Unanswered Pummit Questions


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Leo_G View Post
OH! OH! I almost forgot!

Dark Control is suppose to be a inky/oily theme? I remember a poster (can't remember the name) suggesting a visual FX like a reverse rain where drops rise up from the ground as an interesting look for a dark-theme.

Reverse Shadow Rain! Do it, devs! There's still time!
That sounds awesome in a way that makes me jealous on my existing Dark Miasmas.


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

 

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Originally Posted by Golden Girl View Post
Will it give both kinds of IXP too?
signs point to yes but we'll know for sure very soon


 

Posted

it would be very baffling if they did not give iXP for any mobs in DA2.0. Frankly I'm not sure why they would want to not give it out, since iXP is the basis of unlocking everything. Being in a zone environment and smaller missions is going to cut back on the amount piling onto players as with trials where they throw EBs and AVs at you.

And VIP gating it like First Ward would just mean freems and preems could enter the zone without being able to do any contact content, it wouldn't (and shouldn't) mean strictly VIP only access.


 

Posted

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Originally Posted by Agent White View Post
it would be very baffling if they did not give iXP for any mobs in DA2.0. Frankly I'm not sure why they would want to not give it out, since iXP is the basis of unlocking everything. Being in a zone environment and smaller missions is going to cut back on the amount piling onto players as with trials where they throw EBs and AVs at you.
A lack of IXP - or reduced IXP - is one of the ways to slow down the solo progress - although they seem to be looking at time-gating Empyreans right now as a method of slowing the non-Trial path.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Arbiter Hawk View Post
We're testing three improvements to stalkers in i22:
-Assassin's Strike: using Assassin's Strike outside of hide will be an uninterruptible attack with no windup time, dealing Superior damage. This will allow Stalkers to do very competitive dps.
-All Stalker attacks that are not Assassin's Strike will build stacks of a buff called Assassin's Focus. Assassin's Focus increases your chance to critically strike with the out-of-hide Assassin's Strike.
-Stalker Buffed Max HP will be increased by about 400. This should allow them to fully benefit from powers like dull pain, hoarfrost, etc.
-These changes to Stalkers should make them very competitive top-end damage dealers, and help them with their early attack chain since they can use Assassin's Strike mid-combat.
I was going to suggest something like that for Assassin Strike! To make it a high DPS attack when not hidden, glad I don't have to!

Buffed HP cap is awesome and needed imo for the sets with +HP

Just give Stalkers access to Titan Weapons and I'll be a happy player!


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

there's a post around here somewhere, pretty sure TW will be for all melee ATs


 

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Originally Posted by Mr. DJ View Post
there's a post around here somewhere, pretty sure TW will be for all melee ATs
There's a thread in the beta section based around the idea that Stalkers won't get them


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Hyperstrike View Post
One thing we know for sure now.


Hehe....WIN
Especially since I was the one asking the question about the hats that got that comment. I has a happy now


 

Posted

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Originally Posted by Mr. DJ View Post
there's a post around here somewhere, pretty sure TW will be for all melee ATs
At the Pummit they said that Stalkers will not be getting Titan Weapons.


 

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Originally Posted by UberGuy View Post
That's not the proposal I was responding to. I don't have Thunder Kick, and would have no room for it unless it was made into a cone or something.



Yes, because it would screw up my existing attack chain and require significantly more recharge to fix.
I'll definitely vote for getting rid of Thunder Kick for a cone or pbaoe for sure and I still think MA ST damage still has room for improvement. EM and DM are only ranking a tiny bit behind but both of them do dual damage type which has an advantage.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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Originally Posted by Adeon Hawkwood View Post
At the Pummit they said that Stalkers will not be getting Titan Weapons.
tears........... *_*

I can't imagine why they would do that. Why can't they just re-name Titan Weapon to Deadly Scythe or something like that and just change the weapon images so Stalker isn't holding a big Giant Axe? If they spent the time to create a new melee "cash" set, why are they excluding sales from stalker fans?

I know I certainly will not buy Titan Weapon because I don't play Brute/Scrapper/Tanker and the fact that they want to exclude Stalker makes me hate this set even more!


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

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Originally Posted by Adeon Hawkwood View Post
At the Pummit they said that Stalkers will not be getting Titan Weapons.


aw cheese and crackers...


 

Posted

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Originally Posted by Golden Girl View Post
A lack of IXP - or reduced IXP - is one of the ways to slow down the solo progress - although they seem to be looking at time-gating Empyreans right now as a method of slowing the non-Trial path.
Just being a zone slows down the progress versus the trial. Street sweeping for an hour is very likely not going to give you the same progress as an hour in a trial.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
At the Pummit they said that Stalkers will not be getting Titan Weapons.
Did they give more of an answer outside of "We dont think it fits the concept"?

Just curious. If they lack it, I may go with SomethingElse/Ninja Stalker. But the posted changes look to increase Stalker DPS, which was my only problem with them (other may not have had this problem This is just my own personal view on them and having one at 50).

I just really like Titan Weapons and want to pair it with Ninjitsu (for the agility/heal feel more than anything).


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Agent White View Post
Just being a zone slows down the progress versus the trial. Street sweeping for an hour is very likely not going to give you the same progress as an hour in a trial.
But there are also missions to run to, which would give faster IXP - by making the non-Trial path require Thread sto be used to make IXP, it'd be one way of slowing it down - although I still think that there'll be some IXP in the DA revamp.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Ok, here's what I've got from my notes:

Time Manipulation fun fact- swirl direction changes depending on if you are buffing or debuffing someone. Clockwise=Buff Counterclockwise=DeBuff

Titan Weapons-
-Available to Scrappers, Tanks, and Brutes (sorry, not for stalkers, then again kind of hard to be sneaky with a giant a$$ hammer)
-Essentially allows 1 power to do 2 things (with momentum or without momentum)
-Goes off of a momentum system.
-No momentum, slow attacks, if you have momentum you have shorter animations and more AoE goodness.
-So far Hammer and Sword, potential for Axe as well.

Dark Control- Sorry, no tentacles people
Move list:
Shadowy Binds- DoT/Imob
Dark Grasp- Mod Dmg/Hold
Living Shadows- Wide Cone/Dot/Imob
Posses- Confuse (with glowing eye goodness)
Fearsome Stare- Cone/Terror
Heart of Darkness- PBAoE/DoT/Disorient
Haunt- Summons Shades Dmg/Fear/Taunt (to the shades). Essentially, the shades will go out and attack the mob in question, casting taunt and fear on them while attacking them. If the mob dies, they will move on to another (like gangwar, we can't control where they go) to attack. They ARE killable, and somewhat squishy.
Shadow Field- Ranged AoE/Hold
Tier 9- TBA

It looked really interesting, with all the dreary, inky effects.

Staff Melee- Scrapper, Brute, Tank, Stalker
Power Staff Mastery- much like Swap Ammo, in where you can pick from three styles
Mind = gives boost to recharge
Body= Gives boost to Damage
Soul= Gives end discount
Perfection is built thru attacks, and there are two attacks that will either build or spend it.
Eye of the Storm and Sky Splitter.
Staff will have a longer range than most melee classes.

Addition:
Dark Assault for Dominators

Two new darkness powers (I believe for controllers in the prestige pool? Was hard to hear)
Soul Absorption- Regen+ after defeating enemies (for whole group
Fade- Targeted, like a mini MoG for others.

Stalker changes have already been mentioned, so won't bring them up again

Video Examples!:
http://www.youtube.com/watch?v=hmmeswm4Nkw and http://www.youtube.com/watch?v=YS5jy55HvC4 for titan weapons

http://www.youtube.com/watch?v=WJOc4bkfeIw for staff fighting.

Sorry, nothing to find on Darkness!
And as they stated in the panel,
ALL OF THIS IS SUBJECT TO CHANGE DURING BETA


 

Posted

Quote:
Originally Posted by UberGuy View Post
As mentioned, FS works in Dark Miasma it gives the set strong mitigation through control. Controllers already have strong control, and it sounds like they're getting replacement mitigation in their version of DM through something else (sounds kinda like Foresight).
FS gives mitigation though both control and debuff. Fearsome stare has as much to hit debuff as darkest night and its click debuff nature means that it is far more likely to hang around than the toggle debuff of DN, as that can be dropped through any number of methods. All my dark corruptors rely heavily on the debuff from fearsome stare - sometimes I never even get DN off, as its cast time is extremly annoying.

Now, one of the earlier respondents was correct to say that controllers have a other forms of mitigation in their primary so they don't need as much in their secondary as a defender/corruptor - but if dark miasma is NOT overpowered as a corruptor/defender secondary compared to, say, radiation, then removing a good chuck of its debuff/control doesn't make sense unless its replaced with a similar amount of buff/debuff that comes in some other way.

However, as this point we really don't know anything other than the fact that FS is being replaced by something - so I will hold any more discussion for a time when we actually know something.

EDIT: I just saw firemoths post above this one - it looks like the last two powers listed:

Quote:
Two new darkness powers (I believe for controllers in the prestige pool? Was hard to hear)
Soul Absorption- Regen+ after defeating enemies (for whole group
Fade- Targeted, like a mini MoG for others.
Are the replacements for FS/PG. If fade is can be slotted so its up a reasonable amount of the time, it might be a decent replacement, especially as def buffs are more valuable in the end game the to hit debuffs.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by Golden Girl View Post
But there are also missions to run to, which would give faster IXP - by making the non-Trial path require Thread sto be used to make IXP, it'd be one way of slowing it down - although I still think that there'll be some IXP in the DA revamp.
Even with missions to be run so you can get 4x/8x experience, I still don't see it being equivalent to trials on an hour for hour basis.

And I don't think they plan to make *every* aspect of incarnate progress glacially slow for the solo path. iXP is solely used for unlocking slots, which by themselves do nothing. I think the main slow down we'll be seeing is with the incarnate components and empyreal merits. I'm really not expecting e-merits to drop more than say, one a day. Astrals and threads, or at least threads, might have a comparable rate, slower but not '1 a day' slow (not to mention that week to week you can always supplement with an Astral and 10 threads off the SSAs).


 

Posted

Quote:
Originally Posted by EricHough View Post
Now, one of the earlier respondents was correct to say that controllers have a other forms of mitigation in their primary so they don't need as much in their secondary as a defender/corruptor - but if dark miasma is NOT overpowered as a corruptor/defender secondary compared to, say, radiation, then removing a good chuck of its debuff/control doesn't make sense unless its replaced with a similar amount of buff/debuff that comes in some other way.
Which I mentioned they are are doing, and you went on to quote what I was talking about.


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

Quote:
Originally Posted by Firemoth View Post

Staff Melee- Scrapper, Brute, Tank, Stalker
Power Staff Mastery- much like Swap Ammo, in where you can pick from three styles
Mind = gives boost to recharge
Body= Gives boost to Damage
Soul= Gives end discount
Perfection is built thru attacks, and there are two attacks that will either build or spend it.
Eye of the Storm and Sky Splitter.
Staff will have a longer range than most melee classes.
I would assume Staff won't have build up then? Would this be the first stalker primary that has no build up?


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
I would assume Staff won't have build up then? Would this be the first stalker primary that has no build up?
I didn't catch if there was one, but I think the build up goes in part with it's forms.


 

Posted

Quote:
Originally Posted by Oathbound View Post
Figures they wouldn't ustream the 3 panels most people are actually interested in knowing about.
Not sure if you got an answer to this later in the thread or not, but I figured I would post something since I am reading now.

One of the two rooms used for these panels was TINY. It filled up really fast and had to turn people away. I doubt there would have been room for the recording equipment in it.

I sat at a table with some of the devs and I got the impression that they were quite surprised just how small that one room was.


 

Posted

Quote:
Originally Posted by TehHippeh View Post
Not sure if you got an answer to this later in the thread or not, but I figured I would post something since I am reading now.

One of the two rooms used for these panels was TINY. It filled up really fast and had to turn people away. I doubt there would have been room for the recording equipment in it.

I sat at a table with some of the devs and I got the impression that they were quite surprised just how small that one room was.
Yeah...I don't think even "TINY" works to describe that room. I've had bathrooms bigger than that room


 

Posted

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Originally Posted by Firemoth View Post
(sorry, not for stalkers, then again kind of hard to be sneaky with a giant a$$ hammer)
Is that the explanation they gave, or is it your rationalization?

Because is still makes no sense.


Thought for the day:

"Hope is the first step on the road to disappointment."

=][=

 

Posted

Quote:
Originally Posted by Arbiter Hawk View Post
We're testing three improvements to stalkers in i22:
-Assassin's Strike: using Assassin's Strike outside of hide will be an uninterruptible attack with no windup time, dealing Superior damage. This will allow Stalkers to do very competitive dps.
-All Stalker attacks that are not Assassin's Strike will build stacks of a buff called Assassin's Focus. Assassin's Focus increases your chance to critically strike with the out-of-hide Assassin's Strike.
-Stalker Buffed Max HP will be increased by about 400. This should allow them to fully benefit from powers like dull pain, hoarfrost, etc.
-These changes to Stalkers should make them very competitive top-end damage dealers, and help them with their early attack chain since they can use Assassin's Strike mid-combat.
Dear Arbiter Hawk: I love you. I don't know what involvement you had with those changes, but I still love you for telling us. My love letter is in the mail as we speak.

Seriously, though - this is amazing news. Long ago, I made a thread (several, actually) about things that I wanted to see happen to Stalkers, and much of what we're getting is in those new changes, plus a little more I hadn't even thought of. This is very good news, and just what I needed to make me want to play my Stalkers again.

Thank you!


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.