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You still do more damage AND apply a terrorize effect when assassinating out of Hide. All this change does is finally kill the need to back out and wait eight seconds for Hide to reapply in the middle of a battle. You're still being rewarded for getting the drop on unsuspecting enemies, as that's the only way to score an Assassination critical.
As far as I'm concerned, "stealth" in this game has been broken since day 1, because in this game, once enemies know of you, then you can be as invisible as you want and you can never hide from them. The best you can do is Placate, and that doesn't make enemies forget you, it simply makes them unable to target you, but they still know where you are and what you're doing.
With the broken nature of stealth, creating a "stealth" AT in this game is impossible, or at least very awkward and unproductive. You've said as much yourself. You were the guy who yelled at me until I got it through my thick head that Stalkers SHOULD scrap. I don't want Stalkers to be a "stealth" AT. That doesn't work. I want them to be a "critical hit" AT.
What I mean is I don't want Stalkers to spend hours sneaking around, I don't want Stalkers to run away from a fight and hide, I don't want Stalkers disengaging from a fight the team is leading and rushing off to the next fight. I want Stalkers to fight as fighters, but I want them to do their damage not through raw damage numbers, but through the careful application of their critical hits ability. Whether that's with or without Hide is - in my eyes at least - irrelevant. Hide should still carry some meaning, obviously, but I want to see it as a tool for achieving critical hits, not an abstract representation of the ability to not be detected. -
Yeah, we're discussing art with David Nakayama, the concept artist, in a thread he started about art, prompting us to ask him questions and discuss things with him. I don't know what we were thinking.
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Quote:Seeing Stalkers as a "stealth" AT is a mistake. They're not. Stalkers are fighters who use stealth not for sneaking around but as a combat supplement. Stalkers could ditch their Stealth altogether and still be pretty much as good as they are now, so long as they keep their Hidden status, which has nothing to do with being invisible and all to do with scoring criticals.And also, other games don't usually have that many "stealth" class. Rift, WoW, Lord of the ring..they only have one class that can stealth well. In this game?? Almost anybody can stealth if they want to. That really doesn't make Stalker that special. In fact, I find Brute with unsuppressed stealth a better "assassin" in some cases and Bane is just a superior Stalker in many ways.
Stalkers are not Rogues or Thieves, not in PvE anyway. Their "role" is not to sneak around the battlefield and look for targets of opportunity, their role is not to "explore the map," their role is not to skip fights. Based on how the game gives out progression rewards, none of that is rewarding, thus none of that has a point. A Stalker's role is to kill stuff, with their AT gimmick and definition coming into play in regard to HOW the Stalker goes about doing this. Brutes and Scrappers kill things in a straightforward fashion by walking up to enemies and cycling through their attacks. A Stalker kills by using and abusing his critical hits, therefore any change to boost Stalker damage without turning him into a Scrapper should boost the Stalker's ability to require his Hidden status.
I suggested a while ago that a successful kill in which the Stalker did the majority of the damage should cause a Stalker to immediately regain his hidden status and score a critical on his next hit. If that hit is another kill, then the Stalker should regain Hidden status once more. This would be a good way to reward them for single-target damage with even more damage for being the ones to kill single targets.
If Stalkers need more damage, then I don't think this damage specifically needs to come from AT mods ore buffs, but instead from very many more criticals. A Stalker dealing double damage criticals very often stands the potential to do a HELL of a lot more damage than a Scrapper, damage mods notwithstanding. In fact, I'd say up Stalker criticals from doing an extra 100% base damage to dealing an extra 150%-200%, so that Stalkers are HIDEOUSLY DEVASTATING when dealing criticals, but just average in a scrap.
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When Stalkers were created, they were given a gimmick - critical hits while they were hidden. While this was a great idea, this gimmick was SO limited as to be next to useless. The most a Stalker could do was assassinate one person one time in PvP and essentially grief people, but once that ONE critical was gone, the Stalker was naked. Running away is a waste of time and a waste of performance, and without running away, Stalkers cannot use their hidden mechanic almost at all. If anything should change about them, this is it. Their Hidden status should be much easier to achieve, much easier to maintain (i.e. being uniterruptible by external forces) and much easier to exploit. Give Stalkers criticals they can rely on and their damage WILL increase. -
Quote:You're right for two reasons beyond just that.Actually, mez itself makes this false even on paper. Because blasters don't have mez protection, they are in danger the moment mez lands. So "kill so fast he's never in danger" means killing before any foe can use a mez. And as a practical matter, that is very close to being able to instantly kill everything. Blasters are never going to get that ability, so they can't really get that "kill before being killed" ability designed into them.
1. Any AT designed to be able to kill enemies before they can even respond is simply broken by design. Simple as that. Killing enemies before they can respond and kill even a squishy trivialises content in an extreme fashion, therefore no AT can be allowed to do this consistently.
2. Any AT designed to be able to kill SOME enemies before they can respond SOME of the time, but gives up the ability to do almost anything else is broken by design, because said AT is screwed when it can't kill enemies fast enough. By design, the game has enemies who are intended to not be easy and quick to kill. I speak of most 40-50 bosses and elite bosses, specifically. There are also scenarios where enemies cannot be killed fast enough to stave off their ability to respond, such as in situations with ambush waves or stacked spawns or enemy-summoning critters. The fact of the matter is that any AT designed to kill or be killed will suffer, because sometimes killing fast is impossible by intentional design.
This has always been a great source of ire for me. In order to be even moderately competitive, Blasters have to rely on tools that for any other AT would be just "nice to have," and that aren't in any way part of their specialisation or AT design. A Scrapper survives on his defence set and works on his offence set, but a Blaster survives on his pool powers, Epics and secondary effects. That's one reason why powerset choice is so important for Blasters - because you need the right secondary effect to survive. Either that, or you need to pick a set with broken-overpowered animations. Some say that's "variety," but I call it poor design forcing players to scavenge for useful powers.Quote:In practice blasters tend to survive not by using abilities they are designed to have, but rather abilities they are allowed to have, to a point. Mez and debuff, for example. Ice blasters survive on their holds and slows. Energy blasters survive on their knockback. These are not things blasters *must* have - Fire/Fire blasters don't in large part - but are *allowed* to have so long as its not too much.
This is actually the right mess that Blaster secondaries are. What are they supposed to do? Are they melee like the game called them in Beta? Are they support like Devices is trying to be? It seems like a Blaster secondary is "supposed" to do whatever it looks like it should to in your eyes. Some powers from some sets help us a lot while some powers from some sets feel completely pointless, like Blasters got whatever was left over when the other ATs were done. And I'm pretty sure that's not the case.
What I find the most unpleasant about them is Blasters are the ONLY AT I've ever played for whom an essential, vital, game-changing ability only exists in their Epoc poos - personal armour. And even then, this is weird. For instance, Force Mastery Temp Invulnerability only protects from smashing and lethal damage, making my Energy/Energy Blaster meat on the table for Siege's old minions, yet Charged Armour from Electrical Mastery provides the same smashing/lethal resistance AND as much energy resistance on top of that.
Blasters' biggest problem, as far as I'm concerned, is that they're just thrown together, more or less requiring players to break the AT's intended design, because the AT's intended design is broken at its core. -
Quote:You know what would make ME play Stalkers? And, mind you, I already do play Stalkers. What would make me play Stalkers more is if they fought better. If they died less and killed more. What would make me play Stalkers more is if their gimmicks weren't bugged and if they were usable more often. If I could hide easier and score Hidden criticals easier, if I could assassinate easier, if I could placate and not worry about the AI bug, if I could take damage and remain hidden and so forth.I don't think the goal is to make you invite Stalkers more, but to make people more inclined to play Stalkers and have an increased ability to enjoy them. You may end up inviting more as a side-effect of them becoming a more popular AT.
I honestly don't care how Stalkers stack against the OTHER ATs in terms of role, just so long as it doesn't feel like I'm levelling up much slower or have a much harder time winning fights than a Scrapper would. As long as Stalkers can SOLO as well as Scrappers and Brutes, that's all I, personally, care about. Right now, they ALMOST do, but still suffer a bit in the damage-dealing department. In ever quite feels like I can outdamage my Scrappers consistently. -
Quote:After bringing three Blasters to 50 through blood, sweat and tears, that's precisely what I ended up learning the hard way. In theory, a Blaster can kill stuff so fast he's never in danger. In practice, a Blaster dies LONG before he has the time to pump out even a fraction of his damage. Even as fast as it is, a Fire/Fire Blaster trying to use Fire Breath + Fireball + Rain of Fire in any order against a regular spawn is dead long before the enemies succumb to the damage. And that's non-resistent enemies, unlike Malta, Crey, most Praetorians, Longbow, the Arachnoids, Arachnos, the Rikti, etc.In real play, defense matters because in real play blasters die. Mez protection matters because in real play blasters die to mez often. Prior to the last round of changes, that was the most common datamined cause of blaster death. That's why Defiance 2.0 allows Blasters to shoot through mez: it was seen as the best way to give them a chance to break out of a mez that would otherwise eventually kill them.
I've been trying to argue a meaningful change to Blasters pretty much since Defiance 2.0 (which helped a lot, just not enough), and I've just about given up on the AT, having rerolled all three of my level 50 Blasters as other, less suicidal ATs. I get what the idea behind Blasters' design was, honestly, I do. But for the life of me, I will NEVER understand what the person designing the AT's power selection and stats (Geko?) was thinking. Blaster primaries are sometimes suspicious, with nukes and ESPECIALLY snipes being of questionable value vs. their drawbacks, but Blaster secondaries in particular are just a complete, frightening mess that I don't ever foresee being straightened out.
If we're being realistic, my list of ATs that need a revamp would have Blasters in spots 1 through 10, and probably have Kheldians on spot 11 and Stalkers on spot 12. However, BECAUSE my list looks like this, I simply do not play either of the ATs most in need of help, but I do play Stalkers because they don't die all the time, hence the first AT I actually want to see beefed up is Stalkers, which is what's happening. -
Quote:"Trading off survivability" is not the same as being gimped. Stalkers being solid fighters is good design and I would NOT want to see them return to the days of being squishy. No, Hide should very much not be their main form of defence. In fact, I don't believe Hide should be a form of defence at all, but rather a form of utility. What Stalkers sacrifice is out-and-out performance in return for greater burst damage, and I'm honestly happy with that.I completely agree. For me, Hide should be their main form of survivability. Placate should be an AoE and their regular armors should really only be good enough for them to survive until placate recharges. This is, of course, with PvE in mind. Stalkers have always been somewhat of a questionmark for me when it comes to PvP.
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Quote:This is also very well said, and it brings to light two specific discussions.A lot of brightly colored costumes aren't that much of a problem. A lot of people in brightly colored costumes, moving, on screen, in an action sequence, is.
Viewers suffer from attention fatigue. They don't know what to look at, where the flow of the action is. Couple that with Hollywood's facination with fast shots, rapid changes of camera angle, and cgi special effects, and its easy to overload your viewer to the point that they'd rather do anything other than watch the movie.
This is also a problem with MMORPGs, this one included. The more effects, the more graphics, the more flashy stuff that's happening, the worse the effect is. If you could do a study of MMORPG players faced with team and multi-team raids, you'd most likely notice that most of them focus on the static elements of the user interface rather than the "action" that's happening on screen.
One is of MMO large teams and the "effects soup." I know that when I team with more than about three other people, I start to lose spacial and situational awareness, developing tunnel vision and being able to process only my direct target I'm attacking, ignorant of strategic goals. Too many people, too many enemies, too many effects make a scene so chaotic that my brain is incapable of processing it in real time, thus I'm incapable of functioning, or at least functioning well in this environment.
Attention fatigue is a major buzzkill, and it's what's kept me off large teams for the past seven years. Well, one of the major things, anyway. It partly has to do with flashy colours, but it also partly has to do with just an overly-busy game. Some people - like me - like to keep their situation and surroundings in mind at all times, and when we're incapable of doing this, we more or less shut down and just hit things.
The other discussion is one of specific design, and in particular stylised design vs. costume complexity. So far, David has vouched for complexity, but here's the thing - you can have a costume that's complex in graphical details but simple in colour scheme, or a costume that's complex in colour scheme but simple in graphics details. Once you have a costume that's complex in both, people become incapable of comprehending the costume, thus they become incapable of seeing the costume as anything more than an amorphous, multi-coloured thing. Think back to Michael Bay's Transformers movies and think about how the Transformers - who resembled alien bugs, as a friend of mine put it - were so complex, busy and colourful it was next to impossible to tell what the flying Dutchman was going on when they transformed.
A good costume needs to be simple in at least some way so that people can actually comprehend it, remember it and be inspired. They must see more than "a costume" and "some colours," they need to see the idea behind the costume, as communicated through some factor of the costume that they can understand. Factual complexity and practical appearance don't matter, because if the costume is too busy for people to "get" at a glance, all they'll see is shapes and colours that they can't reproduce.
Think back to the Arachnos base tileset. This is one of the game's most repetitive-seeming tilesets, despite being one of the most varied and detailed. Why? Because while a pipe may be different here or a grate in a different place there or this incomprehensible machine different from that incomprehensible machine, to my eyes, it's all just stuff I don't understand that all looks the same. In an office map, I can tell the difference between a hallway, a cubicle farm, an executive office and a rec room. In a sewer map, I can tell the difference between a tube, a large square room with a suspended platform and a large cross-shaped room with a stone truce in the middle. But Arachnos maps are almost ALL square corridors with props I can neither remember nor tell apart.
In this way, a good costume needs to have SOMETHING about it that's memorable and easily comprehensible. Maybe it's the colour scheme, maybe it's the silhouette shape, maybe it's the specific choice of costume pieces, but it has to have SOMETHING that I can see, comprehend, remember and feel compelled to later reproduce. And the thing with overloading your costumes with fidelity and little details is you're more or less forcing players to shoot for complex detailing, thus in turn forcing them to shoot for simpler colour schemes, lest they come off like an unidentifiable blob.
Time and again, I've tried using different primary and secondary colours on newer items, and time and again I've found I simply want to pick both colours to be the same. The costume pieces are so busy that me putting loads of colours on them just makes them incomprehensible. -
Quote:Huh... OK, I admit, that's very well said and an angle I hadn't thought of. Congratulations, David, you've convinced meWe're zeroing in on a theory here, and I guess it's this: when you get a whole TEAM of brightly-colored folks on screen, it starts to strain credulity for the mainstream movie audience. So one hero: okay. But a group of differently-colored super characters tends to get into rainbow territory and remind people of the Voltron force or other traditionally kid-friendly material.

I'm serious here. For the longest time, I've been looking at this in the micro aspect of a single character and how that character's colour scheme can be made to be loud yet still believable. But you're absolutely right that when you get a team of them, especially a team of them in all different colours, it starts to look very goofy. And, yes, it looks goofy even to. I fully understand your position now that you've explained it like this.
OK, counter-question: What about a team of brightly-coloured heroes with a matching colour scheme which resembles a uniform?
The problem with the X-Men, at least circa the 90s Fox cartoon, is that they had loud uniforms, but everyone hos own colour scheme. Cyclops was mostly blue, Wolverine mostly yellow, Rogue was green and yellow, Gambit was purple and blue, Storm was white and so on. They look like a bowl of Fruity Pebbles, to quote the Rock.
On the other hand, look at First Ward's Carnival of Light: They're white and yellow and intentionally very loud, and they're intentionally asymmetrical, yet their look still feel both logically and aesthetically pleasing, because they all conform to the same colour scheme. They're colourful individually, but they're monotonous as a group, which provides a good sort of balance and contrast.
To swing back around to my question: How do you feel about teams of colourful characters that share the same consistent colour scheme with each other? -
Quote:There isn't a whole lot of wiggle room. If I remember correctly, unhidden Assassin's Strike will be 2.76 scale damage, for a double of 5.52 scale damage with a critical which can easily be guaranteed with just a bit of prep work. The actual Assassination critical is a 7.0 scale damage hit. Even at those values, the Assassination critical isn't that much stronger, just shy of 1.5 extra damage at the cost of needing Hide and being interruptible. I guess we could factor in Demoralisation, as well, but again - there isn't much room to drop the damage of the Assassination critical before using it from hide loses its point.Interesting thought. Increase BU too 125%, nerf AS so it does the same damage as it does now. Would this make AS-less Stalkers a viable option, without making AS itself useless?
Furthermore, I feel that Assassin's Strike from hide could stand to be a tad more powerful, at least good enough to down or almost down even con lieutenants, which it starts coming short at in the later levels with so many enemies resistant to so many things. I don't feel there's a need to drop its effectiveness.
I'm just tossing ideas around, really. I don't foresee Stalker self-damage buffs growing this high, but if they WERE intended to be the burst damage kings, then moving much of their damage potential into Build Up seems like a good idea. Personally, I feel as you do - 100% should be enough. Still, I'd like to see that happen AND see Build Up sped a tad, at least down to 75 seconds, if not 60.Quote:125% sounds high but 100% (equal to Scrapper and Blaster) would be a good start.
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Frankly, with this change to Assassin's Strike, I struggle to think of what else I could suggest. Build Up is a fairly minor point, and Placate activating its Hide component at the END of its animation, as opposed to at the beginning is about it before we walk off the deep end.
These changes are amazing stuff, and I quite literally cannot wait!
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Quote:I've always had a big problem with this, because most MMOs' approach to this is something akin to Chineese zookeepers locking two giant pandas in a cage and hoping they mate so as to save the endangered species with no concept of whether the animals actually feel up to it.MMO designers want people to team, because one of the biggest factors in a player maintaining (or purchasing) a subscription is whether they have friends who play.
The devs want you to make ingame friends.
I can say one thing for absolutely certain - forcing people to interact against their will is not productive. Speaking purely for myself, when I'm forced into finding a team when I wanted to do something by myself, instead, is not only going to ruin my fun, it's going to ruin the fun of whoever it is I'm teaming with because I WILL complain and act surly.
Frankly, I see forced teaming in the same way as travelling on the bus. Yes, there are many other people around me, but I have no interest in making friends with any of them. I don't ride buses for fun, I ride them to get places. In much the same way, forced teaming encounters are encounters I run because I want the reward, not because I care about the people I run them with, for the most part.
The truth of the matter is that I have friends online, and if I feel like teaming with them, even teaming with many of them at the same time... I will. And not because the game cut the legs from under me, but because I simply wanted to. Yes, many of them I have indeed met over Task Forces, which is why these things are worth having around. Definitely. But not as a soul means of progression. TFs help me make friends when I feel like running a TF and go looking for one. When I'm strongarmed into one, such as if I need a respec or I need the damnable Roman gear, I'm much more likely to just want to get it over with, get away from the people I didn't mean to play with and go do my own thing. -
Quote:So my wish for "monster arms" under Robotic Arms is about to come true, then? Thank you!At this very panel, we toyed with the idea of a mutated arm. That'd certainly be cool! And our hope with Fire and Ice is to have Lava/Ice arms (as seen in the concept). Just imagine the possibilities when combined with auras. Can't wait.

Now how about those titanic, muscular human arms for Robotic Arms to make our ladies a tad more buff when the situation calls for it?
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Quote:Speaking of which, I'm sure you'll love 13Of course. That's definitely been my point as well. JUST bright colors = Power Rangers, which to most people over 15= kids stuff. Whether that's fair or not has been a point of discussion, but it's the reality for most of the film-going audience.


To be honest, I think that a costume which is ENTIRELY just one bright colour is much easier to take seriously than a costume that's a mishmash of rainbow colours.
That said - and I agree on mixing bright and muted colours - "cinema photo-realism" doesn't always conform to that. For instance, look at Superman Return. Superman both got a pattern on his "tights" and his costume had much more muted colours, both the red and the blue. Now, granted, a vivid red and blue costume does look very garish to a modern audience (and more so to me), but the costume failed to provide the kind of colour contrast which once upon a time made Superman pop. Instead of redesigning his costume to provide contrast another way, such as a darker, more washed-out blue "undercoat" against vibrant red panties, boots and cape or some such. What results in is a costume that, while it may be realistic, is actually quite boring.
It's very much possible to use muted colours and still come out with something that is, for all intents and purposes quite garish, yet still looks at least somewhat believable. Like so:

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Separate from that, I actually do have a question for you, if you find a moment to answer:
Do you consider WHITE to be a bright colour? That's actually something I'd really like to know, because it's been my experience that the monochrome colour range can often be used to supplement "actual" colours and add contrast to a costume without making it more... Fruity. For instance, a costume which is predominantly white and has only trace elements of colour... Like this one:

Would technically be "bright," as white is 255,255,255 in actual fact. In practice, however, this costume doesn't come off as garish, as white doesn't really "feel" like a colour. Similarly, a costume that is inherently garish like this one:

Still doesn't come off as absurd, even though I have NEVER seen anyone use that vivid blue for as long as I've played. It's one step removed from being fluorescent, yet because it's a secondary colour to a black base, it comes off as not feeling fruity. The costume comes off looking dark, despite the bulk of it being bright colours. This costume is almost entirely monochrome, as well (by accident), combining blue, teal and purple - all colours in the same general hue - with white and black which meld into the blues.
I say all this to illustrate my question - do you consider white to be a bright colour, and do you consider white and black to be colours when you talk about "colourful" costumes? -
Quote:While this concerns me a bit, I can let that slide for the moment, and instead pose a counter-question:For me, ideally I feel that Stalkers should be the single target burst damage kings. Some sets do this better than others and some sets offer some AoE. Your mileage may vary depending on which sets you pair together. However, I'd really like to see Stalkers being able to outperform Scrappers and Brutes in bursts, especially with single target damage. Their trade off as always is survivability.
If Stalkers are intended to be the best BURST damage dealers, shouldn't their Build Up damage buff (and entire melee damage buff scale) be upped to match that of Scrappers and Blasters? Hell, shouldn't Stalker Build Up be actually stronger than that of other characters? Say, like, 125%?
I know why it was left at the Brute/Tanker 80% self damage buff - back in the day, Stalkers weren't supposed to deal all that much damage outside of Assassin's Strike (they had a damage mod of 0.9) and be squishy (they had Controller hit points), but if you're beefing them up to be actually decent characters now with burst damage as the focus, why no up the power which contributes such a great part of their burst damage?
Alternately, if Build Up can't be made (much) stronger, why not give Stalkers faster recharge on theirs?
*edit*
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Quote:This I could go with. So long as gambling provides a possibly cheaper by uncertain ALTERNATIVE to regular-price purchases, then it can only be a good thing. So long as gambling provides the ONLY means of access to an item, then that's just bad.I will add one other constructive post to this thread.
I, personally, would be okay with exclusive costume pieces in the super packs on the one condition that when the super packs are released, a reasonable release date (no more than 2-3 months later) and reasonable price (equivalent to current costume costs) is also announced when the costume pieces will be made available as store purchases. By this I mean that I would be okay if people who bought super packs got a preview of costume pieces I can buy at a somewhat later date for a reasonable price. I speak for myself alone with this suggestion. -
Quote:I wish they'd explained it, as well, but realistically... What could they have said? "We deliberately omitted a solo option so that we could condition the player base to run Trials." That's what they did, we all know it, but can you imagine that being actually officially stated?The "battle of armies" storyline makes sense too. But count me as another who wishes they'd explained that from the start (though I kind of figured it out on my own)
I say this, because as soon as they brought up the "battle of armies" concept, smartasses like me would have gone "Well... Any battle of armies has room for solo action, too. Just look at Modern Warfare!"
Still, it makes sense. So long as an alternative exists - and that's yet to be seen - I'll give them that one. -
Quote:Hmm... I actually like that one. A lot. It's probably the first idea I've seen that I feel would be great as a consumable, but not overpowering if someone dropped $100 on it. Cool!Debt Immunity (60 minutes)
Going to do something dangerous/stupid? Take on an enemy you know might be beatable, but is going to be tough? Take your debt immunity shot first! Yeah, debt isn't much issue anymore, but if you're trying to solo AVs, or going on a Mothership Raid at a level less than 50, you might want this.
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That's where I am. Gambling with my money is not something I want to do, and not something I will do. I don't care if you put the key to eternal life in there at 0.00001% chance to drop, I'm not gonna'.
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I have what might seem like an oddball question, but... If we're talking about something people would want to purchase many times over that gives them some kind of benefit which still doesn't break the game... How about a subscription fee? Or rather, THE subscription fee, the one VIPs like all the bunch of us posting on the VIP forums pay. Does that not count? Is that not enough? Or are we specifically talking about ways to get a persistent, repeatable profit out of Premium players?
The reason I ask is... Why did we go Hybrid/F2P again? I mean, if consistent, monthly payment was the pre-requisite, we were already doing that. Why add a free option and an option to play without a persistent fee, then go out of your way to invent a "subscription" by another name? In other words, why reinvent the wheel and not, instead, just add more perks to VIP players so more players would want to go VIP? You know, instead of fleecing VIPs and causing them to drop down to Premium. -
Quote:On the one hand, I agree with you. Solo content that most people (say... ME!) can't solo is "solo content" in name only, and is actually just as bad as more raids.I don't; logically if it's supposed to be a solo path, requiring you to already be an incarnate defeats the purpose of that.
On the other hand, soloable Incarnate content should still have some kind of progression, such that the Incarnate powers we earn are relevant. Just more level 50 content, but with an Incarnate storyline might be good for a while, but once we get level shifts (I'm assuming we'll be able to...) and fancy powers, this content would need to scale up with us so that our progress is meaningful. -
Sometimes I just want to "put the shoe on the other foot," as it were, and demand solo-only content just to troll the "This is an MMO - ya hafsta team!" people... But it's really not worth it.
Content that CAN be soloed by at least most decent builds, but can also be done on a team with scaling difficulty, is probably ideal. It satisfies the most people and punishes the fewest. -
Quote:On an artistic level, I feel that's a waste, myself. Please understand that I'm not a fan of Golden Age or even really Silver Age tights costumes, but that's mostly because I feel tights costumes themselves look goofy irrespective of colour scheme. I really don't think colours have anything to do with it, not intrinsically. It's a question of colour scheme and how these heroes are designed.I'd say it's pretty well documented at this point: the characters will be wearing costumes that acknowledge the colors of the source material, but in a much less saturated, toned-down way. That's what's worked for them in all the solo films, and that's what all the set photos seem to suggest so far.
Yes, if you try to recreate a character whose costume is a base purple, secondary cyan and detail colour red, you'll end up with a Christmas tree that WILL appear goofy, but that doesn't mean "bright colours" as a concept can't be employed. It's mostly a question of employing them well and contrasting them against more faded colour so what results in is both iconic and visually impressive. I mean, look at the original Star Wars trilogy, for example - most people wear earth tones or black, most tech is white, black or grey an it's overall a monotone world, yet every time a jedi pulls out a light sabre, it's a bright pink or lime green or fluorescent yellow or some such. Yet these don't stand out and ruin the aesthetic because they make sense and complement the otherwise muted colour scheme. It's why the skittles aliens in the prequesl, animated and 3D movies stood out so much.
JUST bright colours are goofy, yes. That doesn't mean they can't be incorporated into more photo-realistic, cooler designs. -
Quote:I want to point something out: There's a pretty hard limit on how dark you can go before you start losing players BEFORE said resolution. You guys have pretty much entirely lost me on the SSAs with the third one because I'm simply not going to trudge through more "dark themes" and cliffhangers for the hope of resolution, which will still include a signature character dying, and you've just about lost me on Praetoria with how depressingly First Ward ends.It's often said that a hero is defined by his villains; the darker, scarier, and more powerful the foe, the greater the sense of accomplishment and heroism when the hero wins. Praetoria has some pretty dark and deadly enemies, and I certainly enjoy taking them down.

I wouldn't call it a "science," specifically, but it's a balancing act to give people both drama and release so that the story comes off as tense, but people are still compelled to keep coming back. Remember: This isn't real life. We can - and often will - walk away when things become too heavy to be worth it. -
That's only ever been player rationalisation, never an official stance. I hope that with the changes to make Stalkers more effective out of Hide, people's insistence that they're "melee Blasters" and "only ever stealthy" will be blunted some.
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Quote:Dear Arbiter Hawk: I love you. I don't know what involvement you had with those changes, but I still love you for telling us. My love letter is in the mail as we speak.We're testing three improvements to stalkers in i22:
-Assassin's Strike: using Assassin's Strike outside of hide will be an uninterruptible attack with no windup time, dealing Superior damage. This will allow Stalkers to do very competitive dps.
-All Stalker attacks that are not Assassin's Strike will build stacks of a buff called Assassin's Focus. Assassin's Focus increases your chance to critically strike with the out-of-hide Assassin's Strike.
-Stalker Buffed Max HP will be increased by about 400. This should allow them to fully benefit from powers like dull pain, hoarfrost, etc.
-These changes to Stalkers should make them very competitive top-end damage dealers, and help them with their early attack chain since they can use Assassin's Strike mid-combat.
Seriously, though - this is amazing news. Long ago, I made a thread (several, actually) about things that I wanted to see happen to Stalkers, and much of what we're getting is in those new changes, plus a little more I hadn't even thought of. This is very good news, and just what I needed to make me want to play my Stalkers again.
Thank you!

