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I think Conserve Power is a bad idea for Energy Aura, being redundant because of Energy Drain, as well as outclassed by ED in terms of usefulness. Reconstruction would be a much better choice, because of the self-heal, and the additional toxic resistance.
For Stalkers, they are jipped out of Dampening Field by Repulse - that's even worse for them because it's a power that interrupts their hidden status - a staple of the Stalker playstyle.
Energy Aura also does not proliferate well. When it goes to Tankers and Scrappers, they will have the ability to have two Conserve Powers. And we'll most likely see CP removed from EA when it goes hero-side, which means it'll probably be replaced with another effective damage mitigation method. Translation: EA will be better for Scrappers and Tankers than it will be for Brutes and Stalkers.
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I don't understand....
repulse knocks everything around a stalker away for 4-6 seconds, possibly more. Plenty of time for a hard-pressed stalker to hit aid self, run away, pop a couple of pills, or be well on their way to being re-hidden.
Are you saying you use repulse from HIDE?? what on earth for? It doesn't do any damage. It's pretty strictly an emergency measure, and really good at it.
I guess I am totally lost as to why repulse is supposed to suck on a stalker?
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I have repulse for my stalker, and it is great. It really depends how you use it. Yes, you don't run around with it on, just a 'click' on and off to get out of a sticky situation or setup a placate then AS. -
Drop conserve power.
Keep typed defense but allow positional bonuses to stack with typed.
The out-of-the-box suggestion #2, damage absorption is essentially exactly what I suggested in the stalker forums. I would love to see /EA get this. Seemingly overpowered, it would be metered by the players own defense. In other words, if you got good defense, you will not be hit and therefore not get any heals (which you wouldn't need anyway). A possible use would be to only activate once your defense was sufficiently debuffed by something, or drop all shields and click this power to take alpha or drop shields and click to refill the health tank. -
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Oh wait... THIS IS A NECRO POST!!!!
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Heh, what's a necro post? -
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Damn you necros, my fist will erase you!!!
P.S. Kinda funny to see this though. I guess Energy Aura didn't get enough loving, did it? I like the set, but in all honesty it does need some work to say the least lol.
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Lol, I know!!! -
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Where in this suggestion does it nerf regen?
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Well, it probably would have weakened the previous version of MoG slightly, but Regen cleverly avoided that eventuality.
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Also, If I read it correctly, defensive pool powers can now contribute to a meaningful defense, hence an indirect buff to those sets that took them. -
I don't know what the code looks like, but I bet there is a virtual out there that is the to hit calculation. Change this to anti accuracy, make a test02 server and let the players balance out the numbers.
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No build can do more damage with a single build period.
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Incorrect. Ice Blasters, pre-buff, were churning out just below Assassin's Strike damage from range in the same amount of time Assassin's Strike requires. Add 12.5% more base damage to that, plus defuriance, and they'll actually exceed the burst damage capabilities of the so-called burst damage Archetype.
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While I gather this bug mentioned seems to be related to status effects and a breakfree negating an otherwise unresistable power, I still do not see justification in it requiring "immediate" change.
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Again, incorrect. Even a simple debuff can nullify Placate's protective abilities. And a mez, even if it's resisted by the target's status protection, will still nullify Placate's protective abilities.
Now, you may indeed see Stalkers as an extremely powerful force, but that's simply because you don't see the amount of work and frustration involved. You only notice them when they stick a sword in your ribs. You don't (and absolutely 100% can't) see them wasting their Build Up seven times before finally being at the right place at the right time to use Assassin's Strike.
While it doesn't require "immediate attention", it should still be higher priority than it is. It's been well over a year that this bug has been public, and still it's gone unfixed.
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QF GADDAMMNDED T
Really, a blaster with either super jump or fly, with aim and buildup just simply has to 'float' around battle hotspots and wait for a stalker to show himself. After that stalker is exposed, blammo. Heck, jump in there and inferno.
The stalker AT is about patience, and as mentioned, wasted buildup. Really, the buildup for stalkers should be on the next attack, not a timer. -
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I play my stalker in pvp almost every day and i find it to be the most iritating thing that i can run up to someone hit them with ET and them be stuned hit placate while they are stuned and can't activate any powers and then they pop a break free and are able to attack me even though i have JUST placated them.. it wasn't always this way.. and it was much more enjoyable before.
Anyone who wants to tell me that this isn't an issue for stalkers because the "pwn hard enough as is" obviously has never played a stalker in a pvp zone .. placate is most definatly broken.. if it's working as intended then it's intended for it to be broken and to that i say </3
Also.. with the new blaster buff.. now you can stun a blaster with ET or BS (nrg transfer /bone smasher for you non EM ppl)
placate them imidiately and run up to AS them.. and they can simply hit a tire 2 power through stuned sense they can target you after being placated and break your hide.. anyone with a break free more or less has stalker protection suposeing they don't stand still in a pvp zone so as to alow a stalker to lead with assasin strike.
Yes I said it if a stalker kills you it's YOUR fault.
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Good point about the new defiance. The only time I use placate in pvp now is to avoid the blaster who comes running up hitting aim and buildup.
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In RV, it's just the funniest thing just hitting a PFF'd Blapper with Brawl, seeing them pop Powerboost, Aim, and Buildup, and then Placating them to sit there with their Bonuses wasting away....
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Yeah, just don't get caught laughing at them while they hit Inferno after aim and buildup while standing next to you.
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Blasters take Inferno for PvP? Since when? I thought they were only limited to 4 power from their Primary
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I've died three times to this tactic in the last couple of days. -
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I play my stalker in pvp almost every day and i find it to be the most iritating thing that i can run up to someone hit them with ET and them be stuned hit placate while they are stuned and can't activate any powers and then they pop a break free and are able to attack me even though i have JUST placated them.. it wasn't always this way.. and it was much more enjoyable before.
Anyone who wants to tell me that this isn't an issue for stalkers because the "pwn hard enough as is" obviously has never played a stalker in a pvp zone .. placate is most definatly broken.. if it's working as intended then it's intended for it to be broken and to that i say </3
Also.. with the new blaster buff.. now you can stun a blaster with ET or BS (nrg transfer /bone smasher for you non EM ppl)
placate them imidiately and run up to AS them.. and they can simply hit a tire 2 power through stuned sense they can target you after being placated and break your hide.. anyone with a break free more or less has stalker protection suposeing they don't stand still in a pvp zone so as to alow a stalker to lead with assasin strike.
Yes I said it if a stalker kills you it's YOUR fault.
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Good point about the new defiance. The only time I use placate in pvp now is to avoid the blaster who comes running up hitting aim and buildup.
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In RV, it's just the funniest thing just hitting a PFF'd Blapper with Brawl, seeing them pop Powerboost, Aim, and Buildup, and then Placating them to sit there with their Bonuses wasting away....
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Yeah, just don't get caught laughing at them while they hit Inferno after aim and buildup while standing next to you. -
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I play my stalker in pvp almost every day and i find it to be the most iritating thing that i can run up to someone hit them with ET and them be stuned hit placate while they are stuned and can't activate any powers and then they pop a break free and are able to attack me even though i have JUST placated them.. it wasn't always this way.. and it was much more enjoyable before.
Anyone who wants to tell me that this isn't an issue for stalkers because the "pwn hard enough as is" obviously has never played a stalker in a pvp zone .. placate is most definatly broken.. if it's working as intended then it's intended for it to be broken and to that i say </3
Also.. with the new blaster buff.. now you can stun a blaster with ET or BS (nrg transfer /bone smasher for you non EM ppl)
placate them imidiately and run up to AS them.. and they can simply hit a tire 2 power through stuned sense they can target you after being placated and break your hide.. anyone with a break free more or less has stalker protection suposeing they don't stand still in a pvp zone so as to alow a stalker to lead with assasin strike.
Yes I said it if a stalker kills you it's YOUR fault.
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Good point about the new defiance. The only time I use placate in pvp now is to avoid the blaster who comes running up hitting aim and buildup. -
I also agree. Defense based sets have the short end of the stick.
Really, in zone pvp, things die way too fast. I am up for anything the extends the battle.
Endurance is too low, cost for attacks too high, damage too great per attack. All this contributes to the feeling that the attack MUST hit. So, people maximize the burst damage and chances to hit. People probably realize that if they fight under this condition most of the time, then they stand the best chance of winning. If the base chance to hit is reduced, and the cost of the attack is reduced, then battles will focus more on what happens after build-up and aim etc.
As it stands right now, my squishy will jump into battle, get two shotted and thats it. Wheres the fun in that? I don't mind losing, but it would better if I got more than a few licks in.
Maybe defense sets would be better if there was some middle ground between being hit and not being hit. Maybe a glancing blow with damage dependent on the to hit chance and the defense. -
Well, you said no mechanics, but you also asked how often we expect to hit and be hit during combat.
So in a combat situation:
If my toon is running and jumping, I would expect to have a very poor chance to hit unless the target is close to me. If I invested a lot into accuracy and such, I would expect to hit maybe 75% under the same scenario. Not moving around or interrupted and at close range, 95%.
Similarly, if I have no defense, yet move in an erratic motion, I would expect my target to have problems hitting me, similar to above but reverse scenario. If I have invested in defense, then I would expect the chance to be hit to be less.
If I had my choice, I would keep things similar to what people have been saying 50, 95, 5 etc, but shift those by a % depending on the stance a toon takes. Moving over a certain speed, they are harder to hit by a certain percentage. Likewise, the faster you move, the harder you are to hit. Opponent far away = more defense. All for ranged attacks only. Melee attacks would not have any to hit benefit or negative due to this.