-
Posts
4398 -
Joined
-
Quote:If I have to be hypocritical for people to stop being arrogant ***es and stop thinking about only their enjoyment, then so be it. Im not protesting against the change only because it may go against the enjoyment of some players but also because its going down the slippery slope of min/max elitism. Its a change only to exploit enemy AI in the least round-about way and *will* end up being enforced on teams.
So you jumped into this thread to protest the change or removal of KB not because you believe it would be detrimental to the game and the enjoyment of players in general, but because you just don't want one of your toys taken away. It's perfectly okay, as far as you're concerned, for you to be the one doing things which might annoy others or interfere with their activities, but it's not okay for anyone else to do it when you're the one who might be the "victim".
And you accuse me of eroding support for KB? Hypocritical much?
No, not because KB is detrimental (its not, it provides great mitigation) but simply because its viewed as anti-AoE and anything that might go against that current will ultimately go by the wayside. So your psi blasters, MA scrappers, EM brutes, claws stalkers, and anything else primarily single target focused will be put on the bench for AoE oriented tactics.
Quote:You need to step back and think about everything you just said. Does it really matter if a Storm controller blew everything away from your tank? No-one's taking damage, so who cares how the mitigation was accomplished? Does it any difference at all who's defeating critters if the team is gaining XP at the same rate as it would if it were run the way you suggest it should be run? Are you so terrified of getting a little debt (which typically disappears within one to three spawns when playing with a large team) that you can't abide anyone trying something nonstandard or deviating from "the plan"? Or are you just one of the handful of people left who still believe this game is "hard"?
Instead of pitching a melodramatic hissy fit because you might not be in complete control of every situation, try adapting. Improvising. Being flexible. Being versatile.
If you didnt know, lots of people have thin skin. They get irritated by so much as a looping sound of a toggle or the flash of one of their electric control powers being too bright. While a few instances of clashing may not be an issue, outright disregarding the enjoyment of other players on your team is SELFISH. If one or more of your teammates dont like a particular thing, the idea isnt to shove it in their face until they dont care.
For instance, I do NOT like teaming with Masterminds. I can handle teaming with 1 maybe 2, but if the team lead invites a 3rd or I join and its full of MMs, I will politely leave. And I tell leads this when I join and see a MM on the roster, that if they invite more than 2 MM, Im going to have to withdraw from the team. By your logic, if more MMs will make the team work then screw me and just invite more. Ill drop and make more room for MMs. Win win. But you could have been considerate of me and picked up a controller or just a Tanker or something not as intrusive as an extra 5+ NPCs clogging an office map.
Quote:I find it highly unlikely that the developers would increase critter HP across the board and grant everything resistance to or protection from KB simply because they changed KB to KD. -
Quote:Well, Lightning Rod does have a range of 25ft radius vs Thunderstrike's 10ft radius.just to help the situation a bit.. i thought i'd pop 20 red insp and fight 3 identical lvl 51 lt's (3 because i killed them in 2-3 hits each)
http://i289.photobucket.com/albums/l...magereport.jpg
now.. i'm sure most of you can see where these skills listed as "superior" are falling far behind.. actually had a person tell me they've never seen a 500 damage thunderstrike.. well. mines slotted for stun, not damage.. and its there
even chain induction puts lightning rod and shield charge to shame.. and this was not at damage cap even.. this was maybe 500% not 775 as a brute could have
That one has the potential to do 300dmg to 16 foes while the other can do 400dmg to 10 seems to be the balance. Hit more targets, do a bit less damage. Hit less targets, do a bit more damage.
Is that your problem with this power? -
Right, because there's never a middle-ground. Either all KB/repel/intangible/immobilize all the time or none...
-
Quote:Yeah, and some recharge very slowly. All of them recharge slower than an equivalent or stronger ST attack because that's how they're balanced. And I don't 'not' use AoEs, I just use stronger ST attacks in the situation where they're meant to be used: vs the few scattered single targets.AoEs recharge. And as long as they hit something, they matter just as much now as they will eight seconds from now. Just like inspirations, it's okay to use them frequently, there's always more just around the corner.
Quote:I'd hate to see someone letting a team wipe occur because they didn't want to spam Gale "because it's wasteful".
I'd also hate to see someone let Gale sit in their tray, unused and ignored, if they had it slotted with three damage procs. 3 * 71.75 = spam that sucker.
No, you do *NOT* spam it. The only time I'd condone spamming Gale is if you've got a wall or corner to push them in. Or maybe occupying a subsection/alternate group of foes. Because if you're spamming whatever the hell just because you want to, you're disregarding if that helps or hinders a teammate. It's just like AoE immobilizes on controllers. If I'm a Tanker trying to get a group away from another group and some dumb*** throws out an AoE immobilize just cause they shoved 3 damage procs in it, or if I'm an Ice or Earth controller using Ice Slick or Earthquake, you *DO NOT* spam powers indiscriminately. Do you have a human brain? Then use it. If the situation tells you Gale might eff something up, then you do not use it.
Don't try to play the sides and support a 'do what you want' argument just to counter EvilGeko. The idiotic spamming of things can interfere with allies, which is exactly the thing to support his claims.
Quote:Technically, the enemies in this game don't have enough HP to require tactical coordination or communication, until you reach EB class and higher, and technically, there are only a handful of instances in which EB class and higher critters are thrown at us in numbers greater than one, and technically, nearly every EB class and higher critter has either KB protection through AV Resistance or is affected by the purple patch to a sufficient degree to ensure that even high mag KB isn't a notable problem, so technically, no communication is required for anything beyond gathering a team.
This isn't World of Walkcraft. We don't need five players beating on one enemy for ten minutes, coordinating efforts to ensure that we're following the scripted routine for the particular foe in question.
I can think of a slew of enemy groups where, if people just tried rolling threw them without thinking, the battle would last *too* long. Where a battle with a group of Tsoo would normally last 20sec, forgetting about the Sorcerers can extend that to minutes. I've been on PuGs where multiple spawns aggroed and no one even knew how many Sorcerers there were. There were bosses all over the place, melees debuffed to hell, the support threw out everything they could and all they did was yell about the enemy not dying. When we finally started coordinating, some allies focusing together on one boss at a time while another couple broke off to chase after sorcerers, the battle finally started to whind down after communication. I was the Tanker on that team (SD/DM), and was probably on my list of 'Funnest Fight In-Game'. It wasn't *hard* and no one died, but just required....*GASP* Communication!
That's where the game should be headed toward. Not mindless spamming, one-star shows, me me me mentality.
So reality check. You're arguing the game was 'meant to be played' a certain way when in reality, if you're not some Tanker or Scrapper or hopped up on IOs, you might die or at least screw up synergy with the team...this goes for a lot of different effect, including just pure damage attacks. If you're telling me we're playing a game where no one needs to secure a plan of action or make sure everyones on the same page, then changing the game so it's even more mindlessness and simple is what I'm arguing *against*. Not how the game currently is, but where the game would be headed.
A nazi control freak leader is dickish? Well so is an idiot spamming powers, aggroing s***, getting his team killed and ultimately, trying to shoulder the whole team and carry them through the mission rather than supporting their efforts. -
Quote:I think you're generalizing his suggestion. The idea of the suggestion isn't even to enforce what a Stalker can do, but generalize their capabilities. A Brute doesn't just SMASH, he can also tank. A Dom doesn't just control, they can also blast.Why do you play a Stalker?
Most would answer: to use AS, high burst damage, etc. Not play a Quasi-Rad Defender who's first attack isn't an attack at all but a support ability. Not very stalkerish to me.
If Stalkers get a -res Debuff, can Defenders get a quick-recharging Pet to absorb Alpha so they can HEAlz0r easier?
Why I play a Stalker? Primarily because it can burst damage targets and has more control than other melees. It's not so much 'why' as it is 'can', though. I play a stalker because it can do those. If it can do other stuff too, then I can choose a 'why'.
Quote:Sorry, but your debuff idea is buffing other damage classes beyond the Stalker. You really didn't think this through did you?
Quote:Yeah, your assuing a lot too buddy. Stalker is NOT a debuffer. Get this idiotic idea out of your head. Your probably one of those people who say that Blasters should get +20% resistance to all damage types so they can tank better. People picked Stalker to deal damage, not to debuff.
It doesn't fit the concept of the Stalker. It fits the concept of a Widow more closely. A Class who has poisonous darts and smoke bombs. Stalkers are assassins, not sabotuers, and if you play your Stalker like a sabotuer then your missing the point of AS, placate and critical strike entirely.
While I don't think the -regen/def/res would 'fix' everything, it certainly wouldn't hurt. But there are other issues of balance that arises with that change. But if Stalkers suddenly got some inherent toggles that added a debuff to some of their attacks, Stalkers wouldn't cease to be Stalkers nor would they become 'debuffers'. No, it'd just be another facet of the AT's abilities, same as Brute and taunting.
Quote:Sorry but refine your arguement. Your crossing a fine line trying to make an archetype with a specific purpose in mind tread on the toes of not 1, but FOUR other archetypes' jobs: debuff.
I *still* want a debuffing melee AT (basically just a defender but with stronger melee attacks) simply because I don't favor blasting sets as much as melee sets. Can't say Stalkers would ever fit that bill (nor would I want them completely overhauled for that task) But it wouldn't be stepping on any toes as long as the other ATs aren't completely overshadowed by this new AT in every way. -
Quote:Oh please.I'm not anti-KB. I'm pro-choice. Similar to the more famous version of pro-choice, I think that choice gives the sets that revolve around KB more options other than "Don't do it."
And like the more famous "pro-" group, many of you folks tend to demonize the opposition and make them out to be evil. I find both "pro-" groups to be counter-productive more times than not.
If the pro group is demonizing the opposition, it's only because they're trying to put themselves up as victims.
But I'll one up your 'pro-choice' position with the 'pro-experience' position. While I've never said I was intrinsically against the option of turning off KB, I am against the direction it pushes the game toward. More mindless, tactic-less, communication-less, AoE steamrolling. Rather than trying to learn the variety of ways to exploit KB (or worse, a newbie being deprived the chance to learn because of pushy teammates), we're just going the route of simplifying an already simplistic game. Simple is nice but simple isn't always best.
Quote:Actually, it will be a choice much more than you think. What I think most likely is that teams will be fine with KB most of the time. There are some encounters where KB will be more helpful than others and some where it will be downright dangerous. With a toggle, the player can dial it down and back at will.
If you were *really* pro-choice, you would be open to more than just a toggle to suppress the effect. You're not pro-choice, you're just being selfish.
Quote:No, it's a fact. That KB interferes with a large number of powers is a fact. It's a verifiable statement. You knock something out of AAO aura, you have lowered the damage of the shield user in question. That's not my opinion.
Quote:But what if I need the extra to-hit that Invincibility and Soul Drain (I can't tell you how many times, this has happened to my brute) provides. Or the damage that Against All Odds or Soul Drain provides. What if the mob could have been dead (100% mitigation) if it weren't knocked out of my Lightning Rod or Shield Charge or Quills or Ice Storm, etc.
They are just that. 'If's.
I can easily counter with 'What if I just knock foes *into* range of those effects?' Then where does that leave our arguments? Nowhere, that's where.
But I doubt someone so fixated on getting what they want and to hell with the consequences would care or acknowledge that. I won't even bother going on the 'If you're on a team, it's not all about you' tangent.
Quote:That really would be a nerf to KB users.
Quote:As to the last underlined. This is what I'm talking about. You're stating here in no uncertain terms that the people who enjoy nuking spawns don't matter.
It's bad enough people think spawns must revolve around *their* auras and *their* AoEs, that they're the stars of the show. But now they're victimizing themselves if they don't get their way.
Honestly, if we got a toggle to suppress KB tomorrow, I wouldn't really care. It's not affecting my play because I won't bother using it. But the first incident where a Dark Melee/SD Brute or some such sees so much as 1 foe fly then requests I turn off my KB and I have to reply 'no'? Then yeah, it's affecting me. -
Quote:DPS, for the most part, is in regards to single targets. Because once a group of foes is dead, leaving only the couple of hard targets that may be spread out, wasting endurance on AoEs is more often than not, a waste.I do. I build all of my characters with a minimum of two PBAoE, cone or AoE attacks. If I can find a third one, I grab it.
AoEs, for my playstyle, is primarily for burst attacking.
Quote:My main is a TA/Dark defender. My primary attack sequence is TT/NF/repeat.
My Energy/Energy blaster opens with ET/EB, and when I get to 44, my attack sequence will consist of ET/EB/Repulsion Bomb/ET/EB/next spawn.
My Rad/Energy defender will follow the same tactics as my Energy/Energy blaster, substituting School of Sharks for Repulsion Bomb.
My Fire/TA corruptor, RoF/Fire Breath.
Archery characters, RoA/Fistful/Explosive.
Mind/Fire dominator, Fire Breath/Terrify/Psionic Tornado.
Even my melee characters have at least two AoEs, eventually (some have to wait for APP/PPP accessibility), and I use them as frequently as possible.
My Stone/Shield brute throws the hammer down with opening SC from a distance then SchooloSharks>Bile Spray> (when he's high enough level) Arctic Breath.
But guess what? I'm not going to waste the endurance (or recharge) of those moderately recharging attacks on 1-3 foes when I could be using Flaming Arrow, Heavy Mallet/Seismic Smash to take out one quickly while the team removes the other two. I guess I overstepped my bounds saying 'no one' wastes their AoEs but I find it menial to save those for situations they really matter (especially on teams if you've got more than just yourself to rely on attacking).
Quote:If we weren't meant to be capable of decimating entire spawns with AoEs, we wouldn't have AoEs like Rain of Arrows, or combinations of AoEs in the same powerset, like Fire Breath, Fire Ball and Rain of Fire or RoA/Fistful/Explosive or Buckshot/M30/Flamethrower/Ignite, or combinations of AoEs across powersets, like OSA, Rain of Fire, Fire Breath and Fire Ball, or AoEs in the APPs/PPPs available to ATs with access to multiple powersets with two or more AoEs already.
Honestly, you're not helping our case of keeping KB if you're just going to back AoE spamming of any power all the time because that includes KB powers. I'd hate it if people spammed Gale 'just because it's an AoE'.
Quote:AoEing constantly is how the game is supposed to be played, if you want to play it that way. That's all there is to it, it's a choice, and it's a choice which the developers have fully empowered and supported from day one. Short of having a guaranteed eight person team, AoEing constantly, or as frequently as your build will support, is the fastest, most efficient means of leveling in this game. For the same endurance and time that you'd spend defeating three enemies, you can defeat ten or more.
But support mindless blowing up of mobs. The game is already quite easy for vets anyway, what's a little more dictatorship on the leader's part going to hurt, huh? So when I play my tankers, *I* will tell you when to use all those AoEs you want to so mindlessly spam, eh? -
No one uses AoEs for DPS except maybe Fire Blast...
They aren't efficient. They recharge too slow, cost too much endurance and do less damage vs a target than a qualifying ST attack.
So there's no 'tying to DPS'. Unless you think AoEing constantly is how the game is suppose to be played...then I'd suggest trying that with any Blaster and seeing how fast you die without a taunter. And at least with KB, you'll last somewhat longer... -
Quote:This was actually the angle I made with the [Tag] mechanic and my mind keeps gravitating to the idea in the mornings when I'm driving to work or on my jog.I think Sam is looking at the idea being a flat plus or minus. I would imagine the idea of vulnerabilities would be balanced again the prevalence of certain types of damage as well as the type itself.........I even think it would create a interesting new dynamic. You may be a god of fire, but that Crey Cryo Armor is gonna clean your clock!
The way I figure is, certain tags would make your attacks have advantages to certain enemies but disadvantages to others...like, again, the [Exorcist] tag would be flagged to do 'something more' vs ghost and demon types so I could make a spiritualist Shaman that has cleansing spirit fire that extinguishes those types of evil (Fire blaster with [Exorcist])...but then vs deities or god-like foes, it might be penalized in some way.
You can even aim it toward origins. Of course, if you decide not to use [Tags], then you're neutral with no advantage or penalty vs enemies that isn't already built in. And the only way to game it is to aim for certain enemies and run from others. Perfectly fine option but not always the case on teams. Or maybe 'game' it to cover a weakness...like adding the [Circuitry Surge] tag (which may do 'something more' vs robots and add an associated debuff vs Technology types) to your Psy Blasts and call it Technokinesis/Technopathy. -
Quote:I've learned to use KB in a multitude of ways. One particularly easy way to use damaging KB attacks is to simply wait. You don't have to abstain from using it completely, just wait for some of the other AoEs go off (you have to play with your team a few spawns to get how long you should wait), then just unleash the AoEs so that a good portion of the spawn will be defeated. It may have the side-effect of pushing still-alive foes closer as there will be gaps where defeated foes lie now. Even if it does scatter, most of the spawn is gone and everyone is switching to ST cleanup.What I find interesting about this is the way that I, at least, have learned to "use KB correctly" is to rarely use it at all. The sole exception to that is on powers where KB is tied to DPS and therefor unavoidable. Being able to toggle it on and off at will would at least let me "use it correctly" by flinging stuff when I actually mean to.
In the meantime, target your one target.
Quote:You seem to be arguing that knockback is actually penalty. -
Quote:If you give the opposition an inch...More evidence of the extreme positions and unreasonableness of the pro-KB crowd.
Honestly, I'm not opposed to more choices as a pro-KB player. But how often do you think that choice will actually be a choice? Currently, if KB is present, those anti-KB just have to deal, quit/kick or communicate. If we get the choice of turning KB off, that'll probably change to order team to turn off KB and quit/kick. So this 'option', more often than not, won't be an option and it takes away the need to communicate in a multi-player online game.
Yay for progress...
Quote:KB is a problem in this game because so much of the rest of the game wasn't designed with KB in mind.
Quote:Other problems that KB causes is that melees in this game often have no ranged potential. You knock an NPC away from them you can cause them to lose the effects of buffing (RttC, Invincibility, AAO) and you force them to either chase the mob (which could interfere with the above powers) or wait for that mob to return. Either way disrupting their effectiveness for the marginal benefit that KB provides. Many of the pro-KB crowd ignore these issues or worse, like this poster try to make the victim the villain.
And when the extra mitigation is waved around, it's countered with the 'but the extra mitigation isn't always needed' to which I say 'then who gives a flip if they're knocked out of a buff aura range!? you don't need the extra mitigation that little extra percent gives anyway!'
Quote:But I don't see either group as the villain. I understand that people who enjoy KB. I even enjoy it from time to time. I also understand people who do not like KB. Accommodating both groups is possible and IMO a much better use of developer time than trivia like power customization. -
So your stance is that an advantage/disadvantage system is an unrealistic expectation in this game rather than the merits of such a hypothetical game addition?
Funny how a picture of Optimus Prime does *not* express that accurately >_> -
Quote:Placate doesn't unsuppress hide, so unless you have AoE mitigation like taunts or knockback, or are only facing one target, a non-defense stalker will have more than a little trouble getting off another AS mid-combat.why can't you remain uninterrupted? You have Placate and Hide, you can get capped AoE defense just like any other stalker, and drop aggro from a single target.
Don't try and play dumb. -
Quote:Well of course a hypothetical overly-complicated system is going to be complicated. It'd be annoying as crap if I had to find mutant enemies and 'mine' in their areas for specific number of dual-origin enhancements to combine them for single-origin enhancements. If I am off by even 1 component, it'll break or give me a red SO that won't enhance my powers. See? Hypothetical tedious system is tedious.I don't want systems where I have to decide how many percent of which aspect I want to enhance down to a hundredth of a percent point. For instance, if I have 100% to split between accuracy, damage and endurance reduction in a power, how would I split it? I don't know, because my enhancement doesn't come in large lump units. It's much easier to tell if I want one or two than to tell which of the 10 000 possibilities I pick between 0.00% and 100.00%
Basically saying, you can't really argue about how complicated something is if it doesn't exist...because then it can simply be argued 'well make it simpler'. I guess you *can* do that, but what a boring discussion that'd be.
Quote:You seem to have misinterpreted my point. I never claimed I wanted bosses to be hard in a better way. I'm perfectly fine with them being easy. I'm perfectly fine with the game not having any challenge. Just fifteen minutes ago, I quit out of a L4D2 game because some ******* kept voting to increase the difficulty and finally managed to succeed. I don't want to play a game of optimization where I'm "challenged" by what comes down to a numbers puzzle.
Quote:I'm really not motivated enough about this idea to actually try to move it forward, but it's an idea which I probably wouldn't challenge if it were suggested. I like the idea, just not enough to bother writing up an actual suggestion. If you make one, though, I'd support it. -
Quote:If it were, we'd already have an offensive debuff attached to AS when it was first suggested back before demoralize was added.Maybe mixed with a few other tweaks, fine, but I think Crippling is necessary.
I think another point that should be considered for changes is secondary sets. You say yourself that everyone's thinking of optimized circumstances but fail to see how 'crippling' seems to favor defense over non-defense.
You can say demoralize favors defense, but then that's a defensive debuff. You're talking about attaching an offensive edge to a situational attack on an offensive AT. As is, you can use AS and possibly exploit that tool as often as you can or not. You're not particularly penalized for it. Then what happens when you add crippling and I simply can't take advantage of it? Because I cannot remain uninterrupted? -
Quote:I wouldn't say Stalkers shouldn't be debuffing. The way it's setup now, it's more a powerset choice if you're a debuffer or not...kind of like an Ice/Ice Tanker can be a debuffer via extreme amount of slows...or how a Sonic/Ice Blaster can be a controller via stuns, sleeps and holds...or a Stone/Dark Brute....you get the idea.I agree with this. Stalkers should not be debuffing at all. They don't need a raise in the base hitpoints, but could maybe use 100 or so on the top end (to make powers like dull pain a bit more viable). They just really need a damage boost. Maybe something like what they did with blasters where each hit adds a temporary + damage boost (I haven't played a blaster but I remember a few years ago they did something like this).
I don't know what the solution is, and there's a lot of good ideas in this thread. But yeah -something- needs to be done.
Again, I wouldn't say Stalkers shouldn't be debuffers...that's a viable direction to take the AT so long as you don't alter the function of the AT to do it. If the devs should think that Stalkers should be a strong single target specialist with decent debuffing capabilities to offset that it has weaker defenses vs Scraps, I'd back it. But -regen/-def/-res on a single target situational melee attack does not a debuffer AT make. -
And if fixing it fixes the fact that Lightning Rod doesn't unhide a Stalker, I'd rather the power stay as it is. Powers with different quirks can be a refreshing change up from the norm. It's why Defenders can have a decent nuke in Blizzard or how my Stalker get an AoE check from the single target power Ablating Strike.
It'd be different if the posted problem (Brutes not getting their max from 2 quirky powers) was an important balance issue, but Brutes are already boarderline overpowered anyway. -
Nay.
Why can't we just enjoy powers that are function differently? So your Brute has a limit on how much your fury will affect your SC and/or Lightning Rod. Yes, it's a bit of a shame...but just accept it. Scrappers and Stalkers are pretty accepting of how those same powers do not benefit from Critical Hits. -
I still find that idea self-defeating. It'll be a huge boon for AV/GM fights (except those are rare), but you're basically debuffing a half-dead target. Woop?
-
Quote:Adding area to the AoE attacks stalkers already have isn't meant to 'fix' the AT. It was merely a suggestion but would primarily be a QoL addition. People complain *Stalkers* lack AoE damage. People complaining about Martial Arts and Energy Melee having weak AoE damage is a whole 'nother issue. As is, if you're picking MA or EM on *any* AT, you already know it's not going to be an AoE machine.That fails to do anything for MA or EM - the two sets most in need of AE help. It's kind of like the people suggesting auto crit on area attacks - it makes little sense to "fix" the AT by improving the power sets that are already the strongest.
Quote:If I were Castle, I would not give Stalker more AoE and more HP. That would be my position on this AT but I would give this melee AT something that other melee ATs don't have which would be -regen (-regen doesn't have to tie to AS) and even better ST damage (either increase base damage or get rid of critical radius).
Not saying Stalkers are lacking or overshadowed but if you're going to improve it, you really need to consider how you come at it. I just find it interesting how many threads have complained about the various issues of Stalkers and yet everyone finalizes a -regen debuff which is an effect even more situational than the power you're attaching it to.
Quote:This thread is more about "If I were Castle" and this would be my ideal changes on Stalker AT. Of course I would love it if 1K Cuts becomes 15' radius or if Shadow Maul becomes 12'. -
Quote:I agree. The issue isn't if -regen is useful or if it makes Stalkers stand out. It's just such an addition has so minimal of a use, it won't really do much to help the Stalker's role. You say their role is elimination of tough meaty targets? Well how frustrating do you think it'd be for players to be keeping that debuff going? How much damage (because in fights like that, DPS is where it's at) will the AT sacrifice in those fights just to get a pat on the back? It's also putting to waste that juicy +crit bonus you'll be getting because everyone is huddled around that AV.Oh, I don't see the idea of giving -Regen to AS as a bad thing mind you.
My thought isn't about AV soloing. My thought comes to the fact, that I'd say for most players, I'd say the -regen isn't really a factor.
I'm not opposed to such an addition, but I'm opposed to the idea that it'd have the drastic effect you think it will.
Quote:4. I also want to add that even with the team critical buff, I hardly see anyone asking for Stalker for team. This means unless the dev completely overhaul Stalker's design by giving more AoE (which I don't think it's going to happen), most of the buff ideas we have are not going to change others' opinion of Stalker.In fact, most people don't even know Stalker has team critical buff and aoe fear from AS. Can Castle do something that is going to "wow" the other population? Who knows. I think whatever buffs we may get, it's only going to satisfy the hardcore Stalker fans.
So what if the devs added an extra couple of ft (possibly some degrees) to their attacks? 10ft Shadow Maul? 15ft 1kcuts? 15ft radius Burst? 160 degree Slice? It's primarily just a value shift. Keep the number of targets in tact but being able to hit that target cap 75% would probably be better than plopping another attack in the set that I have to put slots into. -
Most ranged attacks on a Brute? I'd say lean toward the Epic pools and choose Claws or Kinetic Melee. I would probably make my decision on if I want Spin and Followup (which will not work at range) vs Burst and Power Siphon (that will only work if you use your Kinetic attacks).
Epic Pools:
Arctic Mastery (***)
-low dmg Ranged immobilize
-Ranged hold with long recharge
-Blast that does the same dmg as the immobilize
-No dmg cone slow
-High dmg, huge radius storm but with a long recharge
Earth Mastery (**)
-low dmg ranged immobilize
-Ranged hold with long recharge
-No dmg summon slow patch
-low dmg ranged targeted AoE with long recharge
Pyre Mastery (****)
-low dmg ranged immobilize
-ranged hold with long recharge
-moderate dmg ST blast
-ranged debuff
-moderate dmg targeted AoE blast with decent recharge
Leviathan (****)
-moderate ranged attack
-50ft ranged cone immobilize
-2x 60ft ranged cone attacks with moderate dmg and decent recharge
Mace (***)
-moderate ranged attack
-no dmg ranged AoE immobilize + slow
-targeted AoE moderate damage and decent recharge
Mu (****)
-moderate ranged attack
-targeted AoE immobilize
-targeted AoE moderate damage blast
-Low dmg 40ft cone attack
Soul (****)
-high damage ranged blast with fast recharge
-40ft ranged cone immobilize
-targeted AoE moderate damage and decent recharge
Also, why not consider Stalker? Of the sets you could choose for ranged, they also are its best AoE. This is Kinetic Melee, Spines and Electric Melee with Claws actually following. Add in that you can get maximum damage from range (using Build up rather than needing Followup or Power Siphon + bonus damage from hide not to mention extra control via ranged Placate).
With Stalker Epics, you've got a slightly different slew of options.
You've got Dark Mastery which has 2 60ft cone blast, cone immobilize and a ST blast and a hold.
There's Snipes in Mace, Mu and Soul if that's your thing. Then the tasty Water Spout in Leviathan. All these among other ranged options. -
Quote:Now I'm not sure if you're discussing the issue out of concern for balance or some such or plainly arguing out of spite because some pissant l33T player ruffled your feathers.I am principally against anything tedious and time consuming being an acceptable part of any game I care to participate in. I don't see what multiple builds and costume have to do with it, however. Each build is akin to a different character, as is a different costume. Each of those requires no more micromanagement to have. Not unless you try to design each for a specific task and try to always have the optimal build for the task, which... I don't actually think is feasible with how the timer is set up.
What I would consider micromanagement is if we were one day given the option to specify our percentage enhancement by typing in a number, instead of having to apply enhancements, with a set total for each power instead of six slots. For instance, you can have 500% ANYTHING in a power, so you could throw in 50% of everything and not have it diminished, or 250% of two things and have those diminished by ED to however much they drop to. THAT would be micromanagement. Sure I don't HAVE to do it and I can just keep using regular enhancements... But I don't feel like getting locked out of even more extra performance yet again.
No, that's a simple case of smart design. Give people the tools to ruin their own fun and they will ruin their own fun. This has been proven time and time again. Furthermore, I am getting sick and tired of missing out on everything powerful in this game because it's hidden behind time sinks and micromanagement. Call me malicious, but I'd rather we didn't get any nicer things if the nice things we could be getting are continually unavailable to me, such that people can alternately scoff at me for not having them and mockingly tell me to "then just don't."
I don't want any more Inventions in this game. The current mess of min/maxing is big enough to bother me that I'm ignoring it, but not quite big enough to make me feel like I'm missing the point of the game. I do not want more like that. At all. Ever.
And that's what it comes down to. Advantage/disadvantage systems come down to just that - more boring stats. That's all they've ever amounted to. That's all they can ever amount to without essentially designing a brand new game. That's BORING. It introduces another set of numbers I have to remember, it introduces another set of variables I have to pay attention to and it makes the system even more complicated. And for what? So my orange numbers can be bigger and my red numbers smaller? That ain't worth it. At all. And that's, in a nutshell, what the entire Inventions system is.
Beyond that, you assume I want NPCs and battles to be more dynamic. I don't, and specifically because I know that "more dynamic" just means "more cheap." Difficulty and complexity in this game comes from cheating enemies that hit through your defences and disable your powers. That's fake difficulty in the extreme. I'm not interested in more Void Hunters who shoot me through my resistance, chain-stun me and knock me down. That's not dynamic. That's just cheap.
On one hand, you complain about tedious character generation systems, such as a tenuous stat slider that gives the illusion of complexity when, in fact, sliders like that are probably way simpler than the enhancement system we have. Do you realize you've probably memorized how much (or ballpark) schedule A, B, C and D values and the ED cap line for enhancements of those values? Or the values of DO, TO and SO enhancements? That isn't more complex than simply adjusting a slider for the values so you at least know where you stand rather than guess/memorization work?
Then on the other hand, you argue how cheap the enemies are and that they aren't real challenge but cheap challenge. Well, the NPCs have no choice right now. They *have* to be cheap otherwise we'd mop the floor with them every time. It's no more cheap than invincible bosses that only have 1 point of their body during a particular duration of time that's vulnurable in nearly every game on the market. Quick-time events? Cheap substitute to make you feel like skill was required. It's all the same.
You're basically self-limiting your perception of any possibilities that might expand a game's ability to simulate combat while at the same time reprimanding the games for its limits. Dynamic does not equal cheap unless you can't be arsed with being creative enough to think outside the box.
Quote:The only way I can see an advantage/disadvantage system work is if it were written into the story, such as a tech-savvy character being able to hack a computer whereas a dumb brute would have to bring in a scientist, while the dumb brute can just knock down a stone wall whereas the tech-savvy character would have to take the long way around. THAT kind of system I would appreciate, but THAT kind of system is not doable in this game. Or indeed almost any game I've seen to date, Arcanum included.
Not that such a system is a bad idea. When it's brought up, I enjoy discussing it. You might want to post up another thread on it since we can't bump old posts on the subject. And I believe it *can* be possible to implement in this game...it'd just be a good deal of work. How it would be received by the players is another matter...
To conclude, while I'm arguing the possibility of an advantage/disadvantage system, I'm thinking from the perspective of something other than a vanilla +/- stat system. That's boring to me, and gameable. Wile I'm arguing the point, I'm thinking about something more robust, like the suggested 'Tags System' I suggested in another thread. Usually I go on a long post explaining an idea but I'll spare you. In a good advantage/disadvantage system, you can *try* to 'game' it to get the best buff, but there will always be that group (or groups) that will return the favor and there wouldn't be a way around it except perhaps running away. -
I so hate internet memes. They start out kind of funny or possibly even clever but goes further and further into the annoying territory the more often they're used. And don't get me started on people that leak this BS into normal speech. Oh man, when people *say* facepalm or 'pwned' it's enough to make me want to resort to violence. Uhg...
/impersonal rant
Quote:I will always be against system of disadvantages and associated advantage. That's the kind of micromanagement of character builds I do not want.
Yes, micromanagement can be tedious and time consuming, but it also comes with the prospects of a unique, personalized character/experience.
Quote:Don't have to use it? Well, we "don't have to use" Inventions, and you tell me how well that's worked out for you. Every time you put a tangible, obtainable benefit in the game, you put people in the no-win situation of either pursuing it against their will, or ignoring it and feeling like they're gimping themselves, which is the complete opposite of what you're suggesting.
There's so much wrong with the thought of not giving people more options because their perception will perceive it as mandatory.
Quote:Once min-maxing figures out exactly what's a good disadvantage to have and which advantage gives the most benefits, you essentially just move the bottom line. For instance, can I be weak to ice, please? Because I happen to know that almost nothing in the game does strong Ice damage.
A disadvantage system. I would like one but only with some kind of advantage attached. What about exploiters? Limit the system. You want to be weak to ice damage because you think that's the mildest disadvantage? Implement more enemies with ice attacks! I can think of an additional enemy for nearly any villain group that can do ice damage beyond just handing them a cryo-round or ice grenade (although it'd be hard for some groups since the majority of the enemies are carbon-copy gun shooters). Yeah, you can attempt to avoid certain enemies. Great. That's an option, but that's all you if you want your hero or villain to go shaking in their boots and running for the hills at the mention of enemies. Only you will know your character's a cowardThose that want to customize their characters further *and* give themselves a challenge will face whatever comes at them.
But you're not finding an exploit in the game, you're exposing the fact that there aren't enough ice enemies.
You could even implement a Nemesis system along side it. No, not a vanilla villain that pops up on your mission and wrings his hands maniacally. Perhaps the villain could have informed your enemy before hand of your weakness, maybe even going so far as to give the group weapons/items to fend you off!
But that said, a plain boring -stat weakness is weak and uninteresting. Such a system is so plain...so boring it might as well not be there. I wouldn't bother even if it would help usher in a revamp in the enemies so they don't have to rely on cheap cheat tactics like idiotically long duration stun grenades or sapping guns that'll leave you dry within seconds.
As unlikely as it'd be, however, I still think it'd be a good avenue to add to the game if it makes player characters, NPCs and battles more dynamic. The idea has merit if you're willing to actually consider the possibilities. -
Quote:I'm actually looking forward to Photon Seeker on my new PB and specifically aiming for a good deal of +rech on his build for that particular power (if they do ever lower the recharge, that'll be the power he focuses on casting then ^^). But I'm curious; in Mids', the power says it summons 3 pets and does 273 points of damage unslotted. Is that the damage of the 3 combined? So each pet does 91 damage individually? And if summoned with foes in range, would they instantly seek the foe and self destruct? Or is there some kind of delay involved?One change I would like to see is with Photon Seekers: reduce their recharge to 120 seconds and flag them so that only three are allowed out at one time.
The sixty second duration and 300 second recharge limits their usefulness. Warshades' extracted essences, by contrast, are permable, and with slotting and minimal IO investment and hasten are stackable to three. Essences keep right on blasting instead of self destructing, and a warshade can switch to dwarf and tank for them.
Photon Seekers go bang. That's it for about another 120 seconds (with recharge slotting). Reducing their recharge to 120 seconds out of the box makes them a more permanent addition to the Peacebringer's arsenal, and expands their usefulness to more than just an offensive mini-nuke that's only most of the time reliable.
With the shorter recharge, I could cast them and go nova - using them as angry little shields to keep melee fliers at bay. They could protect my human form when mezzed. Or I could cast my nuke and have them mop up the stragglers to give me time to recover from the crash.
Or I could use them exactly as they are used now - that wouldn't change.
Point is, I can do all that now, but using them defensively now means that I'll have to wait so long before I can use them again that it becomes prohibitively inefficient to use them any other way than as a mini-nuke. With the shorter recharge I wouldn't worry about that because they would be back in a short while, anyway. It gives me more flexibility with the power.