Leo_G

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  1. So apparently you think Stalkers are wet tissue paper?

    Fair enough, I suppose considering how they set up the secondaries for them. It's at least a good deal better than slapping protection toggles on a Dom. But with the exception of Ninjutsu, Stalker secondaries are geared to 'tanking' rather than their specialty.

    Quote:
    Playing a scrapper like a tank requires a special build.
    Playing a brute like a tank requires focused build.
    Playing a tank like a scrapper requires a special build.
    Playing a tank like a brute will usually not end well.
    Playing a scrapper like a brute requires being ballsy, keeping greens on hand, and not being afraid of debt.
    Playing a brute like a brute requires being ballsy, keeping greens on hand, and not being afraid of debt.
    Playing a brute like a scrapper doesn't utilize their strengths the best, but is quite easily done.
    Playing a scrapper like a stalker is quite doable, but very inneficient.
    Playing a stalker like a scrapper requires a very solid build to be able to even dream of it.
    Playing a brute like a stalker is silly, and they lack the damage to pull it off.
    Playing a tank like a stalker is silly, and they lack the damage to pull it off.
    Playing a stalker like a brute requires a godlike build.
    Playing a stalker like a tank is only slightly less absurd than playing a blaster like a tank.
    Playing a Scrapper like a Tank is difficult but possible with the build and team make-up but playing it like anything else is pointless because he lacks the abilities to do so. You're not going to magically do more damage from acting like a fool and aggroing stuff and you can pretend all you want but just attacking from stealth isn't going to give you any burst.

    Playing a Brute like a tanker is only effective if you provide mutual attention to your offense. Because a taunting brute is useless but a taunting brute that is laying on the SMASH thick for doing so is not. Playing a brute like anything but a brute is a disservice to the AT itself, like playing a dominator but never using domination.

    Playing a Tanker like anything but a Tanker is similarly a disservice to the AT. With your HP, resist/def numbers and caps and the lvl you have access to your shields, it's rather unsatisfying *not* to try and take a lot of hits to see your HP move at least a little.

    Playing a Stalker like a scrapper ain't hard. In fact, that's exactly how you play them if, in fact, playing like a scrapper is simply running around killing stuff. Gah, are people so egotistical about their scrappers that they think they have something *special*? Hell, even a Blaster can play like a scrapper. My dominator can play like a scrapper. Scrappers are the *least* specialized AT in the game and practically anyone can emulate one. Stalkers probably come the closest to their outright DPS with the advantage of more burst. Playing a Stalker like any other melee AT is rather pointless as they either lack the tools to do it consistently or lose effectiveness.

    tl;dr ver: Playing a Tanker like anything but a tanker is pointless.
    Playing a Brute like anything but a brute is pointless.
    Playing a Stalker like anything but a stalker is pointless.
    Playing a Scrapper entails doing anything you effing want so stfu and play!
  2. But Corruptors and Defenders share the exact same set in Traps, a devices based support set. No need to have a hero/villain version of such a set for Controllers and Dominators. The reason Empathy and Pain Domination weren't ported is because of inherent concept of those sets. But machines and technology aren't inherently evil or good.
  3. A "Device Use" control yet: yes.

    A "Traps Domination" set for doms: why?

    Just make a control set using devices and give it to controllers and dominators. Done.

    PS: The tier 9 should be some kind of Mech pet. A giant remote controlled robot. What would it do? I dunno, look cool being a mech?
  4. Leo_G

    Multiple Arms

    Everyone always forgets about Stalkers, as if they're not a melee AT...

    and people were asking me "Why only a Tanker/Stalker set?" when I made my Death Scythe set...

    Anyway, I could actually see this just being wrapped into alternate animations for Super Strength. I could imagine so many alternate animations for Martial Arts but I was drawing a blank on Super Strength. Multi-arms sound like a possibility.
  5. Quote:
    Originally Posted by Panikaze View Post
    Yeah, limiting travel powers makes no sense, will just make the game slower and maybe boring to play due to running...

    If you really want to prove your point to your friend you should try something more gimped than a stalker, maybe something/Energy armor brute, something heavy on end prefered, like stone mellee.
    Not seeing a Stone/EA brute being gimped either. Even the non-synergetic Energy/EA brute still works.

    Now a Dual Blades/Stone brute without teleportation might be a pain...
  6. Quote:
    Originally Posted by SpittingTrashcan View Post
    Defenders generally have a ranged attack chain. Claws scrappers cry if they can't reach out and Follow Up someone.

    Which is not to say that I support the OP. You can take my Shockwave KB when you pry it from my cold dead hands.
    *Assassin's Claw*

    *Pries KB from SpittingTrashcan's cold dead hands*

    Yay, more KB for me!
  7. So what's the issue? With the new difficulty settings, you shouldn't run into too many missions that are out and out impossible for you to complete. Although DB/Elec isn't the strongest combo for Stalkers, it's far from useless either and should be quite capable.

    I don't really like the idea of limiting pools though. Some secondaries are peachy running what's available within the set but others are capable of more thanks greater management of endurance and that is a strength of Elec that will get no emphasis in your experiment.
  8. Quote:
    No. first, scrappers/brutes are the linked pair, not scrapper/stalker. Second, the mentality of "This clas can't use them, NYAH!!!!!" is stupid. Third Stalkers have a different power focus than scrappers. If you wanted the secondary to be focused on stalkers, that's fine. however, if it goes to Scrappers then it's already set up for brutes, and .. well, as long as it fits, it will eventually go to tanks.
    Then give me a mother&$@^%# defense set in the same vein as Ninjutsu which is focused on misdirection and no more of this Electric Armor/Willpower out-and-out tank crap! If you think a Tanker or Brute won't mind having stealth and shot-term mitigation using tricks and placates then give it to them but they can't whine about "I can't tank rite with this!!1"
  9. Quote:
    Originally Posted by JuliusSeizure View Post
    But here's the deal. The existing AT structure for Scrappers denies criticals from their secondary. This is universal and across the board. Whether it's fair or not is a separate debate-- but that IS the current AT structure, and a Shield Charge without criticals adheres to the way the current Scrapper AT plays.

    Having isolated skills that are pseudo pets and don't follow existing AT rules is completely different. Shield Charge and Lightning Rod are two notable exceptions to a rule that applies to all Brute damage skills. That is that there is an 850% damage cap, and they are all affected by Fury.

    There's no reason that a Brute player should have to hit Build Up and unknowingly have it add no damage to their Shield Charge simply because it's one of two skills that ignores what everything else in the AT does properly.
    So it's okay for it to ignore the inherent of another AT but not Brutes?

    Despite Shield Charge being in the secondary, it's a very similar power to something in a primary melee set and if you can fix one you might as well fix the other.

    The only AT that will predictably hit the dmg cap for their pseudo-pets is Brute and we don't need to be doing them any favors. Why not lower the maximum dmg fury provides so hitting that cap is a little tougher? No? Well how bout just 'fixing' those powers in a general sense.
  10. Leo_G

    A suggestion

    Sounds like the perfect situation for a power like Soul Transfer or even simply Revive.
  11. Also, the Brute can actually use Shield Charge at range for some alpha mitigation and not feel it whereas if a Scrapper doesn't take advantage of using Shield Charge accompanied with Against All Odds, they'll be significantly lowering their output.

    That spreads out /Shield survival levels between those ATs further.
  12. Quote:
    Originally Posted by Captain_Photon View Post
    After all, his battlecry isn't "IT'S GETTIN' CLOBBERED TIME!"
    Although, at times, it probably should.
  13. Quote:
    Originally Posted by Samuel_Tow
    In fact, for my flagship characters, I tend to give them street-level crime as a vacation. You know, to take a break from fighting gods and super robots, they get to walk around and pick on helpless weaklings while simultaneously doing a bit of good. It's win/win. I especially have a lot of fun with a particular female character, whom I've made intentionally pretty attractive, and will paint her getting cornered in dark alleys by bad men. The twist? She's a super-strong, invulnerable cyborg who could snap these people in half like toothpicks, so this is completely meaningless to her. Like, below the level of a minor distraction. That's the sort of response I envision street level crime eliciting in someone who just beat up the strongest villain in an entire alternate dimension and saved the strongest hero of ours: meh.
    Personally, my RP character (ones with a 'progression' of some sort rather than keeping their same power lvl/form/ethics and just facing different types of threats) tend to do normal saving/kidnapping and what not kind of as a redemption for things they have to do. Like my main hero sometimes is required 'steal' or something against his personal honor so he'll do extra 'hero duty' to make up for it even if what he did helped save lives. My main villain isn't a guy who is trying to destroy the world or anything but he doesn't like helping people but sometimes it just happens so he'll take a kidnapping job 'just because' or rip a guy's throat out to clot out any sense of good he might have felt.

    Also, I enjoy the training aspect too, moreso than actually 'saving the world' because it's about progression whereas saving the world is just preserving the status quo. For once, I'd love the world to actually *be* destroyed and then I have to fix it...

    Quote:
    Actually, one of the reasons I enjoy heroes as a concept and their execution in this game is that they AREN'T mundane in the slightest. Then again, I don't think I have a single hero with a secret identity, and I don't have more than a few with a life other than being heroes, exactly because I see the "being a hero" as being their life. It's not a part-time job led in addition to a civilian life, hidden or otherwise, it's part of who they are.
    That sounds poody.

    Like an RP thread with only fighting. No character development except between fights and short quips during fights. You could inject some flashbacks in there too but that's almost forcing it.

    Ahh, now I really starting to miss my first RP thread, Superhero101. It's a highschool but for superheroes! Yeah, they had math class but they also had 'Super Gym' class and got extra credit for saving people/the world after classes. It was fun while it lasted
  14. Meh. Seems a lot like Shield defense but without the shield...which isn't a bad thing...but still doesn't seem that different from the sets we have...

    ...I guess I'm just a little bored with all the slight variances of defense/res/regen/dmg we get now in all our defense sets. Nothing *really* new...but meh, that's just my opinion.
  15. Quote:
    Originally Posted by Lazarus View Post
    Let me start off with the end of a battle with Professor Echo.

    The Windup
    The Delivery

    Yes, I was uncloaked at the moment but it still counts as I was using Assassin's Slice to end the fight. Extra points for style.

    Next!
    Ah, the classic Vengeful Strike > Assassin's Blades technique...well, classic for a Dual Blade stalker. Just a step above the Thunderstrike > Assassin's Shock maneuver.
  16. On the contrary of making every set a tanking set, I suggest having variety within armor sets. While each may provide alternate combinations of mitigation and alternate versions of tier 9s, you'll run out of combos to use for your themes. Seriously, only so many sets can have resist to smashing/lethal, defense and a +HP/heal and not be Invulnerability or Stone Armor. In a similar vein, Brute SR didn't need a taunt aura in one of its toggles because then you have no choice. As a SR brute, you can't *not* taunt without losing a huge chunk of your mitigation and yet you get nothing from it like WP, Inv or any other set with a proper taunt aura. It was changed to appease a non-mandatory ideal that each set should function exactly the same. And it really harms the non-tanking ATs, those being primarily Stalker and secondarily Brute and Scrapper.

    But rather than suggest changing sets right under players for no reason, I propose applying this to new armor sets so they needn't be required to conform to the general tanking formula. A prime example would be here, an armor set built *not* to be a living fortress but to consider death an inevitability and going so far as to use death as a means to another end.

    More sets like that, and some more that use misdirection and distraction (similar to Ninjutsu) or even team aid sets(Shields has a touch of this), would be a welcomed addition to all melee ATs because the option would be there. Having varied effects and playstyles within an AT offers many new and unexplored synergies with primaries and secondaries.
  17. Now who's becoming hostile? Saying I can't comprehend what I read, I'm delusional with no grasp on reality and I'm outright trashing you when really I'm just posting my opposing opinion to whomever decides to reply to me. If you don't want to discuss further then just stop replying to me.

    Quote:
    I never said the stealth power was broken.
    Well SOOOooooOOrrrRy that you quoted something that was a direct reply to someone else talking about broken powers.

    Quote:
    I didn't say a scrapper should be more stealthy than a blaster, but that a melee class like scrappers, brutes, or tankers have obviously be given stealth that does not suppress, so by current game mechanics and current dev intentions, it would be ok for their version of the pool power Stealth to have this benefit. It's not about self-buffs, so defenders/controllers wouldn't get the stealth suppression modifier; it's a matter of what the devs have decided is acceptable for melee classes (in that they already incorporated it into DA: CoD and EA: EC), and a matter you have firmly defended thus far. I find it odd that you think I'm not on your side here simply because I happen to want everyone happy and not just you. My idea is to give melee classes what they ALREADY have but not limit them to that option if they don't want it.
    You're mistaken. It's not 'melee types' that have unsuppressed stealth, it's 'specific sets' that have unsuppressed stealth. Dark armor has it, Energy Aura has it, Storm Summoning has it, Dark Miasma has it, Ice Domination has it and Illusion Control has it. All those sets are not exclusive to melee types. It's not a dev decision that they are acceptable on certain ATs, it's their decision if it's acceptable within a certain theme/set(and truthfully, this is only IMO. I have no idea how they decide what they do but who does?). If the devs decide to make Illusion manipulation and put an unsuppressed stealth passive in it, that has nothing to do with them breaking the mold and more to do with them picking a theme for a set. And I'd bet you no one would bat an eye and think "Bahwha! Unsuppressed stealth on a Blaster!? Unheard of!"

    Quote:
    I'm not suggesting to take away it's stealth. Have you even read my ideas or do you just inherently decide to trash them? Reread it: I am suggesting to MOVE the functionality of that particular survivability tool to a spot where it better belongs so that a tool for a second functionality could be included. YOU would STILL get your stealth move. It would still do the same thing if my suggestion were carried out...
    Are you sure you know what you're suggesting? You *ARE* suggesting the removal of a power within a set that aids survival. Putting it somewhere else doesn't make it okay. For example:

    My Claws/EA brute has Energy Cloak along with the Fitness Pool, Fighting Pool (with weave), the Leaping pool (only for combat jumping) and Leadership (only maneuvers). This is his lvling build. Later in his 40s he'll probably respec out of some of that but up until then, his build will have capped defense to smash/lethal/energy/fire/cold.

    Now we do something careless and remove Energy Cloak and give us the option to just take Stealth, now I'm just SoL because I already have 4 pools. It'd probably be worse with DA who will need to dip even further into Leaping for Acrobatics.

    All I'm trying to say is what you think is giving everyone more options is only really giving *some players* more options. Those that it doesn't give more options to, apparently are just farked.

    Quote:
    Also, way to contradict yourself: "a WP tank outlasts a DA. Big woop" followed shortly by "a DA tank has comparable survivability". Which is it? Can't be both, and most people agree WP, Regen, SR, etc. mop the floor with DA. Even you agreed. Or did you? You changed your mind two sentences later. I didn't say DA can't tank, just that they are not as capable of it.
    When has comparable ever meant equal. An assistant manager might make a comparable salary to a head supervisor but that doesn't mean the AM doesn't make several hundred more dollars a year. But the AM and the custodian probably do not make comparable salaries.

    Analogies aside, you'd need numbers, anecdotes, experience and possibly other posters to back you to convince me that DA is so weak that it can't stand on its own as a Tank set. You'd probably need further data to convince me that the weak link is Cloak of Darkness. If anything, I'd say it's the combined endurance costs of Dark Regen, Cloak of Darkness and Cloak of Fear that is the real issue.

    I don't think it would be out of the question to add a small +recovery buff per enemy on Dark Regen to counter its costs and aid in keeping it's toggles up.
  18. Quote:
    Originally Posted by Archon099 View Post
    Trick Arrows: Acid Arrow

    I understand a move with both -Resist and -Defense debuffs involved is a great move, but I still don't see the reason to make it's radius so small. Acid Arrow tends to only hit two or three enemies, and they have to be practically humping each others' legs for this to be the case. It's radius is 8 ft. It already has a hit check, unlike most TA moves, and I'm ok with that, but giving it the hit check AND the blast radius of a firecracker is really overdoing it, lol. Glue Arrow, Poison Gas Arrow, and Disruption Arrow all have radii of 25 ft and have equally effective debuffs, and they can't even miss. Since this one can miss, I say make the radius bigger and keep the hit check. The damage is already minimal too, and that doesn't have to change. It's a support set anyway.
    PS: Have we moved on from "broken" powers onto "I just wanna buff my powers" powers?
  19. Quote:
    Originally Posted by xXWeaponPrimeXx
    You can discuss the powers mentioned, but its quickly becoming a NAH UH! YOU'RE WRONG! thread.
    I feel it's appropriate to explain *why* I disagree with other's opinion on a power being literally broken. If you're talking about all the nit-picking, it's good to know the actual numbers and effects of a power before labeling it broken...

    Quote:
    Originally Posted by Archon099
    That's why I suggested upgrading the melee class versions of Concealment: Stealth to be on par with Energy Cloak. I'm saying they should have the exact same option they do now, but their personal opinions and choices shouldn't affect others who want to tank. That way you won't have to pick Weave to rebalance your defense again. As for the taunt aura, at least you'd have the option. Did you get mad when villains were finally given Epic Pools just because "aw darn, now I have to respec out some of my moves because I have NEW ones to choose from!" Of course not, it's a benefit to have more options. That's what customization is all about. This game centers around the concept.
    Well, if you're suggesting to *add* an alternate power to EA and just change stealth like you said, I'd think the set would still need a good deal of rebalancing. EA and Elec armor are not as sturdy as other sets but I believe it's primarily for the fact they get such potent endurance management tools. They can literally nullify the need for endurance. If you take away EA's stealth, you take a tool it uses for survivability. One of EA's ways of mitigating attacks is simply taking fewer pot shots from foes at range from not being seen. You can still grab attention of ranged foes like any other set but only EA won't attract their attention off the bat.

    So, if you want to add a power to the set to make it more tankey, you'd have to quantify EA's advantage and then rebalance the powers to that. And really, if you want to be tankey, why not just build it to be? Pick pool powers or just pick a different armor set. I don't want every set being copies of eachother. Again, that's why Stalkers are in such bad shape survival wise.

    Quote:
    My point was that WP outlasts a DA in survivability, and even though dark has a different style to offer, when they are being offered to a tank, they should both give comparable (albeit different) methods of doing just that.
    Okay, a WP tank outlasts a DA. Big woop. Now show me that a DA tank *can't* tank. As far as I can see, a DA tank has comparable survivability, it's just a different (and to weak players, harder) method than WP's toggle and forget style.

    Quote:
    Also Energy Aura was given AoE +HP heal in with their end draining move, whereas Electric Armor was given a similar effect in its conserve power move with a +Regen effect as well. The patch notes said they did this to balance the durability of those two sets with other sets who already had +HP heals.
    Those were done in two different patches for two different reasons. In Elec Armor's case, Tankers/Scrappers have Conserve power in their epic pools and Elec Armor did as well so the change in that set was directed toward Conserve Power. We're not likely to get whole new powers in sets just for the heck of it.

    Quote:
    When the different archetypes were given their inherent abilities, the pool powers didn't work with all of them. This had to be altered to allow for it. I remember the patch notes when they changed it so that scrappers using melee pool powers got their crit bonus. I also remember when they changed pool attacks so that the scrapper melee damage multiplier was used instead of the base multiplier they began with because as they specifically said in those patch notes:
    To be fair, the ATs didn't even have inherent abilities either. Those were added in the wake of Villain ATs, IIRC. Any issues with AT mods and inherent abilities in relation to pools is simply an oversight that was fixed.

    Quote:
    This is not faulty logic, misunderstood mechanics, or wrong numbers; it is fact. Just because my opinion on melee stealth is not your opinion doesn't make it an invalid one. I am merely asking that when querying the pool power's stats, in the event of a melee class, they could add/remove some qualities from the pool power Stealth. I'm a programmer myself and know ways of doing this in programs and have done it on several occasions. The easiest way would be to make the initial qualities/effects of Stealth contain whatever all the classes will get, then upon accessing the power, class is taken into account (as it is now) applying multipliers and adding non-suppression and an end cost reducing multiplier for melee classes. Not impossible, just different. It's easier than most of their recent changes have been.
    Then explain to me why a Scrapper is more stealthy than a Blaster. There is no thematic, AT modifier or player functional need that would justify it. By your logic, the only AT that should get this stealth revision is Stalker because they are inherently better with stealth powers.

    Go on to explain why a Defender or Controller wouldn't get this stealth change when they have better self buff mods than Scrappers or Brutes.

    Quote:
    They kept telling us that as the game was currently implemented, they could NOT change power animation to be customizable (I read Back Alley Brawler's thread on why they couldn't do it). They told us that for quite some time, even back when Statesman was still here. But because so many people wanted it they put it in.
    Just to nit-pick again, BaB has said after the recent issue that he never said it *couldn't* be done, just that it would be too time consuming to accomplish. The man might have lied and said he didn't but I tend to trust him.
  20. ((Well the GM is gone. I could post something but I'd probably be all alone in my arc...))
  21. I'd say it's an interesting set. Probably the only set where you'd want to carry around a bunch of awakes instead of purples. Can you imagine it? Run in, get killed and explode, use awake, they instantly kill you again and explode, get up *again* and put down and take everyone down with you.

    I'd probably suggest rolling the debt protection in with another power. Maybe the quickness power?

    Also, you think there could be a power that somehow buffed you by how much debt you had? Sure, you could game it and keep yourself debt capped OR you could just have fun being suicidal and get rewarded for it!

    Oh, also! The self rez *has* to have a proc PBAoE fear in there! What's more scary than a kamikaze fighter that keeps getting back up?
  22. PS: I'm not disagreeing with you because I don't like you. I'm disagreeing with you because I don't much care for your idea (is there an actual idea in this thread?). It's just forum debate, nothing to take overly serious.

    And you know, after we're exhausted and finally move on to other threads about other things, we'll be the bestest forum buddies because we like chatting on the forums. Just like me and Sam...right Sam? We're bestest friends, right?

    *pounds knuckles into hand*

    Right, Sam? See? Bestest buddies...

    Anyways, if we're actually suggesting things here, I'd actually want there to be more variance in future sets. Rather than adhering to a formula, keep in touch with the theme instead. So if a Tanker set is suppose to be more team-inclined than tankery, then as a player you can pick that set or something else you like concept-wise. Really, it's why Stalkers get such a short end of the stick when it comes to armor sets. So many are built to be 'Tankery' sets that they end up being lackluster compared to the more misdirectional distraction theme that Stalkers are built toward. They end up losing a key power (like Quick Recovery for Regen/WP, or the -Endurance built into Electric Field in Elec Armor) that really complete the set. There's only 1 proper misdirection set for Stalkers and it'll probably stay unique to them because they will never get another one, only Tankery sets.
  23. Quote:
    Really, if you are going to nit pick, how about you go after the other people who have messed up their info (and maybe the next time by more than 0.62%, good heavens). On a couple occasions you had, samuel had, and a couple other posts by others. Seems like some very selective nits to pick. Enough trying to justify it, lol.
    Hey, now I will disagree with whomever has a differing opinion and won't hesitate to post about it. You realize I'm also disagreeing with Sam over there, not just you.

    Also note, most of those other ideas (Stalker Repulse, Tanker stealth and Tanker sleep) I also disagreed with and commented on regardless of if they were your opinions or not. I'm an equal opportunity argue'er here.

    Quote:
    If you want to be stealthy then be stealthy. By all means. Just don't leave it as our only option when stealth is meant to be a personal choice.
    That option's available. It's called not taking Cloak of Darkness/Energy Cloak. It gives you that extra power pick to grab your tankery power like Tough or maybe grab Acrobatics for the -kb/hold protection.

    Quote:
    Pools are in the game for the purpose of personal choice beyond what your class is designed for.
    I think what you're forgetting is the devs designed not only each class to be different but each powerset to be different. Each set has a different theme and different powers to accomplish that theme. Fire armor is about damage and not defense so it has an attack and a +dmg buff as well as a self rez for when you die that does more damage.

    Guess what theme Dark Armor has? Sneaky, emo fear vampire theme. It's suppose to have a sense of depression and darkness so the set has controls and debuffs. You also sap enemies to fill up your HP and revive you.

    What you're asking for is a change in the sets theme to accomplish your own view of how the set should be. I don't like Stone armor because I don't like the 'huge sluggish golem' theme the set has but I'm not going to protest now for them to change Rooted and Granite Armor (although I think they will, hopefully it'll be more about controlling earth to protect you and less about being a rock-covered monster).

    Quote:
    If melee classes got a version of stealth on par with Energy Cloak, and Energy Cloak was replaced with some AoE aggro grabbing aura, you could then choose to be the exact character you were before, at no cost to you! How can you NOT like getting something else for free???
    Except you'd have to pick up a power to shore up the lost defense (it's 5% def to all once slotted and that is significant when you're trying to soft-cap, which I might add is easier for EA because of it). What ya gonna do with EA that has 5% less defense? Stick it in the taunt aura you're suggesting? Now I have to take the taunt aura. Shove the 5% defense in the other toggles? See? Told ya you'd have to rebalance the entire set for your change.

    Right now, you can choose to take Energy Cloak and get the defense or just get another defense toggle like weave which'll give the same amount of defense. Or you can get both. EA won't have issues running all those toggles.

    As for set balance, that's a whole 'nother debate. Some sets just have other advantages than others. You may say WP is stronger than DA but who cares? DA is great! And when you have more than 1 DA on the team, they just make eachother GREATER, unlike WP.

    EA will probably be changed but not for the reason you're saying. Currently, EA has Conserve power. If EA is proliferated to Scrappers and Tankers, they'll need to replace Conserve Power with something else just like they did with Electric Armor. IMO, I hope it's a click like Energize but rather than a heal/+regen, I hope it's +resist (specifically to Psy) and recharges decently fast.

    Quote:
    I see your point and understand how threat rating works. The only problem is that the scenario you pose only works if you are the only melee class, or if the others have non-suppressing stealth as well. Stalkers, Brutes, Scrappers, Tanks, Mastermind Pets, any melee class without that non-suppressing stealth bonus will be visible at full range to that second spawn.
    Despite what you may believe, a Scrapper or Brute without stealth can take a few hits. So if they happen to attract the enemy while you're stealth, it's not the end of the world. Cloak of Darkness did it's job, it saved you a few hits. After that, it's your job to get the aggro and it's not hard with all those aura powers and taunt/gauntlet.

    For less resilient ATs like Stalkers or Dominators, those are the 'smart' ATs. What I mean is, if they don't have awareness of their surroundings, they'll die even with a tank taunting all night for them. So if the spawn is too close, it's on *them* to assess how to approach the fight. Chances are, the Stalker will wait for Hide to come back and jump in with an AS. The Dom will just hit domination and throw an AoE control.

    A tanker's job isn't to babysit the team, it's to manage aggro. Cloak of Darkness/Energy Cloak are just alternate methods available to you.
  24. Quote:
    Originally Posted by Samuel_Tow View Post
    Again, one single melee set has access to a fear power, and that's Dark Melee. Considerably more melee sets have access to a stun. Despite its natural conceptual cohesion, I'd still call Dark/Dark an outlier much in the same way as I'd call AR/Dev an outlier when it comes to discussions of blasters and Build Up/Aim chains.

    As you said - upping its accuracy or lowering its cost is the only way I could ever justify using this power on top of Murky Cloud, Obsidian Shield and... What was the other one called? That, and Cloak of Darkness. It costs a lot and its control is unreliable. Not to mention the fact that Terrorize effects, despite what they are, cause enemies to run away often.
    That's sort of trumped by the fact not all melee sets have Stuns yet *everyone* has fear available to them thanks to the presence pool.

    As for the costs, well that's sort of the set's weakness. But it's not always necessary to run all those toggles. If the enemy only does lethal/smashing and energy (like Freaks) then you don't need everything. If you're fighting things with retarded -def debuffs that may be auto-hit (CoT quicksand) then the defense and -ToHit aren't going to help. If the enemy is resistant to stun then why run OG? It's more about toggle management, like has been said earlier.
  25. Quote:
    Why so hostile? :-/ I'm trying to be nice here and voice an opinion and you are acting like I'm trying to convert you to another religion and condemn you to hell or something.
    Sorry, I've been sick lately and had to med up so I can go to work/school so I'm a tad irritable. I'm not 'real life' hostile, just 'forum' hostile.

    Quote:
    Concealment: Stealth does NOT provide more armor for scrappers/tankers/brutes. It provides about 2.5% defense and 35 ft suppressing PvE stealth and a minor speed debuff. To all classes. It has NO benefit for melee armor classes. The numbers are exactly the same. Tough provides 15% base smash/lethal resists to classes with primary or secondary armor sets and provides about 20% base resistance to controllers/defenders/blasters. THAT is a difference intended to help a build that doesn't normally get something.
    So far, you've been misinformed about a lot of other stuff so maybe you should show your sources? Because as far as I know, for Tankers, stealth gives base 5% defense, for Scrappers and Brutes, it's like 3% and for Blasters it's 2.5%.

    And for tough, I *know* it doesn't give 15% resistance for a Blaster. It's more like 11%for them and 15% for Tankers. Defenders and controllers get Tanker numbers because I'd wadger they have the same AT modifiers for self buffs too.

    Quote:
    My solution to the problem is something that would give YOU exactly what you want/already have while giving people who like other play styles that option, which is why pools exist. So YOU can do what you want, and I can do what I want, and no one has to be forced into an unnecessary play style or forced to give up a power option to suit the minority of builds who deviate for their own amusement. I love changing up my class's purpose as much as the next guy, but it shouldn't be forced into our primary and secondary power sets.
    I don't see what you're wanting here. You do realize all the armor sets are balanced with and around the powers they currently have. If you're suggesting they change Concealment's Stealth into what DA and EA have and then replace those powers with something else, they'd have to rebalance the whole set. You want them to chop off some resists from Murky Cloud and stick them in another toggle/click?

    As of now, you have the choice to pick the power or choose something else. If you rebalanced those sets, now you have to choose that power to get the numbers DA has to offer *on top of* the players that wanted DA's stealth now must waste a pool pick.