Warkupo

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  1. I'm not sure it's so much a case that melee is more popular, but rather, that melee lends itself easier to making new powersets. There are a gazillion weapons in the world with which you can artistically bash someone in the face with, but there are only so many ways to fire a gun, and after you get through all the available 'elements' (fire wtf you ain't an element) that's pretty much what you're left with: Guns.


    Maybe we can have a giant ninja throwing star ranged set or something, I don't know.
  2. Quote:
    Originally Posted by Leo_G View Post

    As of now, if your bottom line was to kill stuff, do lots of DPS and all that, your best bet is a SCRAPPER not a STALKER. Stalkers don't even have the tools to pump out consistent DPS (like Soul Drain, Siphon Power, Follow up, Damage Auras, etc). If you are choosing a Stalker, it's most likely for the stealth combat, controlled criticals, and possibly the challenge (survival, timing and target prioritizing).
    You know as well as I do that if all anyone cared about was doing the most possible damage we'd all only play a few AT's, and only a few combinations. So perhaps I should expand my comment; I like to kill stuff in different and exciting ways. The bottom line is the same though; I like to kill stuff.

    I like the thematic of the Stalker. He sneaks in, assassinates the **** out of a guy, and then goes to town on the rest. Maybe it's not different enough from a Scrapper for you guys, but I like it, and I've never felt the two needed to be night and day to begin with. They are different enough that I FEEL different playing them.

    The only problem with a Stalker, really, is that it was numerically inferior to everything else that it was *supposed* to be better than. It didn't survive as well, and it didn't do as much damage. These changes are going to *fingers crossed* fix both of those, and thus, I'm pretty happy about it.


    Stalkers are never going to be fixed because the people who play Stalkers are never going to be satisfied because the people who play Stalkers can't even agree on what a Stalker should BE. This one thread is enough evidence of that.
  3. Quote:
    Originally Posted by Leo_G View Post
    I use other attacks from Hide too. But with this change, there is no reason to even *try* to use AS from Hide. So why did they give us Demoralize? To not use it?

    I have a feeling you don't actually *care* about helping a team. That's why I play a Stalker, because it's a melee focused character not particularly focused on doing max DPS, but in *KILLING* a target (or targets). Demoralize gave at least some reward for that.



    Placate is a good power! Throw Spines, Thunderstrike, Concentrated Strike, Burst, One Thousand Cuts...and it used to be the best option for Assassin's Strike mid-combat.
    Leo_G, you should know from dozens of conversations with me already that I don't give two-craps about pretending to be some psuedo-controller with my Assassin's Strike, so let's just skip that whole tired argument. Bottom line is I like to kill stuff.

    Although, I'm SUPER CURIOUS how you think doing a lot of DPS doesn't result in dead stuff. You know what damage DOES right?


    Regardless, it still sounds like you agree with me anyway. Let us enable Assassin's Focus even if we AS from hide. We get to do your little demoralize thing, we get to wtfpwn that guy, we get to crit all over the place. Sounds like a win for everyone.
  4. I absolutely love the thing, so I'm not sure how to help you. Focus more on the WOOSH WOOSH SMASH than the wind up and you should be happier. The fact that I can take out the whole spawn in one period of momentum is enough to keep me smilin'.

    As for Build Momentum... eh. I don't have the numbers in front of me, but I suspect that the animation time of the 'slow' version of the attacks is not so long that the animation time of build-up + fast animation is going to really change it much. Maybe if you use it before combat.
  5. No, I'm quitting right now.

    Here I go.



    I'm gonna totally do it this time.






    Okay I'll stay.
  6. It sounds like all they need to do is let the Assassin's Focus buff work even if you use it from hide, and then you'd all be happy. Then you don't have to commit the heresy of... using another attack from hide. 'Cause that would be terrible (I do this all the time, right now, without the changes.)

    Well, except for people who think Placate is a good power. It's not, and this update isn't really changing that as much as it is emphasizing it.
  7. They should have just given the civilians energy blast powers when they turned. Then you would all accept it as them gaining powers due to the psychic doo-dads, instead of freaking out over rocks.
  8. I can almost guarantee, given the usual vitriol of people in these forums, that putting some diminishing return on DFB will result in some giant mass exodus like what you had when they started nerfing AE. Even if it's not a big deal, people will make it out like it is, but that's mostly a problem with how apathetic our community is about every decision the developers make.

    I don't think they CAN take DFB down at this point.
  9. Just the first 4 times, like most people. I can't imagine doing it much longer than that; I want to actually USE my powers at some point.
  10. Quote:
    Originally Posted by Techbot Alpha View Post
    QR

    That's not the point. This has completely ruined what I assume is quite a big 'twist', or what would have been if it hadn't been totally spoilered.

    I mean, why? Why do this? Why could this not wait until the Episode was actually out? I didn't know WHO was going to cop it, I was enjoying the suspense, thinking with every episode it could be someone else. It was a great story.

    And now someone has just told me a major point that I didn't know and ruined the surprise. It's like a jerk at school running up and shouting out the ending to a popular new book (Harry Potter would be a good stand in example) and thus ruining it for everyone who didn't know.

    I didn't know and I didn't WANT to know until I ran into it in the story. Colour me incredibly disappointed with this. It's not a 'reveal' it's a spoiler.
    I imagine it's for the same effect you get when you see the Comic Book titled 'BATMAN ISSUE WHATEVER; BATMAN DIES' and then you buy it cause' "holy @#$!, how did Batman die!?". You're spoiled a little, yeah, but you actually want to read the story more because it has a significant event taking place.

    I imagine that's what their aim was. For anyone who hasn't been playing the arcs, they might pick up this one because something significant is going to happen. That's the suspense. The mystery is what happens in the details.
  11. Statesmen is as dead as Superman and Batman.
  12. Hey, thanks for ruining the ending OP.
  13. I probably won't pick up Placate anymore with this change, or at very least, hold off on getting it for awhile. Otherwise my Stalker play style remains pretty much exactly the same. Probably going to need to rework my attack chain, but I'm still going to be sneaking around and stabbing people in the face and at the end of the day I'm pretty okay with that.
  14. I usually only 2 slot recharge for the majority of powers, and I *do* like to min/max. If another slot in Hasten will get me to perma, I'll go ahead and add it, but otherwise I don't really care that badly about 3-5 extra seconds.
  15. Butthurt feelings aside, Stalker TW could be really fun. My biggest hang up with Stalkers in general is that they lack a lot of AOE's. Now, I'm sure the Devs will still try to remove as much AOE as possible, but I don't see them getting all of it.
  16. personally, I wont' stand for this injustice any longer. It's time the devs answer to the PLAYERS, not their own SELF SERVING AGENDA. How can they continually be so STUPID and ARROGANT! This game used to be GOOD, but they have DESTROYED IT.

    That's why I'm voting for OP to become President of the entire company. It's about time we got a bug fixer who knows how to shout at the problem until it goes away; forget all of that MATH stuff.
  17. I'll probably get it the second it goes live.
  18. I only have one 'glitched' costume, at least, that I know about. My Mind/Storm controller has a magic bolero with a short cape, effectively giving her two 'cape' rigs at once.

  19. Oh, so Assassin's Strike can be used as a normal attack now? That's great news! That's really great! I'm so glad Stalkers will finally have damage capabilities similar to other classes, because it's been awhile and... yeah... you know, they should.... so this is really good...


    *knocks over a stack of spread sheets and sets fire to it.*


    Friggin' FANTASTIC.
  20. Here's mine. It is much more focused on single target damage, as I tend to prefer to build my characters towards being able to solo Arch-Villains. I tend to think Foot-Stomp takes care of most your AOE needs, especially when it's coming back so quickly, but if you're interested in farming you might prefer a build with a few more AOE attacks in it.

    It has nearly soft-capped defense to S/L, with Rise to the Challenge's To-Hit debuff covering the rest. Darkest Night is there to fight Arch Villains, combat against cascading defense failure, or to just help keep your team alive. Darkest Night debuffs enemies To-Hit by about 16% and their damage by about 21%. The To-Hit portion of the debuffs will not work as great against Arch-Villains, but the damage debuff is always in full effect, which gives this build a theoretical S/L Resistance of about 70.5%.


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Aey'ri: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), GS-Acc/Dmg(3), GS-Dam/End/Rech(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Dmg/EndRdx(36)
    Level 1: High Pain Tolerance -- Numna-Regen/Rcvry+(A), Numna-Heal(48), Numna-Heal/EndRdx(50)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), GS-Acc/Dmg(3), GS-Dam/End/Rech(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Dmg/EndRdx(36)
    Level 4: Fast Healing -- Panac-Heal/+End(A), Panac-Heal/EndRedux(23), Panac-Heal/EndRedux/Rchg(37), Panac-Heal(40), Panac-Heal/Rchg(43)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(46), HO:Enzym(50)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), GS-Dam/Rech(9), GS-Dam/End/Rech(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), HO:Enzym(46), HO:Enzym(48)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(19)
    Level 14: Super Jump -- HO:Micro(A)
    Level 16: Rise to the Challenge -- Panac-Heal/Rchg(A), Panac-Heal(17), Panac-Heal/EndRedux(17), Panac-EndRdx/Rchg(37), Panac-Heal/EndRedux/Rchg(37)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(19)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(31)
    Level 22: Mind Over Body -- HO:Ribo(A), HO:Ribo(23), HO:Ribo(43)
    Level 24: Tough -- HO:Ribo(A), HO:Ribo(25), S'fstPrt-ResDam/Def+(25)
    Level 26: Weave -- LkGmblr-Rchg+(A), HO:Enzym(27), HO:Enzym(27)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), HO:Enzym(29), HO:Enzym(29)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Foot Stomp -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Dmg(34), Oblit-%Dam(34)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(36), HO:Enzym(48)
    Level 38: Gloom -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(39), Apoc-Dmg(39), Apoc-Dmg/Rchg(39), Apoc-Dmg/EndRdx(40), Apoc-Dam%(40)
    Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(50)
    Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Strength of Will -- GA-3defTpProc(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Void Radial Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Phantom Radial Superior Ally
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(46)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
  21. 1) Dominators where changed to do more damage, while domination was changed to stop giving more damage, or a very small buff, I can't remember which. It worked out so that Dominators where doing better damage regardless of domination, which allowed them to perform better at all levels instead of having to rely on Permadom. Domination still doubles the magnitude of your mez effects, and still offers you mez protection, as well as refilling your endurance and breaking you out of mez effects.

    2) It is still just as possible to permadom, and generally still worth it if you like mez protection and the ability to make bosses your plaything. It's probably easier too, given that there are faster ways of acquiring expensive IO's.

    3) Hasten is still the same as it's always been. It's actually easier to get to perma-hasten status as well, thanks to new Incarnate abilities which allow you to ignore some of the effects of Enhancement Diversification and buff aspects of all your powers.
  22. Warkupo

    New Archtype

    Do people actually read threads, or just skim through the first paragraph and then make the same reply that's already been addressed?

    Nobody is allowed to bring up Epic AT's in this thread anymore, starting now, as decided by me.



    *Crosses arms*
  23. Eh, you could make a case for either. If he's a God, then it's not really technically 'magical' because the powers are inherit in him. A god might be the conduit, or deity who blesses others, and that would be 'magic' to them, but a god would, I think, understand the powers they wield and that they created. So he could just as very well be natural, as his abilities *are* natural *to him* while being magical to everyone else.

    Edit: You could take a step further and ask yourself what sort of enhancements fit you more thematically, or what kind of missions you see yourself doing. Personally, a God character feels like it would fit better thematically in magic based missions fighting off the occult wizards of the damned or stopping some giant magical mystical spell of death than, say, stopping the Council from exporting a weapons shipment or setting up a tactical nuke that blows up all our precious Kheldians.
  24. Quote:
    Originally Posted by Vitality View Post
    If you don’t care about what happens aesthetically to Jab…then why come here and openly object to something I…and hopefully others may want…if you “don’t care”…?

    ...and again...Tankers have use for it.
    Because... If time is spent giving different animations to jab... then less time is spent... on making powers like jab viable... which is a change I'd rather be implemented first... You need... to understand... that every single thing... that takes time to do... takes time from something else...

    I may have to take Jab on my Tankers, but that doesn't mean I will use it.

    Furthermore, you were asking why nobody seemed to care enough to support your proposition. I was giving you a reason why.