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Posts
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Quote:Personally, I'd rather they just add easy replacements that mesh with the AT's nature rather than fiddling with easily breakable changes (seriously, I can see so many ways that aura not notifying mobs can bug up).I wonder how likely it would be that stalkers got their AAO set to 'do not agro' rather than Suppressed? You could lose the -damage as well just as long as you could get the damage bonus of AAO in the Hide critical. (Or at least that is what I am drooling over!
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Phalanx Fighting >> Hide
Grant Cover >> Block! (a Mind Link type PBAoE buff that, for a very short period (like 10 sec) gives a major def buff)
Against All Odds >> Strike! (a passive +ToHit that also gives you a burst damage buff (a +critical, +dmg or extra damage on attacks) for the times you use Block!)
It won't give a Stalker the high end of DPS other /SD characters get, but Stalkers never were about being the best DPS but leveraging burst damage at will. -
They should add some dramatic music right when you click the power that reaches the peak of tension after things fall over dead
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PS: Lol you want to start talking about power creeping? What about inherent stamina? While I wasn't particularly against it, I do feel it made every character a good deal powerful while removing power pool options.
So there -
And on the other hand, some of the way things are deserve to be changed if only because the old way of thinking wasn't quite right. This is one PoV often sited when people bring up crashing nukes and lobby for changing them.
See old self-stunning nukes, old self-damaging MoG, old self-immobilizing Unyielding Stance, old 'only one toggle armor at a time' mentality, etc. Even *if* it's power creeping, does it accomplish what the original game had intended *better* for our gaming experience? And does it break the game? That, IMO, is what's important here.
I'm still weary of power creep when I take my stance on the issue (yeah, I still don't think removing/softening the crash on nukes or tier 9s is necessary even if they lower the damage or weaken the buff portion) and what I realize with this new change is that buffers would simply spend less time buffing...That's it. It's hardly the change to start calling in for power creeping. -
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How does that even work?
I've never seen something like that...
Anyone want to put on their science cap and explain this to the class? -
Curious that we haven't heard from Bill or others after more information was unveiled.
Are you still feeling the same about these changes Bill? I'm certain it doesn't solve any issues you have currently with how the game functions, but does it at least leave you where you're at? -
I don't see why not. And Power Boost effects have no effect on resistance buffs on any powers anyway. That is, if you can PB FF's shields, it'll boost the defense but the toxic resist won't change.
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Quote:Patently not true. Electric, Dual Blades, Spines, even Katana/BS have more than one AoE.My main reason for saying that is Stalkers don't generally get more than one AoE attack,
The 'rule', so to speak, isn't that Stalkers get only one AoE, it was that Stalkers automatically lose a PBAoE for AS. But even that rule has exceptions since Kinetic Melee kept the PBAoE and lost the cone instead.
So whatever set a Stalker gets, it goes:
-Trade Confront for Placate.
-Trade self buff for Build up.
-Remove bizarre toggle damage powers (only for Spines:Quills so far) for AS.
--If the set doesn't have the above, swap utility (such as a mezzing AoE, Dark Melee: Dark Consumption, Elec Melee:Thunder Clap, Kinetic Melee:Repulsing Torrent) for AS.
---If none of the above, remove PBAoE for AS (exception to this rule is Katana/BS which didn't lose it's utility (Divine Avalanche/Parry) and skipped right to cutting the PBAoE).
If they choose to proliferate Scrap/Brute Fire Melee, the power most likely to be dropped is Fire Sword Circle which I'd rather Stalkers get since it far more bursty than the DoT of Fire Breath. The likelyhood of Fire Breath being dropped would hinge on making another exception but even then, I'd rather keep Fire Breath too. If anything, I'd rather they make an exception to an exception and drop the high DoT power (Incinerate) for AS because DoTs really don't mesh well with placate. Just getting the optimal powers for Stalker would probably be the best option here rather than just copying one of the existing ATs. A power set-up/order I'd feel optimal for Stalkers would be:
1. Scorch
2. Fire Sword
3. Cremate
4. Build Up
5. Assassin's Blaze
6. Placate
7. Fire Sword Circle
8. Breath of Fire
9. Greater Fire Sword -
I don't think it's posted anywhere on the video what difficulty it was. Just making the point that, when a mobs level shifts up or down, the spawn size isn't/wasn't affected.
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Now quit your whining
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And just found out, half the issue with the changes (mainly Speed Boost) will be fixed. So that's one argument that can't be brought up about this.
Still need to work on the graphics/sounds messing with people's heads. -
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Quote:I do feel concern for your situation, and I'm not sitting here plugging my ears and saying 'screw you'. I'm simply pointing out the obvious. This alteration to those buffs doesn't particularly topple the situation.I have a Bubbler named Rainbow Sherbet I'd like to introduce to you, care to guess what colours her bubbles are?
Heck they give me headaches just playing her. Which is why I can take her only in small doses. There are physiological reason behind why many people ask to not be buffed by shields, SB and whatnot, including nausea, headaches, migraines, and even epileptic seizures.
When one of my friends played his Botz/FF MM, there are times I can't even look at the screen because he made the FF's white and I'm not even that sensitive to that kind of stuff.
I ask you, when teamed with these effects that affect you, what do you do? Do you turn the camera backwards and follow 50ft behind them? How do you get around these effects being on *other* player characters? Same thing for lagging, but people's PCs/Macs are different so who knows...
That said, I'm not opposed to adding options for this change. Personally, I think a "Only apply direct buffs" option would solve any grievances that people have with this change (which I'm *still* not quite wrapping my head around...yeah I understand why but not why this change somehow flips the status quo on its head.). An option to flag yourself as 'not applicable' for the AoE effect but the direct effect could still be cast.
Quote:Fine by me. Fury and Crits are naff all use when you can't even touch me. If you bring one to Union, I'll happily prove it.
I love my stalkers but even I can see that parity is not there. Otherwise, I'd have Fiery Embrace, Shield Charge, strong damage contender sets like Fire Melee and epics that critical right. You can either stay ignorant to stalker's situation or pretend to be blind. It still doesn't make everything 'fair' or 'balanced'. -
Quote:How many times must this be brought up and how many times must we remind people that it was tried before?The best way IMO is to add scaling damage on Assassin Strike so AS hurts more on AV/Giant.
If two people can solo Lam, do you seriously think a scaling Assassin Strike is that imbalanced?
All I am asking is to add a bit more critical damage depending on the "rank", starting with Boss type, then Elite, then AV and then Giant Monster.
Quote:I find it funny that how some people said it will be overpowered if 8 Stalkers take down a Giant Monster fast. How is that different from 8 Corr/Defender stacking buffs/debuffs to take down several AVs so fast?
If it takes 8 Stalkers to take down a Giant Monster fast, so be it. You'll need to spend at least 2 hours just to find 8 active stalkers at the same time.... that alone is tough enough. -
Quote:At first I didn't mind about the costumes being lvl 50 only...but I wholeheartedly agree with this statement. A 'level 50 uniform' is tacky and dumb. If (nearly) every 50 is going to be wearing it, I really don't think I'd want to jump on that silly bandwagon >_>Which is a complete betrayal of what the game was built on. Besides, the concept is ruined by itself existing. Why would I want to wear a flashy Incarnate uniform if everyone else is going to be?
But lvls 1-49? Yeah, I'll be (mostly) solo. I'll get to enjoy my costume by myself in solitude. -
Quote:And if my sonic buffs are making you sick or my thermal buffs are slowing down your PC, what do you do on *live* to get around that issue? Not team with such buffs? Stay away from them? Both of those resolves those grievances at the base level on player-side.No, two different reasons for people to not want buffs - medical and peformance.
The next step would be fixing those graphics or just having an option to disable them in PvE.
Your problem isn't with AoE buffs, but graphics, performance and medical. Why don't you try and solve those? Rather than a fruitless solution of 'choosing' to not buff certain people (even that solution has holes. I can simply buff you because I feel like it, *right now*. What can you do about it if I do? Ask me to stop? Surprise, you'd still be able to do that with the new half-issue).
Quote:Like "Log off and not play." Think that MIGHT be something worth avoiding?
You can move around them - and, hmm, funny, for a game that relies on people *playing* (and paying a subscription,) somehow I don't think "Hey, just sign off" is what they'd want to drive for.
Quote:Speaking of fallacious arguments....
Quote:Uh....what?
My Claws/Ninja Stalker would like to have some very personal, very sharp words with you. -
Quote:First of all the 1st and 2nd are exactly the same issue but you choose to split it into 2 grievances? Just seems like padding your argument to me.Let's see:
- Future sets that have issue-causing graphics, like the old sonic or the current barrier. Can no longer skip someone.
- Can't skip people having problems (PC-wise) with graphics (causing performance problems - UNLIKE some others, "Too bad, go buy a new PC loser" is not what I consider a proper answer.)
- Can't skip people who for whatever reason would LIKE to be skipped (SB is the most common for this.)
Even then, I have see very few (if any) recent posts complaining about this stuff. Yeah, I'm sure there are still people that have these problems but as they do now, they can find ways to get around these issues themselves. I mean, I have issues lagging when a whole bunch of MM pets are on my screen and it starts to get too difficult to see enemies. What do I do? I limit how many MMs I team with to 2. Any more that join and I'm signing off the team.
Same. If you have issues with buffs causing problems for your machine, you can request not to be buffed (by the way, if it's causing problems with their PC, how is asking *yourself* not to be buffed going to stop other people's buffs from showing up on your machine?) or just sign off the team if it becomes too much of an issue.
You see? I'm not seeing your issue as an actual issue with the change. I can complain that the rain is wet but that's *my* problem, not the rain's.
Quote:Yeah. Awful actually being angry that I can no longer, with this change, let others play without various buffs if they request it. Look out for others? Pfft. Who cares. Screw everyone else, right? If they don't want the shields, they can just run away and hope I miss them. Who cares if they have issues with it. They're only a fellow human being, screw them.
And why does this actually make me angry? Because it *will* affect people I personally care about. Because this will indirectly affect people who would probably LIKE to team, but will avoid buffers all together now - or just shelve characters or dump their account all together because of problems.
And because it shows a distinct lack of care on the part of the dev team (who I've been growing more and more disappointed in) about little things like "Balance" and "Power creep" that keep a game actually playable. -
Quote:*shurgs*Nope. Forced.
Now shelving several characters, and given how the dev team seems to be on a "moar power regardless" (and not paying attention to what problems that brings,) giving my subscription a serious looking at.
I'm *not* liking the way this is going.
Putting aside the possible reason that you just don't like being wrong, I'm not seeing any downside to this...especially not the ones you specifically mentioned in past posts in this thread.
There is no recharge penalty so if you 'miss' someone with your AoE buff, you can just recast it on them like you currently would.
There is no endurance penalty so it will be *CHEAPER* than it currently is to buff people.
You don't have to make calls for 'Gather for Shields' because it's no more expensive or time consuming than current.
The only reasons to be opposed to this is Speed Boost (which is only *ONE* power from a single set of a dozen) or because you just want to be a **** and not buff some teammates. Why the last one is even on this list? I dunno, scraping the bottom of the barrel trying to come up with reasons here. -
Lol overly complicated.
You'd just disable the interruption, then add a delayed kmeter buff to AS. It'd be like AS is casting placate buff (not the enemy effect) 1 sec (or so) after activating. If you got hit before the 1 sec delay, you can still crit, if you get hit after the 1 sec delay you don't.
Of course, you'd have to remove the ability to interrupt AS (ouch, you're stuck in the animation until the end) so you can't just get a crit every 1 sec + END cost of AS then interrupt. -
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It says it's a QoL change. It says nothing about a cost change so I suspect it'll just be the same but, of course like it is currently, cannot stack with the same caster. That doesn't sound off balance to me.
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Quote:Yes, I have to admit, I'm trying not to snicker at those that were particularly adamant about opposing the suggestion or demanding that the powers be nerfed if ever they were changed.Well the I20.5 overview has come out and I am trying very, very, very hard not to gloat:
http://www.cityofheroes.com/news/gam...scend_ove.html -
Quote:Maybe I'm just crazy or my memory is playing tricks on me, but I swear the whole +1 mechanic changed with our new advanced difficulty settings. Previously when you were fighting at default difficulty you could get three minions at +0 or two minions at +1, or a minion and a lieutenant at +0 but just a lieutenant at +1. Basically, when you get a higher-level group you get a smaller group to make up for it and get basically the same difficulty.
Now with the new system we get three minions at +1 or a lieutnenant and a minion at +1, which is naturally an increase in difficulty, maybe not a noticable one to a tough melee toon, but to a squishie that can make a world of difference.
Then there's also the issue that where the whole +1 to your setting dealio may have worked with the old system, but I dare say it doesn't with the new one. With the old the highest group-size multiplier was just x2, now we can solo up to x8 if we choose to. Only, the bigger the group is, the bigger the difference a single level makes. Say, you can have high-action battles at +0/x4 but +1/x4 is just a frustrating brickwall. Or say, you and two buddies can deal with an AV at +0, but at +1 it becomes an insurmountable obstacle.
So long story short, in all the ways the new system encourages customisation, the whole random +1 code just ends up discouraging getting too fancy with it and erring on the side of too easy than on too hard just because otherwise the game will flip you the bird. Oh, and before anyone says they like the current +1 code thingamajig, naturally that would still be an option. After all, we all like having more customisability and options and all that shizniz.Quote:That has never been my experience, to the point where I have to wonder if we were playing different games. I spent my entire time from 2005 to 2009 playing on Tenacious and NOTHING else, so I got a good idea of what the spawns consisted of, and that's exactly what they were - large groups at +0, small groups at +1. I have never, ever seen large groups at +1 at all, not until the new difficulty settings that divorced spawn size from spawn level.
Never, ever did I see a Tenacious spawn consisting of 6 +1 minions. Ever. I've seen 6 minion spawns, but they were always +0. Of I got a minion-only spawn at +1, it was 3 +1 minions. If I got +1 lieutenants, it was always only one. If I got 2, it was 2 +0 lieutenants and 1 +0 minion.
I actually made a thread about this the day the new difficulty settings went Live, and one of the community reps specifically told me that the new difficulty settings were different from the old and there were no direct correlations between them. I had asserted that +0x2+bosses was equivalent to Tenacious (which was set for two, at character level, with bosses) but was directly told that it WASN'T equivalent, as there were no equivalents.
I would like to see either the option to fight enemies of JUST my selected level and nothing else, or at the very least a return to having +1 spawns be smaller groups.
From this 2008 video (difficulty slider was introduced 2009), one example from it shows a spawn of 2 +1 Lt (orange) and a +1 minion (yellow) followed right after by I think an equivalent spawn of +2 minions (orange, looks like 5 but could be 6).