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Posts
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Joined
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My first 50 was an AR/Rad corrupter without any of the rad toggles, AM, or Fallout. Sad, nooby times...
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Not a modification to the existing 15% S/L (for tankers) per se, but a list of alternate versions of the power that offer differing bonuses. Basically different versions of the power that are offered the same time as the original, but you can only take one. This is what I had in mind:
(all of these values would be for Tankers, which are pretty high)
Tough: 15% S/L
Tough (Smash): 25% S
Tough (Lethal): 25% L
Tough (Fire): 25% F
Tough (Cold): 25% C
Tough (Energy): 25% E
Tough (Negative): 25% NE
Tough (Pain Tolerance): 7.5% all (but psi and toxic)
Why? Not everyone can stand up to being shot and/or pummeled. If my character is wearing a kevlar vest, that's going to protect him from bullets, but not a giant robot slamming its fist into his chest. If my character is a necromancer, it makes sense for him to be able to dissipate some of the dark magic being shot at him.
And of course, one of the most important values in the game, choice. Do you want to buff your strongest resistance, or plug up a gaping hole? Do you want to have a bit of extra smashing/lethal resistance or do you feel you need more lethal resistance because your robotic chassis resists bullets? -
I'd be in favor of scrapping the -res for Dam/Rech (or maybe a chance for knockdown), but overall I don't think that it would be a bad set. The fact that it's not mind-numbingly overpowered would help keep it affordable and not have it be the #1 go-to set, but the amount of recharge makes it completely viable to slot the set for both it's set bonuses and enhancement values. The lack of a global recharge bonus is nice too, so it's not always clear-cut whether or not to take this set or Positron's Blast.
Of all the TAoE sets I've seen suggested I support this one the most. Well thought out, Claws. -
So, taking my Praetorian brute from a Hero to Villain was an unpleasant reminder of these new tips missions. Besides the whole lack of choice thing, a lot of them are just so poorly written and have you do things that only a deranged lunatic would do. Not only that, a lot of missions are basically 90% copies of each other, just with different enemy groups. The Arachnos defector mission I mentioned in the first post? I encountered a reformed Carnival mission with the exact same mission sequence, torture and kill friend of main boss, torture and kill lover of main boss, listen to how bad of a person you are and how they were trying to reform, kill main boss.
Okay, one is a fluke, right? How about the one where you defeat the security chief, reprogram the Praetorian Clockwork to go haywire, and then show everyone "the error of their ways" by rescuing them? Well there's also the one where you defeat the security chief, reprogram the Longbow Agent's biotic implants to go haywire, and then show everyone "the error of their ways" by rescuing them.
Alright, but what about the one where the Council is planning a peaceful demonstration, but through your meddling it becomes a violent display that kills innocent people but allows heroes to intervene? Well there's also the one where Nemesis is planning a peaceful demonstration, bu through... okay, you get it.
Along with the unrefined dialogue (I've NEVER seen a ! mistyped as a 1 in a legit product before) and nonsensical motivation ("Steel Mountain is going to betray you, Jim. You don't believe me? Well then I'll have to kill you first!" LOLWUT) these tip missions are plain awful.
One more thing, is there a new morality mission from vig->vil? Because the one I got was the one where you make Overdrive your lackey (and ultimately fail.)
Which brings me to another point (okay, not "one more thing" after all), perhaps the most important one in relation to these missions, the original tip missions set a precedence for excellence. They're better planned out, better suiting the supposed motivation for going through with the missions, and (even with the villain missions) aren't disgustingly morbid. In the Overdrive mission, you don't kill a single person (at least not in horrible detail through dialogue), you just knock people out and defeat some heroes.
Now I gotta go play through the Nance->Adair and Cooling arcs to make myself feel better, that's the kind of stuff I'm happy to see in the game and still like playing. -
Quote:This is how I feel when I play stalkers on bad teams. I make an effort to go in first, target the boss(or LT) I want to demolish, and activate as soon as someone draws aggro. You would not believe the amount of times the team gangs up on the boss DURING THE ANIMATION and gets him below 25% HP, at which point why bother ASing him?The whole making objects and throwing them around is very fun at first. Then waiting forever for an image to be generated and then the attack hitting the target AFTER its been defeated on teams gets ANNOYING after it happens for the 30th time.
Anyways, about gravity, I didn't notice a disparity in Lift until I looked at the troller version, as I was used to the dominator version. Why on earth is it so weak compared to Levitate? Also, MUCH SIGNED on Propel, I can't justify using it until it becomes practical. -
Quote:I think I've found a new project...This.
I've got a load of local arcs saved with my own characters in them, and the one that entertained me the most was one where I rounded up all of my heroes and beat up my villains. So. Much. Fun.
The only way it could be more fun is if their powers were coloured correctly. -
Trial accounts suck they take all the fun out of the game cause they're new and they ask questions and they cause team wips 100% of the time we should have a server where only 12 month vetarins can play the game the way it was meant to be played and has AE buildings for everything and enhancerments dont take up slots. BOO DEVELOPTERS MEBBE SOME SMART PEOPLES CAN MAKE YOUR GAME?
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I think it would be pretty cool if, for another Incarnate ability, you could take a single power from a primary/secondary of another AT. I'm thinking Chain Induction for an Elec/Storm troller, or Entropy Shield for a DP/Dev blaster, or Flamethrower for a Shield/SS tank. Of course regulated in some way, so you don't get Archery powers for that Shield tank, or you don't get access to the same power twice.
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Aside from the concerns of using the existing proc, I've seen members here adamantly refuse to touch the IO system. A new enhancement, supported by TO's/DO's/SO's/IO's is what I'd most like to see. Not just for the sake of including everybody, but because investing in procs is tedious and relies on opportunity, a thick wallet, or bargaining skills.
Quote:IIRC the maximum magnitude for a knockdown is about .75, so the chance for knockback would be higher than that. I'd rather not have that chance that something goes wrong. After all, increasing your stun's magnitude doesn't give it a chance to not work the way you intended.So, maybe they add a new "Knock-back chance" enhancement. It's only slottable in powers that already provide knockback.
Each one slotted provides a 30% chance of .3 magnitude Knock-back.
One slotted in Punch would provide 9% chance of .97 mag knock-back, 21% chance of .67 mag knock-back, and 21% chance of .3 mag knock-back, for a total of 51% chance of Knockdown.
Two slotted in Punch would provide 2.7% chance of 1.27 mag knock-back, 12.6% chance of .97 mag knock-back, 12.6% chance of .6 mag knock-back, 29.4% chance of .3 mag knock-back, and 14.7% chance of .67 mag knock-back. This brings the total to 2.7% chance of knock-back, and 69.3% chance of knock-down.
And for powers like Repulsing Torrent, knockdown is almost as productive as not knocking the enemy at all. The main problem with that and similar powers is their randomness, which tends to separate enemies more than is productive. Adding knockdown wouldn't help it much.
I could see the simplest solution being a variation of your idea, proc that (at SO level) has a 30% chance to inflict a .001 knockdown. Is there a minimum magnitude at which knockdowns happen at all, or is .67 an arbitrary number? -
While playing my Kinetic Melee tank I thought of something. KD is a useful tool (and KB is if used well), but unlike other sets where you can increase the duration of controls (and therefore their effectiveness) you can only increase the magnitude of KB. So slotting War Mace for Stun is productive, while slotting Super Strength for Knockback is awful.
I thought back to the numbers and realized many secondary KD effects rely on chance. So, in order to increase these powers' effectiveness as you would for other aspects, why not have an enhancement that increases the chance for KD? I wont pretend to know how well this would balance out, or what enhancement schedule would be needed, but I do know this:
1. It would be a reliable way to increase the effectiveness of many knockdown powers, something not possible without turning the KD into KB, which is nowhere near as useful for many melee ATs.
2. It would increase the reliability of attacks such as Buckshot, Pulse Rifle Burst, Repulsing Torrent, which at the moment have from a 40% to an 80% chance of knockback. The unpredictability of such attacks (especially those with an AoE) can create problems.
Any thoughts? -
The Tsoo saw Serge's work after you pummeled them and decided they wanted a makeover too!
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For a melee AT, conceptually a Brute with SS/Inv or Energy/Inv (or perhaps Energy Aura, if you want something different) would be best. I'm with you on rerolling a character you like, but don't like to play, it's hard but in the end you're happy you did it.
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Quote:No. If you don't like the power, don't use it. The versatility thing not coming into play is the fault of the user, mostly because people prefer teams that steamroll anything regardless of what ammo you're using. If that's your bag then that's fine, slap on Incendiary Rounds and never bother to think twice, but solo players and 2-4 man groups see a lot of benefit from utilizing different ammo types.The price of versatility is far too high, when there's almost no place in the entire game where a stun is better than a hold. Dual Pistols pays far, far, FAR too much for supposed versatility that doesn't come into play nearly as often as people seem to think it should, ESPECIALLY in Suppressive Fire. Make it just a hold and give it a decent duration. Right now it's just a particularly crappy control power with no real upside.
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Quote:It's great to have a single power be a stun or a hold, you can apply the proper ammo type to stack holds depending on your teammates' powersets/your secondary powerset, that kind of versatility doesn't exist with the other blast stuns.Even so, it can only be one or the other, and you can only have maximum of six slots in it, same as any other power. What does knocking 2 secs off the duration achieve, other than mild annoyance?
Quote:The AoE Immobs sure as hell don't. The AoE Holds are all without fail Mag 3 and not Mag 2. I also don't agree with the holds having such ludicrously long recharges for such piddly durations, but, eh, thats a whole other kettle of fish.
Quote:Well, let's see;
-Smashing Blow - Kinetic Melee tier 2 power, mag 3 stun chance
-Cobra Strike - Martial Arts, again tier 2 power, mag 3 stun
-Bone Smasher, Energy Transfer and Total Focus, tier 3, 8 and 9 in EM respectively. All mag 3, decent duration.
Whirling hands has long been lauded as one of the bigger fail components in the EM set, especially since the ET nerf (Not going into that, but I know I agree with those who see it as such).
Quote:Hmm, see the chance for extra Mag 1 now. Even so, given thats not a given it could at least have higher accuracy for what it does.
Quote:I for one would happily trade it for what Imperious has, which does damage. I'm sure I'm not the only one, either.
Quote:I don't agree with the Immob+Stun thing. Honestly, beside some staggering (which, admittedly, is sometimes sidestepped by glitchy A.I. speed-stumbling away) Stuns are the exact same as Holds.
The thing has a high end cost (13), low mag (2), terrible acc (60%) and rediculous times (60 sec base recharge, 8.94 secs duration). Oh, and it does no damage. Sorry, how many penalties is that worth again? Petrifying gaze may be ST and have no -ToHit, but at least it has mag 3, decent times and standard accuracy.
Quote:I have the two normal attacks on my namesake, Alpha, and love them. I hate the endurance costs on all MM attacks given the damage they (don't) do, but thats a whole other thread.
And yes, the AoEs suck in MM sets (maye not Demons so much, at least they have -res)
Quote:But Group Fly still sucks worse. Or anything with intangibility -
I don't necessarily agree with a lot of your choices here, though I would not be upset if they were buffed (unless they made other aspects of the power noticeably worse). A lot of your concern is mostly for AoE stuns, AoE controls are almost never as effective as single target controls, especially those with a noticeable damage component. Siren's Song, Tenebrous Tentacles, and certain APP/PPP choices are an anomaly in this regard.
Quote:The main draw here is that this power is a choice between stun or hold, versatility means sacrifice, and in this case duration suffers.Suppresive Fire - Dual Pistols - Duration isn't on par with other blaster stuns
Quote:Stalagmites - Earth Control - Why such low accuracy?
Flashfire - Fire Control - See above
Quote:Whirling Hands - Energy Melee - Only mag 2. Any good reason for that?
Quote:Lol-whut? Camp;
Fault - Stone Melee - Low acc AND low mag? Ever wonder why you rarely see this power?
Quote:Handclap - Super Strength - Oh, snap, same again.
Pulsar - Luminous Blast - Another one. Someone point out the upsides to me, please?
Quote:Dark Pit - Dark Blast - Low acc, low mag, high end cost. Just...why?
But the fact that, like Petrifying Gaze, it has absolutely ZERO secondary effects makes it of questionable use. At least Fault/Hand Clap/Pulsar/Lightning Clap have a knockdown/back component! I would love to see Dark Pit (and Petrifying Gaze for that matter) get a to-hit debuff or something.
Quote:Photon Grenade - Robotics - It costs HOW much? And does WHAT damage? And you call THAT a stun? Please, if I laugh any harder I'll crack a rib...
Worst power in the game.
That is one of the major reasons I refuse to roll a Robotics MM. And I LOVE the idea of a Pulse Rifle. Until they do something cool like raise its damage or add a -regen component to the personal attacks I will never roll one.
And it's such a cool power idea, too! Why not at least have knockdown? It's such a piddly power I can't believe nobody caught that during testing and said "this is the worst power in the game, why would anyone use it after using it once and realizing that it is the worst power in the game?" -
Dark Melee, Midnight Grasp, make the tentacles optional. A cloud of smoke would be fine. Same for Tenebrous Tentacles.
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I dunno guys, some of this sounds like Blue Steel kind of stuff to me.
Wait.
No.
Could it be? -
Virgil Tarikoss's magic power stems from caffeine, but is sapped by potassium. This is why he despises tomatoes, it's a biological weapon you can get at the store.
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I like that idea too, especially since Stalkers don't get Fiery Aura.
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Personally I would like to see Conserve Power get a secondary effect, like with ElA's "Energize." But not a heal, as Energy Drain has that covered. I'd most like to see a major boost in defense resistance (which I think should happen to the rest of the set too) and a lowered recharge time.
I'd also like to see something happen with the same power in the Blaster's Energy Manipulation set, maybe with a resistance to endurance drain or stun. -
Right, if you can't get to 20 in a half hour by leeching onto a high leveled AE/PI/GV team then what's the point in playing? Gimme a break.
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Quote:That seems like a big commitment to what COULD be done in a matter of minutes if the devs already had the "pre-canned missions" laid out. For more than one arc relying on the AE would take tons of time, and with multiple characters it gets worse.Why not ask a friend/someone on the boards to make an arc for you? Tell them the name/powers of your Nemesis and their personality, send them the costume code and then play through the arc they make? Even better, if you do feel like trying the AE, then what about swapping nems with someone else. You make an arc/mission for them, they do one for you.
Maybe if someone made some AE template missions where the nemesis, group, and dialogue could be copypasted in it would be a lot easier, but until that it's not something I can commit to. -
Quote:This makes me a sad panda. Not all of us have the time/skill to create full-fledged arcs for our potential nemeses, nor do all of us want to be control of every facet of our nemeses' existence. CoH has always stood apart from others by appealing to both casual and hardcore players, yet the only way to have a true nemesis is to invest time and skills into the game that not everyone has.
Matt Miller: Theres been a couple of things that weve looked at in other games and said thats good for that type of game, but it doesnt fit into the City of Heroes universe. Im wracking my brains over this. The Nemesis System [from Champions Online] was something we looked at, but it was something that would be very limiting in the end. We decided against it. I think that was what pushed us even more into the mission architect system because then it wasnt pre-canned missions that your nemesis was going to show up in. You could create your own nemesis in the mission architect, and you could craft the story of you fighting your nemesis in the mission architect. Then you could go into that mission and execute that story. That was kind of where our version ended up. -
Then what is my motivation as a Rogue to deal with a snot-nosed kid named "Private Punishment" in the first place?