Techbot Alpha

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  1. Quote:
    Originally Posted by Goliath Bird Eater View Post
    I'd be very surprised.

    And yes, I know I'm starting to turn into one of "those" people. Believe me, I don't like it, either.
    One of us.
    One of us.

  2. Techbot Alpha

    NEW Power Sets!

    Quote:
    Originally Posted by Fleeting Whisper View Post
    I'm a Ranger, with the mastery of Multishot. So I'm gonna fire multiple arrows from my bow at once.

    However, I also know Dual Wield, so I'm gonna dual wield my bows, firing multiple arrows from each.

    And, as a Ranger/Ranger cross-class, I can dual wield my Dual Wield! Prepare for pointy death!
    Here, you just won an interwebs

    Oh, except;

    HADOKEN!

  3. I like the Base and Costume stuff. /Signed to that.

    What Fleeting said, though, some of it just isn't feasible.
  4. Hoo boy, someone had a reeeeal bad day when they designed that one.
    Ok, premise of the mission is that Mako sends you under Sharkhead to enact the Ritual he had you steal, to siphon power from the wee sleepin' beasty.

    SPOILERS!

    As expected, given the other patrons do the same, and that Mako is one slippery customer, he attempts to backstab you. Nice guy, huh?

    The problem in this mission is...well, not the enemies. Not the spawning. Not the AVs.
    Its the Waterspout/Whirlwinds and the Fonts of Doom.
    If you haven't played the mission before, I'll explain. It's the standard Leviathan map, with the jaws and the eye. Your objective is the teeth.
    This time, however, the tight caves are filled with waterspouts. These things do no damage, but have a ludicrously powerful KB. Note, its not a high mez level, afaik. It just throws you rediculously far, in slower motion than normal.

    Now, in the tunnels, this can leave you getting stuck for some time. When you get to the teeth room, with Calystix...it gets a whole lot worse. There are literally a dozen ofthese things. And they move.
    What really doesn't help is the Fonts. On this mission, you need to destry 'Four' Fonts. I say Four, it's actually Eight. Because these things come in pairs. They con as Elite Bosses, and they have psionic tornadoe (Oh, more KB!) and Psychic Shockwave. They are pretty tough to kill, and that wouldn't be a problem. But there are two of them for every 'one' in the objective list. Thats a lot of pain.

    The teeth room is the worst. Not only do you have to deal with the fonts, you need to deal with Cal. Cal and his ungodly hoard of Coral beasties. Seriously, the guy summons about 4 bosses and 4 Lts. Thats nasty for an AV with psionics and a room full of waterspouts. Killing the fonts in this room is nothing short of a nightmare if you don't have KB protection. And no, 'Get a -KB slot' is no valid arguement here, because you should not NEED a slot to even stand a hope in hell against ONE mission. IOs are not compulsory. Someone obviously thought otherwise (If they thought at all. Our team had a sneaking suspicion maybe Jack built this one >_> ).

    Either way, something could really do with being done about this mission. Replace the spouts with normal Corolax spawns, make them do no KB but do DoT like the CoT red crystals. Hell, even rooting them in place would be better, because they seem to like nothing better than homing in on people and hurling them across the whole cave, usually into the rather corally embrace of Calystix and his Rocklords...sorry, Coral Guardians.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    Err... Where does my Fire/Fire Blaster feature in that world view?

    To be serious for a moment, I do see your point, but I feel you overestimate the degree of mitigation found in secondaries. I've already been beaten over the head with Siren's Song (which is in a primary, actually) and I freely admit that Ice Manipulation is VERY good at it. But by and large, secondaries don't really offer enough mitigation by a long shot. Fire has NOTHING, Energy has one knockback and the world's slowest stun, Electricity has, I think, one hold... Yeah, mitigation is there, but it's nothing in the slightest like what you'd get with a full set of, say, Invulnerability. And mind you, Blasters have about Scrapper defensive modifiers, they just don't have powers to use them. They also have pretty much almost Scrapper health. Just dumping a Scrapper set on a Blaster will give them, if not the same, then at least somewhat comparable survivability, and THAT IS SCARY.

    Look at it from the other side, though - if you had the ability to survive in melee, yet didn't have powers to actually use in melee... Wouldn't that be kind of a bummer? I mean, a lot of Blasters can deliver some SERIOUS hurt in melee, especially Electrical and Energy Manipulation, but if you yank their secondaries, all they have is ranged attacks. To me, that's kind of underwhelming for an AT that'll end up capable of scrapping it up. That's a lot of the reason why I enjoyed Dominators despite the AT being built against my preferences - because they had a selection of REALLY solid attacks covering a lot of bases. I'll admit it - part of the reason I'm asking for an Assault/Defence AT is because I think assault just looks cooler when you don't HAVE to stay at range or die.
    Fire's mitigation is MOAR DAMAGE!!

    Serious face, now. Whatever faults there are with blasters atm (And they cant be all bad if people still play them so much) is only half relevant to a new AT, and thats how to improve on past mistakes.

    You don't HAVE to have it as Blaster level damage. Make it more than Defender and Corr damage, but below the Blaster scale. In fact, slightly lower the scale over the board, damage and armour to balance it out. Changes dont have to be ohgodtherats huge. Enough for stability though. And yes, maybe change some of the AoEs, or something, if that was actually an issue.

    Quote:
    Personally, I've suggested a couple of things. One was to boost ranged damage when at range and melee damage while in melee, but Castle told me (to my face, no less ) that that's not gonna' happen due to technical difficulties. Since then, I've toyed with defence. Let me explain.

    As I envision such an AT, you'd get about equal measure ranged and melee attacks in your set. You start out with a naturally strong defence to ranged (and AoE) attacks, and for every enemy in melee, you lose some ranged defence and gain some melee defence. Additionally, each time you use a melee attack, you lose some melee defence and gain some ranged defence, and each ranged attack costs you some ranged defence and earns you some melee defence. The point of the inherent was both to reward you for using melee powers in melee and ranged powers at range AND to incite you to move from melee to range to melee dynamically.

    I'm not sure if defence is the right way to go about it, other than some kind of damage buff, but general drive remains.
    Eww. Ewwwww! That sounds ungodly complicated. Worse than trying to build and slot a Kheldian efficiently. First time around. Without reading guides.
    This might sound mad, but maybe something like Defiance V1?
    Yes, yes, shoot the heretic. However; the problem with Defiance V1 on Blasters was just that; you got more damage for dying...on a squishy. An AT that, when it takes damage, dies fast. Not a good mix.
    Adding that to an AT that has shields to move the damage into more manageable numbers? That sounds a bit more feasible.

    (Hmm...Defiance V1 on Tankers. I wish.)
  6. Techbot Alpha

    Vehicles

    Shaddup

    The point I got, and agree with is thus;

    "We have other pwoers, so you should pick one of them."
    Well, what if they don't fit with what you want to make? I know we can fudge fairly easily, given this is game-world with rocket boots, anti-grav packs and flying sky skiffs, etc.
    But it would be nice to have more Options. What they are? No idea. So...yeah. I think thats what CD was getting at.
  7. Techbot Alpha

    Vehicles

    It would be nice, yes. Possible? BaBs, Castle and crew have said no. Sadly, but thems the racks.
  8. Bots/Traps can work in PvP, but it depends who you are fighting. Some people make builds that are simply bot killers. I know I had some bad experiences in RV.
  9. Techbot Alpha

    GR

    Quote:
    Originally Posted by Thirty-Seven View Post
    Assesment: Post: Redundant
    Equivalent Threads: Existent
    Emotional Status: Unsurprised

    Recommendation: Utilize: Search Feature
    Further Recommendation: Grammar Check
    Reply: Adequate.
    Trademark speech: Mine
    Prior use: Sighted
    Earth Statement: We Wos Robbed
    Insert emotion:


    Sign of jestful reply:
  10. Techbot Alpha

    Bad Press

    ((We need to chain you to the desk, so you don't run off on us next time, Gamey s'always good to have you back. Great post. ))
  11. Bots/Traps will make you forget your past woes, worry not
    One of Us. One of Us.
  12. Quote:
    Originally Posted by Jophiel View Post
    I want a "cigarette" option for both males and female just as we already have a "cigar" option for males.

    We have cigar smoking males and cigarette smoking NPCs of both genders so I don't see why my female characters can't have a smoke.
    ^ /signed
  13. Techbot Alpha

    NEW Power Sets!

    Quote:
    Originally Posted by AzureSkyCiel View Post
    Here's my wishlist for new powersets:
    Scrappers, brutes, tanks, and stalkers- Polearms (Attack), quarterstaff (Attack), Psionic weapons (Attack), Whip (Attack, I had given up hope but Demon summoning set renews it), Feral instinct (armor), Plant Armor (Armor), Illusionary defenses (Armor, stalkers only).

    Blasters and corruptors- Explosives/demolitions (attack, the real problem is trying to justify how an explosion would NOT be an AoE).

    Defenders and corruptors- Teamwork (Buff/debuff, This is a pipe dream since we already have leadership pool, though it might be nice to have another set that could work for natural origin that works on a similar idea)

    Controllers and Doms- Tactical control (control, things like grenades and so forth, a nice tech/natural control set.), Shadow control (Control)

    Master Minds- Battle Servants (Henchmen set, they make your tea, clean your house, and crush your enemies, what's not to love?), Toys (Henchmen set, watch the sudden outcry for the ability to make more convincing children), PUG (Henchmen set, not serious)

    To all villainous ATs- Fire elemental patron powers and Nictus Patron powers.

    To Kheldian ATs- Umbral Mastery (Ancillary) and Luminous Mastery (Ancillary)

    Proliferation wishlist:
    To stalkers- Fiery melee (Assassin's Inferno!) and Ice melee (Assassin's Frost!)
    To Scrappers- Ice Melee, Ninjutsu, energy aura, Electrical Mastery (Ancillary)
    To Tanks- Super Reflexes, Broadsword, Katana, Martial Arts, Claws, energy aura. Electrical mastery (Ancillary)
    To Brutes- Regeneration, broadsword, katana, martial arts.
    To Dominators- Dark Assault and Radiation Assault
    To Blasters - Dark Blast

    EAT wishlist:
    Midnight Magus
    Rikti
    (And they can both work on both sides!)
    ^ I like them's right there.

    And whatever sets the Assault Bots/Malta Titans get.
    What? A robotic genius can dream, right?
  14. Techbot Alpha

    Vehicles

    'Vehicle' toggle powers.
    I say vehicles...I mean something like a wearable version of this;



    or this;



    "You've gone mad!(er)"
    Not really. Shapeshifting, wether a simple costume change or something as advanced as Kheldians, is already in game. Making usable 'armour' vehicles doesn't sound unfeasible (he says)

    I posted in a thread a while back that had an idea for another Vanguard item. While most people no-no'd the idea, myself included, I did post a suggestion for a 'LVAS', a cut down version of the HVAS, which worked like Granite armour or Kheldian Dwarf forms, in that it morphed the player into that armour and switched their power trays while it was toggled.

    Yes, you wouldn't be able to slot it, or the attacks. It'd probably have to be earnable. Balanceable? I should think so.
    Just my 2 inf.
  15. /Signed
    Tbh, you'd think there would be a 'Cop shop' in every zone. It'd make sense, after all.
    Also, would be nice if they added dayjob locations as an option to the map. Just a thought.
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm sure they can be balanced out, but I'm also sure that balancing point will be very low, certainly not at the 1.125 randed damage mod of a Blaster with Defiance on top of that, which is what defence sets on a Blaster would do. It just feels to me like they just won't give decent protection to an AT which didn't have to go into melee for at least SOME of its attacks, hence why I feel an Assault/Defence AT is much more likely to happen.

    Granted, I wouldn't refuse a Ranged/Defence AT, but then I'd probably just reroll all of my Blasters as that, which is why I find to be a potential problem.
    However, the lack of Blasters etc having armour atm also relies on either thier secondary to keep enemies OUT of melee, or a team (corrs and fenders) If you take away that mitigation, then you pretty much have to give them something that makes them self reliant. In this case, armour.
    I fully agree you wouldn't want Blaster level damage on it, but seeing as defiance also counts towards Blasters damge AND mitigation (semi-mez shield, kinda sorta) removing that also helps out the balance.
    No real idea as of yet what sorta inherent to give them. But fully agreed, NO crappy vigilance knock offs. That Inherent is bad enough as it is, even for a team AT. On a solo and team capable AT, it'd be fail.
  17. I disagree heavily with getting rid of the PvP zones. I only just got my war started on Union!


    Aside from that, some good sounding ideas, Steel. I know I don't know what the Devs have planned for future PvP updates *shrug* but hey ho.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    At least Arachnos Soldiers do indeed seem to get Blaster-size AoEs, on cursory examination, but I have to ask - where do they get status protection? I wasn't able to find that in their powersets. As well, where's all the survivability? Looking at Soldiers of Arachnos, the only thing that really qualifies is Tactical Training: Maneuvers, and that's barely 10% defence with not a lot of defence debuff resistance. I did spot a ranged-only defence buff somewhere, but if you go Bane, at least, you'll be in melee a lot of the time.

    I did manage to spot some status protection, which I guess counts, but overall, I didn't see impressive amounts of defence or resistance, I didn't see any heals and I saw only partial status protection. They do have a lot of offensive benefits, but the numbers I saw don't even come up to a Shield Scrapper's levels, considering a Shield Scrapper isn't exactly the most survivable thing.

    And, of course, an Epic AT that you have to get to 50 to have and still has its own design quirks is quite a bit different from, say, a Fire Blast/Willpower Blaster. And keep in mind that a Blaster has 1205 hit points at level 50, whereas an Arachnos Soldier has 1071. Soldiers of Arachnos do bridge the AT divide, but they are not quite the same as just giving ATs powersets they shouldn't have access to.
    If you use a 'Huntsman Build' (Gun attacks with Bane armours), then you get status protection passive from Wolf Spider Armour and Bane spider armour. The same is true of Crabs, with more added in Fortification alongside resistances.
    Along with an auto defence power for ranged, Huntsman builds can also get the cloaking field, which adds in more.
    Crab Spiders also get a Dull Pain clone.

    For the 50 arguement, remember the VEATs were ONLY made a 50 unlockable to preserve some balance. They had to keep them on line with Kheldians, or face major backlash.

    All in all, VEATs rely more on defence or team-mates than blasters do, with evening out damage. If you made an AT with both Blasts and Armour, it IS possible to balance it, that much is pretty much a given. Sure, it'd take some number crunching and tweaking while being ironed out, but doesnt anything worthwhile?
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    I actually thought that giving boss Gunslingers some of the new Dual Handguns animations, but keeping lieutenant Gunslingers using the old ones would be a cheeky way to differentiate between the two.
    I like the sound of that.
  20. Things like DP/SR, Energy/Invul, one of the few sorts of characters we can't really make yet. Yes, EATs sort of fit into that category. With a very, very limtied pool of powers.

    If anything, however, the EATs have shown that a Ranged/Armour set can be balanced.

    PBs: Assault style primary. Armour secondary with a heal
    WSs: Ranged/Control style primary. Armour secondary with a few gimmicky bits
    'Huntsmen' and Crab Spiders: Ranged/assault primary, Armour and team buff secondary.
    Fortunata's: Control/blast primary, armour team secondary

    I left Widows and Banes out because they are much closer to scrapper/stalker style than anything else, and are balanced according to their roles.

    This idea is far from refined, mainly because I'm no Arcanaville when it comes to numbers. As a very, *very* vague idea, something like Corr level damage (Medium) and an armour level between Scrappers and Tankers. I think Brutes pack better armour than scrappers, but leaning a bit too much towards Tanker level to be comparable. Again, I'm really not sure.

    As for team usefullness; It's an AT that increase damage output while not requiring as much 'maintenance' as a blaster (i.e. heals, making sure you keep stuff off them, etc) More of a standard cannon than a glass cannon, something reliable rather than make or break.
  21. Given it also stops them from getting things like Hover (for WSs) Air Superiority, TP friends on PBs, etc. /Signed