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n00baka

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About n00baka

  • Birthday November 5

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  1. My main on Champion was "a little kitten". I loved doing the Frostfire mission, if only for the line, 'I was once like you, a little kitten.' Of course, all the NPC chatter about my heroic and villainous deeds was fantastic. On Torch I currently have "a little spider" for my Arachnos Soldier, "a little girl" for my Stalker, and "a smiling god" for my Corruptor. "a little girl" is by far the one with the most humor potential, though "a little spider" is a very close second.
  2. TL;DR: I don't like proposing this particular suggestion, but it is something I've grown to question over time. Pre-Sunset there were many threads regarding Knockback and Knockdown, much as there are today, where both sides would go head to head discussing how best to resolve their conflicting ideas about how the powers should work. The thing I've noticed over the years is that the portion of the community that loved Knockback was smaller then the portion that disliked it, though both sides of the issue were fairly equal in the strength of their opinions. That is certainly an assumption created from anecdotal evidence, but I feel it holds true today. This is my first assumption, and probably won't be my last, for this topic. I've also tried to ensure that any changes I suggest be something that I've seen done in the past, however this will probably be another assumption on my part for things I remember incorrectly. This leads into my primary suggestion: Powers that only provide an inconsistent amount of Knockback should have their magnitude reduced in level to cause Knockdown when facing even conning minions with no resistance to KB. To clarify what I mean by inconsistent Knockback, I specifically mean any power whose primary affect is not the Knockback itself, but has a less than 100% chance of Knockback when the power hits a target. For example, Luminous Detonation (human form PB Targeted AoE power) always deals damage when it hits, but has a 50% chance to Knockback at a 1.96 magnitude. I would consider this incidental Knockback as the power's primary function is AoE damage. My secondary suggestion would be: Raise the magnitude of incidental Knockback powers to the point where a single TO (or possibly DO) would cause the power to go from Knockdown to Knockback. I suggest this high of a value for a couple reasons, but the biggest is that people like Knockback. I want it to be easy to go from Knockdown to Knockback, especially with sets that provide Knockback in combination with other effects, such as Damage or Accuracy. This reduces the amount of 'waste' one feels when slotting to get the Knockback in a power the player wants. This will cause lower level enemies to get knocked back instead of down, but that's exactly where we are now with these powers. My reasoning for suggesting this change is that an entire slot must be dedicated on a per power basis to change from Knockback to Knockdown. With (the assumed) majority of players preferring Knockdown, this reverses the situation so a (again, assumed) smaller percentage of the players have to make the sacrifice. With the secondary suggestion, this would reduce the slot cost by allowing Set IOs that provide even a third of an SO's effect, such as the Knockback/Damage/Endurance, to turn a Knockdown into a Knockback while providing extra effects. As a personal note, one of the few things I dislike about Knockback is when it is incidental. When a spawn of 10 is hit by an energy blast, and half go flying off, I get annoyed. And finally, I'd like to bring a few counter points to this. This is an effective nerf to Knockback, almost across the board. Longer distance means more time the NPC is unable to attack and this would change that. I've tried to minimize that as much as I can, so would love to hear from people who love Knockback to get additional perspective. I also have no idea how PvP would be effected by this suggested change. Like, at all. I don't PvP, and don't know how Knockback is handled there, so I'd love some input on that front if possible. In the end, I want reasons why this idea won't work. Feedback is for finding problems, and I look forward to hearing them.
  3. I want to start off by saying that I am not, and never have been, a fan of PvP. It’s not enjoyable to me, and I’ve tried it initially when the Arena came out, again when PvP zones got big, and would risk it for PvE rewards from PvP zones. With all that said, I stand firmly with the PvP players in this thread because they’re right. All of the listed changes weren’t for PvP. The Hurricane thing was specified for PvP, and I remember that because it was a one of a kind treat where they said that yes, it was for PvP, but that it shouldn’t affect PvE. They were mostly right there, so I don’t even fault the Devs for that. Claiming PvP is the reason for all the changes in PvE that people don’t like is being dishonest to yourself at best, and deliberately revisionist at worst. But it’s always been easier to blame the minority for perceived bad changes. And honestly, the fact that an official voice has come to this very thread and said what they hope to accomplish and possible changes they want to make should have been the end of the discussion. Instead there are players blaming other players who had valid concerns. Ignore the fact that players weren’t supposed to have that, because players did get it, and want to keep a developer tool. I get that, because it is useful. Which is why the fact that GM stated they’re looking to keep the functionality without the game altering issues. Hell, PvE players should be -rejoicing- about the fact that the Base Teleport power is being looked at now, that base to base travel is being considered, and that ease of gameplay is getting a bump in general because of this.
  4. Considering when this thread was made there was only one thread on the first page of the Suggestions forum calling for a nerf of any kind, I’m inclined to think there is no significant movement in that direction. In fact, the majority of this forum has been a combination of buffs and QoL improvements. Personally, I feel that with there being new developers people have become emboldened about re-asking for things that the original developers would never do.
  5. I remember collecting the CDs they’d mail out and using them for the free trial every time the previous one ran out.
  6. This is the only change I’d want to see as well. The formula for how XP is gained using confuse has been generously in the player’s favor for a long time, and I don’t expect it to change. If it did, I wouldn’t object, but I certainly wouldn’t expect it or ask for it. Adding Confuse to the list of things Containment affects makes sense though. It almost feels like an oversight, but I imagine when Containment was added the Devs of the time absolutely had to have had a discussion and chose to not include it. Wish I knew why.
  7. So I like this question a lot. For me, Recall Friend is the only reason to dip into the pool (and usually if I don’t have something else I want more at that level). TPFoe: A ranged pull power. Useful, if every AT besides Stalker didn’t already have a ranged way of getting someone’s attention, and usually better. From Taunt to Snipes, there’s nothing for me in this power. Others might have a better use I don’t consider, and I hope they do because I’d like to know. Maybe it’s a diamond in the rough for me. Teleport: Doesn’t really do it as a combat trick, the Hovering removes mobility, and there’s a whole other thread on that aspect. As for traveling, it’s a bit to involved for me. Fly is my go-to, and I’m happy with it. Group Teleport: Just... I mean really. Long Range Teleport: To far into the pool for me to bother with. And it’s a nice power, but not something I feel like I have to have to get around with all the other options that exist.
  8. Yes, actually, I do. Often with stealth characters, many support characters, and sometimes my hardy characters. The ones more likely to survive in a TPK. I’m not sure why it’s hard to believe. Edit: and just to be clear on this point, Recall Friend is literally the only power from that pool I do take. I don’t care for either Teleport or TPFoe, so never even get to the other powers. And even if I did, I still wouldn’t think it a good idea to just toss out the tier order of existing powers.
  9. I appreciate you considering that I exist when redesigning the entire teleportation power pool. I feel that moving a T1 pick in a pool to a T4 slot is never a viable option, no matter how few people you believe use it. If you feel a power pool choice needs improving, doing so while in the constraints of its tier is the best, and in my opinion only, option.
  10. F is always my primary travel power, and G is the secondary (Hover, CJ, etc). If teleport is used, LShift+LMouse is the go to, with LCtrl+LMouse for secondary teleports (Dwarf Steps). Mouse4 and Mouse5 are used when I have toggles that I’ll use often, and N is for turning those off (Kheldian forms, or Hurricane). V is the Stealth power, if I have one. Sometimes I’ll set Enter as a “/afk Smacking the keyboard...$$beginchat”, depending on the character and how I’m feeling at any given moment. I may look into using WERD on a character, and see how it feels. WASD has felt a little cramped, and I have to stretch for 5 and 6, so that might go over better.
  11. I’m much less opposed to breaking it than when the game was official, but I still think it’s worth considering. If only because people use the power, and may actually like it. Brief consideration is better than none, IMO. Just kidding. No one uses this power.
  12. This would break the Cottage Rule, but maybe replace Team Teleport with ‘Wormhole-lite’? An AoE TPFoe that has smaller radius, or doesn’t have the status effects, or simply has a higher end cost to make it less efficient than the Gravity control version.
  13. I feel your pain. I’ve never had money enough to make that mistake, but I don’t need to get my hand stuck in a blender to know it hurts.
  14. Oof. I’m embarrassed that PvP didn’t even come to mind when considering changes to TPFoe. While I’d like it to be more of an attack than it is now, I understand that’s probably not the way it will go. If secondary effects are on the table for it, combination of ‘does not aggro’ and confusion would be my first impulse.
  15. It probably doesn't need damage, but I'd like it as a comparable alternative to the other travel power attacks. So removing the interrupt, adding damage, and some short soft control. That's just my envisioned fix. Having it work as a non-aggroing ability isn't a bad idea, but it wouldn't improve my chances of choosing TP Foe either.
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