-
Posts
1933 -
Joined
-
Next question how much recharge needed to have perma-momentum?
-
Seriously this is not a build issue. I been here since day 1 and I know about end reduction enhancements. If I am using mostly sets with bonuses for recovery and good end reduction as well as accolades for more end. So there is absolutely nothing you can tell me build wise that will make this playable for me on a non-stalker.
-
I have done dark armor several times over the course of CoH, the one build that I felt comfortable with was the stalker build which was dm/da but it has IOs and accolades. Basically every possible way of getting more endurance recovery and reduction I could find. On the characters where I could not level to 50 were brutes and scrappers. Dealing with the end drain was just not worth it. The reason it worked for a stalker is because there are 2 less toggles to deal with that use end. I would post those builds but I do not have mids installed on a work computer. It just amazes me how you guys think having to play a powerset with asthma inhaler is just fine when its not. This is the only powerset in the game thats an end hog on this level. I cant think of anything else that uses this close to the amount of end and recovery management.
-
Even fully IOd out with set bonuses for +end and recovery it still has end problems. Maybe you and I have 2 different views on what is alot of endurance and whats not. There is no way you can tell me that this set is more end friendly than say SR or Shields. Its got issues people need to stop down playing this.
-
Sorry but none of that changes what the real issue is with the set. Little to no damage mitigation. Currently its the only powerset that can not keep a full team alive single handedly where as all the defender sets can. The other issue is too may arrows need to be fired to get the full benefit of the debuffs. Changing slow debuffs isnt going to matter when the mobs will just range you to death.
-
Quote:It should not take IOs or incarnate abilities to mitigate the endurance issue. Secondly try playing the set without those mez toggles and see how fast you die or run out of end from spamming DR. In either case the end drain needs to be brought down to sane levels.Actually that last bit isn't really true. The toggles in Dark Armor are actually very easy on the endurance, costing less than most Tanker toggles, and it's very easy to run them without any issue. The real endurance hogs in the set are Cloak of Fear and Dark Regeneration, though the latter can be almost entirely mitigated by a Theft of Essence IO proc. As with most endurance issues, the problem usually lies with poorly slotted attacks.
The relatively low energy resistance and the lack of debuff resistance (especially to recharge and tohit debuffs) are significant issues for the set. Fortunately, they're both easily overcome in a variety of ways. The obvious way to overcome the low energy resistance is to build in Defense with IOs (either S/L/E/N or posiitional) and doing so takes Dark Armor from being good to being ridiculously good. As for the lack of debuff resistance, you can utilize +acc powers and inspirations to keep up your tohit and Hasten (and IOs) to aid your recharge. An Ageless Radial Epiphany destiny incarnate power helps quite a bit here too. -
Sorry not good enough, dark has poor energy resistance, no knockback protection and plays like a person with asthma and emphysema.
-
Quote:^^^^This omgx infinity this. I thought it was just me at first.Yes I did. It's actually just the reverse of what you seem to imagine. Weak powersets require broken tactics just to be subpar.
Psi blasts travel so slowly you can outrun them with SO slotted sprint. If you aren't stealthed and have the misfortune to be less than 80 feet from the mobs when you attack, they can agro, and alpha strike and kill you before your first attack lands, let alone does damage.
The only thing that made it survivable for defenders was the extra range. The stripped down version that blasters got is a joke. -
This stacking is the only thing that makes the set playable in my opinion. Nothing like gutting a bosses recharge to the point where he has to run away like a scared little school girl
-
Oh please dont start this again there are plenty of ninjas in comics who used big weapons. I remember an episode of Naruto where they faught against a ninja with a giant sword. So dont give me that isnt stalkery crap. The devs made a horrible decision with this. Its dumb to not give it to them for 2 reasons. One its a slap in the face to the playerbase that supports them that plays stalkers and two its dumb from a business perspective. With the introduction of a market you want to give players every incentive to want to buy a powerset. Not being for stalkers means I will not be buying this until stalkers get it. Not because I dont want the set but more so as a matter of principal in hopes that they never make a stupid mistake like this ever again.
-
Quote:Martial arts used to be style for damage but now we have partial arts instead. I would give anything to go back to the old storm kick, or any of the old posses that martial arts.So I've read a few people complaining about duel pistols so I made a duel pistol blaster and got her to 20. I found myself jumping alot for the extra style points in each attack.
So, here is the question. If you had to pick between style and damage, and only 1 of those 2 choices, what would you pick?
Personally, in a game like City of Heroes, I would go for style over power because of the huge emphasis I like on costumes, damage is nice, but I would rather look cool, spitting peas at someone, that have a boring generic power that murders everything. -
For some characters defense isnt the goal. For my WP tank the goal has always been get as much HP and Regen as possible. Prior to them raising the tanker cap I was less than 100 HP from the cap. That did more for me than the defense did especially since the things I fought were either autohit or had insane defense debuffs. Oh and lets not forget how much easier it is to play a dark armor stalker when you have recovery set bonuses as well as knockback protection. You seem to be so stuck on this defense thing and totally forget that other stuff matters.
-
Quote:I think you are totally looking at this wrong. If you are like myself and many other players who have been here since day 1 we have done all the content several times. Its very rare that I ever join a mission team thats not doing a TF/SF/Trial or alinement missions. Doing anything else is pointless because you get next to nothing in terms of rewards unless its your missions. So why team if you are getting no reward for it? If anything I see that giving us more rewards for old stuff has gone a long way to get more people playing the game. The whole this player can solo the entire mission thing came about because they let people set it for 8. Otherwise we would be back to those annoying tells about padding and filling. Also keep in mind you would almost never be allowed to team in those missions anyways with those kinds of players so why worry about it.That's kind of the point that I'm trying to make though. Back then, the whole teams are pointless mindset was limited to a few powerset combinations that just happened to be overpowered. Most players still actually needed a team, and beyond that they actually contributed to the team in a specific way. Blasters and Scrappers gave damage, Tankers tanked, Defenders buffed/debuffed, Controllers mezzed things. Now, not only do most of those ATs do something else or nothing at all when they are added to a team, but virtually anyone can and does solo 90+% of the game. Maybe it's just a server population thing, but pre-IOs I would see teams pretty much all the time at every level for just ordinary missions. Now, those sorts of teams are limited to the early game and occasionally the mid-20s up to 32. There are virtually no mission teams above level 35. Beyond that, teams now exist for 1 reason. They allow you to run content which has a minimum player count - TFs and Trials. Not that I would ever want to try to solo an Underground or anything, I'm just saying that almost all high level teams are doing TFs or Trials. That isn't how it used to be, and I actually enjoy the multiplayer aspect of MMOs.
I remember it somewhat differently. It was almost always asking if you would fill for PLs on that one portal mission with all the Freakshow. I don't recall ever being asked to fill for normal door missions. -
Quote:Lol pvp. PvP was an after thought in this game that was just shoe horned in very poorly. Because they did not seperate it initally from pve thats why there was a huge backlash of people not wanting to pvp. Almost no MMO can ever balance 1 on 1 pvp and many players have unrealistic expectations. If they truely want pvp to loved in this game they need to start over and repeal every single pvp nerf that bleed into pve. That would go a long way in fixing it. Then go and give psi blasters their range back. Then you tweak from there.I do kind of wish IO's never happened. Well, there are a few of them that I can't live without (some of the uniques), but other than that, they add a lot of tedious work, which I personally don't enjoy at all. With SO's, you can fully slot a toon in like 5 minutes. With IO's, it can take days or weeks. And I just don't enjoy that part of the game at all. But of course I do enjoy the benefit.
I will say this though: No doubt in my mind that PvP would have been better off without IO's. At this point if you haven't spent 15+ billion on your build, you may as well not even set foot in PvP, at least if you're new. It's absolutely insane to require that much of an investment just to TRY something, considering 99% of the game population will NEVER have that much inf.
Allowing only SO's would have put everybody on the same level, so things would be decided by skill, not by who spent more on their build. Of course IO's weren't the only (or even nearly the biggest) thing that destroyed PvP, but I fully believe it would have been better off without them. -
Quote:IOs were the compensation for ED, if you remove ED then yeah you can get rid of IOs. To answer the question no I still want IOs. IOs have made alot of horrible sets that I felt were unplayable into playable powersets. It resolved the kb issue on alot of my characters without wasting a power pick and endurance on acrobatics. What I do wish never happen was pvp as we are stuck with alot of pointless changes because of it prior to them divorcing pvp from pve.I love the benefits of IOs as much as the next guy, and I use them on all my characters. However, they sure do make a lot of powers and ATs feel broken or obsolete. Part of me wishes that the invention system was only ever crafting temp powers. I love using craftable temps on my characters, and would love it even more if there were more options. Keep in mind, I'm in no way advocating that IOs be removed or anything like that. They've been around far too long to go back now. I was just wondering if anyone else ever longed for the good old days when teams ran around more often because it meant something more than "those people I need to start the TF".
-
I agree, the more I look at these changes are paper I do not think its going to be enough. Essentially what we need is for our single target damage to be equivalent to aoe in terms of killing power. What I see with the changes though is it makes stalkers closer to how brutes are in the early levels. Most brutes get a hard hitting attack like KO blow or Seismic Smash. But that does not help us in the end game. I still think we to revist the scaling AS idea that was tested a few issues back, it just does not need to be as powerful as before though. Maybe take off 5% of an AV's health instead of 9% it was doing.
-
Quote:I totally agree with you on blasters being hard to play. I have only leveled one to 50 and it was the hardest thing I ever done. On teams I just keep a full tray of wakies because I know I will end up using about 2 trays on an ITF. The issue is mobs have range attacks which in turn makes immobilize powers worthless for the most part. In other MMOs with range ATs this is not much of an issue, you will have fewer range mobs all of which can never outrange you. While in this game you get out ranged early on. Either make range a blasters real defense or they need to stop with the lie that is range = defense on a blaster.After bringing three Blasters to 50 through blood, sweat and tears, that's precisely what I ended up learning the hard way. In theory, a Blaster can kill stuff so fast he's never in danger. In practice, a Blaster dies LONG before he has the time to pump out even a fraction of his damage. Even as fast as it is, a Fire/Fire Blaster trying to use Fire Breath + Fireball + Rain of Fire in any order against a regular spawn is dead long before the enemies succumb to the damage. And that's non-resistent enemies, unlike Malta, Crey, most Praetorians, Longbow, the Arachnoids, Arachnos, the Rikti, etc.
I've been trying to argue a meaningful change to Blasters pretty much since Defiance 2.0 (which helped a lot, just not enough), and I've just about given up on the AT, having rerolled all three of my level 50 Blasters as other, less suicidal ATs. I get what the idea behind Blasters' design was, honestly, I do. But for the life of me, I will NEVER understand what the person designing the AT's power selection and stats (Geko?) was thinking. Blaster primaries are sometimes suspicious, with nukes and ESPECIALLY snipes being of questionable value vs. their drawbacks, but Blaster secondaries in particular are just a complete, frightening mess that I don't ever foresee being straightened out.
If we're being realistic, my list of ATs that need a revamp would have Blasters in spots 1 through 10, and probably have Kheldians on spot 11 and Stalkers on spot 12. However, BECAUSE my list looks like this, I simply do not play either of the ATs most in need of help, but I do play Stalkers because they don't die all the time, hence the first AT I actually want to see beefed up is Stalkers, which is what's happening. -
I dont think mm as a whole need help, just ninjas. There is no reason for these guys to be like wet paper dolls all the time. They need higher survivability at this point. What good is having good damage if they do not survive long enough to do it? Also there needs to be some overall compensation for dealing with the headache you have for controlling them due to their wacky ai.
-
I think the whole thing is a double standard. While there is the issue of a male mastermind abusing his henchwomen, how is ok for a female mastermind to abuse or be abused by their henchmen? To me it looks worse for the female mastermind to be gang banged by the henchmen. What works for one can work for the other. The devs need to stop with this double standard approach.
-
Slots are too valuable to be wasted on this which is why I never really bugged the devs much after they did this change. Besides I have never been in a situation in this MMO where mobs dont stick to the tank/brute like flies do to poo. Other games on the other hand I wonder why they even have tanks since they suck so badly.
-
Well I think from what Synapse said that it will keep it, which will make the damage on StJ very nice on stalkers. I just need to see how its going to work out. I hope it does because I dont know how much of lol stalkers I can continue to deal with.
-
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.
-
Quote:Will do just that, we are already planning on putting together teams for this on the beta server just to see how well this works out to be.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 -
No he isnt a source, i think he is one of the best devs because he responds to pms. I dont know anything about staff weapons outside of seeing the youtube video. If they all responded like he does we would not have to wait like 16+ issues to get something addressed
-
Quote:Actually it wasnt a coincidence, after the whole no titan weapons thing I pm Synapse in hopes of getting him to change their stance on the issue. He did hint to the fact they would be doing something for stalkers when I asked him if there will ever be an end to Lol Stalkers. That thread was just to kind of see what kind of ideas the community would have for fixing stalkers. Kind of a wish list thats all. I was expecting something around issue 24ish but nothing this soon.Sorry, I meant EvilRyu (hard to keep track of the two to me
).
And I'm somewhat joking but...not really.
I said it because he started the "how to end LOLstalkers mentality" thread a week (?) ago.
From what I saw there was nothing mentioned about any stalker changes and then that thread...just seems too co-incidental to me
Not that it matters.