-
Posts
4398 -
Joined
-
Quote:Concept trumps all? I mean, alot of his characters use the burnt match motif, right?I have to say Bubba that it makes little sense to me to have done that with your Fire/Fire. You could have paired it with ANY secondary other than Devices and done the same thing.
Well ok Energy too since there's no immob in it. But with your power selections you would have been much better off going /energy to pair with Fire/ just for boost range.
Or if the top tier powers for mitigation are what you wanted you could have gone /Ice and got quite a bit more mitigation quite a bit earlier.
So I have to say ???????
Anyway, the way I see fire manipulation: It's an AoE set. It's focus is on dealing alot of AoE damage at the expense of danger. One of the sets had to do it. /Energy is the ST killer, /Ice is the mitigation monster, /Devices is the bag-o-tricks chessmaster, /Elec is the jack-of-all-trades with different utilities..../Mental I don't really know.
You can pair it with a similar set for extreme specialization (Fire/Fire has a lot of AoE), or one that covers over a weakness (Energy/Fire which covers over some of Energy/ lack of AoE and the soft control covers over /Fire's lack of mitigation). -
Quote:Took me all of 8 seconds rereading that sentence to understand those abbreviations were not for IO sets. Then an additional 2 seconds that both have CF in them, the other had BU which is usually Build Up, CF must mean Chance For, then the other one must be damage resist debuff.
EDIT: Iggy, using CFDRD in both Evisc and Slash, and CFBU in Focus, with all three holding 5 of 6 purple sets, I get ~234 DPS.
Don't do that again >_> -
Quote:Wow, that's very awesome! It looks so much like water I think I'll probably see alot of people using that particular combo for lack of such a set.I think that rad/elec would be a good choice - rad has the aoe covered and elec's melee punches (I'm personally biased to not inclued thunderstrike in the phrase "punches," because scatter = bad) hit so hard it's beautiful. Elec was was I first thought to pair with it and the only reason that I'm not is because I have a fire/elec that I still play regularly and I don't want to repeat it
I just hopped on test to play around to see if I could get rad to look like water, this is what I came up with (primary color - blue - 11'th row 6th column; secondary - white):
Neutron:
http://i33.photobucket.com/albums/d9.../radwater1.jpg
http://i33.photobucket.com/albums/d9.../radwater2.jpg
Irradiate:
http://i33.photobucket.com/albums/d9.../radwater3.jpg
Neutrino:
http://i33.photobucket.com/albums/d9.../radwater5.jpg
Atomic:
http://i33.photobucket.com/albums/d9.../radwater6.jpg
Electron:
http://i33.photobucket.com/albums/d9.../radwater7.jpg
I think it looks like water
And you jumped on test and took pics for little ol me?
Thanks! Much appreciated.
*Adds to Checklist:
-Claws/EA Werewolf Brute
-MA/SR Super Strong Stalker
-Rad/Elec Water/Eel Blaster -
Quote:Technically, he didn't say it can't be done. Just that that particular request isn't feasible the way it was requested. They can't 'give' us NPC emotes because NPCs don't use emotes.BaBs, if I16 has taught the community one thing, it should have taught them never to say "can't be done" when talking about you and the rest of the dev team.
As you know, many a dev has previously spoken about the impossibility of power customization.
That's not saying they can't ever create emotes that look like the NPC ones and then give them to us. -
I think the funny thing about that is alot of stalker players were hoping to give up Parry in exchange for Whirling Sword to give the set distinction from similar sets.
I like unique powers. That's why one of my favorite powers is Chain Induction. -
Been thinking about this set and just want to know from other Blasters how this would work out:
My plan is taking Rad/Elec, coloring the rad bluish to look like water and the elec green for a bio-charge effect. Theme is something like an electric eel or some such, really haven't dwelled on the costume. Just curious if a colored rad set (minus eye beams) looks like water?
Also, for epics, I'm thinking either Ice (for theme) or Elec (for synergy). Elec can leverage that -end that comes with elec manipulation BUT I don't think you can color it, so it wouldn't match. Ice seems more survivable with a +def shield, a heal and panic button. It should round out the water theme alot.
Even thinking about the -def in rad seems thematic (you're covered in conductive water) as well as the -res (*Super Effective!*). Any opinions? -
<QR>
This thread is still going? I thought the entire community of stalkers already came to the conclusion that any other melee set left unproliferated would have been a billion times more kick *** than Broadsword...including Fire melee...no, especially Fire melee.
I still say all those players that say Broadsword is the bees knees would have loved Battle Axe way more. The damage would be like BS...but more! Seeing as that's all in BS's corner (except kick *** sword options), I think we were gypped out of getting Fire Melee this round. -
Good points. I guess I'll withdraw my previous statements
-
Quote:It's a good way to make sure someone doesn't go back and change their message so you're responding to exactly what they have said and not what they rewrote after you posted.why would you quote an entire post if you will leave a reply in response to him right under his post. in real life you dont adress people you talk to by their names? or you just repeat everything they just said when you're in a conversation.
sorry for the off topic message but felt like mentioning this bad habbit i see on this forum.
And I don't see any rabbit/hobbit mutants walking around here...
...yet. -
Quote:That ties into the first part of my posts. Each CoV AT is self sufficient. They have different playstyles thanks to the inherent.I disagree entirely. A Corruptor is a Corruptor and should play as a Corruptor. A Dominator is a Dominator and should play as a Dominator. If anyone attemps to bring in any aspect of a blueside AT to a redside AT, it's bound to be weaker than someone who simply plays a redside AT as that redside AT. Otherwise, it'd be the same as me saying Blasters are Dominators/Corruptors, Scrappers are Brutes/Stalkers.
It relates to the quoted section because a Corruptor plays like a Corruptor, which is someone who's got respectable blasts that can buff/debuff. While a Corruptor isn't a defender, that doesn't dismiss the fact that if my Brute is nearly dead, the Corruptor can help me out and throw me a heal. That's defending. You can call it Corrupting but it was called defending first.
And while I said they can specialize in a particular role, that implies the weakness that goes along with it. That AoE stalker example I made will most likely have sub-par single target damage. -
Quote:The issue with that is, if they made a red-side blaster then they'd have no self protection and therefore be less self sufficient than all the other CoVs ATs. That's what the CoV ATs do. They don't need the team but if everyone is focused in the same direction, the enemies will go down none the less.Originally Posted by Samuel_TowI disagree completely. While I am happy that most of the CoV ATs have a side-order of damage, the damage on just about ALL of them is decidedly "meh" if that's what you want out of the character. Even the ones who sort of manage have to do so by jumping through hoops and hula-dancing around complicated mechanics. Compare that to the pure, unadulterated simplicity of Build Up + Aim + Destroy that most blue-side Blasters are capable of and the draw to playing one should become evident. CoV simply lacks that kind of damage, and what damage it does provide never reaches THAT kind of scale.
Quote:Originally Posted by EmpYouWhy stalkers are more like blasters:
They are squishy just like blasters
Their burst damage is more similar to blasters than scrappers
They have an unresisted component to their damage
Quote:Originally Posted by Memphis_BillStalkers have a melee-Blaster role, and some can do a degree of scrapping.
CoV ATs don't play singular roles, they are hybrid classes.
Corruptors are Blaster/Defenders
Dominators are Controllers/Blasters
Brutes are Scrappers/Tankers
Stalkers are Scrappers/Blasters
Masterminds are Tankers/Controllers
Each plays the role of both and if built right can specialize in one or the other. Even Stalkers. If you pick an AoE build and pump it with recharge bonuses, you can toss out AoE crits left and right for a more bursty AoE feel. -
-
Ya, if they ever managed to get around to it, I would say it look like, when you draw your claws that an effect would turn the character's hands invisible and replace it with another chosen hand model with the claws. You'd have to block certain glove options if you wanted hand claws (no Enforcer).
Right now, we have mitt-hands which wouldn't be a good decision to just glue claws on. So something similar to the Monstrous hands that just had additional long claws (and perhaps something like the Dwarf form hands) could be options as well as maybe 'cat claws' that have hands with claws that are retractable from the finger tips.
Really, there are so many options that could be done (Carnage 'hand-axes', arm spike, etc.) that they probably won't run out of things to add but I believe the difficulty is the animations wouldn't translate right from claws attached to the back of the hands to claws on the end of the fingers. Really, I'd love to hear more from BAB about it if he has any time. -
Quote:I guess just add some non-Assault Rifle/Claws/Mace/Psy alternatives to the SoA and you got a deal.Most of the 'assault/defense' suggestions I hear are pretty much filled by Soldiers of Arachnos.
I really want such a combo using Martial Arts, Katana or Super Strength. -
Because the BS animations are recycled from Mace/Axe sets which cannot stab. It's a real hit to the believability of all the animations of BS, not just the AS.
-
Quote:Wow, and they said *I* was whining...Broadsword's AS is absolute garbage animation wise.
Whatever developer came up with that animation needs fired. It looks EXTREMELY weak and fairy-like....it's DEFINATELY NOT what I expected Broadsword's AS to look like...not by a LONG shot. It's horribly ugly...and I hope it's changed before live. I'd take just a duplicate of Ninja Blade's AS animation for a temporary fix even....it's that bad.
Also, Broadsword in general leaves very little to be desired...imho...at least in pvp...it's a pretty crappy set so far. HS, your best follow-up to AS, only has a 50% chance to deal double damage and trust me...it misses that critical PLENTY it seems. Disembowel is NO substitute either. Furthermore, when all of the BS powers were ported over...they got severly nerfed, it appears, as I was actually expecting a bit higher damage values when I did my "port-over" calculations before Closed Beta. The values we ended up getting...are MUCH more watered down than what I anticipated. The 50% chance to crit on HS is just the cherry on top...
Anyways...if you're a fan of the big ol' sword...Broadsword will be fine no matter what (concept wise) but personally...I was not impressed AT ALL.
And yea...pretty much no prolif's/updates/changes to our Patron Powers (only SoA's got a tweak...sorta...) ...yet for some reason...the dev's thought it'd be REALLY cute to give Scrappers MELT ARMOR as well as yet ANOTHER PASSIVE +Regen/+Recovery POWER! HAHA! OMG, seriously, could they prove their bias any more openly!?! In that they baby their Heroes and kick their Villaisn? Just take a quick gander at all the FUN NEW toys that Heroes recieved in their ALREADY POWERFUL (<---key word there) Epics!!!! But bah...that's a rant and a fight for a different thread and a different day....carry on.... -
Screw the tank!
Unless you mean a Dom. Whew, those doms can tank. Seriously, I think an Earth Dom can tank like 4 spawns at once over the aggro cap, mind you. Throw a quicksand on the ambush coming around the corner, earthquake another group, volcanic gasses another, stalagmites +ST hold another and Salt crystals whatever you can't be bothered with at the moment.
My point: there are no tanks in CoV. There is only damage. -
The issues I see with this suggestion:
-Player confusion (either yourself or others trying to see what powers you have)
-Lack of impact (wow, so you can change the name in combat log...but who sits there reading that?)
My suggestion:
Combat Text!
Like how Dominators have the "Dominate" text over stuff after using Domination or "Overpowered" or "Critical" or "Assassination". So when you activate a power, it has a chance (see very small chance) to activate the name of the power you just used. There would be measures in-game to preserve the novelty of this feature:
1. Ever player would have a new option:
--Disable Combat text: No text or numbers popping over your head or enemies for a realistic view
--Number Combat text: Only shows the numbers of damage dealt/recieved/healed
--Simple Combat text: Only shows the game combat text such as that from Inherent powers along with numbers
--Full Combat text: Enables the new option of this suggestion
2. You can choose which powers have this feature. If you don't want your tier1/2 powers to pop text up then customize those power's option in the power customization window.
3. You have a base chance of 30% for this feat to 'kick in' which is divided and distributed among all your powers proportionately with respect to recharge. The lower the recharge, the lower the chance.
4. Once the effect 'kicks in' there is a suppression time (like 30sec to 1min) afterwards that it can't 'kick in'.
If you think about it, dividing a 30% chance among all your powers (that includes passives like Swift and Stamina) if you have lots of toggles, I'd give them a high chance to occur upon activation.
As for confusion when checking someone's powers: They have tabs for a reason. The 1st tab would have the character bio, 2nd is the powers and IO bonuses they have, 3rd is their customized name, 4th is of course badges. I'd also keep it simple and limit the names of your powers to only show in your combat log and not in everyone else's. People can still read the names of your powers or have the name shoved in their face every now and then if they *REAALLY* want to see them.
Such an option can introduce more options for the names, like font and color. So occasionally seeing Karaoke Krash! pop up over your head (and your head only, not the enemies) when you use Sonic blast's nuke can give the game flavor....anime flavor but I like anime so ha. -
Looking at the stalker guides, it says that stalker hide suppression was reduced *to* 8 seconds not *from* 8 seconds so I suppose I was wrong. Counting in game, I usually only need 3 seconds before activating AS then by the time it goes off hide unsupresses. I would have sworn AS had an activation of 3 seconds, not 4.
-
Quote:I really doubt this argument has any bases. By your logic and in that situation, with an attack that does 80dmg, the Scrapper is wasting damage by simply activating it as his damage mod for attacks is 1.125. Any extra overkill damage is balanced (with the less crits of Scrapper) by being able to control the output of your crits.
No matter how you try to spin it, if your weakest attack does 80 damage, and a foe has 80 hit points left, in your hypothetical perfect scenario with 7 teammates all in a 30" range, there's a 31% chance you crit and waste 80 damage. How much more overkill damage does a stalker exactly is debatable, but the fact that he does is undeniable. This is how random works.
Quote:It is 8 seconds. Period. Anyone can check it easily in game, even if they don't have a stalker ; create a stalker on a server where you have a free slot, get hit or attack something, time the time it takes to get back to hide with a stopwatch. I'd question your own experience with the stalker AT if you believe it is 6 seconds, as there is indeed a very large difference between 6 and 8 seconds.
The rehide time was changed along with adding demoralize effect, base crit rate and improved melee dmg mod. Are you sure you even play stalkers? Because it's pretty well known that this change was made forever ago.
Quote:I can't see how this is any relevant to any of what I said in this topic.
Quote:All my sentences are finished. Yeah, ok, I don't get that one.
Quote:Completely irrelevant to my argument, but OK, if you say so. I'm only concerned about the claim that stalkers have the highest DPS based on damage numbers, couldn't care less about compare and contrast with AoE builds.
Quote:I am reacting to the idea that stalkers having the best potential damage leads somehow to them having the best damage, as this idea either ignores the difficulties in reaching the exact conditions needed to get to this damage level or ignores game mechanics that will lead to a lower result.
Quote:I'd advice you invest in a stopwatch before you tell people what they obviously know or don't know, too. -
Quote:You're probably right, and I apologize for that.
I am not comfortable with calling other people liars or saying they speak part truths. People speak from the heart with how they see it. They're are telling their truth. I also feel that things are heated from not quite getting eachother's meaning and so with that you can understand I am not communicating with anyone directly. Things are looking too personal.
But then if you think, the people bringing issue about Stalker's viability are coming in with the perspective of min/max, perfect team, speed SF, AE farmers or whatever. If you're going to be talking in the voice of a min/maxer, you have to know the numbers to min/max and it's obvious these people don't. It's like someone throwing around advice about money yet they don't know anything about taxes, investments, pension or anything that involves money. -
Quote:Calling the kettle black? Or however that dumb saying goes.
It seems you have a very binary way to think.
Quote:I never said other ATs don't do overkill. I said stalkers do MORE overkill damage.
I'll say Stalkers waste the LEAST damage. Why? Because they have the most control of their damage output. Brutes just run around hitting things as fast as they can, so they probably waste the most damage but they have damage to waste (an no time to ration that damage). Scrappers do nearly the same with alot more randomness. It's far more efficient to KNOW you're going to crit so you can hit Build up and either focus that damage with one powerful strike, use it in a series of crits (that you're over 80% sure will occur) or spread it in a series of AoE crits that will have a 50% chance to occuring.
Quote:I never said travel time doesn't exist. I said taking 8 seconds to travel from one group to another is LONGER than what competitive teams going for speed would take.
Quote:You're completely living in your little forum bubble if you think everyone can stay within 30' all the time. It's possible MOST of the time, for a competent team, NOT the average PuG. NOT all teams are competent. The ingame teaming reality is you will team with incompetent players unless you leave / kick them / play with friends only.
Quote:But you also don't need all 7 people to have the highest damage: Stalkers pass Scrappers with 5 others in range and Brutes with 6.
Quote:A team isn't ALWAYS a 8 man team. A team is compromised of 2 to 8 players - and many teams have LESS than 8 players.
Quote:I could go on and on, but arguing with someone who sees everything in 1s and 0s is a pointless exercise, as you won't be able to understand any of the capitalized words above. You really shouldn't be participating in forum discussions if you're not able to discern nuances between "best" and "worst", it's misleading to people who actually play the game and come here looking for information. -
<QR>
Play the stalker version? They exchange the +def/immobilize protection toggle that costs a chunk of endurance and covers your costume with a +def/immobilize protection passive that is endurance free. -
Quote:I think you're right, there is no reason to ever invite your stalkers over other classes in the game. I can you reasons why teams would invite my stalkers over other classes. But I doubt you want to hear of my skill and your apparent lack thereof. If you got 2 to 50, you must have AE'ed them because the amount of misinformation you spewed in your 1st post is appalling.So educate me. You havent given one reason why anyone would want a stalker over any other class in the game. Please. Tell me. Im actually intrested to know what it is that they bring to the table. Again not hating on them as I love the class, I put 2 to 50 and i play them often but seeing as you so handily told me Im wrong prehaps you can tell me what it is they bring and what is it they will bring after GR comes live?
Quote:Stealth: well this is kinda useless in a group, even the ability to 'scout out' the area is useless because it dosent mater in this game. people are just gonna wade in and kill everything.
Quote:AS: Well thats good..once. Then you placate. Do it again. But how often do you actually DO that? Normally the mobs dead before you get the second one off or the groups already blown it out of the water before you can even get the first one off. Lets not forget the fear! oh wait, thats seemingly random and most of the time dosent trigger. Also lets not forget that if the mob DOES live you probably got the aggro.
Quote:Crits: Woot crits! well they ARE helpful but scrappers also have this. Given the amount of scrappers hero side, when GR comes out we should have quite the flood of them villain side. So villains will get to choose between one class with 10% crit chance or another class with 10% crit but better survivability.
Stalkers can do more damage than scrappers and there are several reasons for this:
-Stalker's melee dmg mod may be 1.0 while Scrappers is 1.125 (which isn't a huge leap) but Stalkers get far and above more critical strikes than Scrappers because Scrappers have a 5-10% chance and Stalkers just have a 10% chance
-Stalker critical chance goes up with every ally in (30ft) range, up to around 30% with 8 teammates
-Stalkers get 2 free crits with hide and placate which, when combined with Build up, will out burst a Scrapper excluding the ones that have Fiery Embrace, saturated Against All Odds/Soul Drain and get a pair of lucky crits during that period.
-Hide unsupresses faster (is it less than 6sec now) meaning even more chances for crits
Quote:Stalkers are good DPS!: True but many other classes get better DPS than stalkers do, and many of them do it from a distance and bring a secondairy that can actually HELP the group. Stalkers sink so much of their being into that AS that its not even funny.
And not that sinking every fiber of our being into AS is true, but it can be extremely useful vs hard targets like AVs. It has a debuff that will outperform nearly the entire debuff platter of a Dark Miasma corruptor.
Quote:All in all after the slider and GR the only place I expect to see a stalker is on a pvp field. Unless the developers give stalkers something eles that no one eles has or some sort of group utility I see alot of stalkers getting dusty while this game becomes "City of Soloer's" -
Quote:I'd vote for a recycled Thunder Kick animation for that. But rather than having a pompom on your leg, it would just look like your foot's "got that glow". If the animation is too short, add a quick toe grind to 'turn on your foot' then the kick would leave a very pronounced energy trail that would fade after a few seconds.
So maybe Bone Smasher could get a different alternate attack that seems more Energy Melee-y (the idea behind EM being not just muscle strength but channeling energy through your hands... could be anything really).
I made a thread like this back when they announced that SS and MA would have alternate animations and no one really made an effort to suggest anything besides "no FX for SS".
Since you can't color the weapon sets, I'd look into alternate animations for them. For War Mace and Battle Axe, if the devs ever get around to it, a 2-handed version complete with 2-handed weapon options.
Katana, I'd love a Batto/Iaido version of the attacks. Activating any attack that you chose the option for would put your weapon in an undrawn state at the hip with one hand holding it and another ready to draw it.
*Activate Batto Sting of the Wasp*
(weapon at the hip, the character draws it as he slashes and puts it right back)
*Activate normal Golden Dragonfly*
(weapon is drawn then go into the overhead leaping slash then stand with katana in hand)
*Activate Batto Gambler's Cut*
(weapon put back, quickly followed by 2 blur slashes. The damage ticks occur as you slide your sword back to it's starting point at your hip)