Make Your FF Change Suggestions Here!


Arcanaville

 

Posted

*looks up at the thread*

My GOD what have I done???????????

Perhaps I should just not go to work anymore, so that I can keep up with this thread.

Have I created a monster?


 

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As to many of the suggestions being terrible, well... they are. Sorry, but it's the truth. Calling me names doesn't make them any better.

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Please, everyone join me in adding Magicj to our ignore lists so we can continue this discussion without her asinine input.


 

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As to many of the suggestions being terrible, well... they are. Sorry, but it's the truth. Calling me names doesn't make them any better.

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Please, everyone join me in adding Magicj to our ignore lists so we can continue this discussion without her asinine input.

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Magicj isn't doing anything wrong, really. We all have opinions. She(?) is entitled to hers(?). But just as she(?) says, the difference in opinion between her and most of us has been EXTREMELY well documented by now - lets move on.

If you have to ignore someone in order not to rise to the bait, by all means do so. But personally I have learned stuff from magicj's opinions and presentations (deftly ignoring the gender question by using the name here), so I'll continue to read - but perhaps not reply to - what she(?) has to say.

And yes, some suggestions are indeed terrible. To me, at least. But I think we should brainstorm a bit more, come up with some more terrible ideas, before we enter a consolidation phase and try to boil all these wild-grown ideas down to a few reasonable suggestions.

What we should present to the devs in the end is a list of 1-3 suggested power changes that we have some sort of consensus on. Some of these changes can be sweeping (like the general recharge reduction TA got). But presenting the devs with a list of 5-6 suggested changes/variants for every power will have less impact.

So, now, lets brainstorm some more, then as the ideas seem to dry up lets make a consolidated list, compare, and pick some change options we can agree on.


 

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What we should present to the devs in the end is a list of 1-3 suggested power changes that we have some sort of consensus on.

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That's a worthy goal, but I'm not sure how feasible it is, mostly because the implementation of KB and repel as ways to improve performance is fundamentally flawed, at least in the case of defender FF.

At some point, if we want to improve some of FF's underachievers, we have to change what they do. Reducing Repulsion Bomb's animation time, for instance, doesn't change the fact that the power still does enough KB to be annoying most of the time. If the power did low-mag KB (i.e., knockdown), would that be a big enough change to remove the idea from the table? It might be ...

Changing Repulsion Field for the better would have wide-ranging ramifications because the power exists, in some form (the 7' PBAoE and the 10' teammate-centred version in Sonic), for a surprising number of ATs (Defender, 'Troller, Blaster, Corruptor, Stalker, MM) across a number of sets.

Detention Field is tricky. It /is/ possible to have power that hit through phasing, Hami now does it, so there may no longer be a tech barrier to making DF into a click / toggle. But this might have PvP ramifications -- i.e., players could be tagged through Phase Shift with the power, but could then subsequently break DF by leaving the toggle's range. Or Castle could make two distinctly different versions of the power, one for PvE (click / toggle) and one for PvP (current version). But ... would he go down that road?

Force Bubble is a tricky power, mostly because it /can/ be incredibly effective -- as anyone who's seen a bots / FF MM tear through mobs can easily attest to. But bots goes hand in glove with FF. The bots are mostly single target ranged mobs, so by design they're made for dealing with KB. The protector bots heal. And the assault bot does -regen. Most of the shortcoming of FF are fixed by pairing the set with bots. And Force Bubble /is/ popular with PvPing bubblers.

In order to make Force Bubble always viable for defenders and PvE, PvP would have to be a consideration ... and the set would probably have to be forked. And forking defender FF off from controller and MM FF is probably one of the last things Castle wants to do.

What this all adds up to, I think, is one big problem that can't be easily solved, hence the proliferation of ideas to fix FF.

And, no, "fixing" defender blasts isn't the answer. Making NightFall and Tentacles line up won't change the fact that Force Bubble removes melee toons from Dispersion Bubble and fugs up any number of other powers.


 

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BurningChick, you suggest changing 3 powers (or at least hold them out for inspection), and I completely agree. I think that's an excellent way to go about it, and basically what I meant all along when I said 1-3 powers.

First find powers with problems. Then suggest solutions. Then condense the suggested solutions into something we can agree on.


 

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Then suggest solutions. Then condense the suggested solutions into something we can agree on.

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Well, in my sig is a link to earlier in this post where I had taken the time to collect and combine all of the suggestions so far. I hope that someone saw that, it took me a few hours....


 

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Magicj isn't doing anything wrong, really. We all have opinions. She(?) is entitled to hers(?). But just as she(?) says, the difference in opinion between her and most of us has been EXTREMELY well documented by now - lets move on.

If you have to ignore someone in order not to rise to the bait, by all means do so. But personally I have learned stuff from magicj's opinions and presentations (deftly ignoring the gender question by using the name here), so I'll continue to read - but perhaps not reply to - what she(?) has to say.

And yes, some suggestions are indeed terrible. To me, at least.

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You can piss off too Dr. Phil. You don't think trying to ruin a discussion because you are afraid something might get noticed by the devs is wrong? If that isn't one of the most selfishly childish acts I've ever heard of on these boards I don't know what is.

Yeah, some of these ideas are better than others, in my opinion as well, but the whole point in these brainstorms is to see all of the ideas and discuss what might and might not work; not to just sit there like some jerk off, bashing every idea and moronically repeating that "FF is fine! The issue is with the secondaries!" over, and over, and over....

Here I'll tell you one idea I think is ridiculous; trying to get a consensus on what changes we want for what powers. Good luck with that. If you've read through the previous pages, you'll see everyone's opinions are all over the map. The idea of a brainstorm is to put forth ideas, and discuss if they were implemented.

You want to try and moderate this discussion? Be my guest, but in the end you'll just end up pissing people off with talk of "that doesn't fit the theme" or "I've figured out how to use this wonderful power and I don't want it changed". Hopefully you realize both those statements should have "..in my opinion" added to them.


 

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Well, in my sig is a link to earlier in this post where I had taken the time to collect and combine all of the suggestions so far. I hope that someone saw that, it took me a few hours....

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The only thing I would say about the consolidation is that reducing the radius of the Force Bubble, and adding the -Speed component are not exactly separate concepts. The latter is, IMO at least, needed to make the former work as intended.

I think I'll add another idea I've had in the past, which is kind of a longshot, and probably would be difficult to implement. But that is to make Force Bubble change all knockback to knockdown within its radius. Castle just made a post as to how that would not work (just making it -Knockback would effectively give knockback protection to all enemies in the bubble) but I'll throw it out there. Maybe the mechanism could be overridden so that foes would not be knocked back (but still knocked down) no matter what the magnitude.

The concept would be that the Force Bubble is semi solid, and so it dampens sudden movement, like a foe being knocked back. The exception would be the inner "bubble", which would still push foes out like before. (it's Repel, not Knockback, thus uneffected)


 

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What we should present to the devs in the end is a list of 1-3 suggested power changes that we have some sort of consensus on.

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That's a worthy goal, but I'm not sure how feasible it is, mostly because the implementation of KB and repel as ways to improve performance is fundamentally flawed, at least in the case of defender FF.

At some point, if we want to improve some of FF's underachievers, we have to change what they do. Reducing Repulsion Bomb's animation time, for instance, doesn't change the fact that the power still does enough KB to be annoying most of the time. If the power did low-mag KB (i.e., knockdown), would that be a big enough change to remove the idea from the table? It might be ...

Changing Repulsion Field for the better would have wide-ranging ramifications because the power exists, in some form (the 7' PBAoE and the 10' teammate-centred version in Sonic), for a surprising number of ATs (Defender, 'Troller, Blaster, Corruptor, Stalker, MM) across a number of sets.

Detention Field is tricky. It /is/ possible to have power that hit through phasing, Hami now does it, so there may no longer be a tech barrier to making DF into a click / toggle. But this might have PvP ramifications -- i.e., players could be tagged through Phase Shift with the power, but could then subsequently break DF by leaving the toggle's range. Or Castle could make two distinctly different versions of the power, one for PvE (click / toggle) and one for PvP (current version). But ... would he go down that road?

Force Bubble is a tricky power, mostly because it /can/ be incredibly effective -- as anyone who's seen a bots / FF MM tear through mobs can easily attest to. But bots goes hand in glove with FF. The bots are mostly single target ranged mobs, so by design they're made for dealing with KB. The protector bots heal. And the assault bot does -regen. Most of the shortcoming of FF are fixed by pairing the set with bots. And Force Bubble /is/ popular with PvPing bubblers.

In order to make Force Bubble always viable for defenders and PvE, PvP would have to be a consideration ... and the set would probably have to be forked. And forking defender FF off from controller and MM FF is probably one of the last things Castle wants to do.

What this all adds up to, I think, is one big problem that can't be easily solved, hence the proliferation of ideas to fix FF.

And, no, "fixing" defender blasts isn't the answer. Making NightFall and Tentacles line up won't change the fact that Force Bubble removes melee toons from Dispersion Bubble and fugs up any number of other powers.

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I did a lengthy post a few pages back that had realistic changes that didn't remove the core function of the power but at the same time made them much more useful not only for the Defender (who would benefit the most of course), but for any AT that used the set. All the changes (except where noted) would have no impact on PvP, as all of the changes simply make the FF powers into better versions of themselves or, in some cases, similar/better versions of powers that already exist in other sets. Definitely worth reading all the way thru.

Some key highlights

1a.) Changing Repulsion Field from a PbAoE to a location AoE similar to Bonfire. This way it is detached from the caster and stationary. Useful to keep foes at bay without forcing the caster to stand in one place and take massive amounts of aggro.

1b.) A more radical change for Repulsion Field (but still keeping with the core function) is to change it into a Singularity-type pet -- a small mobile field that follows the caster around and knocks back any foes that gets near it. Being removed from the caster eliminates the aggro, and the small size of the field greatly reduces unwanted scatter. Also, by the nature of the way pets follow you, you can stand in front of it, behind it, next to it, etc. to give you protection exactly where you need it, further reducing unwanted scatter.

2.) Change Repulsion Bomb from a targeted AoE knockback to a cone knockback, similar to Storm/Gale and Sonic/Shockwave. Cone knockback can be VERY useful for crowd control and getting foes where you want them. AoE knockback simply scatters everyone.

3.) Reduce the size of Force Bubble down to 20-25' to match Dispersion Bubble, and add two layers of debuffs, similar to Storm/Hurricane. Those foes stuck at the outside of the bubble suffer a -tohit, -range, and -damage; those that are able to resist the repel effect and enter the bubble still receive those same debuffs but also are hit with a slow/-recharge, -defense, and -regen. We can't change the nature of the power, that being repel, but there is no reason it can't be made much smaller and be the one power with a slew of debuffs that FF really needs. And the 2-tiered debuff application places the more powerful debuffs only on the more difficult foes that can resist the repel. In this way it's not overpowered again "normal" foes (minions, LTs, Bosses), but not useless against the more difficult foes (EBs, AVs, and GMs). At the core, Force Bubble and Hurricane are very similar powers. The idea is to make Force Bubble into Hurricane v2.0 instead of Hurricane v0.5.

The only downside to these changes is that Force Bubble might then be considered too powerful to leave as a toggle, even one with a greatly increase end cost. It might have to be changed to a non-permable click power like most other tier-9 Defender primary powers.

4.) Ideally I would love to see Detention Field turned into a reverse PFF, meaning they can't move or attack, but we can attack them with either greatly reduced accuracy and/or damage. It could be tricky to balance in PvP, so if an idea like that is completely off the table, turning DF into a limited toggle would be a huge improvement. This way you can control the maximum amount of time the power is active, but at the same time the caster has the ability to turn it off early if necessary. This removes one of the chief complaints about the power, that the team often has to sit around and wait for the effect to wear off to defeat the last spawn. Another positive change would be to make caged foes non-targetable (you can't select the foe at all) or non-attackable (you get the "invalid target" message when you attempt to attack). I don't know if this is possible in the current game engine, but this is basically the second major complaint about the power, that people don't realize a foe is caged and have wasted at least 2 or 3 attacks before realizing the foe is untouchable.

5.) Add a knockup component and minor disorient effect to Force Bolt. Many foes that have resistance to knockback do not have resistance to knockup, and this extra bit allows the power to affect many more foes. The disorient effect is just another little bonus that, again, has the chance to affect foes immune to other aspects of the power, and can stacked with the other disorients in the set to briefly stun more difficult foes.


 

Posted

You know, maybe if they just upped Force Bolt to do 25-30 damage base, and then gave repulsion field the same amount of damage as well, but give it an accuracy check.

That way, even if you have a KB resistant mob you still get some benefit from the power.

Make the damage immune to containment, and keep it low for MMs.

Then give force bubble +perception and give it a 25-50% chance to KD every 5 seconds(in addition to its repel), and then make it so you can slot KB sets in it.

The other option would be to make mobs "stick" to the edge of force bubble. Not sure if its possible, but basically you would be able to drag mobs wherever you wanted with it while keeping them at max range.

Like into the air. Then you could turn it off...


 

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Hmm... Jade dragon gave me an idea.

Why not make force bubble into two bubbles.

The inner bubble would be a little bigger than dispersion, and would do the same repel that it does now. The outside bubble would be the same size as it is now, but does KD instead of repel.

That way you still get the huge freaking bubble and control from repel, but with the added benefit of having a"safe zone" where baddies cant stay standing and you can pick em off with blasts.

Anything that pushes in would still have the knock down effect to deal with.

Just a thought...


 

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You know, maybe if they just upped Force Bolt to do 25-30 damage base, and then gave repulsion field the same amount of damage as well, but give it an accuracy check.

That way, even if you have a KB resistant mob you still get some benefit from the power.

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I do like your final point, but honestly, I don't like the idea of giving Defenders additional damage in the form of attacks. It's not really a Defender's bag, a Defender doesn't get a whole bunch more attacks to do more damage, he BUFFS HIMSELF to do more damage. Or debuffs his foe. The Defender's power is not to do well, it's to make himself better so he does well.

The Corruptor is also capable of that, but not quite as good, but that kind of makes the point. The Corruptor does more damage overall, but the Defender has the better buffs, so when he buffs himself he ends up at the same level as the Corruptor. (Maybe even a little better)

Sure, Storm does some direct damage, and Fallout from Radiation, maybe a bit in TA and Dark as well, but I'm not sure that's the way I want to go with Force Field. Besides, another attack would have to be fitted into the attack chain, so unless it was stronger than something it was replacing, it would decrease your DPS. ('Course, depending on how often you use Force Bolt it might already be part of your chain)

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The other option would be to make mobs "stick" to the edge of force bubble. Not sure if its possible, but basically you would be able to drag mobs wherever you wanted with it while keeping them at max range.

Like into the air. Then you could turn it off...

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This is an odd idea, but it reminds me of an idea I had with Group Fly. Basically make it Force Bubble in reverse, if an ally hits the edge of the Group Fly effect, he is automatically knocked back into the center. So you could carry your whole team along without them having to do anything, you'd just fly forward and "sweep" all your allies forward as they hit the bubble.

Probably not a workable idea, and doesn't really have anything to do with Force Bubble, but the thought just struck me.

Actually, there is another idea I had. Instead of Force Bubble sealing foes out, have them seal them IN. It would make a great variation of the power for a Tanker. You aren't trapped inside the bubble with your enemies, THEY are trapped inside the bubble with YOU.


 

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Hmm... Jade dragon gave me an idea.

Why not make force bubble into two bubbles.

The inner bubble would be a little bigger than dispersion, and would do the same repel that it does now. The outside bubble would be the same size as it is now, but does KD instead of repel.

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Or even, going from my idea, an inner bubble that pushes out, and an outer bubble that pushes in.

That kind of fits your "pinned to the bubble" idea.

Of course, you really can't make the "push out" bubble any smaller unless it's harder for foes to push into it. Which is why I prefer an inner bubble that pushes out, and an outer bubble that Slows. A Slow + occasional Knockdown wouldn't be too different. (The foes are caught in the "soft" part of the bubble, but occasionally it still tries to throw them out, and they're knocked off their feet)


 

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You can piss off too Dr. Phil.

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What did I do?


 

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You can piss off too Dr. Phil.

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What did I do?

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I believe he meant Starfox. "Dr. Phil" is probably a reference to the TV psychologist, and Starfox's tone, which is similar to what Dr. Phil is known for.

And oddly enough, when I read the original post, I interpreted it as "And you are able to irritate people as well", not "You can get out of my face also". The former would have been a bit more polite a statement.


 

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You can piss off too Dr. Phil.

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What did I do?

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Sorry PK, that was directed at Starfox. Due to both his statement that Magicj has done nothing wrong by intentionally trying to stop this discussion and defending the statement that some of these ideas are "terrible".

The arrogance of telling people that, and also telling us that we should focus the discussion according to how Starfox thinks it should be presented to the devs annoyed me. The more ideas the better I say!


 

Posted

Here's an idea I had to add debuffs and damage to FF without changing existing functionality: combos. Use combos, like those found in Dual Blades, to add abilities.

Here's a few examples: The X -> Y -> Z notation means use powers X, Y, and Z, within the combo time to get the bonus. If you don't do it within the combo time, the powers work as they currently do with no bonus.

Dispersion Bubble -> Personal Force Field
Creates a PBAoE effect the size of Dispersion Bubble. Everyone within this effect is enclosed inside a Personal Force Field. Duration is 15 seconds.

Repulsion Bomb -> Force Bolt -> Detention Field
All baddies within the AoE of Repulsion Bomb are affected by a -Defense Debuff. The baddie in Detention Field suffers -Regen and minor DoT.

Force Bolt -> Repulsion Bomb
Doubles Repulsion Bomb's chance to Stun. Adds 40% chance of moderate damage to all affected by Repulsion Bomb.

Repulsion Field -> Force Bubble
Applies -Resistance and -Recharge to all baddies hit by both powers.

Deflection Shield -> Insulation Shield
Gives +Regen to target similar in power to Spirit Tree. Does not stack with self or Insulation Shield combo bonus.

Insulation Shield -> Deflection Shield
Gives +Recharge, +Recovery to target about 1/2 the strength of Speed Boost. Does not stack with self or Deflection Shield combo bonus.

All powers would need to be used against the same target throughout the combo to get the bonus.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

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Dispersion Bubble -> Personal Force Field
Creates a PBAoE effect the size of Dispersion Bubble. Everyone within this effect is enclosed inside a Personal Force Field. Duration is 15 seconds.

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You know, this is actually not a bad idea. One issue with PFF is that in order to use it, you have to "abandon" your allies, who can no longer be protected by Dispersion Bubble. In this case, they would all be given a 15 second PFF of their own which they can use to retreat or help you to recover.

The only problem I see is that some players might not want to suddenly find themselves unable to attack.

Overall, this is a pretty clever way of adding some new functionality to an old set. Maybe not those specific examples, but definately it's an interesting idea.


 

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You can piss off too Dr. Phil.

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What did I do?

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Sorry PK, that was directed at Starfox. Due to both his statement that Magicj has done nothing wrong by intentionally trying to stop this discussion and defending the statement that some of these ideas are "terrible".

The arrogance of telling people that, and also telling us that we should focus the discussion according to how Starfox thinks it should be presented to the devs annoyed me. The more ideas the better I say!

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I am happy you could vent. I'll send my psychiatrist bill of $50,000 shortly...

Honestly, I have never seen Dr Phil (though I have heqard the discussion). I live in Sweden, and we have our own junk shows.


 

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Some thoughts on changes after thinking about it a bit.

<ul type="square"> [*]PFF and the big 3: No change. Working as intended.
[*]Force Bolt: MAYBE add a 50% chance of a mag 2 or mag 3 stun.
[*]Detention Field: I don't have a simple fix from this one.
[*]Repulsion Field: Again, no simple fix.
[*]Repulsion Bomb: Significantly reduced animation. Lower knockback magnitude to knock-down.
[*]Force Bubble: Add a resonating, non-stacking effect of -recharge, -to hit for 10 seconds for any enemy hit by a pulse from the Bubble. Any enemy not thrown clear gets a continuous debuff and any thrown clear are still debuffed for 10 seconds after they leave the area. [/list]I still think some non-simple solutions could also be used, but then I like thinking out of the box. For example:
<ul type="square"> [*]Detention Field: A mag 3 or mag 4 toggle hold with a -speed, -recharge, -damage effect so that it will be useful against AV's and GM's. [/list]And just to be clear about the Forcefield set, I've tested it in all its available venues (Defender, Controller and Mastermind), and in every case there are always multiple sets that provide better mitigation and versatility, not just Defenders.


=^..^=. o O (Nothing to see. Just a cat.)
(_ _)~
*Recipient of a Sentai Sage thumbs up of approval.
..v
(==)b

 

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Here's an idea I had to add debuffs and damage to FF without changing existing functionality: combos. Use combos, like those found in Dual Blades, to add abilities.

Here's a few examples: The X -&gt; Y -&gt; Z notation means use powers X, Y, and Z, within the combo time to get the bonus. If you don't do it within the combo time, the powers work as they currently do with no bonus.

Dispersion Bubble -&gt; Personal Force Field
Creates a PBAoE effect the size of Dispersion Bubble. Everyone within this effect is enclosed inside a Personal Force Field. Duration is 15 seconds.

Repulsion Bomb -&gt; Force Bolt -&gt; Detention Field
All baddies within the AoE of Repulsion Bomb are affected by a -Defense Debuff. The baddie in Detention Field suffers -Regen and minor DoT.

Force Bolt -&gt; Repulsion Bomb
Doubles Repulsion Bomb's chance to Stun. Adds 40% chance of moderate damage to all affected by Repulsion Bomb.

Repulsion Field -&gt; Force Bubble
Applies -Resistance and -Recharge to all baddies hit by both powers.

Deflection Shield -&gt; Insulation Shield
Gives +Regen to target similar in power to Spirit Tree. Does not stack with self or Insulation Shield combo bonus.

Insulation Shield -&gt; Deflection Shield
Gives +Recharge, +Recovery to target about 1/2 the strength of Speed Boost. Does not stack with self or Deflection Shield combo bonus.

All powers would need to be used against the same target throughout the combo to get the bonus.

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This is actually a VERY interesting idea. I think it may fall into the area of Cottages though, but that's for the devs to decide.


 

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You can piss off too Dr. Phil.

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What did I do?

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Sorry PK, that was directed at Starfox. Due to both his statement that Magicj has done nothing wrong by intentionally trying to stop this discussion and defending the statement that some of these ideas are "terrible".

The arrogance of telling people that, and also telling us that we should focus the discussion according to how Starfox thinks it should be presented to the devs annoyed me. The more ideas the better I say!

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No I'm sorry. From all of my various posts that somehow seem to release the greatest hatred in people (no matter how innocent the content of the post), I've actually started to get used to being CALLED Dr. Phil. It's the most common insult people throw at me....Strange, huh?


 

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Here's an idea I had to add debuffs and damage to FF without changing existing functionality: combos. Use combos, like those found in Dual Blades, to add abilities.

Here's a few examples: The X -&gt; Y -&gt; Z notation means use powers X, Y, and Z, within the combo time to get the bonus. If you don't do it within the combo time, the powers work as they currently do with no bonus.

Dispersion Bubble -&gt; Personal Force Field
Creates a PBAoE effect the size of Dispersion Bubble. Everyone within this effect is enclosed inside a Personal Force Field. Duration is 15 seconds.

Repulsion Bomb -&gt; Force Bolt -&gt; Detention Field
All baddies within the AoE of Repulsion Bomb are affected by a -Defense Debuff. The baddie in Detention Field suffers -Regen and minor DoT.

Force Bolt -&gt; Repulsion Bomb
Doubles Repulsion Bomb's chance to Stun. Adds 40% chance of moderate damage to all affected by Repulsion Bomb.

Repulsion Field -&gt; Force Bubble
Applies -Resistance and -Recharge to all baddies hit by both powers.

Deflection Shield -&gt; Insulation Shield
Gives +Regen to target similar in power to Spirit Tree. Does not stack with self or Insulation Shield combo bonus.

Insulation Shield -&gt; Deflection Shield
Gives +Recharge, +Recovery to target about 1/2 the strength of Speed Boost. Does not stack with self or Deflection Shield combo bonus.

All powers would need to be used against the same target throughout the combo to get the bonus.

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This is actually a VERY interesting idea. I think it may fall into the area of Cottages though, but that's for the devs to decide.

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I'll guess they won't consider it a cottage. I was involved in that thread where Castle gave the "cottage" statement. It was a discussion on Tanker's Ice Melee. Some folks wanted the Sleep of the tier 9 power removed. As I understood Castle's intent when giving the cottage example, he was basically saying a player shouldn't have a power that does X when they log off one day, log on the next and the power no longer does X, but rather does Y.

If I'm understanding him right then the idea of adding combos isn't a cottage because the powers can all work the same way after the change as they did before.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

I've put together another video starring everyone's favorite FF heroine, WhisperWitch. This video uses no Mind or temp powers or inspirations. It demonstrates how to use chaos control and hibernation to survive a team wipe and was shot by running a 7 man unyielding mish solo.

Staying Alive With Force Fields Tutorial


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Another impressive video. However you did have to make EXTENSIVE use of the medicine pool....

... and where is the tutorial part? If I didn't know what the powers do I wouldn't know what powers you were using half the time....

EDIT: P.S. This doesn't really have anything to do with the discussion about changing the FF Defender primary.