Ghost Slayer Axe Change
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.
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I think it's been a long time coming to revamp a lot of the enemies anyway (their HP, resistances, 'extras' and stuff). They could take the shortcut above, or actually differentiate between demons, science vampires, magic vampires, robots and stuff. Would be nice if electrical attacks actually *did* something vs robots that energy blast doesn't (only one example)...

The thing is, there are a few other temp powers that affect "True Undead" as well, and if they took that approach, those temp powers would also start affecting other things as well.
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What? The Holy Shotgun shells? Let em. Makes sense that they do something to demons, vampires and darkness.

On the note of 'typed' enemies and what the game has...
We have Fey, which are affected by the Iron Sword and Rune of Warding from Croatoa. (They also only affect Croatoa creatures, the Tuatha, the Fir bolg, and redcaps, possibly the Unseelie too)
Also, the Ward of Purification Day job temp power effects all 'non-humans'. This also extends to the Tarantulas it seems. (Not sure about freakshow though, even though Tanks are at least equally mechanical as the tarantula units. also, anyone else find the unfortunate implications in it being called the ward of purification and it hurts non-humans? I'm sure some non-human members of the Midnight Squad must have raised hell about that.)
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I still really like my idea of adding a stun effect to most other targets. This makes the weapon actually useful against more targets, which is really why SoM is the better choice right now.
also, anyone else find the unfortunate implications in it being called the ward of purification and it hurts non-humans?
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Branching Paragon Police Department Epic Archetype, please!
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.
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Also, we also have a 'robot' type.
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Both Tarantulas and Hard Suits are piloted.
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Especially Tarantulas since they're basically hardwired in there with surgery. Can they even survive without the cybernetic life support?
I think Sams point is exactly that, even though they are piloted the EMP should still severely damage the suit / cybernetics and thus cause damage.
Especially Tarantulas since they're basically hardwired in there with surgery. Can they even survive without the cybernetic life support? |
There also appears to be a Fey tag.
http://www.fimfiction.net/story/36641/My-Little-Exalt
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/signed on making the Axe more useful and/or reliable in any way as well as properly tagging enemy entities
Speaking of the latter, don't we also have Lost and Snake designations, or is that based on faction name?
eg: Lost Curing Wand and Snake-b-Gone
Thinking about it, can we have the holy shotgun shells as a vet reward? Would be interesting to build a Van Helsing character with a slew of tools (like the Slayer Axe, Iron Sword, etc.) to deal with these special menaces. Or maybe just make more craftable temp powers.

Back to the main topic:
i like the increased Accuracy idea and the Stun against living targets (cuz it still hits their soul)
What about letting it damage Phased targets?
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That's a brilliant idea! It wouldn't be game-breaking because the Axe isn't very good, but it would add a ton of flavor -- it's a ghost-slaying axe, not just a zombie-slaying axe.
Creative idea.
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That is quite brilliant.
I don't know if it's doable and wouldn't break other things but.... it's rather great.
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But the 20% isn't affected by to-hit buffs. It's just a random chance of an effect, outside the tohit mechanics.
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Edit: Whoops, checking CoD, it's not AV/GM that punchvoke is penalized against, it's "Raid mob (like Hami)". CoD on Brute/Tanker Gash:
- +13.5s Taunt (mag 4) Raid mob (like Hami), Must hit at -20%
- +13.5s Taunt (mag 4) PvE only, not Raid mob (like Hami)
Edit2: And, as far as I can tell, this modifier isn't directly to your ToHit, it's to your final chance to hit. This matters, for example with punchvoke you might have 115% net ToHit buff, but the attack mechanics will cap that at 95%. If the -20% modified the ToHit itself, your 115% would be reduced to 95% and still capped at 95%. If it's a modifier to your final chance to hit, then punchvoke's best chance of affecting Hamidon is 75%, not 95%.
With my suggestion for +20% to GSA hitting undead, this means your worst chance of hitting that Spectral Daemon Lord who's debuffing your ToHit to the negatives would be 25%. (You're debuffed to 5% final chance to hit, but GSA gives you an additional 20% ignoring your debuffs.) Of course, the modifier for GSA doesn't have to be 20%, I'm just matching the modifier for punchvoke.
http://www.fimfiction.net/story/36641/My-Little-Exalt
The problem with that, Techbot, is that we have no reason to believe the game can check the target's type before it rolls hit or miss.
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I support making it worth taking, however they go about it.
Heck, I'd probably give it a shot on a few of my characters if they ditched the lame rules lawyer-y "x2 against TRUE UNDEAD" restriction and made it work against Council vamps, Vaz zombies, etc.
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