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Quote:When I started reading this thread and you put up that idea, I thought you actually *did* get the idea from me. If you look in that phantom aura armor set thread and scroll down, there's a guy with the exact same avatar as you. But you're not Rockpirate, are you?Ya know, considering the subject matter I know I read that thread (or at least read it up to a point). It might be where I got the idea, but I dunno.
It was something that popped into my head a while back when I was designing imaginary, Gravity themed sets for every set type (Ranged/Melee/Support/etc). -
Quote:Not all the time. You've got fox fire, will o' wisp fire, soul/spirit fire, hellfire, black/dark fire, divine/holy fire. Some are hot, others don't burn a thing except what they're intended to harm, and I'm sure someone creative enough could think up a cool concept for some neat fire types.fire is fire correct? yes, fire is always fire some may be hotter but still fire itself is pretty hot.
Too bad you really can't distinguish them in any way except cosmetically. Well, technically, we have hellfire and it does fire/toxic damage. I bet divine flames would be something like fire/energy damage. Will o' wisp might be fire/psi. -
Quote:Well, at least you admit you didn't understand me then.The argument we were having is that Stalkers lack in AoE damage output because they have less AoEs in nearly all their sets. You then chimed in to say Super Strength only has one AoE. Which I guess you meant as, "therefore, any set with only one AoE is as good as Super Strength," which is wrong.
I brought up Super Strength, not solely because it has only one AoE, but that it 'makes the best out of that one AoE'. I never said any set with only one AoE is as good as Super Strength, just that you can make up for a lot with proper tools. In SS's case, reliable Rage + Footstomp outputs respectable (or more than respectable) AoE.
That's it.
Don't need to compare fury, stacked rage, crashes or max recharge because that wasn't the initial point.
But just as a hypothetical; Stalkers with BU (probably not getting Rage although it's not like it's counter to the AT's function) + Footstomp out of hide, attack chain then placate + Footstomp. Most things'll probably be dead (on a team) after the 1st Footstomp but you still have another crit FS in your pocket just in case. Are you trying to tell me that that would be sub-par AoE? Adequate?
Oh, but Stalkers will never get Super Strength, you say? What about Ice melee? They'll definitely get Fire melee, I bet. Seriously, I'll bet you right now Stalkers will get it. If you think BU+FE+Fire Sword Circle on a Scrapper was deadly, try doing 2x damage on nearly everything at the same time.
Quote:You will not, in fact, always have BU up, nor Hide.
Quote:If your only point is to say that occasionally you can do a big spike damage when all the factors are on your side and do a decent hit in AoE, then yes. But that's not the argument we're having.
Quote:You're highly deluded if you think a DB Stalker puts out the kind of AoE damage that an SS Brute -- or even a DB Scrapper does.
*time would shift up for each respectively when taking into consideration the actual activation time + arcana time. -
Quote:Lol, you're either very dense, being facicious or just plain lack reading comprehension.
Not even close to the damage or area of coverage of Foot Stomp. Nor is BU or hide available every cycle, unlike Rage, which is an easy 80% if not 160%.
I'll just tell you that you're reading it wrong. But if you want me to explain it I will. -
Well, I'm pretty sure you weren't thinking about putting a tiny/short duration -res effect in there when you were imagining the set, were you? If that's the set's gimmick, I'm betting you were thinking of making it at least noticeable.
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Quote:Ah, so we actually agree that it's what you can do with the few AoEs you have and not how many you've got that makes a big difference. Cause a Stalker's ability to stack an 80% dmg buff + a 50% crit on AoEs can really ramp up stuff like Thunderstrike, Throw Spines, 1kcuts, Burst and the like. And before you point out Shadow Maul, Flashing Steel and what have you, let me remind you that my point was how comparitively improved Stalker's AoE burst damage would be when using melee set like Fire Melee, Mace or even the moderate-low dmg Ice melee.Footstomp is a pretty high quality AOE, but the biggest part of Super Strength's appeal is Rage. Stacking up massive, longlasting damage buffs has a bigger impact than anything else in the set.
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Quote:In that situation, you have to critically evaluate the advantage of AoE burst vs AoE DPS. On a team (*looks at the thread title*) where other players have AoEs and you're fighting along side them, which will kill the most foes?Every Stalker primary has more AoE in the other AT's that contain those sets, with the exception of KM, since repulsing torrent isn't that great--but in the case of Scrappers, they have a higher base damage mod. Coupled with the fact that Power Siphon offers more of a total +dmg buff when stacked than its BU counterpart, proper usage means you'll get more out of it on a Scrapper than a Stalker.
And look I said "kill the most foes" not "does the most damage" because they are not the same. One is a quick 1>2 button press while the other requires 3+ button presses for *possibly* better damage.
I'm willing to guess you're going to take out foes quicker with BU+100% crit Burst.
Quote:Dark Melee actually gets 2 PBAoE powers in other sets which, coupled with Shadow Maul, allows it comparable AoE if they're used.
Quote:Martial Arts, with the recent changes, can now chain Eagle's Claw > Dragon's Tail and have very respectable AoE damage with the increased crit chance.
Quote:And this is, of course, without taking into account the fact that other Melee AT's get sets like Shield Defense (+dmg toggle, huge AoE), Fire Armor ( Burn, Fiery Embrace ), along with PBAoE toggles (Dark, Elec, Stone).
Quote:I'm not sure how you can ignore all of that and act like there isn't a huge gap between a Stalker's AoE potential and that of a Brute or Scrapper.
Why is SS so revered for it's AoE? because it's not the *number* of AoEs you have, but the *quality* of your AoEs. That is, whatever AoEs stalkers get, they can pump them up thanks to always having BU and being able to, on command, do 2x damage on half or more of their targets.
Quote:Incorrect. You're overlooking one critical factor here: Damage modifier. Even if stalker sets had the same number of AoE powers (like in elec and kin melee), they are still sub par due to the difference in damage modifier.
Besides that, pointing out the damage modifiers is only telling part of the story. What's 2x a 1.0 mod again? For AoEs at least... -
Quote:No no no, Dispari. You can't make generalized statements like that. No, it doesn't matter how often it's spouted on the forums, that doesn't make it any more all-encompassing. When you have to put a list of asterisks by a sentence just to make it true kind of defeats the purpose.The "role" I'm talking about is ST damage and burst damage specialist, which isn't a role that teams seek out or need, ever. The game just isn't designed that way, and even if you have an AoE heavy team, everybody still has enough ST damage to do anything that needs doing. Scrappers fill a general damage role, along with Blasters and others (heck I consider Doms a damage slot when I'm filling up teams) -- that includes both ST as well as having other benefits, without making huge sacrifices to be good at ST, unlike Stalkers.
Stalker's aren't solely ST damage specialists, not when you actually look at the sets case by case. It's Martial Arts, Dark Melee and Energy Melee that are single target focused and that goes for *every AT*. And even having a specialty for ST bursts doesn't mean that's all they have to offer.
Sets like Katana, Broadsword and Claws may have diminished AoE but they can provide it for the team. Sets like Dual Blades, Spines and Electric Melee can provide great if not the same AoE damage as their AT counterparts and it's arguable that Kinetic Melee has *better* AoE on a Stalker. Bring epics into the mix and there's just too many 'excepts' to rely on the statement.
That said, outside of fringe cases, Scrappers aren't fulfilling 'general damage role' anymore than a Stalker because 'general' is pretty all-encompassing. It includes burst damage, DPS and AoE. Will your MA scrapper be dishing out the AoE? Or your Claws/Dual Blades the burst?
For a general damage dealing role, that is Blaster. Anyone else is, in a min/max perspective, filler. That includes Scrapper. -
What won't ever happen?
That the game won't ever try to balance out the situational advantages of some tactics?
Or that stars that have their spotlight won't willingly share it without a fight?
I never dreamed the latter will ever happen in-game or reality and the former is pretty much too-little-too-late. -
Quote:Well, you'd have to be under the delusion that Scrappers are filling some role that teams want. I'm pretty sure, whatever role Scrappers fill, Stalkers are in the same boat. They have about as much opportunity with differing flavors. So it's not "nobody needs any role in the first place" but "whatever role you're filling with either is fluff so you have to be overly compensating to even be concerned with fluff".And please don't resort to "nobody needs any role in the first place," because people still have uses and desires to find things like buffers, debuffers, tankers, mezzers. They fit into any team makeup and can improve the performance of the team overall even if they aren't totally necessary. Stalkers fill a role that nobody wants or needs to look for.
Quote:I cringe when I read stuff like this. Why? Not because I think it's wrong-headed. Because it's highlighting an old, pervasive imbalance in how good AoEs are in this game. I file stuff like this under "be careful what you wish for." One way the devs could deal with disparities in "efficiency" like this between AoE and Single-Target stuff is to bring the hammer down on how much more effective AoEs are in time and endurance. I'll be honest, I hope that never happens, because I love what we can do now, and thus I have some hope that it's so pervasive and baked in that the devs leave it alone. On the other hand, being imbalanced forever and a day hasn't kept them from addressing some other "broken" things.
At this point, I don't really care how balanced it is since if given the same or nearly he AoEs the other melees get, Stalker can outburst them all (so it's only a manner of *getting* them) but I still hope for AI and enemy types that try to counter this cheap tactic. Foes that fly, foes that kite, foes that teleport you around, foes that don't cluster, they're all situations where AoE are only a passing occurrence and *surprise surprise* make DPS less optimal over putting out high damage in fewer attacks.
And the problem with those types of add-ons to the game? Those clinging to their AoE Brutes, min/maxed DPS Scrappers and entitled Tankers will whine because they aren't the stars.
Well, someone's gotta be the background singers every now and again, you know? -
Almost reminds me of the Galactic Melee set I thought up and put in the powerset suggestion thread. The primary gist is completely different though; yours has a plethora of damage types that tactically destroys foe resistance while my set basically gave you base damage with the 'chance of' extra damage types.
I personally don't think your set is *that* overpowered but the -resist might be too much. Without the -res (except for maybe the BU replacement), it might be more balanced. -
Quote:Firstly, your argument fails because you're telling me to prove something I *never* stated or agreed with. Please point to where I said 'mutants should be vulnerable to magic attacks' or '[origin] should be vulnerable to [origin] type attacks'. My proposal was more like '*Rikti* should have [specified effect] vs [origin]' which isn't even close to what you're telling me to prove.I don't have to. I'm the one who is stating that mutants SHOULD NOT be more vulnerable to a given kind of a attack *just* because they're mutants. You claim they should be. So, prove to me how Wolverine could be disabled more effectively by lifting him off the ground with magic instead of a force beam or telekinesis. My point was that Wolverine would be completely neutralized if he's stuck in midair, where Cyclops might only be inconvenienced and Nightcrawler would simply escape. It's the effect (lifting him off the ground so that he can't fight) that disables him, not the power source. He's vulnerable to it because of his specific fighting style, not because he's a mutant.
Secondly, your example is (to put it bluntly) asinine because I'm talking about effects that relate to *CITY OF HEROES* lore and you're pointing to *MARVEL* lore. Not only that but you're focusing on a specific *non related* circumstance like telekinesis and how it affects different tactics. An actual *related* example of origin's effects in the *MARVEL* lore would be the x-gene and how it can be nullified using tech or suppressed using science. In the comic and the movies, a method to depower mutants was derived by targeting what made mutants unique. If Marvel had a game and you picked the mutation origin for your powers, you'd expect these enemies exploiting those tactics to have an advantage against you but that doesn't mean every scientist or technician will be using this.
*NOW* translate that to CoX. If (just making stuff up off the top of my head to make a point) Rikti are conceptualized as hyper advanced beings with high integration of technology, then any foe coming at them with tech might feel this concept from the origin they chose.
Quote:You are claiming that adding an extra word to the description of a power should somehow make it stronger against a given target. You want to claim that "divine" magic is somehow stronger against Rikti. Now you have to define, and therefore LIMIT, what "divine" means. You are proposing a system that would effectively REDUCE customization, not increase it. Because for a given AT, or powerset, or enemy, there would be a "best" Origin. People would have to care about Origin, especially in the endgame, for the same reason that some players care a great deal that you chose to skip Hasten on a given character. They don't CARE what your backstory is, or your origin, or your history. They care that Mids shows that if you add Hasten to *this* build, it'll improve your DPS by five percent. And they will kick you for being stupid and not having it, because you're "holding back" the team.
Also, that specific enemies will be affected differently by different origins means you *can't* game the effect to maximize the effects in general play. Sure, you can min/max for it just like players do with IOs, Incarnate, AE farm maps and everything else of that does *something* but then those min/maxers will have to limit their own encounters to whoever they have an advantage to. IMO, that's totally fine. If I make a character able to take down spell casters because his concept is a mage-killer, why shouldn't I? But if you team, don't expect to line up those origins in a row for hyper min/max potential. Honestly, it's not even *needed* considering how easy the game is. We have players that need to handicap themselves already to get any type of challenge. This could even be an avenue for them if you consider the potential.
Quote:In the end though, the devs have already implemented their "vision" of the correct solution to the "origin" problem. Origin is a fluff stat that players can choose to base their character backstory around. And one that has no game mechanics at all. Because if I want to make a vampire themed character, I should be free to choose ANY origin at all, without having to worry that I'll be crippling my character against enemy X or in one Task Force or another.
Quote:And let's be clear - if the Origin Boost you want isn't large enough that it's clearly "Best" in a given situation or for a given AT, then we're right back at the start and it can be safely ignored. -
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Quote:Ya, it's certainly complicated but only because origins aren't straight forward. Is it pointless? That's your opinion, really.So, based on your examples, you're proposing a pointlessly complicated system where some people are at an extra disadvantage against certain NPCs, based on a throwaway stat that, as I have *repeatedly* pointed out now, can be made to fit nearly any character of any AT and any powerset.
And you haven't made any decent point yet regarding the applicability of anything fitting any AT or any powerset.
Wolverine is no more 'vulnerable' to telekinesis than Cyclops. How is Cyclops going to blast anyone if the telekinetic simply holds his ruby sunglasses on his head?
Quote:You say Rikti should be vulnerable to babble babble magic. But really, their technology protects them just fine against magic if it's used to power and direct physics. So, if I use magic to generate and direct a lightning bolt, why should Rikti be more vulnerable to that than if the effect was produced by a mutant, or a suit of power armor? Their shield is still dealing with a massive burst of directed energy in any case.
But it makes sense that Rikti should be vulnerable to holds or debuffs that are magic in nature *if they hit*. They shouldn't have knowledge on hand to understand how to break a curse/hex or dispel an incantation or use the proper tongue to dismiss the effects of an empowered rune. That isn't to say any of such powers would automatically have a higher chance to connect or do more damage though.
Quote:Ditto for my own example of the steampunk robots: Why would Rikti take extra damage from them, when the robots themselves are actually *directly* comparable to Rikti technology?
Quote:From my point of view, you are arguing for a system that will add NOTHING to many characters, and will actually harm some. In exchange for making the entire game far more complicated. And you want this to match *your* specific vision of what each Origin is, and should mean. Guess what? I don't share your vision of each Origin. And I doubt most people share my vision of them. In my opinion, the Origins are already exactly what they should be: a flexible, and totally optional way to add a bit of creative flair to some characters.
But it's not about me sharing your vision of origin, or everyone sharing the same vision of origin but the *devs* applying their vision for the NPCs. If the devs wanted to make Rikti highly advanced tech users that integrate other forms of tech easily, *that* is what the idea simulates.
You see, you seem to be arguing against me because you're riled up. You're defensive and discredit me just because I'm continuing to discuss rather than accept your conclusion. To me, the idea is complicated, yes, but it adds an extra layer of customization that can provide a tangible difference between one character to another and yet, I don't want the idea to be as easily abuseable or outwardly necessary as the inventions system is in today's game. -
Quote:If we're targeting specific comic book examples, you're going to have to do a lot of reaching to try to topple anything.And as for the idea of "mutant-ish" vulnerabilities, what, exactly, should an "average" mutant be vulnerable to? Wolverine is really only kind of vulnerable to telekinesis, since he can't fly. (He can't rip your guts out if he can't reach you.) Most people in that setting are vulnerable to telepathic attacks, so those don't count. However, telekinesis only works against Wolverine. It's much less effective against Cyclops, because he can zap you as long as he can see you. And it does zilch to Nightcrawler, because he can just teleport away. There have been a few issues where some villain or other has created some Unobtanium device that specifically targets the X Gene, but that's a story gimmick. And even then, it's turned out to also work on other origins (like Spiderman, since for a while he was a science-induced mutation) or it doesn't affect some of the intended targets. (Natural resistance, or "whoops, by human standards he's a mutant, but his dad's a space pirate, so it doesn't work on him.")
Wolverine: Yeah, he's a mutant but he has no specific strength outside of being able to cut anything. In CoX, Wolvie is just a mutant with his origin 'turned off' since it has no significant effect on him one way or the other.
Your explanation on Cyclops and Nightcrawler has nothing to do with origin as either will still be affected by being thrown into a wall or having a car flung at them with telekinesis. You'd have to come up with some better examples than that.
Quote:And that's not counting the weird fringe cases. I have a Mastermind that is Technology Robotics/Traps, because those best fit the character I wanted to make. If I could *totally* customize everything, the robots would actually be magically based steampunk. IE, if you damaged one badly enough, the furnace that powers it would start leaking chaos magic instead of radiation. The magic powers a totally physical construct though: a charm that nullifies magical effects wouldn't be able to stop it from simply punching you in the head. -
Quote:Rikti: vulnerable to any magic-type hold/immobilize/debuff type powers (either improved duration, chance for +mag or 'critical effect') simulates lack of understanding of magic. Character +chance to hit with deity Magic or Natural faith simulates being unable to pick up such things on scanners and for ousting the god-like powers from their own dimension. Rikti low chance of -special on tech characters simulate greater understanding of individuals using high forms of technology. Rikti +special defense vs lower forms of Science and Technology. Mutants get special resistance to Rikti psionic holds to simulate Rikti being mutated humans from another world.Aside from Kheldians, there is no "game lore" for any of the origins having special weaknesses. At all. The Rikti aren't especially vulnerable to magic because they're Science, they're vulnerable to it because they don't *understand* it. The Rikti are familiar with directed energy weapons and explosives. Magic can take them by surprise because they're totally unfamiliar with the rules behind it. It doesn't show up on their scanners, and their dampening field generators can't disable it. Yet. On the other hand, Rikti don't understand magic because on their own world, they COMPLETELY DESTROYED IT. Part of their current plan is to figure out the rules behind Primal Earth's magic, so that they can do so again.
Quote:And even then, Rikti are a special case. Crey are just as Science, and they not only *aren't* vulnerable to magic, they actively try to incorporate it into their evil plans. The Circle of Thorns are Magic, but they aren't especially vulnerable to the science attacks of the Rikti, or much of anyone else.
Circle of Thorns: Low forms of tech will resist all effects of the circle due to being highly perfected and difficult to break down. All forms of science and natural training inhibit the frequency of spells by spellcasters (such as -rech, -range, etc) as these are formulaic and don't require time to manifest. Natural faith and deity Magic have a less chance to hit.
Quote:And then there's Hamidon and the Devouring Earth. I'm not even sure what Origin Hamidon itself would be, since, if I understand the backstory, the Hamidon is what's left of a mad scientist who used magically enhanced technology to mutate himself into a naturally god-like being. Who uses psychically enhanced bacteria to mutate other humans into his willing slaves. Who often launch science based terror strikes against anyone they don't like. (IE, synthetic mutagens, chemical mind control, and bog-standard bombs when they've really gotten impatient.)
Quote:My point is, that even in comics, having a hero be weak against a specific origin is a specific flaw to that one character. Superman is vulnerable to Magic, but he's also vulnerable to science (red sunlight, kryptonite, and massive jolts of electricity in some versions.) Wonder Woman is *NOT* vulnerable to science. If anything, she's vulnerable to Magic, her own origin. Batman isn't particularly invulnerable to anything, outside of his Standard Script Immunity to actually losing a fight. Spiderman has super strength, but is actually pretty vulnerable to any form of attack that can actually hit him - his enemies tend to focus on AoE energy attacks because they're hard to dodge, not because of any special weakness. The Fantastic Four are classic Science origin, and their main foe, Dr Doom, is largely a Science and Technolgy villain. (Although he's not above using magic if the opportunity presents itself.)
The concept of one origin being automatically stronger or weaker against another is flawed. It's not supported by comics or even fiction as a whole. In fact, the only place where I've consistently seen that kind of "rock paper scissors" mechanic is Pokemon. And even then, specific Pokemon are *designed* to be exceptions to their own rules.
Just to clarify, I never agreed that 'Mutant is automatically weak to Science' or what have you. I never said there'd be a 'rock paper scissors' mechanic here. Actually, I *specifically* stated that, were I to make origins matter, they'd work in the context of the lore in that, certain tactics were used in the past to defeat foes. For instance, it was 'Magic Invisibility' that allowed Alpha Team to sneak past their sensors to get to the Rikti Homeworld and destroy their portals. Technically, I should be able to make a magic stalker and never be spotted by *any* rikti, but that wouldn't mean Knives, Snipers or other foes wouldn't be able to see me. Why? Because it *makes sense* from the lore.
And that only touches on the *basics* as I think, just like was stated above, there's more than one type of 'natural' and more than one type of 'science' that would apply to different situations. -
Gah, just found out you can't wear ram horns on the minotaur head. I can't make my 3/4 ram satyr now T_T
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Quote:Again, if we were working under the suggestion of tech having tech-like repercussions and mutation having mutant-ish vulnerabilities, etc., then the proposal works regardless of what exceptions you can think of because it'd be working with the flow of the game lore. This would only not work if you made a suggestion that went *against* game lore. And in that instance, you can simply 'permanently disable' the feature for said character.Only if I decide that's part of their character. Just like I can make any origin work for a vampire, I can think of reasons why almost any set of powers and weaknesses could apply as well. Again, it's strictly an RP factor. And I would object *strongly* to every character being given, essentially, their own form of Kryptonite....
*Lots* of supers don't have any special weakness. You only need to add an exception if the hero is overpowered to begin with, as with Superman. In CoH, they added Void Hunters as the Kheldian Kryptonite. And later greatly weakened them once it became apparent that Khelds are basically "balanced enough" without needing a foe that has the ability to auto-kill them whenever it turns up. By the time the got around to VEATs, it was clear that VEAT kryptonite was A) not necessary, and B) wildly unpopular with players. Which is at least part of why VEATs don't *have* a Kryptonite.
Meaning, if you don't want your sciency stuff doing sciency things because it's not really science, then you'd have a 1-shot chance to make a wall between your powers and origin. -
Quote:Good. I always thought having a different origin should matter in those cases since your natural vampire would likely be very different from the living undead or the science created vampire. They're so different, wouldn't expect your Castlevania-esque sorcerer-type Dracula vamp having the same parasitic bio-enhanced super-soldier vampyri qualities, would you?Why should it? If you aren't roleplaying, the origin is a totally arbitrary point on your character sheet. Like specifying in you bio that you have green eyes. Plus, it doesn't really map very well to some concepts. For example, some people make vampires, and declare them Magic origin. If I made a vampire or demon, I'd call them Natural - whatever powers they have are as likely to be a natural feature for their race as learned skills. The 5th Column vampires are pretty likely to be Science origin. I know of at least one variation on the Living Vampire from the Spiderman comics that strongly suggested he was either a flat out mutant, or a science induced/accelerated mutant like Beast. And I can think of at least three decent backstories that would allow for Technological origin vampires. For example, a suit of power armor that depends on technology stolen or copied from the Nictus, that either allows the wearer to drain the life force of others, or actually even requires it to function.
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Quote:Heh, nice idea. I liked it even when I suggested it back in this thread and proposed a mini-version for a new phasing armor set.Dimension Shift(and Blackhole in Dark Miasma)
Convert it from a Target AoE into a Location AoE patch such as Quicksand or Tar Patch. Have it tick a short duration phase, say 0.75slong, every 0.5s, which affects BOTH enemies AND allies within it's radius (but only immobilizes foes) so that if you don't want to deal with them right away you just stay out of the phase and it works just like it does now, but if you WANT to interact with the mobs you can enter the phase field and attack them like normal. If it proves a bit too much heat for you, you can just get out of the patch and be safe from the phased mobs.
Since the immobilize doesn't protect from knockback or teleport, an ally could also go into the phase field, target a phased mob and then KB/TP/Worhole them out of the field to be dealt with individually. Or on the flip side, if you don't manage to get all the mobs in the field when you first cast it, you can KB/TP/Wormhole them into the field after it's set up.
Also rename it Dimensional Breach or Dimensional Rift, since Dimension Shift is more of an Action, while the power's now more of a Thing.
Just putting the thread there so anyone can take a look back and read more posts on the subject (and maybe plug a type of phase armor type powerset for melees)
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For one, opening epics at 50 is an archaic roadblock that has been removed from the game. Khelds and SoA are unlocked now at lvl 20 and any future epics I'd rather see unlocked 'per server' through a TF/SF.
For two, the reason we will never have an AT able to choose a combination of 'any attacking power' and 'any other power' is because it was so difficult to balance, it was removed from the game before CoH was originally launched.
For three, you can already sort of do this with limitations. Want Fire defense, Ice attacks and earth controls? Fire Armor/Ice Melee/Earth Tanker. What about someone who controls earth and does lots of fire stuff? Earth/Fire Assault/Fire dominator.
For four, while the general idea of your is interesting, I'd personally prefer an AT without having their story be locked with a story/origin. I want to make a martial artist healer/acupuncturist. I currently can't since the melees don't have any meaningful buffs/debuffs and the buffers only get a handful of melee attacks and the ones they get, they suck at. -
Quote:If I remember right, when claws was straight ported from Scrappers to Brutes, taking in a certain amount of fury (I think it was 65%), the set completely outstripped the Scrapper version in DPS. So to bring the two (Scrapper claws and Brute claws) closer in line like the other comparable sets, the recharge, endurance and damage were increased for some powers. Notice, higher damage on a lower mod doesn't result in as huge a leap as you'd think.Hello, I was just engaging in a discussion with another player in a global channel about claws, dual blades, and how they were or were not changed when ported to Brutes. My understanding was that claws was given higher recharge and damage to shore it up when it got the lower Brute base mods, and that DB didn't get this treatment which is why many feel it is subpar on Brutes. The person I was talking with said that this was incorrect, and that claws was tweaked because on Scrappers, it has Eviscerate with a 15% crit rate. This means that the set was balanced around that, and when it got ported to brutes it lost enough oomph that it needed some love.
Brute Eviserate may not have a 15% crit chance, but it had -def added to it instead.
As for Dual Blades, it uses normal damage>rech>end formula for its powers (and its animations aren't inherently fast). It was easier to port because the set's secondary effect is combos while Claws' secondary was adjusted rech/end costs. One will directly screw with DPS while the other might in an indirect way.
Quote:We also talked about Rad Blast, which I thought was tweaked for blasters due to tiny numbers, but the person I spoke with said that Rad blast was changed for blasters due to Defiance for some reason.
So, why were these powers changed or not changed? I'm curious. -
Quote:Stalkers have the same defense values as Scrapper and Brute, Dominators have the same damage mods as Stalkers. You'd basically be making another Stalker but with less HP.
I'm also not advocating Tank Mages here or anything... I'd make an Assault/Defense AT have Blasterish HP, Stalkerish defense and Dominatorish attack damage; basically, more attack options, but less effective in every way than the existing, more specialized ATs.
Honestly, if an AT is going to do the same thing as other ATs, it can at least be as good as them without needing to be worse at other things. Either that or you can just skip non-unique mock-ups and go for one that does something we can't do now. -
Quote:Support? You mean manipulation? Well blaster's Manipulation sets are already an amalgamation of melee and control sets with some self buffs. Honestly, they're kindof a mess, really. It's harder to try and balance such a set with their performance varies so wildly. What I'm trying to say is, those sets aren't meant to stand up on their own. So the Manipulation/Defense set and the Manipulation/Support(buff) set wouldn't work. Either they wouldn't work, or you'd have to rework those sets for such an AT so then you might as well just call it something else (such as, what do you do with Lightning Field in Electric Manipulation when paired with Electric Armor? Or the same such with mines in Devices/Traps?).
Buff/Assault, Support/Defense, Support/Buff, Summon/Control, Ranged/Defense
So that narrows it down to Support/Assault, Summon/Control and Ranged/Defense.
Quote:Aggressor (Villain/Praetorian)
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-Remove Build up from their defensive support set and replace it with something more thematic. It really doesn't make a whole lot of sense. It's not defensive at all but it's in a defensive support set?
-Replace all instances of self buff powers in their assault sets with Build up. For one, some assault sets (Electric Assault) has BU which would clash with the secondary's BU if not removed. For two, stuff like Power Boost would unfairly aid defense based secondaries for this AT because Power Boost will increase +def buffs but not +res buffs. Thirdly, Power boost looses much of its luster without control effects to boost. Fourthly, this opens up the Fiery defensive support set to have Fiery Embrace (because +dmg for fire *is* defensive). And fifthly, Drain Psych would most definitely be too powerful on an AT with decent HP + armor.
Quote:Wildcard (Hero/Praetorian)
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1. Personal Fire Shield
2. Blazing Aura
3. Cauterize
4. Fire Shield (buff)
5. Healing Flames
6. Personal Plasma Shield
7. Plasma Shield (buff)
8. Heat Exhaustion
9. Rise of the Phoenix
Basically a combo of Fire Armor and Thermal Radiation's powers. The pattern being this AT would be decent at buffing but would lack the 'crown jewels' of the buffing set it borrows from, the tier 9.
The wild card idea is interesting. I like it. You should probably elaborate on that some. -
Quote:Like mentioned, we'd probably stick with combining IOs with ones already slotted in a power. So that'd cut down on how many combos you could get since there aren't any powers that sleep foes, make them intangible, taunt them and knock them back while they're confused.Eagerly signed, if only so I can make the ultimate useless enhancement, the knockback/sleep/range/taunt/intangibility/confuse enhancement.
Seriously, though, I'd like the feature, but I see implementing it being very time consuming. Do you allow everything to be combined in any kind of combo? If so, how many combos is that? With 26 different types, isn't that over 2 billion? Can you make it so that 1/2 of the new IO is A, 1/4 is B and the last 1/4 is C?
Then there's things like exploits. I'm thinking of Active Defense in Shields. It shouldn't slot Defense, but if you use a Hami-O you can increase it's DDR. Would a Recharge/Def Combo do the same? Would implementing a rule that every aspect of the combo IO must be permissible in the power it's placed work?
Lots of questions, but I'd love to see a way to make it work.
edit: Oh, and think of the market mayhem in listing those items. Probably best to make them non-listable.
Also, it'd limit the exploitations too. Since you can't natively slot Active defense with +def, you couldn't combine rech and def into that slot.
One UI suggestion I'd make though would be 'mini-slots'. Rather than the straight enhancement combo system we have now, where you just get a 'new' enhancement, with mini-slots, it basically just add the extra IOs you combine with the main as miniature versions around it. This would mean you're not actually creating new IOs, just sort of linking them therefore you have no new listings at all and when you respec, you can switch around which ones you're combining.
I might even suggest being able to do with with regular enhancements for more options to those that don't want to use IOs. Maybe with different stipulations/advantages.
What if you could take SO and combine it with other enhancements with the stipulation that you could only do so with enhancements below their origin status? I.e., for SOs, you can only use DOs to combo with it; for DOs you could only combo it with TOs. But in exchange, the main slot only takes a straight 50% cut not a cut dependent on how many enhancements you place under it?