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Quote:Right. Well I can't say I much care for that myself. Not saying I'm against adding such things or that they'd be boring for me, just answering the question in the title. 'Traversal' missions? Meh...I'd play them. Can't say I'd want them or that it'd matter more than what we've got.As I said, I use the term "exploration" loosely, which is why I used the term "traversal" in the title. I, personally, happen to enjoy traversing terrain and marvelling at beautiful vistas even when rendered in mediocre graphics. I enjoy traversing underground caverns and wondering how deep I've descended, or climbing on the outside of buildings and looking down to see how high I've climbed. I enjoy missions where terrain matters in some way, and let's be honest here - most City of Heroes missions could take place in a giant white cube and not much of the gameplay would change.
Don't get me wrong, I'm not asking for missions to be more linear, I just want more to be done with terrain interactivity. The "mixed" tilesets are a big soft spot of mine. If we had a map that traversed between all the terrains we had, it would probably be my favourite.
Generally, when talking about moving through locations, I enjoy the sense that I'm making physical progress along the map. I like to look back and see how far I've gone, I like to look at my depth gauge and see how deep I've descended, I like to look at my map and see how large an area I've cleared of enemies and so forth. I suppose that what bugs me so much is how... "One-off" and unconnected our missions are. I will always pick a larger mission with more objectives over several small ones.
I, personally, like map interaction too but more in a personal/intimate sense. That is, I like exploring around and finding things that aren't essential and can be skipped but if you are (or more likely, your character) is perceptive/knowledgeable/lucky enough to find these things, it will enrich your character or the story in certain ways.
Like, for example, the AE arc I made (lol I don't think anyone's played it yet since I made it way back when AE was introduced...probably broken now), you can go through the missions, fight the boss, fight the other boss, kill the clones, break the seal and turn the tables on the little brat...but you can also search for clues which will fill in non-essential information but can progress the story sideways along with forward.
But that's just an example. If it also affected other things like spawn points, mission text and the end-content souvenir, that'd make adding not so much incentive, but reason to explore (or not) every nook and cranny of a map...but the devs would need to actually *use* those nooks and crannies, not just the typical 'object spawn point A,B,C,X and Y'...
But that's only my personal want. Not everyone desires or even cares what I may seek extra out of the game and I can respect that. But funny that, I actually don't mind repeated uses of a map *IF* it is intentional and shows progression/change. Going into an office map on one mission where it's filled with Automatons that you smash then return to the same map several missions later but now the real human office staff is running around for their lives when a Nemesis invasion is going down makes me feel like things are happening vs city/globe hopping from place to place with little rhyme or reason.
Quote:*note*
While I like seeing my name in people's sigs, I think my quote in yours may have fallen out of date. Titan Weapons is awesome!
Jerkhole...
Quote:That's not what I meant. I don't mean phone boxes to click in the overworld. I mean an outdoor instance with important locations on it, like the bunkers in Bloody Bay, essentially. Let's go with an example, actually.
You are out in the middle of the countryside in an open, hilly area. At your starting point is a science team protected by deployable cannons so you can leave them alone for a while. However, they can't move over terrain easily because they're transporting a VERY volatile mcguffin which can't be shaken up or it will explode. What you need to do is fine a suitable location within, say, a mile, and then set up a teleporter beacon there so that the expedition can teleport to a forward location. The beacon is fragile, so you have to clear up all the enemies in the area before you set it up. The thing has a limited range and the map has a selection of applicable locations, so you essentially have to go from location to location to location until you reach your goal. Every location is somehow unique. One could be an old abandoned hut, another an empty cave, another an elevated rock formation, another an old camp site, another still just a place with relatively flat ground and so forth.
Granted, what I'm describing is fairly complex, but I do believe the mechanics to create it already exist.
Meh, it can work. -
Quote:It's not a spoiler, it's the basic premise of the zone.
SPOILER!!!:
I wasn't aware that the Squad created the Shard, I thought it was some pre-existing place that they chucked Rularuu into.
Is it wrong that I find this funny? You don't think the title is a spoiler and yet it indeed spoiled you learning a crucial piece of information about that zone? Should we toss in anymore tidbits about the zone or who is being imprisoned there and their backstory?
I really was intrigued by some of the backstory told about the Shadow Shard, so much so that I even used it as a link to alternate universes *I* created. However, when I actually played *in* the Shadow Shard....meh, I like hearing about the place, not being in it >_> -
Quote:Lol I just find it hilarious that when it comes to one AT? Oh, people can say it has to be like this and that and you can't break soandso theme because they are like *THIIIIIS!* But when it comes to their favorite AT? No question is raised for any possible changes.I know, right? Some people are just jerks. They would deny other people from having something simply because they themselves can't wrap their brain around the concept.
I mean, what kind of sense does a Katana Brute make? OR a dual blades Brute? Not a word.
"We want ice melee/armor Brutes! It can work with new fury now!!"
Yeah? So? Ice armor/melee doesn't make conceptual sense on a Brute.
"I want ninjutsu Scrappers!"
Are you high!?
Yeah, I can hear the backlash from what I post already, concepts of why suchandsuch set does fit those ATs...but when others come and argue about TW Stalkers, this is somehow completely different.
That's called hypocrisy, kids! It's not a good thing. -
I'd probably need some examples. The mentioned existing missions don't seem so much 'exploration' as it is 'big map with same-y stuff in it'. And when I say stuff, it's mainly referring to the way mission spawning works.
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I have a better idea! Just add customizations to Spines/Thorns!
This is how I play my Spines/DA stalker right now, and would *love* to simply have the option for the body spines to not be visible. Given the fact that you can have different visible spines for each power (crystal, spines, thorns, metal spikes) that literally changes the projectile and weapon model, this should be viable. So...
Spines/Thorns Improvements:
-ADD CUSTOMIZATION; A 'No Body' animation option for all animations so you can use the spine projectiles, just not visible on the body. This requires a new set of animations that simply omit that specific fx.
--In addition to those, several new customization sets can be crafted; Shuriken (spinning throwing stars), Kunai (straight flying throwing knives), Throwing Knives (spinning throwing knives) and Tomahawk (spinning throwing axes). None of these options will come with body spikes and you can mix the different powers with the variety of looks. Also remember, Spines/Thorns are the only set where redraw does not affect DPS because they are still built the old way where redraw is factored into the animation time regardless.
-POSSIBLE NAME CHANGE; probably not a big deal, but changing the sets names to Hand Blades, Spike melee/assault, or something might be in order.
-SET CHANGES; Big one here. This set is old...way old. It needs some touching up. In fact, since the devs were looking into changes for old sets like EM, this should be up there. The only reason few people say as much is because it's decent at AoE. It's horrendous (except for Stalkers) at ST which can and should be adjusted and adding new customization will give the devs a reason to do so while freshening up the set!
Barb Swipe
Holy Crap does this power need to be fixed! It's got this ridiculously slow animation, and the damage is really low. Yay, it recharges fast! But it still sux. I personally like the look of the animation and the DoT effect, but it still needs fixing. Shorten it to 3 quick slices though, lower the cast time to a standard tier 1, increase its recharge and damage.
With the fixed animation, preferably it should be something good you can do with a pair of knives or a quick pair of hatchet slashes.Spine Burst & Thorn Burst
This is a decent power that gets the nod from many because of its effectiveness. I still think it's an ugly power, even on my theme appropriate Plant/Thorn dominator. I'd advocate for something more fluid vs farting out spikes.
The period at the beginning of the animation (where the character is shaking) and end (where they're kind of doing that 'breaking out' animation) can be shortened in some way, smoothing these powers out to help fit that whole 'thrown weapons' theme as well as body spikes. Damage might have to be normalized to other PBAoEs but you'd still have the larger area...Impale
I like the baseball pitch animation. I LOOOOVE that aimation...but it's got too much wind up. Shorten this. This is probably the reason I went with a thrown weapons theme character for this set, because someone throwing knives around is probably going to stab up close too and Spines does that and this one attack helps conceptualize the spines as being thrown vs shot-out.
But it'd be lovely if this was *much* faster.Quills
Probably the one power that makes up this set and the main reason people play it. It's the only attack set with a damage aura...and it'd be hard to conceptualize as a thrown attack. So two options:
-Invisible aura when no one is taking damage. I.e. the fx doesn't appear if you miss or no one is around to check for a hit. Conceptualize it as just throwing weapons faster than can be seen. This option should be available (along with the constant aura) for any of the looks.
-Vorpal Aura, or the whole shadow double dance you get from Hail of Bullets where it shows the character turning and throwing weapons in every direction. This would only be an option for the thrown weapon customization while the regular body eruption look remains for the others. -
Quote:You tell that to some of the other more annoying repeatable missions, like that Lady Winter mission where you got objectives surrounded by snowmen you gotta destroy. Especially on speed-run farms that don't bother killing the spawn, I helped by just flying around and sniping the objectives and saving my inspirations for the fight.Uhm, to reiterate:
[snip]
If I want a box to blow up safely, I can destroy it much faster and with fewer inspirations used by popping a couple of purples and running an attack chain on it from within the spawn. It's only of marginal use when there are mobs that ignore stealth - once again, you can use a lower number of purples to accomplish the same result faster. Or just use reds and purples to ensure that you only have to worry about it for a few seconds.
I can already tell you're speaking from the limited viewpoint of a soft-capped IO'ed character and not the general purpose character. Even on the character I use the snipe with who is IO'ed, and has just soft capped def to ranged/energy/neg energy and a moderate amount to smashing/lethal, I find the ability to *not* need to run into melee as the only viable solution to every plan of attack as very useful. If you do not care being limited that's your business, but range is where the appeal of the attack is.
Well I never said I was happy with the snipes, just that they can be used to your advantage. I'd love the snipes to be refitted to the same activation as normal snipes (at least) and their damage set to the same as well. Heck, I'd even advocated for various changes like Assassin's Focus affect snipes in some way as well. -
Because disproportioned female hips is to Liefeld as cosplay is to BrandX?
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Quote:Mace Beam and Zapp too, although Mace Beam is a particular favorite of mine on my Spines/DA stalker. I tend to start out a fight on the hard target, blast the **** off his feet and get the attention of his group who then run toward my location. By the time the boss gets back up to join his team, they're dead or decimated and easy pickings after that. I also just like to drop random minions with it from long range (same with Impale crit).Moonbeam (the Ghost Widow Pool Snipe) is *not* a terrible power ... for what it does. Everyone here likes to slag on it for its long animation time and then claim that the damage it does output isn't made up for ... as if Moonbeam were something you could just drop into your normal attack chain rotation and expect it to be the #1 Damage per Animation per Second per Game power (or something equally ridiculous). Stop thinking about it as "a regular attack" you use to scrap-it-out with and you'll start seeing Moonbeam in a different light.
Oh, and for style as a finisher, Impale > Mace Blast to knock the foe away. As they get up, I'm aiming my snipe at their head but they can't move (immobilized). Eventually they switch to range and throw something at me but it's too late (and I got ranged defense!) BOOM! HEADSHOT! just as their shot flies at me and misses.
Quote:Which would work, if it did as much as Assassin's Strike - which already doesn't kill many things. Plus, the snipes eat up almost the entire Build Up window on their own.
On an AT that can sneak into the middle of the spawn and hit an attack that does significantly more damage (Moonbeam does scale 4.6 damage on a critical, AS does scale 7) which carries a tohit debuff and chance for fear to everything around, and then continue to deal more damage in less time and actually kill the thing you're fighting... the range really is a tiny concern at best.
And don't even bother b****ing about "Stalkers aren't hit-and-run". The principal is a Stalker doesn't *have* to hit-and-run not that they can't or shouldn't have the option to. Tools that are compatible with varying tactics aren't a terrible thing even if you're only concerned about min/maxing potential. You have close range powers for when you can go into close range and you have distance powers for when you'd rather not (or wish to exploit another tactic or a tactic of an ally). -
Sam,
Stop posting the names of the stuff you've seen. I consider you peculiar as it is, don't make me think too much harder on your character >_>
Kitsune,
I'm gonna kill you for posting so many TV tropes links...although thankfully I'd had read half those already but it only takes one link you haven't read so....yeah, watch your back -
Quote:Oh! The AoE in Stun was an old suggestion I made tooEnergy Transfer: Ok, I appreciate the old power was a bit off the map, but the new one takes too damn long. My suggestion? shorten the recharge to 12 seconds. By my estimation that'd make for a base level 50 damage of about 130 on a tanker or about 183 on a scrapper. The self damage should be reduced to something between 1/2 and 2/3 of what it was. Switch back to the old animation, or something as close to it as testing will allow.
Stun: This power has no earthly purpose... well ok, it might have some purpose, but not much. I'd suggest keeping the animation, which is actually pretty decent, and having an AoE stun effect. Think fault, only with the centre of effect on a melee target rather than a ranged target. Mag 2 stun as per fault, but increase the duration a bit (no range, but lasts a little bit longer)
Whirling hands: Back in 2009, Dominators had the radius of their version of WH increased to 15. I'd propose the same her. EM has never been an AoE powerhouse, and I doubt this change would ever make it one. You'll have one light damage, but very usable AoE on a decent recharge.
Total Focus: I'd love to see the magnitude of the stun re-instated, but if my suggestion to change stun were to be instituted, this would be less of an issue.
I figure, make the set particularly good at control and that can be it's specialty. Probably boost the chance of its stuns a bit above some other sets with a slight reduction in Stun's recharge + adding it as an AoE and you're golden. The set would be a monster at hard control, setting one up as a 'Scraptroller' set and still dishing out hard lesser resisted damage.
Since I don't quite advocate buffing Whirling Hands to fix the set (since Stalkers don't even get that power), perhaps something 'new' that'd work within the set's theme and make it unique among melee sets?
Just tossing out an idea:
Energy Melee Attack 'modes': Set would have varying effects depending on what mode you're in and you enter those modes with the tier 8 and 9 attacks.
-Energy Transfer evokes a kind of intensity or radiant flow that harms even the user. So maybe to help out those AoEers, landing an ET will provide a 10sec buff after the attack occurs that adds a 'Disintegrate' chance to all your attacks (except Assassin's Strike) at the cost of lowering the chance of stun on the attacks.
-Total Focus sounds like a concentrated burst that you focus on a target. So maybe using TF will heightened the chance of stun on all your attacks for 10sec after the attack occurs.
-Using one will cancel the other so if you do not want the effect of one, just override it with the other. This should be possible with the 'Swap Ammo' mechanic and adds the functionality of some AoE dmg to the set (and not excluding Stalkers) as well as heightened hard control without handing the set both at once. -
Quote:Just curious, what other inspirations from anime are we seeking that isn't specifically the style itself? Okay, we've got big-swords ninja and I guess ninjas that *EXPLODE!* or use flashy powers. What else?
Anime in general is not the problem. It's an innocent source of inspiration. It's how you adapt this inspiration that defines whether or not drawing from it will work, because you really can't just take chunks of other people's work and hammer them into your game. That just never works, but that's also never really what people do when adapting foreign inspiration.
Asking because I'm waiting for my coffee to cool and I'm drawing a blank. I guess I could use more costumes with buckles in places you don't need buckles...but that's not so much anime....I mean, it's not like 'lots of buckles' is to anime as 'lots of pouches' is to Liefeld... -
Quote:No, Ice is not conceptually flimsy. You can go outside right now and make a vest out of ice and ask a friend to slash at you with a knife. There will be a difference between doing that and getting slashed at without the ice vest and that difference will be you'll get cut up most likely and the other not likely on the first hit.And the power such as I described them work better at diffracting things that come at you a certain way - at the beginning you only have enough control to do so at very close range, then along a precise path, and finally all around oyu. It's just as flimsy an explanation. (Yes, I can admit that it's flimsy, but come on, so's ice's.)
And it makes perfect sense that armor made of ice would deflect specific types of attacks, resulting in 0 dmg to the person which is simulated by defense.
You are *not* making your argument stronger by attempting to describe the mechanic's concept, I can tell you that.
Quote:- It brings more than just a weakness to AoE the first 20 levels. It brings a new concept for an armor set that doesn't require a brand new mechanic or a variation on a theme like Elec/Fire/Dark armor (which, at their core, are resist sets of different type). Many players clamor for more defensive armor sets but some of the suggestions I've seen would asks ten time the development of this one, cool though they may sound on paper. I'm looking for something a bit fresher than "Ice Resist", but that we could hope to get in 3 issues instead of 30.
You haven't thought of the mechanic yet! Right now, vector resist isn't possible without reworking the very Hit and Damage calculations completely or going through the arduous process of adding these tags to every attack in the game. Unless you're fine with the idea just being in the 'well, it's a neat idea but it ain't viable at all' bin, then you need to come up with that game mechanic that works within the game engine that is virtually vector resists or simulates it somewhat. -
*walks into thread*
*sigh*
Seriously? You guys are going to just rationalize the *concept* as unworkable without attempting to think of a solution that at least *simulates* vector-based resists?
Pretty sure going in and adding 3 types of resists to all attacks is more work than it's worth...
An 'IF/ELSE' line of code sounds simple but most likely can't be quickly added to the game since we're not dealing with BASIC here...
What about all the other mechanics we've got built into the game? There's got to be some creative minds who could think of something, right?
Quote:Works if the concept of the 'armor set' is some kind of entity or source that doesn't particularly emanate from the body. For example:It makes no logical sense, though. Positional defense does, since you would avoid ranged/melee/AoE attacks differently, but positional resistance? You get harmed less by being stabbed with a knife than having it thrown at you?
-Fiery Aura, Ice Armor, Energy Aura, etc. are sources that emanate from the character and/or encapsulate the character's body. Anything that comes near or in contact with the body is affected and/or intercepted by that power.
-A spirit, deity or a power that fills or inhabits a larger area would have varying protection depending on the attack's vector. If the power is simulating a ghost floating beside you and absorbing attacks for you, it might do better at absorbing dissipated attacks (AoE) vs focused ones performed with the body (melee).
Thinking about it, I do have a character who might use something like vector resists. A character who has such an intense soul, it literally leaks out of his body (where most others are contained inside the body) in every direction for nearly 100 yards. Anything within his presence he can wrap his soul into and affect, changing it's appearance (illusions), hindering or dissipating enemy attacks or concentrating his energy into attacks of his own. Not saying he'd need vector based defense to work, but just saying it makes sense for him. -
Quote:That's an interesting idea, although I don't think it particularly encourages one to take more attacks vs specializing the ones you can min/max with.Regarding damage, an idea popped into my head that could make Tankers be different then the other melee ATs, have higher damage, and give some interesting mechanics.
I thought about when you build a Brute or a Scrapper defensively, you always try and take as many defensive (The actual defense, not resist) powers as possible (CJ, Hover, Maneuvers, etc). You also build your IO's around this method.
What if Tankers got an ability that really makes them out to be the "powerful" comic book heroes they are suppose to be? I mean their initial attack hits so hard it causes the target to bruise.
Here is how it would work:
Every attack power the Tanker uses invokes a cooldown to that specific power. When its not on cooldown, that power hits for (Tossing out a number, this could change) *TWICE* the *BASE* damage.
Upon hitting for that, that power gets a cooldown in addition to its normal cooldown time. If the power is used again, it hits for .8 (Tanker modifier) damage until the bonus damage is off of cooldown.
Since each individual power has its own cooldown, this encourages the Tanker to take lots of attacks and potentially slot them. Thus, on one hand, a tanker could come up with some interesting builds that could sacrifice some defensive abilities for damage by taking more attacks.
Here's some examples of how it could work (I am using numbers to illustrate the point but these aren't set in stone)
A Super Strength Tanker has 4 attacks:
Jab, Punch, Haymaker, KO Blow. -- For simplicity lets say they do, 25, 50, 75, and 100 damage unslotted.
The Tanker Jabs the target for 25+25 bonus damage, Jab has a 4 second cooldown lets say. The bonus damage goes on cooldown for 15 seconds.
He punches the target doing 50 + 50, it has a 8 second cooldown plus 20 second cooldown bonus damage.
He jabs the target again for 25 damage (No bonus) still 10 seconds left on bonus damage cooldown for this power.
He KO Blows the target, 100 + 100 bonus damage, 25 second cooldown, and a 35 second bonus damage.
The Tanker then gets 100% damage buff, and Haymakers a target for 75 + 75 Bonus damage + 150 from the damage buff, Haymaker goes on a 12 second cooldown with a 18 second bonus damage cooldown.
The bonus damage cooldowns are uneffected by recharge modifiers hence it encourages to take a lot of different attacks.
I like the mindset of the idea though...make Tankers seek more attacks, even redundant ones, to improve their offense....
Just a thought to modify your idea:
-What if the attacks didn't do 2x damage from this bonus, but a static [X] amount of damage, like a proc? The proc could be tailored to the Tanker primary (Fire armor does Fire dmg, Ice armor does ice dmg, Willpower psi, SR lethal, Inv smashing...) or just a certain damage for all...
-Rather than the extra damage being tied to a timer of it's own, each attack has it's own timer...that is, you can use Brawl+Armor Strike > Tier1+Armor Strike > Tier9+Armor Strike > Flurry+Armor Strike > Brawl+Armor Strike > Tier 1...
-The mechanism would be like the defiance system in that, every time you use an attack, that attack's icon appears in your buff bar and that attack will not disappear until 2x (or whatever might work for balance) the *base* recharge of the attack. If Brawl recharges in 2sec (?) then it won't proc for extra damage until after 4sec after the first time you use it so if you use Brawl once, then again after 3sec, it basically refreshes that 'debuff' on you, doesn't proc for extra dmg and you restart that 4sec timer.
-This means, rather than wanting to stack up those attacks like Defiance, you want to *wait* for that attack to disappear before using that attack again. Now you can use more attacks so that you have a heightened span of attacks you can proc with or you can simply leave your smaller attacks to 'charge' and use them for proccing (although that'd probably lower your DPS) while chaining the bigger, slower attacks without a proc. -
Quote:Well how about my idea? I kinda suggested it before but it was said it wouldn't really accomplish anything...but at least it'd be fun, huh?Hence, if there were to be any other changes that Tankers were to need, it should be something that's unique as to distinguish them from the other melee ATs more and has a noticeable effect on how the AT performs on teams and solo.
Basically, take all the Tanker melee AoE powers and adjust them on a set-by-set basis. Improving their range and increasing their target cap over what other melees get...
Sets with few AoEs like Energy Melee or Martial Arts would get treatment to make their 1 AoE *really* nice (can you say current Footstomp for MA and EM?) with a 12-15 target cap and a 15ft radius.
Sets that have a variety of AoEs would just have the buff spread around moderately...so Elec Melee might have the range of Chain Induction's jumps increased, the AoE of Thunderstrike expanded, the target cap of Lightning Rod upped, and the range or degree of Jacob's Ladder increased.
The idea would be, if it's AoE, it's bigger for Tanker. Not necessarily more powerful, but if it's bigger (or affects more targets) it's at least uniquely more functional....
And I'd even specifically go into the taunt/dmg auras and add that too. If it's easier to catch 10 targets on your Invicibility to get that max buff or that damage aura covers even more of the battle field, you're technically getting better use out of those powers than what a Brute would ever accomplish. And hey! It's easier aggro too! -
Well maybe the patches should be targetable...
*arachnos soldier run in and slips on OP's ice patch and lands on his butt*
Arachnos Soldier: Ah! Stupid ice patch!! I hate you!!
*arachnos soldier turns punches ice patch*
*punch bounces off*
A.S.: Grrr Dang this ice patch!!
*arachnos soldier punches ice patch again*
*arachnos soldier misses and slips onto face*
A.S.: Ow! That hurt, ice patch...
*Bane soldier runs in stealth, slips and lands on arachnos soldier*
*Critical Hit! Arachnos soldier is defeated by Bane soldier*
...and cast confuse on the foes. -
Quote:Didn't know feline shifters were so popular (j/k).i have a couple felinoid Brutes named Feral Catgirl who are the product of scientific research. The one on Virtue is a WM/SR who use the leg bone mace and the one on Justice is SJ/EA. They aren't actually shapeshifters (yet?), but hybrids halfway between human and feline. They're about as cute and cuddly as a large, aggressive apex predator given human intelligence coupled with superhuman speed and strength would usually be.
Still waiting on Titan Weapons so that the human form of my character uses Kat/SR and the 2/3 form will use TW/WP. The 1/2 form will be a costume for each character though.
I'm probably never going to get a full biped form, which would either use some kind of knife, claws or focus on wind blasts from the mouth -
Quote:Oh! Call em' a 'Shifter'.THIS was what I was asking for :P If the playerbase of CoX has agreed on a definition to what to call animal shapeshifting in-game, hence my examples above. But fair enough, I will have to be creative of the format it seems :P
If the playerbase hasn't agreed on a term, we can always try to establish one -
Problem with that approach is, to make such a feature tangible to that concept, it'd most likely need to be drastic to be noticeable but even if it's not, it'd be exploitable.
Turning to the machine gun example: yeah, it's something you don't want to charge. It's there to make sure of that. Now give the WW2 soldiers a means to make that machine gun invisible or put controllable rockets on it so you can zip it around the enemy or just position a whole bunch everywhere or all of the above. You don't want to charge the machine gun but you don't know you are if it's invisible or if it's zipping around the battle field, it can just pop in and out of the equation to the opposing forces' disadvantage or if you turn your attention to one machine gun, you're turning your back on another.
I think the main problem is the enemy AI. There's too many ways to make the enemy 'turn their back to the Tanker' possibly even to the disadvantage of Stalkers who should have such a mechanic. Dunno what'd I'd say if Tankers get some offensive advantage when the foes' back is turned but Stalkers wouldn't.
Then it sort of goes against the grain of what a Tanker wants to do. You should want more aggro not less.
Now, I want a mechanic that rewards my Stalker for having less aggro and killing foes while drawing less attention -
Geez, what is it with people's fascination of wolves?
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How about posting what your character concept/theme is and we can discuss/give pointers about it?
If you didn't notice, 'shifters' are a character type I enjoy dearly
I'd say about 60% of my characters are either animal shapeshifters, anthropomorphic, or use some kind of animal power/quality as a source of their abilities.
My main character suffered from an ailuranthropic curse (he's a weretiger)by a powerful witch when he was young to which, later he isolated to an object and now uses the curse as a weapon.
On his journey through life vs evil, he meets others like himself (other heroes, villains, opponents, etc) that help him learn and fully develop into his final embodiment as Tiger Squall, one of the fiercest young swordsman of Paragon City...
It's all in how you present the character. If you write up something awesome and fits in perfectly with the game lore, maybe you can make a SG/VG in game around that theme. I'd certainly join it -
Quote:I always hold onto AT concepts like a warm fuzzy teddy I cuddle and dream withAgain - why would you EVER attack a Granite Tanker? What reason could you possibly have to do that? You can walk faster than he runs! He'll never catch up to you, and even if he does, he'll never do all that much damage to you. And besides, you can't really kill him. Why would you attack him? Why would you not simply ignore him and simply walk around where he's rooted to the ground?
For Stalkers, they aren't 'stealthers' or ninjas, they're just *good* at what they do. A Stalker can be a ninja or an assassin or a hunter or a strategist or just a guy that's 'street smart'. But the thing they all have in common is they get the drop on their enemies and are good at ambushing the enemy. You don't have to specifically be a ninja for that...
For Tankers, their inherent is gauntlet ontop of their attacks. Dunno why I think the way I do (maybe because 'gauntlets' are larger than just your hands or regular gloves) but that makes me imagine Tankers as 'big'. Not in the size of their body, just in the size of what they do. They have to do things big to get the enemy's attention, after all.
So why why go after that granite despite him being slow? Why not walk around him and attack some other, softer target? Because he'll hit you anyway. Because, if you try to walk around him, you have to practically take an elevator, go a few stories around him, take the stairs and the side hallway behind him to literally 'get around' his aura of mud. His footstomp won't hurt as much as a Brute's but it'll knock your socks off from clear across the room!
...well, that's what I like to imagine when I play my Tankers. They're not as offensive oriented as other melee guys, but their moves are bigger and more noticable. And when things are bigger, they tend to be seen as more a threat, conceptually. Mechanically, no, that footstomp or shadow maul or sweeping Dragon's Tail isn't going to hurt more but you'd be tripped up more easily.
Lol yeah, I've always had the thought of 'longer range' and 'higher target cap' as being a conceptual buff to Tankers but since I don't play Tankers that often (only 2 of them and one of them barely got 50 a few weeks ago), I tend to keep my thoughts on the AT to myself -
Still reading the thread but wanted to throw my hat into the mix
Why is it wrong to think of Tankers as slow and 'weak' (offensively)? I sort of embraced that idea when I made my 2 tankers, a SD/DM and Inv/KM. That is, they aren't *literally* slow and weak, but conceptually they kind of are. Literally, they're just easy.
When I make one, in most cases of an average size spawn (somewhere between the +1/x6 and +3/x3 settings) there is usually no danger of death from a single encounter. Even in larger encounters (or encounters combined with other encounters), there's usually no struggle not to die if you know how to build right. Only in extreme cases vs specialized foes (or foes that exploit a weakness in your armor) do you face the thread of being defeated.
I can't really say what would fix Tankers or what their problems really are. I can only say, I like my Tanks because they're easy. When I play my Scrappers, I have to try to stay alive (or go the extra mile to make diffuse that issue) and on Brutes, it's the same. I can be killed unless I focus on making them survivable.
So I'll turn around the interrogation and ask some other questions about Tanker concepts:
-Do you feel Tankers are 'easy'? If so, in what ways?
-What ways would you consider a Tanker 'hard'? Do they counter balance any of the 'easy' aspects at all?
-Would any buffs you're looking to gain make being a Tanker 'easier'? Or perhaps have negative counters to try to keep the AT's difficulty balanced.
Just to answer some of my own questions:
-Yes, I think Tankers are easy. To tank, they take a very straight forward approach. Just hit things and get hit. Tanking defenders, MMs, controllers and the like aren't as simple and take more management.
-The only thing I'd consider hard about a Tanker is defeating lots of weaker foes with few AoEs or harder fewer foes AoE-centric sets. Their ease of use vs difficulty defeating foes...can't really say..
-Well, if Tankers got any buffs, making them 'easier' versions of their counterparts would be something...I'd say, if a Scrapper or Brute is trying to tank, it should be inherently difficult for them without focused effort while a Tanker should be able to do it in his sleep.
Range is something that might be adjustable without literally improving or nerfing the stats of an AT. Why not do something like limit Brute dmg and taunt auras to 8ft, Scrappers to 6ft and boost Tanker's to 15ft? Just a thought... -
Quote:I'll point out that, although players can do so with certain builds or buffs or tactics....At low levels, their resistance is usually around 30-40%, between defense and resistance. They both
1) - Take damage slower
and
2) - Regenerate it faster.
Both matter to their survivability, because the team healer can't just focus everything on one guy all the time. And, of course, at low levels, their mitigation is going to be spotty at best. Only so many power choices, and not all resistance choices are even available yet.
But this isn't a "Press button, Get bacon" type of game. You try to bullrush things in the game that aren't designed to be bullrushed, you'll face resistance in doing so. You don't get to complain and ask for things to be made so simple that you can do anything any way you want without the effort put forth to do so...
-Regen makes your Tanker more difficult to survive? Get some crowd control or some buffs. Take advantage of temp powers and/or IO bonuses. Get more than one Tanker or just obliterate foes faster.
Yeah, it's annoying that your Tanker can't sit and taunt clockwork all day and not blink like he'd do with Council or Circle of Thorn, but it's also annoying my Stalkers can't one-shot bosses or that my Doms can't keep EBs mezzed or that my Blasters don't drop whole spawns with their nukes. No, that just means bosses were made to be a threat and not Stalker fodder, that some things in the game aren't meant to be statues 100% of the time and that Blasters need not rely only on their nuking abilities.
-Regen isn't meant to be a special knee to the groin to every AT but only a tap on the shoulder for Tankers, it's to harm everyone *including* Tankers. -
Quote:That has yet to be discussed, AFAIK.I've no doubt, but the question is "by how much?" I haven't actually seen Siolfir's calculations, but are they enough to offset the Demoralisation effect? I happen to like that one quite a bit.
As it has taken me practically watching these threads like a hawk and attempting to convey what is going on through my head, I've *barely* been able to steer discussion to figure how these new changes will make the interruptible AS (and placate) feel/perform when factoring in Assassin's Focus...and Siolfir probably did most of the steering to get us there...so I don't know what I'd have to do to get people to discuss Demoralize...
Take off my shirt, maybe? Dress up in my french maid outfit and tidy up your house for you? Make cookies while I'm at it? Whatever it is, I'm sure it'll be hard work (cause I don't gotz numberz >_>)
Quote:Wait, what? When did that happen? I checked the Dev Digest at the start of today and I thought I'd kept up to date on this thread. Did I miss something big?