Oathbound

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  1. Oathbound

    Stalker changes

    Quote:
    Originally Posted by Party_Kake View Post
    For a simple change to assassin's strike:

    make it much faster to perform, eliminating most of the "charge up" part of it.
    make it deal much less damage to begin with, keep its current cooldown.
    Make it deal more damage from stealth.

    thus, outside stealth it's as good as any other (of those first 4 powers) power, possibly slightly weaker.
    inside stealth it's roughly equal to before, possibly slightly less powerful to account for the increase in sustained damage.

    but most importantly: give some variance between sets for it. it's ok if one powerset has a slightly slower AS but adds a small debuff to the enemy to make it worth it. experiment a bit while it's on the beta server. have a little fun with it, you never know how cool and unique you can make it.
    For the most part this is already getting done.

    AS will be usable outside of Hide without having an interrupt period, but will only do base damage (no hidden critical), then other stalker attacks will give you a buff that increases Assassin's Strike's chance of scoring a (Standard) critical hit.

    Faster use for base damage outside of Hidden state, retains massive damage from Hide.
  2. Quote:
    Originally Posted by Obscure Blade View Post
    Adamantine or adamant is used that way sometimes; "He had a will of adamant", "The city walls had been an adamantine barrier to invaders over the centuries."
    As Obscure mentioned, Adamant works as a Noun.

    From Dictionary.com:
    Quote:
    adamant
    [ad-uh-muhnt, -mant]

    adjective
    1. utterly unyielding in attitude or opinion in spite of all appeals, urgings, etc.
    2. too hard to cut, break, or pierce.

    noun
    3. any impenetrably or unyieldingly hard substance.
    4. a legendary stone of impenetrable hardness, formerly sometimes identified with the diamond.
    I would also argue that Juggernaut doesn't actually have anything specifically to do with being unstoppable. It may be the common usage of the word, but if you want to be technical about the "Indestructable Object" definition then you've got to be technical about the "Unstoppable Force" deffinition too.

    Quote:
    JugĀ·gerĀ·naut
    [juhg-er-nawt, -not]

    noun
    1. (often lowercase) any large, overpowering, destructive force or object, as war, a giant battleship, or a powerful football team.
    2. (often lowercase) anything requiring blind devotion or cruel sacrifice.
    3. Also called Jagannath. an idol of Krishna, at Puri in Orissa, India, annually drawn on an enormous cart under whose wheels devotees are said to have thrown themselves to be crushed.
  3. Quote:
    Originally Posted by Jibikao View Post
    Oh yeah. Does Singy get Impact damage bonus too? I know its Lift's damage is going to be increased a bit.
    I'm also wondering if they'll finally fix his animation times. Singy still uses the original cast times for Gravity... 3.1s and 3.2s for Crush and Gravity Distortion respectively.
  4. Quote:
    Originally Posted by Daemodand View Post
    The downside of the set, of course, is getting to 32, as the set has a very poor low level experience.
    That's really one of my biggest beefs with Gravity.

    The set overall might have enough control (If you use Fire as the minimum control guideline) but GETTING to the level at which the set starts to perform "adequately" (if still clunkily... Wormhole) is problematic and only serves to turn many people off to the set from the get go.
  5. Quote:
    Originally Posted by planet_J View Post
    Propel is not available until level12 iirc either way a blaster power in a control set makes no sense
    Level 6.

    Quote:
    Originally Posted by DarkCurrent View Post
    Energy armor.
    I was speaking specifically of Re-ordering powers. They didn't change the power order when they ported Energy Aura to any AT. They did re-order Electric Armor when they ported it to Tankers/Scrappers... but only for Tankers and Scrappers. Specifically because they didn't want to impact existing ElA Brutes/Stalkers.

    The last time they re-ordered the powers in a Live powerset (to the best of my knowledge) was way back when they moved all the Tanker Taunt powers to level 10.


    Quote:
    Originally Posted by Talen Lee View Post
    If your idea for a way to 'fix' a level 1-available power is to make it comparable to the crown jewel of a blast set, you might want to rethink your strategy.
    Too late. It's already going to be comparable to the "crown jewel" of a Blast set. It'll deal almost as much damage as Power Burst, has a shorter recharge, is Guaranteed KB instead of PB's 60% Chance and all it trades off for that is a trivially longer activation (2.07 vs 2.0).

    In fact depending on how much damage it gets from Impact, it may be more than "Comparable" to Blast set T3s.
  6. Here's an idea.... add a stun to Propel. (a la Cosmic Burst)

    Think about it, if someone just hurled a forklift at you, wouldn't you be a little disoriented?

    That'd make it a solid single target control power, that doesn't hurt your (Dom's) damage output so much. (Hard control, as opposed to the Soft Control of KB.)
  7. Quote:
    Originally Posted by Tater Todd View Post
    I know it was pre-beta Oath, Gosh you ruin everything haha. I was trying to trick them into guilt! *Dismantles large cardboard box that is being held up by a stick with freshly cooked bacon and guilt under it*

    I'm glad that they are making these changes because for a second there even I was wondering were they ever going to bother with the Control Sets.
    ....

    I was going to post something witty, with a picture as a response... but I got distracted by Business Cat.

  8. Quote:
    Originally Posted by Hopeling View Post
    Unfortunately, according to other posts I've read, adding more sections to the costume creator is difficult, and there's a limit on the number of "anchor points" that a costume can have, and we have already used most of that limit, so adding much more would at least require a large revamp of the system. SCR etc etc
    However, note that the OP went out of his way to say that horns should be ADDED to the ear category, but NOT removed from their current category, so you can put horns in either (or both) places. No options would be removed.

    This would be a nice change, there have been a few times I've wanted to use horns and something else together but couldn't.
    Yeah, pretty much nailed it.

    We've heard that it's very difficult(prohibitively, even) to add new anchor points and/or bones to the rig, so my request was specifically to add them in a way that doesn't require any modification to the rig itself.

    Realistically we're far more likely to get horns modified to work with a different existing anchor point (as well as their current one), than to get an all new anchor point.

    Even if basically everyone would prefer the latter.
  9. Quote:
    Originally Posted by Tater Todd View Post
    And Rend Armor? In TW was reordered. Please Devs we beggeth youz! I will burn offerings!
    Well, TW was still in beta/pre-live when it was changed (except for the dozen people who were able to get it early when it was accidentally put on the market awhile back). The Devs have shown that they're extremely reluctant to make changes that impact people's Live characters.

    That said it HAS happened... just not in a long time.
  10. A little background info:

    So, I've been trying to make a decent Gargoyle character, and my first instinct was to pair the Organic Horns with the long Jester mask. That would give him a beak-like face and a nice, sculptural looking head detail. Sadly Horns and Eye details all share the same anchor points on the character rig, so they're part of the same detail category and can't be used together. Strike 1.

    Next I thought about using an animal head... but animal heads have virtually no details you can use on them, and absolutely none that you can use to make them look less animal and more mystical. Strike 2.

    There are of course the Monstrous heads, but well, those are hideous, and share the Animal head's near total lack of head details. Strike 3.



    Suggestion: Add a version of the Horn details to the Ears category. (Each piece would likely need to be modified to "sit" properly to the different anchor point.)

    I don't mean to MOVE the horns to the Ear Details, I mean to have a copy of them available there as well. This would enable people to combine horns with eye details like sunglasses and masks, or even double up on different styles of horns.

    It would also leave all the current options available for use, so no one loses anything.
  11. Quote:
    Originally Posted by 80sBaby View Post
    My opinion of knights has been greatly lowered.

    bahahahaha
  12. Overall, it looks decent... a few thoughts on it though;

    I can agree with the knockUP in most of the melee attacks, but it just wouldn't look right on Radiant Strike.

    RS is a gut punch, having the npc flip head over heals would look very odd. I'd rather they make it knockDOWN, it's not disruptive and it looks "right."

    Likewise knockUP in Dawn Strike wouldn't feel right because it's a lateral burst of energy at center mass. The direction of force is horizontal, not vertical. KnockUP would work in Solar Flare because the origin point of the attack is below your center of gravity, but it would feel wrong on Dawn Strike.
  13. Quote:
    Originally Posted by Flower View Post
    I am talking about the word momentum that shows up when momentum turns on. Right now it is red like all the other warnings that show up in the same area.

    Starting playing a Titan Weapons character last night and found myself constantly caught by that. I've been trained since I started playing to pay attention to anything that shows up in red there. Usually I don't look there I just see it out of the corner of my eye and react. Now with the word momentum showing up there in red I am being trained to ignore that.

    Would be nice for this to be in a blue or green or something so I catch the color and know without looking if it is just momentum turning on or a warning message I need to respond to.

    Thanks.

    P.S. Loving Titan Weapons!
    This same complaint was brought up before Street Justice came out, because just like Momentum, Combo Level is also displayed in Red lettering.

    It will likely be brought up again when Staff Fighting comes out, because Perfection of ____ will probably also display in red.

    I can't really imagine there's a significant technical limitation preventing them from changing the color... but then if it were such a simple change, it probably would have been done already.
  14. Quote:
    Originally Posted by Bloodspeaker View Post
    Ony if the wormhole user is inexperienced in its use. The other AoE controls in the set negate the kb just fine. I've delivered a great many neatly stacked packages to the team's resident melee, even after air-dropping them on outdoor maps.
    The -only- AoE power in Gravity that negates Wormhole's KB in an way, shape, or form is Gravity Distortion Field. The hold.

    So once. Every four minutes (at base). Using your "most powerful" control tool as a band-aid fix for your "Every Spawn" control power.

    That's ridiculous.
  15. Quote:
    Originally Posted by Rodion View Post
    Yes, to me Gravity's real problem is Wormhole. Other sets have Flashfire and Stalagmites, which can be used pretty much anywhere, anytime, in extreme safety. As one would expect from an area control power.

    Gravity has Wormhole, which can't be used most of the time because it teleports the spawn away from the rest of the team and puts it in an essentially random place (as far as the rest of the team is concerned). It then scatters the spawn across a broad area unless you have a wall to prevent the scatter. And the spawn has enough time after you start activating the power to walk over to you and beat on your noggin.
    I gotta agree. These changes do nothing to fix the single most glaring weakness of Gravity Control. That being it's lacking Control ability.
  16. Quote:
    Originally Posted by Lazarillo View Post
    Based on the teaser from last week, I expected a little more in terms of powers updates than "...and Gravity Control, too." Granted, the change to Gravity Control does sound pretty nice. It doesn't really offer a big fix to the powers that are below the curve, but it makes it better at what it already does, so suppose that's good enough for me.
    Quote:
    Originally Posted by rsclark View Post
    It's a strange fix in that it increases the damage on an already damage heavy control set and doesn't seem to increase the control on a weak control control set. It just makes it better at a questionable niche.
    Quote:
    Originally Posted by Lazarillo View Post
    Oh, yeah, don't get me wrong, I like the change in concept, and my own Grav/FF Controller, who always felt more like a Dominator anyway, will probably really enjoy this change. It's just that it seems like a change in approach. Compared to, say, the Claws, or Energy Aura changes, where they took powers that were underperforming and increased their effectiveness, this simply increases Gravity's "specialty" powers. I would've expected a buff to Dimension Shift or Wormhole, basically, but while I'm surprised they weren't the ones changed, at this point, I'm not disappointed, per se.
    I'm right in with these people here. It seems odd for them to buff the damage aspect of Gravity Control, rather than fix it's lackluster CONTROL ability.

    I mean, I'll take it... but ??

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Someone who is good at calculating DPA, does this mean the Propel for Dominators is now basically around the power of Psi Assault's Telekinetic Thrust? Here are the estimated values for each power:


    Propel: Recharge: 8, Cast Time: 2.06, Damage: ~103.5
    TK Thrust: Recharge: 8, Cast Time: 2.06, Damage: ~95


    If so, how well regarded is TK Thrust? It certainly sounds like an uptweak for Controllers, unsure how much Dominators benefit.
    Propel is basically a Tier3 blast on an 2 second shorter recharge. I mean, it always WAS, but it's horrific animation time meant it was still a terrible damage power cause you could have outdamaged it by using 2 or even 3 other powers in same amount of time.

    If the damage is in fact unchanged as was noted, Propel should deal 103.5 damage (Scale 1.96) with a 2.07s animation for 50damage per second of animation time.

    (Single Target) Assault Powers that Propel2.0 will outdamage*:

    Stone Spears (25.18)
    Hurl Boulder (34.66)
    Flares (46.37)
    Psionic Dart (33.37)
    Telekinetic Thrust (46.26)
    Thorny Darts (39.72)
    Impale (47.82)

    In addition, Propel will be Roughly comparable to Mental Blast and Lightning Bolt, which deal 51.88damage per second activation. (It would rate higher than them, but the extra ~0.4second animation time it'll still have holds it back).

    Looks like Propel will be a good choice for ranged damage on Earth, Thorny (redraw, bleh) and Psi, and not a bad choice for Electric (which notably doesn't have a tier3 anyhow).


    *Based on DPA, several of those powers will cycle faster than Propel, so you can use them more.
  17. Quote:
    Originally Posted by ThePill View Post
    Man, I completely forgot about muscular female arms. It'd be nice to also have left arm only as an option, as we only currently have right arm only or both arms or upper arms.
    It'd be nice to have:

    Upper Right Arm
    Full Right Arm

    Upper Left Arm
    Full Left Arm

    Upper Arms
    Full Arms
  18. Oathbound

    Dark control!

    Quote:
    Originally Posted by Obscure Blade View Post
    You mean turn it into a power that people often recommend skipping, like they do Thunder Clap? No thanks. Better a power that's good on its own than one that requires stacking.
    Thunderclap is a PBAoE stun with a long casting time and no other effects whatsoever. Fearsome Stare is a long ranged cone and even if it were a Mag2 would still have a huge tohit debuff.

    Thunderclap is skippable because it exposes you to direct danger to use and has no practical effect on NPCs it can't directly mez. Fearsome Stare is safer because it doesn't expose you to melee attack and would still mitigate damage even on higher ranked foes that it doesn't directly control, because they have a reduced chance to hit you.

    Apples and Oranges.

    Thunderclap was an example of allowed stacking in Controller primary/secondary. Nothing more.
  19. Oathbound

    Is "Gratz" dead?

    Quote:
    Originally Posted by Bosstone View Post
    Well, an automatic grats has about as much sincerity behind it as a forced apology.

    There's various reasons you don't see it as much, I think. One, with the pace of battle you don't always see or hear people ding up, or if you do you might be busy with other things. Two, the XP curve is sufficiently smoothed out that folks get a lot of levels really quickly. I know in sewer teams it's not even worth saying grats, because everyone's leveling every two minutes.

    I still see it, especially in the higher levels when leveling becomes rarer. But it's definitely an occasional thing, not constant.
    Basically this.

    For the Sewers, whenever I think of it (generally when I notice the first person level on the trial) I'll just say "Gratz to all, for all." and leave it at that.

    Most of the time I see a few "Ditto" or "What he said" in short order.
  20. Oathbound

    Dark control!

    Quote:
    Originally Posted by MentalMaden View Post
    And you still have mind control and terrorize to contend with.
    Quote:
    Originally Posted by Obscure Blade View Post
    And Illusion with Spectral Terror.
    Irrelevant.

    Storm, Time, Trick Arrow, Radiation, and Poison, all have mez powers of varying type and size that can be stacked with the Control primaries. I'm not saying Fearsome Stare wouldn't have needed a reduction in it's control capability, I'm just saying it DIDN'T need removed. Power level could have been reduced by lowering the magnitude (to 2mag, like Thunder Clap is) and/or upping the recharge.


    Hell Darkness Affinity will STILL have an AoE control that can be stacked with power from the primary... and it's autohit with a massive debuff ta boot. (It's balancing factor is recharge, but that could have been used as a balancing factor for FS too.)
  21. A while back Magic: the Gathering had an expansion where a faction of the people replaced parts of their bodies with a magical metal called Etherium. Sometimes to extremes...

    Like so:



    I'd like to see arm options (and more) with the same kind of delicate looking, ornate scroll work.
  22. Oathbound

    Dark control!

    Quote:
    Originally Posted by Obscure Blade View Post
    Yes it would, since Dark Control is getting Fearsome Stare. If Dark Control and Dark Affinity both had Fearsome Stare the stacked fear and -tohit would have been ridiculous.
    The solution to that would simply have been to not give the old power to the new set.
  23. Oathbound

    Dark control!

    Quote:
    Originally Posted by ketch View Post
    Given recent betas, this is probably, sadly true. At least we'll still get Spooky though I wonder if it will still be possible to have him out full time.
    I really expect him to get the Mastermind treatment. Still 240s duration, but with a 500second recharge. Not perma base, not even perma with SOs, but Perma-able.

    Quote:
    Originally Posted by Tater Todd View Post
    Well they did change things up a bit with TW...which actually shocked me.
    I'm sure we'll see a few tweaks to the new powers in Beta as well, but don't for a second think that they'd pull either power to put FS back in.

    I really hope Fade isn't a spikey as I think it's going to be. I really don't like the "Peaks and Valleys" style powers. Hopefully it's perma-able, even if it's hard to do so.
  24. Oathbound

    Dark control!

    Quote:
    Originally Posted by Malakim View Post
    This is true, but only done so to remove the control redundancies a /dark controller would have. Giveing a controller yet another ST hold and a soft control would just mean that many wouldn't even use them.
    Eh. There are already several support sets with "redundant" control options, and none of them got changed.

    Yes, Petrifying Gaze would be of minimal use, but so what? There are several powers Controllers have access to that are. Trick Arrow gets a single target immobilize and a single target hold. Dark STILL has Black Hole, the single most skipped/hated power in the set. If you gave peopel the option to chose from Petrifying Gaze and Black Hole I'm certain the vast majority would pick the former.

    Fearsome Stare wouldn't have been redundant at all. Even if you didn't need the Fear, you could still use it for the -tohit.

    This is of course irrelevant, given that the changes are already essentially set in stone, though.
  25. Quote:
    Originally Posted by Tannim222 View Post

    4. WH needs a wider area of effect and the stun up front.
    I would also say that Wormhole should be changed from KnockBACK to KnockDOWN, because Gravity, of all sets, is one without a reliable option of mitigating the Knock* effect.

    Knockdown would still keep the "Feel" of Wormhole, without so much potential for annoying scatter (Being one of the quirks that changes what should be the set's Bread and Butter control power into being "situational.")