, gives a possible reason to take these stealth powers and stack them in PvE. It possibly balances the survivability differences between the melee ATs and Stalkers who could build to shed aggro like water off a duck's back...Could be an interesting build direction.

    Other mechanics that could use some possible discussion: Damage over Time, Meleeing with flight, umm, I'll think of something else later >_>
  13. Oh! I love these kind of discussions!

    Quote:
    Originally Posted by Genesis Man View Post
    Sleeps
    The Problem: Most sleeps in typical, team-based gameplay provide little to no control, as teammates/AoEs typically wake NPCs instantly.

    Potential Solutions:
    1. Add an initial, unenhanceable hold component to sleeps, providing a very small window of FULL control, followed by the typical soft control of the sleep. The hold would be the same mag as the sleep and would only apply if the sleep itself hit.
    2. Add a chance to reapply the sleep every few seconds or so, for a limited number of iterations. This would somewhat negate the instant cancellation of the control. Functionally very similar to the way fear currently works
    3. Add a short-duration -range effect to all NPCs slept. This would allow some level of safety when combined with AoE immobs (perhaps).
    I actually kind of agree with Umbral (who? that jerk!?).

    Sleeps can be powerful if used right. Would I be up for a rebalancing of how sleeps function? I suppose...that's what discussions are for I guess.

    1. That doesn't sound like a bad idea, really. But depending on the duration of the hold effect would probably determine a rebalancing of the power's up-time. Longer duration = shorter overall sleep duration and probably longer recharge considering AoE sleeps recharge much faster than AoE holds.
    2. I actually really like this but it's rather powerful if simply added. Fear is a soft control so its reapplying 'immobilize/non-act' effect is justified. If sleep could have a chance to reapply itself, then I'd propose sleep then not drop/suppress toggles...but honestly, that doesn't make sense.
    3. Don't like it. Not thematic at all and its use can be too powerful.

    Quote:
    Snipes
    Quote:
    The Problem: Snipes in general provide very little in team-based gameplay, as most targets are usually defeated by other players by the time the snipe animates and hits.

    Potential Solutions:
    1. Add a -resistance effect to the target, allowing for easier defeat from follow-up attacks
    2. Add a chance for an AoE Fear based on the target, should the target not be defeated. Functionally similar to the Stalker AS effect. The Fear would not aggro.
    3. Add a brief buff to the player, increasing their ranged defense and movement/recharge speed. Conceptually an adrenaline boost for the sniper to reposition for the next shot.
    I don't believe Snipes' problem is that it's not useful in team-play. Overall, snipes just have little utility outside of general combat and limited use in combat.

    1. Not needed, IMO.
    2. Not bad. But, again, it would probably be too powerful. The limiting factor on demoralize is that you must be hidden for it to factor in. Just being able to fire off a snipe as often as possible might result in a larger effect than you're initially thinking.
    3. Don't like the concept and overall, not needed.

    Quote:
    Phases/Cages
    Quote:
    The Problem: Very few players understand the concept of phases. Even those that do often find phases to be a hindrance to gameplay, rather than a benefit.

    Potential Solutions:
    1. Cause all phases to become low-magnitude holds when used against foes that have been immobilized by the player.
    2. Make phased NPCs untargetable. Make every NPC caged/shifted a "beacon" of +recovery while phased.
    3. Make phased NPCs untargetable. Cause all NPCs effected to be stunned after the phase wears off (unenhanceable).
    So... anyway, those are my ideas/thoughts at the moment. Any feedback, or ideas of your own?
    1. No. Don't like it. Kind of flies in the face of the cottage rule too.
    2. Recovery? Why?
    3. Not bad. I could see this as possible but really, a mez followed by a mez sounds unfair.
  14. Quote:
    Originally Posted by Captain Fabulous View Post
    BINGO! If I wanted strategy I'd be playing Starcraft II. My day is full of having to think and strategize and manipulate the world. When I play my games I want a few completely mindless hours of feeling super. I don't want aggravation and frustration. The rest of my life gives me plenty of that. I want to jump in, kick ***, and never look back. Once I'm not able to do that, then it becomes a chore. And once that happens I'm done. I'll move onto something else where I don't have to think so hard or work so much (that is, at all...)

    As for the difficulty being -1, well yeah, when I solo I do often have it at -1/x5. Fighting 2-3 critters at a time is dull and not very super.
    Well, I guess...but the stuff we're talking about there (like time the KO Blow to detoggle or just target the debuffers 1st) isn't really RTS brand strats...it's almost basic combat faire for CoH...like knowing purple enemies are harder than orange enemies...
  15. Quote:
    Originally Posted by Captain Fabulous View Post
    Ok, let's say you're an INV/SS Tank. Or a DM/DA Brute. You maybe have one ranged attack. Maybe. And you're fighting CoT with Death Mages using their PbAoE tohit debuffs. Using reds does no good cause your chance to hit is 35%. Control or KB power, sure. Problem is they require tohit checks. 35%. Eliminate the debuffer? That requires being in melee, which puts you in the PbAoE debuff field. 35%.
    Question: Do you look at the spawn before you charge in? Because those mobs don't have the auras up before you engage. With the Inv/SS, you find the debuffer(s), and start wailing on them. When you see they're toggling on their debuff (most likely only 1 will), queue up KO blow. It will detoggle and the other won't toggle up for a while (must be some kind of timer thing). Juggle with your control powers (you may not like it, but Hand Clap is probably made for situations like this).

    For the DM/DA, you're kinda screwed. -ToHit is the set's weakness. If you can't hit, you can't debuff, mez, heal or buff damage. The best you can do is jump in, hit Soul Drain and try and fight the debuffers quick. It's what I do with on my SD/DM Tanker who needs to hit to buff his SC and heal.

    Quote:
    So I'm really keen to hear how, as a meleer with possibly 1 ranged attack, you would deal with 1 or 2 overlapping PbAoE -tohit debuffs as seen on CoT and Carnies. Cause after 6 years the best I've ever been able to come up with is run away till they drop the toggles.

    Is that your brilliant strategy? Run away?
    There is nothing wrong with running. It repositions the mobs, and sometimes forces them to switch to ranged. If they do that, they'll self root while they shoot at you for a while.

    Conversely, if you actually have a KB power, you can send *them* flying instead of running away yourself.

    Quote:
    It's just not worth the time and effort.
    So you don't want challenge? You just want a game you can fly through without thought or variety? You can always set your difficutly down to -1 for that...
  16. Quote:
    Originally Posted by Captain Fabulous View Post
    But are we then expected to have a full tray of Uncanny Insights every time we fight CoT, Arachnos, Carnies, or anyone else that can debuff tohit 35-70%? How exactly does one do that considering you can only buy them in WW (if you're lucky)? And what happens if you run out halfway thru a mission? Are you supposed to excuse yourself to go get more?
    Here's a novel idea: use tactics.
    Not the power, the strategy. You don't have yellow inspirations to counteract the -ToHit? Use reds and just defeat the target that's debuffing you faster. Playing a Brute? You usually got some kind of control or KB power, juggle the target(s). Playing a Stalker? Eliminate the debuffers 1st. A Corruptor? Kite until dead. A Dom? That's just too easy...It's even possible to wait out the debuffs...they don't last forever or always hit.

    I'm not criticizing your abilities or anything but to me, it doesn't sound like you want to counter -ToHit, you want to completely trivialize it.
  17. Quote:
    Originally Posted by Zamuel View Post
    Well, Fire Melee has DOTs which will mess up Placate. Adding in the lack of any soft or hard control and it has the potential for being a poor set on Stalkers.
    For DoT, see Spine's chance for toxic DoT.

    For lack of mitigation, that is the appeal of the set. It gives up mitigation for damage. Just like on Scrapper, I see Fire Melee being the go-to set for pure damage, ST or AoE.
  18. Leo_G

    energy aura

    Claws too. Mine is a Claws/EA and I have to say, it's my most enjoyable Brute but I only have a few (Elec/Elec, Axe/WP, Stone/Shield). The bread&butter attack (Focus) pretty much means you can melee a ST without it fighting back. I use minions as fodder to feed the inspiration flow. Keep popping orange, red and green inspirations and keep the blender spinning.


    Quote:
    Originally Posted by OneWhoBinds View Post

    1) Visible Aesthetics - I'm not talking about the 'pretty glow.' That's fine. But if I wanted to play my character's silhouette, I'd have played a Stalker in the first place. Considering how much Energy Cloak plays into the set, skipping it isn't smart... but I really like to, you know, see my character. I'm hopping the Devs, when they eventually look at this set again, give this the same treatment as Cloak of Darkness, and give us the choice of turning off the transparency effect.
    I dunno, I actually like the silhouette deal. Not particularly because it looks good (it's not bad) but because, when I turn it off, I get to enjoy my costume again. Sure, seeing your costume 100% of the time is dandy, but you get bored with it faster if you're looking at it all the time.

    I like turning it off on teams when we're just chatting between missions so people can go "Oh! Nice costume!" That my Claws/EA is a werewolf and now has his wolf tail just makes me all the more giddy every time I play him.

    And no, I only have the 1 werewolf character and most likely won't have another. He's the best werewolf you'll never see coming!
  19. Quote:
    Originally Posted by Muon_Neutrino View Post
    It's not really based on what other sets get, rather what other sets give up. Every single stalker set loses one AoE or AoE-ish power for assassin's strike. Ice melee has two AoEs. Since all the stalker sets with AoE tier 9s keep them, presumably stalker ice melee would too. That only leaves frost as the AoE to drop to add assassin's strike. Ninja blade/broadsword get to keep their melee cone because they had another non-tier 9 AoE to be removed.
    Well, it's not so much that Every set must lose an AoE for AS. It's more that AoEs are one of the possible things on the chopping block to make the replacement. Looking at Dark Melee, that set could have given up Shadow Maul, as that's an actual AoE attack, but instead it got rid of Dark Consumption (kind of can be an attack if used in conjunction with Soul Drain but it recharges too slow...and we don't get Soul Drain to make the attack more worthwhile either). Then Electric Melee removed Thunder Clap, a non-dmg mitigation power.

    This means, a set can get rid of a PBAoE attack, a utility power or an auxiliary control power in exchange for AS. But what must remain in the set is the string of single target attacks, the tier 9 and the ST control/mitigation power. This is present in every melee set available to Stalker.

    Which brings up an interesting point: Fire Melee. Every other set has a ST mitigation power (DM = ToF, MA = Cobra, EM = Stun, Elec = Thunderstrike, etc.) but Fire Melee doesn't. So that kinda leave room for an extra AoE instead.

    So Tanker FM would actually be better for us than the Brute/Scrap version as with the Tank version, we can get rid of Combustion for AS and keep Fire Sword Circle and Fire Breath. For the Brute/Scrap version, we'd end up giving up FSC for AS and get Cremate instead.

    So it's a point of do we want Cremate or FSC?

    Quote:
    Originally Posted by Minotaur View Post
    Chilling embrace is not really suitable, only dark armor has aggroing toggles, and they also incapacitate.
    I'm just gonna say, yes, Chilling Embrace is just fine on a Stalker as are the mez toggles of Dark Armor...just trust me >_>
  20. Quote:
    Originally Posted by SkarmoryThePG View Post
    Do they happen one in twenty times?

    No? Less?

    Then don't force me to unavoidably fail one in twenty times.
    *points to Dechs' post*

    Quote:
    Originally Posted by Dechs Kaison View Post
    I'd imagine that at least one in twenty times, the opponent gets lucky enough to get out of the way in time, or just enough so that the blow is mostly deflected and no damage is done.
    Yeah, you're overemphasizing the act of missing as a failure on your part and not a success on the target's part when the overall calculations to hit or not is covered by the same mechanic.

    Do I stab myself in the cheek with a fork/straw when I eat once in twenty times? Maybe, maybe not. But on occasion, I'll eat something that won't stay on the fork, fall back into the bowl and slash me in the face resulting in a failed attempt to eat. Or something's too hot and I take the food out to blow on it. Or take a sip of coffee and burn myself so I have to stop trying to drink.

    Should the game calculate for each of these occurring every time you do something? Well, that'd kind of be more realistic than simply hitting all the time...but it's wholly unnecessary.
  21. Muon,
    Why would Stalkers have to drop Frost at all? It's just a cone and other sets like Ninja Blade/Broadsword get a cone (a larger one at that) in the 3rd slot.

    As for the godmode, maybe keeping in line with the 'Cottage Rule', the tier 9 should do something similar but with an 'extra' added to it?

    Using a Stalker like theme: What about something like 'Ice Clone'? Kind of like Hibernate (freeze yourself in a block of ice) and buffs regen/recovery while making you 'phased'. But you have a short window (like the first 10 sec) where, if you turn off the toggle manually, it basically placates all aggro on you, spawns a pet (basically, just leaves the block of ice there) that draws the aggro and you slip out the back, hidden.
  22. Quote:
    Originally Posted by Zamuel View Post
    Two key things: Can't get Hibernate because it's in the epic pools. No way Frost is going to be a lvl 1.

    Was pondering this a bit was thinking the primary might work better like this:

    1. Frozen Fists
    1. Ice Sword
    2. Frost
    6. Assassin's Chill
    8. Build Up
    12. Placate
    18. Freezing Touch
    26. ???
    32. Greater Ice Sword

    The ??? could be replaced by Arctic Breath (cone so it synergizes with Frost), Frozen Aura (AoE sleep), or Shiver or Benumb (no damage but a good debuff).
    I wouldn't want them to remove Frozen Aura. Unless the power is deemed 'too much control' for the Stalker's capabilities, there is no precedence for removing a tier 9 attack. If we can get Lightning Rod that doesn't drop Hide, I see not why we can't have an AoE cold attack that sleeps minions.

    That said, from your proposal, with Shiver it would be a weaker version of Tanker IM and Benumb doesn't fit at all as that's a ranged debuff, not an attack.

    If you must replace attacks, look into Ice Assault. It's got Ice Slash and Ice Sword Circle that are possible candidates.


    Quote:
    For the secondary, I don't think Chilling Embrace is that big of problem as long as it comes later in the set since /dark has offensive toggles. However, it absolutely can not have Hibernate. Plus, Hoarfrost might be lacking since Stalkers have such low HP caps:

    1. Hide
    2. Frozen Armor
    4. Permafrost
    10. Glacial Armor
    16. Wet Ice
    20. Insulator (Dark Regeneration knockoff)
    28. Chilling Embrace
    35. Energy Absorption
    38. Absolute Zero (a tier 9 that instead of buffing the Stalker, it creates an aura that massively debuffs the speed, recharge, regen and damage of nearby enemies. Ends with a crash)
    I agree that you can keep in Chilling Embrace...

    As for Insulator (Dark Regen knockoff)? No. Getting full or near full HP every 30 (or even 60) seconds? On a defense armor set? One with endurance management!? No...just no.

    Instead of Insulator, just put in Ice patch for some soft control. If Ice patch is getting replaced from Ice Melee, it'd be a shame to be completely locked out of it...I love that power.

    As for the tier 9 change from Hibernate. I dunno. It's hard to think of anything. Perhaps a 'combat' hibernate that basically is a moderate recharging toggle that improves regen a bit, recovery and give a small (like 8%) def buff but renders you unable to use other powers...kind of like a mini-Personal Force Field...you can toggle it on while you move to the next spawn and position yourself to cut down on downtime then turn it off when you're ready to AS.

    So from me:
    Stalker Ice Melee
    1. Frozen Fists (pie-in-the-sky suggestion: Ice Sword)
    2. Ice Sword (pie-in-the-sky suggestion: Frost)
    3. Frost (pie-in-the-sky suggestion: Ice Slash from Icy Assault)
    4. Assassin's Chill
    5. Build up
    6. Placate
    7. Frozen Touch (slight decrease in damage)
    8. Greater Ice Sword
    9. Frozen Aura

    Stalker Ice Armor
    1. Hide
    2. Frozen Armor
    3. Hoarfrost
    4. Permafrost
    5. Wet Ice
    6. Ice Patch
    7. Glacial Armor
    8. Chilling Embrace
    9. Insulator - self toggle (30sec cap), self +regen/+recovery moderate +def all, only affects self

    Think of that incarnation of Insulator as the toggle version of Shadow Meld which is like a short duration defensive 'Build up' to bolster your mitigation for a time. Insulator would be kinda-like a portable rest that buffs instead but would only last 30sec at most and recharges much faster. How much regen and recovery, I dunno...
  23. Quote:
    Originally Posted by Warkupo View Post
    That the "heavy weapons" set were divided into three different sets is likely a result of the early years in the game, when they needed more powersets to pad the available options to the players and that the ability to allow weapon customization was non-existence. Also, I'm afraid you're going to be disappointed with the "two handed" set, as what I described is exactly what they are planning to do, at least, if what BaB says has any relevance.
    Curious. Not sure if what you're talking about is what I'm thinking...could you paraphrase what BaB said about 2-handed weapons? I heard him talk about the difficulties with the rig and all and I vaguely heard about Staff melee being on the white-board but not much beyond that.
  24. Leo_G

    Ranged/Armor AT!

    Quote:
    Originally Posted by Umbral View Post
    /facepalm

    Seriously, stop trying to make yourself look like less of an idiot for making a grossly uneducated comment...

    You have officially passed into "utter dip-****" territory.



    Seriously, you have no idea what you're talking about.


    you must be smoking something really expensive to be that detached from reality.



    So. Much. Facepalm.


    Seriously, I'm getting tired of dealing with people with the reading comprehension skills of a soft headed 5-year-old.
    Quote:
    Originally Posted by Umbral View Post
    I am a pretentious *****!
    *dusts off hands*

    Quote:
    I guess having a melee/range toggle would be an option, but it sounds like it could be far too one-sided. I did experiment with melee and ranged/AoE defence, but that ended up interacting poorly with defence-based sets. I suppose you could go with making the AT too weak to stand toe-to-toe and so prefer range, but then you've just made an even more gimped Blaster.

    I'm not sure how that could be achieved, but the goal of an Assault/Defence AT would be to both want to stand and fight like a melee AT would and still have reason to pull back and blast like a ranged AT would.
    One inherent I was pondering was a proposal by Castle for a replacement to Defiance. The one that gives you bonus damage for staying in place and shooting (a bad match for a squishy like Blaster but an Armor type with moderate to good mitigation approaching Tanker)? Maybe with this Assault/Armor AT, if you stand and shoot, you get some sort of offensive bonus (+dmg or double damage or something) with the catch that it has an aura inherent that suppresses (a mechanic that wasn't implemented at the time) when a foe is within 10ft of you (or maybe partially suppresses until a certain 'cap' of enemies is near you...kind of like a reverse Invincibility).

    I'd imagine, using AT mods or a clever use of new mechanics like the added dmg/effects of Dual Pistols, you can make the ranged attacks naturally weaker than your melee. So at range, your blasts do good damage but in melee, those'd shift to weaker tools to draw aggro with. You'd still want to melee though, because it's simply easier than kiting (maybe even add something so kiting is detrimental).

    Quote:
    You know what? Why not build this around click defences? Say, some kind of Defence Build Up like what Moment of Glory is (but not as powerful) which would last for, say, 20-30 seconds, then shut down for another 20-30 seconds and then repeat? That way, you could turn on your defences and charge into melee, confident that you can survive, but you have to back out for a while afterwards. How does that sound?
    There's a good deal of issues I can imagine with that set-up. Why not just mutually exclusive toggles instead? Maybe a toggle that gives offensive bonuses to help you fight more efficiently but once you turn on the mitigation toggles, the offensive ones turn off. You might even be able to hard-wire the attacks and defenses with a 'Swap Ammo' mechanic to further the effect (offensive toggles wired to add stuff to ranged and take away from melee while defensive toggles do the opposite?)
  25. Quote:
    You can just as easily argue that we should have a chance to trip over and fall on our faces. I mean, it happens. YouTube is full of incredibly talented athletes fumbling their feet and dropping on their ***** accidentally, but does anyone actually believe that this should be part of the game?

    Let me put it this way - if I can accidentally miss a clear, easy shout because-because, does that logic not also follow that I should have a chance to accidentally drop my gun? Or a chance to accidentally bump into a wall and fall down? Or a chance to accidentally twist my ankle? Or a chance to accidentally pull a muscle, suffering damage and debilitating effects? Or a chance to suffer a stroke or an aneurysm? These things happen all the time, especially under the physical and mental stress of combat, but we generally don't want to see them in our games.
    You know? That actually sounds fun. Especially, like in D&D, there were modifiable stats, skills and/or powers that lessen the chance of this or possibly increase the chance of stuff like that happening for a specific advantage. Probability manipulation that might screw over the enemy and make them constantly flub while making your team seem like a constant stream of luck? The reason I think it's interesting is because, if bad luck strikes and I go down? "Crud! You got lucky! If x and y didn't screw me up, you'd have been mine!" If bad luck strikes and I *still* win? "w00T! Not even fate could save your behind from being kicked...by my *sprained* foot! HA!"