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Yesterday i went on thinking while driving home and suddenly this idea hit me (i sent this as a PM to Castle):
<ul type="square">[*] Add an invisible bar similar to Fury[*] This bar gets filled every time you take damage; the amount it gets filled with is equal to a percentage of the percentage damage taken (not redundant I mean += Dmg/HP * RegenBuff)[*] The percentage is determined by the regen buffs that are up at the moment[*] Every second this fury like bar will determine the percentage of health you will gain back, then reset.[/list]
Example:
You have a base of 200 HP and 40% healback buff
You take 80 points of damage
Your HP is now 120
Your invisible HealBack bar goes up by 80/200 * 0.40 = 16%
A second goes by and you get a mini self heal of 200 * .16 = 32hp
You end with 152hp
If this was possible, it would be able to make all regen buffs into resistance equivalents, just like Def was finally made equivalent to resistance. The fact that large amounts of damage in one blow can kill fast a regen I think is offset by the fact that he has totally universal mitigation with basically no weaknesses, you may also want to make the regen a bit more stronger than the average resist equivalence just to compensate that too.
The question again: is this technique possible with the current engine? I'm not asking if this idea is something you would even consider, I'm just curious if the current engine can do this.
I know the game tracks damage done right now for damage badge purposes, and we know many conditions can be used to fill a bar like the fury and domination bars. -
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If you took Instant Healing and changed it so that it made each hit act like illusory damage -- i.e., for each hit you take, a second or two after the hit you 'instantly healed' part of the damage, then what you'd have would be a defense that would scale the same way that Resistance and Defense did, and could be balanced against them -- 40% Resistance, 40% Defense, and 40% Instant Healing would all, over time, protect a character from 40% of the incoming damage.
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Can't be done without new tech. Significant new tech. This was one of the ideas I put forward in I3, before I really knew what limitations we have in the system.
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I think it would be a great idea to look into the posiblity of that tech being added. It would be a huge balance benefit for all healing in the game to work like this. Right now all forms of healing are way more powerful than needed, they seem to be working under the same ideals of the original Def numbers (extremely high so they were not useless against higher level enemies and trivializing normal play content).
A percentage of wound heals would be an amazing thing to have instead of the current implementation of healing, and i think its something worthy of being analized and implemented even if it takes long time to do. -
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Wait a second! What are you planning with Force Bubble? It repels. That's all it does. Taking away repel means it creates a big bubble that does absolutely nothing.
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Right. That's why it's harder.
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How about making it a big bouble that debuffs damage? -
Wait, you were under the impression that a fire tanker was meant to survive?
Why do you think they gave us Rise of the Phoenix! Because we are MEANT to need it! -
You tellin me they do will stop nerfs because something may not be popular!!!
Darnit i should had told them how unpopular ED would had been.... oh wait... -
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Yes, yes .. and that post was in reply to? Somoene's speculation. Castle said he would change it if it was up to him, but that he is not going to change it. Feel free to keep waving up one post as your 'proof', but all that is is his opinion of the power. You conveniently leave out the posts where he says he is not changing it.
Enjoy your Speculation, but please - stop trying to pass it off as The Truth.
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As they say where I come from:
There is no worse blind than he who does not want to see.
Enjoy the darkness there, as you like to ignore and twist what castle says on that thread AND this one (you know, that bit where he simply says nerf is not happening because it means changing a bigger thing, not because they really dont want to?). -
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The bottom line is they're not nerfing it yet because it would take too long and there are bigger fish to fry.
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Yip, just wait till that fish is all fried and they start getting hungry. This little catfish will be hitting the frying pan in no time.
(that is unless some one gets to exploits it in pvp, then the nerf will probably take a weekend) -
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The problem with Aid Self is that it is overpowered for *some* ATs/builds and almost useless to other ATs/builds. Builds using ATs which have inherently high defense and/or include a lot of defense pools (Stealth/CJ/Weave/Hover) have a distinct advantage in Aid Self usage over builds that do not.
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With 3 interrups in it i hear you can even aid self yourself standing in burn. The degree you can lower the interruption of this power is such that many just take 2 interrupt SOs and toss a recharge SO to make an already fast recharging heal even faster. -
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Aid Self is not overpowered on my fire blaster that has it.
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It depends. If it gives your blaster regeneration comparable to a Scrapper's secondary or a Tanker's primary then yes, one could easily argue it is overpowered -- or more accurately, that the damage mitigation provided by these sets is out of balance compared to Aid Self, and vice-versa.
Of course, then the Tanker/Scrapper could take Aid Self themselves, but if Aid Self improves their performance to the point they are basically forced to take it because not doing so effectively cripples them, or keeps them from performing up to most people's expectations, then that too is a significant problem.
Of course, it all depends on how much extra survivability melee ATs are supposed to have compared to the ranged ATs, which I think is the major question. After GDN and ED, there doesn't seem to be a clear or satisfactory answer to that.
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Jackspot! -
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Dev post.
Without a dev post it's just a rumor...
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Worse - it's a player's speculation, drawn from an inference that the player took from somethng he read - regarding something he is afraid of. It's not *even* a rumor - until he started posting it as near Fact.
A shining example of self-created player Hysteria.
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Unfortunately, this is not self created at all. As posted before, _Castle_ WANTS to nerf it. He may state the truth, that the power has not been changed as of his posting, but that does not changes he wants to nerf the power. -
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Let's see.. Necro has seven henchmen, not six (the ghost from Soul Extraction is a true henchmen, whereas Dark Miasma's Dark Servant is an old-school pet that can't be set on defensive/follow, like real henchmen).
So, if they're all on bodyguard, that's seven shares, plus my two... nine shares of damage. I'll be resisting damage at 78% (2/9 of damage). Then with Twilight Grasp, and the ability of every henchmen to self heal.... looks good to me.
Then, I'll be testing out a PvP build which combines Group Fly (three slotted with EndRedux) and Group TP (three slotted with EndRedux and 3 Range Increase) to get around the lack of travel power for the minions.
There's a few flying blasters I'd like to talk to....
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Doubt it will affect any non-commandable pets, but even so, this will make handclap and a lot of knockback powers rather useful against masterminds. Slot it for knockback, clap pets away, onepunch the overconfident mastermind! -
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Dividing a large amount of damage which is focused on the Tanker and dispersing even portions of it among the team could be a viable tactic. Just not one I'm interested in using. There are a lot of Tankers complaining lately about their "survivability"--even on MM threads.
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Tankers have two issues:
1) Some sets (not all and defintiviely not invuln) suffer survivability issues. This needs to be addressed on a set by set basis.
2) Tanker on itself tends to bring less benefits to a team than any other AT, this would add a higher degree of safety that may be able to compensate there.
And what I mentioned is that the tanker should be taking a bit of damage out of every harmed team mate within a distance of him, not distributing his damage to the team. -
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I thought the whole reason for the Taunt limit was so that one Tanker can only hold on to so many enemies in a spawn, thus possibly requiring more than one on a big team?
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No, it was simply preventing them from pulling a full map with a defender keeping them alive. In other words: it was about herding.
Also note a big issue right now (few mention but i find it huge issue) is the tanker has no way of helping the team mates against AOE damage. This would so help there. -
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Sounds like something Tankers should also be able to for their team.
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As a toggle, as opposed to inherent, right? If so, /signed.
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Inherent toggle? Not all inherents are pasive. -
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Sounds like something Tankers should also be able to for their team.
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My tanker has no interest in spreading damage he takes among his team-mates.
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As Foo noted, its the tanker is the one that should be getting damage for the team in this fashion, not the other way around.
Additionally, right now there is little stackability between tankers, there is little reason to have 2. With a feature like this one, having 2 tankers would split the damage between them, having 3 tankers would split the damage taken between them, and so on. This suddenly would make tankers useful against more enemies than they can hold agro off, and at the same time they would make having more than one tank actually mean something.
Difference I think is for tankers it should be an endurance free toggle with no recharge time or animation time. If they get hold or disoriented or whatever, they loose it.
Im also thinking from Castle's post that the Bodyguard inflicted damage is irresistible for the pets. I think a tanker version should not only be resistible, but also able to be deflected (else it would be worse than unfair for def based tankers) -
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Sounds like a much need hand in the MM's direction
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Sounds like something Tankers should also be able to for their team. -
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Strange... I'm gonna have to wrap my mind around this
I thought To-Hit debuffs were affected by the PURPLE PATCH ?
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If they are not its news to me.
But i think this is true, States. All debuffs, even to hit debufs, became weaker against higher level enemies.
Or was this never the case? -
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PvPTaunt changes: When a player is being taunted, the effect can now be broken by running a good distance away. Additionally, hiding out of LOS of the taunter will cause the effect to expire sooner.
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This is being tested on Test right now...
Yeah...
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Don't know if this is I7 or before but...Guantlet will work in PvP soon.
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With all the unresistable damage in PvP, i sort of wish it didnt. -
Aparently they consider tankers are way too powerful in PvP.
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So the the complete numeric stats of all the new powers will be available because the powers cant be respeced out.
I ponder though, what will happen once they find out X power is overpowered, either on it's own or combined with another power, and then decide to nerf either, after half the population took this power precisely because of the greatness of it or the greatness of it coupled with that other power...
Because you KNOW it WILL happen sooner or later. -
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wait...Tankers are gimped? damn...I must of just shruged off a team of 4-5 stalkers while I was running towards the Siren's Call gate a couple weeks ago o_O
/e tries to find something to do besides being bored but fails T.T
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How'd you shrug them off? Aren't Stalker criticals (including AS) unresistable?
And even if you did nothing else but *not die* how does that make you in anyway uber?
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I dont believe him, UNLESS he was running dull pain and the 5 stalkers where not actually attempting to AS but to scrap.
Note it has taken only 3 stalkers to almost one shoot my invuln with all shields up, and dull pain with no unstoppable.
Its either a big fat lie or a huge omission of details, and omission of details are also lies in my book. -
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Can Blasters get some more unresistable damage to compensate? Since even with detoggling we where pretty ineffective against tankers.
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30 per cent unresistable damage isn't enough for you? There is more than one way to skin a cat, you know?
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Tell that to any Blaster that has to contend with a Stone Tanker in Granite. Not going to happen.
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Balancing the game so a blaster can take out a granite tanker would mean making it so the blaster kills a defender by just staring his way. -
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Can Blasters get some more unresistable damage to compensate? Since even with detoggling we where pretty ineffective against tankers.
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Yea sure, how about we also make them "ignore high hp and just always take a fixed % out of all characters HP bars regardless of AT" while at it. That will surely give them a better chance at beating up everyone in the entire game, regardless of the other AT's definition of being tough to kill.
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NO MORE DETOGGLING MEZ PROTECTION.
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I wish they did that. -
Blueeyed is right on the benefit the tanker gets over the blaster from this power (aid self,) I actually never considered it to be a big issue as it stands. He is not even accounting for the other ammounts of survivability the tanker gets. Once you account resistance and other factors you end up with a WAY greater time bought because of the self heal.
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Um... I have to agree with the other posters here. Chimera's accuracy appears to be auto-hi
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I soloed the EB version and he did hit but defenitively not auto. I muched 6 lucks and managed to defeat him with my invuln/ss tanker.
Once the I7 def changes roll in, he will be WAY less annoying for def based builds, right now having such a high acc and the substractive nature of defense, he will make defense almost useless unless you swallow a loooot of lucks.