Leo_G

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  1. Really? Guess I never bothered tried since taking Group flight/TP, Acrobatics or Whirlwind were never on my 'to get' list...
  2. Eh, it's a niche set. It's not suppose to be super amazing or all-purpose. All in all, the set isn't bad but I wouldn't turn down a decrease in the endurance of all the powers.

    One suggestion I'd put down: I always considered Concealment to be another type of travel power in leagues with Flight, Teleport, Leaping and Speed since it sort of does give the advantages of those pools (getting around without being harassed by NPCs).

    I'd like Concealment to be included with the City Traveler vet reward so that I can choose to skip Stealth/Grant Invisibility on certain toons so I can straight pick up Invisibility then Phase Shift. As is, I have concepts for several characters that Phase Shift fits but needing to pick up 2 powers to get it is a hefty price. I can see picking up Stealth or Invisibility but not both >_>
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm a pervert...

    You did just say that, right Sam? I guess you can be on my 'To watch' list.

    Anyway, I'd probably reword the statement to:

    "Just because I'm a pervert doesn't mean I'll makes anthropomorphic characters."

    If a pervert is a pervert, you'll probably know. And it won't be furry ears and a tail that tells. Do the guys that pump up the breast slider and put their females in bikinis or go hitting on any females in-game get a pass while me playing a bird demon should be burned at the stake? Lol, well maybe I should be burned at the stake since I'm probably a pervert too @_@
  4. Leo_G

    Stalker AoE

    Quote:
    Originally Posted by Jade_Dragon View Post
    The Stalker is an AT that leaves little room for error, which is why it's so important to be aware of your environment. But when it works, it works well.
    Now that's a phrase I haven't heard in a while...maybe it just fell out of fashion.

    I'm speaking of the 'little room for error' part. It was something used a lot to describe Blasters back before the defiance change. From my experience though, Blasters still have little room for error; you screw up and you could be dead.

    I think Blasters and Stalkers do have that in common...the little room for error part, that is. The difference being, rather than ending up dead if you screw up, you can just find you're in the pits dmg wise. Screwing up on a Stalker doesn't really result in death unless you're just being stupid, which means you probably need to revisit 'Blaster 101: Targeting, Jousting and all around Not-Being-Dead'. When you screw up somehow on a Stalker, it usually just means you wasted placate, wasted AS, wasted time and wasted endurance...but you can still fight because at least you're alive.

    As for their selling point for teams, I suppose they still have issues there since 'A stalker ='ing a less aggressive and less AoE scrapper but is far less likely to die unless they don't know what they're doing' probably isn't a hugely useful trait in the general sense. Or 'A stalker ='ing a less damaging, melee-limited Blaster that is much easier to solo' isn't either.
  5. Did the discussion shift to the usefulness of snipes? Really, the people that don't like snipes won't like them no matter how you change them unless you just make them normal attacks that do big damage. No amount of utility will justify it for them.

    For me, I take snipes if they're decent and I have space for them. This includes Mace Beam on my Spines/DA stalker. They're handy in the situations of killing off a target and running. There's certain situations where there are several annoying mobs in a group (Rouge PPD?) where 1-shotting them and turning a corner to get away might be useful....but it's very situational.

    Personally, I don't have a problem with snipes and I feel more people would take them if 1 change was made to them: Make them look amazingly cool. I already take snipes occasionally, but if they looked super cool too, I'd probably go out of my way to use it more often.

    Quote:
    Originally Posted by MayorOfAngrytown View Post
    I like this idea conceptually, would be interesting as an option for a melee set based on attacking pressure points, joints, weak areas of the body. Plenty of martial art styles that include or are centered on such tactics. I don't see it as too unbalancing for the AT, it's just giving them a primary with a choice of mitigation based on conditions. Maybe if it were added to all stalker primarys, that might be overboard - but basing a stalked unique set off it the idea, that sounds pretty sweet. Besides, since all of those debuffs are going to be much weaker than ones from support ATs, how out of balance could it get?
    The idea was for the toggles to be inherent. So any Stalker could aim at specific points on the body. The balance would probably come set by set. You could make certain sets particularly good with either A: body or A: legs (I could imagine aiming legs for Spines would be good since the spines set is already built to snare) or you can use the aims to balance the sets better, evening out their utility by doling out the extras more knowingly.
  6. Quote:
    Originally Posted by Signpost View Post
    The jumper didn't maximize it's position, it should have jumped before reaching the edge! c.c
    Actually, I'd say the jumper should jump *off* the edge of the building, i.e. using the corner edge as a launching point angled downward rather than upward.

    As for the whole 'running should be faster than jumping', isn't running just jumps that don't have as high an upward velocity? Every time the foot hits the ground, you're basically 'jumping' from that planted foot into the air onto the other foot a short distance ahead of you.

    Vs jumping, it'd depend what kind of jump you're doing and what kind of running your doing. The runner could 'accelerate' better...if you're trying to accelerate, you increase the stride while keeping/increasing pace. To launch into the air takes more spring in the stride resulting in a 'burst' of speed past the smaller stride of a runner without the same ability to keep/continue acceleration.

    If that was all mental gibberish bleeding out on my keyboard, what I'm thinking is, the initial spring from a running jump is faster than simply running up until deceleration in the air occurs but even running will result in deceleration between strides just like leaping would.

    But then mechanics can play a role too. Take a cheetah: there are points in their stride where none of their four feet touch the ground which could mean springing makes you faster than running (cheetah's strides are over 20ft, mind you). Or perhaps the kangaroo: their spring can go over a person from a stand still and most likely higher with speed. Higher speeds equals higher jumps and the mechanics of their legs most likely makes use of momentum to achieve extreme top speeds that translate into longer distance.
  7. Quote:
    Yeah, I just didn't think it was too important given the assumption of soft capped characters. 1 interrupt slotted aid self is pretty reliable if you're softcapped, leaving the long animation and end cost as the main downsides.
    Okay, now use Aid Self while moving. That *is* kind of what Ninjutsu is about...particularly the non-static positions unlike Stone, Willpower and Invulnverability. Or did you want to just stand in one spot and hit buttons? I kinda sorta have to move about when I play my DB/Nin Stalker to line up cones and get at foes that are moving around on my caltrops (I really need to finally respec out of that power...)



    Quote:
    I think I need to explain the way I build characters. I am trying to get both mechanical performance *and* conceptual appropriateness. When I make a build, I look at the powers available and make two mental lists: one which contains all the powers I think I should have for best performance, and one which contains all of the powers I want for fun or for concept. I then identify overlaps between those, and try to figure out how I can best fit them both in.

    Therefore, I'm not going to drop a passive for confront, because that's just exchanging a power in one list for a power in the other. And I'm sorry, but unenhanceable, duration/use limited temp powers are no substitute for *real* powers. The attraction of /nin is that, with that build, I *can* fit in all of the powers I want from both lists. WIth the SR version, I can't. I'm just as loathe to sacrifice performance for concept as I am to sacrifice concept for performance.
    It's actually nice to hear how people build there characters in general. As an aside, I tend to lack a concept until I visit the costume creator of open up Mids'. I generally start conceptualizing how their powers work, look through pools that I'm interested in or the costume pieces I find 'click' together then start forming the character from there. I have no list of 'performance powers' or 'concept powers', I just have the build and the look. After getting both the look and theorizing how their powers work and interact with eachother, I make their backstory and then from there it differs from character to character.

    It sounds rather limiting making a list of 'musts' and 'wants'. Occasionally I'll just say 'hey, I haven't used the concealment pool. that'd totally could work like blah blah blah' then shift around the build to fit it. And I can usually work another angle of the build or cover over the loss of some other power with IOs. In the case of dropping one of the passives for confront, that's if you cannot swap anything else and if not, you'll be losing some passive resists but you can cover over the lack of defense for a position by swapping some IOs around to cover it.

    Quote:
    And don't forget - the scrapper version of ninjitsu won't have caltrops, and I'm operating under the assumption that it will be replaced by some other gadget/trick style power I'll be wanting. So the SR version is down 3 thematic powers compared to the /nin version, even before you account for 'for fun' powers like confront.
    Well, it'd have to be a pretty crappy/situational gadget or you'll surpass Ninjutsu on the AT it was created for. No, you'll probably get some sort of throw-away/utility passive instead.



    Quote:
    You've just explained why min/maxing is necessary for top performance. You haven't explained why you need to be an elitist to min/max. And the commonly accepted definition of 'elitist' is rather derogatory, so I'd suggest you think carefully about your wording here.
    My apologies. The way I tend to write, I use words and heavily direct their meaning through context. That is, don't try reading too deep into the extra meanings because I've most likely forgotten/ignored them in favor of particular meanings, specifically:


    elitism - 1. The belief that certain persons or members of certain classes or groups deserve favored treatment by virtue of their perceived superiority
    2. (A) The sense of entitlement enjoyed by such a group or class.


    So yeah, I'm leaning toward the entitlement version of the word. Entitlement that one must have the best defense, the best version of the heal, the best recharge, etc. and anything that gets in the way of this mentality must be removed.



    Quote:
    As far as I can tell, in 'playing the opponent', you're essentially mimicking the bad arguments often advanced against stalker proliferations.
    The difference is, I'm not trying to make a bad argument. I'm making a logical argument. And I've used multiple points to argue the issue. The thing is, I haven't really read much opposition to the direct points I brought up:
    -Theme. Ninjutus is about guerrilla warfare and spying. Explain why this fits a Scrapper who themselves have expressed how upfront and in-your-face their style is. What Scrapper wants to run and hide? And even if a Scrapper does, they don't get as much from it. The style of the set does not support the style of the AT and the theme is a mismatch.

    -Proliferation. Tends to be on a whim of the devs. If a set doesn't fit, has balance implications or like above does not support the style of the AT, it tends to get backburnered...that's as good as never proliferating it. The same things happen to sets like Regen Brutes, SS Scrappers and Shield Stalkers. For balance or theme reasons, these sets will see resistance and Ninjutsu is no different. Conclusion: If Shield Stalkers are a no-go, I can imagine Ninjutsu Scrappers sitting in the same boat.


    Quote:
    It is true that the SR + weapons build is somewhat similar to a /nin build. That doesn't, however, mean is is *equivalent* to that /nin build, and I have yet to see a good reason why I *shouldn't* be able to use the set that actually *does* fit what I want. I don't *want* to have to put up with the rough edges, and I don't *want* to have to sacrifice several thematic and/or fun powers such as the 3 /nin gadgets and confront, and you haven't given any good reasons why I should be forced to. It isn't a question of 'why'. It's a question of 'why not'.
    To put it plainly: SR+weapons *IS* equivalent to a Scrapper /Nin built for the only reason that /Nin isn't available for Scrappers. No, it's not the same as a /Nin Stalker but then are you willing to give up a chunk of your HP and slightly lower DPS for that equivalence? If not, and not to sound rude but, I honestly don't *care* about the entitled equivalence you expect.

    Sure, flip the argument about me feeling entitled to AoE and damage sets for Stalkers but that's to address a particular balance concern of the playerbase that feel the ATs damage is lacking. Not because I think Stalkers need to do more damage but because there is no option available to compromise defense for offense like the other damage dealers. I guess if there was a balance concern between /Nin stalkers and /SR+weapons scrappers, you'd have to prove to me there is a large enough gap in survival to warrant this proliferation.

    Quote:
    Originally Posted by Jade_Dragon View Post
    So my question then becomes, what makes Ninjitsu so special that it gets to be the ONLY Power Set that is exempt from Proliferation? As you say, "You're taking away the one thing that makes Stalkers unique".
    Honestly, I don't really care for /Ninjutsu. What makes Stalkers unique to me is their style and that style feels more important than to the Scrapper or Brute. Once you start thinking in terms of style, it bleeds into performance (that is, I feel it makes performance better).

    That said, what makes Ninjutsu so special? Well, it's on an AT that fulfills the concept of the set. What would make Ninjutsu ninjutsu if the style or tactics of a ninja never come into play? I'd rather a modified Gadget set created instead since it seems all that is desired here is a gadget using Scrapper. Then, at least, you could figure in a concept for a gadget using Brute or Tanker.
  8. Quote:
    Originally Posted by BugeyeJack View Post

    SNIPER RIFLE: This non-magic set uses only the assassin's hardware and keen eye to make the kill, rather than supernatural powers.
    1. Body Shot: Works like the generic "Sniper Rifle" power from AR. Lethal damage. Knocks the victim back.
    2. Leg Shot: Less damage, but snares the victim.
    3. Head Shot: Increased damage; stun secondary effect; longer interrupt time; worse accuracy.

    DARK LANCES: Use the power of the Netherworld to eliminate your foes from range.
    1. Moonbeam: like the Dark Blast attack. -ToHit.
    2. Nightbeam: Inflicts less damage, but gives -Perception as well as -ToHit.
    3. Dreadbeam: Inflicts massive damage over time. No secondary effect.

    I have suggested a similar type of change in the past, except rather than giving the AT specific snipe powers that have varying uses and/or effects (but honestly speaking, a plethora of snipes is rather useless unless they don't alert the foe which wouldn't be balanced nor have much use on a team) I suggested 'Aim:' toggles inherent to the AT itself.

    Aim: Leg = toggle this on and your powers have a reduced chance to hit but come add 100% snare effects like Knockdown, Immobilize, Slow movement and -Jump/Fly and -Range. Good if you want to do base damage while keeping foes planted.

    Aim: Body = toggle that lowers your damage output by a degree but imparts debuffs to some of your attacks that include -dmg, -rech, -regen and -heal. Good if you're aiming to help take down a strong target via debuffs or to help out a team but you won't be tops for damage.

    Aim: Head = toggle this on and your base crit rate goes up by 15% which stacks with Hide (so 65% chance to crit on AoEs and a partial extra chance to double crit on ST attacks) with a chance to impart a -ToHit debuff on the target.

    This was a suggestion made before Dual Pistols brought about Swap Ammo so it wasn't a viable suggestion then. Now? It'd be possible but frankly, Stalker has way more 'tricks' in their pocket than their straight DPS cousins Blaster and Scrappers. It probably wouldn't be fair giving them even more.
  9. Quote:
    Originally Posted by Signpost View Post
    Though the removal of AoE options for stalkers may very well be intentional. I'd think it's more likely for control-based sets (and especially those which focus on single-target controls) to be proliferated to stalkers. I could see stone (sans fault), mace (sans whirling mace), super strength (sans handclap, rage reduced to build up), fire melee (sans breath of fire), and ice (sans ice patch) to be proliferated though. Fire aura is unlikely to be proliferated, and Shield would likely lose AAO if proliferated.

    /opinion
    Agreed on Stone, Mace, SS and Ice. As for Fire melee, there's the option of using either Tanker FM or Scrapper/Brute FM. With Scrapper/Brute, it has Cremate which *could* be a candidate for exchange as even though it is a ST attack, it is a pure DoT attack which is counter to Stalker's burst mentality (and works against Placate) but the other likely candidate for exchange would be Fire Sword Circle which I wouldn't want to be dropped.

    But for Tanker FM, the set has 2 PBAoEs, Combustion being he likely candidate for exchange for AS since the set usually drops a PBAoE and Combustion is pure DoT. I'd prefer Tanker's version.

    As for Fire Armor is actually the *most* likely to be proliferated. It's the easiest. Considering what the AT usually drops for Hide (damage aura then utility), all you have to do is drop Burning Aura for hide and you don't have to rebalance the set for any loss in survival (because you actually gain some). Vs the other possible set, Ice Armor, you'd probably lose Icicles but then Stalkers can't have repeats of powers and Hibernate would need to have something done to it since it's available in their Patron pools.

    As for Shield defense: I already made a write up of a set called Strike Gauntlets (it'd still have the customization for shields but you'd have the option to just have heavy gauntlets too) which exchanged 3 powers (Phalanx Fighting, Against All Odds and Grant Cover) for 3 new ones.

    -Hide (duh)
    -Block! (a click defensive buff like Shadow Meld but with a shorter duration and smaller +def buff)
    -Strike! (a passive +ToHit buff & gives a frenzy-like buff (Frenzy for Stalkers gives them a dmg buff and puts them back in hide) whenever you use Block!)

    The set wouldn't have the sustained DPS as the other melee's SD but it would still have burst dmg capabilities as well as defensive burst capabilities over the other ATs. It's a fair trade and I could make another thread with the write up if you're interested.
  10. Quote:
    Originally Posted by Oedipus_Tex View Post
    This probably deserves its own topic to avoid derailing. I'll just say that bringing over new sets would not fix what already exists. It would be like bringing over Dark Miasma to Controllers to fix Sonic Resonance.
    But what is the issue here? That Stalkers have poor AoE? Or is it that Energy Melee has poor AoE across all ATs? When people complain about the amount of AoEs Stalkers have, they're comparing it across the AT not set by set. Otherwise, you can't say Stalkers lack AoE when you compare Stalker Spines vs Spines in general. Or Dark Melee over all. Or Electric Melee.

    Giving Stalkers the sets with AoE resolves many of the issues of them lacking AoEs.

    As a dmg AT, Stalkers *are* fine and have tools for supplementing their average DPS with burst. You can disagree but then that'd be contradicting the devs decision to leave the AT where it's at. So it's really just going to be you pouting, which isn't very productive.
  11. Quote:
    Originally Posted by Oedipus_Tex View Post

    Unrelated to this, as I said in another recent thread, I would give Stalkers -Regen and maybe -Healing in some of their attacks. I feel that in giving up AoE they should be the absolute masters of single target destruction, and at the very least should be comparable to sets like Radiation Emission and Cold Domination. The fact that they currently aren't raises my eyebrows. I would love to see a day when teams say "We have a hard target we need to take down... where can we get a Stalker?"
    And this is where I feel you're wrong.

    You feel that stalkers are giving up AoE while I believe they have 'enough' AoE. You feel they lack the edge on AoE and I'd agree with you, but it evens out with their AoE burst capabilities. You feel that since Stalkers have little AoE they should be better at single target while I think Stalkers should just be given sets that are considered good at AoE (you'd probably take back much of your stance if Stalkers got Tanker Fire melee with combustion exchanged for AS or with SS, having a 50% crit Footstomp or throwing the AT Shields to make use of Shield charge).

    You shouldn't have to bolster one AT over the others to make them superior for certain situations. Do people say "Man, we've got lots of minions running around...where can we get a blaster?" Probably not because any schmuck with AoEs can handle this. So why should Stalkers be special? It's not fair.
  12. Quote:
    Originally Posted by ShockWolf View Post
    If posting this stuff was truly a problem, then we all probably would have had our accounts axed by now and all these posts deleted.

    Here is a vid of running with the current classic awkward beast-style legs in game. I shot this on the test server though and didn't bother to fix my graphics. If requested, I can re-shoot on live servers with better graphics (and better planned video). I did a lot of short sprints instead of long ones, so it's pretty jerky + the craptastic graphics.

    For some reason, I'm liking that fur color scheme...never tried a green furred creature like that. I think the most different I've ever made was a red & black haired werewolf...

    *coming from a poster with a blue & white wolf in his sig*
  13. How I think it should be:

    Tankers should have better mods for Stuns, Holds, KB and Sleeps than the other melees (probably equal to or just below Doms/Controllers) because they generally have the same role as Controllers, crowd control.

    Stalkers should have the best mods for Fear of any AT. They should probably have better debuff mods than the other melees or adjusted debuffs on certain powers. They should also have better ToHit buff mods than Scrappers.

    Scrappers have the highest Damage buff mod of the melees but should probably have the lowest ToHit buff mod. Scrappers should have better Endurance Mod scales than the other melees but lower debuff mods.

    Brutes have high caps for HP, Damage and Resists, they should probably have low caps for ToHit and accuracy buffs, as well as lower numbers for Endurance Mod powers. Brutes should have middle-of-the-road mods for controls and debuffs while Stalker/Scrappers have lower controls and Stalkers/Tankers have higher debuffs.

    Blasters I feel are perfect, honestly. I wouldn't want to change anything they have. Except maybe improve their ToHit buff mods to equal what a Stalker gets.

    Dominators also feel pretty good but I wouldn't mind seeing their ally buff mods for defense, resists, healing and damage increased to defender levels (they don't get that many buffs anyway).

    I can't really post about the other ATs as I haven't really played them in ages.

    Anyway, what about the caps?
  14. Quote:
    Originally Posted by Toony View Post
    It would of been better to just make these things as new travel powers or as alternate animations to the horrid animation SS has but I guess making us pay for stuff is good too.
    Nah, I don't want to have to pick up SS to run different. I'd probably agree to making them simple inherents that you can choose between as well as alternate animations for movement powers, but currently we cannot customize pools so...
  15. Quote:
    Originally Posted by Vanden View Post
    This isn't about me, it's about the powers.
    Eh, after being caught in caltrops, earthquakes, ice slicks and quicksands, you kind of get why jumping is so good...because it can easily be negated by a patch while running is always good.

    You can slot for -movement resists but not for -jump.
  16. Quote:
    Originally Posted by Oedipus_Tex View Post
    Slightly off topic, but this is why I've long maintained Stalkers should have built in -Regen (and possibly also -Heal) in their attacks. I feel like the reason they never got it was because of PVP. Now that that's no longer an issue, it would be nice if the game's assassins were actually sought after when the team needs to, like, kill someone.
    Eh, it'd be useful for a limited situation of facing AVs and GMs. EBs usually don't cause much concern once you get to the point of surviving much of what they'd throw at you (popping a tray of reds and then just AS > attack chain > Placate > AS > chain will usually end those fights quickly). I wouldn't turn it down but frankly, I feel it's unneeded and somewhat unfair considering Stalkers are a damage AT among other damage ATs who all need to be competitive for that team spot.

    If Stalkers had a 'switch' that changed that 2.8x dmg AS into just base 1x dmg but added a substantial debuff, that'd at least mean you want another dmg dealer to keep the DPS+Burst going while the Stalker keeps the target debuffed. Summary: Stalkers shouldn't be a dmg dealer AND a debuffer, just one or the other.

    Personally, I'm of the opinion of giving Stalkers the same edge the other melees have: AoE and offensive buffs. The sets with good/best AoE are generally the sets Stalkers don't have. Looking at stuff like Mace, Super Strength, Ice, Fire and armors like Shields and Fire which provide offense would help the parity of the melees more than you think.
  17. LIE!

    No one enjoys my posts! But besides that, I'm talking about as much sense as the posters (and I'm not going to name names) that seem to stereotype the Stalker's theme.

    Stereotyping goes both ways tho. If stalkers are limited to being stealth ninjas, then a stealth ninja set doesn't go with a non-stealth ninja AT right?

    As for the elitist remark, it was in regard to the /SR/Weapon + Aid Self build. It's not that far off from /Nin except for the rough edges (pool choices, extra 2 powers, interruptible heal, etc.). You want a /Nin scrapper, you can make it, kind of...if all you're looking for is a gadget using scrap, so not seeing the need besides people knowing it's good on Stalkers so figure it's good on Scrappers...

    But please explain what I'm not seeing here.
  18. Quote:
    Originally Posted by Chase_Arcanum View Post
    Very nice. I'd been tinkering with using the "clockwork" pieces for a similar effect. Her name was going to be tab-E.
    I don't suppose it's possible to make a robotic-like dinosaur or wolf like that (yes I've seen the 2x EXP weekend project of those guys on facebook).

    Maybe we should ask for robot animal parts (robot tail, pls)
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    Thank you for reminding me of another person I never want to hear from again, Leo.
    Well sorry, I didn't think that I was-

    Quote:
    Tokyo...
    Oh, you were talking about that guy. Well, I'm still indifferent. He can say whatever the crap he wants. I'm just not the only one that doesn't care if he pushes 'post' or not, apparently.
  20. Quote:
    Originally Posted by Muon_Neutrino View Post
    OK, I'll bite. If you *weren't* intending to accuse me of showing unfair bias towards scrappers, exactly what *were* you intending to say? (And to take care of the other common definition for 'favoritism', no, scrappers aren't my favorite AT. That'd be doms.)



    Take a look at what you wrote:



    Emphasis mine. That paragraph was placed directly below a quote of me, and the bold elements directly reference what I was saying. You were talking to me. If you don't want people to take things as personal attacks, then don't make personal attacks.
    It was in regard to the thread itself although I suppose it could extend to those that share the same viewpoint I'm speaking up against. If you don't fit those descriptions then congrats, stop thinking they are aimed at you.



    Quote:
    The SR version of the build already had aid self, which is, numerically, actually somewhat superior to sha (it of course pays for that with a long animation and a higher end cost, but it's at least as good overall)
    Don't forget being interruptible.

    Quote:
    In fact, I don't actually expect the /nin version of the character to actually be significantly stronger than the SR version - even once they're both softcapped, the /nin version gets extra tricks and is a slightly looser build, but the SR version gets quickness, native KB resist, the scaling resistances, and immunity to debuffs. Mechanically, there's very little reason to favor one build over the other. I don't want /nin for min/max performance reasons. I want it for all of the little fun bits like smoke flash and room to take confront.
    You just explained why you wouldn't need Ninjutsu. The downfall is that it's not as loose to fit in superfluous powers like confront? You can easily skip a passive, lowering your defense to 1 position (probably putting you in the ballpark of real Ninjutsu) to pick it. Done and done.

    So you don't need caltrops, or the heal and if you really need the AoE placate, there's a temp power that has the exact same stats.

    I guess if you *really* want Blinding Powder, that's the only real reason it's needed so much, right?

    Quote:
    And I find it amusing that somehow people who try to min/max are now automatically elitists. Rather a broad brush there, I think.
    Yes, you have to have an elitist mentality to min/max. If you're aiming to cap defense or HP, you can do that by modifying the performance to be better with IOs, inf, accolades, etc without min/maxing. To min/max, you specifically disregard superfluous parts to achieve maximum effect. That is to say, one can make a build with recharge in mind or capped defense and things, but you're going to have to min/max for *all of it*.



    Quote:
    And for the last time, what the heck does this have to do with scrappers? Again, how does other people's close-mindedness somehow excuse you for doing the same thing? I'm sorry you can't think of a conceptual reason why someone might want a /nin scrapper, but I fail to see why that should hold me back.

    Is it so hard to accept that I'm just playing the opponent of Scrapper Ninjutsu? It has been stated just how unneeded the prolif is since it can be nearly duplicated with a special build and how it isn't thematically in line with the AT.

    So why proliferate it, again? Because you want it bad enough, I suppose. That hasn't really worked for me getting Shields for Stalkers, tho.
  21. Quote:
    Originally Posted by Ironik View Post
    Who censors things with sparkles? Twilight slashfic drawings?

    Anyway, those are ricochets. Coppercat has a fully bulletproof bikini area.
    I would have sworn they used a kind of multi-spiked star shape to censor stuff in those Girls Gone Wild commercials sometimes with words in them.

    And don't make me start with the armor piercing rockets of the Nemesis Automatons or Zeus Titans...Wow, that's weird...and I'm sure there's someone out there that finds it arousing.
  22. Quote:
    Originally Posted by Vanden View Post
    This is just dumb. Now that everybody has all the Fitness powers, that means everyone jumps faster than they run. Anyone who wants to move faster just has to jump everywhere and they'll get where they're going more than half again as fast as just running.

    Seriously, how does it make sense that the horizontal movement buff of the ostensibly vertical movement passive is four times as strong as the buff from the actual horizontal movement passive?
    How is that balanced? With swift, you retain full control of your speed but it's slower. With hurdle, you gain more speed but you cannot control it besides cutting the jump short.

    So cut on swift and sprint and see how much control over your movement and friction you have. Then start jumping around without combat jumping on. See how you can't change direction mid-air or how it's hard to slow your ascent?
  23. Hmmm, you sound like you're speaking from experience...

    I've got my eye on you
  24. Quote:
    Originally Posted by Firebeam View Post
    Just grabbed Chrome Arrow, nice one!
    I looked for Steel Arrow and Iron Arrow earlier but they werent available. Chrome is very good

    thanks!
    Ah, so you picked one of my names? And you said you'd pay for it, correct?
  25. Quote:
    Originally Posted by Ironik View Post
    My catgirl is anything but "furry."

    For some reason, those sparkles in that center pic look like they're censoring something >_>

    Quote:
    Originally Posted by Tokyo View Post
    It will simply allow them to be more creative with their creepy....

    This thread makes me die a little inside.
    Oy, why do people have to do this? I mean, I'm pretty indifferent about a lot of things and I'm sure there are people out there that care, but your intolerance is surely making people care less and less for what you think.