docbuzzard

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  1. docbuzzard

    RIP Star Hustler

    I used to go to that Planetarium when I was a kid. I also used to watch his show on TV. He was a good man.
  2. I don't know if anything has ever exceeded the exploits of the fire/rad controller teams. Of course I could just be out of the loop.

    I don't know if the potential of stacked all spider teams have been properly investigated. I played on a bunch when they first came out, but since then it is rare to see too many on a team.
  3. I'm game. I'll bring my crab. I should have him to rogue by then. If not I'll grab something else.
  4. I think it was Tuesday night, but I was actually in a queue to log in on Justice.

    ON JUSTICE FOR GOD'S SAKE.

    I haven't seen that happen since I2 premiered.
  5. Quote:
    Originally Posted by Decorum View Post
    Didn't they mention some kind of temp powers for "staying" Vig/Rogue?
    All of the alignments have temporary powers for staying. They are all, IMO, rather underwhelming. I don't recall the details, but there were long timers on the lot.
  6. The pics all look to me like very preliminary work. I expect that the final products will look a lot better.


    They better.
  7. Quote:
    Originally Posted by ChrisMoses View Post
    Is there any benefit/detriment to just staying technically a "rogue" caught halfway between hero and villain?
    The advantages to the 'gray' alignments is that you have the flexibility to play with anyone on their mission either side. You can do a TF and a SF in rapid succession if you like. This flexibility is quite a convenience. I will be doing that with my main alts.

    However you do sacrifice the ability to collect hero/villain merits which can buy some very nice shinies. Thus I will be keeping some alts for the purpose of pursuing those.

    Good thing I've got so damned many alts.
  8. Quote:
    Originally Posted by Father Xmas View Post
    Finally you have those who can't stand the lead actor probably because he keeps getting the good looking cute girl in all his films.
    Umm, I don't like him because he's annoying. I haven't sat through one of his movies long enough to the part where he gets the girl.

    Though to be honest, I don't attach enough importance to him to decide if I'm going to see the movie or not. The fact that I hear more and more the movie is centrally built on manga and console game tropes is turning me off however since I don't much care for either.

    A lead star I have little use for doesn't help the cause.
  9. I saw Expendables Friday night. It was meh. The action was fine, if a bit over the top (which was to be expected of course), but the writing was really horrible. The story was just bad as was the dialog. If the movie had tried to take itself a bit less seriously, it would have been a lot better.

    Not on my bother to own list. I may still see Pilgrim, or not. It's not really a pressing matter to me.
  10. Quote:
    Originally Posted by Judas_Ace View Post
    That reminds me of a night when I was out drinking with buddies at a bar. We were going through Guinness, Bass, and other imports and microbrews by the pitcher. Then some joker bought a pitcerh of PBR. Good lord talk about a crash of quality. Ugh.
  11. Quote:
    Originally Posted by Lazarus View Post
    Your mileage may vary. My old man didn't have trouble following the story and he often gets lost in much simpler plots. Of course it might just be that Inception did real good job at holding his attention so much that his mind never wandered.
    When I was done watching Inception my GF commented that there had been a noisy brat in the seat next to her who had been a pest throughout the movie. I hadn't even noticed. Rarely will a movie keep my attention that well.
  12. Batman is no more to blame for a repeat offense as any cop who captures a felon who gets out on parole and does another crime.

    This means not at all to blame. It is other portions of the system which are accountable.
  13. Quote:
    Originally Posted by Lord_of_Time View Post
    Mmmm yes. A nice T-Bone with a bleu cheese sauce and smothered with mushrooms. Hell yes I'm in!
    Nah, I'm ribeye man, and my freezer is well stocked with em. I'll just take out one of them prime ribeyes and thaw it up for tomorrow.
  14. Quote:
    Originally Posted by UltraTroll View Post
    Ahhhh I miss real action stars and not pretty boys trying to be one.

    Man Night for me and my friends Saturday. We are going to see this movie then after wards Steak and Beer.
    That does sound like a fine idea. I've been getting over Bronchitis for a month now, and I'm due for some serious beer drinking, so Friday should be Expendables and then many a brewski.
  15. I was going to complain that the scene lacked explosions until, at the end, the cars started spontaneously exploding as he rode by.
  16. Expendables is my call for this weekend. I might see Pilgrim in the theater or not. I've not decided. I generally like superhero movies, and I like the director's previous work, but I think the style of cheese may not suit my palate.
  17. docbuzzard

    So... Stalkers.

    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I disagree. The intended use of a Scrapper is crowd control, to take out minions and lts quickly while the Blasters aim for the bosses. The intended use of a Stalker is to spike the most dangerous enemy in the group and get him/her out of the way to limit the enemies' damage output as quickly as possible. I've been extremely successful with both Scrappers and Stalkers on teams by playing them that way, and haven't once been "lol Stalker"ed off of a team.
    Umm, what? Blasters are the boss killers? Where did you get that idea? Scrappers are the one with the crit rate which increases on bosses. There are more AOE focused blaster sets than scrapper sets on top of that. No, of the blueside ATs, I'd say scrappers deal with bosses (though again, it all varies by sets, an ice blaster is going to be better on a boss than a spines scrapper, while an AR blaster will leave the boss to the DM scrapper).

    Stalkers are obviously meant for single target spike damage, but that's really not much of a talent given how the game works. They could, as you say, use a bit more oomph in that regard to clearly ensconce themselves in that niche.
  18. My favorite alt, my Crab, will end up either rogue or all the way over and back to vigilante. I want him able to cover as much content as possible. Some characters will go to hero depending on disposition. Some heroes will go vigilante. I can't think of a single character will will go full blown from blue to red.

    I will likely keep one brute a full on villain to earn villain merits. This is simply because I like brutes for solo work, and doing the repetitive alignment missions is going to be solo.
  19. Bummer, full already. Spose I'll check in when it's about to roll to see if there are any no shows. I can't grab what is needed.
  20. Quote:
    Originally Posted by Leo_G View Post
    I'd say reread what I said again but then I'd just be blamed for 'lack of comprehension' or some crap.

    What I meant said was:
    "The point was, you bring up the melee ATs and DPS...acknowledge the advantage of stalker's burst and ST dmg and yet...DPS calculations are done with only one target in mind."

    To clarify:
    "The point was, you bring up melee ATs and DPS...acknowledge the advantage of stalker's burst damage AND single target damage..."

    i.e. Stalkers have the advantage of burst (you can complain about needing to set it up but it's only a minor inconvenience since you're given absolute stealth at level one and a 'stop fighting me' auto-hit mez) and they are competitive in ST DPS.
    The problem you have trouble comprehending is that burst damage is meaningless. They don't win the DPS race on single targets, and as a rule lack in AOEs. Overall they don't keep up in damage or survivability. The damage is close, of course, but for the trade off in survivability, they should be the melee damage kings.

    Quote:
    I'm not a number cruncher so no, I don't. Much of the numbers came up when the devs were implementing the scaling crits. From those threads, without factoring in crits from hide/placate, a stalker *outpaced* a scrapper in ST DPS on large teams/with max crit rate bonus...only marginally but there you go.
    I doubt that it took into account all options. Things like saturated soul drain is pretty important.

    Quote:
    Who said anything about conspiracies or even bias against stalkers? I simply said, people that want to SMASH don't want to hide. They'd rather press buttons and get their reward. If anything, I'm biased against stupidly simple playstyles and simple minded tactics. You won't hear me bad mouthing Dominators...and even though I don't like Masterminds, there's a since of respect for their complicated playstyle.
    Ahh, so all people who like brutes or scrappers are simplistic button mashers. I'll be sure to pass that along to the number crunchers for you (odd that you don't like to do math, and they the people who do are simplistic, hmm).

    Quote:
    True, Stalkers give up things for burst, but your inferiority complex stems from comparing apples and oranges.
    Inferiority complex?!? What are you babbling about. I'm talking about AT balance. Your inability to grasp the issues at hand are pretty clear.

    Quote:
    Elec melee is the lone exception? Okay, so it's the only primary that didn't loose damage. Great.

    Now what about Dark Melee? What did it give up? A long recharging AoE that might as well not even be an attack at all? DM, compared across the melee ATs, it's tops when on Stalkers. It basically bolsters the set's burst damage (something the set naturally lags on) in exchange for decreasing its already abysmal AoE damage.
    Have you ever even played DM on a scrapper or brute? I've got 50s in each, so I'd like to think I know the set pretty well (oh, and a stalker at 34). Your casual dismissal of Soul Drain indicated to me that you don't have the vaguest clue about DM. Then not grasping that an endurance recovery tool is also a nice thing to have really shows a level of ignorance that is appalling. Please don't argue with me if you are this clueless.

    Quote:
    How about Dual Blades? It even drops a whole PBAoE attack! Well, the set still maintains *enough* AoE. You get 2 cones and a PBAoE dmg combo as well as focused DPS DoT combo and more burst (again, something said set falls behind on).
    You lose the nice PBAOE full circle attack. That's an obvious loss no matter how you dismiss it.

    Quote:
    Really, it's like admitting there's something wrong with the game, rather than Stalkers. Because Stalkers aren't the only AT that uses ST or Burst damage. To say it gains little in comparison to other similar attributes is tells us "The AI needs to be fixed or something".
    I'm starting to feel like I'm arguing with a wall. The game plays in a certain way, and stalkers aren't terribly well suited to that way. You might not grasp it, but reality will not change to suit your perceptions.

    Quote:
    ....

    Eh, I'll leave it at that. I'm tired of quoting. Anyway, there's nothing *wrong* with Stalkers, inherently. They have powersets that focus on ST and powersets that expand into AoE just like every other melee AT. Just because they tend to narrow their focus a bit compared doesn't make it good or bad. It's up to the player to decide if that's a direction in which they want to go.
    Stalkers give up things to be strong at single target burst damage. That is an ability which doesn't help much. End of story. For what they give up, they should be single target damage kings in melee.

    Quote:
    Their survivability is fine, as on teams, they're like Scrappers with anti-aggro auras. A Scrapper that isn't tanking doesn't need 100% of the mitigation they get anyway and solo, if using the proper settings, most of the enemies will simply fall over dead before they can scratch at you.
    So because everyone else is overpowered, stalkers don't have to be balanced to them?

    Quote:
    Could the AT use some tweeking? Yeah, sure. Lots of stuff could. But I don't think they need to give them *more* damage...because it's a never ending cycle. Then Scrappers will complain or the buff won't be enough 'cause my claws brute can still do blahblahblah DPS which is blah% blah than blah'.
    You would have a hard time finding a serious student of this game who doesn't recognize an imbalance across the melee ATs. Stalkers are the bottom rung right now.

    Quote:
    Give stalkers more debuffs. Won't make them 133t but it'd be cool!
    Buffs and debuffs are the most powerful thing in this game.
  21. Quote:
    Originally Posted by Grey Pilgrim View Post
    It's not too different from what I would say Energy Melee needs. If you want to have it be focused on ST damage, great. Then justify that with have it being the best at it. I would definitely agree with upping the range on the crit boost. It was a great idea for improving Stalkers to include that, so making it more easy to leverage (30 feet is not all that much when taking on just one spawn) would be a good idea.
    As an aside, I do still find it odd what they did to EM. I mean honestly, sure ET was a kick butt power at its height. But let's be honest, it didn't really matter. Sure, it would help you take down a single target fast. BFD. It's like the stalker thing. Sure, ganking one target can be handy once in a while, but there's few enough instances in the game where it really matters.

    It doesn't get you more XP. It doesn't get you more drops. Yes, it allows faster killing of AVs, but that's not time effective anyway, so again BFD. It was a nerf in search of a reason IMO.

    But back to stalkers, yes that 30 range limitation seems too damned tight. Unless you are on an all melee team, it's not likely to hack it. I mean squishies would be out of their minds to get within 30 feet on an AV with any PBAOE potential, and most of them have a lot of that.
  22. Quote:
    Originally Posted by Zamuel View Post
    I think a lot of the problem actually is that Stalkers buff the team in a way that is hard to quantify and admittedly is not common enough. Sapper = dead helps a team but there's not enough situations where there's an individual problem enemy that needs to die immediately. Don't get me wrong, they could stand to be buffed but it seems like they'd be harder to pinpoint the exact hard numbers needed.
    Yes, this is my point. The stalker has a neat trick, but the way the game works doesn't make enough use of it. Sure, ganking the sapper is handy, but you don't see that many sappers. While most factions have someone worthy of a quick gank, a mez will generally do the job just as well.

    I don't think stalkers need any sort of huge boost to be fixed. I think they are quite close as is, to be honest. The big buffs a few issues back really put them back into the running pretty well. However, I still think that because they give up stuff in the way of AOEs and defense, they ought to gain something on offense.

    I would suggest a couple minor tweaks:
    60' range on the team crit buff.
    100% build up instead of 80% build up.

    I personally think that would be about enough to make it. Arguably a slightly better damage scalar might be a good idea (1.05 or 1.1 maybe).

    Beyond that, you don't want to do too much since it would drastically change the feel of the AT, and I happen to like how they play now.
  23. Quote:
    Originally Posted by Steel_Shaman View Post
    To borrow your own phrase: "oh goody this rebuttal again."
    It's a game, it's not calculus. Stalkers are not gimped. They are single target specialists in a game where most players focus on AoE. That does not make them useless. In your opinion it does, but your opinion is not an objective fact.

    But please do enlighten me. Show me the single target DPS of a stalker compared to a scrapper. And I can tell you right now, there better be one HELL of a difference to justify calling the entire Stalker AT completely useless. That's my whole point: they do sufficient damage to NOT "bring down" the team.

    But the folks like yourself insist that because that damage is not "OMG massive AoE" or includes "OMG massive debuffs" the entire AT is completely pointless and shouldn't be invited ever if another AT is available. I call hogwash on that argument.

    You are making the mistaking of vastly underestimating the usefulness of the Stalker ability to almost instantly eliminate very dangerous targets.
    Learn to read. I mean really, just learn to read. I've said in pretty much every post that the stalkers don't lag that much in damage, and are certainly not a worthless AT. They are not gimped. They are not useless.

    I'll repeat it a few hundred extra times if that is necessary to sink in.

    If the only way you can argue is by setting up straw men to fight against, I'd recommended you find a better way to spend your time.

    Look, stalkers lag the other melee damage ATs a bit. They don't match the sustained DPS, and they are slightly less survivable. This is just how it is.

    It doesn't make them useless, it makes them unbalanced. They have one strength, and that's burst DPS. However the game doesn't have much use for burst DPS out side of PVP and very rare instances in the PVE game.

    I know you want to get huffy and put words in my mouth, but what is, is. I play stalkers because I like the AT. I don't let my like for the AT get in the way of recognizing their limitations.
  24. Quote:
    Originally Posted by Vel_Overload View Post
    I'm not going to break down Doc's post because his points aren't exactly solid, and others have essentially already done it. Instead I'll pick out certain points. Thermal's Resistance isn't 5%. It's right up there with Sonic so don't make silly arguement that Thermal's resistance capabilities aren't good if not great. Infact, it's roughly 2/3rd of what Sonic's is. Which is still good. Also, it has those other, more useful abilities behind it.
    You're not breaking down my points because you don't know what you are talking about.

    If you claim to know didly about this game, you would know that damage mitigation gets much better as you get closer to the caps. Say I have a fire tanker on my team. He's running shields which have him at around 50% resistance. With a thermal on the team, that goes to around 70%. With a sonic on the team, we can get him to his caps of 90%. That means he will only be taking 1/3 the damage.

    Though I did admit that the thermal heals offset this, which you conveniently ignored.

    Quote:
    A lot of people (even the pros) tend to forget that the knockback bubbles do NOT scatter targets. Knockback is applied towards the enemy with you as the point of reference. They are knocked away from you. so Force bubble will knock all enemies that enter it away from YOU in a linear path. This means that force bubble -is- better mitigation than liquefy as long as the Force bubble is continously pushing the enemies agaisnt a wall.
    Yes, because they is ALWAYS a conveniently placed wall. I have to imagine you are just being deliberately obtuse. Liquefy means they won't hit you. The magnitude of the -to hit debuff is such that you are effectively softcapped for the duration. On top of the sonic buffs, you are going to be taking on the order of 5% of potential incoming damage (without counting the holds or knockdown).

    Quote:
    The more I think about it, the more I want a Force Bubble on the team than the entire Sonic Resonance set. In an open field, Sonic Resonance may have an arguement. But Force bubble is better in an enclosed space. Which is 95% of the time.
    So you don't care about resistance debuffing? You are ignorant. Increased damage output is far more useful then knocking down foes which shouldn't be hitting anyway if it's a competent bubbler.

    Quote:
    Fortitude can hold 6 slots. This doubles it's recharge and doubles its defense.
    Sonic requires, at the bare minimum 3 in each of it's ressitance powers or else your not getting the maximum amount of mitigation.

    Fortitude = +5 extra slots.
    Sonic Barrier/Haven/Dispersion = +2 +2 +2 = 6 extra slots.
    [/QUOTE]

    Yes, six slots for better protection as well as status protection. Not to mention this is for a full team, not just part of it.

    Quote:
    This ofcourse isn't including the fact that most people put an extra slot into Dispersion for endurance reduction. Also, thats 3 powers compared to 1. Please try not to leave out key information when making a counter arguement.
    Try making a rational argument yourself for a change. The resistance powers offer more mitigation than fortitude and do it for a full team. Yes, it costs more powers, but it also does more, and requires a lot less maintenance by the buffer.

    Quote:
    Also, people have to be in the Dispersion bubble. Doesn't always happen. Expecially with those crazy scrappers. But this is a very specific example and should be taken with a grain of salt.
    Yes, and generally those melee people who are outside the dispersion bubble have least need to be in it. However it's more of a valid comparison with bubblers, where the effects of the big bubbles are a wash. Empathy is a completely different style of damage mitigation.

    Quote:
    and lastly, yes -Recharge is good mitigation. You don't notice it because your still being hit, just more slowly. Naturally we don't compare a non-slowed enemy's DPS compared to a slowed one. But we do compare damage taken when under the effects of resistance and defense. This is almost insulting.. expecially from someone as experienced as yourself, you should know that -Recharge, while not the best defense, is still good secondary defense.
    I didn't say -recharge was useless, I said it wasn't as good as the alternatives. It can't be enhanced. It has built in diminishing returns that other buffs or debuffs don't feature. A power which does only -recharge is IMO, pretty weak considering what other powers can do.

    Quote:
    True: Knockbacks are the same as Holds. Enemies cannot attack while being knockedback. Enemies cannot attack while being held. a Knockback is essentially just a traveling hold that lasts for roughly 2-4 seconds.
    Bollocks. Tell that to the brute, scrapper, tanker, blapper or stalker who has to chase down the target of knockback rather than just killing the held enemy next to them. You sure you're playing the same game as the rest of us?

    Quote:
    You keep bringing in skill when it comes to Knockback. If we wanted to bring in skill, we could say that noob Sonics don't always apply their -res powers or use Liquefy properly or slot their powers to the fullest. Skill is a terrible example when making a point, it makes things messy.
    Again, you are spouting nonsense. A clueless sonic doesn't actively hurt his team, even if he might not help at all. A clueless stormy or bubbler who is knockback happy will hamper team effectiveness to a marked degree. There is a reason why people in this game hate knockback heavy sets. It's not because they are ignorant. It's because there are potential downsides which can overwhelm the positive unless skillfully employed. Just because you like tossing people around and think yourself the god of knockback, doesn't make it the optimal way to play.
  25. Quote:
    Originally Posted by Leo_G View Post
    The point was, you bring up the melee ATs and DPS...acknowledge the advantage of stalker's burst and ST dmg and yet...DPS calculations are done with only one target in mind.

    Basically, it's contradicting yourself harping on about some sort of disparity yet state the fact that a Stalker has no problem pumping out the DPS.
    I'm left wondering if you are deliberately trying not to make sense, or do you really lack comprehension to that degree?

    Burst damage is not the same thing as sustained DPS. Assassin's strike is amazing burst damage, but you cannot stand next to a target and sustain that kind of damage (against, say, an AV or GM). If you don't realize that difference, you really should give up on arguing because it is fundamental.

    Quote:


    Then look in more places than that. If they aren't talking about Stalkers what makes you think they'll bother making the calculations for them?
    So to sum up, you don't have the actual numbers, and don't feel like calculating them yourself. The fact that others have run the numbers, and discarded stalkers as out of the running doesn't seem to impinge upon your awareness.

    Quote:
    It's not that Stalkers *can't* it's just Stalkers do it in a fashion that Scrapperlock/BRUTE SMASH addicts don't care for.
    Yes, of course. The people who are calculating maximum DPS chains are out to get the poor little put upon stalkers. They are subjectively biased against the stalkers, and unwilling to even consider them.

    Look, I hate to break it to you, but there is no anti-stalker conspiracy. The fact is they simply lag in performance. It's not by a huge margin offensively (except in AOEs generally), but it is the case.

    Quote:
    What is 'Burst DPS'? Is that like DPA or DPE? Now we've got multiple versions of DPx? As far as I know, 'Damage Per Second' is always sustained. By it's very nature, it averages out any type of possible bursts capable by a powerset (i.e. averaging out crits and BU over time rather than how it dynamically affects enemies).
    You play a stalker and ask a question like the above? I really have to wonder about your lack of comprehension of basic issues.

    Look, it's as simple as this- build up+assassin's strike from hide is a devastatingly effective combo. However if you are sitting adjacent to a target which can take a lot of damage (AV, GM, Hero) that burst only happens rarely since it requires a number of things to recharge (placate and build up at the least). Also since AS is interrupt-able it is hard to consider it a viable sustained DPS ability.

    Quote:
    Stalkers may not overshadow brutes or scrappers in DPS(considering said DPS is narrowed to ST), but they are competitive. If Stalkers had better DPS and burst damage, why invite a Scrapper or Brute at all?
    Stalkers give up things for their burst damage capability. In most cases (electric melee being the lone exception) this is AOE damage from the primary. Also stalkers have lower HP, and generally inferior defenses overall.

    However since burst damage really doesn't gain one a heck of a lot outside of PVP, it's not a really good trade for the stalker. In truth stalkers ought to be the kings of single target damage. They sacrifice other things, and as such should be tops somewhere.

    Quote:
    Because, even on my Brute or Scrapper, I'm not in some self-imposed ego-trip that dictates I must be better than everything or everyone. If the team is already steamrolling, it wouldn't matter if I was there, I disappeared or if they added another dom or brute or whatever. They'll still be steamrolling. Period. That they'd be steamrolling 3.9 seconds faster if it was a Brute is only relevant to the elitist.
    Who is on that ego trip? I'm merely explaining reality to you whether or not you like it. Stalkers are inferior to the other melee damage ATs. They give up too much and don't get back in return. This means they lack in balance. The difference isn't huge, and it doesn't make them unplayable. I still like playing them, but from a quantitative analysis stalkers lag.

    As I said in another post, this isn't about being twink gods, and saying that an AT isn't fun. Those things are irrelevant. Either by the numbers stalkers are as good as scrappers and brutes or they are not. This is a demonstrable comparison. Stalkers neither match those ATs in sustained DPS nor in survivability. Burst DPS doesn't have enough utility to justify the imbalance. The only argument that could be made in favor of a stalker would be to find a way to claim that burst DPS was game deciding, but it simply isn't.

    Quote:
    Now if the team *isn't* steamrolling, most likely I as a Stalker can make battles go somewhat smoother. Would it be better to get a corruptor? Or a Dom? Depends. What if there is enough control (more control doesn't make things magically easier)? Or enemy mezzers taking out the corruptors? Or retarded debuffs being thrown out? I can take care of that as a Stalker while pumping out good damage. If I have to sacrifice max DPS to focus my attention on destroying foes that hinder the team, so be it.
    When the justification for the existence of an AT is to cover for bad teams, the AT has issues.

    There are few enough places where the stalker raison d'etre is enough reason to be. Those places can generally be accomplished almost as easily by someone else. The game just doesn't work in a fashion such that the well placed assassin is key to success.