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Some people really do just enjoy slaughtering wave upon wave of enemies, a point that came up a lot during the great farming flamewars of aught-nine.
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I have reviewed the progress of this thread since the last time I checked it weeks ago, and my conclusions can be summed up:
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Quote:This one comes up a lot, but as I recall, they've said that it would take a ton of work to put in. Pretty much the closest we have is taunting pets like Omega Maneuver.I would like some kind of "reverse repel". Specifically, Gravity Controllers and Dominators need a "Black Hole" power. It could work as something with a droppable target, or as an anchor attack on an enemy. Picture the opposite of Hurricane. A power that sucks enemies towards a central location, instead of pushing them away.
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Quote:This doesn't so much require 'tactics' as it requires 'knowing exactly what happens and how to avoid/counter it.' If, for example, you took in a team with a few scrappers, it sounds like they'd be hitting the floor around the 2 minute, 3 second point unless forewarned. The 1 minute point debuff would be trivial if you brought a character with the right Clear Mind clone, a full team stop if not. I'd like to put forth the theory that any content that a well-built, well-coordinated team of veterans is practically guaranteed to fail without trial and error is bad content.Imagine this. You get to the final AV and start the fight. All doors leading into and out of the AV room slam shut. Teleport is surpressed so team mates trapped outside cannot get in. Players inside cannot get out, (in other words you have to ensure your entire team is in the room before you aggro the AV). Seems tank and spank as usual until:
1) 1 minute into the fight, the AV places a debuff on the whole team that 50% of all damage done to the AV will be reflected back at them. The debuff lasts until they have clear mind type power recast on them or use a break free. At this point, your empath will have a panic attack.
2) 2 minutes into the fight the AV starts to spam an AoE attack that does massive damage. Only a tank having direct heals placed on them constantly will be able to take the damage. Players would have to kite him for the duration or stay out of range and directly heal the tank. At this point your scrappers have a panic attack. AoE spam lasts for 1 minute.
3) 3 minutes into the fight, the AV will let loose a cone attack that debuffs the resistances and defence of any player it hits. 100% resistance debuff to everything. Obviously this will be directed at whoever has the most aggro at the time, usually the tank. Clever teams will have to have their tank take the hit and click a lot of orange inspirations to counteract the effect or devise a strategy of having a scrapper taunt the AV at the 3 minute mark and possibly sacrifice himself. Debuff wears off after 45 seconds.
4) 4 minutes into the fight, the AV will break aggro every 15 seconds and charge the player stood furthest away at superspeed and start pounding on them until taunted back to the tank. Blasters, defenders and controllers have their panic attack.
4) 5 minutes into the fight, the team should have killed him by now. Slow teams will be punished by having all the AVs attacks become single target hits for 20,000 damage and his speed is buffed up to superspeed levels. You might be able to still kite him, but otherwise you are in big trouble and will all be killed. The doors to his room open and you can respawn at the hospital. You will need to try again.
Of course, this is assuming the AV would be built to be able to get all this stuff off. Killing a normal AV in less than a minute can be trivial for a team of 8. -
I am just going to explode with anticipation from the teasing, and that will be very messy for all parties involved (but especially me).
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Quote:I think this is basically it. It's not that we have 40 weeks of events or something, as Catwhoorg showed above. The events that we do have are just all clustered in three months, so it's easy to get burnt out on them.I think the problem is that you have Halloween for 3 weeks, about 4 weeks of normal play, the Winter Event for 2-4 weeks, about 4 weeks of normal play, then the Valentine's event for a couple weeks, then... nothing until Halloween again.
Holidays aren't polite enough to be evenly spaced through the year for our convenience. -
Quote:Yeah, I should've mentioned offensive AoEs. The part I found interesting from the burn patches was how it made an effect like damage, mezz, or a debuff more effective on groups by virtue of having more emanation points.
There are still powers that do this. Invincibilty, Rise to the Challenge and Energy Absorption all scale to the number of foes you are facing. And many Dark powers and the Warshade Umbrals feed off of living and even dead targets in the latter case, growing stronger against larger groups.
Also -Special and -Heal. Neither would probably be worthwhile on their own, but they could make for interesting combinations with other effects. -Heal, -Regen, and -MaxHP could be a brutal combo, for example. -
Quote:A lot of these are issues that the existing ones run into, yeah, and it's a big reason that I suspect they aren't more prevalent (plus corpse-based powers not being very thematic for most sets). Unchain Essence immediately comes to mind, as does Stygian Circle when fighting AVs. Any self-buffs from them would have to have increased durations and/or effects to compensate.The problem being is that corpses tend to fade out relatively quickly. Plus it would be that by the time your power effects come into play, you don't need them: they're already dead. Also, what happens when you come up against a single hard foe (GM/EB/AV/Some Bosses)? With no corpses to fuel yourself, you're at a disadvantage.
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Quote:Just wait until the fake Praetorian invasion for Going Rogue. Buy stock in a few ammo manufacturers, that's all I'm saying.Okay Devs, there's pranking and there's this: NASA: Object makes close pass by Earth Wednesday
Sure, it's "just an asteroid", but you might be overdoing it just a little now. -
Quote:Agreed. I'd probably enable this solo on some of my more ST-focused characters, since most normal bosses still fall in seconds.It would be really nice if, for big team settings, the named boss could be upgraded to an Elite Boss.
I always chalk it up to the fact that their speech bubble usually makes them target #1 on teams. Poor guys don't even always get to finish talking. -
Quote:Does this mean you'll join my club of people who're tired of getting 'turn down your graphics' as a response to complaints about lag?!According to my understanding of what "lag" means, no
http://en.wikipedia.org/wiki/Lag
Capes (and auras) do not cause network latency, they cause a decrease in frame rate on the client-side. -
This isn't so much a list of what you'd like to see... think of it more as puzzling out just what other types of powers the game is capable of right now. A lot of the sets that have come out since launch have challenged the original definitions of just what powers can do. Things like Chain Induction and Omega Maneuver are good examples--they're fairly simple (or, at least, they appear to be from the player end) recombinations of the original effects that shipped with the game, but they're quite a bit different from anything that was in the game when it came out.
Arcanaville's kind of to blame for this musing. It was her idea of a fire attack that gave enemies an ally damage aura that started me thinking about all this. So, I'm curious. What other interesting effect combinations can you think of that would result in new, unique powers? What combinations of effects do we just not have?
Some examples that my sleep-deprived mind has invented:*'Fading' buffs: Instead of granting a flat bonus for the increase of a buff, the buff values could start off high and decrease as it continued. I think the variance would be a bit more interesting than the current standard for buffs. For example, you could have a resistance buff that starts off extremely high and quickly decreases to a moderate buff. It'd be a good one to drop on allies for alpha strikes, sort of an ally-granted MoG.
*On the flipside, Short Duration Super-Debuffs: Scrappers get Moment of Glory to make themselves almost invincible for a few seconds. Why not the opposite for debuff sets, quick-cast short duration AoE debuffs that are so hugely powerful that the enemies would be hard-pressed to hurt a fly for the first few seconds of a battle?
*Scaling AoEs: This already sort of exists, I believe, in the form of the Arsonist's bombs: They appear to spawn a Burn patch for every enemy in the AoE, and the patches are just big enough that if you hit a really tightly clumped patch of enemies, each enemy ends taking damage from multiple patches at once. Doing this with damage would probably be rather exploitable for players, but it could be interesting with a debuff power--it'd result in debuffs that are more powerful the more enemies you're up against, basically.
*Enemy-Targeted Damage Toggles: As I remember, Enervating Field did damage originally. I believe that the damage was taken off because people were exploiting it by killing enemies from safety. Given how things have changed since, I think damaging toggles would be a lot less problematic now, and they could provide some interesting alternatives for ranged damage sets.
*Multiple Effect Powers: Most of our powers do only one or two things, but do them reliably. Why not powers that do a lot of things at a lower individual chance? For example, a glue bomb power could come out of the box with a chance for -speed, a chance for -recharge, a chance for immobilize, a chance for hold, and a chance for -ToHit, with the IC explanation that its effects depend on just where the glue splashes the target. It'd obviously make powers less predictable, but I think that knowing that your power has 5 discrete effects with a 20% chance each could be an interesting change from having a single effect that happens 100% of the time. The one big issue is that this could cause huge headaches once IOs come into play.
*Corpse-Based Powers: Things like Stygian Circle and Fallout suggest that enemy corpses can be used as targets for basically anything that a living enemy can. So, we could have corpse-focused buffs in the style of Soul Drain. Or maybe a PBAoE toggle that makes every corpse in the area give off a debuff every few seconds to reflect that the user is just that good at demoralizing enemies.
*-Range: -Range is one of the rarest effects in the game, so it'd be quicker to list the things it has been applied to. I alternate between thinking that it'd be a great secondary effect for a blast set and thinking it'd be a horrible one. A summoned patch that gives enemies -Speed -Range could be interesting for a control or debuff set.
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It'll also stack with the Zero-G Pack while still letting you jump in midair. Bouncing through the air with quick, shallow hops like this is pretty fast.
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Yeah, this one annoyed me. I've yet to find a good way to sort Marcones from Mooks when hunting for Gangbuster on PO.
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Quote:From what I've seen, just matching the name is enough at times, even for relatively obscure characters. Most of the incidents I recall happened in the first year or two of the game, though, so their criteria might have gotten a little saner since.The problem with that claim, however, is that it's incredibly unlikely you're going to make all of the necessary decisions that copy something including the costume, description, name, and powers. Those four factors all weigh very heavily against accidental copies.
I can't say it won't happen innocently (I'm not including the 1 issue wonders that you bring up into my side of the exposition because that kind of stuff has to be case-by-case and can be argued) but it's also in the same sense as saying you will never get hit by lightning (yes, this analogy is an exaggeration, deal with it). -
Quote:I should add that /targetcustomnext will also target NPCs and friendlies. If you're on a Portal mission where you need to rescue 10 Scientists, you can use /targetcustomnext Scientist to spot them from the air. (PUG members tend to just think I have some super eye for hostages and named bosses.) As I recall, it will also work for glowies.One of my favorite bind tricks: target_custom_next enemy. You can use this to target a specific enemy immediately. I picked this up from the kheldian section, and I use this bind on most of my scrappers and tankers:
/bind TAB "target_enemy_next$$target_custom_next enemy alive quantum$$target_custom_next enemy alive void$$target_custom_next enemy alive cyst"
The first part of this bind is a generic target command, the other parts are specific commands. This will auto-target the nearest void, cyst, or quantum in your field of vision, and will only target them as long as they are alive. For that reason it can sometimes be annoying, if you bind your TAB key like this and want to target a group nearby rather than the void on a rooftop two blocks away (for example). Something to consider if you use the TAB key to target like I do. (But if there is no void, cyst or quantum around it will function normally.)
I will often modify it to include sappers as well:
/bind TAB "target_enemy_next$$target_custom_next enemy alive quantum$$target_custom_next enemy alive void$$target_custom_next enemy alive cyst$$target_custom_next enemy alive sapper"
But this can be bound to any key and used to target any type of enemy as long as you include a unique part of their name. For example:
/bind X "target_custom_next enemy Fake Nemesis"
Should bind your X key to specifically target Fake Nemesis. Then you can run around PI hitting the X key and the only thing you will target will be Fake Nemesis's.
Or, for example, hunting Overseers in FBZ, where picking them out from the other floating eyeballs can be very helpful. You can use this trick to auto-target any kind of enemy you're hunting for. -
Quote:I have heard of a few characters getting generic'd because they just happened to share names with obscure Marvel characters that showed up in three whole issues in the 70s. And speaking for myself, I know approximately zilch about comics. There are actually quite a few of us non-comic-fans knocking around. Yeah, everybody knows Batman and Spiderman, but there are a lot of characters like Deadpool that I didn't know about when I started playing--plenty popular enough to get you generic'd if you get too close to them, but not popular enough that non-comic fans know about them.And for the most part, I'd (completely pulling this statement out of my ***) have to imagine it's actually pretty hard to "accidentally" copy an existing IP with the existing system. Most of the popular media that's relevant to this discussion is so incredibly integrated with the gaming culture that I'd honestly say you're lying if you're playing this game and haven't heard of the larger names.
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First they made it so you could have custom ears and glasses, now belts with tails... is this all some giant hint for catgirls to put more clothes on?
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Quote:And it blows people's minds beautifully when they realize that the Defender is far more qualified to take alphas than the Tank.By the way, when I am on an FF Defender, especially in the early levels before tanks are "tankable", I usually tank for the team with PFF. Especially on sewer teams. Once the alpha is taken, the rest of combat usually goes very smoothly. I've found that 9 out of 10 team wipes are caused in the first 10 seconds of a battle.
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I personally go for OMGRP with a side of BBQRP and occasionally some CPURP.
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Quote:It's always seemed to me like it does have some kind of aggro generation effect. I know that resting anywhere within sight of engaged enemies, even if they're being actively attacked, seems to be a good recipe for getting shot.Either that, or give it an AoE taunt effect. It'd be something along the lines of "Hey, this moron is sitting down to take a break right next to me. Screw this big guy, I'm gonna kick this guy's butt!". This would help prevent it from being used in battle in addition to the massive defense/resist debuff.
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