seebs

Legend
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  1. Quote:
    Originally Posted by Forbin_Project View Post
    There is one particular mission against the ghouls where it tells you in the mission description that you are carrying a ghoul beacon that attracts them to you. Basically it's a giant "HERE I AM! HERE I AM!" sign, but I understand what you mean about the other missions.
    I'd find that pretty annoying on a stalker, but I haven't seen it yet. But I can grant that it certainly makes sense. I have no clue what I'll do if I get that one -- I'm trying very hard to solo the content for RP reasons. Ah, well. Many things can be handled by getting level 20 IOs at 17 and outlevelling the content a little.
  2. Quote:
    Originally Posted by Memphis_Bill View Post
    Some do. There are three types, it seems -
    - Go to a specific point.
    - Go to where you were when they were spawned.
    - Follow the player.

    The last one's the type the OP's trying to deal with - and I'd have to make a suggestion similar to Zortel. (And if you haven't run a Stalker before, you're going to have to deal with similar tactics vs. Rikti (drones,) Knives, snipers, etc.)
    Between you and steampunkette, I think I understand the issue there. Ambushes that can be targeted when they know where the player will be don't have to break hide to work, currently other ambushes do. I guess I would view that as a game engine limitation that would be pretty useful to fix -- well, useful for stalkers, anyway. Alternatively, give some way for stalkers to drop aggro.

    Hmm. There's a thought. What if time spent actually Hidden gradually dropped aggro until things lost interest in you? In a lot of cases, I can happily arrange to avoid things for a while, at which point the initial-spawn-aggro would be gone and I could go back to backstabbery.
  3. Quote:
    Originally Posted by Steampunkette View Post
    Can't wait 'til Seebs runs into the LT Ghouls and their "Marked for Death" power. >.> That will be hilarious.
    They never successfully used it on me. Turns out they have to get at least one tick in where they're aware of me but not dead in order to do that.

    @Sharker_Quint: I posted once here in the suggestions forum, because I had a specific suggestion to make. I also posted in the Stalker forum in the thread about Stalkers in Praetoria, because people were asking for examples of missions or mechanics that were problematic for Stalkers. I'm sorry you consider it "whining" for people to point out a game mechanic which completely invalidates the devs' described vision of how a class should play, but I'll help you out by plonking you so you never have to worry about me reading your meta-QQ again. Thanks.
  4. Quote:
    Originally Posted by Smiling_Joe View Post
    Zombies could use.... well, there's the problem. What is the in-game equivalent of a lich or a grave knight that could be easily substituted?
    Spectral demons.

    I don't buy the argument that these are minions from a file -- consider the random appearance of thugs. Clearly, every time I see a thugs MM, I'm getting given costume information for the thugs, somewhat customized -- arsonist always has fire pants, it seems.
  5. So does that mean we shouldn't take Swap Ammo, or that we should take it and just always use fire anyway?
  6. I think the thing is... Anything they allow will be less than "enough", but it'd be better than nothing.

    On the other hand.

    MMs are not exactly the majority of the player base. Added MM customization options could be fairly expensive and only a few people would care.

    Honestly, I'd be happy with a two-color customization option on each power -- predefine how the two colors are used, and then just give us a slot (similar to the way that the various ammo types for DP have a "power slot" which you don't take as a power) which is a mule for the two-color selection, and let us look at the pet model and see how the two colors work on it. That'd be enough to eliminate the "I cannot tell these robots apart" problem.
  7. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Not with the new Female Clockwork it's not. You underestimate the power of stupidity. How long would it take for RoboPimp or Cyberdaddy to appear?
    You know, the more I think about it, the more I want my bots/traps mastermind to TRY to be a pimp. For her perfectly ordinary robots which use the current skin.

    ... The amazing thing is, it's actually mostly in-character.
  8. I can't imagine that's the only reason -- if nothing else, it's pretty much irrelevant to, say, a bots/ mastermind. :P
  9. I may try that, too. Until 32, I have little enough AoE that I'm playing mostly at +1/x0 rather than, say, +0/x2 or /x3, so I only have a couple of targets to worry about at a time, usually. I anticipate things changing at 32.
  10. Quote:
    Originally Posted by A Man In Black View Post
    Isn't it kind of tacky to call them demons? The preferred term is Infernal-Americans.
    Oh, no, mummy's little angels are indeed demons. It's just that demons have been unfairly maligned.
  11. I've seen people arguing that with enough set bonuses to recovery, you can sort of bypass Stamina, but that would be something I couldn't do for a long time. My bots/traps has been okay with all three leadership toggles and no stamina, but /traps is frequently a lot less active than /dark. Obviously, if I add the whip attacks, that noticably increases my endurance usage, too. So I think I'm convinced, I'll abandon the leadership pool. I'm pretty happy with TP Foe, I might also get Recall Friend because that's pretty handy too. But if I drop leadership, I'll have more blue and two more slots.
  12. Kin/Nin, I don't seem to have the ability to put them down that fast. My current plan is that I accepted the mission, now I'm going to go level to 17, get level 20 enhancements and possibly some set bonuses, and then come back and try for it.
  13. Quote:
    Originally Posted by PennyPA View Post
    For the OP, I think the issue of powersets makes this difficult to balance.

    My ice/cold corr solo'd things that my dark/therm corr couldn't. IME, my DS/dark MM is not as powerful as my bots/storm MM. And so forth like my emp def vs. my D3 def.

    Some sets are good right out of the box whereas others are late bloomers. At what level do the devs pick to start balancing?

    Also, what would balance the diversity of builds? For example, I have the vet badge so that I can pick a travel power at level 6 if I want. How is that fair for balance reasons to newer players that have to wait until 14? What about things like Nem Staff/BW/Sands of Mu? I have those too on any new toon I make but some players do not yet. These things make missions and early levels easier, but not so much later (IME).
    That's actually a good point. I guess the alternative would be to set time limits on things like this so that it's at least basically plausible to imagine someone doing them -- and I've never seen anyone who could search a whole level full of hostiles, then search half of another level, in two minutes.
  14. Quote:
    Originally Posted by Forbin_Project View Post
    In Praetoria there are a couple of timed missions where the goal isn't to kill everything but get to the objective as fast as possible before the timer runs out. Timers of 1-2 minutes. I've yet to fail any of them.
    The one that got me, there's a two-minute timer to reach a particular glowie and activate it before you get hordes of destroyers. You can't activate it before the timer starts. The glowie is about five groups of hostiles in... to the SECOND floor. It's possible to reach it that quickly if you've reset the map a few times to find it.

    And of course, the "hordes of destroyers", when they come in, are 100% immune to the stalker hide mechanic, and can zero in on you no matter where you are or where you go.

    I do not understand this obsession with escorts who can't see the player and ambushes that can. I think, at a bare minimum, if ambushes can automatically see the player, *ALL* escorts should have 100% perception of the player ignoring stealth or invisibility. Or if escorts have to work for it, then *ALL* ambushes should be subject to hide/invis mechanics. Otherwise, it feels like the devs are being actively hostile to the player -- penalizing us for having or using any kind of stealth, while denying us any benefit from it.

    It's bad enough spending most of your time as essentially an unusually-squishy scrapper. Making it so mission mechanics enforce this, and completely negate any benefit you could get from stealth, is just adding insult to injury.
  15. I don't see how that's supposed to be "fun". It'd be like an entire map where every single creature, even minions, was immune to mez, or had 85% resistance to any possible melee damage source.
  16. Caltrops would be pretty lame in PvP. In the rest of the game, it is unbelievable how good it is. At level 9, I was struggling to survive groups of three minions. At level 10, I had a chained series of 3-minion ambushes which never once got me below about 90% health. The difference? Caltrops. Caltrops around a corner is enough to let me get back into Hide while the things chasing me try to decide whether to come after me. It turns multiple pursuers into scattered and demoralized individual victims. Basically, yes, you'll find people who think it's a "meh" power. Unless they're talking about PvP, they're crazy. (This reminds me of reading a Dark Miasma guide that said Dark Servant was useless because of its recharge time. lolwut.)

    Haven't gotten to Smoke Flash yet. Only level 16.

    I don't know enough about IO slotting to give good advice.
  17. Fair enough. I occasionally find hover useful for maneuvering inside maps, but nothing crucial; I could probably live without it. Thus far, lag's been pretty livable.

    Is Supremacy really enough to make up for my little demonlings being two levels under even-con mobs? It seems like it provides a pretty significant effect (since its to-hit bonus is inherently multiplied by accuracy in most cases).
  18. So, I got a mission, to defend TPN from hordes of destroyers. These hordes are large groups of creatures (I have no AoE powers available in my primary yet), and they completely ignore stealth and just go right to me no matter what.

    How is this fun? Answer: It's not.

    Please don't build missions which completely invalidate some archetypes. Give us alternatives. Let us move away from the ambush location and stalk. In short, let us play the game the way you designed the characters, rather than forcing stalkers into being really fragile scrappers.
  19. Aaaand another one. "Defend TPN from the Destroyer Horde". Because nothing says "fun" like giving a Stalker fast-spawning hordes of weak minions who are completely immune to stealth effects. I can't even conceive of a way to beat that one.
  20. Got a great one. Mission goal: Kill some guy.

    Setup:

    The entire place is full of NON-ATTACKABLE mobs. You must talk to the target to start the fight. The fight starts immediately giving you the guy and his nearby friends and several other targets ALL AT ONCE. Because you had to break hide to talk.

    It really feels like the devs have never even CONSIDERED the possibility that a stalker might want to play through Praetoria.
  21. I will say this:

    I love caltrops so much it is hard to put into words. The power description omits the KEY detail of the power: MAGNITUDE 50 FEAR. What this means is that mobs which were following you will turn around and RUN AWAY if you put caltrops in a doorway or at a corner. If you aren't hitting them, they will often just run around -- in slow motion -- trying to escape their ouchy feet.

    This power is WAY too awesome. I would not skip it.
  22. Ah-hah! The glowie is on the second floor, and if you get your "allies" killed on a group other than the obvious first one, the timer doesn't start until you've cleared a suitable path. That's totally a reasonable set of assumptions to need to make to clear a mission.
  23. I know, it's my own fault for making a Stalker.

    I want to clear this first mission BY ACTUALLY PLAYING MY CLASS. That means fighting fewer things, not more, and doing anything that lets me avoid gratuitous fighting.

    This means I need to have some clue what the object is that will let me avoid the "incoming destroyer horde", and how to find it. I have about two minutes. I can bypass any fight except one right near it.

    But I have searched this map for the full two minutes several times now, and never seen any sign of a glowie other than the body bag. Can someone give me hints?

    1. What the !*#!#@ does it look like?
    2. Will it always be on the first floor?
    3. About where might it be? Near the front? Near the back? Any kind of hint as to how to find it? I haven't even heard the glowie noise at all on this map post-body-bag.

    I know other people have cleared this mission, so it must not be generically broken, but it sure isn't practical to find that thing without resetting repeatedly.
  24. No, my stalker cannot clear a map with allies who always see me and thus suicide on the various mobs in under two minutes.

    I might be able to solo it if I could just not bring the allies. I might be able to solo it if the time limit were adjusted to reflect the fact that not everyone is a brute who benefits from chaining encounters as fast as possible.

    It seems to me that timers are meaningless on some characters (I finish the mission with 70% of the timer left) and excruciating on others. The timer mechanic should perhaps scale with archetype, or just be dropped. It's never yet been fun; it's either been irrelevant or annoying.
  25. I think the question is quality -- will I get different drops from level 32 mobs than from level 29?