Leo_G

Renowned
  • Posts

    4398
  • Joined

  1. Quote:
    Originally Posted by DarkMaster View Post
    Sure, AoE's are what Stalkers lack (not that you said they need them, I dunno), but I do not feel that a Stalker should have AoE's. I don't think that solves the problem and I feel that it takes away some uniqueness from the AT as a whole. AoE's are not the answer imho.
    I guess you meant to say in your first sentence that 'AoEs are not what Stalkers lack' and I agree to a point.

    However, that AoEs aren't the answer is too conclusive of a statement. If Stalkers *did* have their AoEs just like Scraps, I doubt many would brush them aside so swiftly because they are disillusioned by the orange number showers. That the Stalker gets to crit with those AoEs more and can control their other crits would keep them in the running.

    Would that be the answer? Maybe, because one of Stalker's problems is perception and that would definitely fix most of that. But that's not going to happen. The devs aren't going to shoehorn that attack back into the sets, it's just too late for that...


    Quote:
    A single target debuff incorporated into Assassin Strike definitely solves certain problems with the AT when both teamed and solo. It does this without changing the format and playstyle for which the AT was created--which for all good intent and purpose is as a Single Target Eliminator. It would vastly increase a Stalkers ability to allow himself as well as his teammates to deal much greater damage against a single hard target. Thus better fulfilling the role for which they were centered around.
    The only problem I see is...that such a change does *not* solve their teamed or solo (what proplems did Stalkers have solo?) issues. Not that a -regen debuff on AS would be bad, but ultimately it's self-defeating in the majority of the situations AS is ever used. If a foe doesn't have time (or the chance at all) to regen HP, then -regen doesn't do squat. The only situation where it would help is vs AVs, GMs and certain EBs yet those are very rare (you're lucky to see 1 every few missions). So we'll give Stalkers an effect that weakens an enemy defensively yet stick it on an attack that may or will kill the target outright? How does that solve anything but giving the AT some novelty trophy they can stroke everytime a Scrap/Brute talks down to them? And this argument isn't even coming from me, it's pretty similar to what Angry_Citizen countered with when such an addition was suggested.

    And I'd rather not get into a discussion about how AS doesn't kill things fast in the upper levels. It's moot. I've read too many posts complaining about not having hard targets to AS in that range so let's just come to a middle ground and say 'sometimes there's bosses around and sometimes they vanish quickly'.


    I won't comment on AT viability post a certain level, as I honestly don't believe it. I'm still invited to teams and TF/SFs, I still do zone events, I still solo arcs even with EBs. Really, it's all just blowing smoke in the grande scheme as every AT has their benefits and downfalls.

    I'm not shooting down anyone's opinion, mind you. I'm just doing some critical thinking and trying to spark more discussion on the subject.

    But as I read more and more, I'm more convinced none of us are sure what we want. I've gone from thinking Stalkers should be a debuff/melee hybrid, to thinking we're fine, to thinking we could use more tools. I've read others who think Stalkers should be the greatest damage melee, or that we should be on par with Scrappers to simply being tougher. Who's to say which is right?

    But as I write this, and if I were Castle, I'd first ask myself what is a Stalker in this game and what should burst damage accomplish.

    I'm not really sure, but now that I think about it, the reason I like Stalkers is because they have control. The other melees aren't in control of their own power but we are. I would like nothing more than for the AT to have *even more* control. I don't know how, but I *would* enjoy being able to 'flip a switch' and add a -regen debuff onto a crit (perhaps with a cost). And later, 'flip a different switch' and be able to chain 2-3 extra crits for a price. Or also maybe push a button and dump all my endurance into one omega-AS.

    I'd even extend it to Blasters, as I think they have a semblance of control of their damage too (it's just always high and they can pop off damage bonuses and unleash big AoEs). Having a *real* 'Sniper Shot' that can off a target, conserving part of their endurance after a nuke for a lesser (but still devastating) effect, etc. Plain and simple, I just think burst damage should have more control and the burst damage ATs (Blaster and Stalker) should be the guys to get it.
  2. Quote:
    Originally Posted by Grey Pilgrim View Post
    Oy, the main hyperbole is how you reacted to this. I hardly made an emotional or unfounded statement to be responded to like this.
    That's why I say "if you're making hyperbole, then just say so". Making statements like that without some kind of hint that what you're saying isn't 100% reality would make you sound less wrong.

    Quote:
    In practical terms, 30 feet is quite close. The shortest range blasts, the "heavy" blasts from blast sets are 40 feet (as well as some AOEs), and Ranged users complain about how close that is: people often prefer to hang back farther unless they're on a melee character.
    Been playing a PB lately, and the times I change to Nova and blast things, it's *better* to close into the enemy to attack. No, not melee range but close enough that you can *see* the enemy. Why? Too many times have I tried fighting and with all the chaos, enemies get knocked around or run out of line of sight. On normal missions like in an office building or lab (heaven help you if it's a blue cave), you're practically *in* melee range because of all the obstructions, short halls, corners and stairs. There's a difference between 'wanting to hang back' and 'actually hanging back'. In the situation where your blasting allies are more than 40ft away (like 55-60ft away), most likely your stalker will have to pull part of their weight in defeats if only because they won't be able to see all the foes. In that case, you'll be contributing more anyway and the whole issue of your Stalkers not contributing enough just solved itself.

    Quote:
    It's easy for Stalkers to move about about and get out of range of 30 feet from their teammates, even when they are fighting the same mob. Stalkers should receive their buff in those situations, and not have to wonder how far they're getting away from their teammates.
    I think this is where my and other's opinion on the matter differs. I see the bonus crit chance granted by team as a *bonus* while you guys must see it as a necessary feature. The way I see it, you're getting the bonus damage/crits so...your contributions on a team have greater impact. If allies are too far to fight everything, that leave your Stalker more targets to contribute with so you don't need the crit to have your impact.

    But you guys figure if you're not getting near max performance from all inherent features, then it's not working properly and therefore should be fixed.

    I don't think either stance is more right, but it's something to keep in mind. The situation the crit aura works best is vs hard targets like AVs, meaty Bosses and EBs. Working as intended, IMO. That's where the Stalker needs to stand out on teams.

    Quote:
    And sheesh, it's not like I was asking for much, here. I asked to extend the range on it so that a Stalker will usually get the buff that they're supposed to on a team. With 30 feet, you can be in the same room or hallway as your teammates and not get this critical hit buff. 60-90 feet wouldn't make it so you could run off and do a mission on your own with the buff operative, but would make sure that this buff is working when you are on a team and working with them.
    And I'm only asking for you to consider what you're asking for, sheesh.

    I never said I was opposed to an extension in the range, but that concept plays a part too (as well as technical issues where an aura of that range can cause the game to lag).
  3. Quote:
    Originally Posted by Steampunkette View Post
    My Fiance plays Fight Doctor a level 50 stalker who plays with my big brute Hardcastle. I've seen what a well-played stalker can do. They're still too squishy and have damage scales too low for my tastes, compared to what they do. Lower HP, Lower defenses thanks to Stealth dropping a power, usually, less AoE thanks to AS and placate, if they get any AoE at all... They're Scrapper-light outside of Hide and Critting. though that doesn't stop them from being soloable, it just makes them less useful to a team than a scrapper or brute would be.
    Wow, actually reading more of the complaints in the thread and the opinions some posters carry, I can probably understand where Bill is coming from now. It's hard to actually expect any progress when those asking for change are just whining some other character got something and theirs didn't. Don't bother reveling in the diversity, just whine those other kids got cookies instead.

    Woooh, I really wanted to give my Brute a play (because it's Halloween and he's a werewolf) but now I gotta play my PB and see just how crap he is. Because so far, not seeing it...
  4. Lol yeah, you need an editor, Sam. To help trim your posts a bit

    I haven't done the Loyalist Power arc yet, only the 2 Resistance and Loyalist Responsibility arcs but I suppose I'll give it a try eventually when I find a new character to make.
  5. Quote:
    Originally Posted by LostHalo View Post
    You are correct, Bruise only applies once at a time on a target.
    I believe this is because the Bruising effect works similar to Demoralize. You use an attack that grants the foe a temporary power. This temporary power applies a debuff at the enemy's level (therefore is always -20% resist rather than being affected by enemy level) and since enemies are limited to only 1 instance of a power, the effect doesn't stack.

    Similarly, Demoralize doesn't stack (well, the -ToHit doesn't but the fear, I believe does).

    As for the ST debuff to AS, I ask:

    What will that help with? Does this 'solve' anything? Do we even know what issue Stalkers really have? Or are we just guessing now?
  6. Do you mean Energy/Sonic Corruptor? I actually teamed with a pair of Corruptors for a while on one of my Stalkers in the 35-42 range (or maybe it was 22-30something). Anyway, One was a Sonic/Kinetic and the other was an Energy/Sonic. Perhaps other factors were at hand, but they seemed pretty close in damage, but the Energy/Sonic being more survivable. Not to mention /sonic felt like it helped more even against all those Arachnos. It was a bloodfest with a good few deaths but the Energy/Sonic usually lasted longer.

    I'd bet you'd do more damage with /Kinetics but yeah, you'll probably die faster too. I don't see why you can't do huge damage with an Energy/Sonic. You've got strong ST attacks, strong mitigation and a ST debuff to add to your attack string while mopping up those targets. Not to mention your support is passive so just set up the rings, toggle on your auras and blast away.

    Thinking about it, I'm curious how the combo plays out. As is, the only Energy blast characters I have are a FF/Energy defender which isn't bad but kinda not my thing...and an Energy/Fire Blaster which plays nicely as it has more AoE to supplement the AoEs in /Fire while Energy/ has the mitigation that /Fire lacks. I've got a Mind/Energy dom but am waiting to delete it to replace with an Illusion/Energy dom whenever that's proliferated.

    Anyway, OP, I think you'd be better asking for build advice rather than requesting the set be buffed. Energy Blast is really awesome, especially for sets/ATs without much mitigation backing them.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    I disagree. I meh at Kheldians because I tried playing them and they suck, at least without a team to provide what should have been in the AT all along. Their damage in human form is not enough to even begin to convince me to play Human at all. Even Crab form, the one that looks like it should trade offence for defence, still hits harder.
    Then I have to wonder where all those Warshade posters touting their resistance capped, endless END, huge damage bonuses and constant healing abilities are. Or are those powers they brag about exaggerated? I honestly don't know as I've never played a Warshade. I do enjoy my mid-level tri-form Peacebringer, mainly because solo, he's 'good enough' and on teams, he gets just the right buffs to help him cover for whatever the team lacks (on teams with support/mitigation, I get damage and on teams with damage I get resistance). It's self-sufficient and doesn't need any particular situation or set up to do its thing.

    From what I can tell, Warshades are enormously powerful with dead foes around so are sorta-like brutes in that, once you get the ball rolling, they'll wreak stuff...but you have to like swimming in corpses.

    AFAICT, they both seem fine and that there are limited slots means you have to *choose* what you want to do rather than just doing everything to the max. That's not how an RPG works.

    Quote:
    And Voids are very much real, tangible threats that single-handedly drove me to delete my Peacebringer and swear to never make one ever again. An enemy that can chain knock you down and stun you for good measure, who deals significant damage to your insignificant hit points pool and who is resistant to your damage in turn is not something I want to fight every god damn mission. When a basic Void Stalker - a lieutenant - harder to fight than the actual bosses I've fought in the mission, I turn off the game, or at the very least swap characters. And this isn't one or two of these guys. It's every missions, and outdoors, to boot. But I can turn off bosses. I CAN'T turn off voids.
    I wonder if Warshades have it any better with Voids with the whole 'needing corpses' thing. Honestly, dealing with Voids is probably easier for a PB. Just hit BU and hit them hard and fast. Dwarf form makes them a cake walk, the KD in your blasts in Nova means those Voids won't get the chance and if you're human, you've got resistance and a heal to deal with them...oh, and flight to help mitigate their KB.

    Quote:
    Lastly, I don't believe suggesting Inventions as a solution to a problem which lacks other solutions is a good approach. I have no problems with Inventions presenting new, easier, better solutions, but I highly disagree with regarding them as the ONLY solution to any problem of basic gameplay.
    I don't see why people shoot down the suggestion of IOs to help this problem. It's a viable option that should be considered and with the Alpha slot coming out, that'll be another (from what I heard, it's like global bonuses which is right up HEAT's alley).

    Slots can be a big problem, depending how you look at it. I remember when I first made my PB and when I picked Bright Nova for the first time and used it, I was all "Whoa! I get 4 powers for the price of 1!!!" Yeah, so they're under-slotted, but so are everyone else's attacks at that point...but I had 4 to help make a string of attacks with! That's an earlybird bonus, in my book and later when IOs are better, it has an even greater impact on your build.
  8. While I like KB and the Energy blast set, I wouldn't mind a buff to the set

    A 75% chance of KB for both torrent and explosive (rather than the 60/50% we have now), a slight boost in Burst's range (50-60ft), a bit of a buff to Push's damage (close to Power Bolt) with a speedier animation. I'd like that...
  9. Quote:
    Originally Posted by macskull View Post
    Anyone who's in the least bit considerate about knocking mobs over ledges, off of walls, away from the melees on the team, etc, etc.
    Not sure how you knock something 'off of a wall' rather than into it unless it's not a wall but a ledge which would narrow down that little list of yours to 2 since 'etc' really doesn't count...

    But if I'm shooting a guy(s) and knocking it(them) back, the 'knocking them away from melees' part really doesn't matter. The melees don't have a monopoly on what I can shoot at so I'll pick what I want and blast it to death...and it'll be on it's bum while I do it.

    If you *need* to nullify (see -KB immobilize) your KB just to get by, you're doing it wrong.

    I swear, it's like the game has become a melee's world, where everything must revolve around them...and this is coming from someone who mostly plays melees. Is it so damned hard to move every once in a while!?
  10. Quote:
    Originally Posted by Oedipus_Tex View Post
    There isn't another set that spends its time trying to limit its own secondary effect.
    What fool goes around trying to *limit* their own KB? Just shoot the guy until he doesn't get back up. If anyone(s) get too close, fling a bunch back with an AoE.

    Now if your complaint is you can't use whatever power indiscriminately, that's not really a problem of Energy Blast, but of player mindset. Every power isn't meant to be spammed when it's recharge, but goofy players have decided to fool themselves into thinking they are.
  11. Quote:
    Originally Posted by Necrotech_Master View Post
    honestly i did not even know the stalkers got bonus chance to crit with teammates near them because it is pretty much not noticeable at all, and i think its a good idea for teaming, but it would have to be of larger radius and give like 5-10% bonus crit instead of 3% (3%x7 team mates is only 21% bonus to crit, which is really rare to get in the first place) and as others have mentioned its still random chance and barely if at all noticeable
    Well, that's +21% which is added onto your base crit chance of 10% making that 31% which is pretty close to critting 1 out of 3 attacks (or 33.3%). If attacks with inherently high crit chances (like Eagle's Claw or Eviserate which have 15% crit chance) stack with the +crit bonus, then those attacks have a greater than 1/3 chance to crit.

    Then there's also the point that pets also can be factored into this bonus, so even if the team is spread out, if you've got a Dom, Controller or MM with close range pets, that can put you closer to that 31% bonus. Oh, and you can pick a pet from patron pools too (one that gives you 3 to boot) to ramp your crit chance from 10% to 13-19% depending which pool you take.
  12. Quote:
    Originally Posted by Grey Pilgrim View Post
    -remove or at least triple the "leash" on Stalker's crit boost from teammates, so it's more likely to happen when a team is spread around a little. Thirty feet means they're practically on top of you, which isn't going to happen much. I can understand not wanting to remove it entirely, but make it more usable.
    'right on top of you'!? Seriously?

    If you're going to make a hyperbole, at least admit it. Hell, Dispersion Field is *25ft* and you don't hear complaints that you have to be *right on top of eachother*. Oh, and Footstomp is only *15ft* yet it alone makes SS the mother of all AoE melee sets? Must be a pain needing everything be *right on top of eachother* to get it to work...

    That said, I can understand why people want a boost in the range of the crit aura, but concept plays a role in it too. Since it's suppose to simulate the Stalker taking advantage of the distractions his team creates, you'd expect the team needs to actually *be* engaged to do so. I guess extending the range to maybe 35ft wouldn't hurt, but how many teammates fight further than 40ft away from the enemies for extended periods? The ranged guys gotta come in for their Fistful of Arrows/Empty Clips/Frost Breath/Energy Torrent...often closer than its max range of 40ft to get more foes with them.

    And in the situation where lots of enemies are scattered thanks to KB or repel or afraid, that's where the Stalker shines because eliminating single targets without needing to bunch up guys for a +dmg aura or a Soul Drain or what have you is exactly how the AT is designed. In that situation, you don't need the full +crit bonuses to do great.

    Quote:
    I kind of get where requests for higher damage are coming from, but I wonder if upping the reliability of team criticals and Assassin's Strike isn't enough. At some point, Stalkers are going to get too close to Scrappers, or better.
    Too close to what? Scrappers are a damage AT too. And Blasters. That's their primary role. Where the Blaster outpaces both the melees in AoE and has great burst damage as well, the Scrapper is equal or better at sustained DPS (I think because melee attacks usually have some attacks with higher damage...can't really say about Doms tho). Scraps are suppose to be good at 'scrapping' while Blasters just blow stuff up. I still don't see a Stalker 'out-scrapping' a Scrapper because Stalkers just don't have what they have to do it (aggro/dmg auras, sustaining dmg buffs like Soul Drain or Follow up, better survivability to do it with). I suppose you'd need to define what 'stalking' is and make Stalkers better at it. If you can differentiate 'stalking' from 'scrapping' from 'blowing everything up', no one should ever be stepping on eachothers toes anymore than a group of damage ATs are suppose to be.

    Note: I sort of leave out Brutes and Doms from the 'damage AT role' mainly because they can do other stuff ontop of damage. If they can't fully rely on their damage role, they can lean a bit on their other role of tanking or aggro management. Which also points out that, if Stalkers can no longer rely on just doing damage in the fashion they're designed to do it, adding another facet to their role wouldn't be out of the question.
  13. My gosh, Sam, for such a simple question why you gotta stretch it out over 2+ pages?
  14. What supposed issues do Stalkers really face?
    -Survival issues? I can't honestly agree. That Scraps have more HP and higher caps feels relative to the Brute > Scrap comparison. Brutes have more because they use more. By 'use', it means they *need* the HP to activate more damage. Scraps require more aggro to 'accomplish' their damage, that is, in a situation the scrap is fighting something, they'll most likely have the enemys' attention. Enemies don't just magically line up for AoE slaughter, one has to survive long enough for the enemies to assemble or have AoEs big enough to not need it (Either Lightning Rod or Shield Charge, even Throw Spines/Shockwave is too small to use on everything without the enemy assembling). Stalkers need even less, as they can unleash high amounts on unsuspecting targets or simply wait for the team to assemble them to unleash AoEs.

    -Lack of AoE damage? I will state it again and again. This isn't especially true. Stalkers don't lack AoE damage (see Elec Melee/Spines/DB), they just lack the AoE damage sets (see SS, Fire Melee, Ice Melee or even Warmace). The PBAoEs they lose, while good, are not what melees hinge their carnage on...at least they don't bother mentioning it on the boards. Besides Spin, the other PBAoEs are only moderate, at best. And with the trend of new sets being to introduce a 'trash power' that is will mostly be skipped by the Scrapper/Brute crowd to be replaced by AS, this opinion will slowly be squashed out as people finally realize that *none* of the melees are especially great AoEers. Either they too closely compare Stalkers with Blasters so think they should do similar things, or their opinion of AoE melee is Elec/SD melees or weighing the numbers of damage auras from Hero stats too heavily. Dmg auras are good, but they aren't the 'most damaging melee powers' just because the numbers added up over time.

    -Comparative AT balance? I suppose, statistically, Stalkers are inferior to Scrappers by the numbers and Stalks only surpass them with certain sets under certain conditions and only vs STs while surviving better. Honestly, I never considered Brute to be superior to Scraps before the change but that didn't stop the devs from lowering Brute dmg and slightly improving brute durability. I suppose upping Stalker damage and mods would be equally in line. But I don't think they should have higher mods. Being equal melee mods is where Stalks and Scraps need to be. Considering Stalkers get better base crits and improved crit rates on teams should provide the added bonus to keep the ATs in balance. I suppose improving their melee buff mod so that BU = 100% dmg buff would be nice too, maybe even improve Stalker dmg caps some, about as much as Brutes were lowered perhaps, which would only come into effect on teams.

    -Team viability? Well, you're a damage AT. Unless you're giving up damage, I don't see why we need AV-soloing debuffs on our attacks too. Other damage ATs don't get huge debuffs inherent to them either and yet you want to buff their damage on top of it? It's either one or the other. I wouldn't mind leaving Stalkers where they are now but handing them some means to lay down debuffs like a more-fragile-but-utilitarian-melee, but then they shouldn't be the tops on damage scales if they're providing even more than Blasters or Scrappers on teams.



    What areas should be aimed for to improve the AT?
    Burst damage, if at all. As a Scrapper player, I think where their specialty lies is 'scrapping' or just plain DPS button mashing. This is why they outpace Stalkers in straight up combat with no auxiliary factors involved, and that's fine. But Stalkers should probably do better burst damage (releasing a large amount of damage in a short period) with or without auxiliary factors involved. I think this is currently the case but if it's not, just post the numbers. If it's not, then new mechanics to give Stalkers an edge could be leveraged.

    Killer Instinct was an inherent change I suggested before that basically rewards the Stalker for defeating foes (could call it bloodlust too, and extend it to just helping to take down foes). But rather than being a buff that just improved damage overall, I'd suggest it augment your burst damage powers (BU, Placate and Hidden Status) and be partially gained by AS. Rather than a bar, it's 'counters', either as an icon in the buff bar or a kind of add-on to the health bar like fury but bulbs instead of a bar. Build up the KI counter then 'spend' them on your burst powers that would improve them in some way.

    A different approach could be the CriticalHit Specialist which would just be an added boost to the Stalker critical hit damage. Rather than 2x dmg on a critical hit, making it 2.5x dmg or even a scaling improvement for how many members (like Kheld buffs) would make their critical damage (and AS) greater while on teams than solo.
  15. ((Maybe I killed the thread T_T And I had to unveil that the Kinetic fighter I created in-game is the Praetorian version of Hyun-ki ))
  16. Quote:
    Originally Posted by Wavicle View Post
    It is NOT endurance hogging. It uses almost exactly the same endurance than any other standard toggle defense set.
    Baseline, other defense sets (SR, SD) run about .72END/sec running their toggles. EA runs 1.04END/sec running its toggles. But it has high endurance management tools. Other sets with some endurance management being Elec(1.25END/sec) and WP(.89END/sec) aren't much better off. If you can't some how not be shooting END out your ears playing EA, you're doing something wrong. Honestly, it has a 100% endurance discount click (that drops the cost to .45END/sec) and a full blue bar every 30sec with slotting. The endurance cost should be the least of anyone's problems with EA.
  17. Quote:
    Originally Posted by AzureSkyCiel View Post
    Well now I see what you've meant about being against elemental weapons.
    Though I still want to point out that it was never the intent Stone melee, SS, martial arts, or sets like that gain elemental attributes.
    The only other point I think that might determine how balanced it'd be is how much elemental damage are we talking here? Added or replaced? If the damage replaced is small like a damage proc, is it really even worth adding such an option for so little an effect? If it's adding the damage and to a decent amount, how would you keep set balance?

    Consider Dual Blades with fire damage? The Fire Melee set has no mitigation for the amount and type of dmg it does.

    Thusly, consider Dual Pistols. It has a means to do fire damage and yet it gives up the chance for knock in exchange for damage. Not to mention, the set gives up Aim for the utility to do this.

    Quote:
    Originally Posted by BrandX View Post
    If it was setup to how I suggested, then it wouldn't open any can of worms.

    Okay. Let's go with them averaging the damage of this NEW IO with a regular Proc.

    Now, most damage procs seem to be set at 20% Chance for 71.75 damage (Touch of Death is saying 15%, but most others I quickly went through were set at 20%, in MIDS).

    That averages an increase of 14.35 DPS (give or take...as the RNG may be in your favor one night, and against you the next).

    So. We give these new IOs a 100% Chance for 14.35 (or round to 15, or maybe even incease it a bit) of Fire (or any other damage type) Damage.

    There, no overpoweredness, as it has a lower damage amount than the procs, but it's a promised damage and of the damage type desired.

    And yes, in my suggestion you have to slot them just like a 20% damage proc. Into each attack.

    So, you have 5 Claw attacks? You'll need 5 of those IOs. You only have 4? One of those Claw attacks isn't going to be doing that Fire Damage.

    Seeing as how they have no set bonuses involved with them at all, I don't see why they have to be rare.

    In fact, I'd make them a bit common (as common as costume pieces perhaps), so people can fullfill their concept of Claws that inflict fire damage or laced with poison (toxic damage).

    Could go the uncommon route, to have a good supply of them out there, but not as common as costume recipes sitting there waiting for a bidder. *shrug*

    No, wouldn't make them global. Global means they could put it in one attack, and not risk their set bonuses over all. I think the losing of a bit of set bonuses, is part of the give and take of using this IO for it's added damage bonus of whatever effect you're looking for.
    I dunno if it'd be worth it. I guess it really doesn't matter since it won't do much better than a dmg proc over time. But considering a straight base dmg-type add-on favors small faster attacks over the slower recharging/slower activating power, I'm not sure I'd favor the option. Procs are well enough but I wouldn't mind a better spectrum of them.

    If the IO exchanged a % of the attacks' damage for the type chosen, at least it benefits all attacks equally.
  18. Quote:
    Originally Posted by Wavicle View Post

    I never said you have unconditional access to it.
    And this was the point of the post you're quibbling about.

    It was stated that all stalkers have 'ambiguous-access' to Shadow Meld and I respond that my Elec/Regen/Mu stalker does not have 'conditional-access' to it. Since the type of access wasn't specified, I responded just as vaguely.

    So what are you quibbling about now? That I didn't correct the guy? That I stated a fact (that my Elec/Regen/Mu can't pick that power from any pools he has left to pick)? Or that my Stalker went the path or Mu or something?
  19. I've only read the first couple of pages but...I'm kind of astonished how much entitlement people have now.

    Realistically, the devs don't have to give you *squat* for free! You pay the 15$/month for access to the game, the game's upkeep and whatever customer support they decide to throw your way.

    All the stuff they offer for free is there purely to retain customers. New powersets/ATs? That's to give you more to play so you stay.

    Costumes and Customizations? To put themselves a cut above the other games, so this one looks more appealing.

    Emotes? So you have more fun and enjoy the game.

    Vet Rewards? Just a little something to give you incentive to stay subscribed.

    Free issue updates? So you come back to see the new shinies.

    Honestly, they can take all their free updates and add-ons and shove them into an expansion pack every 1.5-2 years that you pay +60$ for. What could you do about it? Stop playing, is probably all.

    That the devs decide to offer boosters for small sums of money should be viewed like mini-customized expansions. You get to choose the stuff in your expansion pack or what you wouldn't use. What's the big deal? You're still getting your free stuff.
  20. Quote:
    Originally Posted by AzureSkyCiel View Post
    Understandable, but that wasn't exactly my concern. The question was "where would you put these damage adding IOs"?
    Again, I apologize if I'm being snobbish or nit-picky, it's just that I've been trying to use a dev's view of the game lately to consider these kinds of things.
    I *still* don't think it'd be balanced to just customize sets to do specific damage. There's got to be a reason why the devs didn't slap huge bursts of damage onto psi sets or fast consistent high dmg AoE onto negative energy sets.

    It upsets the balance. As is, weapon (or smashing/lethal) sets often consistently do high DPS while specialty sets like Energy Melee, Ice Melee, Fire Blasts, Psionic Assault, etc, have a kinda 'shtick'. Energy Melee is high burst but slow, Ice is moderate damage with high control, Fire is all damage and no mitigation...you get the idea.

    Now give Stone Melee ice damage. Stone already does respectable DPS and extreme control. Now it does a damage type rarely resisted? Or what about Super Strength with psionic damage? Dual Blades with fire.

    I postulate that the devs *do* balance a sets capabilities (it's secondary effects, the amount of damage and how quickly it can dish it out, etc.) with the damage types it does as well.

    No, I'm not a fan of the idea of elemental weapons or customizable damage types. It doesn't seem balanced, IMO.

    I'm not saying it shouldn't or won't happen but that's something to consider. BrandX's suggestion on making IOs do this, well, you'd give up slots for it so there's a balance point. Maybe make it 2 fold:

    -This special IO can give a chance of shifting a % of the attack's damage to the desired type if you slot 1.
    -If you slot 2, it will permanently shift a % of the attack's damage to the desired type.

    Honestly, I find this diversifying. In this set up, aiming for set bonuses might not be readily possible if you've only got 4 slots to work with (because the other 2 slots have dmg-type IOs in them). It may be a pity but in that scenario, frankenslotting will help out loads and is probably the best option. It's diversifying because now, frankenslotting can be as viable as aiming for max bonuses. So you might not have the best +rech but you've got a Lightning Rod that does Ice damage. Or a psionic katana.

    It's give and take.
  21. Quote:
    Originally Posted by redtornado View Post
    What got me thinking about it was /Devices. Devices power set is vastly out-classed by Traps and balance should be addressed. But, how can Devices be improved(short of getting rid of it...grrr)? Devices could be anything really, why should it be hampered with unpopular(mostly) and unused(mostly) powers because an entire two or three players(morons) swear by the power and would be devastated(mostly deservedly) if their favoritetest(pathetically) power were to be removed for something that is actually useful and that most others would use, so the 'cottage rule' gets trotted out and nothing helpful gets done.
    Fine. What's your favorite powersets? We'll just go and f*** up all the power orders, applications and slotting just because. Who gives a s*** if you want to keep it relatively the same because you like it. Screw you. Super Strength? Rage is gone, Footstomp is single target and Knockout Blow no longer holds nor does Knock up. Kinetics? Fulcrum Shift is team only, no self buff and all your other powers no longer buff yourself. Radiation Emission? The toggle debuffs are now ST clicks so they don't auto-bypass defense.

    Why? Because I said so and that's how I want it. You don't like it? I guess tough nip for you unless there's a rule or something stating there can't be drastic changes to powers that destroys its original purpose...


    Quote:
    Originally Posted by BrandX View Post
    And untill recently, I can remember my Burn never fearing anything, and then all of a sudden it started fearing 99% of the enemies, then it stopped fearing them (so that's...add a component, keep it in, then lose the component).

    Admittedly, you could never slot for additional fear in Burn, but the fear component was there.

    As for my post, when people have suggested changing the order of a power, people have said "cottage rule" before.
    Burn used to cause 'afraid', not 'fear'. Those are 2 different effects, one being primarily concerned with enemy AI. There's no way to make an 'afraid' effect more potent, it simply forces enemies to move rather than other actions. Since the effect is AI related, that's not covered by the cottage rule.

    Technically, the devs could go in and redo the effect itself, changing how it functions with the AI which would affect all afraid powers. Or they can simply remove all afraid effects if it caused issues with AI or created an exploit. Think if -perception worked like the NPC version (I think it used to with powers like Smoke), the basically removed that version of -perception and created a new one. It's basically the same thing however that was before the cottage rule was established.
  22. As for the request for my Elec/Regen build, I haven't actually revised it since I made it a while back (and I haven't played this particular stalker in months...I rotate my characters, you see).

    He's suppose to be built toward +rech bonuses but also a bit of defense. And I don't bother with the LotG +rech as they're usually just a pain to get.

    So far, I just have the attacks (except LR) and the heals (except IH) with what their sets but he's only 47 so not all his bonuses. He's pretty offensive but solo, he can be a bit squishy.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Shadowcat: Level 50 Magic Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Regeneration
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Knock%(43), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg(46)
    Level 1: Hide -- GftotA-Run+(A)
    Level 2: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Knock%(11), C'ngImp-Acc/Dmg(39)
    Level 4: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(5), Dct'dW-Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-EndRdx/Rchg(37)
    Level 6: Assassin's Shock -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Knock%(11), C'ngImp-Acc/Dmg(13)
    Level 8: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(9)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(15), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(19), Dct'dW-EndRdx/Rchg(36)
    Level 16: Integration -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(17), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(40)
    Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(50)
    Level 20: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(23), P'ngS'Fest-Stun%(25), EnManip-Stun%(25)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(31)
    Level 24: Combat Jumping -- GftotA-Run+(A)
    Level 26: Thunder Strike -- Erad-Dmg(A), Erad-Dmg/Rchg(27), Erad-Acc/Rchg(27), Oblit-Dmg/Rchg(34), Oblit-Dmg(36), Rope-EndRdx/Stun(36)
    Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-Rchg(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
    Level 30: Resilience -- S'fstPrt-ResDam/Def+(A)
    Level 32: Lightning Rod -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(33), Oblit-Dmg/Rchg(33), Oblit-Dmg(33), Oblit-Acc/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
    Level 35: Revive -- Dct'dW-Heal/Rchg(A), Efficacy-EndMod/Rchg(50)
    Level 38: Moment of Glory -- RctvArm-EndRdx/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/Rchg(39)
    Level 41: Mu Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), EndMod-I(43)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Electric Shackles -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A), EndRdx-I(46)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 0: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1422;721;1442;HEX;|
    |78DA9D934953134118867B86843090904444B6242420BB447273397810AC42120D0|
    |40585320CA1852953132A19173C791671E1A00745CBDFE056A57F432DEF9607F507|
    |787089FD7DEF10393B95BC4F4FF7B7764F676E8CFB85B8754268819345B352C9E71|
    |CB3784596BD1973D52A18B93573A574BD603A3E2144CC5DCB676451CAE44451169C|
    |B255308B9888EC2E8FCBCBD2AEC8E48C5C95B62C9B8E55B2C393F69A2C4BDB49EE0|
    |EFCD952A9983C6539B6AC54F09296E6BA65AF36F24B6E5DCA95300F27ED6B56C55A|
    |B68A96B3D136B16E1592B54AAEE63366C591E58D7655E090FA6F1AC27DAA5E9155E|
    |81103D3C00C63781658564889D125C62C7969EC2584A10603E2B6E1CE88AA474320|
    |1D8174046A44A0FE25C679655EE7E6AD3BAB5150CF1490611CCC02678034634B797|
    |95D2F2F92D423493D9234E4F6E6F2A3DABBCACB072FCDF74417A245343C66D4FB50|
    |3EF5610CB2F13D65DCE41A378DF0941F98532B01B7C3006A6D46E5CDA8751F2AEF4|
    |5ADF3CA3C88D89E20EC42F00AA5F79A0FA0439F2A250C732D7C9AB73435C9B86F50|
    |A968BA051DED37011CCA8102A37D4A212ADA37D1A18AD78A787AEB239DEDB619B18|
    |77853066D6EEF6D38C3072A53879BA9E3AB4ED13ABF03DF1889DFECDAFB13B8C995|
    |5F545E5DEEBE74A1D1083624824663683486462F28F3A89B374A0544C5B69AEA76F|
    |3765739769CBE0E05248C2361E217F087B160D01963C77A9022B5C52B8B6AA50F2B|
    |7A5F9C5BEB4F00DD8CCF2AF8A05BF2E00EEFDED053E019F09C311C67FC50777EC43|
    |51F79C153875E02AF80D7B81D6F185F54F424CCEB92EF79E30E7F003E029F183DEA|
    |04C6DC06C6F08DA58088A7762BD54F3D22EDA9DD384D8C225B8291F5D42E9ED0D8B|
    |6EB9F77D508710C8130FFF5BCF5EF8633A61B95E648CE91CC91CC935C2459205924|
    |B9449227A9BEAB79078F505D47498E911C276955F5893B64E9A35BD744E22709903|
    |493044942242D249D243B24D5BF86AD005B|
    |-------------------------------------------------------------------|
    +3% DamageBuff
    +18% Defense(Smashing)
    +18% Defense(Lethal)
    +3% Defense(Fire)
    +3% Defense(Cold)
    +12.4% Defense(Energy)
    +12.4% Defense(Negative)
    +3% Defense(Psionic)
    +13.3% Defense(Melee)
    +7.69% Defense(Ranged)
    +3% Defense(AoE)
    +1.8% Max End
    +16% Enhancement(Heal)
    +32% Enhancement(Accuracy)
    +38.8% Enhancement(RechargeTime)
    +90.4 HP (7.5%) HitPoints
    +9% (0.15 End/sec) Recovery
    +6.62% Resistance(Fire)
    +6.62% Resistance(Cold)
    +1.26% Resistance(Toxic)
    +1.26% Resistance(Psionic)
    +25% RunSpeed
  23. Quote:
    Originally Posted by Wavicle View Post
    It is NOT semantic. You can RESPEC into a different epic pool, you cannot change your primary and secondary. Only Willpower Brutes can get QR, ANY Stalker CAN get Shadow Meld once they are high enough level. This is so obvious I don't see why you're arguing with it. YOU'RE CHOOSING to take BL instead, that doesn't mean SM isn't available to you, you'd just have to respec to take it.
    Semantics, mutha*****! Do you speak it?

    The original statement was:
    "As does Shadow meld. which all stalkers have access to."

    The literal meaning of that statement is every stalker would have access without exception. When you have to add conditions like "have badge x", "be level y", "choose pool z" and "have power w", then one literally does not have access to it. If you learn the definition of 'access', it means 'the right to take advantage of' yet every Stalker is not entitled to. They have conditional access, i.e. the right to take advantage of Shadow Meld under specific conditions.

    It IS semantics. Learn English.
  24. Quote:
    Originally Posted by Nethergoat View Post
    Oh they changed that ridiculous game mechanism?

    Neat!

    That means the next one I make probably won't get deleted in a fit of nerdrage.
    Personally, I'd take the old vulnerability setting if it did away with spawning those crystals.

    As a choice, I guess it could be up to the player:
    -Setting 1 = big vulnerability to the voids' weapons and no/very rare crystal spawnings.
    -Setting 2 = little vulnerability to the voids' weapons and normal crystal spawnings.

    That'd probably be the only way I'd go with a flaws/weakness system is if they had alternative strengths you'd gain (but not gameable choices). I wouldn't mind some of my Invulnerable characters crumbling (-res) to psionics in exchange for something like more debuff resists like vs defense debuffs.

    ...hmm, maybe we should crack another thread open for discussion.
  25. Quote:
    Originally Posted by Nalrok_AthZim View Post
    (especially considering our last Stalker forum showdown :P).
    The what now? I don't keep track of those things >_>
    But it was all stated matter-of-factly with the '*'s used more to emphasize words because bolding seems too serious and I can barely differentiate italicize (yeah, 2 semesters of typography, huh?). I suppose I could use smiles everytime I want to emphasize a word.

    If you were honestly asking me if I would use MoG for ASing, though. To put it bluntly, most likely never because, after using MoG, I probably already used AS. If I want to use AS mid-combat, I'll knock everything down with Lightning Rod or Thunderstrike then use AS. By the time all that's done, and I'm torn up is when I'd pop MoG and keep going with my other attacks, hopefully long enough for Recon to recharge and more enemies to be dead.