oreso

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  1. I'll be there! Do come along!

    The previous events have all been lots of fun.
  2. Why focus on our weaknesses (sustained AoE damage) when we can big up our strengths to make the game more diverse? (burst Single target damage). AoE stalkering is an option already, but it isn't what draws me to the AT.

    Not saying another look at the damage values for stalkers won't be beneficial, but I'd love it if we could just be the undisputed boss killers, and undisputed masters of stealth.

    Unfortunately, neither is true at the moment. Making Placate AoE, making Assassin's Strike uninterruptible (or something), increasing attack damage (and recharge?), giving Hide combat stealth, etc, all this would be great though.
  3. Quote:
    Originally Posted by Calaxprimal View Post
    Why not make it so that Cosmic Balance is actually a balancing act? When you're solo it gives a base buff to everything (not HUGE but enough to notice), but as you team it provides the buffs it currently does at the current rate, while dropping the opposite by a slightly smaller amount.

    So you join a team with a tank, your damage jumps but you're now squishier than you were.
    Wow. I -love- this idea. It's elegant. This is my new favourite fix for the inherent. It means we're not punished for soloing or playing on small teams, but we're still doing that 'niche-filling' thing that PBs are supposed to do.
  4. This will be my first PB at 50. He's currently at 46, so gotta get his final build laid down. My hoping and praying for the devs to fix some issues notwithstanding

    Gone for dual form. I'm gonna be making use of Stealth IOd Super Speed + Stealth to zip around missions/trials. Prefer Lightform over Dwarf, I think, but will use Dwarf to break mez or when things get hairy.

    Decided not to go for defence, and I know that will mean more mez will hit, but it just costs a bit too much and sacrifices too much, I think. Willing to be told differently though.

    Gone for HP, damage and recharge instead. Probably go for Spiritual.

    If I get Clarion, will that make Dwarf superfluous (given that HP will be high anyway, and resistance will be close to cap on teams)?

    Any big mistakes, little niggles or good advice?

    I can post the full build on request.

    Cheers!

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

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  5. Quote:
    Originally Posted by Siolfir View Post
    Or, to put it another way - if you have good aggro control on your team so that you know where mobs are heading when you Placate them, why do you need an AoE to Placate them in the first place?
    Because you're solo? Or engaging a couple of bosses/sappers/whatevers who are a bit further away from the main mob, so aren't being caught in all the team's AoEs?

    This still seems like a very hypothetical problem to me, and much less dangerous than the over-agro that any AT can do anyway.

    But, honestly just a suggestion.
  6. Quote:
    Originally Posted by JawDropper_EU View Post
    The problem with an AoE autohit Placate is that it can directly harm other members of your team. Having an AoE taunt is fine as the repercussions lie squarely on the caster, if he can't handle the aggro, that's his fault. An AoE placate though suddenly puts a group of enemies looking for someone else to hit, which is not ideal for other squishy classes.

    Effectively, it increases your survivability at the cost of your team mates, which is fine when solo but dangerous in small teams without a stable brute/tanker.
    Since a stalker's niche is to not be seen, are they really being relied upon to hold agro?

    I mean, they do already have placate and hide, and while hidden, they are already not tanking at all. This just means that instead of jumping three rooms away to be able to reliably get into hide, I can stay with the team and strike again super quickly. Surely that's -better- for the team, than dragging agro to the back ranks?

    For myself, I like the constant ambushes in Praetoria and Mayhem missions; it's just more dynamic. I just think we should be given tools to better deal with them.
  7. See, I don't think stalkers need changes as crazy as that. They work fine at what they do, it's just it sucks when we can't do what we can do (because of crazy ambushes, for example).

    Quote:
    Originally Posted by Neuronia View Post
    I rolled a Kinetic Melee/Regen Stalker, started her in Praetoria and have given up on it after facing "Ambush-o-Rama" in nearly every mission.
    Would an autohit AoE placate have helped?
  8. Quote:
    Originally Posted by IronAlex View Post
    But micro your explanation of the hp cap might lead them to nerf essence boost. and we dont want that.. they should raise the cap of both dwarf anyway. maybe to 3k in that form..
    I like that the set is underperforming, and you're worried we might be nerfed.

    I can see why you might think that though. Mez protection was kept away from Dwarf form because otherwise there's no reason to choose Dwarf. Why not just make Dwarf form better at its job?

    Yeah. Allowing pool powers in forms seems fine for me (the strength of them can be changed in each form, so Weave on Dwarf provides much more defence than Weave on Nova).
  9. Just a couple of ideas to throw out there:
    Placate is the Anti-Taunt
    Why isn't Placate an autohit AoE? Set the target cap at say, 5 (like Taunt), and it'll just mean you stand slightly better chance of successfully going into Hide when you need to. Still won't be able to cheerfully go into Hide when surrounded by a huge spawn, but it'll enable Stalkers to throw off an annoying Hide-ignoring ambush while solo, at least on lower difficulties.

    Shorter AS anim time, for more dynamic, less whiffy play
    My problem with Stalkers is the whiff factor, when try as you might, your powers just don't work as they should. To that end, I'd prefer Assassin's Strike to be shorter animation (and any corresponding drop in damage), just so that it can be worked into attack chains better. Missed AS's not breaking Hide is great, but they still waste a lot of time, especially because they usually figure in selecting a target worthy of the attack, and Placate and Build-up. This way, AS will be a heavy opening attack that doesn't waste half your Build-up time if the RNG decides it hates you.

    "Marked"
    Adding a resistance debuff to AS as per Bruising sounds team friendly to me. Lets the team assist in bringing down whatever priority target the Stalker has marked.
  10. Public record #1

    First, an introduction.

    I am called Prince Solar, though once I was called Saul Victorson, and also Coronal Prominence. I am a Peacebringer.

    Following a chance encounter against one of their foes, I have joined up with the Liberty Force to help bring order and security to the Earth.

    My first official mission as part of Liberty Force
    On this day, I detected a great spike of energy while orbiting above the Earth. Though I detect many such spikes while recharging my solar energy, I believed this was significant because it appeared to be in the middle of the Atlantic Ocean, far away from usual activity. And on closer inspection, it felt like dimensional rift energy. We would soon know it was none other than a portal for a Praetorian invasion.

    With haste, I called for assistance from the military and Paragon's heroes. Admiral's Sutter of the US Navy was assigned to us, and together we closed in on the rift.

    The strike team consisted of myself, Prince Solar.

    Foxienne, a furred archer of great generosity and no small skill.

    Phantom Circuit, a hero with a mastery of phasing and ionic energy.

    Rocket Girl, a young rocketeer who weilds plasmic energy blasts from her gauntlets.

    And Silvermane, a mysterious mystic with some talent for psionic manipulation.

    As we rendez-voused with the fleet, we found that they were already under attack by Sky Pirates attack skiffs and Praetorian War Walkers! And there, the site of the rift was none other than a giant jury-rigged ship platform; a massive vessel easily dwarfing the entire fleet the Navy had sent against it!

    We liberated each Navy ship in turn, disabling Sky Raider infiltration teams and clearing the decks from the War Walker assault. Phantom Circuit was able to disarm the bombs planted on our engines with his phasing abilities. And on the insistence of our team, we even saved the foundering USS Cook from certain destruction, despite the imminent threat of the Praetorian behemoth and her defence turrets.

    With the fleet free to support us, we attacked the behemoth. Bravely, Foxienne volunteered to cut the vessels' fuel lines and stall it in the water. This allowed us to close in, disable the defence turret controls and raid the vessel's bridge and capture the rift generator itself. The Sky Raider Captain put up a fierce fight, but he was no match for us and we returned to Admiral Sutter, battered, but victorious.

    But our feelings of elation were short lived
    For as we returned, we discovered Paragon City was already under attack by Praetorian and Sky Raider forces! With the aid of Citadel and Luminary, we secured Talos, but as we made our way through the sewers, we discovered that even the criminal gangs of this fair city would fight and fall in its defence. Horrors we fought in the sewers there, psychically manipulated creatures used as suicide bombers. With Silvermane's aid, we put them to what rest we could.

    But we could not tarry long, for Skyway was fast becoming ruined! Two devastatingly powerful metahumans were responsible for the destruction, the apparant Praetorian doubles of our own upstanding heroes, Fusionette and Faultline. They appeared to weild more power than our own versions, throwing us around like dolls, but they quickly fell to our own assault.

    Everywhere, abandoned cars and ruined homes stood testement to the destruction wrought by this interdimensional war. I quickly searched the skies, and spotted the mastermind behind this devastating attack. Or should I say, masterminds. For Colonel Duray of the Sky Raiders had allied with none other than Colonel Duray of the Praetorian attack force, his double!

    Sky Raider skiffs harried us with strafing runs while their commander evaded capture with his personal teleporter and sacrificing identical clones of himself, all while the Praetorian Duray mocked us and launched brutal missile barrages. Again and again we had to seek refuge among the ruins of the freeways to regroup and recuperate. My own supplies of Solar energy ran dangerously low in the smoke choked atmosphere, and I think Rocket Girl's rocket boots were running only on her own determination to see this fight through.

    But retreat was not an option we could consider, for the whole city was at stake! In the end, both the Durays were nothing but cunning men united by ambition, while we were heroes, united by a common and noble purpose; the defence of Earth.

    Such was their performance, their determination and their courage, that I believe each of my teammates would greatly enrich the Liberty Forcem, and I have made recommendations to that effect.

    - Prince Solar
  11. Quote:
    Originally Posted by Stealth_Bomber View Post
    I think one simple change might go a long way to making PBs more viable. Warshades get Dark Extraction, and the resulting pets are the main reason WS damage is higher than PBs.

    I would change Photon Seekers (which despite many attempts to fix them, have never worked exactly as they are described) and make them aggro managers, similar to Phantom Army. Give them an increased threat level or Taunt aura, and a couple of control/damage powers like Stuns or Holds to match the PB character's powers.

    Making the Seekers more like PA or Dark Servant would increase the effectiveness of a PB solo as well as help a team control groups. And PBs would no longer have to find workarounds for a power that doesn't do what it says in the description.
    I actually really like this.

    Priority for me is still, in order:
    Inherent useful when solo (resistance not so worried about, but damage, yes). Solar Flare KU or KD, not KB. Mez protection/resistance.

    Secondary wishlist:
    Simplify the Forms, making them more dynamic, perhaps by letting them use Human Form attack powers instead of their own, and still use the shield toggles (but the effectiveness of them will be reduced in nova, and increased in dwarf).

    But I like these little tweaks. They sound pretty fun. I recently played my PB again and found Glowing Touch infinitely more useful with the range boost, so good work there, devs!
  12. oreso

    Rogue Magazine

    Squee! Overreactor made page 25! That practically makes her a cover girl!

    Lovely issue, and lovely momento of that night's RP

    Great work all those involved ^___^
  13. There's a lot that goes on in that trial. Unfortunately, people didn't notice your distress. Even if you were giving out visible signs of it in-game, I would've probably assumed you were lagging momentarily, or just distracted.

    If you need help, please just ask.
  14. Spiritual here. After the Accolade powers and the Numi and Miracle uniques, I found my endurance was well within tolerances. I really likes me some Permahasten.
  15. Re: the concern about being able to gimp yourself by taking Dwarf and not taking melee attacks (for instance): I'd argue that the current system requires us to be gimped, by making Dwarf powers all but useless for many many levels until we can finally afford the slots for all of them. And ya know, even then, we have major slot crunch.

    Quote:
    Originally Posted by Fireheart View Post
    I did, once, suggest that the Forms essentially become like the Leadership toggles, leveraging the Human-form powers, but I got shot-down with a vengeance by another player who was using the extra power-slots to stack up Set IOs and bonuses. Besides, doing this would destroy several popular Kheldian form-switch maneuvers, like the 'Double-Flare' and the 'Double-Mire' and the 'Double-Heal'. Also, we would lose the Taunt and Teleport powers of the Dwarf-form. Those have no analogues in Human-form and would require more power-slots to acquire.
    Fun tricks are good and all, but I'd prefer my Dwarf form to be useable when I take it, not ten levels later and at such a huge slot expense. And I don't have much sympathy for people who only want the powers for set mules, I have to say

    The extra powers for Dwarf can be put in 'for free' as they are now. Not exactly a biggy there.
  16. Quote:
    Originally Posted by Fireheart View Post
    Just wanted to jump on this idea real fast - It would make the forms a lot more attractive! As it stands, when we first Get the forms, they're harder to use because they haven't been slotted like our other powers have.
    This idea would be fine, but I think a more elegant solution would be to simply do away with the duplicate attack powers that the forms have.

    So the Nova uses normal PB blasts, Dwarf uses normal PB melee attacks. The toggles would just apply damage and resistance modifiers, and 'grey out' powers that can't be used while in a form.

    If you want a form to be effective, you still have to invest in the slots and power choices available to use in that form (want to use Nova? Better have got those blasts), but the forms will be something which work with your other abilities to give you added flexibility, rather than requiring massive investment of their own.
  17. Light Form: I would -so- love this power if it was given the Moment of Glory treatment. Much more flexible.

    Quote:
    Originally Posted by _Ethereal_ View Post
    I would suggest two different fixes for the Kheldian archetype. These are not so much "buffs" as they are simply restructuring the AT itself, and letting the slotting mechanics work as intended.

    1) The VEAT method

    *****OR*****

    2) Simply make both forms unslottable, like Ninja Run. Additionally, buff them up because of the loss of their slots. Making all their powers come out of the box with 6 slots could also be a good workaround.


    I like Option 1 more. A LOT more.
    I like option 2 a lot more. Option 1 is interesting though.

    But instead of having simply unslotted powers, just use the powers we already have in human form, since they're pretty much duplicates anyway. So, Dwarf form means you're denied access to blast powers, but can still use melee. Nova can't melee, but can still use the blasts.

    In effect, this means you -can- specialise in one form over the other (just take all the PB's blast powers and not the melee powers to favour Nova).
  18. Honestly, the work that you guys have already put in, over the span of -years- to convince the devs that they need attention, well, maybe those threads will finally do it, but...
  19. I did already read those threads btw, but cheers for linking them. But ya know, my feelings and opinions are important to me at least, and I wanted to vent.
  20. Quote:
    Originally Posted by Airhammer View Post
    Here is the problem with your statement.. My Energy blasters most powerful attacks are melee.. so is my Elec Blaster... so they should get it too right ?
    They can still attack while mezzed, and attack pretty well. I really like blasters, but PBs ain't them.
  21. The mez itself isn't a big issue to me, if we could happily stay back and blast, or we had AoE mez of our own that was worth taking (I'm really not saying we need those things). But my most powerful attacks are melee, so... I'd be happy with high mez resistance too, to be honest, or low mez protection (as with SoA).

    Quote:
    Upping the damage would be an issue because in teams you would become overpowered. Then what happens when you figure IO's and Incarnate abilities as well.
    As I said, if we're put to the level where we currently are in teams, but while solo, I'd be happy. The inherent can then be changed to something more useful, without fear of game-breaking.
  22. Please.. They just look so cool and I love the concept so much. Energy beings from space! Transformations! Flexible! Energy eye beams!

    But they are just so underwhelming mechanically. They just don't deal damage, and they just get mezzed so easily. They have endurance problems, they bring crazy AoE KB and additional badguys to a team, and I could handle that if they could actually contribute. But although they're dependant on teaming not to be total fail, they don't bring much good to a team.

    I've really tried, but they're just not as fun as they should be,

    My personal straightforward wish:
    1.) Make Nova and Dwarf just toggles, with only the travel powers given extra. Nova reduces resistance and ups damage, but disables melee attacks. Dwarf reduces damage, ups resistance, adds a taunt aura, but disables blasts.

    2.) Make Mez protection as part of the Thermal and/or Quantum Shield.

    3.) Just up the damage on the blasts especially. There's no need to be scared of a ranged damage dealer with a shield, we have them already.

    (I'll be extra grateful if those toggles were cossie optional, but I understand the tech might not be there for that.)

    If the end result is that we're as powerful as we are now on full teams, even when solo, I'd be happy. Then we can change the inherent to something else, like instead of buffing ourselves, giving those buffs to nearby allies.

    Please?
  23. /signed.

    I like the squishiness, and relying on fast reactions and tactics to survive. I don't mind faceplanting at all. But, it kinda does suck when I just can't survive in situations where my other meleers easily could.

    Slap something tastier in Resilience so that it isn't so useless.