Assassin Strike IO Sets?


biff10426

 

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Can we eventually get Assassin Strike IO Sets for stalkers?

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Eh, I can sorta see how it would be reasonable since Sniper Attacks get their own sets, but more than one class in the game gets Sniper attacks but only Stalkers get AS. Probably the reason why they wouldn't stick them in.

If they would, I'd probably reckon they'd be like Sniper sets where some of the IO's in the set decrease Interrupt.


 

Posted

AS doesn't take interupt reducers.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

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AS doesn't take interupt reducers.

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This makes AS sets unnecessary. Any "AS set" would just be a melee set unusable by anyone but stalkers.


@Roderick

 

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AS doesn't take interupt reducers.

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This makes AS sets unnecessary. Any "AS set" would just be a melee set unusable by anyone but stalkers.

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And this is pretty much why I ended up giving up on trying to come up with any. It'd be a melee set that's usable by only one AT. (Banes don't get an AS - they do get a similar bonus for being hidden, yes, but it's not like Assassin's Strike's various limitations.) I used to think it'd be nice to see, as well, but there's just no benefit to doing so - especially since they'd drop for everyone. They'd end up being appreciated only slightly more than, say, an Intangibility set.


 

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I think an expansion on this idea is in order.

How about instead, AT-specific IO sets?



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That might be nice.

it should probably be limited to 2 sets per AT though.


 

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I think an expansion on this idea is in order.

How about instead, AT-specific IO sets?


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Why? What good would it do?

ATs already have some difference in their various caps and modifiers. Sets modify power types (melee, PBAOE, ranged, ranged AOE, etc.) which tend to be across ATs. Melee can be used by anybody, for instance, since everyone has Brawl. Even some you may, at first, think are "certain AT only" (such as Pets, Holds, Immobs) are more widely used than that. (I can stick a Hold set in a SS tank's KO Blow if I so choose, for instance.) Even Taunt, which most would think "tank or brute," can be used by anyone with the Presence pool.

Sets should not be AT limited, IMHO. Leaving them open to any appropriate power is far more useful - and limiting them to a specific AT would only clutter up the drop pools. (And do we really need *another* pool added, if that would be the suggested fix?)


 

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One IO set per AT that enhances there primary function or a subset of that function might be nice.


 

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One IO set per AT that enhances there primary function or a subset of that function might be nice.

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Primary function by whose definition, and what if that function is widely varied, such as with Defenders?

And how would it be different from current IO sets?

Stalkers, for instance, are... damage. We *already have that* in melee IO sets. And other sets give damage bonuses, as well. Would you enhance their stealth? Out of the box, it's sufficient for PVE - the mobs that see through it see through any and all stealth.

Brutes - Are they damage? Are they defense? Resistance? Aggro management?

Masterminds - What would you concentrate on, pets? There are already pet sets. How about the secondary? Again - very divergent. FF plays much differently than Pain domination, for instance. Would you find a way to enhance Bodyguard or Supremacy? How, other than ways already covered by uniques?

Defenders - whole can of worms right there... what, precisely, do you enhance that all defenders can use?

Controllers - Again, plenty of control sets that already enhance their control - and are useful to others.

What would they do that current sets (and bonuses) don't?


 

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Primary function as described in the AT description.

They would just be purple sets with a tiny bit more power (possibly very tiny) that are single AT focused.

Defenders would get a global boost to to all powers that increase regen, recovery, def, and resistance.


 

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Defenders would get a global boost to to all powers that increase regen, recovery, def, and resistance.

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Yeah! Screw TA! And Storm! I know you didn't mean it like that. But it's part of the problem Bill was talking about.


"Mastermind Pets operate...differently, and aren't as easily fixed. Especially the Bruiser. I want to take him out behind the woodshed and pull an "old yeller" on him at times." - Castle

 

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Defenders would get a global boost to to all powers that increase regen, recovery, def, and resistance.

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Yeah! Screw TA! And Storm! I know, you didn't mean it like that. But it's part of the problem Bill was talking about.

[/ QUOTE ]Don't debuffs get buffed by buff buffs?


 

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All except for to-hit as far as I know.


 

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I didn't know that. Learned something new.

It still doesn't address the problem of buffing them equally though. Even going with every power involving regen, recov, def and res buffed, some sets will find these new buffs far more useful than others.

Compare Dark (3 powers) with something like Radiation (7 powers) or Cold (8 powers).


"Mastermind Pets operate...differently, and aren't as easily fixed. Especially the Bruiser. I want to take him out behind the woodshed and pull an "old yeller" on him at times." - Castle

 

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Defenders would get a global boost to to all powers that increase regen, recovery, def, and resistance.

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Yeah! Screw TA! And Storm! I know, you didn't mean it like that. But it's part of the problem Bill was talking about.

[/ QUOTE ]Don't debuffs get buffed by buff buffs?

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Say that ten times fast.

Still, this could go either way. Either they don't get buffed by buff buffs, and the sets are so specialized as to be useless, or they do (which also affects the secondary, remember,) and Defenders end up - well, they can already be borderline overpowered.

And what DO you do with Stalkers? More damage? More damage from hide? Same with every other AT - just *what* do you end up buffing? How about tanks - buff their HP? Taunt?

Plus, as mentioned... it's also a case of specialized sets clogging up pools. *shrug* I'm not even sure, right offhand, that sets CAN be limited to AT. They can be limited to power types, obviously, so it's possible they could be as well.


 

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Who knows if they can or can not be restricted by AT. None of us are on the developing team and I don't know if they've told us.

--edit--

Ok Stalkers eh....I say a set with bonuses for Stealth, DMG and ACC and maybe rech...


 

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Who knows if they can or can not be restricted by AT. None of us are on the developing team and I don't know if they've told us.

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Thus my "Eh, we don't know" It may just be another database entry, or it may be a programming nightmare.
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Ok Stalkers eh....I say a set with bonuses for Stealth, DMG and ACC and maybe rech...

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Why the stealth bonus? For PVE - it's a pointless bonus, which could potentially backfire depending on how it's handled (hostage rescues.) The rest? It's already in melee sets, so why limit it to one AT?

Yeah, I know, I'm being a PITA. I'm just looking for a good, solid reason for sets like that to exist when, IMHO, any functions they could serve are already served by existing set types, and they'd have the drawback of not even being Consignment House fodder if they drop on the wrong side. (Something we *haven't* seen an ability, or perhaps desire, to limit.) At least if, say, a Tank gets a Pet (or Recharge Intensive Pet) set, they can put it on the market - while people may think of them as MM sets, Controllers, some Defenders, PBs and WS can use them. (I want to say Elec blasters can, too.) When they get a "Mastermind - Command Performance" set? It'd be an instant delete. (And may well be, depending on what happens with the set and bonuses, even for the AT on their own side.)


 

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One IO set per AT that enhances there primary function or a subset of that function might be nice.

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I say the opposite.

You design the IOs to shore up the weaker areas of the AT and make them more rounded.

Defenders would likely appreciate something to make them sturdier and better soloing.

Tankers don't really need better aggro tools or more defenses. Damage and offensive minded bonuses and perks would go further.

Scrappers already have solid defenses and damage. They would likely enjoy more utility and team-usefulness. Chances for debuffs and the like could benefit them.

ETC.


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One IO set per AT that enhances there primary function or a subset of that function might be nice.

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I say the opposite.

You design the IOs to shore up the weaker areas of the AT and make them more rounded.

Defenders would likely appreciate something to make them sturdier and better soloing.

Tankers don't really need better aggro tools or more defenses. Damage and offensive minded bonuses and perks would go further.

Scrappers already have solid defenses and damage. They would likely enjoy more utility and team-usefulness. Chances for debuffs and the like could benefit them.

ETC.

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... which, again, are already handled through current IOs giving defense bonuses, damage bonuses, resists, faster recharge and the like. Not to mention choices in power pools... which themselves can open up more sets.


 

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Defenders would get a global boost to to all powers that increase regen, recovery, def, and resistance.

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Yeah! Screw TA! And Storm! I know, you didn't mean it like that. But it's part of the problem Bill was talking about.

[/ QUOTE ]Don't debuffs get buffed by buff buffs?

[/ QUOTE ]There's no way to buff resistance or -resistance. You can only enhance it. (Specifically, because all of the resistance powers are flagged to be unbuffable)


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

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I think an expansion on this idea is in order.

How about instead, AT-specific IO sets?


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Interesting idea J_B, at the least its something interesting to think about. What about basing part of it off each AT's Inherent Power?

To allow for higher power, lets consider these in the Purple category.
<ul type="square">[*]Blaster Defiance grants a damage buff each attack, and allows powers that unlock at 1st to fire when mezed. The second half sounds messy to work with, so lets go with the first.
Blaster's Boom (Ranged Damage) Acc/Dam, Dam/Rch/Acc/End, Dam/Rch, Acc/Dam/End, Dam/Rch/Rng, Special (100% chance for +X(10?)% damage for N (5?) seconds)
Bonuses would probably include recharge and damage.
[*]Brute Fury builds damage up, but messing with it has issues, just look at PvP. However, Brutes do have a mini gauntlet...
Raging Broot (Melee Damage) Acc/Dam, Dam/Rch, Dam/End, Acc/Dam/Rch, Acc/Rch, Special (100% chance for Mag 4? Taunt in 7? foot area, 5 targets max, duration 10? seconds)
Bonuses would probably include Damage, Recovery, and Regeneration
[*]Controller Containment gives controllers damage against mezzed foes, plus they have critical holds. not sure what to do with them.
Control Freak (Hold)
Bonuses could include Damage...
[*]Corruptor Scourge, damage vs. weakened foes. Not good to work with, but something damage related, or defensive could work.
Corrupted Concept (Range Damage)
[*]Defender Negligence, endurance discount. A special that grants global endurance discount?
Defensive About Healers (Ranged Damage)
[*]Dominator What doesn't Domination do? A special for bonus damage?
Dominating Destruction (Ranged Damage or Melee Damage)
[*]Kheldian Bonuses from allies. Limited mez protection would work in concert with that.
Space Squid Surprise (Ranged Damage or Resistance)
[*]Mastermind Supremacy buffs pets. Seems like the place to work from.
Mastermind Your Manners (Pet Damage)
[*]Scrapper Criticals don't strike me as something good to mess with. Closest would be a proc, but thats just plain boring.
Scrapperlock (Melee Damage)
[*]Soldier of Arachnos Gee, mini fitness, how inspiring! I guess everyone could use extra Recovery.
Spider Bite (Ranged Damage, Melee Damage, or Resistance)
[*]Stalker Critical hits. Unlike Scrappers, this functions on an outside variable, it may be possible to tweak it. Such as giving the power its in a greater chance to crit. Otherwise, I have nothing.
Restraining Order (Melee Damage)
[*]Tanker Gauntled, punchvoke, the ability to cause morons to to attack the big guy who just smacked the hell out of their friend. Lets poach from the Tanker forums, area damage proc!
Tanker Tuesday (Melee Damage)[/list]

Sound like a decent line of thought?


 

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... which, again, are already handled through current IOs giving defense bonuses, damage bonuses, resists, faster recharge and the like. Not to mention choices in power pools... which themselves can open up more sets.

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The diffference being, with AT specific sets you can then open up new kinds of bonuses and perks you couldn't on sets intended for all of the ATs because some perks and bonuses are more acceptable on some ATs than others.

A global IO granting some kind of blanket mez protection may be more acceptable on a Defender than on a Controller.

And not only kinds of perks, but potency of the existing perks.

For example, an single IO granting a 20% damage increase may be more acceptable on a Tanker than on a Blaster, Stalker or Scrapper.

I'm not suggesting these as an actual examples, but you can clearly see how some bonuses and how strong they are can be more or less balanced depending on the AT they're situated on. AT specific sets would allow the devs to give bonuses, perks and build opertunities to ATs they can't have now because they have to consider how those bonuses would affect other ATs.


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Oh, I'm aware of that. I'm mostly pushing back to get thought into "What would actually be acceptable/work" (as far as what they'd do.)

And I'll repeat the objection about how they'd drop - especially if they can't filter them per side. (I know, going rogue may make this less of an issue - heh - but wouldn't eliminate it entirely.)