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Posts
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Joined
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Quote:Down with the 95% tohit cap! May it miss in hell forever!If the devs had it to do over again, they probably wouldn't even make a system where you could miss a meaningful amount of time. Some players can handle missing, and some just can't. It has nothing to do with fun, unfun, too much, too little, too random, not random enough. Some people simply cannot handle missing in a game. We're really just dancing around that fact with mechanical compromises.
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Partially already existing animations (and sounds) I'd like to have accessible to players:
Thermal Radiation - Abyssal - currently used by the Ember Demon. There's already Abyssal Reconstruction for Warmth, Abyssal Mending for Cauterize, and Ember Shield for Fire Shield.
Energy Blast - Light Blast - currenlty used by Legacy of Light mobs, very similar looks (though recolored) but with new sounds. The powers they currently have are Light Bolt, Light Blast, Torrent of Light and Light Explosion, still need equivalents for Energy Push, Burst, Sniper Blast and Nova.
Energy Manipulation - Fist of Light - currently only one power, Fist of Light, but I for one would love to see this expanded, because I am fond of the sound.
Energy Blast - Force Blast - currently used by the PPD, there's quite a few powers between them. Bolt, Blast, Torrent, Explosive all have direct equivalents. There's also Force Wave (which could stand for Burst or Push).
Energy Melee/Manipulation - Force Gauntlet Because I love the CRACK sound of PPD/TEST melee. -
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I'm in favor of option #1, but as long as the changes are straight-up improvements.
Case in point, the gladiator shoulderpad got changed a bit more than just polished up. I don't miss the old one but I know people who do. -
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Well, duh. If it wasn't, you'd see something in the description about it.
That said, this is a bug that I distinctly recall Castle fixing in the same patch that raised Burst's damage 25%. -
If I wanted to have to pay attention to who lands the killing blow, I'd play DotA.
Addendum: I do not play DotA. There is a reason for this.
Further:
If I wanted to have to rush from spawn to spawn lest I lose the buffs I got by defeating the last one, I'd play a Brute.
Addendum: I do not play Brutes. There is also a reason for this. -
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Quote:You're thinking of [Claws.Shockwave], which is indeed brokenly good.Mangle started in the Rogue Isles as a captured villain in the PPD jail. I never thought of him as a stalker, but then I never could figure out what he was or what powers he used. He uses a dual wield blade, but he throws them at targets for great damage, and he also does claw damage in melee range. His biggest nemesis is the cardboard box he could never decide how to start attacking.
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Mm. I don't know. It's horribly finicky.
Quote:Powersets that rely on large groups of minions around them - like willpower (rise to the challenge) Ice (chilling embrace) and shield (against all odds) would indeed have their abilities stripped.
Perhaps you mean Energy Absorption? -
Not yet. Will try tommorow, gonna try to score a mission against Arachnos.
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It's the divorce of level and size that bothers me so much.
Different character, different group. +0x2 gave me a spawn of 4 minions and a LT, all +1. Last I checked, that shouldn't happen outside of, what, +1x3?
That's my main problem. x1 makes +0 groups yawn-inducingly boring. x2 makes +1 groups much too lethal for some of my characters. -
Quote:....this.Leo G's suggestion of more damage to our crits. Give us bonus crit damage. Make our critical hits HURT.
I love this idea. This alone makes Stalkers increasingly better on teams and makes Placate a better investment of cast time.
Now, combine this with Placate giving you ~4s of Hide that can't be dropped by damage and voila.
Also, should this happen, could we switch from having 50% chance crit on AoE to critting for half crit damage 100% of the time? -
Quote:Small but very significant change.The cottage rule states that no power should be changed in function so that its original purpose is no longer fulfilled. It's called the cottage rule because Castle said "It would be like changing Build Up from a +to hit +dam buff to a power that built a small cottage at your location"
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A down-scaled boss still has all the powers that it would have as a boss (usually more than a LT), but uses the lt's lower hp/damage/debuff/etc numbers.
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Arachnos bosses spawning for a equvalent 2-man team? ...possibly WAI. I've been away too long to rememeber if Arachnos is boss-heavy.
+1 spawns the same size as +0s? No, that's not WAI. -
Quote:They are!2a. Corollary: A lot of people still think this means resistance inspirations are broken.
At least, until they start providing resistance to drains and debuffs. Then they'll be good -- still worse than a Luck numerically, BUT you can pop one after you're debuffed.
Quote:I'll go even further to say skip SR completely, with Shields you get everything that SR offers plus damage buffs, + resistance, + hp, and a secondary attack that even after being neutered can still tear most groups in half. So the only logical reasons to pick SR are: because, and for concept. -
Quote:No.You got spawns of 1 boss and 1 minion, which is well within the parameters of a two person team, yes? Other spawns that you should be seeing in a two person mission are four minions, and two or three minions and one lieutenant (unless it is Council or Freakshow, in which case you add one more minion to each spawn).
No it's not.
It's not and until the improved difficulty options, it never has been, not outside of Boss-heavy groups like Freakshow.
And even if there was the possibility of bosses spawning for a two-man team under those settings, keep in mind this.
The groups were +1.
Under the old, five-stage system, there was a neat and simple balancing factor.
Spawns that were +1 to mission level were -1 to team size. Soloing on Tenacious/Malicious, you'd run into +0 spawns of 5 minions, or +1 spawns of 3. As it should have been.
I can handle a boss. In fact, I want to fight a boss at the end of the mission, rather than a Lt. That's why I set it to do so, and why I never soloed on the old Heroic/Villainous. But a boss every spawn, on a character based around control and hosing down the minions quickly? Yyyyeahno.
[Edit] now that I've calmed down some, I'll admit that Arachnos may be a boss-heavy group. But that still leaves the issue of the borked +1 spawns. -
Addendum: After that, there were five more spawns. Four of them with a boss.
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Let me present you what I encountered so far in this mission, set to +0x2. Out of the ten spawns I saw at all, the last seven were:
+1 Tarantula Queen and Crab Spider Slicer
+1 Night Widow and Arachnos Drone
+1 Night Widow and Blood Widow
+1 Night Widow and Crab Spider Slicer
+1 Toxic Tarantula and Crab Spider Slicer
+1 Night Widow and Arachnos Drone
+1 Arachnobot Disruptor and Crab Spider Slicer
Seriously people, fix the damn bosses spawning in way too small teams and the too big spawns at +1 already! -
I'd like to point something out.
At least in Praetoria, ambushes ALREADY don't aggro on a stealthed stalker. They run to where they were triggered, then stand there if they can't see you. -
Quote:The what? O.oOh, I'm very sure the average player doesn't fully understand how defense works, much less what softcapping involves or how it works. Right now I think the 45% number is being thrown around much like the 2:1 rule was in the past, with equally deleterious consequences.
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