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  1. Quote:
    Originally Posted by Arcanaville View Post
    I think, as with all changes, it would be helpful if we knew what the intent was, besides the general "make things better."
    That would definitely be helpful. CoH has changed hands a lot over the years and design philosophies change as designers change. A lot of the design decisions were made by those long before my time and quite possibly even before Castle's time as well. So, we have to dig through ancient dusty documents and when none are to be found we are left to make educated guesses.

    My personal philosophy is to give you guys what you want provided the following is true:

    1) We have time.
    2) The request is reasonable.
    3) There's good data to support the necessity of making such a change.
    4) The change won't negatively impact game balance.
    5) The change doesn't cause a bunch of other smaller problems.

    Naturally there's a bunch of other factors, but those are the big ones.

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  2. Quote:
    Originally Posted by EvilRyu View Post
    Let me ask this, Darkness Control is not going to be what replaces Illusion control for doms? Or is this seperate? While it sounds good and all I just do not want it to be what pain domination was compared to empathy when some villains really wanted empathy.
    Replace is not the word I would use. I would say Darkness Control is coming out I22 and Illusion Control is not.
  3. Quote:
    Originally Posted by Dr_Darkspeed View Post
    Yeah, sounds ok.

    Any chance of a superawesomeomg!!!!! attack if we use Assassin's Strike when we have max Assassin's Focus and max Combo levels?
    What, Assassin's Strike followed by Crushing Uppercut isn't enough damage for you?
  4. Quote:
    Originally Posted by Beber View Post
    Between Assassin's Focus and Combo Level, I'm really wondering how a new/casual player will get his way around StJ stalkers. I mean those new mechanics are really nice and enjoyable, but I really feel like we're getting to a point where the difficulty to understand the whole system might become a problem for some players.

    Not to mention that this change won't be notified anywhere else than the changelog... Documentation about AT's inherent powers have always been hard to find. I hope the stalker changes will prove me wrong.
    The Assassin's Strike power provides the user with information on how Assassin's Focus works. Street Justice and Assassin's Focus do use two separate fuels, but they don't work against each other. As a matter of fact, they work with each other. Assassin's Strike builds Combo Levels and consumes Assassin's Focus. Combo Finishers consume Combo Levels and build Assassin's Focus.

    Yes, you do have to manage 2 fuels, but I think you'll find the ebb and flow of these two mechanics to be very natural.

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  5. Quote:
    Originally Posted by Redlynne View Post
    Synapse, if you're working from an assumption that Stalker Primary attack powers have a chance to proc Assassin's Focus, then it should be a fairly simple matter to allow Patron/Epic Pool attack powers to operate on a reduced but non-zero chance to proc Assassin's Focus. That way you keep the (*ahem*) ... focus ... of the opportunities to build Assassin's Focus on the Stalker Primary attack powers, while also allowing limited opportunities for the endgame pools to contribute as well (more as a "you got lucky!" bonus than as a reliable way to stack Focus).

    How about something like that?
    As I mentioned, it's not a matter of how 'hard' it is, I just don't want to jump the gun here. I'd like to gauge player reactions first before I go ahead and add this feature to epic pools.
  6. Quote:
    Originally Posted by William_Valence View Post
    Does the out of hidden, Assassin's focus powered AS crit do the same ammount of damage as the hidden version
    The current design is this:

    -While hidden Assassin Strike will deal scale 7 damage and will possibly inflict demoralize.
    -When not hidden Assassin Strike will deal scale 2.76 damage (this is appropriate damage for a standard 15 second recharge single target power). Each stack of Assassin's Focus increases Assassin Strike's critical hit chance by 33.3%. Assassin's Focus stacks up to 3 times. Critically hitting will deal an additional scale 2.76 damage.
    -Using Assassin's Strike out of hide will remove all stacks of Assassin's Focus regardless if you critically hit or not.

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  7. Quote:
    Originally Posted by Jibikao View Post
    Wow... !!!!!!!!!! Tears of joy.


    Oh, please one last question. From the way it looks, I would say Spines may get the most out of it because it has relatively weak ST damage but with this change, a Spine user can start with BU + Throw Spine + Spine Burst + whatever and then finish off the remaining foe (likely a boss) with a Focus x 3 Assassin Strike. That will be a no brainer start up then vice versa (BU + AS + Placate + Throw).

    Sets like MA and EM have no AoE and most likely people would take one from patron/epic. Is there any plan to add Assassin Focus to patron attacks? I ask this because I know my Martial Arts usually starts with BU + Balls of Lightning on a large mob (large to full team situation) and it would be nice if I can build Focus using patron. That's all. :P
    This is definitely possible. I'll look at what beta feedback is like before deciding on whether or not to do this.

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  8. Oh. One thing to note (and this might have been obvious to some, but I think it's best that I spell this out so that there isn't any confusion) is that you basically subtract the windup time from the total cast time you guys see in the real numbers. For example:

    Assassin's Strike for Kinetic Melee says it has a cast time of 2.67s. Once you remove the 2 second wind up the power has a .67 cast time. So, when you strike with this power out of hide, it will have a .67 cast time.

    The obvious problem is that some Assassin Strikes have longer cast times than others. Eventually I'd like all Assassin Strikes to have a 2 second wind up and 1 second cast time. This way you always have a 3 second total cast time (including interruptible wind up) when hidden and a 1 second cast time out of hide.

    Again, that likely won't come until after i22.
  9. Quote:
    Originally Posted by Jibikao View Post
    If Assassin Strike is going to be a big part of how Stalker competes at top-end ST damage, is there a plan to "normalize" all Assassin Strikes? Ninja Blade and Broadsword have 3.67s while Kinetic's is only 2.67s.
    Yes. There is a plan. However, this likely won't happen at launch. We're definitely aware of this issue.
  10. Quote:
    Originally Posted by Jibikao View Post
    We can't wait to test! Thanks for looking into Stalkers again. Yeah that typo did scare me a little at first. hehe

    I guess when beta starts we can have more "clear" goals, like "Does Stalker match Brute/Scrapper damage on his own on a regular basis?".
    At this point we're tweaking dials until we're happy with where the archetype is in general. This change isn't intended to put them in an absolute place. But, I'd like to have this change make Stalkers more competitive in the single target damage arena.

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  11. Quote:
    Originally Posted by Errant View Post
    WOW! Holy Crap.

    Will AS get the Orange Reticle treatment a la DB/StJ? Or can we monitor this through real numbers?

    On that note, can we monitor the regular scaling Crit chance through real numbers soon?
    It won't have the orange reticule treatment. The bit that is being tracked isn't something that can be evaluated by the code that supports the highlight ring.

    The way the player will know that they have max stacks of Assassin's Focus is by looking for 3 stacks of the power in your buff bar.
  12. Quote:
    Originally Posted by Arcanaville View Post
    The notion that stalkers were designed to be "melee blasters" was discussed during CoV beta, with dev participation, alongside discussions such as "brutes are not redside tankers" and "masterminds are (partially) meat shields, not redside controllers." It was never a player rationalization; in fact the prevailing player notion at the time was that stalkers were just scrappers with stealth, a notion disavowed by the dev team at the time.
    I think it's safe to say that the original design of some archetypes differ from reality. Changes like the ones mentioned in this thread are the result of seeing a problem and then choosing to redefine the archetype's original design or to stick with their original design.

    The case of the Stalker changes I think it's a bit of both. We definitely don't want to completely change the stealthy flavor of the archetype, but a the same time we want to more strongly define them as a competent single target damage dealer. As I've mentioned earlier I can't wait for you guys to hammer on this, poke holes in the design and help us make this change be as positive as possible.

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  13. Quote:
    Originally Posted by CaptainMoodswing View Post
    Ok, but



    ?!?!?!
    [edit]
    Oh...I get it. You used the same phrase to mean two different things...Using Assasin Strike WHILE HIDDEN is still interruptible, etc. Gotcha.
    Major typo on my part. I edited my original post to hopefully avoid future confusion! Sorry about this guys. TL;DR version:

    -If hidden, Assassin Strike is interruptible and does scale 7 damage and can inflict demoralize.
    -If not hidden Assassin Strike is NOT-interruptible and deals superior damage. Its critical chance is equal 33.3% per stack of Assassin's Focus.

    Again, sorry for the confusion. Hopefully that clears things up!

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  14. Quote:
    Originally Posted by BurningChick View Post
    Hi Synapse,

    I'm not really a stalker kinda' person ...

    But wouldn't the proposed AS change work out better for stalkers with lots of +def than those with different forms of mitigation?
    Stalkers with defensive builds are more likely to be able to use an Assassin Strike from hide. That is no different than it is on live currently. The intent now is to allow everyone to use Assassin Strike regardless if they're in hide or not. The out of hide Assassin Strike should benefit all secondary sets relatively equally as it isn't interruptible.

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  15. Quote:
    Originally Posted by Lazarillo View Post
    Haunt sounds a lot like Phantom army, is that about right?
    I really, really, really want a Dark/Dark Dominator right about now.
    Phantom Army are invincible entities. Haunts can be killed relatively easily. Just how easily will likely change in beta if they're too squishy. The intent is for them to lock down a target for awhile.

    The intended strategy is to control your enemies so their survivability increases. Additionally Shades can be healed and buffed.

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  16. Quote:
    Originally Posted by Oathbound View Post
    Indeed. Would be nice to know.
    Arbiter Hawk succinctly summed up the Stalker improvements. I'll add this though:

    Using Assassin Strike while hidden is still interruptible. It is the only way of dealing that massive scale 7 damage and inflicting demoralize. If you placate an enemy you are considered hidden and will execute an interruptible Assassin's Strike.

    In practice these changes should feel pretty good. You can open up with Build Up>Assassin's Strike>Placate>Whatever and then go about hitting remaining enemies and building stacks of Assassin's Focus. In a more prolonged fight Assassin's Strike will be able to be used more than just an opener.

    This change is also intended to solve the "very efficient team" problem. It's great that your team is super efficient at obliterating enemies, but it's a bummer for the Stalker because a spawn is often wiped out before they get a chance to land an Assassin's Strike. With the discussed changes they'll still be able to use the Assassin's Strike power and if they stack enough Assassin's Focus they'll be able to deal pretty massive damage very quickly. They'll be able to do this regardless if their team isn't allowing them to open up with an Assassin's Strike from hide.

    I feel there is definitely a time and place for the Assassin's Strike from hide. The intent here is NOT to replace this power's stealth functionality. When I22 hits beta we'll have our eyes peeled to your feedback, as it will be critical to the success of these changes.

    Darkness Control

    I'll give out the information that was given in the power point here. We talked about 8 of the 9 powers.

    Tier 1: Shadowy Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly)
    Tier 2: Dark Grasp (Ranged, Moderate DMG(Negative), Foe Hold, -To Hit)
    Tier 3: Living Shadows Ranged (Cone), Minor DoT(Negative), Foe Immobilize, -To Hit, -Fly
    Tier 4: Possess (Ranged, Target Confuse)
    Tier 5: Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
    Tier 6: Heart of Darkness (PBAoE, Foe Disorient, -To Hit, Minor DoT(Negative))
    Tier 7: Haunt (Foe Targeted, Summon Shades)
    Tier 8: Shadow Field (Target (Location AoE), Foe Hold, -To Hit)
    Tier 9: ??? (ZOMG! What could it be?)

    At the powers panel, we didn't reveal the Tier 9 power. That will be revealed at a later date, so stay tuned. One thing to note, as Tunnel Rat mentioned, the tentacles have been replaced with more of an inky shadowy feel. Some bits of info we gave out:

    Possess: This power darkens the target and gives them spooky glowing eyes and makes them confused.
    Haunt: This power effectively places a taunt aura on your target and spawns two Shades. These dark entities alternate between a punch attack and a terrorize attack. The Shades will continue to beat on their target until either they are killed or their target is defeated. Once their target is defeated, they will move about attacking other targets at random. Their damage is pretty decent, and this power offers a fair amount of control. They are uncontrollable like all other Controller/Dominator pets.

    I think that's about it for Darkness Control.

    We also announced to proliferated sets. What would Darkness Control be without Dark Miasma for Controllers (called Darkness Affinity) and Dark Assault for Dominators.

    Darkness Affinity
    This power is a proliferated version of Dark Miasma for Controllers. You're likely thinking "why the name change?" Well, we pulled out Fearsome Stare and Petrifying Gaze because: a) Fearsome Stare really belongs in Darkness Control and b) Petrifying Gaze is pretty redundant when paired with Darkness Control as its effectively a copy of Dark Grasp, but without the damage. I felt this necessitated a name change.

    In their places we added Fade and Soul Absorption:

    Fade is a short duration, long recharge, high defense boost to your entire team. It's intended to prevent team mates from being defeated when they're low on health. This will hopefully give you enough time to fire off a Twilight Grasp to heal them. Internally, I've heard it compared to "a weaker Moment of Glory for your team". I think that's fairly accurate.

    Soul Absorption is a handy power that grants nearby team mates regeneration and recovery for each nearby defeated foe. This can spell a massive boost to regeneration and recovery with enough valid targets. Think Stygian Circle for your whole team, but instead of +hp/+end you get +regen/+recovery.

    Dark Assault
    This power is a mix of Dark Melee and Dark Blast. You've got a fun mix of powers in there. I think Dominators will enjoy the set. It offers a nice mix of damage, control and survivability. It also features a new power called Gather Shadows. This is effectively a combo of Build Up and Power Boost. You lose your +to hit and have reduced effectiveness of the +damage and +effects, but you get both. It's a trade-off to be sure. I look forward to player feedback on this.

    As always everything mentioned above is subject to change in beta. I'll be having my eyes glued to the forums when this hits the training room. For those of you who made it to the Pummit, it was great to mingle with you all.

    Regards,
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  17. Quote:
    Ten winners will be drawn at random from those who enter; those selected shall each win a random HAT actually worn by an employee while on a recent Ustream talk! A second drawing of ten more candidates shall... ALSO win HATS! A third drawing of ten more candidates shall be invited to attend the Great Hat Addiction Intervention of 2011 where we will finally try to get to the bottom of what the heck is up with all these guys and their freaking HATS!
    I'd like to mention that my hat is not eligible for such a prize as it technically counts as being my hair on account of me being a bald guy.

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  18. Quote:
    Originally Posted by Kallandra View Post
    The veteran Base Items are now only claimable once too, instead of repeatable like they should be *sigh*
    There's a fix for this in the works. You'll likely see it in issue 21.5. Instead of needing to claim base items multiple times you'll only need to claim them once. Then you can place the items an infinite number of times.

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  19. Synapse

    Synapse?

    Quote:
    Originally Posted by Zombie Man View Post
    If they're torturing you like they did at Crey by threatening to take away your red name so you work faster, let us know by blinking ten thousand times.
    4786 blinks, 4787 blinks, 4788 blinks...woo all this blinking is making me tired. Funny, everyone assumes having super speed means I blink more quickly too. Not true. 4789, 4790....
  20. Synapse

    Synapse?

    Quote:
    Originally Posted by Zwillinger View Post
    Just a bug due to some recent forum changes.

    I'll fix it momentarily.
    Yep! Still here guys. Too many powers to create, edit and improve to go away.

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  21. Quote:
    Originally Posted by BackFire View Post
    Wait, what?!? They're making a change to the AT? Like, they won't be Dominators, anymore? o.O

    They didn't say anything about a change to their powers, but plans for "the archetype." Will be watching this closely.
    Going to nip this potential rumor in the bud. There is no immediate plan to revamp, remove, alter, change, nerf or buff this archetype as a whole. I never said changes were coming. I said we had plans for the archetype. As in plans for power sets. So, stay tuned for that in the future! (And by future I mean post I21.)

    Also, if you didn't see your set proliferated it is likely because we plan on having another round (or rounds) of proliferation in future issues and we only had enough time to implement as many sets as we did.

    Regards,
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  22. Synapse

    Rogue Magazine

    Beautiful. Well designed. I love the tasteful, classy uses of older costume pieces. Well done!

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  23. Quote:
    Originally Posted by Gatecrasher View Post
    Please leave my head now.

    -Gate
    I do this exact thing myself. First row is healing, second is endurance, third is defense, fourth is damage fifth is 1 accuracy, 1 break free and 1 rez. I am super OCD about organizing it to the point it has gotten be defeated on nearly all of my characters on a fairly regular basis.

    Another OCD thing I do is to make sure I never have more than 1 of each type of uncommon piece of salvage at a time. After playing a game since beta you develop some pretty difficult habits to break...

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  24. Quote:
    Originally Posted by Positron View Post
    Thanks to everyone who showed up. Some excellent bugs/issues were discussed and found.
    Indeed! Thanks everyone. I had a great time taking out Lady Winter with you all. Your feedback was very useful.

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  25. Quote:
    Originally Posted by Bright Shadow View Post
    I'm not sure what was the incentive behind the 0.00 second activation time. It feels...weird every time I cast it. xD
    Well, we really wanted to sneak in the defense buff while the power's animation was playing. However, +defense buff power attributes trigger AFTER the activation time is complete. That would prevent us from making the power behave in the way we wanted, so we reduced the cast time to 0, and the animation team forced the power to root you. And now you know!

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