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Yeah, I've heard some of the talk about charging attacks when they were discussing the Shield Charge issue (and a couple other ideas where such a mechanic was brought up).
What I'm talking about though, is more akin to "Specific power l, m and n do not root and have custom movement animations. Power l lets you move in any direction while powers m and n only let you move in x and y direction".
The problem is, imagining powers that would work thematically and aesthetically. -
Just curious, how many melee characters do you play that are trying to run *away* from the enemy? Not even my stalkers are in an effort to get away from the enemy. The closest I come in most cases is doing 'the hop' after the interruptible part of AS and even that is primarily to either put myself closer to the next target or so that the bugger only gets 1 hit off me before I placate him.
Yes, I think it could add more dynamic to combat, at least for melee combat. The difficulties and work involved, yes, has already been mentioned and acknowledged. Now I'd kinda want to see discussion on how it *could* work or how balance would affect this.
As I see it, *some* attacks could aesthetically be used while moving. Of course there are exception (you can mention them if you like...like the whirling attacks, footstomp, hurl, lightning rod, etc) but then there are those that could work (Flashing Steel and Sting of the Wasp come to mind...hell, Broadsword might actually not look like crap if you could put some movement in those dull weak-looking attacks).
I can even imagine attacks like Thunder Kick, Storm Kick and Crippling Axe Kick working with movement...but locked into 'Jump only' movement during the animations. Add in a front/back flip during the jump, a la Ninja Run and tweek the animation of the kick a bit... -
My comment was directed at the line "it's impossible to make melee attacks while running look good". I'd agree that attacking and running like suggested by the OP wouldn't look good at all, but that's far and away from the generalized statement you made.
That said, it's not that melee attacks look bad while running. It's that Haymaker doesn't look right while running or crane kick or storm kick or the plethora of other melee attacks...because they are currently animated in a fashion that doesn't entail movement. In martial arts, a strong knee to the midsection is an overall stationary attack. A flying knee attack would entail movement forward or to the side but not while running (can't run on one leg, of course). But you can make a jab and still move away.
Amending movement to attacking is not how it works in real life either so that is why I suggested attacks specifically designed to be used while moving. It's taking in the thoughts and suggestions of everyone while moving a step closer to some kind of solution. And there have been players asking for added powers or branching powersets so it'd be interesting to add, IMO. -
Quote:That's only because the attacks of CoHs were imagined while *not* moving. That doesn't mean it's impossible to make attacks on the run.There is no way to make melee attacks look good while running multilaterally.
Yeah, I can't think of any way for Whirling Hands to be used while running...but then Whirling Hands, by it's nature, is an attack you use while *spinning*.
But a drop kick? A charging battering ram? A clothesline? Anime-esque samurai speed slash?
Melee can be used while running...but only if it was designed to be used while doing so. If they ever expanded the primary/secondary powersets by adding 1-2 powers, a cool little utility power for melee sets could be a power usable while moving.
-MA = Shadow Boxing (slightly longer range, PBAoE, leaves trail of body shapes as you move, any direction)
-SS = Clothesline (normal range, narrow cone, can only move forward/sideways)
-Dark Melee = Tentacle Swipe (slightly longer range, ST, a tentacle of darkness reaches from your arm and slams foe, any direction)
etc. etc. -
Quote:I stand corrected. That is unfortunate, primarily because I was told to expect something by a redname. Oh well...the costume sets do look intriguing but I can't really see what characters I have that need them. No biggie. It just means I won't buy the pack right out and wait until I have a need for it.Leo-G, check the dev digest.
David Nakayama, the art lead, just said the "monstrous pack" may come later, after GR.
Quote:Well the idea of just leaving it Monstrous keeps it origin neutral. I wouldn't be apposed to a Splicer but it would be like a science pack 2.
Would be cool if round one of the hybrid sets would be:
-mutant/science = splicing booster with beast/monster/deformed costume options
-tech/magic = dunno what it'd be called but people were talking about it in another thread
-natural/tech = lots of stuff like jetpacks could be in this one...maybe even vehicles (when they iron out that mechanic...would be a good 1 1/2 years from now anyway) -
Quote:The only real problem I had with the concept is that when you get mezzed, Blazing Aura and Hot Feet turn off. But if you're fighting non-mez enemies, those powers really pull off some good dmg during the animations of your pistols.I also remember you mentioning this concept in a thread a long time ago. It sounded very cool and DP provides a lot of versatility so I'm sure it handles well. How does it do solo though? Of course that's pretty dependent on whether you're strict about how you RP it since I'm sure there are times when the extra slows or damage come in handy when you're alone.
I am somewhat lenient with the way I RP it though. I use Hibernate in either form but always change costumes to the ice demon...kinda like a costume change emote. I also use build up regardless of who's holding the guns.
Quote:You confused me, then I realized there's a typo. You meant the female is the fire demon.
I like it, although the ice demons powers have to wait for level 40. -
I was told by David in one of his Art threads to look out for the Mutant booster for animal and monster costume options. Until the devs comment saying 'That's it', I have faith that these parts are indeed in the booster.
Have you guys actually contemplated "What do the two new costume sets have in common?" and thought why these were the sole target of the new test? Maybe, *just maybe*, the devs wanted extensive testing on the glowy mechanics of these costume sets not only for this booster but for the GR expansion too. Similarly like the new PPD armors have glowing bits, they probably need more feedback on how they're implementing this.
But if none of this is true, yeah, I'll be vocalizing my opinion too. -
Hmm, does a dual-character concept count as a pseudotype?
I have a mid-lvl Dual Pistols/Fire/Ice Blaster who is actually 2 demons. I haven't ironed out the entire concept yet (the character is only lvl 28 currently and I kinda benched it for awhile while I play my MM and PB) but basically, the demons can transform into a pair of pistols. One transforms into the guns while the other aims and shoots.
One is a male tall skeletal demon of ice while the other is a reptilian female fire demon. While the male ice demon is in normal form holding the guns, the pistols use incendiary ammo (because the female fire demon is inside them, they have orange laser sights too) and he can use Frozen Armor, Hoarfrost, Flash Freeze and Hibernate. While the female ice demon is in normal form holding the guns, the pistols use cryo rounds (with blue laser sights) and she can use the Fire manipulation powers, including blazing aura and hot feet.
When in the beta, I got the character to lvl 50 and the concept actually worked surprisingly well. Just use some binds for the costume changes and switch trays. It made for a fun character with it's own unique challenges. -
Interesting idea. Especially the 'Draw Power' power. I'm a big fan of non-vanilla BU/Aim powers and think this would fit thematically.
BUT!...I think it needs more limitations. This power has the potential of giving the user 150% endurance if you can slot it for END Mod. That's 1 1/2 blue bars. Also, you can slot it for rech so it's up around every 5 sec? I understand the charges are not affected by rech buffs but that's still a full bar of endurance in a bit over 5 sec.
I propose, rather than +END it gives the user a +recovery buff for however long would be balanced. Secondly, make this power non-stackable so you couldn't get too high of a +dmg/recover buff.
Thirdly, we'd need to look into the whole 'charges' deal. How would that work? Off the top of my head, I was thinking it could simply placed a temp power on the user or simply a variable buff like Rise to the Challenge/Invincibility. What would this do? Well, when you click 'Draw Power', it would place a power on you with a duration. That duration is the time it takes one 'charge' to recharge. Of course, the +dmg/recovery/whatever will only last for the 10sec but the power itself will linger longer. The rub is, you can only stack the power 3 times. If you have 3 on you and use Draw Power again, you'll get a 'Fizzled' pop up.
Another possibility with this type of set-up is, you can have variable buffs with each charge. The 1st charge might give you +dmg/recover and grant some endurance back (25%). The 2nd charge would only grant +dmg/recovery as well as perhaps a bonus to the debuff in a power like Hex. The 3rd charge would be just +dmg/recovery.
Moving on, it's an interesting powerset. Can't say I'm a fan of using wands (my imagination is always thinking of ways to screw around with concepts. I'd start thinking of characters that use magic rings/mystic gloves or something...) but the powers within the set have merit. The only other big issue is Vortex. There isn't currently a way to make a 'reverse repel' effect, AFAIK. Unless it teleports nearby foes into a targeted location maybe? -
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Quote:Eh, personally, I think the artist that did the current monster heads was told "Hey, we need some beasty monster heads." Not knowing what else to make, he went with the classic ugly scary movie monster look. It was probably after he made a few did his superiors say "Make something recognizable" and came up with the wolf head variant that most use (it looks like it was done the best so probably was the last made).This is the heart of the problem, and not with just Monster Heads, but with all monster details in general. They just suck! Obviously, I'd still rather have them as they are than not have any at all, but they feel like they were created by an artist that really wasn't "feeling it." It feels like the artist went "Please, I really don't want to make these..." and was basically told "Do what you're told and make them!" Hence, the result is a half-hearted attempt of truly questionable quality that was made and then utterly abandoned.
He probably didn't know an 'animal head' was what people would want. It's not like he couldn't do it...just look at a picture of a pig or bird and copy it. -
Sure. Keep an eye out for the upcoming super mutant booster pack.
And let's hope some idiot doesn't walk in and call you a furry just for asking... -
Quote:Yeah, seriously. Did they not read the article?Wow, so *not* where I thought this thread would go, but entertaining nonetheless!
In the least, relating it to CoH, I'd imagine this new technology would be able to set up a city map for you, server side, and then plop your character inside it so you can destroy it.
Is that not what a mayhem mission is suppose to be? I wonder if this would be usable by future MMOs that could incorporate game-world changes that were caused by players. Rather than a static indestructible world, you have cityscapes that will alter over time by actions instituted by players. -
Not sure what you're asking for. Do you not want to read such posts because of the difficulty to read? Or do not want to see posts like that at all?
You can easily quote a post, highlight the text and click the "Remove Text Formatting" button right next to the font dropdown select. Bam, now you can read it/quote it.
If you don't want to see them, you can just skip over the posts after you initially read them. -
What would I like to see in this mutant booster? How about the release date.
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Quote:That's the difference between an 'iffy' suggestion and a 'pie-in-the-sky' suggestion. And even then, your suggestion has its brickwalls too. How would a Katana user fit a Rikti sword in a scabbard? Or holsters that will fit a magnum and an uzi? With tons and tons of customization options, compromises must be made.Basically, if and when we get holsters, sheaths, scabbards, quivers and suchforth, I'd like to see them integrated into the weapons system to alter the same way weapons appear and disappear. I don't need to have a precise drawing animation, but if I hang my sword on a strap on my pack, I want to see my sword on my back when I'm not using it and I DO NOT want to see my sword on my back when it's in my hands.
Personally, I'd love an option to have a big axe hanging from my back even if I never use it. Samurai often carried 3 swords but only used 1 (I guess they could use 2 as well). Want to pull off the walking armory look? Bandoliers, leg holsters, chest holsters and a big gun on your back. Yeah, you're not gonna use them but you can play like you are. -
Would a new type of travel power be out of the question? Make it a really cool but specific animation though, like ninja run...but maybe for flight?
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Quote:But that's not what you initially said...you're changing your argument in the middle of the debate and pretending that's what you said the entire time.Characters with typed defense sets (the only place you can reliably gain typed defense) will always have holes. Characters with positional defense sets will have far fewer holes, and the holes they have are shared by typed defense sets.
"Don't forget the psionic attacks that bypass typed defense. There are also attacks (particularly debuffs) that carry no type of attack, but they still have a position.
IOs or not, m/r/a defense will always perform better than s/l/e/n/f/c. Most things have a type, but everything (short of a very few psionic control powers) has a position."
You even state the defenses. You say melee/range/aoe defense performs better than smashing/lethal/energy/neg/fire/cold.
Who's fault is it that you left off the psionic defense tag? What if I said smashing/lethal/energy/neg/fire/cold/psi was superior to melee/range? How much sense does that even make?
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Quote:Wait! Did they already release the mutant pack? When did that happen!? Crap, how much money do I have...Now that we have all the origins covered with the boosters, lets get into one of the little more creative combinations, and focus on a hybrid origin that is not so common in likeness.
*checks account* -
Off topic: Why do you change the color of your text? It's hard to read.
That said, I don't think we really need a pissing contest here. If the devs came out and said it, they would tell you the 'Martial Arts' set is a generalized concept because being an Eastern Chinese kung fu master wouldn't be the concept for every character players would create.
As for your proposed idea, I'm not sure what AT this would work for. It isn't an armor type set or a melee attack set so you couldn't make a Melee character with this. It'd be possible to tweek the design for a support AT like Defender but it is counter to the range secondary of that AT. Care to tell us more about your idea? -
Quote:I would try but the numbers have been crunched. All I have to do is find the posts so it's rather redundant for me to go calculating them. But there are things that the numbers can't gauge and that's where anecdotes come in. While I acknowledge the numbers are there and weigh them over anecdotes, I'd end up seeing the big picture in how the set plays out and on teams.Try actually calculating the survivability of the set and comparing it to the other sets (as I and many others have). Many players that argue that EA isn't all that weak are either operating under the assumption of IOs (which is a heavily flawed point to be making a balance argument from) or are using anecdotal evidence rather than attempting to gauge capability empirically.
But if you want to say looking at the set from the point of view of my lvl 34 Claws/EA brute (got a 41 EM/EA stalker too but has IOs) that just runs on common lvl 30 IOs and tough/weave is flawed then fine. But AFAIK, he isn't weak. Hell, the heal in Energy Drain isn't that weak either (it's not strong either but it helps considering it *will* top off your Endurance too). The stealth isn't counter-intuitive as it helps get him into position to spin or start shredding down a tough target to get fury going before everyone starts shooting. The psi hole is managable, just pick off those targets first...toxic can be a problem but just pick off those targets too.
That said, yeah there are harsh downfalls to the set that the player must be aware of to survive. Empirically, the set is weaker than others. If you're actually playing the game and not looking at the numbers, you can play all points of the game and still have fun. -
Quote:What are the numbers on those sets endurance management? Because I wouldn't put Quick Recovery (from WP no less) on the same level as Energy Drain...and definitely not Consume from Fire Armor. I believe Elec Armor and Fire Armor pay for their utility (damage and endurance) with decreased survivability.The problem with the assumption that infinite endurance (i.e. endurance tools) is the counterbalance for lower survivability is that Energy Aura isn't the only set in the game with substantial endurance tools that allow for endless endurance. Regeneration, Willpower, Ice Armor, Fire Armor, and Electric Armor all have mechanisms that allow them to either equal or surpass the endurance capabilities of Energy Aura, and those sets don't have to pay with lower survivability.
In that respect, I never found EA particularly squishy in normal play. It's just people will look and say "Energy Aura or SR?...I want the besterest armor!!1" EA is just outdone for what it does by other sets. -
Quote:Um, psionic attacks don't bypass typed defense...because it's flagged as a psionic attack...thus is blocked by the psi defense type. Even the psionic control attacks that have no position type is still flagged as psionic...unless you're claiming these attacks have *no* position *or* type and thus cannot be defended against?Don't forget the psionic attacks that bypass typed defense. There are also attacks (particularly debuffs) that carry no type of attack, but they still have a position.
Where you're mistaken is that while EA uses typed defense, it just lacks psionic defense. Willpower also uses typed defense which includeds psionic defense. -
Some posts are saying EA's lack of a taunt aura is a liability. What about if you don't want to taunt stuff constantly? It's kinda not an option for sets like Inv, WP and SR where their taunt aura is linked to their mitigation. At least for sets like Elec Armor, if you don't want to taunt, you just lose the damage aura.
That said, in a team environment, I like to taunt things on my Elec brute...he can sap things faster that way but he'll be the 1st melee to fall when things go south. The guys that aren't aggroing extra stuff like the DA scrapper, the Stalkers and my EA brute will still be fighting on. -
I'd consider the direction you plan to take the character too. In the argument of tech vs natural for this character's origin, will she ultimately rise to power and become a skilled kunoichi herself? Will she take over the clan and convert it into a band of ninja that use high-tech stuff like flash grenades and teleport tech?
Both are branches of development that have their strengths and weaknesses and would really fall on the personality of the character. Is she all about the modernization and looks down on the old ways and try to change them? Does she have a respect for old traditions and sees the importance to uphold them?