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Meh. You can get 3 crits in that span by starting out with a high powered attack (in this case, CU), eventually a focused AS crit + whatever after thanks to the ATO proc. In that case, beauty is only skin deep. All the orange numbers will pop up closer together but it'll take longer and add up to less...
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Quote:Well the reason I say 'linked alts' instead of just separate builds is because currently separate builds are all locked to the same level. I can switch to a fresh build that I haven't done right now and it be set to lvl 1 and all I have to do is pick all the powers/slots until it's the same lvl as the other build. A 'linked alternate build' should be different in that they'd be under the same character name but have it's own independent xp/lvl. They should also have independent incarnate powers for the sake of balance, but if not, that could be considered too much of a perk (you don't have to run a whole bunch of trials! Just make a linked alt and share the powers with new builds!).I'd relevel my main if that was made possible! Even if it was limited to 3-5 builds. Link them?! I don't know if it needs linked between alts, or if that just means what I think...1 character, multiple builds.
Could put a limit on when it can be switched out too and I wouldn't care. On a TF or Trial? Nope! When a mission is selected? Nope! Can even throw in a 15 minute build swap restriction!
Dual Blades/Something
Staff Fighting/Something
Dual Pistols/Time Manip
StJ/Something
and something else!
It'd also make names so much easier. 5 builds one name! ^_^ It's good for RPers, it's good for non RPers!
TL;DR: Alternate build = same everything, just fresh slots. Linked Alternate Character = same name, same badges, same inf, same inventory; different powers/AT/origin/level/xp/incarnate. Not sure about costume slots...probably couldn't share those at all... -
What made my favorite character possible?...I don't have a favorite character. All my characters are awesome with a style they call theirs...but what made my main possible?
Animal Booster Pack: Finally could make my white tiger form.
Titan Weapons: While my main is in 'full were-tiger' form, he's bigger and uses a bigger sword (vs his human form with katana). His counterpart, a Stalker, should be using a scythe though but the devs were ***es and didn't let Stalkers have that...so kinda half on this one.
Quote:For whatever reason I bump into you, Sapph, I end up wanting to give you a high five...so...What would make my favorite char perfect would be the ability to change between those powersets seamlessly. Like mergin those five characters into one, swapping fightingstyles on the fly. That would be mega awesome.
/high five
I posted about that idea a couple of times. link.
But yeah, I totally want that. Since my main specializes in blades, he'd use ever sword set (sans Broadsword until it got better animations) and minor in Martial Arts (lvl locked at 30). My stalker already has multiple versions of him (claws/dark and spines/dark Stalker, dark/thorns dom and needs TW for Stalker) plus around 4 other characters have at least 2 versions of them....yeah, I'd need that to be able to *fully* realize my characters. -
The servers are down?
Then what am I playing?
*GASP!* -
Quote:If I were redesigning Electric Blast, I'd have used one of my favorite spell effects in other games/fiction. From Atlantica Online, to Magic the Gathering to even WoW, I'd give electric blast the 'Mana Burn' effect.If I was going to re-design electric based attacks in a perfect world with the full powers of hindsight I would have given each attack a small chance to apply a short duration stun. Something along the lines of the mitigation that is achieved from Energy Blast, although perhaps a little weaker considering the inherit disadvantages associated with knockback. Not only would this make more sense, to me, thematically, but it would also be a more reliable source of mitigation that was available throughout the entire duration of the battle, instead of only at the end.
Basically, any foe with END above, like 75% (not much thought in that number...60% seems too low a gap and 80% wouldn't give you much opportunity) would either take extra damage, have their HP debuffed by a percent of their current END or be debuffed (probably -regen). Then you have the option of overloading their own energy to fight against them through 'over charge' or completely shut them down by draining all their endurance.
But I like the thought of burning off their high endurance bar for a chunk of extra damage...
Quote:I love Energy/Energy Blasting. I have a parked 50 with a great name (GM Approved "Zerg" - inspiration being the physics unit Erg, and not kidding). Sigh, lets get real, teams hate KB. And I have not gotten good enough to control it. I mean, the Ball is a explosion of KB, how do you even control that? But I LOVE the animations, the powers, the whole thing. Although, as usual, I take no melee attacks beyond the 1st required. If only we could talk to Null and turn off KB I would seriously not complain (I Promise) about no secondary effect.
Quote:Plus, if not for knockback, you wouldn't have things like this happening. This is the worlds most tenacious Tsoo. He won't let go, and he also refuses to be knocked off. That's the best kung fu grip I've ever seen. I had to let him live, because how can you kill that guy. -
Quote:Wasn't dissing your opinion, more stating that I don't think it's necessary to add more onto KM because it has many extras and options already. As for proof, I don't feel like digging through those posts at the moment but it was mainly talk by other posters on some dev statement about the 100% proc on Fireball was a bug (which got changed). Even if nothing does come of it, KM has PLENTY to boast about as is....do you have any basis for that statement, other than your opinion? Any at all? A single dev quote or action that even vaguely implies it? It appears to me that KM just received two huge buffs (AS, and indirectly the ATO proc, which benefits KM possibly more than any other set), which would be an odd thing to do if they're considering nerfing it. Certainly, the stalker revamp patch would have been an opportune time to make such changes. I'm expecting the AS cast times to be standardized across the sets, which will mean KM's gets slower; if you're talking about changes other than that, you're gonna have to provide at least a shred of something that looks like evidence, before I allow you to totally dismiss my opinion.
Quote:My Nin/Nin stalker would not be at all happy with losing Demoralize either, not for a def debuff that's just as worthless as the def debuffs on my other attacks. An equally useful, but more thematically appropriate effect would be fine.
Moreover though, you seem to be talking about removing Demoralize and replacing it with an all-the-time secondary effect on AS, which I disagree with totally. I like and use Demoralize as it is. If it's replaced, I want it to be with something roughly analogous in function.
I don't think it's required that whatever replaces Demoralize has to be analogous, because the purpose of Demoralize was to help survivability of a frail AT and *that* changed with the various HP buffs. Since Scrappers did equal or more damage and could take an alpha+tank, Stalkers were given demoralize to aid a team instead...well Stalkers don't need that anymore, plain and simple.
Quote:Further edit: On a hopefully more constructive note, is there a particular reason that Demoralize-or-equivalent AND all-the-time secondary effects isn't on the table?
Why did Dark Melee get -ToHit debuff added along with demoralize? Now it can debuff way more than other set...Why does Energy Melee get knockdown that just wastes demoralize? It's not as good as the others....Why do Stalkers get crazy DPS, team-aid debuffs and an alpha-breaker while Scrappers don't get anything of the sort? Why do Stalkers get a pass on higher HP if they're suppose to be frail? What about the frail Blaster's HP?
It all just leads to more and more buffs if you don't try to counter it. I'm only suggesting changing demoralize because it's really not very useful anymore. With a Stalker buffed for HP, you're not that squishy. With high powered ST attacks or AoEs, you don't need to start with AS anymore. With new AS, you're using it more often *during* a fight vs from hide/at the start and since Demoralize does not stack with multiple applications, it's automatically more situational and therefore less useful. -
Quote:And as a Kinetic Melee user, you have to remember: you've been enjoying the sweet life. While other sets, like Dark Melee isn't directly compensated for the exchange of the more effective Soul Drain, or Energy Melee getting practically nothing extra out of it's higher tier powers, or Martial Arts losing all of its AoE, Kinetic Melee gets arguably equal milage out of Build up and Stalker's reliable means of refreshing it and 100% crit chance from Hide on Burst.I like Demoralize, and find it situationally quite useful. Admittedly, my stalker is KM, so my AS is faster than other sets and thus easier to use, but both on teams and solo I find it at least sometimes worthwhile as damage mitigation.
I wouldn't argue against secondary effects for the various AS powers, but a minor damage debuff to one target INSTEAD OF demoralize would be both less useful and less interesting, at least for me personally.
That you'd get a simple dmg debuff INSTEAD OF demoralize should be considered a gift considering the devs probably have their eye on taking away one of your other tools (talking about that crit chance on Burst). That is, what I'm trying to say is Kinetic Melee isn't in a position to bargain for anything. -
I am finding....so little use out of it now. It was nice when we first got it, and is still a cute trick now...but it's a shoehorned fix that doesn't play well with the new-shiny Stalker. Everyone seems to be happy with them now and it probably has nothing to do with Demoralize.
I will say, it's fun to kill things with AS but it's a major drain on END for just pure damage...I wouldn't suggest lowering the END cost though, just rather the attacks had thematic secondary effects to go along with your string of attacks:Assassin's Blade/Assassin's Slash: -def probably wouldn't be all that useful but perhaps -res vs lethal damage to the target? Or maybe a splash of -def in a 10ft radius (think of it as blood splatter making the foes weary and uneasy)
And we're talking about losing a 30ft irresistable 7.5% ToHit debuff + 25% chance of a mag 5 fear for this, which isn't so bad just situational and non-thematic.
Assassin's Claw: Another tricky one. Perhaps a KDoT (knockdown over time...like Arctic Breath in Mako PP) on the target. Think of it like you're cutting the foe's tendons and it's hard for them to stay on their feet.
Assassin's Blades: I would say, since it's worked into two combos, it kind of already has a secondary effect. But beyond that, perhaps some self ToHit buff + foe def debuff to help it nail those combos with more certainty?
Assassin's Eclipse: Love that skull. Perhaps a mag 3 terrorize on the target or a bit of -ToHit or possibly a splash effect (debuffing foes within 8ft of the target).
Assassin's Shock: A mag 3 sleep with some -recovery would be great and wonderfully thematic. Sock a foe with this and they're writhing and wiggling for 6 or so seconds.
Assassin's Strike: This is the infamous one that all the assassin moves take their name from (the one from energy melee...). Give it a low mag/moderate duration stun plus some knockdown for good measure.
Assassin's Strike (Kinetic/Street Justice): I think, of all the sets, these are the ones that don't need help. The sets already have a gimmick above the others (kinetic recharges BU with Concentrated Strike and street justice has 2 combo points on this attack + Crushing Uppercut is practically another AS). Just add a bit of -dmg for Kinetic's and be done.
Assassin's Blow: Since we're talking about Martial Arts here, an internal injury along with an external injury would be nice. Basically some -regen, -heal and/or -Max HP.
Assassin's Impaler: Hmm, the very same suggestion (-regen, -heal and/or -Max HP) but for the toxins/imaping the foe causing the effect.
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Because GG wants to rob you of your victory, that's all!
[EDIT] High Five! -
I had long given up on the concept that Stalkers = Stealth anyway. Because it only ever matters if the foe remains unknowing and if the foe remains unknowing, most likely they die without a fight. Not only is that not entertaining in a comic book or movie, it's not fair in a game.
I turned my view of Stalkers to that of an 'ambusher' and 'misdirector'. One can ambush an aware foe through misdirection, frankly that is all that is needed to differentiate Stalkers. In my opinion, this has nothing to do with how big, loud and flashy a power is...because you can use these exact effects to your advantage to better offset your opponent. Be it a subtle smoke powder in the eyes, a well targeted flashbang to disorient and confuse, a walloping crash to unhinge their resolve or a synaptic overload to cause the targets to flinch, it all can work to an ambusher's advantage. The difference being, a tanker may do that to grab attention, a brute to let off steam, while the stalker uses it to open opportunity.
Of course, that isn't how the game actually plays out, but the point still stands. It's too late to bother preserving AT uniqueness. I suggested making the theme sets unique when proliferating before proliferation started (that is, each AT would have a unique version of Fire Melee, etc) but it didn't happen. Now it's too late. To bother struggling for theme now, you might as well be struggling to unproliferate sets which is *NOT* going to happen. -
Quote:I think the point is, you're rather late to be attempting to preserve AT concepts. Stalkers already have some sets not befitting of a stealthy type character and as of current, the AT has been changed to something that isn't very stealthy anyway. I can tell you right now, playing my most subtle and stealthy stalker in concept, capability and style (Dark Melee/WP), he is no longer stealthy. If I play him stealthy, he becomes less effective. If I play him unstealthy, he demolishes foes in a heartbeat. I can turn off hide (and I just did on the tip mission I just finished) and there is little, if any, difference in his performance.
The staff melee comparison is silly too. Granted the final move is a bit crazy and overdone, it's still something I can imagine a sneaky guy doing.
The question here is why do you want to devalue archetype concepts so much? I personally don't like seeing concepts destroyed and I like the idea of archetypes having differences in their sets that homogenize them less.
Tanker got Super Reflexes which isn't very 'tanky'.
Brutes got Katana which isn't very 'SMASHy'.
If Stalkers are suppose to be any amounts of limited by what they can't do, then at least they should have the same limits as Scrapper since they're practically the same now...
...and yes I've had a concept for a Super Strength Stalker, as well as a Titan Weapons Stalker and they'd be *VERY* 'Stalkerish' considering what makes a stalker a stalker isn't what they do but how they do it. -
Quote:What debuffs do TW have? A menial ST -def/-res? I don't think it compares to spines debuffs. Spines is also capable of immobilizing bosses where TW is lucky to keep a boss stunned for a few seconds (but that may be more the nature of stuns).I don't want them to be replicas of each other, but Spines is supposed to be strong AoE, weak ST, with a strong mix of Debuff/softish control. Spines was fine in my opinion when it could be said it was the best combination of those two elements. Other set's had AoE, other sets had a strong combination of Debuff and mez, but until Titan weapons came along spines was the one that filled that role best.
With Titan Weapon's addition, it has better ST damage, strongly competetive AoE damage, and comprable soft control/debuff (with additional self buff potential).
If Spines gets looked at, it most likely will have much of it's debuffs cut in the process, most likely the -rech and minor immobilize. The -movement would be limited to certain powers (like Impale, Spine Burst and Throw Spines) with the only secondary effect that's universal would be the Toxic DoT. IMO, that's fair.
But I'm rather tired of hearing all these calls for buffs but they don't want to give anything up (or heck, even acknowledge they're asking for a lot). They're more engaged in finding justification for their wants instead. Just because you think you deserve something doesn't mean you do. -
And down the slippery slope we go! Where we'll stop? Nobody gives a ****
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Quote:THANK YOU!And that's really the rub of it, isn't it. You don't think stalkers were fine, so they should be changed into blasters because you like blasters. Why not, you know, just go play a blaster?
This is pretty much the Dominator change discussion all over again.
When I speak of that whole power creep thing, Dominator is one AT I had in mind. Not that they're too powerful, they're just dang powerful. But my issue with them is, their whole identity was the Jekyll and Hyde duality of it...
How many players actually /keybinded a costume change with the press of Domination? I know I had a few...because that was one of the reasons I really enjoyed the AT. But now domination doesn't feel quite as important, most of its buffs were just stacked onto the base of the AT. I don't even incorporate it into the character's concept anymore; domination is just an extra-mez button.
Quote:I like scrappers quite a bit, so I'm quite sure I will like the new stalker. I loved the old stalker though. Will I love the new stalker? I haven't had the heart the try it out yet... maybe I'll give it a shot this weekend. Maybe.
I think the crux of the issue is that stalkers and scrappers are really designed, more so than any other ATs, to do the exact same thing. Now that you can roll both on either side, having both of them doesn't really make a lot of sense. However, I think it's the scrapper, not that stalker, that is the superfluous AT. Stalkers, brutes and tankers all have their individual approaches to the "Melee Combatant" role.
I've said it before I22, and I'll say it again: "Why would anyone ever roll a scrapper?" However, I'm not going to advocate turning scrappers into blasters or dropping the AT for something more interesting. I accept that people that aren't me still enjoy them.
On a slight tangent: It's well past time Stalkers got their grubby little mitts on Shield Defence! (and don't even try the "shields aren't very sneaky" excuse.)
Quote:People also loved the old, pre-Defiance 2.0 Blasters and argued incessantly that the new Defiance is for poor players who played wrong and that veteran elite players knew how to leverage the old Defiance by staying at low health and not dying. This doesn't change the fact that the AT sucked so bad that even the development team had to admit it was the worst performer in the entire game by far. -
Quote:Comparing to the top heavy hitters of Eagle's Claw and Midnight Grasp (Crushing Uppercut is probably the best but the set is an outlier, IMO. Every set isn't going to have a Crushing Uppercut), some powers of choice would be:That's assuming you have "hard hitters" to speak of, which not a lot of Stalker sets do. The hardest hitter Broadsword has that's a guaranteed critical is Disembowel, which isn't that hard, Katana's Golden Dragonfly is even less impressive, Electric Melee doesn't really have anything more interesting than Havoc Pucn and Dual Blades' best is Vengeful Slice. You can try to make an argument for opening with an AoE, but this is an argument I will simply never accept, because I am not interested in non-guaranteed criticals. I've tried to use them and failed to score a single critical enough times to not want to bother.
Katana's Soaring Dragon is only 58% of the damage of EC or MG but animates practically a second and a half faster than EC and half a second faster than MG. On the other hand, Golden Dragonfly does 78% of their damage but can hit multiple targets.
Electric Melee has Thunder Strike which will hit a target for 62% of EC/MG's damage but will also hit up to 10 more foes.
Dual Blades' Vengeful only does, like, 40% of EC/MG but One Thousand Cuts does over 80% of EC/MG's dmg and in an AoE...it's basically like using Disembowel on 10 foes.
As for the non-guaranteed criticals, you seem to contradict yourself since earlier you state:"The 60% chance for a critical hit? I can live with that."
Which is far and away better than what Scrappers get, 10-15% at best. (by the way, I don't believe hidden critical chance is affected by any outside buffs...it's flat out 50% while excluding Stalker's other buff states while hidden.) But then the point isn't if you have a hard hitter or not...it's what can you do to exploit AS to its fullest and to do that, you do not use it from hide.
Quote:You're right, Assassin's Strike was never meant to be used in combat. And that was the problem which was fixed. Before, Assassin's Strike was just about a waste of a power pick. I don't care how good it is, it's still a power I can't use more than once per fight, and it's nowhere near good enough to merit that kind of uselessness. It was nothing more than a melee snipe with all the crap inherent in snipes, with the added indignity of depending on another highly interruptible effect. This power was literally only ever worth using once to open the fight, and even then only if someone doesn't aggro first and cause that Tsoo Sorcerer to fire off his Hurricane and break both your Hide and your Assassin's Strike.
This is hardly the first time people have wanted to play the "wrong" way and the game has been made to accommodate us. Feel free to believe it was a mistake. That doesn't make it true. As far as I'm concerned, NOT being able to use a power I give up a decent attack for in combat was wrong, and now it's been made right.
No, it does not. If I wanted to fight like a Scrapper, I'd make a Scrapper. Stalkers need to be different from Scrappers in a way more meaningful than how the fight starts. Assassin's Focus does this. You may not see it, but I do, because I've played plenty of Scrappers and none of them play like this. Not even Street Justice, which has a similar mechanic.
They could have been, but I'm not sure that would have been a better solution. An interruptible Assassin's Strike is *** regardless of the circumstances. No change to the power which left it interruptible would have been sufficient for me, because no change that left it interruptible would have made it useful in combat. And I will be damned before I run away from enemies until they lose aggro.
You say that like it's a bad thing.
Because apparently what I got from your points before wasn't what you were trying to get at. I recall once upon a time Venture said something I took a different way. In an effort to browbeat people arguing ghosts could be of the Natural origin, he said "There's nothing natural about ghosts." I was inspired to interpret this to mean that the creation of a ghost is unnatural, a soul not doing what it was supposed to be, thus Ghosts were naturally not of the Natural origin. Venture later clarified that what he'd really meant was "You're stupid if you think ghosts can be of the Natural origin." as he tends to do, which I didn't specifically agree with.
It transpires that you what I thought you were saying way back when was something completely different from what you were actually saying. Having had a better view of what you're really saying, how could I NOT stop listening to you? I'm glad I understood you wrong, because what I took from your old posts makes for a lot more entertaining game than what it turns out you were actually suggesting. Obviously, it's my fault for misunderstanding, but here we are at the end of the day - you complaining and I satisfied. Considering how hard I've been on essentially every aspect of the game over the past year, I find myself greatly unmotivated to mind a version of Stalkers I enjoy playing greatly.
And yet you go on to restate essentially what I described you as saying. You have a specific idea of how Stalkers should play and the new changes don't correspond to it. That's what it boils down to.
-1. You say AS problem was it was a 1 oft used power at the start. That it was interruptible. That beyond that, it was a waste. That it wasn't very usable because there's ample opportunity to be dropped from hide. And the new changes fixes this.
+1. Not only has nearly none of that changed, but you go on to accuse me of saying these changes as being 'bad' or 'wrong' when I simply just don't think they're 'right'. Morally, you can make a decision that isn't right but still it not be wrong.
++1. You then go on to *ignore* that the changes I was shooting for won't make AS from hide interruptible, will give the foe less opportunity to drop you from hide and would be seen as a boon when you regain hide rather than a *bug* like the ATO proc.
-2. With a straight face, you say this change makes Stalker more unique, much different from Scrappers. That they're fun to play now and rainbows and cupcakes.
+2. I'm sorry to invoke him again, but it was his argument against my ideas back in the day. Angry_Citizen called gimmicky for what it was and this just adds more complexity to the AT, and not in a good way.
++2. The gimmicks Stalkers have were not improved, just more added ontop. This means, the gimmick that works best is what will be exploited and everything else ignored or downplayed. This is also not good.
Catalyzed ++2. No one apparently sees this as a problem. They only see what they want to accept in front of them. Rather than *improving* what they have, more junk is added an everyone's happy. But this isn't like a powerset with a specific gimmick that if you don't like it you can just play something else. This is like adding combos to Doms where, the only way they can click Domination is if they hold a foe, spank it twice and *then* domination lights up. The key difference between set combos an AT combos is *YOU CAN'T IGNORE IT*. Instead of leaving to play a new set, you have to leave and play a new AT.
-3. You keep saying I have an apparently limited and specific view of how Stalkers should be. That what I said before, that Stalkers should stay and scrap, had some sort of double or alternate meaning.
+3. No, my view of what Stalkers should be is what they have always been. Yes they should stay and scrap because *running* should only be a tactic if you're *dying* not fighting.
++3. The main point I've had all along is what constitutes as 'Stalking' should have been improved which it was not. The change we got for Stalkers now improves their scraping to a point that doing any type of surgical striking is superfluous. There was no alternate meaning to what I said before and what I add to that now is this change has practically altered the very DNA of the AT.
Catalyzed ++3. That you don't seem to care what Stalkers have become is the entire reason I bothered posting in this thread. How many actually care what Stalkers used to be about, currently? In the face of what they are now, it's too late to overturn. I'll just go on to say what they are is what they are and if you try to pass off what used to be favorable as passable on current stalkers without some sort of disclaimer, I'll pull a Venture and just browbeat these changes into whomever misinforms.
Quote:As for how it's different? How are Scrappers different from Brutes? Not very, when you get down into the basic mechanics. What's different is the "feel" of it. Scrappers feel like "stand-and-fight" fighters who bring enemies down with constant, consistent, reliable damage. They're the characters who jump into the fray and keep hitting stuff until stuff stops moving. Stalkers, to me, have the kind of explosive damage and surprise attack edge that Scrappers don't really have, or at least don't have to nearly this degree. The ability for my team-mates to blink and miss all of a lieutenant's health disappearing is what makes the AT for me.
That said, the basic difference between the ATs is very blurry as Brutes and Scrappers generally have the same performance and similar feel. But the main point is that it's similar. Brutes feel a bit different because they have fury, Tankers feel different because they have better mitigation and Guantlet and Stalkers felt different because they had hide and AS. The only thing that made Scrapper feel different was decent DPS but beyond that, they only feel different by what they *don't* have and that's extra gimmicks.
Now that Stalkers can push toward that DPS, that's one less thing that really makes Scrappers distinct. Even if regular damage was pushed up a bit to help Stalkers compete, Scrappers would still have that place. But that's not what happened at all. What was changed was being rewarded for scrapping...and not just on top of what you got. You have the burst you could do with Stalkers before with lower DPS in one hand and better DPS but lack of demoralize in the other and you have to choose which, to stalk or scrap. The obvious answer is scrap since to stalk wasn't made any more attractive and kept all its shortcomings.
I haven't seen if a Stalker can eventually out-scrap a Scrapper but I'll make danged sure, since that's what everyone wants, that's what you'll get. Apparently that's what the dev's thoughts were with this change, anyway.
Quote:Victory and Pinnacle, and I have Stalkers on both. Right now, I'm focusing on Kim on Pinnacle, who's just about to make level 31. I'd welcome the company, but I'm really not sure what you hope to achieve here. Do you just want to see what I do and how I fight? Can probably demo-record that for you. Do you hope to show me it's better to not use Hidden Assassin's Strike? Because I don't learn from example very well. Honest question - what do you feel will change if we play together?
Pinn it is. I've got a DM stalker I've been meaning to brush off. I'll see if I can log on this weekend some time. -
Quote:And please stop trying to put words in my mouth. Just from that first paragraph, I can tell you don't know what view I have on the game. And if you don't know then don't speak up for me please.From the many, MANY arguments we've had on the subject, I don't believe Leo has a chip on his shoulder so much as he has a very specific vision of what he wants Stalkers to be. It's a lot like what I used to have for Blasters once upon a time, until I learned to let it go. And to be honest, I don't really have a problem with alternate interpretations of what an AT should stand for. Specifically, he has a very strong opinion on the usefulness of AoEs out of hide and their 60% chance to score Hidden criticals.
And if I want to have a chip on my shoulder, you damned well better believe I will do so. But then I'm not one to sit around bitter about it, no. In fact, I'm doing the opposite. I'm going to prove to you and everyone, that what Stalkers are aren't 'Stalkers' any more than a Scrapper with maneuvers and Aid Other is a Defender. Rationalize how you *think* it makes fights 'different', 'more engaging', etc, than a Scrapper...it's still buttons 3,2,1 > AS, so formulaic I will prove its effects in-game, right to your face.
What server do you play on, Sam? Infinity? Pinnacle? I'll buy paragon points (I have yet to do that) to get a server transfer and hop on some teams with you. I can even roll up a new alt if you so fancy.
Quote:But really, in-Hide combat is still superior to out-of-hide Combat and the surprise attack of an Assassin's Strike is still a very powerful tool. -
Quote:Shouldn't you be busy with school work since you can't post in the RP thread? I mean, a brain-dead post there is about as good as a brain-dead post here, amirite?From this I can take away that Leo has a massive chip on his shoulder about Stalkers....
Quote:If you're really going to use that argument, then surely my Scrappers are just inferior Tankers?
Quote:Or are my Tankers inferior Scrappers...?
But then none of that is relevant to the subject at hand, now is it? Stalkers were altered to enhance their DPS performance. Scrappers fill the exact same role. All you have to do is sum up what the changes did and it shouldn't be too difficult to connect the dots even if you're brain dead.
Quote:Please, be a little bit more conservative with charges of hypocrisy.
Quote:Or it could be that you have a one-track mind which cannot accept more than one strategy being used by a single player. No, players must either only use Assassin's Strike from Hide or never use Assassin's Strike from Hide, and if they do both, they're hypocrites. What you continuously fail to realise is what this change is addressing, and it's not that Assassin's Strike from hide has a bad effect. What it's addressing is what a Stalker does when he CAN'T use Assassin's Strike from Hide. Your old suggestion of making Assassin's Strike from Hide faster or more damaging does not fix the problem, because it does not fix the problem of attaining Hide, which is not fixable lest you make either Hide or Placate overpowered, and the power still remains interruptible.
What I find ironic is you used to be the guy who would constantly argue that Stalkers shouldn't try to play like in a Splinter Cell game, constantly trying to rehide and hope for more Hidden Criticals, and should instead stand and fight like their AT permitted. It's strange that I have to be the guy to remind you that no change to the Hidden Assassination Critical mechanic or circumstances can ever change one single, very simple fact - Stalkers spend most of their fights outside of Hide. It doesn't matter what you do to Hidden Assassin's Strike because that's only going to matter once or twice per fight. What they did was the smart solution. What they did was relaise that Stalkers, as originally designed, were garbage and essentially broken within a game system which does not permit them to hide and stay hidden. You insist that they should have simply "fixed" Stalker hiding, completely ignoring that what breaks it is core to the game's AI and combat system. "Stealth" does not exist in combat, and the only reason Placate even works is because it exploits an outright cheat, and one that is incredibly dangerous if used with any consistency. The real failure of Stalkers was that they were an attempt at a character type that could simply never work within this system.
Your argument is, essentially, the same one we kept hearing about Defiance 2.0 after it came out, about how it changed the AT and how that's not what Blasters should be like and how this is a change for the unskilled player and so forth. The bottom line is that the AT is MUCH stronger now especially offensively. It may no longer play precisely how you'd want it to play, but it plays provably better, and it plays in a way that's uniquely its own. You may not see it, but I do, and I couldn't be happier with the change. This isn't an issue that you're going to be able to ruin for me.
Soliloquy: When hearing about the changes initially, I was sure it'd be too powerful outright to give AS a 1sec uninterruptible critical hit 100% of the time by just fulfilling 3 attacks. That'd be rather ridiculous and would near unhidden AS very close to hidden AS. Requiring more hits or simply making it not a guarantee would help fulfill balance of the power. A chance for building Assassin's Focus was another option, but how they implemented it was, again, backwards. They issued guaranteed focus for harder hitting (and by definition, longer recharging) attacks. If it had used the smaller, weaker ones, opening with the tier 9 wouldn't put you so close to 3 stacks and you'd have to throw out 3 weak hits to set the foe up. But opening with hard hitters lopsides the damage in favor of non-hidden AS since it's faster, safer, and you get additional effects from your attack. It never was that hidden-AS was 'bad', but unhidden-AS is better...markedly better if the high powered attack used is also good. Using hidden AS is only favorable in low lvls (when you don't have other high powered attacks), if the target has enough HP to absorb the full attack and if you do not mind lower DPS for the bonus of Demoralize...which, itself isn't amazing but helps.
Collary: Assassin's Strike was never meant to be used in combat unless proper measures were taken. That these changes addresses a problem that only existed when you forced it on yourself is tangential. Yes, it allows you to use AS without hide easily which addresses the problem of trying to use it improperly...but the proposition I made also makes it easier to use since it'd not only be *the* attack from hide to use, but also *the* attack to use with placate, increasing your chances for your inherent, Assassination, to affect the power.
Tangent: I'm certain Stalkers have an entire primary besides Assassin's Strike. That easily solves what a Stalker should do after using Assassin's Strike.
Reformation: I'm certain, since mechanics have been added along with Stalker's improvements, something about regaining Hidden status to more readily take advantage of the improved hidden AS and bonus Demoralize could have been made.
And on an objective aside, the changes improve some sets more than others. Not concerning AoE vs ST, but in the overall utility and effectiveness of the AT. It doesn't take a fortune teller to see *more* buffs on top of more fluff to neutralize this. All in all, it leads down the slippery slope of power creep.
Also, this:
"What I find ironic is you used to be the guy who would constantly argue that Stalkers shouldn't try to play like in a Splinter Cell game, constantly trying to rehide and hope for more Hidden Criticals, and should instead stand and fight like their AT permitted. "
You can cut the back patting, memory lane BS. Because, if you bothered to listen to me then, why did you stop listening to me now? And I know you're not listening because the entire hue of your posts colors that you barely even read or comprehend what I type. Your whole post seems like it it took a wrong turn before you even got out of the driveway. -
Quote:Wow, I must be in some kind of topsy-turvey world...or maybe it wasn't you, UberGuy, who always complained about Stalkers being ST focused.No, you (the player) need to man up and get over this idea that steamrolling makes ST damage pointless.
So not only is it the powerset that's either ST or AoE focused, but apparently its 'good' to use hidden AS and no one will ever complain about it being interruptible. It's fixed apparently by...frankly, I don't know. AFAICS, nothing has changed for hidden AS and yet it's fixed. -
Quote:Don't forget that the -ToHit does not stack with other casters and it only lasts 8 seconds.Because everything must be an argument... Look, the pros of AS from hide have always been present, whether or not the information was readily available (for example, I had no idea that the to-hit debuff was un-resisted until I played around with Power Analyzer on AVs very recently).
Quote:The cons of AS from hide become the cons of the AT.
Things change as time goes on....
...The new assassin focus system shifted stalkers away from needing AS from hide at all...
The fact still remains that AS from hide is a situational power still. If it is being used for anything other than part of the alpha strike then it is risky, inefficient, ineffective, and the cons do not outweigh the pros.
The faults of the AT were the situational burst damage being countered by systematic problems of the game. But rather than tend to those issues, they go ignored. Worse yet, they altered the AT from its original intent and then label it as fixed. Even worse yet, many are so blind by elitism and storms of comparative analysis that they actually believe their views were to help the AT when in fact, they simply destroyed it. And the worst, posters are still advising to use this unsupported strategy in light of the changes for whatever reason...soothe their conscience, novelty...can't be nostalgia...
But rather than gathering all those points you mentioned that make Hide, Placate and AS unwieldy and situational together then *fix* them to run more smoothly...they're instead shattered, separated and/or forgotten instead.
Quote:It isn't a problem anymore because now the players aren't being shoehorned into the "AS from hide or an inferior scrapper" dichotomy.
And for what? Because Scrappers puff out their chests and made you feel inferior. It long stopped being about 'Fixing Stalkers' and became 'Making Stalkers as good or better than Scrappers'.
Quote:The ATO proc makes this a non-issue. With auto re-hiding you can have your cake and eat it, too.
At least we don't have to pretend what I was saying before the beta was some sort of exaggeration. We all admit it; Stalkers are just Scrappers with Energy Transfer. I know, so far, I've been forgoing hidden AS for AoE burst from Spines, seamlessly into AS then clean up with recharged AoE. I'm sure when I get around to my Elec and Kin stalkers, it'll be the same...and I don't have any ATOs to slot on them either. -
Quote:I would still suggest you make use of Hidden Assassin's Strike whenever you can just because it's a very good power, but you no longer have to worry about the other 99% of the fight.Quote:AS from hide still has plenty of uses. On those rare occasions where my Stalker has to tank for the team, it is a blessing. The -7.5% unresisted BTH on the entire group works great with IO defenses, and the 25% chance for mag 5 terror fragments alpha so even the squishy stalkers can take it. The fight doesn't technically start until someone draws alpha, so the 2 second windup is negligible in those cases.
I wouldn't go suggesting to new/returning Stalkers to use hidden AS anymore unless they just want to...only in the low lvls when it's your highest fastest hitting ST attack and/or if you wanted to make *sure* the target is hit. To tell someone to use outdated tactics to preserve some unanimously unfavorable aberration is just spreading more false information.
Quote:I mean, I'm already hidden. Why would I NOT open with Assassin's Strike?
Quote:There's something special about opening a fight with one enemy dead and everyone else confused and cowering in fear -
Maybe it's just me, but logged onto an old Stalker of mine, wanting to wrangle up a few alignment merits so went to Sharkhead and started slaughtering stuff. I think I killed stuff for around 10 mins (and this is a Spines Stalker he shreds through lots of foes fast) without any indication of a tip dropping.
Finally frustrated, I open my tips and they're full. Does this extend to other stuff like enhancement drops? Is it just me? -
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OP, why not team up with a programming buddy and develop a 3rd party application like Mids' that does this outside of the game. Use costume codes to upload data linked to individual costume pieces, weight, density and so forth that then adds it all up based on character height/size. Then, at the end, you can determine if the character's base mass is based off of another element.
I'm sure a lot of people would find it a fun little app to play with. I know, when I created my main character, his costume is taken into mind with respect to his abilities. Since he's Super Reflexes, he needs clothes that give complete freedom of movement and are extremely light. Basically, a short sleeve gi with regular material for pants and tabi shoes. Later, he incorporates a puncture resistant skin-flex shirt to help guard against swords/knives and grazing bullets. Since he's only of moderate height and rather slim, I'd probably put his entire outfit at no more than 180lbs (his sword is wood too, not metal).
I can't say I specifically seek out a character's weight for customization but I do consider it. I think it'd help visualize the impact of a character's actions by adding another facet to look through, but again, only as a 3rd party program. If the devs can't even set the time to get better respec UI, I don't want them spending it on extra fluff like this. -
Here's a crazy idea: How about, as a win for the heroes, a new organization of heroes has emerges through St. Martial and extends into Nerva, forcing the questionable activities of Longbow into the light and therefore decreasing their influence there. This new group also helps fortify more safe living conditions for RI refugees on an island southwest of Port Oaks where they eventually ship them to safer places in the world like the United States. But as a base or safe haven, it must be defended against from villains or agents of Arachnos, ever struggling to topple the tyranny of Lord Recluse and his despot empire.