TinyJuggs
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One part is because of the animation time. Assassin's Strike has a long animation time while hiding. But if you open with another attack from hide it'll be instant. But also due to having +crit from hide on most attacks. This can be an aoe or single target attack. So in a sequence of 3 attacks your crit potential overall is higher when opening with a non-AS power due to Assasins Focus building up from non-AS powers. Just one will generate +33% chance to crit. On top of that you will also use t Non-AS opener 1)Highest damage non-AS = crit from hide. (Generate assasins Focus for +33% crit) 2) AS = more potential to crit without hide plus crit for next attack due to assasins guile proc. 3)Next non-AS attack building more crit and also assasins focus (now at 66% crit chance for next attack AS opener 1) AS= crits due to hide mechanic 2) Non-AS = crits due to Guile proc +33% crit from Assasins Focus 3 3) Non-AS lower crit potential So as you can see opening with Non AS generates more assasins Focus and has more Crit potential. Not only that you are also generating proc hide from the ATO's.
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As Ice Melee I would roll a stalker over a scrapper. Ice Assassin's Strike becomes your highest single damage attack and replaces Greater Ice Sword which is mediocre at best.
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Better yet, make storm a melee set altogether for melee AT's with a lightning sword.
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What do you think of the test server changes? And what AT do you recommend on storm? I think defender might be the best, but I enjoy playing a corruptor or blaster more in general.
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Focused Feedback: Epic / Ancillary Power Pools
TinyJuggs replied to The Curator's topic in [Open Beta] Focused Feedback
Nerf everything or one thing. What's the difference? Calling for nerfs because something performs well, is an outdated way of thinking in this day and age. This seems to me like an old way of thinking that came about 20 years ago and seems to have stuck around in modern day gaming. Does this actually fix things in the long term? No, all it does is provide short term fixes and then creates problems in the future by reducing the viability of certain powers. My entire point is that this way of thinking doesn't help fix the game. By calling for a nerf to one power, or another just ruins the enjoyment of the game for certain people. Aren't we here to enjoy playing a game? If we're revamping and buffing end game mobs, why can't we pursue a new approach to buffing and nerfing, by bringing other playstyles up to par, rather than nerfing others. -
Focused Feedback: Epic / Ancillary Power Pools
TinyJuggs replied to The Curator's topic in [Open Beta] Focused Feedback
I can't speak with great knowledge on the buffs and nerfs as I'm just beginning to learn. But I can speak on general balancing philosophy. I understand the concept of power creep and the balance issues that can arise from "buffing" every power out there. However, the Homecoming dev team has done a wonderful job of juicing up endgame mobs. So if we take a look at that, wouldn't it make the concept of power creep redundant? If we have improved mobs, wouldn't it be safe to say that we can justifiably buff powers to resemble each other ran than playing a game of carrot and stick by buffing and nerfing a variety of powers ? To me the carrot and stick or "buff and nerf" approach seems outdated and hated by a majority of gamers. You seem to be in the minority on this issue. -
Focused Feedback: Epic / Ancillary Power Pools
TinyJuggs replied to The Curator's topic in [Open Beta] Focused Feedback
How does the design philosophy of "never buff, always nerf" work? -
Focused Feedback: Epic / Ancillary Power Pools
TinyJuggs replied to The Curator's topic in [Open Beta] Focused Feedback
I've been reading a lot, and learning about the "epic" powers. I wonder if the devs could answer a question. What is the intended purpose of them? Plugging in missing parts of an archetype? Are they supposed to be useful powers that save you in a tight spot? Are they supposed to be useless powers that simply make up power epic power pools and provide thematic powers? What's the deal? -
Focused Feedback: Various Power Updates
TinyJuggs replied to The Curator's topic in [Open Beta] Focused Feedback
Despite the whole situation and the other players complaints, I think the majority of us stalkers are very happy with the new change and having more consistency. The hide proc is such a critical, and enjoyable feature that only stalkers have. It has a meaningful impact on game play and fun at the same time. So this "fix" is greatly appreciated. -
I've only a dark/dark Dom till 20. But this sounds very interesting! I'm usually a stalker (ice/rad). I've been slowly peaking into the Dom forums and I've been seeing these hard versions and to me it sounds like fun. I'll be trying a few out like this build. How does plant/psi hold up in a similar environment?
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Focused Feedback: Various Power Updates
TinyJuggs replied to The Curator's topic in [Open Beta] Focused Feedback
I think that the traditional hide mechanic and the proc based hide mechanic are two different things from my understanding. The traditional hide should break if damage is taken. Say you walk into an enemy group with aoe. The proc based hide isn't actually a hide that makes you hidden from enemies as you don't get rid of any aggro. It is a hide mechanic solely to allow a critical attack. So let's say you're taking dot damage, or there is an incoming attack the moment after you trigger the proc based hide. You Will lose your proc based hide and next attack wont be a guaranteed critical. Currently on live when proc based hide occurs and you take damage you don't lose the status to crit. That's my understanding at least. Correct me if I'm wrong. -
Focused Feedback: Various Power Updates
TinyJuggs replied to The Curator's topic in [Open Beta] Focused Feedback
Yea im not an experienced player, but this seems like an huge nerf to AS/hide from stalkers guile proc. So with this change if you take damage the hide from stalkers guile proc will be removed? This will basically reduce the viability of stalker by a lot. -
To me water/time feels like a good blapper due to nice aoes and from water blast and cc's/hard hitting melee from time. Water/time primary as ranged feels lacking due to no snipe and poor single target damage.
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Ice/ Stalker is amazing and top tier. I can't speak for other archetypes but stalker ice melee is fun. You have great single target, cc and aoe. For secondaries most pair it with ice or stone. Bio and rad armor also work if you like having more aoe damage.