Crazy Idea(tm) ... Dimension Shift + Wormhole = ???
By George I think you've got it, I approve.
You keep the uniqueness and turn DS into a actual useful power, it would be better if they could change DS in a power like snow storm.
Personally I think that Dimensional Shift should *partially* phase the enemies, reducing the damage they deal and take, but still allowing some attacks to land.
I dunno. I don't see how this would really help that much.
All it would really be useful for is preventing the alphas during Wormhole's activation. Any time you don't have Wormhole up to negate DS (And for the 13levels after getting DS, and before getting WH) this change wouldn't mean a damn.
....
What I would like to see is Dimension Shift changed to a Location summon (like Volcanic gasses) with a toggle PBAoE Foe AND Ally Intangible (coded to ignore phase like hamidon does, so that it'll keep mobs phased for the duration).
This way you can cast it on a group of mobs, then if you're ready to engage them before it expires you can just move to inside the phase radius and do so. If you're inside the phase radius and decide it's too dangerous you can move out of it, and be safe. You could also use knockback or repel powers to push mobs out of the phase radius early.
This makes it a useful opening control, and gives players a way to effectively end it's duration on demand.
While certainly unique... I feel like it over-complicates things. Simple solution that has been recommended numerous times:
Make it a toggle. No other changes necessary. Just make the power a toggle and we're set.
It's no more complicated than existing place-able controls (Volcanic Gasses/Static Field) in it's use, nor it's coding (aside from the Ignores Phase, which would have to be added to a toggle foe phase anyhow).
Plus being a toggle leaves it vulnerable to being shut down by mezzing mobs that are either Out of it's radius, Missed by it's initial check, accidental secondary agro/ambush or if you are drained/run out of endurance prematurely.
Okay, I *know* this can't be done currently ... so this is only a proposal, not a "I can do this!!" post.
What if ... you could use Wormhole on Foes that have been Dimension Shifted? Specifically ... what if you could not only use Wormhole on Foes that have been Dimension Shifted, but use of Wormhole on Dimension Shifted targets would "end" the Dimension Shift duration? Meaning ... you use the Wormhole to pull Foes OUT of Dimension Shift? Net effect ... Dimension Shift + Wormhole becomes a combo attack, denying hostiles the opportunity to alpha strike. Tricky part ... deciding if Wormhole should be able to pull out and "un-intangible" Foes under the effects of all phase shift-y powers ... or just Dimension Shift. Measure ... counter-measure. If nothing else, being able to "cancel early" the effects of a Dimension Shift via Wormhole would dramatically improve the usefulness and utility of Dimensions Shift. No? Castle? War Witch? |
I would also like to add that Wormhole would be a beautiful power if they took away the knockback effect, I understand the story of flying out the wormhole but knockdown would be so much better, no team is going to thank you to TP the whole spawn and scatter them all... We have all come across the newbie storm fender that likes Gale and Hurricane.... this power has the same issue.
So please, toggle cages... and Knockdown Wormhole.
Consciousness: that annoying time between naps.
I dunno if it has been mentioned in this thread, but if it hasn't then I'm surprised.
You can affect phase shifted enemies now if you are Phase Shifted as well.
So if you go concealment or buy the temp power, your idea is worth a shot.
However, you'll most likely be the only one in the group that will utilize a self phase shift in PvE. So.... without your team's help, you'll have a mob of shifted enemies and they'll most likely be looking your way.
Champion/Freedom Servers
@Orion Zidane
@Orion Zidane2
I dunno if it has been mentioned in this thread, but if it hasn't then I'm surprised.
You can affect phase shifted enemies now if you are Phase Shifted as well. So if you go concealment or buy the temp power, your idea is worth a shot. However, you'll most likely be the only one in the group that will utilize a self phase shift in PvE. So.... without your team's help, you'll have a mob of shifted enemies and they'll most likely be looking your way. |
Which means that all of the necessary "tech" already exists in the game to *DO* what we're (okay ... I'm) trying to do here.
All that needs to happen is for Wormhole to have its effects expanded and sequenced such that it first pushes its targets into Phase ... then Phases the Caster too(!) ... then applies all of its Stun, Knockback, Teleport effects to the targets while still in a common frame of reference of being Phased ... and then drops the Phase effect immediately after ejecting all of the targets from the Wormhole. This would mean, effectively, "grafting" an approximately 3 second Phase Shift effect into Wormhole to affect both the Targets and the Caster.
And the beauty of this is that it only works "one way" ... in that it takes targets INTO Phase if they're not already Phased, does not Phase targets which are already Phased, and does not take targets OUT of being Phased until AFTER "ejecting" them through the Wormhole back into normal space.
If Castle were interested in doing something like this ... adding a 3 second Phase Shift into Wormhole to targets and self ... here's what the coding for Wormhole would look like, with everything laid out in chronological sequence (for easy copy pasting into Dev spreadsheets):
Target:
Translucency +0.3 for 1.4s
+4.1 Intangible, Phased for 3s PvE only
+3 Intangible, Phased for 3.5s If target is a player
+14.7s Stun (mag 1) (20% chance) (after 0.2 second delay) PvE only
Translucency 0 for 1.5s (after 1.4 second delay) [Non-resistable]
+4.1 Teleport (after 2.6 second delay)
+18.625s Stun (mag 3) (after 2.7 second delay) PvE only
+4s Stun (mag 4) (after 2.7 second delay) If target is a player
Suppressed when Held, for 15 seconds (WhenInactive)
Suppressed when Sleep, for 15 seconds (WhenInactive)
Suppressed when Stunned, for 15 seconds (WhenInactive)
Suppressed when Immobilized, for 15 seconds (WhenInactive)
Suppressed when Terrorized, for 15 seconds (WhenInactive)
+14.54 Knockback (after 2.7 second delay)
ThreatLevel -1 for 0.75s (after 2.7 second delay) If target is a player [Ignores Enhancements & Buffs] [Non-resistable]
RES(Teleport) +10000% for 15s (after 2.8 second delay) [Ignores Enhancements & Buffs] [Non-resistable]
RES(Intangible, Phased) +10000% for 0.5s (after 2.8 second delay) [Ignores Enhancements & Buffs] [Non-resistable]
+0.75s Untouchable, OnlyAffectsSelf (mag 3) (after 2.8 second delay) If target is a player [Non-resistable]
Self:
Translucency +0.3 for 2.9s (after 0.1 second delay)
+20 StealthRadius for 2.9s (after 0.1 second delay)
+222 StealthRadiusPlayer for 2.9s (after 0.1 second delay)
+2.9s Phased, Intangible (mag 3) (after 0.1 second delay)
ThreatLevel -1 for 2.7s (after a 0.3 second delay) [Ignores Enhancements & Buffs]
You know what ... you're absolutely right!
Which means that all of the necessary "tech" already exists in the game to *DO* what we're (okay ... I'm) trying to do here. All that needs to happen is for Wormhole to have its effects expanded and sequenced such that it first pushes its targets into Phase ... then Phases the Caster too(!) ... then applies all of its Stun, Knockback, Teleport effects to the targets while still in a common frame of reference of being Phased ... and then drops the Phase effect immediately after ejecting all of the targets from the Wormhole. This would mean, effectively, "grafting" an approximately 3 second Phase Shift effect into Wormhole to affect both the Targets and the Caster. And the beauty of this is that it only works "one way" ... in that it takes targets INTO Phase if they're not already Phased, does not Phase targets which are already Phased, and does not take targets OUT of being Phased until AFTER "ejecting" them through the Wormhole back into normal space. If Castle were interested in doing something like this ... adding a 3 second Phase Shift into Wormhole to targets and self ... here's what the coding for Wormhole would look like, with everything laid out in chronological sequence (for easy copy pasting into Dev spreadsheets): Target: Translucency +0.3 for 1.4s +4.1 Intangible, Phased for 3s PvE only +3 Intangible, Phased for 3.5s If target is a player +14.7s Stun (mag 1) (20% chance) (after 0.2 second delay) PvE only Translucency 0 for 1.5s (after 1.4 second delay) [Non-resistable] +4.1 Teleport (after 2.6 second delay) +18.625s Stun (mag 3) (after 2.7 second delay) PvE only +4s Stun (mag 4) (after 2.7 second delay) If target is a player Suppressed when Held, for 15 seconds (WhenInactive) Suppressed when Sleep, for 15 seconds (WhenInactive) Suppressed when Stunned, for 15 seconds (WhenInactive) Suppressed when Immobilized, for 15 seconds (WhenInactive) Suppressed when Terrorized, for 15 seconds (WhenInactive) +14.54 Knockback (after 2.7 second delay) ThreatLevel -1 for 0.75s (after 2.7 second delay) If target is a player [Ignores Enhancements & Buffs] [Non-resistable] RES(Teleport) +10000% for 15s (after 2.8 second delay) [Ignores Enhancements & Buffs] [Non-resistable] RES(Intangible, Phased) +10000% for 0.5s (after 2.8 second delay) [Ignores Enhancements & Buffs] [Non-resistable] +0.75s Untouchable, OnlyAffectsSelf (mag 3) (after 2.8 second delay) If target is a player [Non-resistable] Self: Translucency +0.3 for 2.9s (after 0.1 second delay) +20 StealthRadius for 2.9s (after 0.1 second delay) +222 StealthRadiusPlayer for 2.9s (after 0.1 second delay) +2.9s Phased, Intangible (mag 3) (after 0.1 second delay) ThreatLevel -1 for 2.7s (after a 0.3 second delay) [Ignores Enhancements & Buffs] |
Doing it this way (ignore phase) would also have the benefit of NOT exposing the caster to attacks from the already angered, already phased targets during a "self-phase" state.
Personally I think this should work more like "Vanish X-zone"
Okay, I *know* this can't be done currently ... so this is only a proposal, not a "I can do this!!" post.
What if ... you could use Wormhole on Foes that have been Dimension Shifted?
Specifically ... what if you could not only use Wormhole on Foes that have been Dimension Shifted, but use of Wormhole on Dimension Shifted targets would "end" the Dimension Shift duration? Meaning ... you use the Wormhole to pull Foes OUT of Dimension Shift?
Net effect ... Dimension Shift + Wormhole becomes a combo attack, denying hostiles the opportunity to alpha strike.
Tricky part ... deciding if Wormhole should be able to pull out and "un-intangible" Foes under the effects of all phase shift-y powers ... or just Dimension Shift.
Measure ... counter-measure.
If nothing else, being able to "cancel early" the effects of a Dimension Shift via Wormhole would dramatically improve the usefulness and utility of Dimensions Shift. No?
Castle?
War Witch?