Placate is bugged
[ QUOTE ]
True, I said before that there's a good chance it's a different bug with the same results. Either way, it's those same results that I'd like to see gone.
It probably won't happen though.
[/ QUOTE ]
I spec'd out of it on my claw/regen stalker around 30 because of the bug making it situational at best and worthless at worst around that level. Haven't missed it. Those low levels are still tough without it tho.
YaYborkedplacate, how longs it been again?
9/29/06 was the OP.
back in my day we didn't need no fancy hand tricks...
[ QUOTE ]
back in my day we didn't need no fancy hand tricks...
[/ QUOTE ]
There's a bathroom stall in Trenton, NJ that begs to differ...
Why do I do do do things I do
Nobody was ever there for me to talk to
Once I was youngster, pure and true
Now I'm running with a sick, sick crew.
Damn. I'm back in the game again (for a month, at least) and I can't believe this bug wasn't fixed with PvP 2.0.
Should we call it a Feature now?
Last night was my first experience with this bug (never got into a stalker before this guy). Solo'ing Luminary EB, Placate->Build Up->Assasins Strike starts anima-WHAM! BONE SMASHER TO THE FACE! WTF?!?
Now I see why some people have just left placate out of their build. I rarely use it as it is, except for hard targets. My stalker is 32 and as mentioned this is my first encounter with this so thats not too terribly bad, but looking a head to all the EB's in the late game....uhh, yeah.
Placate was the reason I made my first 6 stalkers. I really wanted the jedi mind trick. I always respec out of it. Like too many things in CoX, great concept, horrible execution.
[ QUOTE ]
Now I see why some people have just left placate out of their build. I rarely use it as it is, except for hard targets. My stalker is 32 and as mentioned this is my first encounter with this so thats not too terribly bad, but looking a head to all the EB's in the late game....uhh, yeah.
[/ QUOTE ]
It's just one more reason why defensive secondaries work better for Stalkers.
people have left Placate from their build? that's a new one for me...
[ QUOTE ]
people have left Placate from their build? that's a new one for me...
[/ QUOTE ]
Same.
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
Is it still viable to take or what? I'm working on an Eletric/Ninja and am wondering about if I should still take it or what.
"every defender needs to fight. I don't care if you have to use BRAWL!"
Placate is fine to take for a stalker build. Just be aware that in practice it doesn't give the kind of off-the-cuff combat value that most people assume at first glance. First of all, you're just too vulnerable to disruption in the post-Placate window of winding up your next action. And, in part because of that but also in part because it's perceived as too slow a combat tactic for coh-style combat, Placate barely gets any natural use at all.
Personally, I tend to find Assassin Strike too rarely used in natural combat. Sure once in a while you'll come up against a no-disruption, super-high-hp target (like the phalanx computer in the 3rd ITF mish) where you can expect to spam strikes to good effect. But usually you either don't need more dps than a reasonably-frequent out-of-hide vanilla critical, or you can't rely on Assassin Strike getting off without disruption no matter what you do.
If you take Placate, it's not a bad choice. It's better if you realize its weaknesses and work on your play skills to adapt. If you take AS, it's not a bad choice. Again, it needs specific play skills to get it to shine more than just a little. Most stalkers can get by without either.
Hide is the only true must-have stalker power in my humble opinion.
I never, ever have a problem with it malfunctioning while soloing hard targets, but my main Stalker is MA, which isn't much for bestowing secondary effects.
But I'm also one of those people who doesn't PvP with their Stalker.
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
[ QUOTE ]
people have left Placate from their build? that's a new one for me...
[/ QUOTE ]
lolwut?
Wow I still can't believe this is busted. Two years and no fix? :/ As far as Placate goes, I still use it. It's good IF you know the weaknesses of the power. As long as you keep that in mind, I've found it very useful. But to be honest I think the powerset that benefits the most from it is probably claws.
More like over three years and it's still busted.
"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict
Fixing placate is beyond the intelligence of the devs, along with fixing npc's in pvp zones and finding & clicking the reply button in the pvp forum sections
I read a report from I14 open that placate was working well.
Dark Bard, Zoobait, Debacle
jmsb
Por vezes d� vontade...
chucknorriss
speak american godamnit
I just saw that report and it was a PvE related issue.
PvP testing hasn't been found yet.
Not taking placate?
This sounds crazy to me... My Stalkers use it all the time..
Fighting an Elite Boss. Ambush w/ assassin's strike, battle battle.. PLACATE.. Another Assassin's Strike!
Fighting a group of minions.. Ambush one, fight fight, placate, drop the last one..
Plus to be honest, getting to say to yourself 'This is not the Stalker you are looking for' as you use your Stalker Mind Trick..
Is Placate still considered bugged? Trying to read 6 month+ old posts about a bug seems sort of silly to me. I find I need to know the enemy and watch whats coming. Often, I hit placate right AFTER I get hit.. If the enemy is starting an attack when I placate, they're still gonna land the attack, breaking my hide, but then still not seeing me. Depending on the mob, this may 'waste' my placate sometimes.
[ QUOTE ]
I just saw that report and it was a PvE related issue.
PvP testing hasn't been found yet.
[/ QUOTE ]
Yeah that was me that made the report. If anyone would like to help me test it please PM me. I would like to find out for sure if it's working or not. We can setup some arena duels to find out. I've got my 50 stalker on test already. My schedule is also pretty flexible.
[ QUOTE ]
[ QUOTE ]
I just saw that report and it was a PvE related issue.
PvP testing hasn't been found yet.
[/ QUOTE ]
Yeah that was me that made the report. If anyone would like to help me test it please PM me. I would like to find out for sure if it's working or not. We can setup some arena duels to find out. I've got my 50 stalker on test already. My schedule is also pretty flexible.
[/ QUOTE ]
I can confirm its still broke. What breaks placate is any lasting status effect such as Spirit Shark damage over time, spines damage over time, EM stuns, etc...
It has always been broke, and will never be fixed because it will require a major rework of the PvE UI.
Sorry not gonna happen for lolPvP. If you are aware of the problem you can time your placates for maximum effectiveness.
-Kiri
Why do you think that means its broken?
Watch what happens. You placate a mob, but you're still taking AOE damage.. means you're exposed by the damage you're taking.
But that individual mob is still ignoring you. You're not as hidden, they can still see you're there, but your power keeps them PLACATED.
Seems to me to be working exactly as it should.
What am I not seeing?
[The following are just suggestions, and they should be viewed as such. In that consideration, it may be good to "vote" or ask questions on something before applying changes.]
In my understanding, Placate is designed for single targets only. The problem concerns how the Power's effects become interrupted by the player's character or groups that include monsters or players. A monster's aggression level at a player of course interrupts the important effect, which either relies on the player to follow up with a Power to take effect or permits time to make decisions. The problem may evidence most in AoE sets like Dark Armor and Spines, which focus their interaction mostly with the monster types of minion and lieutenant. (No offense to the military.)
What might happen in PvE is the interruption of this single targetted power much similar to those long-ranged sniping powers all because of effects that draw aggression. It would be like watering down your favorite drink, except its a power "watered-down" by effects with a tiny Taunt effect. Water itself of course is a wonderful thing, and Taunt is as well in some measure, though it can't sustain people in the real world.
The first solution for PvE would include the developers hopefully modifying the code slightly to apply tweaks. This might involve extending a version of the "toggle non-drop" code to stalkers in relation to Placate and the secondary sets like /Energy Aura and /Dark Armor. This could come out in two ways. The first version may temporarily cease "offensive toggles" for the purpose of being able to Assassin Strike the target. I am currently unsure of how Dark Armor's toggles affect Assassin Strike on a target Placated by the player's character. This, how ever, would not benefit characters using Spines.
The second solution for PvE would also hopefully include the developers again. In some way, Spines has a little bit of everything to just upset Placate, yet it is still a wonderful set. I would desire to emulate it in my own game development some day, but that might come much later in the distant future. With that said, it does AoE damage, has a slow component and it also sports damage over time. I don't think anyone wants the multiple effects to disappear. It's just too cool, despite the opinions some think of its graphics. I have no idea how the effects of Spines might cause monster aggression. The damage over time might break the "peace" effect of Placate. It could even be the "slow," but I'm not analyzing that.
Currently, Phantom Army for the Illusion set of Controllers has a form of "untouchable" status on it, which has also been applied to a number of other player pets like Voltaic Sentinel. The player's character though isn't a pet. The player makes the decisions on what powers activate, and the character itself most certainly should not turn untouchable, else "god-mode" and boredom enter thinking. To me, it's all about a moment's "heat." So if a character Placates and loses all aggression, the character might as well become "untouchable." How ever, I do believe Placate should have its risks. It's designed for single targets after all from my meager observations.
Here is what I think should happen as far how Placate affects single targets: a buff should apply on the character and a debuff on the target. In my opinion, the debuff should be auto-hit unless in a PvP zone. In that case, maybe it should have an accuracy bonus in PvP unless it is already auto-hit. We wouldn't want Placate to act as a hold in a group so the debuff might point to a bit of code that would check the Placating character for the respectively related buff. If the check comes out "true," then the targetted monster should resume normal Placate effect behavior, and perhaps, it should even treat the player's character as untouchable, though it truly can take damage still. In vice versa, the same should be from the player's character to the targetted PvE opponent. To sum it up, both objects treat each other as untouchable, though they both receive normal damage, healing, buffs and debuffs. The buff and debuff would act as a "flag" for true/false statements on both sides. In the end, the player still sees the computer opponent, and he or she can choose to react accordingly.
Does it feel like school all over again? I hope not. I think the player side buff should grant a 4 second window of opportunity or so to drop aggro from the PvE AI behavior, just long enough to allow an Assassin Strike or whatever else. The rest of that 6 seconds or so could afford a "luxury" time for the player that only affects the target itself. Again, the player should still be able to take damage for PvP purposes at least. I think the radius should be roughly 40 in-game feet of range as far as powers go.
I have no PvP experience with the "City of" series as of this writing to assert further suggestions in that area.
[If this writing has been of use to you, please consider the "open source" community. This includes Java from Sun Microsystems and 3D scene graph solutions like Xith.org. Thank you.]