Team friendly Poison secondary


Adeon Hawkwood

 

Posted

I'd really like to see Poison ported over to corruptors. However, before it is (if it ever is) I'd really like to see a couple of changes that would make it much more team friendly.

1) Allow Noxious Gas to be placed on teammates as well as pets.

2) Remove the interuption time and Change poison trap to either the traps Poison trap or make it a ranged attack. (It is really odd to have a position based traps power in a secondary that is all ranged debuffs.)

Thank-you d;D


 

Posted

1. The current version of Noxious Gas wouldn't really work on Teammates. I'd prefer to see the mastermind version kept as is and a new version for Corruptors that is a ally centered toggle like Disruption Field.

2. Removing the interrupt and decreasing the casting time sounds reasonable to me. It's already weaker than the traps version since it's a sleep rather than a hold, the cast time is just stupid.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
1. The current version of Noxious Gas wouldn't really work on Teammates. I'd prefer to see the mastermind version kept as is and a new version for Corruptors that is a ally centered toggle like Disruption Field.
Because of coding or another reasion?


 

Posted

Do want. /Signed


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Tokyo View Post
Because of coding or another reasion?
Well, as a disclaimer I haven't actually played poison, I'm going off what RedTomax says about it so it's possible my interpretation is incorrect. In any case it appears to function using the "Grant Power" command. This is the same command that the mastermind Equip powers use and is something that does nothing on player characters.

For a non-mastermind set this would need to be changed. I'm not certain if it would be possible to do it as a click power. I think that it should be possible using a variant of whatever method the devs used for Mystic Fortune but I'm not certain. Also this may prevent it from working on Controller pets (I'm not sure about this one). I do know that the toggle method would work for both players and controller pets and I think it might be a better option from a balance perspective.


 

Posted

As it stands, Noxious Gas grants an Auto power to the pet/target it's being cast on. When it's you pet, you know they aren't going to care about the aggro it generates being put on them. Other powers that do similar things (top of my head, only Sonic has an ally oriented PBAoE debuff) are toggles, so if they bother someone, they can be shut off. NG as it is now could be put onto anyone and give them issues. This is why Adeon said it should be a toggle for Corruptors while remaining the same for Masterminds.

Of course, making it into a toggle will force them to reduce it's effectiveness and/or give a significantly high end cost/recharge. Unless they use the same kind of "toggle duration" code used for Hibernate and Phase Shift-type toggles. Either way, it's probably not going to be as good as it is now if ported to Corrs. Still, I wouldn't mind seeing the set on something that doesn't have to use pets to dish out damage. DP/Poison would be awesome....


 

Posted

Quote:
Originally Posted by WarronPeace View Post
Of course, making it into a toggle will force them to reduce it's effectiveness and/or give a significantly high end cost/recharge. Unless they use the same kind of "toggle duration" code used for Hibernate and Phase Shift-type toggles. Either way, it's probably not going to be as good as it is now if ported to Corrs. Still, I wouldn't mind seeing the set on something that doesn't have to use pets to dish out damage. DP/Poison would be awesome....
I'm not sure it would need to be rebalanced, when cast on a pet it has an effectively infinite duration correct? I imagine it'll have a moderate 20-30 second recharge to prevent quick switching but the endurance cost shouldn't be to high.


 

Posted

Quote:
Originally Posted by WarronPeace View Post
As it stands, Noxious Gas grants an Auto power to the pet/target it's being cast on. When it's you pet, you know they aren't going to care about the aggro it generates being put on them. Other powers that do similar things (top of my head, only Sonic has an ally oriented PBAoE debuff) are toggles, so if they bother someone, they can be shut off. NG as it is now could be put onto anyone and give them issues. This is why Adeon said it should be a toggle for Corruptors while remaining the same for Masterminds.

Of course, making it into a toggle will force them to reduce it's effectiveness and/or give a significantly high end cost/recharge. Unless they use the same kind of "toggle duration" code used for Hibernate and Phase Shift-type toggles. Either way, it's probably not going to be as good as it is now if ported to Corrs. Still, I wouldn't mind seeing the set on something that doesn't have to use pets to dish out damage. DP/Poison would be awesome....
Why make it a toggle? Why not treat it like a rez power? "Would you like to accept noxious gas yes/no." Allow for its duration to begin once the person denys or accepts it. But honestly, I don't see WHY it would need to be treated like a toggle or rez. It doesn't cause mobs to run away.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Well, as a disclaimer I haven't actually played poison, I'm going off what RedTomax says about it so it's possible my interpretation is incorrect. In any case it appears to function using the "Grant Power" command. This is the same command that the mastermind Equip powers use and is something that does nothing on player characters.

For a non-mastermind set this would need to be changed. I'm not certain if it would be possible to do it as a click power. I think that it should be possible using a variant of whatever method the devs used for Mystic Fortune but I'm not certain. Also this may prevent it from working on Controller pets (I'm not sure about this one). I do know that the toggle method would work for both players and controller pets and I think it might be a better option from a balance perspective.
How about playing the secondary before weighing in on the subject?


 

Posted

Quote:
Originally Posted by Tokyo View Post
How about playing the secondary before weighing in on the subject?
If I was discussing balance that might be a valid response, but I'm talking about the mechanics and I don't need to play the set to be able to tell you that the mechanics of the power won't work on a player.

As I said above it might be possible to make it work using a variant of the Mystic Fortune code (which grants a limited duration temporary power to the target) but that could have other complications. I personally think a toggle makes more sense from a usability and power perspective for non-masterminds.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
If I was discussing balance that might be a valid response, but I'm talking about the mechanics and I don't need to play the set to be able to tell you that the mechanics of the power won't work on a player.

As I said above it might be possible to make it work using a variant of the Mystic Fortune code (which grants a limited duration temporary power to the target) but that could have other complications. I personally think a toggle makes more sense from a usability and power perspective for non-masterminds.
I'm not sure what you even mean by mecahnics..the mechanics to me means programming. You don't believe the script will allow for it?


 

Posted

No, he doesn't. That's why he's saying it.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Mechanics. Debuffs draw aggro. I love /Poison . For a corr or defender, it would "have" to be paired with IB or DP to stack hold. My Ninja MM's Oni has 3 */Mez IOs and my hold in poison is 6 slotted, so its like we are controllers. Really, NG is only to be placed on the T3 minion because of the purple patch, as the debuff would otherwise be coming from a -1 or -2, and that the t3 is more survivable.

Temporary auto powers do exist, and you can actually DELETE them from the powers window. (Bank / Mayhem powers.) Mystic Fortune is not a granted auto power, it is a buff.


 

Posted

Quote:
Originally Posted by Tokyo View Post
I'm not sure what you even mean by mecahnics..the mechanics to me means programming. You don't believe the script will allow for it?
Right, from what I know of the CoH power system the power as it is currently implemented will not work on a player. It's not a case of needing it tagged to work on a players it's that the way the power works will need to be changed.