Jump to content

tidge

Members
  • Posts

    4045
  • Joined

  • Last visited

  • Days Won

    8

Posts posted by tidge

  1. There is a distinct forum for suggestions for the developers to consider. I cannot promise that passions run cooler there, but chances are good that a suggestion made there will be greeted with some cold, uncaring numbers presented in the service of explaining game balance.

     

    When a person makes a specific suggestion about changing an AT in the sub-forum for a particular AT, the chances are good that the folks who frequent that specific forum will have a very rich set of opinions about the suggestion, and the suggester will have to stomach that rich stew or face the possibility of a bellyache.

     

    No matter how it is sliced, suggesting a change to an AT's inherent, on the sub-forum for the AT, is going to get reactions.

     

    Writing only for myself: I'd like the Brute AT a LOT more if I didn't have to fuss over the Fury bar. I've yet to make a suggestion about how the Brute's Inherent can be improved so I'd have more fun with the AT.

    • Like 1
  2. 53 minutes ago, Madae said:

     

    So your solution to the problem is no one should be playing Stalker unless they can slot millions worth of influence. Got it. This argument has being going on since practically the start of the thread, and tbqh, it's getting tiring.

     

    I never wrote that, straw-ma'am.  I was writing about making a specific AT effective at low levels. Perhaps you are tired because the imagination is working over-time.

     

    From my PoV, most ATs don't come into their own until after level 20, along with more slots and more AT-defining powers.

  3. I simply want to congratulate @Brutal Justice for reminding this thread that there are differences between Taunt, Auras with a Taunt component, Confront,, and Provoke. Changing Confront (on the ATs which have it) into a aggro Toggle would have some serious balance issues, IMO.

     

    I also happen to agree that it's the sets without a damage aura and a survivability mechanism tied to the aura that set those apart from classics like Fiery Aura... surely I'm not the only player that remembers how Fiery Aura Tankers used to simply consume DE Swarm for easy XP?

    • Thanks 1
  4. 30 minutes ago, Madae said:

     

    I'm not asking for people to help me in game, I asked him to tell me what sets he had equipped. The point I intended to make has already been mentioned several times in this thread, though; any AT can be awesome at just about any level if you have a dozen sets thrown in it. This isn't a surprise to me, I just find some aspects of the AT questionable, could use some work and offered my suggestions for that.

     

    We can quibble about how awesome "sets" can make awesome characters, but as I wrote above: It doesn't take MUCH (in terms of slots) to make an effective low-level (< 20) Stalker. I certainly agree that individual pieces can be expensive in terms of INF, but that cost is all relative to how much time/effort the PLAYER wants to make (see threads on the Marketplace, Farming, and Merit generation). Generally, what I recommend for a low-level stalker:

    • Slot the Kismet piece in Hide. You are going to almost always have this toggled on, so save on not worrying so much about extra Accuracy slotting in attacks.
    • Slot Panacea %+HP/Endurance somewhere. Everyone can put it in Health. <- You will need the extra Endurance to keep going.
    • Slot Performance Shifter %+Endurance somewhere. Everyone can put it in Stamina. <- You will need the extra Endurance to keep going.
    • Depending on your secondary, slot Shield Wall +Resistance, Gladiator's Armor +Defense, Steadfast Protection +Defense. Remember you can respec your slots/powers if you make an early compromise for a Global piece that you really want somewhere else (e.g. Hide can take Shield Wall)
    • Take Build Up at level 8. Minimally slot it with Recharge. When you can: slot the Gaussian's %Build Up  in there. (I like all 6 pieces, but you can make do with far fewer.)
    • Put the Assassin's Mark proc in one of your attacks.
    • Put the Stalker's Guile %proc in your Assassin's Strike

    Personally, I always take a travel power. I slot it with a Blessing of the Zephyr Knockback Protection piece (if necessary) or a Winter's Gift Slow Resistance (otherwise).

     

    Under level 20, there are Recharge/%Damage IOs available at P2W. Go ahead and get all five. Slot them in your attacks. You probably want some Endurance reduction in your build (non-Hide toggles, certainly) but also attacks. If you feel like you don't have enough of an attack chain at low levels, buy some P2W attacks. While you are at low levels the various boosters are also pretty inexpensive for 8 hours worth.

    • Thanks 1
  5. 6 hours ago, Sancerre said:

     

    i would tend to doubt someone who flaunts an OP build, but shrouds the build in secrecy... apparently i would need to dig through your post history or find your secret hangout forum goings to learn how to properly win with stalkers.  everybody likes to have a power fantasy of their favorite character being amazing but your accounts in the last bit are absolutely ridiculous.  By level 12 you were at +2 carrying a team??? i dont care what AT and powersets you are playing.  you have no powers of any significant value and no enhancements at level 12.  How exactly could you possibly expect to carry *anything* better than anybody else with nothing of significance available.  Rhetorical by the way, i dont need some recount of you clearing frostfire all the while believing you were carrying your half AFK teammates trying to level up a new alt.

     

    I want to note that by level 12 a Stalker can have the Kismet +Accuracy (really +ToHit) piece slotted in Hide, and that this helps a LOT with early slotting choices at low levels. If you have Build Up at level 8, and leverage the ATO, and have teammates, it really isn't inconceivable to be playing at +2 by level 12 since at that point you can also have global pieces that help with Endurance, Defense and Resistance.

     

    My stalkers could not take large spawns at low levels, but could take on higher level ones. This is while leveling without access to awesome set bonuses. The level 50s who exemplar down do much better, obviously.

     

  6. 8 hours ago, SwitchFade said:

    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.

     

    @SwitchFadeisn't the only Stalker player that does what he describes, I do much the same thing when helping PUGs with the Maria Jenkins missions, at least for the missions with multiple objectives (Malaise and his poisons comes to mind) or when ATT is down and the rest of the team can't immediately join in the fun (Back Street Brawler, Infernal). I know that players with other AT builds can solo these missions at +4/x8, but my favorite Stalker is pretty much the only character of mine that I can defeat AVs back-to-back in a relatively quick period while also "fighting the clock" of other players grinding through the rest of the map to other objectives. Many of my other builds can hang with AVs, but none can take them down relatively quickly.

     

    8 hours ago, Madae said:

    I'd ask you what sets you had equipped, but I have this funny feeling you wouldn't actually tell me the truth, so I suppose I'll just take your word for it. 🙂

     

    My build is a 'spendy' Spines/Bio Stalker, but Inf/Merits are easy to come by.  As for sets: It uses both ATO, 5x of two Very Rare (Armageddon, Apocalypse), 5x of one PVP (Panacea), one 6x Winter (Avalanche), three HO (but these were late additions to the build after a lot of play)  and a smattering of 1-off pieces (Globals, %procs) from PVP and Very Rare sets plus 5x LotG. The ATO and Winter sets have been catalyzed, and I have boosted pieces where possible (where it makes sense to have boosted) with only a marginal eye on the effect of Recharge rates on %proc chances... the only real %proc powers are DNA Siphon and Throw Spines and my slotting choices on those power doesn't have any meaningful pieces capable of boostable recharge to significantly hurt %proc chances.

     

    I don't expect any character of mine to be soloing AVs at +4/x8; this isn't part of the game how I try to challenge myself. I also don't expect leveling characters, or ones that haven't invested in slots and enhancements to be able to to do so... but if I can do these things it should be within reach of other casual players.

     

    My build doesn't have capped defenses (the build includes Shadow Meld, but I only use it when trying to time against certain AV attacks or to mess up their Streakbreaker). The build is survivable because of Ablative Carapace, and I'm somewhat sure that the -Regen from DNA Siphon is what allows me to bring down AVs via attacks. I do try to switch to Defensive Adaptation when going toe-to-toe (solo) with AVs, but it depends on how RNG is treating their punches.

     

     

    Spoiler

    Villain Plan by Hero Villain Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    reshuffle: Level 50 Mutation Stalker
    Primary Power Set: Spines
    Secondary Power Set: Bio Armor
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Lunge -- SprAssMar-Acc/Dmg:50(A), SprAssMar-Dmg/Rchg:50(3), SprAssMar-Acc/Dmg/Rchg:50(3), SprAssMar-Dmg/EndRdx/Rchg:50(5), SprAssMar-Acc/Dmg/EndRdx/Rchg:50(5), SprAssMar-Rchg/Rchg Build Up:50(7)
    Level 1: Hide -- Ksm-ToHit+:30(A), LucoftheG-Rchg+:50(7)
    Level 2: Hardened Carapace -- UnbGrd-Max HP%:50(A), UnbGrd-ResDam:50(9), UnbGrd-ResDam/EndRdx:50(9), UnbGrd-Rchg/ResDam:50(11)
    Level 4: Boundless Energy -- Pnc-Heal/EndRedux:50(A), Pnc-Heal/Rchg:50(11), Pnc-Heal/EndRedux/Rchg:50(13), Pnc-Heal:50(13), Pnc-Heal/+End:50(15), EndMod-I:50(15)
    Level 6: Assassin's Impaler -- SprStlGl-Acc/Dmg:50(A), SprStlGl-Dmg/Rchg:50(17), SprStlGl-Acc/Dmg/Rchg:50(17), SprStlGl-Dmg/EndRdx/Rchg:50(19), SprStlGl-Rchg/Hide%:50(19), Hct-Dam%:50(21)
    Level 8: Build Up -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(21), GssSynFr--ToHit/Rchg/EndRdx:50(23), GssSynFr--Rchg/EndRdx:50(23), GssSynFr--ToHit/EndRdx:50(25), GssSynFr--Build%:50(25)
    Level 10: Environmental Modification -- ShlWal-ResDam/Re TP:50(A), ShlWal-Def:50(27), LucoftheG-Rchg+:50(27)
    Level 12: Spine Burst -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(29), Arm-Acc/Dmg/Rchg:50(29), Arm-Dmg/EndRdx:50(31), Arm-Dam%:50(31)
    Level 14: Fly -- WntGif-ResSlow:50(A)
    Level 16: Adaptation
    Level 18: Impale -- Apc-Dmg:50(A), Apc-Dmg/Rchg:50(31), Apc-Acc/Dmg/Rchg:50(33), Apc-Dmg/EndRdx:50(33), Apc-Dam%:50(33)
    Level 20: Ablative Carapace -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(34), Prv-EndRdx/Rchg:50(34), Prv-Heal/Rchg:50(34), Prv-Heal/Rchg/EndRdx:50(36), Prv-Absorb%:50(36)
    Level 22: Kick -- FrcFdb-Rechg%:50(A)
    Level 24: Tough -- GldArm-3defTpProc:50(A), StdPrt-ResDam/Def+:30(36)
    Level 26: Ripper -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(37), SprAvl-Acc/Dmg/EndRdx:50(37), SprAvl-Acc/Dmg/Rchg:50(37), SprAvl-Acc/Dmg/EndRdx/Rchg:50(39), SprAvl-Rchg/KDProc:50(39)
    Level 28: DNA Siphon -- TchoftheN-Acc/EndRdx/Rchg:50(A), TchoftheN-Acc/Heal:50(39), TchoftheN-%Dam:50(40), Erd-%Dam:30(40), Obl-%Dam:50(40), ScrDrv-Dam%:50(42)
    Level 30: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(42), Rct-EndRdx/Rchg:50(42), Rct-Def/Rchg:50(43), Rct-Def/EndRdx/Rchg:50(43), Rct-ResDam%:50(43)
    Level 32: Throw Spines -- HO:Centri(A), HO:Centri(45), PstBls-Dam%:50(45), Empty(45), JvlVll-Dam%:50(46), ImpSwf-Dam%:30(46)
    Level 35: Moonbeam -- StnoftheM-Acc/Dmg:50(A), StnoftheM-Dmg/EndRdx:50(46), StnoftheM-Dmg/ActRdx/Rchg:50(48), StnoftheM-Acc/ActRdx/Rng:50(48), StnoftheM-Dam%:50(48), GldJvl-Dam%:40(50)
    Level 38: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    Level 41: Shadow Meld -- LucoftheG-Rchg+:50(A), HO:Membr(50)
    Level 44: Parasitic Aura -- RechRdx-I:50(A)
    Level 47: Maneuvers -- LucoftheG-Rchg+:50(A)
    Level 49: Hover -- LucoftheG-Rchg+:50(A)
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth:50(A)
    Level 2: Rest -- IntRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrc-Rcvry+:40(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-End%:50(A)
    Level 16: Defensive Adaptation
    Level 16: Efficient Adaptation
    Level 16: Offensive Adaptation
    ------------

     

     

     

    • Like 1
  7. Is the complaint about AS being partially driven by low-level play (<15) ? I join a lot of Frostfire missions and because of my build choices I typically only have 3 attacks (without the full suite of Global Recharge) and I will admit that playing with AS at such a low level takes a little bit of adjusting. It gets so much easier with an attack chain that uses higher level attacks... and you can leverage more tricks from your secondary and pools.

     

    Very few classes are great at distinguishing themselves at low levels; all AT get better when exemplaring down (more slots!)

  8. 2 hours ago, ZorkNemesis said:

    It honestly is underwhelming.  I run it on my controller though who stacks it with Time's Juncture.  It's a good spot for Coercive Persuasion however as Blasters have next to no confusion powers to begin with.

     

    My experience (on the Dominator) was that if the nearby enemies got confused, they would basically just ignore me (typically scattering) but for only a VERY short time. It simply had no place in any conceivable version of my build... and I tried to make it work. I think I ran with it for at least a couple of weeks trying different lvl 45+ content. (Obviously Nemesis troops were unaffected)

  9. 4 hours ago, tidge said:

    I can't divine the thoughts of Captain Powerhouse, but I agree with the assessment that Scrappers shouldn't get Taunt Auras moving forward.

     

    On Live (even before City of Villains) some Scrappers could already be made survivable enough that players were questioning the relevance of Tankers. I don't see any reason to further blur the lines between Scrappers/Brutes/Tankers.

     

    2 hours ago, BrandX said:

     

    Everyone always says that, but then you suggest lowering the Brute Resist Cap to 85% so it's not equal to Tankers, and blurs that line less, and it's either laughing or whining at the idea.

     

    When did I suggest lowering the Brute Resistance Cap? This (original) post in the thread I'm responding to is about the Taunt aura on Scrappers. I'm going to ignore your attempt to put a Taunt aura on your word salad/strawman character.

  10. On 6/12/2021 at 9:58 PM, Spectre7878 said:

    I really like my dark/dark/soul build but I am finding my three PBAoE power to be my biggest weakness. I go in to try and use dark Consumption, soul drain and black star and my little body can’t take it and I die offer. Only in melee do I die. Not sure what to. Kind of wish that change some of the powers that force dark to go into melee

     

    I find my Dark/Time Blaster very rarely using Blackstar on teams, and I never use it as an opening move against large spawns. On teams, I will move in to use it if someone else in the group has grabbed the aggro, but often the faster cycling AoE Umbral Torrent (with the -ToHit effect) helps teams more against harder targets. solo (or in team situations where aggro is not under control) I use Blackstar (and the PBAoE End of Time) for when I'm getting swarmed.

  11. I can't divine the thoughts of Captain Powerhouse, but I agree with the assessment that Scrappers shouldn't get Taunt Auras moving forward.

     

    On Live (even before City of Villains) some Scrappers could already be made survivable enough that players were questioning the relevance of Tankers. I don't see any reason to further blur the lines between Scrappers/Brutes/Tankers.

    • Like 1
  12. I'm perfectly fine with where Stalkers are in the game; I prefer my Stalkers over my Scrappers.

     

    Like every other AT there are some primary/secondary power sets that could stand some tweaking (or availability) but as far as revisiting the AT inherents and ATOs: Stalkers would probably have the lowest priority.

     

    This is not meant to be snarky: I suggest the OP try several other ATs to REALLY hone that sense of righteous indignation.

    • Like 1
  13. I'm sure that most of us who have played Stalkers have a common set of pet peeves, but there are a few missions and arcs that really stand out as being bad for (Stalker) business. Here is my least favorite:

     

    Marshal Brass' Aeon Conspiracy. This is a level 15-19 mission, so chances are that if you want AoE to help speed this up, you will need P2W powers. This is just the least annoying aspect of the arc. It is the overwhelming number of escort missions... including the dreaded PTS Complex map... I've played a LOT of 'find the hostages' on that map, and even I still have trouble tracking them all down. We also get several missions where we get to either escort Amanda Vines through three levels of a science map, but from the bottom level of the underground PTS complex. BLECK.

     

    I'm unconcerned about the "kill all" or even the kill ambushes, or the kill to make escorts easier, it's just the frickin' escort missions that drive me crazy. They can be annoying enough for any player class, but when your character has a Hide built in, it is extremely annoying.

    • Thumbs Up 1
  14. I'll write this about radio missions (either side):

    1.  I will almost always help if someone is having trouble; the times I don't offer is when I am on another PUG or doing SF/TF content (including Ouroboros)
    2.  When I play radio missions: I want the Temp powers. the hero/villain pelts, and the badges.

    I've been with groups that felt the Mayhem/Safeguard missions were not worth doing... to me they are the whole reason to do tip missions.

     

    There are many players who FREAK OUT when part of a team when they would have to exemplar down, My absolute favorite over-reaction was when my level 48 invited a level 50 to help fight a fire in Steel Canyon... OMG the WHINING about me not passing him the star...

    • Like 2
    • Haha 1
  15. I'll chime in that I agree that I think most combinations of Tough/Melee and Debuff/something ought to be able to handle an even level MoITF. I've never tried to solo it, but I did pair my Dark/Time Blaster with a Scrapper to get it done (at some elevated difficulty level). We actually had a second scrapper who started with us at level 40 (we were incarnate),  so we had an additional challenge (of a sort).

     

    The only other detail I recall about that effort was the compliment (backhanded?) that I demonstrated 'I knew how to keep myself alive.'  Despite Blackstar and End of Time being PBAoE, and the melee Future Pain working with the Time Controls, there was NO WAY I was going to toss the MoITF attempt by trying to Blapper. Dark is a perfectly fine ranged offensive set, thank you very Darkly! (Especially when keeping an eye on our third man!)

  16. 42 minutes ago, Apparition said:

    As a raid leader, I can tell you from two years experience that adding people while a raid is underway is a PITA.  In addition to keeping an eye on everyone in the league, making sure people are where they are supposed to be, making sure that people are doing what they are supposed to be doing, and then do whatever it is you are supposed to be doing, you also have to invite people, move them to the correct team, and make sure that they know what’s going on and what to do.  It’s three additional things to worry about on top of everything else.

     

    I can TOTALLY appreciate this, but from my POV (as a participant, not as a leader) that amount of effort appears to be more about improving the efficiency of the raid and less about completing the raid. I wouldn't suggest starting a raid without having a dedicated tank, or enough Control/DPS to take out the mitos. In my experience the 'waiting around time' isn't used to explain the mechanics of the event, even by folks who aren't setting up macros to use during the raid. 120 merits in 35 minutes isn't bad, but if my game time is ~2 hours a day that's a pretty dull use of 35 minutes.

     

    The most interesting twist (but ultimately boring IMO, YMMV) I saw a league use was the explicit desire to spawn and clear each mito bloom in a semi-old school approach. I never got an explanation of WHY that is how the leader wanted to run that raid, but I saw a LOT of macro use explaining that this was HOW it was going to be run. I had plenty of time to look at the league composition and powers and there was nothing that stood out to me as making it necessary for the league to have to take that approach (he still had requests for Lore drops, for example). I'd be slightly less jaded about the Hami raids if I didn't see a full league of people give up when a triple-bloom goes pear-shaped. It's a LOT harder to get those first 80 merits in that circumstance, but it is still 80 merits and it is entirely doable, especially with a full league... and access to the auction house for EoE refills.

     

     I wish all blessings to raid leaders. Maybe appoint a deputy to run a trivia contest or something while we are otherwise doing nothing in game?

  17. I find the Hami raids to be a mixed bag: by all measures, a Hamidon raid is probably the most efficient way of earning merits/inf (MSR is a slightly different beast, IMO):

    • Two raids can net 120 merits, the third raid is dealer's choice
    • Waiting around for a raid is a perfect time to craft/convert enhancements for the market place

    Personally: I have been avoiding Hamidon raids because I no longer need to amass a fortune in INF, so I find waiting for the raid to start to be boring (sorry, the banter isn't witty enough). I seriously wish that the raid leaders would start the raid when the league is 2/3 full. The AH usually has enough EoE to cover anyone who didn't get drops/comes late, and button mashing during the GM phase doesn't really need an entire league. Once Hamidon spawns, we can discuss the subtleties of approaching the Hamidon... but I've only ever seen a full league give up, and I have seen smaller groups stick around and clean up a triple bloom... so it isn't as if a full league was really needed from the get go.

     

    As for easy merits: The first SSA1 arc mission can be run VERY fast, primarily because travel between the three missions is very easy (especially red side). My slowest times are with Masterminds; every other AT can easily get this done in under 10 minutes. It helps if you have some P2W attack powers as not all ATs will have enough attacks to speedily defeat the enemies (at the exemplar level), in my experience the MMs can still struggle because of Endurance issues.

     

    There are many other low-level arcs that give better Merit rewards (in the non-once-a-week sense, a repeated SSA offers 20 merits ) but the travel times between missions usually takes more time and many of them have at least one 'defeat all' mission. If a character has sped past low-level missions, revisiting them can be rewarding in multiple ways.

  18. Rando contributions:

     

    1) for ATO and Winters: if the market looks hostile (i.e. BIN too high, or too few pieces) I will just buy packs and play roulette. I typically stop when I'm within 1 piece of what I want and then go to the market to fill the specific hole.

     

    2) Team insps: I try to pull them out for use (by level 50s) during low level TFs / SFs. If you play them frequently enough you can get a sense for which parts you will need them... Hello, why is everyone always grouping against +4 Clamor? <- Seriously, do folks not pay attention to her attacks? I think every time I've seen a team wipe in a Penny Yin TF at +4 it is because a majority of the team is standing toe-to-toe with Clamor, including the folks with ranged heals/debuffs/buffs/blasts.

  19. On 6/3/2021 at 6:35 PM, Nemu said:

    There's one thing I care about more than any other buff in Emp's arsenal and it's not listed here. All the forts and RAs in the world mean nothing when those without mez protection can't do anything due to mezzes. Sure they aren't dying, but they are also not contributing. Conventional wisdom nowadays is to ignore the anti-mez powers and I hardly see people using them reactively, much less proactively, and that is a terrible shame.

     

    I think this is a good point, and I think has been good discussion around it. My own (selfish) build attitudes tend to make me want to skip (or deprioritize) certain powers that only target individual allies because I benefit so little from the power while at the same time (thanks to IOs) almost every character can invest in themselves to be less likely to need those powers be applied to them.

     

    I only dabbled with Empathy a little bit on (early) live, so I don't consider myself really qualified to comment on the set as a player... but when I am running lower level content for PUGs at higher difficulties I see teams with a good mix of ATs (including Empaths) do better than teams without.

    • Like 1
  20. I seem to recall that back before IOs were a thing it was Scrappers that had folks declaring "Tankers are useless (because a Scrapper can do the same job)."

     

    This is just my opinion, but for me when I think of a melee character concept I decide on the AT based on my anticipated play style and available power sets.

     

    As for the actual topic of Inherents, I don't have a specific issue with the Scrapper inherent and I do worry whenever the topic comes up (usually in the context of radically changing Domination). Changing the Tanker inherent was (socially) messy (mostly because of Brutes, some because of Tankers) and specifically proposing a change because "Stalkers do it better (than Scrappers)" is sure to invite a lot of that sort of tension back.

     

    The closest I feel comfortable to staking out an opinion on the Stalker/Scrapper divide (I play both) is that my feeling is that it is a Stalker ATO that is making most of the usual perceived effect in terms of damage output, and not the Stalker inherent per se. I'm of the opinion that there ought to be more exploration of the design space around enhancements as opposed to AT mechanics; I am NOT re-inviting the specific question about 'game balance and IOs', rather I think that we should recognize that the game has the possibility to add more 'flavor' to ATs by considering new/alternate Enhancements, particularly with ATOs (although can I get that PVP/Very Rare Fear set first?)

×
×
  • Create New...