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Posts
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Joined
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You are only permitted to activate ONE power per command line/bind. You can TURN OFF any number of powers simultaneously. This means that whatever the LAST power to activate in the sequence is will be the ONLY power that gets clicked/toggled on (all others ignored).
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Stealth IOs, even when put into Team Teleport and Group Fly only affect you. If you want your Pets to not draw aggro (prematurely) you will need to be using Grant Invisibility on them.
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Actually, limiting this idea to the Hazard Zones (The Hollows, Perez Park, Dark Astoria, Terra Volta, Eden) could make for some rather interesting storylines in those areas.
Now imagine taking this "clearing" idea and applying it to The Shadow Shard. -
Quote:What you desire is unreasonable, on multiple fronts.I was wrong that stalkers needed higher damage modifiers, hit points, and crits. I was wrong that the demoralize effect helped. I was wrong because these things are, fundamentally, pointless. A slightly improved damage modifier, or slightly increased hit points, or the rare critical hit, will not significantly improve the lives of stalkers.
No. I hereby posit that the stalker AT is 'broken' beyond all repair, because its fundamental concept is contrary to the game. It is an AT dependent on interruptible power activation in a game that thrives on motion-based combat. It is an AT designed for single-target assault in a game built for little more than slaughtering minions en masse. It is an AT whose main goal in life is the sudden evisceration of large-scale threats, when it is well-known that there exist no large-scale threats which may be suddenly eviscerated by stalkers in this game. To expand: bosses are not a threat. Elite bosses are not a threat. AV's can be a threat, but stalkers are no better at slaughtering them than other AT's, while retaining our intrinsic handicap against multiple foes.
In short, we are superfluous. Our existence is meaningless. Single target assault is not necessary in this game, and it's not like we do it very well anyway. Throughout this rant, I have implied that I do not agree that it is stalkers themselves who are broken. Rather, the game is broken. It is not built to accommodate our AT. Even if we were to turn AS into a power which instantly killed bosses at level fifty, it would be pointless. Fun, but pointless. Bosses are not capable of inflicting enough harm, and they die too quickly already even if they did inflict enough harm.
The only way to 'fix' stalkers is to 'fix' the game. Make single target annihilation more necessary in regular game content. Buff the everloving hell out of bosses. Make it so that bosses are your worst nightmare in-game. Make bosses so frighteningly difficult and sturdy that they cannot be solo'd by anyone - except stalkers - without inspiration use and decent builds. THEN turn stalkers into the AT that can rip the guts out of any single thing (sans AV's/elite bosses) in five seconds or less, but be comparatively helpless against a seething mass of minions. Then and only then will stalkers have a place in-game. Then and only then will they finally be 'fixed'.
I've had enough of your bomb throwing and resistance to dialogue.
As you've said, repeatedly ... you're wrong. -
Quote:Actually ... take a look at the really well done FX you can see on the Malta Sapper's Gun. That combination of glowing blue smoke/plasma and electrical discharging seems like it is something that would lend itself well as a conceptual starting point for the building blocks of a Radiation FX Theme if you were starting from scratch. If you're looking for an inspiration for how to visually symbolize Radiation, you could do worse than look at the Malta Sapper Gun.Except that Radiation *does* have a real world visual effect associated with it which everyone should recognize ... Cherenkov Radiation.
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Emote Request:
1. Start with the Wedding Pack's /em throwrosepetals
2. Edit the particles thrown to not be rose petals ... substitute dollar bills instead
3. Name new emote /em throwdollars
Temporary Power Request:
The Dance Gun -
Quote:So long as the ending for it plays out like the conclusion to Gift of the M.A.G.I. then it's definitely something I'd want Black Pebble to see.I have a video in mind, but I need to see how arcs #5 and #6 play out first.
Of course, nowadays we'd be using Titan Weapons there at the end on Mr. Stars On Thars instead. -
Quote:In case it wasn't obvious enough already, I'm all in favor of permitting pre-designed alternatives to the Pet Avatars we've got. Rather than giving us an AE Custom Critter interface to make the Alternate Pets with, instead we get a listing of the pre-designed choices when WE go to Facemaker/ICON/etc. to edit our own costumes and are looking at Power Animation Choices and looking at the Alternative Animations available to us. That certainly seems like the simplest and lowest risk option available for being able to implement Pet Variety.I know that there was mention of server load issues with the MM pets, as well as with the vanity pets. And that was their main point for the total customization. If it's true or not, I don't know, but that was the answer they gave at the Pummit.
As for the needing of proof that the desire for Female pets, or even customization of pets is out there, I think that the numerous threads, as well as the panel jacking that happened at the Pummit, were pretty good hints....but unfortunately they keep falling behind certain excuses, and until they stop using them, and either provide a legit reason, or even a "we don't want to spend the time to do it", I am going to keep at them, and hopefully the rest of the people who responded to this thread will as well. -
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Quote:I'd say that Spiritual's effect on Healing is most important to Black Dwarf Drain ... but that's hardly relevant to a Human Only Guide now is it?When it comes to Spiritual, I wouldn't take it on my warshade. In all three boosts (core side) I only find one benefit, the recharge.
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Posted 09-29-2006, 05:03 PM
(that's right ... over FIVE YEARS AGO now!!)
Quote:EVERY SINGLE STALKER PRIMARY APPLIES PERSISTENT DEBUFFS/CONTROLSPlacate is officially busted. I've tested this using Katana as a primary, and had a friend test EM.
It seems that if there's an icon showing an effect in the icon window of your enemy, Placate becomes busted every single time. This means -def from Katana attacks (tested and confirmed), slows from Spines (untested, I don't have a Spines character), -def from Slash (untested, I don't have Claws), EM stuns (tested and confirmed), DM -acc (untested, my DM isn't high enough), and the great deal of effects that MA has (untested, my MA died about 4 months ago).
AS itself is unbusted (confirmed), as it creates no icon in the enemy's window. If you've seen Placate acting strangely, find someone you can trust to test it with, and you will find that -def, stuns, and probably -acc too (haven't tested -acc) will cause Placate to fail every single time.
Do note that status effects from your secondary (Energy Drain, Blinding Powder) and the Patron holds also create icons in your enemy's window, and will cause Placate to bust.
Please note also that this is an entirely PvP issue. Please test this with someone you know so we can narrow this issue down and make it easier for it to be fixed.- Broadsword: Defense Debuff
- Claws: Defense Debuff (Slash only!)
- Dark Melee: To hit Debuff
- Dual Blades: Defense Debuff, Combo Debuffs/Controls
- Electric Melee: Recovery Debuff
- Energy Melee: Stun
- Kinetic Melee: Stun, Damage Debuff
- Martial Arts: Stun, Defense Debuff
- Ninja Blade: Defense Debuff
- Spines: Immobilize, Slow
- Street Justice: Stun, Knockback, Defense Debuff, Combo Debuffs/Controls
So how to "fix" that problem?
Well ... there's this wonderful bit of existing game tech/coding called ... Grant Power.
But how would recoding all Stalker Debuff Effects into being a Grant Power help Placate (and Stalkers more generally, even without helping Placate)?
Well ... Grant Power means that the affected $Target casts the Debuff effect on themselves ... rather than it being applied to the $Target by the Stalker. This means that the *attribution* of the Debuff cannot be "held against" the Stalker, which in turn means that the Debuff effect's persistence will not cause the "invalidation" of Placate's Aggro Wipe functionality. This also means that because the $Target is casting the Debuff effect upon themselves, they do not Resist the Debuff's effects in the same way they do when those effects are being cast on them by the Stalker. This has the "net effect" of making the Stalker's Debuffs "throughput" as if they were stronger/more effective against +1/+2/+3/+4 (and beyond) Foes because there is no Level Shifting involved in applying the Debuff to the $Target (since they're casting it on themselves at THEIR Level, not YOURS). Conversely, against weaker Foes, your Debuffs are "less effective" than they might otherwise have been, simply because you're not getting the benefit of Level Shifting when Debuffing Foes who are lower Level than you are.
And this goes without saying, but ... people only really "care" about their Debuffing strength against Foes which are higher level than themselves. Not too many people are worried about stacking up extreme Debuff values against Blues, Greens and Grays (mainly because $Targets who are -1 Level or worse against you tend to not survive long enough to prompt you to "worry" about stacking up Debuffs on them).
It is my opinion that reworking all of the Stalker Debuff and Control effects in their Primary powerset, with the exception of Placate itself, into using Grant Power to deliver their effects ... and *NOT* applying the Effect does not stack from same Caster limitation to them ... would not only go a long way towards resolving the (FIVE YEARS AND COUNTING!) outstanding issue with Placate being "too fragile" to Wipe Aggro reliably ... it would also make Stalker Debuffs and Controls *better* against Hard(er) $Targets, including situations where the Stalker is out-leveled by +1 to +5 Levels. It would give an "edge" to Stalker Debuffs and Controls (globally) which would be unique, and not shared by other Archetypes, lending them a distinct advantage that isn't easily replicated by Scrappers, Brutes and Tankers (ie. The Competition).
Would this sort of change "take effort" from The Powers Team to implement? Yes, it would ... but perhaps not as much as it might at first appear. There is a very substantial amount of "overlap" between the Mag(s) and Duration(s) of a LOT of the Stalker Debuffs and Controls, such that there is a fairly good potential for Re-usable Coding of any sort of Grant Power effect by multiple powers in the Stalker Primaries. The nice thing about such a change would be that it would all be "under the hood" of the existing game mechanics, in such a way as to require no new animations or UI elements ... meaning that it's all just an exercise in rearranging database info in spreadsheets (and then testing it using QA to validate it's working "properly" at the game mechanical level). Basically, someone like Second Measure would need to "sign off" on this as a project and put it on the schedule ... and only the Powers Team and QA would need to allocate resources to it in order to implement (and proof) it.
Unfortunately, the Powers Team is already "booked solid" for the next year ... so any efforts in this direction would not be Coming Soon ... -
Quote:In which case, Angry_Citizen, you need to start campaigning to have all Damage Enhancements for Cone, PBAoE and Target AoE powers shifted from Schedule A to Schedule B ... because that seems to be the only option to achieve what YOU want, which is a Global AoE Damage NERF.Which, again, make up perhaps .1% of all conflicts in the game. And that's being generous.
Sorry Redlynne, it's a nifty idea, but it's pointless - just like the dev-proposed buff.
Have fun with that. -
The Ship of State(sman) is affected by Dr Aeon's fiendish new invention ... the Anti-Gravity Gun! This causes the entire ship to "fall" upwards into space and exceed escape velocity! Since Statesman *can't move* he Falls Forever into the Great Black Beyond on top of the ship that leaves the atmosphere! The only way we'll ever get to see him again (maybe) will be the scrap of cloth at the bottom of a crater outside THE MOONBASE That Will Never Happen!
Personally speaking, I'd prefer to swipe Manitcore's Bow (and Arrow) and shoot Statesman in the chest MYSELF, and then turn around and tell "Torchy" to pony up (again).
Hey ... it's been done before ... -
That's merely one way of many possible choices ... and is not something which is mutually exclusive with other options. It's also certainly something that would allow Stalkers to meaningfully and *obviously* contribute to AV battles.
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The Wedding Cake Cave Module needs to be EATEN by the servers.
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Quote:Help meeeee .......
... must ... breathe ... AIR ...! -
There's a reason why I brought up "Terrible Volta" at the Player Summit as something that needed a re-look. Positron was taking notes.
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Simple ... yes ... and for the simple minded. It's a shortcut that is only being contemplated because the rest of the Archetype's primary powersets aren't "up to snuff" for doing what they're supposed to do. It's a band-aid, not a solution. It promotes Muscle Memory Button Mashing at the expense of Situational Awareness and the all-important (to me, anyway) aspect of Player Skill. It "dumbs things down" so as to make them "work" for people who don't want to have to work for it.
It IS simple ... and unsatisfying.
There were (and are!) other means to achieve the same objectives, many of which would be "true-r" to the heart and soul of what makes the Stalker Archetype something more than just a Scrapper who can Sneak Around. -
I think I can honestly say that Avatea is the BIGGEST *little* girl I have ever met.
Damnit, now it's MY turn to get all sniffly ... -
Quote:Except that Radiation *does* have a real world visual effect associated with it which everyone should recognize ... Cherenkov Radiation.I'd also lump in real-world concepts that don't have an easily recognizable visual, like Radiation and Gravity, into this category.
Quote:The characteristic blue glow of nuclear reactors is due to Cherenkov radiation.
I never have understood though why the original art team went with GREEN rather than a Soft Diffuse Blue/White color for Radiation. Only thing I can think of is that "radiation" was always "green" in the context of The Incredible Hulk (among others). -
Quote:For me, this runs the gamut. Everything from the Flares power, which looks a bit like bottle rocket fireworks, to Flamethrower and Ignite in Assault Rifle's as well as Fire Breath's "FWOOSH!" of burning fire, to Archery's Fire Arrow and Explosive Arrow, on out to things like Trip Mine and Time Bomb's "BA-KOOM!" of explosives. I guess the "easy way" to break these things apart, thematically is, as mentioned, whether the damage is being caused by either combustion or detonation. In some cases, such as Flares, it's being caused by both (given the way the power animates and sounds). So this isn't as simple as it sounds (at first glance). But it does make for a good rule of thumb as to whether damage is being caused (primarily) by Burn or Boom as far as how the "Fire" FX ought to be working.Fire: Are you looking for a slow-burning fire like that of camp fire or the fast-burning jets of fire like that in a blast furnace or a high-intensity fire? Are you even looking at fire at all, or are you more looking at explosions? The Pyronic Judgement, for instance, is something I expected to be a giant explosion where instead it more resembles a fuel air bomb.
Conveniently enough, most of the "Boom" type of Fire Damage powers involve some sort of Smash/Lethal component to them, which makes differentiating these types of FX easier in terms of concept (although there are exceptions, of course, like Flares).
On this, I personally think that Sonic Blast "better fits" my conception of Sonics better than Sonic Resonance does. That's because I envision "Sonics" as being something which distorts the air it is passing through ... which means it is transparent (mostly), but can be seen by the different refraction index of the light passing through the air in that space. The primary effect for Sonics should be (of course) Sound FX, rather than Visual FX. You run into a problem though when dealing with persistent effects, especially bubbles around your character, where a constant rippling refraction can cause a most unwelcome DISTORTION of what you're seeing around you (at all times). In this respect, I personally see the bubble of FX around the new Giant Hamidon Monster in First Ward to be more like my personal expectation for Sound Bubbles than the legacy FX used by Sonic Resonance. A very slow, "drippy" bubble like that, done up as a CLEAR effect which simply distorts the light passing through it makes a better fit with my personal concept for how to do "bubbles with sound" in this case. -
Quote:Two words ...Also, a special request from the Honey Badger (I know he wants a "cooler" redname but he is SO stuck with that.)
SO DOOMED ...
In his defense, I did turn to him during the Powers panel (when you were all revved up about being able to swear!) and privately asked him, "Did you REALLY marry this woman?!?"
The guilty (yet unreservedly proud!) look on his face was SOOO worth it!
Total Kodak Moment right there. -
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You also haven't seen me soloing and holding the aggro of FIVE RIKTI MAGUS simultaneously for MINUTES (plural!) at a time before the Cavalry can arrive to help my MA/SR Scrapper defeat the dogpile. The challenge of course is to Not Faceplant while doing that, since those Rikti Magus aren't exactly "gentle" with their attacks.
The fun part was doing that *twice* in one run on Virtue ... to the shock and amazement of the other members of the Rim Assault Groups. And then I did it *again* on the next mothership raid right after that run. For quite some time after that, I had quite the reputation ...