-
Posts
4398 -
Joined
-
I don't like it on several principals:
-It's just a knife. Why would it do -res while Katana, BS or even Claws doesn't. That aspect of the set doesn't make sense to me.
-A teleporting attack? Really? Almost seems like that's added in just to make it different not to mention rushing in with a knife isn't the best use of it. A placate/hidden stab would be far more appropriate.
-Knives aren't very showy. In fact, that's how they're supposed to be. You'd be looking at a set that isn't going to appeal to many based on look and yet conceptually, it shouldn't be more effective than an actual sword in combat...so the set would look plain and it wouldn't appeal to power-gamers.
All in all, I'm not dissing a knife set. One of my main villains is a knife 'thrower' and this set may fit him better. But I'd prefer sets I can't already kinda-duplicate. Spines works as a knife throw/stab set too (if a heck of a lot slower) and be more effective at the same time. -
Does this mean Dark/EM will be the bees knees? I was reading about a vampire build that made Power Boost perma to buff the heal but doesn't it also buff the -ToHit? Also the Boost Range should make the cone immobilize easier to wield, eh?
It's probably the combo I'll aim for as I've never touched Dark Blast and I want to focus on that aspect of the character. And I love a good specialty character, this one focusing particularly on life drain... -
Quote:That probably wouldn't help much for feel but not sure about on paper.Agree with #1. But I'd likely say just got 50/50.
However, I was thinking on Dual Pistols the other day and I did think of something that I think would help the set without really upping it's damage.
Give Pistols the Claws treatment.
Seeing as how Swap Ammo mechanic really doesn't make anything impressive (mind you I love the set) why not make it the Claws equivalent for ranged sets?
Reduced Recharge/End Cost
Personally, I'd make HoB's secondary effect the set's secondary effect, i.e. each attack gives +def to all (not just positions) but only stackable to 3.
And if you choose the non-dancy animations, n0 d3F 4 j00!1 -
Quote:/shrugIdle side note: I don't know when this started, but mine are almost entirely the reverse. Almost all of my strongest, heaviest fighters are women and most of my lighter characters are men. If I had to put a reason to this, it's because I find the "big strong man" concept more than a little boring, bland and done to death, and I'm sure the other thousands of players in the game will be making many thousands of these. I also find the "petite, fragile woman who only serves as kidnap material or moral support" to be equally as trite and more than a little irritating. Every ******* MMO trailer I see these days has the big strong warrior guy and the skinny little mage/archer girl who looks like she's snap in half like a dry cookie in a strong breeze.
Women generally like manly guys that do the good guy stuff (like being a protector of their family, a provider, doing things that need to get done even if one must get dirty...probably hate when they do the bad guy stuff, like being smelly, scratching their junk, etc) and guys generally like womanly women (carer of offspring...um, sex...I'm sure there's some more in there). That generally translates into what role people make their characters (or what they might wear).
Me? Yeah, a lot of my melee guys often tend to be guys and my support usually tends to be girls. But in the general gist of concept and backstory, it's always the women who are the leaders that run the show and give orders, or are the strongest 'Big Bad' of my roster who are not only powerful, but obsenely intelligent/adept and yet still have 'others' fulfilling orders or running out doing her dirty work.
Hmm, I wonder what that says about me... -
Funny, I recently suggested a similar idea in someone else's thread about 'what would you pay for' and only got a minor blip of a response.
Quote:I wouldn't even mind if the impelemted solution were simply 'tricking' me to believe it was the same character. Basically, let me pick a couple of alts, link them with some kind of option and simply allow me to switch between any of them without needing to quit or log. You'd technically be swapping to a whole new character but never logging out or dropping to do so.I'd support something like this, so long as it included the option of "starting from scratch" as well.
IE, one of the alternate builds of my main character could be a BS/Shield Scrapper instead of Empathy/Dark Defender. I would happily level it up all over again. Heck, treat it as alternate builds are treated now--leave the Incarnate stuff stay the way it is, and have different powersets when you swap.
Quote:It also puts multiple different ATs into one character slot, which defeats the purpose of making people buy character slots... unless they made it cost significantly more than a character slot.
No, I do not think this will ever happen.
Quote:While I don't think we'll ever see it happen, I think it's a really good idea.
I have a power armor character that has multiple suits of power armor, that's represented by 3 different characters (had to put a v2 and v3 after the name respectively). The main is a Tank, another a Defender, and the other a Blaster. Each suit of power armor covers different needs.
For my namesake, I wouldn't mind a future Street Justice/Willpower build for my human side to compliment my Claws/Invul werewolf side.
Wow... I'm getting too many ideas off this. I'm gonna stop there, since I'm pretty sure we won't see it... Still think it's a neat idea though.
I have a character also who uses different armors because she's field testing her inventions before creating any type or model for government/law enforcement purposes. But I put an mk1, mk2 and mk3.
I started thinking of expanding my more used characters as well. My main is a Kat/SR but he's also a practiced martial artist so building him up as a MA/SR by the same name...maybe not all the way to 50 just to emphasize he's better with a sword...then he also transforms into a were-tiger that likes to use swords. Right now I just have an alternate costume but I'd eventually like to separate that off into a whole nother character as Titan Weapon/SR... -
Quote:Yes we're talking about 'AoE damage power' because he's talking about adding in universal AoE dmg to each set.The only one is Electrical Melee, provided that when you say "AoE power" you really mean "AoE damage power." I think that is the way most people look at it though. Electrical Melee is unique in that way, which probably helps explain its popularity.
And there's the new Street Justice set which removes a single target attack (Rib Cracker that does moderate dmg and -res -dmg) for AS. -
Lol why do you guys listen to me? Then I get all drawn into the discussion and have to elaborate/defend my perspective :P
Quote:And then a new set shows up on the block and a couple more sets are proliferated. One statement will remain true while the other becomes moot. /shrugIf Stalkers have a much greater proportion of sets that have poor or no AoE, I think it's fair to say Stalkers in general are not strong in that area. It looks like you disagree there. /shrug
Quote:Speaking only for myself, I have no interest in playing sets that have no AoE or only a single 5-target cone. What that means is that if I want to roll a Scrapper, almost every single attack set available to Scrappers is on the table. On the other hand if I want to roll a Stalker, my options are severely limited.
Quote:From my perspective there is a deep and wide chasm between the two in terms of AoE potential. I can understand that you may value things differently, but your attempts to paint a picture of Stalkers as not being disadvantaged at all in that area seem disingenuous at best.
If I'm painting a picture of Stalkers not being disadvantge, then you're painting a picture that Stalkers are crippled. Newsflash: neither is true.
Quote:But shouldn't we take into account that Stalkers sets generally lose an AoE attack from their Scrapper counterparts when their sets make the jump? Or are you arguing that this is irrelevant and made up by... What, Hidden criticals? What are you saying, exactly? The only reason I bring AoE up is Stalker sets almost universally have fewer AoE attacks than Scrapper sets, and therefore their AoE suffers. The drive of my AoE Assassin's Strike suggestion was to give them back the AoE they lost. I highly doubt this will hurt the AT.
AS is an attack shared by every Stalker but not all Stalker sets lose AoE. So why should the ones that lose nothing gain more? The addition isn't justified, IMO.
Quote:I'm pretty sure that's 60%, but I could be wrong. Either way, do you see it as a problem if Stalkers had guaranteed Hidden criticals on their AoEs, or at the very least a very high chance percentage, something on the order of 90-95%? It wouldn't really help sets like Martial Arts and Energy Melee, but it would help all others.
Quote:Furthermore, here's a big problem with low-percentage AoE criticals - it robs Stalker sets of their heaviest hitters. Literally robs them, as both Claws and Spines have their big hitters changed from a cone to a single-target attack. -
Quote:And continue on with that question - What sets, in general melee, are considered to have great AoE damage? Well, Elec Melee and Spines are regarded as AoE focused possibly to the extent of being poorer at ST. Then there's Dual Blades, Axe/Mace with its 2 cones + PBAoE. Claws, a strike against Stalkers, with its faster recharging cones and PBAoE. Fire Melee has only 1 cone and a PBAoE but they do more dmg with DoT. Then outliers like Super Stength's Footstomp and armor sets like Fiery Aura and Shields...On a Stalker? It kind of does, but I guess we disagree on that part. Let me invert that into a question, though - what sets do you feel have great AoE on a Stalker? If we discount Katana, we also have to discount Broadsword, that goes double for Martial Arts and Energy Melee, I assume claws loses its Spin, so that would probably go for that, too, Dark is obviously discounted and... What am I forgetting? I get that Spines is seen as having great AoE, but what else really is there? Energy Melee, that's what I was forgetting!
MA? DM? Stone? Energy? Kinetic? BS? These are not sets known for 'Great AoE'. Now compare the sets that do 'great AoE' to sets Stalkers currently have access to...
Quote:Well... You were the one who insisted that running away to rehide was a complete waste of time when last we discussed this, and I agreed with you then. Running away to lose aggro takes even longer. In general, yet, it's down to preference, but the thing is that I'm comparing speed of progress through missions. I can grab a Scrapper or a Brute and never have to disengage from a fight. If I grab a Stalker, I don't want my fights to routinely take twice as long because I had to run away. This is the exact reason I gave up on Blasters, and I don't want to do the same for Stalkers. Them I actually like.
If we're intended to occasionally break aggro and attack anew, this should be part of the Stalker's own tools, like Smoke Flash is for Ninjutsu, not effectively an abuse of the game's poor AI. And mind you, I WOULD actually support adding a Smoke Flash like power to more Stalker sets as something inherent. I just fear that making Stalkers take longer to deal with a spawn isn't in their best interest, especially in light of their other problems. If we're looking to improve them (and we are), we should be looking at ways to make them have to run away less.
Quote:You also seem convinced stalker AoE is fine when the example of melee sets for stalkers were heavily AoE sets
It's why I don't say 'Stalkers' have poor or good AoE, but 'sets' have poor or good AoE.
Quote:Then there's the fact that Stalkers have a reduced crit chance on their AoEs, even from hide, compared to a scrapper or Brute, who do not lose out on damage potential just because it's an AoE.
10-50% is greater than 5-10%. -
Quote:I guess, but I'm just not a fan of it. You'd still have players only wanting to use it on a huddle of foes rather than the target that needs to be dead.Not if it retains its original Assassination critical and just spreads a more minor damage component, say its out-of-hide damage (which isn't half bad, actually).
Quote:There's no need to be hostile, Leo. If you disagree, feel free to disagree, but please don't throw things like that in my face. It helps nobody.
I'm simply stating a fact and asking you to better express why you feel the contrary.
Quote:My point is that, as compared to Scrappers, Stalkers both lack an AoE delivery power AND have a lower damage mod at that. I'm sure your Spines and Electric Stalkers are good at AoE, but are you comparing them with Scrappers and Brutes? Are you specifically aiming to get your AoEs to hit critical damage? Becuase I tried doing that with mine on my Ninja Blade and Broadsword Stalkers and the results were a lot of squandered Hides.
My main is a Kat/SR like yours. He's adaquate at AoE and that's about it. Lotus Drop, while a nice chunck of PBAoE, isn't going to win any farming contests. The point is the set itself, Katana, isn't an AoE focused set. It just *can* do AoE. This goes for MA, EM, and DM too. The only outlier to the comparison is Claws which can do GREAT AoE except on Stalkers where it can simply do 'some'.
What will you say when Stalker get more proliferation? Honestly, I'd like to know. I haven't really lost faith and am sure the devs have learned some valuable lessons from the past. Just remember, Stalkers haven't had a melee set proliferated since Elec Melee...and BS doesn't count. But more will happen.
Quote:My point was that when fighting a boss, you can apply a lot of your Stalker tools against that boss. When fighting a large spawn, what do you do after you've used up your Hidden status and your Placate? What do you do when you're fighting Hro and enemies just keep on coming and keep on coming? What do you do when you fight Hector and six boss ambushes stream to you one after the other? What do you do when you take two steps in Praetoria and get three ambushes spawning on top of you simultaneously?
Because, really, the only two options you have are "scrap like a Scrapper" and "run away to regain Hide." The latter is a waste of time and the former puts you at a disadvantage. That's all I'm saying.
As for the last part, it's really just preference. I don't see Stalkers as being at a disadvantage engaging and I don't see running as a waste of time. One is just what you gotta do and the other is self preservation. -
Quote:Maybe as an 'out of hide' 'bonus'. Being able to AS 3+ guys? Heh, you think people complain now about how hard AS is to pull off because "It's their signature power! you're *supposed* to be using it every time you can!" just imagine how many will get frustrated because you *have* to hit multiple foes with it or else it's garbage.Sort of a pointless reply, but I wanted to bring a bit more context as to why I suggested that Assassin's Strikes be given cone and AoE damage components. And the reason for this is simple - Piercing Rounds. Both Assassin's Sword and Assassin's Blade have animations that look like they could hit people well beyond the 7-foot range of melee, reaching all the way out to 10, maybe even 15 feet. I've been playing a Ninja Blade Stalker recently, which is where I got a lot of these ideas, and one thought that always crosses my mind when I use Assassin's Blade in a large crowd is "Man, I so wish I could shishkebap that neat row of three people with one Assassin's Blade right about now!"
Playing a Dual Pistols Blaster to level 40 taught me one big thing - with a narrow enough cone and a difficult enough setup, long-cone piercing powers are generally only useful as an opener either way, since they're so hard to line up. Exactly like my Assassin's Blade, right? Oh, hey, wouldn't it be cool if Assassin's Blade could hit multiple targets? The animation looks right for it and Stalkers do need more AoE.
That was my train of thought around suggesting this change. The rest of the suggestion I sort of cobbled together around that singular idea of making Assassin's Blade go through multiple peopleAnd I say this as my game is Alt-Tabbed, with my Stalker standing nest to two Longbow soldiers side by side, itching for a penetrating attack. I just hope my finger doesn't slip and I don't use Golden Dragonfly, instead of the massive orverkill on one target while leaving the other unscathed that is Assassin's Blade.
Besides, one less downfall to AS and the playstyle in general is you don't have to worry about foe positioning. This will just emphasize the need to herd foes up rather than simply getting the job done.
Quote:- Critical Hits when NOT Hidden will automatically cast a 3 second Melee Range PBAoE Placate and Hide the Stalker.
- Critical Hits when HIDDEN will automatically recharge Build Up for all Stalker Primaries.
Quote:I know that's not what you're saying, but this is something I wanted to pick up on. Once upon a time, Stalkers were called "hit-and-run" fighters, and this was taken literally. You would assassinate a target, then run away and lose aggro, then do it again. The Stalker Fix took care of most of that erroneous thinking by making Stalkers a lot more solid in terms of scrapping power, but the notion still persists even to this day, and it lives on in the Stalkers' basic design. With the slow recharge on Placate and the finicky interruptibility of Assassin's Strike, Stalkers really do lend themselves best to this sort of hit-and-run tactic.
Except in this game, that is not and has never been a viable option, because it takes bloody ages to accomplish anything, and, crucially, because it utterly fails on a team. One of the earliest complaints about Stalkers back in the day was that they spent a lot of their time doing nothing just waiting for Hide to come back, especially during AV fights. If we are to help Stalkers, the first thing we need to do is get away from the unreliable, sporadic use of their inherent gimmick. Which, by the way, your idea seems to do
I actually like this, to be honest. It gives Stalkers a more controllable means to abuse their Inherent, and that's the one thing which could set them apart from being just stealthy Scrappers. I wonder, though, if its still random nature won't be better served by something more predictable. I mentioned killing enemies causing you to hide before because it's slightly easier to plan for when an enemy you've damaged will fall... But it's not all that much more controllable, actually.
Actually, how about this:
Hide is no longer a toggle. It is, instead, a fast-recharging click power with an infinite duration (99999 seconds, like Mastermind pets). If you have your Hide broken or you break it yourself, you can re-hide immediately, but would then have to wait another, say, 30 seconds if you want to re-hide AGAIN. This moves the waiting time to immediately after you've hidden, instead of putting it down as a buffer between breaking hide and regaining it. It also means that, if you can stay hidden for long enough to have your timer expire, you can re-hide again immediately after breaking hide, and that's without the use of Placate.
Ideally, what I want to happen to Stalkers is for them to gain the ability to hide in plain sight at a moment's notice and do this very frequently. Placate can't really do this, because making it recharge too fast would add too much soft control, like what Touch of Fear delivers, and that's not my point. That's why I spoke about divorcing the placate mechanic from the ability to re-hide.
But if I were simplifying the suggestion above, it'd be to swap Assassination and Hide. Hide would be the Passive and Assassinate the toggle. Basically, you get passive stealth and defense that never turns off or need to be reapplied, you'll just go transparent after using an awake or whatever. Assassination would be a -stealth toggle that'd basically give you a free crit when turn it on then 10% crit while you keep it on. You can then lower rehide to 4 sec so, you can crit from hidden, toggle on assassination and crit again, then just fight as normal until you need to hide again.
Quote:It's loads of minions that cause a big problem as Stalkers are very bad at delivering AoE damage and their lower damage mod makes it hard to kill enemies one at a time fast enough, and the way the game is designed, you WILL fight loads of minions, and not very rarely. I mean, run a Stalker through Praetoria and you'll see what I mean
Stalkers aren't bad at delivering AoE. They're actually pretty darn good if someone else set up the enemies for them. All I know is my Spines/DA stalker is set to +4 by default and goes higher depending on what foes he faces. My Elec/Regen orchestrates mob killing before he even drops LR and although my DB/Nin isn't IO'ed well, on teams, it's quite easy to demolish all herded minions in 2 moves or a LT and 3 moves if you use a red or two with her procced out Sweep combo.
I'm honestly confused when people mention AoE and Stalker. Is 50% chance of crit + a high dmg buff (and hey, pop reds when you know when your boom is going to be biggest!) *twice in a row* not effective? Or are you just comparing across select AoE builds?
To me, dead and dead fast mobs are the same no matter how you do it and Stalkers can do it too. Looking forward to more sets with varied AoE on Stalkers. Fire Melee, Ice Melee, Axe/Mace, Super Strength and all the new sets. If those sets aren't enough to make people get beyond the stigma that 'Stalkers can't do AoE well' I guess I'll just be forever confused... -
Quote:Just bringing this up since it was only mentioned once. I'd also be disappointed if monsterous legs are left without yet another fitting option as it's either pants or pantsless...and I never pick pantsless >_<Am I the only one that's disappointed that the "Minotaur" in the pictures is using human legs, and not the monsterous legs, to show off a new costume part?
I'm guessing this will be another option that won't work with the monster legs. Too bad, as lots of beastial characters might work well with barbarian stuff.
I also have a current female character that really needs something like the male fur pants or just a proper loincloth!! The skirt isn't doing anything for her -
Quote:Because MY Stalker is covered in ******* DARKNESS and can teleport himself and other things THROUGH SHADOWS! He can drive a damn pick up at you and mask it as a tricycle if he wanted to. Not to mention he can mentally screw with people's senses to make them think they hear or see things they didn't.It's statements like this that make me dislike powerset proliferation. Every time a new melee set comes out, people like to pretend that it is perfectly logical to completely disregard the actual concept of the ATs and give them to all four melee ATs. Stalkers are supposed to stealthy. How are you supposed to be stealthy while lugging around a MASSIVE weapon like a Railroad Crossing? I don't even WANT to know what orifice you think you're gonna hide it in!
How about taking your own lousy argument and explain what hole that Brute pulled a Crossing sign from in the middle of a crey lab in Perigrine Isle DOZENS OF MILES from any type of train tracks, Hmm?
Look, maybe you didn't realize this but, this game is called City of Heroes. I'll explain my own character concepts. I or anyone else don't require your short sighted input. -
Quote:Wow, someone else that finally gets it. I've been saying the same thing (or at leadt something similar) for a while now. People go on about Stalkers needing to out do Scraps in melee but in the whole scheme of balance, Scrappers are a DPS class too and you can't have one completely overshadowing another or else purpose is lost to invite one. The ATs should be *close* which is how they are.The question I have with this is: Do you believe that the utility value of Hide and Placate are worth nothing in balance comparisons? Personally, as I said above, if the HP are the issue, then fix it. Stalkers' cap should be increased at a minimum because there are several sets that can't even get the full benefit of accolades, IOs and their own buffs. The base difference is 129 HP. I say give that to Stalkers as well and let's take that off the table.
Then we can have a productive discussion about the roles of Stalkers and Scrappers vis a vis Brutes and Tankers. Brutes and Tankers have aggro generation (i.e. Tanking) as a stated role. Scrappers and Stalkers are supposed to be melee DPS and they have no other role that every combo in the AT can play.
If I had my way, I would significantly increase the debuffing potential of both Stalkers and Scrappers. Instead of increasing base damage of Stalkers, which in my opinion would be silly and ultimately counter-productive, I would give Stalkers strong ST debuffs that rival Defender class debuffs. For Scrappers I would have weaker ST debuffs, but attach a strong AoE debuff to their AoE attacks.
Let's use Broadsword for an example. Both sets debuff now, but -Defense isn't the greatest PvE debuff. But OK, let's go with it. I would increase it for every power in both ATs. But for Stalkers I would make Headsplitter a much more powerful -defense and I would add a strong -regen to it. For Scrappers I would attack something else like -damage to the AoE. Then Stalkers/Scrappers would have a better secondary role and really with sets like Time, Rad, Dark and Kinetics, the buff/debuff ATs could stand to have some competition.
What I take issue with is everyone wants to increase damage. I just think that's silly. Not because I like Scrappers more, but because the arms race in this game has already gotten out of hand. Another thing that gets lost in these discussions is that Stalker have significantly more defense than Blasters. Thus if they EVER start doing more damage than Blasters, the Blasters would have a fair beef. Then what do we do? Buff Blaster damage? The devs did that already (twice), but do it again? OK, but then Stalkers and Scrappers, who only have damage as a role, get devalued in teams next to our new supercharged Blasters whose defense can be buffed in teams.
If people perceive a defensive disparity, then fix that.
Heck, even the purposed AoE descrepency won't be anything to complain about once more proliferation occurrs. Once Stalkers can 50% crit Fire Sword Circle, throw on a Fiery embrace, swing around all those cones in Titan Weapons, tossing around mace/axe PBAoEs and eventually Shield Charge, maybe rounding out AoE-weak sets with Patron/epic AoEs + Spring attack...all with the ability to pop reds and hit BU just before that burst then easily do it again after a placate. I honestly don't see the beef with Stalkers and AoEs...some sets are just good at it and we'll be getting more sets in the future with decent to great AoE...
/rant off...I would probably reverse that idea, EG. Make Scrappers into the ST debuffers (as it doesn't even make much sense to me that Scraps would be debuffers at all) while making Stalkers the AoE debuffers. Consider, some of the Scrapper sets don't have big AoEs to attach debuffs to. But Stalkers have a wide-spread AoE debuff already. Just make some sort of qualifiers in combat to trigger different debuffs, like hitting a minion will get current demoralize, a Lt. demoralize+set-secondary debuff, a boss demoralize+secondary debuff and -res and on GMs/EBs/AVs a simple single target -regen/-heal.
That is to say, you don't have to bother with AS and just focus on DPS, but if you choose to take that dmg hit, you could better support a team. -
Quote:Well, that's kinda Claws/Kinetic's gimmick. Claw's BU recharges in 72sec rather than the standard 90sec and Kinetic has a mechanic that insta-recharges BU with a crit.Leo suggested making Stalker Build Up last longer. I like it, but I'd suggest the reverse - make Stalker Build Up recharge faster, instead. A Stalker with Placate and Build Up is a scary sight indeed, but that's kind of the problem - a Stalker doesn't really have both of those available for every fight. Right now, I have my Build Up double-slotted for recharge and it's down to about 40-50 seconds recharge, I think. Trouble is that most of my fights only last 20 seconds or so, and I'm left having to leapfrog Build Up from one spawn to the one after the next. Making it faster and allowing me to open every fight with decent burst damage would help greatly. I'll see about appending this to the original post, probably after Leo's.
Again, rather than completely revamp the AT or sets or whatever, I'd go the route of adding 'moves' to individual sets to give them unique advantages but still in line with the AT's playstyle. What those might be is all a fantasy though, but it's a good step toward making each set unique like the scrapper melee sets tend to feel like vs the afterthought effect stalker melee feels like.
Now that the Paragon Market has it set up to buy ATs, it's a possibility that new ATs might come into existance one day. -
Quote:Oh dear, I hope I didn't make you mad by pointing out your punctuation problems. I was just saying, if I didn't get what you were trying to say, it was because of that...When i make a character i have a concept weather its a person wielding Si or a single weapon.
But the idea is, if you make a character with a certain concept, more animations would help approximate it better. We don't need it, but we don't need customization at all. I suppose you'd be happy if all the attack options across every set were all the same?
Quote:...use the rapier for ether one...
Quote:But you are wanting the damage and other things not relating to the character concept for what reason i don't know still smells like trying to get some type of an advantage to me or would be and exploit.
As far as advantage to exploit. Perhaps. If looking good is something to exploit...I asked if you feel there would be any kind of balance problems with the revised idea to which you didn't respond. If any advantage is to be gained it is the character showing a heightened prowess with their weapon of choice by wielding it in various ways, be that a sword or dark energies wrapped around their body. Just go google Kenshi Himura or Samurai X. What makes him so unbeatable is he can change and adapt his style of fighting to his opponent...a concept within itself, really.
Quote:(example like a dagger user )
You realize though, many techniques used in fencing are also used by knife fighters. A reform skin for Broadsword animated for fencing would cover this. If you wanted a reverse grip, a costume skin could be made for the fencing set to mix and match thrusts and hammer stabs.
Quote:I would have to say a light weapon power set would be nice and i would love one to make some one who would use a single dagger or small weapon.
Quote:I could go on about this but it is useless let me just say i think if it alters the basic types of damage or or mechanics of the power set i think it should be a set unto its self.
I personally wouldn't post a topic here on the forums asking 'Can we get a knife melee set up in here?' because then you'd get stuff like 'How is a dinky razor blade super?' or 'Another weapon set!? You just got Staff melee!!' or 'Another lethal set?'. You could try to even spice it up with a cool gimmick and probably see 'Why's everything gotta have some confusing trick?'.
Basically, don't expect to ever see a set of knife animations. Because it's just easier to make new sets, and yet the devs won't waste revamping old sets to accomidate different animations like those.
Quote:Simple answer to the question.
No.
Reason being, I find the game's alternate animations and power customization good enough.
Simple, yes?
..... -
Quote:I don't think that's plausible as it's a balancing mechanic to stop exploitation. If it's possible, I'd expect stealth powers being the new 'door sit' power in farms.*Fix the Hide enemy AI bug: When the team a Stalker is on attacks a spawn, that spawn will not just aggro on players the individual NPCs can see, but actually on the entire team list. What this means is that a Hidden Stalker who has done nothing to reveal his presence will still be attacked if a team-mate causes aggro. This should not work that way. Invisible players should not be valid targets for NPCs until they are spotted.
Quote:*Fix the Placate bug: If an enemy is suffering from any debuff from the Stalker, when that Stalker uses Placate, that enemy will not lose aggro, just lose the ability to target the Stalker. Once the Placate effect expires, that enemy will chase the Stalker across the map, around corners and to the ends of the Earth. If the enemy is not subject to any debuffs from the Stalker, however, that enemy will forget the Stalker existed, either walking away idly or proceeding to fight another team-member. This means that the Stalker can disengage, rehide or even rest. Considering almost all Stalker attacks come with some sort of lingering debuff, this is highly unlikely and makes powers like Smoke Flash significantly less potent.
Quote:*Fix the OTHER Placate bug: When the Placate power is used, the Hidden effect of it is activated almost immediately. What this means is that you are then locked into a power animation for another 1.5 seconds, all the while said hide can be broken without ever giving you a chance to make use of it. Either the Hidden status needs to be moved to the end of the power (and possibly delayed past that), or the Stalker needs to be given a second or two after Placate where Hide cannot be broken by incoming damage. Otherwise, the Hidden status restoration in Placate is useless more often than not. And if that weren't bad enough, the enemy you are placating has a chance to hit you after you placate but before the power animates, breaking your Hidden status before you are able to attack, if you are unlucky enough.
Quote:*Fix the "ambush bug:" When a player-targeted ambush spawns, it immediately knows where the Stalker is, and heads over to attack him, making Assassin's Strike and Hide pretty much useless, reducing the Stalker to a somewhat gimped Scrapper. Make a special exception for Stalkers where player-triggered ambushes head for the Stalker's last known position, instead of heading straight for the Stalker, or alternately make ambushes unable to attack stealthed players that they cannot see. We can't attack invisible things ("Target too hard to see"), so can't the AI be made to do the same?
Quote:*Up the Stalker hit points cap to just below that of Scrappers: Right now, the Stalker hit points cap is so low that pretty much any set with a max hit points buff will meet and exceed the AT's own cap. The point of both ED and the GDN was to prevent characters from hitting their own caps for the most part, so this seems like a logical change.
Quote:*Up Stalker Build Up to at least 100%, more if necessary: Stalkers are intended to be the one-hit killers, focusing all of their damage on those first few attacks and crippling their enemies enough to be finished off more easily. To this effect, their 80% damage buff Build Up just doesn't cut it. It needs to be stronger, if not much stronger.
I would, however, suggest moving around the melee (and ranged) ToHit buffs. Although a nerf, push down Scrapper and Brute down to the blaster mod of 75%, keep Tanker at 100% and push Stalker up to 130-150%. Also, slightly improve the base accuracy of their attacks too. Basically, Stalkers should be extremely accurate, so much so that they could do what Brutes do for damage slotting (i.e. skip it and not feel harmed by it).
For BU itself, the extra 20% dmg is nothing to cry home about. The hindering part of BU is its duration of 10sec. With the oft better DPS option being thrown out (the likes of Soul Drain, Follow Up and Power Siphon), a similar change that Dual Blades could fit. The Empower combo lasts 10sec for other melees but can be kept up while Stalker empower lasts 20sec because it can't. If I were proposing a change that would aim to help the AT, it'd be to extend BU's duration from 10sec to 15-20sec. This is mainly to help with DPS. But if you're aiming to focus on aiding Burst dmg, I'd say there are better options
Quote:*Make Hide retain some of its stealth radius when it suppresses: Brute and Scrapper stealth does not suppress. Ever. Blaster and Pool stealth suppresses, but still leaves the character slightly stealthy. When Stalker Hide suppresses, it suppresses completely, making the Stalker highly visible to ALL enemies around. If not full strength, then Hide needs to retain half or a third strength even in combat. Remember - enemies you have aggroed already or others of the same spawn will keep attacking you even when you're stealthed, so this does not give a combat advantage. What it means is you won't be seen by all other spawns in the whole frikkin' room. For an AT that can't really pull very well (no Provoke, pulling suppresses hide and prevents the use of Assassin's Strike) that would be a great help.
Quote:*Giver Stalker random criticals a chance to occur from hide, possibly resulting in double criticals: A "double critical" Assassin's Strike would produce a 2.5 base damage plus a 4.5 Assassination critical plus another 2.5 random critical. Most normal powers would simply hit for triple damage instead of double. Considering how rare Hidden criticals are as compared to normal attacks, I don't think adding a chance for a double critical if you're really lucky would upset balance too much, but it would be awesome when it happened.
Quote:*Make Hide only suppress when you attack, but not be suppressible when you receive damage (only in PvE): This would allow Stalkers to assassinate enemies with constantly running damage auras (like Spines Wardens), not fear Red CoT Crystals, be able to fight in Caltrops and generally be screwed out of their Hidden criticals far less often. Right now, running away to re-hide for a hidden critical is statistcally pointless as you waste so much time. Considering how rare it is to be hidden beyond that - which is basically just Placate when that's available, it should make Stalkers quite a bit more solid as fighters.
Quote:*Make killing enemies, or having enemies to whom the Stalker has done the highest percent damage, cause the Stalker to immediately Hide: Either then make his Hide not suppressible by incoming attacks or give him a leeway of at least two seconds to score another Hidden critical. This should make up for their lower damage mod and lack of AoE. Speaking of which...
It'd be nice if we got some type of 'killer' buff from defeating foes though...
Quote:*Up the Stalker melee damage mod to 1.05 or 1.10. Possibly more: 1.05 would be equal to that of Dominator melee and 1.10 would be close to the Stalker damage mod of 1.12. Considering Stalkers are listed as having comparable damage to Stalkers in the new Beta and they seem to be intended to be the melee shock damage dealers, it would make sense for their sustained melee to be better than it is.
I'm always against giving Stalkers Scrapper melee mods, if only because that's their schtick. That and melee dmg. Instead, critical damage is Stalker's schtick and should be focused on. The more I hear for improvements to Stalkers, the more I think crit dmg should be upped for Stalkers. With the ability to have seperate PvE and PvP numbers, simply changing a 50dmg attack with a 50dmg crit to a 50dmg attack with a 75-100dmg crit is simple number changes. I'd even go so far as to sacrifice the scaling team crits for just plain bigger crits. This scales for AS and any critting power btw.
Quote:*Make Assassin's Strike uninterruptible when not Hidden, or possibly uninterruptible period (in PvE only): Right now, Assassin's Strikes have a base damage of scale 2.5. This is just tangentially less than the 2.62 or Head Splitter. What this means is they're solid attacks which could help Stalkers out in a scrap, but they are useless in a scrap because they're so easy to interrupt. Make them uninterruptible and you give Stalkers an extra tool to make up for taking a power out of his Scrapper-ported attack set.
*Make Assassin's Strike animate faster: Let's face it - Snipes and Assassin's Strikes have never been good DPA because they animate so slow and even worse DPS since you can use them so very rarely. Assassin's Strike would not be a very good attack out of hide even if it didn't suppress, and it's only marginally worth the time and risk invested in using it from Hide because of its high damage. Making the power faster (not necessarily TOO much so) would help with that. I'm thinking somewhere between Head Splitter and Total Focus speed.
*Alternately, make Assassin's Strike hit harder: Right now Total Focus hits for a damage mod of 3.67, for a critical of around 7.32 scale damage, or actually higher than Assassin's Strike itself. Now, probably for this reason, Total Focus doesn't score a full Critical and Energy Transfer (base 4.5 scale damage) doesn't have critical hits at all, but instead just removes the self-damage on a successful critical. Now I hear that a Street Justice power has the potential to out-damage an Assassin's Strike on a critical hit. If we're this careful of having Assassin's Strike outshined, perhaps it's time to up its damage, and somewhat significantly. Not enough to one-shot AVs, obviously, but enough to do serious harm to an even level boss, and close to one-shot the thing if used with (a possibly stronger) Build Up.
*Make Assassin's Strike AoE when out of Hide, or possibly AoE with a critical hit occurring on just the selected target: One big complaint Stalker players always have is that they lack AoE of any kind, having given up an AoE from their ported set to accommodate Assassin's Strike. So make the thing uninterruptible and give it a lower-strength AoE component when used out of hide. Assassin's Blade/Sword/Blades/Claw could cause a Head-Splitter-like narrow cone where you shishkebap multiple foes with a single stab while Assassin's Shock/Blow/Squat/Whatever do an AoE around the target. This doesn't have to deliver full damage, but having SOME AoE to it would be nice, and would give Stalkers back some much-needed AoE, especially on sets like Martial Arts.
Instead of trying to refit in powers that were dropped, I'd suggest adding features to the sets' current make-up, just like Kinetic Melee has 100% crit with Burst and insta-recharge BU from a hidden Concentrated Strike.
There's too many possibilities to list though. But it's probably easier than reforming whole sets. -
Quote:Ah, sound customization. The final fontier. So far we've got weapon custonization, power colorization, animation customization and 'stance'/vehicle/travel customization but not yet sound customization.I would gladly pay to be able to alternate SOUNDS for powersets too. If my dual blades scrapper is using vanguard swords, I *really* want it to sound more like lightsabers and less like clanking metal.
I truly hope, one day, the devs give us some form of it...if only so my robots sound like robots, my teens don't sound like grown men, etc. If customization ever extended to sounds, that'd be great, but I have a feeling they're baked into the powers...Maybe there's a way to encorporate that idea with this one? I'd imagine, if you had a silencer on you gun or had lightsabers, then you'd want all your powers to have a similar sound, not mix and match different type sounds?
I can't tell from the costume creator if the sounds of the alternate animations sync up or not (doesn't play sounds)...Anyone want to research this? If they don't, just alternate animations would work that have different sounds/particle FX. You could even give the animation a light trail for energy/magical/special type weapons.
Quote:Step 1. Clarify. OK maybe a bad example i still say new power set over skin power are put in an order for a reason from 1 -9 every thing has to be balanced and putting another system over one that works good is just redundant and unnecessary wast of time when if there going to put that much trouble in to making the powers effects and weapons animations for the rapier they should just go ahead and make a whole power set and add more options under it (smallish light weapons that use finesse like dagger, being one)
Step 2. Explain. similar power make-up but not the same means diffeant powers and there in a whole new set. Katana and Broadsword [ same set ] [ same power make-up], the [same power order] [same theme]. difference [ animation times ] and [speed which are the refitted for endurance/dmg/rech.] so you want to only change a part of the power set there is a reason as i stated that the powers are as they are changing part and not the whole unbalances the titer toter of the balanced set. I would think a new set would be better. and slower or faster is not a good reason for this i still think a skin would just be a wast of time were as i as well as most everyone else would be happy with a new set or effects or animations and nothing having to be added over another system that work fine by its self.
Step 3. Example. dual blades have a set that is like using a rapier the moves are like what you are wanting but with one not two weapons so the set would fall between this and the big bad weapon set right so a light blade set would be the best bet. Maybe with a slight defense to it to make up for the lack of damage and a dot or some thing.
You say changing part of a powerset and not the whole will unbalance things? How so? A set is balanced (now) on not only recharge, damage, endurance cost and partially on secondary effect, but on animation speed as well (if only to a degree). Since the reform skin would change much of this (having differing animation times, endurance/rech/dmg being rebalanced to keep it close to its parent set) yet use the original set as a guide, you're effectively left with the same set, not much more different from the difference between Kat and BS.
Or have you added to your stance that it'd be a waste of time? Perhaps. I can't argue if it would be time consuming or not. As was pointed out by another poster, the devs could simply make a new set then organize this extra set in the character creator. My only problem is, I feel it's just repeating the same mistake as BS and Kat. With new tech, this could simply be 'Single Sword' with the ability to change stance of 'one hand or two' and wouldn't be any more advantageous than Dual Pistol's swap ammo, or Street Justice's combos and extreme dmg uppercut that outdamages Assassin's Strike or the new Staff Melee that *will* change stances in a similar way to what I'm suggesting...
That said, I already explained why retrofitting new animations onto old sets might not be the best option.
And again, this isn't about having a 'fast/slow' mode for the old sets. That was only an *example*. This is about *flow*. If the devs added custom options for BS swing in the katana set, it would look *bad* and flow like day old diarrhea. Heck, some of the old sets by themselves don't flow so hot. Alls I'm saying is, you could make some super keen options for existing sets *if* you weren't bound by the times of these legacy sets. You can make them as new sets but then few'll want to play the old ones.
Quote:First gut reaction, no I wouldn't. Some of the powersets can already have different "skins" applied through power customization for free. Are you talking about adding more of the customization options as purchasable items?
Then there's powerset reform, which goes a bit beyond even the above. Changing the animations, animation times and possibly even rebalancing their costs and damage...basically, reforming the powers to fit the new animations rather than the animations for the powers (like what is done now). I'd love a reverse grip ninja-to animation for katana which may only need alternate animations, but an iaido style animation might be wholly different...
Just take one of your favorite sets, think of what it's theme entails then imagine it as a different style. Can that style 'fit' the old set or would you need a new one? -
Quote:It's like you only read half of what I said lolAdd Super Speed or Stealth to your scrapper, and the only part of that plan above that a scrapper can't do is placate.... and a mitigating attack (knockdown/stun/epic hold/etc) will do just as well.
So tell me how a Kinetic Scrap or a Claws scrap or a Dual Blades scrap or a dark melee scrap would pull off outright killing that guardian before it drops a quartz, hmm?
But besides general AT make-up, my Kat scrap can only *try* to eleminate that specific mob before it can react. If you miss? If you're spotted? If the *other* mobs summon a carian or +mez mushroom?
I think I made my point with that specific senario, you just seem to think just because scraps have higher melee mods, that completely trumps all and it doesn't always. Sure, you can make a build that will plow through whatever gets in your way with about any AT, but that isn't a failing of Stalkers but a general flaw of the game and the min/max mindset in general.
Quote:I understand your point here, and agree that a flat damage boost is not a solution, but you seem to be making the argument that stalkers are 'not wrong, just different'. That I disagree with - there definitely are problems with the AT. -
Quote:What!? NO!because what you want is to put different things under one power set there by being able to change power sets like costumes. let me make this clear example (fire and ice are elemental attacks right so if what you are saying would put them under one power set but the the types are completely different now get what i mean)
See? This is what I mean when I say people probably don't understand what I'm saying...not blaming anyone, just saying this is why I have to be persistent so I'll address this in steps:
Step 1. Clarify. Fire and Ice are not even *close* to the same set. One does fire damage, the other does cold. One has a PBAoE nuke, the other has a Targeted AoE nuke. One has a snipe, the other has two holds...Not only that, but they do not share any thematic ties. Just because they are both elements doesn't mean they're the same element.
Step 2. Explain. For a set to fall under my example of an idea, the powers would have to not only fall under a similar theme but a similar power make-up. I made an example of Katana and Broadsword because they are effectively the same set which share the same power make-up, the same power order and the same theme of being 'single swords'. The only difference is their animation times and speed which are the refitted for endurance/dmg/rech.
Step 3. Example. For fire, an alternate 'style' for the set may be something like 'Spirit Fire', a set that 'shapes' fire into things like birds, fireflies and what not, a theme that may fit well for a magic fire caster or a pyrokinesis user that make pictures and shapes out of their fire. To get a proper impact, flares may cast much faster while fireball migh be slower animating.
That said, I'm not advocating consolidating current sets like BS and Kat, those were only examples to get my point across. The 'powerset skin' and 'reform skin' are *new* sets added to old ones as options. -
Quote:I don't think a Tanker would even get bodyguard since bodyguard is the inherent of MM...if he had bodyguard, he'd stop being a Tanker with gauntlet and start being a MM with supremacy/bodyguard.Most can't, but that's really besides the point. I asked people to think about *why* that powerset combination would be broken, because its critical to understanding how this game is constructed. Bodyguard was put in to give masterminds, with low health and no personal defenses, more survivability. Giving any tanker bodyguard, much less a tanker that can come close to capping resistances on everything, obviously breaks the design of bodyguard.
Conversely, giving Granite tankers a ton of ranged offense that Granite itself cannot debuff breaks Granite. If you want to say that giving a mastermind granite level survivability is a non-issue, you're talking about an area of game design and game balance far outside the realm of reasonable discussion.
There are other more obvious performance-stretching combinations, but this one seemed to me to best illustrate the design-breaking issues intrinsic with allowing free form powerset and inherent ability combinations.
Although I can see a MM with stone armor on as brokeningly defensive, it'd probably be lacking the offensive punch of current MM...cripplingly so. I mean, are MMs not already brokenly powerful defensively and offensively? Take away their pets with an AoE and their ability to heal/buff them and you basically get a MM that's far more defensive at the crippling cost of needing to resummon defeated pets over and over.
Just going by what I hear on the forums all the time. I don't really play MMs much but I hear lots can solo the max difficulty, solo AVs, and all that jazz already but when it comes to incarnate stuff, all you heard was the gnashing of teeth, complaining that they can't keep their pets alive, that they can't contribute without them and so on...and it's not as if MMs get the greatest peronal buff mods either.
And how does Granite not debuff ranged? Because of the speed debuff? Aren't they already looking toward ways to lessen that little downfall when they decide to revisit SA, possibly changing granite all together? -
Quote:Technically, yes, that's what I'm saying. However the part where you say "the animations would be different so times and effects would be completely different than the broadsword set" is a point you may be seeing some type of radical advantage.so let me get this straight the skin would go over the other like broad sword and the skin would be rapier the animations would be different so times and effects would be completely different than that of a broad sword but are under the same power set so you would get to power sets under one would you be able to change them like a person changes costumes so one character could have two different power sets if so i say no.
The powers, order and 'tier' would be the same and relate to its parent set, but tweeks for animations might shift it around a bit, maybe making the tier 4 faster but the tier 1 and two a bit slower. The idea is, if I were making a fencing (not rapier, that weapon model is already available. the skin is to give the set a 'style') set, it'd be 1 handed like BS but have animations that depict light,accurate and deadly thrusts instead of big, slow and hard swings. This may or may not translate directly animation time-wise if they were to flow properly. Same would go for Iaido as the katana style which would have the user keep their katana at the waist, draw/slash, then return the sword to the waist, that might be slower for some animations but far faster for others.
What I'm trying to wrap my head around is exactly what you guys are thinking about the idea.
-do you feel, being able to swap styles with a costume change just as one would swap power colors, is overpowered? Why do you feel this way?
-is it just technically difficult so no time should be alotted to anything like this?
-that no one would use such a feature so it'd be a waste of time?
Quote:But if once chosen it is set so that character is tied to the one style even if respected then maybe but i still do not see it.
Quote:Why not just fix the old ones but there again i for one do not see what is wrong with them i would rather have options for them which would be easy to do a staff or wand object to use to do the effect or having a chose as to were its coming from my hand mouth or eyes or different types off effects which none of these effect the casting times of the power sets. If you are talking about changing the times and effects and items well thats whats known as a new power set.
Go into the costume creator or get one of your characters with all their blasts and swap all your animations to a specific type that isn't the original animation (like all 1-handed). Notice how limited they are visually. They all share a very similar (I wouldn't be surprised if they were identical) stance and emanation FX. This is because of the limits one has under animation customization in that, character cast time, effect delay, root time, ready stance, all of it has to match up with the old set.
What I suggest is the ability to basically put all that aside, work with a clean slate (cast time, animation, etc. but range, effect numbers, are the same) then afterwards, balance the numbers to be even with the parent set.
You ask why not just make a new set, and I'm saying *do* that. I just think, since it's the same set, number-wise and theme-wise, you might as well have the ability to use either. That'd be the old set's gimmick. While Titan Weapons gets momentum, Street Justice gets combos, Staff gets a combination of combos and stance change, Broad Sword can swap between regular and fencing and Katana can do kendo or iaido with but a change in grip. It's not a thematic leap to figure your BS user thinking he might start stabbing instead of slicing... -
Quote:Then sit down, calm yourself, and *DISCUSS*!
Also, there's a difference between asking for power proliferation (if I WAS asking for an "MM whip set" to be ported to other ATs) without thinking it's ok to re-animate Trick Arrow so you can use all the powers while holding guns. We HAVE several gun sets. We have ONE archery set. If you want to use guns, use those.
I would love alternate themes for sets so that they can fulfill a *theme* and Trick Arrow fulfills a good offensive gadget theme and could easily fit working with other devices to set off those offensive gadgets, be they from a gun, a wrist/shoulder mount or a bow.
Take it a step further and introduce some archery animations for the gun sets you think exists (lol transform LRM into teleport arrow nuke. I wouldn't use it but it sounds fun). Not that every set can use every type of animation, but hey, there's room for some interesting possibilities. -
Wow, that was actually really helpful, je_saist...have you been upping your constructive post quotas at all? >_>
-
Quote:Two-fold. Some players don't *want* the next new gimmick shoehorned into their sets. Secondly, it just underminds the old sets. No, the new sets aren't 'better' than the old ones, but the new sets most definitely *look better* and that's really all it takes for players to shelve those older sets in favor of the new.then why not just make them new power sets with their own gimmicks
Quote:...OR give the old sets new animation options?
Blast sets? Those hand/etc animations are all the same and boring/uninteresting. They are limited by cast time and delay before damage is applied. If, say, you wanted to have a different length cast that still fit within the cast of the old, you *still* have to account for the delay after while the projectile travels which constrains the animator more.
Melee? Their attacks are better designed as sets since their return stance and flow from one to the other can be accounted for. Making a set of animations that fit exactly within those of another is *harder* than just animating a new set. -
Quote:Well, that really only covers it up. I don't have a problem looking over that annoyance since I don't spend long amounts of time in the "Choose Primary/Secondary" window.The other option you mention, however, is really just making new powersets. To put your mind at ease over copied sets, they could rework the user interface so it showed subcategories for some sets (for instance, there could be a Swords power with the subcategories of Broadsword and Katana/Ninja Sword), but at the end of the day it's still a new powerset.
But yeah, the idea is technically new powersets. Now just come out and say you have no qualms with new sets that function mechanically the same and share close conceptual ties, then I really cannot say anything more since that is the base principal this idea is attempting to consolidate.
Quote:No, I wouldn't.
Frankly, I'm worried about the direction this game is going, where you have to "pay" for virtually everything. If I shell out my monthly subscription, I should be getting enhancements as part of the deal - including alternate graphics/animations for powersets.
The 'skins' you'd be paying for go beyond that free stuff, like rigging weapons to non-weapon animations (like the fire/ice swords). You figgure something that required extra work and effort would be worth paying for...