Unanswered Pummit Questions
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After reading and thinking about it, I believe he typed "using assassin strike out of hide" to mean using assassin strike while in hide.
Can you clarify one thing?
Your first post starts by saying "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." And in the above post you said "The out of hide Assassin Strike should benefit all secondary sets relatively equally as it isn't interruptible." |
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Major typo on my part. I edited my original post to hopefully avoid future confusion! Sorry about this guys. TL;DR version:
Ok, but
?!?!?! [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. |
-If hidden, Assassin Strike is interruptible and does scale 7 damage and can inflict demoralize.
-If not hidden Assassin Strike is NOT-interruptible and deals superior damage. Its critical chance is equal 33.3% per stack of Assassin's Focus.
Again, sorry for the confusion. Hopefully that clears things up!
Synapse
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33% Per Stack??? AWESOME!
Major typo on my part. I edited my original post to hopefully avoid future confusion! Sorry about this guys. TL;DR version:
-If hidden, Assassin Strike is interruptible and does scale 7 damage and can inflict demoralize. -If not hidden Assassin Strike is NOT-interruptible and deals superior damage. Its critical chance is equal 33.3% per stack of Assassin's Focus. Again, sorry for the confusion. Hopefully that clears things up! Synapse |
and FPARN
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The notion that stalkers were designed to be "melee blasters" was discussed during CoV beta, with dev participation, alongside discussions such as "brutes are not redside tankers" and "masterminds are (partially) meat shields, not redside controllers." It was never a player rationalization; in fact the prevailing player notion at the time was that stalkers were just scrappers with stealth, a notion disavowed by the dev team at the time.
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Thanks for clarifying - really looking forward to these changes!
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WOW! Holy Crap.
-If not hidden Assassin Strike is NOT-interruptible and deals superior damage. Its critical chance is equal 33.3% per stack of Assassin's Focus.
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Will AS get the Orange Reticle treatment a la DB/StJ? Or can we monitor this through real numbers?
On that note, can we monitor the regular scaling Crit chance through real numbers soon?
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I think it's safe to say that the original design of some archetypes differ from reality. Changes like the ones mentioned in this thread are the result of seeing a problem and then choosing to redefine the archetype's original design or to stick with their original design.
The notion that stalkers were designed to be "melee blasters" was discussed during CoV beta, with dev participation, alongside discussions such as "brutes are not redside tankers" and "masterminds are (partially) meat shields, not redside controllers." It was never a player rationalization; in fact the prevailing player notion at the time was that stalkers were just scrappers with stealth, a notion disavowed by the dev team at the time.
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The case of the Stalker changes I think it's a bit of both. We definitely don't want to completely change the stealthy flavor of the archetype, but a the same time we want to more strongly define them as a competent single target damage dealer. As I've mentioned earlier I can't wait for you guys to hammer on this, poke holes in the design and help us make this change be as positive as possible.
Synapse
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Thanks for clearing, you just got me nervous there ;P Now, for my reaction to this:
Major typo on my part. I edited my original post to hopefully avoid future confusion! Sorry about this guys. TL;DR version:
-If hidden, Assassin Strike is interruptible and does scale 7 damage and can inflict demoralize. -If not hidden Assassin Strike is NOT-interruptible and deals superior damage. Its critical chance is equal 33.3% per stack of Assassin's Focus. Again, sorry for the confusion. Hopefully that clears things up! Synapse |
/e plot (insert evil giggle)
Now THIS is going to be fun to test on my main! >
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It won't have the orange reticule treatment. The bit that is being tracked isn't something that can be evaluated by the code that supports the highlight ring.
WOW! Holy Crap.
Will AS get the Orange Reticle treatment a la DB/StJ? Or can we monitor this through real numbers? On that note, can we monitor the regular scaling Crit chance through real numbers soon? |
The way the player will know that they have max stacks of Assassin's Focus is by looking for 3 stacks of the power in your buff bar.
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I'm more worried about trying to get the 200 Banished Pantheon masks needed for Eye of the Magus. DA was the only place in the game that this was practical, due to 1) the limited portion of the BP content that allows them to spawn, 2) Totems (their higher-level replacements) not counting towards the total, and 3) the absurdly high number of kills required.
Not sure I like this idea, though it has its merits. For example, Adamastor could not be in the zone without restricting that badge to VIPs.
That's not the end of the world, but I'm not eager to see them gate non-incarnate stuff behind VIP status. It degrades the "freedom" aspects of Freedom. |
Should this badge get the Carnival of Shadows treatment (reduced kill count and increased variety of legitimate targets) I will cheerfully withdraw my concerns.
So then you need to convince them to screw waiting for the I22 Beta, and slap this on Beta now! (Good luck with that one... )
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Thanks Synapse for the info
Will definitely try to test it out when it's available!
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We can't wait to test! Thanks for looking into Stalkers again. Yeah that typo did scare me a little at first. hehe
I think it's safe to say that the original design of some archetypes differ from reality. Changes like the ones mentioned in this thread are the result of seeing a problem and then choosing to redefine the archetype's original design or to stick with their original design.
The case of the Stalker changes I think it's a bit of both. We definitely don't want to completely change the stealthy flavor of the archetype, but a the same time we want to more strongly define them as a competent single target damage dealer. As I've mentioned earlier I can't wait for you guys to hammer on this, poke holes in the design and help us make this change be as positive as possible. Synapse |
I guess when beta starts we can have more "clear" goals, like "Does Stalker match Brute/Scrapper damage on his own on a regular basis?".
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.
Don't Kheldians have 2800 max cap just like SoA? I can't remember if it's 2800 or 2400.
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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At this point we're tweaking dials until we're happy with where the archetype is in general. This change isn't intended to put them in an absolute place. But, I'd like to have this change make Stalkers more competitive in the single target damage arena.
We can't wait to test! Thanks for looking into Stalkers again. Yeah that typo did scare me a little at first. hehe
I guess when beta starts we can have more "clear" goals, like "Does Stalker match Brute/Scrapper damage on his own on a regular basis?". |
Synapse
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There's going to be an Echo of Dark Astoria in Ouroboros for that.
I'm more worried about trying to get the 200 Banished Pantheon masks needed for Eye of the Magus. DA was the only place in the game that this was practical, due to 1) the limited portion of the BP content that allows them to spawn, 2) Totems (their higher-level replacements) not counting towards the total, and 3) the absurdly high number of kills required.
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It is 2400. I guess it's not a big deal, but Peace Bringers in Dwarf Form get very close to that. With Dwarf Form + Essence Boost, you go quite a bit over (about 400 over on my current build). Maybe that is intentional, I just think they should have a HP cap closer to Brute/Tank given Dwarf Form. I probably should have explained myself in the last post.
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Stalkers would need hammers for that. *grin*maniacal laughter*
The case of the Stalker changes I think it's a bit of both. We definitely don't want to completely change the stealthy flavor of the archetype, but a the same time we want to more strongly define them as a competent single target damage dealer. As I've mentioned earlier I can't wait for you guys to hammer on this, poke holes in the design and help us make this change be as positive as possible.
Synapse |
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At this point we're tweaking dials until we're happy with where the archetype is in general. This change isn't intended to put them in an absolute place. But, I'd like to have this change make Stalkers more competitive in the single target damage arena.
Synapse |
OMG, Dude you guys are so awesome! I can't wait to test it out in BETA Wargarbbbhhllll!
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Sound a bit like Mind Link too.
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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". |
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Is that Confuse just a Single Target Confuse or is it like Seeds of Confusion (a cone/aoe Confuse)?
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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. |
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... 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. |
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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 |
Hooray! More powersets!
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Man, it'd be sweet to a "take your pick of all powers and make a toon"....I'd take Soul Absorption + Fulcrum Shift = ftw! hahah mmm...+hp/+end
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Synapse
Your first post starts by saying "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."
And in the above post you said "The out of hide Assassin Strike should benefit all secondary sets relatively equally as it isn't interruptible."
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.