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The thread wasn't dead, you just couldn't see it because it had Hide toggled on.
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Quote:It's 'Scorpion' and scorpions are arachnids, not insects. Perhaps 'Arthropod Swarm/Control'?1) Fire Ants - Fire ants sting your opponents legs causing minor damage and slowing movement dramatically.
2) Cocoon - Silk worms wrap your target in silk leaving him helpless.
3) Colony - A fire ant colony attacks the legs of multiple opponents causing minor damage and slowing movement dramatically.
4) Dance of the fireflies - Fireflies swarm a target causing is to become confused.
5) Scorpian Attack - Scorpians sting a target causing strong damage over time.
6) Cry of the Cicada - A swarm of cicada cause a targeted AoE stun and sonic damage.
7) Locust Loci - Locusts swarn a targetted area causing opponents to fall down.
8) Cocoons - Silk worms wrap up multiple targes in silk leaving them helpless.
9) Bee Swarm - You summon a swarm of bees.
Quote:Interesting, but I am betting it would be annoying with all those bugs on the screen. Maybe not as annoying as the Fire FX but a swarm of bees might make lag even worse when it occurs!
Still though, a cool idea, just not sure (from my point of view) if it worth the effort.
But maybe with updated looks to make it cooler looking. And I'd actually suggest maybe a 'Hive' pet that basically summons more bees...so the bees would be weak defensively, but the hive can just summon more and quickly.
And the ants could have a similar effect (cloudy aura with a creepy/crawly overlay) but rather than flying through the air, it'd move across the ground and glob up around the target's feet.
Now that's another name idea: Creepy-Crawly Control, Creepy-Crawly Crowd Control for alliteration purposes... -
Quote:You know? /signed.Yes, Glowing Hair. No, that's not a typo. I didn't accidentally hit G instead of F.
This should be a simple solution to explain - I want to see hair options that look exactly like our existing hairs, but instead of shaders and textures, they consist of just one flat unshaded colour which is constantly bright, even in the dark. You know how the Resistance chest and gloves have those glowing lines? Like that, only over the entire surface of the hair.
If you've noticed, we have a few "hair aura" options but, to be honest, they're not very good. A glowing hair model, by contrast, would look pretty cool, even if it loses surface shaping, especially on eldritch characters and aliens.
I lack the photoshop skills (along with PhotoShop) to make a mock-up of this and such an idea is beyond simple pigg diving, so I don't have any reference pics, unfortunately.
...if only because you pretty much kept the post down to around 2 short paragraphs...and such an option would be pretty snazzy. -
Quote:Unless you have a means to balance those characters that don't seem to fit within our current ATs (knowing you, you're talking about your inability to make a 'Superman' character), you're talking out of your bum.Sorry. I can't get behind Archetypes as they're currently implemented. They're far too limited and restrictive. Too many comic characters don't fit into the ones we have and rather than try and make up a dozen more ATs to properly accommodate those kinds of characters, I think the AT concept should be ditched.
Sure, put guidelines for casual/new players to follow so they have a viable character, but don't dictate to me that my swordsman can't carry a pair of guns or that my flying strong man isn't allowed to throw a fire ball if he wants or that a martial artist can't be psychic.
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You shouldn't be able to make Superman in a game because then you win. And if you don't win, there'd have to be some stupid tired excuse that explains why your invulnerability didn't make you immune to everything thrown at you or why your fist didn't liquify anything coming into contact with it.
How does Superman possibly work in comics but is seemingly impossible in a game? Well, he always uses kid gloves. Are we expecting players to keep kid gloves on 90% of the time to police their own power levels? If you think so, you're very naive -
Quote:I think I have a very bland tongue for most fast foods. A burger and french fries just tastes like a burger and french fries no matter if it comes from McD, BK, DQ or Sonic. Maybe that's why I don't eat fast food very often...In and Out Burger is very good. Five Guys is better IMO, so is Culver's. Steak and Shake is about equal. We have three of the four in Chicago, so I have all the refined burger joints I need.
But pizza's a whole other story. We have crap options for pizza where I'm at but when I go out of town, I'm always asking who's got the best pizza in town. -
I don't RP in-game, but that beside, I only have around 3 lvl 50s and a mess of others of various levels. And when I get a character to lvl 50, I tend not to play them. Not because I don't want to, but all the other characters I made need to 'catch up'...so if I end up RPing in-game (that is, I still get into the mindset of the character, I just don't type it and interact it with others), level wouldn't make a difference.
And I don't RP with respect to the level, but the relative power of each character. Even though my main is lvl 50, he's actually not more powerful than the big-bad villain of his story despite her being only lvl 41 right now. -
Quote:I'd probably be in the camp of 'not wanting this kind of thing to exist'. Coming in from FFXI before this game, one of the annoying limitations on the game in graphics and latency were the fact it had to be able to be ran on PC and the outdated PS2. And since the PS2 really can't be upgraded, everything is going to be limited for future installments of the game.As Zwillinger implied there's probably no one out there who outright doesn't "want" this kind of thing to exist.
Similarly, we'll never have truly impressive water effects/powers because it would require a graphic update that would mandate Ultra Mode to see. Since the devs don't want to burn the bridge on low-spec machines by requiring Ultra Mode, we won't see water blasts.
I'm sure branching off to the iPad would gate performance even more but if I'm wrong, I'll gladly read your response. Then I could probably put this harsh opinion to rest and have more hope for future additions to the game. -
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Quote:Heh, that's basically the concept I was thinking when I was talking about the 'tag' system that would depend on origins chosen. But I'd go one step further and eliminate origins completely.Incidentally, this is where I should mention: in my CoH2, there would be only three power origins - not character origins. Your character origin is whatever you want to write in the biography box, and I don't care. But your powers themselves would have to obey power rules: Science and Technology, Magic, or Psionics. And these power origins would dictate how your powers worked, and how they interacted with powers and entities of other origins.
Yes: in my CoH2: Superman could be nearly invulnerable to physical damage, but vulnerable to magic. This also has very specific consequences for balancing PvP.
You could still write your character as having whatever origin you wanted but for the effects/affect you'd get is formed from choices you either choose at character creation or later in your career, but whenever you choose, it'd be permanent.
For enemies, origins would be basic. That thing is a 'psionic', he's a 'zombie', that's an 'android', she's a 'ghost', it's an 'alien', so on and so forth. For players, a modified/simplified list of options would be open but it wouldn't imply what the character is (incorporeal or just a character that you'd describe as having the properties of a ghost would choose a similar option but it wouldn't label you as such, just give you its properties) to allow the player to basically 'form their own origin'.
Similarly, the powers/abilities they used would allow to customize how your powers affect the world such in the example of the 'shatter effect' vs rock/robots/crystal enemies, choosing something like an 'exorcist style' would extend that shatter to ghosts and demons but perhaps to a lesser extent. -
Quote:Hmm, you want significant choices that you can handpick for better performance based on knowledge and forethought and yet you don't want gimped choices that might give you worse performance. You want consequences for your decisions and yet you do not want to be faced with situations where those consequences would result in below-average performance? If I'm understanding you right (and including #2), you want strong and useful effects and for the utility of these effects to be universally obvious when making your choice. So either you want homogeneity or you want the game to hold your hand. Or maybe I'm just not understanding what your argument is.You can't have your cake and eat it, too. If you give me a system that I cannot comprehend, then you CANNOT give me choices that don't have obvious consequences.
Needless to say, if I were using Arcana's ideas and forming my own system, it wouldn't even be useful to min/max because there would simply be too many variables to cover. Like here, you're looking for capped defense, some -def resist and you're fairly golden most situations. I'd be looking toward means where it's not so easy to predict or exploit the NPCs and their AI and their abilities would vary drastically from one encounter to the next. You could *try* to min/max for *specific* encounters but they'd be set up and mixed in with *other* encounters that just wouldn't behave the same. In some situations, you *want* that quick hitting sword that can fear but when you run into those undead, you'll definitely feel the difference had you choosen the hammer.
Quote:IF you can design a system which doesn't task the player with min-maxing, then you NEED to break those bundles up into individual items and you HAVE to make each choice's effect obvious through play.
That is, I'm not *against* such an idea, but that's not going to somehow relieve players of their min/max ways by giving them the means of min/maxing everything they get. -
Quote:Funny, I've actually been playing a bit less recently (not anyone's fault but myself) but the times I do, teaming is rather slow going. And this is on Freedom.You answered it yourself, you are on Infinity. Go to Freedom or Virtue.
I restarted my corruptor at lvl 21 when the new incarnate slots first game out and so far I've got her to lvl 41. *sigh* And all I'm really trying to do is get her to 50 so I can hurry up and start the incarnate stuff up on her. -
I'm actually considering supporting this endeavor by buying the product. I believe it'd be more proactive to show the industry there's interest in this type of technology with money. Yeah, you could donate, but who knows where that'll really go to.
Think they could get 'em out before Halloween? -
Quote:Then you understand that requesting this bugged feature, not intrinsic to the AT but affects every character equally, to be fixed is more of a 'wishful' suggestion rather than an 'impactful' one. If this ever gets fixed, it won't be a 'fix on Stalker' but a fix to stealth/aggro in general. And the likelyhood of it actually being fixed anytime soon?1 and 2 are impactful, in the sense that they don't penalise Stalkers for things beyond their control. It's kind of odd that a Stalker can sometimes prefer to NOT defeat an enemy so that other enemies will be debuffed, when really, the ultimate goal of Assassin's Strike should be to kill as big a thing as you can get away with in one hit. It can't one-shot everything, obviously, but that should be the ideal goal. Allowing the beduff to fire whether an enemy survives or not gives Stalkers use of one of their stronger utilities at all times.
Beyond that, I've faced the problem of shared aggro pretty much every time I've teamed. If I'm late to assume my position next to what I'll be assassinating and a team-mate of mine starts the fight first, I will almost always have an enemy peel off and attack me before I've been able to pull an Assassin's Strike off. Luckily, they usually miss, at least against my defence-based Stalkers, but the point remains - if they have no way to know I'm not there, they shouldn't attack me. I have no problem with enemies attacking me if I ran away to rehide and tried to assassinate that boss my team-mate is fighting, since then I'll have revealed myself beforehand. But being attacked without ever taking part in the fight is just... Ugh...
And, yes, "I'm also aware that not all of these are possible, but I intend to list them anyway." From the original post.
...but for general play, if you're trying to get AS off, general rule of thumb is do it quickly or move back and wait. If a target peels off onto you (use an object or corner so they literally have to run up to you), you take care of them or placate and find your target fast.
Quote:Characters can resist their own powers, which is why most of our self-buffs are tagged as "Unresistable." It might be problematic when it comes to Pool and Epic powers, however, since Stalkers would then need to have their own custom versions of the things.
And Stalker pools and epics are already different in that, attacks are tagged with criticals differently. Swapping out all their debuffs for granted temp powers would increase the amount of changes required which might be a big deal, but the power itself will already need to be different.
Quote:More generally, though, what I dislike about this bug isn't that enemies won't stay placated, but that they will only stay placated under what is almost arbitrary rules. I've had instances where I can placate an enemy, walk around a corner and that enemy will never come after me. I've had instances where I'll placate an enemy and run far away, and that enemy will take off after me as soon as the Placate wears off. You can tell what the enemy will do, in fact, based on how he reacts. If the enemy drops to non-combat pose, then he won't remember you. If he stays in combat pose and keeps rotating to face you but not attacking, he'll resume firing as soon as the Placate wears off.
Frankly, I find the ability to Platace one enemy and then run around a corner, pulling the fight away from him should be a staple in a Stalker's arsenal, but as it stands right now, it only works under very contrived circumstances. Again, a Stalker is tripping over his own feet.
But beyond that explanation, some foes just resist placate.
Quote:Plain making the Hidden status not breakable by being attacked is one of my ultimate dreams, but I both don't expect to see it happen and I don't think we can call it suppressing on taking damage a "bug" that needs to be "fixed." It would certainly make Stalkers less irritating and remove the advantage defence sets have, but that's not what I was aiming to fix here.
But rule of thumb in using placate is to literally wait until after the foe attacks and/or using soft control before using placate. Common sense really, but it's generally to be expected, even on defense characters, to have placate stripped if you simply use placate when you want to crit. You have to time its use.
Quote:As for Placate causing aggro, I could be wrong or operating on old information. I could swear I've seen it cause aggro, but I may be wrong. If I am, then Point 5 is already true and fixed -
Quote:Yes, this is an age old trick (at least as old as the change to Placate not notifying mobs): Rikti spawn that has a clicky you need to pick up. The spawn has their backs turned but the instant you turn the corner, that drone will start shooting you. Just placate it, hop over them and mouse the clicky. Problem is many rikti spawns have more than one drone...... um...
It already works this way. Are you sure you don't have something else going on?
Yes, I did just test this to make sure I wasn't remembering wrong. Level 22 stalker. (Dark/Nin.) Hidden, not engaging. Placated enemy (22 Capo Muscle,) stood there - placate lasts 14 seconds. Stood there for a minute. Placated again. Zero aggro.
Tried it on multiple other enemies as well, scrapyarders, Marcone boss, etc. Same thing. No reaction when Placate wore off.
Now, they will *react* - if they have an "I'm attacked!" line or something, they'll say it - but they won't attack you.
Edit: Also, some confuse powers *will* draw aggro. (Seeds of Confusion, specifically.) But they have another component to them anyway.
Suggestions 1 and 2 sound wishful rather than impactful. It's akin to saying "My suggestion = make people like Stalkers. The end." The issues brought up are already know but apparently they aren't as simple to fix as saying "Fix nao".
3 might be possible but not in that way. I wonder if they could simply tag Stalker debuffs as granted temp powers so that, despite the foe being debuffed, it'll aggro as if it debuffed itself. Not sure what other kind of effects this would have (because I just thought it up) but it'll probably allow the Stalkers debuffs to seem to not discriminate vs foe level (weaker foes wouldn't be debuffed greatly but harder foes will feel it as if hit by an even level foe). Just for reference, this is how demoralize works and it's a debuff that doesn't draw aggro.
For 4, I think, if we're talking purely offensive, making the Hidden effects it grants unbreakable unless the stalker takes an offensive action would be a simple solution, IMO. -
Quote:And you're sure that this friend of yours isn't just you in this story, correct?In the end, my friend discontinued his subscription. And while that may sound contrived, that WAS one of the reasons he gave me when I asked him. "They patched the game and ruined my character and I couldn't fix him." He'll be back, I know him well enough, but that just goes to show you what an inherently unknowable game that nevertheless asks you to make decisions could lead a player to - very basic discontent and frustration.
Quote:Do I want a sword which does 50 damage, is fast, does fear, poison and gives me some extra heath, or should I take the hammer which deals 100 points, is slow, does paralyse, steals slife and is extra strong against undead?
The idea isn't for there to *be* a right or wrong choice at all *if* there are enough choices around to modify any situation. When/if you learn more about what's what, then you can have a preference and pick the hammer over the sword.
Quote:City of Heroes is indeed mechanically simple but intuitively difficult, but intuition is easy to fix once you have the knowledge, and the knowledge needed isn't actually all that much. Once I know the mechanics and the numbers, it's fairly easy for me to make an informed decision and get back to punching things. That's really what it comes down to for me.
Quote:I HATE character-building in every RPG I've ever played. Every time anything comes down to numbers, I hate it. RPGs shouldn't just not be about spreadsheets. I don't want them to be about numbers at all. I don't want them to be about optimization, maximization and statistic. If they are, then I just want them to be simple and gamable so I can find the "right" answer very simply and game the game very easily and in so doing sidestep the build-making process.
I think you're just taking things too seriously. When you first pick up an RPG, you're suppose to make a character you simply like and have fun with it. For instance, new game has a scythe so I'll probably gravitate to making a character with that weapon regardless if it's a spell-cast weapon or a melee weapon or usable by both. Then I'll just make a character I 'want'. So he'll be a shape shifting scythe user with some necromantic spells or something. Later, after I learn more about the game is when/if I optimize. If I'm having fun, I might just restart the character and do it 'right', in a sense. Or I may find something even more fun than a scythe.
Quote:I vastly prefer RPG style games that don't deal with stats and numbers but in monolithic specific abilities. Either you can break a lock or you can't. Either you can climb walls or you can't. Large decisions with immediately obvious consequences. Not "5 more points of this." Just "you can now do this." I know games like Soul Reaver aren't RPGs, but I've always wanted to see an RPG drawn along those lines. You can take the ability to fly, climb, swim, phase through grates, shoot and so forth, and that's that. There's no min/maxing of the stats of these abilities. -
Quote:Huh? Who's been picking on you, Sam? (although you do make it kind of easyAgain, I apologise for misinterpreting your post and insulting you. You're right in that I should have been more careful when it comes to this kind of response, and you're right that it was unfair. I'm sorry I did that to you, and I don't want to try and find excuses for why it was OK for me to do that. It wasn't.
To a large extent, I'm still bitter over all the recent unpleasantries and all the creative ways people came up with to insult me, but I should not take that out on you, as to the best of my memory, you've done and said nothing bad to me personally.)
Anyway, I'll just say I think CoX has spoiled me. Even when the devs are giving us stuff I don't want, I still feel like I'm being spoiled. I haven't been in a game where the dev team actually tries to give us stuff we ask for and speaks to us directly.
If there is another game out there that does that, I might consider giving the game a try but it probably won't have a Sam to poke fun of. -
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Quote:You probably won't be running repulse all the time since you won't really be able to hit anything unless it's one of those really annoying bosses with psi damage or something...then you can just joust them and keep them on their bums. But otherwise, it'd be costly and time consuming for not that big a pay off.Is it that bad? I was mainly looking at the end-draining power after having rediculous end problems with my lvl 46 fire/shield scrapper.
With slotted enhancements maybe I wont need the end drain? But I am thinking of running all the toggles, tough and weave, focused accuracy and maybe repulse.
That said, repulse has its uses. It's soft control which not many sets come with. I'd use it as an initial alpha-blocker by having it toggled on when you waltz into a group then once AS rolls and hits, your toggle will unsuppress and everything (within melee range) will go flying. After that point, I'd switch repulse off then just fight as normal.
You can stick a Force Feedback proc in there and get a moderate chance of some +rech lined up just after you used your Build up. But by and by, I wouldn't invest many slots in it. Only the base cost of running the toggle is affected by slotting for endurance redux, but the power still costs more endurance per target it hits (which isn't affected by slotting), I don't think it requires accuracy and I guess if you like, you can slot it for KB to get a bit more mitigation out of it. Beyond that, there's nothing else to put in it. -
Quote:I doubt the devs created the mechanic with the intent for you to learn every foes resistances. Heck, I don't even bother with my DP user. He/she fires either fire bullets or ice bullets depending on the costume (although they both can use regular ammo too since they *are* using real guns, after all).Situational adaptability requires situational awareness, and quite comprehensive such. The first thing I did when I made my Dual Pistols Blaster was to download Arcana's spreadsheet of enemy resistances, and the things I found surprised me greatly. Some resistances are obvious, like robots resisting lethal damage or robots resisting psi damage, but I wasn't aware that Tarantula cyborgs in general resisted almost everything, or that either DE trees or DE mushrooms are weak to fire but not lethal while for the others it's the reverse. I'm already forgetting much of what I learned from that spreadsheet.
Dual Pistols in general is almost a sucker trap, in that it gives you this apparent adaptability, making you believe that you should know which ammo to use when, and the fact of the matter is that the end results aren't all that different from one another anyway, so you can never tell if you're doing something wrong, if you don't know enough or if the set's basic design is just screwing with you - which is usually the case. And then on the flip side, if you DO choose to "just use incendiary," you will inevitably meet with people who browbeat you over it like you're some knuckle-dragging idiot who picked the "simple" option where one doesn't have to think.
It's a design that sounds good on paper, but I've never seen it work out in practice.
If anything, the simplest use would be '*shoot* *shoot* *shoot* My damage seems to be resisted. Let's try a different ammo. *swap*'. It was designed in a manner that, you can swap whenever you want, as many times as you want. This is simpler than combos on an academic level.
Quote:I'm not sure I agree. Look at Broadsword. It's a set that has 7 out of 9 attacks that consist of "swing sword," and there aren't all that many ways to swing a sword.
As for the animations, don't even go there. You already said you love how simple BS's are and I've expressed how I hate how weak they look.
I won't comment on the rest considering I don't disagree with any of it. But I also feel it's rather pointless to bother. We have swap ammo and that's not going to change. How the devs balance powers seem to change with time and I think that'd be a better use of energy, to get them to balance the secondary effects properly for this set. -
Quote:Well, there is the whole loading thing. It's usually faster (can't speak from experience, not an avid gun user) to load a pistol than an equivalent era gun, so jump that to super-levels, and you have the ability to load your gun with all kinds of neat stuff in a blink. In context of the game, Malta gunslingers are probably, lore-wise, some of the best pistolers in the CoX universe and they use alternate ammo types.That's kind of my point, though: It's an oddly specific gimmick to use. Maybe I'm missing context not being an avid comic book fan, but the biggest variety I'm aware of in pistol ammunition is between bullets that make different kinds of holes. To put it in perspective, what I was expecting the Archery of Dual Pistols, and what I got was the Trick Arrow of Dual Pistols. Not what I was expecting, to put it like that.
Also, I don't understand the Archer/TA analogy. You're comparing archery...to trick arrow? Or archer to dual pistols?
Quote:Complicated to code and balance, perhaps, but not really all that complicated to use. I've had quite a lot of experience with Dual Blades, and while I will admit that pre-defined combos can be restricting in the attack sequences you use, they're really not that hard to remember, especially with power tray guides. All you really need to remember is where a combo starts. The rest the game will do for you.
I will admit that having a set that gets faster the faster you use it might be... Difficult to use, that much I'll agree. But I was really just speaking off the top of my head.
Quote:Dual Pistols' design promotes adaptability to the situation, but that's really not how it works out. How it works out is you don't need most of your utility most of the time, but you're paying for all of your utility all of the time. The design of the set makes it "fat," which is a large part of what ruined it for me. That it's glacial slow didn't help.
Quote:Archery, on the other hand, is very much "shoot arrow" from beginning to end. Note I say Archery, not Trick Arrow. It is, basically, Shoot Arrow, Shoot Arrow Again, Shoot Many Arrows, Shoot Arrow That's on Fire, Shoot MANY arrows plus Shoot Bomb and Shoot Rock. And, really, I like the set for it. Sure, I'd have liked it to be a little more fancy, such as faster arrows with more visceral hit effects (than just "thunk"), but the set is pretty much what I'd expect out of a set about a bow shooting arrows. All the actual fancy tricks you can do with it are relegated to Trick Arrow, and I'm personally happier for it.
With arrows, an archer has many ways they can shoot an arrow or multiple arrows at a time. A pistol only shoots 1 bullet with 1 pull of the trigger. You can't line up 5 bullets in the barrel and hope they all come out when you pull the trigger. And you can't shoot anything other than a bullet since you're not going to shove a rock, bomb or net into a bullet.
Quote:You don't really need special conditions for a set to be awesome. You just need to approach it with enough visual flair to where the set stands on its own and isn't just a palette swap with another set. Dual Pistols has that, in spades, both with its amazing animations and with its actual internal set structure. JUST Piercing Rounds is enough of an innvoation to change how a Blast set plays, and its "nuke" is one of a kind, and awesome to boot. To me, the set would have been perfectly cool and perfectly unique even without Swap Ammo. In fact, I feel that the set came out WEAKER because of it.
I don't disagree, but now you seem to place yourself as the opponent of similar innovation. It's not necessary, really. People complain that DP doesn't outshine other blast sets. People complain that the animations are way over the top. That the set lacks specific powers. You have to understand that there are a *lot* of different views how things can and do turn out and not everyone will be pleased in the end. I'm just saying, what we got is what we got. Not much use bemoaning on what could have been and seek to improve with what innovations we have. -
Quote:I think the point was, it doesn't reduce toggles to 'small buffs', just removes the rule that says they must be the other way. That is, there could still be toggles with moderate bonuses on them but there could also be passives with moderate bonuses as well. But it'd be entirely up to design goals how the actual bonuses are distributed over the powers of a set/tree rather than some rule dictating toggles get the lion's share.What you propose reduces all toggles to "small" buffs, to the point where I start having to wonder if they're even all that useful. I know that was part of your point - an all-passives build would be worthwhile. But the simple fact remains that people's psychology is that if they're paying for something, they expect a return. If they don't see that return, they either don't take the power, or they feel cheated for taking it.
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Hmm, interesting.
I'm not at home to test it but curious if I could basically cast Thunderstorm, move in but behind a nook, cast Snow Storm as I move out of Line of Sight and have Thunderstorm attack the stuff that aggroes me. Or do the enemies, literally, have to be attacking me for Thunderstorm to react at that range? -
Quote:You know, I always thought detoggling could be a cool specialty of specific ATs that might have limited options for branching abilities, primarily Blasters and Stalkers.Actually, there was a better way to deal with this. Toggle dropping actually would have been not just a nuisance, but a good thing if toggles were just balanced correctly (speaking about personal protection toggles).
Toggles are balanced based on the principle that if it burns endurance, it should be stronger than passives which don't. But although that sounds like a reasonable rule, its actually a completely meaningless one in terms of individual primary and secondary powersets. When you choose a powerset, you have the option to take any or all of the powers in that set (eventually). All other powers in the other competing sets become impossible to take. So, for example, there is no specific reason why temporary invulnerability's strength from Invulnerability has to have any specific relationship to Agile from Super Reflexes. You never have the option to pick from those two.
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What's the downside?
1. Nothing. Seriously: I haven't been able to think of one in six years. Except, of course, retrofitting the current game around this principle is an overhaul the devs would never undertake, because it rewrites the rulebook of how powers work in a potentially very disruptive way for the existing players.
In both PvE and PvP, it'd be a useful effect if both had a strong ability to drop enemy toggles by simply attacking (because Blaster's attacks can conceptually be overwhelmingly powerful to blast right through, and a Stalker's attacks are so maniacally pinpointed to near always bypass a foes defenses). Of course, it have to be made so dropping toggles wasn't so debilitating (as outlined by your post) but would still be seen as a form of 'debuff' since you could potentially decrease some useful/strong effects that would take much debuffing to counter.
It's effects like that (and phasing, and stealth and a few other underutilized effects) that could really create uniqueness between ATs but the game has be so horribly backwards nerfed, neutered and limited, it'd be impossible to do anything with these new effects...I mean, why do we need a 'no phase' state for PvE anyway!? That just screws over anyone that decided to pick phase shift and hibernate as concept powers. Are the recharge on them not enough? -
Quote:I think you're looking at it wrong. Pistols =/= debuff and the way it's implemented doesn't say it is either. For our game, Pistols = variety of clips. That's their gimmick, so to speak.You know, it's probably an unpopular opinion to have, but I never understood why "pistols" equates "debuffs." I'm not saying it's impossible or stupid, but these are not two tasty tastes that taste tasty together, not intrinsically. A pistol is "a gun that makes holes," to quote Weatly. This is kind of like that suggestion for an "Electrical Hammer" in ye olde powerset poll. Thor aside, what does "hammer" have to do with "electrical?"
To me, the way they went about implementing Dual Pistols is kind of like implementing a whip sword. Yeah, I'm sure it could exist in reality and yeah, I've seen it in more than a few games, but it's an awfully bizarre and specific thing to implement in place of either a whip or a sword, when generic powers are typically better for character creation than highly specific ones. And "Not JUST pistols!" is more specific than it needed to be.
Quote:Im still impressed that DP hasnt got a damage buff yet.
One of the hypes of GR expansion, one of the most requested powersets since launch, one of the more coolest mechanics with swap ammo, and awesome animations just to let the set underperforming with mediocre damage.
Sometimes I just cant understand devs.
Quote:Personally, I'd have much rather seen the set come with a different mechanic of some sort, one that would make it less complicated and unbelievable and would instead add to its damage, which is kind of sad because of its animation times. I've always liked to see a system of speeding up your own attacks if you attack quickly, such that they'd either play their animations faster or interrupt each other. Or, hell, even just Dual Blades combos would have sufficed, in my opinion.
Quote:I've always felt that this need to innovate in EVERYTHING is doing more harm than good. The novelty of an unusual mechanic isn't always worth avoiding mechanics that work just fine. Yes, a new set is unique and different, but if it's not GOOD, then what's the point?
And, in and of itself, swap ammo isn't a 'not GOOD' mechanic. It's actually pretty cool. It shows that a set can have 3 powers added to it when you choose one, it shows that chances for different effects can be set from 100% to 0% and that these can be tied to toggles and it shows that these toggles can also change the particle effects of a power as well.
You could make a *TON* of cool new powersets with assets like that, just like you can make some interesting things with the jump mechanics of Chain Induction/Jolting Chain, the extra-dmg effects of the new Fiery Embrace, the teleport mechanics of Shield Charge/LR, the procs on attacks of Interface, so on and so forth... -
Thanks for the replies!
So the storm has limited perception? Does it inherit perception buffs from the caster? Although that probably wouldn't do anything...