Zamuel

Legend
  • Posts

    2194
  • Joined

  1. Quote:
    Originally Posted by Seldom View Post
    Counter enhancements
    These counter the first value with something to counter the new effect. You could not put in place an effect without choosing your counter. You want your debuff to also deal damage. Cool. But it will have to recharge slower, use more endurance, or use a slower animation. Or maybe even hurt you!

    The more powerful/novel the effect, the stronger the counters needed. Adding simple damage might need only a light increase in endurance use. But making your punch explode in flames would need a lot of counters. Note: not all are an even one-to one.

    As you level up, you get more slots to add effects and counters to your chosen power.

    Ideas for effects/counters:

    effects:
    Add damage
    Add range (for ranged only)
    Add boost effect- to self (+damage, +health,+speed, +defense, etc.)
    Add cone/AoE
    Add duration (for boosts)
    Add status effect
    Add new damage type
    Reduce activation (select a faster animation from a list)

    Counters:
    Increase endurance use
    Increase recharge time
    Increase activation (select a slower animation from a list)
    Self +Debuff (character gets weakened some way from using the power)
    Self +damage (character is harmed by using the effect)
    Self +defeat (character dies using power)
    Reduced range (range only)
    I had actually been contemplaing an entirely separate idea concerning IOs with a negative side effect to balance out a strong boost. That alone (well, combined with Power Customization) would be a solid way to make signature powers without actually creating a Signature Power system. Might also help mix up slotting some if you can get a really good unique effect of the IO/enhancement.
  2. Quote:
    Originally Posted by Aggelakis View Post
    Hmm...if you used Joy2Key, would you then be able to use the right analog stick?
  3. Is it possible to use popmenus with joystick/controller functions or would you simply have to make it based around keyboard functions and use Joy2Key on your pad?
  4. What's everyone's opinion on this? Worth slotting or not?
  5. Zamuel

    Voltaic Sentinel

    I sort of like it outside of the low speed and I think Ninjas are the only pet you can directly slot for runspeed boosts. The recharge doesn't bug me since I believe it's pretty much perma out the box if you're active in resummoning. I'll need to mess with it a bit more to come to a better conclusion. However, I think it's a little better with one hard target than several small ones.
  6. Quote:
    Originally Posted by CapnGeist View Post
    Might I propose an easy, clean answer? Put Jetpack Quartermasters next to BAB, Ms. Liberty, and Kalinda. There. Let them buy jetpacks from level one. Don't change powers at all otherwise. This lets them know that there are alternate methods of travel powers early on. Or even just someone telling about the safeguard missions and that travel powers are rewards for the early ones. Just one NPC TELLING the newbs some of this stuff would make things a lot cleaner.
    Makes plenty of sense.
  7. The short part is to allow Ninja Masterminds to slot Running IO sets in the Ninja henchmen.

    The reasoning behind it is that they can already slot the SOs for running but in most circumstances this won't help or isn't optimal. IO sets would open up both runspeed + endurance IOs and also stealth procs for the henchmen. It would seemingly make sense with them being ninjas and I can't think of anything gamebreaking about it off the top of my head but if there are problems I don't mind discussing it.
  8. Quote:
    Originally Posted by Muon_Neutrino View Post
    As far as I understand things, it's a technical limitation, much the same as the one which stops the kinetics heal from actually healing if the target is defeated during the animation. Basically, both of those powers center their effect on the foe you target - the kinetics heal summons a pseudopet at the target which radiates the heal, demoralize actually grants the target a short-lived temporary power which causes them to radiate the debuff (which is how it gets around the purple patch). In both cases, if the central target is killed during the power (which includes being killed by the actual assassin strike), the enemy centered effect has no valid target and thus doesn't go off.

    If I'm remembering correctly, when this was brought up back when everyone was testing the stalker buff Castle said he was aware of it but it would be a massive pain to fix. I personally don't see why, but then again I'm not a dev and don't know how the guts of the power system works.
    Something else I'm wondering is why was the Demoralize effect made random instead of guaranteed?
  9. Figured it was a dc. One of the brutes dc'ed too but we did manage to finish. Forgot to take a screenshot/copy of the time complete info. A little over 2 and a half hours. Noticed some interesting things during the final battle.
  10. Not so much of banning but rather locking slots. The threat back in I14 that I don't think actually hit as many people as the forum fallout would claim.
  11. Zamuel

    Ancillary Pool

    I guess sticking with Blaze will save me a respec. Already have Char. What sets would be good? I tend to be more mitigation minded (my enjoyment of the toon drastically improved when I respecced out of Hasten and picked up Air Superiority). Should I save up the money to get a Ragnarok to put in Fireball?
  12. Something else that would be nice is if Rest could take Health and Endurance Modification IO sets like how Run can take Running and Jumping sets and I think Brawl can take Melee sets.
  13. Doubt I'll start sooner since I usually team with the Mission Architect SG on Saturdays.
  14. Zamuel

    Voltaic Sentinel

    Any way to make it actually move faster? I know it can't tank for me since it has no hitbox but I'd prefer it stay closer when moving from spawn to spawn or traveling in an outdoor area. Also, the Call to Arms: Defense Bonus Aura for Pets only works on the pet and not me right? Thus making it useless to slot in VS.
  15. Zamuel

    Ancillary Pool

    Wow...

    I guess I have to ask, how good/bad is Weapon Mastery then? Especially since I was thinking Caltrops > -something- > Exploding Shuriken. Or do I have no choice and I'm forced to take Body Mastery?
    • When saving IO sets, it doesn't seem to remember which part of the set but instead just notes the overall type. Sort of throws things off though the planner is still pretty useful.
    • You can actually put seven slots in a power. Was wondering why Voltaic Sentinel's slotting looked really weird...
    • Generic Resist damage IOs are using a pale blue color instead of their in-game portrayal of light purple.
  16. Zamuel

    Ancillary Pool

    Have a Fire/Fire Scrapper within APP range and have taken Blaze Mastery for eventually getting Melt Armor. How good/bad is it? Pending on how things work out might go with Weapon Mastery instead to better keep with the "street smart" theme of the character.
  17. Quote:
    Originally Posted by NightshadeLegree View Post
    (except for Fortunatas on a Dom...)
    That's actually one of the few advantages Gravity Control has. Just start tossing them around like ragdolls since they lack KB resistance.
  18. Quote:
    Originally Posted by NetMinder View Post
    Why stop with just one faction, there are several that need some serious updating.

    1) Sky Raiders and GoldBrickers. The Sky Raiders are meh. They have a compelling story line to thier existence, but for ex-mil spec ops, they are really really weak. Matla pwns but the Sky Raiders suck. What gives? Take some of the 'Brickers' sonic weapons and put them with the Raiders and you start to have a faction with a little more bite. I dont want to just eliminate Midas' story, because it too is pretty good, but it just stops too early in the game. These two groups need to talk to each other, because they really need each other.
    I think the biggest problem with Sky Raiders as far as gameplay is concerned is that the game hands out smethal resistance like candy. Considering they have bubblers and teleporting snipers they've got a few interesting toys so just give them a few more interesting attacks, a little more exotic damage, and fix Skiff AI so they don't fight in melee range. An EB Skiff would be a good idea for specific missions.

    A later game alliance of Goldbrickers and Sky Raiders would be nice but as mentioned I'd prefer they be allied but separate. In fact, I explicitly would not want to see Sky Raiders merged with Malta since I don't think their loot-n-plunder style meshes with Malta's kill-the-supers stance.

    BTW, while I don't want the full spoiler since I want to run the mission itself, where in the game does it reveal Nemesis' involvement with the Raiders?

    Quote:
    I always found Depowering to be cheap and crappy myself, it means that either your hero is too powerful or the writer is simply not creative enough.
    I dunno. While depowering is sometimes handled poorly, it's not a bad plot point in its own right. It also seems like it would be the natural fighting theory of a Natural enemy fighting someone explicitly super powered--"bring them down to my level". The problem is the "every criminal has kryptonite" issue of not being able to walk two steps without being downpowered. Just limit it to key enemies so that's their MO and lessen it with others. *shrug*
  19. Zamuel

    Flytrap

    Since Dominators have a damage secondary, how needed is the pet in Plant?
  20. I'm pretty sure we're getting both and they're just having fun in the meantime.
  21. GR may make the final battles for Barracuda and Khan rather interesting. The entire 5th Column vs perma Phantom Army + some Warshades? Reichsman summons Countess Crey only for her to be taken out in less than ten seconds by an all Stalker team? Probably plenty of other shenanigans I'm not thinking of.
  22. Quote:
    Originally Posted by Nericus View Post
    After that I ask them to stay away from Reichsman due to the "squish" factor. No offense to stalkers intended.
    Nah, it's cool. I like my build and can generally withstand stuff better than the "true" squishies but I fully understand just how fast I can die when things go south. Plus, I probably can stand to be a little more IOed out.

    Thinking of attempting this around 2PM Saturday so it's quite firmly after Dirtball's Khan run.
  23. But Grey, you're ruining my rampant speculation!

    Quote:
    Originally Posted by Satanic_Hamster View Post
    I remember the good 'ole Statesman excuse on power customization; "You'll never see it because it would be unfair in pvp."
    Irony is that I think it helps since varying colors provide a good mark for toggles and an idea of what attack is coming from where.