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Quote:Yes, they're in the form of Bank Security and Cage Consortium Guards, really the same uniform, different emblems and powers.Really...?
Wow. Fact f'today.
I say expand on their prescence a LOT. RIP are the police force. Arachnos are the army. You should maybe see squads around the Arachnos bases, but the rest of it should be RIP beat.
Themoreyouknow.jpg
[EDIT: the below is mostly invalid on the subject of the RIP looking at it, oops]
But, I'm gonna agree with Memphis and some others, it makes sense for them to be there, it's just a little (VERY LITTLE) annoying that they, along with the snakes and longbow, are a group you encounter at level one with multiple powers, contrast with the beginning foes heroes fight which, bosses aside, will have a power at a ranged and one power they use in melee.
Also, I keep misreading this thread topic as "Remove RPers from Darwin's Landing." -
Quote:In addition to this, for primary sets, what is the tier one?The only thing I've seen this done to is Stalker Hide, since it's so essential to the functionality of the entire AT.
That said, are you looking at *only* attacks (IE, flares and the like) or any "tier 1" power? The first is blatantly unfair, the second is a bit unbalanced (think of an Emp or Thermal that never had to pay for those heals, for instance.) (Edit - or "Tier 1 of the primary?")
Actually, looking at it *either* way, you've just empowered Controllers to have a perma-Immobilize. Say, Ice - Just make an Ice/TA. Chillblain/Entangling Arrow/Chillblain/Entangling Arrow ad infinitum. Slot CB with damage and recharge, give EA a damage proc. Free damage with an immob that could be stacked so high nothing could leave.
Followup: Also by comparison, what about Masterminds? Their END cost isn't in their attacks (which so many people skip,) but in their pets (and the upgrading and maintenance thereof.)
I mean the first attack in the broadsword column is Hack, a high damage attack that deals nasty levels of damage throughout the levels, or would it be Slash? The second power in the set? -
Quote:Needs to include: However, it only works in Pocket D.I think it should be available to all and be called:
Pocket D God Mode - Tier 9 Shield - +100% Def, +100% Res, +100% ToHit, +100% resistance to ALL debuffs. Power never crashes and remains active forever, after the initial click.
As a random note, I actually sort of have this with one of my characters as to part of the explanation for why he seems to survive things like grenades and so forth (basically closer to Gameplay story integration, it doesn't exactly guarantee he'll always win) so, it's more like contractual immortality. -
I'm /signing this like the Fist of the North Star!
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Okay, so continuing off some ideas from the last thread I decided to use this thread to discuss possible alt power selections for various powersets.
Overview:
To sum from the previous thread, as a means of working around the Cottage Rule as well well as provide new diversity to our current powersets, I proposed the idea for power sets to have alternate selections in addition to their current ones that work similar to some of the Arachnos Soldiers sets.
An example of this would be say katana was given it's own version of focus from claws that unlocked at the same level as say Lotus Drops, if you selected Focus, you would be unable to get Lotus Drops at later levels short of an alt build or respec. (In which case you would forgo Focus)
Now another benefit for this would be the ability to theoretically have elemental weapons sets that would just be alternate selections of existing weapon sets. Here's a gist of some of the things I had in mind.
Example:
All melee weapons (Battle Axe, Broadsword, Claws, Dual Blades (no, you would not be able to pick an element for each blade/claw), katana, and War Mace) could get the elemental attributes of:
-Fire (Secondary effects becomes a chance for minor additional fire DoT)
-Ice (Secondary effect becomes a slow/-rech effect)
-Lightning (Secondary Effect becomes -End and -Recovery)
-Energy (Secondary Effect becomes -Res, otherwise it would just be Lightning withotu the -end and -recovery)
-Negative Energy (Secondary Effect becomes -tohit)
-Toxic (Secondary Effect becomes -damage)
Elaboration:
Elemental attributes would sacrifice existing secondary effects for elementally appropriate ones, like broadsword loses -def for -tohit from Negative, this would also effect slotting, like the example above example would lose the ability to slot defense debuffs but be able to slot Tohit Debuffs.
Ultimately, these would all use the same animations on the existing weapons sets (Though perhaps with a few effects, like the small fire bursts with fiery attribute) while using the Dual Pistols' Swap ammo percentages. (70% original damage/30% elemental damage.)
Cons and Concerns:
One possible concern in the case of alt power selections might be picking alt powers for the sake of IO set slotting, but this tends to happen regardless with powersets as a whole, but since this exact scenario hasn't come up, it could be much worse.
A second one, that I personally see as no problem, would be for someone to try to squeeze in as many different element effects into one set as possible. Though that could work for the concept of Prismatic damagers.
Though abother valid concern on elemental weapons is damage values and elemental attributes, Dual Pistols and elemental melee sets are design around accommodating damage to effects/likelyhood of encountering resistant foes.
These three cover the concerns about use by players, the last one is about space usage, as this could easily multiply the space needed for City of by at least ten fold for a single powerset.
OP Conclusion:
Anyway though, you're all welcomed and encouraged to propose your alternate powers to other sets.
What's not posted right now would be an idea for alternate power selections for Assault Rifle to make it less Frankengun-ny. -
Quote:Well, here's another idea, what about using Lusca tech for it? The thing would be that outer armored chassis would have low HP, but pretty mean resistance and Super Science would allow for it to repair fairly quickly if you're not fast enough (Let's say each armored plate has about as much HP as a defender of the same level, but 75% resistance to all damage types, can regenerate- okay, this is where numbers suck for me, but a decent enough amount), but once the outer armor's gone, it's gone, and what remains are much more fragile mechanical systems, but it's still a lot to work through. (Let's say the inner shell has max tanker HP, but only about 10-20% resistance to all damage types, and no ability to regenerate)Originally Posted by Samuel_Tow;2780478
That's kind of something I considered, myself. A regular tank basically has one coaxial machinegun on the side of the main gun, one hull-mounted machinegun for someone on the inside to fire and one free-turning machinegun on the turret. As such, a tank's full firepower greatly depends on where it is facing, which isn't something City of Heroes is good about supporting. Not that that wouldn't be cool, though. Basically, this presents the same problem as those... What kind of tanks were they? In WW2, a particular type of German tank killer was sent into action without any mounted machineguns and just the hull-fixed main gun. As expected, Allied soldiers had a field day climbing all over the things on foot and strapping high explosives to them. A tank's main gun is powerful, but at short range, isn't really mobile enough to do for its sole armament.
Now, there are two solutions to this. One is the obvious - go the UT2004/Battlefield 2142 route and slap an articulated auto cannon on top of the turret, similar to how "Turrets" will switch to a flamethrower if a player walks so close he's between the gun barrels. That way, if someone closes in on the tank past the minimum reach of its maingun, it'd switch to that powerful machine gun. Alternately, go the [url=http://gallery.photo.net/photo/2029970-md.jpgWW1 tank route[/url] and stick guns all over the tank, in addition to its main gun, which it would use at closer ranged (closer than its main gun, anyway) or in case an enemy walked too close past the main gun's minimum range. Modern-day tanks notwithstanding, there's nothing saying that a PPD hard suit style tank can't exist that had these kinds of guns all over its hull. It'd look cool, at the very least.
As to why "that" would be cool, here's a problem with modern-day "challenging" fights - invariably they come down to something with huge resistances, lots of hit points and powerful attacks. There's usually some kind of gimmick to avoid some of those problems, but at best they're bugs, and at worst just fiddly mechanics, like having to shoot M. Bison with the dimensional disruptor thing. What about an AI gimmick similar to what Malta soldiers used to do? Before, if you walked into melee with a Gunslinger, he'd stick to his basic attacks and not use his more powerful ones. Even today, walking into point-blank melee with a Titan will force it to use only its punching attack. Why not have a similar kind of gimmick as that for a tank? A few things I can think of:
Have the bulk of the thing's firepower pointing forward, such that it can't attack people to the sides without turning its body or its turret. This allows teams split up and avoid the heaviest of its fire by ensuring squishies stay out of its line of fire. Or, why not let a speedy enough character be able to run around such an enemy fast enough to keep out of its line of fire most of the time? I mean, a main gun would have a SERIOUS punch, but if you can avoid letting it point at you...
Or have the thing switch between several AI modes. At long range, it'll just hang back and shoot just its main gun. At medium range, it would try to back up, keeping within range of its secondary guns, but far enough away to be out of range of YOUR attacks. At close range, it would stop trying to use its main gun (possibly aiming it at someone farther away) and instead switch to secondary guns only, but MORE of them. This would make it a valid tactical choice to decide what distance to fight the thing at.
Or how about giving it limited sight? I'm pretty sure unaggroed NPCs have a higher visual range ahead of them than they do behind them, as it's patently easy to sneak up on one from behind even without stealth powers, yet walking up to the front of one has you instantly spotted. So why not have the thing be able to lose sight of players not within some cone in front of it? Have it lose aggro often and have to reaggro only on what it sees. Vahzilok zombies seem to do that to some extent, and as far as I'm aware, that mechanic is unique to them.
I mean, there's a LOT of ground for cool gimmicks with a tank
The main cannon can be targeted as well, which would have low HP, no ability to regenerate, but it can self revive after a long period of time, and moderate resistances to all damage types. Finally, there'd be the missile batteries and the multiple mini turret mounts with only minion HP and minor resistances at best. -
Quote:War Witch is dead... Kind of.It kind of goes against a hero's personality to go "Look at me! I'm so great! Let's make a statue to signify my greatness!"
The statues for fallen heroes are as a tribute to their sacrifice. If the hero is alive, it's kind of vain and selfish.
So I think She's earned a statue, if only one in Croatoa that doubles as a powerful ward against Redcaps and so forth and possibly able to become a magical Avatar for her for when heroes need help laying the smack on Jack and Eochai. -
Quote:I know... And yes, i'll be honest, I kind of wish I could get the belly tees on some of my guys... What?Because Devs hate girls, apparently.
Females get generally less options with jackets and stuff, and they have 5-6 sit emotes that are all the same. I mean the exact damn same.
Then again, males dont get anything even close to a wizard hat, which is annoying. But then women dont get a kilt option. Which is really rather daft. And no, skirts dont look the same, because a kilt is thigh length with no flare. The only skirt option which is thigh length is the flared skirt, which mostly just looks rediculous.
Equality? Someday.
Oh, and IBGG (In before Golden Girl)
Also, I don't think golden girl comes to suggestions and ideas. -
It would be interesting, especially since in the City of backstory, heroes had trouble fighting tanks in World War II, and many enemies we fight are said in their descriptions to compare favorably to tanks.
Also accounting for modern Super Technology, I would estimate a City of-verse tank to have a railgun main cannon, missile batteries, anti-personal gun turrets, and heavy armor all around the whole thing would probably be cognatized like Lusca in some respects. -
I should also add to this by pointing out that Missile is technically just another word for "projectile" and could mean anything from a thrown rock, a fired bullet, a Molotov Cocktail, or even a rocket powered, guided explosive.
Magical laser beams? It's all energy damage in the end with the game. And magic can have a lot of different looks.
That's the funny thing about magic that shows like Sabrina, Magister Magi Negima, and other such things have come to embrace and bring to surface Clarke's Third Law -
I practically have theme songs picked out for my characters!
But for most of my Japanese characters they all tend to get SUSANOOH (Hakumen's theme) from the BlazBlue OST, especially my main katana fighter.
But for the times I don't feel in a Japanese mood, or when I'm semi-stealthing/rushing through to take down a target, for that I listen to Flight Over Venice 2 from the Assassin's Creed 2 OST.
There are others, but these are the big ones. -
Quote:I concur on the better bare feet option.If it weren't for that decaying skin I would never use the actual bare feet again.
Seriously, who designed our ankles?
I recall reading that the biggest problem about adding back items is how they sit on our characters. For example, HUGE characters tend to have back items lodged in their spin, and skinny/short characters have them floating a few dozen (exaggeration) feet behind their behind.
As far as deactivating the effect when certain powers are activated, Combat Auras already kind of sort of do something like this. Replace 'activate' with 'deactivate' and I think you're in business.
Also, small hole in using combat auras, combat auras will activate when a power is in use or in this case, make a weapon disappear...
So... There's gonna be those awkward times when you used Practice Brawler, your weapon's not in its scabbard, nor in your hands. -
Quote:Not bad, but I think the primary effects might be too prevalent and hit the ED cap.I could get behind more types of Purple sets. Here's what I'd like to see:
Divinity (Healing)
Heal
Heal/End
Heal/Rech
Heal/End/Rech
End/Rech
Proc: Chance for +Def (5% chance for +7.5% Def vs all for 8 seconds on target. 10 second cooldown where same target cannot receive buff again)
Bonuses:
(2) +5% Recovery
(3) +12% Heal
(4) +5% Damage
(5) +10% Accuracy
(6) +5% Def vs S/L, +2.5% Def vs Melee
Battle Cry (Taunt)
Taunt/Range
Taunt/Acc
Taunt/End
Taunt/Recharge
Acc/Recharge/End
Proc: Chance for -ToHit (10% chance of -7.5% ToHit on target for 10 seconds)
Bonuses:
(2) +5% Mez Res Confuse, Terrorized
(3) +3% HP
(4) +7.5% Accuracy
(5) +10% Recharge
(6) +5% Res vs Psi
Coat of Arms (Rech. Intensive Pets)
Dam/Rech
Dam/Acc
Dam/Acc/End
Dam/Acc/Rech
End/Rech
Proc: Fitness Bonus (Pets will have a +5% hp bonus and +20% regen, +5% runspeed and +15% recovery)
Bonuses:
(2) +5% movement speed
(3) +7.5% Slow resist
(4) +5% damage
(5) +10% Recharge
(6) +5% Def vs AoE, +2.5% def vs cold/fire
Just throwin' things out there =)
If you and the OP don't mind though, perhaps I could throw out a few:
Lightning Reflexes (Defense)
Defense
Def/End
Def/Rech
Rech/End
Def/End/Rech (Guess I can't talk)
Proc: +10% Damage
Bonuses:
(2) 4% Recovery
(3) 12% Regeneration
(4) 10% Recharge
(5) 15% Accuracy
(6) +5% Res (All)
Great Fortitude (Resistance) And no, I don't know what you mean by this "DnD"
Resistance
Res/End
Res/Rech
Res/end/rech
End/Rech
Proc: 15% Debuff Res (All)
Bonuses:
(2) 4% Recovery
(3) 3% Max End
(4) 12% Regeneration
(5) 4% Max HP
(6) +3% Def (All)
[b] -
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-Map tile sets with floor plans that make sense
-World Wide Zones with cities in England, Japan, Mexico, Egypt, Russia, etc. etc.
-AT exclusive pools that can help shrink the gaps between ATs just a little
-alternative power selections. (Like say instead of Golden Dragon Fly, I'd like Shockwave with a Katana swing)
-Vehicles and more temp powers
-Big Daddy and Big Sister EATs and Rapture! (just kidding) -
Quote:Bah, more on the skulls are needed.Duke Mordregar, Leader of the Hellions! (hope I spelled it correctly)
*also more hellions in general.
I mean they don't even have unique enemies like the hellions.
and I would personally propose changing the leadership of the skulls from the Petrovich brothers to a pair of girls.
One is a violent, lunatic b@#$%, who loves killing and bringing death to everything for the hell of it, and her foil, a bubbly, cheerful, and happy girl who honestly LOVES everyone (to death), but believes people will only be able to truly get along, heroes and villains alike, when everyone is dead. "And then we can ALL be one BIG happy family together!" -
Diver style pieces and big daddy-esque armor
Hakumen and Nu-13 style armors
http://images1.wikia.nocookie.net/__.../CS012_New.png
Hey, we're being wishful, right? -
-Spark Blade (His lacking appearance is a little understand able)
-Rose Star (Hers is not)
-Flower Knight (Can you tell I'm Asian?)
-Baron Zoria (His organization is huge but he himself only appears in the Finale of one Ouro TF)
- Night Widow Nocturne (If only for the excuse of having a high level AV Night Widow. Kind of weird how after the 20s the get bumped down to Lts rank only.) -
Quote:*Facepalm* The thing is, City of Heroes is a came choke full of shout outs and homages, to some, these little things are more fun than actually playing the game for the sheer nerd bonus they provide.My response would be... "Who cares".
You people do really tend to over think stuff or have too much free time. Just leave the animation of the power, or even the whole set, as cool and be done with everything. In this day everything has pretty much been done, especially with all the different genres (TV, comic books, video games, movies, even novels) and as tech improves. Good bet that everything has been done before, nothing really original anymore. I know Vincent "stoled" the move from another source.
It's not about "who stole what", it's about "AWESOME! I SEE WHAT THE DEVS DID THERE!" -
Longer names for the Name Gods!
Longer descriptions for the RP Throne!
/signed! -
Quote:In the very earliest idea of alt powers I had, such was not really possible, as originally it had been meant to be one alt power every certain number of levels.Back to the OP, I'm not sure it's a good idea. It'll certainly bring up an entirely new set of headaches when the Devs even attempt to balance a set.
How would these alt powers be balanced against the rest of the set?
What if someone took all alt powers instead of the standards?
Would it be the same set?
But in the case of using it for achieving elemental damage weapons, then it would be a perfectly viable option.
Perhaps the above system would be used in the case of elemental melee, blast sets, controls, etc. etc.?
But balancing between powers would be another issue that would have to be faced.
Perhaps I should consider a thread that suggests alt powers for each set? -
Quote:Well, part of the bare original idea is that it would first go to the melee weapon sets like katana, broadsword, claws, etc. etc. and effectively use the same animations in the alternate selections, but with elemental effects replacing existing ones (Defense debuff becomes electricity's end drain), it would get tricky on things like Claws and Dual Blades which don't exactly have those things. And the main hope being that the new powers could get away with existing animations with some weapons customization filling some of the gaps. (Like finally having fiery sword choices, or laser swords)The problems I can see are the standard code rant (although all of the technology would seem to be present in the VEATs, specifically the fact that Crabs can only take one copy of Venom Grenade despite havign access to two), the fact that it will (generally) require new animation resources and the fact that it will generate arguments between people over which powersets should get the treatment (since it is effectively a buff to the powerset in question).
That being said, I'm not really sure how many powers would actually benefit from it. While there are a number of powers that I think could use a solid overhaul (Time Bomb springs to mind) I'd rather see them fixed within the bounds of the cottage rule rather than just (effectively) replacing them outright. In some cases though fixing them would require a somewhat liberal interpretation of the cottage rule to allow for changing the mechanics of HOW a power works without changing the actual purpose of a POWER and in that case I can see an argument for retaining the legacy power for those who liked the old mechanics.
But all in all, you have opened my eyes to the big thing of all power sets deserving alternate power options, thus we also run into the creativity wall and the risk of intersecting repeated/redundant powers.
But in the end, I'm fairly sure the tech exists, the other problems though have already been mentioned, such as space usage, appropriate effect replacements (though DP provides some idea that it doesn't always have to be one for one), and the creativity wall.
Quote:A good example of this would be Time Bomb. Personally I'd like to see it replaced with Satchel Charge, a power that keeps the basic concept (a large explosion) but gets rid of the problematic portions of the powers (specifically the 8 second cast time and the 15 second delay) and has a more suitable animation (specifically throwing a satchel charge a short distance). Now personally I think that would be a much more useful power and it is still within the cottage rule (given a somewhat liberal interpretation of the cottage rule). However there are some people who like and use Time Bomb the way it is and for them this change would eliminate their current tactics. So keeping the legacy version around would make sense.
Quote:That being said I doubt we'll see it happen. As soon as the devs start doing this for the sets that really need it they will get inundated with requests to do it for all sets. Everyone has powers that they hate and even if the set itself doesn't really need the change they will feel as if it does. -
Quote:Yes, but there are a few holes in that:Wait... isn't cottage rule already broken to tiny little pieces?? Energize anyone??
Edit: ...Unyielding (Stance), too...
Unyielding used to prevent you from moving and was made back in Jack Emmert's day, if I recall, Cottage Rule was implemented after he left.
In the case of Energize, it really was, arguably, for the better. Conserve power was something tanks and scrappers could already get in APPs, and Devs are known to loathe doubling a power for PCs. Further More, Conserve power could only be slotted for Recharge reduction and no IO sets and there was no hope of ever perma-ing it.
Energize allows you to slot IO sets for it and has a faster recharge, and heals, even if the end Discount is depressingly lower and the duration shorter.
Another case of the Cottage Rule technically being broken post Jack-Era would be removing Recharge intensive pet IO set slotting from Storm Summoning's Lightning Storm. But that's more of an enhancement issue that isn't exactly counted.
Otherwise the Devs have a fairly spotless record on keeping the Cottage Rule. -
This is basically an idea I had summed for a thread in the Global board and wanted to know what you guys thought:
Quote:Now the real kicker could be that this wouldn't have to just apply for a few specialty powers, but allow us to have things like elemental versions of some melee weapons sets. And this wouldn't exactly change the existing set, merely add to it.One Idea I had for circumventing that [the cottage cheese rule] would be the idea of "Alt Powers" in power sets which would basically be alternative powers you can choose from a set which would lock out one option or the other. For example: let's say at level 32, you had either a choice between Golden Dragon Fly, or (A katana version of Claws') Shockwave. By picking out shockwave, at 35 you would not be able to select Golden Dragon Fly, or at any other level without respeccing out of it. (Like some of the Soldiers of Arachnos' powers between the branching jobs)
The draw backs I see, besides the standard code rant (though this might be slightly more possible than other suggestions), would be that this could easily multiply the data space needed for one power set by about ten.
But anyway though, that's the gist of it, so what do you guys think?