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Quote:I think the part about that description was this:Yes I am serious. Stalkers only have that in regards to Assassination Strike, not every attack they throw, like the Scrapper can do. That is a unique difference any way you cut it and nor is it the same. See below.
"...Additionally, a Stalker has a 10 percent base chance to critically hit, which is increased by an additional 3 percent per member in your party, against non-player enemies. Stalkers have a chance to land a critical hit against players if they are Held or Slept..."
That is, a Stalker can land a critical hit with any of their attacks 10% of the time without needing hide or allies around. It's not quite saying that in the description but it is certainly true as I've got a few Stalkers myself...they can critical hit with any of their attacks, not just Assassin's Strike. -
Quote:Wait, what? Nothing unique about a Scrapper? Then what is 'Critical Hit' all about? No other melee AT has the chance to score a critical hit every time they throw a punch or kick. If that isn't a unique characteristic I don't know what one is.
Assassination
Scourge
Containtment -
Quote:Me thinks there is some new tech at work with the newest sets. In particular, Darkness Control's Haunt power is a foe targeted summon that creates friendly pets that seem to be summoned behind the foe it seems. It's not like Ice Patch or Lightning Storm which summons a pseudo-pet at a default location near your character that does not change. This thing can somehow do this without granting the foe a temp power that summons the Haunts and not summon them inside the foe.It's worth noting that NPCs cannot use target location powers. Obviously they still get things like ice storm and force field generator, but they're only capable of targeting another actor or their own location. Thus, if an enemy were to target you with recall friend or teleport foe it would have to teleport you to its own exact position. Not only would this look stupid, for those of us who fondly remember Quake it would bring up serious questions about telefragging.
If a foe had TP foe, it'd *HAVE* to be an immobile mob like a sniper or turret type foe. It would be too painful if the foe, for whatever reason, ran off further into the map. Since I don't think they're limited by 'targeting limitations' like us, not only can an NPC know exactly where you are from anywhere on the map (homing ambushes) but their non-need of line of sight for powers such as teleportation, they will surely use it the moment they have aggro and your character is within range. This can be from a fleeing foe somehow aggroing your character (toggle debuffs?) or the mentioned homing ambush. The subsequent TP into hall of awaiting foes would be more than unsettling.
Quote:What comes to mind as a way to make this work is a new type of enemy that looks like a trap or prison of some sort, and upon being teleported into it you would be held there in some way. I would question the feasibility of getting that to work properly most of the time and also echo the concerns of others in this thread about the massive annoyance factor, especially if you ran into something like that while soloing.
Having a foe do something like that would be interesting but I can already hear myself complaining on my Blasters...and I rarely complain about anything being hard. -
Quote:No, and honestly it bugs me that people do, because it's a perspective frequently leads to power creep for no purpose other than to make people feel like their AT is "special" somehow.Quote:Just like many scrappers sets have ST dps deficits against stalker sets. Eg. stj. I don't even know why this is being discussed.Quote:There is no need to be concerned about scrappers because another AT was buffed.
Scrappers can do everything they could do before the other AT was buffed and nothing has changed that.
Since scrappers were absolutely not having any trouble before, they are absolutely not having more trouble now because another AT was buffed.
On the otherhand people are more than happy to pay for a powerset that is weaksauce because it is shinny and new. People...Pfft.Quote:Stalkers lack AoE damage.... in most of the game that matters a lot.
Stalkers lack survivability as well vs Scrappers.
Stalkers are kind of 1 trick ponies now... before they were 0 trick ponies... so that's a pretty big relative improvement... but they certainly aren't making anyone else obsolete.
Scrappers have never been #1 on the pylon test anyway.Quote:Would love is a very different than needs. Needs should drive power updates like they did for the other AT's that got them. Scrappers have not needed much since launch 8 years ago.
Not like everyone does not already know this fact.
Under what main pretense was Stalker changed exactly? Was it because the AT *could not* contribute? Was it because some idiot slub *refused* to invite you to their team? Was it because any sets with HP buffs were completely and utterly *useless*? Was it because some dastardly no good griefer kept sending you 'lolstalker' tells every time you logged on? Was it because everyone else had everything and Stalkers just weren't special?
Oh, and did the fixes actually *fix* the underlying problems of the AT, like the placate bug, viable difference between res sets vs def sets, the usability of AS from hide?
That is to say, I don't think any of the quoted opinions have a leg to stand on. The changes that drive the changes to Stalker are about as in line as the OP's reasons to help Scrappers. It's all based on perception. To dismiss it is to dismiss any reason to *change* Stalkers rather than fix them. Could Stalkers have used help before? Yes, but frankly I don't think they needed to be changed into a case that trivializes another AT. And yes, changes to one AT does trivialize another, just like having a less than desirable AT (like pre-change Stalkers) gave more incentive to invite practically any other melee. And if we give every melee set a crashless nuke on a medium recharge, that *does* trivialize other ATs like Blasters or Khelds.
So yeah, to say you'd let power creep for one case and not another is probably worse than just buffing everyone into oblivion. It shows that horrible two-facedness that seems to become more and more apparent these days. -
Quote:Said nothing about 'taking away'. The whole thread is about 'adding to'. I'm simply making a suggestion that coincides with the theme of the alignment and since Rogue is the one concerned about making a profit, adding to their list of possible rewards more merits would fit that theme. Vigilante is more of an idealist rather than someone seeking to fill their bank accounts so adding to their list of possible rewards of more power with a twist or slant to using it might fit that theme instead.So to give incentive to being a Vigilante (Where ALL my played toons sit) you would take away any rewards I do get and replace it with a useless power which if I felt I needed I would never have bothered making the toon in the first place?
As far as useless powers, that depends. I certainly didn't find the temp passives granted by DiB or DFB to be useless and I don't suggest the same rewards but rather something usable at your convenience with many different effects.
But that was just one of the suggestions made. While you may enjoy all your characters being Vigilante for the access, I feel the choice of if you want to be Vig or Rogue should be one of concept not accessibility. If your character is in it for the money or self gain, the jobs in the Rogue isles is where you need to go since I doubt any of the Paragonians are actually paying you for your help. But that wouldn't mean you'd be forced to play redside....that's what the idea of adding content is for, so a Vig or Rogue can be doing missions on either side but fulfilling their purposed alignment in form rather than just in concept.
...but that's just my view. I'm pretty forgiving when it comes to CoX alignment since I know it was added onto the game rather than created with it in mind. AFAIK, being a rogue is 'evil' and being a vigilante is 'good' primarily because rogues are stuck on the RIs and can't really do anything alone in Paragon and reversed for vig. Doesn't matter that those rogues are actually doing some good or those vigs are doing bad with little recompense. So the characters I have that will do good but also are a bit bad must be vig despite the alignment's objective not because it fits, but because of what side of the game is open to them. -
Alright, when the double xp weekend hit, I did get a chance to level a couple characters, mainly the two new rolls StJ/Inv Brute and Dark/Thorns Dom. But what I mainly did was take advantage of the market and outfit a lot my mid-lvl characters with lvl 30-35 IOs...because that's where they usually stall...not enough inf for a full build and barely enough to fill out slots by lvl 33ish.
Preface aside, I stumbled upon a Blaster I had set aside for later and finally got a chance to play it again. I love the concept so much I haven't a clue why I had forgotten them...and with the changes to epics since then, the build could be even more fitting!
The basic concept is this character is 2 demons, one a fire dragoness-like and the other a snowbird-like. They swap occasionally, transforming into pistols for the other to hold and shoot. So the fire demon can use her fire abilities and shoot ice bullets and the ice demon can use cold abilities and shoot fire bullets, basically. There more to the actual backstory but that isn't important.
Here's the shot of what I've got:
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Demon Revolver: Level 49 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Fire Manipulation
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Hero Profile:
Level 1: Dual Wield -- Empty(A)
Level 1: Ring of Fire -- Empty(A)
Level 2: Empty Clips -- Empty(A)
Level 4: Pistols -- Empty(A)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Empty(A)
Level 10: Kick -- Empty(A)
Level 12: Fly -- Empty(A)
Level 14: Tough -- Empty(A)
Level 16: Build Up -- Empty(A)
Level 18: Executioner's Shot -- Empty(A)
Level 20: Blazing Aura -- Empty(A)
Level 22: Weave -- Empty(A)
Level 24: Combat Jumping -- Empty(A)
Level 26: Piercing Rounds -- Empty(A)
Level 28: Consume -- Empty(A)
Level 30: Suppressive Fire -- Empty(A)
Level 32: Hail of Bullets -- Empty(A)
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
What I'm left with is a conundrum of what to take next. FYI, this build will be taking the cold mastery pool.
My questions:
-The powers in question are Burn, Hotfeet, Snow Storm, Flash Freeze and Hoarfrost. Personally, I'd want all of these powers but I can't seem to fit them all...I'd drop Suppressive Fire or even Blazing Aura if I could, but none of that would free any of those choices up. So how would you prioritize them?
-I'm building this character in a defense direction concerning IOs, so I want to take Frozen Armor and Hibernate. Since I'd like to have somewhere in the upper 20%-35% def to something, which would be better? Smash/lethal+melee? Melee+range? Smash/lethal+range? The idea isn't to cap, just round out and Frozen gives smash/lethal def already. Would aiming for melee so that I can jump in with nuke be good (which would also add to smash/lethal)?
-Any other recommendations? While I love the concept, it's still pretty flexible right now (he/she is only lvl 31 so far). -
Lol you have a weird control scheme...
But mind is probably weirder. I use the numpad to move as well but then I use the numpad's arrows to move (so Num2 = back, Num4 = turn left, Num6 = turn right, Num8 = forward, Num5 = down flight) and I also use my thumb on the arrow keys as alternate movement keys with left and right arrows being strafe.
Funny that, the scheme provides more key configs. While my left hand uses 1-5 (occasionally 6 too) as well as ALT+1-5, I can also map powers to NumLock, Num/, Num*, Num- and Num+. This could easily be the the part of the tray setting on 6-0, basically splitting the tray between each hand.
Also, pet peeve...I CAN'T STAND A FULL TRAY LIKE THAT!! How can anyone survive...looking at a full tray of 30 powers!?! I have to leave space somewhere on each tray, usually using a space or two to provide visual separation...my travel powers will be in one corner (or all powers controlled by the right hand will be to the right with an empty spot somewhere before the buttons controlled by the left), often used are at the bottom left, lesser used are mid left, then targeted powers like Teleport or summons are at the top left, armors on the lower right, swapped toggles, like Ninja Run/Super Speed or temp toggles like Darkest Night go on the top right controlled by the right hand....meh, it's all rather strange...It took me a while to finally get to the system I use but I need visual space in a tray to help keep things organized. I'd sooner have 6 or 7 trays on screen before I'd fill up a tray like you have there -
Quote:Also, if I'm not mistaken, the stacks don't 'refresh'. So stack 1 will disappear in exactly 10 seconds, downgrading your stack counter. Even if you have 3 stacks and hit again with an attack guaranteed to give you another stack, you can only get 3 stacks at any time and the 1st stack will vanish exactly 10 sec after you obtain it...downgrading your stack counter.Oh that's what I didn't understand then--chance to stack, not guaranteed. Is there it shows up on the buff bar to show how many you have?
I'm not sure if the same is true for Street Justice combos...those seem to keep refreshed or until you spend them.
[EDIT] And there is an icon for AF, like a silver nuke icon. I tend to not bother looking for that and simply know what my powers do. On my DM Stalker, Midnight Grasp and Siphon Life give focus nearly all the time, if not 100%, Shadow Maul gives focus very reliably (Redtomax says 90%) and Smite grants it decently reliably (Redtomax says 80%). Hitting with MG then SL will get me 2 stacks, so 66.6% chance to crit with AE. Tossing out a Smite or SM may get me 100% or not...it doesn't really matter if it doesn't crit...AE crits often enough to make a difference. Not everything is 100% to begin with...not even hitting with AE after you get 3 stacks.
Quote:*Ponder*
I guess I should... use it with less than 3 stacks more often.
For sets like those, AF should be considered a bonus. Sets with already strong ST dmg should probably game AF as it will make a strong ST set stronger. -
Quote:This is the first I'm hearing of this...but then I'm usually late to actually use in-game features (I didn't buy or run Titan Weapons or Street Justice until several months after it released, I hadn't touched incarnates much at all the same, and I'm only now recently making a few characters who are ultimately Grey ATs by concept).
And as much as devs have said being a 'tourist' alignment lets you play all the content in the game, that's only if you get someone on the other side of things to run it for you to join in.
Does this mean, as a Rogue, I have to have someone to join up on their missions to play on either side? And I can only do paper/tip missions and can't start SF/TFs?
Or does that mean I can only pick up missions from red contacts and not blue contacts?
If it's the former, that's crap and I'll probably have to switch out of that soon. If it's the latter...I can live with that I suppose...
Quote:1) A homeland. We have a hero side and a villian side. we need a rogue side. I think - with the story arc changes - that a 'broken" Praetoria would be wonderfully suited to that role.
2) "Grey" arcs. solo and team arcs that require a certain "moral flexibility." This would require certain choices to be made in the arcs and missions.
3) Special "grey" perks and awards.
4) A "grey" EAT/VEAT. My suggestion would be the "Profiteer," a stealthy blasterish AT with secondary mastermindish support powers (eg support pets) with an innate ability to generate better/extra rewards for teams.
Heroes already have the perk of being on the side with the most players. Villains, while limited at least get an alignment power that's better. But in that regards, it would be cool if, for reaffirming your alignment as any will improve the alignment power, granting a better team buff (but not to self) for heroes, recharging faster for villains and recharging faster + longer effects for Vig/Ro. Vig/Ro won't have very good effects compared, just longer duration.
As for the other stuff you post Jet_Boy...cool but maybe a little more elaboration.
The 'grey side' is a good idea if they ever finish Praetoria, giving it a 30-50 range area(s). But they'd really need to make more villainous stuff for First Ward...maybe they have and I don't know about it though...The two times I ran much of 1st ward was as heroes...but good, bad and grey need to be produced to make it worthwhile as 'the tarnished gold side'.
For Grey Arcs, I'd really like this to help differentiate the alignments. Since the concept of the Rogue is someone in it for profit, being rewarded differently would be awesome...maybe not 'more' but non-time gated and not mixed. Make it so, as a Rogue, you're a reward merit collecting machine and any rewards you get reflect this. Vigilante is more on the side of going too far for the ideals of justice...beyond outright killing NPCs (which can't be done all the time), maybe lean their rewards less on merits and more on personal entitlement of power...so some of their reward choices don't grant merits at all but temp powers like the new trials we got, but instead of gating them by level, gate them by in-game time and tokened to use whenever you want (but lost if you change alignments). Stuff like inherent mez protection, inherent range, inherent HP and regen, temp ranged or melee attacks all reobtainable as rewards over merits and stuff.
Another point I'd like to add...can you join Super/Villain groups as a grey? If not, wouldn't it be grand to have a whole in-game mercenary organization that you can work for/with that focuses on giving you work (since that's exactly what you're looking for as a Rogue)? Just add a sort of 'underground' spot like Fort Trident/The Crucible that has a guy that unlocks contacts for merits...you pay him some inf, he informs the contact that you're trustworthy member of their group, the contact hires you and you do their missions to earn 10-20 merits. You can have a whole side story of you working up the ranks in importance and individuals from either red or blue having it out to off you...the angle of your missions is manipulating people (namely Heroes and Villains) to get done what should be done or to complete the task proper for your paycheck. Of course, while some of the missions may have you crossing sides to talk to NPCs, all the actual doors should be on 1 side so to get them done, you need either the alignment of that particular side (blue or red) or someone with grey alignment.
Thinking about it, it makes quite a bit of sense...you working for a wealthy guy living comfortably in Founders Falls by doing his dirty work in St Martial, all the while pissing off Johnny and Hardcase who'll be out for your blood.
Meh, maybe some people don't like the idea of working for other people, being their errand boy or whatever...I like the idea for some characters. Heck, some of my characters wouldn't mind doing good heroic stuff *just* to piss off some villains they don't like...and get paid while doing it, of course.
A Grey AT I'm not sure is worthwhile...the last time we got a new AT was before we could switch sides. Now you can get practically any AT to any side so it's moot. -
Quote:I'm....starting to think the same way...or at least a solution isn't on the priority list because of that reason.I think the buyable travel powers have an annoyance factor to make them less good than the ones you can actually take as powers.
If for example the hover board did everything that Fly did, a lot of people would probably see it as freeing up a slot for another power choice and never pick a travel power.
Considering most toggles are simply particle FX and not animations (since the animations can often be overwritten by movement) I'm not sure if I buy the needing to animate every power over...when you can simply set an animation to do nothing...can you not do that with /emotes while flying? Or some /emotes when you're holding a shield?
Another reason I'm thinking they're limited to scale the convenience of these powers: why do they nullify other powers when toggled? Why does Coyote Run not work with Swift inherent power which doesn't even have an animation? Can someone cast Grant Invis on me and it still work when I use Magic Carpet? Some of those I'm not sure of since I've only done limited testing with these powers on Beta...but I haven't bought any yet...maybe when they release the Panther form....can use that for my Stalker...although a plain white housecat would have been a more instant buy for me... -
Just got mine last night (this morning). Glad to hear that, on beta, they helped his AI so I don't have to force him to attack by not helping him.
But if your dog won't stop barking, you're not walking him enough (he doesn't bark if he's running). And I've found his various barks and howls to be a lot more tolerable than, say, Demons who have lots of grotesque snarls, grunts and roars. Umbra's are much more dulled and subdued...you can't even hear him if you're not close by...
But then I'm a lot more tolerant of noises. Much of the barking/howling isn't any more distracting than hearing the various bird calls outside my window right now... -
Are you seeing her ***? That is perfect form
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Quote:What in tha-how's he-I don't even-
I mean, two of those arrows aren't even touching the bow at all. That's how good an archer he is!
What are the other 2 arrows being propelled by? Does he have more invisible bowstrings? What's he pulling the bowstrings back with? His knuckles? How is that string *NOT* gonna hit his arm and screw up that shot? And he still managed to aim them all just right to get their varying effects.
...Damn, Hawkeye is badass >_> -
I have no direct experience with Dark/Dark...personally, I never felt they were all that great together. Separately though...
Dark/ is pretty solid for ST dmg and good for taking down hard foes. It's not often resisted and can hit hard if built right. It'll lack in AoE, especially if you don't like Shadow Maul. Personally, I think Dark/ really shines for mix mitigation sets (mix of res/def, heal/res, etc) and sets with limited mitigation to shore up holes.
/Dark is fun but costly. It doesn't really have any holes. I don't like being in situations that force a /dark to engage in long combats, if only because it feels like the set gets weaker as it goes on (you have less endurance the longer you fight, you have fewer foes to draw health from, your mez toggles give less return the fewer foes it hits and the stronger the foes are...) I'd find AoE heavy sets to complement it better, dealing with hard foes directly while indirectly killing the spawn as well.
Dark/dark seems to be at odds to me. Dark/ is ST oriented and more for drawn out ST battles. /Dark is for AoE style combat, dealing with lots of foes at once but with a finite time limit. My Dark/WP fights fewer hard targets in his missions (which plays to Dark's strengths) and my Spines/Dark fights lots of weaker targets in his (playing to both Spines and Dark's strengths). What would you set a Dark/Dark at though?
Of course, if you build your Dark/Dark completely END independent, can drop Dark Regen constantly, pop any number of attacks without danger of running low and have no problem surviving single hard targets, the above is moot. But then any set with such capabilities is a 'good idea'. You just have to be willing to make the build for it. -
Quote:Yes, I do think it's a bit much...It makes soloing at +3x2 so ridiculously easy, it's insane. I'd go +4 but my build doesn't have quite enough +ToHit to hit reliably yet. If it's a boss spawn = focus all crits on boss, he melts in about 1 1/2 rounds leaving a few minions to shadow maul...If it's a Lt spawn, 2-shot a Lt, subsequent shots will most likely 1-shot minions until you've got focus enough to 2-shot the other Lt. If I get a spawn with 2 bosses, basically just blast through one while you occasionally swap targets to Touch of Fear the other for the extra -ToHit or to control them outright. And if it's 3 bosses (I actually went and found some Rikti boss spawns or Death Mage spawns in Grandvile to try it), do the same as you would with 2 bosses, just placate 1. Kill 1 of the bosses within 20sec (easy) then switch to 2boss strat.Messing about on my Dm/Nin stalker last night..I was doing..
AS..hidden (ato proc)
MidnightGrasp..crit
placate
siphon life..crit
shadow punch...3 stacks of AS
AS..crit (ato proc)
MG..crit
Granted, it IS awesome. But being able to land 5 crits, out of SIX attacks? I dont know..seems a bit much.
But my advice to you is:
-Use Midnight Grasp 1st for its crit
-Don't bother using placate during a fight unless you either need that crit or you're controlling a single target...Note: you don't need that crit
-Shadow punch....use Smite instead. It has a very high focus rate and hits much harder
-Shadow Maul is your friend! I didn't realize how ridiculous this thing was again until I started abusing it to munch minions. For comparison, it hits a few points shy of Midnight Grasp not counting its DoT.
My old DM/WP is pretty scary (and he was always scary). His build isn't optimal, he only has 33% def to smashing/lethal, and 35% to the other stuff, no real amounts of +rech and he can drain endurance quickly but his build has always focused on +dmg. Angry_Citizen's DM/Nin build, if I recall directly, called for 31% constant dmg bonus to make up for the melee mod difference between stalker and scrapper. Mine has 29% but he hasn't gotten to pick up and slot epic pools yet (lvl 43). I can tell you, he can munch EBs pretty handily, I'd say more effective than an equivalent Scrapper who'd have to rely on a 50% dmg bonus from Soul Drain in ST scenarios. The crazy thing is, all I have to do is die, and he jumps to 58% dmg...then he hits BU and jumps to 135% dmg...if he's on a team and he uses Vengeance, practically BU for 90sec...then he uses BU...Needless to say, I think a build focused on dmg bonuses for DM really makes a showing for how powerful and less resisted Dark Melee is. It wouldn't be rare to practically 3-shot bosses with a quick BU+stream of crits... -
Quote:Moobs?This guy wasn't hacking. It was a glitch he ran into. He actually posted here on the forum about it.
There was a guy that made some truly grotesque creations awhile back and he was hacking stuff. I'd post some pictures, but they are all of a nude man type creature... with breasts. Truly disturbing. -
Quote:I suppose I mean 'cosmetic'...which can also be related to 'pretty' but I'm speaking of the set's presentation and flavor. Lots of people like it because it looks cool, sounds painful and feels powerful. It's like broadsword. I can't tell you how many people sing its praises (or did, at least) and yet it really wasn't that powerful. I'd always get stuff like "the red piller of pain" and "love that crunch" despite the attacks looking like ***.I can tell you it isn't aesthetics that sells Spines. Most people HATE spines' look. The set sells itself on mechanic/purpose (AoE, and lots of it). [Nobody]* plays it because they think it looks pretty.
No body praises BS for looking pretty either but people love(d) it for other aesthetic reasons. -
Quote:I don't think anyone was blaming Castle (could be and I just missed it). Even though I like spines now, I'd probably like it a lot more it it just looked better. Performance can be adjusted for but aesthetics (looks, sounds and animation) are probably what really sells the set.I know there is now a "new" person running the show and the vision they follow is slightly different, but all changes still had to clear the same operations-desk (which is also, incidentally, a new person now), so Castle can't really be 100% blamed for anything anyone didn't like that happened; or yell at him for not having ever addressed Spines.
Quote:Some things I'd like to see balanced in Spines:
Give Spine Burst a mechanic that coincides with Quills.
Quote:Have Quills emit some kind of "Toxin", and when Spine Burst hits, it checks for that status toxin and if found on a target applies an "Immobilize" in the nature of a paralytic. Each Application of Spine Burst increasing the duration. Throw Spines should come with a reasonable Slow attribute. A Toxin that hits the system and starts impeding your targets nerve responses so they react "slower" making it easier to keep a mob clustered together so you have time to get in the middle, quills to fire off, and trigger Spine Burst.
Ripper needs to be toned down from a Cone into a ST with lower End/Rech (upping its potential for consistent and performance-beneficial use). Reduce and alter Impales Animation/Time to something more appropriate than a base-ball pitch. Honestly, Lunge and Impale need to be switched graphically as their names are not appropriate to their animations. Fix. Barb. Swipe's. Damage. This is a global-consensus for sure. Take away most of the secondary effects from these three powers and the previous mentions for AoE effects will fit without creating some kind of imbalanced monster. Although a good way to add a hair more balance would be: If a target has been imbued with Quills' toxin, ST attacks will have a chance for +Toxic damage DoT (Like Disintegrate). This will empower the AoE nature of the set while opting for a chance at improving the ST DPS of the set at the same time.
And I like the baseball pitch of Impale...I just wish it was a *faster* pitch. That power is the hinging element of my Spines Stalker, using the concept of 'spines' as 'thrown poison blades'. Impale and Throw Spines is what really make my character and wouldn't want that changed.
Barb Swipe could probably use an animation/name change to Toxic Barb, a very short, quick animation of slashing the foe once then leaving the target bleeding and poisoned. I'd imagine the attack would be quick enough to actually stack the DoT of one Toxic Barb with another.
But any changes should not hinge on Quills. Quills is not a buff power to make your other attacks stronger, it's just an attack. To change an attack to a buff power that Stalkers don't get just make balancing it more complicated.
I say just remove the recharge and -movement debuffs and the minor immobilize from all powers, change Barb Swipe to a faster animation, speed up Impale and Spine Burst then add back some of the effects with adjusted values and not across the whole set (KD/toxic DoT for Ripper, Immobilize/toxic DoT for Impale, slow/DoT for Spine Burst, Throw Spines, Quills and the rest just toxic DoT). Adjust damage/costs numbers as needed...
[EDIT]Oh and costume option to remove the body spines, please? Can leave the arm spines but I'd like the option of the spines coming from the characters' back/torso/feet to be made invisible...kind of like how crystal spines are just slightly translucent slate spines with different color options... -
Quote:I'd say all the sets have their ups and downs that need to be considered when building them with the only real general rule being 'Assassin's Strike from hide is, at best, highly optional'.So i22 came out...
ATO proc on AS is a blessing!
KM stalkers can perma BU with 100% crit on CS after AS!
StJ stalkers are beasts, with fast combo builder from out of stealth AS, followed by a 100% crit finisher!
Broad Sword, Ninja blade and darkness are great single target chainsaws!
Where does Dual Blades stay in the new stalker style?
Sweep doesn't crit, so using BU, AS, Ablating strike for AoE makes you waste the crit from ATO proc. (that places you in hide)
Empower is stupid, BU, AS, Placate... you are already in hide.. so you just waste a critical to placate. (which could be used out of this combo to get an extra crit)
Should a DB stalker ignore the combo system completely? What makes it competitive to other stalker's combos? The chance to get assassin's focus on dual blade attacks are one of the lowest from all stalkers set, losing only to claws. (which is pretty much broken as it is)
I got a concept for a DB/Nin, but seems like a Katana or StJ would outperform it by a huge amount...
Kinetic Melee- From what I've heard, constant recharges of BU is the focus. I wouldn't lean too heavily on 100% crit on Burst because that may not always be there in the future. It's great except soon, it's AS will be normalized to animate at the same speed as the other AS moves (so it'll be slower). So put the ATO proc in AS, a Gaussian proc in BU and have fun with it.
Street Justice- No AS from hide, start use Crushing Uppercut when you get it. The ATO in AS is your best place and you'll never suffer from lack of AoE as you have more ST and as much AoE as every other Street Justice character.
Dark Melee- No Assassin's Focus from Touch of Fear but the other moves are great for building focus. I've found Shadow Maul to be particularly powerful once you get IOs to maximize it's numbers and at least 2 procs in it. It has the potential to 1-shot 5 2+ minions which is very worthwhile even with AoE stacking from epic pools. This set is probably the least affected by the change and yet one of the more potent. I've found the ATO in AS to work best then follow up with another Midnight Grasp or Siphon Life (Shadow Maul if you've got minions lined up). The appeal here is, much of its damage is negative crits which aren't resisted [EDIT] often so always results in big numbers.
Spines- I haven't gotten an ATO proc to test on this one but not sure if the proc being in AS is best. First and foremost, I'd say slotting it for best values to utilize as a fast ST attack is best...AF is just a bonus. The proc would have to somehow come before either Impale or maybe Spine Burst for the extra crit. I'd say Placate may still be useful as an extra means of AoE burst on top, making it 3 50% crit AoEs...probably used before Fling Spines...but the ATO proc seems like it'd matter less for the set.
Haven't tried or heard from any Elec stalkers so no idea...
I'm thinking though, Dual Blades is probably one of the more versatile sets after the change. I'd probably skip the combos that start you with AS from hide and just use them after an alpha attack instead. Sweeping is a ridiculous attack, basically amounting to a Soaring Dragon (kat) but in a cone and 1kcuts is better than a cone Disembowel. Putting those attacks as your out-of-hide attacks wouldn't be bad, just not 100% criting. I can't even say putting the ATO in Assassin's Blade is the best choice...it's possible that it's better in something else. But in an extended fight, I'm wondering if perma-Empowerment combo is at all possible or decent...it's a 20% dmg buff for 20sec so you'd have to get BU to 20sec. Use IOs to collect damage bonuses and you could potentially stand at 50-60% dmg buff all the time with occasional 10sec spikes of 130% dmg buff. Also taking advantage of Ablating having a 10ft radius AoE to check for procs and you can make DBs strong for AoE while still being decent for ST (if not great).
I think Katana/BS and MA is probably the worse off than DBs. At worse, DBs just has to redefine its direction but those other 3 sets don't have as many options available. -
When you go to the gym, hop on the treadmill and notice you're only going 8mph and think 'Dang, I need to slot for runspeed'.
Heck, even considering 8mph 'slow' probably means you've been playing too long. -
It might be intentional. Like UberGuy mentioned, it leaves things up to interpretation. Then we make up the rules and the devs don't have to retcon anything (yet). If you're RPing or grouping with others that keep relative concepts, whoever in the group can decide the /rules/ and no body can get all butthert about another group's rules.
To me, the Netherworld is just the inverse-universe where matter and energy is reversed...and all realities linked to us have a similar inverse version in the Neatherworld. Where heat, light and energy brings life in our reality the reverse is true in the Neatherworld (heat, light and energy brings death while cold, darkness and void is what makes up creatures there). Furthermore, any other planes like 'Heaven' or 'Hell' linked here have a reverse version in the Netherworld.
...or that's my interpretation of it. Where unstable apparitions are considered undead here, they're 'alive' there and creatures that are considered living here are 'dead' there. -
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Hmmm, what if this pet was attackable? That is, what if your team or yourself could shoot it in the face just for kicks?
Although that'd come with the side effect of being able to use enemy toggles on it...a portable Darkest Night or Radiation Infection... -
Quote:That....actually sounds bad-A.
Actually...
An old Marvel RPG that I used to play had a bunch of powers and one was Coloration.
It's description said that it might seem like a useless power, but...
Through its uses one might be able to change the frequency of light to any (which actually becomes quite powerful, hah) and be able to lower or increase light's intensity.
Also, just changing the color of material objects can have enormous effects: changing the object's absorbancy/reflectivity, creating transparency... and/or transforming transparent objects into opaque ones such as glass, walls, air, the lens of an eye. The power could be used to cure some forms of blindness, see through walls, even see into locking mechanisms while safe-cracking (or turn someone's clothes transparent [I'm citing these examples form the book, lol]).
Also, "color conveys information. Change the color and you alter or even destroy the message".
The description also mentions that you could help The Hulk get into Hollywood if you gave him a regular tan.
So, lest not you people think the power of coloration is but a gimp power... for it is MIGHTY!
What about the power to summon shopping carts? When I worked at a Target in highschool, I used to have to retrieve the carts and they showed training videos about safety and how people loose fingers or break hands/arms if they're not careful. And being able to summon and desummon shopping carts out of thin air? Well, you can summon a shopping cart full of shopping carts...or if you can only carry what you had in it before desummoning it, you can fill it with guns or ammo or SWORDS! Or if a bomb is about to explode, taking a whole city with it, just stick it in your shopping cart and desummon it.
Do not diss the shopping cart!! For it can also be MIGHTY! -