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That's exactly why I used a brute for the example.
50% of Quickness is still a 10% global recharge bonus and a 10% (enhanceable) speed bonus.
75% of Granite Armor is 11.25% defense to all except Psi and 28.125% resistance to all but Psi, both enhanceable to 16.8% and around 43% respectively with creative slotting.
Focused Senses and Evasion (which can't be blocked from running because it would be this hybrid's taunt aura) would be 6.95% each. Enhancable to just over 10%
If you add in set bonuses and pool powers that would allow you to have a softcapped Granite brute with a 10% global recharge bonus (which can also be added to through set bonuses). I have seen characters with zero defense powers built to softcap, so it IS possible.
On the primary side: SS would be the dominant set so it would get 75% and Fire Melee would get 50%
Perma Rage would still be possible with enough set bonuses. At 75% effectiveness it is STILL a 15% to-hit buff and a 60% damage buff. Fire Melee's 50% debuff is eliminated by Rage, while actually still getting a 10% damage buff. SS will still get a 35% damage buff with Rage active. Add in Fury and your combat effectiveness doesn't drop that much.
Build Up at 50% effectiveness will still be a 10% to-hit buff and a 40% damage buff.
End result: Even with your reduced effectiveness factored in, this would still be an overpowered character.
You state that it's purpose is not to make an uber-build. I believe you on that....
....but look what happened with AE. It's purpose was to allow players to write their own stories and missions, and look at how it is being used.
Your intentions seem good, but you can't ignore the proven fact that, if you hand people something with this much potential to be abused, it WILL be.
That's just ONE example that I came up with after thinking about it for a few minutes, I'm sure if this were implemented people would come up with combos that are even more broken than this. -
The devs have said things will never happen because they couldn't do it due to manpower of coding restrictions that they found ways around.
In this case they said it will never happen because they don't want to do it.
Big difference. -
Quote:Siphon Speed is NOT like Siphon Power. Siphon Speed only affects the caster, not anyone around them. It was done as a consolation prize for not being able to Speed Boost yourself.I just recently leveled a fire/kin troller to level 50. Occasionally, I will have a tank ask for SB even tho I just recently used Siphon Speed on a enemy right next to him and I have the icon in my list showing it worked. Isn't Siphon Speed similar to Speed Boost, but it gives a speed boost to everyone within range of target? I have seen my toon move real fast with Siphon Speed.
You have indeed seen your toon move very fast after using it, but if you pay attention you will notice that (unless you have already Speed Boosted them) your toon is the ONLY one on the team moving very fast. -
The potential for extreme overpowering exists here.
Let's look at a Brute
Primary: SS/Fire
Jab
Fire Sword
Haymaker
Build Up
KO Blow
Taunt
Rage
Fire Sword Circle
Foot Stomp
Yeah, just a LITTLE overpowered.
Secondary:Stone/SR
Rock Armor
Focused Senses
Earth's Embrace
Practiced Brawler
Rooted
Evasion
Crystal Armor
Quickness
Granite Armor
You would be able to take Practiced Brawler instead of Rooted. And you could get both Quickness AND Granite Armor. Giving you the best part of Stone Armor, while circumventing a lot of the downsides to taking it. You still couldn't jump in Granite form, but you would have mez protection that doesn't slow you down, and Quickness to help make up for the -speed and -recharge of Granite form. You would be nearly unkillable, while giving up very little of your damage output. Pair that with the primary I outlined above and you would have a seriously broken, overpowered character.
Interesting idea, but there's no way I can see that it could be balanced to keep things like this from happening. -
Hate to be the parade rainer here.
I could see it for Teleport, but the other 3 wouldn't work from a canon lore standpoint.
The war walls are there to keep the Rikti out, if a hero could just zip right through them, obviously the Rikti could do the same, making the war walls pretty useless. They also have a ceiling, to prevent aerial attacks (the Rikti hack in and shut the walls down during invasions)
I could see this as an option for PI/Talos/Croatoa/Striga, but in the main city zones it wouldn't make much sense.
I don't have any major beef with the idea, I just think it would be unlikely based on the fact that it would make the war walls redundant (which really only exist to keep the zones managable sizes anyway)
They could remove the war walls entirely and add some countryside between zones, but then you'd have the problem of a Rikti raid in Talos causing lag in Atlas, because it would effectively all be one zone.
So, neat idea, don't have a problem with it, but I just don't see it happening. -
The only problem I see is that characters are balanced around everyone having the same number of powers and the same number of slots at level 50.
As Bill and Whisper said, most people build to take a power at 49 that requires little or no slotting. A lot of times that power is unnecessary for the build in the first place. Would be a little unfair for one person to have more slots than another because there was nothing left their character needed, while the other person took a useful or necessary power there instead.
I'm not especially against the idea, I'm just pointing out that it does have a sizable hole in it. -
I'd be okay with this as a "if we have time" addition. I'd rather they not divert manpower and resources to this unless their goals for an issue were already met.
I, and probably a lot of others would rather see new content, zones, missions, task forces, powersets, etc. first.
I'm not against the idea, I just think it should be a stretch goal rather than a focus point. -
Quote:It makes certain badges too easy to get. It was never intended for any one character to obtain every single badge in the game.The problem with rolling an alt, as has been mentioned, is that it's not the same character and the loss of badges, accolades, and so on.
The point I'm making is that it's not going to hurt anything (respeccing to L1 in a new AT or power set), so why NOT allow it?
Sure, some people have ALMOST all of them, but they had to go to ridiculous lengths to get some of them.
A scrapper will never get the healing badges as fast as an Empath will. On the reverse, an Empath won't get the damage badges as fast as a Regen can get them. Being able to switch your AT and powerset would make that system exploitable, which it currently is not. Trust me, hardcore badge collectors all over the place would use this feature for exactly that.
And you are still ignoring the fact that the devs have said it is never going to happen. They didn't say it was too difficult, they didn't say it was too time consuming, they said "We're not going to do it, because it would be unbalancing."
It's not a matter of them not having the manpower or the ability to implement this. It's a matter of they just plain don't want to do it. And I seriously doubt the extreme minority of people that are asking for it are going to change their minds.
A suggestion is exactly that, a suggestion. No group of players, no matter how large, has any authority to tell the devs what to put in the game. If they have looked at this thread, they have seen a few people in favor of it, and a significant number more against it. The forums, while not showing the opinion of every player in the game, are a decent cross section, and I'd be willing to bet that the percentages for and against would be about the same. I highly doubt the devs will implement something they see as unbalancing to please 5 or 10% of the playerbase. -
Quote:That's funny, I actually happen to HAVE a Fire/Fire and I used his second build for PvP.I personally just dont see alot of sense having 2x fire/fire on the same character. Yet dual speccing was implemented. Some say it's so they can have a pvp set and a pve set. fire secondary plainly sucks for pvp so why would I pick that AGAIN to make a pvp set? Didnt the same people back then yell *if you want a pvp set just respec or roll an alt"? Yet it was implemented, lol... so take it a step further and let me have a different dual spec even if limitations apply (like having to restart that one from lvl 1)
Simple, really. I used the power choices that went into my secondary for pool powers that are useful for PvP but have no place in my PvE build. I also changed my APP from Fire to Cold. Same character, same primary and secondary, completely different playstyle.
Okay, the suggestion so far has been: Respec your AT, Primary, Secondary, and Origin, and start over from level 1.
What happens if you decide you want the old character back at some point? You do the same thing, starting over at level 1?
Or are you advocating that you use your second build for the completely different character? Uh, no, I can see that being far to exploitable. I'll even explain my reasoning.
Say you have a scrapper character, who happens to be your main badge collector too. You want the healing badges, but it is next to impossible for the scrapper to get, since it is restricted to Aid Other and nothing else. If you could make your second build an Empath, you would get the healing badges in a fraction of the time.
The point I'm making is, if you want to start the same character over at level 1 anyway, why not just make a new character. That way you don't lose anything at all on the old one.
This is a bad idea anyway you slice it. The devs have already said it's never gonna happen, and I happen to agree with the people who are against it. -
I would support the ability to change a character's origin as a one time only deal.
I would probably only use it on two of my characters, my main hero and my main villain.
My main hero is a cyborg. His claws are either a ceramic/titanium composite, or energy blades, depending on which costume he is in. I created him long before I completely fleshed out his backstory. He is Science origin and he really should be Tech. The Tech SOs would actually be perfectly logical for him (not that he's using them anymore, but still)
My main villain is an alternate dimension future version of my main hero. He is so old that the technology that powers him is failing, so he experimented with different power sources to keep himself alive. He is Magic origin currently, he should be Science.
The hero is Claws/Regen and the villain is a DM/Nin stalker. The stalker's claws are still there, sheathed in his forearms, but they don't work anymore. He gained the DM powers from his experimentation into alternate power sources. The nanomachines that accounted for the Regen part of my hero aren't quite as effective anymore, so he only has one heal instead of many. The alternate power source jumpstarted his metabolism, so he now dodges or avoids attacks instead of taking them and healing it back, which is good because the nanomachines probably can't repair him as fast anymore.
Just an example of how origin can be very much tied into a character's history. A one time change would be nice if your concept changes over time like those two did. -
Quote:Hey Dev's any chance of getting pistols for heroes a kin to blaster powers
Going Rogue has 2 new powersets coming. Dual Pistols, for Blasters, Corruptors, and very likely Defenders. Masterminds are getting Demon Summoning, which is supposedly fire-based, and will pair well (thematically) with Thermal Radiation, which MMs are getting in I16. -
The reason I don't farm is it bores the hell out of me. I have zero desire whatsoever to spend my time playing a video game that I play for enjoyment, only to be bored while I'm playing.
Even a lot of the farmers I have talked to admit that it's boring. Apparently it's about the rewards and not about the fun you're having (or not having as the case may be).
If you truly enjoy running the same mission or killing the same spawns over and over, more power to you, far be it from me to hinder your enjoyment.
If you're just farming for the rewards and boring yourself to death, that's when I question why you're doing it.
My characters are barely IOed, in fact I only have one who's build is close to finished. I found that when I acquire things over time I appreciate them more, and I get to see my character gradually become more powerful.
I understand that I see things differently than a lot of people. I'm not even going to ask for the draw to be explained to me, I've asked before and it's been explained before and I still don't see the appeal.
I'm not an anti-farmer, or a pro-farmer, I'm just a non-farmer. -
Quote:Actually Superman's AT has a number of members.[ QUOTE ]
I'm sorry if Superman seems to be your mental image when someone says "Tanker". Superman isn't a Tanker. Superman is Superman. He's an AT all to himself.
Hyperion, Sentry, and Gladiator from Marvel fit in that category. They all have strangely rare weaknesses and are otherwise unstoppable.
Hyperion is almost a direct Superman ripoff, he has all the same abilities, and is weakened by exposure to argonite.
Sentry is arguably as powerful as Superman, but has a laundry list of fears, phobias, and mental conditions.
Gladiator can do anything, as long as he is confident in his ability to do it.
On the DC side, Darkseid and Doomsday are both Superman AT.
In game terms we would call them "stupidly overpowered God-mode characters" -
I ran a boss farm once....and I do mean once. I have no particular issue with people who enjoy farming, it just bores the hell out of me, so I don't do it. I had a Comm Officer farm of my own that existed for a grand total of maybe 4 days. I just can't get into the mindset for it to be fun. Farming almost feels like work, I don't play a video game to do work, I play it to relax AFTER I do work.
I have issues with people exploiting, but that's different.
I also have issues with the hordes of AE Babies being created daily, but I'm only partially blaming farmers on that. It's the people asking for fillers that aren't very particular about who it is that seem to create them. Hopefully that will change with I16 when fillers will be unnecessary.
Have fun with your farms, I'll go run a TF or stomp some Council into the dirt or something. -
Eh, I could care less about the rep meter, will be interesting to see if I acquire any, or if I piss enough people off to get into negative rep.
As it currently stands it's giving the impression that my avatar is taking forever to load. -
Quote:My Rad/Sonic has an issue with this statement.
when a team needs a defender it needs himm for his abilities to defend,buff or debuff not because he can blast here and there.
I drop AM at the beginning of the fight and set my toggle debuffs. That takes maybe 10 seconds. What do you think I spend the rest of the fight doing?
It sure as hell isn't "stand around and wait to see if someone needs a heal"
With the secondary effect of my blasts being to further debuff enemy resistance I'd be an idiot to not blast as much as I possibly can. I designed the character to contribute to a team's offensive ability. That includes direct offense as well as power multiplying.
Quote:was just making a suggestion on having blasters more ranged based at's. -
*stands in the middle of the thread watching it go around and around in circles with no end in sight*
You guys done yet? You're making me dizzy here.
Here's a thought: How about everyone take a break from the internet nerd-raging and go play the game for a while. I mean, that IS why you have an account, right?
Or, if you'd rather stay on your respective soapboxes and scream at each other, at least put a hat out so the amused passerby can drop a dollar in. Keep going long enough and it might pay for a month or two for ya.
Screaming "You're wrong!" at the top of your lungs does nothing to make either side any more right. -
Marshall Stack was born a mutant. Unlike most mutated children, his powers did not develop at puberty, he has had his since birth. His first cry deafened everyone in the room and destroyed half a million dollars worth of medical equipment.
Unfortunately, Marshall also had a genetic defect that resulted in a complete inability to control his powers. Any time he used his voice it was accompanied by a destructive sound wave that could destroy anything not heavily armored against it. So, he grew up isolated from other children out of fear for their safety, as even an involuntary noise could kill his playmates. it wasn't until a special school for kids like him opened that he got to socialize with children his own age. Sadly, with children being as cruel as they are, he was cast as being a freak among freaks and picked on daily. The only exception was a young girl named Lora Hennstridge. She was a powerful telepath who was placed at the school because she was having difficulty controlling her powers. Finally, Marshall had met someone he could communicate with without hurting them.
Marshall and Lora began dating shortly before their junior year and it seemed like everything was finally starting to normalize for him. Fate would not be that kind.
After seeing a movie in King's Row, Marshall and Lora were walking back to the train to return home when they were accosted by a group of Skulls. Brandishing guns they demanded all of their money. After discovering they had none, the Skulls decided to take Lora instead. Marshall grew enraged, but since he had been working on restraining his powers for years he never thought to use them, lashing out with a fist instead. One of the Skulls, already nervous, squeezed the trigger of his submachine gun and sprayed the area in front of him with lead. Miraculously, none of the stray shots hit Marshall. Lora was not so lucky. She was hit with several rounds and crumpled to the ground bleeding. Ignoring their assailants, Marshall rushed to her side just in time for her to die in his arms.
With tears running down his face, Marshall did something he had never consciously done in his life.....he tilted his head back and screamed.
When the police arrived minutes later, they discovered a sobbing, nearly catatonic Marshall cradling Lora's lifeless body. They asked him what happened and he could only pantomime the events, as his one link to the world was lying in his arms staring emptily at the sky. The police discovered the corpses of several gang members with ruptured eardrums and evidence of blunt trauma over their entire bodies lying several hundred feet away, having been smashed through a brick wall.
At his trial Marshall was given an ultimatum...either spend the rest of his life in prison or register as a hero and learn to use his powers for the benefit of others. The choice was simple, but Marshall's reason was simpler still....he registered as a hero and vowed to spend the rest of his days in penance for the girl he allowed to be killed. -
Some of the older TFs could really use some streamlining.
The signature TFs are the ones that spring to mind here. Positron is the worst offender by far. Do we really need to defeat THAT many CoT, Vahz, and Clockwork to get the idea that they are interested in the dam? You really can make that point in the space of 4 missions: 1) Fight Vahz and find out they are interested in the dam 2) Fight Clocks and find out they are interested in the dam 3) Fight CoT and find out they are interested in the dam 4) Save the dam.
A little filler isn't always a bad thing, but do we really need 12 missions worth of filler? Especially seeing as how a lot of them are redundant.
A lot of the newer TFs don't have that filler problem. They are maybe 5 or 6 missions long, and they get to the point rather quickly.
If you want to extend the length of a TF, make it fewer, but longer missions. make them less susceptible to being gamed and run super fast.
Perhaps random length missions. Say, an information gathering mission where one mob on the map has the information you are looking for, but there is no indication which mob it is, or where on the map it is. You could finish it in the first fight, or you could kill the majority of the mobs there before you find what you're looking for. And if that mob's spawn point were truly random it would be nearly impossible to get efficient at running that mission.
Or maybe a black ops type snatch and grab mission where stealth is required. Have the contact issue a temp stealth that lasts the duration of the mission so you don't find yourself unable to complete it because you don't have a stealth power. You have to sneak in to get to a specified point past patrols, defeat a few bodyguards who will sound an alarm when defeated, and then fight your way past a few ambushes to get out. If you fail at stealthing through it, the objective flees and you fail the mission. Could even make it the first mission of a TF that you HAVE to complete to continue, if you fail the TF automatically disbands. Using stealth in CoH is not difficult, so it shouldn't be a big deal for it to be required here. The precedent has even been set in one of the RWZ missions.
There's my ideas. Those would add some dynamics to TFs that are sorely lacking currently. -
A true Giant would be cool in Cimerora. Maybe a Colossus? It would fit the mythological theme of the zone and would be interesting to see. Maybe even have several different target areas to aim for instead of just one box, similar to how you have to defeat all of Luscas tentacles individually before she is defeated.
Maybe if you take out it's legs first it becomes immobile, but still able to fight while losing it's footstomp attack. or if you take out the torso, it would lose it's attacks it uses it's arms for but can still footstomp. Maybe the head could have a breath attack that it loses if you defeat that portion.
So, 3 areas to defeat, each making the rest of the creature easier to defeat. But, if you take too long, a defeated portion could recover and you have to do it again.
Just a thought. The GMs in the game seem a little simplistic to beat, and I thought it would be cool to have one that was a little more dynamic. -
My sonic/devices blaster's name is Marshall Stack. It sounds superheroey, what with being a reference to a very loud guitar amplifier and having connotations of being both sound and devices related.
Except....it's his real name. His parents are Irwin and Elizabeth Stack. He is a distant relation of the actor Robert Stack. His parents named him long before his powers became apparent, and were unaware of the Marshall amplifier company. He makes no secret of the fact that it is his real name.
My main and namesake scrapper Claws and Effect has a secret ID that he does not share. Teammates and people close to him (but not close enough to know his real name) call him Claws for short.
I'd like to see a feature where you could choose a name for contacts to call you after a certain level of familiarity. Marshall Stack would insist that once you become his friend you just call him Marshall or Marsh. Similarly, almost no one uses Claws's full name (not even me) My fire blaster, Return to Cinder, goes by Cinder most of the time if he doesn't know the people he's with that well. His friends call him Kyle, because that is his real name. Contacts would not get close enough to him to call him Kyle, so they would call him Cinder.
It would be optional, if you don't want the contacts getting more familiar with you, you can leave that field blank. But if your hero ID is your real name, you can set it to where they drop your last name in conversation, as most people would do after working with someone for a while. Or even if your character's name is John Smith, and he insists on formality in a professional setting, you could set it so they call him Mr. Smith.
I say only contacts because A) it wouldn't be as difficult to code as every single NPC in the game, and B) they are the only NPCs I can think of that would have any real reason to call you by a more familiar name. Your average hostage isn't going to call my scrapper Claws. Superheroes are larger than life figures, your average citizen stands in awe of them. Most would not presume to refer to someone of that stature in such a familiar manner.
Just like if you met a celebrity and you happen to know that his close friends call him "Headache" in reference to an amusing accident he had in his youth. You would not say "Hey, Headache, how's it goin?". You're not a personal friend of that celebrity, so you don't have their permission to call them that. A superhero would be much the same. -
Quote:I would be okay with slight alterations to a power's appearance as you enhance it.
I double the power of an attack, perhaps it should FEEL more powerful. Maybe the orange damage numbers should be a larger font or the power could be physically larger, shake the screen slightly or cause knockback/knockdown at the highest levels. Most importantly, the power itself should look different.
Example: Gloom from dark blast is a flying skull. At higher powers, maybe it should be two or three skulls that spin around each other.
Another way of making this work is to not change the power, but change the way it affects the enemy. For example, if I hit an enemy with a fire blast attack that takes more than half of their life away, perhaps they should actually light on fire (have a fire aura effect) for a few seconds. If it kills (I mean arrests) them, perhaps they should blacken a bit and smolder for a few seconds.
Anyway, that's the thrust of it. What does everyone think?
I would not be so okay with larger font and screen shake. I get enough lag on large teams as it is, I'd rather not get more because someone enhanced the hell out of Blaze and it has 4 foot tall numbers and makes the screen shake every time they fire it.
Adding knockback/knockdown is right out because that would be changing the functionality of the power, which the devs said at one point wasn't going to happen outside of effects you can add with IOs.
Decent idea, but there are problems with some facets of it. -
Well, I was only refering to secondaries, since that's what the OP was talking about.
Also, I did count Chilling Embrace as a melee power, it was Ice Slick I wasn't counting, but to be fair I probably should have, since I counted Burn in Fire Manipulation. So, yes, Ice would be 6 of 9.
I was only counting those powers that melee range was required to use, which is why I didn't count Trip Mine or Time Bomb, since you don't have to be in melee to activate/get use out of either one.
Hot Feet, Blazing Aura, Lightning Field, Chilling Embrace, and World of Confusion can all be activated outside of melee range and left on, but they do nothing if there are no foes within melee range of you.
All I was illustrating was the abundance of melee range powers found in blaster secondaries, which pretty much debunks the notion that blasters aren't supposed to go into melee. The relative lack of melee powers in primaries I wasn't touching on because they are SUPPOSED to be ranged damage sets. Nukes are the only exception in most cases. And technically you CAN use Rain of Arrows and Blizzard in melee range, as they are Location AoEs, drop it at your feet and it effectively becomes a PBAoE. But it is true that they are not melee specific powers since it is not required to use them. -
I'm going with Ghost Widow's powers on one brute (DM/SR). I want Gloom to up my DPS for AV/Hero soloing, and Darkest Night to help with the same.
My Shield/SS will be taking something that gives me more AoE, not sure which yet. As far as story arcs go, I will run through all 4 of them at least once, because I have never run them before. -
I too was under the impression that you wanted to change primary and secondary powers.
I was pleasantly surprised that such was not the case. I like the idea of respeccing only what you want to change without having to rebuild from the ground up. My main scrapper hasn't changed anything at all from level 1-24 over the last 6 respecs that I've done on him. The ability to start at level 25 and go from there would be great. Or even just an enhancement slot respec. It is annoying as hell to have to completely rebuild your character just to move 2 or 3 slots to a different power.