Reactive Defense effects
Do want. /Signed
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Think I mentioned this some time ago. Really, I'd love to have this on my /Energy Aura characters. It would fit some of them so much better.
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Oh hell yes. This would be great. /signed.
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That would definitely be awesome. I have a few characters who work that way conceptually... best simulation I've managed is to turn off the toggles between missions. Very signed.
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Why make an entirely new powerset for this?
Add the animations as an option for the Forcefield and/or Sonic Bubbles in the power customization.
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Why make an entirely new powerset for this?
Add the animations as an option for the Forcefield and/or Sonic Bubbles in the power customization. |
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I agree completely. This is such a cool idea that I'll be kicking myself for not thinking of it, myself. Combat Auras were a great addition to auras, making for far more customization and much more appropriate auras, such as allowing my character's eyes to burn with righteous fire only when she enters combat, but that won't burn when she's just idling about. "Activate when attacked" shield auras would be an addition equally as great, allowing our characters to retain their costumes unchanged for the most part, but displaying toggle effects when attacked nevertheless. In essence, this would simulate the character only turning the toggles on immediately before an attack.
I love it! Please make it so!
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Ideally these would come with customizable effects as well.
So you'd have
Legacy
Bright
Dark
*insert other customization specific to power here*
Reactive Bright
Reactive Dark.
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Reactive defenses sounds cool but I'd like to see a power designed on reaction. Something like a new blade set that uses the japanese quickdraw techniques, quickly unsheathing the weapon and resheathing it. They didn't really keep sheathing it after every swing in real life but this is CoH so that's beside the point. Have one of the moves be a reactive counterattack that results in the 1st incoming attack being dodged and countered with a quick slash. Give it a decent cooldown if you want but I don't think dodging a single blow with a 100% at the expense of your endurance, a power pick, and getting an attack that may or may not hit is unbalanced. It could even detect 'melee' or 'ranged' so you counter a ranged attack by throwing a slash of energy, similar to the claw set's final.
Heck, the final move could even be a reactive stance where you cant attack or move, you just are frozen in place, taunting things to you while you become a flurry of counter-attacks, similar to dual gun's final move but reactionary. Note that this version might gift you with a little damage resistance as you 'hunker down' and prepare but certinally no 100% dodging.
Reactive defenses sounds cool but I'd like to see a power designed on reaction. Something like a new blade set that uses the japanese quickdraw techniques, quickly unsheathing the weapon and resheathing it. They didn't really keep sheathing it after every swing in real life but this is CoH so that's beside the point. Have one of the moves be a reactive counterattack that results in the 1st incoming attack being dodged and countered with a quick slash. Give it a decent cooldown if you want but I don't think dodging a single blow with a 100% at the expense of your endurance, a power pick, and getting an attack that may or may not hit is unbalanced. It could even detect 'melee' or 'ranged' so you counter a ranged attack by throwing a slash of energy, similar to the claw set's final.
Heck, the final move could even be a reactive stance where you cant attack or move, you just are frozen in place, taunting things to you while you become a flurry of counter-attacks, similar to dual gun's final move but reactionary. Note that this version might gift you with a little damage resistance as you 'hunker down' and prepare but certinally no 100% dodging. |
I love the Reactive defense idea, definitely /signed.
I've read this three times and I still don't know what the heck you're talking about.
I love the Reactive defense idea, definitely /signed. |
Of course, the idea of a counter-attack based set sounds nice,Though I have doubts as to whether or not it's possible in this game's engine, or where it would fit in the ATs. Maybe a pool set?
*Iadoi is the art of drawing the sword and striking in one movement. Like quick-draw dueling but with katanas Usually it can be seen In Chanbara or Jidai-Geki Samurai films at the climax of battles to end it in a single stroke. A Popular practitioner of this technique is Zatoichi from the titular series of films.
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The sword thing sounds unnecessarily complicated, and we already have Katana.
I whole heartedly approve of reactive defense effects. I think they'd go especially well with sets like forcefields. Question, though. Would this new mechanic be applied to buffs given to other players?
I understand what he's getting at, Basically an offensive(or defensive) set built to work when attacked, based of the Iadoi/Iajutsu* sword techniques. The idea being it would be constructed of Counter-attacks and use the Iadoi poses and movements.
Of course, the idea of a counter-attack based set sounds nice,Though I have doubts as to whether or not it's possible in this game's engine, or where it would fit in the ATs. Maybe a pool set? *Iadoi is the art of drawing the sword and striking in one movement. Like quick-draw dueling but with katanas Usually it can be seen In Chanbara or Jidai-Geki Samurai films at the climax of battles to end it in a single stroke. A Popular practitioner of this technique is Zatoichi from the titular series of films. |
The sword thing sounds unnecessarily complicated, and we already have Katana.
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Off topic, but doing the same for every weapon set for alternate 'styles' like Fencing for Broadsword, reverse grip for Dual Blades, Crossbow for Archery, Hand Claws for Claws, etc.
Back on topic:
Reactive defense. I can see it working for some sets but not quite well for others...
-Stone Armor = no. Sure, you could probably think of an example where it could make sense but for what SA is in-game, I wouldn't waste the resources.
-Energy Aura = Yeah. Just like the PPD's aura, but I forget if the effect occurs when we miss them or when we hit. But since EA is defense, it'd have to work when stuff is deflected...and the animation of the attack still must actually 'connect' with the character rather than flying off in some random direction like when it misses.
-Ice Armor = no. For the same reason as Stone.
-Fire Armor = Yeah. Can totally see a 'short flare' every time one takes damage. No need to figure what happens when attacks miss, since that isn't the fire doing that. Extra points if the 'short flares' stack, making the flare bigger/brighter when recieving lots of damage.
-Regen = no. You only have 1 toggle. AFAIK, a click FX would either be persistent or invisible (No FX option). But I guess it could work, but rather than seeing the glow when you're struck, just have it keep glowing when HP is not full and turn off when you're in the green.
-SD/SR/Nin = no. They already have a kinda-version of this. It simply plays an evasion animation when the character isn't performing an animation and an attack misses/deflected.
-Dark Armor = ?. Many of the effects are already persistent (Cloak of Darkness, Cloak of Fear, Oppressive Gloom), not sure why one would waste the resources to make you 'darker' when hit.
-Willpower = ?. The effects are already subdued, this suggestion would require you make WP more obvious and that's not really what WP is about.
-Electric Armor = Yeah. Totally can see zapping up when when taking damage like FA.
-Invulnerability = no?. Not sure if it'd make sense. You're invulnerable, the attack is suppose to hit and do no damage or little damage. Like EA, if attacks miss, the FX still have to 'connect' which is probably well enough for the reactive effect here.
Reactive defense. I can see it working for some sets but not quite well for others...
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-Stone Armor = no. Sure, you could probably think of an example where it could make sense but for what SA is in-game, I wouldn't waste the resources. |
-Energy Aura = Yeah. Just like the PPD's aura, but I forget if the effect occurs when we miss them or when we hit. But since EA is defense, it'd have to work when stuff is deflected...and the animation of the attack still must actually 'connect' with the character rather than flying off in some random direction like when it misses. |
"Trigger regular animation on Deflect"
"Trigger power "failure" effect when hit" where the auras flare up then "die" or "break" dramatically
-Ice Armor = no. For the same reason as Stone. |
-Fire Armor = Yeah. Can totally see a 'short flare' every time one takes damage. No need to figure what happens when attacks miss, since that isn't the fire doing that. Extra points if the 'short flares' stack, making the flare bigger/brighter when receiving lots of damage. |
-Regen = no. You only have 1 toggle. AFAIK, a click FX would either be persistent or invisible (No FX option). But I guess it could work, but rather than seeing the glow when you're struck, just have it keep glowing when HP is not full and turn off when you're in the green. |
-SD/SR/Nin = no. They already have a kinda-version of this. It simply plays an evasion animation when the character isn't performing an animation and an attack misses/deflected. |
-Dark Armor = ?. Many of the effects are already persistent (Cloak of Darkness, Cloak of Fear, Oppressive Gloom), not sure why one would waste the resources to make you 'darker' when hit. |
Passive
Reactive
Active
-Willpower = ?. The effects are already subdued, this suggestion would require you make WP more obvious and that's not really what WP is about. |
-Invulnerability = no?. Not sure if it'd make sense. You're invulnerable, the attack is suppose to hit and do no damage or little damage. Like EA, if attacks miss, the FX still have to 'connect' which is probably well enough for the reactive effect here. |
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For stone armor I could see a blocking animation coupled with a stone wall, or maybe just having the stone armor covering the arm/side held up when blocking. Or just simply a "bracing" animation with the armor breifly covering and then falling off the character. A more "Active" idea and I really dislike limiting what people can do in the way you're thinking.
Yes, ditto as per stone, there are ways to make the armor toggles more "active" |
And besides that, an animation for a 'stone wall' or blocking with a stone covered arm (something you couldn't do if you were animating an attack or running) is covered by Shield Defense's elemental shields.
What specifically the power is doing is, again up to the player to interpret. |
If it was timed just right then it sounds like a good powerset type but if the timing is even off for a second it could hurt like helll ol
Reactive defense effects, yes please!
Like I said, you *can* easily think up a reason/visual for it, but that doesn't make it sound good. Ice armor and Stone are persistent effects which make less sense when you try to interpret them as not. Why would a Stoner be so weighed down if Granite and Rooted were *not* always there?
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and Again, lots of reasons, Why does sheild bash not do damage that matches the "type" of elemental sheilds it can be equipped with?
And besides that, an animation for a 'stone wall' or blocking with a stone covered arm (something you couldn't do if you were animating an attack or running) is covered by Shield Defense's elemental shields |
The powersets are more than just defense toggles, filled with controls and heals and such, things Shield doesn't have, and things someone trying to represent the concept of "Defending myself with earth/ice" might want/need. From the perspective you are representing, there could be one "Defense" powerset with customization options that allow you to make it look like a wide variety of things. Currently we have Elemental sets that have enough variety to justify their existence as unique sets, and I'm just viewing this as another customization
I'd agree, but within reason/confines with what the powerset is doing. Doing so keeps the visuals/themes of powers loose enough for players to use their imaginations while keeping the animation work down to an 'as to' basis. |
It'd be wonderful if the devs had a laissez-faire mentality when it came to the looks of the game or having a sh** load of alternate animations for all the weapon sets, but I could forsee keeping it to '1 alternate set + 1 legacy set' as being realistic. Similar to the armors where, sets that it'd make sense for there to be reactive visuals without needing 'all new' visuals is what I'm pointing out. |
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Of course, the idea of a counter-attack based set sounds nice,Though I have doubts as to whether or not it's possible in this game's engine, or where it would fit in the ATs.
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It's possible to do, but it eats up so many CPU cycles that it would make everyone around you lag while the CPU resolves what's happening while you're being attacked. And thus is not something they would allow a player character to have.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
And besides that, an animation for a 'stone wall' or blocking with a stone covered arm (something you couldn't do if you were animating an attack or running) is covered by Shield Defense's elemental shields.
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As the fire would flare up as it absorbs some of the blow, making it hurt less when it reaches you, so would the more solid stone and ice chip, crack or break away, helping to represent the armor deflecting/redirecting the blow.
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Then don't make it an option for EVERY power in the set?
and Again, lots of reasons, Why does sheild bash not do damage that matches the "type" of elemental sheilds it can be equipped with? |
I really don't quite understand the phrasing here, I'm sorry. |
Doing so keeps the visuals/themes of powers loose enough for players to use their imaginations while keeping the animation work down to an 'as to' basis. = Keeping within the confines of what the powers *do* (SR = dodging, FA = covered in fire, SA = covered in minerals, etc.) still leaves leeway to use imagination (SR = premonition, FA = holy light, SA = covered in lava). I suppose I mean 'as of' rather than to, meaning it would keep the animation work down to what we're using currently, just with periods of not being visible. To clarify, a 'flare up' FA when you take damage can simply use the FA FX. A 'stone wall' will require a new animation.
So is this just a "would need too much work/would take work I'd rather see applied elsewhere" type of thing because I personally treat this as a invalid point to make within the context of suggestions for changes to make to the game. Everything someone could suggest has both of those apply to it, so it should go without saying and really isn't a proper complaint, what should or shouldn't be done first is subjective. Everything will require work, all work done could be done elsewhere. |
But if we're just tossing up 'pie in the sky' suggestions without trying to be realistic, maybe we can discuss my 'Power Tag System' idea.
So seeing the Praetorian Police and their energy armor got me thinking.
What if there was an option to set the effects for any defense sets to only activate when attacked? Something like combat auras but only when your character takes or defends or resists damage, so you could have, say a fire aura character who only was covered in flames when attacked, to show him immediately burning away attacks against him. Or even better a Regen character who only showed healing auras or effects when struck to display him/her recovering from the attacks.
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