Shield Defense Power Descriptions


British_Beetle

 

Posted

"Metahumans, what is your profession?"

"AAAAROOO!"


 

Posted

on the timing , I would have thought it would be handled almost like a PBAoE.

you click on the target area you want to charge to > shield is readied and animation fires > aura effect is generated that causes KB + damage to all within x range of the charger > I would like to see the KB distance get larger the closer you get to the target area

also, while charging the player cannot activate any other power. once initiated the player cannot stop the charge.

If KB / KD the charge is disrupted and the PBAoE effect is negated and the charge ends. the player can now activate other powers once recovered from the KB/KD.

perhaps my image of charge is different from the devs though


 

Posted

You can see how it works from the real numbers data in the screen shot.

You target the ground. 30 degree 60' long cone attack is generated, targeting your target. You are then teleported to the target.


I really should do something about this signature.

 

Posted

I can see how that method makes sense and how it would be a useful implementation. I just think my way would give more .. flavour (?) to it and stop the charge from operating across a chasm or, as you pointed out, having the 60ft cone fire off and the charger move nowhere.

btw: I cant see the screenshots. <glares at the networks and security team> SOMEONE in work decided to ban all access to image storage facilities (and blogs for that matter... despite my argumetns that some MS and Linux dev blogs are actually useful and not full of self aggrandising twoddle....)


 

Posted

Your way wouldn't work with this game engine. For one thing, the speed limit means you character can't really move through the intervening space between final and initial position. For another, evel if you could the KB aura couldn't tick fast enough to produce the desired effect.


I really should do something about this signature.

 

Posted

[ QUOTE ]
Your way wouldn't work with this game engine.

[/ QUOTE ]


/shakes fist at game engine

"Its sooooo not fair. I hate you!"


 

Posted


/bind <keystroke> THIS... IS... PARAGON!!!!!!!



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

[ QUOTE ]
[ QUOTE ]
*cough* Let's not get personal, people.

[/ QUOTE ]

NO U!

[/ QUOTE ]
Arf!

I definitely like the idea of teams of Shield/(weapon) Tanks and Broadsword/Shield Scrappers ripping across Paragon, possibly backed with Archery Blasters and Defenders or for a more modern team Assault Rifle.

Super Paragon Police Watch Shield Force GO!

TuuuuuUUUUUAAAAAAAAAAAA!


 

Posted

On the subject of no heal and problems with the charge power, perhaps replace it with a +regen power? Am thinking a power called Battle Rest or something akin to that, basically works like normal Rest without the -def (still got the immob and -res), while active you also have a Rage crash effect with -dam so you can still tank/gain fury while in battle rest but you cannot really do any damage.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

I like that idea, kinda taking a deep breath and using just the shield and your taunt. You can yell abuse from behind a shield easy enough


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

Nooo! Keep the charge power!


 

Posted

[ QUOTE ]


I definitely like the idea of teams of Shield/(weapon) Tanks and Broadsword/Shield Scrappers ripping across Paragon, possibly backed with Archery Blasters and Defenders or for a more modern team Assault Rifle.

Super Paragon Police Watch Shield Force GO!

TuuuuuUUUUUAAAAAAAAAAAA!


[/ QUOTE ]

I'd prefer if it wasn't TP though...

- Superspeed effect
- Inflicts KD on enemies
- huge bonus for successfully flattening 10 enemies at once
- this sound as enemies fall


Is it time for the dance of joy yet?

 

Posted

Just take Superspeed and Repel/Repulsion, and charge into the middle of a big spawn (which will neatly demonstrate how rubbish this would be in the CoX engine).


I really should do something about this signature.

 

Posted

[ QUOTE ]
[ QUOTE ]


I definitely like the idea of teams of Shield/(weapon) Tanks and Broadsword/Shield Scrappers ripping across Paragon, possibly backed with Archery Blasters and Defenders or for a more modern team Assault Rifle.

Super Paragon Police Watch Shield Force GO!

TuuuuuUUUUUAAAAAAAAAAAA!


[/ QUOTE ]

I'd prefer if it wasn't TP though...

- Superspeed effect
- Inflicts KD on enemies
- huge bonus for successfully flattening 10 enemies at once
- this sound as enemies fall

[/ QUOTE ]

Pretty sure the SS-effect is what they're going for in aesthetics for this power.

However the game engine doesn't have anything that would force a player to run forward 20yrds or so. Instead, you pick you end point and 'speed' to it 'instantly', KBing all foes in the cone in that direction.

I really like the idea behind this set, it sends my Theme Team Senses tingling.


 

Posted

[ QUOTE ]
Just take Superspeed and Repel/Repulsion, and charge into the middle of a big spawn (which will neatly demonstrate how rubbish this would be in the CoX engine).

[/ QUOTE ]

Could just have it so that charge gives you a huge damage aura for a few seconds with a mag 2/4 repel? Would solve the issues and also let the player "control the charge" if it only boosted base speed?


@Damz Find me on the global channel Union Chat. One of the best "chat channels" ingame!

 

Posted

Having a huge damage aura wouldn't be much use on a melee AT if you repeled the mobs.

Repel actualy does KB, not repel anyway, as does Whirlwind (speed pool), and Repulsion (stalker energy aura).

Given the popularity of these powers, a charge power with a similar effect would be a recipe for a powerset hated by everyone.


I really should do something about this signature.

 

Posted

[ QUOTE ]
Having a huge damage aura wouldn't be much use on a melee AT if you repeled the mobs.

Repel actualy does KB, not repel anyway, as does Whirlwind (speed pool), and Repulsion (stalker energy aura).

Given the popularity of these powers, a charge power with a similar effect would be a recipe for a powerset hated by everyone.

[/ QUOTE ]

WEll yeah i know its called knockback and with my post i meant why not give the repel/knockback have damage attached to it for a few seconds? Since the aura would only be a few seconds long anyway (just like the current charge) and damage from the knockback quite high wouldnt it fit the concept of charging through enemies better if they were repelled AWAY from the shield rather than under it (knockDOWN )?
Cant see why that would make the power useless since its just a form of high burst damage WITH damage mitigation.

Just because a set is for melee toons it doesnt mean it cant have any sort of repel/knockdown/knockback/knockup/knockside, after all soaring dragon when hit doesnt let u attack the enemy for a split second while the enemy is in the air does it . . . . . .


@Damz Find me on the global channel Union Chat. One of the best "chat channels" ingame!

 

Posted

I suggest you try what I suggest and see for yourself. Yes, I have tried it.

Explanation:

1) Auras tick every 0.5 seconds. At the fast movment speeds in CoH you travel quite a distance in that time, so only a small fraction of the mobs you pass are actually effected.

2) Because you are moving, you have no control over your position relative to the mob when the aura ticks, so the mobs are knocked in essentialy random directions. this produces a high level of scatter, which is not only a nucience for your aura, it makes it hard to keep them all taunted, and will really really tick off anyone with AoEs.

3) You still can't actually knock a mob out of your way. You either have to stear round them or stop and wait for the power to tick. Most games which have powers like the one you describe don't have collision detection between players and mobs.


I really should do something about this signature.

 

Posted

So what your saying is that its impossible to have a repel aura have an extra component (damage) attatched to it? :\

[ QUOTE ]
1) Auras tick every 0.5 seconds. At the fast movment speeds in CoH you travel quite a distance in that time, so only a small fraction of the mobs you pass are actually effected.

[/ QUOTE ]

Have you run into/through a mob with (as an example) kinetics repel on? All (if not most) get scattered in random directions. Obviously you wouldnt superspeed through a mob because then theres no tohit check.
Yes i know only a small fraction of mobs are affected but how is that any different from the version we have now (in beta )? Just like so many other powers ingame it becomes situational . . . . .

[ QUOTE ]
2) Because you are moving, you have no control over your position relative to the mob when the aura ticks, so the mobs are knocked in essentialy random directions. this produces a high level of scatter, which is not only a nucience for your aura, it makes it hard to keep them all taunted, and will really really tick off anyone with AoEs.

[/ QUOTE ]

Like what i said above, when a repel "tick" is succesful it adds the damage to it, if the mobs repel resis is higher than the tick then say half the damage
Oh and yes tick off people with AoEs . . . . . . . because everybody knows that future powers cant be any different and HAVE to compliment powers that can kill groups quickly.
*cough* Get a controller to lockdown the mobs then you can not have your repel spoiling AoE toons *cough*, sorry but that is what controllers are there for right?

Ok think i mightv gone OTT so i'll leave it

Edit: Obviously if it is physically IMPOSSIBLE and no amount of code can do this then i'll delete this post


@Damz Find me on the global channel Union Chat. One of the best "chat channels" ingame!

 

Posted

[ QUOTE ]
how is that any different from the version we have now (in beta )?

[/ QUOTE ]

The version currently in beta, if WAI, will target all mobs along the line of charge, not just a few random ones. It will also knock them in the same direction.


I really should do something about this signature.

 

Posted

Just re-reading the wording in the Shield Charge text, where it mentions Knock-down. Is Knock-down the same thing as Knock-back? Or is it later than I should be awake?

Edit, amid much yawning and blinking: Okay, I found the linkage to the screenies and such of power-select screen... stuff... and got this here image. It's a knockback power, but it's such a low centile of KB, 0.64 magnitude, that I doubt anything will really be thrown far, if not just off their feet in situe, situ, .. in place.

Now, forgive my bluntness, but it's half passed two in the morning. Is it really worth all this sodding WHINING?! Significant-religeous-figure on a rotissery, give it a rest already. Some of you are acting like kids squabbling over who's toy is the best. Wait until it's released, give it a bash, and then wave e-peen's at each other. Just shut up about it until then and get on with your gaming.


 

Posted

[ QUOTE ]
Just take Superspeed and Repel/Repulsion, and charge into the middle of a big spawn (which will neatly demonstrate how rubbish this would be in the CoX engine).

[/ QUOTE ]



Shield Charge:
~1.3 Smashing Damage (Damage Scalar)
Activiation Time: 2.87s
Recharge: 90s
Endurance: 13.52
Attack Type: Cone-- 60ft radius, 30 degree arc. Ten targets max.
70% chacne for .64 mag knockback.

under 1.0 kb is knockdown yes?


I imagined this power was going to be like clicking follow hot key on a target with superspeed on.


 

Posted

Yes, knockdown is knockback with a mag less than 1.0. You could theoretically slot Shield Charge to do knockback if you wished.


I really should do something about this signature.

 

Posted

Based on my (admittedly limited) knowledge on game mechanics, the cone damage and knock* is a completely seperate effect from the self-teleport, so if, for whatever reason, you slot it for knockBACK, the direction of the knockback would be comparable to using Gale or Energy Torrent or Shockwave or any other cone knockback power. The fact that you get teleported to the targeted area is a thematic thing, like Lightning Rod, which is essentially a targeted AoE damage power with knockdown, but as a thematic thing it also teleports the user to it.

tl;dr - I don't think the knockback direction is tied to your character in any other way than which direction you're facing when you first start it. Don't think it's anything remotely similar to Repel.


 

Posted

Knockback always knocks the target directly away from the point of origin (usually the player). Facing has nothing to do with it. Repel is similar, but moves the target away, rather than throwing it (so it doen't make the target fall down.

Thus, slotted for knockback, Charge would knock the target directly away from your starting position. In this case, however, it could knock the target towards your end position (with a 30 degree spread).


I really should do something about this signature.