Unanswered Pummit Questions
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 DM character is so strong I shrug about Black Hole.
Gravity, Force Field, and Sonic Resonance really do need a fix to these powers though.
I have to say I really like the sounds of Dark Control, Dark Assault, and Dark Affinity. Dark Affinity's new powers almost sound good enough that I feel Dark Miasma users get gypped.
Dark Control looks and sounds like a good set. I look forward to playing with it and I may just make a new Dom. My current Dom is Plant/Earth/Fire. Will a Dark/Dark Dom top that? We'll have to see!
Also thanks for stopping by and talking to us and answering some questions Synapse.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Let me ask this, Darkness Control is not going to be what replaces Illusion control for doms? Or is this seperate? While it sounds good and all I just do not want it to be what pain domination was compared to empathy when some villains really wanted empathy.
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
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. |
TL;DR - I love waiting for hide and sticking it to whoever has it coming. This buff would nerf my tactic of starting to AS just before i rehide so i save a second or 2 of interrupt.
A suggestion might be to split AS into two powers, one which works like now and one which is purely for Assassin's Focus (probably name it that), if it's possible for 2 powers to share the same set of slots (or maybe even go crazy give it at level one with Assassination, though that'd be kinda lame cause you'd have no slots for it, unless one slot in AS = one auto slot put in Assassin's Focus (code probably does not exist for this))
A probably much more difficult, but simpler for the player, solution would be to calculate if by the time the attack would animate would the player have rehidden if it were to use the interruptable version, if no then use the uninterruptable AF buffed version. If yes it works as it does now, rehiding during the interrupt period and striking for full hidden damage.
Also I apologise for the rambling; I just got off a pretty heavy shift.
@Rooks
"You should come inside the box... Then you'll know what I mean."
Dark Astoria critters and mission content will provide threads, components, and both Astral and Empyrean merits.
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Defeating critters in Dark Astoria, whether street sweeping or the critters inside DA missions, will give you both Physical and Psychic Incarnate XP, and chances to get threads on each defeat. Completing the one-off Repeatable Missions available in the zone will allow you to gain Threads. Completing the Incarnate Story arcs will allow you to obtain Incarnate Components, Incarnate Merits, or Threads, with some amount of time-gating per reward per arc. Incarnate Story arcs can also be flashbacked via Ouroboros, allowing you to repeat them at your own pace (and allowing you to re-earn rewards after your cooldown on that choice has elapsed).
I hope that this helps shed some light on the great extent to which solo and small team progress through the Incarnate system will be possible in Death Incarnate.
Hi again, all. I'm stopping in to clarify my post from before. Please note that these are the current plans for Dark Astoria rewards, but they are subject to change once we start receiving data from Beta testing.
Defeating critters in Dark Astoria, whether street sweeping or the critters inside DA missions, will give you both Physical and Psychic Incarnate XP, and chances to get threads on each defeat. Completing the one-off Repeatable Missions available in the zone will allow you to gain Threads. Completing the Incarnate Story arcs will allow you to obtain Incarnate Components, Incarnate Merits, or Threads, with some amount of time-gating per reward per arc. Incarnate Story arcs can also be flashbacked via Ouroboros, allowing you to repeat them at your own pace (and allowing you to re-earn rewards after your cooldown on that choice has elapsed). I hope that this helps shed some light on the great extent to which solo and small team progress through the Incarnate system will be possible in Death Incarnate. |
Now about that test....turn the clocks forward....it's time to test!
Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991
I hope that this helps shed some light on the great extent to which solo and small team progress through the Incarnate system will be possible in Death Incarnate.
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PS: Please tie someone to a keyboard who can fix the copy tool.
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
Hi again, all. I'm stopping in to clarify my post from before. Please note that these are the current plans for Dark Astoria rewards, but they are subject to change once we start receiving data from Beta testing.
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Now about our beloved Dark Astoria fog...
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
Has any thought been given to what happens when you click AS just as you're about to rehide? This is a particular favourie tactic of mine on my stalkers to maximise damage output rather than scrapping, and i am a little sad that this awesome boost for stalkers will inadvertantly wreck my tactic, or at least lower my dps to below what it currently is by forcing me to wait an extra 2 seconds so I can AS from hidden.
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I understand the cool factor, though. I lament its loss on the one hand, but welcome its replacement on the other.
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
Hi again, all. I'm stopping in to clarify my post from before. Please note that these are the current plans for Dark Astoria rewards, but they are subject to change once we start receiving data from Beta testing.
Defeating critters in Dark Astoria, whether street sweeping or the critters inside DA missions, will give you both Physical and Psychic Incarnate XP, and chances to get threads on each defeat. Completing the one-off Repeatable Missions available in the zone will allow you to gain Threads. Completing the Incarnate Story arcs will allow you to obtain Incarnate Components, Incarnate Merits, or Threads, with some amount of time-gating per reward per arc. Incarnate Story arcs can also be flashbacked via Ouroboros, allowing you to repeat them at your own pace (and allowing you to re-earn rewards after your cooldown on that choice has elapsed). I hope that this helps shed some light on the great extent to which solo and small team progress through the Incarnate system will be possible in Death Incarnate. |
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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It does. Thanks Hawk.
I think it's safe to say that the original design of some archetypes differ from reality.
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In the context of stalkers, though, the thought was that stalkers would pick up a specific original design intent of blasters: that up-front burst damage would represent a substantial part of their survival. That's why they have low health: they were intended to be squishy and trade defensive strength for burst damage "DPNow" mitigation.
The main problem was that just like for blasters, DPNow mitigation doesn't really work on teams**, and it doesn't scale to higher-difficulty content.
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 |
** and I was on those all-stalker CoV beta teams where among other things we all lined up on a target and did the 3-2-1-AS thing just to try to figure out how stalkers were supposed to work on teams.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
I think, as with all changes, it would be helpful if we knew what the intent was, besides the general "make things better."
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My personal philosophy is to give you guys what you want provided the following is true:
1) We have time.
2) The request is reasonable.
3) There's good data to support the necessity of making such a change.
4) The change won't negatively impact game balance.
5) The change doesn't cause a bunch of other smaller problems.
Naturally there's a bunch of other factors, but those are the big ones.
Synapse
I really don't like a couple things about the Dark/Dark combo for Controllers, as detailed.
On Dark Affinity:
I really, really dislike that Dark's niche of being one of the control-heavy support sets is going to be removed almost entirely. Why? Is this really being viewed as overpowering? Time Manipulation retains a single target (Mag 4!) hold with a rare debuff attached to it, and has an AoE control field which serves a very similar purpose to Fearsome Stare (reducing the attack frequency of a large group of mobs).
Furthering that, I also don't particularly care for either of the powers Dark Affinity is getting to replace, to me, what is/was the beating heart of the set. Neither one seems particularly useful to me, honestly. A short burst +defense effect is going to have a similar result as just using Twilight Grasp in optimal circumstances and will leave the intended target dead anyway if they get unlucky. Furthering that, how exactly will the defense numbers even compare to traditional buffs? Are we talking, suddenly soft-capped to everything? How long will this last? I ask because it wouldn't surprise me to see something that looks like Farsight but neutered.
+Regen/Recovery for defeated foes doesn't sound like it will be practical in a combat environment, because they won't have noticeable effects until the majority of the enemy is dead unless the buff magnitude is extremely high, due to the nature of the beast with those two attributes, and by the time the majority of a spawn is dead... they're not really helpful attributes. Sure, maybe it will reduce down-time at low levels when everyone is sucking wind due to poor slotting (assuming this even ends up available at low levels?), but towards the higher end of the game it sounds pretty useless to me.
Meanwhile, why are we keeping the one power in the set that is almost universally hated by the playerbase: Black Hole? If anything should be outright replaced (and I mean, for all archetypes, not just Dark Affinity), it's this.
I'm sorry if I seem overly critical of these ideas, but I have been waiting a very, very long time to see Dark Miasma make it to the Controller archetype, and, as it stands, it's not only not even the set that I wanted anymore, it doesn't even look like a very good set anymore, which is very disappointing considering how powerful and versatile the most recent addition to the Support lineup is.
On Dark Control:
The Immobilize being a cone will be very, very annoying, especially when paired with the secondaries that require you to be in melee range to utilize well.
The Disorient being a PBAOE will make that problem even worse because of the classic problem of "jump out, target for cone, angle character correctly, fire, jump back in, PBAOE," that already plagues sets that mix and match cones with PBAOEs. It's very annoying, and in a Control set, it's not just lost DPS as it is in most sets affected, it's potentially losing you enough damage mitigation to get killed before getting that Disorient off.
Edit: As a piece of constructive criticism, maybe you could put Fearsome Stare back into Dark Miasma, and make an Area version of Possess in Dark Control instead? It could be very cool and thematic. Maybe an Anchor style power, you flood a target with nether spirits, Possessing (Confusing) it, and causing it to pulse a wave of Confusion (non-stacking from same anchor, like the debuff anchors), to all targets within X range every Y seconds. Toggled controls are very under-utilized material, in fact, the only one I can think of is Telekinesis, which is also extremely annoying due to the nasty Repel effect.
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
Defeating critters in Dark Astoria, whether street sweeping or the critters inside DA missions, will give you both Physical and Psychic Incarnate XP, and chances to get threads on each defeat. Completing the one-off Repeatable Missions available in the zone will allow you to gain Threads. Completing the Incarnate Story arcs will allow you to obtain Incarnate Components, Incarnate Merits, or Threads, with some amount of time-gating per reward per arc. Incarnate Story arcs can also be flashbacked via Ouroboros, allowing you to repeat them at your own pace (and allowing you to re-earn rewards after your cooldown on that choice has elapsed).
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Are you able to tell us if the whole Banished Pantheon group is getting a visual makeover, or are there just going to be new enemy types added to the group for Incarnates to fight?
@Golden Girl
City of Heroes comics and artwork
On Dark Affinity:
+Regen/Recovery for defeated foes doesn't sound like it will be practical in a combat environment, because they won't have noticeable effects until the majority of the enemy is dead unless the buff magnitude is extremely high, due to the nature of the beast with those two attributes, and by the time the majority of a spawn is dead... they're not really helpful attributes. Sure, maybe it will reduce down-time at low levels when everyone is sucking wind due to poor slotting (assuming this even ends up available at low levels?), but towards the higher end of the game it sounds pretty useless to me. |
The +recovery aspect I suspect will be less useful by late game for buffing the team, since most folks work out their own endurance issues. However, it might prove very handy for the user's personal end management and provide more build flexibility.
That sounds like a good mix of rewards for the different activities.
Are you able to tell us if the whole Banished Pantheon group is getting a visual makeover, or are there just going to be new enemy types added to the group for Incarnates to fight? |
Though I am kind of expecting more of the DA crew to have their look influenced by Mot.
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 |
But ... I still don't think I'm a stalker person. The AT seems to have been designed around the idea that the game has a single target, tactical component that never caught on with the players.
See also: recent epic threads about KB.
Arc #40529 : The Furies of the Earth
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
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!