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Posts
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stalkers are most definately over powered. i have an invulnerable tank who can sit in the villain base with 6 masterminds corruptors dominators brutes, or anything else except for stalkers and not even lose a drop of health...but if a single stalker comes up to me, and AS me then it drops 1/4 my health and drops my toggles. by the time i get toggles on again he as me and health goes down more...continuing to do this they can kill me, because i never run...my motto with my tank is "if i am going to die, let me die because i deserved it"
but this stalker stuff is a little outrageous...it would be no problem if they couldnt drop my toggles but, they do even with unyielding and weave on...WHY???
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ok wait let me get something straight here..
You're an Invul tank and can
"sit in the villain base with 6 masterminds corruptors dominators brutes, or anything else except for stalkers and not even lose a drop of health"
Are you sure it's the Stalkers with the over powered problem or are you just upset that 1 out of all the AT's you mentioned can penetrate your defenses and smack you around like a rag doll? -
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1) Given equal numbers of heroes and villains in the PvP zone there are a usually a high proportion of Stalkers in the villain population. This means the heroes have to be built to be able to deal with Stalkers; not good for casual play.
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So, basically you are saying that many people that play Villains have opted to create Stalkers? Stalkers are a brand new AT in the CoH/V combo, of course they are going to be popular to start. Keep in mind the game (CoV) is still fairly young. Not seeing how this unbalances the situation as more and more venture out to try other AT's after trying the "new" ones. Guess you could suggest to the Devs to create limits on the Servers as to how many of each type of character can be on at a certain time. *shrugs* dont think this would make for happy players though.
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2) Since the other villain ATs can be seen by the heroes they are quickly overwhelmed if the Stalkers do not gang up on the heroes to help out. There is certainly a PvP balance issue here.
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This is another one of those "talk to me when the game has been out longer" situations. complaining that there are just not enough "different" flavors of Villains/Heroes playing isn't the fault of the game, devs or anything. It's simply the people who are paying to play have chosen to play certain AT's.
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3) TP + AS + SJ. I've seen this tactic and it is very boring to fight against. Stalker lands, probably one-shots, and runs far away using SJ. This, of course, requires the double stealth combo.
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I have seen this tactic as well only it looks something more like TP+Rage+Insight+Luck+BU+AS and then SJ or TP or SS off (inspirations may vary or not be used at all). Nothing wrong with it. You are dead to him why should he hang around? Were you hoping he would hang around and pass you an awaken? Still see nothing wrong with this tactic.
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4) Attack avoidance also may be an issue. It is in the Stalkers interest to have the AS be uninterrupted by AoE or targeted attacks. If the heroes consistently find themselves unable to hit the Stalker when they spot him try to AS they will just learn to run away from Stalkers.
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Avoidance is not only and option it's a tactic. Just as some may not want to engage with a Stalker a Stalker is going to be picking and choosing his targets as well. Not seeing an issue here.
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5) Teaming does not solve the AS issue as it gives the Stalker a clump of targets that are easier to find. Please don't suggest that the heroes should all have to stand next to each other in fear as a 'solution' to being one-shotted.
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Ridiculous point IMO. Targets are easier to find yes. Once that first AS and the Stalker is revealed, the Stalkers damage has just significantly decreased. That team has a better chance to take on that Stalker now that he is uncloaked and out in the open. Surely you and your team have at least a few skills to engage a Stalker that is not in hide?
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I'd look at scaling the cost of IR goggles dependent on level and capping Stealth and Perception effects much lower. One-shotting should not be possible.
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It has already been said that one shotting will be going away.
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Also, does anyone know a bind to target player opponents only?
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Nope sorry, wish I did. -
Ok this is better but still flawed IMO.
Now it's good to team when doing indoor missions or instanced missions but street missions (kill 50 Malta) should be done solo for most effective results. Pretty harsh if your a squishy *shrugs* -
chop chop Tainted I am still waiting on your testing results lol..
The Test Server so far has been far to laggy for me to even move around. If ST is worthy of keeping it's going to be a nightmare trying to pick something else to drop for SI. *sigh*
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You have to summon ST in the middle of the mobs to get them to cower otherwise the cone will hit em all. You won't see the acc debuff stacking because they are running out of range of the debuff. The single debuff on it's own isn't super significant.
The more STs the more stuff will run. Terrify (run) overrides CoF (cower).
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hmm thanks gsolo I will try the place in the middle of the mobs again tonight and see. If they could fix it so the enchancements you slot on it would override or subdue what's not enhanced it might be worth keeping. As it stands I am willing to try any method anyone has to offer up for it being a decent power. I like the look of it and would really like to keep it in my build but the running is just a big ole pain in the hiney! Might work fine for other Illusions but as an Ill/Kin I really do not want everything running from me.
I am honestly not seeing any of the ACC debuff at all. Might have something to do with having 2 out at once 3 for a couple of seconds or even placements. Again something I am willing to play with if someone has a good way to get the effect I am looking for out of it.
If anyone can tell me the best way to slot it and use it in order to see the "cower" and "Acc Debuff" then please post it or send a PM. Thanks much! -
No bots in the groups and 2 ST's out during the battle at one point nothing was cowering, everything ran and I did not see any type of ACC debuff.
Also tried on CoT's & Banished Panth missions again nothing cowered most things ran everything else put up a good fight. If there was an ACC debuff it was slight. -
Added a second slot last night to ST. 2 slots both for fear. Horrible results.
1st use: On a mission (mission slider set to unyielding) 5 groups of 10 - 15 yellow and orange Nemesis mobs standing around. Cast PA to gather aggro, cast the ST on the edge of first group (away from 2nd so as not to aggro) and everything in the 1st group turned fired at me all of them must have landed a hit because death followed. BAD BAD BAD! Came back from the hospital tried again but this time I was ready for it and survived but everything in the group turned, fired in my direction landing a hit and then took off running. I did not see anything cowering it was as if it just pissed them all off. Those that ran, ran just to the edge of the cone and turned to fire. grrrrrrr Horrible power as far as I am concerned. I only hope that after I4 is released the power is made useful again.
2nd use cast ST as the opening power in a group of 2 yellow Nemesis. Neither ran or cowered both continued to fight. -
What about things from the Kinetics line such as Siphon Speed and Intertia Reduction?
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I think geko has said that making ST an instant lockdown power is too powerful, in the opinion of the devs, by virtue of changing it from when it practically was one.
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Let's not go putting words into the mouths of the developers. If Geko were to say "Yes, we felt the way Spectral Terror was behaving when Issue 3 was overpowered", that'd be one thing, but that never happened.
Maybe Geko felt the intent of ST was to have foes run, and had nothing to do with how powerful a tool it was?
I mean, I remember back when ST was on test, MizBHaven and I were trying to convince people it was worth taking at all. We had to give people tactics because most people were saying "The fact that they shoot every 7.5 seconds makes this power useless!" Now people are saying it was overpowered and the Devs feel this way too. Come on.
Until a red name says, "yes, We feel that ST having a cower effect only, with no scatter, is overpowered" I'm going to fight for a power that doesn't negate my secondary.
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So true! However, Tainted_Soul, now I am wondering if we should have kept our mouths shut hahaha. (I'm kidding)
I do not like the scattering of mobs. The ONLY reason I took the power after I3 was released was because it was working as a lock down with a few trying to pop shot you here and there. I spent a good bit of time on Test working with the power BEFORE incorporating it into my build because I had not planned on taking it at all and wanted to make absolutely sure it was going to work in a way that would benefit me and my team.
Had at any point the devs pointed out during the time it was on Test that it was overpowered and NOT going to be kept that way then, I would not have taken the power. Wasted respec! I have a problem with scattering mobs in every direction. There are so few situations I would even need to use a "scatter" power that I just have no use for one that does it; hence the reason I did not take it until the changes were brought about.
The changes that are being made are not what I would like to see but I will be testing it just as I did before I3 was released to see if I can work with it or not. If not I will be dropping the power all together.