Intangibility Powers


Mega_Jamie

 

Posted

was thinking about this issue last night... don't ask why, and had some thoughts on how they could be improved. :-)

Like we said in the other thread, the intention is to preserve the mechanic and make it useful.

I have played with powers like Dimension Shift; years ago I took it as Kinetic Kat's main AoE control instead of Crushing Field, so I have experience in figuring out ways to make it useful. (Yes, I was a noob :P). Even today, it is still on her build and I took the liberty of playing around with it again. So these ideas are not just random, but designed to specifically target problem issues.

(1) Make phased enemies untargetable.

The biggest problem with AoE phase powers is the amount of wasted effort by the team as they accidently target phased enemies. It often takes a while for people to realise they are hitting an intangible enemy. This can cause a lot of annoyance to team members. Especially if they have used a long recharge power like total focus or lingering radiation. However it is even worse if you waste a power like Transfusion, Twilight Grasp etc.

By making enemies who are phased untargetable, the player will not have to sift through a whole pack of phased mobs to find the ones that are still attackable. Think of how Freakshow are untargetable whne they rezz, that was the inspiration for this idea. Suddenly, only the attackable ones will be targetable and this will greatly reduce the burden on the player. (They are meant to be in a different dimension or stuck in a black hole anyway!!)


(2) Reduce the chance to apply phase to 50%~ for AoE powers.

There is nothing worse then casting Dimension Shift and phasing the whole pack, forcing your team to sit and wait for 20s while they all unphase. Trust me, I've done it a few times. One of the suggestions was to lower the base accuarcy so that it would be unlikely to hit everyone in the pack, but I would go one further.

After a successful hit check, have a 50% chance to apply phase. Aslong as the random number generator is playing nice, only half a pack should ever be phased at once. This would make Dimension Shift and Black Hole powers that could effectively remove half a pack of enemies. For some groups, this would make them more manageable. Ideally this number would be enhanceable, but that might be too much work.


(3) Debuff Regeneration + Recovery while phased.

This was another idea in the other thread which I think is good. Phased enemies should be in "stasis", and not be effected by natural regen while phased out.


Conclusion: The idea of these changes would be to make intangibility powers more usuable in combat, and I think these changes would do that. They still would not be good for those amazing teams which AoE and steamroll everything, but it would give them much more utility, which I think is fair. Not every powers needs to be useful in every situation. I imagine them being used on either a weak team or in response to a massive ambush, to turn the tide of battle in the teams favour.

Thoughts & comments appreciated, peace. :-)


 

Posted

I would agree on the points of untargetable intangible characters and restricted regen and recovery, but the 50% chance to become intangible, I don't know, that's just asking fate to make only 1 or 2 enemies out of 5 to become intangible and might be more of a waste of endurance than having to wait for them to come back to the material plane.

I'd much rather push for the debuffed regen and recovery than the 50% chance to phase, no matter what percentage used.



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@Oneirohero

 

Posted

Quote:
Originally Posted by Peacemoon View Post
(2) Reduce the chance to apply phase to 50%~ for AoE powers.

There is nothing worse then casting Dimension Shift and phasing the whole pack, forcing your team to sit and wait for 20s while they all unphase. Trust me, I've done it a few times. One of the suggestions was to lower the base accuarcy so that it would be unlikely to hit everyone in the pack, but I would go one further.

After a successful hit check, have a 50% chance to apply phase. Aslong as the random number generator is playing nice, only half a pack should ever be phased at once. This would make Dimension Shift and Black Hole powers that could effectively remove half a pack of enemies. For some groups, this would make them more manageable. Ideally this number would be enhanceable, but that might be too much work.
The other two I'm OK with. This one, I'm not. If I'm throwing a phase at a group of enemies, there's a reason for it - I want as much of that group completely out of action as possible. I don't want a "chance to," any more than I want a "chance for" damage on what my blaster nukes get a successful hit on.


 

Posted

Quote:
Originally Posted by Peacemoon View Post
(1) Make phased enemies untargetable.

The biggest problem with AoE phase powers is the amount of wasted effort by the team as they accidently target phased enemies. It often takes a while for people to realise they are hitting an intangible enemy. This can cause a lot of annoyance to team members. Especially if they have used a long recharge power like total focus or lingering radiation. However it is even worse if you waste a power like Transfusion, Twilight Grasp etc.

By making enemies who are phased untargetable, the player will not have to sift through a whole pack of phased mobs to find the ones that are still attackable. Think of how Freakshow are untargetable whne they rezz, that was the inspiration for this idea. Suddenly, only the attackable ones will be targetable and this will greatly reduce the burden on the player. (They are meant to be in a different dimension or stuck in a black hole anyway!!)
Good suggestion. However, a phased mob should be targetable by a phased player, I think.

Quote:
Originally Posted by Peacemoon View Post
(2) Reduce the chance to apply phase to 50%~ for AoE powers.

There is nothing worse then casting Dimension Shift and phasing the whole pack, forcing your team to sit and wait for 20s while they all unphase. Trust me, I've done it a few times. One of the suggestions was to lower the base accuarcy so that it would be unlikely to hit everyone in the pack, but I would go one further.

After a successful hit check, have a 50% chance to apply phase. Aslong as the random number generator is playing nice, only half a pack should ever be phased at once. This would make Dimension Shift and Black Hole powers that could effectively remove half a pack of enemies. For some groups, this would make them more manageable. Ideally this number would be enhanceable, but that might be too much work.
The idea is good. If a player is able to adjust the accuracy (from 5% to the value specified by enhancements) in real time, then it is good. I think the percentage of mobs to be phased should depend quite a lot on the situation. So, a rigid number or pre-combat adjustments through slotting are probably not ideal.

Quote:
Originally Posted by Peacemoon View Post
(3) Debuff Regeneration + Recovery while phased.
This was another idea in the other thread which I think is good. Phased enemies should be in "stasis", and not be effected by natural regen while phased out.
Conceptually, the powers simply send the mobs to another dimension. They don't really freeze or put the mobs in stasis. But I don't object putting some kind of debuffs on phased mobs.


 

Posted

Quote:
Originally Posted by Peacemoon View Post
(2) Reduce the chance to apply phase to 50%~ for AoE powers.

There is nothing worse then casting Dimension Shift and phasing the whole pack, forcing your team to sit and wait for 20s while they all unphase.
I disagree but that's from a survivability mindset as opposed to a DPS mindset. What would be better is shortening the base duration and changing Intangibility enhancements to increase duration as opposed to magnitude. From there, change Intangibility enhancements to sit at Schedule D and alter Dimension Shift/Black Hole to simply be mag 4.1. This would give the player more control over the amount of time the enemies stay out of the fight.


 

Posted

Phased powers should be altered to pseduo-toggles,

Since putting in INtangability Enhances icnreases your Mag, not your duration, it would be slightly easier.

These pseudo-toggles would cost you your end up front, and even begin recharging straight away, but would allow you to toggle them off when you choose.

Actually, to make these powers better by giving the option to turn them off, I wouldnt mind if they didnt restart recharging straight away.


Quote:
Originally Posted by VoodooGirl View Post
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