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Posts
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Joined
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Quote:I'm honestly surprised you didn't bring up Lightning Field's end drain.Damage can be damage mitigation. Especially when it's AoE Damage.
Lightning Field and Death Shroud hurt entire groups of enemies, lowering their overall hit points for when the (scrapper/tanker/brute) turns to hit them. Meaning they survive less single target attacks and get to throw off less damage.
Quote:Both Electric and Dark armors are resistance based sets. A tiny bit of defense on top of not enough resistance can make them squishy.
Quote:When you combine low HP with the lack of Lucky or an AoE damage aura or even Quick Recovery you get a fighter who can't survive a prolonged melee and can't lower the number of enemies attacking her with any alacrity (after, of course, Assassin Strike removes a Lieutenant or Minion). More incoming damage means a faster death. Very few, if any, AoE attacks hampers this even further (Thanks AS and Placate, for taking my AoE away from me!)
As for what I'd do with Stalkers specifically... Well, it's far too late to do what I feel the real answer is: Not give Stalkers hastily-recycled Scrapper secondaries and instead give them reinvented ones like Ninjitsu.
So, what I'm left with, since it's the only real common denominator between all Stalkers: Change up Placate. Make it be available more regularly. Would probably have to nerf it in some fashion to keep it balanced (up its end cost, lower its duration, perhaps), but I'd love to see it as a much more active power, allowing Stalkers to dance in and out of aggro willy-nilly.
I'll admit it's a dicey balance situation, but I'd prefer fun tweaks to pre-existing mechanics over iffy new ones. -
Keep it stationary, but change it from +Regen to Heal Over Time. It makes more sense, and would be more effective at what it's supposed to do.
Unfortunately, the MM version would likely remained unchanged (see Soothing Aura), but perhaps a slight numbers bump would be in order. -
Quote:Death ShroudAnd lose out on at least one power thanks to "Hide" which grants phenomenal AoE defense and good melee/ranged while hidden.
But the tiny defense bonus of an unstealthed Hide power isn't always equal to whatever power they might be missing out on.
-Rachel-
Lightning Field
Quick Recovery (x2)
Lucky
Only one of those powers directly affects survivability, and Hide's bonuses partially mitigate its removal.
I do think Stalkers need a little something (preferably something that differentiates their playstyle from Scrappers further), however. I just disagree with your line of reasoning. -
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Quote:I'm not really sure if I'd call a defense buff "utility". Quite frankly, I'm against giving Blasters any form of additional defense due to IOs.Okay.. Lets have cloaking device give unsuppressed 5% defense because it would improve the utility of Device overall, as it is a somewhat lacking set to begin with and has not much changed for the better since I1..
And Devices has been buffed plenty since launch. Web Grenade got a slow effect, Taser got its range buffed, Targeting Drone received its Sniper Rifle bonus, Smoke Grenade's perception debuff became auto-hit, and Auto-Turret became Gun Drone.
Quote:Though I can somewhat see what your saying.. I have issue with the statement since both sets almost share 1/2 of the same powers.. -
The leveling system is already designed to give you a few "free" power slots.
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Except that Traps is a support set given to support archetypes and Devices is a personal defense/offense set for Blasters. They're not meant to be comparable at all.
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Most of these sound like ideas from the long lost skills system.
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Quote:I'm still a fan of the turn in additional sets of Halloween salvage to earn permanent costumes idea. Especially since the balancing factor is built-in: Costume codes are account-wide, aren't level locked in any way, and are "free" whereas these unlocked costumes are per-character, require you to get the salvage in the first place, and take time to earn.Eh. I suppose. Then again, I'd rather have the "costume" badges on Halloween let you "keep" a costume instead of having it vanish. (There are a few. Have a "kept costume" for each.) Maybe turn in some salvage for something to keep, too. (So that "Hey, I have 31 BAB gloves and only one LR mask!" means you'll have a use for a bunch of those gloves.)
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While I do like #2, it's not very feasible. There's no way to automatically seed them into existing missions (at least as far as I'd know), so they'd have to be placed manually. Doubly so due to the semi-randomized nature of mission maps - there's no "off the beaten path" when maps aren't static.
And either way, it'd make more sense to reward already-made temp powers instead of recipes in that context. -
Quote:If such retrofitting required new code or new enemy designs then yes, it probably would be about the same amount if not more work. And even if it wasn't, it'd still be effort that IMO would be largely wasted.But somehow, I am leaning to believe that regtrofitting old TFs to become level 50 would be less work.
Of course, I still haven't quite grasped the importance of doing low level TFs at high levels in the first place. -
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Powers can be changed on a per-set basis. The patch itself is likely the same between Blasters and Tanks, but the call power itself can be different.
Not that I'd want to see it changed either. -
If we're at the point that they're making new enemies, I'd rather they spent the effort on something totally new.
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Just a tip, since this display bug has irked me since the day temp power timers were added:
Right-clicking -> Info on the icon in your active power list (under your HP/End bar) will not show temp power timers, but Right-clicking -> Info on a temp power in your pop-up Powers list will show how much time remains. -
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And even if scaled up using Giant Monster code or just manually, low level mobs do not have the inherent resistances or extra powers to compete with level 50 player characters.
This would make such TFs ripe for farming. -
Quote:I'm assuming the mothership interior would be some sort of instanced map? Because otherwise I'm fairly certain it would lower performance during ship raids pretty badly.But I figure after we blew the grates and destroyed the GM, we have the opportunity to destroy the top of the "Bowl" of the Rikti ship and get to penetrate the ship itself, having battles in corridors, control rooms and what not. As we get deeper into the ship the resistance does get stronger, as the Rikti become more desperate to repeal the invading humans.
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This is possibly what's going on, but I wouldn't be surprised if souvenirs went buggy again:
Unlike the badge, which is awarded once the final mission is completed, the souvenir is awarded once the final mission is turned into the TF contact.
If you quit the team after the badge drops but before the contact is called/talked to, you won't get the souvenir. -
Another, albeit lesser-known bad power:
Spirit of Sorrows' Neutron Bomb has a -55% Defense Debuff on it. -
Yes, yes, yes, please yes. Also, awesome mock-ups.
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Quote:It even showed up on Live, briefly, and yeah, it showed there was no real restriction in offering helmetless Wolf Spiders. Please give us helmetless Wolf Spiders. *puppy-dog eyes*For a short while on Test, Soldiers of Arachnos(the Huntsman/Bane/Crab kind) were able to go helmetless. That is, they were able to be in full Arachnos armor without the helmet. This was great! Then the feature was removed and it never went live. It would be very very nice to have this back!
And I'll throw in another vote for "legacy non-shiny metallic, etc". My problem with the shiny pieces is that the shiny versions wash out their colors really badly. And considering that I have three (and soon to be four) versions of the same cyborg that uses the metallic texture extensively, I'd love to keep her look as-is. -
It's possible that we're simply thinking of two separate contexts. I think you're referring to what breaks sleep on a player character, whereas I was referring to NPCs.
At least, I'm pretty sure I've seen Mass Hypnosis'd mobs get Handclapped and not wake up. Unless that's an animation bug. Alternatively, something changed when ragdoll got added. -
Quote:Knockback doesn't actually affect Sleep, IIRC. As long as you use a non-damaging knockback power, anyway.And considering Terrorized can only be broken at most once every 5 seconds, while Sleep is broken whenever you're hit, KBed, or healed... there's a distinct difference there. And the Terrorized effect stays even if you run away; if you get knocked out of the sleep patch, you're awake for good.
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Quote:Except if they told us. Which they have, previously.I agree completely, though I will point out that "we" the players would have almost no way of knowing if "Company" policy forbad them to post under a non-Red Name post.
Quote:It would actually make more sense if they were allowed (in a limited manner of course) and that is how we sometimes see someone hit the nail square on the head with a supposed guess. This way we get "warned" ahead of time without officially giving anything away.