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'It just isn't' only because at the moment, it's of rare use. That's why I'm suggesting to make it more wide spread. I'd like foes to use more phase powers on us. I'd like foes to use more phase on themselves and I'd like more use out of our phase abilities.
It's a mechanic that exist in the game but is of limited or suboptimal use. That, IMO, needs to change. Heck, they could add whole new mechanics to using phase that could make 'phase battles' a possible strategy. Like if you're phase by an enemy's power you get phased with a debuff but if you phase under your own power, you get a self buff.
I'd rather they not change a power just because no one likes using it. I'd rather they add to the game so that choosing such powers is a viable alternative to other powers. -
Isn't it obvious, people!? This power, and the gravity set itself, should be taking advantage of that new "phased can attack phased" feature in some way! I mean, it's there! They put it in the game for a reason. So why not use it?
The power should somehow work by shifting you and your team as well as certain foes. Besides my previous suggestion, how about this:
Dimension Shift (Single Target Foe Phase, PBAoE ally phase toggle). How to use it? "Okay, team. We're all going to rush that boss. Gather."
*dom/troller targets boss and activates Dimension Shift*
*team and boss phase*
*everybody beats down the boss*
*dom/troller deactivates Dimension Shift*
*spawn is slaughtered without the help of their boss*
Now even if it weren't a toggle and a click instead, you can do the same thing but with a time limit.
I keep suggesting this because, as is, the "phase attack phase" feature won't ever be used except by the people that take Phase Shift (and who ever takes that?) and facing foes that will phase (either a buff set or control set with a shift power...and who ever takes those?) from the stealth pool. It's such a cool feature too!! WHY!?
PS: Last suggestion, make dimension shift do exactly what it does now except add that it phases *only* the caster as well and debuffs the foe's accuracy and/or damage (or buffs the caster's defense and/or resists) for its duration. At least then, gravity control would be a potent solo'er because you can phase shift half a spawn and go about controlling/beating them down in higher safety. -
Really, Brutes already got the 'good stuff'. The only thing left is the 'other stuff' so it's a toss up really...except Ninjutsu
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The snipes don't crit!? Why the hell not!!?
They need to fix that, pronto. -
After I turned 21 so I could buy booze and get into bars, I stopped keeping track...
But I think I'm 23 -
I haven't heard that the damage itself was bad. From mids', it looks like it'd do a hefty amount of damage (off the top of my head, at lvl 50 with max slotting for damage Zapp is 336 dmg, x80% from build up is 604 dmg, x2 from hide crit = 1208 dmg).
Isn't AS like 304 dmg x BU x 2.25? So like 1231 dmg? I'm looking at PvE numbers, by the way.
The only thing that I've heard complained about (besides the fact they used to use Stalker ranged mods which made the damage like 50% lower) is the long animation (like 7.5-8 sec vs normal snipes which are half that...but then a blaster with Aim+BU will only be doing half that damage).
I plan to get the snipe on my Elec/Regen for the rech bonuses from the snipe sets and because I think it'd be cool to be able to pull of a ranged AS...even if it takes half a year to shoot off. -
No.
I like my Lightning Clap on My Elec/Elec brute. The only thing I'd want is an increase chance for the stun to kick in (or perhaps making it a targeted AoE). The KB is easily dealt with by positioning the foes so they go the same direction and/or thrown against a wall. Using it at opportune times (like *before* you simply jump in) offers you mitigation in the form of a weakened alpha and beta strike.
The fact that it can knock foes out of certain auras isn't a disadvantage to those sets with the mentioned auras, it's an advantage to sets that aren't effected by such things. Because their mitigation doesn't scale with the amount of foes. -
Quote:Tell me, did BaB ever get around to giving a low transparency option for certain stealth powers like was requested by several posters on this forum?I don't think we've ever gotten any of the weapons suggested in the custom weapon request thread, and Jay's costume request thread has a notoriously low rate of suggestions seeing the light of day. They're just too busy with what their bosses and they themselves come up to do with to cater to the whims of any given forum poster.
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Or a MM that feels powerful? And I'm not talking about the pets feeling powerful.
Quote:Originally Posted by Samuel_TowHmm... You know, I could see that. It might actually also go around the problem of support-only pets. For instance, say you could choose pet stance between combat and support. Selecting combat makes them fight, but they provide you with NO support, meaning you lose your shields and protections, but you gain more outgoing damage. Inversely, switching them over to support robs you of damage, but gives you back your shields and protections. I am personally not a fan of "either or" balance mechanics, but this sounds like an interesting concept, wouldn't you agree?
Just as another possibility, what if, instead of upgrades, you get orders? So when you summon them and in the situation that the MM would be upgrading his pets, the Leader is issuing orders that will permanently change the abilities of a pet from one stance to another. If you want that medic to grab his missile launcher, you have to dismiss him, resummon him and give him the order.
So you could summon the 3 tier 1s and issue each a different order or all the same order...was that already suggested? -
Now we're getting away from a bursty set to a DPS set. That's fine, I guess. But as a weapon set, I feel a scythe wouldn't actually *be* fast in the since of get it going and become some kind of blender. At least no where in the realm of speed that a spear or staff can go...
That is to say, I'm not saying the attacks should be slo-mo type attacks. I think the attacks should animate with a deliberate speed that entails focused direction of attacks. But as for a DPS feel to it (in a realistic view), it would pale to a set like a staff where the entire weapon is the weapon or a spear that can slash, parry and thrust in such fluid action you can pretty much do it in one motion.
If we ever get 2-handed weapons though, I'd want the staff to be the weapon you describe that does smashing damage and the halberd/spear be the same but the one that does lethal. -
I actually already thought of that Sam. That's exactly why all the attacks animate by you striking the foe with the scythe. Just like you could talk away the effects of Dark Melee before customization, you can do the same with Death Scythe. Really, the only effect that may not be seen as 'scythe like' is the Fear Monger power which could still be talked away as smacking the ground really hard and making an earthquake-like effect that scares people (or simply not taking the power because it's just a control power with no damage). Just think how you can have varied concepts with Dark Melee now thanks to customization.
But the main reason I went with death scythe is to give it uniqueness. If it's just a weapon, all it can do is slash the foe, cause bleed damage, knock them down, or reduce their defense. Seeing as there are already sets that do that to varying degrees, intensities and combinations, requesting a new set that doesn't really do anything different is completely against my mantra. It's why I was mad at Stalkers getting Broadsword this prolif. Not because I hate broadsword (which I kinda do) but because it's nearly identical to a set released with Stalkers (Ninja Blade). It's like if they introduced the new set 'Gem Blast' but it has the exact same effects and particles of Ice Blast but instead of shooting them from your hand, you blast gems from both hands. Who would be happy with that?
Unless they throw some complicated additional effect like Combos into the mix, I can't in all good conscience suggest another weapon set. Not because of the damage type but because of lack of new intuitive playstyles.
BUT...if the animations effectively convey the feel of a 2-handed weapon and has at least 1 thing that really really unique about it over other weapon sets, then I wouldn't be too against it just being a scythe. -
Quote:I think you're confusing animations with sounds. BS doesn't *look* more dangerous, it *sounds* more dangerous. Even I'll admit that the crunching of that sword is quite brutal. However, the way you swing it looks weak (especially the infamous Headsplitter).
The Broadsword, on the other hand, looks much more dangerous and has more of the "Oh OW!" moments and animations.
But BS does have a lot of great weapon skins which put Kat to shame. If that's what you mean by looks then yeah... -
I was looking for a tech scythe to add. Gundam never crossed my mind
Quote:A neg dmg/buff weapon set...
We do need a new weapon set and I'd love to see a weapon set designed for neg energy because of the foe debuff/self buff. I'm not so sure a scythe is the way to go, though. Not only would animation be incredibly difficult code wise, but getting 6 - 8 different movements out of it would be hard to come up with in the first place. Some of the current weapons have some pretty similar looking attacks in their sets, and I'd hate to see another set with all the same anims, even though they would be pretty different from the current sets.
This would be perfect for the Whip Melee set, though... Whips and dark just go together perfectly in my mind. And then the base weapon could just be a short(ish) rod and the whip part could just come out on each attack.
Sorry, don't mean to derail your theme. I love scythes, I just think the animations would be prohibitively difficult and constrictive.
As for whips, I always associate whips with energy. In my head, whips create sonic booms (sonic is energy in this game) not to mention alot of comic book whips are usually glowing lazer whips
On an aside, are they still doing the flaming whips for the new MM set coming up? So that'd be a fire/smashing attack? But yeah, my dominator wants a whip too. If it ever expands into a melee set too, I'll be making a Whip/SR(or Willpower) Scrapper in honor of the Belmonts -
For fun, right?
Death Scythe Melee
An unorthodox weapon of deadly potential, this weapon works as a conduit of otherworldly energy that can rip foes' flesh asunder and eviscerate their souls. Similar to Claws, this set has the secondary effect that target recharge and endurance but rather than a discount this set gets a *penalty* because each attack will do more damage and have slightly longer range. This set is built to accommodate the needs of Tankers and Stalkers but is by no means unusable for Scrappers or Brutes.
Tankers:
1. Sickle Slash (ST 9ft range, foe moderate lethal/neg energy dmg, fast rech)
A quick animating slash attack that gives the enemy a touch of the netherworld.
2. Death Stroke (ST 9ft range, foe high lethal/neg energy dmg, moderate rech)
A powerful and deadly stab with the pointed end of the scythe that penetrates the foe and injects them with the essence of the netherworld.
3. Reap (ST 12ft range 90 degree cone, foe moderate lethal/neg energy dmg, long rech, knockback *Special*)
A wide, sweeping horizontal slash with the scythe that will pull foes closer to you. There have been suggestions on how to handle 'knocktoward' and how I figure this would work is it would spawn a pet 5 ft behind the target that does radial KB to those within the cone's range. It'd end up knocking them closer to you.
4. Taunt
5. Soul Splice (ST 9ft range, foe moderate neg energy dmg/-res, self +dmg, long rech)
A quick slash and pull strike that aims at the enemy's soul and draws away its spirit and splice it to your own. This harms the foe as well as debuff their resistance to damage while making you hit harder for a time.
6. Fear Monger (Close Range Pet summon, *Special*, long rech)
Raise your scythe above your head and drive the sickle deep into the earth, creating a fissue that errupts with the searing screech of tortured souls. This effect may taunt foes to pay attention to their inevitable fate as well as evoke fear into their weak hearts if they get within 15ft. A short duration taunt + a 45% chance of a mag 2 moderate duration fear (both fear and taunt duration slottable). This pet is targetable but undamageable.
7. Spiral Scythe (15ft PBAoE, Foe moderate Lethal/neg energy dmg, very long rech)
A swift spin of the scythe around the waist.
8. Soul Extortion (12ft range 45 degree cone, foe minor lethal/neg energy dmg, self +recovery per foe, very long rech)
Thrust the outward edge of the sickle to make a quick minor strike that absorbs the foe's life to fuel your work, making you recover endurance faster for a time.
9. Guillotine (ST 9ft range, foe extreme lethal/neg energy dmg/mag 3 sleep, *Special*)
A devastating diagonal strike that is aimed to cut the foe's wind pipe, causing them to choke on the cold steel of your weapon. If a foe is defeated by this attack, the user is empowered by the departing soul, improving your resistance to all for a time.
Stalker:
1. Sickle Slash
2. Death Stroke
3. Reap
4. Assassin's Scythe
5. Build Up
6. Placate
7. Fear Monger (Close Range Pet summon, *Special*, long rech)
Raise your scythe above your head and drive the sickle deep into the earth, creating a fissue that errupts with the searing screech of tortured souls. This effect will evoke fear into their weak hearts if they within 15ft and lowers foes' ToHit. No Taunt but a -8% ToHit + a 45% chance of a mag 3 moderate duration fear. This pet is targetable but undamageable.
8. Spiral Scythe
9. Guillotine
Thinking of this set, I figured a set focused primarily on control and burst damage would be beneficial to what a Stalker and Tanker need. When supported by a team and/or +rech or dmg buffs, the quick animating attacks would give it a purpose. It's a set that fits a weapon-type dark theme that ties in perfectly with Dark Armor (being able to stack Fear, yank back foes wondering from your oppressive gloom, +res stacking attack) would be monstrous. For Stalkers, and their ability to controlled crit Guillotine would be able to defeat and stack great resistance with Guillotine for either DA or Elec Armor (2 of their weakest sets). It's weakness is its lack of +ToHit (except for Stalkers) or defense debuffs. If you get debuffed and miss, you're looking at waiting longer than normal for the powers to recharge -
Quote:I think you're under the misconception that the recent buffs were made to make them similar.Originally Posted by Bill Z BubbaThey have the same sets. They play nothing like scrappers.
Even after the not so recent buffs.
Quote:Originally Posted by SlyGuyMcFlyOf the two Villainside ATs being discussed, one has most of it's offensive potential tied to being able to achieve and maintain scrapperlock. The other one stops fighting at regular intervals to get the most out of it's offensive power set. Which is more Scrapper-like?
Quote:Originally Posted by MrLibertyI find it sad when my then level 34 (Pre Shield charge) Elec/SD was more survival and could dish out more damage with one small purple insp than my 47 Elec/EA/Mu stalker was while under the effects of overload. (Who is also HP capped during this time).
If you want something that really can hang with a Scrapper, go brute.
Quote:Originally Posted by EldoradoI know there are scrappers that can routinely solo +4/x8 missions -- I SUSPECT that a stalker in a room full of +4/x8's would probably, after Assassin Strike and the loss of "Hide", faceplant fairly quickly. I'm not going to claim to be certain, since I haven't got a high level stalker myself, and even if I did who's to say I built it "right?"
Quote:and HAVE any stalkers pulled off the "find a spawn with 3 Rikti bosses, no kiting, no inspies or temp powers" challenge? I'd imagine (again) that that many Rikti would be hard to placate and impossible to Hide from again without kiting away.
Jade_Dragon is probably the only person to post a truthful, unbiased, well thought out and logical post on this. Scrappers are the generic melee with the others being more specialized (Brute being generic melee too but not as generic). Basically, *any* melee AT can be a 'Scrapper' because the only thing that defines a Scrapper is a melee type that dishes it out and takes it too. Brutes just take a little more and need to be mad to dish it out. Stalkers are everything Scrappers are but take less with opportunistic Sneak attacks added in. -
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Quote:Maaaybe...if the level ranges of those zones were expanded so you're exposed to these unique surroundings more evenly then I'd agree. But currently, you might spend all of an hour (unless you're me and it's several hours) in Mercy, do a few paper missions to get your jump jet in Port Oaks which will lvl you right up to Cap, join a team and get maybe 2 arcs done before you're already thrust into Sharkhead which you either grind to move on to Nerva or do as many arcs in Sharkhead which will probably lvl you right to St Marshal.In CoV, those mini-villain groups always feel like they belong there. The technology-fearing Luddites are protesting in Doctor Aeon's city, what with him being the big science man of Arachnos, the Wailers show up in St. Martial because Sonata makes deals with devils, the Coralax and the golems in Sharkhead Island enmass there because of the presence of the Leviathan. It just gives these zones a unique flavour.
Mercy needs to be expanded up to lvl 15ish, PO up to 25, Sharkhead is good where it is but maybe bump it to 30, Nerva and St Marshal would be 35+. -
Quote:Or rather, similar to MM's current ability to convey pet commands, the Leader has similar commands but perhaps the ability to shift his pet abilities to different types like you said (support types, control type, etc). To keep it from being overly gamed, activating one command to switch to a given type recharges all of the switch commands.Originally Posted by Samual_TowOn a tangent, and going a bit too far into wishy-washy land, how you you guys feel about a pet AT which had several summons which brought about, say, 5-6 pets, but only one set could be active at a time? For instance, you can have a set of relatively harmless buffers, a set of damage dealers who don't have much direct support and... I don't know. A set of control-heavy pets? Essentially, how would you feel if you have a pet AT which had to pick which of its strengths were active at a given time?
The main reason I suggest this is because you can't customize pets. If the different types of pets looked different, players will bound to specialize their build to 1-2 types but want them to look like the 3rd/4th types. -
Quote:Can you not customize electric armor to look like villain electric armor? Cause I know you can customize all iterations of spines to look like all others.Originally Posted by Cyber_psychobut the way i like my spines 2 look and my elec armor it looks like it needs 2 be a villain
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Quote:Well so far, the Claws/EA tactics I imagined are working to a tee. I expect great things for my personal protection with Shockwave and tactical positioning with Soul Tentacles. *crosses fingers that it turns out like planned*Eh, the one point more than strike damage, cone, and knockback till 41 makes it kinda of a ****** pick. Evis too, even, I can see taking elecs, darks, or fires damage toggle and working spin for LT/Minion kills and working bosses over man to man rather than wasting the pick.
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You're at it again, huh?
Well you can't use any of my characters because I don't have any to use
Haven't RPed in so long I bet I don't know how to anymore....why am I posting here anyway -
Quote:Now that actually sounds like something I'd play. I tried to play masterminds before but coupled with the complexity of mircomanaging pets + the fact of me not actually being powerful and the pets doing the 'super stuff', I never last long playing them (I think I got one to lvl18 before shelving her).Originally Posted by Samual_TowIn fact, I could see at least one power per such powerset that works like the Ninja Mastermind Smoke Flash - give a henchman an order to use a power once, but make it something cool. Like, you could order a henchman to do a weakened version of Fulcrum Shift or put you inside a Personal Forcefield for a while, or directly heal you and suchforth. Look at it this way - the Mastermind orders his henchmen to go out and attack while he stays back and supports them. A Leader would go out and attack, while he orders his followers to stand back and support him. "This is too dangerous! I'll fight the ninja master, you guard the old man!" sort of deal.
I think Charisma isn't too bad of an inherent but 20% effectiveness on pets, now that I think about it, is pretty weak especially with smaller inspirations. I think you could rework it into something like 50% effectiveness for your pets only with 50-75% its duration. So with 3 pets, a MM would need to feed his pets 3 purples while a Leader would need 4 purples (2 and 2 again when it wears off sooner). That may sound bad but the gap gets bigger with more pets. With 6 pets, that 6 insp for the MM and still 4 for the Leader.
Anyway, whatever. Just rework the inherent so it's actually *decent* with regular tier 1 insp but possibly scales to *really good* with larger ones. Seeing as larges aren't common, and you kinda share inspiration drops when on teams, it balances out.
Anyway, someone write up a version of that kind of Leader and compare/contrast with the OP's version. -
Quote:Lol, a bit serious? Although it was only half-sarcasm.wtf does that even mean? you are just making yourself sound like an idiot to any half-educated person that reads your post
It is impossible to accurately compare ATs. Not a single one can do 100% of the content better than all the other ATs.
The OP says Stalkers can't scrap. And you call out *MY* statement as idiotic and half-educated!? LOL again.
Nothing against Scrapper DM, but Stalker DM is a monster. It takes the rounded out parts of Dark Melee and sharpens it into a fine, specialized point. Yeah, Stalker DM ultimately has less AoE but DM itself is pretty poor AoE anyway. In exchange, Stalker DM does *MORE* ST damage, *MORE* upfront burst damage and 2 effective pacifying powers instead of just 1.
So Scrapper DM = Amazing DPS, Great Burst potential (saturated Soul Drain), great utility (Dark Consumption is nice but not the corner-stone of the set. The utility comes primarily from Siphon Life), wonderful mitigation but Poor AoE.
Stalker DM = Similarly amazing DPS, Even Better Burst potential (Build up is static and AS adds to this), decent utility (the loss of DC ain't hurting much), *Better* mitigation (just add Placate and stir) but Poor*er* AoE.
The same pretty much goes for Electric Melee. Stalkers get pretty much the same out of it as Scrappers but do *more* burst and ST damage (thanks to AS and controlled AoE crits) but less mitigation (awww, no Lightning Clap).
Take what you will from that. Not saying Stalkers are better than Scrappers but Stalkers definitely get advantages for what they sacrifice (mainly that extra HP). -
Totally agree. The game gets a bit annoying when every other mission, they throw Longbow, Arachnos, CoT and Freakshow at you. I'd also wish they'd flesh out the Wailers too. Yeah, I know they're a demon infestation in just St Martial but you could add more to their origin, right?
The Legacy Chain isn't so bad either. I think they could be added into more content, is all. I feel I don't cross much Devouring Earth compared to stuff like Freaks and DE have more variety.
And Luddites, who are they?