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Quote:Rephrased to: "...but because *I don't think* it suits the class' primary purpose in the sense of tanks, and *I* don't think it provides enough of a benefit for how late it comes in the set."
Not because only "I" want it, but because it doesn't suit the class's primary purpose in the sense of tanks, and it doesn't provide enough of a benefit for how late it comes in the set.
It's been said to death what the powers can do and different uses for them. Now it's solely on your opinion what works for your playstyle.
Quote:Pool powers have different effectiveness based on the class that chooses them.
That a Tanker can use Gauntlet or Scrappers can use Crits with pool attacks has nothing to do with them using melee attacks better. That's just their inherent ability. That the attacks had to be mechanically changed to incorporate the inherent is a limitation on how powers are in the game, *not* some thematic decision that they're just better with them than others.
That a Defender can use Leadership powers better is simple AT modifiers. Every buff power, pool or otherwise, is more effective for them.
IMO, asking to make Stealth better on a Tanker or Brute is like asking for Hover and Fly to be better on a Blaster. WHY!? -
I think both of you are off base. Sure, complain all you want that you don't like a certain power but to protest for it to be outright changed because you want it to is ludicrous.
Sure, the base accuracy of Cloak of Fear is low and its endurance cost is high but that's just how it is. Would I be angry if they lowered the cost or upped the accuracy? No but I would be if they did that at the cost of anything in the power which is probably what will happen.
You can't find a situation where CoF cannot be replaced in function with OG? What about sets that have no reliable stun to stack with it? Flurry, Boxing, etc are only chance (and low chance at that) to proc stuns so in the instance you want to stack fear, you've at least got the presence pool which has 2 100% fears.
Not to mention, while the -ToHit may not make DA into a SR clone at least it *has* mitigation to stack with. My DA stalker has Shadow Dweller, Hide and Combat Jumping to stack with the -ToHit. With IOs and/or pool choices, you can make a noticable difference in the enemy's chance to land a hit.
For the stealth powers? Why change them? To remove functionality from a set that you don't like? Why change the Concealment pool at all? The way it is, some sets have self aggro control while others do not. That's just a bonus of the set. What's the point of giving it to all of them? Although I would love unsuppressed stealth on my Stalker and would give a reason to take it in PvE, It's a change that really does nothing. If they really *did* change Stealth from the concealment pool like you suggest then all the benefits of the armor set stealth is gone.
And again, for what? Because *you* want it? -
Quote:Defense does not suppress when stealth suppresses. The two stealth values you were looking at were the PvP range (the larger number, you can be seen from farther away by players than by NPCs) and the PvE range (the 35 is the distance NPCs can see you, which is smaller, providing better protection against computer characters than against other players).
I've checked the numbers on this. Any character of mine that has a stealth power ALWAYS has that stat being monitored in the Combat Stats window of the game, which I keep under my health/end/xp bars. The moment I attack from inside Steamy Mist, my stealth in BOTH numbers drops to zero. Same for every other stealth power I've used. They fully suppress when you affect an enemy (damage/debuff on enemies, not heals/buffs on teammates) or when an enemy affects you (damage/mez/debuff from enemies, but not heals/buffs from teammates). Some debuffs do NOT break stealth though, in the case of Shield Defense: AAO and Willpower: RttC. They always hit, and therefore they made them not affect stealth, otherwise stalkers would be unable to assassinate users of those powers.
Checked my /EA brute and my /Storm corruptor... -
Quote:You're giving me a lot to nit-pick...and I have a horrible habit to nit-pick.
My Shadowfall DOES suppress (to all the naysayers out there who say it doesn't), and my MM tanks great. In his case though, his stealth power is still providing TONS of benefits beyond mere stealth. It gives him more defense than Energy Cloak or Cloak of Darkness, it provides scrapper-level resistance to neg. energy, energy and psionic, and it offers fear protection. This benefit applies to everyone around me, and it gives people nearby the option of ceasing attacks in order to re-stealth and drop aggro. Now if Energy Cloak was a group AoE stealth toggle and did more than give minor defense, I could maybe understand it on a tank.
Shadow Fall doesn't give fear 'protection', it offers fear 'resistance' which lowers the duration of fear type mezzes on teammates.
Also, re-hiding does *NOT* drop aggro. As long as a foe remains aggressive toward you (or even just a teammate), they will still retain or gain aggro on you. This is related to 'Spawns have linked aggro'. I've played many stalkers and one issue you run into is, if you don't jump into the fight fast enough after your team, the enemy will start attacking you *even through hide*.
And I'll change my previous statement to: The stealth of Cloak of Darkness/Energy Cloak/Steamy Mist/Shadowfall/etc only *Partially* suppresses. -
Quote:Checking CoD, Cloak of Darkness/Energy Cloak have only 1 value for their defense that does not suppress. They both have 2 values for stealth, +389 stealth that suppresses when you click a glowie or attack and +35 stealth that only suppresses when you click a glowie. Same for Steamy Mist and Shadow Fall. They all have a measure of stealth that will not suppress unless you click a glowie. It makes sense now that I think about it cause I've tried to stealth a mission and though "Hah, my stealth doesn't suppress!" and met with a volley of attacks.
He WANTS his stealth to suppress in order to do his job and keep his team from dying, but if that's what he wants, then why have that the primary purpose of a power for him? If he doesn't even want the +stealth effect, why not leave it out and put something better into his +minor defense toggle? The stealth effect is at worst annoying (causing you to not maintain aggro long enough to herd or not letting enemies see you, who will instead see your team) and at worst ineffective (suppressing the moment you affect an enemy or are affected by one, which happens 24/7 in a tank's world).
I'm not sure about Greater Invisibility, as it has 2 stealth values (+60 and +667) neither of wish has a tag to suppress...
Stealth has no affect on aggro other than not obtaining aggro through normal line-of-sight. Having stealth doesn't make you lose aggro or weakens the affect of taunts so I fail to see your issue with the power.
[EDIT] PS: Stealth also has 2 values for its stealth buff but both are marked to suppress upon attacking or clicking a glowie. So for completeness sake, you were right and I was wrong that the armor stealths suppress but you were wrong that they provide no stealth benefit after your first action. -
Quote:Just an aside, but this was only true when Stalkers had the scaling Assassin's Strike on Test which scaled the damage of the attack by rank. The change never made it to live as I think it gave Stalkers the ability to solo GMs.
But a proper DOT set, would take a bit longer to down a minium, but less for a boss, it would be akin the Stalker assassination damage trade-off, where they do not do as well with minions and LTS, but do much better with bosses. -
Quote:If you attack or otherwise affect an enemy target, stealth status will suppress. The moment you enter combat, you are visible at the full range, including to that adjacent group you didn't want to see you. I understand that stealth has a place, but when the stealth powers for brutes and tankers are equally effective as the pool power, why take up the space of one of their potentially class-specific powers with a pool power duplicate? Immobilize protection aside, Dark Armor: Cloak of Darkness and Energy Aura: Energy Cloak are equal in defense and stealth numbers to Concealment: Stealth, and at least the pool power would give them the option of complete Invisibility at a later time if they want it.Quote:I'm pretty sure all stealth powers suppress. My controller with steamy mist can attest to this. My Dark Armor scrapper can attest to this. The nice thing about steamy mist is that if someone else on the team, like a blaster, wants to drop some aggro, after ten seconds of safety from attacks while not attacking and standing in steamy mist, he is stealthed again. If you attack during that time it suppresses again, so it gives people a fallback point without making them panic and run out of the room away from potential heals. It also provides a wealth of resistances, status protection, and minor defense. Cloak of Darkness and Energy Cloak provide that of Concealment: Stealth, with a tiny bit smaller end cost and no speed debuff (albeit also minor). If it weren't for the immobilize protection and +perception in Cloak of Darkness, I wouldn't see too much reason to get it over the pool equivalent. Energy Cloak is even more lacking, making stealth seem the better option (can pick up Invisibility later, since anyone getting Energy Cloak didn't want to be seen anyway).
If they changed those two powers to suppress on a Tanker then that's unfortunate but I know for a fact they don't on a Brute. -
Quote:Well, I didn't say it would be *bad* solo, just not spectacular. I mean, how does Psychic Blast rank in blaster set?It's an interesting idea, but I'm not a fan of Blaster sets that are even MORE team-inclined. Almost all meaningful problems a Blaster can face all but go away on a team if you keep your head in the game, which is, looked at inversely, penalty enough for not playing on a team. Having a set that is even WORSE at solo for the benefit of being better on a team isn't something I can get behind.
Really, it all comes down to how the set is mapped out. It'd determine the actual playstyle of the set and *then* you balance it around how it should play out. While burst damage is great for a soloing blaster, it's all relative when you take into account if the set is AoE focused or ST focused, AoE control or ST control, hard or soft control, etc. etc.
That's why I thought the basis of the idea was interesting. It *could* work but given its disadvantage of low burst damage, what does it get in return? Is it more damage/END on the attacks? AoE hard control? Reliable damage on teams? Anything like that can swing its balance from good to bad to overpowered. An alteration in normal Blaster playstyle can make the set quite effective, like turning a corner after you apply your DoTs or phasing or using /Ice's controls to buy you the time for the damage to take effect.
Also, low aggro doesn't make you team-inclined. Not exactly. Low aggro on the attacks would be a purely self preservation effect, with a similar advantage on self survival as Stalker stealth+placate and the stealth toggles in the melee ATs armor sets. Except with the high dmg AoE nature of Blasters, the effect would be more profound. How the effect plays out solo, again, depends how the set is mapped out.
Lastly, why the heck does the set (suggested by the OP) do nearly every damage type in the game? What is the theme/concept of the set to do that!? Does it actually *need* to do that? I can see 2-3 dmg types, but why the heck use all of them? -
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Quote:Well, Frozen Aura is 10ft radius and Salt Crystals is 20ft while your standard PBAoE damage aura is 8ft. So take that for what it's worth. It's possible extra control outside normal range and possible long lasting mez if you actually *try* to use it.... For tankers? For almost anyone, TBH. OK, solo controller or dom, maybe. And Mind, I seem to actually use it more than anywhere else. Otherwise - throw the heal proc from the sleep set in, and you have a nice, unreliable heal
otherwise, generally - yeah, I agree that's kind of useless.
Heck, I use *dimension shift* and I call PBAOE sleeps on a tank useless. That's pretty bad.
As for Stalker Repulse, I won't argue that it's a good power but maybe you just aren't using it right? As a 'mass control' power, it's not bad considering the other stuff available (basically Smoke Flash, caltrops, Oppressive Gloom/Cloak of Fear). When you need room, toggle it and fling stuff away. Should give you enough time to pull of an AS if you want.
For Tanker/Brute stealth, sometimes you *don't* want to aggro that spawn near the one you're fighting. Not because you're not ready but maybe because your team isn't. Maybe a rez is needed and aggroing that extra group will prolong the fight. It helps that Cloak of Darkness/Energy cloak are *not* like Stealth and never suppress until you turn them off. It's like Defender's Shadowfall/Steamy mist, it's aggro control. If you don't want it then you don't have to take it. Also, if you just want to be a Tanker/Brute that just smashes faces without being the designated meat shield then that option is there too. -
A question for anyone still reading the thread:
I think the idea is interesting but yeah, there will be issues...So what if, solo, the set is 'meh' because you have to wait for the full effect of your damage...but what if, on teams, it's like the 'Silent Aggro-less killer'?
Well, not actually aggro*less* but less aggro. So while a fire blaster can still yank aggro off a Tanker on occasion, the aforementioned DoT blast set can stay under the radar even with a Scrapper tanking.
Again, if the set had a summoned pet that tagged aggro to itself (and applying a smidgen of DoT itself) while you're throwing out some of yours, it's 'less aggro' status is even useful while solo.
Heck, the set's secondary effect could be 'Less Aggro' across all powers. How funny would it be to run in after a *Scrapper*, let go your DoT nuke, the enemies are still focused on the Scrap while you scurry behind cover to pop inspirations to recover from the crash, and *then* the enemy is all "Hey! That blaster just nuked us! Get hi*gulhk*" *fallsover dead*? -
A DoT set. For a burst dmg AT, waiting for the enemy to melt can be dangerous. And overall, the gimmick is covered by other sets (Fire Blast can be considered a DoT set because that's its secondary effect).
I'd suggest thinking the set out more and give it more of a unique effect other than DoT which many other sets have.
Just off the top of my head, the set would have difficulty with tough targets because the longer they last, the longer they can beat on you. So what about giving the 'DoT set' a pet specifically built to draw aggro with a DoT aura to add more damage and keep aggro off the blaster/defender/corr. -
I don't really consider most of the names that complicated though. The names that I'm attached to though, are Crimson Sky (what *other* name would a knockup spear attack have?), Iron Stitch and Rain of Spears.
On an aside, I don't believe anyone has yet explained why a spear would lower resistance... -
Congrats on the stalker!
Personally, I never thought Stalkers were all that bad before the changes. They weren't Brutes but then few things are...
On teams, I find myself trying to use my touch of death to the team's advantage in taking out the Sapper, Tsoo sorcerer or taking a chunk out of the Boss that Brute would spend extra time cracking. For a Scrapper, I find they usually just kill whatever they want when they want. Less of a team aid and more a 'selfish killer' but they make up for it with the ability to taunt and tank.
I still haven't gotten my DB/Nin past mid-lvls but she seems like a great alpha killer thanks to demoralize + Sweep. I think I should get back on her after my Elec/Regen gets 50... -
Quote:I don't say that. Really, both are good and have different purposes. Stuff like Fault and Air superiority that knocks a foe in place is nice to give yourself breathing time to use something like Aid Self or Assassin's Strike. But mitigating damage is only its side effect (although Fault as a power is a mitigating juggernaut due to the added stun and AoE and Air superiority is good because it's chainable).Really funny is how people say KB is way better than KD, since there is NO way they can actually tell if KD wouldnt be as if not way more effective.
How can you say KD would be worse? You cant tell since there is no way you could have tested it.
All I CAN tell is that i slotted several KD powers on several chars with KB Ios and that turned the KD into KB and it was awfull and lowered the performance of those chars.
KB is good because it gives you the ability to move a foe where you want it on top of mitigating their attacks. It helps that lots of foes from minions up to bosses don't resist KB so you can keep a boss on their butt easier with KB until you have them held. Being able to put foes in taunt auras and AoEs is its primary use.
I'm not getting into the whole -KB IO debate again so I'll just say why not actually *try* to use KB like it's suppose to be used? Granted, it's not perfect to use in every instance but neither are a lot of other effects. -
You did catch the post of mine agreeing to tone down/change power names and descriptors, right?
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Switch out the gun for a Shoryuken and it could work.
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Quote:Because you hang out with alot of herding sheep farmers?
If KB is so great i wonder why i have seen like ONE superstrenght player with handclap..... and i have seen many ss players.......
Funny how all those words are different aspect of the same player but fit so nicely together... -
To keep pressing an opinion is an entirely different thing though. I've read other posters' opinion on the thread. They made suggestions and stated how they feel about it. That's fine. I even agreed to nearly every alteration, *including* changing some of the names and descriptors.
Now pretty much everyone has said "I don't know about 'Blood' spear as a concept" or some variance. That's cool. But I follow up with 'why' I followed such a theme and what the concept entails. I'm not enforcing it, I'm explaining it. What do I get in return?
"No, that's wrong."
That's pretty much it. No 'why' it's wrong or 'how' it's wrong. Whatever. It's just a fun idea, is all. Like I said, we're pretty much done here. From what I've gathered, the suggested set could work but a re-imagining of the theme is needed.
But my beef is also a carryover from the other set. You expressed a dislike for the theme I made for the death scythe set and it was understandable as the powers really alluded to that theme. But here, you're basically pressing that opinion but it's purely an aesthetic issue. They're just names and descriptors. They don't define the power, the effects and players do. Are they *bad* names? Do they not describe what the power does well enough? Is it stepping out of some sort of bounds that Headsplitter isn't?
Quote:I actually liked that name the best/No to a spear with attacks like 'Red Sky'
I mean, it ends a combo where you're poking a mass of enemies into the air with a *spear*. There's bound to be at least a little blood somewhere. -
Quote:Really, this debate will never have a solution. It puts players who just play the game using all its variances at odds with the players that just want to tab and click. Basically, hearders vs not-as-much-a-hearder. I don't really care anymore though. If KB were changed to KD, I would be really disappointed in the game's direction but then so far I haven't been issued a major disappointment and it's bound to happen sometime the longer I play.
It is true for some secondary sets but for some other sets the knockback is actually lowering the survivability and isnt migitation at all....
WP ----> knocking mobs out of Rttc is bad for survivability
Inv ----> knocking mobs out of Invincibility is bad for survivability
DA ----> knocking mobs out of the Opressive gloom, Cloak of fear or Dark regeneration is bad for survivability
As for KB not mitigating anything. *THAT IS WRONG* and you should feel bad for thinking it does.
If using KB in all instances somehow caused you to take direct damage, *then* it mitigates nothing. If you can't be arsed with adjusting your position to get some enemies in your buff auras then why are you playing the game at all? It's like playing a fighting game but you can't be bothered pushing buttons to beat the other player...Play the game, people! -
Quote:Well yeah, no power is truly all important. A tanker can go around without mez protection. It's not that important. They can still take damage. But if you want to actually hold aggro, you need to be able to do stuff when the enemy throws mezzes at you.I skipped the melee attacks on my elec/elec (except Shocking Grasp, which I didn't read the description for close enough or I would have skipped it, and I respecked out after picking up Shocking Bolt). At this point, continuing not to take them is as much stubbornness as anything else; although there's also the thought that if I haven't missed them through everything I've done so far, they can't be that important.
If you just want to shoot stuff as a blaster then yeah, you don't need the melee attacks. But if you want to do the absolute most amount of damage possible, those melee attacks help. -
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Quote:Just to clear that up, I did put them with '/'s and not ','s to indicate they are related.Originally Posted by Samuel_TowReally, Broadsword, Katana and Ninja Blade are the same powerset. You shouldn't count them as three separate powersets, as they're all clones of the same thing. Over the years they've been made more different from each other, but the basic structure of the powersets is the same.
Quote:But Claws, Dual Blades and Assault Rifle only have one attack that does -defence. That's like saying shields inherently lower enemy outgoing damage because Against All Odds has -damage in it, or that Willpower is based around regeneration because it has one power which grants extra regeneration. I don't see weapon sets as inherently doing -def. It doesn't make sense realistically speaking (because "defence" means two completely unrelated things in this game), and I don't really see it as being mechanically-dictated the same way as cold attacks are associated with slows.
-def isn't synonymous with weapons. It's synonymous with piercing. That's the thing. -def is mechanically piercing/bypassing armor. Radiation blast has the secondary effect of -def because it is an energy wave that can travel through solid objects with exception to material specifically designed to insulate the specific radiation. As for defense equaling evasion, it's basically being harder to dodge when you're cut up. To physically move out of the way, you have to be in good condition to move to your fullest range of motion. SR has +res in its passives as it loses HP because, as you take more damage and it gets tougher to keep going because you're beat up, you roll with the punches, softening the blows that do land by moving with the attack rather than standing your ground. So resistance isn't just being invulnerable either.
Basically, what I'm trying to say is, simply using the mechanics of the game, a spear set should *just* do -def. Because if the set is 'good at piercing the enemy' then that's -def. How do you explain it lowering the foe's resistance? How do you explain that other piercing weapons do not lower resistance.
My explanation? You're focusing on bleeding the foe. Simple as that.
Quote:I don't mind you giving it a feel and a style that fits your idea, but again, I would stop just shy of making the weapon magical or alive. I literally CANNOT accept that. Put the power in the player, give the techniques to the player, let the player decide what this brutality and gore means. Do NOT decide for them. To my eyes, a "Blood Spear" would be on the same level as if we had a "Magic Broadsword" powerset or, even worse, a "Griswold's Edge" powerset. People keep asking for more "natural" powersets. Let's not take one of the few possible new sets with a potential for being natural by making it supernatural.
But it's not and it isn't and I didn't. Just like you can pretend your broadsword is magical or technological, you can pretend the spear is natural or scientifical etc *with the concept in tact*. Explain to me how you *can't* or stop repeating yourself
Quote:One would wonder why conventional kinetic rounds couldn't do the same, but maybe in the world of Star Wars people just haven't invented gunpowder.
Quote:It's all technobabble in the end, of course, but in our world, swords beat guns. So, picking a spear instead of a run-of-the-mill gun is actually pretty smart, if using it is your super power. After all, the only way to beat a super spear is to have a super gun, and you can't really have a super gun unless you make it yourself, which then requires super intelligence to produce, which not every fighter has.
Quote:Realistically speaking, I hate fancy names.
I guess we're done here. But just like was said in the "Good Character names are hard to come by" thread, simple generic 'easy' names are limited. Once a power name like 'Stab' and 'Thrust' are gone, adding descriptors is direction you must take. And apparently, people think descriptive names are 'better' in the long run. They sound cooler and are easier to abbreviate (you have to spell out Swipe, Strike, Focus, etc when talking about claws attacks but when speaking of Katana you can say GC, SotW, DA, GD, SD, LD, FS (I just put up the entire katana set using the same amount of letters as 3 attacks in Claws!))
As a designer, you gotta sell something from all angles *including* the name. Katana does this because the names have a flavor that's in line with the set. Claws is generic (and that's all right) and has no flavor when it comes to the names. And when it comes down to what the names do (extra yet optional flavor), why not give colorful names? Because you can't be bothered with it interfering with your extremely tight expectations for concepts?
Sorry if I sound angry but I am. It's like spitting on someone because they're different or not conforming to your ideals. It's annoying.
That is to say, I'm not strongly backing the names and concepts I'm presenting. I'm strongly backing flavor. Flavor is *good* and you have the option to ignore it if you don't like it. I'd rather have something there to use or ignore instead of it being so generic it's not worth the effort to use or ignore. -
Quote:I'd actually argue that Stalkers also play the role of threat eliminator. On teams, I'm not only concerned about dealing damage but *who* to take out. I guess you can say any AT can do that but a Brute is usually concerned with the enemy as a group, the MM is doing the same + his pets, the Dom is more about keeping himself alive + control in the AoE perspective and the Corr is paying attention to the team. Being free of aggro and certain responsibilities can offer tactical advantages. But it can be a curse as well. Someone that doesn't know what to do with their stalker will pretty much be an extra wheel on the team.
Like a Blaster, a Stalker really has only one role on a team, damage dealing. He has no secondary role. On the other hand, he can't really do just massive damage, like a Blaster can. So he gets somewhat more resiliance. -
What does Boxing (that name is taken, I believe) and Kicking have to do with grenades?
Boxing > Grenade Glove: You strap a grenade to your knuckle and uppercut an enemy. The blow knocks the foe in the air. Exploding punch FTW!
Roundhouse kick > Plant mine: With an explosive on your heel, you stomp the foe's foot into the ground for an weak initial amount of damage. After a short moment, the explosive goes off, leaving the foe stunned.