A few answers and a question


AngusMacGregor

 

Posted

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Why don't Stalkers get the Full Build Up?

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First, the question isn't quite right. It should be, "Why don't Stalkers get the same Build Up value as Scrappers and Blasters?" Stalkers are at a 100% value, while Blasters and Scrappers are at a 125% value. From your perspective, that really doesn't change things, but I wanted to be clear on what is going on.

Now, as to "Why?" the answer is "Because it would be too effective otherwise." The boards are full of anecdotal evidence that Build Up + Assassin Strike is strong enough to nearly one shot kill bosses who are not resistant to your damage type, as well as doing substantial damage in PvP. Now, I'm not saying this will not change, nor am I saying "Sorry, this is the way it is, we aren't going to change it." Stalkers are my bailiwick, and I'm keeping an eye on things to see that they are as balanced as we can make them. Right now, I don't see a need to change the Stalkers multiple, but datamining may show me that it needs to be improved.

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How do you use Smoke Flash?

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Here is the description of the Power: "You throw a smoke bomb at your feet. The resulting flash of light and smoke can briefly distract your foes and Placate them so they can no longer find or target you. Combined with Hide, Smoke Flash is the perfect distraction to get out of a bad situation. Recharge: Very Long" What does that mean? It means that up to 10 foes in a radius around the caster may be placated. There is a To Hit check. The Placate on Smoke Flash does NOT give you Hidden Status, it is only a "Do not attack me" power. Like normal placate (and all other powers, really) if the target is already animating for an attack, it will finish that attack regardless of whether the Placate lands or not.

Smoke Flash is a "Get me outta here!" power, not a setup for another crit power.

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Super Reflexes resistance to Defense Debuffs does not seem to be working.

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It should be. Looking at the data, there are three powers for Stalkers that add Resistance to Debuff. These all stack with one another, and increase in effectiveness as you go up in level, ranging from 18% at level 1 (if you could have all three powers at level 1) to 36.7% at level 40. At level 50, once that is open, it's about 42%.

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Ballista is a Toggle Dropping *******!

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Yeah, he is. He was designed to be as close to a Player Hero as we could make him. How do you guys like the Toggle Drop on him? Is it too nasty or does it add a nice challenge?


 

Posted

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Ballista is a Toggle Dropping *******!

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Yeah, he is. He was designed to be as close to a Player Hero as we could make him. How do you guys like the Toggle Drop on him? Is it too nasty or does it add a nice challenge?

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Personally, I don't like TD, period. I understand why it's necessary in PvP (although I maintain it needs to be toned down a bit), but putting it in PvE is just annoying.

Kam


 

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Ballista is a Toggle Dropping *******!

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Ballistae are rediculous. You can't close on them because of repulsion bubble, and if it's off he shuts down your toggles. As a melee character these guys are an absolute nightmare and totally negate my function on a team, as I am constantly sent 30 feet in the air instead of trying to keep my party alive. When I fight these guys, I usually just leave my toggles off and pop lucks like there's no tomorrow, there's no point even having them on.

Regards,
Captain Head Explody


 

Posted

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Ballista is a Toggle Dropping *******!

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Yeah, he is. He was designed to be as close to a Player Hero as we could make him. How do you guys like the Toggle Drop on him? Is it too nasty or does it add a nice challenge?

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Well my run in with him was a lesson in Debt cap. When I tried to hit the hospital I would respawn right next to him with an error something like " No gurney found . respawn". I would end up with no toggles and get insta stunned >> dead. Happened 5 times in a row before I finally got his butt.


I /bugged it of course


 

Posted

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Ballista is a Toggle Dropping *******!

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Yeah, he is. He was designed to be as close to a Player Hero as we could make him. How do you guys like the Toggle Drop on him? Is it too nasty or does it add a nice challenge?

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Don't much like it. You need to keep PvP mechanics, especially ones that are highly controversial, out of PvE no matter what.


 

Posted

Uh....

Since when are players in PVP even remotely close to....

Having Elite Boss HP 24/7
Having Blaster level Melee attacks
Having Blaster level Ranged attacks with toggle dropping and status effects

???


 

Posted

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Ballista is a Toggle Dropping *******!

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Yeah, he is. He was designed to be as close to a Player Hero as we could make him. How do you guys like the Toggle Drop on him? Is it too nasty or does it add a nice challenge?

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Honestly, it really just pissed me off, so I quit for a while. In the future, I'll probably avoid the arc because of it.


 

Posted

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[ QUOTE ]

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Ballista is a Toggle Dropping *******!

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Yeah, he is. He was designed to be as close to a Player Hero as we could make him. How do you guys like the Toggle Drop on him? Is it too nasty or does it add a nice challenge?

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Don't much like it. You need to keep PvP mechanics, especially ones that are highly controversial, out of PvE no matter what.

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Quoted for emphasis.

Toggle-dropping is annoying as all crap. Keep it out of PvE, and, pleasepleaseplease, look into replacing it with something else in PvP, too!


 

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Honestly, it really just pissed me off, so I quit for a while. In the future, I'll probably avoid the arc because of it.

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ditto. i hated that guy and will probably avoid the arc from now on, which kinda stinks because it was a great map. I am not a big fan of the way it works pvp either and seeing it with no warning in a pve zone was jarring and not at all enjoyable.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

Posted

Never did get the Arc, but hell, he's just an Elite Boss -- he'll spend the fight on his back if I have anything to say about it.


 

Posted

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Smoke Flash is a "Get me outta here!" power, not a setup for another crit power.

[/ QUOTE ]Ok, so why does it have a (from what I hear) 4 second cast time? That's not something you can use when the chips are down.


 

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Smoke Flash is a "Get me outta here!" power, not a setup for another crit power.

[/ QUOTE ]Ok, so why does it have a (from what I hear) 4 second cast time? That's not something you can use when the chips are down.

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I couldn't agree more. I would suggest cutting the animation time in half at least for it be a true "Oh S***" power.


 

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Never did get the Arc, but hell, he's just an Elite Boss -- he'll spend the fight on his back if I have anything to say about it.

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you use claws?


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

Posted

Ballista's toggle dropping should switch to ONLY be from Force Bolt and nothing else. I hate when people whine "Keep PvP out of PvE" on something like this. Take a challenge for once and move on.

Having TD from multiple attacks hurts. If it was only Force Bolt, it'd be more tolerable challenge but not too easy


This space is intentionally left blank.

 

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Toggle-dropping is annoying as all crap. Keep it out of PvE, and, pleasepleaseplease, look into replacing it with something else in PvP, too!

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AMEN!


It is far better to grasp the Universe as it really is than to persist in delusion, however satisfying and reassuring.
-- Carl Sagan, The Demon-Haunted World

 

Posted

A toggle drop here and there isn't that big of a deal. Personnally I like some of the changes and wish they would of taken place alot earlier in the game. Maybe we wouldn't of had all those damn nerfs.
Either way I plan on doing this arc and I'll be giving a complete verdict later on.


 

Posted

The "do away with toggle dropping" thing is just the fad of the day. There's a new one every week. Someone will start a "Nerf X" thread and everyone will go "YEAH, NERF X!" and it'll go around for a while and usually die down pretty quickly, never to be heard from again.

This, too, will pass.


 

Posted

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Ballista is a Toggle Dropping *******!

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Yeah, he is. He was designed to be as close to a Player Hero as we could make him. How do you guys like the Toggle Drop on him? Is it too nasty or does it add a nice challenge?

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Personally, I don't like TD, period. I understand why it's necessary in PvP (although I maintain it needs to be toned down a bit), but putting it in PvE is just annoying.

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Agreed. If I wanted to get mezzed or knocked down, I'd play my blaster. When I play a toon with status protection, I want it to actually protect me.


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Iron Eagles

 

Posted

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Never did get the Arc, but hell, he's just an Elite Boss -- he'll spend the fight on his back if I have anything to say about it.

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Hes about 5 times as hard as any other elite boss I've fought (all of which I've been able to solo). For this guy I decided I'd either need to get a Shivan Decimator (iffy because the mission is timed), a 3 man + group (playing at a very low traffic time and ahead of the level curve), or have a +6 brute in my SG who was also playing come in and stomp him for me.

Guess which one I chose.


 

Posted

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[ QUOTE ]
Ballista is a Toggle Dropping *******!

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Yeah, he is. He was designed to be as close to a Player Hero as we could make him. How do you guys like the Toggle Drop on him? Is it too nasty or does it add a nice challenge?

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It puts him well out of range of difficulty for other Elite Bosses. It drops three toggles at once, at least. I know on my Stalker it dropped Fly, Integration and Hide in one shot.

Personally, I'd prefer he got his challenge some other way. I utterly loathe the mechanic of toggle dropping. Why, you ask? Because, for melee characters, those toggles being on is the reflection of my challenge rating at that level. A Scrapper or Stalker without the toggle powers they've picked up over the first, say, 28 levels, are much, much less threatening than when those toggles are on. That means a detoggled character like this is suddenly massively underpowered for the threat they are facing. All the other balancing factors that went into what makes up an Elite Boss at that level (his toHit, how much damage he deals, any mez effects on his attacks) go out the window until the character can "re-toggle". In other words, the EB gets to spend that time handing the character his [censored] because their relative power levels are temporarily whacked.

I dislike that immensely. I would vastly prefer foes like this used more Defender or Controller powers to buff/debuff. As frunstrating as being affected by those things can be they are at least something you can actively struggle against. Detoggling is not.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

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Stalkers are at a 100% value, while Blasters and Scrappers are at a 125% value. From your perspective, that really doesn't change things, but I wanted to be clear on what is going on.

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Is this for real? I have to go test this out. That's a pretty big change, and I knew nothing about it.

Edit: It's a big change to Scrappers and Blasters. Their Build Up used to be +100% damage.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

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Is this for real? I have to go test this out. That's a pretty big change, and I knew nothing about it.

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Not to single you out, but the fact that you didn't know about this proves the fact that it's an insignificant change.

If it were some crippling nerf, we'd have been screaming about it from the mountain tops. I didn't know about it either till Castle mentioned it, so I'm certainly not going to start crying about it. I got to level 26 with the current build up, I can get to 50 with it .


 

Posted

Well, I have done him with one corruptor friend and we did killed him. I think we use as much strategy as possible, and inspiration, since a lot of players said they had trouble with him and they where doing it in a 4 people team... We died 4 time each trying to kill him, that is not the vision I have of fun. My team dropped arch villains in CoH easier then him...
So my opinion in toggle drop is that I HATE IT, why did I bother to take toggle for my brute if I dont want to be protected against mez and the like, he even drop my acrobatic, its not even fair...
I didnt even know that it was like that in PvP, well I dont like PvP basically and I will not even try it knowing that(but that's another matter)...
Please remove that toggle dropping thing its awful...


 

Posted

Castle:

Placate-
Has the bug with Placate been resolved ?

Can you detail the current mechanics of placate, and the intended mechanics of this power (if its still bugged). you have explained smoke flash as being a (PBAoE placate) - (the hide attribute). however this tells us very little without knowing what placate really is.

You have previously mentioned that placate removes you completely from a mobs hate list. for how long? will you build hate back up by being too close before you run away?

The hide 'attribute' from placate, is there any plans to do something to stop mobs using a quick attack after you start to placate and nullifying the effect. (stalker placates mob -> mob attacks stalker -> placate effect hits mob, mob is now passive, stalker is now hidden -> mobs attack hits stalker, stalker is now unhidden, mob is now agroed)

Is it intended that placates (+hide) is near worthless when facing 2-3+ targets ?
Because of the way agroed targets can autosee through 'hide' placating one mob does nothing to stop any additional mobs from striking you and removing the hide/crit bonus before you can use it. is this 'working as intended' or will this be looked at?
possibly add a AoE -acc debuff to placate, so you have a chance of keeping you hide/crit effect long enough to use it. this would also give us something to slot in addition to recharge with ED.

Smoke Flash -
Is there any chance of drasicaly reducing the animation time of this power. As a "Oh Noes" power it is near useless with its 4 sec animation time. if you are in trouble and surrounded by mobs you want to escape, not have a low 7.5% - 37.5% 'chance' (75% to-hit / 2-10 mobs) to make a clean getaway in 4 seconds time.

Shouldn't this power be better (secondary > powerpool) then the emergency power Phase shift which for a similar delay has a guaranteed 'cannot be killed by anything' effect.

AS -
Are there any plans to do something to stop mobs using a quick attack after you start to AS and interupting the AS, or just outright killing you before the AS lands. (stalker is hidden, approaches mob -> stalker begins AS of mob -> stalker is now 'unhidden' -> mob and all his friends now react and attack stalker -> some quick attacks from mobs are quick enough to ht during the interupt portion of the AS -> mobs kill you before the AS lands).
Making attacks not remove the Hide effect until a animation ends (instead of starts) would solve this problem.
This would also give stalkers some precious moments for other team mates to generate alpha agro, or to plan a escape.

Can something be done about how often AS interupts because of momentum/server lag.
It sucks having to stop moving for about 2 secs before hitting As because you know the server needs that much time to decides that you are stationary. Alot of stalkers i know have decided to just accept that they need to 'eat' up to 3x the endurance cost of AS becuase of this, as it is better to tripple tap the key to garentee that you will AS as opposed to waiting 4 secs as the opportunity passed by and you realise that it interupted and the did not see the warning.
This could be solved by 'Rooting' stalkers for the interuptable portion of the AS, or by adding the End cost to the 'end' of the interuptable portion not the start.


 

Posted

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Is this for real? I have to go test this out. That's a pretty big change, and I knew nothing about it.

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Not to single you out, but the fact that you didn't know about this proves the fact that it's an insignificant change.

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Or it could be that I've barely touched my CoH characters since I6 came out. About all I played was my Dark/Dark Defender and My Ice/Devices Blaster, neither of whom this affected.

Edit: And the change was to Blasters and Scrappers, not Stalkers. BU for them was 100% before. I'm not complaining about some nerf to Stalkers, but am startled about a potential stealth buff to Scrappers and Blasters.

It makes me feel for Tankers and Defenders, for whom (Power) Build Up is +80%.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA