Unanswered Pummit Questions
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.
Ah hah! So....
While some Darky sets are being looked at and proliferated, any chance we could get Black Hole looked at for existing /Dark Miasma players? Please?
I think the whole "lets give the enemy Intangible" is the biggest problem. Possible fixes include substituting Stun for Intangible, or substituting Stun+KB (my favorite) for Intangible. Could also give the TEAM Intangible, rather than the enemy; that might work.
Other thoughts welcome.
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.
Oh. One thing to note (and this might have been obvious to some, but I think it's best that I spell this out so that there isn't any confusion) is that you basically subtract the windup time from the total cast time you guys see in the real numbers. For example:
Assassin's Strike for Kinetic Melee says it has a cast time of 2.67s. Once you remove the 2 second wind up the power has a .67 cast time. So, when you strike with this power out of hide, it will have a .67 cast time.
The obvious problem is that some Assassin Strikes have longer cast times than others. Eventually I'd like all Assassin Strikes to have a 2 second wind up and 1 second cast time. This way you always have a 3 second total cast time (including interruptible wind up) when hidden and a 1 second cast time out of hide.
Again, that likely won't come until after i22.
Will /Poison Trap for the Poison set get looked at? Or could the power be replaced with the Traps version?
Oh. One thing to note (and this might have been obvious to some, but I think it's best that I spell this out so that there isn't any confusion) is that you basically subtract the windup time from the total cast time you guys see in the real numbers. For example:
Assassin's Strike for Kinetic Melee says it has a cast time of 2.67s. Once you remove the 2 second wind up the power has a .67 cast time. So, when you strike with this power out of hide, it will have a .67 cast time. The obvious problem is that some Assassin Strikes have longer cast times than others. Eventually I'd like all Assassin Strikes to have a 2 second wind up and 1 second cast time. This way you always have a 3 second total cast time (including interruptible wind up) when hidden and a 1 second cast time out of hide. Again, that likely won't come until after i22. |
Oh, please one last question. From the way it looks, I would say Spines may get the most out of it because it has relatively weak ST damage but with this change, a Spine user can start with BU + Throw Spine + Spine Burst + whatever and then finish off the remaining foe (likely a boss) with a Focus x 3 Assassin Strike. That will be a no brainer start up then vice versa (BU + AS + Placate + Throw).
Sets like MA and EM have no AoE and most likely people would take one from patron/epic. Is there any plan to add Assassin Focus to patron attacks? I ask this because I know my Martial Arts usually starts with BU + Balls of Lightning on a large mob (large to full team situation) and it would be nice if I can build Focus using patron. That's all. :P
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.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Ah hah! So....
While some Darky sets are being looked at and proliferated, any chance we could get Black Hole looked at for existing /Dark Miasma players? Please? I think the whole "lets give the enemy Intangible" is the biggest problem. Possible fixes include substituting Stun for Intangible, or substituting Stun+KB (my favorite) for Intangible. Could also give the TEAM Intangible, rather than the enemy; that might work. Other thoughts welcome. |
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Wow... !!!!!!!!!! Tears of joy.
Oh, please one last question. From the way it looks, I would say Spines may get the most out of it because it has relatively weak ST damage but with this change, a Spine user can start with BU + Throw Spine + Spine Burst + whatever and then finish off the remaining foe (likely a boss) with a Focus x 3 Assassin Strike. That will be a no brainer start up then vice versa (BU + AS + Placate + Throw). Sets like MA and EM have no AoE and most likely people would take one from patron/epic. Is there any plan to add Assassin Focus to patron attacks? I ask this because I know my Martial Arts usually starts with BU + Balls of Lightning on a large mob (large to full team situation) and it would be nice if I can build Focus using patron. That's all. :P |
Synapse
any chance we could get Black Hole looked at for existing /Dark Miasma players? Please?
I think the whole "lets give the enemy Intangible" is the biggest problem. Possible fixes include substituting Stun for Intangible, or substituting Stun+KB (my favorite) for Intangible. |
Foe Intangibility/Foe Capture powers (Black Hole, Dimension Shift, Detention Field, and Sonic Cage) should have a Moderate DoT -Regen -Heal added to them.
When an AoE Intangible (Black Hole, Dimension Shift) power ends, maybe have an AoE blast go off as well.
Does the out of hidden, Assassin's focus powered AS crit do the same ammount of damage as the hidden version?
And, theoretically, could domination be an inherited trait passed on to a supposed Dark Control pet should it possess one?
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
Does the out of hidden, Assassin's focus powered AS crit do the same ammount of damage as the hidden version
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-While hidden Assassin Strike will deal scale 7 damage and will possibly inflict demoralize.
-When not hidden Assassin Strike will deal scale 2.76 damage (this is appropriate damage for a standard 15 second recharge single target power). Each stack of Assassin's Focus increases Assassin Strike's critical hit chance by 33.3%. Assassin's Focus stacks up to 3 times. Critically hitting will deal an additional scale 2.76 damage.
-Using Assassin's Strike out of hide will remove all stacks of Assassin's Focus regardless if you critically hit or not.
Synapse
I ask this because I know my Martial Arts usually starts with BU + Balls of Lightning on a large mob (large to full team situation) and it would be nice if I can build Focus using patron. That's all. :P
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This is definitely possible. I'll look at what beta feedback is like before deciding on whether or not to do this.
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How about something like that?
Between Assassin's Focus and Combo Level, I'm really wondering how a new/casual player will get his way around StJ stalkers. I mean those new mechanics are really nice and enjoyable, but I really feel like we're getting to a point where the difficulty to understand the whole system might become a problem for some players.
Not to mention that this change won't be notified anywhere else than the changelog... Documentation about AT's inherent powers have always been hard to find. I hope the stalker changes will prove me wrong.
Synapse, if you're working from an assumption that Stalker Primary attack powers have a chance to proc Assassin's Focus, then it should be a fairly simple matter to allow Patron/Epic Pool attack powers to operate on a reduced but non-zero chance to proc Assassin's Focus. That way you keep the (*ahem*) ... focus ... of the opportunities to build Assassin's Focus on the Stalker Primary attack powers, while also allowing limited opportunities for the endgame pools to contribute as well (more as a "you got lucky!" bonus than as a reliable way to stack Focus).
How about something like that? |
Between Assassin's Focus and Combo Level, I'm really wondering how a new/casual player will get his way around StJ stalkers. I mean those new mechanics are really nice and enjoyable, but I really feel like we're getting to a point where the difficulty to understand the whole system might become a problem for some players.
Not to mention that this change won't be notified anywhere else than the changelog... Documentation about AT's inherent powers have always been hard to find. I hope the stalker changes will prove me wrong. |
Yes, you do have to manage 2 fuels, but I think you'll find the ebb and flow of these two mechanics to be very natural.
Synapse
The Assassin's Strike power provides the user with information on how Assassin's Focus works. Street Justice and Assassin's Focus do use two separate fuels, but they don't work against each other. As a matter of fact, they work with each other. Assassin's Strike builds Combo Levels and consumes Assassin's Focus. Combo Finishers consume Combo Levels and build Assassin's Focus.
Yes, you do have to manage 2 fuels, but I think you'll find the ebb and flow of these two mechanics to be very natural. Synapse |
Any chance of a superawesomeomg!!!!! attack if we use Assassin's Strike when we have max Assassin's Focus and max Combo levels?
Always remember, we were Heroes.
Since Possess seems to be using a unique confuse animation, it would be nice if it was more than just a standard single target confuse, as the short description given suggests. A way to expand on the idea while keeping with the theme of the power could be to make it so a possessed enemy can possess other enemies when they attack them, with the newly possessed enemy also able to spread the possession and so on.
By adjusting the base duration, chance to spread, and the spread confuse's duration as well as possibly the endurance cost, the power should be able to be balanced with a recharge similar to/the same as the existing single target confuses. That'd keep it as a power you can use throughout each fight when it'll be helpful, while allowing it to serve a bit different of a purpose to the existing single target confuses.
I'm not sure what sort of impact something like this would have on the balance of the set as a whole, but since spreading would take time and would be unreliable, especially as the set's full of -To Hit, it probably wouldn't upset balance with the rest of the set staying the same even with a change like this.
I definitely like these changes to AS. I have four Stalkers, all stalled out at various levels 30 and below, because they're not very survivable as soloists at higher levels (compared to Scrappers or Brutes)...and because I feel like I'm leeching when I team on a Stalker. Sure, I get off one good alpha, but then it's like I'm a poorly optimized Scrapper...and if the team is moving quickly, I might not ever get an AS off. I'd rather switch over to a Brute and feel like I'm contributing. The new changes would, I think, let me team with a clearer conscience.
For whatever that means on a villain.
---Dave
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.