SkarmoryThePG

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  1. Quote:
    Originally Posted by Arilou View Post
    I'd say taht there's no character that could not use an extra Leadership power... If only for when running teams.
    Except every single character who makes a poor leader.
  2. Quote:
    Originally Posted by Dollymistress View Post
    At the moment, I'm more concerned with having to rethink a lot of my slotting on all alts to try and make the most out of the Alpha slot. A lot of peeps keep focusing on the non-ED aspect of the slot, but it opens up far more possibilities than that

    e.g. you could take Cardiac and then drop a tonne of set IOs that give endurance reduction (usually as part of a dual Set IO) since the Cardiac will pick up the slack and more. That means the ability to slot more procs, or taking different IOs from within a given set, or rethinking which sets you've taken, etc.
    And hope you never, ever have to exemplar.
  3. What is this 'patience' this you speak of?
  4. Damn, missed a great opportunity =3
  5. I can't be ***** to respec most of my characters and find new powers and find tray space for them.

    So, as it stands, the only people to benefit from inherent Fitness will be my Dwarf/Nova 'shade who never took Stam, my two Stalkers with no-fitness builds already, and the Dom and MM who will get respecs. The last four characters were made after I19 was announced. The only other toons I have plans of respeccing are my 50 Widow. My 50 Tank, who I intend to Incarnate, will keep his pool Stamina.
  6. Quote:
    Originally Posted by milks View Post
    Reichsman has about 200k HP and huge resists. I'm not sure if you're being hyperbolic or are just clueless. Or both. Either way you sound really angry about it. If AS did 10% life to him before resists were factored in, it'd hit for about 1K. It's a lot of damage but probably fair considering that the Stalker probably did about 10-20% of the total damage on regular minion packs than a AoE specced Brute did.

    Besides there is little difference between bringing an AT to a fight that can debuff a Hero so monumentally that anyone can tank it and it practically takes double damage, vs. bringing an AT that can bring tons of damage. End result is the same.
    Honestly, I have no idea how much Reichsman has health, other than "lots", "way too damn much" and "10 AVs worth".

    If AS did 10% life to him before resists, it'd still deal 20k damage. In one hit.

    Also, you'd need to AS a minion ten times to kill it. No thank you.
  7. Quote:
    Originally Posted by Reiraku View Post
    I like this idea.
    Conversely, I like your signature.
  8. SkarmoryThePG

    An Idea for AVs

    Good thing you had Flight.
  9. How about naming the Accolade Could Manage It?
  10. Been there, done that, didn't work.
  11. Something else you could consider is taking Soul Mastery, specifically, Shadow Meld. Its duration should be long enough to see you through a Retsu crash. Plus, that'd give you the quite good Dark Blast - however, it has no AoE.

    Spirit Shark is... atrocious in PvE, I'm sorry to say. It has an animation time that is easilly three times what's sensible for the damage it deals. Conversely, Shuriken might deal low damage, but it has very fast recharge.
  12. Quote:
    Originally Posted by milks View Post
    It was implemented poorly and without a lot of thought put into it.

    I don't really see what is wrong with it. People freaked out because people were bringing 5 stalkers into a fight and doing half a Hero level NPC's health in the first few seconds. Who cares? Bringing one radiation emission corruptor or defender turns Heroes into wet pieces of tissue paper. It's no different other than mechanically. If groups want to stack a bunch of stalkers and frontload ridiculous amounts of damage onto Hero/AV's, then maybe they should be rewarded for doing so similarly to bringing the right defbuffing classes or the right mix of tanks and DPS.

    Assassins Strike is the signature ability of a stalker. It makes sense that if you are going to make stalkers better, then you should make assassin strike better.
    We care.

    The devs care.

    People who see a problem with being able to take off hundreds of thousands of HPs off Reichsman in one blow but unable to take down a minion with the same attack care.
  13. Quote:
    Originally Posted by Roderick View Post
    Certain TFs would still require a certain minimum, or would have to be changed before this could be done, specifically the Cavern of Transcendence and certain Shard TFs.
    Ooh, good point.

    My one complaint with my own suggestion is that I don't see a spot to slip in an information screen as to when you can or cannot Manage It. My goal was to make the option transparent when not available.

    Personally, I'd append information about Managing It to the "you have too few players" screen, but, should it be there only if you indeed can?
  14. Weren't Shadow Cysts appearing in random spawns confirmed to be a bug?
  15. Quote:
    Originally Posted by Clebstein View Post
    Wait you want to give the ENEMIES more attacks that can hit more than one person?!
    Yup!

    Quote:
    Originally Posted by Necrotech_Master View Post
    aside from the ones you mentioned theres also:
    • cimerorans (entirely based on shield defense)
    • longbow nullifiers (even use the same gun as AR)
    • behemoths (basically invuln/fire tanks or brutes, they are somehere in middle)
    there are prolly others im missing too, but those are the ones that come to my mind
    That's not really fair. Cimerorans have a very different version of Shield, and Nullifiers cheat with their super-snipe and their rifle grenade Trick Arrows.

    Longbow Wardens would be a better example, as are Warriors.
  16. Quote:
    Originally Posted by Necrotech_Master View Post
    right now if you get pads to start something like an ITF, and everyone quits before the first mish, then the mish will auto adjust in difficulty to match diff of the leader

    the mishs of the tf work basically the same as any other mish, except that AVs are always turned on
    I think "don't have to look for pads" vs. "fight the TF at a larger team size" is a fair tradeoff.

    [edit]Maybe a whole line of badges?

    Army of One - Complete a Task Force solo
    Power of Two - Complete a Task Force as a duo
    Rule of Three - Complete a Task Force for four or more players with a team of three.
    Four is Death - Complete a Task Force for five or more players with a team of four.
    ??? - Complete a Task Force for six or more players with a team of five.
    ??? - Complete a Task Force for seven or more players with a team of six.
    Lucky Seven or Magnificent Seven - Complete a Task Force for eight players with a team of seven.

    [edit2] You know, I think those badges would be simple to implement, using the same mechanism as the Challenge badges.
  17. Quote:
    Originally Posted by Dechs Kaison View Post
    In my mind, stalkers should be the single target DPS kings.

    To that end, I still push my idea of the "snowball buff."

    The longer a stalker attacks a target, the more damage he should do. Make it so every attack against a target grants that target a 30 second "vulnerability to critical hit" debuff. The debuff is minor, like defiance, but after these debuffs have accumulated for 30 seconds, the stalker begins to dish out criticals at an alarming rate. Imagine this concept wise as the stalker striking key points to cripple his target, becoming more familiar with his target, and learning the best spot to strike his foe as he fights.

    It benefits the stalker very little to attack minions and LTs, which is the larger portion of the game, as they die too fast for the debuff to really accumulate. Bosses will see some accumulation, while EBs and AVs suffer the most.

    Now the stalker serves a purpose on the team. He is the largest source of damage when it comes to fighting the AV.
    I like the idea.

    Pity there's AFAIK no way for the game engine to support it at present.
  18. Quote:
    Originally Posted by Danny D View Post
    Extra limbs option (4 arms)

    Do you have any idea what tremendous amount of work this would require?
  19. Exactly why I'd like to be able to do it.

    Plus, now the #1 reason for letting Task Forces spawn at smaller than their minimum (PosiTF) is gone, soooo =3
  20. Piercing attacks are a fun mechanic, even if a bit workaround-y and the Other Game does it better (well, they have engine support for them, not better balanced). Not just we get them, Clockwork get them too (the bosses' Antimatter Rays and high-level minions get piercing attacks too).

    Can we please have some more? Ranged attacks that are really very narrow cones, and are still typed as Ranged? For example, Council miniguns (which definitely LOOK like they're cones), or Vanguard plasma blasts, which look like railguns anyway?
  21. Quote:
    Originally Posted by Supernumiphone View Post
    Am I the only one who finds it bizarre that in a thread begun by Castle stating that there will be no further Stalker changes, everyone is restating their requests for Stalker changes from other discussion threads on the subject? Did you guys skip over the OP?

    Don't mind me, carry on...
    Everybody has their own "brilliant" idea for how to fix what's (in their opinion) wrong with the Stalker AT. Just because Castle disagrees doesn't mean we shouldn't be discussing. Never know when one of the ideas that gets thrown around turns out to useful to them.
  22. Quote:
    Originally Posted by all_hell View Post
    Id like it.
    Even if the SF spawned = to w/e the current min is.
    That's the idea.

    The TF's minimum size, or your team's modified size, whichever is larger.
  23. Fact A: It's no more work to make a new zone than to revamp an old one.
    Fact B: The devs would rather have one good zone and one decent one than one good one.

    QED
  24. Less survivability and less damage than a Scrapper. All the utility is nice but, in the end, doesn't matter as much.

    Personally, what I'd like is...

    *Quicker Placate cast/recharge.
    *Placate offers short (1-2s) period of unbreakable hide (if you Placate, you will still crit, even if mobs shoot you. Unless you try to AS and get interrupted.)
    *Fix Placate bug
    *AS to deal set's debuff as well, stronger from Hide. Por ejemplo:
    -Broadsword: -def, bleed Lethal DoT from Hide
    -Claws: Faster animation than other AS, possibly bleed Lethal DoT from Hide.
    -Dark Melee: -toHit, double chance for Demoralize to Fear.
    -Dual Blades: Already part of a combo., bleed Lethal DoT from Hide
    -Electrical Melee: -end, guaranteed mag 3 Sleep from Hide
    -Energy Melee: %Stun, guaranteed low-mag Stun from Hide
    -Kinetic Melee: -dam, %KD from Hide.
    -Martial Arts: %KD, TAoE 'shockwave' Smashing, %KD from Hide (no, it doesn't make sense, but fits the set)
    -Ninja Blade: -def, bleed Lethal DoT from Hide
    -Spines: -regen, -recharge, -speed, Toxic DoT, more from Hide (like the rest of the set. Hocrap, Spines has a lot of debuffs)

    (and yes, I am aware that a Bleed DoT would require a bit of playstyle change. Don't placate the guy you just AS'd! Keep in mind that all three Sword sets can already cause Bleeding)