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HEY!!!!
Where is the TANKER LOVE????????
We should have this power built into our passives as well. Especially the INV tanker. Then there would be a reason to take the passives and even slot them!
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Tell ya what, when the Devs strip Invul of dull pain, leave the base dam-res where it's at now, AND strip all defense from Invincibilty, THEN, and ONLY then, can you come into this thread and cry for more goodies with Invul.
Many SR users have been screaming for more types of damage mitigation like Invul, DA and Regen have, since Issue 1. We're finally getting some. It'll turn out to be useless just like defiance, but at least they're doing SOMETHING now.
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To be honest, based on the "feel" of the passive resistance, I think SR and invuln would both be better off if we got invincibility, and they got the passive resists. The passive resists "feel" very invuln-like, although that's difficult to explain to someone that hasn't played both a lot.
When SR had actual defense, I4 numbers or better, SR scrappers could and would get into serious trouble where they were deep in the red, and still fighting. The high defense meant that the play experience was such that *most* of the time SR got away with that, and *occasionally* it did not - the "luck factor" people talk about. SR scrappers didn't have to go all the way to death, necessarily; they could back off and re-engage, but that simply meant there was an artificial invisible line drawn on their health bar that they were treating as if it was the zero line - and they too experienced the probabilistic nature of SR as usually beating that line, and occasionally crossing it and forcing a retreat (or hospital).
Invuln doesn't quite play that way. At high resists, being in the red doesn't mean the next shot will kill you: with invuln, you aren't thinking "please be lucky, please be lucky" - you're tending to think "must go faster, must go faster." In essence, you're thinking if only you could attack fast enough, nothing could kill you no matter what your health bar reads.
In actual fact, the mathematics of the sets aren't quite that harsh in terms of their actual behavior, but the effect is strong enough in certain circumstances to affect the psychology of the sets - their "feel."
Separate from the possible benefit we might get from this, the damage resistance being added to SR feels "wrong" to me because it feels to me like invuln's end-game flavor is being added to it. Flat (and enhanceable) resistance would be more palatable: it wouldn't be backloaded so much, and therefore wouldn't quite so significantly dominate the low health "feel" of the set.
There's also this: we are still the lowest health regeneration mitigation set, by very wide margin. Every time we see this damage resistance, it will be because we have gotten hit low enough to force downtime. The best power for SR to slot in I6 might actually be rest.
The devs really just need to give us back the proper amount of defense: its still very obvious to me that SR is balanced against the other sets *without healing taken into account*. Its as if SR and invuln were balanced without dull pain, and then the devs tacked on dull pain as an extra little invuln "bonus" that they figured wouldn't matter all that much.
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Take invincibility... Please... Ill gift wrap the focker for you and send you a framed picture of me on my bed in my skimpies with "XOXO love you lots Arcanaville" written on it in black marker.
Invincibility (outside the name) is much more a SR type power. The increasing defiant resistance and passive obstinace is much more tank like. I would gladly trade you anyday. I always thought invinc was much more suited thematically to a SR scrapper anyway. -
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Besides... either way you get resists where you had nothing before... considering the numbers arent a joke like the damage debuff in chilling embrace
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Don't think about it as a change from then to now. Consider it as a retcon. You might consider it better than it used to be, because it was indeed better than it used to be. But consider a new player who creates an /SR. It would be even more frustrating for them than you, because you recognize that having the resists at all increases your survivability. The new player will feel the sting of the first hit even more than you did before there were resists, because as they get hit, it just accelerates their dying.
Think of all nerfs as retcons, they essentially are.
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Okay so I am wrong. haha.
I think resists is kinda dingy for SR chums anyway.
I would rather have seen a decent +regen, or something uh... cooler and more SR themed than that (not that +regen isnt a more classic SR/speedster deal) -
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Thanks, Statesman. Another good step in the right direction.
However, questions:
Why would I get BETTER at rolling with a punch the more I get my face smashed in? Shouldn't the dam-res start high? (I understand that this doesn't quite work with game mechanics, so let's move on.)
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why cant hey just reverse this... start it out at its peak, then drive it down at each color change in the HP bar?
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Because then, instead of slowing your time to death by increasing your defenses as your health decreases, it would in fact increase your speed towards death, much in the same way defense debuffs did.
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well I would rather start out with resists then gain them as I get smashed. Besides... either way you get resists where you had nothing before... considering the numbers arent a joke like the damage debuff in chilling embrace -
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Thanks, Statesman. Another good step in the right direction.
However, questions:
Why would I get BETTER at rolling with a punch the more I get my face smashed in? Shouldn't the dam-res start high? (I understand that this doesn't quite work with game mechanics, so let's move on.)
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why cant hey just reverse this... start it out at its peak, then drive it down at each color change in the HP bar? -
"Outta my way commies!"
feel free to tell me what you think!
Name: Faded-Glory (John Valiant)
Powers: INV/SS (Mutant... only because he cant be mutant/magic)
Origin: (copy and paste of my crey industries profile)
After extensive research into this hero's history and several bribes of military officials we have managed to ascertain the origin of John Valiants powers. It seems John was the third of nine volunteer subjects in a military super soldier experiment during the Second World War code named MAJESTY. Volunteers were subjected to a 24 week program of mutagenic injections and extensive gene manipulation procedures to increase stamina, constitution, strength, speed, coordination, and athleticism. The soldiers were made aware of most parts of the programs origins except for nine principle procedures.
In response to the Nazi armys research into the occult these soldiers were injected with mystical potions and arcane enchantments were performed while the subjects were sedated. The super strength, stamina, athleticism, coordination, and speed can easily be explained by the mutagenic manipulation. However the previously unexplained powers John Valiant possesses such as his near invulnerability that seems to increase with more force brought to bear against John can only be explained by the arcane portion of his treatments. John is currently unaware of the magical sources of his powers and cares little for finding the explanation of all his powers.
Should John become aware of his mystical properties he may learn to harness them in a primitive fashion and obtain new powers. Sergeant John Valiant has already reported to his superiors that he has recently experienced a burning sensation behind his eyes when frustrated with ranged combat opponents that he describes as Damn painful buck like somebody is pokin behind my peepers with a hot iron.
John also possesses a great deal of rage over his inability to avenge his comrades in combat during his last fight against a german super powered person named Sïnnesmorder before his capture. John can go into flashbacks at the site of guns and soldier like opponents. His bitterness over his need for revenge has turned him into a raging fighting machine.
John Valiant is an EXTREMELY dangerous threat capable of even greater power than he possesses now. Approach with extreme caution.
possible exploitable weaknesses:
Hates the name Faded-Glory bestowed upon him by media
Weak to psychic attacks
Shows a strong distrust and a need to protect the younger generation of heroes
Desperate to find any information as to what became of his comrades the Jitterbug and Wise Guy
Allergic to bees prior to MAJESTY program - current status is unknown but he has been known to show much more caution about where he steps in toxic areas
UPDATE 4/25/05: recently visited Galaxy City Hospital concerning pain from behind eyes. Cause unknown...
UPDATE 4/27/05: After consulting M.A.G.I. John has unlocked the soure of some of his powers. Apparently the nine principle procedures the soldiers underwent were 9 runic incantaions that were engraved upon there bones while they were sedated. These magical inscriptions make John a walking magical artifact. John is now aware of these mystical abilities and has learned through trial and error to use them. He can now release the burning sensation behind his eyes as beams of energy towards his opponents. Be extremely cautious when approaching from range. He has also learned to channel energy to enhance his stamina for short durations of time. These runic inscriptions may explain the insane amount of strength John gains when under a rage that adrenaline could not. -
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I really think the Devs had this in mind for Corrupters in CoV: Archer/Trick Arrows. Of course, I don't know if you can do it or not in CoV--I'm not in beta.
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I so hope so... its destroyer by the way -
i am having trouble coming up with ideas for a character concept for a trick arrows/arrows defender. Any help or suggestions would be greatly appreciated.
So far I have definetly ruled out former olympic archer... heh -
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How about AT specific emotes.
2 examples I thought of:
Brute = pulls out weights and starts doing curls
Mastermind = plays with a marionette
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I like this...how about also:
Stalker = Cleans sword or other weapon with cloth
Destroyer = Snaps fingers and something explodes in front of them
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very nice! -
how about these?:
1. shake fist
2. pound fists together
3. roll a coin... you know like rolling a coin between your fingers
4. the cringe and hand stroke... like the guy who just tied a lady to the tracks
5. twirl mustache
6. spit in there direction
7. throw rocks in there direction like trolls.
8. stamp foot (like a bull)
9. stamp feet (sumo style?)
10. stomp on puppy -
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Thought I'd post a further explanation about the Blaster damage explanation in "Ask Statesman."
That was - and is - the reason why Blaster damage is capped lower than Scrappers. I did forget to add that the ranged attacks of mobs deal less damage (typically) than melee attacks - and the Blaster is generally the target of raned attacks.
But many issues have come up - most notably, the perception that Blasters are too fragile at levels 35+. Their damage potential does not compensate for their low hit points.
And, of course, there's the complaint that some Secondaries have too many melee attacks - something that the Blaster avoids at all costs.
At the moment, Scrappers, and to a lesser degree, Tankers, are being analyzed. Once we establish a baseline, then we'll be in a better position to look at Blasters.
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Ice only has 2 melee attacks... which boths suck... and there are really only 3 usefull powers in the whole set. ANd Ice patch is PBAoE which is a bit situational and shiver is a killer animation time for a blaster. Fix ice secondary -
[qoute]2. As a Tanker lands more and more blows, he'll start doing more and more damage. The longer the fight, the more powerful the Tanker becomes. I can't say that the Tanker will do as much damage as a Scrapper - but it'll certainly be more than he does now. This ability really gets to the core of a comic book Tanker. He's extremely powerful - but at the start of a fight, he holds himself back some. As the battle progresses, he lets loose....I prefer this system to a power because this way it's inherent. It's simply the nature of the Archetype. And it also sets the Tanker apart from the Scrapper's criticals.
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God dang I wish this made it. Couldnt get it right so they abandoned it... poop -
Any updates on your progress so far? I have long wanted to delve into a blaster with alot of defenses. See my post about an iron man type character here
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I really feel that Rage, KO blow, Footstomp, and consistant knockdown are the 4 jewels of Super Strength. And Although Rage does take some end, more than hasten which is funny because hasten actually makes me do more damage, and although Rage gives me 10 seconds of no taunt and somehow I think it affects the taunt in my Invinvibility, (boy is this a travesty to the English language... HUGE run on senence... heh) I love rage. It makes me feel like a super strength Tanker should.
I would like to see High Tower and all the other Ice tnks out there get something that imporves the less than mediocre damage of Ice tanks.
I think Rage is currently great the way it is... its downtime is really not such a hndrence as long as your using taunt liberally befor it drops.
its time to stop looking at rage.
Rage is fine.
I vote the devs move on to ice melee... whos with me? -
Dude... if they dont make me feel super soon with super strength im gonna scream. They should make hurl more like repel... except only generates the big ibjects like cars, refridgerators, and forklifts... up the damage and range.
(Even if it was just the animation id take it for the animation alone)
Replace handclap with this... throw a dude into the mob for some area of effect damage. (even if it sucked id take it)
SS rage should take away some HP instea of TOTAL END CRASH!!!! FOR GOD SAKE!!!! SS DAMAGE SUCKS ALREADY DEVS!!!! RAGE SAVED IT!!!! like say 15%? even that is a bit harsh though
i never understood why jab stuns less than a power pool power... (boxing)