Unanswered Pummit Questions


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Slaunyeh View Post
Is that the explanation they gave, or is it your rationalization?

Because is still makes no sense.
That's only ever been player rationalisation, never an official stance. I hope that with the changes to make Stalkers more effective out of Hide, people's insistence that they're "melee Blasters" and "only ever stealthy" will be blunted some.


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.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
That's only ever been player rationalisation, never an official stance. I hope that with the changes to make Stalkers more effective out of Hide, people's insistence that they're "melee Blasters" and "only ever stealthy" will be blunted some.
Hmm. You sure that's just the player stance?

Quote:
Originally Posted by Synapse View Post
That's part of it. It boils down to 3 major factors. One of which you just mentioned. The other two being Titan Weapons being thematically weird for Stalkers. Stalkers are all about subtlety, Titan Weapons is the farthest thing from this. Lastly, time contributed to all of this.
Synapse and co seem to think Titan Weapons aren't thematic for Stalkers.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by BrandX View Post
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).
just a random thought...with Momentum and how the new Stalker change proposals...think TW would be just a tad overpowered on them?


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
That's only ever been player rationalisation, never an official stance. I hope that with the changes to make Stalkers more effective out of Hide, people's insistence that they're "melee Blasters" and "only ever stealthy" will be blunted some.
Uhm. No.

To quote Synapse (here):

Quote:
That's part of it. It boils down to 3 major factors. One of which you just mentioned. The other two being Titan Weapons being thematically weird for Stalkers. Stalkers are all about subtlety, Titan Weapons is the farthest thing from this. Lastly, time contributed to all of this.
Literally the first comment from a dev on the stalker vs. TW issue was "big weapons aren't sneaky".

And while that may be true, there was, until now, nothing forcing stalkers to be a sneaky character concept. I mean, how else do you justify strapping light bulbs to your hands or cover yourself in crackling lightning storms? That's not exactly screaming STEALTH either.

In the end, they created a melee set to specifically not work for stalkers. Whether this was by design or accident I can't say (and honestly, wouldn't care. Done is done), but the concept excuse is just weak. I was just wondering if they are still clinging to that.


Thought for the day:

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

=][=

 

Posted

Quote:
Originally Posted by Slaunyeh View Post
Uhm. No.

To quote Synapse (here):
Scooped.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Dispari View Post
Scooped.
Curse my colleagues for bothering me before I could hit submit!

Good summary though!


Thought for the day:

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

=][=

 

Posted

Quote:
Originally Posted by Mr. DJ View Post
just a random thought...with Momentum and how the new Stalker change proposals...think TW would be just a tad overpowered on them?
If it's not overpowered on the other ATs, no I don't think it'll be overpowered on Stalkers.

I really just want the Ninitsu powerset to be used with it! It's the only Positional Defense/Healing set, and can't pair it with the new big sword.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Firemoth View Post
Time Manipulation fun fact- swirl direction changes depending on if you are buffing or debuffing someone. Clockwise=Buff Counterclockwise=DeBuff
Hmm... I thought Tunnel Rat already said that in a UStream Chat... Might be wrong, but I seem to remember it being said...

Ah well. Nothing wrong with saying it again!


Quote:
Originally Posted by Firemoth View Post
Titan Weapons-
-So far Hammer and Sword, potential for Axe as well.
Unless they remove it, there's already an Axe in the set. It's not very customizable, but it's there, and the one I'll be using. It looks the best. The rest are meh, or a joke (Fustion Hammer).


Quote:
Originally Posted by Firemoth View Post
Now if we can just get the in-house video they made, and (supposedly) showed at the Powers Panel...




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Biggest Troll on the forums? I'll give you a hint:

 

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.



 

Posted

Quote:
Originally Posted by Oathbound View Post
Indeed. Would be nice to know.
Arbiter Hawk succinctly summed up the Stalker improvements. I'll add this though:

Using Assassin Strike while hidden is still interruptible. It is the only way of dealing that massive scale 7 damage and inflicting demoralize. If you placate an enemy you are considered hidden and will execute an interruptible Assassin's Strike.

In practice these changes should feel pretty good. You can open up with Build Up>Assassin's Strike>Placate>Whatever and then go about hitting remaining enemies and building stacks of Assassin's Focus. In a more prolonged fight Assassin's Strike will be able to be used more than just an opener.

This change is also intended to solve the "very efficient team" problem. It's great that your team is super efficient at obliterating enemies, but it's a bummer for the Stalker because a spawn is often wiped out before they get a chance to land an Assassin's Strike. With the discussed changes they'll still be able to use the Assassin's Strike power and if they stack enough Assassin's Focus they'll be able to deal pretty massive damage very quickly. They'll be able to do this regardless if their team isn't allowing them to open up with an Assassin's Strike from hide.

I feel there is definitely a time and place for the Assassin's Strike from hide. The intent here is NOT to replace this power's stealth functionality. When I22 hits beta we'll have our eyes peeled to your feedback, as it will be critical to the success of these changes.

Darkness Control

I'll give out the information that was given in the power point here. We talked about 8 of the 9 powers.

Tier 1: Shadowy Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly)
Tier 2: Dark Grasp (Ranged, Moderate DMG(Negative), Foe Hold, -To Hit)
Tier 3: Living Shadows Ranged (Cone), Minor DoT(Negative), Foe Immobilize, -To Hit, -Fly
Tier 4: Possess (Ranged, Target Confuse)
Tier 5: Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
Tier 6: Heart of Darkness (PBAoE, Foe Disorient, -To Hit, Minor DoT(Negative))
Tier 7: Haunt (Foe Targeted, Summon Shades)
Tier 8: Shadow Field (Target (Location AoE), Foe Hold, -To Hit)
Tier 9: ??? (ZOMG! What could it be?)

At the powers panel, we didn't reveal the Tier 9 power. That will be revealed at a later date, so stay tuned. One thing to note, as Tunnel Rat mentioned, the tentacles have been replaced with more of an inky shadowy feel. Some bits of info we gave out:

Possess: This power darkens the target and gives them spooky glowing eyes and makes them confused.
Haunt: This power effectively places a taunt aura on your target and spawns two Shades. These dark entities alternate between a punch attack and a terrorize attack. The Shades will continue to beat on their target until either they are killed or their target is defeated. Once their target is defeated, they will move about attacking other targets at random. Their damage is pretty decent, and this power offers a fair amount of control. They are uncontrollable like all other Controller/Dominator pets.

I think that's about it for Darkness Control.

We also announced to proliferated sets. What would Darkness Control be without Dark Miasma for Controllers (called Darkness Affinity) and Dark Assault for Dominators.

Darkness Affinity
This power is a proliferated version of Dark Miasma for Controllers. You're likely thinking "why the name change?" Well, we pulled out Fearsome Stare and Petrifying Gaze because: a) Fearsome Stare really belongs in Darkness Control and b) Petrifying Gaze is pretty redundant when paired with Darkness Control as its effectively a copy of Dark Grasp, but without the damage. I felt this necessitated a name change.

In their places we added Fade and Soul Absorption:

Fade is a short duration, long recharge, high defense boost to your entire team. It's intended to prevent team mates from being defeated when they're low on health. This will hopefully give you enough time to fire off a Twilight Grasp to heal them. Internally, I've heard it compared to "a weaker Moment of Glory for your team". I think that's fairly accurate.

Soul Absorption is a handy power that grants nearby team mates regeneration and recovery for each nearby defeated foe. This can spell a massive boost to regeneration and recovery with enough valid targets. Think Stygian Circle for your whole team, but instead of +hp/+end you get +regen/+recovery.

Dark Assault
This power is a mix of Dark Melee and Dark Blast. You've got a fun mix of powers in there. I think Dominators will enjoy the set. It offers a nice mix of damage, control and survivability. It also features a new power called Gather Shadows. This is effectively a combo of Build Up and Power Boost. You lose your +to hit and have reduced effectiveness of the +damage and +effects, but you get both. It's a trade-off to be sure. I look forward to player feedback on this.

As always everything mentioned above is subject to change in beta. I'll be having my eyes glued to the forums when this hits the training room. For those of you who made it to the Pummit, it was great to mingle with you all.

Regards,
Synapse


 

Posted

Fade and Soul Absorption sound pretty fun. I'll definitely give those a look-see.

I really don't think Assassin's Strike out of hide should interruptible due to the imbalance that presents between defense- and resistance-based secondaries.


 

Posted

Haunt sounds a lot like Phantom army, is that about right?
I really, really, really want a Dark/Dark Dominator right about now.


 

Posted

Quote:
Originally Posted by Lazarillo View Post
Haunt sounds a lot like Phantom army, is that about right?
I really, really, really want a Dark/Dark Dominator right about now.
Phantom army can't be damaged where as the haunts can. It's more like elec control's gremlins or plant control's fly trap.


Liberty Server (@enderbean)
Arcs on Live
#1460 Hometown Rivalry

 

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.
This just cannot come out fast enough for me, TY guys very much! Maybe once these go into effect, the whole "lolstalkers" thing can finally fade away in a year or two... (hey, you know how people are!)


 

Posted

Hi Synapse,

I'm not really a stalker kinda' person ...

But wouldn't the proposed AS change work out better for stalkers with lots of +def than those with different forms of mitigation?


 

Posted

Quote:
Originally Posted by Arbiter Hawk View Post
Hey all,

Stopping in here to answer some questions:



Dark Astoria critters and mission content will provide threads, components, and both Astral and Empyrean merits.



Dark Astoria has Incarnate story arc, repeatable mission content, and level 50 to 54 npc enemies from several villain groups if you feel like street sweeping.



Staff Fighting will be available for Stalkers, Brutes, Tankers, and Scrappers.



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.
Helloooooo, we LIKE this! We like this a LOT!


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

I wonder if Tyrant might send some of his troops to DA to try and get Diabolique back, or if he's kinda neutral about losing control of her?


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Synapse View Post
Arbiter Hawk succinctly summed up the Stalker improvements. I'll add this though:

Using Assassin Strike out of hide is still interruptible. It is the only way of dealing that massive scale 7 damage and inflicting demoralize. If you placate an enemy you are considered hidden and will execute an interruptible Assassin's Strike.

In practice these changes should feel pretty good. You can open up with Build Up>Assassin's Strike>Placate>Whatever and then go about hitting remaining enemies and building stacks of Assassin's Focus. In a more prolonged fight Assassin's Strike will be able to be used more than just an opener.

This change is also intended to solve the "very efficient team" problem. It's great that your team is super efficient at obliterating enemies, but it's a bummer for the Stalker because a spawn is often wiped out before they get a chance to land an Assassin's Strike. With the discussed changes they'll still be able to use the Assassin's Strike power and if they stack enough Assassin's Focus they'll be able to deal pretty massive damage very quickly. They'll be able to do this regardless if their team isn't allowing them to open up with an Assassin's Strike from hide. If you get hit with a good Fulcrum Shift, your stalker is better off using regular attacks to finish off mobs than trying to set up AS.

I feel there is definitely a time and place for the Assassin's Strike from hide. The intent here is NOT to replace this power's stealth functionality. When I22 hits beta we'll have our eyes peeled to your feedback, as it will be critical to the success of these changes.
I am still a bit confused by what exactly Assassin Focus does. I was under the impression that the Focus gives you more chance so Assassin Strike has a higher chance to do critical damage out-of-hidden? So in real gaming situation, you start with BU + AS, and then you scrap out to build up Focus until the fight is over, but by the time you reach the next group, aren't you already in "hidden" which gives AS 100% critical?

Or Assassin Focus improves activation time? "With the discussed changes they'll still be able to use the Assassin's Strike power and if they stack enough Assassin's Focus they'll be able to deal pretty massive damage very quickly"


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 Golden Girl View Post
I wonder if Tyrant might send some of his troops to DA to try and get Diabolique back, or if he's kinda neutral about losing control of her?
There's a small army of Primal Incarnates kicking his door in. I think he has other things to worry about.


 

Posted

Quote:
Originally Posted by Synapse View Post
Arbiter Hawk succinctly summed up the Stalker improvements. I'll add this though:

Using Assassin Strike out of hide is still interruptible. It is the only way of dealing that massive scale 7 damage and inflicting demoralize. If you placate an enemy you are considered hidden and will execute an interruptible Assassin's Strike.

In practice these changes should feel pretty good. You can open up with Build Up>Assassin's Strike>Placate>Whatever and then go about hitting remaining enemies and building stacks of Assassin's Focus. In a more prolonged fight Assassin's Strike will be able to be used more than just an opener.

This change is also intended to solve the "very efficient team" problem. It's great that your team is super efficient at obliterating enemies, but it's a bummer for the Stalker because a spawn is often wiped out before they get a chance to land an Assassin's Strike. With the discussed changes they'll still be able to use the Assassin's Strike power and if they stack enough Assassin's Focus they'll be able to deal pretty massive damage very quickly. They'll be able to do this regardless if their team isn't allowing them to open up with an Assassin's Strike from hide.

I feel there is definitely a time and place for the Assassin's Strike from hide. The intent here is NOT to replace this power's stealth functionality. When I22 hits beta we'll have our eyes peeled to your feedback, as it will be critical to the success of these changes.

Darkness Control

I'll give out the information that was given in the power point here. We talked about 8 of the 9 powers.

Tier 1: Shadowy Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly)
Tier 2: Dark Grasp (Ranged, Moderate DMG(Negative), Foe Hold, -To Hit)
Tier 3: Living Shadows Ranged (Cone), Minor DoT(Negative), Foe Immobilize, -To Hit, -Fly
Tier 4: Possess (Ranged, Target Confuse)
Tier 5: Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
Tier 6: Heart of Darkness (PBAoE, Foe Disorient, -To Hit, Minor DoT(Negative))
Tier 7: Haunt (Foe Targeted, Summon Shades)
Tier 8: Shadow Field (Target (Location AoE), Foe Hold, -To Hit)
Tier 9: ??? (ZOMG! What could it be?)

At the powers panel, we didn't reveal the Tier 9 power. That will be revealed at a later date, so stay tuned. One thing to note, as Tunnel Rat mentioned, the tentacles have been replaced with more of an inky shadowy feel. Some bits of info we gave out:

Possess: This power darkens the target and gives them spooky glowing eyes and makes them confused.
Haunt: This power effectively places a taunt aura on your target and spawns two Shades. These dark entities alternate between a punch attack and a terrorize attack. The Shades will continue to beat on their target until either they are killed or their target is defeated. Once their target is defeated, they will move about attacking other targets at random. Their damage is pretty decent, and this power offers a fair amount of control. They are uncontrollable like all other Controller/Dominator pets.

I think that's about it for Darkness Control.

We also announced to proliferated sets. What would Darkness Control be without Dark Miasma for Controllers (called Darkness Affinity) and Dark Assault for Dominators.

Darkness Affinity
This power is a proliferated version of Dark Miasma for Controllers. You're likely thinking "why the name change?" Well, we pulled out Fearsome Stare and Petrifying Gaze because: a) Fearsome Stare really belongs in Darkness Control and b) Petrifying Gaze is pretty redundant when paired with Darkness Control as its effectively a copy of Dark Grasp, but without the damage. I felt this necessitated a name change.

In their places we added Fade and Soul Absorption:

Fade is a short duration, long recharge, high defense boost to your entire team. It's intended to prevent team mates from being defeated when they're low on health. This will hopefully give you enough time to fire off a Twilight Grasp to heal them. Internally, I've heard it compared to "a weaker Moment of Glory for your team". I think that's fairly accurate.

Soul Absorption is a handy power that grants nearby team mates regeneration and recovery for each nearby defeated foe. This can spell a massive boost to regeneration and recovery with enough valid targets. Think Stygian Circle for your whole team, but instead of +hp/+end you get +regen/+recovery.

Dark Assault
This power is a mix of Dark Melee and Dark Blast. You've got a fun mix of powers in there. I think Dominators will enjoy the set. It offers a nice mix of damage, control and survivability. It also features a new power called Gather Shadows. This is effectively a combo of Build Up and Power Boost. You lose your +to hit and have reduced effectiveness of the +damage and +effects, but you get both. It's a trade-off to be sure. I look forward to player feedback on this.

As always everything mentioned above is subject to change in beta. I'll be having my eyes glued to the forums when this hits the training room. For those of you who made it to the Pummit, it was great to mingle with you all.

Regards,
Synapse
all of this just sounds amazingly awesome and i cannot wait for this (i already got at least 2 new toons i want to make because of this lol


 

Posted

Quote:
Originally Posted by Lazarillo View Post
Haunt sounds a lot like Phantom army, is that about right?
I really, really, really want a Dark/Dark Dominator right about now.
Phantom Army are invincible entities. Haunts can be killed relatively easily. Just how easily will likely change in beta if they're too squishy. The intent is for them to lock down a target for awhile.

The intended strategy is to control your enemies so their survivability increases. Additionally Shades can be healed and buffed.

Synapse


 

Posted

Quote:
Originally Posted by Synapse View Post
Phantom Army are invincible entities. Haunts can be killed relatively easily. Just how easily will likely change in beta if they're too squishy. The intent is for them to lock down a target for awhile.

The intended strategy is to control your enemies so their survivability increases. Additionally Shades can be healed and buffed.

Synapse
Sounds cool.


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 BurningChick View Post
Hi Synapse,

I'm not really a stalker kinda' person ...

But wouldn't the proposed AS change work out better for stalkers with lots of +def than those with different forms of mitigation?
Stalkers with defensive builds are more likely to be able to use an Assassin Strike from hide. That is no different than it is on live currently. The intent now is to allow everyone to use Assassin Strike regardless if they're in hide or not. The out of hide Assassin Strike should benefit all secondary sets relatively equally as it isn't interruptible.

Synapse


 

Posted

Quote:
Originally Posted by Slaunyeh View Post
Is that the explanation they gave, or is it your rationalization?

Because is still makes no sense.
Theirs. I used "Assassin with a broadsword" (sorry, those swords are loud as opposed to daggers/etc)

I still want to see giant squeaky clown hammer/anime hammer.

And Synapse, thanks so much for the more detailed explainations. I tried my best, but I just couldn't remember everything. You rock! (Free internet hugs!)

Edit: And you snuck out before I could get your autograph on my CoH/CoV book


 

Posted

Quote:
Originally Posted by Synapse View Post
The out of hide Assassin Strike should benefit all secondary sets relatively equally as it isn't interruptible.

Synapse
Ok, but

Quote:
Originally Posted by Synapse View Post

Using Assassin Strike out of hide is still interruptible. It is the only way of dealing that massive scale 7 damage and inflicting demoralize. If you placate an enemy you are considered hidden and will execute an interruptible Assassin's Strike.
?!?!?!
[edit]
Oh...I get it. You used the same phrase to mean two different things...Using Assasin Strike WHILE HIDDEN is still interruptible, etc. Gotcha.


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