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Dark Affinity is the support equivalent of Dark Miasma and is for Controllers as a secondary...
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Quote:Well, you get no sympathy from me with regards to AoEs in MA or EM (really, those sets are mediocre to poor for AoE for *any* AT...and for DM, well, Soul Drain is indeed a loss, but Dark Consumption isn't much to cry about for AoE or utility....claws is another story, but yeah, you want AoE then pick an AoE set) but the quoted part...that might need some addressing.Since the changes are wrapped up so much in AS, I'm not sure that's enough to get us there until I play it.
Regardless of how awesome they make AS with this change, it should be noted that...AS *isn't* an inherent power. You have to *choose* and *slot* the power...so wrapping up additional AT functionality into it (hidden critical isn't wholly attractive due to its situationalism, and demoralize is nearly as situational) may be a problem.
Since we have the option to not choose Assassin's Strike, then this Assassin's Focus should have some other type of utility for your other powers...something tied into the basic function (or a power we're forced to take) of the AT.
Perhaps, when (or maybe even before) testing starts, changing this Assassin's Focus to affect Hide instead of Assassin's Strike? Make it so, when you have 'Assassin's Focus' built up, Hide starts to randomly unsuppress? And when fully built up, changes the Hide status to refresh in [X] seconds vs 8 seconds? That way, as you're meleeing, you're increasing crit chances for all your attacks as well as opening the chance for Assassinations.
Just an idea, really. Could simply be Assassin's Focus point substitutes as a teammate in melee range (but does not stack higher than what we can now) while still offering that improved crit chance on AS? But it can't just be focused on AS since it's not a required power... -
Quote:I'd say my suggestion would be a better place to start. The blapper one is basically pre-gimped anyway and doesn't quite fill the criteria of not being a redundant play experience.Not 100% sure it would be balanced compared to other sets, but THIS would be a better place to start.
Not only is mine perfectly feasible to implement (the whole executing attacks on foes within a certain range giving you a buff may not be), but it also fulfills a team roll that really is only delegated by 3 other ATs; Tankers, Brutes and Masterminds. That Blapper is basically a 5th (6th if you want to count Doms, 7th if you want to count EATs) DPS role and can do nothing else.
The Artillery (that's what I'd name my AT, I guess), would provide the role of aggro control by being the first to engage from range while teammates charge or move away from the Artillery guy so as not to be caught up in AoE. The name of their game (rather than herd as many foes as close together to keep aggro like on Tanker, or keep pets close and alive like on MMs) is to pick a safe spot (somewhere where they can get off as many shots before the foe can reach them) near the ground and let lose, taking out the ones that lead their bunch first so as to keep your range. In the case you or teammates cannot keep foes at bay, you'd have to either reposition (and unbrace yourself which would lose you some damage/range) or just engage close-range (and not move).
I think it'd be a new and interesting dynamic, something that I often use now on my Storm corruptor; that is, finding a spot that hinders the foes advances like obstacles that force them to line up, or screw with their AI as they have to find a way around things all the while, my powers are debuffing them and knocking them back to square one. Not only that, but it puts an interesting emphasis on snipes so that they have a purpose.
Yeah, my ideas bettah' -
OH! OH! I almost forgot!
Dark Control is suppose to be a inky/oily theme? I remember a poster (can't remember the name) suggesting a visual FX like a reverse rain where drops rise up from the ground as an interesting look for a dark-theme.
Reverse Shadow Rain! Do it, devs! There's still time! -
Quote:Dominators got tweeked at least twice before as well. The recharge time on Domination was lowered (I think it used to be twice the recharge it was now, originally) as well as their damage mods (ranged and melee) rebalanced so melee hit harder than ranged. Then mez protection was added to domination as well as the ability to activate it while mezzed and an endurance refill some time after that. It was only after IOs and the ability to make domination perma without assistance did the duality of the AT get axed and the extra damage granted by domination was added to the base damage of the AT as increased damage scale (an overall buff as it left all that room for other buffs to get them to damage cap) and a rebalance of assault powers to do more damage but recharge slower (and the Psi Shockwave nerf)...Overpower always worked, they just added the text that actually shows it. And FYI, Stalkers already got revamped once in the past.
I'd say Doms have probably been the most tweeked villain AT since launch, IMO. With these new changes, Stalkers will be getting up there. Personally, I'd love a rebalancing of Stalker melee attacks to recharge slower but do bigger damage. It'd give Stalkers a reason to put AS in their attack chain as well since the lower tiers would recharge slower too. -
Quote:You can't be a stone armor claws brute either.So you're saying I can't be a stone armor fire blaster? Spoil sport!
Stone Armor is just full of disappointments, really...
Quote:
Despite his denials what it really comes down to is that the OP wants a ranged Scrapper.), able to give 'em just what they're looking for every time...
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Quote:I swear I didn't make a 2nd account, make 40 posts then posted this here.Sorry, but several Stalker sets have AoE. This is a misconception. While it would be nice to have Spin on a claws stalker, if AoE is your goal, don't play claws, the same for Ninja Blade and Broadsword. Spines has AoE. Electric Melee has AoE. Street Justice has AoE. Kinetic Melee has a very awesome and viable AoE. It sounds to me more like a set choice issue than a lack of competitive AoE issue. Other ATs face these same issues. Lets face it, a dark scrapper or brute isn't exactly cranking out the AoE damage either. Primarily outside of the sets listed for Stalkers AoE, you have Fire and SS, and you have secondaries that add to that AoE as well, especially for brutes with the fury mechanic. Without changing the whole design of Stalkers you are not going to be able to address that, and if you change the whole design (i.e. make hide inherent and give us full scrapper secondaries, and the same thing with the primaries and AS and placate) you might as well just make a scrapper because they would be the same thing.
Personally I love the sound of these changes. Having AS on my Street Justice stalker available for use in mid-combat as a builder would be awesome. And personally I use placate to make my uppercut autocrit against a hard target, so at least on my stalker these changes are pure win.
I've been saying the exact above statements *every* time people mention Stalker AoE and I still stand by that.
You want solid AoE dmg? Then don't pick Dark Melee or Energy Melee, Mr. Brute!
Oh, you're a Stalker? Then don't pick Dark Melee or Energy Melee, Mr. Stalker! -
Quote:No, you're still going to want to use placate, even in teams. It's just now it decouples itself from AS in general combat. But then perhaps I'm still not sure on what these changes entail...like will this Assassin's Focus allow just an AS crit or an Assassination bonus dmg crit? Will demoralize still go off with just Assassin's Focus? What does Assassin's Focus do if you use Placate first?I like it- it places Placate squarely in the "solo-friendly, team-optional" category. I solo a lot on my stalkers and use Placate quite a bit- but when I team I barely use it.
Solo or teamed, a placate > tier 9 or something is still good but is just seems to devalue placate > AS where it wasn't most attractive to begin with if you can get nice damage by just building AF.
Now...if AF somehow accumulated and helped AS after a placate as well as without that placate, then that's a different story...or if placate didn't revert AS to the wind-up cast time...then nothing is devalued and placate > AS would be just as attractive as duking it out and building AF...it'd depend on circumstances. Do you need that damage now? Are you already meleeing within an encounter? And how much extra damage do you need to take down your target?
How do think so? Did he suggest this or something? -
Quote:Still reading the thread but...I think you missed the main idea of the 'question' (lol from how the asker described it, it sounded like a speech)."Hi, I want this thing. Other people may not want this thing, but if they don't, they can just be asked not to look at it, even though if my idea is successful, it'll be going on all over the place."
Sorry, but "just avert your eyes if you don't like it" sounds incredibly dismissive. Which I suppose I can understand, coming from someone around here who has interest in PvP - they have to be used to being dismissed themselves. Still, I don't think it's going to get you much backing among PvErs, though.
Your idea sounds neat for a ground up approach to a new game. I find it wildly unlikely to come along around here. I expect any future PvP changes/improvements to remain sandboxed in their own parts of the game. I think that's just too ingrained here.
Although, to come up with an example to take seriously, one kinda has to believe in it, but in all honesty, I don't think Turgenev is telling the devs "oh, you need to implement this to make PvP better" or even "this idea is so awesome!!! put it in the game NAO!!". The general gist I get from his speech is that, PvP is made a subset of the game that people ignore and scoff at *because* it's in a little sandbox. Degenerates have made the experience unpleasant by the way they broadcast or single out players *because* that part of the game is ignored and no one bothers to moderate.
But put it out where people can see it, and people might start to care. Crude language might be moderated a bit harsher if the participants aren't the only ones that care. The idea was just an example or placeholder to get the thought process going to expand PvP into something more natural to the game. Of course, put measures into the game so as not to directly affect players not interested, but it's hardly inconsiderate to tell someone to ignore a part of the game that they already ignore. That it is acceptable to enjoy the game in a different way and be told no because others don't even want to *look* at it...Tolerance is a necessary trait in everyday life. Maybe the game should help us realize this?
My opinion on PvP is, well I'm just not interested in it. I used to when my friends played the game, and drag me to Sirens or something. But now, since I mostly solo and PuG, I don't see a purpose for it. Would I like a reason to go into it? Sure, so long as it's not something I have to stop and devote a whole night of playing to get any meaning behind it.
A zone event that allows a few villains and heroes to duke it out across the city while completing objectives? Or maybe specific lines of missions that are open so that villains/heroes can jump into my instances? Or stuff that generally feels like hero vs villain? I think I could get into stuff like that... -
Quote:That's kinda what I fear might happen. It really designates placate as an optional bit of flare vs a serious tool like it has been. Not to mention, by the sounds of it, using Placate > AS might revert the cast time from the new quickness to the slower interruptible wind up, which comes with it's own pratfalls.I think more of the point will be: will placate even be worth using placate offensively? For example using placate>slash on a Nightwidow doesn't do anything for your dps. The half crits dont make up for the 1.5 sec cast time (longer wen factoring in server ticks) of you not dealing any damage while you cast placate. On my NW adding and subtracting placate from my attack chain while soloing rikti pylons did pretty much nothing for my dps and kill time, and that was before reactive interface came out, so it may actually hurt your dps at this point since placate can't trigger Reactive. I have a feeling that this will put stalkers in a similar situation as my NW.
It's still kinda early in the morning and it was a long night so I can't think properly
How would it affect Dual Blades who has a combo linked to AS? I figure, sets like Kinetic Melee or Electric Melee won't have any problems with this new mechanic as KM will simply use placate with Concentrated Strike, and EM will use placate with an AoE like Thunderstrike or for ST use AS... -
Quote:Quite contrary to what recent dev discussions have told. I believe one dev is interested in a type of melee/(de)buff type AT mix and the fact that ATs can be sold on the market, it only increases possible merchandise as well as the usability of any new sets created.Unfortunately pretending is often required. Power customization and costume auras have given us great tools to give our concepts life. You have to understand however that there are limits as to what the devs can give each AT to work with mechanically. And a new AT can't simply be thrown together purely for those who wish it for concept.
Quote:You can say it over and over that you don't want an "overpowered purely ranged character with scrapper survivability" I simply do not believe you. You are asking for exactly that no matter what you say about "adjusting caps or numbers".
Quote:That said, although I support the idea for such an AT because it can provide new and unique tactics/playstyles, it wouldn't be something I'd personally play. I'm still seeking my melee/(de)buff character concept. There are so many ways you can make such a combination work well and the ranged/armor AT really is no different.
If anything, I'm supporting such an AT because, not only has it been proved that it isn't overpowered, but because it gives the devs opportunity to build a free-concept AT from scratch which has never been done. It won't be bogged down by faulty balance mechanics, forced themes, or legacy expectations that hinder the balancing of the old ATs. It'd be an opportunity for the devs to make something fun and unique with the new tech they have developed thus far.
Beyond that, I believe this game is far too imaginative and flexible to be held back by the likes of you and those who oppose the idea of new ATs. That is the main reason I'm even posting in this thread.
You think it's impossible to create an AT because of time/resources constraints, would be redundant, have to be pre-nerfed, need to suck and be unfun? No, impossible is to swan dive into a volcano and come out of a sea of lava with *more* meat on your bones vs a dissolved skeleton. Making a new AT that is fun and balanced work in CoX is far from impossible and I can attempt to defend that claim with suggestions that can work. The only means you have made thus far to counter my posts are unsupported claims and talking down of player concepts. -
Quote:Now put a shield in the hands of that Defender/Corruptor...or cover them in ice or fire or rock.I still dont get it... why cant you just make a defender/corruptor?
I mean... there's no reason you cant just sit in melee as those AT's.
And you can get armor powers from the APP/PPP's sure you wont have em at lvl 1 but you will have them from 35-50. Even tankers and scrappers dont start the game with their full array of defenses. They typically dont have the basics covered till lvl 16 or higher and still don't "fill out" till 25 and beyond when they have SOs
I even showed, in a previous post, an example that I can make roughly ANY defender with somewhere around 21% to EVERYTHING and 23% resistance to smashing and lethal if nothing else by lvl 25 with just SO's. Those numbers go higher and have broader coverage with primaries designed to improve those aspects like force field, sonic, time, dark miasma, storm summoning, or traps. Corruptors having smaller base values would obviously have slightly lower numbers but the same can be done with them. Again this is without IOs at all.
As a further example a dark/dark defender with ONLY SO's can achieve on the order of 29% defense to EVERYTHING, 66% resistance to s/l, 31% to energy, 54% to negative, 23% to toxic and 31% to psi. And thats not even factoring in the tohit debuffs from the blasts or darkest night. That's AMAZING mitigation on SO's alone. Can you imagine that same character with IOs? Similar mitigation can be achieved to varying degrees depending on powerset choices but all within a similar threshold.
All I'm saying is theme, style and playstyle go a lot deeper than set bonuses and mitigation numbers. And you can pretend a lot of stuff in this game, doesn't quite validate your point, however. We could all pretend to have dual pistol blast back when Thugs masterminds were introduced, didn't mean a comprehensive set shouldn't have been made.
Quote:This just reinforces the point that all you really want is to be overpowered.
Or maybe you just like making argumentative quips on message boards that you think are clever?
...but no, I'm not looking to be an overpowered purely ranged character with scrapper survivability...hell, if you were listening to anything I said, you'd know exactly this because I *said* it out loud...to your face and in plain words, even... -
Quote:How much do you know about Marketing or Sales?The problem with your argument is that I am going to the Paragon Market, and I am using the store credit I am getting for being subscribed, so I am spending less on the game now than before Freedom launched when I had to pay for server transfers, respecs, and the occasional boosters for my multiple accounts.
And the extra cash I'm saving from not spending it on CoH is being spent on a new MMO that's getting released on Christmas, and will cover my subscription there.
Loyal Rewards programs are everywhere, from grocery stores to gas stations. They get you to purchase more or keep buying by offering points that you can redeem for rewards. And most likely, these rewards are not cash prizes. It isn't in this case either.
And just because you're getting server transfer tokens doesn't mean you're getting back money either. Or do you not remember the limited periods where the devs offered infinite server transfers for free? OMG, better cash in on that and we could all become millionaires! Or bank on it giving us unlimited months of subscriptions somehow!!
No, no one's paying you to play the game. A service has just changed distribution methods and now you spend less on that particular service. Even if that saved revenue isn't countered by your increased spending on other new things in the market and you keep more money in your pocket, the same result occurs when you just budget your money better.
Basically, you were just spending a ridiculous amount before...too much, in fact. Anything you're saving now most likely just counters that overspending. -
Quote:Lol this is the most nonsensical, logic-less post I have ever read.Nope. The company is paying me to play. The subs run as follows
1 month: $14.99*
3 months: $41.85* (equivalent to $13.95 per month)
6 months: $77.70* (equivalent to $12.95 per month)
12 months: $143.40* (equivalent to $11.95 per month)
Now each month with my sub I get a server transfer that normally costs me $9.99
550 points to use in the store that normally costs me $6.87
and a Reward Token that sells for $15.00 in the new Paragon Market (and deny it all you want but Reward Tokens now have a monetary value since we get them for every $15 bucks we spend in the store.)
That's $31.86 I'm not spending each month on the game. When I compare the value of my perks to my subscription I get the following.
If my sub is Monthly NCSoft is paying me $16.87 a month to keep my account active.
If my sub is Quarterly they pay me $17.91 a month to keep my account active.
If my sub is biannual they pay me $18.91 a month to keep my account active.
And if my sub is Annual they pay me $19.91 a month to keep my account active.
Kudos.
Well, when $16 bucks pops back up on my account after I pay my monthly subscription, maybe then posters won't be laughing in your face.
Frankly, for the past 2 months, I probably clock in around 2-4 hours of playtime a week but I use the forums far more. Reward tokens? Server Transfers? They mean exactly *zero* to me (I'd prefer name change tokens, honestly)...And since you cannot trade unneeded services for a desired service (reward tokens for a month's subscription, server transfers for name changes, etc.) you cannot equate *freebies* to money.
Like...in todays paper, there's a coupon for 2 free ice-cream sandwiches from a certain store in town. It's advertised as "It's like getting the newspaper for free!" Well, yeah...if I were going to that specific store and wanted ice-cream sandwiches. For me, it's like getting the newspaper which comes with 2 ice-cream sandwiches for my nephew...for the price of wasting my damn gas driving to that store >_>. -
Quote:Right. Now explain to me why anyone even bothers making Super Reflexes characters if it can be so easily emulated by IO bonuses. Or why even play armored ATs when you can just make the correct build to emulate an armor set.The fact that you can already make these builds in game by correct building and slotting proves that you do not have imagination. Not me.
Just because a Dual Pistols Blaster can't actually take Super Reflexes...does not mean you can't build for defense and play it off as a Dual Pistols, super reflexes character.
I'll answer that for you. Because IOs, bonuses, incarnate powers and the proper build *do not* emulate an armor set.
It's as simple as that.
Quote:It would seem that people are forgetting that when the brutes, masterminds etc, were conceived, it was for a separate game. Yes they are available to both factions now, but I imagine they would have approached the creative process differently had they thought cross faction possible. If we are going to make a new AT, make it something different.
If you think you can make something different, please do post an idea because all the bases are covered (that is, there is crowd control, there is debuffers, there is buffers, there is tankers and there is DPS...not really anything 'different' you can make of anything except various combinations of these). And no, that isn't saying nothing else could ever be added. It's the style and playstyle that varies with ATs, not specifically the role.
Quote:Sounds like an idea that you have put some thought into and it might just do well in the suggestions and idea's forum. This however is a very far cry from what the op is interested in. This toon sounds like it might actually need to use tactics in order to leverage its strengths. It sounds like it might be interesting to play.
I still wouldn't know what to do with the nukes. It probably wouldn't be right having 2 crash powers on one AT (the godmode armor and the nuke)...was actually thinking a downgraded no-crash mini-nuke for every blast set with an interruptible cast (that is eliminated if you brace yourself) might replace them but honestly, most people don't like snipes and stuff... -
Quote:Exactly the point, really.As far as the concept thing goes, I think the easiest path to disapointment is expecting the game to conform to your concept. It is much less frustrating if you build a concept out of tools that are already available in game. If the game at some point adds something that fits your concept even better, how cool is that?
I still find my Draconic Necromancer build pretty unique and fun. Not optimized, but still fun. He's a Fire Melee/SD/Levi Brute. His Dragoon magic comes primarily from his ability to change what stuff he breaths out, from fire to ice to toxic blasts, while his necromancy comes from forming a dragon's bane sword out of the soul of vanquished dragons as well as summon their bones to wield as armor.
I wouldn't have been able to really fill out that build without the Leviathan pool and the addition of Arctic Breath. Without Arctic Breath, the concept is just too bland...but that one addition went a long way.
Now think about adding some other combos into the mix and way more concepts too bland or finicky to work properly suddenly are more enjoyable. Optimal or not.
Quote:I disagree it would be a tankmage. I think in order to balance the idea, the damage would have to be piss poor without the benefit of debuffs to compensate. That screams an AT that will take more time to take out a mob than I am interested in. That is why I would rather have the devs work on something a little more interesting than a big burly pew pew pewer.
Honestly, I'd suggest thinking of the general concept of the AT (a sturdy ranged fighter) and start building the AT from there, starting with perhaps the limits of what you think the AT should be able to do...
First, I look at the AT of Tankers. I like Tankers. No one seems to think they're overpowered. They're the most upfront survivable AT there is and the damage they are capable of isn't bad at all. They may not outstrip other ATs but considering half the time they are in no danger, it more than balances out. Conversely, look at Masterminds. Probably more survivable than Tankers but can do more damage + buff the team some with the downfall of requiring the management of a bunch of pets.
So, the way I see it, you've got two flavors of 'Tanking'. The straight-forwardness of Tankers or the more complicated yet more diverse Mastermind.
Why not add a new flavor of 'Tanking' that differs from the 2 we have? I mean, we practically have 3 flavors of 'melee' and 3 flavors of 'blasting', this suggested AT can have capabilities lined up with what a Tanker can do but still not overtake what a MM can do with its variety...think, if Tankers can do their thing but with the option of being at range, is it somehow unfair to be able to do that when you've got Scrappers and Brutes able to survive similar levels of punishment but do so much more damage?
Same justification for this hypothetical AT. A ranged Tanker, so to speak. With the same general offensive capabilities of a Tanker with the added utility of range.
So then why play another melee over this AT? Specifically Tankers? Well, Brutes and Scrappers can still output more damage than a Tanker period. That is why you'd play a Brute/Scrapper in that instance, because they do more overall damage. Why play a Tanker over this new tanker type? Easy, because the main advantages of a Tanker (taunting) would come from being close while this new AT could have advantages by being far. It adds a layer of complexity over a Tanker that makes room for the new utility but puts its tactics at odds with itself in some scenarios. Not only that, but consider that buff and damage auras in armor sets only provide their effects with foes nearby...
Inherent power can be something like 'Brace for Fire' or some such where one needs to be planted in place for a time (near the ground) for 'some benefit'....Hmm...
Archtype: [Insert Name]
Primary: Armor
Secondary: Blasts
Epics: Some control and melee attacks
Inherent: Buster Shot, a passive that boosts range and attack strength while 'Brace for Fire' is unsuppressed. Adds a massive taunt to sniper attacks and makes them uninterruptible.
Primary Armor would be straight forward and on level with Brute but with HP of Scrapper.
Epics would basically be a version of the melee pools but with the ranged powers replaced by melee powers.
The secondary...would be different. On par with a Tanker's melee attacks. The control power (the stun/hold/etc) of each set would be replaced by Confront, a ST auto-hit taunt that has longer range. The Snipe would be upgraded to do heftier damage, taunt in a wide range when used from ranged and be uninterruptible when one has 'braced themselves' for the shot.
Sets without snipes will have a power altered into one (Ice Blast and Sonic would probably lose control powers for it).
Aim is replaced by 'Brace for Fire', a unique taunt aura toggle that works similar to Fury in that, when you turn it on and *stay still* for a time (the bar will fill up when you stop moving near the ground), the toggle will grant you extra range on your attacks and add 'Buster Shot' damage (a static amount of extra damage, like a proc) to all your ranged attacks. However, once a foe get within melee range (15ish feet) your aura will catch them and the majority of your range is suppressed except your snipe, which will be unable to be interrupted if you have braced yourself.
So a hypothetical blast set would be....
Radiation Blast:
1. Neutrino Bolt (ranged minor energy dmg, -def, *special* +range, Buster Shot proc)the range of pretty much all the attacks, with a foe in melee range is 30-45ft. with no foes nearby, it is regular distance
2. X-ray Beam Eyes (ranged moderate energy dmg, -def, *special +range, Buster Shot proc)
3. Irradiate (PBAoE moderate energy dmg, -def, *special* Buster Shot proc)
4. Electron Haze (Cone energy dmg, -def, knockback, *special* +range, Buster Shot proc)
5. Confront (ST long ranged taunt)
6. Brace for Fire [replaces Aim](self toggle, +ToHit, improves Buster Shot proc, PBAoE taunt)
before one gets this power, the AT will have very short range all the time and the Buster Shot proc will fire randomly and at a lower frequency. With this power, a 'fury bar' fills up when you stop moving until full, then a 'Braced to Fire' status is gained which boosts range when no foes are nearby, Buster Shot improves in frequency and snipes become uninterruptible. If you move from the first location you braced yourself at, the bar goes down relative to the distance. Nudge yourself left, right or forward a dozen feet and the bar only goes down a little and will quickly refill the instant you stop moving. Bust out into a full Super Speed sprint or TP 200+ ft to another spot and the bar bottoms out.
you could actually skip this power if you were fine with the shorter range, didn't feel like dealing with the 'have to stand still a moment' mechanic or don't like using snipes.
7. Proton Volley (Sniper, Extreme energy damage, -def, AoE taunt, *special* +range, Buster Shot proc)
8. Neutron Bomb (Ranged TAoE, moderate energy dmg, -def, *special* +range, Buster Shot proc)
9. ??? -
Quote:Firstly, ATs and powersets are created/balanced with SOs in mind, not what it can be made to do with IOs. Secondly, if VEATs were the answer, tell me how I make one with dual pistols or a bow and arrow. Thirdly, making a character survivable doesn't equate to an armor set because armor sets provide a different experience from not only armor set to armor set but from AT to AT...but you wouldn't know that would you? Because you only ever IO to softcap and play with high-end IOed bonuses piled on top. Newsflash, practically everyone plays the same because practically everyone can softcap. Just because one does that when they play doesn't everyone does and just goes to show you've lost the experience of playing the Armor sets themselves.Put some IO investment into a Blaster or Dominatior and you'll have your answer.
The devs aren't going to create a brand new AT based on ranged damage and survivability because:
A) It already exists in VEATS.
and
B) You can build a Blaster to be very survivable and pump out tons of damage already.
Quote:*snip*
Yes, what you are asking for is a TANKMAGE, made so by the game dynamics.
A Blast/Armor AT is overpowered? Is a Tankmage? Is redundant?
-IO builds were pointed out with high-end defense/regen bonuses.
To achieve high survival isn't some new trick to this game. If it's overpowered, then IOs are overpowered. If achieving high amounts of survival while shooting at range were beyond the balanced limits, then the argument falls flat because *everyone* can do this. This doesn't mean armor sets are replaced by this, or claimed redundant. Because, if it were, no one would make scrappers or brutes anymore. They'd all make corruptors and controllers or trap MMs.
If you want to continue to imply the proposed AT is overpowered, all you have to do is explain why people still play Brutes, Tankers, Stalkers and Scrappers *AT LARGE* vs other ATs. If IOs do not substitute armor sets for the other ATs it does not for the suggested one either.
-Tankmage is what this idea is?
First of all, the 'definition' of tankmage is a character who is very survivable and can shoot at people from range. That definition is useless and can be tossed in the trash (see above counter + the fact that MMs are exactly the same out of the box).
The abridged definition of Tankmage is a character that can do multiple aspects of gameplay (or all types) very well, basically replacing a 'mage' and a 'tank' at the same time. I can tell you right now, a damage capped Tanker does not replace a controller, blaster or defender/corruptor nor does a defense/resist capped Blaster. The *only* capabilities an Blast/Armor AT can achieve is high survival and killing foes without needing to be in close range...which isn't functionally different from what a Tanker or Brute can do: survive and kill things.
So, no, the AT isn't really a Tankmage because it has no high amounts of controls or debuffs or pets or team buffs (i.e. it can't do a whole bunch of other ATs' jobs). And no, the other definition of tankmage is pointless and invalidated by your own stance (if you decide to bring up IOs or VEATs).
-This idea is redundant because it can already be done with various ATs and power combos?
Okay, as long as you admit that, the only real counter to the idea can stand without being knocked over by a silent fart.
So I can make a Traps character or a Time Manipulation character or a VEAT or HEAT to simulate various armor type characters that also shoot at range? Great. If that can be considered balanced, then the statements of the idea being a Tankmage or overpowered is completely tossed out the window.
The only problem with the suggested work-arounds is concept. I can 'simulate' regen or super reflexes with Time Manipulation or Traps, but what about Invulnerability? Or Stone Armor? Or hell, Ninjutsu? Shield Defense? So on and so forth. Not only that, but the actual character concepts too. Just because I can make a defender with only melee attacks (from pools and epics), doesn't mean it'll be a very good stand-in and should be skipped. Many players have concepts for characters that use armor and shoot and your stand-ins are only half-*****.
Quote:In my opinion...the people who want this...actually want scrapper survivability with blaster damage.
I say that because of the fact that you can already make a survivable ranged damage character that doesn't have as a much damage as a blaster and doesn't have as much survivability as a scrapper...yet this clearly is not good enough for them.
Some people want a viable self-contained Super Reflexes character who uses two pistols or a power armor character that shoot beams out of their hands. Some try with the work-arounds, like making a melee with the power mastery pool or high-end blaster builds or whatever, but if the idea keeps cropping up, apparently those work-arounds indeed are half-***** and do not successfully fulfill the theme correctly.
Either you're too full of yourself to realize this or you have no imagination. That said, although I support the idea for such an AT because it can provide new and unique tactics/playstyles, it wouldn't be something I'd personally play. I'm still seeking my melee/(de)buff character concept. There are so many ways you can make such a combination work well and the ranged/armor AT really is no different. -
Quote:You, and others suggesting work arounds, are being intentionally obtuse.
It is exactly the type of experience you are looking for, but are ignoring it because you falsely believe you need to set up a kill zone and pull the spawn to you.
Okay, so what if someone wants to make a character that uses 2 pistols, can regenerate super fast and cannot be 'killed'? You know what experience matches that to a T? Dual Pistols/Regeneration or Willpower. Want to know what is just a cheap substitute? DP/Energy blast with +regen IO bonuses and Rise of the Phoenix from epic pools. Or Empathy/Pain Domination + Dual Pistols and Soul Transfer.
What if someone wants a character that shoots ice powers but also covers their body in stone/granite? Or a character that shoots fire and carries a shield? Or fires arrows and covered in flames?
It's nice to build work-arounds to fulfill a concept that is otherwise impossible, but that's not what this thread is for, now is it? -
Quote:That's a bet you'd lose. Character progression is part of what makes the game fun, therefore granting all practical rewards up-front removes much of the fun. By contrast, however, the game design mentality you suggest is for the game to intentionally keep these rewards for me and string me along. While I want character progression as part of the game, I want that character progression to be snippy and move along at a good pace. I have no need to "prove" myself to the game.
No, I don't forget. I never "waited" for anything in this game, because waiting would imply that I disliked doing what I was doing and waited for something more. And I simply did not. I did not "wait" to get to 50. I played the game I enjoy and 50 came along on its own. I never waited for new content at level 50, because I had number 50 other characters waiting to be played. I never waited for Incarnate content to début because I never WANTED raid grind. I did make a fuss about it when I had some illusions that the system could be anything more than a boring grind, but that ship has sailed. If they add solo Incarnate progression of a meaningful kind (and they won't), well... I'm no longer waiting for it.
Making me wait is wasting my time, because I have better things to do with my life than wait for things to happen.
I'm glad you're able to create your characters in a visual medium. I, however, cannot. I can't draw, I can't model, I can't animate, I can't sculpt and I don't have enough spare cash to have artwork commissioned. To me, City of Heroes is a means of expression for those who are talented in expressing themselves, but not talented in any practical way of realising that idea of expression.
When I was a kid, I used to play with action figures a lot. I had one of Skeletor, one of Batman and one of Robocop, and I spent a hell of a long time just playing with dollies. But here's the thing - they were kind of lame, and I could never get them to stand upright without propping them up on something. Besides, as much fun as playing with action figures is, much of that fun is lost when you have to do the voices and move their arms and legs with your fingers.
City of Heroes gives me action figures that I can design, but that the game can animate and operate for me. That's far, far, FAR better than anything I could represent visually. And while, yes, a single piece of artwork from a single decent artist will probably outstrip what the game has to offer... It's still a single piece of artwork. The game is an entire world with an entire host of characters, and all it costs me is $15 a month, less now since I moved to bi-yearly subscription.
I'm not interested in "challenge" or "achievement" or all the standard parlance that gets thrown around these forums, because I have nothing to prove to anyone, least of all to myself. I'm interested in making cool characters and watching them be cool on-screen. Nothing more, nothing less.Quote:Increased challenge/grind doesn't let me feel accomplished or keep goals/aspirations open to achieve, it leaves me feeling mired in tedium with goals that seem so hopelessly out of reach that I give up on them.Quote:You'd be wrong on most counts where you're guessing what I want. I'm one of a few players that's been willing to play mostly the same 8-10 level 50 characters for the past several years, making what a lot of players here would consider very slow progress on building those characters out using the Inventions system. My goals have been very much on the horizon.
Here's the problem comparing that progress to the Incarnate system. I could do pretty much anything and make progress towards my Inventions goals. Doing pretty much anything will earn me inf, though some things earn me more than others. Any TF or story arc will earn me Reward Merits.
For the Incarnate system, we got two, then four pieces of Incarnate Trial content to run that could earn Incarnate progress. You need at least 7 other people, but usually 11 other people to join you - you can't just log in and make progress whenever you want. You can't trade or email Incarnate progress - no earning it on one character and passing it around. And the latter two pieces of content? Not very popular right now.
Even at 20 iTrials to chose, the other restrictions on Incarnate progress would limit it compared to what I did with Inventions, which I did much more slowly. I could make my Inventions progress at a pace I set, because I wasn't dependent on finding 10-20 other people. It is that requirement that makes it important that each iTrial be meaningfully rewarding. For many of us, getting on an iTrial is not a convenient process. We can't do it whenever we want, like we can earn XP or inf. If an inconvenient process is not tangibly rewarding, not as many people will do it. Since the whole thing is predicated on people doing it, that creates negative feedback, and the whole system can collapse.
Now, you could say that the devs could have taken a different design route entirely. They could have produced a slower pace of content more similar to what we already had in terms of TFs and story arcs, with a different system of attaining Incarnate powers more gradually, but with more control for the individual player over pace of earnings. A lot of players probably would have liked that, though I can't know if it was a majority. If it offered more personal control over pace, I probably would prefer it to iTrials.
But even I have to admit, that wouldn't have the same marketing edge the iTrials do. I can see the lure of something that got more of the Incarnate powers system out there in play with less dev-produced content. It's not as attractive to the modern MMO audience to introduce a new system that will take many months to progress even to the midway point in. So we got something based around leagues of up to 24 people that then moves at a pace more brisk than what you think it should. We'll get more content with more individual degree of progress control sometime in the future. We don't know what that content's target progress pacing will be, but it will have to exist in the shadow of the pacing set by the iTrials, which need to be non-trivial pacing to convince people to form multi-team leagues. What's "non-trivial" is highly subjective, but even you admit your idea of it doesn't mesh well with a lot of customer expectations. That's a problem, when you need to convince the customer to participate, or the whole thing breaks down.
Are the trials not fun enough that it has to be viewed as 'work'? What does one do these trials for anyway? To get power by blasting hoards of foes to kingdom come? Then what do you do with that power? Blast more hoards to kingdom come? Am I missing something or is this circular logic contradicting someone?
Even if it took 10,000 iTrial runs to unlock max tiers with a character, how is it any different from playing any other part of the game, with or without the shiny new powers?...I guess I'm just failing to see how one could consider it grinding for these powers when all the powers do is let you grind more. Grind is grind, no matter what flavor you sprinkle on it. One just trivializes more content faster than the other. *shrugs*
But I think UberGuy gets what I'm saying even if he doesn't agree with it. The way I see it: Incarnates trivialize content (to what extent depends on who you ask) and it is because Incarnates are so common. It doesn't take a genius to figure out why they are common and a sought after tactic. All I'm saying is if the devs took measures in the first place to moderate incarnate progression (and limit choices) then the problem of trivialized content wouldn't be so common or at least had the time to bleed through the game like IOs and slowly alter the player standards.
But that's all in the past. What could be done to fix the issue know I don't know nor do I care. -
Quote:
Why? I mean, that's fine and all that you would design a game that way, but what about it makes it better other than that you'd like it to work that way?Quote:As it should be. I didn't come to City of Heroes looking for a hard game that wastes my time. There's a reason I never cared for EQ or SWG or DAOC - because I don't believe in tough love. Getting things in City of Heroes is easy, and I'd like to see it made even easier.
Honestly, if I want a "hard" game where getting stuff is a "challenge," I'll pick up a Korean grindfest MMO. Heavens knows there are a ton of these out there, both free and not, and new ones keep coming out, some even made by our very own NCsoft. That's those games, not this one. This game is easy, and I couldn't be happier for it.
You see, the customer *thinks* they know what they want but ultimately, on average, the customer is clueless. I bet you simply love to get all them shinies in your pocket as quickly as you can just as much as you'd love the inevitable wait required for more shines to be pumped out for you to grab. Right, that's the part you forget....that wait you had to do to finally get that lvl cap raise to 50...that wait to get *any* new content for that range...that wait for the incarnate stuff to debut and that wait for each part to be added to.
But then the direction of the game itself isn't particularly in line with my desires (but then that's to be expected). It's no surprise really. Things just get easier, requires less thinking/planning, requires fewer choices, more is simply handed to you and to get any sort of real challenge from the game I'm expected to either gimp myself or just increase the number of foes.
The game doesn't make me feel much more super, just the foes more incompetent as they are mowed down by steamroller teams...which is all right. It honestly started weening me off the game for its creative freedom...I love the character creator and the powers, but I can design my own characters in my head and on paper now and make even *better* powers for them. And since they are usually in conflict with each other (in stories I write) their foes will never feel incompetent. -
So people really do see the game as I've seen it all along. I honestly only cared for the first lvl35 half since I had been playing. For one, danger was around every corner. For two, it was 'fast paced' in that you got lots of powers but nothing is optimal, slots are scarce and everyone had to make choices to get good things from their build. For three, you relied, at least somewhat, on your team when you teamed and it is *FUN*.
Since then, that's sort of extended to the lv41 range. Before that, it feels like what I find fun. After that, everyone is optimized. Everyone solos everything even when you're not solo and it basically feels like everyone is just trying to be 'The Star of the Show' or something. Since then, I've gotten a lot more lvl 50s and even the alpha slot and some incarnate slots for a couple of characters, but honestly it bores me.
The thing I think the devs did wrong with the whole End-Game is they made it way to easy to obtain. You've got players with damn near half their roster of characters with tier 4 incarnate abilities and quite a few 'casuals' who have at *least* 1-2 fully incarnated out. IOs are just a visit to the blackmarket away. It's too easy to simply farm your way into whatever you want (and however many you want) in as short amount of time as a week or two.
IMO, tricking a character out with IOs should be a relative challenge without any kind of game-plan as you level. Incarates should have been rare. Even with constant farming, an account shouldn't practically have everything on every character. The average player should have maybe *TWO* choosen characters with some of the incarnate powers mid-way enhanced. It should take time and dedication to get *ONE* character with all max tiered incarnate powers.
Not only that, but you should have to *CHOOSE* which incarnate powers you want, not be able to simply 'Catch 'em all' and swap whenever you get bored of it.
Balance and moderation are the spice of life. Getting it all nownowNOW, spamming it whenever it's up, and having your cake and eating it too (not having to make a solid choice) is why people have such a sour taste in their mouths now. Nothing wrong with the incarnate powers themselves...but then they aren't hard to get. The people that do not want to include themselves in that part of the game do so for personal and academic reasons and basically sacrifice effectiveness. Those that choose to include themselves make no sacrifice (it's not hard or time consuming...the only thing you really sacrifice is individuality) and are rewarded for exploiting the power at every turn.
It *should* be sacrificing time for effectiveness or the other way around...or having some other monumental sacrifice for this power (like lessened rewards when using such powers) so that if you're not sacrificing time/effort, the powers themselves come with their own downfalls. -
Quote:That kind of presents another interesting idea for a wrinkle in the game...a good wrinkle, hopefully.It's an interesting idea. That being said, my view has always been that the various in-game alignments are really intended more as guidelines than actual limiting alignments. The current four alignments correspond by name to the most common alignments in Superhero comics but the actual in game effects for the alignments really allow for anything you want.
The analogy I like to use is the Alignment System in Dungeons and Dragons. each character has two alignments, one determines how they feel about order (Lawful, Neutral and Chaotic) and the other how they feel about good and evil (Good, Neutral and Evil) for a total of nine alignments. But then within this system you can still have a lot of variations within a single alignment category.
I see the CoX alignments in a similar system. The names of the alignments imply a certain type of morality but I don't feel they restrict you to that. An actual Vigilante would be Lawful Neutral but the Vigilante alignment in game is suitable for any Neutral but tending towards Good characters. Adding additional alignment types would be an option but honestly it doesn't seem necessary. Mechanically any new alignments would function the same way as one of the existing alignments in terms of access to content so what is the point? No matter how many alignments you add someone will always want more. I think a better option would be to keep the current alignments but add a "display alignment" feature where people can type in whatever alignment they want (similar to bio and battlecry).
Where you have the alignment track we have now (Hero/Vigilante/Villain/Rogue) but also a level of 'code' or 'moral' (Lawful<>Zealot/Neutral<>Unlawful).
What your 'moral code' would change in-game? I haven't the slightest
But it should be hard to change this...maybe only something you can change through completing *real* story arcs and making choices.
Maybe it could affect NPC dialog and dialog choices would be a no-brainer (your lawful guys are going to be focused on retaining a balance while zealots will be focused on upholding their ideals, neutrals won't care and do what they do while unlawfuls will disrupt balance even if it foils themselves)...maybe change your character name/title color? But it should be possible to be a Lawful Villain (so you're working for corrupt organization...you retain your place and don't rock the boat) or an Unlawful Hero (*kicks pebble over cliff which escalates into a landslide* NEVER FEAR! I'LL SAVE YOU, HAPLESS CITIZEN!). It'd be interesting if it even affected the missions but that's most likely too advanced for our greying comic game.
Quote:I mean keep the existing cycle of Hero to Vigilante/Villain to Rogue and so on, but also have the cycle able go in reverse, where a hero turns into an Anti-Hero--similar to a Rogue--and a villain turns into a Zealot--similar to Vigilante--and have this cycle overlap the current one. Does this make it clearer? -
Quote:Agreed.
I don't understand why everyone wants everything to have so fewer hard choices. Well, I understand why they want it, but I don't understand why they always think its such a great idea to actually do.
All this talk about inherent power mess...it's just that, messy. And it just homogenizes builds even more. For most of my characters, I always try to take different pool powers in conjunction with different primary/secondary combinations. Well that ended long ago. So I had to move on to different *combos* of pools...leadership + medicine here, teleport + fighting there...I'm probably close to running out of combos...(and when I say combos of power pools, taking just 1 of a pool doesn't count. Usually 3+ counts as 'getting the pool').
We don't need more inherent powers. We need more power pool choices.
Quote:Another thing... If the Devs decide to make ANYTHING Inherent from among the power pools, they NEED to add more powers from which we can select to fill those gaps in our builds. It irks me to have to take a power that is either useless to me or totally against my character concept simply because a power I would normally have purchased is now a freebie.
Oh... one other suggestion that occurred to me...
A compromise: You may select one Travel Power of the four currently available as an inherent at character creation. The problem? This Inherent version is completely un-enhanceable. It also does improves at 1/2 the normal rate per level advancement so the Inherent would only be like that of a current 25th level character if your 50th had it. If you decide to spend a power slot on it you get full enhancement and advancement potential.
First: 'Take back' inherent Fitness. Wait a minute, hear me out...You have to keep reading...
Second: At character creation/respec, you can choose any of the pools as an inherent pool, including Fitness. So that means, there's no reason to respect your already-respected-into-inherent-fitness toons unless you don't want inherent fitness. But now you get the choice to have something 'thematic' as your inherent ability and pick and choose from the remaining pools later...
Thirdly: Give the choosen inherent pool *bonus* effects/capabilities. So that, whichever you choose, it wouldn't need as many slots to be effective and/or could be your builds focus to sink more slots into if you so wish to emphasize that above what current pool options provide.
Inherent Teleportation may have faster activating Recall/TP foe without the interrupt and higher mag tp. Inherent Super Speed might have Hasten grant a minor PBAoE +rech buff to allies, make flurry into a cone and cheaper Burnout. Inherent Presence might have longer duration/higher mag fear and auto-hit taunts. Inherent Leadership might cost less endurance and have increased debuff/mez resist numbers + wider range. So on and so forth.
You should really have to *think* about what route you wanted to go, be able to sacrifice some aspect of a build for bonuses elsewhere, differentiate your build from others. I should have to think long and hard if I want my Spines/DA stalker to have better teleports inherently and make due with the ST fear in presence, or grab all those juicy stacked fears and settle with recall friend/teleport (and for everyone else, having your freebie fitness or dumping that for inherent flight or something). -
Quote:Then the question should really be 'Why not be a Stalker?'I didn't feel it was necessary to explain myself any further.
However, I cannot care less about the combinations. I didn't ask what people thought about the sets. I'll play what I want to play.
I asked the question, because I'm looking to see if I'll care to play a stalker any further than I already have. Pretty much all the answers have amounted to intangible evidence as to why one should be a stalker. It all comes down to a "feeling" which is a superficial reason to play an AT.
I have played many characters recently that I simply haven't enjoyed and have rerolled them at different level ranging from as early as 10 to as late as the mid 40's. I'm not interested in wasting anymore of my limited play time. So, I ask questions like this one. Unfortunately answers that boil down to "because I like it" doesn't give me an idea of whether I'm going to like it. (Though the responses are welcomed and the insight is helpful. But, it's anecdotal at best)
That's pretty much all I have to say about that.
Because, then, we can actually give you the answers you're looking for...
You don't like the Hide mechanic? Okay, then Stalkers may not be for you although I hear some players downplay that part of the AT and simply use it for the free crit at the start and view it as a bonus.
You don't like AS? It's an acquired tasted. All my Stalkers use AS, some more than others and most of them in alternate action order. Some skip AS completely. It's only really gimping yourself if you have a use for an initial burst of damage that you have no trouble timing or aren't particularly attuned with sustained DPS.
They lack AoE? There are sets that do not and work arounds to get more AoE. Elec Melee, Kinetic Melee, Dual Blades, Spines, SJ has some, Spring attack, epic pools, judgement. Yes, some sets lack any AoE and others are deficient, but that's just those sets, not the AT itself.
Low survival? If a blaster can be made survivable, so can a stalker. Some sets are less reliant on outside bonuses to achieve comfortable survival, but the AT in general encompasses planning so that you don't *need* to be able to survive a lot of damage. Just seek means to kill foes before they can even react. And it may seem blasphemous but, in a situation where a Scrapper would jump in and have a 50% chance of coming out dead, a Stalker can decide to lower that chance through hit-and-run. That is, you're only in as much danger as you let yourself be put in...
Low DPS? Again, some sets just aren't great for this. Elec, Spines, sets like these are generally slow and lack high-end DPS but that doesn't exclude sets like MA, DM, SJ, Kat...just like Brutes and Scrappers, some sets are just going to shine differently than others. It's up to you to play up the sets' strengths or cover over the sets' weaknesses.
The only other reasons I could think of to not be a Stalker is some sort of inferiority complex. When you stand next to a Tanker, you'll feel squishier. When you stand next to a Brute, you'll feel like you lack AoE. When you stand next to a Corruptor, you'll feel your team contributions are crud.
But all that is 'feelings' and just superficial. It doesn't tell the whole story and it's uninformed but it seems to be the only point of interest you want to hit on. Wasting your time? How can you be 'wasting your time' anymore than you are sitting at a computer playing a video game? You could be at the gym, studying, feeding the hungry or curing cancer. By default, you're wasting your time. And you're wasting even more of your time asking us if playing a stalker is wasting your time. You could have already leveled it to 50 and found out yourself in the time it'd take you to get the answers you seek. -
Oh man, I can see it now...
There'd be slingshots that shoot out machetes. Slingshots that shoot out grenades. Slingshots that shoot out tanks. Slingshots that shoot out other slingshots that shoot out dogs that shoot out bees from their mouths.
It'd be carnage! Bloody ****ing carnage!