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Posts
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Leeroy Jenkins! T5: ST buff
You grant a single target with Chicken. Chicken will cause the target to go AFK while the team develops a plan for the upcoming fight. Upon returning to the keyboard the target, in a chicken induced stupor, will scream his/her character name and charge the group.
Duration: Doesn't matter, you'll team wipe before the end.
Recharge: However long it takes to get more Chicken
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Summon Chuck Norris T8: MM Summon
You summon the legendary Karate-Man, Chuck Norris. Chuck Norris possesses a variety of ranged, melee, and support powers that allow him to engage in combat in any situation.
Powers:
Resistance:
The power of your beard protects you from most damaging attacks. You're also Chuck Norris so you shrug off most Mez effects, and Masterminds in range lose their Supremacy power.
Roundhouse Kick: ST Melee
You Roundhouse kick target enemy. They are now dead.
Roundhouse Kick: ST ranged
You throw aside your gun, run up to an enemy, tackle them, then roundhouse kick them. They are now dead.
Roundhouse Kick: PBAoE
You Roundhouse Kick all enemies in a 15' radius around you. They are now dead.
Roundhouse Kick: Targeted AoE
You Jump into a nearby group, and roundhouse kick them. They are now dead
Roundhouse Kick: Ally Heal/endurance
You roundhouse Kick targeted Ally. They die, but you roundhouse kick the Grim Reaper who comes to take them, and he brings them back to life with full health and endurance.
Roundhouse Kick: Melee AoE Fear, chance for mag100 hold
You roundhouse Kick an enemy, who dies, and nearby enemies are effected by fear. This display of power may make some enemies become so scared, even the most powerful enemies are forced to soil themselves. -
Quote:I'm completely ok with static weapons in the holster. I'm a big fan of the officer belt, but we need something a bit more Tacti-cool and a bit less official in my opinion. If we get dynamic holsters later that's gravy, but it'd be a shame hold off on holsters all together, because they can't be dynamic.[*]Holsters, sheaths, etc (Unless they are empty or weapon contained will be rigid)
Coloring doesn't have to be symmetrical does it? Meaning, is a 50/50 body pattern possible, as the split is symmetrical, but each half gets a different color?
Could we at least get the Carnival sash ported to Male/Huge? It's incredibly close to the Kheld sash, and would be a great filler piece. Better than the Martial art's belt I'm using now -
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Quote:Theres a really good example for the lost and it kind of made me double take when I first saw it.This is another big potential pitfall. I get that players want to feel superior to their enemies. I want it more than most. But at the same time, those enemies have to feel like legitimate threats for this superiority to have a meaning. "That's not saying much" is a phrase that should never be uttered in relation to defeating an enemy's plot. I should never end a mission and feel that "Yeah, I thwarted a Freakshow plot, but that's not saying much since these guys are idiots." or "Yeah, I'm a bigger hero than Doc Quantum but that's not saying much since he's a villain now."
In Fautline there are some lost that will sometimes stand around looking at a group of friendly PPD, and one says something to the effect:
"One good spray of gunfire and we'd take out half the police force"
That's the kind of stuff that makes a group look nasty. -
Quote:This -is- an important question. I think it's mostly along the lines of the different types of Vigilante.If Longbow are going to get hounded by apparently breaking international law that they may or may not have broken and the action on which is likely subject to international committee, then why don't heroes get hounded for continuously raiding legitimate businesses without probable cause?
Batman Vs. Punisher type deal. They're both Vigilantes, but there's no arguing that one is more traditionaly heroic.
Superman's a hero, but he'll X-Ray vision someone without a warrant.
However, there's a difference between a hero, being portrayed as a hero, that bends the rules every now and then and someone else, being described as a hero, who's primary portrayal is violations of law and huge ethical breaches. -
Quote:It's a bit of a dilemma, they're done well, by being seen almost exclusively by villains, but that means heroes get little interaction with them. I'd like to see more done with them, but how often can you do the kind of portrayal we see in Roy Cooling's before they suffer from overexposure and become another Longbow type group. Or as you might say "Get Maltaed"I agree that the PPD are handled quite well when they're used... They're just almost never used for anything. Villains aren't in Paragon City (can we see why that was a mistake now?) and heroes should have no reason to fight them, so it's easy to forget the police even exists.
Quote:I disagree. In the beginning, Longbow were presented as true-blue heroes fighting for the side of good. They were the de-facto heroes in every PvP zone, they were the ones who showed up to combat villains even in the isles and THEY were the ones protecting Paragon City before the PPD existed. Run the first of the Radio's missions and you'll find Longbow, not PPD, protecting the streets of Kings Row.
I recall a fair few arcs talking about the difference between Longbow and Wyvern, how Longbow do everything by the book and stick to morality whereas Wyvern don't mind breaking laws in their pursuit of criminals. There was a time when this is what Longbow were specifically said to NOT be like. And that arc is still in the game, I just can't remember who gave it. I want to say someone in Sharkhead, but I don't remember. Maybe someone in Cap?
Basically, she makes the same comparison of Longbow and Wyvern that I did for PPD vs Longbow. My problem with this, is that Longbow's pressence in the Rogue Isles defies this portrayal. Something that PPD doesn't suffer from. Except for Blue Steel, but Blue Steel doesn't violate foreign sovereignty with aggressive attacks; foreign countries invite him to participate in surprise exhibition matches against their armies.
And it could very well be perspective shaped by our different starting points. I started Redside, and didn't play Blueside for a couple of years. I'm not too terribly up on the legacy blueside, so I don't know if they're portrayed that differently, but heavy redside play has shaped the opinion PPD->hero Longbow->Vigilante Wyvern->Villain/Vigilante (Depending on individual storylines). -
Quote:Yay for lists!Wow, there are some great ideas here! I will have to go through this thread and make a list of stuff that is feasible. Some of the requests in this thread are not feasible due to technical limitations.
While you're making list's, could you make a small list with some of the ideas that are hitting the technical snafu?
That way we have a better idea as to what's a feasable suggestion!
FPARN! -
Make people have to upgrade Henchmen one at a time again.
I miss entering a mission and hearing 80 billion upgrade sound effects going off -
Quote:I'll agree with you on this, but I don't think Longbow is the group that fits, or -ever- was.To me, that just misses the point, because there really SHOULD be some factions in this game that are truly good and truly great.
Paragon Police are the ones I'd put here. Blue Steel may have his issues, but he's not in charge. They work within the laws and despite their lack of powers remain a true force to be reckoned with all through the game.
Leveling up Redside, especially before inventions, there was one thing that was painfully obvious. Longbow are Vigilantes, people who are willing to violate the law, because they feel they are above it. If it weren't for Arachnos's mediporters, they'd have flamethrowered numerous villains to death.
PPD, they were the heroes. When you attack Paragon city proper, they're the ones defending the city, whereas Longbow are just trying to take you out. PPD are a group that operate within the law, despite the disadvantages it brings.
And their biggest display of corruption is a group splitting off to force a corporation into giving mediporters to the general population. Which is also, I believe, the only example of a blueside group policing their own. (Freaking awesome mission "Just put... your weapons... down!")
Basically, PPD are awesome and Longbow can ferry me around, but should stay out of the way. -
Quote:Not really, but I can see why you'd think that. The easiest way to tell, is that the Tactical Pistol has no hammer, ironsights, beaver-tail (At least I don't think so, it's smaller than the Auto pistol, so if it does it's in the hand), and is smaller than the Auto with a different texture.Those already exist. The Tactical Sidearm is nothing more than a black Automatic with a scope, silencer and laser sight that's not tintable. There already are Automatics with just a scope, just a silencer, just a laser sight, scope and silencer, scope and laser sight and silencer and laser sight. I don't know if they're available to Thugs Masterminds, but they're available to Dual Pistols Blasters.
To get an Idea what the difference between the two would be, compare a MRI Desert Eagle to a Beretta Px4.
Then make them Low-rez so you have to squint to tell them apart -
First, players need the Cimeroran soldier haircut. Male and female!
Second, some expansion of the "Tactical" costume pieces.
Headset ear option left (the headset that Crimson and Viridian have as an ear option on the left side)
Headset ear option right (same as above, only on the right side)
Bullet proof vest chest detail (A chest option similar to the roman chest pieces)
Dual shoulder holster chest detail (A chest detail with a holster under each shoulder)
Single shoulder holster-right chest detail (chest detail with a holster under the right shoulder)
Single shoulder holster-left chest detail (same as above, on the left side)
A dual/right/Left holster belt option
Combat boots w/knife (left/right/dual options)
And the following weapon customization
Carbine for Assault rifle (updated M16 model to fit with the current design trend of the rifle)
Tomahawk for Battle axe (Gotta throw a bone to the Black ops fanbois with a tactical tomahawk)
Ka-bar for Katana/Broadsword/Ninja blade/Dual blades (there has been a lack of knives in this game for a while, the Ka-bar would be a perfect addition, allowing for a stylized size while remaining true to it's roots)
And finally for Dual Pistols, versions of the tactical pistol with the Silencer chopped off, the scope chopped off, and both chopped off.
Clipping be damned! -
Quote:What I see as the issue with DR and the PPM mechanic is this.That was my first thought concerning PPM and PvP. The amount of DR that S gets is dependent on G, but that's only decided -after- S and G have been combined, and even then I can't think of a reasonable way to make it equal with different global recharges. I suppose it may be possible to find out what percentage of the slotted rech makes up the total recharge, and use that same percentage of the DRed total to get a value, but then it would still preform much differently than it would in PvE. Not only that, but the more global recharge, the less the percent of +rech considered in the power and the higher proc chance. Like I said, I can't think of any reasonable way to get around it with DR.
With the PPM mechanic, slotted recharge is used to come up with a cycle time that can be used to normalize the percentage chance to proc. Global recharge that's added after that isn't supposed to effect the proc rate.
This doesn't really happen in PvP because of DR. Take my Necro for example. Gloom, in PvP, has 90% slotted recharge and 100% global recharge for 190% global recharge. The 90% should effect the proc rate, while the 100% shouldn't. However that gets DRed to 135.81%. The equation for calculating proc rate doesn't see this change, and still uses 90% which makes my effective global recharge (with regard to gloom) 45.81%. When I should be getting 100% recharge not counted, I'm only getting 45.81% not counted.
Possible solution:
Calculate the recharge, to be used in determining the cycle time, a bit differently. Basically, take the slotted recharge plus the global recharge (Modified by DR if applicable) minus Global recharge. With a floor of 0% recharge.
What does this do?
1. Players still get the benefit of not counting global recharge buffs for the proc rate. They could even get, with enough buffs, better proc rates than if they were in PvE.
2. Keeps the proc rate the exact same for PvE. This change doesn't effect PvE as there is no DR. The Global recharge buffs would be added to the recharge, then subtracted immediately, leaving the slotted recharge. This is a PvP change only.
3. An interesting side-effect is, with this change, more recharge may not improve the player being buffed's effective attack rate, as most player's recharge is fairly well self contained, but more recharge could buff the proc rate of procs in the power. This would help reduce the loss of need for recharge buffs found in set's like Kinetics and Time manipluation due to IO global recharge being a PvP standard. -
Quote:Current equation for ST attacks isI'm a bit late to the show. If I can get the current formulas, I can see whether fire blast is doing more or less damage.
The most optimal chain is Flares/Fire Blast/Flares/Blaze, but in actual play, you aren't always close enough to use Blaze. I main a Fire/Dev and can say my chain is closer to...
Flares/Fire Blast/Flares/Fire Blast/Flares/Blaze. When people are kiting around boxes and jumping really high, this is the most realistic chain.
That's a huge difference from PvE, where range for a DPS chain doesn't mean nearly as much.
PPM * (((Base recharge / (1 + slotted recharge buffs)) + Activation time) / 60 )
Slotted recharge buffs are from enhancements and alpha powers, and do not include global buffs.
Activation time is the displayed activation time, not the arcanatime activation time.
Trying to remember what the rates were, without the builds in front of me, you should see about 22%-24% in the first T1/T2 powers, and 57ish% in Blaze.
I don't quite get the chain though.
Going by a Fire/Devices build you posted on the PvP forum, the best chain would be Blaze/Flares/Fire Blast. It's quite likely I'm missing something with DR, though, that caused that mistake. -
Quote:They are two different things, but no that's not what you were saying. If that's what you wanted to say, fair enough, but even that's incorrect./Insert a picture of a cute shocked face here
No I didn't call synapse a liar. I said you jumped to conclusions you liked. They are two different things entirely.
If I say the change is because the design intent of PPM procs meant they should not be better than standard procs, yet that cannot actually happen so one needs to be removed, and Synapse says you hit the nail on the head, I don't know how you can say I jumped to any conclusion.
I say "I'm guessing this design intent is the cause for the change" and Synapse confirms, there's no "jumping to the conclusion I like".
Then when I point that out, you use the age old "If you believe that then I have an x to sell you" line?
You either believe Synapse was lying when he said my assumption was correct, and are backtracking because I called you out on it, or you need to take remedial communications classes, so you know how to say what you actually mean. -
Quote:Ah well, if you think Synapse is an outright liar you've got a completely different set of issues than this change.LOL. I have some nice bottom land in the everglades for you. Real reasonable prices
Quote:My main is a Grav/Kin controller swimming in global recharge, for the following two reasons: one, Gravity has weak AOE control and getting Wormhole and Gravity Distortion Field back up ASAP is pretty essential to his performance; two, he goes through endurance fast and relies on Transference to finish fights. He frequently approaches 200% recharge even solo, and easily passes it on teams where someone else is also buffing. His go-to power for damage is Crushing Field, which is five-slotted with procs. Going back to my previous note on Gravity's weak AOE control, one of the procs is a crafted Gravitational Anchor hold proc that helps cover that hole. I'm going to have to rethink his entire playstyle if this goes through.
Worse, my Ill/Rad with perma-PA regularly runs around with 230% recharge. She has the Contagious Confusion proc in Deceive... which already ends up recharging well before I intend to use it again, considering the other powers she's always firing off. Just how worthless is that purple set I spent hundreds of millions of inf on going to become for me? -
Quote:*Sigh*We really have no idea what the overall intent is. While it is really nice that Synapse was wiling to address our concerns and soften the impact of the changes, thinking that we know the overall intent or this wasn't part of other changes coming down the pike is nothing but wishful thinking.
Me:
Quote:....Looking through Synapse's posts in this thread, as I write my response to you UberGuy, I think I found my answer.
The designed intent for the PPM mechanic (ingoring specific procs ATM) was not supposed to be better than the flat percentage. It has little to nothing to do with how the procs were used, and has much more to do with their comparative potential benefit of use. SBEs vs IOs, standard procs in fast cycle time powers, and PPMs in long cycle time powers are all just symptomatic to reason for this change.
Both mechanics can not exist at the same time with pairity, so as a casualty of making the mechanic fit with the designed intent we are seeing the original IO proc mechanic dissapear, and a general buff to performance with procs in most situations.
That makes sense and leaves a potential opening for getting the proc rate cap removed.
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Quote:Because Pay to win isn't the intent, no matter how much people scream it.I'm really not sure that explains it. I'm not arguing that they would try to develop pay to win strategies. It's clear that they will. But why waste the development effort on developing a whole new proc system just to implement pay to win procs in the real money store when they could have just put the same flat chance procs we have now in there but increased the chance to trigger. Same end result, lots less work.
They wanted a type of proc that was effective, regardless of the cycle time of the power it's put into. There it was intended for the procs (PPM and flat %) to be roughly equal in performance, but when it was obvious that wasn't going to happen, they had to drop one of them.
Because the PPM mechanic was specifically intended to be comprable in performance to the flat %, they couldn't both exist if that wasn't the case. PPM is more fair to more powers and appears to have fewer balance idiosyncrasies, so the flat % procs get the boot. -
Quote:Thing is, this wasn't an entirely altruistic endevor.I've already worked it out for myself, but thanks for the offer. I'd like to see Synapse himself none the less post a version of how this change will affect things negatively.
Just about every Fire blast build I've seen, for PvP, would lose between 3%-10% in combined proc rates between Flares and Fire Blast. They'd gain in the area of 20% proc rate for Blaze.
That appears to be a net-positive to me. -
Go ahead and post your mids data chunk for me. I already did an example at the most extreme example of recharge, let's see how a real PvP build will be effected.
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Quote:I wasn't sure if the ATOs will see an increase at all, and I'd seen an unchallenged mention of the increased Purple PPM value. If it stays the same, that'd be the rate, if it went up it'd likely be to match other purple procs.Ah. I was just confused then, because you had the 25% increase included in one example and not another. Looks like you're doing things right then.
That is a good question though. Would ATO procs be increased 20%-25% as has been mentioned for other procs, would they stay the same, or would they be more likely to get the same proc rate as others of the type? -
Quote:That might be true, but there's the issue of the apparent design intent of the PPM mechanic. Attempting to normalize proc rates for cycle times means there may need to be an allowance for the 100% rate, especially in cases that cannot cycle fast enough to fire the proc the intended number of times. If a proc is normalized around the idea it will fire 6 times a minute, there are certain powers that will never reach that 6 times per minute due to cycle time restrictions and others that could hit the intended rate, but only with a 100% rate.I think we might be running into Design Intent on that issue. The devs intend for these types of procs to have a random element. I think moving things to a 95% cap is more likely to fly than no cap at all.
Limiting the proc rate to 90%-95% of a number that's either the exact number of expected PPMs, or already less than the intended number of PPMs is something I'm not too keen on.
That gets to my argument of two mutually exclusive design intents, cannot be 100% vs normalized around a specified rate of fires per minute. With one of the design intents needing to go, I'm asking for the 'has to be random always' design to be scrapped in favor of the normalization PPM design. -
So heroes should help capture the Longbow that established Military instilations and taken military action in a sovergn nation, without treaty or Decleration of war?
Got it! Proposed War Witch TF; shut down all rogue Longbow instilations and activities in the Etoile Islands, culminating in the sacking of the Nerva instillation and arrest of the Vindicators! -
Can I ask if you're considering (not putting you on the spot for a commitment to removing the cap, just wondering if it is being considered) removing the 90% cap, or should we expect a cap as a part of the change?
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Quote:I was using a 5.625PPM proc rate mentioned earlier in the thread. If that's incorrect, then whoops. 5.625 being what the proc rate would be with the same 25% PPM increase that was mentioned for other procs.The number for a 5 ppm proc looks right if the ppm isn't increased. Which it's expected to be. Based on the last set of equations I'd expect closer to 20%.
As for, say, Apocalypse, City of Data lists that as 4.5ppm, so it'd be slightly worse. (Which seems a bit peculiar.) So I don't know what you're doing to get 18%.
-Morgan, can't help but wonder, is that slotting that someone might actually do? o.O
And lord only knows if someone would do that slotting, but I just wanted to show, at it's absolute most penalized, that it's still a decent proc rate. -
Quote:Unless I'm stupid:Has anyone actually calculated the PPM rate of a power that has a 90% chance to fire instead of a 100% chance? I suspect it might be less than folks expect.
1PPM- 54s enhanced cycle time
2PPM- 27s enhanced cycle time
3PPM- 18s enhanced cycle time
3.5PPM- 15.46s enhanced cycle time
3.75PPM- 14.4s enhanced cycle time
4PPM- 13.5s enhanced cycle time
4.5PPM- 12s enhanced cycle time
5PPM- 10.8s enhanced cycle time
5.625PPM- 9.6s enhanced cycle time
6PPM- 9s enhanced cycle time
6.5PPM- 8.3s enhanced cycle time
7PPM- 7.71s enhanced cycle time