Ghost Slayer Axe Change


AzureSkyCiel

 

Posted

I don't see a whole lot of ppl taking this bonus power over sands... Was wonder why,until I took it. Don't get me wrong, I get it's only usefulness. But, I was wonder... what if it had been a PBAoE? Just a thought...


 

Posted

Since both it and the other Vet Reward Power options seem to be able to operate outside of the player's Damage buffs, and almost the only time you use it is when faced by CoT Spectrals who DeBuff your ToHit, I would be perfectly happy if it could ignore ToHit DeBuffs laid upon the player. Even if it stayed Single-Target.

TLDR version: Make it more reliable.


 

Posted

Quote:
Originally Posted by BBQ_Pork View Post
Since both it and the other Vet Reward Power options seem to be able to operate outside of the player's Damage buffs, and almost the only time you use it is when faced by CoT Spectrals who DeBuff your ToHit, I would be perfectly happy if it could ignore ToHit DeBuffs laid upon the player. Even if it stayed Single-Target.

TLDR version: Make it more reliable.
I don't think there's any way for a power to ignore to-hit debuffs. The only thing it can do is be auto-hit by not having a to-hit check, but I doubt a power with a solid hit like that would ever be made auto-hit. I suppose it could be coded to be auto-hit, but only the NPC-dependent special damage be left guaranteed, with the actual Lethal damage proccing at 75% or some such.

The other problem is that the axe targets undead, many of which are resistant to physical damage. I guess the Banished Pantheon might be weak to Lethal, but just about everything the Circle has is resistant to lethal damage.


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Originally Posted by Arcanaville View Post
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Posted

All good suggestions so far, and I'd really support any of them, an idea I'd like to throw out is to increase its damage again undead, or expand what it can do that damage to, like Demons, Vazhilok undead, so forth.


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Originally Posted by Samuel_Tow View Post
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Posted

Quote:
Originally Posted by Samuel_Tow View Post
I don't think there's any way for a power to ignore to-hit debuffs.
I'm not sure, but I think you might be right about that for now.
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The only thing it can do is be auto-hit by not having a to-hit check, but I doubt a power with a solid hit like that would ever be made auto-hit. I suppose it could be coded to be auto-hit, but only the NPC-dependent special damage be left guaranteed, with the actual Lethal damage proccing at 75% or some such.

The other problem is that the axe targets undead, many of which are resistant to physical damage. I guess the Banished Pantheon might be weak to Lethal, but just about everything the Circle has is resistant to lethal damage.
I like the way you think, Sam. The bolded part intrigues me.


 

Posted

Quote:
Originally Posted by AzureSkyCiel View Post
All good suggestions so far, and I'd really support any of them, an idea I'd like to throw out is to increase its damage again undead, or expand what it can do that damage to, like Demons, Vazhilok undead, so forth.
The Vahz wouldn't make a lot of sense. I mean, they're not undead, they're just... dead.


 

Posted

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Originally Posted by Captain_Photon View Post
The Vahz wouldn't make a lot of sense. I mean, they're not undead, they're just... dead.
Right. The Ghost Slaying Axe only deals extra damage to true undead. The Vahz minions are more like flesh-covered robots. (Literally. To quote the official background info on the Vahz, "The foot soldiers of this fetid force are the Cadavers, zombie-like animated flesh made from stitched together human corpses and robotic parts.")


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Posted

Quote:
Originally Posted by Fleeting Whisper View Post
Right. The Ghost Slaying Axe only deals extra damage to true undead. The Vahz minions are more like flesh-covered robots. (Literally. To quote the official background info on the Vahz, "The foot soldiers of this fetid force are the Cadavers, zombie-like animated flesh made from stitched together human corpses and robotic parts.")
Yep! They're robots made of meat.


 

Posted

To put it in clearer geekanese, the Vahzzy zombies are basically flesh golems.

Thing is, they're still vulnerable to Lethal, so when I chop most of a Cadaver or Abomination's HP away in one swing, the giant "INEFFECTIVE!" that pops up takes on delicious irony.

Generally I prefer to pick the Axe for characters that mostly deal smashing, lethal, or negative energy damage, to help mitigate the disadvantage they're at when dealing with the Circle's ghost division or the NEs fighting Pantheon goons. This plan only sorta-works, as it's agonizing and way too frequent to hear a distinct wiffing noise when using the axe against its main target, the CoT spectrals, switch to other blunted attacks as it recharges, swing again... and miss.

Maybe on top of giving a big damage bonus against "True" undead, maybe give it a big accuracy bonus too, to help against all the Spectral -to-hit abuse?


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Posted

Simple solution: Make it a cone, make a 'Ghost Slaying Chainsaw' power, and have it work on all forms of Undead/Ghosts.



 

Posted

Quote:
Originally Posted by Sigium View Post
Simple solution: Make it a cone, make a 'Ghost Slaying Chainsaw' power, and have it work on all forms of Undead/Ghosts.
A Ghost Slaying Chainsaw, you say? I love it!


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by BBQ_Pork View Post
Since both it and the other Vet Reward Power options seem to be able to operate outside of the player's Damage buffs, and almost the only time you use it is when faced by CoT Spectrals who DeBuff your ToHit, I would be perfectly happy if it could ignore ToHit DeBuffs laid upon the player. Even if it stayed Single-Target.

TLDR version: Make it more reliable.

Sorry if this is Necroing, but I have been bothered a lot for not just necroing rather than starting my own thread.

Yeah, I think the ghost slaying axe needs a buff. Your idea is rather nice BBQ Pork.

How about adding this one as well? Hitting most other targets, such as organic and the clockwork, get a chance (however small it might be) of causing a stun effect? Call me an anime fan, but all living things have a "ghost"


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I don't think there's any way for a power to ignore to-hit debuffs. The only thing it can do is be auto-hit by not having a to-hit check, but I doubt a power with a solid hit like that would ever be made auto-hit. I suppose it could be coded to be auto-hit, but only the NPC-dependent special damage be left guaranteed, with the actual Lethal damage proccing at 75% or some such.

As spoken before by individuals who know how the game mechanics work much better than I, they could not make it so that you could turn off buffs because the de-buffs and buffs use the same mechanic. Allowing the removal of buffs would make removing de-buffs possible.

Personally I think it is completely possible it so that they just set the hit % chance to something outside the normal system so it isn't effected by any buff or de-buff. Not sure how much work that would be though.


 

Posted

Quote:
Originally Posted by Captain_Photon View Post
Yep! They're robots made of meat.
I was thinking more of a cyborg Frankenstein LOL


 

Posted

Bonus toHit as well as damage versus True Undead? Since, y'know, thats what its meant to be killing?


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Posted

Definitely my favourite first Vet Power but it does pale in comparison to the SoM.

It needs something - not much just a little bit of a tweak.



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Posted

Quote:
Originally Posted by SkarmoryThePG View Post
Wouldn't it be simpler to make it better by weakening to stupidly powerful Sands of Mu?
That's like saying we don't need to increase fuel efficiency of semis, we just need to make all cars run at 70s luxo-boat MPG levels.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I don't think there's any way for a power to ignore to-hit debuffs. The only thing it can do is be auto-hit by not having a to-hit check, but I doubt a power with a solid hit like that would ever be made auto-hit. I suppose it could be coded to be auto-hit, but only the NPC-dependent special damage be left guaranteed, with the actual Lethal damage proccing at 75% or some such.

The other problem is that the axe targets undead, many of which are resistant to physical damage. I guess the Banished Pantheon might be weak to Lethal, but just about everything the Circle has is resistant to lethal damage.
Wouldn't it be simpler to just make the axe auto-hit and just give the power a % chance to do nothing? Although I actually like using the Axe on characters who can buff or debuff so it improves the attack's chances.

I'd personally rather the 'slayer' part just work vs more enemy types. Demons, monsters, ghosts, zombies, nictus...just rename the weapon to something else like 'Dark Slayer Axe' or something.


 

Posted

Quote:
Originally Posted by Leo_G View Post
Wouldn't it be simpler to just make the axe auto-hit and just give the power a % chance to do nothing? Although I actually like using the Axe on characters who can buff or debuff so it improves the attack's chances.

I'd personally rather the 'slayer' part just work vs more enemy types. Demons, monsters, ghosts, zombies, nictus...just rename the weapon to something else like 'Dark Slayer Axe' or something.
I like the idea of extending the "Slayer" range, though I don't think that's actually possible without making a big change to the monster database. I'm pretty sure the only "type" right now is "true undead", so it would require a lot of work to go and add "demon" to all the appropriate monsters, and so on.

I like the idea of just making the axe autohit though. Forget about the "Chance to do nothing", the axe isn't really powerful enough to need an extra failure condition. It would make it more of balanced choice: you take either the massive damage and small cone of the Sands of Mu, or the ultra-reliable but single target Ghost Slayer Axe.


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