Leo_G

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  1. Just had an idea while reading through the thread. One thing I thought would add an extra dimension to characters is the prospect of being an intelligent hero that is good at investigating or detective'ing. Now I did come up with this while reading your posts so it's not a well thought out idea and probably horrible...but anyway...

    Investigating: You speak with a contact. He says you need to find the Tsoo's base. You can either defeat 30 Tsoo in Steel Canyon (like we do now) or you can do an alternate type of investigation (with some kind of bonus for it...maybe a rare salvage bonus or something). The contact says 'Soandso' was recently kidnapped by the Tsoo but rescued. You need to speak with the Soandso NPC to see if he heard anything.

    So you go to Steel Canyon and the Soandso NPC is spawned (or once you select the task in the mission window) somewhere but you don't know where. You need to go to random NPCs, right click on them and select the option 'Chat' and type in the name 'Soandso'.

    The NPCs will give different responses including:
    -Never met him.
    -Who?
    -I think he's wearing green pants and a white shirt.
    -He was running away from some ninja dudes in the Copper District.
    -Oh, Soandso? He was in the west edge of the Copper District.

    There would have been an NPC Soandso spawned with Tsoo antagonizing him when you started so you could simply fly around, looking for Tsoo spawns with the Soandso NPC as an alternative. If you have contacts in the area, speaking with them will have a higher chance of giving you the info you need (that scales higher if their contact bar is full).

    On teams, it'd be decently fast as you can have one member flying looking for the NPC, others talking to random NPCs and yet others talking to contacts they have in the area.

    I could see adding this to the 30+ game mainly because you're more likely to have more contacts done by then, you'll have a higher chance to have a travel power (don't give this stuff out in the lvl 20 and below game! PLEASE!) and it's around the time you're in need of salvage to craft with.
  2. Leo_G

    WHY dark/?

    Quote:
    Originally Posted by BrandX View Post
    Not with me Leo! Unless by concept you mean you plan to skip things like Mez Protection or you're heal and wonder why you keep dieing and blame it on the defender.

    But certain IO builds? No. I haven't even seen such things in game when I play. Though, I have seen Kheldian discrimination on teams. But that's about it.

    Oh and Energy Blasters. But not as often.
    It wasn't anything dumb like no mez protection...

    I was thinking about a new DA/Mace. He'd have taunt and stuff but he'd opt for improving stuns. And rather than defense bonuses from IOs, I was going to aim for +HP, +END and recovery and other stuff...but his concept is he likes to be hit...like a masochist or something.

    Yeah, I've just got his concept and possible costume but haven't done anything beyond that.
  3. Quote:
    Originally Posted by Sharker_Quint View Post
    look
    Okay.

    Quote:
    changes have to be thought out and must fit with all the powers of an AT. if they do not, it is not the right idea.
    Why can we not discuss the ramifications of possible changes? I can understand if it's the same old discussion and you don't want to hear it. Well, no one's forcing you. Why are you getting hostile? Just mellow out and discuss. I don't believe I've shown any indication of *asking* for anything to change. I simply put up a suggestion.

    Quote:
    here is what it says for containment:
    Containment
    Controllers are the masters at locking down and controlling their opponents. Few can escape their will. Controllers do extra damage to any target that is already Held, Immobilized, Slept, or Disoriented.

    this is basically what the overpowered is that you see pop up over enemies heads if i'm not mistaken. and all controller sets, except for the secondaries i think, benefit from that.
    No, Controllers have 2 inherents. Containment simply does double (sometimes) damage when a target is under the mezzes you list.

    Overpower is a 20% chance for an additional 1mag of mez added to their mez powers. So a Fossilize will cast a mag 3 hold on a target with a 20% chance of an additional mag of 1.

    Quote:
    what you are proposing would only fit into a select few tanker sets and would not benefit the others.
    As I pointed out earlier, the improvements don't have to be linear 20%+ range or something. They can be hand-adjusted to keep balance with respect to the other sets.
  4. Quote:
    What you have to remember when coming up with an inherent is that it has to be able to be applied to most powers in an consistent manner. Look at Containment, Critical Hit, etc. A range or target increase would, by the very nature of it, be remarkably inconsistent.
    I'd actually say 'look at containment'. As an inherent, does it actually provide the consistency you're talking about? If I remember correctly, there are some damage powers available to Controllers that only partially benefit from the containment bonus. And there are other damage powers that get no benefit from it (Repulsion Bomb, IIRC).

    As for the range buff being inconsistent with sets, I'd say it's possible but I'd have to see the numbers. You point to Whirling Hands but WH sucks not because EM sucks. It sucks because it's inferior in every way to every like power. It has shorter range, it hits fewer enemies and does less damage than the Dominator version and ultimately does less overall than other Tanker PBAoEs. But that can change. Sort of like how SS can manage to call itself an AoE set with only 1 AoE...but beyond that, EM simply has problems. Problems that aren't being fixed by an addition to the Tanker inherent.

    For AoE intensive sets, again, we'd need numbers. Just because we're widening the area on *some* AoEs, doesn't mean we have to increase the number of foes affected or vise-versa. Just like Axe and Broadsword and Mace have different ranges on their cones, it preserves flavor. So improving the AoEs could be done while keeping flavor and balance in mind.

    Quote:
    Your Tanker already has a power that gives him a drastic increase to DPE: AAO. AAO already provides the functional equivalent of the end reduction I'm talking about because it can provide 50-65% +dam with relative ease (7-10 targets). 50% +dam equates to a 25% increase in DPE assuming 95% +dam slotting so you're already benefiting from what I'm recommending be applied to pretty much anyone. Your lack of endurance problems isn't so much due to having Dark Melee. It's substantially more likely that it is due to having a primary that makes your attacks more efficient.
    Touché. You got me there. On the other hand, I have a MA/SD scrapper that is built nearly the same except the Tanker has SJ and runs combat jumping while the Scrapper just has the teleport pool. And yet, I find the scrapper runs out of endurance far more often.


    Personally, I think it's that I use Shadow Maul more often when there are a decent amount of foes. By hitting 3 or more foes with it, it is probably the most damaging attack in the set for its cost.


    I'd certainly take an END discount as part of the improved inherent, especially if I ever look into making a DA/Mace that I had been planning on. The only part I don't like is that, for some sets like Elec Armor and soon Energy Aura, discounting endurance cost devalues the bonuses those sets provide. Both have similar discounts as well as +END powers which would also do little for them. But, if anything, rather than adding such a discount to the inherent, it'd probably be justified to simply adjust the powers similar to how the devs adjusted Claws when proliferating it to Brutes.
  5. Leo_G

    WHY dark/?

    Quote:
    Originally Posted by Jeminiks View Post
    Or an Invuln or an Ice. And while 99% of the PvE game yes, you can be sufficient with a Single KB IO, most people dont IO their tank to do that short of farming. Theyre doing High Endgame content like the STF or Speed ITFs or LGTFs. Not that the Darky doesnt perform well in the later two, but overall most people likely see that it makes more sense to IO something else and play something else.
    WHOA! Wait a minute! I'm kinda new to Tankers, but is that what's going to be expected of me when I get to 50? Sport a specific IO build to fulfill the expectations of others?

    Never on any of my other characters, am I pigeonholed into a build that might not even be the concept my character is aiming for (and I usually IO all my characters, or have a build planned for them). Maybe I'll just go back to the freer lifestyle of a scrapper or stalker then >_>
  6. Quote:
    The problem with Tankers soloing is more an issue of the inability to properly leverage the higher survivability they get for losing out on damage. On a team, this is leveraged by a lone Tanker by being the primary target and allowing others to blast away with abandon. On a team with multiple Tankers, you don't really get any benefit because you can't really use more than one person to be the only target of every enemy's attacks.
    Gotta agree with the leveraging survivability issue. When I solo, I'm set to +1x3 simply because I'm SD/DM and don't have many AoEs. But I still heard 2, possibly 3, spawns together for the fun and challenge.

    It's one reason I sorta thought the range improvement on AoEs would be leverageable as a solo buff. The Tanker can simply sustain itself against more foes so have a better opportunity to use said range increase...but it was just a thought I had while soloing.

    That 'extra dmg on foes not attacking you' would be 'kinda nice' but ultimately not used as I may try to pull a group around a corner so my AoEs will hit more enemies.

    Quote:
    The solution I have is to provide Tankers with diminishing passive endurance reduction. If the Tanker is alone, he would get ~33% global end reduction. This would mean that a solo Tanker would be spending the exact same amount of endurance that a Scrapper would be spending to deal the same amount of damage (factoring in scalars). This would allow a Tanker to properly leverage the survivability time provided by greater survivability. For each ally on the Tanker's team, this end redux would be reduced by 11% until the bonus equals 0% with 3 allies.
    This almost correlates to the increase range idea directly. Simply hitting more foes more easily basically gives an endurance discount. Except that, rather than scaling by team size, it scales by how many enemies are around you. The endurance discount is novel and I'd enjoy that but, as Talen_Lee so eloquently put it, "Perception issues are only fixed through things that are outrageously hard to miss" and the endurance discount is barely noticeable as a change.

    I know on normal spawns, my SD/DM doesn't run out of endurance despite needing to punch *a LOT* to take down things. Only with endurance drain present does he even have to look at Dark Consumption and blue pills. Now if I made a /SS I'm pretty sure I'd notice it a bit more.

    Anyway, I think, if they ever did add stuff to Gauntlet, it won't just be one thing. Just like when they added to Assassination, they added multiple aspects to it. Hopefully the devs will add 2 or more of the ideas people suggest on the forums as they'd all really help. No need for a straight dmg or mitigation buff but little perks depending on team make-up or situation would probably be more likely.
  7. Quote:
    Originally Posted by Smurphy View Post
    Would not be as overpowered as Corruptors, Controller nor Defenders. I don't know exactly where you draw the line saying "this is how you become overpowered".

    There's a point on a character, even one with 2 buff/debuff sets, where you want to stop using your animation time for Buffs/Debuffs and start shooting stuff. I think that point is reached a lot more quickly than the general consensus of people do. On an all Corr/Con/Def team players can adjust how much if their animation time is used for each. A Buff/Buff toon doesn't have that option. There's no ability to adjust their time between buffing and blasting to suit the situation.

    Someone mentioned "buff/buff could probably farm well" or something similar. Did I misunderstand or misread that? How exactly would a buff/buff character kill anything?
    Short version: a buff/buff AT would be similar to Smurphy's new avatar. Really cute, but ultimately helpless and ineffective
  8. Quote:
    Originally Posted by Lucky View Post
    there is already range/debuff in defenders and corruptors, melee falls behind range unless that melee has protection ie scrappers, tanks etc.
    why would you want something that appears to be sub par and worse at a job then something already available? Do you just prefer melee over range?

    This is a real question no snark intented.
    Part of this, I'd hope, would be handled by the AT's inherent or power combinations. i.e. throw some mez protection as the inherent so that's one less thing to make the AT squishy.

    Melee not only does more damage vs fewer targets (blasts tend to do more damage vs more targets) but it's a completely different concept. The attack methods are different and the ATs that tend to attack at range have crap HP. Making a melee/(de)buff AT justifies scrapper HP resulting in a hardier character overall.
  9. Once the set is proliferated to someone (anyone), I have a feeling GIS will see an improvement in some way. If you increase it enough, the set would probably be really really great. As is, I think the set is all right. I never had an issue defeating things slower if the danger of defeat is next to nothing.
  10. Whoo, then it'd have to be a mighty damage bonus for a one time (probably 1 target) thing with only a chance of occuring. Otherwise, the addition will be marginal if not unnoticeable.
  11. That still doesn't do anything about the 1st issue you bring up (and probably the biggest reason fewer players make tankers). It does nothing solo unless you pick up stealth powers and turn off taunt auras.
  12. Yeah, when I was first pondering it, I did have a look at all the sets and how many AoEs they have. The ones with the least being Super Strength and Energy Melee.

    That's why I propose 3 aspects to it: range, arc and number of foes.

    To spread the love 'evenly' (I say it with quotes because, yeah, EM is rather meh...), you'd have to sprinkle these over powersets while trying to keep overall balance with its peer sets.

    So AoE focused set, Electric Melee, might only see foe increase to Jacob's Ladder with range/arc improvement all except Lightning Rod.

    For the ST focused set, Energy Melee, Whirling hands could surpass Dom version (which is 10 foes, 10ft) and be 15ft 16 foes. It'd become a 'super AoE' kinda like Footstomp.

    For the ST focused set, Super Strength, Footstomp is already super so just adjusting the number of foes affected (16 instead of 10) would be all the set needs.

    ...that said, I still think EM needs a little touch up. That's sort of beyond the scope of my suggestion, however.
  13. Quote:
    If your idea for the construction of a new suspension bridge is to use a single tomato and string it across on a fishing line, that is not only a non-optimal idea, it's also a bad idea.
    (since we're apparently getting hostile here)

    That's a stupid analogy. For one, we're not building a new AT, so an analogy about building a new bridge has no bearing on what should be discussed. For two, if we were, indeed, asked to build a bridge with nothing but a string and a tomato, you can't complain about the results. As far as I can tell, a straight damage bonus has been shot down. A scaling damage bonus has been shot down. Increased aggro has been shot down. Nearly anything and everything has been shot down. There's little left to work with but I'd love to hear your opinion on Tanker issues.

    Quote:
    This is a non-optimal idea. It is a bad idea. It is also not a new idea...I don't want to come into your thread and just point out bad things, but I feel there's not a lot of alternative options in this case.
    Thanks for your opinion. Okay now. Bye bye then.
  14. Well, if the improvement was big enough, it'd be hard *not* to perceive powers like Shadow Maul, Jacob's Ladder, Frost and Breath of Fire hitting consistently 5 targets.

    But then I'd also separate the label of 'bad idea' from 'non-optimal idea' in regards to future additions to Tankers. As far as I can tell, it makes Tankers reliable and efficient...but I can't claim to know what a Tanker really *needs*.
  15. Ah, so it's been suggested before? Well, I guess it's tough to keep up with both Gauntlet and Vigilance inherent threads.
  16. It's more an 'addition' than it is a 'change'. You still have the AoE taunt of Gauntlet on ST attacks, but now it affects your AoE attacks as well by adding more area.

    But really, I doubt there's anything else you can add to Tankers that does what you're talking about without making them overpowered. It'd be like asking to add a more active inherent to Scrappers. They're already offensive powerhouses, you can't go adding something like a domination button, scaling fury-like buff bars and what not on top of it without nerfing something.

    As is, there's nothing really 'wrong' with Tankers (my Shield/DM is a blast and I've pretty much mastered getting max foes in Shadow Maul's cone because of him). They can take down foes with little danger and contribute differently to teams that other melees can't. They're simply overshadowed with melee attacks (which they should be).

    So what do you think they could add to help Tanker's image, CapnG?
  17. New to Tankers here. I just had a thought about improving Tankers that I thought would be kind of cool but keep the AT in line with the other melees. I posted a thread in the suggestion forums but think it'd get more exposure to the AT's players here.

    Quote:
    Gauntlet
    Taunt/Range
    Although many may try, few can withstand the irresistible force of the Tanker. Each time a Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker. Each attack is exaggerated in size and scope to attract more of the attention of the enemy, resulting in attack size increase and foes affected.
    The idea is, no matter the size of the Tanker itself, the scope of its attacks have to be pretty 'big' to be noticeable. And that's what the Tanker wants, for the enemy to turn heads and take notice of him.

    So why not increase the area/arc of the AoEs and possibly boost the max foes on Tanker's attacks to help portray that? Brutes and Scrappers will still do more damage with the same cones/AoEs but a Tanker can simply hit *more* foes with it and more easily.

    Single hard targets will still take a while but, in contrast, Stalkers have fewer AoEs but can eliminate single foes very quickly so it's a fair compromise, IMO.

    What do you guys think? Would it do anything to fix the perception issues Tankers suffer?
  18. It looks like it won't. It must be such a perfect idea that no one can add to it. Otherwise, if it was overpowered, posters would go out of their way to let me know
  19. I wasn't aware the devs tried putting the snatchers and kidnappers in the allies and whatnot.

    Anyway, either idea sounds wonderful. So long as there aren't so many helpless I must save. I can handle thugs trying to break into cars or asking 'How much is the stuff?' (could be talking about anything...they could be selling cookies!).
  20. When I play villains, I play them like villains. When I play heroes, I play them like heroes. Having played redside for a long while and really getting into character with them, I come back to blueside and proceed to do the same.

    A lot of my heroes don't have travel powers from the pools so end up running and jumping along street level. They see purse snatchers and citizens being harassed a *lot*. Is my self respecting hero suppose to just walk past that when running through Atlas and Steel? No! They're going to do something about it!

    I don't have a problem stopping every now and then...but, it starts being a *pain* when you can see another helpless citizen being harassed and screaming for help just across the street! And then another a bit down the road! And another around the corner! And another! And another!!

    Either heroes of Paragon just wave it away like it's all just a bunch of uncreative street performers or they have no conscience
  21. I don't have much experience with Tankers (I only have 1 that's lvl 34 and he's Shield/DM) but having recently started playing him more and having read some of the threads to improve them, I thought of a buff for Tankers. Throughout those threads, I don't recall hearing an improvement like the one I'm thinking of.

    Anywho, my improvement goes along the concept of 'Gauntlet' and what being a 'Tanker' usually entails. When I think of Tanker, I think 'Big'. That doesn't necessarily mean you need to be a huge model to be a tanker, but in order to do what a tanker does best, you need to be noticed.
    Quote:
    Gauntlet
    Taunt/Range
    Although many may try, few can withstand the irresistible force of the Tanker. Each time a Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker. Each punch is exaggerated in size and scope to attract more of the attention of the enemy, resulting in attack size increase and foes affected.
    What does this mean? AoE attacks and effects are increased in radius and arc and/or number of foes affected.

    For example: Dark Melee; Soul Drain would have its range increased from 10 ft to 15 ft and Dark Consumption would have its range increased from 8ft to 15 ft. Shadow Maul would have its range increased from 7ft to 10ft, its arc improved from 45 degrees to 90 degrees and the number of foes affected from 5 to 8.

    For Super Strength; for Footstomp basically just increase the number of foes affected from 10 to 15.

    For Energy Melee; improve Whirling Hands from 8ft to 15ft and the number of foes effected from 10 to 15.

    It could even extend to aggro auras, improving their range a few feet.

    So it's not directly improving the dmg of the sets or even raising the aggro cap, but you'd still be able to stay on more enemies 'list' as their numbers steadily decrease.

    PS: suggested numbers were pulled out of my bum and are subject to change with regard to balance.
  22. Leo_G

    Arcane Arts

    Maybe just call it something generic like 'Symbols' or 'Glyphs' sort of like 'Devices' and 'Traps' is generic. It doesn't say what *kind* of symbols or devices, so they can be natural, or scientific or something...however you want to justify it.

    Whatever it's called, I just want them to be extremely flashy! Except instead of flashy animations (like Dual Pistols), we'll get flashy particle FX. I want big ol' glowing runes hovering above the ground, circle light effects to show the edge of the area of effect, etc.

    Do you think it'd be possible to customize the symbols alone used in this set? How much work do you think that'd be? Like, if you wanted to use the CoT symbols or maybe various chest details as your symbols? The rest of the FX would be the same, just that one portion of it. Impossible?
  23. Use www.paragonwiki.com for all your CoX inquiries. If you can't find what you're looking for there, then come here. Anyway:

    List of Hero Accolades

    List of Villain Accolades
  24. Eh, but doesn't the pistol/katana guy also use martial arts flippy kicks?

    Yeah, he's pretty much an EAT that uses pistols, katana, martial arts and super reflexes in combination. You're probably not getting that.
  25. Quote:
    Originally Posted by CapnGeist View Post
    The reason you hate it is probably because it's inconsistent. Think of any fire-user in fiction. The vast majority EITHER spit fire or shoot fire. The amount with both fire breath AND a fire blast attack are slim to nil, and the few that do usually just use breath because it looks cool and not because they can't blast it from their hands.
    That was my thought as well when I posted this. I still love Sonic Blast but I just wish it could all shoot from the hands and would just would have made a different type character if it all emanated from the mouth.

    At the least, if they ever did give alternate emanation points, they could 'ease' into it, starting with 1 extra point per set until they finally smooth out enough animations to spread across the other sets.