Taunt -range (from US)
Oh, I like the sound of that. Very useful indeed.
It gets a /signed from me.
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I actualy like this idea Specialy those annoying family or council guys that keep running off and shoot you from miles away.
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Oohh, could be a good move.
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I actually suggested this to Archy a few weeks ago.
For PvE it'd help sets like Invul and Willpower keep mobs in things like Invincibility and RttC and for PvP it'd close the gap a bit.
/signed
Approved by my lvl 50 tank who hasnt been played in ages due to confidence issues
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Sounds neat! /signed
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/signed
Approved by my lvl 50 tank who hasnt been played in ages due to confidence issues
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This
I'd be for it. I get annoyed when mobs run out of my nice Willpower Taunt/Regen aura. If they lost range from the Taunt, they might not be so keen to run off and reduce my regen.
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Sounds good to me anything to stop my victims running of would be nice
Nice idea!
/signed!
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Really good idea! As said, would be very useful with herding/auras and PvP but then there's the bonuses it'll give in soloing (snipers running away, for example).
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
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Very much /unsigned for too many reasons than I can be bothered texting right now but basically what part of a 'combat personality' is this AI designed to recreate.
Mob gets taunted,thinks this is the most dangerous target that needs eliminating as quickly as possible, then decides it needs to take a few steps forward too waste a few seconds before he shoots getting even closer to this 'highley dangerous' target just in case he'd like to take a swipe an one shot them well DOH.
*Smell burnt silicon*
Damn think I've just burnt out the Homer Simpson emulator
That's a really good idea..
/sign me up for that.
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Signed
...though I wonder how much some AVs would be affected (hypothetical: a tank taunts GW so that GWs range falls short of the taunt range?). Wouldn't be an issue long term, but could lead to the odd temporary anomaly if the -range affected AVs and a key attack was missed in testing/balancing.
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Very much /unsigned for too many reasons than I can be bothered texting right now but basically what part of a 'combat personality' is this AI designed to recreate.
Mob gets taunted,thinks this is the most dangerous target that needs eliminating as quickly as possible, then decides it needs to take a few steps forward too waste a few seconds before he shoots
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iirc most (all?) mobs melee attacks are a lot stronger than their ranged attacks and so if the taunted mob really wanted to hurt the taunter then they'd possibly show a tendency to close in to melee range.
This -range would help simulate that (that the taunted really wants to hurt the taunter) and so could be argued to fit in with your 'combat personality'.
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Some mobs have no melee attacks.
There is no range debuff resistance listed under combat atributes, so I have no idea if AVs would resist this effect.
How much -range (and duration) is the challenge to balance. Make it small, and it wouldn't help much in PvP, unless you make it self stacking. Make it to much, and multiple tanks would be able to reduce range to zero.
Which may raise another issue. I don't think there is a minimum range on ranged attacks at the moment (melee attacks are simply unaffected by range buffs and debuffs), you would probably have to change the game code to make 5' the minimum range.
I really should do something about this signature.
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and so could be argued to fit in with your 'combat personality'.
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I wouldn't want to agrue with my 'combat personality' even if it's about something as seemingly insignificant as fitting in.
How about +range, - tohit 'If He/She is that hard don't want to be anywhere near him even if it means missing a couple of shots'
And reason 2-/unsigned. Will encourage mobs to bunch An AI exploit that is highly overused in this game making it far too easy already.
Taunt doing -range.
I think its daft. Better to put more -range into something else that defenders, controllers, corrupters and MMs do.
I find the -range interesting in hurricane but more powers can have it especially the -perception ones.
Taunt is already more than a "hey hit me" power, its basically a jedi mind trick. Greatest control in game imo.
Nah it's way too conceptually disagreeable. A shout/punch debuffing how far a stone can be thrown or how wide an area a bomb can blast...just daft.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
"Why don't you say that to my face you coward?!".
Yeah I can see how that's conceptually untenable for Taunting someone.
It affects attack range's and not AI. If you have a "Why don't you say that to my face" effect on it AI is then AI should be forced into melee range and ranged attacks will be pretty much forgotten about.
I think the problems with the PvP game itself have to be overcome in other ways. In PvE I could see this change, without proper investigation, making the game a damn sight easier and its irks me that people actually look for that. It's in some peoples nature to do a crossword and ask the guy next to them to solve all the problems and how to spell words so all they end up doing is filling it in.
I am currently reading the thread and so far, if Castle implements things to how some people suggest, I can see the game being too easy.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Lousy idea sorry to say the few mobs that stayed at range or are annoying Mook Hitman for example.
Are meant to make life a bit harder , mistakes more costly.
If we change taunt to -range , we are back at square one in CoX where we all pile up and kill everything (well we still do that ) but then people complain its too boring again.
You know taunt on tank should be BASE , punchvoke should be reworked into something else .
And make tanks more fun to play maybe reverse rage bar .
The more damage a tank takes or avoided , the faster the bar fills up , learns tank to tank instead of shrank .
He its like brute rage bar but reversed , he its like old worthless blasters defiant , but wait on tank it could be usefull .
As for herding and stuff and farming , no matter how many attempts they tried to stop it , it seems to be only worst and chasing away casual players with raising difficulties and boredom .
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It affects attack range's and not AI. If you have a "Why don't you say that to my face" effect on it AI is then AI should be forced into melee range and ranged attacks will be pretty much forgotten about.
I think the problems with the PvP game itself have to be overcome in other ways. In PvE I could see this change, without proper investigation, making the game a damn sight easier and its irks me that people actually look for that. It's in some peoples nature to do a crossword and ask the guy next to them to solve all the problems and how to spell words so all they end up doing is filling it in.
I am currently reading the thread and so far, if Castle implements things to how some people suggest, I can see the game being too easy.
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Yes because being able to -Range one target per Taunt is so extreme.
And it doesn't matter if it affects the AI or the Range of an enemy's attacks, either way the critter will have to close distance.
Edit: Yaharr.
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It affects attack range's and not AI. If you have a "Why don't you say that to my face" effect on it AI is then AI should be forced into melee range and ranged attacks will be pretty much forgotten about.
In PvE I could see this change, without proper investigation, making the game a damn sight easier and its irks me that people actually look for that. It's in some peoples nature to do a crossword and ask the guy next to them to solve all the problems and how to spell words so all they end up doing is filling it in.
I am currently reading the thread and so far, if Castle implements things to how some people suggest, I can see the game being too easy.
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Yes because being able to -Range one target per Taunt is so extreme.
And it doesn't matter if it affects the AI or the Range of an enemy's attacks, either way the critter will have to close distance.
Edit: Yaharr.
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And when it cant close the distance, you can have a permanently taunted critter in PvE incapable of hitting back and because it is compelled to hit the taunter it cant hit anyone else. The need for defenders and controllers in tanking AVs for teams would become a lot less than it is now as the kiter won't need to have a toggle on.
In PvP some people have said it already, they'll still joust. What this may do is allow for the short ranged attacks ie 40ft get used by scrappers before jumping. I think the problems with the PvP game itself has to be overcome in other ways and it could but I am not being paid to come up with ideas and I don't do PvP. So for PvP whatever.
I am worried for more reasons also. But to put a point on things which scares me. The sort of people that are up for this change without knowing it needs something of an investigation into possible outcomes think that TA does -range, one is reading an idea, quoting it and then coming up with it as his idea and since Castle forgets what schedule Range is on I am worried further. Its all mad.
I think its conceptually bad and would rather another form of change or this has got to apply in a way that it can't affect AVs base range.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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Yes because being able to -Range one target per Taunt is so extreme.
And it doesn't matter if it affects the AI or the Range of an enemy's attacks, either way the critter will have to close distance.
Edit: Yaharr.
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ITs not one target per taunt , in pvp fine maybe it would work , but in pve it would affect a lot of targets.
The game would be even more simplified as it is now .
Sorry you know whats wrong with this game , is that if a group goes well the game becomes so boring .
Sorry was in a TF the other day , and aside from the one mass faceplants (that was fun ) the rest of the TF was a monotome of charge kill heal , charge kill heal ... for 2 hours , no tactic changed no way to speed up things , no need for other tactics .
Sorry now i understand why some people find this game boring . cause if you have too skilled players this game is boring , there is such huge margin for error .
That the game becomes frustrating boring , with - range even more so , sorry there is no need for tanks to go grab other groups or scrappers to go offtank .
Or even some other creative idea , it just make it even more herd up the mobs and nuke it down .
Now i dont know why people love it but i canĀ“t stand 2 hours of herd and kill game , thats like wack a mole .
Without any risk at all .
Sorry more bosses and elite bosses spawns when group past 4 people , cause currently its heck boring , other then zerg tactics and no brainers.
the heck with XP curves so give risk versus rewards .
Currently the XP versus risk is so minimal that game becomes stale mate , especially in team , but everybody abhores a bad pug of debt and runs off , instead of seeing it as a challenge.
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(snipers running away, for example).
[/ QUOTE ]And how exactly are inherently immobilized mobs going to do that?
Castle says he is interested in this idea , so I though I would post a link so you guys can see and give an opinion.
I really should do something about this signature.