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Posts
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Joined
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It would be nice with some powers to be able to reduce the effect of knockback.
I'm thinking of those times when you are playing a blaster and have an AOE ready to go (built up with buildup, aim etc), you have a huge group of mobs just waiting to be wiped and the scrapper, tank etc in the middle hits them with their AOE and blam they are all over the room.
Or when you are a melee alt and suddenly all the targets are flying away as a blaster hits them with an AOE with a knockback component.
I'm assuming this would work as a negative modifier like +Knockback works as a positive modifier. Though I think the numbers would need to be maybe -20-25% for a +3 SO with an effective cap of 80-90%. Thus a mag 1.1 Knockback could be turned into knockup, but a mag 10 would still be a knockback though a much smaller one.
The downside is slotting these stops you being able to get someone off you for a while.
I'm not sure I see an issue with slotting both +knockback and -knockback other than it seems a little pointless. -
For some reason I saw "Go Rogue at Hero-Con!" on the web site and thought it meant they'd let people try out going rogue at Hero-Con, be nice if they did, shame I'll not be there!
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Or change it to do a random pick straight off or have some options that allow a random pick straight off. Maybe even remember what you did last (search, random button etc) and do that again.
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I think the idea goes a bit too far, though as it can be turned off I could live with it.
Maybe it could have different settings though rather than a simple on/off- Show all Mobs
- Show Mobs when 90% cleared
- Show Mobs when 95% cleared
- Don't show mobs
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/Signed
I find it hard to believe it isn't a bug to be honest. -
Which Server?
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Quote:This year with SSK presumably it'll be worth teaming lowbies with highbies as they should do more relative damage.If I'm playing a toon below say about 15, I don't bother even trying to go after a Rikti Bomb because my damage is so piddly and they regen too quickly. And I love invasion events. :P So I think this whole thing may have some merit.
Speaking of invasion events, the story above about the devs enjoying watching people freak over the first early zombie invasions is pretty cute. ^^
I could be wrong on this but I think if you hit a bomb thats later destroyed it'll count towards the badge. So pick on bombs that other people are hitting or hit each bomb once and then find another one in the hope someone else destroys it -
Quote:You VarityOfNotNiceNames you had me excited thenTake a look folks, we have a confirmed release date for Going Rogue.
Enjoy!
http://www.msnbc.msn.com/id/33063224...ay-today_books -
Played on a team of 6 last with a 39, 40 43 (me) and 47 and the other two justs didn't say!
- Too old to play when you think cool starts with a c not a k -
Quote:Nice idea.Just as another possibility, what if, instead of upgrades, you get orders? So when you summon them and in the situation that the MM would be upgrading his pets, the Leader is issuing orders that will permanently change the abilities of a pet from one stance to another. If you want that medic to grab his missile launcher, you have to dismiss him, resummon him and give him the order.
So you could summon the 3 tier 1s and issue each a different order or all the same order...was that already suggested? -
Quote:Don't give me that Damz, it's sunny right now, in North Wales, I know I can see it outside the window and it has been most of the weekCome to wales
We'ld literally kill for an afternoon of sun
Seriously, the other day we had maybe 4/5 hours max of sun and people were starting to talk about a heatwave -
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Quote:That sounds okay to me, but would be much more coding, as a pie in te sky idea I like it.On a tangent, and going a bit too far into wishy-washy land, how you you guys feel about a pet AT which had several summons which brought about, say, 5-6 pets, but only one set could be active at a time? For instance, you can have a set of relatively harmless buffers, a set of damage dealers who don't have much direct support and... I don't know. A set of control-heavy pets? Essentially, how would you feel if you have a pet AT which had to pick which of its strengths were active at a given time?
If we're going that way though I'd be tempted to suggest the pets be more random. The leader calls for help and has no control of which AT of pet turns up, could be 2 tank pets or 3 defender pets. Obviouly if you don't like the help that turned up you could recast, so maybe the recharge time would need to be long. I'm thinking along the lines of the pets being minor heros who answer the leaders call. Again its a pie in the sky idea, but to a limited degree they already do it in gang war.
Trouble is we are a long way from the original suggestion then. -
Okay I've just reread the original post, just to be sure I understand the leader AT.
What I see is an AT that initially will need to rely on their own powers but over time will gain MM pets. Once it has a full set of pets I'm not sure it would need to be at the front leading. IMO it could be played as an MM, which isn't the intention as I read the original post.
It seems to me if you want the leader to be at the front leading he needs to be made in such a way that he can't just leave it to the pets.
Samual_Tow has suggested one way of achieving this, change the pets so they buff instead of fight, meaning the leader needs to be at the front leading.
I suggested another, make the pets weaker and have them buffed when the leader is close to them and in combat.
I think either is a reasable suggestion Witch, though of course mine is by far the best
Overall I think we are all trying to get the same thing, an AT that different to the others, but I'm not sure any of us are right, but I also don't think we are all totally wrong either. -
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I did the Numina TF the other night, which sent me for the first time in ages up into Boomtown. Normally the council hunt is easy, this time though I struggled to find council, lots of damaged 5th, but not many council. eventually I did see them and when I got close 5th appeared and attacked them making it a race between the 5th and me to see who could arrest them first, the 5th lost that race
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Thats a damn good idea and it would also let you know not to /tell them as they can't reply.
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YEA! I've just realised I've booked 26th-28th Oct off to "take the kids out while their off on half term", looks like the kids wont be going out much
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Which Server are you on Joshx and at what time of the night?
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Quote:I think they meant TracerNo thanks to either. Raising requirements = bad. I'm not sure why Porters or any Rikti would count towards a badge for killing Lost bosses.
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To be honest I'm posting far more than I did before, though it's scary how fast threads can grow and I find myself giving up half way through.
Overall I like the new forums, a little buggy maybe, but I've not had even one post fail to post as we used to do often and thats MUCH better. -
Judging by the prices of White and Yellow salvage on the markets I would say people are now running non AE missions again, so assuming the intent was to get people back into the non AE game then they've worked. Though, I've not read what the intent was so I can't be sure.
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I like the ideas a lot.
I'm not conviced that the leader would really need to be in there at the front leading though as your suggestion stands. Maybe early on he would be but in late game I suspect you could play him as an MM.
What I'd be tempted to do is have the pets weaker than an MMs and Leaders damage (and maybe Defense/Resistance) lower that you originally suggested. Then have either the inherant include or a power do the following. Increase both the Leader and the Pets Damage (and maybe Defense/Resistance) for each hit the leader does or takes in a similar way to a Brutes fury.
This would make the Leader better leading by example up at the front with his "men".