EvilRyu

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  1. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Nope, all the games referenced are NCSoft publications.

    Not entering the contest myself, because I'm not playing Lineage, because I don't want to play a strictly sword-and-sorcery MMO. Superheroes are where it's at.




    ... Speaking of which, I'm working part-time at GameStop for the holidays (what with having lost my REAL job in October), and I just sold a woman and her son on City of Heroes this morning when she was asking if I knew any good free MMOs.
    I remember at one time they said absolutely no other games. So are they going back on this? If so they need to clarifiy what is and what isnt ok to talk about. If they dont then this thread is to be considered entrapment.
  2. Quote:
    Originally Posted by Zem View Post
    This is the reason the problem exists. They created the concepts first and then assigned resistances based on the concept. They didn't ask themselves ahead of time if making so many armored, robotic, or otherwise tough-skinned enemies was going to be a problem for lethal damage dealers.

    That coupled with the fact that mission arcs and task forces tend to be composed of primarily just one enemy type and you get people facing entire play sessions at a disadvantage instead of just the occasional enemy they have a tough time with.
    Synapse TF, nuff said right there. This is the only TF where I actively seek out psi blast characters so it will go alot faster and tend to not want as many lethal damage characters because I know they will struggle.
  3. Quote:
    Originally Posted by BrandX View Post
    I'd rather they just made the Resists make sense.

    Armored up! Have high S/L Resist!

    What's really so bad about that?
    I dont know about you but I would rather not take all day to kill stuff. I hate fighting +4 anything, which is why I do not like the incarnate trials until I get a few level shifts done on a character. The resists issue makes me not even want to play certain characters. I get that for thematic reasons carneis get psi resists and defense but it should not be so much where your character is crippled when you fight them? Then look at the psi issue against robots, true enough they dont have minds but has that ever stopped Jean Grey from doing damage with her mind? It should auto convert most of the psi damage to say smashing or something else.
  4. Quote:
    Originally Posted by Bloodyfreak View Post
    Uninterruptable, yes; but useful without the signature power ALL Stalkers must take that is Hide? What's the point then in being a Stalker? Let me just jump on my Scrapper with SS and Stealth IO and poof! I'm a Stalker with more survivablility, more functionality, and more options.

    As for Stalkers being 80% like Scrappers, I'd like to change that. That's what was proposed in those threads. To make Stalkers more unique and build on their strengths, not make them into Scrappers.
    The whole root of the problem to me was that the CoV ATs in general were made pre-nerfed out of the box compared to their hero counterpart. Inherrents were tacked on at the end to make it not so obvious they were nerfing villains so heroes would be better. There is no reason why stalkers, scrappers, blasters cant share the same damage mods for damage buffs. We have asked time and time again why cant stalkers get the real build up that scrappers get? Also there is no reason why build up should not recharge faster for us? We are supposed to be the burst damage AT. Build up with a 45 second recharge before enhancement and for claws maybe 30 recharge. So yeah having a 5 to 10 second downtime on build up is not overpowered considering what we are supposed to be doing here.
  5. Quote:
    Originally Posted by Supernumiphone View Post
    Have that many new mobs been added with high lethal resistances? I remember noticing them even with my first Stalker back in I6 (clawls). Council robots were a real *****. People have been complaining about it for as long as I can remember. I don't see it as a new phenomenon.

    Anyway the devs have resisted making any concessions to powersets that deal highly resisted damage types up until now. I don't expect that to change.
    The newer mobs do not have as insane level of resistance as say crey tankers. The romans definately dont except for the EBs that use unstoppable. Personally what I would love to see is that they finally normalize this by going back and lowering the resists of mobs or either adding more resists but of the other types to make it finally fair. The resistance issue is so bad for me I have to cherry pick certain content because of that.
  6. Statesman and the crew have not been up to par anyways. For the most part we are the ones doing everything. We are city of heroes. So if he dies none of my characters are going to shed a tear. Might get upset if Sister P. or Mynx dies but thats only because they are hawt.
  7. Quote:
    Originally Posted by Jibikao View Post
    And also, how much time do you think the developer have for Stalker in Issue 22? Are they going to really re-vamp this AT to get that "Stalker" feeling right?

    Arcanville actually has a great idea but that requires a "Reverse of Fury" bar. Basically Stalker starts the fight at the max. Fury and then gradually decline. And you can use Placate to make the bar go back higher, etc.

    I like that idea but do I think the dev has time to make that happen? Nope.

    This means they only have time to make something that has an immediate positive effect. I am not saying Stalker has to be the king of ST damage. I just think that's most people's complaint on Stalker = lack of damage.

    I don't mind if Assassin Focus causes Demoralize either. I don't always need a critical damage. It would be cool if Stalker can offer more controls for the team.

    As for the new buff making Stalker too Scrapper. Well, I see it this way:

    Scrapper: More AoE damage, mindless smashing, random Critical. Since there is no Fury bar and no Hidden/Placate, you simply pick your target and kill.

    Stalker: Less AoE Damage, better burst damage and controllable Critical Damage. With Focus, you hit 3 times (landed) and then you can choose a target to deliver that sure Critical damage.
    Sorry but I hated that reverse fury idea. People do not want to be good some of the time or even most of the time. They want to be good all the time. Just look at what doms with thru. They eventually got buffed to have dominations damage on all the time without perma dom. The reverse fury is going to be like that all over again. I say crank the crit damage up to 2.5 and the crit rate to look 40% starting out then add in the team buff.
  8. Any thoughts to whether they will get rid of the range limit on the team crit buff and just make it count who is on the current team instead? I have serious issues with the team buff because it only works well with other melees and if you have other melees why do you need a stalker in the first place? On a range team its pointless because the rest of the team will never be close enough to allow you to make use of the buff. I say make the range equal to what the old side kick range used to be, that way we dont have stalkers thinking they can go and solo the map and get scrapper...I mean stalker-lock.
  9. For me its a matter of just using it for AoEs. I love critting from an AoE attack. Which is why I love StJ so much more. Even the non-combo buffed aoe hits hard enough to take out some minions. I still think overall the stalker issue might not fully get solved unless we get the aoes back in the sets that lost them.
  10. I do not see why people are freaking out about this, just give him a wakie and he is fixed. I think the issue is going to be the power of the well is going to kill him because he uses his full incarnate potential. Thats how I see it happening. In either case Numina can just rez him again. Death is never permanent in comics, just ask Mary Jane, Jean Grey, Professor X, Claire Bennett, Superman, the list goes on too long to name. He will be dead at the longest 6 months.
  11. Quote:
    Originally Posted by Angry_Citizen View Post
    We have a point of contention then. Blasters, scrappers, brutes etc are not useless 99.9% of the time like stalkers would be under this gimmick proposed by Redlynn and the other gimmick proposed by the devs. Blasters and scrappers may not benefit the majority of time from their inherents, but they do benefit the majority of time from being innately powerful and filling niche roles of their own. Blasters and scrappers fulfill long-term DPS roles and the ability to quickly dispatch minions. Stalkers do not fulfill any role that cannot be replaced entirely by another AT, and the role they are ostensibly designed for is one that is very rare. How rare is the necessity for AoE damage? Hrm?

    Also, I think you're using hyperbole or are being intentionally disingenuous if you're saying that Fury doesn't help brutes 99.9% of the time, because it most certainly does.



    Indeed. I no longer seek to compare stalkers to scrappers. Scrappers themselves hold a tenuous role at best in team environments. However, they do have a role, and that role exists for the entire game. Scrappers do not suddenly become super-important in rare encounters like they would under Redlynn's proposal. They do, however, remain mildly important in essentially every encounter. That's what I want from stalkers. Other AT's should be able to fight bosses, no doubt about it. But a) bosses should be powerful enough to cause a team-wide threat, b) stalkers should be one of the many tools used to dispatch this team-wide threat, and c) stalkers should be very effective at doing just that.
    So what we should do is un-roll back the issue 3 boss changes but apply them at all levels? I have always felt bosses should be tougher or that we have more problem type mobs. The issue is that some of the debuffs when stacked can be completely debilitating where almost no one can hit. Maybe give critters powers more like poison's debuffs instead of crap like darkest night and hurricane.
  12. I will definately be making the move to SSD but once the cost gets down to sane levels first. I will need like a 750gb for my MBP if I do go that route.
  13. Quote:
    Originally Posted by Ultimus View Post
    I asked if he's ever looked into it and he said he has not but he is willing to consider it. I thought I'd stop by before sending off a reply at what he needs to look at. Tankers don't have an egregious level of underperformance but there is room for improvement. With that being said, here's my questions:

    What problems do you feel Tankers have?

    Why do you feel this is a problem?

    What would you do to Tankers to improve them? Why?

    And what quantifiable data would you use to justify such a change?
    So sorry I am late to the thread but here is my feed back. For me aside from WP and Stone Armor the other sets do not have enough survivability for me to call them "Tanker". Although I havent tried SR or Shields for tanks its going to be the same as it is for a scrapper or brute once its softcapped for the most part. I still think there is room for making them all tougher or at least closer to WP. Next issue with the tank sets is how they look. I cant stand Stone or Ice armor due to the look. If that were different I might be willing to give it a shot to 50. The issue with stone is that the survivability does not justify the speed and recharge penalty when WP is closer to it in survivability but has no real vulnerabilies. Lastly from an offensive perspective I just see no reason to ever make a tanker because of the damage different between brutes and them. Once you look at how things are in the incarnete trials everyone is super squishie there even stone tanks. So why be a tank if your going to die just like a blaster anyways. Thats just my opinion of things. If we do get more powersets then we need to have a tanker only gimmick otherwise there is no point to play them.
  14. Quote:
    Originally Posted by Jibikao View Post
    I think another bigger problem is that whatever they change for Stalker pve, they have to worry about pvp as well since Stalker is so popular in pvp.

    Patron snipe having 7.3s casting time is 100% pvp reason. I can't imagine why a snipe needs 7.3 casting time in pve. It's ridiculously stupid IMO.

    So you can say Stalker getting trolled is because of pathetic pvp. Speaking about PvP, I have no problem playing PvP in other games (like Rift ) but I just can't get into this game's pvp. I don't know why. I don't like the system. I hate the "hit and run" strategy. If you can't kill the person in 10s, then you'll be chasing him for hours. And because most fights end so fast (unless you are fighting a high lvl Tanker), there's really no strategies involved. You either burst damage him to death asap or the fight ends up in a chasing game. ugh..I can't get into this game's pvp. I am sorry. I know they've tried to make it better but for a causal pvper like me, I hate it.
    Lol pvp. Please think again. PvP is dead in this game. For the longest stalkers were held back because of it but since the gutting of pvp all thats changed. I do not think there will be anything to worry about in pvp. Again lol pvp.
  15. Quote:
    Originally Posted by Kioshi View Post
    I find it so funny when people say some power would be gamebreaking for Stalkers and yet they never ever mention 'Oh I saw this OPed Stalker who decimated everything on my team'. While you probably saw an OP something of almost every other AT.



    Although it has an AS-like animation, I doubt they'd remove the ST hard hitter of the set for AS, it'd be like removing Eviscerate, or Midnight Grasp, or ET/TF (well EM has two heavy hitters), I bet it'd be the middle cone (since the first is a +def power and the other is the tier 9).

    There are already people saying the middle cone, while very good, is skippable on a top build (or the +def one if you have a def set but they wouldn't take out the tier 1 anyways).
    Due to the upcoming stalker changes they might end up doing this, it really kind of depends though. Can someone who has access to the set list the attacks for the scrapper version. I will say this it will be second set they did not gut if they manage to keep all the aoe.
  16. Quote:
    Originally Posted by BrandX View Post
    I don't know. Can DA cap PSI? Sure. Still takes considerable amount of work to do so, which likely hurts the build in other ways if you're going for capped Psi Resist.
    Scrapper resists cap is reachable with 3 IO resist sets, imperium armor I think, not sure about tankers but its not as hard as soft cap for defense. I do think the neg energy resists need to be capable. I have always felt that all the resistance armor sets should have something to specialize in and in some cases more than one type. That to me would add more flavor to the game. Also they should have given all powersets inherrent resistance to whatever damage type you do, not alot but enough to matter.
  17. Quote:
    Originally Posted by Dechs Kaison View Post
    You are either lying or no where near as competent as you believe yourself to be. Many other people have made it work. I have a brute DA running tough/weave hasten and spiritual. We have no problems. The only possible factor is you.
    What benefit do I get out of lying about this? Seriously there have been all kinds of threads over the years about the end issues. How can all of those players be wrong about it having end problems?
  18. Quote:
    Originally Posted by JayboH View Post
    That's how it was for me on a stone/dark, and then I respecced into superior conditioning and physical perfection - along with recovery bonuses and two perf shifter procs, I added Vigor Radial to help with the end. I doubt you have ever built anything with dark that is as end hungry as when coupled with stone melee. I currently finally have zero end issues but yes, it took plenty to get there. It has never been about the toggles, even considering CoF - it's always been about how tough your toggles make you in order to prevent constant use of dark regen, which is the real blue bar destroyer.
    See what I mean. And the other players say its fine with just SO's. I think some players just have different standards in what they view as fun or playable. I don't see dark as fun unless its on a stalker simple because I do not run out of end as fast. A power set should not take as much time investment as what we put into our characters to be playable. And for the record when I say playable I mean fun to play.
  19. Quote:
    Originally Posted by Trickshooter View Post
    Didja stop reading halfway through Glue Arrow? Cause I'm pretty sure I suggested a tic'ing Hold in Glue Arrow, an increase in the mag of Poison Gas Arrow, and a ToHit debuff in Disruption Arrow that, combined with Flash Arrow, could get nearly -20% ToHit on enemies when slotted.
    I read the whole thing, all this changing recharge debuff and small chance for hold crap is not going to save a team. While increasing the -tohit is nice it won't make a difference unless its on the same level as dark or rad otherwise you might as well be asking for a healing arrow instead because you are going to need it without higher -tohit debuffage.
  20. Quote:
    Originally Posted by New Dawn View Post
    That's not what I am saying. I can read your line 4 different ways and its still a myth.

    Defenders can't keep a team alive single handedly. There is no singlehandliness in a team.
    I am saying that you do not need another defender or controller helping that one defender keep everyone alive. I am not saying the defender is soloing the spawn. Again this only applies to non-TA defenders. Call it myth if you want but I have done it and seen it.
  21. Sounds exploitable with the sets that have very few alternatives for choices. For instance if you do jump IO sets and do it as jump to another jump set you have to get a rare and thats a 33% chance for a stealth IO. I see uncommon salvage and recipes finally being worth a damn finally.
  22. We need something like this for hami-os.
  23. Posi can you post some conversion examples on how it works?
  24. So is it possible to go from common to rare or very rare just not pvp or ATO? I could see using these. What about the leve of the enhancement? Do you get the same level or is it lower? Now I kind of wish I held on to all those crap of the hunter enhancements I got.
  25. Quote:
    Originally Posted by New Dawn View Post
    This is a myth.
    So your saying Trick Arrow can keep a full team alive single handedly? I have either seen it or done it with all other powersets.