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I'm sure I'll hate your guts shortly or in due time along with countless others..
...nah! You're alright. -
Dealing with stragglers are the work of either the entire team, or MM pets. If anything, a Brute should be more interested in stragglers as that keeps their fury going without needing to jump into the next spawn. Of course, that doesn't stop them from doing whatever the heck they want no matter if the rest of the team is ready or not.
But dealing with stragglers as a Stalkers is...overkill. Like a Blaster using Aim+BU+3rd tier blast to deal with minions. -
Personally, I think the controlled burst damage of Stalkers complements the control burst capabilities of doms quite nicely. While playing my doms, you don't appreciate burst damage until you notice you've got 1 less boss to stack holds on which can ultimately save you a press of the domination button.
Also, after the fact of laying down some serious mez, having a guy rip through the tough and annoying stuff alleviates the need to lay down extra control that I can easily save for the start of the next spawn.
You can say a Brute could do this, but more often than not, those Brutes are always pushing forward sometimes even before all the enemies are defeated. So this also presses me to follow to keep the spawn contained.
Not to mention, as a Dom, I want to mez everything *NAO* not when the Brute wants me to. Stalkers certainly don't mind my dominating ways. -
Quote:I'd say the solution to this is, placate something that isn't attacking you. And if must placate something that is attacking you to preserve your own life, well thems the breaks. That mob would go attacking the corruptor after the stalker was dead anyway.Stalkers are still getting hate because SOMETIMES placate isn't that great of a team power. If a stalker placates a boss and then starts his AS windup and if the time it takes for AS animate that boss turns around and kills the fire corrupter the stalker should apologize to that corrupter for dumping all that aggro on him.
This is an example of something that only happens SOMETIMES, but I have to wonder how many stalkers realize that SOMETIMES you'd be a better teammate if instead of placate then AS they went placate then Soaring Dragon. -
There's nothing wrong with Stalkers. They're a fairly offensive AT that is balanced by slightly lower defense with respect to the other melee ATs. But its not a straight-up exchange. Yes, stalker have lower 'hard mitigation' (i.e. HP/regen) but gain 'soft mitigation' in the form of superior stealth, aggro control tools and burst damage. Being able to drop a hard or annoying target before they can retaliate is a boon for self preservation.
No, Stalkers don't need to be changed. They're awesome. What needs to be *changed* is the game itself. And by change, I mean added to. Rather than always a 'herd the dumb AI into a pile and blow it up', I'd enjoy it if the enemies didn't fall for those tricks all the time and used some of their own. You know? A game that requires various differing tactics... -
Quote:First of all, Stalkers should have no problem with a 'stand and scrap' approach...in fact, that's exactly what the AT is built to do. I mean, they have an armor secondary...they have melee attacks...what else would they do!?Stalkers... based on the description given, Stalkers will HATE this power. Its Defiance like description implies that it will encourages a 'Stand and Scrap' approach, which Stalkers are not particularly suited for. It will be hard-to-impossible to leverage Power Siphon into the situation that a Stalker most wants to use it in - the single big hit of their Assassin Attack from out of Hide. As such, I'm hoping the Devs have the foresight to replace the Stalker's version of Kinetic Melee with a regular Build Up power.
Secondly, yes, I'm nearly 95% sure the devs will replace any damage buff variant with Build up for Stalkers. They did it for Claws, Dual Blades and Dark Melee because it didn't mesh with a self contained burst. That's not he cornerstone of the set tho. It's the secondary effect of the set that will really make the set stand out. -
Quote:Nope, and I play villain side probably 75% of the time. Never see anyone bother with 'seeking' a pure healer or tank. If they were, they didn't go broadcasting it or even comment about it to the team.You don't see this redside? I see this redside, and I find it even more annoying there. I've never invited a "pure healer" Corr or "pure tank" Brute, but I've been on teams with a few, and I've had team leaders demanding one or the other.
And if that's the case, I don't really care. People have their preferences. If they *really* want at least one someone that can rez/heal on the team, it's no skin off my back. It'd be similar to how I have a preference of 2 or less MMs on my teams. If there is more, I'll politely step out of a team. -
Quote:Depends. Are they having fun playing baseball with their face? Maybe gives them some sort of enjoyment or fulfillment to deflect a hardball with their teeth. But if they start complaining they can't see because the contusions around their eyes are too puffy and blocking their vision, then maybe introduce them to a helmet or whatever...
If someone's trying to play baseball and using their face as the bat, would you tell them there's a better way, or just let them "enjoy their playstyle?" Because, frankly, that's what the "need a healer" folks are doing. Making things far more painful for themselves than it has to be, and leaving a mess for others to clean up.
Analogies aside, so long as the noob isn't complaining that 'it takes too long to build the right team' or something like that, they can play how they want to....
@OP, simple answer: Play. Villains. -
Quote:-fire/dev blaster toggles on PFFI'm not asking for a god mode power, just fair balance. If they have a chance to hit me through it then I should have at least as much chance to hit them. If I am absolutely unable to hit them, then they should be absolutely unable to hit me.
-proceeds to dispense Trip mines, time bombs, gun turrets, rains and caltrops from safety.
It is fair balance. It's fair for the AI cause there would be so many points of exploit on the player side. -
....or do you not want to have any bowel problems and get a Fist of Anihillation?
Yah, it's the only set with multiple AS animations -
Quote:Well, that's not 'telling the damage type you're doing', that's realizing your damage (on a team) is being resisted. It'd be the same feeling if you used Dark Melee vs ghosts, psi damage vs robots, fire vs behemoths, etc.I meant "better options" as in what do you think would be a balanced solution? This is a forum thread that I had hoped would be open and rife with discussion on its topic (which I thank you for carrying on with me).
And personally, yes, I can tell the damage type I'm doing often enough, because I play lots of lethal damage dealers, I know it's my damage on a team because it's always the one that does jack-@#$% against everything but carnies and wisps at level 50.
This is more a complaint about enemy resists than an argument for balance altering elemental weapon options.
Quote:Well, I could try, but you saw how poorly I made out the assualt rifle set, a balance nightmare, but if insisted, I could try to come up with something, I've had an idea for fiery melee for a while.
But I should also point out that I think at least buffs should gain some alternative options too. This could really help the problem with Forcefield or Empathy's soloing problems by providing alternative option selections that would allow them to be able to do just that. -
Quote:That's a possibility but then, you still got Defenders and their weapon sets who'd arguably be quite powerful with all the -slow/rech or something with a set like Archery which is rife with AoE...but it could work, yeah.One the first point: That would be true, but another balancing possibility is that the debuffs/secondary effects from elemental weapons would not be nearly as great as it would be for the proper elemental melee set.
And that still fails to answer the question I proposed to you on your opinion for a better option.
Not sure what you're referring to about a better option. IMO, elemental weapons is just a bad idea and we really don't need the balancing issues that'll come with it. I'd love custom weapon options to use a flaming sword or an ice mace and what not but we don't need the damage to be changed for something like that. Unless you're a combat-log Nazi, you'll never tell what type of dmg you do.
Quote:One the second point: yes, what a lot of arguments would boil down to is simply that besides the propose alternative for Assault rifle I posted already (that Sam pointed out was a nightmare), we simply do not entirely know what the alternatives for other sets would be.
The biggest hope for this is to give new options to old powersets, because as Sam pointed out, fire/fire blasters can differ in small ways from one another, but at the end of the day, they are and play exactly the same as one another, even with IO sets.
It'd be interesting to have a discussion on some of the possible alternate power choices just for fun. You got Assault Rifle up there, how about another blast or melee set? (let's pretend this doesn't extend to sets like control/armor/buff/pet sets...) -
Quote:Because Claws can effectively stack lots of -ToHit on a crowd while the premiere utility melee set, Dark Melee, can only effectively debuff a couple if not only one.Because the attack speed of claws would stack the to-hit debuffs too high?
Well, would you propose instead just the damage property change and there be no additional effect? I had come to the conclusion of the different effects just to give a difference between a "pure" energy weapon set and a "Electrical" energy set.
Seriously, Spin, Shockwave and Eviscerate all debuffing nearly everything within melee range?
Quote:But there kind of is a difference, from what I read, you were saying that you would HAVE to take one power to unlock another at a higher level.
My proposal would be that it wouldn't matter if you picked the fiery broadsword hack at level one, you would still be able to pick regular broadsword slice at the next level, you just wouldn't be able to pick out the regular broadsword hack. -
Quote:Well, taking the weapon sets mentioned, Claws with -ToHit is equally as broken.I only vaguely understand what you're getting at here, and yes balance would be one of the major issues, but I do not imagine Spines of Fire gaining dark secondary effects/damage. Since those already have elemental features to them, they would instead likely get things like, I don't know, Spines gaining Thorn Trops instead of one of its other powers.
Quote:I'm sorry, but I have to respectfully disagree with this. It reminds me way too much of the old Ragnarok Online skill tree that could get insanely frustrating.
Similar frustrations can be found in this game with needing boxing or kick to get tough and or weave, or the Epic Power Pools. -
Quote:And Stalker's Stealth Strike was unique to them until VEATs were introduced. Wah?Well, until stalkers got it, that particular form of criticals was unique.
Containment is a form of critical...but your opponent must be mezzed in some fashion in order for it to work.
Scourge is a form of critical....that can only happen when your opponent is at 50% health or less.
Assassination is a form of critical.....but you must be in Hide, or your opponent mezzed in order for it to work.
Domination is basically a form of critical hold....but you must fill up a bar by using mezzes and attacking to get the benefit of it.
VEATS get a stealth strike that is essentially a variant of Assassination....it requires you to be stealthed to use it.
Scrappers had the only critical that required no preexisting conditions to be met in order to work. You just attacked, and sometimes a crit would happen. Their particular form of criticals was unique to them alone....until stalkers got the same mechanic. -
Quote:Scrappers jealous of Stalkers?I'm still annoyed by that, and it's been about 2 years.
Not only did stalkers get the scrapper inherent, while keeping their own inherent, but they got a better version of it.
Still think scrappers should get the bonus to critical chance while teamed to even it out.
*sits back in chair with smug grin* -
Purchased. Now to go to work and grit my teeth knowing the awesomeness that awaits when I get home...
*logs onto game now* -
Funny, I missed most of the hub-bub because I decided to *play* the game >_>
I guess we have to choose to jump through hoops or get your monthly payment's worth. That said, isn't 'free' good enough prize as it is? -
Then why not release it now if it's already being offered out?
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How about just releasing the pack already? Do you want my money or not!?
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Would it be bad to bump that thread you linked to? Better than starting a new one, right?
That said, the thought of a map where there are only a few enemies but *lots* of dangerous 'stuff' around to keep you busy extinguishing/disabling/tiptoeing around sounds interesting and at least somewhat adds variety.
Hmmm, long coiling low ceiling hallway filled with trip-mines and alarm sensors that will trigger if you charge in brainlessly. Answer: walk (we can do that now) or phase shift.
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Quote:Oh! I'll buy! Can I pay with big fuzzy plush animals? That's all I got...And if you buy that, I also have an accuracy-based critical system to sell you.
On the idea of criticals, I always thought it would have been cool if everyone can critical (just that maybe certain classes (i.e. Scrappers and Stalkers) can do it better in some way) and that those criticals could be based on the nature of the powers by taking a D&D type approach.
For weapons, like swords (BS/Katana), they'd be the basis for comparison and crit normally for normal damage. Then you go into bigger/heavy weapons, like Assault Rifle, Axe, Mace and Scythe (*we need this weapon!*) where they crit less often but do more damage when you do. Smaller/light weapons (archery, dual pistols, dual blades, claws) would basically crit for normal damage like swords but crit more often which is counter balanced by just having lower base damage. Unarmed (super strength and martial arts) would crit as often as the light/small weapons but their crits do less than normal; balanced by the fact the set is moderate to heavy on the base dmg.
With that established, branch off into the other powers and help define their nature with the new crit system. Spines might take the nature of the heavy weapons but improving ToHit improves crit damage. Fire powers take their crit nature from the middle sword family but can also crit their DoT. Dark powers could take theirs from the unarmed family but also may crit the debuffs they apply.
etc. so-on and so-forth... -
Probably not related to the subject but: the world itself seems oddly proportioned. I mean, look at the sidewalks...they're HUGE! Like, over 2-lane-road big. You can drive a pair of semis side-by-side into some alleys. It really doesn't help make your big character feel big when everything is big...does the opposite, in fact.
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Why not just quote the man's post!?
Quote:Okay, I change my mind. Now I have to buy the pack the day it releases *just* for that.Hey, folks. So its always fun to be the bearer of good news, and thats exactly what weve got for you today: an exclusive announcement that were revealing to you first. Weve hinted at the possibility of a proper, fluffy wolf tail for a while now, and yknow what? How about we give that to you sooner rather than later?
In fact, how about THIS WEEK. Jay built a snazzy new animated tail, and though we were originally planning to release it later as part of a different set, the schedules been moved up, and youll now have access to it as a bonus in the soon-to-be-released Mutant Pack. Heres a pic, and (barring any technical glitches) you can start playing with the new tail on the Training Room on Friday, along with the other tails and weapon that missed the last build.
Cheers,
David
*crosses fingers it's after friday...better yet, ON friday* -
Well, it is stopping the heart of the foes around the ally, so Defibrillator would still have some semblance of accuracy. Or you can change the name to IT'S ALIVE!!! or The Frankenstein Treatment