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Posts
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Joined
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-A command in text so when a player solos a mission NPCs will say their character's name and when they play on a team NPCs will say something else, like "them" or "they". Actually, a command to use different words instead of other words.
-Is there a $gender command? If not there should be one. Maybe $pgender for possesion.
-Center Text command
-A $date+(-)t command to display the day's date plus, minus time: d for day, m for month, and y for year. $date-3d the day's date minus 3 days will be displayed in the text.
-<br> to count as one text. It was one text when first pressing enter.
-An AE placed in Pocket D for Co-Op capabilities
-If an AE is placed in Pocket D, have the option to give team members of the opposite aliance to the leader the ability to complete subtasks.
-Different mission depending on rather the last mission was succeeded or failed
-Have what happens in old mission affect things in later missions
-Ability to place a mission boss with guards other than with boss guards, i.e Escort, Destroy Item, etc and a lone boss guard.
-Mission Boss Vs Mission Boss and/or Mission Boss double teaming.
-Boss teleport from mission option after defeat
-Boss does emote after a certain defeated level; Boss at 1/4 health: This is not a fight I can win. There's only one thing left to do. Dance. /e boombox -
Text
-An alternate team text command, /at oringinal text(alternate text). The alternate text is used in used for multiple player teams instead of the original text used for solo teams. Get /at $name!(them!). Changes "Get $name!" to "Get them!"
-A $gender command, him/her and $pgender command for posession his/her. Don't let $gender escape! If the team leader is a male the text would read, "Don't let him escape!". If the team leader is a female the text would read, "Don't let her escape!".
-A $date+(-)t command to display the day's date plus, minus time: d for day, m for month, and y for year. $date-3d the day's date minus 3 days will be displayed in the text. $date+3d-4m the day's date plus 3 days minus 4 months.
-<br> to count as one text. It was one text when first pressing enter.
-Center Text command. /ct (text to be centered) text after gets droped a line. Used for forms, reports and such.
Options
-Being able to make an alternate mission or alternate Mission Introduction Dialog in responce to a failed mission.
-Give players of different alliances the ability to complete their own goals. Mission Goal > Settings > Alliance of Mission Goal > Hero/Villain/Neutral. Mission Goal not required if needed alliance is not on the team.
-Option to have what happens in old mission affect things in later missions. Mission Goal > Setting > This Collection becomes active when... > Collect: Past Mission Clue
-Ability to place a mission boss with guards other than with boss guards, i.e Escort, Destroy Item, etc and a lone boss guard.
-Mission Boss Vs Mission Boss Goal and/or Mission Boss double teaming.
-Boss teleports from mission after being defeated option
-A Required Mission Goal being able to be attached to a Non-Required Mission Goal, only required when the non-required mission goal is completed. This would allow players to make missions that play out differently depending on what order goals are completed.
QoL
-Splitting NPC groups into subgroups Crey > Security/Power Suit/Research/Paragon Protector
-Place an AE in Pocket D. -
I would like this but only as a NPC hiring an NPC assassin/hitman to go after a player. Like if a player does alot of missions and defeats alot of NPCs of a group in a certain period of time that group would hire assassins/hitmen to try to defeat the player. It could be the the same way as you have it set up with a sniper knocking a player hit points down and a couple of EBs finishing the player off, while the sniper is still firing after the player. My suggestion also to this is to increase the EBs argo distance to that of the sniper, so if the player goes after the sniper the EBs will follow. To have it to not have a bunch of EBs standing around, when a player get a certain distance from the EBs to drop argo, the EBs head to the closes door to signify ok they missed their target now to get out before Longbow shows up. Make the player being hit the primary target, so tanks taunting to help out will only work some of the time.
After a time of not attacking the group the assassinations/hits stop from that group. Only one assassination/hit can be made by each group. To keep the assassinations/hits coming the player would have to keep attacking the group after them. Multiple groups can hire assassins/hitmen against them but the meter would decrease fast enough that a player can only have 2, 3 at the most groups hiring assassins/hitmen to go after the player. Players can only gain assassin attempt by attacking groups withing 4 levels of the player.
If the player does defeat the assassins/hitmen they'll get a clue, a hit application thingy saying who hired the hit. After, the player can take the option of going after the employer.
Getting assassinated can still show the, "You've been assassinated" and suriving can still award the Survival Badge. -
This mainly for powers that don't use set recipes and so have to settle with single type IOs losing out on the combined type bonus. This won't be obtained by a unique recipe because you can have a dou type 50 uncommon and dou type 50 unique with the same percentages and the same types.
An example would be comparing a Level 50 Coercive Persuasion*: Confuse Duration/End Reduction (Superior) (Recipe) and a Level 50 Perplex: End/Confuse (Recipe). Both give bonus to Endurance Reduction and Cofuse Duration. Both give 26.5% to both types of enhancements. But the Level 50 Perplex: End/Confuse (Recipe) cost many times less. The only difference is the set bonuses. So the small percentage bonuses of multi-type is always there whether it's in an uncommon recipe or a unique recipe.
The way to combine common IOs would be most likely through a common or uncommon recipes. -
Much like a set IO that enhances a power multiple ways in a single slot. Some powers are unable to use IO sets. So general IOs are slotted instead, but the little bit of bonus of multi-use enhancements is loss. Now the bonus I'm speaking of isn't set bonuses, but the bonus of a multi-use enhancement's strength not being dividing by the number of uses. An example, a dou enhancement that enhances endurance reduction and accuracy. Rather then both enhancing at half of their singular, they get a small boost.
My idea is for a way to combine multiple equal level general IO enhancements into a singular enhancement to get to small multi-use enhancement bonus. Like combining a level 25 endurance reduction IO and a 25 accuracy IO. On there own each would add 32%. When combining them into a single IO, they would enhance both by 20% in a single slot. Three combined 16% for each type combined into a single slot. IOs of the same type or different level can not be combined. Combined general IOs are not sets so they will not recieve set bonuses. -
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Encephalon:
Too complicated. I fear that your idea (while pretty neat) would be a big headache to make happen, both for the devs and the players.
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Too complicated? It's the most simplictic suggestion in the history of man kind. Destroy a bunch of Rikti structures or wait for the invisible timer to hit zero.
Other then having to design the flight pad and living quarters; giving the towers and ships each other's weapons and the ability to target multiple targets at once. With some some animation scripting and adding port Rikti to the living quarters argo field. It's mostly copy and paste; drag and drop.
Even changing the guarded areas to Rikti areas is a copy of Recluse victory except change the pill boxes to structures the Rikti attack. Getting a pill box doesn't change all of RV it only changes the area the pill box was in. Changing a guarded area to a Rikti area for a short period would be easier because nothing would really have to change, the structures would just be placed in already cleared areas.
Adding two power suit Elite Boss Rikti is easy as place structure place EB with structure.
Escorting civilians would be a mark civilians in Rikti area as escortable.
The timer to change the area back to normal is a timer to turn off the Rikti structures and Rikti.
The most complicated thing is more likely scripting the ships animation and route and giving the ships and towers the ability to target multiple things at once.
A way the ship to landing pad could be scripted, is to time how long it takes to get from the start of the route, land and leave. Once a ship a gets to a certain point to the pad the next ship is marked to start it's flight. And which Line goes to which Pad could be random rotation.
Line 1 to Pad 1, Line 2 to Pad 2, Line 3 to Pad 3, Line 4 to Pad 4.
Random routation 1-4: 2
Line 1 to Pad 3, Line 2 to Pad 4, Line 3 to Pad 1, Line 4 to Pad 2.
Random rotation 1-4: 1
Line 1 to Pad 4, Line 2 to Pad 1, Line 3 to Pad 2, Line 4 to Pad 3.
The ships and towers firing missles at multiple target would be a bit harder. Multiple invisible none targetable phantom NPCs in the space of the ship and tower; being scripted so they would fire one missile, one after the other only if the real NPC fires a missile. Turn off phantom NPCs when real NPC is defeated. What the are targetted would depend on damage done to it, taunt magnitude, distance, and obstruction. -
Meh 2 scents!
Have the ground troop attack with the ships as usual.
Instead of the entire zone becoming a danger zone do to one of the camps being over ran. Instead, split the areas the camps are in to becoming a possible Rikti danger area depending on which camp is over ran.
If an area is taken over the Rikti will build camps in that area with temporary structures. Which include the missle towers seen in the War Zone, landing pads for Rikti ships to arrive and leave to resupply the camp, and high tech Rikti mobile living quarters.
To get rid of the Rikti in an area that has been taken over, all of any one of the three types of structures would have to be destroyed to destroying a third of each type. Each structure of all types would be guarded by two mobile suit elite bosses. The living quarters if attacked would have Rikti teleport in depanding on how many player there are in proximity to the living quarters. In attacking a landing pad the ships coming and going would fire at the assailants dropping off a set number of Rikti each time one lands. Bonus: the ship can fire the tower missiles and select multiple targets with each missile attack. Anyone in the area of a missile tower will be fired upon. Bonus: The Rikti the crafty technological geniuses they are will have up graded their missile design to now be able to fire the ship beam. Bonus bonus: The tower can select multiple targets to fire at, hiting each target with a missile to firing all missiles at one target.
Bonuses can be take out if not plausible.
Other stuff: Escort civilian NPCs out of Rikti danger area for badge and bonus influnce and prestige. Not sure what to do with villains.
I don't want it to be villains kidnapping NPCs because no matter how it's explained the villains are still rescueing the civilians.
Villain: I have kidnapped you from a hazardous area to bring you to a much safer area! MWHA HA HA HA HA!
Civilian: Ohhhhh kay.
Villain: ...
Civilian: ... You suck as a villain.
Villain: Shut up! Stop saying mean things to me.
Area resets after an hour of being taken over if the area is unable to be retaken. Fusionette came in and killed all the Rikti and flew off on her magical Rikti monkey with standard A/C and installed sparkly trail.
Note: A Rikti ship have to land before being able to drop off Rikti at a landing pad so a strategy of destroying a landing pad would be to have a group attacking a pad and another group attacking the ships and destroying them before they are able to land. The ships will most likely come from multiple directions and it won't easily be able to tell which pad they are heading to. But, to give players a fair advantage which ship goes which pad will depend on a slightly complex pattern.
ex: Line 1 would head to Pad 1 start at the one that heads there than the 7th ship then the 4th ship then the 2nd ship then back to the 7th to restart the pattern. The idea is to have only one ship to arrive, land, take off, leave, and get a good distance before the next ship arrives.
To limit the lag in attacking the Rikti living quarters, it's best to have only two teams attacking each one at a time
The missile tower has a limited number of targets it can attack even with the added bonuses so it's best to attack each of them with alot of people. -
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let me know what you think peeps.
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First of all, I am not a marshmallow chicken.
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That's discrimination, peeps are also marshmallow bunnies. -
Increase the likely hood of a confused enemy to attack near by EBs and AVs. Not to wear they only attack the EB or AV but most of the time like 80% of the time.
And have an AV even when not confused that is hit so many times by a confused NPC to hit them back. Maybe after 5 attacks or more. -
The title says it, an emote that can be chosen to were the character that teleports will throw a smoke ball down and dissappear in a cloud of <..< >..> smoke.
Plus also a magic teleport emote were a magic circle appears under a character's feet and the character sinks into it not appearing on the other side of the symbol. And sprouting up from a magic circle were the character teleported to.
And a teleport were the character breaks apart and becomes smaller and smaller and vanishes into nothingness, than appear else where and the pieces become large and connect until the character is whole again. -
Don't forget about Kit Cloudkicker from Tailspin.
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flying surfboard pool (flight)
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You mean Flying Trademark Infringement pool?
Your other two ideas there are fine. I think Marvel pretty much has this locked down. NCSoft got away with claws/regen because it's a broader set of possibilities, used by many different characters.
Only ONE character I know of has a flying surfboard as a travel power. Pretty sure they'd have an issue with that.
Okay, there's WilyKit and WilyKat from Thundercats, but that's about it.
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This plus new sets, I like it because different combinations can be made having multiple pseudo sets. Being that different powers can be chosen, but not really being of different sets.
Just on the Martial Arts/Street combination are 25 different combinations being if all tiers of the set were chosen. That's alot more costomization that can be achieved than by just creating new sets.
Now if there was only a way of combining unlike sets while still being balanced. Katana/Martial Arts, Mind Control/Ice Control, Robots/Mercenaries, etc. Probably unlikely. It would bring character customization to a whole new plane. -
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The point I was trying to make though, is that if you DO want to play a natural-origin human character, none of the current control sets really fit. Every other archetype (kheldians and doms not included) has power choices that can be played as a straight-up vanilla human. No weird race, no superpowers. A watchmen style hero if you will. Controllers and dominators simply don't. And they should.
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Natural Mind Control
Making convencing arguement to have foes attack each other. Confuse
Being really irritating to cause migraines in foes. Dominate
Being really boring to put them to sleep. Mesmerize
And
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.
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...BOO! Terrify
So, control sets can be played as a human natural origin; at least mind control -
While there a many things that cuts travel time making the game a little less boring. Cutting too much travel would mean players would spend more time doing missions eventually reducing their interests in doing them. Sort of like having an account doing only AE missions, some people could dedicate 4 years to just doing those, but most people won't stick past 6 months. Having buses in low level zones and a few parts of large zones would reduce the pressing R wishing they could get there faster, but would still have to use travel powers after reaching the next stop to where they are going.
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Well Lusca can't pull random ships from the surface of the water. But, it could pull a random number of preanimated ships from the water to make it look like ships that got too close. Sort of how mastermind bots fall from the sky, but more like if a sword fell into a characters hand than the character threw the sword. The throwing animation, the tentacle would reach out of view depending on the direction of the throw and the players view point than come back and throw the boat. The sight of hammerspace could be avoided most of the time. If this is possible maybe have some random dockworkers to the things Lusca can throw. Or have dockworkers fly out from different directions after the boat explodes from impact with flailing arms and legs emote.
Lusca is a girl? -
There are some missions in City of Villains that causes powers to become detoggled. I haven't made a list of them, but I have one I'm playing that detoggles when entering the mission. It's part two of the Midnight's Hand story arc given by Ashley McKnight. It doesn't detoggle when leaving the mission and logging out and in has no affect.
In case it's a location problem; the coordinates of the door, 1697.4 -0.0 1918.4 in Cap Au Diable, Protector Server
Part 3 of the Midnight's Hand also detoggle when entering -
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True; the act is not an absolute (why I added the link too), and in the world of super fantasy it's neither here nor there, but I wanted to give a real world rationale for the military's general exclusion. To be honest, I don't even see the need for them in the Shard or the Warzone. Aside from the obvious Stargate and War of the Worlds homages/references. Much like the PPD before CoV and Mayhems; they sorta aren't part of the story so much as the focus is on Heroes.
I really wonder at the impetus behind some suggestions made here, and the mindset behind the suggestor. Usually I think it is some sinister bent to get their own desired game out of CoH. I mean when I hear suggestions for wands and staff magic powersets, or Elfin this and that, I know we have a D&Dite or WoWser who really just wants the Character Creator ported over to those games and isn't so much into the Super Hero genre of fantasy (Dr Strange, et al aside). So I wonder with this OP. Rather have Paragon make the next BF1942 or somesuch? I just wonder.
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Or maybe the OP just wants some added realism in the current situation of the game. There are different areas were the military is mentioned, the Sky Raider describtion being one. -
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One question that comes to mind is; if the Midnight Squad banished Rularuu to the Shadow Shard than why don't they have a presence there? They seem to be the ones that would be specialized with dealing with creatures in that area. As the Vanguard is specialized in dealing with the Rikti.
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Because their numbers were decimated. There's only a small handful of them left, and none of them besides the contacts you talk to for missions have any real power, and even those powers aren't useful in a fight, like Montague's inherent power is sensing changes in the Space-Time Continuum. The rank and file Midnighters aren't much in a fight, they defend the Club itself and they can be beaten by a single group of Destine Ones.
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Good point.
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And if Paragon and Rogue Isles is teeming with heroes and villains than why have a military in Shadow Shard. They can just recruit heroes and villains to fight in the Shadow Shard and have the military do other things, like take vacations. The reason, it doesn't make since. Why have a military at all if they aren't powerful enough to deal with national threats.
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They must be doing a good enough job themselves since the Rularru haven't invaded since that first time.
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Only because they're limited to their coding.
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The reason I think there needs to be a military is because. Vanguard, Longbow, Arachnos, the heroes of Paragon, and the villains of Rogue Isle wouldn't have that many with those organizations. They're all basically guns for higher. Yes the game makes them unlimited, but that because the game would last shortly if they had a limited number. The Rikti if taking into consideration that more and more are coming from their homeworld through portals at a high rate. Rather than being a confused recruit, a guy with a doctorates, old special forces, or possesed member by a long ritual. Those are slow processes of increasing member sizes. Shooting members out by portals is much quicker.
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Longbow aren't mercenaries. They're a UN Sanctioned peace keeping force, armed through NATO and commanded by Freedom Corps. Freedom Corps offer their heroic services free of charge, it's Hero Corp you're thinking of as Mercenary Heroes, they're the ones who sell their Heroes out to fight crime.
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Your right, I checked back on it.
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The Vanguard is like the NSA. You wouldn't have them fight every terrorist member in the world, just stop the big bosses. And for the Vanguard you would have them fight every Rikti just the big bosses. The military is for dealing with large numbers of combatants. The Vanguard is for dealing with the hard hits.
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Umm, I don't see the correlation; Vanguard wouldn't care one whit about terrorists, unless those terrorists are aliens (and even then they might be willing to get them to join the fight considering their lenient recruitment style). The Vanguard are there to fight the Rikti and only the Rikti really. Their job is to protect Earth from non-Terran threats, the biggest and main one being the Rikti.
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I wasn't saying the Vanguard did care about terrorism. Maybe I should of used a different simily like special forces and the regular military. Even though the special forces do a better job than the regular military. They wouldn't be used for every missions being that they have a much lower number by the low number of accepted recruits, failures, and extent of training; and that would just be wasting valuable resources.
The Vanguard would probably only recruit members that can pass some test. Then would have to go through extensive training that might last 2 to 6 years. It's not like they just grapped some people of the streets gave some armor and weapons had them go through a 2 week spell casting course and said, "Good luck!". Because than Paragon would be screwed.
I wasn't correlating the NSA to the Vanguard. I was comparing the NSA to the Vanguard in level of force. While police deal with street thugs, domestic violence, drug dealers, other local level crimes. The NSA would be using much larger resources to find possible terrorist leaders. The Vanguard rather than wasting resources on fighting every Rikti could use it on finding Rikti bosses, making plans of which targets would be most devistating to the Rikti, and aiding heroes and villains in mission against found Rikti bosses and targets. The military would only be there to help clear the way. -
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Sorry, but being that Rhode Island is part of the United States; it is governed by Federal Law, and the Posse Comitatus Act mandates against the military being used in such a manner.
The military presences in both the Shadow Shard (not within the US) and the RWZ (a warzone thus necessitating a military stronghold against incursion) make sense and are allowable under current statute. Military in any other part of Paragon would be limited to members on leave, and thus no more notable than civilians. Any 'active' role of military would be illegal in the city, and that includes National Guard, in dealing with 'criminal' factions on an ongoing basis. Thus 'supers' deal with 'super' threats.
And thus /jranger and no.
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I said nothing about using the military in policing domestic criminal activity.
How do you disagree with something you agree? When I was speaking of adding a military it was about putting them in the Rikti War Zone to aide the Vanguard; forgetting about the Shadow Shard. Later, I spoke about making the military in the Shadow Shard active NPCs. Two places were you just said having a military makes sense. But, since you /jrangered it, I'll just give up on it. -
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My preference for Dual Pistols has always been to make it the ranged Dual Blades: combo attacks for all the special effects. The effects could be all over the place, they could even be similar (1 control, 1 debuff, 1 buff, 1 damage), or they could be a bit more specialized (4 additional extra types of damage). I just think it works well for concept and playability.
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I was thinking the exact same thing after reading Samuel_Tow's post. Why not make it like dual blade combos except have different types of damage, like the last power of the combo doing fire, ice, etc. instead of status effects like Knock Up of the Sweep Combo? Or maybe we aren't thinking the same thing. -
The military in the Shadow Shard don't do anything. They're like the old police blockade in the Hollows. If the military is adequate enough to fight the Soldiers of Rularuu and Shadow Shard Reflection(copied at full strength of the real thing), than they sure are adequate enough enough with fighting the Rikti. One question that comes to mind is; if the Midnight Squad banished Rularuu to the Shadow Shard than why don't they have a presence there? They seem to be the ones that would be specialized with dealing with creatures in that area. As the Vanguard is specialized in dealing with the Rikti.
As for the CoT, Banished Pantheon, Family, Crey, etc. They're only organizations that would be dealt with at the level of police forces. And highered help of the Longbow to take down bosses with the help of heroes to handle missions they aren't able to.
And if Paragon and Rogue Isles is teeming with heroes and villains than why have a military in Shadow Shard. They can just recruit heroes and villains to fight in the Shadow Shard and have the military do other things, like take vacations. The reason, it doesn't make since. Why have a military at all if they aren't powerful enough to deal with national threats.
The reason I think there needs to be a military is because. Vanguard, Longbow, Arachnos, the heroes of Paragon, and the villains of Rogue Isle wouldn't have that many with those organizations. They're all basically guns for higher. Yes the game makes them unlimited, but that because the game would last shortly if they had a limited number. The Rikti if taking into consideration that more and more are coming from their homeworld through portals at a high rate. Rather than being a confused recruit, a guy with a doctorates, old special forces, or possesed member by a long ritual. Those are slow processes of increasing member sizes. Shooting members out by portals is much quicker.
Since an organization is specialized in something doesn't mean you have only they deal with that something. You have them supervise and handle the big parts of that something. Like a research lab, you're not going to have scientist do everything that's why there are lab assistants to help with the basics. In hospitals there are nurses to prepare and check patients. In fast food restuarants there a crew workers to cook the food and mop the floor, the manager is good enough to do the cooking but doesn't because much larger things have to be dealt with that the crew member isn't able to. Both are still working on the same thing.
The Vanguard is like the NSA. You wouldn't have them fight every terrorist member in the world, just stop the big bosses. And for the Vanguard you would have them fight every Rikti just the big bosses. The military is for dealing with large numbers of combatants. The Vanguard is for dealing with the hard hits. -
Why not? A human extinction threat seems like a good reason for sending in the military.
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Once upon a time all police in Paragon were none combatant NPCs that would always run and get captured. But, now there are police forces that actually fight(pretty awesome in CoV). Making the Longbow seem like what they are a worldwide defence contract organization.
With all the things happening in Paragon, the Rikti War Zone, you'd think Rhode Island would of sent in a few divisions of the national guard. The Vanguard could be said to be the military, but again they're more of a worldwide defence contract organization, specialized in combating Rikti with only a handful working for them.
I'm not saying we add a super awesome military NPCs that puts the Vanguard to shame. I'm saying have them around at a decent power with the Vanguard as the specialized group that decrypt Rikti codes, take down Rikti bosses, and recruits heroes and villains to help. There's already special forces looking NPCs that idly move around the Vanguard base. Might as well put them to work.
The military could be infantry:minion, communicator:minion, medic:minion, flyers(named something else):lieutenant, somekind of debuffer:lieutentant, power armored:boss, special forces:boss, heavy:elite boss
To be the military they would have to be seen more often then the Vanguard.
The military could even be called, 'Military'. -
I would like to see Mobs that run runs into another group and becomes apart of that group, so you'll have to fight that group to get the group kill of the runner. Or maybe have the runner bring back some friends, while still agroed.
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In the donut shop in Faultline players can purchase a Baker's Dozen and Coffee.
The Baker's Dozen gives 13 uses; long recharge summon 8 police for 15 seconds, the user's speed, jump, and flight is reduced by 40% for 45 seconds, due to saturated fats in the donuts.
Coffee, instant recharge; increases attack rate by 10% and recovery rate by 10% for 45 seconds; which at the end, decreases attack rate by 20% for 30 seconds and drains all endurance for 10 seconds. Multiple uses of coffee can be purchased and stacked. But, doing so also stacks the debuff.