Stalker Suggestion - Dark Armor
Suppression doesn't work that way.
"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
I know that suppression doesn't work that way.
What I'm asking is: Do you guys think it's a good idea, to have the effects of Cloak of Fear or Oppressive Gloom turn themselves off when we're hidden, so we can use hide to assassin strike, or placate to critical/AS without having to detoggle or retoggle.
It just seems like a quality of life issue when two of your mitigation powers drop you out of stealth or placate when-ever they're active.
Yes it would be good if they could do it, but I dont think they can because hide is not like invisibility. Hide doesnt give you affecting only self status, which is what you'd need. If they gave hide AOS status, then you'd have to toggle it off to AS.
-Largo
Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian
I think it's fairly possible from a code standpoint, but not how you're thinking of doing it Largo.
If they can determine whether or not you're stealthed to crit from hide, and they script in 'If status hidden and has assassination inherent do X % or X points more damage' on a power, they should be able to put in something to the effect of 'If status hidden and assassination inherent power effect X does not apply'. I do strongly believe that there is some sort of a hidden status flag, because it does pop up on your screen stating that you are 'hidden' when you're playing a Soldier of Arachnos, Stalker, etc.
Though that's me extrapolating as a coder with other things, you may very well be right depending on where and how they put the code into effect here.
The damage portions of all Stalker powers, as well as some pool powers, do have a "flag" that tells them to do extra damage if in a Hidden state (the pool powers also include a "if a Stalker" line), but it's not actually tied to the Stalker's inherent power, which is mostly just an icon.
I think what you want is "kind of" possible, but probably wouldn't actually do what you want.
Those powers' control effects could be flagged to suppress while Hidden, I believe, and they'd no longer cause Stun/Fear which could help you stay Hidden, but as long as they're making tohit rolls with "Notify Mobs: Always" (the part of a power that determines whether using it will alert mobs to your presence), you'll probably still aggro enemies.
So basically, it could work in the sense that it wouldn't take you out of Hidden state, but it can't make the power not alert enemies while you're there.
This is all just theory though, based on how I understand the powers systems.
That sounds like a great idea to me.
I havent played a Dark Armour stalker but I cna imagine how irritating it would be with the way these powers work at the moment.
It could be done. Whether it would require some extra code or just a change to the powers spreadsheet to work exactly like that is speculation.
The damage portions of all Stalker powers, as well as some pool powers, do have a "flag" that tells them to do extra damage if in a Hidden state (the pool powers also include a "if a Stalker" line), but it's not actually tied to the Stalker's inherent power, which is mostly just an icon.
I think what you want is "kind of" possible, but probably wouldn't actually do what you want. Those powers' control effects could be flagged to suppress while Hidden, I believe, and they'd no longer cause Stun/Fear which could help you stay Hidden, but as long as they're making tohit rolls with "Notify Mobs: Always" (the part of a power that determines whether using it will alert mobs to your presence), you'll probably still aggro enemies. So basically, it could work in the sense that it wouldn't take you out of Hidden state, but it can't make the power not alert enemies while you're there. This is all just theory though, based on how I understand the powers systems. |
"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
I have a /da stalker, and the toggles are a headache solo. I'm pretty sure the availability of fear/stun constantly to nearby enemies is a balance point of dark armor...having my main brute a /DA brute made me aware of how strong they are.
They simply stand in complete conflict with the stalker inherent. You cannot use assassin strike with the on, and using hide is a trick as well.
A few suggestions I'd posted before:
Suppress while hidden (A developer said this is not possible, because as long as the power is on, critters will aggro)
Have the power toggle two powers: hidden and revealed. When the 'Hidden' status comes up, the true cloak of fear/oppressive gloom are turned off, and a simple aura power replaces them. These powers are hidden, and carry the endurance cost of a max-end reduced aura, but cannot be slotted or seen. When the player is revealed, the powers activate the real control auras and deactivate.
Have the powers gain a reduced recharge rate, and make the activation animation interruptible, so that it does not root/keep you from reacting. (If not removing the animation altogether.)
Replace the powers with longer lasting click status powers.
(A PbAoE fear/stun click, of the same radius.)
As I was playing my dark armor stalker today it occurred to me, we have suppression for powers already, PVP, Stuns, Holds, Travel suppression, etc...
Why not apply that to Cloak of Fear, or Oppressive Gloom while we're hidden, instead of having to detoggle those powers whenever we Placate or attempt to have assassin strike someone.
It seems to be a fairly logical idea to me, especially since those two powers are pretty important mitigators that knock us out of stealth when they're active and we're near an enemy.
What do you guys think?
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