[Proposal] Rebuild Ninja MM Pets from the ground up
Don't really agree with Kinetic Melee. Especially if the sound effects are kept. I'd hate to have Nascar Ninjas. You could just go the Lich route - turn the knockback into knockdown (and before anyone says "But you usually defend knockback," you're right, I do - on *player* powers where the *player* has control over where things go. On pets, I'm all for knockdown.)
Web Grenade... initially I was going to mention crippling axe kick. But Web Grenade has the advantage of range (useful vs fliers as well as runners) and being more visible, so I could go for it.
I do like the shift in powers. It makes sense as far as being "more useful."
Not completely sold on getting rid of all melee from Oni. I get what you're looking at doing, I'm just not "there" with it. Not against it, mind you, just not picturing it for some reason. Think I have to let that one sit a bit.
(As far as ninja-ing missions... I have yet to take grant invis. If I want to "ninja" a mission, I desummon pets and run.)
Don't really agree with Kinetic Melee. Especially if the sound effects are kept. I'd hate to have Nascar Ninjas.
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Nascar Ninjas ...
Personally, I think that the "mix" of stuns and knockdowns on the first three tiers of powers in Kinetic Melee, not to mention the damage buff/debuff effects, make for a better "fit" with Ninjas just on the game mechanics side of the page ... never mind the "lights and sounds" part of things. I do imagine that it would be relatively easy to have Genin use alternate sound files for their Kinetic Melee attacks, where the volume is just toned down (by half? two-thirds?) so that they aren't quite as "noisy" as Player AT attacks.
And just because it's interesting to do the cross-comparison with Martial Arts ... here's how the powers would stack up if swapping out Kinetic Melee for Martial Arts:
Call Genin: +15% Defense vs All, +50% Resistance vs Confuse, -2.0 Confuse Mag Protection, +200% Resistance vs Taunt, +2780% Jump Height, +249% Jump Speed, +85% Run Speed
- Martial Arts - Thunder Kick (Stalker recharge: 3s)
- Martial Arts - Storm Kick (Stalker recharge: 6s)
- Weapon Mastery - Web Grenade (Stalker recharge: 8s)
- Martial Arts - Cobra Strike (Stalker recharge: 10s)
- Weapon Mastery - Shuriken (Stalker recharge: 3s)
- Ninjitsu - Hide (Stalker recharge: 20s) (Toggle)
- Martial Arts - Dragon's Tail (Scrapper recharge: 14s)
- Weapon Mastery - Shuriken (Stalker recharge: 3s)
- Willpower - Rise to the Challenge (Scrapper recharge: 10s) (Toggle, Suppressed when Hidden)
- Martial Arts - Placate (Stalker recharge: 60s)
And just so you don't have to scroll the page to compare Kinetic Melee vs Martial Arts (in this context):
- Quick Strike vs Thunder Kick: 3s vs 3s
- Body Blow vs Storm Kick: 5s vs 6s
- Smashing Blow vs Cobra Strike: 7s vs 10s
- Burst vs Dragon's Tail: 15s vs 14s
What I take away from this (very nearly) 1-to-1 comparison of Kinetic Melee and Martial Arts for the purpose of "powering" Genin attacks is that Martial Arts would be slower and have a "shakier" attack chain, with significant pauses in it, than a comparable Kinetic Melee attack chain. Mind you, I'm not talking about the "look" of the animations of the respective powersets here ... I'm talking about how "well" the animations and recharge times "sync up" for making smooth, no pauses, attack chains. Kinetic Melee, on the other hand, would "flow" fairly smoothly through its powers with fewer pauses in the attack chain(s) over time, due to the fact that its single target powers recharge faster *and* have recharge times that are all Prime Numbers, which will aid in the deconfliction of melee attack power choices for the AI.
Also ... look at the mix of secondary effects on those powers in a direct, 1-to-1 comparison:
- Quick Strike vs Thunder Kick: 25% chance KD vs 10% chance Stun
- Body Blow vs Storm Kick: 20% chance Stun vs (nothing)
- Smashing Blow vs Cobra Strike: 33% chance Stun vs 75% chance Stun
- Burst vs Dragon's Tail: 50% chance KD vs 75% chance KD
So I *do* get where you're coming from Bill in your criticism. I just happen to believe that Kinetic Melee is a far better "fit" for Genin than (the legacy) Martial Arts powerset is, in terms of Game Mechanics, and the effects those game mechanics have on the survivability of Ninjas as Mastermind Pets. Martial Arts really needs "more attacks" and/or "more global recharge" going for it in order to smooth things out than is really practical (in my opinion) in the context of Mastermind Pets.
Web Grenade... initially I was going to mention crippling axe kick. But Web Grenade has the advantage of range (useful vs fliers as well as runners) and being more visible, so I could go for it.
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I do like the shift in powers. It makes sense as far as being "more useful."
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That's more about "Deconfliction" in the Pet AI Decision Algorithm than anything else. As we discovered with Custom Mobs in AE, when you give the AI "too many powers" it tends to "choke" on deciding what power to use next, causing gaps in attack chains (that shouldn't be there) and other weirdness. By giving Oni a set of Ranged Only powers, it should "help" the Decision Algorithm process better and position Oni better thanks to deconfliction with the (now omitted) melee attacks. Yeah, the Fire Sword powers were "cool" and all ... but the effects they had on the Pet AI Decision Algorithm were ... less than ideal.
But ignoring it and going with values and secondary effects, yeah, I can see it being more helpful.
Oni, I think I'm just so used to how it is NOW that I'm having a hard time thinking of how it'll play the way you're suggesting. Which isn't really a count against the idea itself.
(As an *overall* MM buff, I'd like to see MM attacks do a bit more damage - so I can actually finish off a runner, instead of shooting them and hearing them yell "Damn mosquito!" But that's neither here nor there. Though it "feels" more of an issue in bots and ninjas, to me.)
I don't dislike this but I don't see it as teribly likely either a complete swap out would tick off more than a few people. Maybe the devs could make it so that a third Genin lets call this one a Chunin has your KM suggestions bringing ninjas more in line with the other human sets
I like most of the changes, but I really do not like losing Soaring Dragon and Golden Dragonfly from Jounins. Caltrops and Crane Kick are the big powers that scatter the mobs for me. I would be extremely sad to see the Jounins' loss of damage.
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Can't help it. I have a KM/SR Brute. Love playing her... but the sound effects just are jarringly *funny* to me. So I'll admit getting stuck on those. (And the animations. Swirly-swirly-punch! "Guess what I've got in my hand... and spin and spin and PUNCH to the head!")
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Oni, I think I'm just so used to how it is NOW that I'm having a hard time thinking of how it'll play the way you're suggesting. Which isn't really a count against the idea itself.
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(As an *overall* MM buff, I'd like to see MM attacks do a bit more damage - so I can actually finish off a runner, instead of shooting them and hearing them yell "Damn mosquito!" But that's neither here nor there. Though it "feels" more of an issue in bots and ninjas, to me.)
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I don't dislike this but I don't see it as teribly likely either a complete swap out would tick off more than a few people.
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I didn't offer this proposal in the expectation it was LIKELY to be accepted. I created it to demonstrate the "grass on the other side is greener" notion that not only Ninja Mastermind Pets could be done better than they have been (since Issue 6!) with the newer and more modern powersets and pools which make a better "fit" with Ninjas conceptually ... using a *pattern* of powers selection which could be easily ported over to other Mastermind Primaries and used to revamp other Pet Sets along similar lines (although I delve into this more in the thread in the MM forum).
Maybe the devs could make it so that a third Genin lets call this one a Chunin has your KM suggestions bringing ninjas more in line with the other human sets
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I like most of the changes, but I really do not like losing Soaring Dragon and Golden Dragonfly from Jounins. Caltrops and Crane Kick are the big powers that scatter the mobs for me. I would be extremely sad to see the Jounins' loss of damage.
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It's possible that a "mock up test" could be done for the differences could be done (approximately) using Architect Entertainment and creating Custom Mobs which could then beat on a Designated Reference Target (or a Player Character ...). It wouldn't be "exactly right" ... but you'd be able to get "close enough" to start drawing some conclusions. The real problem though is the mix of powersets I've chosen for this proposal won't exactly "convert faithfully" into AE all that well.
While we're here and since the Cottage rule seems to no longer be a factor anymore, I would like to just kind of repost an old suggestion I had for when someone wanted to replace the Oni as the third tier ninja pet, which I actually wasn't too crazy about but could understand since as they put it: "WHAT DO ONI HAVE TO DO WITH NINJA?!"
anyway though, here it is:
Well, in order to breath a bit of new life into this thread on the actual (and the original subject of a replacement for the oni) beyond the topic of buffing ninja. As mentioned, it would not be breaking the cottage rule to replace a pet, as long as the pet had the same base function (which for pets in of themselves is hazy) and had powers that would accept the same enhancement types. So I give you a more detailed look at the idea of replacing the Oni with a Kunoichi. (forgive the sloppy edit jobs and praetorian background. (But when you're working with mostly dark colors the other two are difficult) Kunoichi: You can call a single Kunoichi to aid you in battle, a kunoichi is a highly skilled female ninja with mastery over shadows, illusion, poison, and martial arts. You may have only 1 Kunoichi under your control at a time, if you attempt to summon another one, it will fail. Recharge: Very Long (2 min) Minimum level: 26 Effects: Summon Kunoichi Basic Powers: -Resistances (21% defense to Melee, Ranged, AoE, and Psionic at lvl 50, 26.14% resistance to Toxic and Psionic at lvl 50, 50% Resisance to Confuse, 4.0 Confusion Protection, -400% taunt duration, +50% run speed) -Body Blow (kinetic melee) -Spectral Wounds (Illusion control) -Alkaloid (Poison) Train Powers: -Quick Strike (Kinetic Melee) -Crush (Gravity Control)* -Repulsing Torrent (Kinetic Melee) (Tropes Splash of Color and Sleeves are for Wimps invoked!) Equip Powers: -Blind (Illusion) -Weaken (Poison)** -Shadow Fall (Dark Miasma) (Front) (Back, to show it's not just any cape but the single shoulder cape) *Sorry, it was hard to figure out a thematically fitting immobilize power. I had considered Tenebrous Tentacles or Web Grenade, but the former kind of stepped on the toes of the lich too much and web grenade didn't do any damage. **While not giving direct mez protection, this does weaken an enemy's control durations, the only power I know of that does so, plus to give her a nasty hurty poison. Also, the appearances, like a lot of this post, is all basically one use rough idea. I know her appearance might piss some folks off as not being true to historical kunoichi, or maybe being too boring, etc. etc. But this was something I was throwing together in a couple minutes. |
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While we're here and since the Cottage rule seems to no longer be a factor anymore,
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Not true, but I'm not getting into a multipage argument about it any more. Read Arcanaville's (first) post in the version of the thread in A&T General.
Short form: The only way the "cottage rule" would no longer be a factor is if the devs said "The hell with it, we're just replacing everything randomly, regardless of what it does to the set or the game."
would you consider giving the Oni maybe something like O2 Boost to help with its support abilities AND bring it in line with it's description of being a warrior of fire AND WIND?
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So yeah ... I considered it (already).
*sigh*
Not true, but I'm not getting into a multipage argument about it any more. Read Arcanaville's (first) post in the version of the thread in A&T General. Short form: The only way the "cottage rule" would no longer be a factor is if the devs said "The hell with it, we're just replacing everything randomly, regardless of what it does to the set or the game." |
And to Redlynne, while I admit that O2 Boost's mez protection might be unbalance compared to cauterize with everything else considered, I, personally, would be willing to part with Rise of the Phoenix, hide, and placate on the Oni, if only by virtue of the fact that the former seems like it would be rather hard to code (NPCs seem to require VERY special coding to know how to rez one another, see the Geneticists of Crey and-... I don't think any other NPC can rez allies...), and the latter two feel a bit breaking to the Oni's theme as much as the oni themselves break the theme of ninja. (And giving them a hide/placate is possible anyway with the Smoke Bomb at level 18)
Though that's all just me, frankly.
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feel a bit breaking to the Oni's theme as much as the oni themselves break the theme of ninja.
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Of course, I'd also have replaced the Level 18 power with Ninja Horde ... essentially a "redo" of Gang War, except using Pedestrian Citizens character models ... who then proceed to "wade in" and do a lot of Butt Kickery via Martial Arts as "Ninjas" under your control. But that's a completely different thread/topic from what I'm aiming for here.
Of course, I'd also have replaced the Level 18 power with Ninja Horde ... essentially a "redo" of Gang War, except using Pedestrian Citizens character models ... who then proceed to "wade in" and do a lot of Butt Kickery via Martial Arts as "Ninjas" under your control. But that's a completely different thread/topic from what I'm aiming for here.
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Two Words: Inherent Stealth...that is all.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
Cross-posting from the Why Ninjas Die Horribly (fast) thread in the Mastermind Forum, for purposes of visibility.
Call Genin: +15% Defense vs All, +50% Resistance vs Confuse, -2.0 Confuse Mag Protection, +200% Resistance vs Taunt, +2780% Jump Height, +249% Jump Speed, +85% Run Speed
- Kinetic Melee - Quick Strike (Stalker recharge: 3s)
- Kinetic Melee - Body Blow (Stalker recharge: 5s)
- Weapon Mastery - Web Grenade (Stalker recharge: 8s)
Train Ninjas: +5% Defense vs All, +15% Resistance to Defense Debuffs, -1.0 Confuse Mag Protection, +100% Resistance vs Taunt- Kinetic Melee - Smashing Blow (Stalker recharge: 7s)
- Weapon Mastery - Shuriken (Stalker recharge: 3s)
- Ninjitsu - Hide (Stalker recharge: 20s) (Toggle)
Kuji-in Zen: +5% Defense vs All, +15% Resistance to Defense Debuffs, -1.0 Confuse Mag Protection, +100% Resistance vs Taunt=====
Call Jounin: +15% Defense vs All, +50% Resistance vs Confuse, -2.0 Confuse Mag Protection, +200% Resistance vs Taunt, +2780% Jump Height, +249% Jump Speed, +85% Run Speed
- Ninja Blade - Gambler's Cut (Stalker recharge: 3s)
- Ninja Blade - Sting of the Wasp (Stalker recharge: 5s)
- Weapon Mastery - Web Grenade (Stalker recharge: 8s)
Train Ninjas: +5% Defense vs All, +15% Resistance to Defense Debuffs, -1.0 Confuse Mag Protection, +100% Resistance vs Taunt- Ninja Blade - Divine Avalanche (Stalker recharge: 3s)
- Weapon Mastery - Shuriken (Stalker recharge: 3s)
- Ninjitsu - Hide (Stalker recharge: 20s) (Toggle)
Kuji-in Zen: +5% Defense vs All, +15% Resistance to Defense Debuffs, -1.0 Confuse Mag Protection, +100% Resistance vs Taunt=====
Oni: +15% Defense vs All, +15% Resistance vs Smash/Lethal, +30% Resistance vs Fire, +50% Resistance vs Confuse, -2.0 Confuse Mag Protection, +200% Resistance vs Taunt, +2780% Jump Height, +249% Jump Speed, +85% Run Speed
- Fire Assault - Flares (Dominator recharge: 3s)
- Fire Control - Ring of Fire (Dominator recharge: 4s)
- Thermal Radiation - Cauterize (Corruptor recharge: 4s)
Train Ninjas: +5% Defense vs All, +15% Resistance to Defense Debuffs, +5% Resistance vs Smash/Lethal, +10% Resistance vs Fire, -1.0 Confuse Mag Protection, +100% Resistance vs Taunt- Fire Blast - Fire Ball (Corruptor recharge: 16s)
- Fire Control - Fire Cages (Dominator recharge: 8s)
- Ninjitsu - Hide (Stalker recharge: 20s) (Toggle)
Kuji-in Zen: +5% Defense vs All, +15% Resistance to Defense Debuffs, +5% Resistance vs Smash/Lethal, +10% Resistance vs Fire, -1.0 Confuse Mag Protection, +100% Resistance vs Taunt=====
The basic idea here is to redesign Ninja Pets using not only more up-to-date powerset choices, but also to reorient their "control" factor around a property which aids their penchant for melee, rather than harming it. That property is ... Immobilize.
The #1 problem for Ninjas, currently on the LIVE servers is ... Knockback(s) and Fear. Any time Ninjas do Knockback, or have to deal with Fear on Foes, they must give chase ... which damages not only their Damage Throughput, but also their Survival Rate (since the Hostiles are living longer than they otherwise would). Unfortunately, Knockback is supplied by both Genin and Jounin on LIVE, in the forms of Crane Kick and Golden Dragonfly ... and Fear is supplied by Caltrops and Rain of Fire, both of which are AoE attacks, rather than single target.
The above Powers Plan for Ninjas changes that by focusing early, and heavily, on Immobilize powers. Every Ninja, at summoning, has a single target Immobilize power (Web Grenade and Ring of Fire). This is done specifically to prevent Runners (which in the case of Ninjas promote cascading, if not catastrophic, loss of aggro control!), but also to deal with Flyers so as to mitigate one of the major flaws in the 3D Pathing Algorithms driving Pet AI Movements ... the "I can't figure out how to jump UP to attack!" problem.
Note that this switch from having Shuriken at initial Summoning to having Web Grenade not only conforms to the more "typical" progression for player ATs who take the Weapon Mastery Pool, but also better "prompts" the Pet AI to close to Melee Range when Genin and Jounin can better apply their more damaging attacks, rather than just hanging back at range.
Note also that Oni has had ALL of his Melee powers deleted in this build plan. Oni should not only have no NEED to enter into Melee Range ... he should also have no DESIRE to enter into Melee Range. Hence, all of Oni's attack powers have been chosen as Ranged Attacks. Unfortuntately, until the Pet AI gets fixed so it no longer DEMANDS that Pets run into Melee Range to use their non-existent Brawl attack (and get killed for no good reason), the options to FORCE Oni to actually STAY at range are sadly ... limited.
Also note that this build plan for Ninjas includes Hide for every Pet at Train Ninjas (Level 6) ... rather than at Kuji-in Zen (Level 32). I mean ... c'mon ... they're supposed to be *NINJAS* for crying out loud Who ever heard of a Ninja who can't Hide? Ninja Masterminds should not be FORCED into taking Grant Invisibility so that their Ninjas Pets can actually *Ninja* through missions undetected, if the player didn't select Storm Summoning as their Secondary.
Baseline Defenses/Resistances/Protections at Summoning has been increased for all Ninjas, with additional Defensive/Resistance/Protection Buffs gained for Train Ninjas and Kuji-in Zen. Ninjas should be at least *somewhat* survivable without being FORCED to resort to taking either the Force Field or Storm Summoning secondaries in order to give them even minimal survivability potential.