Leo_G

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  1. Quote:
    Originally Posted by Eiko-chan View Post
    Do you support removing some endurance cost from low-level attacks, or implementing a universal recovery buff, or some other system to offset low-level endurance problems then?

    Or are you just objecting to my idea to object to my idea?
    I retain the option to withhold my opinion on low level endurance issues.

    But regarding the alteration to enhancements, it isn't needed and will skew what tiny sense of progress we have in the game.
  2. Quote:
    Originally Posted by Eiko-chan View Post
    Compromise: Keep TOs and DOs as they are, where they are.

    Remove the discrepancy in enhancement values between TOs, DOs and SOs; allow all to simply deliver SO-level enhancement.

    Do away with level 15+ TOs and level 25+ DOs altogether to remove the problem of "cheap enhancement" this might create.
    Not much of a compromise. Somehow, somewhere, there's a player that uses DO enhancements and doing away with them in the lvl 25+ game will infringe on them. For whatever reason (the cost jump to SOs, the availability or the concept/names), just dropping them (at a certain level) shouldn't be the way to go.

    How about just leave all enhancements alone?
  3. Leo_G

    New AT

    Quote:
    Originally Posted by Samuel_Tow View Post
    Range as a form of defence has been discredited for a long time now, given that enemies were specifically given ranged attacks to counter exactly that, and the fact that all "jousting" approaches I've seen to date have reduced offence significantly.
    Just curious but have the devs actually discredited the 'range as defense' statement in writing?

    I'm with everyone else that thinks the whole range mitigation thing as particularly useless but I can see that it does help. Not because ranged attacks do less damage but because all the *other* powers a mob has can't be used. This works counter for some mobs as they can't use ranged attacks while in 'melee mode' but not for all of them. In that vein, jousting can work both ways, i.e. keep em at range so they only use ranged attacks or move around in melee causing the mobs to need to waste time repositioning to use melee (easier with some kind of slow aura or patch). So unless there are double-standards at work here, I don't think 'range as defense' is a particularly good argument.

    Quote:
    Originally Posted by McBoo
    Both of these things could arguably be said to have been done to put a ranged/defense model in the game while still preserving game balance. I have a feeling this puts the creation of another ranged/defense archetype fairly low on the list of priorities.
    I'd agree, such an AT would be low on the list of 'to do's but I think if enough people express their desire for it, that could change. With a shiny inherent to work with, I think it's possible to make such a combo fun and unique.
  4. Leo_G

    New AT

    Quote:
    Originally Posted by McBoo View Post
    The thing you have to ask yourself is that if a ranged/defense archetype is perfectly valid outside the constraints of a limited number of tightly controlled powersets like the epic archetypes why didn't the developers put them together like the regular archetypes in the first place?


    >
    Just to quote myself a bit regarding this question up page...the reason I think they didn't have defense/ranged ATs at the start:

    "But back then, there wasn't travel suppression, no ED, mobs weren't all balanced with adequate ranged attacks with obscene range, no target caps and all sorts of other changes. So ranged/defense might really have been OP back then to a degree that they simply couldn't make such a combo work. " - Leo_G
  5. Leo_G

    New AT

    Quote:
    Originally Posted by ClawsandEffect View Post

    Why should the devs create an entirely new AT that will play almost exactly like an EAT, when EATs already exist?
    That would imply that claws and mace play almost exactly like katana and dark melee or that psi blast and energy blast play almost exactly like fire blast and sonic blast.

    They don't.

    That the EATs has similar power choices of ranged attacks and defenses proves the mechanics work and can be balanced not that concept is already facilitated. Now are you intentionally being dense or just facetious?

    Quote:
    They've already spoken out in the past against the idea of duplicating powersets within an AT, why would you think their position on duplicating ATs would be different? Duplicating powersets would be things like: Creating a set identical to Shield Defense, but wthout the shield.
    What's Axe&Mace? Katana&Broadsword? Stalker/Scrapper/Tanker/Brute? Defender/Corruptor? Even if the mechanics are identical, it doesn't mean the concept or even style will be.

    That they decided to ship out 4 melee ATs with varying styles is enough explanation for a new AT with alternate combination of powers not currently available.
  6. Not even going to acknowledge Stalkers? And Tankers don't even get armor as a secondary.

    No.
  7. Hmm, I could make my carnival of shadows character with a white face + eye/lip makeup AND multi-color pattern clothes for that festive design of the other CoS girls. I'd like this option.
  8. Leo_G

    New AT

    Quote:
    Originally Posted by McBoo View Post
    Eh, the game as it was originally envisioned and alpha tested would have allowed players to create ranged/defense sets. The original idea was to allow you to choose any two powersets from a much larger list of powers. That proved to be much harder to balance and was scrapped for the existing system we have now.
    But back then, there wasn't travel suppression, no ED, mobs weren't all balanced with adequate ranged attacks with obscene range, no target caps and all sorts of other changes. So ranged/defense might really have been OP back then to a degree that they simply couldn't make such a combo work. Now? I dunno, you tell me. I don't really play EATs...I *do* wish they'd make a melee/buff AT already though! For bonus points, call it an Enforcer!
  9. Leo_G

    New AT

    Quote:
    Originally Posted by Arctic_Princess View Post
    Rad Defenders and Super Strength/Crashable God Modes can already achieve this effect.

    I have a Rad/Dark Defender with EMP Pulse and Blackstar.

    The reason I point this out is because I'd rather not see a random new AT based on say, a defender with melee or a blaster with shields. As has been pointed out we already have them in the form of VEATs and HEATS and some specialised slotting power choices and use of power pools from existing ATs.

    I'd rather see themed ATs (Paragon/Praetorian Police, Circle of Thorns-style, etc) which don't unlock at 50 (the new change to Epics unlocking at 20 could be seen to be, employing wild speculation with abandon, a step towards alternative methods of achieving ATs).

    There are enough groups already in existence for the concepts to work. Wyvern, Legacy Chain, Longbow, Vanguard for starters. Malta, Carnies, Council, 5th Column, Circle of Thorns, Rikti too. A lot of their powers are similar to existing ATs and, bar the costume pieces for the majorty, a lot of players already have rolled characters that either still are or were once onvolved with these groups.

    So whilst I appreciate that people want to play around with existing formulae for 'new ATs', please can we have some crazy thinking first and then scale it down to something workable?
    The only way I'd agree to that is if they had all new animations for those sets (and therefore, inherently unique). But since all those pretty much used canned powers we already have, I'd prefer more powerset type combos so I can just make my own version of the examples above. You can already make a Wyvern, Legacy Chain, Longbow, Council, CoT character sans some costume options. The others are close too but just missing some power options that would be possible with more powerset combos.

    Lastly, the whole tankmage argument doesn't seem to make much sense to me. People complain about not liking tankers and tankers damage isn't even bad. Instead, they go for the super highly specialized damage of Scrappers, Brutes or Blasters. Do you honestly think, just because the AT can plink at something at range will instantly make this *THE GOD* AT? Nobody cares if you can shoot! If it can't outpace that Brute or Scrap, it will be in the same boat as Tankers or Doms just without the super self/overal mitigation and replaced with moderate mitigation.
  10. Should I feel like a n00b for not knowing how a costume code works?

    I never use em so know pretty much zip about them ^^;
  11. @flashrains;
    I like it. Although you're right about the skin color. I was in a real bind trying to get the mask myself. There aren't any mask options for it? Anyone? Anyway, I'd probably use different gloves maybe...and why can't we have loincloths? T_T

    @WB_G;
    Sure, what do I do?
  12. K, I'm planning a new natural Demon MM for when i17 goes live but having a bit of an issue with the costume....really, I'm having a hard time making anything *look* like a CoS female while still having a unique style that sets her apart from the rest of the troupe.

    Anyone want to help me out? Any screenies of similarly costumed characters you've made? The only preferences I'd have is, well, she's a beast tamer and I wanted her to show off some skin. And the shoulder panda/kitty is a part I'd like to utilize...but neither is required. She's got 5 costumes to fill out, afterall!
  13. Quote:
    Originally Posted by DarkGob View Post
    Old-school Defiance was a terrible inherent ability and it would be even more worthless on a character with an armor powerset.
    How so? I can stay at 5-10% HP indefinitely on my /SR scrapper. While my /Regen stalkers don't sit around at low health, they often dip down in that territory and hover there for a bit before a heal goes off to bring em right back. I'd assume Invulnerability can comfortably sit at 30% since their max HP makes that safe. Dark armor literally *waits* until it's around 20-30% HP before clicking Dark Regen.

    Would the old defiance at 30% HP yield around a 50-70% dmg buff? A 100% buff at 25% health?
  14. I think the Terminator could work if you made the damage medium instead of high and tweek the defenses to blaster level (which are only slightly below Stalkers/Scrappers/Brute which all share the same level of defense). With how many of the defensive secondaries work better at close range (WP, Inv, Shields, DA) or whose capabilities are cut without nearby foes (FA, EA, IA) the defense sets may either need to be changed in a similar fashion to Stalkers or their primary advantage of range is practically moot.

    Puppetmaster is a possibility. Aett, you say locking down entire spawns would overpower the AT but I ask you: How would this AT be able to do that? Without domination or overpower, you're looking at controls that probably have a relatively short effect (probably same base duration as dominator) but without the ability to back-up their henchmen with buffs/debuffs/heals. It's easy to keep yourself standing as a dom with domination but it's not so easy keeping a group of 4+ henchmen and yourself standing with just controls.

    Benefactor looks useless. You put its damage at medium but it doesn't have damage?

    Vanguard looks interesting. Not sure about the inherent...could work and aid in survival. How about rather than a persistent resistance buff with attacks, you get a persistence mag of mez protection to keep yourself in the fight?

    Trickster. Huh? What's a Wild Card set do?
  15. Leo_G

    Sound Quality

    k. That'll be the next thing I upgrade then.
  16. Bored and started reading this thread...

    Funny people start proposing improvements to Energy Melee and point to Whirling Hands. I can agree, WH is woeful, but altering the set's capabilities through an attack not every EM set gets?

    What I mean is, Stalkers don't even *get* Whirling Hands...Is the Stalker version of EM fine, then? Both it and Martial Arts suffer from 'meh' on the ATs they reside on and altering WH and DT probably isn't the only point of the set that should be changed to fix that.

    IMO, you're better off dropping the notion of improved damage changes. But that doesn't mean there is no hope. There's always secondary effects or increasing the sets' mitigation levels: improving the stun chance, increasing duration, add in knock-, foe -regen to pound down the big targets...

    As far as I know, they don't balance melee powers by secondary effect so adding or altering them wouldn't require a change to endurance costs or recharge values.
  17. Quote:
    Originally Posted by Asteroth View Post
    It might end up being a Supergroup, but only for those eight people, I just haven't decided. It isn't meant to be this exclusive group that only the select can join, I just don't want to over-recruit and then have to get people to sit out, which is no fun for anyone. As for mixing elements I wasn't planning on that, although it's certainly alright if you have, excuse the term, elements of other elements, it's just what your primary power source or whatever is based upon.
    No one has to sit out. With super side-kicking, level is irrelevant and if there are more than 8 (like 11), you can always just spit into 8/3 or 5/6 or whatever.

    As for the rest, meh. I'm sure I'd get bored talking up the same 7 people grouping and talking over eachother. I'll just sit out.
  18. I'm curious how this will all play out. Is it just the 1st 8 people to organize make the group? Is it a supergroup? If we can organize a decent fleet, will the teams only consist of one of each element? Is it possible to mix elements?

    It sounds interesting, I've got room on all servers save Liberty and Protector, blue or red is cool with me and I could play anytime...except when I can't...*but* I'd like to know more about the grouping itself and how it works. I commit to nothing yet >_>
  19. Quote:
    Originally Posted by Rush_Bolt View Post
    So in other words it would be like Ninja Run, but better and free?

    That's not a very good goal to be aiming for since it pretty much says, "Ha ha, fooled you!" to anyone who bought the pack for Ninja Run. Why bother buying stuff when they just turn around and give better things for free?
    It's not free. You have to use 2 power choices just like other travel powers. That's like saying Super Jump is like Ninja Run but better and free. Yeah, SJ is a better travel power and yeah it doesn't cost money but it's not 'free'.
  20. Leo_G

    PVE Stalker

    +0/x8 is a nice setting and all but it's not the end-all-be-all...Different ATs, powersets and combos can do different things and for me, that's what dictates my settings.

    My Sonic/Ice blaster puts the setting a +1/x4 with no bosses and can potentially go to /x5 or x6 because he can sleep groups indefinitely and blast targets to kingdom come.

    Some of my doms, especially my Plant/Thorn, does the +0/x8 deal because with stealth, it's no issue getting close to confuse the group.

    My Kat/SR does +3/x4 because he can do tough big targets but spamming AoEs is draining and not as fun.

    For my DM/WP stalker, it's +4/x1 because he's better at neutering the big boys and bringing them down fast. But for my Elec/Regen, +0/x6 or +1/x4 because he's not as good smacking down a big target and better and blasting groups.
  21. And more intangibility powers to use them in ^_^;
  22. Quote:
    Originally Posted by ClawsandEffect View Post

    Still funny that the whole thing started from something I said as a joke. I was referencing the movie "Jay and Silent Bob Strike Back", in which there is a lightsaber battle and Chris Rock remarks that "George Lucas gonna sue somebody!"
    Well, I did reply to that with TVtropes. That's only serious to the poor sap that clicks the link...and only serious in that it's a serious time-sink >_<
  23. I would imagine, similarly like Disruption Arrow has an Auto-hit debuff and liquify has a ToHit check for its mez, it is just as possible to make an enemy toggle attack require a ToHit check. It's just a variable in an equation built into the power, I'd figure.

    Personally, I think if a ToHit check fails, it should cut off the toggle but I don't know if that's possible to code.
  24. Back on topic: I don't want an energy blade set anymore. I want Plasma Blade and Cryo Blade animations for Fire and Ice melee >_>
  25. Quote:
    Originally Posted by Memphis_Bill View Post
    My main complaint with the original idea is that it doesn't sound like it'd "feel" like Energy Melee (and to me wouldn't make a lot of sense.) How would it interact with Fury, as well? (first En/En was a brute, so that tends to be where I come from with that.)
    At least it interacts with Fury. On a Stalker, I feel rather gypped we get a tier 9 that ignores the inherent. At least on Electric Melee, the tier 9 does something with it (i.e. it lets you stay hidden).

    As for the feel of Energy Melee, I'd agree. But what about if this were introduced on a different new melee (blast?) set? Think it could work for something like Scythe Melee (yes, we need that!)?