Leo_G

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  1. Quote:
    Originally Posted by PrincessDarkstar View Post
    If you just take the bit you quoted then even I disgree with it, but it makes more sense in the context of my last few posts.

    Mitigation of course matters, or you will die too fast. But once you are on a team with even 1 survivability buffing defender (Such as a bubbler), or a good controller then your self brought mitigation such as KB, -dam, -rech etc matter a lot less than they do solo (And some mitigation effects such as -recovery, -end hardly even matter in the first place, but still seem to cause attacks to do less damage).

    In those situations it is usually better to just cause more damage.

    There isn't such a thing as too much damage really, but there is a thing as too much mitigation. And I think too much mitigation is a level that can easily be reached on teams.

    The point of saying that though, was that I believe the devs are over-valuing the secondary effects on many blaster powersets and giving them too much of a damage penalty in return.
    I'm curious, what are the consequences in the circumstances you suggest (you've got an Earth/FF controller running maneuvers and an Emp/Dark defender buffing and controlling the foes) for not doing 'enough damage'?
  2. Quote:
    Originally Posted by Ring Mistress Carnie View Post
    How about...

    Follow Through Ranged, Moderate DMG(Lethal), Self +DMG, +To-Hit
    You perform a feint attack that deals moderate damage. After this attack hits, it gives you a large bonus to Accuracy and Damage for a brief time.
    I guess you'd only have to decide what the ratio of dmg/ToHit would be. Not a numbers person though.

    I'd balance the power to provide only a moderate boost to damage over 1/3 the bonus Aim provides (like 22% dmg buff) while providing half the buff of ToHit (so 15%) for 10 seconds.

    This seems about in balance with Follow Up vs BU but flipped to reflect the buffs of Aim. One feature the set would have, then is easier maintained DPS as well as a means of insta-snipe (if that makes it through beta) without outside powers for superior single-target damage. However, the set sacrifices AoE (no targeted AoE) for the toggle coatings.

    This is why I proposed swapping out Head Shot with just a narrow cone like Piercing Shot/Piercing Ray. It won't make up for the loss of the AoE completely, but it will help cover it somewhat (while retaining the versatility the coating toggles provide).
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    To be honest, I actually cheated. I decided to shoot for the lowest common denominator and pick a name that's not that creative. So I checked to see if "Technomagic" is free and... It was. Both on Victory and Exalted. So I used that. I guess it was SO obvious everyone else thought it was too obvious to be free
    You'd better not! You're almost on page four!

    4!!

    To resort to that simple name is almost an insult. I liked Mek Majik better although renaming it to look better like Mech Majik or Mech Magik or Mech Majic or Mech-Magic...

    Technomagic is so generic, it makes me want to gag.
  4. Well, just thinking about it and purely for 'Ooooh Aaah different!' sake, what about replacing Concentration?

    Firstly, Concentration is an analog to Build Up, not Aim, and provides 100% dmg buff and 15% ToHit while Aim provides 60-ish% dmg buff and 37% ToHit. It wouldn't be quite fair to give a primary ranged set a higher straight up dmg buff.

    Secondly, Mental Manipulation already has Concentration. Even if you wanted to keep the effect, you'd need to rename it.

    If I were suggesting a replacement, why not an analog to powers like Follow Up/Blinding Feint?

    In my other write up of that ring set, Ring Bounce was like that. For this set, an attack that doubles as a buff would set the set apart from other blast sets on just that alone. And considering that'd be adding another attack into the mix, you can probably replace Head Shot power with some sort of utility instead, or maybe not...looking at a similar set's setup...

    Archery =
    weak, medium, strong, cone, aim, snipe, target AoE, mez, nuke

    Thrown Weapons =
    weak, medium, strong, cone, aim, snipe, swap ammo, mez, nuke

    If we were adding a Follow Up type attack instead of aim, maybe it could be like...

    Thrown Weapons =
    weak, medium, ???, cone, FU (medium), snipe, swap ammo, mez, nuke

    In the ??? spot, it could be a lot of things...frankly, if the set got a follow up attack to add +ToHit, it's possibly the snipe can double as the 'strong' attack since getting 22% ToHit buff makes the cast instant (possibly changed later in beta though). So the strong attack (Head Shot in this case) could be replaced with another medium attack, maybe a utility power (mez), maybe a narrow cone or hinge another gimmick off of whatever you put in its place.
  5. OP, let me just say, if you're serious about getting a ring/thrown weapon set in-game, you can get it done. The devs have shown interest in such a set after Rad Armor at that pummit so if you can fill up a PM with lots of feedback and communicate with someone like Synapse, this just might be the next ranged damage set introduced.

    For your suggestion, I feel there are a few unique features that could be added here and there to make the set more interesting. Beyond that, perhaps you can describe what your 'Coating' toggles do. You mention they change the effects as well as the damage but you might want to be more specific about it.


    Also, has anyone read my suggested set here? >> link

    After rereading it myself this morning, I'd have to say...I never felt quite as excited for a suggested set I posted myself as I am for this. I'd really like feedback on it.
  6. Quote:
    Originally Posted by Venture View Post
    Sorry, they're a joke in bad taste. I have a very nicely slotted one (all inventions, working on purples, T4 alpha) and it's easily outperformed by pretty much any of my Scrappers or Brutes. The AT is mathematically overly penalized for being a "hybrid" despite, say, my Kinetic Melee or Claws characters being just as much "hybrids" and having no such penalty. As with any other MMO there is simply no room here for a character type that does many things badly and nothing well, and that's Peacebringers summed up.
    Not arguing your opinion, but I have different experience with my PB. Although I'm not the best PB player and my experience is limited to just the 1 in the mid 30s, but I always felt I had the tools needed to get the job done. Vs a Corruptor or Blaster, I had the tools to blow up spawns and survive plenty good. Vs a Brute or Scrapper, I felt I had the versatility to add to a team while being capable of strong and wider burst strikes than either.

    Of course there will be outliers like /Time corruptors being just as or more survivable or Elec/SD Scraps/Brutes who could get just a big a burst strike, but none of that spreads to every corruptor, scrapper or brute combo. But every PB can achieve the versatility I've experienced and IOs and slotting can definitely make it even better.

    Beside that, on teams with other PBs, it'd hard to deny their contributions when things just die and they don't.

    And I'd hardly call Kinetic or Claws hybrids. While they have range, it's pathetic. And no matter what you do, as a Claws/Kinetic, you're *worse* at range on every account than if you were in melee. But like some Blasters, a PB is great on any front, ranged or melee.

    Quote:
    Originally Posted by Darth_Khasei View Post
    I knew once the hate really got going the defense posts would start. Let's see where this goes from here.
    Well, it's all subjective really. I don't mind people coming to challenge opinions. I'd actually welcome it.

    Someone come tell me why Claws on Stalkers is worth anything. I'll mark down why I feel the way I do about the set:

    -Claws is a DPS set, no 'if's 'and's or 'but's. Yet it's probably the worst at it than several Stalker primary sets.

    -It sacrifices DPS when ported to Stalkers and gets nothing to compensate for it. I.e. Follow Up is a great source of DPS and adds some damage to boot...but you lose that for BU which is on all accounts inferior to FU. What about the extra damage FU does? Where is that added back?

    -It's all lethal damage. While I don't think enemy resistances should factor in how sets are balanced, Dark Melee will most likely outperform Claws' DPS just on account of it being resisted less.

    -Claws has one source of 100% Assassin's Focus and that's Shockwave. It's highest chance other than that is 95% and this is due to being penalized by how AF is distributed (he recharge of the power...which Claws naturally has lower recharge). On the other hand, Dark Melee has 2 100% AF attacks, Siphon Life and Midnight Grasp, 2 attack you most likely will be attempting to use as fast and often as possible. Martial Arts has 4(!!!) 100% AF attacks.

    -Now the AoE...I generally don't use Shockwave as a primary AoE attack. I use it as either an opening salvo or a counter to an alpha strike but I can use it as extra damage coupled with soft control for the purpose of weedeating through a few foes to make it easier to survive. That SW is the sets only AoE isn't the kick in the teeth, it's that it *wasn't* its only AoE but is *now*. Take the cone out of Eviscerate and now the set is even more garbage to other DPS sets *especially* when one compares it to other ATs that use claws. Martial Arts? It doesn't matter what AT you use that on, the AoE is pretty meh so Stalker MA is still 'meh'er for that, but it *makes up* for it with burst and improved DPS. Claws isn't doing that for Stalkers...not without Follow Up or compensation for its absence. And Claws is decent for AoE with everybody else but abysmal for Stalkers to boot.

    Going down the list, there is no primary for Stalkers that isn't even half as penalized. Even Energy Melee makes out with a quick strong hit of DPS with the Assassin's Focus that other EM ATs can't get. Claws comes out worse on every front...and I say this with a lvl50 claws (well lvl46 for Stalker) character of each AT under my belt. I know, as a claws, it can be a pain to scratch at resistant foes for all of them but it's even more painful for Stalkers who also take a hit on AoE.
  7. Quote:
    Originally Posted by Ring Mistress Carnie View Post
    That's what I'd kind-of hope for. If you choose fire weapons, then the weapon would be in flames when thrown.
    That's already done. Swap Ammo in DP already swaps the attack FX with either chemical, fire or snowy trails.

    Quote:
    Originally Posted by DarkGob View Post
    Well I mean, I was thinking along the lines of wrapping your customization ideas into the power itself. Switch to knives, you throw knives. Switch to shurikens, you thrown shurikens. Of course now that I think about it, then you're sort of hamstrung with a single damage type.
    I hope not. I'd rather leave what weapon you use be your choice, not linked to a power.

    But it's already demonstrated that the projectile type can be linked to power customization. So if you choose shurikens in the costume creator, you throw shuriken. If you choose knives you throw knives. So you can customize those, making your knives and such a certain color (Spines does this with metal spikes, crystal, thorns and legacy spines which you can customize with colors that is incorporated by the projectiles)

    What can't be customized, though, is the extra trails. So if you have fire weapons you're throwing, the projectile trail cannot be colored. This is true for Spines (who have green toxic splashes with their attacks that cannot be colored) and Dual Pistols (where you cannot color the snowy/flaming/or cloudy trails). And the reason for that is because one cannot both customize weapons *and* graphical effects (yet) on the same power.

    Now could the option be linked to power swapping/ammo toggles? Dunno.

    All I know is, I'd rather have the freedom to choose my throwing weapons at creation and those not to be affected by using any sort of powers in the set.

    Also, I'd add maybe needles and tomahawks to the custom options.
  8. Quote:
    Originally Posted by Nethergoat View Post
    This I agree with.
    I thought you were trying to justify the silliness of the behavior.
    The post you were first responding to was RP related.
  9. Quote:
    Originally Posted by Nethergoat View Post
    You can ignore the problem of the invisible MM, but it exists regardless- they don't target the player because it's smart, but because it's baked into the game.
    The problem has nothing to do with Masterminds, it's a problem with perception ranges which is linked to aggro.

    That you'd imply there was a line of code that enable anything to target anything because of its intelligence level is laugh-worthy though
  10. Quote:
    Originally Posted by Nethergoat View Post
    what about when that smaller guy with a gun is functionally invisible, but you just somehow know exactly where he is anyway?

    There's no need to overthink this- it's a stupid game mechanic, probably due to some limitation in the code that would be a giant PITA to fix which is why they haven't fixed it.
    Being visible or not wasn't in the context of my reply. Invisibility wasn't mentioned in the post I quoted.

    But limitations themselves aren't dumb just because it's not what you'd prefer. The mechanic behind perception is what it is and the devs would change it if they knew how.

    Personally, I think the mechanic of needing to breath and/or being unable to breath underwater and being unable to fly is stupid too. Why can't we just fly when we want to or not need to breath like we can in the game?
  11. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Lets see I can shoot the little guy standing in the corner with a laser rifle or the 7-foot tall heavily-armed robotic killing machine. Which do I choose?

    Heck in character even if you know the little guy is the leader you don't know what sort of AI programming and/or dead-man-switch the giant robot has. Sure in game terms it shuts down but the NPCs don't know that.
    Well, when *I* RP, I'd like to face foes (at least some of the times) that aren't idiots. In a tactical strike raid, one usually is briefed on their mission with objectives prioritized. If they know enough to shout the name of your character as they're rushing you, you'd think they prioritize you as the highest threat among a group that follows you. It isn't about stopping the leader to shut down the rest, it's purely about stopping *you* at all costs. You are the target that is leading the charge, you are the one with the plan therefore you are the one that must be stopped because stopping your plan is more important than just winning a brawl.

    But this could go beyond that logic really. Would you actually try to engage a tall armored killing machine directly? That's just dumb. What about the smaller guy with a gun that's obviously working with the robot? Slightly less dumb but not smart either.

    That sort of stems from some of the arguments I recall people having with Tankers and the whole idea of aggro being more a tool to bypass the limitations on AI but it still requires the point of logic: Why is this Tanker the priority target? Looking 'threatening' is pointless and superfluous with our costume creator (you can just as soon make a max-sized mastermind with big bright auras of power pluming from your head to make you look more menacing than your pets) and being 'threatening' relies on context. If the giant robot hasn't done anything to be presumed as a priority threat, why should someone just assume so? In this instance, it's because the attacker is told so. Unless you expect the enemies to presume that your robot really is more powerful and threatening than the mastermind itself...but that just flies in the face of the concept of the AT...the mastermind is called the mastermind because they have, know or appear to be more than the minions they command...and technically that is true visa vi how the AT functions.
  12. Quote:
    Originally Posted by Doctor Roswell View Post
    Waitwaitwait... what's wrong with Claws stalkers? My Claws/Elec stalker just hit level 37 and I've loved every stabbity-death of it. Is this one of those "it's great, just not as great as some other sets" things like how every blast set that isn't Fire is "terrible?"
    Quote:
    Originally Posted by Bad_Influence View Post
    .... But Claws Stalkers.... are wonderful. There is very, very little my tricked out Claws guy fears. He's a badass. I love him.
    Perhaps it's after playing my incarnated Claws/EA/Soul Brute. Even without the incarnate powers or even IOs, he was tipping the difficulty scales early. Maybe it's just because Brute Claws is so much better (I'm simply indifferent about Scrapper Claws).

    Also, Kinetic Melee can't be compared to Claws on a Stalker. It has far far more going for it than old 'gives-up-DPS-when-that-is-the-set's-specialty' and 'gives-up-AoE' Stalker Claws.
  13. Quote:
    Originally Posted by Party_Kake View Post
    Well for solo play Dual Pistols/Empathy defender might be top dog.

    I have a Forcefields/somethingorother defender named RNG, but wouldn't dare try to solo with her. hitting the brick wall at 22 on the emp/dp character was enough of a deterrent.
    Quote:
    Originally Posted by VoodooGirl View Post
    My experience: Thugs/Poison MM
    Mmm, don't think the OP's talking about powerset combos, just powersets in general. Dual Pistols isn't bad for solo play and neither is Force Fields and I've heard good things about Thugs.

    For me:

    Stone Armor...I've only played a character up to the 20s once with this set. I didn't have fun and only had looking-like-a-DE-monster to look forward to.

    Claws (Stalker)...why does this get to be pathetic while Kinetic Melee gets to be ridiculous? Even Stalker Martial Arts is actually pretty nice with no AoEs to speak of...and an aside, why can you not play a Claws/Stone Armor Brute?

    Electric Blast...why can't I enjoy you!? I can enjoy practically everything else, even Claws Stalkers! Why u no gud?

    Icy Assault...same question as Electric Blast. Ice Sword Circle is nice...but you have to have more than just that...and this is coming from someone who's fav assault set is Thorny...
  14. This thread...


    ....does not deliver. I want my money back
  15. Quote:
    Originally Posted by Memphis_Bill View Post

    For the OP: We already have this for Kheldians, so I wouldn't see it being a huge stretch *in theory.* It's more a question of "ok, so what do I do for THIS powerset?" Some primaries just aren't that... well, interesting to look at, for one. What are you going to do for a costume change for Super Reflexes - dodge clothes? o.O How about Titan Weapons? Willpower? And so forth.

    ... though I'd love to have this for my 'bots masterminds. Cargo crate drops down on their heads, opens up - new costume! >.>
    Well, for the bots, I'd assume rather than just dropping the crate on your head, you'd sort of phase out/turn translucent and disappear before the crate lands. That would definitely be a lot less cartoony than just crushing your character with a crate.

    As for other non-interesting sets, that's what you're all here for! We can all post ideas for what we want/think such a costume change should look like...of course, such may require new art but whatever.

    I don't have any characters with Super Reflex primaries but I have some with Invulnerability primary. The emote should probably emphasize 'that didn't hurt' angles, at least IMO. For that, I'd imagine something falling on him (like a rock, a truck, a helicopter) that would then crumble/explode leaving my character posing in the Unyielding Stance.

    For my Shield Defense primary character, just a raising of his shield just before a round of gunfire and an explosion engulf him. When the dust clears, he's not only unharmed, but had time enough to change clothes in the process.

    I'll have to think about Katana and Titan Weapons though...
  16. Quote:
    Originally Posted by Oedipus_Tex View Post
    Indeed, why not? But this is a question for someone who said they shouldn't.

    Like I've said a few times, I don't have any opinion on whether they should or shouldn't have the ability. My opinion is only about the gymnastics of hitting this specific number in a build that unlocks that ability, and missing it by 0.02% not unlocking it.
    I see great potential in such a build. All you'd need is any yellow inspiration and you have fast cast. Actually, I had planned to do just that for my corr, set her up so that 1 yellow is ask it takes and literally pop them like aim...that lasts substantially longer.

    I'm thinking of some combo of archery on blaster to accomplish similar.
  17. If that pulse mechanic were possible, i'd say just add it to the base function of nukes to open up the potential of the attacks to have the change of doing more dmg...then the nuke IO sets can simply have substantial procs that then trigger of their inherent pulse. Further, you balance the nukes by their pulse and pulse range, maybe giving crashing nukes more our wider pulses while leaving the stronger or safer nukes with fewer or smaller pulses. Then you can use one of the nuke procs (they'd have to be unique...even for your suggestion) for a nice extra infusion to to the attack AND put more slots and slightly boost with regular procs.

    Another mechanic may be a kind of scaling buff proc pet that casts stacking buffs on you depending on how much endurance you have. Have zeroed out endurance and it'll keep buffing you until the proc pet expires...your nuke doesn't have a crash and it may only buff you once...you nuke crashed you but you use recover tools to put yourself back in the fight and you may only get a few buff stacks...you nuke doesn't crash but the fight or foes left you drained, well you'd just need those buff that time.

    But that's just me thinking out loud...the idea of more special IOs is always an interesting though.
  18. Quote:
    Originally Posted by Dersk View Post
    This feels like a kludge. It's awkward. I enjoy analyzing and manipulating numbers to the point of eye strain, but this kind of mechanic would lead me away from snipes regardless of the damage contribution since it would be a hassle instead of fun. The whole debate concerning different AT modifiers highlights what I see as frustrating, rather than something that just needs to balanced properly.
    *shrugs*

    Then I don't think this fix is aimed at you then. IMO, the change to snipes is meant to make Snipes fun for the players that already wanted to take snipes but either only use them on rarer instances than a normal attack or to the players that just couldn't justify using a power slot on such a power. If all you're worried about is how awkward the *change* is and/or how it'd affect damage contribution and not specifically about *THE POWER ITSELF* (caps for emphasis, not yelling), then the change isn't meant for you.

    The point is, you don't have to take snipes. If you want to take snipes, this change makes them somewhat more viable especially on teams. If your concern is min/maxing, then this should be a treat to attempt to leverage. If none of those are applicable to you, skip the power.

    I mean, I realize how useful Hasten can be, but if it doesn't mesh with my look, doesn't fit conceptually or with playstyle (I don't put anything on auto...I click everything myself) or simply has no room because of all the other power picks, I will skip hasten, it's usefulness be damned.

    Now why can't you do that for snipes?


    Quote:
    Fun, I think, would be more in the neighborhood of aim and buildup (edit: or fortitute, or targeting drone, or or this or that) providing this benefit regardless of the exact tohit buff, or fiddling with the snipe interruption/activation so there isn't a steep cliff between "omg awesome pow pow" and "your power was interrupted".
    Nah, that's just too easy. You might as well just make them fast all the time. Now if there was some mechanic that measured 'being attacked' (ex: Fury) but not necessarily being hit or taking damage. If you were under the situation where no foes were attacking you, you could just snipesnipesnipesnipe...but if foes are literally shooting at you, you have to aim harder (interruptible). That would at least play into a mini-game of 'how can I kill these schmucks without retaliation?' which I would find fun. But then that'd unfairly favor Dominators as they can shut down spawns pretty fast....

    Meh, I'm not saying the snipe changes are the best, but I still like them and it will make my snipe taking characters more interesting.

    Quote:
    Fun would be the power's use being reliable and autohit. That'd be so $$.
    How is that fun? I mean, yeah, being able to hit a particularly dodgy foe by just sniping them sounds interesting but it's undermining to defense and only defense. So it's not fun on my defense characters. Not that your Blaster would be sniping my stalkers in PvE but it's the principle of the thing. It just makes a joke out of dodging/deflecting.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    I kind of feel the attention paid to chains is Blaster and Scrapper-think anyway. On a Defender, especially, I don't care that much about "chains" because I'm throwing other powers between the supposed chain. There is value just in having a very fast casting, very damaging power that you can toss between buff and debuff powers. Because of this if it came down to it I'd consider skipping some set's T3s or T2s in favor of Tactics and the hardhitting, fast casting huge range T4, although I doubt I'll actually run into this situation. A few sets lack T3s completely and are there already though.
    I don't see this as a problem. Why can't Defenders and Corruptors benefit greatly from a change like this? Why is it not allowed? I mean, the way you describe it superiorly affecting Defenders/Corruptors over Blasters is through a means of aiding a team (taking Tactics). Basically, you're rewarding a support AT for aiding their team. That's a good thing.

    That Blasters don't get the very same benefit seem unnecessary to me. Blasters are more selfish anyway. But beside that, it still gives them higher potential. Yes, the Def/Corr can get insta-snipe solo and debuff things like crazy...well, once a Blaster joins that, *they* get insta-snipe and take *better* advantage of those debuffs.

    The snipe change isn't a fix for Blasters, it's a fix for ranged powersets. If you want an avenue in which to buff Blasters, they're getting a selfish means to do that but I'm hoping they look into less selfish avenues of buffage for Blasters...better controls, easier to leverage debuffs and the like sound like a good premise to go by. Thankfully, it looks like Ice Manipulation is getting just that, with wider AoE sleep, wider slow debuff aura along with their personal survival tools. Now just to get those wimpy ST control powers looked at...
  19. Quote:
    Originally Posted by Synesence View Post
    I really like your ideas, they all seem great to implement, but I feel it would be asking for just too much. Seems like a lot of things to implement.
    Yeah I didn't mean add all of those, just one...and mind you, I write those ideas before any official announcements about buffing blasters were made.

    Your suggestions are good too, but wanted to clarify that mine were strictly about swap ammo. Your's seem more focused on the individual powers, which I also feel need work.

    Quote:
    Dual Pistols doesn't need more mechanics to be fun, it's a great set with the best animations, hands down. What I feel is that the Swap Ammo power isn't being used in the way it was intended to be. I'm thinking the devs wanted Dual Pistols to be the powerset that relied on players strategically swapping ammo during battle according to what said situation required, but the buffs from Toxic and Cryo weren't enough to satisfy most players compared to Incendiary. If the secondary effects were augmented to have a stronger effect, it would make swapping ammo all the more worthwhile.
    Well, I'm not sure what the devs expected for swap ammo besides options and I won't pretend to or imply I do. I will say that SA pays for its utility twice, one with the loss of aim and again with weaker secondary effects. That's why my suggestions built off of current play vs what might have been intended at the sets inception.

    It's not about adding more mechanics to make the set more fun, but finishing what it started. The combo counter mechanic didn't exist when the set was made (in fact a lot of cool tricks weren't around at the time) which is what I'm suggesting be added...i figured all the parallels I made with staff fighting would give that perspective. But yeah, while a shift in the damage split is needed, I think there is room for something else it could add. And it'd be less about making the other ammo types do similar damage, but giving each its own unique advantage.
  20. I threw some ideas out once before. More focused on swap ammo tho...

    Quote:
    Originally Posted by Leo_G View Post
    Preface: I haven't tested Staff fighting much except on a Stalker up to around lvl 11. I have been playing my DP/Fire lately so have thought about DP lately.

    Looking at the unique mechanic itself, is Swap Ammo really even fair? What it loses (some sort of straight dmg buff or utility to aid survival) for the things it gains (basically just flexibility) doesn't seem even when you compare it to the set that borrows its mechanic (Staff Fighting). And I don't think you could make the argument that it's because Staff is a pay set...I believe DP is also a pay set...

    Anyway, from my working knowledge of Staff, the set gets 3 toggle stances that not only adds self buffs that stack 3 times and scale higher with each stack, but they also add extra effects and buffs to two of the set's powers.

    Conversely, Swap ammo *exchanges* lethal damage for element/toxic damage as well as secondary effects...To state the obvious, the problem is that Swap Ammo adds nothing. If I want the KD/back to help save my rear, I have to use standard ammo. If I want extra DoT, I have to use incendiary. If I want extra mitigative secondary effects, I have to use toxic/cryo rounds. But all of them are exclusive. I can't have the KD + mitigative effects or extra DoT + KD, I have to choose and switch.

    So I propose changes to DP through Swap ammo (not saying this is the only additions that should be made to the set, such as cast times or recharge times). A few ideas:

    1. Fresh Ammo: Because reloading during a fight is just bad-A. Fresh Ammo is a momentary buff that adds to the secondary damage and effects of the selected ammo and is granted upon activating an ammo toggle. The buff could last anywhere from 10-15 sec then replaces itself with a 'Half Empty Clip' power that basically blocks getting the Fresh Ammo power for the specific ammo type. Half Empty Clip should last 10-15 sec.
    -Standard Ammo counts as an ammo type so removing any toggles gives a Fresh Standard Ammo buff for extra lethal damage and greater chance of KD.
    -Incendiary Ammo would have greater chance of DoT and for more tics.
    -Cryo and Toxic rounds do a bit extra type damage + higher debuff effects.
    -Intended design goal is to reward swapping and using the different ammo types. One can swap between two ammo types occasionally or run the gamut of types, both tactics equally viable. This would allow one to capitalize on the secondary effects of the different ammos or by occasionally turning off and turning back on (reloading), you can get the ammo's effects improved.
    2. Ammo Finishers: Basically the same concept that Staff Fighting uses. Several of the DP powers can be considered 'finishers' and do extra things after swapping to a certain ammo and getting 3 attacks off. I'd nominate Executioner's Shot, Piercing Shot and Hail of Bullets.
    -Executioner's Shot: Standard ammo will do a bit more lethal damage and debuff the target's max HP by %. Cryo rounds will debuff the target's resistance to holds and cast a mag 2 hold on the target. Incendiary rounds will do more DoT and cause mag 2 Terrorize on the foe. Toxic rounds will reduce target's max HP and regen.

    -Piercing Shot: Standard ammo will reduce resists and defense more as well as cause shrapnel damage (a targeted AoE that hits 3 foes for extra lethal damage). Cryo, Toxic and Incendiary rounds will do more of their typed damage + reduce resists and defense like standard ammo does without building any combos.

    -Hail of Bullets: Not sure what each ammo type should do...but it should be amazing.

    -I feel that this should be justified in that, Staff gets extra effects on targets with 3 stacks of focus. That DP gets an all-the-time partial damage type swap is equivalent to Staff getting some-of-the-time self buff *extras*.

    -This design direction encourages picking an ammo type and staying with it, building upon each attack to improve the ammo type chosen.
    3. Bullet Combos: Because a dual pistoleer isn't just cool looking, they're smart. Dual Pistol ammo attacks come with an enemy tag that flags them for extra effects to be taken advantage of by the user or by other pistoleers. Think of it like a combo of Trick Arrow's oil slick and Gravity Control's impact damage.
    -stacking any 3 incendiary round attacks opens up the target for 'Impairment'. Any toxic round attack will have a larger damage debuff + an additional non-stacking resistance debuff.

    -stacking any 3 cryo rounds opens up the target for 'Temperature Shift'. Any incendiary rounds will cause extra lethal and fire damage to the target. Can also take advantage of cryo stacking with standard rounds, gaining an extra 'Shattered' smashing damage proc.

    -stacking any 3 chemical rounds opens the target up for 'Caustic Gas'. By using cryo rounds the target gains a temp power which works like the Rikti monkeys death cloud. Upon death, the foe will create a cloud of gas that causes sleep + slow movement. You can also take advantage of chem rounds with standard rounds which cause additional bleed (lethal) DoT.

    -The design goal is to gain advantages to swapping ammo momentarily, kind of like a short term dmg buff like Aim. Multiple DP characters would improve other DP users, creating synergies. Incendiary + Toxic = debuff, Cryo +Incendiary/Standard = Damage, Toxic + Cryo = Control and Toxic + Standard = damage.
    4. Ammo Focus: Staff fighting gets a combo marker that improves a stat + adds an effect to 2 of their attacks. For Ammo Focus, we'll just take the improve stat part...
    -Cryo Ammo: each cryo ammo attack stacks, making all your -rech, -movement and controls better. Maybe with a certain number of stacks, your attacks may start creating short duration ice slicks to slip up the foe as well.
    -Incendiary Ammo: each fire ammo attack stacks, making your DoT more reliable. Maybe with a certain number of stacks, your attacks may start creating short duration burn patches that will cause the foe more damage.
    -Chem Ammo: each chem shot stacks, making your -dmg debuffs more potent. Maybe with a certain number of stacks, toxic clouds that debuff the foe more may start to form.
    -Standard Ammo: each standard bullet stacks into 'bullet time', adding to your personal defense for each shot.
    -The design goal of this is one that encourages specialization in ammo choice.
  21. Quote:
    Originally Posted by SteelRat View Post
    It occurred to me after I'd posted this that if this suggestion were brought in and there were Radios available in Atlas, you could play the entire game by just visiting three zones: Atlas Park, Dark Astoria and Ouroboros. Obviously this doesn't include Task Forces, but is this REALLY the place we want the game to be?
    really? I don't care. People will play how they want. I find it helps solidify what gameplay I join. sometimes I just want to pug and see some different powers thrown around. I found it also weeds out the grinders. That means the people I find in odd zones or teaming contacts are the guys I should add to global friends.
  22. Can't go wrong expanding old game systems, I'd say. Personally, I don't care for paper/radio missions because they don't really tie into anything. Expanding the lvl range is only covering up the problem with different scenery but hey I can see how that'd be desirable.

    If I were adding, though, just expand the levels of the hazard zones to higher lvls. Or maybe add a temp power for going for the lower zones that basically auto 'defeats' all npcs in range signifying that you have a measure of control of the zone. The npcs won't give xp (they'd be grey anyway) but count for defeat badges. You'd also have to reaquire the temp every few days.

    Meh, I dunno, I don't care enough about radios. I would like a reason to care though.
  23. Quote:
    Originally Posted by BrainBrillo View Post

    And since the breaking point is a hard cap with no indications or documentation, it very, VERY heavily favors wiki and forum readers. A guy who just looks at abilities and set bonuses could figure out that perma-hasten is good and work towards it (plus it'll get better as he gets closer). A Super Reflexes tank can look at his combat stats and compare it to some enemy scans to figure out that he is, in fact, stacking too much +def. But this all-or-nothing, undocumented change simply cannot be deduced from data in-game. And the benefits for achieving it, based on Arcanaville's numbers, seem really substantial. *shrug* I think that's the kind of situation the developers are hoping to avoid.
    Just to point out, a casual player who just so happens to have picked up their snipe power could be moving through a mission and decides to tackle a hard spawn but notices some odd sized yellow inspirations are clogging his tray so pops them to make room and *surprise* their snipe power gets this orange ring around it ! They notice this happens on teams sometimes or when they use aim. After witnessing the phenomenon a few times, they eventually try pressing it while it's lit up...
  24. Quote:
    Originally Posted by Nethergoat View Post
    Wow.

    Now that's an interesting perspective...
    Indeed it set a standard of reward speed because waiting, resting, pausing and pacing are deemed unfun. Not in regard to actual mechanics like difficulty settings and leveling speed, no. the change was in regard to a speed of aquiring rewards because any build can function and even strive without stamina by either accounting for it with pacing or to slot for it's absence.

    But look who I'm taking to. You don't care about anyone's opinion, you're more concerned with posting snark.

    Quote:
    Originally Posted by BrainBrillo View Post
    See? We've actually located our point of disagreement here. You don't think that the developers should be concerned about powerful options in a build becoming mandatory (for optimization purposes, at least). I do. And I don't think there's anything either of us could say to change the other's mind.

    Thank you for getting to the heart of the matter so quickly.
    Don't mistake my opinion for anyone's but my own. I speak for myself.

    But what you can take from my post is, just because someone has certain stances on certain subjects don't mean they'll agree on every potential subject. Just because I was not a proponent of inherent fitness doesn't mean you discovered some inner motivation in regards to this subject.
  25. Quote:
    Originally Posted by BrainBrillo View Post

    Save for the bits about it being a change, and perma-ing, the argument you presented also invalidates Inherent Fitness. If you thought Inherent Fitness was a mistake, you're entitled to your opinion, but the Devs disagreed with you. If you don't think perma-snipes will be mandatory in every solid build the way Fitness was...there's our disagreement.
    Yeah I never thought making fitness inherent was a good idea and just catered to the power gamer for so many reasons. Here? I think you're overstating these changes. Free stamina enabled power gamers, this just puts a new carrot out that may or may not be obtained in a build.

    Besides, if you feel being 22% tohit is so mandatory, then good news! Inherent fitness will make that goal easier for you!