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Quote:And CoH -has-?Same for people who only play CoH.
And with CoH and CoV having been merged there is no reason not to add things to CoV. Yet CoV has had very little content added for it.
Since CoV has launched it's had one issue basically devoted entirely to it (issue 7) and since then has received content at roughly the same rate as CoH.
Hollows Revamp? VEATs with a handful of crappy missions and a ton of awesome power.
The Faultline Revamp of Issue 8 was the biggest "Hero Content Only" change. And it's the only one I really consider worth noting, to be honest.
The Revamped Posi TF and changes to the level 50 content were small, and really don't count for a whole lot in my eyes.
Does this mean I don't want more Villainside content? No. Not by a long shot. I'd love to see three or five new Strike Forces and maybe another zone or two to house them.
But I'm not going to go to the forums and whine about how heroes are whiny and villains need more content than heroes do. The fact remains that City of Heroes is the big draw for new players, thanks to our societal structure and morality. As a society we're trained to have a love/hate relationship with villains and simply love heroes. It's understandable that CoH would have a greater overall draw to players. And thanks to that series of facts it's also understandable that the Devs would focus their talents on polishing and fixing that content in order to bring it towards the standards of the villainside content.
So while I agree there should be more villainside content I don't begrudge the Devs for polishing the older hero content when they can while adding new content alongside it. I'd love if they spent the next several issues after i19 polishing old hero zones and content while releasing new villain content and Praetorian content.
-Rachel- -
Quote:This is the point most people in the thread are getting at. People who play ONLY CoV and nothing else are limiting themselves when they don't absolutely need to.Especially since having GR makes this discussion pointless, since any At can do any content with GR active.
If it's a cash issue I totally understand and accept that. I get that not everyone can afford the new expansion... But it does make the discussion moot for the people who can. And judging by the server population explosions of last night, I think we can safely say that many, if not most, players have picked up GR.
Which makes the argument moot.
-Rachel- -
Quote:Yet.Except that CoH and CoV were merged into one game. As of Good vs Evil edition and the NCSoft takeover anyone that has a CoH account also has a CoV account and vice versa. for CoH and CoV you can't have one without the other, this is not the case with GR.
It's a fairly safe assumption that, at some later date, they're going to merge in Going Rogue as well, to maximize the utilization of their content and further provide for alternate character creation. This assumption is based on the game's design, previous history, and Developer statements about their intent -being- the creation of multiple characters rather than building one character to the highest level and grinding eternally.
You also can't have Going Rogue without having CoH and CoV. Buying the expansion auto-applies both games to a new account opened with the GR code.
Don't exclude content just because it doesn't fit into your argument.
-Rachel- -
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Quote:I agree and disagree... The only two paths in Praetoria which aren't Villainous are the Responsible Loyalists and the Warden Resistance. They both choose the lesser of two evils...IMO, Praetoria is pretty much all villain content. You just get to choose your particular flavor. It's not a place for heroes.
Though neither of them is particularly heroic, either.
-Rachel- -
It takes, roughly, 2 days to go vigilante. 5 Tip Missions in one day, 4 more in the second, then the Morality mission itself.
We're planning on holding it on August 21st, between 6 and 9pm CST
-Rachel- -
Quote:Wouldn't it make more sense to suggest the knife options for Katana or Broadsword with some alternate animations added in?Empty hand option.
If you have one hand empty, you can't take the other hand empty...
for those of us that want single pistol users and single knife fighters
As for "Single Pistol"... /unsigned. i think that's just too silly. =-3
-Rachel- -
Hey folks! Bringing the thread back to the front page for a sign-up start! Going rogue launches tomorrow and I'd like to see how many names/groups/teams we can get together for this thing! Lots of IC interaction and butt-kickery to be had, with no limit on participation size!
Let's show Arachnos how hard we can hit, Ladies and Gentleman!
-Rachel- -
Quote:Ahh... See... I always think of Darkest Night as a Damage debuff, rather than accuracy. >_< And I never got to the point of using Liquefy or Hurricane (always got annoyed at the sets) Don't know why Earthquake and Radiant Infection slipped my mind, though.Um... no?
No accuracy required:- Darkest Night
- Chill of the Night (auto power PBAoE used by Dark Servant)
- Radiation Infection
- Liquefy
- Hurricane
- Flash Arrow*
- Earthquake
- Smoke*
- Smoke Grenade (Night Widow version)
* Autohit in PvE, but not in PvP
I may have missed some, but not all -tohit powers require a hit check.
Thankies!
-Rachel- -
Quote:Debuff resistances of the "Base" defense and resistance sets. Scrapper numbers.Good, now go tell all those posters soft-capping every toon they play that they're wasting their time.
I wouldn't say resistance underperforms. It just faces unneeded adversity where, the other side basically gets off scott free. Where defense sets can possibly evade many of those sapping powers or slows, a resist set will just have to take it and rely on whatever debuff resists they have. It may not have been an issue if every resist set came with a good library of debuff resists, but they don't. Defense sets, basically, resist any debuffs that aren't auto-hit.
Super Reflexes
Focused Fighting: Defense Debuff resistance of 13.84%, Confuse resistance of 103.8%
Focused Senses: Preception Debuff resistance of 60%, Defense Debuff resistance 13.84%
Agile: Defense Debuff resistance of 5.625%
Practiced Brawler: Mez Protection only.
Dodge: Defense Debuff resistance 6.92%
Quickness: Speed Slow resistance 40%
Lucky: Defense Debuff resistance 6.92%
Evasion: Defense Debuff resistance 13.84
Elude: Defense Debuff resistance 34.6%
Totals:
Defense Debuff Resistance: 95.585%
Slow Resistance: 40% (movement only)
Perception Debuff Resistance: 60%
Confuse Resistance: 103.8%
Invulnerability
Resist Physical Damage: Defense Debuff resistance 25%
Temporary Invulnerability: None.
Dull Pain: None.
Resist Elements: Resistance to Run/fly/jump/recharge debuff of 20%
Unyielding: Mez Protection only.
Resist Energy: Resistance to Recovery/Endurance debuff 25%
Invincibility: None.
Tough Hide: Resistance to defense debuff 25%
Unstoppable: None.
Totals:
Defense Debuff resistance: 50%
Slow Resistance: 20% (movement and recharge)
Recovery/Endurance resistance: 25%
These numbers are off of a PvP map. Notice that the defense based character has -no- resistance to recharge rate slows, end reduction, or recovery-killing powers. Which means that while they may hit less often, they affect the defense character more than the resistance character on a hit for hit basis.
The game is not balanced around the use of IOs, which are required for an SR character to hit the Softcap of defense to all vectors. Unless you're including teammates, in which case any discussion or argument is utterly moot due to the fluid nature of team make-up and examples running into counter-examples.
Quote:I guess since ToHit and -def exists, that justifies the differences and should support the status quo? Rather than trying to find some kind of solution to the woes of defense and aid the other side as well?
Can you imagine how much outrage/nerdrage/ragequits would occur if defense were, this late in the game, nerfed so drastically? Wouldn't it be better to address the deficiencies of other sets to make them more effective?
I'd love to see, for example, giving every Control effect a damage type and linking it to both defense and resistance, rather than a strict control number, for duration resistance. Ice Character? Well your hold resistance against ice control effects will be greater than your hold resistance against psi control effects. What if we -just- key it off of damage resistances, instead? Straight point to point -addition- to the amount of mez resistance inherent in any mez protection power.
-Rachel- -
Quote:I imagine it has to do with the set pieces involved and/or the set bonuses... They probably don't want the latter three sets getting even MORE damage (Cloud Senses, Chance for Negative energy Damage) or perhaps it has to do with the defense values offered by Siphon Insight.Some to-hit debuff powers can slot accurate to-hit debuff sets, while others cannot, and there doesn't seem to be any reason for this.
Powers that CAN take accurate to-hit sets:
Trick Arrow/Flash Arrow
Traps/Seeker Drones
Ninjitsu/Blinding Powder
Powers that CANNOT take accurate to-hit sets:
Fire Control/Smoke
Devices/Smoke Grenade
Night Sidow Training/Smoke Grenade
Why not let them all take accurate to-hit debuff sets?
Though I agree. I don't think those reasons are good enough, and honestly think "Tohit Debuff" sets should all carry an accuracy component, as all tohit debuffs need a tohit check, don't they?
-Rachel- -
Quote:Excuse me, but I didn't "Knee Jerk" or "Flame".Finally someone willing to think about the idea rather than just knee-jerk flame!
I can totally agree that grazes would be more fair to resist-based sets by letting the secondary effects leak through defenses on defense-based sets. Minimal damage, and perhaps a slightly reduced effect from the controls and debuffs?
You still have yet to answer how to handle the wide and varied issues I listed in my initial posts in this thread. Those being:- Marginalized Sets and Powers: Accuracy and Defense take a backseat to damage buff and resistance/healing
- Enemy Balance issues: Players either wiping groups out en-masse or at far greater risk of two-shot kills and alpha strikes with higher damage values.
- Controls and Debuffs: Duration mitigation? Strength mitigation? Both?
- Changing the Game for Defense Built Characters: Players who make high-defense characters will have their normal defenses against low-threat enemies, but EBs, AVs (and I assume GMs) will bypass it? Changing the rules mid-game is kinda rude.
- Monotony: You remove the challenge inherent to some enemies and turn everything into HP and DR with no variation whatsoever. No high Defense enemies dodging your attacks but taking full damage when you land a shot, for example.
- Changing Attack Mechanics 6 years into the game's life: Yeah, I didn't bring that one up, but it -is- a valid point. Every Vet will suddenly have to relearn the defense system or ignore it completely and focus on Damage Reduction.
On top of all that you also have the issue of re-balancing and re-writing the invention system. And let's not forget about the issues of NPC inherent buffs and debuffs.
As for the idea of making Debuffs land on a miss... No. That's a horrible idea, it really is. Defense characters already suffer from issues of cascade failure against lethal-damage utilizing enemies (read: Most Enemies) thanks to the inherent defense debuff component to most bullet and blade attacks. Causing the debuff to land on missed shots would only hasten the cascade failure and demise of defensive players.
As it is, no single enemy can ignore Damage Reduction (Aside from Hamidon, who ignores EVERYTHING) and they're all forced to chip away at the self-healing DR sets (Dark, fire, stone, electric, and invuln all have self-heals) regardless of how much damage they're capable of throwing out. However -accurate- enemies (Overseers, Rikti Drones) or defense-debuffing enemies (Fifth Column, Council, Hellions, Skulls, Knives of Artemis, Shivans, PPD Kheldians, Kheldian NPCs, Positron/Antimatter, Family, Freakshow, Rikti, Warriors, Tsoo, Banished Pantheon, Circle of Thorns, Arachnos, Vahzilok, Rogue Isles police, Longbow, Cage Consortium, Cimeroran Traitors, Cimerorans, Lost, Sky Raiders, Slag Golems, Luddites, Malta, Contaminated, Nemesis, Outcasts, Vanguard, Red Caps, Wyvern, Mooks, Spetsnaz, Infected, Arachnoids, Crey, and others) can either ignore the Defense-based character's defense buffs in large part, or destroy them.
So I heartily disagree that further penalties be applied to Defensive powersets to satisfy those who feel DR sets underperform. I also disagree that Players should always hit their enemies, since it would skew the balance of the game, drastically, and require some fairly heavy alteration of enemy damage and HP calculations to balance things out (not even going into the control resistance increase required to handle auto-hits with Hold powers)
-Rachel- - Marginalized Sets and Powers: Accuracy and Defense take a backseat to damage buff and resistance/healing
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Quote:The issue with putting both heroes and villains in the same zone is, as it always is. Co-Op content favors one side or the other (always heroes)I still don't really buy the whole "give villains access to DA," even as a separate-but-equal zone... at least directly. However, Heroes going from DA to a sort of spirit-DA wouldn't hurt, and having it mirror in Sharkhead (Potter's Field most likely, since we still have COT and BP there) makes a degree of sense... go "under" Potter's Field, find the rift, go through, end up in a blighted spirit-DA. (This should show far more than just the current city - as I'm recalling, Moth Cemetery is *ancient,* so bits of Native American, pioneer, etc. architecture and decoration should be around. Anything that would have left a 'spiritual mark' on the area.)
Hence why I suggest making a "Hero" and a "Villain" version of the zone as two near realities in what is, effectively, an accordion of potential versions of Dark Astoria. Reality, there, is a broken spring with pieces overlapping between the spirit realm and the living realm thanks to the BP's massive ritual. Whether it was intended or not is a different question altogether.
It would allow for two (or more!) completely different paths through the same content.
Quote:Decay... actually, no.Have the interior of the war wall show it, have a few "new" pieces near the entrance show it - then have the rest of the zone stay pristine but foggy, to bring up a "Why does this *not* look old?" - something that could conceivably be investigated in an arc. (Simply, the BP ritual did more than just sacrifice everyone in the zone - the zone itself could be "stunned" in time.)
Quote:"Villains have to kill in a way that doesn't satisfy the ritual." I'd honestly like an alternative. Sure, some of my 'villains' would - though really that makes them more bullies than 'villains,' a problem with a lot of redside content. Give me another way (alternate path/contact) to disrupt it so that I can profit by it without just killing everything I see. (Basically, I come out looking good to whoever I save, rubbing the heroes noses in it, and still make a profit of some sort.)
Four versions of every mission or, at least, every arc in the zone. Hero, Vigilante, Rogue, and Villain. From Paragon you can only access the Hero or Vigilante path, from the Isles only Rogue or Villain. Would that satisfy?
Heroes save the sacrifices. Vigilantes take down the cultists. Rogues kidnap the victims, saving them, but charging Paragon for the service, and Villains kill the victims.
Quote:Heroside, you've got one other faction to take into account - the Tsoo are there looking for "something" for Tub Ci. There's a lot of preexisting "hinted at" story there (help the COT maintain "the sleeper's" bindings, find what the Tsoo are looking for, help seal off Mot/fight the Pantheon itself, maybe get Tielekku (sp?) up to help... or save her.)
-Rachel- -
Quote:Love it!3) Potholes and cracks in the roads, have an overpass or two be collapsed.
4) Moar Ghosts. wut?
What: Example1: Ghost Mist. A non-targetable mist appears, forms into a humanoid shape, moans (or shrieks), then fades away.
Example2: Ghosts (use the croatoa phantoms or any existing ingame ones) in a NPC fight against BP. One faction could 'lose' by having an animation of glowing chains burst from the earth and drag them down.
How about adding in a few phantoms which don't -look- like phantoms? They look like normal people (solid rather than translucent) who are doing the crazy "Running away!" emote as they run towards the character, then shout something which makes no sense out of context, then vanish as they get close to the player?
-Rachel- -
Quote:5% miss?The simple way to fix that problem is to let some enemies still keep the normal settings. It's pretty reasonable for EBs and AVs to be missed occasionally, like they are now, and you do have a point about the drones and PPs. I still think it would be beneficial to make the default game mechanic be a graze instead of a miss, except for special enemies.
I suppose giving the enemies 1% more HP than they have now, if you really think that the extra 1% damage you'll be doing really needs to be balanced, would be a good idea. (5% miss into 1/5th damage is an extra 1% damage)
Where does -that- come from? Players don't have a 95% chance to hit even con minions, they've got a 75% chance modified by their powers (Some powers have higher or lower accuracy) Which means a 25% increase in hits, rather than a 5% one.
And that's not even tinkering with the Purple Patch. Bear in mind that you miss higher level enemies more often due to level scaling. You're talking about causing 1/5th damage on what could be most attacks made against higher level bosses, Elite bosses, and AVs.
Accuracy becomes less about ensuring you do damage, and more about ensuring you do -full- damage. And even then, it makes Controllers into -monsters- when it comes to crowd-control, which is now an auto-hit function. Or will auto-hit controls only last 1/5th of their normal duration? How will a player be able to tell that?
Regardless of whether they've got 1/5th duration or not, enhancing for accuracy becomes a moot point for controllers and dominator control powers, debuffs of any kind, or even "Accurate Healing" powers. Oh. And even if control effects last 1/5th their normal duration, that still completely stops an entire spawn (or however many maximum targets the controller can affect) except bosses, EBs, and AVs, who are suddenly far easier to hold/immob/etc thanks to the ease of applying short-duration effects which auto-hit.
-Rachel- -
Quote:Gotta agree with this, one hundred percent.Is it really that hard to just watch your tray? Presumably you're doing it anyway, unless you just mash keys on your keyboard until an attack fires.
If players were allowed to have unlimited self-effecting powers on auto, why make them click powers at all? Several can be perma'd very easily, several others are perma out of the box. Might as well just make them toggles and be done with it.
So, no.
As for "Self Affecting powers Only" you really only ever need/get 2-3 of those on most characters (Shield users and SR get their click mez and maybe hasten, Doms get Domination and maybe hasten...) So what's the point of having multiple "Self Affecting" auto-functions? Just put hasten on autofire and click your dom when it's needed, or put your mez on auto and click hasten between fights.
Really doesn't seem like a QoL issue, to me. More like a functional change from Click to "Toggle with spiked end cost"
-Rachel- -
Quote:I think there is.But I note you didn't say anything about the HEROES not missing. Do you think that that's a good idea, or are you simply preparing a similar flame about the poor slaughtered minions, lieutenants, and bosses in the game?
To be a little less facetious, though... really, is there a problem with players never missing? Ignore the EBs and AVs for now.
With players never missing all AVs, EBs, Bosses, Lieutenants, Minions, and Underlings would have to be reconfigured to deal with perfectly accurate PCs. They'd need to have different HP totals or Damage Resistance methods to keep fight length/effort comparable to what we currently deal with. Otherwise fights would just be over even faster than they are, now, making the game feel trivial.
If they didn't revamp the damage resistance and HP of all the enemies, they'd need to turn right back around and severely increase their damage output, so that they're more of a threat during their incredibly short lives. This could jeopardize the lower-HP squishies who might get killed off the bat thanks to the increased damage output. Again this would be implemented to keep the game's difficulty on roughly an even-keel.
And then you get into the issue of all enemies being sacks of HP and Damage resistance. Think of the variety you're missing out on! Rikti Drones, for example, have incredibly high Melee and Ranged defenses, but nearly no AoE. It makes me feel good to wade into the middle of a group of Rikti and toss off a foot stomp and watch the fireworks as I manage to drop every Rikti Drone in the AoE.
Paragon Protectors would become trivial, as well. Since the single most dangerous protector seems to be the /Regen protectors who pop the old Moment Of Glory that lasts -forever- and grants them insane defense for a short while. Instead of being hated, despised, and spiked with damage before they could pop MoG, they'd just be another sack of HP with a self-heal and nothing more.
-Rachel- -
Quote:Love it, BBQ!1) A little more building decay. Take out the fog and DA is in great shape. Ever see the History Channel series "Life After People"? Add some ivy and moss growth on the buildings, pools of water around broken fire hydrants, oil leaks under cars, etc. Nothing like Boomtown's destruction, but there should be a "Decayed building" exterior that's inbetween Steel Canyon's immaculate buildings and Boomtown's desroyed ones.
2) Why is there never a point 6?
And there's no point six because I was playing off Memphis Bill's post in his "Revamp Crey's Folly" thread. It was sort of a holdover joke. >.>
-Rachel- -
Quote:Congratulations! You've just slaughtered every Super Reflexes and Energy Aura scrapper or brute, Ice Armor tanker, everyone who's ever struggled to IO slot themselves into Softcap, and Force Field defenders utilizing Personal Force Field to escape from a big-bad's attention!Missing isn't fun, and everyone hates it when they miss after eating a yellow or using a build-up.
Why not change the game a bit? Instead of a miss, why not have a 'graze' doing maybe 1/5th damage? A moment of 'Oh, I barely hit' is a lot better than 'I just used Sands of Mu and now I get to stand here looking stupid for three seconds while I whiff again and again'.
Maybe leave minions, lieutenants, and bosses with the normal rules, but change EBs and AVs to also never miss?
You've further marginalized the utility of Force Fields and Ice Shields, in general since the only thing they apply is defense and made "Healers" even more popular, since it's the only "Sure" mitigation against EBs and AVs.
With the "Flaming" out of the way, allow me to explain more clearly.
By removing the single "Awesome" point of Defense (Absolute mitigation on a "Miss" which occurs on 95% of attacks, roughly) you've removed the one and only lure of Defense. With Damage Resistance at 90% (the current cap) yuo take 10% of all incoming damage... That's amazing! You get hit all the darn time, but you take a tiny portion of what was once huge damage.
With Defense you take full damage when you're hit unless you have some resistances in reserve, so you get hit 1/20th of the time, but take unmitigated damage. Between these two situations you get -roughly- similar amounts of mitigation. By removing the ability for AVs to miss a target you make Defense useless. Every attack deals damage as if the player had 80% damage resistance instead of near impenetrable defense.
This means tankers or brutes with a 90% damage Resistance (the current cap) are better off than any soft-capped scrapper or even an actually-capped Tanker.
Suddenly, adding Defenses onto a blaster, defender, or controller is a moot point, since they'll still take a decent portion of the damage from an AV's AoEs. It becomes far more useful to just bring a Thermal/Sonic/Kin/Empath/Pain Dom and completely ignore defensive ability.
This is why it's a bad idea. You make Defense useful against large portions of the game, then completely ineffective against what (few/some/many/most) people perceive as the "Core" of the game, fighting AVs and EBs in high-end story arcs and task forces.
-Rachel- -
After reading Memphis Bill's fantastic idea for a rework of the Folly, I find myself eager to offer suggestions on ways to "Fix" Dark Astoria while potentially making TCS happy at the same time...
First we have to ask ourselves "Why?"
I think the answer is obvious, myself, but not everyone sees things the same. It's a fairly large city/hazard zone with wonderful ambiance and some great (themed) districts. It has the largest graveyard in the game and is the home (more or less) of the Banished Pantheon itself. It is, however, devoid of contacts or storyarcs specific to itself, and is, instead, utilized only as a "Go To" location from Talos Island. It is incredibly underutilized and terribly awesome. We need to change that.
So here are my suggestions for the zone.
- 1) Add a Rift.
"Rift?" you say! "What is a Rift?" A Rift, in this case, is a planar gateway in Dark Astoria. It leads between the dimensions and is the main method of travel between our reality and a place where the Pantheon finds itself trapped. A Snare in realities caused by BP interference with space and time, mystically rather than technologically.
- 2) Add Contacts
I'd like to see ten or twelve contacts with arcs added to Dark Astoria. something comparable to Croatoa's content. However that makes no sense since Croatoa contains only five contacts... See alteration 3.
- 3) Mirror Zone.
Heroes and Villains should both have access to Dark Astoria. Wipe the coffee/tea/milk off your computer monitor and read on, friends!
Utilizing the Planar Rip as an explanation create two separate but equal versions of Dark Astoria. One for Heroes, one for Villains. Each would have the same number of contacts in the zone, both would be fighting against the Banished Pantheon and likely as not the Circle of Thorns. The big catch is this: The Villain Arcs use different contacts and different -methods- to accomplish similar goals.
The BP need to sacrifice a group of people to widen the Rift. The heroes risk life and limb to get close enough to rescue them, while the Villains risk life and limb to get close enough to kill the hostages in a way which doesn't satisfy the ritual, for example.
Make heavy use of the vanishing contact technology, here, allowing the Hero contacts to send you to the Villain contacts in their version of the zone. Make the Hero and Villain contacts important to both storylines, but also be sure to alter their personalities slightly to create a sense of disconnect between the two realities.
- 4) Utilize the planar Rift as a gateway for Rogues and Vigilantes.
They can hurl themselves into the parallel dimension to pass through it. Perhaps make a short "Grey Alignment Only" mission or mission chain to acquire some artifact or another which lets the transfer occur.
- 5) Put a Gateway in Sharkhead Isle
This would be the Villain entry point to Dark Astoria, it could use the "Vanishing Contact" tech to appear only when a villain is level-appropriate to travel through it, and should probably look like a rip, rather than a circular portal. I'd suggest getting a short animation of Dark Astoria to play through the center of the rip.
- 6) There is no Point Six!
It doesn't exist. I think this should be a plot point in a storyarc. have several points as "Goto" locations followed by a small hunt (go to point 1, defeat 10 BP, go to Point 2, Defeat 10 BP, and so on). Then, after five, have the player return to the contact and ask about the sixth point and get told "There were only five" though in the initial text the contact said six... It should lead to some minor confusion until you learn that the contact is a double agent! Oh Noes!
Or something like that.
- 7) A "Gray" storyarc for each Gray Alignment.
I'd like to see a Vigilante storyarc in the Villain version of the zone and a Rogue storyarc in the hero version of the zone. Barring that I'd like to see Vigilantes and Rogues given a moral choice at the end of a storyarc specific to them in their native-alignment zone version. At the end of the mission Vigilantes will have the option of throwing either a criminal or themselves into the planar rift to stop the evil Gods from returning. Rogues will have the choice of an innocent or themselves.
If the Rogue throws herself in, she gets transferred to the Hero instance and is allowed to become a hero, regardless of how many morality missions she's done. If the Vigilante throws the Criminal into the rift he can choose to become a villain, regardless of how many morality missions he's done.
I'd love to hear further suggestions or alterations applied to this suggestion. If you have something you think would make it better, please speak up! If you care to shout it down, please be reasoned in your arguments.
-Rachel- - 1) Add a Rift.
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Quote:Damage can be damage mitigation. Especially when it's AoE Damage.Death Shroud
Lightning Field
Quick Recovery (x2)
Lucky
Only one of those powers directly affects survivability, and Hide's bonuses partially mitigate its removal.
I do think Stalkers need a little something (preferably something that differentiates their playstyle from Scrappers further), however. I just disagree with your line of reasoning.
Lightning Field and Death Shroud hurt entire groups of enemies, lowering their overall hit points for when the (scrapper/tanker/brute) turns to hit them. Meaning they survive less single target attacks and get to throw off less damage.
Both Electric and Dark armors are resistance based sets. A tiny bit of defense on top of not enough resistance can make them squishy.
Lucky lowers your AoE resistances a fair amount, which affects both melee and ranged AoEs, notably when you're not attacking in an attempt to hide and a nearby teammate who shall remain nameless grabs some aggro...
Though you're definitely right on the two sets with Quick Recovery. *nods sagely*
But that doesn't mitigate the other part of their low-survivability: HP.
I didn't feel the need to include it directly in my post since I quoted yours directly and began my sentence with "And" inferring that your entire argument was part of my next statement.
When you combine low HP with the lack of Lucky or an AoE damage aura or even Quick Recovery you get a fighter who can't survive a prolonged melee and can't lower the number of enemies attacking her with any alacrity (after, of course, Assassin Strike removes a Lieutenant or Minion). More incoming damage means a faster death. Very few, if any, AoE attacks hampers this even further (Thanks AS and Placate, for taking my AoE away from me!)
-Rachel- -
Quote:And lose out on at least one power thanks to "Hide" which grants phenomenal AoE defense and good melee/ranged while hidden.Regardless of anything else in the post, this is just incorrect. Stalker secondary numbers are exactly the same as Scrapper numbers. The only difference is that Stalkers get slightly lower HP.
But the tiny defense bonus of an unstealthed Hide power isn't always equal to whatever power they might be missing out on.
-Rachel- -
Quote:Sooo... How about the damage increase working on teams? Like a +10% per ally increase, sort of the inverse of the Defender inherent?I don't think Scrappers need more survivability. As to stalkers, they solo well (at least I didn't have too much trouble soloing), but they seem less useful in teams. Increasing the damage modifier might make them more useful in teams, but it would also improve soloing, and that's not strictly necessary.
-Rachel- -
Increase their damage considerably. I'd suggest 1.15 or... dare i suggest? 1.2!
That's it. that's my suggestion. I want to see stalkers out-damage scrappers in most every way.
They lose combat-survivability in their secondary and do less damage than scrappers. Sure they get some nice crits in, but overall they underperform in comparison in most every situation. They generally lack AoE damage, which is the bread and butter of many builds, so give them great single-target damage, instead.
Turn around and give scrappers a +heal for their melee attacks. Similar to the damage per end scaling grant a tiny heal with every attack a scrapper makes with longer animating and higher endurance cost powers granting a slightly larger self heal.
Perhaps somewhere between a 1% and 8% self-heal per attack?
These changes should make scrappers even more survivable and attractive to players compared to Brutes without overshadowing them, and bring stalkers up toward "Equal" compared to the other melee ATs. All of this, however, hinges on my bet that with Going Rogue's launch we'll see further decline in the use of stalkers and, potentially, scrappers.
-Rachel- -
Leave Group Fly Aloooooooone! It's not hurting anyone! It's just trying to be the best power it can be!
/chriscrocker
-Rachel-