Shadestorm

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  1. I agree with the Kat here. This is pretty much the wrong way to go about it. If its like anything else in the MMO universe, Paragon knows that we players will mercilessly quote, re-quote, and hold any redname accountable for any and all statements.

    Thus, if its something they WANT to do, we're not going to hear about it because if it doesn't pan out, we'll all go "BUT YOU PROMISED US X" If its something they plan on doing at a later indetermined date, we won't hear about it because we'll never stop going "WHEN IS X"

    However, if its something that effort is being committed to now, with a release schedule, we'll start hearing about it at that point.

    Petitions and assorted other "why do you hate us?" themed text doesn't accomplish much other than making those involved with them even more upset when nothing changes because everything that was going to get done was already getting done.

    The list is good. As long as the list is taken care of, and is there, we have our postion clearly stated. Past that, we have forums to discuss and refine things we might want to see added to the list. Nothing more needs to be done. Just be patient and enjoy what we get when we get it!
  2. Actually yes Deej, the interface/input and the whole training room system at large was largely inspired by your ideals. Actually, everything I've posted here with the exception of the initial hireling system has been a direct reflection of other people's desires/ideas/systems.

    Granted we have extremely limited power here, and Paragon has limited capital to work with. I'm sure there's no shortage of qualified resumes on the table for developers with the experience and ability to fill that "SG systems lead" spot. However when it comes down to doing what with how much time, the current order of buisiness is the incarnate endgame, which is equally important in terms of design direction. Just as much as it is refreshing to finally see a push toward worthwhile content for existing high levelled characters, I think these sorts of SG focused systems also comprise a sort of group based endgame.

    If what Posi's been working on all this time is any indication, Paragon seems prepared to stop working in the direction of disposable content and toward some systems that are more emergent and sustainable. That is a great thing!

    I think more than anything its important that discussion of these sorts of things stays alive just as much as discussion of AT buffs, new powersets, etc.

    I do like the idea of a wildcard insp though! Say it's essentially a random insp, and thus less costly, however it would fill the requirement for insp combination. These wouldn't drop, and for practical purposes aren't excessively useful. However, they're cheap, and perhaps if some sort of buff/benefit not avaliable through other means.

    However, as much fun as it is to pseudo-design new systems, lets look at expansion to existing systems that would function in a more utilitarian context. While it goes without saying that certain convenience hubs are a given, I'm talking about adding new things to existing systems given what we know about them.

    The focus for these ideas should be SG based. For example, some sort of SG granted power similar to the alignment powers, with the caveat that it stacks from multiple casters, thus it would be best used in an SG group. Or how about an SG pet temp that upgrades with multiple applications similar to the way masterminds upgrade their own minions?

    The idea here is to encourage SG play by leveraging SG mechanics even while tackling existing content. Temp powers are an easy way to start thinking about this, and recipies could be relatively easily added to the existing crafting stations.

    Anyone else got any ideas for fast "one shot" ideas in terms of temp powers, empowerments, or other fun stuff that could be added to existing functions to promote SG play?
  3. Personally, I think any and all interest in bases is a great thing. Base prettiness contest, like any contest are a good idea.

    Working within the scope of "limited developer time" and "This could get done fast" are issues we already understand. Expanded/ported base items are a perfect example of that. The first proposed system in the thread was one people didn't like, and the discussion prompted thinking in the dierection of simplicity, and more importantly usefulness to the player base at large.

    However, simply saying "well lets do things that won't take much effort" is not going to help the situation. With that attitude, powers customization would have never happened. What made powers customization happen is that people rallied behind it, even after being told repeatedly that it would take an extreme amount of effort.

    Similarly, while any and all love applied to base and SG systems are a great thing, including decorations or contests, if people as a whole can't find a handful of ideas they *really* want to get behind and press the matter, nothing is going to happen. The problem with a lot of the proposed quick fixes is that they're focused on the base building community far more heavily than the community at large. It's very much like pushing for a specific powerset or AT. If the issue isn't of interest to as large a portion of the player base as possible, it has the least likelihood of getting addressed.

    The hot button issue at the moment is storage and convenience. These are great places to start.

    Supporting any easy and quick fix is a great thing, as those are the things that are more likely to get done first. I'd be thrilled with any of those features. These are things everyone can agree on, and Kat and others have done a great job of putting together lists of those issues. All I'm trying to do here is prompt discussion of potential systems that as many people as possible can turn over and refine. In the end, between everyone involved (and not just the base builders, but everyone) find something that's of interest to as many players as possible. In this manner, between all of us together, maybe we can all come up with something that makes bases and SGs start to serve that important role that's fun for everyone. Not just the base builders, but everyone.

    The simpler idea that the both of you brought up is a great interim step as well! Add SF/TF contacts to the mission computer, and hand out an SG reward for completion of them in "SGTF Mode." Be it bonus prestige, SG badges, or base items, it is a great idea in terms of encouraging SG play for SG rewards even if it is simply recycling existing content.

    Perhaps we should aim for a two headed approach here? Keep the focus on refining and discussing all potential system, but start ranking them by ease of use and utility?

    The vault upgrades and SGTF mode mission computer would rank at the top of the list. Without access to the development pipeline for any of this we have a hard time determining what's easier or not, but we CAN make and educated guess. The hireling system is essentially a dead topic because people hate it, but the SG tip system would seem to be further down the list than the training room due to the necessity of actually designing new missions in the SG tip system.

    More important is to get feedback on every potential system to determine what people like or hate about them, toss out the unpopular ideas, and refine the good ones.

    So here's a new round of questions:

    **SGTF: What are some potential SG rewards for running this content via the mission computer with and SG team?

    **Vault Upgrades: What sort of upgrade path seems appropriate? Prestige placement? Crafted? "Vault aux"?

    **Other ideas: How can they be simplified to retain function but cut down on development effort?
  4. Minor buff: Tohit bonus in unsupressed hide.

    Nothing is more frustrating than whiffing on a target that is totally unaware of your presence.
  5. Arbiter Urban. Urban's a name I use in pretty much every MMO where I'm not concerned with any sort of concept or roleplaying considerations. I didn't have an "Urban" in City because it was too much fun to come up with specialized concepts for my characters, so I never used my default 'guy on the internet' character name.

    Not only that but the specialized costumes for the VEATs were just too much fun to NOT make him a lore-compliant employee of Arachnos. I mean, Dress him up in white and he looks like those smarmy jacaksses that have told all of my other villains to go out and work hard for the glory of arachnos. That just felt right to me.

    I figured our VG could use an arachnos liason. The concept fit. Random guy, give him some stuff and a promotion. Works for the man. It was done!
  6. **Disclaimer - The following is a biased opinion**

    Might I suggest the glorious pairing of a Ninja Blade with your Ninjitsu?

    Not only does it possess the sexiest of all AS animations, but the melee defense buffing potential for DA combined with the "finesse" Golden dragonfly mini-cone results in a stalker that looks as good as it plays.

    Not only that, but taking the full on way of the ninja allows for immense variation in slotting utility, running the entire gamut from simple softcapping to raw damage potential, Nin/Nin is the way to go.

    But wait, there's more!

    Not only will you find yourself a master of melee combat capable of evading ANY and ALL melee attacks with even simple SO slotting, but you get the choice of eleven, count them ELEVEN instruments of death as beautiful as they are deadly. From the rugged Rusted Blade to the glowing Vanguard Katana, there is sure to be a ninja blade to fit your specific character concept.

    And lets face it. Ninjas are cool. You could certainly pick up a similar weapon in a scrapper set, but lets face it. Without the ability to swiftly and decisively SHOVE your instrument of death through the chest of your enemy before he can react, THRUST his best friend in the the air, CRUSH his prone form in to oblivion with a single downward stroke, and then simply WAVE the poor sap watching your ballet of death goodbye seconds before repeating the process you're just not ninja material. You're a guy that hits things with a katana.

    Ever heard of "Teenage Guys Who Hit Things With Swords and are also Turtles"?
    Nope.

    How about the cult 80s classic "American Guy Who Hits Things With a Sword"
    No. You haven't.

    That's because the word you're looking for is NINJA. To strike with precision. To be without peer in single combat. To kill all of his friends to make sure you're in single combat. To speak only in riddles and DEATH. This is what Ninja Blade can give you. This is the way of the ninja.

    So I encourage you. Go. Hunt. Kill EVERYTHING with the quiet grace than only Ninja Blade can deliver.
  7. Fair enough Kat. Now, on with the show! I was a bit busy this week so I didn't get a chance to touch on Deej's systems. In the spirit of discussion I'm going to do that now.

    Also, every few major things the thread goes over, I'm going to start updating the OP with hotlinks and a general community consensus. A lot of ideas are being covered in the thread and I think having the discussion there readable for anyone who drops by would be nice, but its getting to the volume where it'll be nice to have a table of contents for each major point.

    Quote:
    Originally Posted by Major Deej View Post
    Training (Danger) Room for Bases
    http://boards.cityofheroes.com/showthread.php?t=242816

    Add a Unique AE Interface for SG/VG Bases
    http://boards.cityofheroes.com/showthread.php?t=242829
    Not that these ideas don't have merit, but my major issue is that by and large they're simply re-skins of existing features. While I, like many, are in favor of adding more convenience functionality to bases I can't see the a real benefit in having customized SG versions of these features.

    If anything, like many others have suggested, you'd be much better off simply mirroring the existing functionality as a convenience feature the same way teleporters and the Oro crystal are implemented. It would also be the most direct implementation method.

    The arena and Architect communities are small enough as is, I can't say I like the idea of purposely splintering them further.

    HOWEVER! (I love that word.)

    The general themes of these suggestions both hit home on a system that's rather common place in superheroic bases which is missing from our bases. The idea of an area to hone your combat skills (and lets face it, City is really all about combat.) in a safe area at home is pretty much universal in comics.

    Rather than re-use of an existing system, how about dreaming up something new?

    ****************The Training Room**************

    This room is available in multiple sizes, and can be fitted with a special base equipment type: Training equipment.

    At its most base level, the training room is simply an empty room in which PvP flags are on. You can enter the room, and fight with anyone not in your group. This room confers debt protection, and while holographic enemies defeated in the training room do not award real material goods, defeated holograms award their full amount in virtual XP as patrol experience, up to a maximum of one level of patrol experience per 24 hours.

    Supergroup members who spend time training will find themselves advancing in power and recovering from defeats much faster than if they had not spent time in a training room!

    When fitted with specialized equipment, the training room may gain a number of other features. I'm going to use tech descriptions for these, but I'm sure you smart people could come up with some arcane equivalents.

    Target Dummy (dummy) - This device functions as an inert stationary target, similar to those found in the vanguard base. It has no offensive capabilities and can not be defeated, but may be helpful in gauging the range of powers, relative proc chances, or realistic end usage in an attack chain. This device is extremely inexpensive, and comes in a variety of fun visual styles.

    Training Computer (Simulation Manager) - This device comes equipped with an integrated Holographic emitter and User interface capable of designing and running training programs. Unlike the mission architect, these simulations are not intended to mirror existing content. Training simulations are simply a list of spawns placed in sequential order, or on a timer. The goal of a given simulation is to complete it without being defeated in as short a time as possible. Each Training computer is capable of storing up to five custom training programs, as well as a list of the best times per simulation. In addition each Training computer comes pre-loaded with a number of built in scenarios. Training computers will only run programs for which the required number of auxiliary devices are installed.

    Holographic Emitter (Training Aux) - Alone these devices do nothing. However, when linked with a training computer, each emitter allows for one more simultaneous hologram during a simulation. A single emitter is capable of supporting three minion, two lieutenants, or one boss+ level hologram.

    Training Databank (Training Aux) - Alone these devices do nothing. However, when linked with a training computer, that training computer is capable of storing three additional custom training programs, and five custom architect enemies.


    INPUT - In addition to the built in features, SG members can unlock additional hologram templates through the following means:

    Gladiators - Any SG member can upload a holographic version of any gladiator badge he or she has unlocked to the training computer, unlocking it for further use.

    Architect templates - For a price in architect tickets, vendors at any architect entertainment facility will write a custom architect enemy to a holodisc that can be used to upload it in to the system.


    REWARDS - Aside from the patrol XP, The training room is capable of conferring the following rewards:

    Personal badges - All built in training scenarios award badge progress toward bronze, silver, and gold level training badges.

    Custom Titles - The designer of each training program can specify a badge title for the program. The SG member who holds the best ranked time for the program may wear their title proudly! These titles display in grey rather than the standard blue or "super awesome yellow" to mark their status as custom training titles (no faking bug hunter folks!)

    SG badges - Rumor has it that a well trained SG may gain access to more reliable purchasing of larger sized inspirations (badge unlocks med size insp vendor - prices are equivalent to 6x comparable small), or even some inspirations that are otherwise unavaliable. These "Edge" inspirations confer the effects of two small sized inspirations in a single inspiration slot and come in a wide array of flavors! (Examples - Lucky Break: Combined Breakfree and Luck, Instinct: Combined Insight and Enrage)
  8. Quote:
    Originally Posted by Impish Kat View Post
    I'm going to address this first...


    Hoarding is a NON issue. The argument does not hold water, it's a fallacy, completely bogus.

    If you, or anyone else, want to see base salvage change in ANY way, we need to put this argument down! The very fact that we are now allowed to e-mail salvage to ourselves blows this argument out of the water.
    Calm down. Seriously. Just take a moment and calm down.

    I'm not stating this on its merit as a logical argument. I'm stating this as the reason we were given for the current limitations. I'm stating this as the reason that racks were given a 30 piece limit. Whether it makes sense or not, this is fact. That's why they were set to 30.

    As long as there is finite space and an infinite supply, hoarding can never meaningfully affect the market. Duh. Of course it doesn't make sense. Yelling about it in giant green letters doesn't help your case. It makes you look emotional and reactionary rather than reasonable and thoughtful about the problem.

    Posts like that one do far more harm than any amount of logical flaws in regards to the system. It shallows your argument by dressing it up as a whine rather than the legitimate point that it is. In the end, it does your cause more harm than good. Nobody wants to be yelled at when they could have just been spoken to. I'd imagine this would include Paragon Studios on the rare occasion they actually visit the base forums for community feedback.

    Turning what's supposed to be a reasoned discussion in to a shouting match is not acceptable. Please calm down. People are making good points in this thread without yelling at each other. I'd like to keep this as reasonable as possible.

    /em give catnip

    Adding more space to the existing racks is still a larger benefit to single person SGs than it is to actual SGs. It is directly in opposition of creating an environment where people want to join and stay a member of an established SG. Would my blue side one man SG be thrilled to have all that extra bank space? Sure. Is it good for the game at large? I don't believe it is.

    Personally, I don't care much about how large the racks are. I'm more concerned with what we can do with what's on them, and how it creates meaningful game play that uses the base as a centerpiece rather than a closet.

    So here's a new question:

    **Aside from base items and empowerment buffs, what else could we do with salvage in an SG focused system?

    **Should base items continue to compete with personal IOs for salvage?

    **Could base salvage be streamlined or given an alternate gain method and reintroduced?
  9. Quote:
    Originally Posted by Chant View Post
    Technically you don't lose that effort if someone loses. My SG used to have a rotating roster. If this were true we would have next to no prestige. You do of course lose future prestige from that character.
    Past a certain point, yeah, you don't lose anything. However your thinking in terms of SGs seems to be limited to the ability to get around. If I weren't sure to be hanged for the suggestion I'd advocate all prestige gained by a member being lost when the member was removed. I'm not going to suggest that because although prestige is thematically supposed to be about a certain degree of fame the group has, its more functionally apt as a currency in an economy where gain is completely clearly not proportionate to loss.

    Prestige sinks are something I haven't touched on yet in the thread, but rest assured they're a topic that needs to be addressed. Rent and base raid loss were both failed ways to implement sinks. They're both functional penalties for gameplay. Rent was lowered to the point of just being a check that you're gaining a little prestige, and base raiding was a system that actively promoted PvP focused SGs preying on PvE focused SGs regardless of their desire or ability to PvP.

    The problem with both of these systems was that the sinks were penalties rather than rewards. This created an environment where you HAD to spend prestige on the sink rather than WANTING to spend prestige on it.

    Prestige sinks should be looked at in terms of bonuses. The option on spend prestige on finite consumables that benefit the SG in a very material way would bring that economy back in check. This is the same model that the invention system uses to create inf sinks on a personal player economic level. You spend inf because you're paying for stuff that can't re-enter the system. You craft and slot that IO and for all intents and purposes that inf is gone, and you can't get it back, but you got something worthwhile for it.

    Similarly, the ability to spend prestige on something fun as a sink would help bring that prestige economy back in check. An optional sink like the market and invention systems that allows SGs to do something with extra prestige. My group for instance has no desire to upgrade to the largest plot available and fill it with a bunch of decorative rooms. We like our small but functional base. We should be able to use extra prestige. Similarly, the oldest SGs have so much extra prestige just lying around after reaching the deco limit, on a massive secure plot, with as many rooms and toys as possible. What's the benefit of gaining prestige once you hit that ceiling? For that matter, what's the functional benefit of being in the SG long enough to hit that ceiling?

    If prestige is a currency, then the economy for that currency needs to be brought in line to ensure its value.

    Quote:
    Originally Posted by Chant View Post
    I think SGs are convenient in some ways, but you can get around the game easily without a SG. The game, as it stands, seems to prefer many small SGs instead of large one with how inexpensive desired base items have become.
    That is the problem this discussion is addressing. Bases in general don't have much in the way of functionality.

    They weren't originally designed as convenience hubs. They were designed as gameplay mechanisms. Power, control, defense items, etc. The base systems were originally designed completely around base raiding. This isn't a thread about base raids. This is a thread about thinking in terms of returning bases to something that plays a more active functional role in the game play of its members. We have the convenience functions already.

    The SG base should not be merely convenient. It should not be merely eye candy. It should be functional for the implementation of SG focused game play for any number of members, and for any style of SG. PvE, PvP, RP, Non-RP, Large, Small, you name it.

    The topic of discussion here is ways to make that happen.
  10. Quote:
    Originally Posted by Impish Kat View Post
    OR, They could simply increase the capacity of storage racks to 100, to be on par with the rest of the SG storage bins. The 30 item limit has caused SG's to be more restrictive with their salvage permissions. Increasing the capacity would allow for more flexibility for SG's to set up storage racks according to their group's needs ("community" racks & "player" racks).
    That's just it though Kat. Doing this only makes it even more attractive to leave an established SG specifically for storage reasons. The idea behind increased personal storage for all SG members was to create a system where it's more desirable to stick with the SG and work as a group. Simply increasing base storage doesn't address the problem that there's a finite limit on storage for an indeterminate number of SG members.

    This means that the bigger the SG is, the less useful the storage space is because even while 1200 pieces of storage might be enough for ten people, adding ten more to the SG means there's less storage to go around.

    I'm aware that personal storage increases as you level, but the thinking here was that an upgraded SG vault creates a storage slot bonus for every member, leaving the communal storage as is. Not only does this create an environment where the members want to stay in the SG (to keep their bonus storage) but it alleviates any headaches for leadership when determining permissions. They can use the racks for communal storage, but it makes a situation where using an SG base as a personal vault is less efficient than using an SG base as an SG base. Racks were originally designed as a group utility. They were used to store base salvage, which could only be used on base items. Bases were converted to personal salvage, and thus were the racks. They limits were put in place to prevent hoarding invention salvage.

    This system still prevents too much hoarding on invention salvage, but doesn't penalize the SG for adding more members in terms of salvage storage. Thus, you're not nerfing one man SGs. You're buffing SGs as a whole in a manner that encourages sticking with the SG. More people working together will gain more storage for more people. The way it is now, and the way it would be with larger racks is the problem we already have. More people working together actually gains LESS storage for more people.

    As for empowerment buffs, these are fine as is. I'm against static "you're in the group so you are more powerful" buffs. If anything I wouldn't mind seeing empowerment expanded. It's essentially a crafted temp power, and it would stand to reason that if the current empowerment that grants sorta okay buffs for common salvage is balanced on a cost/benefit scale, why shouldn't we be able to utilize the same system to do even more powerful enhancement for more costly (as in rarity level) salvage?
  11. Now, the Sg tip system was thought up just to address SG content. However it doesn't address the important question of drawing people to SGs in the first place.

    Its always been my thinking that SG buffs are a bit of an unfair thing. City is a game that uses heavy instancing and auto adjustments to make sure that it can support soloists as well as it supports groups. However, with any sort of SG buff you've got a system that's essentially penalizing people that choose not to be in an SG. Its something you simply can't get without being in one that has a direct effect on the power level of individual characters. However, individual benefits that don't directly increase an individual character's power level would be a great place to start thinking about this problem.

    With the current systems, SGs and bases are geared toward convenience. A non-SG player can still craft IOs, use salvage, and do all of the content in the game at the same power level as a person who's in one.

    Thus, I think the best idea in terms of reward structures is rewards that benefit the SG directly, but only benefit the individual character indirectly. It should be about wanting to join a larger SG. It should be about wanting to join an SG at all. A group, large enough or small enough to suit the individual, but a group nonetheless. While a 50 person SG may suit one group, I've been playing MMOs for years and I'm usually in stable small groups of between 6-15 people.

    A big part of the current problem is is storage. Now, storage is set up the way it is to prevent hoarding. The thinking here is that if base racks could hold too much, then nobody would ever market the salvage. The consequence of this decision is that with nothing else in the way of content to really draw people to joining and remaining in an SG, people would rather do those one man bases simply so they *can* hoard more salvage for personal use.

    So, without getting off topic, lets address storage in the vein of an SG focused reward.

    Imagine you're getting SG badge or prestige rewards for SG tip missions, or as an alternate reward choice from doing TFs from the mission computer. Now, we know every person has a personal vault. We also know that salvage racks hold exactly as much as a personal vault. Now, imagine you could place an upgraded base vault, but only as an SG option. So for doing SG focused content in addition to upgraded base defenses and devices for analyzing SG tips you can also purchase extended vaults. Every member of the SG with an extended vault has expanded personal storage.

    This means you're no longer in a position where you could hoard more storage by quitting your SG. You're actually in a position where by being active in your SG everyone benefits. Not just the base builder, and not just the people with rack permissions, but everyone. That removes the only *good* reason to feel like you're actually better off without an SG.

    This is the best of both worlds. You still have racks for community storage, but there is a tangible personal benefit to helping out the group. It doesn't outbalance any personal power levels because unlike a buff, you can't get anything with that extra salvage you couldn't get otherwise. You could use a similar system to allow for prestige purchase of IO databanks. These would be crafted control aux items that when installed add a panel to every SG member's memorized list called "Databank" From there, they can use the recipies as if they had personally memorized them. Bonus cool feature - If the databank recipies used the SG logo on the enhancement rather than the standard IO graphic

    Again, these two systems directly address storage and its place as an SG focused reward. However when you're talking in terms of SG rewards try to keep in mind that you don't want to create a system where people HAVE to be in an SG. You want to create a system where people WANT to be in an SG.
  12. A bit late to the party, but officially /signed for psi melee. I want tintable mind-knives.

    I like the suggestion that one of its attacks could work while hidden. Seems thematic for a psi melee stalker. Maybe have the ranged attack do no damage but a fear-equivalent sleep with bonus duration while hidden. Use the same head clutching sleep animation as the /nin blinding powder sleeps. Thus, you can run about driving people mad while hidden with your mind bullets. Effective pre emptive control without being overpowered. Very thematic. Begs for catchy /say macros.

    The illusory AoE tier 9 is genius. The ability to hit someone so hard his friends feel it is pure comedy gold, and very thematic.
  13. Quote:
    Originally Posted by Pyro_Master_NA View Post
    I actually think the softcap is overkill for normal content. If you want to do extreme things, like Dechs keeping agro on all the AVs in Reichsman, or Silverado soloing every GM known to man, then yes, the softcap is something you should shoot for. But for almost any teaming environment, any mitigation set survives just fine without being capped. The OP just asked for a way to softcap a nin so I showed how. Doesn't mean it won't survive without it.
    Oh definately. Most hardline set slotting is overkill for nomal content on most toons. I was just presenting the AoE hole as a playable option for even extreme circumstances that people would commonly softcap for. Aside from situations like the end of the RSF where you might find yourself sucking up multiple AV level aoes at once you can still get that sort of extreme performance. In my case I took retsu specifically for hard AoE situations. Not only did it give me a free slot for a luck of the gambler +rech, but since the build normally operates fine without it, it's usually up and ready to go when I know I'm in that situation.

    As for the OP, even if you're not softcapping, more def is ALWAYS useful, as long as you're not delving in to the extreme diminishing return over the softcap. I'd have to find the post, but Dechs did a nice writeup about softcapping and def in general. Basically, even as little as 3% more def is actually useful mitigation, wheras 3% more resistance is a waste of time.

    So if your survivability is good now, and you just want a little more, going for a bit more def slotting will absolutely show you a difference. Softcapping is more about going "tank mode" on your stalker, making him so ridiculously hard to hit that he's capable of sucking up a full mob's worth of aggro if a tank dies for a while provided his mez protection doesn't get overwhelmed. For stalkers, def softcapping also puts you in a situation where you can use placate-AS as part of an attack chain even in the middle of a huge mob because if you're not taking the hit, you're not getting interrupted. Unlike other melee ATs, for a stalker this directly translates to a larger damage output.

    However it's only one way to build a stalker, and shouldn't be considered the only way to do it
  14. Quote:
    Originally Posted by Gilia View Post
    It's 3.75% to all but psionic and AoE, AoE gets 37.5%.

    Without hide it's 1.88%. Besides with AoE, you lose half the defense it offers.

    Mid's, however, treats it as if you weren't hidden. On my copy, anyhow, sets all my defenses to 1.9% if Hide were on. That's the 1.88% rounded up, exactly like you'd expect.

    So you don't actually have to consider that difference.

    As far as the OP is concerned, I think that build would make for an awesome AS build. The big old chunk of +dam multiplied by critical would be very nice. However, your attacks seem short changed for accuracy, endurance, and recharge. I imagine post-AS the performance would almost level out with a build that gave the attacks more love than the set bonuses.
    Maybe there's a setting somewhere in mids I'm missing for that. I recently did a numbers comparison with the ingame numbers which is where I figured this out. This prompted athe use of a freespec I had lying around to fix the problem. My numbers with hide on in mids were giving me the fully hidden def values, not the nonsupressed.

    Also worth noting I three slotted hide with standard IOs for def so my hide numbers are a little inflated compared to a single slotted or utility slotted build.
  15. Picking powers on a warshade is a lot like picking out an ice cream flavor at baskin robbins. Look it over, there are some you know you don't want, there are some you know you do, and there are some you're not sure about. In the end you just get all of them anyway and eat around the ones that sucked.
  16. Quote:
    Originally Posted by LostHalo View Post
    (well, technically you could get yourself killed and use the bonus from Resurgence in Willpower but there are obvious drawbacks to that method)
    Lies. Resurgence is the best afterlife. I'm starting a church.

    http://www.youtube.com/watch?v=vimZj8HW0Kg
  17. Shadestorm

    Mission Design

    These people saying no drones and +perc are telling you to make a boring stalker friendly arc.

    The trick is making your +perc enemies a unique hazard for the stalker, and not something that spawns with normal enemy groups.

    Think about it this way: Voids are kheldian kryptonite. They're part of what makes playing a kheld fun.

    Similarly, your "sentry" mobs (preferably as patrols!) are part of what makes your stalkerbait arc fun.
  18. It's also worth noting that sometimes "softcap" doesn't necessarily mean all positional defenses.

    I intentionally left mine with an AoE hole to get more damage in the build. This is because nin has a nice heal and nice mez protection, and because AoEs fire far less often than targeted attacks from most things. Not only that, but in full hide you've already got gobs of AoE defense.

    Nin survives quite well with just a ranged/melee softcap if you want to skip the AoE because you've got various other mitigation to prevent massed AoE (Placate, alpha the worst from hide, confuse the mob, etc.) and a heal that'll patch up those suicide-nukes from boss+ mobs. That's what makes /nin a bit of a special set for stalkers. It's designed around a lot of active mitigation versus passive.

    Of course your mileage may vary, and it's completely possible to just slot for the AoE if you want to go that route, but if you're interested in being active the other tools from your primary and secondary and knowledge of the mobs you're fighting can make the AoE softcap something you can trade for other slotting considerations.
  19. Shadestorm

    So, what's left?

    Quote:
    Originally Posted by Winterminal View Post
    Very intriguing idea, with what sounds like a feasible way to pull it off (then again, I don't know much about what's doable and what's not, haha). I totally dig the concept, and would love to see this. That being said, I don't think you could call it a blast (Ranged) set. Unfortunately, it floats in between. You are starting from range, but the actual attack is melee. I actually see this as a future possibility of how to expand Pool Powers (if they every choose to). Adding a few of these types of powers to the Speed and/or Teleport Pools would add a ton of more customization possibilities for characters. By that I mean that someone who wanted to build a "speedster" type character could take one of the melee power sets (such as martial arts or super strength) but augment/compliment it with attacks from an expanded power pool, choosing fewer powers from the primary set, and more from the power pool.

    Granted, I think something like this is a little ways off, but again, I'm all for it.
    It's an odd animal to be sure. I think the way I'd see it working was as a ranged smashing set. It would tohit like a melee attack, but all attempts to hit the user would be addressed at his actual location. The speed/teleporting would be purely a visual effect except for the case of the powers in the set that actually do move you. Those powers use the "deposit you in angry mob" as a penalty rather than a bonus. This would place it in a very interesting position in terms of team DPS composition. It's a blaster that hit rolls like it was a scrapper. Its still as squishy as a scrapper, its still very much a ranged set. Unless you're already slotting up a blapper build, this set wouldn't turn you in to one instantly.

    Plus, I can only imagine what the snipe would look like.
  20. Shadestorm

    So, what's left?

    Teleport/speed melee.

    This is technically not a melee set. It's a blast set. Only in stead of blasting, you teleport/speed from your current location to the target or targets, and back as the blast effect. Thinking the flash here. Super speed isn't his travel power. It's his weapon.

    During a blast you'd be ghosting your actual avatar so the camera wouldn't move (similar to the Dual Pistols ghosting effect.) So you'd see yourself zip out to the target for a quick smash and back, trailing a (color tintable) ghost of yourself.

    Set comes with your standard blast set small blast, slightly less small blast, aoe, maybe a utility confuse power, some other things, and a ranged nuke that acts as a nice long DoT and crashes you at the nuke target location.

    Set mini-mechanic would be a re-use of the DB combo mechanic. It seems fitting.
  21. Quote:
    Originally Posted by McBoo View Post
    So I suggest that we all start touting the game breaking benefits of a Traps/Dark defender!


    ^
    Human Peacebringer!
  22. I run a softcapped def +damage hybrid build that does well. One thing you have to remember about mids is that its def numbers for hide are for fully hidden, not suppressed hide. I forget the exact number, but if you check on your stats ingame you'll see hide has two numbers, you're losing about 5% positional def when you come out of hide.

    All in all, I can't say how well you'll end up as I usually slot only powers I'm going to use, and work on the bonuses from there. However if I can down +2/3 things just fine with a 26% bonus with DPS attacks all naturally enhanced to the ED cap (well, not DA, that's my melee def kicker), I think your damage output will be rather superior. My concern would be your survivability.

    If you're always running with a group and not trying to solo higher difficulties it shouldn't be a problem. If you're planning on soloing, make sure you pack some purples for tougher encounters as you'd be suprised how fast you can go down with just a handful of mobs if they break your def. Your heal is sacrificing some punch for rech and slot utility but it *might* not be enough to cover your missing def.

    Since you're not taking retsu there could be end problems. Also, demonic aura (accolade) is gonna be your good buddy. With no retsu, no DA, and shadow meld's short duration, that accolade power (or eating purples) is going to be your only way out of a cascading defense failure.

    Either way it should be interesting to watch the OMGWTFBBQ lethal damage numbers, but you may very well be living on the razor's edge with this build.
  23. Conversely, its amazing how often you hear "wouldn't it be cool if X" in regards to bases. Specifically when touring or chatting with RP groups.

    However, you're right. The people that would really enjoy seeing more utility in bases aren't the same people that are doing all the current base editing. Its the builders that are making the lists of low hanging fruit. However, in a given SG you've got a lot more players that are far more interested in getting merits, killing mobs, making IOs, and other things that have a measurable affect in gameplay numbers than you do the handful of people who have base edit permissions and care about those "low hanging fruit" visual and base building improvements. Mostly because if you're not the one editing the base, its a non-issue for you. Thus, most of your SG sees the base and enjoys it without knowing or possibly even caring about the intricacies of how it was put together.

    However when talking base improvements, that same low hanging fruit is the first logical step in getting people to care. Its the easiest thing to start implementing for one as War Witch and Noble Savage have both stated, the stuff that takes less resources is more likely to get done first.

    Would I like to see more actual stuff? Of course. I started a whole thread about pie in the sky ideas for base gameplay. Do I realistically expect that sort of thing to happen before some nice packages of ported base items? No way in hell.
  24. Quote:
    Originally Posted by The_Demon_Hunter View Post
    I should have been clearer in what I meant. I don't want to see these PvE raids as a commonplace occurrence. It loses impact then and becomes routine instead of being special at all. In comics, they do happen, and it is part of the genre, but its usually the exception and not the rule. Making it a special thing that can only happen under certain circumstances, such as part of a story arc (and not every story arc), makes it so such a thing is an event. Otherwise it just gets boring and is lumped in with every other bit of "been there, done that" repetitive content people complain about already.

    EDIT: Edited to clarify I was referring to PvE raids.
    ^This!

    Actually it sort of applies to the entire principal of the SG mission. Members of the JLA fight crime every day. However it isn't every day that you need the WHOLE JLA to polish something off. Similarly, I'm concerned about the pacing of SG missions, which is where the whole SG tip idea springboarded from, based on your skeletal example above in the thread.

    One thing that irks me to no end is that unique events like SFs and TFs are farmed. This is going to happen no matter what of course. It's a video game. People see the most direct path to the most shinies and will take it. More than anything the whole question of base content should really feel like an event rather than another thing to be farmed. Something you'd actually want to put in the MOTD that everyone would get together for.

    Tip system was the best I could come up with to sort of reinforce that buildup to an important SG mission 'event' because due to the timer limit, tip runs don't really feel like a pointless farm to me. Sure, they ARE a farm. They're designed, like everything else to be rinsed and re-used. This is inevitable given the style of game City is. The point is that the morality tip system feels good because you don't really ever go farming for tips. They happen, and you get around to them, or you go for all your daily tips in one swoop and its over fast and you move on.

    Putting the PVE raids as part of that system puts a layer on top of a layer. If the SG missions themselves are a fairly uncommon task per week, then an uncommon result of that system which resulted in a PVE raid on your base would be all the more uncommon.

    I'm sure there are other ways of going about it, and the proposed SG tip idea was the most direct system I could dream up. You're all smart people. How else could we make this sort of thing "special" without necessitating CoP or Hami level number of players?
  25. Quote:
    Originally Posted by MrHassenpheffer View Post
    Bases would be content with the addition of a coordinate incrementation tool for objects and a ton of low hanging fruit.
    I'm *really* attempting to keep this thread on topic so that there's an ongoing constructive discussion about something other than visuals and our inability to move a beaker rack six millimeters to the left. Those issues have threads already. They're important issues that are already being addressed (somewhat) in several other really good threads.

    Please be a really nice bunny and don't derail my poor thread. It's on life support as is and in need of a community ideas infusion!