-
Posts
4398 -
Joined
-
Well apparently, a few dozen industrial strength rubber bands, some strong wooden planks or steel poles, a crowbar (to break stuff up into smaller handheld chunks) and a rooftop full of junk would economical, silent and somewhat portable for clearing out an area. Just move from rooftop to rooftop, taking zombies out with junk as ammo, and melee the ones hiding inside rooms.
As for covering up in zombie guts to hide...after a while, that can't be hygienic. -
Quote:Kermit the Frog Muppetic judgement?I got one:
Kinetic Judgement:
Melee Cone/Short Cone
Good Stun, maybe Knockback. Damage is Energy/Smashing.
Animation: Something in keeping with Kinetic Melee, Quick-moving hands and feet, flailing limbs and floppy passion, so on, so forth.
-
Quote:My friend was actually suggesting trying to use those flares to burn the zombies in some way (I think it involved gasoline) and I'm all like, 'Right, so then you have a bunch of flaming zombies coming after you?'.I'd imagine that being consumed by fire would also mean that you won't be able to walk for long. Not feeling pain doesn't make them fire proof. Also, I can't imagine they're eyes to be fire resistant, so they'd be blinded pretty quickly, too. They can't get you if they can't see you.
As for potential fire outbreak... Are you really going to stop and compare that to being eaten alive? I know I won't when in the middle of running. Beside, that zombie crowd was in a street, not the forest. Low risk for high gain in my opinion.
Sure, eventually the fire would consume the zombies' bodies, but how long does it take to cremate a body? And they don't need to see to get you. They go by sound as well. You'd have to wait for those parts to be consumed by heat or obscured by smoke. Worse yet, touching them could spread that fire uncontrollably...so better not let them touch you...or any trees/grass...or flamable stuff...because if you *are* running away from them for your life only to run into *another hoard*...good luck going back the way you came
And yah, I played Left 4 Dead. What of it?
But I've used swords before (mainly chinese broadsword and straight sword though), I think I can get the hang of a katana after a few uses. -
Quote:You wouldn't be playing Scrappers or Brutes either. You'd be playing Doms and Controllers.No, but then "superficial" is a matter of opinion.
If your concern is absolute min/max performance then you won't be playing a Stalker. Then again, there are quite a lot of brute and scrapper powerset combos you won't be playing either.
I still say I like the controlled calculating manner of Stalkers in a lot of situations. Mind you, I can't say Stalkers are my favorite AT, but I definitely have more Stalkers than any other melee AT.
There's something about knowing what your powers can do, gauging the foe and then executing a series of actions to dispatch a target quickly that I enjoy vs allowing more variables to mess with that outcome.
For instance, I've got a Kin/EA stalker and a KM/Elec scrapper. One past-time of that stalker is to hoard lots of reds, pop them all at once + BU and one-shot a bunch of minions then follow up with placate > concentrated strike on the Lt or Boss. He can do that with a degree of certainty that the scrapper cannot. The reason I like the scrapper is another reason, namely using Power Siphon to buff up the damage aura and watch the numbers getting bigger and melting the enemies around me.
Maybe it's because I'm not focused on a particular type of playstyle in the game, but I don't value high AoE burst or AoE DPS over ST burst or ST DPS or herding or farming or AV killing or any of that jazz. If a character can do some things well to very well, that's all that really matters. And Stalkers have particularly low variable controllable on-demand burst capabilities that cannot be captured by other melees. That's why I like them and play them. And I like Tankers and Brutes and Scrappers too. -
The circumstances I think of when choosing weapons from a cache are:
-Where am I now/going? If I'm out in the country trying to just survive or if I'm in an urban area trying to pull out survivors...I'll be choosing different stuff.
-Who am I with? If I'm alone vs being with people that I need to protect because they can't do so themselves vs being with professionals that know what's up...I'll be choosing different stuff.
In the scene where all those zombies were trying to get at Otis and Shane through the fence, my thought was "Dang, car battery and some jumper cables!" But in the gym it was "KATANA!"
As they were hobbling away, my thoughts went to area denial/crowd control tools....
How heavy would it be to carry some of that police slippery goo stuff you spray on the ground? Zombies don't seem that quick/balanced so they'd most likely be semi-helpless if caught in a patch of that stuff. So in urban situations when faced with a hoard of zombies, spray down that stuff between you and them, wait for them to get at you in close and splat them one by one...I figure if that stuff can stop a car, it can stop a hoard of zombies that'd be pulling each other down and tripping over each other to get at me.
But ultimately, I'd choose 3 weapons. My first thought was a Katana but what if it breaks? So some kind of handy bladed weapon that has a bit of range and is reliable [insert whatever that is but in any case, katana], that slippy goo stuff (used in hoard situations) and either a crossbow or a slingshot (since a slingshot is something you can construct yourself, would it count as one of my 2 weapons?). I figure a slingshot can make practically any small object lying around into a projectile and you might be able to take out a zombie that's close enough to aim at their eye. -
Quote:Probably because it wouldn't be fair.That or make this the only AT able to use buff powers on itself. That'd reduce the number of changes needed to the various sets, but is probably more trouble than it's worth to implement.
Why should this AT get a shield that is basically a buff and an armor and won't ever suppress when mezzed or cost endurance. Just to state a fact, I believe Corruptor Thermal Shield is a grantable 15% res to fire, smashing and lethal (dunno, can't check Redtomax atm) while Tanker Fire Shield is 15% res to fire smashing and lethal.
Do you think it'd be fair to have one power make this AT as sturdy as a Tanker and buff/debuff as well as a Corruptor?
If this AT is to have any type of attainable self-protection, IMO, it should give up some of its capacity to buff the team. For instance, if the AT got a version of Thermal Radiation, I'd expect it to have the 2 team shields and cauterize (ST ally heal) as its staple while giving up Warmth for Healing Flames, Forge and Melt Armor for the 2 self Shields and probably change Thaw into a PBAoE self-inclusive team mez resist buff. It'd be up in the air to exchange Power of the Phoenix with something like Blazing Aura or Burn to keep with the theme of Fire being damaging.
This would still make this AT decent at supporting a team, able to stand up on its own, but neither be as good at buffing/debuffing as Defender/Corruptor/Controller, and not be as sturdy as Tanker or Brute.
Besides that, it's just easy to pair armor sets like that to make them hybrids:
-Empathy:Regen
-Thermal Radiation:Fiery Aura
-Cold Domination:Ice Armor
-Dark Miasma: Dark Armor
-Force Field:Invulnerability
-Pain Domination: Willpower
-Kinetics:Energy Aura
-Storm Summoning:Electric Armor
-Time Manipulation:Super Reflexes
The only ones that don't have direct couplings are...
-Radiation Emission
-Sonic Resonance but you can simply do the same as you did for Thermal, replace 2 powers for self shields (probably Sonic Dispersion the PBAoE res buff, and Liquify), turn Clarity into a PBAoE version, and maybe alter Disruption Field into a personal aura power.
-Traps
-Trick Arrow
-Poison which would be harder because you'd most likely have to get rid of one of the bread-n-butter debuffs for one of the personal shields since you want to contain the debuff capacity under a Corruptor without making them useless...but you can't have the AT with all the important goodies a corruptor can do plus self protection beyond what debuffs provide.
-Shield Defense
-Stone Armor
-and Ninjutsu
...Although it might work to link Trick Arrow and Ninjutsu...hmmm...maybe even just call it Ninjutsu, rename all the arrows into thematic 'ninja-y' names and boom.
1. Entangling Arrow
2. Hide in Shadows (stealth power)
3. Ninja Reflexes
4. Danger Senses
5. Glue Arrow
6. Poison Gas Arrow
7. Kuji-in Rin (self only...yeah, buff sets without the ability to buff mez resists wouldn't get PBAoE versions for this AT)
8. A mix of Flash Arrow and Blinding Powder so an arrow with -ToHit, -perception, confuse and sleep that doesn't notify foes and can stack with Poison Gas Arrow's sleep
9. Oil Slick Arrow
Hmmm, I think this would be overpowered >_>
It wouldn't have the -res of TA which would have put it in the running of usefulness as other TA users, and it doesn't have the heal which ties together Ninjutsu so well...but it might synergize a bit too well. And a Ninja stalker with OSA? Heh, that'd be too much...maybe those 2 sets are just that awesome? -
They all must have electrical powers? Or an aspect of storm?
Lightning:
Electric Blast [Blaster, Corruptor, Defender]
Electrical Melee [Stalker, Scrapper, Tanker, Brute]
Electric Control [Dominator, Controller]
Storm Summoning [Defender, Mastermind, Controller, Corruptor]
Electric Manipulation [Blaster]
Electric Assault [Dominator]
Electric Mastery [Blaster, Corruptor, Defender, Mastermind]
Mu Mastery [All]
Cold:
Ice Armor [Tanker, Stalker]
Ice Melee [Tanker]
Ice Blast [Blaster, Corruptor, Defender]
Ice Control [Dominator, Controller]
Ice Domination [Corruptor, Defender, Controller, Mastermind]
Storm Summoning [Defender, Mastermind, Controller, Corruptor]
Ice Manipulation [Blaster]
Ice Assault [Dominator]
Cold Mastery [Blaster, Controller, Tanker, Brute, Dominator, Mastermind]
Wind:
Kinetic Melee [Tanker, Stalker, Brute, Scrapper]
Sonic Blast [Defender, Blaster, Corruptor]
Sonic Resonance [Defender, Corruptor, Controller, Mastermind]
Super Reflexes [Tanker, Brute, Stalker, Scrapper]
Claws [Brute, Stalker, Scrapper]
Storm Summoning [Defender, Corruptor, Controller, Mastermind]
Psychic Blast [Corruptor, Defender, Blaster]
Mental Manipulation [Blaster]
Psionic Assault [Dominator]
Gravity Control [Dominator, Controller
Psionic Mastery [Controller, Dominator]
Rain:
???
Archery?
Trick Arrow?
Ice Blast?
Ice Mastery?
Even with the stipulation of needing an electric set, you can think of some interesting storm combos and round out the concept with APPs/PPPs later in your career, like a Sonic Blast/Mental Manipulation Blaster with the Electric Mastery APP and color the powers white/gray for wind and have your lightning come later.
...just a suggestion. -
/Samuel L. Jackson on
Synopsis, mother$#%*^@, can you type it!
/Samuel L. Jackson off
-
Quote:No, you seem to disagree with the premise of my suggestion which coincides with the vision of the devs themselves, which is that certain ATs have certain themes and certain sets do not line up with said themes so such sets should not be given to those specific ATs.As your idea is to give four different melee sets to four different melee archetypes, instead of four melee sets to all four melee archetypes, yes, my misgivings are definitely with YOUR IDEA.
My idea is to side-step this thematic speed bump by adjusting the look/feel of said set while balancing it to better fit the AT.
Again, you do not oppose my idea, you oppose the dev's vision. So you need to be posting in threads lobbying for sets to be ported, which I've noticed you really haven't...
Meanwhile, I'll be making suggestions that are a little more possible to get something done vs sitting on my hands and waiting 2+ years.
Quote:Also, I am not that stoked about any of the specific ideas posted here. Scythes (no matter what other media might say) are a very impractical weapon and not one that really fits Stalkers any better than does the idea of a giant Sword/Weapon does.
Here's your chance now, Agge. I guess Stalkers just aren't thematically practical enough to wield large weapons...even on the premise of the set being themed as an *Executioner's Set*. Are you going to tell me now that Stalkers can't be executioners? Or that executioners didn't use large weapons like Axes or swords to behead people? Or thematically that Death doesn't silently stalk people nor carries a scythe in common media?
Quote:I guess I just don't understand why three very similar new sets should be made... when it looks like Stalkers might eventually get TW anyway, and when Staff Fighting is already going to be in the game soon enough. And besides the fact that ENTIRELY too many melee sets have been made recently... and since ATs that use melee already have the most possible combinations, that seems truly silly to me. There are many other ATs that need new powersets first. Melee has had its time, give it a rest until 2 or 3 Dominator sets have been created! -
Oh yeah, forgot about the attacks suggestion.
Honestly, outside of the players complaining about the use of AS, I don't consider the sets to need any changes. Changes could be made so that AS is either more handy for regular use or more devastating from hidden status but the sets really don't need those AoE attacks added back in.
If you're simply trying to add AoE damage, just improve the AoE of what the sets get:
MA: tough one. Eagle's Claw seems to do different things for different ATs, so maybe, for a short time after using this attack, it could add AoE splash damage in a 10ft radius around the target you attack. Might have to limit the AoE to a few attacks in the set, basically Crippling Axe Kick, Crane Kick and Cobra Strike will do AoE dmg after Eagle's Claw (and only time to fit in one of those).
EM: Whirling Hand's isn't much of an AoE attack anyway. Personally, I just like the control of EM, so making Stun a ST mag 3 stun + an AoE mag 2 stun + chance of AoE mag 1 stun would make it a sweet control ability and a possible mag 4 stun on your primary target.
Katana/BS/Dark Melee: The sets have cones, just made them wider/longer. Dual Blades already does this with a bigger 1kcuts than the other melees.
Claws: Was crap that it lost its AoE to make room for better ST. So to fix what they messed up, make Shockwave a 100% crit from hidden. Fixed. -
Quote:Just to state for completion, Stalkers also get that extra 15% flat chance of crit on those same attacks (Ripper, Eviscerate, etc) but I believe those chances aren't affected by the scaling crit buff. Not sure but can be wrong.I think you're playing up Stalkers single target capabilities too much.
As you say, Scrappers have a damage mod of 1.125, and they crit 5% of the time against minions/underlings and 10% against others. (Some attacks have a flat 15% chance.)
Stalkers have a damage mod of 1 and a flat crit rate of 10% plus 3% per teammate within 30 feet.
And do not discount the one crit you're guaranteed at the start and the reliability of Placate. You go onto mention the scaling crit infringing on the usefulness of placate, but remember that range to get the buff is only 30ft. Also something to think about; Stalkers can double crit which works off of placate giving you a crit + base chance of critical hit. Can't recall if it was tested or not, but if your scaled crit chance is taken into account for double crits, you're simply shifting its use from guaranteed crit to chance of double crit.
Quote:I don't mean to sound snarky, but let's not simply complain about Guy Perfect's suggestions. Come up with more suggestions!
But I'm with the others on some of your ideas regarding the secondaries.
The ones for Dark Armor, Ninjutsu, Ice Armor and Electric Armor are great. I'd absolutely love the sets to have those.
Energy Aura: Weak. Do not like it nor the idea of adding psionic resistance to it (it doesn't have any psi resists to stack with it to make it at least useful). I'd suggest either a click Targeted AoE or PBAoE Knockback/knockup power...but this is coming from someone who, despite not using it all the time, liked Repulse. I think the ability to AS then follow up with some AoE knock- would be amazing utility for the set. Or use it before or after Energy Drain to either establish your +def drain or to keep the foes busy while you drain their endurance.
Super Reflexes: As mentioned, don't need Lucky. How about Blink, a passive +res (minor) power that occasionally placates nearby foes around you. The chance improves the lower your HP is. Mechanically, it's an auto mez aura power that does not notify mobs.
Regeneration: Superficial Wounds. Could be a click or a passive that grants a bit of recovery but also grants the user a second 'Hide' power. Whereas Hide will unsuppress so long as you do not attack, click a glowie or are hit by damage, Superficial Wounds won't care if you are hit with damage. As long as you do not attack or click any glowies, it will put you back into Hidden status.
Willpower: Unbending Presence. A second placate (doesn't hide you) but much longer recharge. When clicked, you regen and recover a bit faster and the foe you placate stays placated...the entire duration...no matter what. That is, you can attack the foe *while* placated and the foe cannot hit you back (in PvP, it will work like regular placate). Many people applaud Ninjutsu for being so amazing, but I find Willpower better for general play. Especially if you have other tools that can be considered support (Dark Melee/WP is one survivable set, IMO), WP provides solid protection to back it up. So this little piece of support wouldn't require much planning to use, just use it on something you know you have to deal with (now or later) but are unsure if it can be done in as timely a manner as you'd like.
Quote:
I also think Stalkers simply do not do enough damage, even with their crits. I think their melee damage scale ought to be higher.
And since the actual damage of critical hits is completely controlled (they simply put a chance of doing xxx points of damage in the attack itself) all the devs would have to do is increase the damage of the critical portion. So rather than doing 1x extra damage, it could be something like 1.33x or 1.5x -
Quote:And this statement is invalid since no matter what the 'devs stated', they can simply go back against what they say.No real need for this, since it's been stated several times that every applicable set is going to get ported over to all the AT's that can use it eventually.
Quote:I am vehemently against archetype-exclusive sets. I don't care what brutes are "supposed" to be, I don't care what scrappers are "supposed" to be, if it's a melee set, all melee archetypes should get it. If it's a blasting set, all blasting archetypes should get it.
I am willing to wait for some archetypes to get a set if they have to tweak it and make it fit some silly "concept" of the archetype. But with them specifically saying they'd like to port every set to every applicable archetype eventually, I cannot - WILL not - support creating archetype-specific sets.
Besides, they've said they'll port TW to stalkers later once they can once-over that set. (After all, what's subtle about Electric Melee/Electric Armor? NOTHING! So they can't use the "not subtle enough" excuse for TW with stalkers.)
And specifically to your suggestion, you can take your scrapper-exclusive staff melee and bite it.
Also, the devs never said they will port TW to Stalkers later, they simply said it wasn't out of the question. That's no promise nor even stating a desire to do it. But it's still all beside the point since there has been no word if Stalkers will get Shield Defense and that set has been out for years.
My suggestion is, if a straight port will not work thematically, a thematic side-step is just as good, so long as it stays within the original spirit of its cousin. If Titan Weapons isn't thematic for Stalkers, it isn't for Scrappers. Side-step that theme and make it into a large weapon executioner's set for Stalkers and the flashy scraptastic flare of staff melee for Scrappers and there's really no issue.
Your misgivings are not with my idea, so they must be with representing the ATs so probably better for another thread. -
First of all, if Titan Weapons isn't thematic for a subtle sneaky Stalker, then it's not particularly thematic for Scrapper or Tanker either. Either port Titan Weapons (or Shield Defense or other seemingly non-thematic sets) to Stalker, or pull TW from Scrapper and Tanker and have TW be Brute exclusive.
In addition to the last part, give Scraps, Tanks and Stalks a polearm set that *IS* thematic for them.
Titan Weapons (Brute): This would be an exclusive to Brute. The momentum mechanic could be expanded to take into account Fury by slightly lengthening the duration of momentum depending on how much fury you had when you received the momentum.
Shock Polearms (Tanker): An exclusive to Tanker. Customizations would focus on the hammers and axes of the 2-handed weapons. The mechanic it'd use could be something like 'Epicenter' where, beyond your ST attacks taunting the foes around you, there'd be a chance they'd also be damaged by the shockwave.
1. Batter (moderate ST smashing attack, KD)
2. Upward Swing (moderate ST smash attack, KU)
3. Strike Back (moderate ST smash attack, self +def)
4. Taunt
5. Pressure Wave (Self +ToHit, +chance of Epicenter damage)
6. Crippling Blow (superior ST smash attack, stun, -def, -res, -speed)
7. Downward Swing (high targeted AoE, KD)
8. Full Swing (extreme ST smash attack, stun, KB, +chance of Epicenter damage)
9. Explosive Strike (high PBAoE smash attack, KD)
I feel this would complement Tankers better than TW as it's a focus on good ST damage to take down (and keep busy) hard foes while throwing out damage to soften the minions. When Epicenter procs, it'd proc in a PBAoE and not per foe.
Staff Melee (Scrappers): An exclusive for Scrappers. We haven't witnessed the set and its Perfection mechanic in person. I can say it definitely looks scrappy, too finesse for Brute, too flashy for Tanker. Would stick with staves, spears and generally pole-weapons.
Deadly Edge (Stalker): An exclusive for Stalkers. Customizations would focus on edged two-handed weapons. So swords, scythes, spears. The mechanic it'd use could be called Deathblow and would be similar to what staff's Perfection mechanic would be except with only one form. Deathblow adds to a counter up to 5 for each critical you get or foes you kill. Placate expends the points on your next attack if you have 3 or more 'Deathblow' points. Deathblow = negative energy damage
1. Clean Slice (low lethal damage, chance of foe hold)
2. Killing Cut (moderate lethal damage, +1 deathblow)
3. Harvest Death (moderate cone lethal dmg, KD)
4. Executioner's Edge (Assassin's Strike)
5. Build Up
6. Placate
7. Fickle Edge (Targeted AoE high lethal dmg, foe -ToHit)
8. Reap (Superior ST lethal dmg, special +1 deathblow vs dead foe, does not drop hide) Basically, you can use this on an already dead foe and still remain hidden and get credit as if you killed them
9. Guillotine (Extreme ST lethal dmg, mag 5 sleep, self +res if attack defeats opponent)
Basically, more fine controlled 'crits', giving you the chance to pull off some good damage then focus your kills on a foe as often as possible, or save it up for big bursts in your AoE. The tier 9 is particularly useful in that, even if it doesn't kill the foe, you can outright stop the foe anyway and simply move on to a new target until Placate recharges then use your 'Deathblow's on it. -
Quote:If you took the time to press quote, then it serves is purpose of:You should probably post this rant in a thread where people care.
1. Stating grievances with the direction of the game and people reading it while...
2. Not being off topic.
Any new issue threads involving add-ons to Brutes/Tankers/Scrappers I find will get the same reminder until Stalkers receive just as much attention as them. -
Quote:Lol that means "no port" or "wait 2+ years port" which is as good as ****, really.Titan Weapons for Stalkers is not off the table completely, but it's not being ported to Stalkers at this point.
So when will Stalkers get some exclusive powersets and actual ports, then? Cause comparatively, again, they get ****.
Tanker: Martial Arts, Super Reflexes, Street Justice, Titan Weapons
Brute: Broadsword/Katana, Regeneration, Street Justice, Titan Weapons
Scrapper: Axe, Mace, Energy Aura, Street Justice, Titan Weapon
Stalker: Ice Armor, Street Justice
If you can't tell, Stalkers get half of anything and that's BS. Heck, if it was going to be planned not to release TW for Stalkers, they could have pooled the resources that could port *5* sets to Scraps and Brutes and at least give Stalker 1 more proliferation.
Or maybe I'm just annoyed and peeved with the laziness of the devs but they're really going to pump out an exclusive set or two for Stalkers. That would be *smart* vs the stupidity I've seen thus far and in the foreseeable future. -
Well I've always been a proponent of sets not needing to be optimally balanced for each AT it's given to. That is, I do not mind some sets being lower dmg but with decent mitigation and nice self buffs to make it better for tanking, or a set with moderate damage but it's quick so maintains high DPS (better for scrapping) or slow high recharge power that do lots of ST and Burst damage and benefits from concentrating the damage.
That said, from the looks of it, the set has decent range, AoE and options to supplement lots of tactics but all in all it looks like it'd be better on a Tanker. Form of Body might be good for Scrappers, Mind for Brutes but Tankers sound like any of the forms would be great. As for Stalkers? The devs could do something crazy and just tie BU into the forms to so choosing BU gives you all 3 forms too, or they can give Stalker burst versions of the forms that are clicks instead of toggles, all of which act like BU but also gives you its respective form for 30 sec.
But it's all pretty difficult to imagine. I have a bad feeling, if the devs didn't even have the time to make TW for Stalker, balancing this to fit Stalkers *at all* is going to be...reaching... -
Just to make a mention, while I was staying at my bros house the past 2 months, and my cousin and nephew caught me playing CoX, they always ask what it is, what you do and who this-that-that-and-this is. I tell them "Those are my characters" and they're like 'woah, you can make all those cool characters? Can I make one?' So I load up a server I don't play on (I don't have that many characters...something like 36 spread over 3 servers) and let them go at it.
Despite me telling them what they can do, what pieces are available and different ways to customize, they used the pre-made costumes or started with pre-made and changed a couple parts. I'd imagine, with random costumes loading when you start, it's trying to show you 'what you can do'. Me? I don't need that. I know what's there and usually know what I'll make before entering the costume creator. But newbs will be overwhelmed by the options. The only way to get past this sense is to actually *see* all the pieces and you can do this by playing the game, making lots of costumes and yes, opening the costume creator and there being a random costume in your face -
Yes, not only does it execute combo effects with its powers, and that it gets to choose between 3 different type of combo effects but constant buffs come with each combo point (or perfection point in this case).
Yes there are differences, with only one drawback being you do not get to execute the 'combo effects' unless you are at maximum 'combo level' which is 3.
Since Form of Body grants you damage buffs per point, I'm *PRETTY* sure the set won't have BU...and all you had to do was look. It's not that complicated. -
Quote:And I JUST told you what the forms do.If on the other hand the forms are more dramatically different than just changing damage types then it's possible it would be balanced.
You pick a form, your hits build perfection points and certain attacks expend them in various ways. Some of those ways buff you, others add damage to your attacks. Also, while accumulated them, each level of perfection buffs you (up to 3) depending on what form you use. Oh, and you get a cone +def power clone from TW in the set too.
But if you *REALLY* don't know you could just, you know, *search* in one of the staff threads. -
Quote:It kinda is. DP just changed the secondary effects and swapped some of the damage.Out of curiosity, has information actually been released that states Staff won't have Build Up? This form change power would have to be a good deal more impressive than DP's ammo to replace Build Up.
Staff's forms does give you different effects but also combines it with Street Justice's combos. The forms are 'Mind', 'Body', and 'Soul'. I remember the body form giving you regen and/or resists when you use power that spends your perfection points and mind form adding psionic damage to your attacks.
You can take a look in-game or find the pics floating around somewhere. Not sure if the forms replace BU but do you think it'd be balanced to have the choosing of effects + BU when DP couldn't even get Aim? And the combo points feature? I dunno. Maybe. -
Quote:Yeah, the main direction with this possibility is that any extras the set has that goes along with AS would be more usable and gated less through the initial strike. Things such as Street Justice's extra combo points with AS, Dual Blades' Empower/Sweep combo (although still gated by Placate and Build up timers), and inevitable adds such as 'points' and/or 'momentum' from new sets.I really like #1 idea. Given how I *never* use AS except for from hide, that's a power that's only seeing use about 10% of the time. Which is a bit of a waste, really.
The idea generally keeps the current balance but makes play more simplistic. Simplistic isn't a bad thing but if you know me, I don't want everything to be the same and simple button pressing. It's an idea, though, and one that, if the devs ever consider taking a new look at QoL improvements, this may actually be how it's changed if a change of this nature is on the table.
Quote:Honestly, I would like to see all three to the point where I'm really not sure what I'd choose. If I HAD to choose, I'd choose for the one that makes Assassin's Strike less situational in general use, but still situational if you want the Assassination Critical, so I guess my call would still go for Idea 2.
If the interrupt from AS was diminished (or even removed) while hidden and the attack sped up (in PvE), this would make Placate+AS a no-brainer combo for taking out hard targets. It would go without question. Even for Street Justice, whose tier 9 hits harder with that crit, AS would be just as or nearly as fast, demoralize everything in a 30ft radius and grant you 2 combo points too!
And if unhidden, you decide to try and use AS without Placate, if it at least crit every time (just regular crit, not Assassination crit) you aimed it and didn't get interrupted, that'd at least make you try to time it so it does go off.
Then for #3, it was just an idea but I doubt it'd ever come to pass. Not only would it take balancing of past and future sets, it'd plainly require more effort to proliferate anything else to the AT since rather than 1 new power, we'd need 2.
But wouldn't that be funny, turning AS into the set's missing attack when unhidden? That'd be just awkward for Kinetic Melee, funny for Electric Melee, and downright overpowered for Dark Melee. -
Had this idea reading a post from Sam describing how momentum works. I don't feel like pulling up the post, but Synapse described Titan Weapon's momentum mechanic as power swapping. When you hit with a power that grants the user a 'momentum' buff, all your TW attacks then use an alternate power which has a faster activation (basically, the TW attacks, sans the attacks that can only be used with momentum active, are basically 2 different powers that can be called by a self-status mode).
How this relates to Stalkers? Assassin's Strike, of course.
Before:
We didn't have such technology to swap powers/activations by any means, a power was static on all accounts except the numbers when going into a PvP zone.
Now:
The devs have the technology to swap either whole activation animations or possibly the power as a whole. And they can do so via a mode indicator.
So what can/should/must we seek from this? I don't know the possibilities, but flinging around ideas...let's go!
1. Making it so AS has the normal animation while hidden but a faster animation out of hidden. Basically, if the damage weren't to change, it would add a decent ST moderately fast attack to every Stalker attack chain while keeping the balance relatively similar. Depending on how fast it'd be, might result in an improvement to straight up DPS. Non-crit AS does hit with some decent damage...
2. Making AS fast while hidden and slow while not hidden. Making it an attack that is very fast if you use it from ambush but while seen you have to aim it. This would make the opening volley for stalkers easier and compatible with more playstyles but less useful in every un-hidden situation. However, if the attack always crit, you might still get a good use from it if you can manage not to get hit...
3. Swapping AS with something else completely. Although I don't agree, adding AoE to Stalkers is something people often request is necessary. Making AS a hard hitting ST attack while hidden and a decent ST attack with splash AoE regularly might be a possibility... -
I actually prefer Stalker DB vs the other melees...
Coming from a 38 DB/Nin Stalker: I have enough options to decide how I want to approach a fight. It has been a while since I played her, but I'd always think to myself "Are they bundled together? Sweep" or "That Scraps got their attention. Empower > 1kcuts" and so forth. But beyond choosing how to start the fight, I don't feel bound to use the combos. I use what I want and leave the rest up to chance. I rarely bother with Weaken, I use Attack Vitals for fun on hard targets (lol leave them bleeding to death while I switch targets) and I get to use BU > 1kcuts with 50% crit chance! Those other DBers can't do that!
Coming from a 36 DB/FA Brute: Too many combos. I have too much AoE to be worried about pulling off sweep, getting maximum effect from 1kcuts, leveraging attack vitals...Basically, I *might* use 1 combo. Then? Stack Blinding Feint for Burning Aura, leverage Burn, see if Consume is recharged, click Healing Flames.
All in all, the combo system seems like 'extra' for all the ATs. You use them if you can. If you don't want to, you're not penalized. My Brute does just fine getting off a sweep or an empower combo every now and then and my Stalkers will likely end fights quick before needing constant streams of combos.
That said, an extended suggestion would be a sort of reshuffling of the combos so that the start of the combos can be 'locked'. 4 attacks in the set would be the 'starters' for each combo and nothing more. Once you click one of those 3, you 'lock' that combo in until you click another 'starter' or finish the combo.
So, for instance; Ablating, Nimble, Vengeful and One Thousand Cuts are the 'starters'. You click Ablating and start the Attack Vitals combo. The next power in the combo is Power Slice. If you click Vengeful, it would break the combo and start another. If you clicked Sweeping, nothing happens and still has Power Slice highlighted. When you click Power Slice, it will then highlight Typhoon. You could wait as long as you feel necessary, and click on any non-starter attack while you wait before finishing up the combo. So if I want to double stack Blinding Feint before finishing the Attack Vitals combo, I should...or kill off a straggler with AS then go right into a BU > 1kcuts weaken after hide comes back, I have the option.
...but that's just an idea.