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I don't hoard, per say, but I do try to keep my tray 'kinda full' with a few open slots for drops. There's inevitably those missions were nothing seems to drop and your tray just shrivles but that's kinda fun...it's tough but you just gotta cope or organize resources with your team.
But inspirations are a game. Play with it.
The game I usually play is 'inspiration tetris' where I never delete inspiration, only use them. I'm allowed to combine stuff into other stuff I want but I can't just delete stuff or even just burn em randomly. They gotta be used in battle. It can get tough so I have to hoard the stuff I need and try to keep open slots for combining stuff I don't. -
Quote:Lol why even dignify this with a response?this, absolutely do not get rid of wormhole
dimension shift is a useless power and should be replaced by something (anything is better than it currently lol, intangibility is one of the most useless types of mez)
Really, the OP wants an AoE slow/-rech power? Pick up Crushing Field and slot it with Pace of the Turtle: Chance of -Rech proc. -
Quote:Well, what I suggest isn't one color per blast. Those are just tags for explanation that's more easier to grasp. i.e. how easy is it to translate "wavelength splash: 450 nm" compared to "color splash: violet"?I'd really prefer to avoid the "One Color Per Blast" theme, myself. Even if it does make sense from the spectrum view.
Quote:It's not really a rainbow without all the colors, y'know? And with power Customization used by most of the male players picking the set up for fear of being infected with "Teh Gay" it'll make less sense, visually.
Quote:Again, I'm leaning towards the Illusion damage idea, myself. Since it would increase the sets damage dramatically, for a short duration per enemy, with a healing effect to follow. Minions and Lieutenants would die faster under the aim of the Rainbow wielder, but anything higher than that would have the option to heal the damage.
-Rachel-
...just a thought. -
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Quote:Well excUUUuuuUUSe me! I was drinking when I posted that so think I did pretty good considering I typed them in reverse order that most people recall the spectrum.
ROY G. BIV - that's the seven colours in a rainbow: Red, Orange, Yellow, Green, Blue, Indigo, and Violet.
Anyways, since you're so adamant about this concept, I'll propose my take on it...
Rename "Rainbow Blast" to "Radiant Blast" - Why? Because you're able to color your powers to use whatever colors you want either using all colors or just 1. It really isn't a rainbow if you decide to use only 1 or 2 colors.
Radiant Blast: Using varying wavelengths and combinations of light, the user of Radiant Blasts can create mixtures of energy then manipulate them in varying ways. Either unleashing the effects upon enemies or absorbing them for your own benefit.
Wavelength mix = requires a mix of 3 different frequencies. For explanation's sake, we'll say color names. The set will have 6 blasts, 1 control that relate to a certain end of the spectrum. You must combine at least 3 (like combos but in no specific order) to unleash either Wavelength mixes. Using a color associated with the other end cancels the mix and using attacks consistent with either category continues to proc the effect. The proc does not stack with the same user.
--Infrared (red, orange, yellow or green) = 100% proc for fire dmg and -def or +regen and ToHit on self.
--Ultraviolet (violet, indigo, blue or green) = 100% proc for -res and foe knockdown or +res to all but psi/toxic on self.
1. High Oscillating Shot (ST energy dmg; *special color splash 'red') Note, the animations would be the same suggested by the OP. To differentiate them, the length of oscillation for the arcs differ, being smaller and faster waves for 'high/red' and longer and slower waves for 'low/violet'. Also, color splash is like Gauntlet in that it spreads the special to all in range.
2. Low Oscillating Burst (ST energy dmg; *special color splash 'violet')
3. Low Frequency Wave (Cone energy dmg; *special color splash 'indigo')
4. High Frequency Stream (ST moderate energy dmg; self +dmg/ToHit; *special color splash 'orange')
5. Low Oscillating Orb (Ranged AoE energy/knockdown; *special color splash 'blue')
6. High Radiant Rain (Ground target AoE energy dmg/slow; *special color splash 'yellow')
7. Absorb Radiance (Cone Foe -dmg/slow movement; *special removes all color splash; *special self buff per-foe)Note, you get a self buff for each foe caught in this that also has the corresponding wavelength mix.
8. Radiant Flash (ST foe hold/-ToHit; *special color splash 'green')Note, this is the 'middle' frequency of all the color and can be used to produce the Infrared effect or Ultraviolet effect.
9. Prismatic Burst (wide arc cone nova, self -END, -recovery, -regen) This uses all colors, i.e. white. So does not interfere with either Infrared or Ultraviolet effects.
Notes: The splash color effect has a decent duration so there's no real haste to get the effect. The names are up for debate but basically, High = Infrared and Low = Ultraviolet for simplicity by the user. Ideally, the user could proc one of the combos once then use Absorb radiance to buff himself OR they can keep using same frequency powers and continue to proc the effect. The -def from Infrared doesn't stack but you can keep getting the fire dmg on all in range. Similarly, the -res doesn't stack from Ultraviolet but you can keep KD on the enemies. -
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Quote:And in CoH Beta, there was no target cap IIRC so blast AoEs were ridiculous. Also, enemies didn't always have ranged attacks. And there was no travel suppression. Oh, and no ED. Back then, 6 slotting your fire blasts for damage, 6 slotting your armors for def/res, get Tactics for accuracy, stamina for endurance, hasten for rech and pick fly and zip around sniping things to death and zipping around blasting stuff while enemies are helpless to attack back because all they had was melee...yeah that was pretty overpowered.In CoH Beta you were allowed to take any power you wanted to, and everyone ended up making ranged/defense characters. So, they came up with the AT system to stop people from playing overpowered characters and nothing BUT overpowered characters. I wasn't there myself, but I did some reading up on it. Overpowered characters, and completely gimped characters on the other end of the spectrum, were the reason the AT system exists now.
Can you do *any* of that now? The best you can really do with that now is shoot at something and take some out before they close into melee with you. There's the option to kite if you pick up +speed bonuses and rely on unsupressed movement but it's really no different from Scrappers with ranged attacks (like Claws or Spines). Not particularly effective but useful.
Quote:If he was the one preventing a ranged/defense AT from happening, the current devs have had over 3 years to change their stance on it, and they haven't, which leads me to believe that the current devs have their own reasons to not give it to us. What those reasons are, I can't say. I may or may not have hit on some of them, and I hardly expect them to tell me if I did.
So, you can keep asking for a ranged/defense AT all you want, and if you get it, everyone here has the right to say "I told you so".
I'm not going to hold my breath.
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So how do you balance ranged AT damage sets with melee AT defense sets? The devs picked the absolute easiest way to balance it, by not allowing them to be combined. -
Quote:Well, I was talking about *new* sets. Like Willpower, Shield Defense, Dual Pistols, etc. That is, sets with all new powers. Willpower is unique in that it was the 1st defense set with a mini-godmode that didn't crash anything (it just takes a chunck of END afterwards).Archery? Groundbreaking and Unique...? Sonic Blast? Pain Domination? Katana?
How about Willpower..? Or Earth Assault?
Katana was one of the 1st powersets in the game so isn't what I'm talking about. Pain Domination yeah, it's 'unique' in that it's like an offensive version of Empathy that buffs he user as he heals others...that's something new...and still keeps close to Empathy (like everyone wanted).
As for suggestions, I dunno. Give me a chance to take another shot and maybe I'll be hit by inspiration...Maybe play on he whole 'rainbow' 'spectrum of colors' deal. You've got 6 colors (violet, blue, green, yellow, orange and red), combined colors (white) and lack of color (black). 8 colors there. Plus some sort of build up power or control power...
Make a proc mechanic that requires 3 frequencies of the spectrum that does *something*? Kinda like DB combos but you don't have to use a certain string of attacks? Just put 3 wavelengths on a foe at once... -
Quote:But there's no strong conceptual link to the 2 more unique power mechanics of the set. There's not real rhyme or reason *why* the set has a ranged follow up like, why does DB have blinding feint? Well, it's using 2 swords to link attacks together to make them stronger. If anything, Dual Pistols makes more sense to have a ranged follow up but it went for a more unique mechanic.Ehhh I'll give you color drain. But there is no Ranged Follow Up, and definitely not one in any existing set (like Fire Blast or Energy Blast). So that's New. Prism Fall is sort of like a Fireball attack, I suppose... But as a Ground Target power rather than a target power you get some freedoms in it's placing. Unique to this set. And the Tier 9 Nuke is mechanically unique, too, for a blast set. Sure it uses some of the same tech as Lightning Rod or Shield Charge but it drops the pet before the Teleport.
So. Yeah. Mechanically different from any blast set in at least 3 powers. Visually different in -every- power.
-Rachel-
And the TP nova fails me to provide a unique feel to this set, mechanic wise. Yes, it's not like any other nova but why is this the pivot point for unique mechanics for the set? Why would you even want to TP into the enemy and have no endurance afterwards? I.e. what's so unique about it considering the entire set?
Nothing really groundbreaking and as far as I can tell, most new sets are pretty much that. Groundbreaking and unique to set them apart from any other set. -
And electric melee, which does better on a Stalker than any other melee AT.
But how does AoE calculate in DPS discussions? Usually, those high DPS attack chains that brute and scraps talk about are all ST focused.
And it's not to say Stalkers don't get AoE either. Dual Blades, Electric Melee, Spines, Mace Mastery and Mu Mastery all have decent to great AoE that can crit with a 50% rate from hidden status. -
Quote:Nah, if you're going to propose crap HP for this AT, you might as well just toss the idea in the garbage. Seriously, it's bad enough the resist sets are sub-par on Stalkers, but on this new ranged/def AT, sets like Regen and Electric Armor will be practically useless.
Health: Let's go with the REALLY low hit points of a MM (instead of the second lowest...which is lower than a blasters, and the one I think works best for the idea)...that will make you extremely squishy even with defense/resists/heals...just ask Stalkers
If nothing else, this AT should have Stalker/Blaster HP/cap. For damage, I'd suggest replacing Build up with a more debuff-y power for when the enemy gets in melee. Basically, I think this AT should probably not be a 'burst damage' AT and more on utility...Oh, and it'd be awesome if this AT gets a tuned down nova tier 9 that does less dmg, recharges a bit faster and causes no crash.
As for the list, Steampunkette, I understand already that melee attacks generally hit harder on a good deal of enemies. The argument I was making was there is no 'melee resist' or 'ranged resist'. Whatever you resist no matter what position will react equally to stats. You can't put this situation in a vacuum and expect it to be universally applicable. -
There's no mechanical uniqueness to it, just a few 'different' powers like a reskinned Drain Psyche and a 'ranged Follow-up'. Concept-wise, it's fulfilled by Energy Blast or even Fire Blast. And the lack of some sort of secondary effect weakens its unity as a set.
As for the actual visuals, they sound nice. But you're better off hoping the devs will get around to making alternate animations for sets and making this one for Energy or Fire Blast. -
Quote:Yeah, that argument doesn't work here as ATs like Brutes and Scrappers can do anything in this game, certain Controllers can farm countless enemies by themselves and Defenders can take down the toughest foes in the game if they put their power to it.Okay, so just because no AT is needed, we should create an AT that can do everything by itself?
Quote:This is the rule. there are a handful of exceptions. But Enemies dish out more damage in melee than they do at Range. Players do not always follow this rule. Enemies also tend to have more melee attacks than ranged attacks, and generally aren't shy to use Ranged attacks while in Melee.
Quote:So 22.5% damage resistance at range is more useful than 22.5% damage resistance in melee. Due not only to the lower damage per attack, but also the number of attacks being thrown off in an attack chain.
Quote:If a Blaster can "Kite" enemies from range and destroy them without dying, the AT you're suggesting would do the blaster's job better. Not more effectively, but better, by being able to avoid death far better than blasters who already do it through maneuvering and careful consideration.
Quote:If an enemy in Melee is throwing off an attack that does 100 points of damage and the player has 22.5% damage resistance, the player only takes 77.5 points of damage. An Enemy throwing off a ranged attack will generally do only 70-80% of their ranged attack damage. Assuming they deal 80 damage, the player takes 62 points. In melee enemies can throw off their ranged attacks interchangeably with their melee attacks, too!
All in all, it's a wash and a point that really doesn't make a difference. -
One annoyance I run into in the game that many probably shrug off as challenge: Alpha strikes (and subsequent Beta strikes).
I'm not sure if that was the balancing goal of the devs when they created the AI but it seems more like a limitation of the first programmers and we just coped.
If I could, I'd stagger the enemy's attacks based on the number of players perceived vs foes present. So stealth would help mitigate how many attacks you get at once when first engaging but more if there are lots of players on the team. On top of that, I'd like enemies to actually 'prepare' for a fight. Rather than all just turning and shooting at once, maybe some of the minions try and buffer their mez resistance (like popping a breakfree) or simply 'block' the alpha strike of the players so they don't just all fallover dead when everyone cycles their AoEs at once.
Sort of like how some Rikti will turn and summon a portal or cast buffs at the start of a fight. This feels more engaging not to mention requires action to thwart or overcome (think AS the guardian or hide-crit the communications officer or outright dominate with mez or debuffs). You don't have to but it's something... -
That is if you're equating lack of convenience with irritation. Some players despise KB because they have to run a few feet to keep smacking on the enemy. If I could, I'd smack a foe away and will keep smacking it where ever it goes. I slot my Golden Dragonfly with KB...
On the runner thing, I actually like it on my Elec/Regen. Because a runner isn't attacking me. More chance to regen and recharge my powers while still being engaged in combat.
Quote:In a video game context - which is a context where things are designed to be the most satisfying and pleasurable - instituting deliberately annoying aspects is a terrible idea. You can't look at a piece of game design, discover it infuriates the players of certain characters, then just shrug your shoulders and go "Well, serves 'em right." This is not good game design.
You need to distinguish this. Running after a guy that moved from your AoE isn't bad design. That's just logic. Nor does it constitute a drastic change in strategy.
Quote:I realise this is probably going to sound incredibly silly, but the point of a game is to have fun. For some reason, I it feels like so many people overlook this aspect when they get down to the nuts-and-bolts of design implementation, weighing options and looking for perfect balance.
All these "no runners" "AoE or go home" "I hate KB" zealots can be ignored because they're usually balanced by the opposing zealots. Thankfully, I'm in the middle and don't care one way or the other. But that isn't to say one side isn't represented enough. There's a reason AoE is so prominent...it's very effective. Don't you feel there should be something to counter this particular tactic just like there are counters for other advantages?
Quote:Simply put, accepting an annoying aspect of gameplay as a justified part of the game because the players who experience it face other advantages is no better than causing the game to crash on people who play Masterminds because Masterminds are otherwise too overpowered. This is NOT the way to solve problems.
But runners or non-AoE tactics aren't dibilitating to the point that you cannot play or cannot progress in this game. Are you so steeped in convenience that you see no other alternatives? Do you ever go camping? Camping can be fun for a lot. If that's not your cup of tea, go for a hike or long bike ride without technology there for your convenience. Having everything spread out infront of you is great but it's not the default... -
Personally, I think if a VEAT character decides to switch sides and go to blue, he should have to turn in his Arachnos helm/crab pack for some PPD stuff upon respec.
Say that your character was working undercover in RI or that he turned in secrets to the enemy and earned rank. -
Quote:Annoying to some is "Ah Ha! Check! Gotcha lol!" to others. Runners are annoying...if you fail to use tactics to counter them like slows, KB or immobilizes (which are oh so common and stackable). Oh, but you don't have these on your Fire Melee/Shield scrapper? Too bad? Not everyone gets every advantage...that's what advantages are there for...because not everyone gets all of them. In your midget chair example, yeah, it'd be annoying...but if I was a paraplegic in a wheelchair and couldn't feel my legs "HA! Gotcha! I can't even feel that you annoying *****!"...it may not equal out the disadvantage of not being able to walk but it's an advantage.See, this is kind of what I mean. I find werewolves and witches running at high speed to be nothing short of cat-in-pants annoying. It's not about strategy, it's not about tactics, it's not about intelligence. It's just annoying. It's like having a midget next to my chair, kicking me in the shins every few minutes. Yes, I can avoid it by killing them quickly or abusing holds, but I can also avoid having my cat knock the glasses off my dining table by simply not leaving them there when I leave the room, but I'm certainly not going to teach my cat to knock over glasses just the same.
As far as I'm concerned, the single overriding most important question one must address with a change to AI is "Will this become infuriatingly annoying in actual practice?" Running enemies very much is. No matter what it may add to the tactical side of the game, it is ANNOYING, and as such not a change I would want to see made. And since this is a "what would you like to see" and, by extension, a "what would you like to NOT see" thread, it is the right place to talk about this.
Improve AI to your heart's content, guys, but always make sure that this doesn't leave ME ripping my hair out and punching inanimate objects as a result.
What's annoying to your scrapper is trivial for someone else's tanker and non-existent on my dominator. My dom is annoyed that he struggles so to mez elite bosses and AVs, but it would be ludicrous if I could mez them like the hoards of other enemies.
Likewise, how we can currently turn groups of enemies into fodder en mass thanks to basic AI and abusing +rech and AoE dmg is equally as ludicrous to me. But there's room there to change.
If I were suggesting changes to enemy AI, it would be to add variety to enemy groups. You'd have your "herd/farm with AoE" mobs like the Freakshow and Warriors, then the "scatter and blast" groups in the Malta, and the "volley fire, I'm not wasting time moving" tactics in Nemesis. Of course, even more variety is needed. It's hard to play a single character all the way to lvl 50 for me because it gets so repetitive tactics-wise. -
All this backtalk about Dual Pistols...wasn't the set particularly good on ATs like Defender (during Beta, my Dark/DP made it seemingly impossible to die solo). Just because the set might not shine on every AT doesn't mean they're bad, just not overpowered with damage. Besides that, I don't really see the set struggle at anything.
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Quote:Okay, can you come up with any more reasons besides those 3?Um. I have lots of reasons for saying that. I could start with the developers stated belief that the existing Energy Manipulation is already too melee heavy for a blaster. I could start with the developers already stated design goal for further manipulation sets to follow the Psychic Manipulation model. I could start with the point that anybody who really thinks that Martial Arts makes for a Blaster Secondary power set does not, I repeat, DOES NOT, understand the archtype or the design goals of the manipulation sets.
This really isn't unknown information. It's been out there for several years now, and Positron / War Witch / Castle haven't shown any sign of re-visiting the concept.
You said you had lots. -
Quote:Well, you could always just kinda give Hide for free ^^ it already doesn't cost endurance...sure, keep it as the tier 1 power but have it not cost a power slot.Counterpoint: Stalkers, or "How would this choice risk gimping an entire AT for someone, and how much of a PITA would it be to have to code around it?"
And I demand you change your avatar. It's a crime to associate something that cute with a crude poster like Bill! -
Quote:Well, in the case of facing primarily lethal damage foes such as Council (there's some mix of smashing dmg too with the warwolves and we'll just ignore the vampiri for now), you're only looking at 90% thanks to the breastplate and helmet. What's stopping you from popping the pet right back out? Probably the same thing that stops a MM from producing a steady stream of upgraded pets. You can do it for a while but you're not going to be able to keep it up indefinitely.As for the numbers on the pet's HP... That's 165% of the player's total health. Simply ridiculous amounts of HP, to put it lightly. Especially since you want different types to take different damage types, exclusively. You'll essentially have the player taking the first 60% of their HP in damage to their Breastplate toggle with no damage to themselves. What's keeping them, in this situation, from popping the pet right back out?
Quote:Or do you mean that the "Untouchable" wouldn't apply to the player? In which case the player and Breastplate both take the full damage of a smashing attack? Why wear the armor..? Does it grant an inherent Defense or Damage resistance buff?
Also, consider that once a piece of armor is destroyed, all other armors are vulnerable. I.e: You're fighting a MA scrapper type Longbow and he pummels your Breastplate with smashing attacks. Eventually, it crumbles. All subsequent smashing attacks will now do 100% of its damage to the player *and* the other armor pieces at the same time...and none of the others resist smashing.
Processing the idea, however broken it may be, such a set would have great advantage vs enemy types with varied damage types (think Outcasts, Circle of Thorns....uhhh Longbow...) because their damage would be mitigated across all the armor pieces. But vs enemies with concentrated damage types (Council, 5th Column, Warriors, etc) would eat the armor user quickly or foes with extraneous psionic and toxic damage like Arachnos.
Quote:I honestly think the layout I put in was the simplest and most effective way to get the set up and running with the "Feel" it originally called for, without being "Broken" in it's power.
But it's arguable if a bodyguard system is or isn't 'broken' on an AT like Brute or Tanker. On MM, it's proved to be as effective as a Tanker who has far more HP and defenses than a little ol' MM...and the comments Sam brought up about split dmg not being enhanceable and wouldn't really scale up is also something to consider.
Quote:As for the "Scrapper Bodyguard" thing... I was commenting that -if- the Devs went ahead and rewrote the entire method by which it works, a player powerset could focus on applying "Bodyguard" to other allies. A Defender, for example, might grant a DR buff to an ally with a toggle that also allows the Defender to take part of the damage (or tanker, or scrapper). I also commented on the idea of the scrapper's defenses being used by other party members because you described using the armor's Defense mod for protection of the player. It's far simpler just to buff the player's defense and doesn't offer up gamebreaking options. I then explained how the "Give you my Defenses" player to player bodyguard mode could be broken. -
Quote:Not impossible. Although the defense/ToHit check might need to be put on the player (having the pet simply give you defense like Sam said), but I've thought of a possible way using current mechanics (although it probably won't work).Impossible within the current system. This would require a full revamp of the tohi-defense-damage-damage resistance-total damage checks. However it would allow for a system in which a potential future powerset would allow a player to play "Bodyguard" for other entities (PCs or NPCs) to take part of -their- damage. Unfortunately it would be incredibly broken when the SR scrapper plays "Bodyguard" to the whole team, pops Elude, and all ToHit checks are rolled against him.
Also, who ever said anything about Bodyguard mode on a SR character? Also, it sorta doesn't make sense how it's all that broken. If a scrapper pops Elude and never gets hit by ST attacks, no one takes damage anyway (except around 5-10% of the time). If AoE attacks start getting tossed about, the scrapper will dodge but everyone else will still get hit (or will the scrapper end up sharing *that* damage and ultimately nerf his own defense because he's taking damage everytime a teammate takes damage?).
Quote:An attack targets a single entity (or Area) but cannot currently be rerouted through multiple targets (Attack Mastermind, Check Defense/Tohit against Brute, Apply damage to Scrapper Damage resistance, grant remaining damage to Mastermind). It doesn't support that functionality.
Breastplate pet = good smashing/lethal resist + 60% base HP (so the pets HP is calculated off your base)
Shoulder/arm guard pet = decent energy/neg energy/fire/cold resist + 45% base HP
Helmet pet = good psi resists + decent lethal/cold resist + 30% base HP
Gauntlet pet = melee/ranged defense to Base + 30% base HP (no resists)
Basically, attacking the player will result in attacking the player and all pets at once (think of it as Negative Bodyguard; rather than splitting the damage among the pets and yourself, everyone takes 100% of the effect).
But the Breastplate would grant a buff the player and other pets (3 mag of Untouchable to smashing and lethal...probably doesn't work like that but work with me...) and same for the Shoulder/arm for the dmg types it resists. The helmet would only provide the untouchable status for the dmg types it has to the player.
This would result in the breastplate taking all the smashing/lethal dmg first and the shoulder/arms take everything else except psi (which the helmet would take) and the debuffs and whatnot bounce off an untouchable entity. If the enemy manages to breech your armor (say, a psi user manages to melt your helmet with mind waves because that would be taking the damage in place of the other pets), the other armor will do little to protect you and will quickly be destroyed too.
The gauntlets will simply take damage when you get hit *if* no other armor is present to soak up the damage.
In layman's dumbed down terms: the breastplate will stop your ribs from being crushed or your organs punctured, the shoulders would soak up those scary cold, fire and energy attacks for you, the helmet while it can stop you from taking a bullet to the head is more to soak up the mind attacks and the gauntlets are used as shields to deflect melee and ranged attacks. Lose any of those pieces and all your armor, including yourself, are now vulnerable to that kind of attack.
Quote:There is a system in the game to handle this already. Let the armor grant defense to the target of the attack. It checks against his Defense. It checks damage versus the player's Damage Resistance, then applies the damage to the player and any pet currently "Bodyguarding" the player. These mechanics are already in place and would handle the concept without too much issue. Why try to rewrite what already works to put in a new mechanic for one set which is already going to be difficult to implement thanks to the costume considerations?
-Rachel-I was just proposing a more thematic angle to the idea. I always try to think of multiple ways to get to a possible solution primarily because one idea might not work...
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Quote:Then what is the point of having 'pet armor' at all? Why not just defense/resist toggles or clicks? Basically, if we're going out of our way to add an esoteric mechanic like this to an armor set, what benefit does it gain from it? Similarly with Dual Blades, the combo mechanic is a bonus for stringing the attacks together in order for pure benefit for the limitation that they *must* be used in a predefined order and *must* connect.I'm actually not convinced that having armour pieces take some damage away from the player Bodyguard-style may not be a good way to go with this, as Bodyguard is unenhancible and applicable to all damage irrespective of element. I suspect it might be better to go with more conventional defence and resistance buffs, and maybe a hit points boost while we're at it.
I still want the pieces to have their own health, I just don't want them to take part of the player's damage. Rather, I want them to take their own damage, with the player taking all of his licks, but having resistance and defence to mitigate it.
As for the proposed set by Steampunkette with respect to Sam's thoughts on the armor taking its own damage; I feel the 'armor pets' shouldn't even grant the user defense or resists but attacks directed at the player will simply be redirected to the appropriate pet. The breastplate would protect the body from smashing and lethal so would take and resist such damage on its own. The gauntlets would be used to redirect and deflect melee and ranged attacks so roll vs those attacks to hit. The helmet would protect vs psi along with resisting mez.
So a smashing melee attack would check vs the gauntlets to hit. If it hits, it connects with the breastplate which resists some of its damage and takes the rest on chest 'armor pet's' HP. If the breastplate is destroyed, subsequent smashing damage would injure the player *AND* the other 'armor pets' instead of *only* on the breastplate.
Ultimately, it's about using the 'right' armor piece in the right fight rather than pile on all your armor and survive hell and highwater all the time.
PS: The super benefit would be that debuffs as additional effects would be directed on the pets and not the player. Persistent AoE debuffs, however, would still get through for obvious reasons. -
Quote:Several things you run into with this suggestion:Anyways, Going back to my concept, I've come up with a few powers, Still operating under the "Fake Health" premise, though the pet suggestions have opened up some new ideas, for more strategy, more on that later. All of tis is just preliminary, mind, and very open to change.
Armor:
The set would be built around the four primary toggles, with the remaining five powers(the Tier 9 is a bit different) focusing on enhancing their effect. each Toggle has it's own resistances or Defenses, and would take a sizeable chunk of damage done to your character for them (not ALL of the damage, but most of it)...
...
Going over this preliminary set, It really just occured to me that the toggles could just as easily just increase your max HP, and have the same sort of effect
-A 'fake HP' mechanic doesn't exist. How would this work, exactly? You do not explain if it's a separate HP bar, a recolored bar on top of your regular HP. How much damage does this take, exactly? How does it differentiate the toggles? (how does this mechanic know which armor piece is taking the damage? what resists what?)
-Variable recharge times. Do we have any examples of a power that recharges at two different rates? Or a means for the engine to tell if the armor was turned off, detoggled or broken?
-Gamers will game. If an armor is going to break, what's stopping the player from quickly turning it off and back on again to circumvent the 'armor break' penalty?
-Additional HP. Several things here. If the set just used +HP to simulate the 'fake HP', that throws regeneration into the mix. Also, there are caps. If, for instance, you've reached the HP cap with a combination of IOs, accolades and one or two of the toggles, this renders more +HP null and breaks the concept of the set. Especially considering a Stalker, half the +HP armor would do nothing. -
I don't think having the set light on toggles and endurance is a particular issue. Or is there some kind of formula governing how much energy an armor set must expend? And how are the outlier sets balanced around this? (i.e. Regen only has 1 toggle + a recovery inherent and Dark Armor has 7 toggles and no recovery bonus; then you've got WP with .84 end/sec toggles + recover vs Shields with .78 end/sec toggles + mez click every 120sec).
That said, you don't have to have the idea set being only clicks. You can certainly add in 2 toggles that give the character a baseline buff + improves the 'armor pet' clicks while active. Like, a toggle that improves base regen by a decent degree while slightly improving the regen of your pets. Also, a mez toggle because it'd be a pain needing to worry about keeping a pet alive to keep your mez protection.
There you go, 2 toggles ontop of whatever other powers anyone else can think of ^^