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General Idiot

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Everything posted by General Idiot

  1. Assault gives +damage though. They're not seperate, just two terms for the same thing. There's a few powers that do add outright bonus damage seperately from +damage that sometimes also say +damage in their tooltop but usually you can tell the difference by them specifying a damage type in their long description. Fiery Embrace is the only one that doesn't, I think, because way back when it actually was just +damage and they didn't update its description when they revamped how it works. The bigger issue with allowing enhancements in +damage powers is that damage enhancements ARE +damage under the hood. So if you made a +damage power enhanceable, it'd be enhancing itself. Especially in the case of a toggle like Assault this would result in the damage bonus increasing infinitely and exponentially, likely until the number overflowed the variable it's using in the code and the server crashed.
  2. I am genuinely amazed no one has taken this in the month since it was posted. But now I did, so thanks!
  3. I suspect the actual code is trying to pull them to your exact location, and letting the game's collision detection arrange them wherever from there which doesn't consistently put them in any particular spot. To get it to stack things consistently in one spot or relative to their former position would thus require new code to be written that could end up being quite complex. Which is not to say it's impossible, just that getting consistent positioning out of it may be a lot more effort than you're possibly assuming.
  4. As will Hover or Combat Jumping, or any other power that gives air control.
  5. The main problem with a psychic armor set is how do you differentiate it from Willpower, which is pretty much already that concept in a lot of ways. Even this suggestion has two powers that are barely renamed copies of powers from Willpower. Mechanically the other seven powers have different effects, sure, but they're all pulling from the same conceptual space - the whole mind over matter bit that we already have a set for. On a more practical note - having melee and ranged defense but no AoE is extremely bad when almost every mob has an aoe of some kind. Having psi defense explicitly when you already have positionals is going to do literally nothing against all but a tiny few powers that don't have proper positional tags and honestly those are more likely a bug than anything. Astral projection seems way too gimmicky to be actually useful most of the time, and I'm not sure the game engine can actually do what it requires - it'd have to spawn your body as a seperate entity, make all your running toggles affect that entity instead of yourself, keep track of that entity's health to affect you in turn, teleport you back to the body's location when it expires... I love the concept of it but it'd be a nightmare to implement, if it'd work at all.
  6. Gaining a new stack should reset the duration on existing stacks, yeah. So, so many times I've gotten a third stack and gone to use AS only to have one fall off just as I hit the button.
  7. See I always wanted the opposite - taking Mace Mastery should unlock the Arachnos maces for use with War Mace as well, so you can set both to the same and ideally then have no redraw between them. Having some extra mace options for Mace Mastery isn't mutually exclusive with that though and very much would be appreciated as well.
  8. One thing I could see them doing is increasing the limit on pool powers by one, and making epic pools count toward the limit. So if you choose to not take an epic pool, you can take one extra normal pool instead. I'm not sure what effect that would have on overall balance though, some ATs care more for their epic pools than others.
  9. Not long after Homecoming started I saw a really good suggestion for a hellfire assault set using the whip animations for ranged powers and fire swords for melee powers.
  10. CoH spaghetti code strikes again I suppose. Good to hear it's on the to do list already though.
  11. So I just picked up Infiltration on my Ninjitsu scrapper and discovered it can't be active at the same time as Shinobi-Iri. That I didn't assume that was the case is on me I suppose given that's how stealth powers have always worked and also it's in the description of both powers, but. It leaves me with the option of having my travel power active or having a significant chunk of my defense active. And more annoyingly, it means every time I swap between the two I get the loud and after a while rather annoying sound effect from one or the other. Thus, I'm wondering. Instead of having stealth powers be mutually exclusive so you can't stack, could they be allowed to be activated together but be made to have only the larger effect apply like how travel powers do now? Especially with there being a travel power with stealth now, it's awkward to use on anyone that has their own stealth power - Ninjitsu scrappers or sentinels, dark miasma, storm summoning, possibly Stalkers but I think Hide usually does stack so maybe not them. Edit: Alternately, add the Utility Belt pool that was going to have a similar travel power presumably without the stealth effect, so those looking for the enhanceable ninja run aren't restricted to their only option being Infiltration. Admittedly, extending the new mechanic might be less work.
  12. If I remember rightly there's a Gadgetry pool in the game files somewhere which was a technology themed pool along similar lines to Sorcery for magic and Experimentation for science. That had a Jetpack power as its travel power, which I'd like to think they still plan to add along with the other origin pools eventually. One could suspect the reason it's not been added just yet is possibly due to them knowing people will want to customise the jetpack and needing to put in the work to make that doable.
  13. The d&d nerd in me wants seismic sense renamed to tremorsense. That is all.
  14. Does this also fix the long-standing bug in the ID editor where it will occasionally insert extra characters that don't render in the text window but still take up space? Cause half of my characters if I try to edit their bio it suddenly sprouts a hundred or more phantom characters and having to strip them out every time is a frequent annoyance. More specifically what it's doing behind the scenes is usually inserting ' ' instead of a space which renders the same but takes up five characters instead of one. If this change doesn't fix that, I'd love to see it looked into.
  15. I mean, Hawkeye could harm Superman. All he needs is a Kryptonite arrow. And to not be in a completely different universe made by a different publisher but still. ...Green Arrow on the other hand, he just needs the fancy arrows. I think some versions of him even keep a few around just in case.
  16. Pretty much this. While I like the idea, changing Stalkers to be it at this point would achieve little other than irritating every person who enjoys Stalkers as they are. It'd be better as a completely new AT, being as different as it is.
  17. My preference would also be for such a concept to have powers that work both in and out of the vehicle. Additionally to keep the vehicle relevent even when you're on foot, have some of the heavier powers have VFX that appear to fire from offscreen or above, to give the impression of the vehicle on remote control providing support while lighter powers fire from the character's handheld weapon or similar. Either that or just make the vehicle a controllable pet when you're not in it. Sky Raiders get their skiffs into office buildings, why can't we.
  18. Not true, they existed on live too. As far back as at least 2007, if Paragonwiki can be believed.
  19. From a few pages back, but I claimed this one. Thanks!
  20. Hopefully, with more time to look at it again, they'll also have time to implement something a little less harmful to people's enjoyment that still accomplishes whatever it was they were trying to achieve. To the devs, though: Thank you for listening.
  21. And has attracted almost universally negative feedback to boot. I very much hope they're just taking time to decide on another way to accomplish whatever mysterious and still entirely unexplained thing they were trying to achieve with this rather than hard commiting to it. Outside of PvP (where movement control matters a little more) there's literally no conceivable reason I can think of why this has to be changed other than some nebulous idea of consistency applied so thoroughly that what's actually fun to play isn't even being considered. And if it is really only PvP that's the reason this has to change? Please consider making this change only apply in PvP. Let me be very clear: this is a change that actively harms the gameplay experience of every player with the affected power sets. That alone should be reason to reconsider it, and that by all appearances it doesn't seem to be is very concerning. What's even more baffling is they gave the movement buff to the blaster version of Shinobi-Iri in the same patch they neutered its usefulness by having it no longer stack with movement powers. Why not just not give it the buff in the first place?
  22. So I'm looking for a name for a new fire scrapper and coming up blank. I found 'Everflame' in one of the lists posted a page or so back but that's been taken already. I'd like something along that line but I'm not coming up with anything. Anyone able to suggest something, maybe?
  23. When you say they don't show in any of your other powers, do you mean you're looking in the enhancement screen? Because set bonuses aren't enhancements, they won't show up in there. If you check combat attributes you should be able to find the 5% range and 7% accuracy buffs listed under the respective stats in there.
  24. I have to wonder at the logic behind making pool powers suppress primary/secondary powers, here. Especially the relatively small jump buff from Combat Jumping removing the much larger buff from Shinobi-Iri. Especially since so many people take combat jumping for the defense buff or to slot various IO procs in, that one in particular is going to annoy almost everyone wth Ninjitsu I'd bet. If nothing else, it should at least preserve whichever buff is larger. Was stacking Ninja Run and Shinobi-Iri really that overpowered that it needed nerfing though? I can see maybe in PvP specifically (I know the movement control in Gymnastics not suppressing with travel powers was a distinct advantage for some there and nerfing that I fully understand), but seriously do the devs just have a grudge against people getting around quickly without travel powers now? Cause as much as I doubt it's that simple, between this and the teleport powers and the passcode stuff it's really starting to feel like it. I too would really like an explanation of why this change was made.
  25. For a random powers AT to work there'd need to be some kind of logic applied to how it chooses the powers for it, to prevent the already mentioned awful unplayable combinations from happening. You'd need stuff like at least X powers must be damaging attacks of some kind, powers probably weighted toward what the chosen AT scales are better at, and specific things like if given Mastermind pets must also be given upgrade powers and if given something that builds combo points must also have something that spends combo points, etc etc. Done like that it could work but it'd be a lot more effort than it sounds like at first glance. A full random selection though just has too high a potential of producing completely unusable characters.
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