Leo_G

Renowned
  • Posts

    4398
  • Joined

  1. I noticed it had no KB.

    I'm going to be quite disappointed if this set doesn't come with a Crane-Kick high-mag KB analog that I can slot up and bat bosses across a map with.
  2. Quote:
    Originally Posted by BrandX View Post
    How does giving Stalkers the ability to...

    Shield Charge -> Lightning Rod -> Assassin Strike all from Hide, make any sense?
    It makes perfect sense. We already can do LR > AS. Not every melee AT is Elec/SD.

    What doesn't make sense is Stalkers having better defense on what should be even before considering mods.

    Not sure what your stance is, BrandX. That charging with a shield shouldn't keep you hidden or that much AoE dmg shouldn't be in the hands of stalker...because both those are patently wrong.
  3. Quote:
    Originally Posted by BrandX View Post
    Phalanx Fighting would be a lose of defense, and Grant Cover would be a loss of defense debuff.

    I'm sure the removal of any power would be piss people off
    Okay, so the devs remove shield charge and leave in GC and PF....now Stalkers have higher base defense because they also have Hide? How does that make sense again?
  4. Quote:
    Originally Posted by Jibikao View Post
    The only way Stalker is superior in burst damage is when Assassin Strike has no interruption and comes out under 3s. Now that's a superior burst damage that can be used in every situation and other ATs can't match for it.
    Don't be silly. That would just make AS aanother cheap DPS tool. All you'd have to do then is get down it's endurance costs then max out on recharge to pump it out as often as possible (i.e. button mash)

    Quote:
    Originally Posted by Aett_Thorn View Post
    Honestly, my Elec/Nin Stalker is my current favorite. However, upon creating a DB/Willpower Stalker and getting it up to SO levels (think I stopped around level 27ish), I wasn't a fan. I can't imagine trying to feel productive on a full team with a MA/ Stalker.

    I think that's my problem with Stalkers: there's such a huge disparity between sets in both offensive and defensive potential. Offensively, being a ST-only character in a game where the smallest spawn size you can fight is two, and where in a team setting you're usually facing significantly more than that, you're going to be putting out less damage than a character that has lower base damage, but can do it in AoE formats. I mean, my Elec/ Stalker has Lightning Rod, Thunderstrike, Fireball, and now the Void Judgement (and Chain Induction, if it doesn't kill someone). If I'm playing solo, I tend to use all of those and my single target attacks quite frequently. On a team, I'm just cycling between those five powers, and still slaughtering whole spawns.

    If I was MA, I'd have Fireball and Void, and that's it in terms of AoE potential. Fireball recharges fast enough, but it's still a wait until level 47 to get it. Up until that point, I'd have to focus on killing hard, single targets versus slaughtering spawns. And that's the trade-off. I highly doubt that the MA would be able to take down hard, single targets at a rate sufficient to meet the Elec/'s XP potential, by a significant degree.
    I've got an Elec/Regen and a Spines/Dark. The only stalkers I occasionally turn off bosses. I challenge you to take down even a tough boss with those sets.

    Yeah, Elec and Spines are great for AoE and can manage some decent ST,. but one thing you forget about those sets: They are SLLLLOOOOOOOOOOWW. Any decent ST they manage is at a fraction of the speed of even Martial Arts.

    Quote:
    The other sets seem like they lose something key in order to gain Hide. I know that there wasn't the tech to turn off damage auras and such before recently, but Willpower I think would have gained from RttC, and Elec Armor could have been decent with Lightning Field, but without them they're only okay.
    While I could see the issue of Electric armor, I find it a downgrade to try and shoehorn RttC in WP. You have to realize Placate doesn't bring hide back up so it will cause problems with using it like other auras...except it has no effect to mitigate the enemy's attack

    Also, needing to stand in the middle of a spawn to heal? Nah, Reconstruction is far superior. Same with Invulnerability, if/when that's proliferated, get rid of Invincibility and replace it with Shadow Meld clone.

    Lastly, only those dmg auras were lost for Hide. RttC was replaced with Reconstruction. WP lost Quick Recovery for hide.


    Quote:
    Overall, I think that's why there's such a love/hate relationship with Stalkers. Some sets are great, and especially so when paired. Others are absolutely horrible together. No other AT that we have has as much of a performance gap between sets, I feel, at least in terms of how the AT is supposed to function.
    What set combos are these that are horrible?

    Quote:
    Originally Posted by Aett_Thorn View Post
    But that's kinda the problem. My Elec Stalker can choose between focusing on the boss if that's what the team needs, or wiping out the spawn's minions and lieuts. I can do either role, and while I might be better at the AoE than the ST, with AS and my ST attacks, I'm alright at taking out the boss, too. MA doesn't get that versatility. They should take down the boss every time. They have a single role: take down the toughest guy there. When he's dead, find the next toughest guy, etc. I can do the job of the MA guy well enough, but he can't do the AoE thing at all.
    Epics and the new final tier leaping pool power. But I find adjusting the spawn size down to work just as good.

    Quote:
    Originally Posted by BrandX View Post
    Also, why have Shield on Stalkers? It's real benefit is Shield Charge, and that's likely the power to be gotten rid of for Hide.
    Grant Cover? Phalanx Fighting?

    The idea isn't to remove the thing to try and piss off as many as possible, it's replacing the easiest analog so they can be lazy. :P
  5. Wow I'm surprised how so many are absolutely against simply watching an ad. It'd be different if it also had a mini-survey at the end, but simply watching? Unless it's that some are easily swayed by shiny ads so will end up spending money.

    That said, I wouldn't particularly mind, even if I didn't get anything for it. But for this type of medium, I'd rather they keep the ads within some type of theme. Maybe not ads for tampons or shoes or some random stuff. Action/Superhero movies and comics and games, yeah.
  6. Quote:
    Originally Posted by Zem View Post
    Hit and scrap IS "playing like a Stalker". In my book, the way an AT is meant to be played is encoded in its design and the design of the Stalker does NOT reward hit-and-wait. So regardless of anyone's notions of what Stalkers should be... that is what they actually ARE.
    Just reemphasizing this point because it is a huge misconception that 'scrapping' is for scrappers and what brutes/tankers do is somehow different and so what stalkers do must be different too. Scrapping is for 'melee' and that's about it.

    As for hit-and-wait, in one perspective, it *can* be viewed as being rewarded for such actions. However, it's my perspective that Stalkers are simply not *penalized* in situations that pause melee. The other ATs will be penalized in that their DPS will be effected, their buffs are going to waste and they get nothing. Stalkers are given another shot at a crit, the chance to AS and to demoralize and they technically get this for free. And this opportunity is present any time the foes aren't standing around or are out of range, moving to new targets or moving away from special attacks.
  7. Quote:
    Originally Posted by Zem View Post
    The problem with using a simple average here is that imagine what these spawns look like. For any group of 'n' enemies in an 8ft sphere they have to be spread out almost perfectly at maximum range for me NOT to easily hit more than half of them. e.g. For 5 enemies, you have to imagine they are standing at the points of an equilateral pentagon exactly 8 ft from you for me not to be able to sweep 3. How likely is that? And if I can get 3 while you get 5... you lose. It only gets easier for me to hit 3, 4, or 5 targets the more of them you pack into your 8ft sphere. 2.5 average? Hardly. Not in the SAME scenario where you are averaging 5.

    The reality too is that you're not really going to be using Lotus every 10 seconds. There are going to be a lot more cases in a typical mission or task force where a loose couple or trio of enemies are standing together and I can sweep them with Flashing Steel. All I need is two. You can't use Lotus against two targets and keep up with me on damage. You NEED to always be hitting almost twice as many targets with Lotus as I can hit with Flashing Steel to stay ahead. Because Flashing Steel is more generally useful, it will get used a lot more often that two times per every use of Lotus. It will account for more total damage, so again no... don't want to trade.
    Another note:

    Lotus Drop is a targetless AoE. Server will calculate ToHit upon pressing the button. You have to pause and be sure foes are in range of the attack. Enemies might be dead or out of range by then.

    Flashing steel is a target cone. Server will calculate if foe is in range then ToHit check after depending on your position at that point. You can stretch *any* cone if you move fast enough (easy with inherant hurdle/sprint) and hit target cap far more often. So while that PBAoE is always 8-10ft radius, you can turn 7ft cone into a ~14-18ft cone.
  8. Because when cretins use terms like 'gutted', spout about stuff they 'think' they know and expect people to listen to them, they deserve someone to flip out on them...if only so they can open their eyes and see the game for what it is, not their farming fairy tale.

    It's the same story when players roll a DM character. You wanna whine about your AoE deficiency? Make a character with AoEs. Simple as that or pick some up in an epic pool (and hey, Super Leap is getting a PBAoE too).

    And no, you're not making legitimate points. You're hyperbolizing and whining. Try making your requests in the form of an 'adult' maybe.
  9. Quote:
    Originally Posted by Diesel Punk View Post
    I don't have double standards, and I wasnt asking for EM to have burst AoE, I was asking for ANY AoE to help on teams when not everyone does have burst.
    OMG you are *waving* around double standards! You did it right there in that same run-on sentence!

    'ANY AoE'? Yeah you say that while holding up EM as an example (as if EM does *any* decent AoE for any AT but Dominators) while protesting you have no AoEs. You have DBs, you have Kinetic, you have spines. Hell, you ask for *any* AoE as if Flashing Steel isn't a retardedly easy 180 degree cone.

    This argument really vexes me. I really hope the devs hurry and proliferate Fire Melee, pump out Street Justice and Titan Weapons so these type of posters will finally shut the heck up...
  10. Quote:
    Originally Posted by Zem View Post
    He's confused about the current modifiers. Tankers are 0.8, not 0.9. Stalkers are 1.0, not 0.9. Also Bruising is only coming from the tanker's secondary tier 1 ST attack power so it's not likely boosting any of his (or anyone else's) AoE attacks by much... and it's only AoEs that Tankers could possibly challenge a Stalker on for damage. And then not EVERY Stalker.
    Not to mention he got brute mods wrong. Tankers are .8 melee mod and brutes are *below that*. Brutes pass up tanker though with 20% fury.
  11. Quote:
    Originally Posted by Diesel Punk View Post
    But what about the rest of the sets that had their AoE gutted? EM? Katana? Martial Arts? Broadsword? And especially Claws, with Spin being one of the best PBAoEs in the entire game.
    You said 'burst AoE'. None of the sets or powers you mention are really capable of that, at least not on the scale I mentioned with a stalker's.

    When someone says 'burst' the qualifiers are usually two-fold: 1. being fast in as few clicks/little animation time as possible and 2. consistence not being effected by outside sources (i.e. pull that damage out your pocket or keeping it there).

    Spin, Dragon's Tail, Whirling Sword/hands...these aren't really 'bursty'. Even with BU, it's not (which claws doesn't have...you'd need 2 stacks of FU *then* the potential might be there). That isn't to say Scraps and Brutes can't, its just 'burst' is usually limited to specific builds/strats/powersets. Using Fiery Embrace + BU and Burn + AoE is very much burst. BU + Shield Charge is too, but Soul Drain on a WP char or Power Siphon with Inv is not.

    You either say you have double standards when it comes to specific builds, be they Brute Scrap or Stalk that are capable of ST, AoE burst/DPS, or you'll simply have to accept that certain sets will do ST dmg and other sets will do AoE dmg. You cannot hold up Stalker MA or EM and whine about lack of AoE or burst when there are sets like DB, Spines and Elec melee and how we'll be getting Street Justice with all the AoE intact and most likely the same treatment for every other new set we'll get.
  12. Quote:
    Originally Posted by Civility View Post
    Stalkers are a Single target burst AT in an AoE Burst/ST DPS focused game. Wrong idea for the wrong game.
    But Stalkers have AoE burst. Just eat a red, pop BU, and use hide/placate with Burst, 1kcuts, Throw Spines, Thunderstrike/LR, Fire Ball, etc.

    You have the potential of doing AoEs with 50% crit chance, and two of them if one is from hide and the other is in conjunction with Placate. Who else can do that but Blasters with Aim+BU?
  13. Quote:
    Originally Posted by BrandX View Post
    Well, that extra damage (2.5x vs 2x) on criticals may be enough to make the difference and even them out.

    In the long run even, but still done differently (I don't know for sure).

    I'm not against different ideas on how to get there.

    Though you say strategy, and then mention two targets. Yeah, when faced against just two targets, that's a way to go...but still...that's just two targets. What about when facing a group of 8 targets?
    Well I was only talking about the 'problem' targets. All those other 8 targets are what get in the way of my scrapper (literally. when you're trying to rush a guardian before it pops a quartz, there's the possibility it will be alerted sooner because the other foes between you and the guardian have linked aggro). When there are 2 foes like guardians *in a spawn*, what options do you have on a defense based scrapper...or tanker/brute for that matter. I remember the same conundrum on my SD/DM tanker. Even with high HP, decent resists and near capped defense, if I didn't kill the guardians + quartz with shield charge (or couldn't if it hadn't recharged) I'd have to kite to keep the foes from LoS of the quartz. Then the guardians would be forced to unsummon and resummon in another spot. This gives some time to get at the guardian again if the rest of the spawn isn't in the way of course.

    I have been in situations on my Elec/elec brute, SD/DM tanker, Kat/SR scrapper, Kin/Elec scrapper, Fire/SD brute, Claw/EA, and a few others where I wish I had a 'drop dead now' strike, that the normal functionality of the set/AT just doesn't have. That said, there are exceptions. My DB/fire brute just doesn't care. Things just kinda die. It's fun but rather boring. The only choices I have to make is what AoEs to use that fight... And on my MA/SD, he sort of has some 'drop dead now' attacks but then he's not that amazing a survivor or in AoE either.
  14. Something I'd pay for?

    Linked Alts- Basically multiple builds tied to a single character. That is, you'd be able to ammend whole characters to another as an alternate build but these alternate builds are not lvl/xp linked.

    Basically, current alt builds are the same lvl for every character but you can't choose different primaries/secondaries. This would let you make a Energy/Psi blaster with alternate build as Emp/DP defender or some such. The difference being you still have to lvl each build as if they were another character.

    Disadvantages: xp and levels are seperate. You'd *lose* an alternate build for a linked alt. You'd share costume slots. You could only swap linked alts once every few hours vs every 30 min like alt builds. Only 2 linked alts max(unless theres an option to *buy* more alt builds then you can pay to turn those extra alt builds into linked alts).

    Advantages: You could be treated as your current lvl by contacts. So if one build is lvl 45 but the other is lvl 11, you can go back and do previous contacts you missed or out lvled. You could share badges. You'd share inf. You can have the exact same name. Since costumes are unlocked through badges, you can have all auras, capes and incarnate options for costumes at lvl 1 if one of the linked alts unlocked them.
  15. Quote:
    Originally Posted by TheBruteSquad View Post
    Because damage is all a Scrapper is good for. It's hard to adjust Stalker damage without obsoleting scrapper. Yet so long as Scrapper is around it's hard to justify playing a Stalker. So round and round it goes.
    This is my whole point everytime people bring up buffing stalker damage up past scraps. I love my stalkers to death, but so do i love my scrappers, blasters, brutes and everything else I play. Is it so hard to make a character and appreciate its differences rather than playing the same old set-up.

    Quote:
    Originally Posted by BrandX View Post
    I hate that my Scrapper equivalent can do so much more than the Stalker.
    I guess, if you simply look at the binary. But even on my def capped scrappers, they're limited to just scrapping. Its annoying when you have to go up against a certain foe (over and over again) in a mission that can screw you and your only option is to scramble to deal with them.

    On my Kat/SR who is soft capped with procced out attacks and DA for tanking, can run lots of enemy groups no problem. Then he runs into Devouring Earth with the Guardians and their "you have no defense" power. I have to save BU for them, turn on my stealth sprint and pray I hit them before they summon anything. And if there are 2 guardians in a spawn? Scramble!

    For a stalker I can outright kill them and if there are 2, placate and turn the corner so his buddies aren't getting buffs. Things are *easy* when you can plan a whole encounter out and execute it perfectly.

    The situation most face with stalkers/scrappers is when you min/max. If the scrap can't plan it out? Build them to just overwhelm the challenge. It basically means if there is a challenge in the game, you build the character so it's no longer a challenge. On a Stalker, the fight is still a challenge because you can lose but if you sequence everything, you turn a challenge into a one-sided fight.

    I don't want this to change.

    Quote:
    Now for me, my only complaint is the damage. Outside of PvP, I really don't see why a Stalker doesn't just match Scrapper damage mods. They'd still play differently, the Stalker would just dish out more damage.
    Personally, I think Scraps should be the better DPS fighter. If Stalkers were ever to recieve a buff, I'd like their criticals improved. Leave their base damage lower. Make hidden/placate criticals 3x damage vs 2x and make regular criticals 2.5x damage.

    Stalkers should seek to sequence their abilities to overcome challenges vs just building to overcome everything.
  16. Quote:
    Originally Posted by Jibikao View Post
    Taking away the extra combo from AS and adding to other sources doesn't change your beloved Assassin Strike. You CAN still use it just like all the other Assassin Strike. While I don't like AS, I don't think it's a total waste. I just don't want to lose out on opportunities to build extra combo points when I am under heavy attacks or fighting with lots of burning patches on the ground.

    I don't know how many points AS grants and I don't know if using other attacks build slower or faster. I just don't like it if the extra combo 'feature' is tied to AS, then it won't be as efficient, unless AS grants a lot of points. At this point, the max. seems to be 3. If they want to tie AS to extra combo points, then it should be at least 6 points so you can use two Finishers afterward. In fact, one of the things I was thinking is if combo points "expire" and if they can allow Stalker to carry more points than Brute/Scrapper/Tanker. If so, this could make SJ very interesting as Stalker finally has a way to "save up" more Heavy hits for next spawn. All is just pure speculations on my part. This is just one way I would set Stalker apart from other melee ATs because Stalker would need more opportunities for burst damage than the other 3.

    It has a lot to do with how good the finishers are, which I have no idea. And I also have no desire to find out because I like to try new things when they come out. :P
    I think you're looking too far into this combo level thing. I've heard that this system is like what Rogues use in som other game I haven't played but from other discussions detailing SJ...

    You use builder attacks to build up your combo level. Each combo level has different effects added upto level 3 which is the max. Using a finisher *spends* ALL your combo levels and returns you to 0.

    The only way your argument might seem like a problem is if the builders give less than half a point. Other than that, it's just a matter of 'spend the animation time = get the combo lvls'. You're not missing out on any opportunities if you're just attacking and AS should qualify as attacking.

    So the only advantage to building lots of combo points I could see is to give you ample time to choose a target, get in range and use a finisher. Your points would expire but you'd still be at max...then you drop to 0 after the finisher...
  17. Quote:
    Originally Posted by Jibikao View Post
    It's really hard to say but I really don't want them to tie any features to assassin strike. Same reason why I don't like Empowered Combo or Sweep combo on Stalker dual blade. They did increase 1k cut range for Stalker and that's one feature that is good.
    This is far and away an example from DB combos.

    But the way I see your stance is...you find using AS as a waste so don't want any extra features tied to it. AS itself probably takes the time of *at least* 2 attacks to use so removing this particular feature (AS having a +counter of 2 or 3 when the attacks possible in that time frame is possibly more) is literally making AS a worse choice of an attack in even more situations.

    Fine. You don't like using AS. What about everyone else that wants to? It only makes sense that an attack that takes as long as at least 2 builders to complete grants at least 2 combo points.
  18. Quote:
    Originally Posted by Jibikao View Post
    Sorry I am crying DOOM before the set even comes out. I just have a bad feeling when they tie features to Assassin Strike.
    I don't see what the big deal is. It's not like the stalker version works counter to their playstyle. As the DBs combos aren't essential for damage, it's not far fetched that the max combos finishers are no more damaging than the regular level finisher. As far as I heard, it's just upping the secondary effect.

    Quote:
    Originally Posted by Test_Rat View Post
    Good luck doing that on a resistance based stalker.
    I will. Shouldn't be too hard considering all my resist/regen stalkers also have defense too. And how often are you not capped if not nearly so on mid-lvl teams now-a-days? LOL you speak as if people don't pick up maneuvers or play SoA or use IOs.

    Quote:
    Originally Posted by Jibikao View Post
    Although I have to say it is interesting that they showed Stalker's version first before the others? Does this mean that they created this SJ with Stalker in mind first and then branch out?
    Probably not. I'm actually hoping SJ is an attack st that favors the Tanker/Brute rather than the other 2. Kinetic already leans more toward Scraps/Stalks so it's only fair. If the dmg buff is low (like 30%) and short (10 sec) but quick to recharge (30sec) That would lean the power more toward "click it for a quick finisher" rather than high-end DPS since the animation of the buff might eat into that a bit. It'd result in Scraps using it less like a perma-huge DPS gain and more toward how Stalker uses its placate.

    The above might cost its popularity with Scraps but it'd be all the rage for Brutes and debuff-tastic with Tanker gauntlet -res + exploiting finishers. For Stalkers, it'd just be another one of those sets that has decent AoE. But that's just my speculation, no more unfounded that the rest of the stuff being thrown around in the thread.
  19. Quote:
    Originally Posted by EvilGeko View Post
    I understand that. As mitigation, it's downsides far outweigh KD. As a tool for 'positioning' NPCs, I would offer that there are very few instances in this game where you need to position an NPC where a taunt power wouldn't do it better.



    KD would work just as well. If an ally is surrounded, KD allows you to give them a breather and position YOURSELF to kill them more effectively.



    KD avoids scatter. Scatter is the bane of AoE damage. AoE damage maximizes killing. Killing what is trying to kill you is and always will be better mitigation than anything KB offers. The only character that might need KB is a ST focused ranged character.
    I'd say your argument *is* flawed. You basically admit you min/max your build to marginalize external mitigation and KB itself. This is not a flaw in the mechanic, a discrepency of the game or a qualifier to alter the game into your ideal scenario.

    You see, the characters you build are maximized for herds and minimilized in dispersed situations. I build many of my characters to capitilize on both. I suppose you only have yourself to blame for your incapable build.

    *pat's EG on the back sypmathetically* :P

    >_<
  20. Quote:
    Originally Posted by Aett_Thorn View Post
    In the first, to maintain aggro for a lot of sets, KB can be detrimental, so KD is the better choice.
    Detrimental to who? If *you* are being overwhelmed, you're better alive than dead. If there are allies around and you do end up dead, KD foes will only give the team a second to adjust vs several seconds.

    Quote:
    having the aggro follow you, or using Taunt, if they're not aggro'd on you already. In none of those cases would KB be the best power to use. Could it be useful? Yes. Are there better options out there? Yes. Given that, having KB on these powers isn't necessarily a benefit, and swapping it to KD would be a net gain.
    And doing that gets rid of the one advantage KD has in that situatio : speed of melee damage. No one likes to wait for herders as it is (except maybe the AoE nazis) so to taunt then move and *wait* just makes wastes as much time as if you just scatter them with KB.

    Or what if other KB/KD is present? That make the alternate process take longer.

    And this is strictly KD vs KB. KB + taunt beats out KD + taunt for mitigation every time unless you are constantly reapplying it.

    Quote:
    It gets even worse when you look at something like Solar Flare, which is intended to be both a damage power and a mitigation power. If you want to make maximum use of the damage part, you have to suffer through the KB of it, and possibly have to chase your target down. If you want to use it as a positioning tool, you have to "waste" damage potential. In neither case can you make efficient use of both functions.
    My only Kheld is a PB and I still don't understand the hate behind Solar Flare. It's not like a PB has a whole lot of PBAoEs or auras that they need to chain for max effect. And while those foes are on the ground that's plenty of time to throw out a cone, shift into nova and throw out another.

    Quote:
    And on sets where you can use KB to knock a target back into a patch, or something like that, your very next attack could knock it back out of the patch. How is that useful?
    KB enhances other KB. You can simply knock the target back in again. Meanwhile the target is helpless.


    Quote:
    I still don't get the resistance to allowing the individual player to choose whether they get KB or KD out of a currently KB power. Any of you who had to deal with jerks who don't like KB wouldn't see any more or less of that, so it stays the same for you. But those of us that don't like the additional KB magnitude on these powers could remove it.
    Well currently, I don't deal with any complaints except for the occasional mis-timed gale when an ally lays down an ice slick at the same time. Other than that, people deal with occasionally chasing down a target while I blow the foes back into my rain patches. Or on my Energy/fire or DP/fire, the foes are simply dead. Can't complain about dead foes.

    Can you promise no one will ever even passively suggest I turn off my KB or some such?
  21. Quote:
    Originally Posted by EvilGeko View Post
    As you note, that's often not an effective strategy and it's never a more effective strategy than KD.

    By doing so, as I said, you've reduced a PBAoE into a cone. You must squander the essential nature of the power in order to use it effectively.
    EG, you do know what KB is for, right? It's a multi-facet tool for mitigation *and* positioning.

    To claim using a multi-use tool in a manner not fully expressed by its text book function is very close minded and constricting. If one were to need to stop a mass of foes surrounding you because you were being overwhelmed, KB Hand clap is just as good as KD but also giving you the room to position yourself.

    If you needed to move a set of targets to a (or away from) a location, KB Handclap is the only solution vs KD. You just need to adjust your position so the enemy is on one side of you. KD wouldn't do the job.

    If you needed to clear an ally who is surrounded, KB Handclap would easily and quickly accomplish this. KD would require several applications while your (possibly mezzed) friend can get to a safer spot.

    The only real advantage KD has over KB is you can do more (melee) damage before needing to change your position. It doesn't offer more mitigation (less in many cases), you don't have the utility of positioning targets and it requires constant reapplication to close the gap between its mitigation and KB's.
  22. Quote:
    Originally Posted by YippeeGo View Post
    Unless you're running a team of blasters, knockback will never be superior to knockdown.
    Wait, what am I saying. It'll still be inferior because blasters need to use their AoEs to kill stuff before it kills them.
    And who do you think you are, a mere gaming mortal, posting such inerior tactics among us gaming meta-gods, the immortals that surpass even the well's omni-statistical-bullcrappery?

    Be off! Your puny mortal mind woud never grasp the complexities of knockback such as the "knock it back where it started" method or god-like skills such as "Follow".
  23. But Mr. OP,

    These new powersets *have no* monetary value. They aren't purchaseable with money but with a system of points that cannot be sold or traded.

    Technically, if one were to have bought Going Rogue, they can still sell it if they had the physical disc or codes with the game access. I can't do anything with these points once I get them except add to my account access. I can't get refudunded for my points, I can't trade my extra points for VIP game access(AFAIK) nor can I go on ebay and sell my points for cash or trade them to another player for a service.

    So these powersets aren't worth anything but the points you spend to get them...and the devs are giving away these points too (I believe an extra 100+ if you're tier 9 VIP).
  24. I have more words on this but since I'm typing this on my phone, i'll cut it short...

    We all need to just accept some powers/tactics as liabilities in the hands of the incapable. Some players will just be *better* than you at utilizing certain effects/powers than you currently are or willing to be.

    I hear up and down how some don't like Power Siphon because it's too cumbersome while others love it and make great use of it.

    I, personally suck at managing pet ATs and in the hands of an incapable player you can get teammates *killed*. Doesn't stop some of the more keybind crafty to make the entire PvE game a cakewalk on a MM.

    Toggle debuffs are great if you know how to use them. If you don't know what targets to choose though, you'll have your anchors constantly killed therefore you'll need to recast them. And if you don't pay special attention to that anchor, more likely than not you'll aggro something(s!) you didn't mean to and be killed.

    KB is no different. Some will be capable of exploiting its advantages while others may need practice. This is no more reason to offer changes to the effect than suggesting toggle debuffs be replaced with clicks or Power siphon with BU or MM pets with Voltaic sentinal clones.

    So you can either suck it up and learn to use the effect properly or avoid usibg it or encountering it in moderation. In the real world, mature adults do this all the time. Since you're interacting with other human beings, theres no reason not to extend the same sense into the game.
  25. Quote:
    Originally Posted by Hai Jinx View Post
    It was that it was slow animating.
    And to attemt to prove it by pen picking powers from individual sets is about as useful as proving it does less damage by the same pen picking method.

    Hint: it's not very, at least IMO. Sets are balanced wholly, not power by power.