Vel_Overload

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  1. Easy way to fix this would be to add someway for the game to remember what you mind controlled and allow you to resummon them.

    So you mind control a Hellion, a Troll and a Clockwork for your minions. Like the junky he is, the Troll stupidly dies. Well, since the game remembers your minion of choice, you simply resummon him like any other powerset. The game already remembers names of minions. Should be possible to remember what exactly you have mind controlled.

    The next problem is overpoweredness. Easy fix: Don't let certain mobs be mind controlled. Tada!

    I like this idea. As for upgrades, I'm not sure. Mabye generic attacks that encourage the use of specific pets? Like a basic gun-cone and a basic AoE grenade? Or perhaps Procs! Such as every time your minions attack they have a chance to proc a life leech or an AoE etc.

    infact, you could call the whole set Chaos Summoner or whatever. I like the idea. Admittingly it would be very hard to get correct without it being severely underpowered due to nearly EVERY good enemy being untameable or be overpowered by allowing too many good enemies to be controlled at once.

    Still a good idea.
  2. Vel_Overload

    Inherent Fitness

    Quote:
    Originally Posted by BrandX View Post
    I think a lot of people would just keep taking Fitness.

    Yeah, you hear about the few who say they don't. But how many times have you heard the compaints of END use/drain? People would take that 30% cut, and still grab Stamina, to avoid any and all end issues.

    And truthfully, that's what I find a lot of people want, they don't want to deal with it at all.
    I agree, and thats why I didn't make a seperate thread waayy back in the day when I thought of the idea of the global endurance reduction. Too many problems. Yeah, I'd still take stamina, yeah it would take awhile to code and nobody would notice this reduction unless a giant sign was thrown at their face.

    I dislike Endurance honestly. It's a very simplistic stat that is already very easy to navigate around (for the majority of powerset combinations.. poor Stone/Dark Brutes). It's not a bad stat, infact it's kinda necessary to stop people from spamming the high-end moves, because we All know that -recharge is rediculously easy to get now-a-days. Or atleast too easy to stack.

    With both the -recharge and endurance system in place, the game was quite balanced around keeping high powered moved from being used too often. That has naturally changed with IOsets now fixing 1 or even both problems rather easily.

    I could write a report about how IOsets have caused a power creep in the sense that now High-powered situational moves are now the normal moves of choice (see Perma-Phantom Army and speed Foot Stomping).

    TL: DR

    Yes.
  3. Vel_Overload

    Inherent Fitness

    I guess I was wrong when I said: oh, free stamina? nobody can hate that! guess you can't please everybody.

    I'm not sure what the problem is..

    1. Lowbies get free recovery, faster regeneration (which some actually needed for less down time) and faster traveling, once more very useful for less downtime as a lowbie.

    2. 3 more powerslots for those of us who already took stamina. There is no negative here. can't think of 3 powers that would help your build? Whining that you can't slot those powers? Why did you make a build that required those 3 powers to be slotted in the first place?

    3. Swift and Hurlde have no impact on concept. Considering everybody already runs faster than a car and can jump, like, 7 feet, I doubt this will ruin any of your character's concepts.. unless they are slow and boring or something.

    4. I agree with the idea that there was a simpler way to do this. I was thinking of simply reduing every single power's endurance use by exactly 30% but I understand that would take awhile. We also wouldn't get the other lovely bonuses that come with free fitness.

    For us who will have to respec characters to make fitness inheritent, I'm not sure what all the fuss is considering these 3 powers not having slots. Some powers don't need slots, heck, some powersets have too many slots to go around! (I'm looking at you Forcefield... and Dark Miasma).

    Not all powers can naturally be 6 slotted so mabye people just need to get out of this mind set that 'if a power isn't 6 slotted, it isn't worth taking' or something similar. We already take many powers that don't need more than 3,4 some are 1-slot wonders. These include powers such as Combat Jumping, Vengeance, Teleport Friend, Teleport Foe, and other powers. So, I'm not what the problem is here.

    Lets also not forget IO Sets which can easily fill in the gaps left behind by not having 6 slots in powers. Most IO sets have better percentages with only 5 IOs becuase usually the 6th one is a proc or something similar. So, in a way, this encourages IOing out your character. I soubt this came up on the drawing board for I19 but the option is definantly there.

    If you honestly can't think of what to put in those three slots go for Aid Other, Aid Self and Resuscitate. Already got them? Pick up Teleport Ally, Stealth and Grant invisibility. Already got Super Speed (so no stealth), then pick up Combat Jumping.

    The list goes on. There are plenty of powers to choose from so theres honestly no reason to complain about this shear buff to every character.
  4. Vel_Overload

    Opinions pls.

    The only thing I did was move a slot from Hasten to Grant Invisibility for another LotG. This caps you at 5 LotGs and gives you the same recharge value on Hasten as well as another 7.5% everywhere else.

    I also changed your +Range in Fling Thorns to the -res proc from Achilles' Heel. It's mearly a personal choice.
  5. I'm glad I opened this thread now!
  6. This thread will be deleted soon for undisclosed reasons..

    oh and answer your door when they knock!
  7. Vel_Overload

    "Are you a god?"

    So your hinting that it's EPP/PPP V.2.0?...

    Can my Blaster have Knockout Blow now?
  8. Vel_Overload

    I 19

    I'm holding back too. Or atleast only leveing up to level 8ish. I'm also trying my best not to completely blow off my elec/dark corruptor (who's not turning out according to plan).

    Either way I hope I19 is soon, starting to debate cheacking out cataclym for WoW when it drops but I seriously don't want to drop the cash for it right now.

    Also, in the article where they are talking about I-20 and I-21 didn't they say they were in extremely pre-alpha stages of I-20 or I-21? I can't remember the name of the site that had that article and I'm too lazy to look it up.... It's 1:44AM here, give me a break!
  9. Vel_Overload

    So, what's left?

    Quote:
    Originally Posted by Obscure Blade View Post
    Insect-SUMMON based powers. Summoning swarms to damage and SWARM the enemy. FOR THE SWARM!
    Earth Blast.

    Toxic Blast..
    yes.
  10. Vel_Overload

    Mission Design

    Stalker Friendly and hated by others: Custom enemy group consisting of nothing but bosses with MoG
  11. Give -Regen to Stalkers; But I don't see it helping Stalkers all that much. I like the boost to crit radius and base damage boost but -regen just seems like a band aid or a consolation prize in the grand scheme of things.

    Perhaps we're coming towards this the wrong way in general? Some say debuff, some say global damage boost, some say change to the typical Stalker opening. Is there anything else? I'm starting to feel like we're dancing around the issue instead of tackling it head on: I feel that it's the downtime between Hiding, AS attacks and the use of Build Up/Placate. All that downtime adds up, you know? Those seconds used to hit Build Up and the cast time of AS. Don't forget the few seconds your not doing damage while waiting on Hide to come back. If Stalkers could pull off AS more quickly and more fluidly, perhaps this would solve the problem? Right now the intervals between the burst damage of the Stalker just seems sooo long to me.
  12. Don't forget Dark Servant! Dark Servant loves being in melee to apply my 43% tohit debuff!

    Although my masterminds hate this bug...
  13. Quote:
    Originally Posted by hewhorocks View Post
    I was looking at the cost in Hero Merits for some IO's and noticed thePrices on PvP IO's

    OK so it is possible to get credit for 5 alignment missions in a 20 hour period so 4 hours a mission. you need 10 to unlock the award mission which counts as alignment so you need 44 hours real time for 1 hero merit. The PVP sets are 35 merits per IO so 210 Hero Merits for a set.

    210 hero merits take 9,240 hours minimum on the clock (2,310 missions.) Thats over a year of play 7 days a week on doing 5 alignment missions per day. I know you could alternatively use 10,500 merits and 4.2 billion inf but that seems a little out of the box. I know the PVP sets are supposed to be rare and all but it seems like the exchange rate on this is artificially high.

    A single PvP IO recipe takes 77 days to get doing the 5 alignment missions a day? Or 5 Months playing every other day, doing 5 missions a sitting? I understand the concept of rarity in all but wow that seems like a full time job.
    what do you think MMO's strive to be?

    WoW got the formula down pat, and as long as there are 2-3 people who say it's ok for someone to grind that long, game developers will do it because the rest of the population can be calmed down by explaining things like 'random drop' and 'l2play more' and 'time=reward' and all that stuff.

    An easier way to get these sets is to do TFs really quickly gathering Merits at an optimum rate then using those merits instead. OR use merits to buy LotG IOs to sell for cash to use for purchasing PvP IO Sets.

    Using Hero Merits alone just seems uninteresting and, from what you've shown: quite an undertaking for such an underwhelming reward.
  14. This has been happening to me since I've started playing. I'm really tired of seeing enemies +1 higher than me. I always thought it was normal, and if it is, then who decided that was a good idea? Yeah, the majority of my characters can handle +1. Some can't though and I don't like to be suprised. Expecially in Praetoria where it's already slightly more difficult and certain missions where the enemy spawns are tougher based on my archetype.
  15. ...so stop bumping this topic..

    oh wait! NOOOOOOOOO
  16. Fun topic. Not sure why everyone's butthurt. fifth power to the pools is a good idea considering we're getting free-stamina soon, thus the majority of us will have 3 more slots to fill. While I don't like all of these powers, I like the feel of them.

    Once again Bill is being very rude when he could simply say 'no, and heres why:'

    All mine unlock at 30 with 3 powers chosen from the pool:

    Stealth: Placate. Same as Stalkers although with a higher endurance cost and high recharge.

    Fighting: Quivering Palm. Low Damage stun attack. Mag 3 for x seconds.

    Flight: Bombardment. Strike an enemy causing AoE damage. High Smash damage. grounds flying targets.

    Medicine: Stimpack. Boost an ally's damage, damage resistance and recharge by X% for y seconds. At the end your ally loses 10% of their endurance.

    Leadership: Synergy. Very High endurance toggle that boosts all nearby ally's recharge by X%. Very High as in: over 1.5 before endurance reductions.

    Presence: Poker Face. Toggle. Masks your feelings towards your enemies. Gives 1.0 mag protection against Holds, Immobs and Stuns.

    Speed: Double Time. Instantly allow the use of a single power regardless of recharge (certain powers would be exempt of course.) That power costs twice the endurance and has it's recharge doubled after use.

    Super Jump: Slam. Slam the ground causing a large AoE Knockdown and Stun. Long Cooldown and endurance cost.

    Teleport: Spacial Tether. Instantly teleport to your target, who's within the same zone. Moderate Recharge. Accuracy counts towards enemies, based off of Ranged and Psionic Defense.
  17. Quote:
    Originally Posted by Slope View Post
    Machete for Broadsword.
    Yes. This is the only way I'll play Broad Sword.
  18. No, Ammo Swap was made for Duel-Pistols to feel unique and not just be another 'damage set'

    Personally, I'd love to see older powersets get unique mechanics added to them (such as Fire Blast or Radiation Blast), but not every powerset needs something such as ammo-swap.
  19. Midnighters exist in Praetoria?
  20. Quote:
    Originally Posted by PennyPA View Post
    Just what is not useful? Every power may not be used in every situation, but they are still useful.
    Sonic Cage.

    (points in direction of the over 500 threads where this has been brought up)

    Edit: This is to be taken light heartedly.. even though I still hate Sonic Cage
  21. http://www.youtube.com/watch?v=V8h8snfYidg

    new Parry replacement announced for Tankers!

    totally didn't break copyright laws or OP in any way!
  22. mmmm Water Spout...

    Regen already provides you with plenty of.. regen.. so Physicial Perfection isn't really helping. Superior Conditioning isn't that great either, unless your using an attack that uses up, like, 100+ endurance on a single use.
  23. Dark, cool your jets, your taking this way too personal.

    Quote:
    Originally Posted by DarkMaster View Post
    Lol, I think what many of you aren't fully grasping here....is that the Stalkers ability to "debuff" his target would MASSIVELY increase his own "personal" damage output on that target, as well as anyone elses damage output on that target..
    Massively? How so? a -res debuff? The only way this debuff would 'massively' boost a Stalker's personal damage is by applying it before using your attacks. After you AS means the AS didn't get the boost in damage from the -res power. Tankers got similar treatment, remember? A Tanker's brawl reduces the enemy's resistance by 20%. Did this boost the Tanker's DPS by a large margin? no. Did it boost the team's damage by a large margin? No.

    What if it was AoE? 20% is still very low. Tar Patch reduces res by 30%. Infact, most powers that reduce resistance reduce it by atleast 20-30%, and even they don't make or break a class. sorry, but my Dark corruptor isn't brought along -just- for Tar Patch alone

    Quote:
    Originally Posted by DarkMaster View Post
    You want a small damage increase? Worthless in the whole of things. You want an indirect damage increase that will further hinder your target and help your team. It's a solid debuff..
    Small? Your putting words in my mouth. Don't assume things in your arguement, makes you look foolish. I gave no exact number, if anything you should have warned me that a global damage buff that is too high could overpower the Stalker and cause Overkill damage, which makes the damage buff moot.

    Quote:
    Originally Posted by DarkMaster View Post
    Crippling would, in all good sense, be a serious damage increase against a single target. No one is going to be asking a Stalker to play "debuffer" with his one very situational single target debuff. You guys are really sorta turning a blind eye to the damage increase you will get from this type of a debuff. Wanna know what it would "sorta" feel like and just how much faster you'll eliminate your single targets with it? Simple. Grab a */Cold Corruptor, setup a mission for a +3/4 boss, enter it. Then ask him to use Sleet+Benumb on your +3/4 Boss target the very milisecond "after" you AS him, then continue attacking. Profit. See just how much faster you're able to take that boss down. In fact, if you have a mission available with an EB, try it there as well. Just ask your buddy to refresh Sleet+Benumb every 30 seconds if needed. .
    I once again point to the Tanker. He got an easy 20% res debuff and that didn't do much. Seems like your turning a blind eye to a debuff that didn't change much at all. Wasting time using Debuffs is something I doubt Stalkers want to do. I ask all the stalkers readint this thread to answer this question:

    Why do you play a Stalker?

    Most would answer: to use AS, high burst damage, etc. Not play a Quasi-Rad Defender who's first attack isn't an attack at all but a support ability. Not very stalkerish to me.

    If Stalkers get a -res Debuff, can Defenders get a quick-recharging Pet to absorb Alpha so they can HEAlz0r easier?

    Quote:
    Originally Posted by DarkMaster View Post
    In reality, your capability of dealing some serious single-target mayhem against a hard target will skyrocket, and this does not have to be achieved through a direct damage boost. One thing that this will have over a direct damage boost is, it makes you somewhat more appealing to a team running high con missions or AV/EB runs, since your single target capability is not only good, but helps increase their effectiveness as well. This sort of ability is what makes Buffers/Debuffers so appealing to a team. .
    Your assuming once again. Skyrocket? No. No it won't. If anything your numbers will still be subpar in comaprison to the Scrapper who is also benefitting from your debuff.

    Sorry, but your debuff idea is buffing other damage classes beyond the Stalker. You really didn't think this through did you?

    Quote:
    Originally Posted by DarkMaster View Post
    Also, people claim that the debuff would be somewhat useless against 90% of what we fight in this game, and that a direct damage boost would be better. While I think that claim is a bit of a stretch, whether or not its true, what does it matter? If we are already taking down "soft" targets (medium level minions/Lts/low level bosses) with ease and within a couple of shots, then what is a "direct damage boost" going to do? You'll STILL be taking down those same mobs at the same rate. However, when you get to the high level EB or AV, the direct damage boost is going to offer ALOT less to you and the team than the indirect damage boost from a debuff. Furthermore, your debuff will affect and improve the entire team's damage pace and allow you to clear that target much faster..
    I'd say it's a stretch just assuming a debuff would solve all of the Stalker problems we see today. Your not solving the Stalker's damage problem, your taking a 90 degree turn and boosting everyone else's damage to compensate for Stalkers? Makes no sense.

    Quote:
    Originally Posted by DarkMaster View Post
    People also claim that we already have debuffer AT's to do the debuffing. While that's true, it also has its problems. It means that while in a mission you will have to wait for that debuffer to decide to cast his debuff on your target. You might have to plead with him to do it more often even. But what about that hard target that is staying just outside debuff range and your team hasn't noticed yet but are getting slaughtered by it? As a Stalker, THIS scenario is one of your major callings. In that case, you won't have the Debuffer to debuff your foe and it's all up to you to take him down quickly. Without debuffs on a hard target and being solo, it's not always a walk in the park or "quick" either. What if while your debuffer was pulling the boss mob he got 2-shotted and dies? It happens often enough on average pick-up teams. If that debuffer used toggle debuffs (such as Rad), that hard target he just pissed off if no longer debuffed at all. If you had Crippling attached to AS, this would not be a hard problem and you (and even your team, thanks to the debuff) could put down that target quickly and recovery from a situation that almost went south..
    We aren't claiming there are other Debuffing classes.. we're TELLING you there are other Debuffing classes. If your team is being slaughtered by a single enemy, then theres something else wrong with your team, not the Stalker. Horrible scenario that either A) never happens on an average team. Average teams get killed by silly mistakes like pulling too many mobs, ambushes, patrols, forgetting someone is afk etc. or B) only happens because the team is fighting lvl54 EB farms or something.

    Quote:
    Originally Posted by DarkMaster View Post
    The ability to "not" have to rely on a debuffer is what this would bring to a Stalker. This means that you can personally and professionally hand select the most threatening targets on the battlefield and quickly remove them without having to wait on a debuffers assistance. It also means that while teamed, you will be adding damage to your team against hard targets which means faster level clearing. This debuff would indeed be a damage debuff, just an indirect one..
    Stalker doesn't rely on a Debuffer to dish out damage. Debuffers boost EVERYONE'S capabilities against the targets, thus I could say that every damage archetype relies on debuffers to dish out damage. We're here to discuss the Stalker's capabilities in general. Give the Stalker a debuff and everyone benefits from it, thus you didn't help the Stalker, you worsened it by putting the Stalker's weaknesses under a microscope.

    Quote:
    Originally Posted by DarkMaster View Post
    I think that too many people "assume" that everyone plays on the most optimized team ever 100% of the time with the best players in the game. I'm sorry, but this is about as far as it gets from the truth. I don't know how many times I've been in pick-up groups where we were extremely light on solid debuffs or had none at all. In reality, most pickup groups will play out with "spotty" AT selection and even "spottyier" player skill level. Many times the main debuffers for the team even get themselves killed when trying to pull or debuff a hard target, and this happens not because their AT is bad or just bad luck, but because the player behind the controls isn't as skilled with the set as he could be. Because of these more "average" scenarios, I find Crippling to be vastly important to a Stalker's overall performance, especially when teamed. If your team happens to be debuffer heavy, then sure, Crippling would somewhat lose some of it's value, but honestly, oh-well. If you're on a debuffer heavy team, then direct damage buffs and debuffs are being thrown around like candy anyways and you're most likely steamrolling through the mission at fast pace. No one loses in that scenario, even though Crippling takes somewhat of a back seat to the massive area of effect debuffing being thrown about..
    Yeah, your assuing a lot too buddy. Stalker is NOT a debuffer. Get this idiotic idea out of your head. Your probably one of those people who say that Blasters should get +20% resistance to all damage types so they can tank better. People picked Stalker to deal damage, not to debuff.

    Quote:
    Originally Posted by DarkMaster View Post
    Imho, it even fits the concept of a Stalker. As I said before, you are striking your target from out of no-where. He is un-prepared for your attack and bewildered. In "real life" or just the RP sense of things, he would be so surprised that he would be stumbling about trying to recover from your attack, but not fully aware of where it came from. This would, in theme, decrease his defenses and ability to defend himself against you for a matter of time, thus making it easier for you to dispose of him, before he does have a chance to regain his senses (the time duration)..
    It doesn't fit the concept of the Stalker. It fits the concept of a Widow more closely. A Class who has poisonous darts and smoke bombs. Stalkers are assassins, not sabotuers, and if you play your Stalker like a sabotuer then your missing the point of AS, placate and critical strike entirely.

    Quote:
    Originally Posted by DarkMaster View Post
    The indirect damage buff associated with Crippling would be amazingly effective at increasing a Stalker's own damage output as well as making them more attractive to a team setting, and that one suggestion I still have to stand by. Maybe mixed with a few other tweaks, fine, but I think Crippling is necessary.
    Stalkers would be more attractive to team setting if they did their job with less down time: I.E. took out high priority targets faster, and without having to hide every 5 seconds, not play a game of pretend-to-be-a-support-archetype.


    Sorry but refine your arguement. Your crossing a fine line trying to make an archetype with a specific purpose in mind tread on the toes of not 1, but FOUR other archetypes' jobs: debuff.

    A single debuff causes a multitude of problems:

    1. It's another ability that is forces upon Stalkers. Stalkers already have to take Hide, Assassin Strike, Placate and Build Up. And even if this ability was inheritant, it would be another power Stalkers are forced to use. So the new Stalker attack chain would be: Debuff -> Build Up -> AS -> Placate -> Debuff -> AS. Thats rediculously long and once again has nothing to do with critical strike.

    2. This debuff would boost the power of other archetypes. So now you have a debuff that puts the Stalker's attacks in a nice, comfy position of damage! But now Scrappers use your debuff, thus are still doing more damage than you! oh, and Brutes! and Blasters! etc. Doesn't solve the problem.

    3. Confuse the newbies. When newbies read the Stalker's tag line, they think of assassins and serial killers etc. When you play a Stalker, you want to go. hunt and kill skuls, not throw dirt in their face to buff your team. if you wanted to do that, you would play a Defender or Corruptor instead. Infact, why play a Stalker for the debuff when you could just play a Sonic/Rad Corruptor and get the same effect?

    4. The debuff does not solve the Stalker's out-of-hide damage, which is where Stalkers are lacking (along with being interrupted while hiding). This debuff wouldn't help that scenario. If anything it would discourage Stalkers from ever attacking out of hide. Why attack out of hide when your debuff boosts everyone else's damage to a point where they can kill the enemies at an optimum pace anyway? Just throw out the debuff, AS the boss then let your allies clean up. Sounds about the same as Stalkers are doing now.. only with their team catching up to them faster..
  24. Vel_Overload

    Purple Drop Rate

    Quote:
    Originally Posted by graystar_blaster View Post
    http://www.random.org/


    seriously getting sick of seeing people cry about not getting purples. Shut up you all sound like babies.


    its a game if you dont like go away.

    http://www.random.org/

    http://www.random.org/

    http://www.random.org/


    play with the free stuff to see what random means since no one seems to understand.


    and i thought i was a troller
    sounds more like you got trolled lol.