Warkupo

Legend
  • Posts

    1190
  • Joined

  1. Werner, I don't think that solution will really work unless you offer set bonuses that offer comparable forms of damage mitigation to what is capable of being achieved through building defense. People aren't going to go after other forms of mitigation because they don' offer as much as building for defense does. If the devs just keep adding more defense debuffs you get to a point where the devs have punished defense so much that everyone using it without DDR suffers, or only enough that people are so focused on building defense that there is even less diversity amongst the various powersets preferred mitigation than there is currently.

    I don't think the problem is just that defense is too strong, but that other options are too weak. Defense probably needs to be nerfed a bit, and other mitigation options need to be buffed.

    Unless I'm missing the point, and the idea is to make it so that sets without DDR can't utilize defense, I don't think that idea will work out as intended.
  2. Quote:
    Originally Posted by GangstaBlade View Post
    What they're changing Fury!
    I can only see more and more nerfs in the future now...
    Stop that.
  3. Quote:
    Originally Posted by Arcanaville View Post
    Its also a good attack to use prior to using Dragon's Tail, if DT has more than one or two targets around to hit, because the damage boost of the enhanced critical is amplified by Dragon's Tail being a PBAoE.

    The attack doesn't have to be queued immediately, but from testing unless you have a very laggy connection the next attack has to be queued prior to EC's kicking animation striking the target (if you are using that animation). If you initiate the next attack after that instant and while the backflip is occuring, its generally too late.

    The effect probably needs to be about a half second longer or so at least.
    Is there any reason they can't do something similiar to Dual Blades combo system, making the next attack guarantee a +33% crit chance and then ending the bonus effect after whatever move you use? Then they'd be able to increase the duration of the buff without worrying that it'd be used for more than one attack, since that is what they seem to have been going for.
  4. Warkupo

    Electric Control

    Is the slow debuff from breaking sleep not very potent then?
  5. Yellow on a stealth costume is silly (yes, I realize he's dressed up as a bat).

    He got it half right, anyway. Maybe he'll go all the way next time.
  6. I'll probably just swap Crane Kick with Cobra Strike. I like the animation/secondary effect more, and there isn't really much room in my attack chain for another move as much as I enjoy sending an enemy flying. I don't really need it for mitigation purposes with how quickly Dragon's Tail recharges, but it's nice to have all the same.

    I already use Crippling Axe Kick so no complaints there.

    I still doubt I'll take Eagles Claw, as I'd have to get rid of a pool in order to do it, Likely Medecine. While I don't really *need* medicine, it destroys the "healing monk" concept this character is supposed to have (tri-coder be ******). I'll have to run some DPS chains to be sure, of course.

    Over all, pretty happy. It's just number changes though, so nothing horribly exciting.
  7. Wasn't it something like 75-80% that you were using when comparing Brutes and Scrappers, BillZ?

    At any rate, I am pretty okay with these changes. I dare say I might even be happy with them.
  8. Warkupo

    Brute as damage

    The fun thing about this topic is that you all actually agree with one another, you're just so stuck on semantics that you don't know it yet.

    All these things are "tactics", and the common mistake novice players in RPG's make is that they look at these "tactics" and assign "roles" to their characters so as to simplify the amount of processing they have to do when creating a strategy to defeat an enemy. This is my tank guy, he does tanking things. This is my healer, she (and it's always a she) will be healing and falling in love with the main character. This is my caster, he's going to shoot things.

    This is all fine and dandy, if we were playing an RPG from 15 years ago, but we aren't. A truly good player with a well thought out RPG will not simply assign roles to their units, but be aware of everything their unit can do.

    For Example: This guy has 38 DEF, but only 5 M.DEF, however he has an MP draining move, so if his speed is higher than his enemy, it is okay to send him against a spell caster. Situating him nearby his best friend boosts his speed by +10, and his friend has higher magic defense, so despite him normally being the Tank, I'm going to have him act as back up for his friend in this instance and try to finish the spellcaster off before it does much damage.

    In this example the "role" of "tanking" is an invalid tactic for the character who typically fulfills it, and that is the fun thing about tactics; You can't just continuously apply them to every situation and be the victor, nor are our characters so limited that they are only capable of utilizing one tactic. If such was the case, I wouldn't be here telling you about it.

    Brutes CAN "tank", but that doesn't mean they always SHOULD "tank". A really GOOD player is going to be fully aware of every tactic he can utilize, and when is the best method of utilizing them regardless of his AT and Brutes are no different. An even BETTER player is going to know the capabilities of everyone their team, and adjust themselves accordingly and discuss strategies to improve progress when necessary.

    A Brute that knows how to tank is good, but a Brute that knows when to Tank is better, and most of the time a Brute doesn't need to tank. So, should a brute be expected to tank? Only as much as you expect your defender to blast.
  9. Quote:
    Originally Posted by Golden Girl View Post
    But we've known about the Carnival of Light since before GR was even thought of - and BV has been known as a Resistance leader since Hero Con last year
    "We" isn't everyone. We all know that "someone" gets killed off by "someone else" in that "one game" when you finally find "that thing", but if I told you who it was before you had ever played "that game" you would probably be irritated at me.

    That said, I would think they'd stop scrolling down after the first screen shot...
  10. Interesting. And purdy. Belladonna's costume still looks very similiar to her Night-Widow uniform, which seems to imply that Night-Widow was in charge of creating the uniforms for the female faction of Arachnos.
  11. Warkupo

    Beastial Claws

    Don't forget to mention that you aren't just making finger mesh, but a billion and a half "new" glove options as well.

    At that point you'd almost be better off just updating the entire body mesh.
  12. I agree with Brillig to an extent. This idea too greatly favors the lone person who still wants to play over the seven others who decided to disband under the misguided assumption that the people who quit the team suffer from some strange mental condition that forces them to leave the team if anyone else does. It also enforces the idea that you *can't* quit the team to go re-solidify your dog, or jump ship because Super Doofus is irritating the **** out of you, because you just hit the hour mark, and that's when the GOOD buff starts applying.

    Not to mention that the buffs are incapable of not affecting game-balance, and further detract from the appeal of a soloist.
  13. The problem is not with SR, but the lack of decent choices when going for IO set bonuses. Defense and Global Recharge are largely more powerful than any other set option available, and as such you are going to see many builds try to utilize these higher values on their own characters because going for anything else simply isn't as effective. Unless IO's are changed to favor the less popular set bonuses, such as resistance or what have you, SR is going to have its' toes stepped on when entering the world of Multi-Billion Builds.

    Buffing SR because it isn't 'unique' at that sort of level is the wrong way to go. The problem is with IO's, not SR.

    Also, Shield Defense is likely in line for some nerfage.
  14. Quote:
    And yet again, you're ignoring what I'm saying probably for the FOURTH time. I don't want more weapons sharing animations. I want LESS weapons sharing animations, because this allows for each weapon's animation to be appropriate to the weapon itself.
    If this was your thesis, what was the point of arguing against all the reasons I've given for OP's idea? You probably would have saved a lot of time if you had started off saying "I don't want multi-weapon customization because I want the system changed so that the animations aren't similiar to one another to better highlight the different utilities of a weapon" rather than arguing with me about how the animations and effects are so widely different that they couldn't be interchangeable. I can't be held responsible for you being too ****ed to highlight your primary argument, especially when that argument is in stark contrast to what we've been TALKING ABOUT. (assuming this is even it, you're utterly difficult to comprehend with how many ideas you jump to at once in the same post.)

    But let's just throw out the last two pages and play with your idea. I definitely like the idea of adding more animations to better suit the weapons (even though I disagree that a jab is not a viable attack. You'd often want to throw one in there so that you aren't predictable with all your wide slashing attacks. Have you ever seen an axe with a Halbred on it? Guess what that is for. The weight on the head of the axe is often beneficial as you will typically be able to throw an enemy their position with this move), however I don't see how the inclusion of such a feature would somehow nullify OP's suggestion. In fact, I imagine it would strengthen it, as there is now a higher probability that there will be animations available that the USER feels better suits their weapon, whatever that may be. I significantly doubt that the devs will replace animations at this stage of the game, given that we know it's possible for them to include both.

    That the "heavy weapons" set were divided into three different sets is likely a result of the early years in the game, when they needed more powersets to pad the available options to the players and that the ability to allow weapon customization was non-existence. Also, I'm afraid you're going to be disappointed with the "two handed" set, as what I described is exactly what they are planning to do, at least, if what BaB says has any relevance.


    Also, Champion's Online had a good idea about giving players the ability to choose any power, just as City of Heroes did when they attempted to launch the game under the same idea. The failing of both of them is that they had no great formula in place to restrict the level of "power-gaming" that would occur if they allowed this, or didn't make every power a carbon copy of one another. Time will tell if DCUO has figured it out yet or not.
  15. I like the idea of Build-Up and Aim ignoring the 5% chance to miss. I can't count how many times I did a big gathering of energy to plow down the boss with my most powerful move and... Missed. I never know whether to laugh or cry.

    It's like 5 episodes of Goku chargin' his lazer and then MISSING.
  16. Quote:
    Originally Posted by Infernus_Hades View Post
    A */Kin can multiply his damage using Fulcrum shift and with transference he can:
    Fulcrum shift
    Nuke
    Pop a blue and use transference and be completely full of end again.
    I think one of my favorite things about Kins is that I can generally be doing blaster level damage with Fulcrum Shift while soloing, and then when I get on a team I just make everything awesome.

    Often I'll have a concept and be like "I wanna shoot fire!" hover over the blaster tab, and then remember Kinetics and play a defender/corr instead.
  17. Quote:
    Originally Posted by Forbin_Project View Post
    (Since Sam and others have already addressed the technical issues on why this is a bad idea)

    I don't see a compelling reason for it. We all have character concepts that don't fit into the game mechanics. That doesn't mean the devs should waste time and money on useless projects that at best result in a very minor QoL for a small subsection of the player base.

    If it's just for aesthetics, why bother?

    /unsigned
    I do not believe that changing a mesh is really that difficult. I cannot attest to how the system works, but if it's anything like every other game I've used, it is as simple as taking a file and moving it to a new folder and then hitting the "Update" button.

    The only reason not to bother is because the devs feel like being lazy, it's harder than I am perceiving (in which case I do not think OP's idea should get in the way of more important affairs such of proliferation of sets or customized animations), or they dislike the idea. That the devs are seeking to make the "Two-Handed Set" incorporate all weapon models that might fit into that ideal (Scythe, Pole-Arm, Halberd, Whacking Stick o' Doom) seems to indicate that they would agree making three different sets that all used the same animations was probably not the methodology they wished to follow.

    The sets are likely so similar as a causality of the early levels of development, where the devs needed more sets to pad out the options available to the player to choose from. After six years, I don't think that's really the case anymore (Which is probably why they want to do it right with the Two-Handed set.)

    You can't really claim whether or not it would be popular. Unless, of course, you polled the player base and they said no.

    @Sam

    Which is it then? Broadsword has less or the same? Also I'm not sure If I would argue that Broadsword is more mitigation focused, as I consider the secondary effects of the Axe and Mace sets pretty mitigation-y. I'm not willing to throw their DPA's vs their mitigation effects into a blender and come out with a formula right now to really back that up, though. I will say that parry is one hell of a move, though.

    At different Magnitudes KB becomes KD. Saying it has primarily KB attacks is incorrect. Swans and ducks are similiar too, but unless I'm telling a nursery rhyme, not distinguishing between the two is likely to lead to some confusion.

    Quote:
    Originally Posted by Sam
    Because it makes no sense to "slash" at people with a hammer, nor indeed to parry, just as it doesn't make much sense "clobber" people with a dagger. It's not just about damage types. It's the fact that it's a sword set. You can't just insert maces into it and expect it to still be a sword set, specifically since Broadsword and War Mace are SIGNIFICANTLY different as sets. They don't even share all the same animations, and the animations they share are shared for the wrong powers. Aesthetically, it just looks bad.
    There, I quoted you so you don't forget what you wrote. I know it's hard using that back button, or maybe I just don't understand the love affair with quoting. The only indicator I have from your paragraph is that you don't think the animations are alike, and since you didn't expand upon why you thought anything else was different (yet), the best I could do is explain that, no, the animations are all exactly the same (save for parry and that stabbing animation), as that was the only falsity I could see in your paragraph.

    Now that you have expanded to include the animated effects and sound effects, I still do not agree that they are that unique to their weapon. The visual effects on the weapons are largely composed of a 'wind-trail' animation behind the weapon as your character swings it that holds no regard to the weapons shape (the wind trail is exactly the same for sword, axe, and mace, regardless of the fact that mace should probably have some wonky ball trail instead.) with a blueish to sometimes red-ish glow that extends out of the enemy, and sparks for good measure. The final few attacks are largely a series of different colored glow effects chasing after the enemy, and (unless you associate "orange glow" with battle axe) have nothing to do with the weapon that is being used.

    Which leaves the sound effects, with mace being the only set to have a slightly different sound (it lacks the SSSS sound at the start, but otherwise is not dramatically different. However, as everyone knows, bladed weapons go SSSS.). They are not so different as to not be compatible, however. Obviously you disagree.

    Nothing about these three sets is so different that they could not allow other weapons other than the fact that they are called "BattleAxe" "WarMace" and "Broadsword". Since you just attested to disliking semantics, I'm sure you can understand how silly it is to restrict OP's idea based on a name alone.

    I do sort of like the idea of making one powerset called "Heavy Weapons" or something less lame sounding, and then allowing you to choose between each of the powersets "Stance 1, stance 2, stance 3 or something) and then pick whatever weapon model you want. Still, that is beyond the scope of the suggestion, and it would likely take time away from something that is probably "more important." I would wait until all the sets are correctly proliferated, of course.

    If you want to use radiation blast with the energy blast animations, I'm not going to try and stop you. If you're having fun doing that I don't care, regardless of the fact that I probably won't follow suite. I do not have any idea how difficult that is going to be to do, however, as you are going to have to change the visual effect of the power while simultaneously still offering the previous, instead of just offering another mesh, which is non-existent in this case, and as such I cannot fully support your idea unless it is relatively easy to implement.

    As for the stabbing thing (again), striking someone in that manner with any object is going to hurt. It is not always going to stab (though any object at a high enough velocity, like say what a super human wielding a holy relic might be capable of, is going to pierce through an object.) but it is going to hurt. If you don't beleive me, have a relative or close friend 'stab' you in the face with a baseball bat with as much force as they can muster. It'll be a fun science experiment and is a good way to pass a week or two.

    Also it's called a jab when you use a blunt object.
  18. Warkupo

    Heal for SD?

    Quote:
    Originally Posted by PBaRmy View Post
    No not aid self...
    Why not Aid Self? Then you'd have it all~
  19. A blaster is what most games would refer to as a "Glass Canon". While I think this oversimplifies things, generally a blaster is about dropping the enemy before they can drop him. He is powerful in both ranged and melee combat, despite the name seeming to infer a preference for ranged. The Blaster also generally sports some light control abilities to help manage his enemies a little better. Their first two attacks also ignore mez effects, meaning that if you are slept, disoriented, held, or whatever, you will still be able to retaliate against your enemies.

    A Corrupter is more akin to a utility character with more of a focus on damage than the Defender, who is very similiar. Their primary difference from the defender is their 'Scourge' ability, which allows them a chance to do double damage to an enemy who is lower on health, especially useful against enemies with more HP. They do less damage than a blaster, but have a much wider array of utility powers that can effect both themselves and their team mates, keeping both alive longer than a blaster could. While they will often be the backbone of their party, they can still hold their own in a fight.

    http://paragonwiki.com/wiki/Damage_Scale

    Check out this link for more information about the different level of damage different AT's can do.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    That is if you ignore what the sets actually are and focus only on what you see as similar.

    Broadsword focuses on -def effects, as well as the +def effect of Parry.If you put all three right-hand weapon sets together, Sword would be the lightest-hitting of them all, but that's because it offers significant survivability. It trades that off for having less AoE.
    Which means absolutely nothing as far as aesthetics are concerned. Also it has more AOE than both War Axe and War Mace, unless you want to count Taunt, in which case they are tied. Slice/Whirling/Headsplitter vs WhirlingWhatever/tier9

    Quote:
    Battle Axe has knockback and ONLY knockback. Far more potent than the accidental knockback of Sword and Mace, this allows Battle Axe to stack its control effects and deliver control to large groups of foes. It also has NO OTHER SECONDARY EFFECT THAN THIS. Period.
    ... Battle Axe doesn't have any knockback. At all. It has mostly knockdown and knock up. Again, this has nothing to do with aesthetics.

    Quote:
    War Mace focuses much more on control. It has strong stuns and reliable knockbck, but War Mace stuns. War Mace also does smashing damage. So no, you cannot "slash" with a mace, as slashing implies cutting, which War Mace does not do. It's really just as simple as that.

    The sets are not identical, and you claiming that they are is nothing more than facetious. They are not the same set. They do share some animations, but not for the same powers, as well. Furthermore, they do not share visual effects. To claim that they're the same set is to claim that Electrical Melee and Energy Melee are the same set because they share animations for Total Focus, Energy Punch and Bone Smasher.
    Let's back up a bit, since you don't seem to be able too. Your original argument was that the sets were too different in their animations to be replaced easily. The Mace set didn't use "slashing" animations, you seemed to claim. I pointed out that, yes they did, and as far as animations were concerned everything was pretty much equal except for parry.

    I have not claimed that they shared the same effects. In fact, I blatantly stated as much with this fun paragraph you seemed to miss:
    Quote:
    Originally Posted by Warkupo
    As for the effects of the set, and them possibly not looking appropriate, I am again going to have to strongly disagree with you. All three sets do knock-down, up, and everything in between as all three are rather LARGE weapons. It doesn't take a huge stretch of imagination for me to envision my broadsword, which is already knocking enemies on their *** in it's own set, to be transferred over to War Axe and continue knocking people over. Nor does it take the mind of a child to believe that an axe to the face might be slightly disorienting.
    The secondary effects are not so different that I could not envision the weapons working outside of their sets. Again, broadsword is already doing knock-down and knock-up, both things Axe is doing all the time. My imagination does not need to be stretched for me to visually comprehend that a broadsword could knock people over. Mace does a lot of disorienting effects, with some knockback for good measure. It is not difficult for me to beleive that an AXE might be disorienting when hit with it, and it should be REALLY easy for you to beleive that an AXE can do knockback, since you apparently thought it did to begin with.

    The secondary effects, NOR the special effects, NOR the animations are so fundamentally different that you cannot *easily* interchange the weapon models with one another. I am in NO WAY proposing that we get rid of a set, just that we allow all functional meshes into it.

    Quote:
    You have an argument about using an axe with sword powers, to a certain extent. The only counter-argument is that we already have an axe set. What do we do about that one?
    You keep it. I happen to like the axe set, and the proposed change would not effect its' existence.

    Quote:
    Your argument about using a mace for sword attacks is empty. A mace is a blunt weapon. It should not be used for cutting attacks. There really is no argument you can level that can explain why an ancient bone can cut. Sorry. This I'm simply not going to accept.
    I'm not saying it can. Much in the same way I'm not proclaiming the TALSORIAN BLADE WHICH THE DEVS PUT INTO THE GAME BECAUSE THEY THOUGHT IT LOOKED COOL should be doing energy damage even though it is CLEARLY made out of energy and when the vanguard use them they do ENERGY DAMAGE.

    It is an aesthetic change, it is there simply for visual enhancement and the ability to enjoy having, say, a sword on a powerset that doesn't deal with sword models but could VERY EASILY be adjusted to do so. That you can't wrap your mind around that is your own downfall.

    Quote:
    I don't have a conceptual problem with having axes in a sword set or swords in an axe set. I do not, however, see any need to and, furthermore, see a BIG problem with the fact that axes and swords have their own, separate, unique sets. I don't think anyone's arguing to just drop either set out of existence. That would be stupid. But the question then becomes - what of the other set? Do we get two (possibly three) sets called "weapons" that have the same weapon but different powers and effects in them? If so, can I have another set with an Assault Rifle that doesn't suck as much?
    I don't see a reason to change the names or the powersets in any way. Just add in the meshes. The only reason I'm even on board with this suggestion is that it is easy to do, and doesn't need to change any function of the game. If it did, I probably would be on your side. The only hurdle you need to get over is that you don't think some of the animations work with some of the weapons, which is fine, you don't need to use those weapons, but some of us would like too.

    I think it is strange you bring up Assault Rifle, which is actually a shining example for my side of the argument. MOST of the alternative gun models they offer don't make sense at *all* for the function of the assault rifle, but we have them because somebody wanted to wield a Tommy Gun, flamethrower be damned.

    The Devs, who you and Leo_G seem to hold to some gold standard on this issue, ROUTINELY compromise sensibility for concept in this manner. The only thing OP is asking for is to be able to use a sword with the Battle Axe set, because his CONCEPT wanted that.

    I promise you though, if I "stabbed" somebody in the face with an axe, they would probably be on the floor, bleeding. Unless they had super powers, or something. I count at least nine of those axes could be used for stabbing. Hell, at least two of them have a freaking halberd on the tip, and four of them have bladed tops. Regardless, even if you are "stabbing" someone with the blunt end of an object, it is still going to hurt, which, as far as the animation is concerned, is exactly what I'm doing.
  21. Ignoring all the "blame the devs" flame bait (because I'm good at that.) except to point out that, just because they aren't doing what you think is of utmost importance doesn't mean they aren't doing anything, or aren't trying to figure out how they can give you exactly what you want.

    Yes, I would like alternate animations for powers as I feel they, along with colour customization, allow a whole new depth of individuality. I would also love Asymmetrical costumes.

    No I don't want them tied to origins, and tying it, or anything else, to origins is counterproductive to that idea of "freedom" you proclaim to enjoy. Because suddenly my character, who I picked as a magic origin for whatever reason, is now doing things "magicky" that I didn't want him to do.
  22. Go with the Hold. You aren't quite a tanker, so most of the time you will be desperately trying to heal yourself, and then die.
  23. That trailer made me feel like it was 10 years ago and I was still in elementary school grumbling that we had to see this movie as though the other 800 renditions weren't sufficient.
  24. I like the idea of AS and Snipes having 100%.

    Other than that, the 5% chance to miss should remain, else it unbalances things for both sides to a ridiculous level.