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Posts
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Quote:The combination of having pets which do a debuff when they die combined with the ability to be able to order said pet to explode on command via detonator. I like the concept, but (being the synergy ***** I am) I immediately thought of this combo. That's a pretty strong "alpha suicide" combo right there.Which? The sending pets in for suicide or the masses of pets?
Quote:Necro can only revive their pets into the ghost things if memory serves, and that's a completely different thing from death patches/explosions no? Could be wrong, I don't play necro -
Quote:What's wrong with that as a tactic? I do that regularly with certain MMs and it can be very effective (Necro is especially good at it).I could get behind this except for one minor problem. Collision detection. Holy jesus on a stick can you imagine the collision detection issues we would have with just -one- of these MMs on a team with all those chances to spawn critters and such?
Another thing, You seem fond of the "pay you back in spades" death moves but it seems a bit.... counter productive? I don't know. By adding things like that through upgrades it kind of seems like you would want people to send their pets in to die purposefully so they could be affected by the death auras before the real team goes in.
In this instance however it possibly would be too gameable by Traps masterminds. -
Quote:If Build Up is active when you press the button then you'll get the effect, even if the power then takes 4 seconds to animate. It's similar to the way that opponents will be hit by any power they were in range for when the button was pressed, even if in the animation time they do a runner.I don't know. How does it work today? If you start a power and build up wears off before the power finishes animating, do you get the effect of build up or not?
My idea was that the charge-up would only keep going for the duration of the power's normal animation/activation time anyway, so there should be no difference in how long it would take to fire off a power. Instead of just clicking the key you would simply hold it down while the power animated. -
Quote:ah, now I get it and Locals comparison makes a lot more sense to me.Jolting Chain's 'chaining' range is actually an AoE power with a specific radius, so you cant change that, since we cant influence the radius of powers.
Drat, would have been nice to be able to slot or range -
Blame whichever idiot NCSoft executive thought gutting the EU support staff and rednames and transferring one of them to a timezone 8 to 9 hours behind the times when the EU servers are used and active was a clever move.
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Ack. That's horrible.
Back to obscurity with you Astley. Don't sully my ears again.
Quote:In other words exactly what he (or the puppet masters pulling his strings) did 24 years ago?He's trying for a sound that'll be marketable in today's music scene. -
Quote:That's not the best example though, the two aren't really comparable given Joltings heavy use of pseudopets to propagate.I don't know; haven't tried it. I'm already slotting Jolting Chain for Acc/Rech/Dam. I would guess that Range would only affect the distance for the power to hit the first foe, and that it would not affect the distance chains can jump. Similar to a Targetted AoE power -- Range does not make the AoE bigger.
IOs & Pets / Pseudo Pets tend to act weirdly together, things like Recharge bonuses filtering down to the pet powers which required a nerf to fix.
That said I've never really checked if IO slotting a pet or pseudo for range increased the range for it's powers. I remember thinking about it for the Lich before (Fear/Range IOs for his Fearsome Stare) but never got around to it. -
Quote:This logic jump makes no sense to me. Greater Fire Sword does 65% more damage than Greater Ice Sword, it's a massive jump above anything else in Fire Melee as well (nearly twice the damage of Fire Sword)... :/
So you're telling me Greater Fire Sword is useless?
Whereas Greater Ice Sword for some reason only does 46% extra damage over Ice Sword.
So there is a massive disparity between the two. GIS needs about a 40% flat damage buff just to be in line with it's lesser sword. -
Quote:Yeah, that's the one. It's giving me an error for every file, stating that there was an "Error opening the file for writing". I'm generally computer illiterate, so I have no idea why this would be.
Oh, you may need to run the install as an Administrator to get it to work. -
Quote:Where are you downloading it from? The current version is at http://www.cohplanner.com/Somewhat off topic, somewhat on, is there a problem with Mids? I tried downloading it again (I had deleted it a while back) and now many of the files are coming up as errors and not downloading.
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Quote:Oh right, sorry.Um yeah but this was in a mission, not outside. Those Arachnos right there are on my side, since I had rescued them.
Also if you'd bother to actually READ the topic, I said it was circling the clocktower. Not going from one end of Mercy to the other.
Must be a clone of the one outside so. Never noticed it buzzing around that mission before though. -
Quote:Given that Virtue recently had a drama Llama incident last week where some SG leader got miffed at some other SG for hitting the #1 spot and accused them of cheating / hax I think Virtue absolutely be considered for this.While I like the idea, Guardian seems to be such small potatoes compared to other servers. It would seem that going after such a small server might lend itself to the idea that perhaps Virtue or Freedom are out of the Ebil Marketears collective class.
Edit: Perhaps Champion would prove enough of a challenge since you don't really want to tangle with Freedom and Virtue.
(not that I have cash or anything, but it would amuse me to behold the whine threads your actions spawned) -
Hasn't there always been a neutral Flyer in Mercy going from the starting base to the fort on the other end?
It's not a new thing AFAIK -
Quote:Sorry, I wasn't trying to shoot you down in flames or anything, I was just pondering out loud the potential issues with it.Ack, I don't want them to be targetable like that, that would be really annoying! I just want area attacks that could affect them to do so, automatically, without changing the way they work otherwise.
I've attacked oil slicks with all kinds of attacks that do nothing for them before because I double-clicked an attack instead of looking for a target manually, and it picked the oil slick because I was standing on it. I would hate having to sort through 12 patches of caltrops, an oil slick, four invisible pseudopets I don't even know what they are, etc, etc, before I get to the enemy I really want to punch.
So unless this can be done "invisibly" and non-intrusively in a way that doesn't change the current game too much, I'll unsign my own suggestion...
I've no idea if it would be possible to flag it as untargettable but still have hittable by suitable PBAOEs. Maybe give the target some form of high-level stealth or something so it wouldn't appear but you could still Handclap near it and destroy the Caltrop Patch it represented -
Quote:It's an interesting idea alright. As far as I can tell you'd have to add special "trigger" types of damage to the counter powers and the offending pseudopets would need to become targetable and resistant to anything bar their "trigger damage" type (like the way the Oil Slick target works). So the biggest issue IMO would be the fact that things like Caltrops would end up with a target in the middle of them which could be very confusing for people.The most (and indeed only) example we have of this right now is Fire damage powers setting Oil Slicks on fire.
I want to see more powers be able to affect more pseudo-pets.
For those who don't know, pseudo-pets are the engine's way of creating certain power effects, like Caltrops, Oil Slicks, Hurricanes, etc, etc. Anything that sticks around to cause an effect, and many invisible things that you wouldn't expect like Lightning Rod and Shield Charge use pseudo-pets.
What I would like to see is having Knockback powers affect certain pseudo-pets like Caltrops. A patch of caltrops (or twelve) annoys you? Use Handclap and scatter them. In this example the caltrops would have a special weakness against Knockback powers so that the caltrops pseudo-pet would be defeated and go away if exposed to a certain magnitude of Knockback. Other pseudo-pets that could be defeated in the same way would be the gas clouds left behind by Rikti monkeys, and by Nemesis grenades.
The infamous Longbow sonic grenade could perhaps be countered by Siren's Song, effectively cancelling out the harmful vibrations.
Burn patches could be countered by ice powers, and vice versa.
It would make for a more complicated game, but also more strategic, and it would allow for more interesting ways to balance powers. A power that might be considered useless today (e.g. Handclap) could be situationally useful (or more so) if it could be used to counter certain annoying attacks. -
Quote:That's where the issue happens though. The engine supports "I've been hit" but doesn't support "Attack the person who hit me with this attack / debuff".Only thing I can come up with against a specific target would be a single-target toggle or attack that gives that target -Def, -Res, -Regen, etc. Debuff them and your attacks against them will do more damage.
My beloved original Defiance gave Blasters' nice buffs to +Dmg and +ToHit when taking damage, kind of an indirect way to lay some extra smack down on a specific target if you want.
Obviously the Standard Code Rant kicks in but I wonder if they could do something weird with PROCs though, basically a invisible aura around you which give enemies surrounding you a negative PROC effect when they launch successful Melee attacks.
Only issue would be the PROC would go off whenever they launched any melee attacks, not just ones directed at you.
So basically an aura power which gives all enemies within range a modified version of the Fiery Embrace proc affect which hits the Caster (which is them since they are Caster when they are making their melee attacks) with 5 or 10% damage any time they make a successful melee attack. -
It does and it's wonderful, even just as an easy indicator that a Chance for a Stun happened (like with Bone Smasher). If I see Domination pop up I know they are out of the fight for 10 seconds or so and I can focus on taking someone else down.
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The last bit is the problem as far as I know. The engine doesn't support a "Attack whomever hit me" mechanism for whatever reason and I guess it's non-trivial to add.
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Quote:Well that would explain my confusion alright, I haven't gotten to the stage where I've taken Chain Fences yet and had assumed it was also a jump-chain power, given the name.Uh, Chain Fences doesn't jump. It is an instant AoE Immob. Are you thinking of the Confuse, Synaptic Overload?
The other electric jump-chain power, Electric Melee's Chain Induction, takes Melee Damage enhancements, so that appears to be consistant.
Another question on Jolting Chain. Does slotting with +Range enhancements affect the distance chains can jump? -
How come Chain Fences takes Targetting AOE IOs but Jolting takes Ranged Damage ones when they both use the same jumping mechanism?
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Really? I thought any offensive proc will jump properly without issue (any chance for damage, chance for a debuff or a chance for a mez) but any ones that can give a beneficial boost to the caster won't (chance for End or chance for Self-heal for example).
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As a matter of interest has any Widow / SoA stayed LOYAL to Arachnos?
My Fort is an older character whom I decided was training the potential Widows of the future. But she got sick of Lord Nutcase throwing away her hard work and training by letting those Destined Ones stomp all over her girls that she decided enough was enough and is currently a Rogue. -
Quote:Damn things aren't worth the time it takes to kill them. My Dark/WP brute gave up in disgust, but they couldn't really hurt him either.Speaking of missions designed to send you to the hospital, the first time I did Darrin Wade's arc I got completely pwned by all that living armor in the midnighter's club that gets mad at you (I think it's the last mission for him).
I was playing a mastermind, I can't remember for sure but I don't think I even had any pets out lol.
My Night Widow just danced her way out while they whiffed away uselessly.
My Earth Domi knew better and took the Self Destruct Taxi home instead. -
Given that Zombies are soooo 2008 dahling I assume we are going to have sudden, random and never unexplained Sparkle Vampire attacks this year?
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Quote:Chain Fences doesn't have any -KB. The single target version does though.Thanks for the replies. Some followups:
Yeah, I really rue my "no repeats" rule sometimes, cuz I'd love to play Elec/Rad, but I'm sorta stuck w/Elec/Therm, which I'm not crazy about tbh. CC+CA seems like a good combo. So no real problems w/JC waking up mobs before the next pulse of sleep?
Really? I thought it did absolute crap damage?
Is that a good opener? That is to say, even assuming it hits all the mobs, won't it only actually KU the 1st mob, and the rest will get their shots off at you while JC is actually jumping through them?
One thing I've noticed was that JC still KU'ed things that were immob'ed by my Fences. Does Fences not have a -KB, or does JC just work anyway (if so, awesome).