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Quote:Kusari Gama would actually be the Assault set.If you're talking about Ninjutsu, having that set custom fitted for Stalkers is kinda balanced out by the sacrifices every other armor set takes upon proliferation. Talking about the removal of Quick Recovery, Extra +res passive from SR, endurance draining tool of Elec armor, etc.
Stalker does not equal quick nimble ninja guy. They can, but they can also be murderous knife wielding maniac that pops out from behind stuff when you least expect it (Jason ain't no stealthy quick ninja but he manages to sneak up on people). Or in this case, the most recognizable figure to use a Scythe, Death, stalks his targets until their time comes. Death certainly doesn't flip out and kill stuff, or SMASH things.
That's why I think Scythe is best for Stalkers. It's an unwieldly weapon not built for actual combat like a sword or spear. As for it not being built for 'assassinations', it's a game where a broadsword is a 'heavy weapon'. I think broadening Stalker's repertoire from simple assassinations to 'cold-blooded killing' or 'reaping mortal souls' isn't nearly as far a stretch.
As for Kusari Gama and that chain weapon, I could possibly see the chain weapon working but more of an assault set because of its range. The kusari gama is too niche a concept. Really, only ninjas and japanese warriors used that weapon. Scythe is more broad a concept.
Manriki Gusari are too short for much reach, they don't even match a staff for reach.
But, trying to use Jason as an example to support a stalker with an awkward weapon, VEEERY bad example.
Jason 1: used a machete, not an awkward weapon. 2: SO a brute. >.>
There are unfortunately very few examples (that I am familiar with) of stealthy killers (which regardless of anything else, IS what a Stalker is), with awkward and unwieldy weapons.
As for an example that supports scythes for brutes/scrappers: What's his name from Soul Calibur III.(If you can use movies, I can use video games!)
Anyways. I think this is something we won't really agree on. though I think we DO both agree that stalkers could use some love.
Here's an option for you for an initially stalker exclusive (though I do not warrant them sucking for other archtypes.) Two-bladed sword. Has speed and gains a lot of its power from the finesse of the user, not the brute strength, a lot of interesting potential, including it has defensive capabilities. And would allow for a wicked AS maneuver:
Bring the blade around one handed, slashing with the foremost blade, than step in, gripping the weapon with both hands and stabbing with the rear blade. -
Quote:So.. you're wanting a set to get designed for stalkers, not proliferated to any of the other ATs at first, when it does you want it to suck for the two ATs that it makes the most sense for..Well you can just be pissed until they proliferate it like I am with Ice melee for Stalkers. That is what I was implying. Create the set, design it around doing what a Stalker does best, let it sit on that AT for an issue or two *then* proliferate it. Bonus points if it's extremely 'meh' for Brutes and Scrappers, positively awesome for Stalkers and absolutely amazing on Tankers.
When your AT already has a set that was designed exclusively for them that no other AT has?
And when the weapon style that you are posing, does not lend itself well to swift, stealthy combat?
Do you know anything about fighting with a scythe? It's a very bulky weapon that while, yes, it moves fluidly in the hands of a skilled weilder, is not ideal for the assassination style that stalkers use. Worse even than Broadswords.
the style would actually lend itself best to Brutes and Scrappers, as would most polearms. Polearm combat is one of two things:
Long reach to keep your foes at bay. This style would be hard to replicate in CoH without probably making the class unplayable. (it would require the set to have long range melee (about twice the current melee range, if not more), andhave a mechanic that if the foe got within a certain distance (their melee range prolly) the were too close for you to attack. Unless a power was given to this set much like the /kins repel, which would probably overpower the set.) If it could be done without major breakage, this style could lend itself well to tanks and maybe stalkers. Generally it would focus on spears, pikes, bardiches, etc.
Or:
Very quick moving strikes from all around the body, often decent for crowd control. This style lends itself more to the oriental polearm styles, such as the Naginata, however a scythe would work for it as well. It would also lend itself QUITE well to brute/scrapper combat.
If you're going to request a set specially made for your archtype, consider what your archtype does, and what actually suits them.
Now, the weapon that I could see being unique to stalkers (at first), would be the Manriki Gusari, or perhaps a Kusari Gama.
Kusari Gama I doubt I need to even explain.
Manriki Gusari (as I've been told) directly translates to 'chain vise' (I am not sure, given who told me this, but it makes sense), and it a chain, usually 3-4 feet in length, with weighted ends.
The use of either of these, would be a quick moving, moderate damage attack set, with several defensive maneuvers as well. Some of their attacks would be chance for knockdown. All the attacks would have a slightly better range than most melee.
With the Manriki, the AS move would be basically using it as a garrote.
Witht he Kusari Gama it would be a strike with the sickle end. -
Quote:Because it's not PvP, and they've said they won't release more one-sided zones.This, but also....
WHY is it CO-OP?
People always suggest more co-op but they never include the why.
Why should Calamitus be Co-op?What is the reason for heroes and villains to work together?
What could be kinda cool is making a zone which both sides accessed, and for *insert reason* could not directly fight eachother, however missions for one side or the other would buff/debuff, much like how.. Bloody Bay(?) works.
So, heroes and villains are competing in the zone, which make it an interesting challenge because what the other side is doing effects you, but you don't have to be super uber built with one of 10 power sets in order to be actually competitive.
And for any who say it should be PvP, I will just counter:
The PvP population of this game is much smaller, the PvP is poorly balanced, and there's already more PvP zones than Co-Op PvE. And there are no Competitive PvE. -
In before the "OMG NO MORE COOP" >.>
I like the sounds of it. -
I agree, honestly.
The rep system is.. stupid in it's current incarnation.
Most of the neg rep, is just a cowards way of saying "you're wrong", if you have the less-popular opinion on a strongly debated topic, you're going to get negged out the ***, usually with such things as "Don't get it."
The idea is great, but people are absolute idiots who can't be trusted with any level of power.
... Tagging I think is actually just funny >.> -
You have some cool ideas.
but absolutely everything you're listing as "annoying" HELL NO.
There's enough annoyances in this game, the trick is for them to make it tougher WITHOUT increasing the annoyance factor.
Annoying =/= difficult. -
Quote:And let's see of those:Ignoring MM Primaries and Blaster secondaries, too, because they're in the same pool as assault sets, there's still:
Illusion Control, Poison, Ice Melee, Ice Armor, and Ninjitsu. Five unique sets off the top of my head.
Illusion only has one other archtype that could get it (two, if they did what I want and tweaked it for MMs.)
Poison is, as far as actual powers goes, like a weak version of /rad, and rarely seen on MMs these days.
Ice Melee/Armor we've been calling for proliferation on for a while.
Ninjitsu, removes your claim to getting a unique set, sorry. Stalker only.
They have also been going through and proliferating most of the sets that they can see fit to. So I highly doubt they would add a new exclusive set. -
I dunno, I actaully kinda agree that GMs should be worth a a little bit better of a reward.
Nothing massive mind you. Maybe guaranteed recipe (bronze roll?), and 5 merits for most. That would make it actually worth the time it takes to kill them. Because yes, with a good team a GM goes down fast, but not "two merits" fast.
the one though that they NEED to up the reward on, is Luska. She should be worth at least 18 merits. (because you're technically defeating 9 giant monsters. And even with a couple of good teams, she still takes a while.) -
Quote:Can you name one powerset that is EXCLUSIVE to any single archtype (with exception of the dominators "Assault" pools, which are thematically identical to one or more sets, just given melee and ranged attacks)As for Scythe melee, I think they should make it a Stalker only set
I know i sure can't.
The set being 'designed for' stalkers, I'd be fine with. But it it was a stalker exclusive set, I would be pissed. (I cannot play stalkers, I hate how the game treats them. They are an AWESOME concept, which the game mechanics are entirely built against.) -
Quote:Team leader would actually be the instigator of the merge..
TEAM MERGING:
Two teams who scale up to 8 people should have a merge option, allowing a team of 4 to gain another 2-4 members who are already in a small group. The leader is the one who has thier team running longer.
Basically Team Leader A would click Team Leader B and instead of 'invite to team' would get a 'merge team' button.
Team leader B would get a pop up like the team window saying "Would you like to merge with Team Leader A's team?"
He clicks "Yes" and all the members of his team get a pop up saying "You team is merging with Team Leader A's team, do you wish to join?"
I think it would be doable, and quite useful. -
Zolgar supports all these options, and would only be saddened by the fct that he would not have them for several years >.>
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What have we learned from this thread?
1: This idea isn't technically possible, yet.
2: There's already a GM in Boomtown, that most people fight in Skyway >.>
What hasn't been said?
This idea is TOTALLY frelling awesome, and the devs should definitely take it in to consideration once they have solved the targetting issues! -
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Quote:Let's see..Actually... yes. Considering that tickets cannot be traded and are utterly useless outside of AE I don't think that's excessive.
We'll just say that you run a mission with
100 minions
40 lts.
20 bosses.
That's going to equate to, under your proposal..
25*100= 2500
75*40= 3000
120*20= 2400
Or: 7900 tickets.
7900/540 for a piece of rare salvage= 14 pieces of rare salvage
We'll say you get pieces worth 1.5 million inf, which is a pretty standard rate for high end rare salvage, and since you can cherry pick it, of course you're going to get sought after pieces.
That is 21 million inf from one relatively easy mission, not counting the inf. drop rates of the baddies.
That's more reward for one easy mission than you are LIKELY to get out of a full level 50 ITF. Sure it takes a little effort on your part ot sell the salvage, but not much.
That isn't at ALL excessive? -
Quote:Not dead.Alright, I16 has killed the AE. It is now Mostly Dead, and unless we find a Miracle Max somewhere, which seems unlikely, it will probably remain that way.
Quote:I don't particularly care. I didn't use AE for anything XP related. I did use it for tickets, as they represent a huge savings when it comes to buying salvage. Unfortunately, tickets have undergone just as heavy handed a treatment as the rest of the AE.
Quote:Since tickets are ONLY usable in the AE and are not tradeable, and as such can only impact the game in a very limited and specific way, two things need to be done with them. First remove the ticket cap. It's highly unlikely, on a map mostly populated by minions, that you'll be able to reach the ticket cap now just through defeats, but the mission reward is very often diminished by the cap, which has always felt like a slap in the face and even moreso now.
I would like to see the end bonus tickets ignore the cap though.
Quote:Second, increase the ticket drop rate. At least double them for each enemy rank. The only respectable ticket drops come from bosses, especially considering a rare salvage piece costs over five hundred tickets and you can't carry enough to even buy ten at once. Minion ticket drops are utterly pitiful, hardly worth the time it takes to defeat them. Lieutenants are... just okay.
Alternatively, you could make every single enemy, without exception, always drop tickets. And, it would be nice if they always dropped the same amount of tickets per enemy rank. Such as, 25 for minions, 75 for LTs, and 120 for bosses, or something similar.
I could see perhaps MAYBE a slight increase in drop rate, or perhaps the end of mission bonus being better.
Quote:I loved AE for the availability of salvage that often takes multiple millions to purchase, if it's even available. Now that there's going to be a serious shortage of rare salvage again, AE is the best way for a casual player who doesn't have several hundred million Inf to throw around to acquire these. At least, it used to be. Please fix it so it still can be.
Just isn't as insanely good as boss/lt farms. -
Quote:The Zolgar agrees with this poster.I'm surprised at myself but I have to say I like this idea. I'm certain the numbers of both the rewards and costs would have to be looked at very closely, but I'd like the opportunity to say which level of reward I wanted to get at what time. It's still random in the case of recipes. I obviously haven't spent a lot of time thinking about the ramifications but on first blush I think I would have to support this.
Robin -
Quote:I think we just need to use the idea posed by Memphis Bill in your sig.An interesting idea, and could possibly open the door for "man on the street" missions depending on how it's done.
Sadly, I don't see it happening without a complete revamp of the contact network both sides (and blueside needs one badly), and despite wanting one so bad I'm not sure how likely it is to happen. -
Quote:Flip side:The best way I can see in replacing debt is just losing influence. Thematically, it fits the whole hero/villain theme anyway; whose gonna look up to a hero that gets his butt kicked all the time, and whose gonna fear a villain that does the same.
This hero who gets defeated all the time might earn more respect than those who never do.
The heroes who never get defeated are always playing it safe, not going after the REAL threats to the world. the ones who fall, are risking life and limb for the people.
The villain that constantly gets defeated? I dunno about you, but I'd sure as hell be scared of someone who had been gun down, beaten to a pulp, run over, flung off buildings, etc, and never.. frelling.. died!
(Remember, in CoH/V you don't die, you get KO'd and the medical teleport kicks in.) -
Quote:Which we would have to have the option to turn off.. Preferably the option to turn off selectively (like the SSK level popup)
Or a pop up window like Mystic Fortune has so we can either accept the buff or it fails to go off.
An option to "only accept buffs from *group*" would be neat, too.
Everyone, Friends, SG, Team >.> -
Well, I ain't color blind, but I think it'd be nice to have the hex color pop up for me.
consider it signifieded -
Quote:Any GOOD buffer listens when people say "no buffs" >.> (I join a team as my /kin, first thing I ask is "Does anyone NOT want SB?")A no buffs option would be awesome - I don't like Speed Boost - it makes me run into walls - and that ice armor stuff is just plain ugly
That aside.. The 'default colors' option is TOTALLY /signed.
I probably wouldn't use it, at least not often.
What I would love to see is 4 options.
Custom colors:
Always off
Always on
Always on, except those I select
Always off, except self and those I select
Basically if you had either of the 'except those I select' options selected, you when you right-clicked a player, the context menu would have an option of "turn default colors on/off" which would allow us to still see Awesome Hero Bob's cool color scheme, but not be blinded by Greifer George's neon pink/neon green buffs. -
Problem with this is there are 3 key camps on death penalties..
1: Those who are like "OMG DON'T PENALIZE ME FOR DYING!!!!"
2: Those who feel that death penalties are good as they offer some insentive to actually play the game tactically and intelligent, but they don't want the penalty to be harsh enough that is severly hinders them.
3: Those who agree with #2, but feel that if the penalty doesn't offer a severe hinderance, then it's not enough insentive to play the game tactically.
In general, if they make the game to please type 1, then some of type two, and pretty much all of type 3 will be unhappy and ***** about it, and possibly not play the game.
If they make the game to please type 3, then all of type 1, and some of type 2 (numbers to depend on how severe it is.) will be unhappy and quite possibly not play the game.
But if they make the game to please type 2, then only a small portion of types 1 and 3 will be extremely unhappy about it.
That said.. I fall in to type 2, yet I still feel the current system is.. meaningless. I honestly see death as "progress on another badge." that's it. And XP penalty I could see working under these stipulations:
the XP penalty would not actually reduce your level, however, if it would reduce you to below 0 progress towards your next level you would get a minor debuff, which would progressivly get worse the more you died.
The debuff aspect would be removed for:
Deaths from giant monsters.
Deaths from players (of course).
Deaths from zone events (zombies, rikti)
Deaths from raids
Deaths from AVs
Alternatively, debt could be tweaked.
Increase max debt.
Increase debt acrued.
Either make it so patrol XP doesn't reduce debt, or does so at a much slower rate. (10 patrol XP to 1 point of debt)
Make debt take both half XP and half Inf.
Then increase the debt protection properties in IO sets to be a worth while amount. -
Quote:Well, if you just have a .75% damage bonus, then.. well, that sucks.. But see, I come from the school of thought that says "you can never have too much damage", so the .75% is just something that would add in to the ever growing pool of +damage.Are you kidding?!? A 0.75% damage bonus means that for every thousand points of damage I do, I do an extra seven and a half!
<cough>
.75% is usually only on the very low level and low-grade sets anyways.
As for the debt reduction.. I'd be fine with it going, and am fine with it staying. I don't feel that every attribute of an IO has to have use to everyone.
Look at +lethal res? Most tanks don't really need that. -mez duration? Yeah, sure. -KB? Once again, most tanks don't need it, nor does anyone with Acrobatics. +heal? Lesse certain tanks, brutes, scrappers and stalkers will get limited use of this. "Most" MMs, Trollers, Defenders and corruptors will get use of this, however many won't, and of these there are really only about 3 sets (Emp, Pain and Therm) that really get REAL use of it.
If all IOs properties were useful to everyone we would get:
+damage
+recharge
+regen
+rec
+end
+psi res
in every single set. Boring. >.> -
If my Phantom Army had to be controlled manually, and it and my Phantasm drew agro to me.. I would drop my Ill/Kin 'troller.
And possibly the game. -
Quote:I doubt it. See, my point on this all along has been the same as the I16 badge changes, to help do away with 'aberrant player behavior', farming X baddy for Y costume item is pretty aberrant, and more so getting SK'd up to level 49, to have a friend help you killify enough just to get the unlockable.But if they made them unlocked account wide wouldn't they also make them harder to get? For like balance reasons or something. I'm all for the idea, just throwing out a potential side effect.
I feel that that kind of farming actually kinda cheapens the badge.
The badge for Overseers redside, for example.. That's a freakin' hard badge to get, and it's kinda cheapened by the fact that people hold that mission and farm it to .. practically any level.