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Quote:And half that equates to fancying the damage of the set, not the animations of the set. I've already mentioned before why I don't like how the set looks but I'll save it and just say it stems from the *weak* animation of its strongest attack, Headsplitter. The weapon doesn't look like it has weight, the little 'stomp out with the leading foot' is just comical and you don't swing a sword as if the counter weight is on the point of the weapon! If you're really slicing, why the 'hey' would you even stop the attack mid swing!? It's atrocious!I tend to give as much regard as I receive. And while I'm perfectly willing to agree to disagree with you (and I do
), when I see a post to the effect of "this sucks" aimed towards something I like, my response tends to be "No, it does not."
On Broadsword, I have to say that it is by FAR my favourite powerset in the entire game. Some powers from some sets I might like more than some powers in Broadsword, but in terms of feel and look, I would accept no substitute. Broadsword is a brutal, inelegant set that emphasises raw hitting power and explosive pillar-of-pain damage, and unlike its cousins War Mace and Battle Axe, it has by far the greatest weapon length, making the swings feel even harder. This is what I enjoy about it, and I have to say - none of the other sword, or indeed melee sets come even close to the same feel. Even Super Strength pales in comparison,
I hope it's understandable that I might not take it well to suggest that it sucks. -
I thought we already covered that, Sam. The proper phrase is: No, not in my opinion.
That is to say, I think Battle Axe doesn't look so bad with the animations except for perhaps a select few weapons. But Broadsword just looks bad *period*, to me. -
Quote:That brings up a point for me. Why can a gun rain down bullets in an area but I can't rain down....energy bolts or LIGHTNING? I think they should take out the bullet rain power and replace it with a bullet tornado like psy tornado
While I can't really fault the idea at its root, it doesn't strike me as something that would be as much symbolic of handguns unless you had super speed or super reflexes to count. They're guns, after all, and while you use them in funny ways, they're still guns... That can make bullets rain from the sky... -
Most fun:
Has anyone said Ninja Run? I can't get enough running, bouncing and flipping. I often times find myself running to places even though teleport is sitting right there in my tray. -
I never thought travel powers were a necessity. If I created a character whose concept didn't involve a travel power, I wouldn't take one.
Incidentally, even some of my characters who have travel powers (like my flier or teleporter) use ninja run and my non-traveling cat Elec/Elec Brute doesn't use ninja run because he doesn't look right using it. -
Quote:Because that isn't the purpose of a Stalker...at least not a /Nin stalker. And because you have no AoE attacks, you won't get the attention of a lot of enemies.On a slightly unrelated note, is there a reason my stalker can't hold the aggro from a mob? Not that I'm complaining, as it's the main reason I seem to survive team wipes, once again giving rise to the medic idea. I was just wondering if there was a technical reason for it. Thanks, again, for all the input.
Overall, the only high threat attack that might draw more attention to yourself is Assassin's Strike and only if you get the Assassination bonus on it. Everything else is only backed by your medium Thread Mod. Compared to a Tanker or Brute, a Stalker will draw less aggro because of their threat rating.
That isn't to say you can't affect multiple targets to aid teammates. If you had chosen Dark Armor, you could fear or stun any foes around you, effectively drawing some attention from them. As a Ninjutsu stalker, your only choice would be Caltrops (as I don't think Blinding Powder draws aggro). Good enough seeing as you can throw a couple patches of those out and slow enemies to a crawl (maybe even cause some damage if you slot procs in them). -
You know, if you already choose the teleportation pool as your travel and you were planning on picking up Aid Self, then it's not much of a leap to add a slot to Aid Other and pick up Resuscitation. I built a 'support scrapper' out of my MA/Shield scrapper mainly because he already had Recall+teleport, he was planning to get Aid Self and since none of the APPs fit his concept, picked up some leadership toggles. So he can buff team defense, throw out some healing (although I think I'm going to switch this to the mez resist click) and TP/rez allies in difficult situations.
I didn't even know about the dayjob rez, myself. I guess I could add that so he can rez more than one ally. But yeah, if you have the pool choices to burn, it's not a bad choice if you're not aiming for a super specialized min-maxed ultra tanking build for your stalker. Recall friend has added utility on a stalker as well. -
Quote:Well, if the set had a secondary effect like a short duration +def range on several key powers (3 out of the 9) that could either be stacked for a short time or spread out for a consistent buff, that'd facilitate the concept of 'shooting down' hostile projectiles...you just have to keep shooting.Parry and Divine Avalanche are attacks, and they're melee. The thought that they're supposed to be deflecting something is forgivable since the animation looks like an attack, but could also look like a parry if by some miracle you were being attacked at the right time. In order to make it seem like you're deflecting things with your bullets, first; you'd have to not be aiming at the enemy, because bullets travel in straight lines, and second; you'd have to have to measure the bullets' path to intersect with the incoming projectile's path, animate the angles properly, and have a deflected projectile animation. That's a lot of calculations that, for an MMO, are just unreasonable. In order to make it look right, the calculations would take up too much bandwidth and system resources.
I don't want to slow the game down in such a way. It would be seriously cool, but for the sake of game performance, I'd much rather just have an attack that gave the enemy a -tohit.
BTW: If your concept for a power set requires a healing bullet, then your concept is dumb. -
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Oh please, Arcana's a girl...
Quote:You can think of a reasonable way to say that an in game effect used against players should have a way to be completely negated all the time that makes more sense then removing the mechanic itself? -
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Why do I always end up agreeing with Arcana? >_>
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Quote:I really wouldn't have a very strong argument against it (seeing as my DA characters or Elec armor characters tend to plug the KB hole eventually, my 2 DA ones did after 32+ lvls and my Elec picked up Grounded at 28). The only argument I'd put forth is that 'it's the easy way out'. Rather than doing something cool and unique like giving those sets axillary bonuses for that hole, we'll just make every set give the same protection?Now, if you cover the KB holes . . . the sets wouldn't be overpowered no big deal.
I think a stronger argument is needed to keep the KB hole in. Would FA and DA suddenly tromp other sets if they had KB protection? Their other holes aren't enough? Would they not still play differently from other sets, as most of they're mitigation tools are different?
IMO, rather than giving FA KB protection, how about more damage? Consume doing shield charge-like dmg when combined with fiery embrace? Some slow-movement in Burn? I'd take that over KB protection and then figure a way around that later.
Or what about some -ToHit debuff resist in DA plus some -ToHit in Dark Regen? You'd better believe I'd slot DR with some Clouded Senses and Siphon Insight sets. Sounds much tastier than KB protection IMO.
If they could, I bet the devs might consider going back and poking a few holes in sets (like no sleep protection in Stone or something) now that toggles don't drop when mezzed. It'd make things much less 'turn brain off'-like and require *everyone* to actively notice what the enemy is throwing at them. -
Personally, defensive sets should have holes of some kind that aren't so obscure as WPs (I think burst damage is the only hole for that set...and not even so much so as it's a hole for Regen).
In the beta, WP actually had a hole to immobilization but I guess they plugged it because enough players whined about it (and as if it wasn't as simple as taking Combat Jumping to get around it). It's probably too late to go around poking holes in sets now to make the game less binary but players really need to adjust their attitude about holes that exist.
There are always ways to circumvent holes like that, even holes as wide as psi and toxic damage for Energy Aura. It should be seen as a challenge to overcome, not an oversight. -
Quote:So we can admit this as a hypothetical for Blasters. Now we just need people to actually *realize* it for Stalkers.
Just dumping a Scrapper set on a Blaster will give them, if not the same, then at least somewhat comparable survivability, and THAT IS SCARY.
But if that would be a problem for this new AT, I could actually see a scaling buff for the armors it has that goes up with team size. Afterall, Blasters don't even need an inherent, it's just nice to have. So something that will make these new guys comparable without being overshadowed sounds like it'd be balanced. -
Try it on a Stalker. Just walk up to a Lt., put your hand on his shoulder and he simply explodes. Or you're fighting a boss and he's half dead and you wave your hand and then tap his shoulder and he melts. Priceless.
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Quote:Actually, I never said it'd drain you by 'running them all', I said you'd drain yourself running everything *AND* spamming DR.
You just said that you'll be drained of your end by running them. I know each set has their strengths. My only quarrel before you guys started name calling and acting like 12 year olds is that the set has too many toggles to even pick the powers from the set. I don't even mind the heal because it gives us all our health back.
Why have the set like that? Same reason you put tier 9s in the game. So when you have to, you can survive but at a cost. -
Quote:Well, partly that was aimed at Clouded who felt ignored while you were getting the attention. He said DA pays more endurance for less survivability. And did you not agree with him?
I'm not talking about and don't care about mitigation, resistance and stuff. This post was about the end, not resist.
If not, my apologies and just disregard that part as it doesn't pertain to you. If you did, then stop changing your stance.
Quote:I don't understand the comment on "use it when needed". If i'm in the middle of a mob or mobs, IT'S NEEDED. Just like the def toggles, if i'm not in battle, i don't turn them on.
Sharker explained it and I'll explain it. Other sets just fall over dead which is a clear indication your difficulty is too high but DA is different. It can survive stuff that others cannot BUT you'll be drained of endurance because of it. That isn't to say DA is the end-all of sets, it just has other strengths and weaknesses.
Quote:The other sets don't have end management. They have end REFILLER. End management is something you have to do with /DA to be able to play it. -
Quote:Because all those other extra toggles are DA's *bonus*. It can mitigate more damage by turning them on. Those other sets don't have the same luxury and can't mitigate any more damage no matter what they do. But that's okay, those other sets get a *different luxury* called 'ENDURANCE MANAGEMENT'...How you figure? He gave a couple examples that don't even figure in all the toggles that /DA has.
...are you starting to *get it* yet? -
Quote:I'm actually confused at what you think you proved. That, if you turn on more toggles, you burn more endurance? So a SR character running all its powers + maneuvers + combat jumping + tough + weave burns more endurance than a Regen running the same?
If you look at what we have actually PROVED with the charts on the powers given per set.
Well, duh. Regen only has 1 toggle.
Quote:I don't give a crap because all you can say is "its ok". But you can't prove it. All you can do is be a ***** to anyone that wants you to back up your statements, which you can't/haven't.
FA (tanker base values, including all toggles and passives and any powers that provide resistance)
[230 pt of resistance] = .52 e/s
(calculating the additional resistance of Healing Flames)
[256 pt of resistance] = .78 e/s
Elec (tanker base values, including all toggles and passives with +res excluding the tier 9)
[287 pt of resistance] = .73 e/s
DA (tanker base values, including all toggles with +res)
[250 pt of resistance] = .62 e/s
What does that prove?
-It proves DA gets similar resistance values as other resistance sets.
-It proves DA actually gets off cheaper, because those other sets' values include a free passive +res.
-It proves that DA isn't any more weaker in mitigating damage than those other sets.
-And it proves that DA has even *more* ways of helping it survive by spending more endurance (OG, CoF, CoD, DR) if you so choose. Elec would be forced to pop their tier 9. -
Quote:Not to be rude but you're....*ahem*, not very smart....if you think every armor set needs a means to replenish endurance.
It's funny to see numbers posted for end./sec... Now, please take into consideration that the other sets have a means to replenish their enurance usage. (without popping a blue)That's a major point here. You can't say it wouldn't benefit from it.
Endurance powers are a *bonus* not a requirement. Invulnerability doesn't have it. Shields doesn't have it. Stone Armor doesn't have it. Endurance is already too easy to get anyway...
As for anything else you said, there's no point responding. Because you don't give a crap. As long as you have your argument on paper. No amount of numbers or build posts will persuade you (and honestly, why the hell does anyone even *need* to persuade you? just go play something else!) -
Quote:*checks the stats*
I don't consider FA's heal weaker by any means
Correct me if I'm wrong...
FA Healing Flames(base values): 25% heal, 40sec rech, -10% END, 20% res vs toxic
DA Dark Regeneration(base values): 30% heal per target, 30sec rech, -33% END
To me, numerically and statistically, DA has a stronger heal. The only time FA's heal is more powerful is when no foes are around.
Quote:That's my point.
DA (base values):
30% res (smash, lethal, fire, cold), 20% res (energy, toxic), 40% res neg energy, 50% vs psi [250 pt of resistance] = .62 e/s
FA (base values, including passives):
30% res (smash, lethal, energy, neg energy), 20% res cold, 90% res fire [230 pt of resistance] = .52 e/s
Elec (base values, including passives):
35% res (smash, lethal, fire, cold, psi), 30% res neg energy, 82% res energy [287 pt of resistance] = .73 e/s
For the resistance that DA gets, it doesn't pay an extraneous amount for and is in line with similar resistance sets. The difference is, DA gets the utility to pay more endurance to mez nearby foes AND fill HP every 30 seconds. The other 2 sets get endurance management (moreso with electric) and FA gets more damage.
What are you not seeing here!? -
Quote:Well wait a second...*sigh* Again for the reading-impaired: character models/skeletons have "nodes" that allow various costume pieces to be attached. You cannot attach a piece where there is no node. There is one node on each arm/hand where a weapon/shield/other object can be attached. You cannot attach an object like a shield if there is no node available to attach it to in the first place, which is the case if the node is already being used for another weapon.
This is a game engine limitation, not an aesthetic limitation. Adding more nodes is obviously not a simple thing, and would probably require rewriting huge amounts of the game's basic animation code, and then dealing with rewriting all the secondary code since the game was launched that would no longer work properly... just a little bit of work. Who knows, maybe something like that will be in GR, but i have my doubts.
I think it could work, it'd just require new claws and shields. If you choose this power combination, maybe it'd lock the normal "claws" and "shields" options in the costume section and replace it with "gauntlets" or something. Basically, Gauntlets would be shields with claws sticking out on each arm OR clawed gloves that had shields on the back of the hands. You probably couldn't customize the individual claws/shield parts but the weapon as a whole. Incidentally, I don't think that'd work with Spines or Dual Blades. -
Quote:I didn't skim your post. You just took it from a biased point of view. Of course DA will cost more endurance when it has more toggles. Because FA only has 2 protection toggles, yeah it'll cost more. But then FA also has 'less' survivability just by virtue of having a weaker heal. Same with electric.This is where my main issue with DA lies...it pays more for the same or less survivability. I speak from tanks and brutes experience/perspective. Scrappers can get by with less survivability because they have tanks soaking up the aggro 8 times out of 10.
I find it interesting most people skim over my posts and go right for erqy (whatever).
Next time, calculate the amount of resist those toggles provide vs the endurance cost of them. Do they offer equivalent resistance or does DA, for some reason, pay more endurance for them yet recieve less of a bonus?
Then, when you add in the mez toggles, compare those to the utility of Fiery Embrace/Burn and Power Sink/Lightning Reflexes. Which of those provide more survivability? -
Quote:Well, if we're talking about relatively equivalent protection toggles, DA actually is cheaper. If you only have to run the 3 res toggles and the dmg aura (same as Elec Armor runs), DA runs around .78 e/s while Elec armor runs at .86 e/s. And the resists from those toggles are around about the same amount of resistance too.What I actually said is that the set has a cheap control toggle in it.
You either can't read or choose not to. Given the choice of "you're too stupid to understand what I said" or "you're lying about my position"... does it matter what I believe?
The difference is DA has an overpowered heal that cost a ton of endurance and Elec has a moderate heal with endurance management. Their utility, of course, will be different (DA having more toggles to provide control while Elec gains more endurance management and rech bonus).
Endurance management isn't some 'side game' that DA is forced into, it's a balance measure and is just something DA must deal with. Similarly as Energy Aura has no endurance concerns and good defenses but requires specific tactics to deal with psi/toxic foes. Or Shields is an burst offensive Juggernaut but is less sturdy than other sets so requires buffs, inspiration use and special tactics to take advantage of.
OP, you just don't like the 'angle' DA is pointing. Nothing wrong with that but do understand that it's your personal taste, not a problem with the set.