
SwitchFade
Members-
Posts
2379 -
Joined
-
Last visited
-
Days Won
6
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by SwitchFade
-
I don't sprechenzie that lingidie. Yeah, baby.... YEAH!
-
I once tried to ignore myself...
-
Invuln4life Amirite?! Where's @Infinitum?
-
Also consider the threat generation that taunt affords.
-
Sure, but you'll lose aggro more often to other ATs. Taunt mag and duration is formidable. Try with and without to see how you like it.
-
The fact you're actually staying that DB on a stalker is low tier reveals your apparent inexperience with the set, and stalkers as a whole. Further, considering what EA is built for, and the fact you haven't actually done more than "copy it to mids," your feedback on "mitigation" has little merit. I can tank Multiple GMs damage output, AV damage output... that's not "mids copy and paste" that's experience. As I said, those who have actually made one.... Know. And DB is 490+dps, marginally behind stj/em, maybe. I've managed 500+ on many occasions. You can call anything you like BS; however, it's quite amusing that you're actually proving the point of my statement that we should all have to work for it, with your "mids" Go one step further, make the toon.
-
Well spoken... For someone who hasn't done it or witnessed it. For those who have, we all already know. 😂🤪
-
The build was up... All builds and guides I have posted, as well as build advice have been permanently removed. Sorry. 😁
-
You see, this is what you seem to have missed... The idea that another AT "is better, more well rounded." Stalkers can do things no other AT can. There are many who have tried the build I have posted and... Well, yeah. There's nothing like a well built stalker. Once, I was on a team of 8.... Wandered off and took down infernal by myself, with no summons, temps or insps, AV. Rest of the team got the other AV down to half health, I dropped by and helped take her down. Same team, another mission thread..... We get to Olympus AV. The team is clearing the room, so I sneak over to Mr Limpy, nd take him down to half health, alone, no temps, summons or insps (I never use lore or pets). I never use envenomed daggers. They finally finish the room and make it to me to help out. Same evening, I see Takoyaki is being served in IP. I set off and eat 4 of the tentacles....alone.... Same as above. A tank and an MM join me and we dine out. Another weekend.... Halloween event, I run the GM hunt on the regular... 120 merits an hour. Just a smattering of the fun one can have on a stalker. By lvl 12 I was at +2. By lvl 28 I was at +4. By 35, +4/8 and at all levels carrying the team. Always happy to demo the redonkery 🤪
-
After reading this thread, I think you may need to refresh your stalking. Stalking isn't about being cautious and avoiding the alpha, it's like this... Alpha-soaking, crowd-smashing, boss-arresting, GM-solo no-summons or temps hunting, whogivesadamnaboutaoe cuz I murdered the whole group before you could get your aoe off. I recommend retooling your build and strategy, because stalking is a straight gank-fest. My build is up here also, if you know which thread to look in 😁😁😁😁😁😁
-
*strolls in* Hi. From time to time, you may run across a stalker named Paper Lotus, on Excelsior. Especially during Halloween event. *Giggle* stalkers are JUST fine. From lvl 6 on, absolutely bonkers good. You might try teaming with her, next time you see her.
-
Hmm... Scrapper inherent is fine as is, I see it fire frequently. Sorry, no change vote.
-
I loath pvp. I absolutely do not want to witness it in non pvp zones or ever want to convert non pvp zones in any way to anything pvp. Sorry, no vote
-
Put all mission objectives on the map.
SwitchFade replied to DarknessEternal's topic in Suggestions & Feedback
Sorry, no vote. -
Sorry, no vote.
-
Sonic. Named milkshake.
-
Bill's greatest trick is convincing the mods that Bill doesn't exist.
-
Uh, so.... I once blastied with a Blasty McBlastface. He was not fire. He was better. Fire is meh. I learnt me then, blasties is fine. Then, I discovered Blappies. It was then I knew jebus.
-
Melee Target cap 10 & Tank suggestion
SwitchFade replied to Konflict's topic in Suggestions & Feedback
Sigh. Reposting myself here from old threads.... Because, people seem to have misconceptions about what would happen, or they use fallacious arguments... Removing the aggro cap would not solve any of the issues being discussed. A tank that can afk 17, can afk 200. This was proven on live. The only result of removing the aggro limit would be the return to a tank now being able to control the aggro of everything, thereby eliminating any potential threat to anyone. On live, before the aggro changes, I was able to hold aggro of limitless foes and never be harmed. This made game play for all other players single faceted. My tanks are now actually tougher than live and if they can stand on GM island with 10 GMs pounding away and afk, then there's no number of minions and LTs that could be a threat that the game engine could get within perceptual range. The aggro cap doesn't remove risk, it ADDS risk to all other toons. Anything above 17 will aggro someone ELSE, so every other non-tank type is going to feel the pain. This introduces tactical gameplay. The argument that "we run in, kill one group and move on," is not an issue of aggro, but of spawn design. Let me be clear, spawn size, spawn spacing and spawn density are the issue many mistake for "omg 17 aggro makes game nofunz." Next time you think this is not true, run a map that puts 30 MOBs in close proximity and watch how the tank cannot protect the team. Remove the cap? I can now trivialize all other players. Tanks were the INDIRECT target of an aggro limit. Tanks should NEVER be able to control all the aggro. The target was to balance risk, reward and dynamic gameplay and it did just that. Now, before rushing in everyone needs to be aware of just how many MOBs there are and the very real possibility that a tank can't just be an I win button. This is the same reason controllers had their AoE hold adjusted, a single power or AT could effectively neuter all MOBs. Make no mistake, if you raise or remove the aggro cap all that would result is less risk to everyone, less dynamic gameplay and less for everyone to do. Further, mob spacing, mob size, mob density and more would all have to be adjusted. Even more to the point, any team that didn't have a tank would have a really bad day, as the increased threat that no other AT can handle would instantly dirt nap them. Let's take the "realism" argument and put it in a nice glass case called reality of gameplay: in the real world, that stupid, lumbering unthreatening tank would be ignored as I rapidly Gank support toons. Really, in the real world, defenders and controllers go down first, always. None of this debate should even consider lvl 50 "zerging" gameplay with twinked sets. Load up a lvl 25 team on SOs and it will become very clear that a limit of 17 is very well designed aspect of gameplay, because virtually no AT can even handle 17, let alone 30, 50 or no limit. I'm sorry, but fighting groups of MOBs from factions like council, freaks or even carnies on maps that isolate groups from each other in different rooms and break line of sight is not "solvable" by increasing aggro cap; even if aggro cap were raised, the additional MOBs can't see you. Want proof the aggro cap makes things more dynamic? Go fight banished pantheon at level 50+ where groups of MOBs spawn close to each other and watch how the cap makes everyone a target. Remove that cap? Now, no threat to anyone but the tank. One dimensional gameplay again. So yeah, enjoy textwall! 😁- 34 replies
-
- 11
-
-
-
Vet rewards - reducing cooldown timers
SwitchFade replied to Black Space's topic in Suggestions & Feedback
Isn't it already easy enough to avoid all semblance of this being an open world MMo with the obscene proliferation of zone avoiding travel options? No vote on turning this game into even more of an afkarena style game. -
Add dummies to base NPCs.
-
Please, could someone please.... Rick-Roll this thread?
-
Pie>cake. Discuss.
-
Melee Target cap 10 & Tank suggestion
SwitchFade replied to Konflict's topic in Suggestions & Feedback
No vote. -
Damage Containment damage Slow Ever notice how MOBs hit with huge slow try and flee the slow, but can't get anywhere? This is actually big damage mitigation as the MOBs try and flee for awhile instead of melee attacking.