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Posted (edited)
9 minutes ago, JayboH said:

Yes, so I was correct when I said some of them.

Fair, I thought you meant more on a set by set basis, not power. Migraine was likely added due to so many sources of -res being very difficult to balance due to how powerful of a debuff -res is. Though to be fair sonic has also had a history of being CC heavy, which sonic melee does follow. Either way I still stand that the set would feel incomplete without a source of -res which is more prevalent in other sonic sets.

Edited by Kaika

Kaika DB/INVUN Stalker                                                 Unluck AR/Nin Blaster

Riot Siren Bio/Dark Tank                                                     Ria Greenheart Axe/Sheild scrapper

Ghostflare Changeling Peacebringer                                   Fio Rune  FIre/Rad Stalker 

Posted

The Stalker set's power text refer to Sound Booster for many powers, the Stalker set gets Build Up instead of Sound Booster. The actual power math should probably be checked too.

Posted

Okay so yeah, Attune is clunky as hell.  Still testing but its annoying.  Reapplying is a PITA, an unnecessary PITA.

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Posted

I'm playing a Sonic / Psionic Stalker.  I'm only lvl 12 at the moment, but my early impressions are not so good (unfortunately).  I don't like the Attune mechanic or the DOT nature of the attacks.  Maybe it gets better.

 

I have taken the highlighted powers below at my current lvl of 12.

 

1: Sonic Thrust

1: Strident Echo

2: Attune

6: Assassin's Whisper

8: Build Up

12: Placate

18: Sonic Clap

22: Deafening Wave

26: Earsplitter

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Posted
6 minutes ago, smnolimits41 said:

is it just me, or is the stalker not criting while in Hide ??

 

Attune toggle should not crit while in hide.
If you mean Assassin's Whisper, I just fixed a bug on the stealth version that was not working properly.

image.png.d7263abb5a7dafd50165ec7e6c2c94dd.png

 

Posted

Attune is annoying to reapply but it does do upfront damage (not a lot though, around 40 damage as a level 50). The upfront damage does compensate for the reapplying since it is the same as just hitting the target, and then each subsequent hit is boosting the DoT.

 

The problem with DoTs is the quick nature of the game. We rarely go into a group of enemies and take more than 30 seconds to lay them all down between BUs and AoEs. So, outside of pylons where we place the toggle once and don't need to re-apply the quick nature means having to reapply all the time on low HP enemies like anything under a boss.

Perhaps to make it more interesting the upfront damage needs to be increased and make it more of an attack.

 

That said in regular play we usually focus on a boss while AoEing the rest so I can see how Attuning the boss will be something done once or twice per group rather than picking one minion at a time to re-apply. But I had already predicted in CB that in a team setting the quick nature of the game will probably have people not fussing with Attune. Which is... okay, I guess? We don't have damage meters, and if the mobs are dying that fast then what are we complaining about?

 

 

But as it is right now, soloing on a Brute, the damage feels great while leveling but falls off at max level. On a Brute, I insist. Stalkers have had some really good pylon times. But I don't find 3 minutes, with procbombs, to be decent, and I say this as someone who doesn't play with Glooms and such. All my times tend to be with characters who only use the skills in their power sets so that's what I'm comparing with.

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Posted
1 hour ago, Sovera said:

The problem with DoTs is the quick nature of the game.

I like sets that use DoTs that you can layer on top of each other and see the target's health fall faster and faster, like a multiplier - at least in other games.  This game too.  The trick is to apply DoTs at a speed where you aren't corpse blasting or whatever they call it and wasting endurance because of how difficult it is to tell if you hit them with enough DoTs to knock them out.

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Posted

I've used this on a brute at 30, a tank at 50, and stalker leveling normally, all with just DOs/SOs. I've only been able to spend about 3 hours with this set so far, so take these opinions with a brick of salt.

 

Overall I think it's pretty interesting. I like how all the single target attacks synergize with each other to boost Attune/Earsplitter's damage. Attune in particular is fun as a kind of "kiss of death" power. Once powered up, it felt like it was taking out anything less than a boss on it's own while I focused on other targets. It would be nice if Attune had a visual effect of some kind on the affected target to help keep track of them when playing this way. Sonic Clap feels great to use on a tank, though I do wish the damage on it was a smidge higher. Still, the reliable CC was nice to have.

 

Some bugs:

All:

  • Sonic Thrust and Strident Echo don't play visual or sound effects if they miss.
  • Attune often had my character looking at their own feet instead of the target when casting.
  • Earsplitter's average damage in detailed info is displaying some crazy numbers that don't seem to match reality. (Detailed info was showing ~800 average damage on a Tank at level 40 with three +3 damage SOs, instead of the 250-ish it was actually doing in-game.)

 

Stalker:

  • Sonic Thrust is missing the "100% chance for critical damage when hidden" condition.
  • Assassin's Whisper says the sleep component only works when hidden or hitting a placated target, but actually applies on hit regardless of those conditions. Also, was this meant to be a mag 5(!) sleep? Sandman's Whisper for the other archetypes is only mag 3, and having a mag 5 sleep that lasts longer than the power's recharge time seems kinda strong.
  • Assassin's Whisper visual effects use dark colors on startup, then switch to bright colors when the power hits. (I'm not sure if this is actually a bug since I've seen other powers do similar things with colors on live, but I figure it's worth mentioning.)
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Posted

levels 6-11 Duo with a Psi/Sonic Tank. Both slotted with SO's. Toward the end of the night we had both slotted a panacea proc and a 

https://homecoming.wiki/wiki/Blistering_Cold:_Recharge/Chance_for_Hold in Attune. The other player didn't think Attune did much and wanted to beef it up, but it still seems OP to me. I would only slot the Blistering Cold proc if it fit my character conception and I wouldn't be putting it in Attune (attune stays active too long, I would want to give it more chances to proc per minute).

 

The other player asked me if Attune caste by one player is affected by another player's attacks.

I couldn't answer this, but I thinking that it may be the case. 

 

It went overly smooth - so OP - as observed with the level 1-6.

I was running the Mutation arcs so my character was in Perez Park at the start of the run needing to take out 20 Outcast that were a couple of levels higher and large mobs.

I think it was two trips to to the base for respites in order to take them out. Nothing unexpected for the mob size. I've done this solo before. I know it is intended to prod the player into looking for others to join the team and help.

 

The next door mission was flat even though I had set the difficulty up the night before. Not sure what when on with that.

 

Running at +2/2 with 2 pushed it a bit, but neither of us ever fell.

If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

Posted
14 hours ago, Psi-bolt said:

That's great on bosses, but you're switching targets a lot in the early game

 

I don't switch targets frequently in the game (versus end-game) unless I'm trying to pull agro off someone.

I'm trying to take out one target at a time so I have less enemies attacking my character at one time.

If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

Posted
14 hours ago, JayboH said:

I mentioned the annoyance of using Attune in earlier versions of the beta - it's just the implementation, as you have to reapply it over and over.  If it was just an always-on endurance-eating toggle that affected the powers that it is supposed to affect to whoever your current target is, that would be better in my opinion.  

 

I find it interesting and a different use of the toggle mechanic. It works like the AoE debuffing powers but recharges faster.

It is different and I like having the sets play differently. 

 

14 hours ago, jojogladco said:

No need to lead with the Attune. You can start with the T1 and T2 on a target, then Attune and Attune will still be boosted

 

I'll have to try this to see if it seem even more OP than it already does starting an attack with Attune.

If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

Posted
58 minutes ago, UltraAlt said:

I find it interesting and a different use of the toggle mechanic. It works like the AoE debuffing powers but recharges faster.

It is different and I like having the sets play differently. 

I also find it interesting and I like having sets play differently too.  Retoggling 16 times a mob is not fun for some of us and we are giving feedback as requested.

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Posted
2 hours ago, JayboH said:

Retoggling 16 times a mob is not fun for some of us and we are giving feedback as requested.

 

As I, you are a single player posting for yourself. Any of the other "we" that you imply should be posting for themselves.

 

I'm not retoggling 16 times a mob, and I am also giving feedback as requested.

I'm not playing at level 50. I started at level 1, and I am leveling up through gameplay (admittedly with a x2 XP boost)

 

But, honestly, I'm using it like a click power that is just staying on (more like having a long recharge time) versus like a toggle. I don't put it in my toggle tray, I keep it in my active tray and hit as part of rotation as it recharges after detoggling.

 

 

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If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

Posted
18 hours ago, JayboH said:

I mentioned the annoyance of using Attune in earlier versions of the beta - it's just the implementation, as you have to reapply it over and over.  If it was just an always-on endurance-eating toggle that affected the powers that it is supposed to affect to whoever your current target is, that would be better in my opinion.  

My first thought is I completely agree. And then, at level 2, I'm looking at my endurance. Almost gone. Yes, I did have sprint and Athletic Run on, which are more to blame. My concern is if if this is a true toggle, at the end cost it has, it's a damned expensive always on form of build-up. 

I want to say, remove the power, give a build-up and call it a day, but then it's just another melee set, while this mechanic is different from the usual. Myself, I hate change and don't like different, but I am sure a number of other players are going to like this gimmick. It's creative. 

Sadly, I don't know what the solution is, other than to not call it a toggle. It's right up there with burst of speed for cleverness. I like it. I just don't know how to use it properly. (yet) I'm used to putting toggles on my 2nd tray and I don't have to think about them. This is NOT a toggle in my brain, Toggles are turn on, and never think of them again. This is something else. And what it is at level 2 is an attack power that works strangely. Better than build up in that it doesn't stop until the npcs are defeated. 

I'm trying to look at this with non-vet eyes, like a newer player. And given that other than farmers, I don't play melee very much at all, it should be a fair assessment. 

Posted
2 hours ago, UltraAlt said:

Any of the other "we" that you imply should be posting for themselves.

They have been, thus the "we" is warranted.

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Posted
5 hours ago, UltraAlt said:

 

I don't switch targets frequently in the game (versus end-game) unless I'm trying to pull agro off someone.

I'm trying to take out one target at a time so I have less enemies attacking my character at one time.

 

Targets aren't dying?   We're switching targets because the targets are dying.  How long are you taking to kill a minion?  Or are you not applying it to lower ranked foes?

 

Back to the topic.  I've tried this on every AT now, and I've come to the conclusion that Attune just isn't fun so I decided not to take it or respec out of it once I have a decent attack chain.  I started a Scrapper as the last test and just didn't take Attune at all.  I'm sure that there was some DPS loss in the early game, but I can't say I missed it much.  After getting to 20, I leveled instantly to 50 and at high levels, Strident, Sandman and Earsplitter was a more than sufficient attack chain for me.  

 

If some folks dig Attune, then more power to them.   I think the set is fun and will be leveling it on live.  

Posted
1 hour ago, Psi-bolt said:

Targets aren't dying?   We're switching targets because the targets are dying.  How long are you taking to kill a minion?

 

It depends on how high the level of the minion is compared to my character.

I'm up to level 11 at this point.

 

A white usually take around 1 pass. Attuned, the two related attacks, and the origin weapon attack usually.

I'm running at +2 at this point, so I'm not fight white minions.

 

Generally, I'm always going for the most powerful target first unless I'm fighting an AV or boss (and then I'll take out their support first).

 

 

If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

Posted (edited)

Played a sonic/SR stalker for a couple hours testing pylon runtimes and Council and Arachnos at  50+4/x8 


a few notes:

  • Single target is strong, averaged 1m35s on pylons. 
  • I would imagine this set surpasses energy melee in single target with a full team because of the -regen resistance debuff and -9% res + full crit scalability 
  • I liked that the t9 only has a 14s cooldown, makes it easier to achieve a gapless rotation.
  • This set has some serious detoggling ability, which is extremely fun and thematic for the stalker AT(find dangerous targets and disable/eliminate them).
  • Mag 5 sleep on slow-AS is powerful, mob with nasty toggle + mag5 sleep/AoE Terrorize = perfect opener!
  • There's a weird delay before Earsplitter's 75% chance at mag 1 hold, I had to run intuition alpha so that the initial 75% mag 3 could last long enough to reach mag 4.
  • I really enjoyed sonic clap's 15ft 180-degree cone. While hovering, it was reliably hitting 5 targets which is good for proccing the stalker build up ATO.
  • Although suboptimal, it was fun to tag a boss with attune+t1+t2 and watching it slowly die while spamming a large group with wave+clap. It was particularly satisfying that the constant build up procs from the ATO were boosting attune's damage in realtime. The optimal AoE rotation would be AS>wave>clap>BU but it's not as fun if attune is left out 😛


Main suggestion(s):

  • Let Wave and Clap contribute to the Attune cap. Relating to my notes above, it would be fun to apply attune to a beefy target to whittle down their HP over time without interrupting the AoE rotation with a t1/t2. I would accept an AoE dmg nerf just for this functionality! 

 

Overall, the min-maxxer in me has decided this will be my go-to stalker primary.

 

Edited by naraganeun
  • Game Master
Posted

A gentle reminder that focused feedback threads are supposed to be focused.  Hence the name.  Please do not engage in back and forth debate about your preferences over someone else's.  State your opinion, or better yet the results of your playtime on the new stuff, then move on.  If you feel the need to argue with another player, either take it to a private conversation or start a new thread here: https://forums.homecomingservers.com/forum/57-open-beta-testing/

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Posted

I've been working up a sonic/regen stalker. I'm up to 25 now. I still need the last 2 attacks. So far things work pretty well. I don't have the T9 heavy hitter yet, so it is a bit harder to evaluate the ultimate effectiveness, but while leveling up I find the attune DoT to be easily leveraged to melt hard targets. I did the KR skul arcs, and the two charging attacks with attune did a nice job on the EBs you find that those arcs. I would say it was easier than most other stalkers I've run through those. 

 

However as others have mentioned, the fact that the set is very reliant on DoT means it doesn't really front load and much of the damage will be wasted on steamrolling teams unless you are on a hard target like at least an EB or AV. The T1 and T2 attacks feel fairly soft by themselves and only really serve to charge that DoT (which is good when it gets going, but doesn't mean much on soft stuff). I'd prefer it if they got some love since right now they are among the most feeble early attacks among stalkers. 

 

My approach to use is ignore the toggle nature of attune, and just keep attacking with it on a give hard target. 

Posted (edited)

Spent some time on a brute, the set as a hole is the same as all other sets, 4-5 single target attacks a cone and an aoe.

 

What irritated me was the constant reapplying of ATTUNE.

 

My suggestion, make it a toggle in which any target hit by the T1 or T2 attack has a short 10-15 second dot applied. That way it can be applied to more than 1 target and is easier to use.

Edited by Lazarus
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Posted

Can you fix the awful sound effects for Sonic Melee for people who don't want to get the migraine debuff from audio but like to play with sound on. Since you fixed the awful coloring for people with light sensitivity so THEY wouldn't get migraines from it?

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