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FupDup

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FupDup last won the day on April 24 2023

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  1. No Sentinels? 😞 Anyways, I think the chain/ricochet thing would probably just be on one or two powers rather than every power having it, because that would mess up proc rates and damage formulas (AOEs are weaker than ST).
  2. In regards to defenses, I would rather make Water Armor be a resist-focused set to reduce overlap with Ice Armor (which is already a cold-themed defense set). Maybe try to somehow make it an "absorb set" where multiple layering absorb powers were the main layer of protection, backed up by modest resistances (since there's already multiple resist-focused armors too). I see it more like water being a "cushion" that softens incoming impacts (i.e. try to move through water or throw a projectile through it) and spreads damage around (splashing/waves).
  3. Crey Septic Tank units confirmed, using the new Toxic Blast.
  4. To be fair, those two were intentionally designed to be extended tutorials.
  5. Sents are currently excluded as well, for the same reason as Tankers (didn't previously have it so no backwards-compatible legacy choice).
  6. Somebody on the Discord actually had a similar idea, where procs would have a 100% chance to fire off but the damage dealt would scale based on your PPM calculation, so basically slower powers would get a bigger chunk of damage while quick spammy powers would only get a small bit for the same proc. I wouldn't mind it because I don't like RNG in combat (hypocritical opinion to have in a game with tab targeting, I know), but it would certainly detract from the "flavor" of procs being a dice roll thing and there might be people who like the gambling element. And IDK how it would look in terms of coding so I just went with simple stuff.
  7. I'm going to actually make a serious post in this rapidly deteriorating thread, regarding procs and a little bit of general balancing. These are all based on things that we know to be possible coding-wise, since if that were not an issue, I would very much want deeper things done. The wishlist here includes: >Slotted recharge no longer reduces PPM. Perhaps increase the weighting of animation times in the PPM formula to help slow casting powers suck a little less (it's currently only a small factor). Base recharge remains a factor so that we don't reintroduce the old "buzzsaw" meta. >Non-damage procs like Energy Manipulator and Decimation get brought up to at least 3.5 PPM to match damage procs (or a little higher even), because damage is intrinsically more valuable than anything else. Resistance debuff procs are counted as damage procs here, as are Build Up procs, so they are not getting buffed probably. I'm also counting things like Regenerative Tissue in this category of things to buff. >The proc-boosting mechanic from the new Cupid set is proliferated to all procs, with the power of this boost depending on each individual case (i.e. purples like Hecatomb should only get a boost at 6 slots, but crap sets need a giga boost). >Add a lot more enhancement sets, including ones with procs, to categories currently lacking to help level the playing field a bit (i.e. Stuns and Sleeps need procs way more than Holds do). Try to include underutilized set bonuses like range in these where possible/logical. >All existing sets now go up to level 50, and have more set bonuses added if their existing tiers are shit. Note that I'm not asking for the current bonuses to be stronger, just for there to be a second bonus added to each tier (i.e. 2 bonuses at 2 slots instead of just 1 bonus). Sets with good bonuses already like Cloud Senses of course won't need that. >Some specific bonuses like recovery, regen, and damage are kinda weak and might need a bump. >Buff Sentinels, because yes.
  8. That picture isn't the best for this, but the way that pictured unit works is that their gauss rifle weapon is in fact operated two-handed like a giant assault rifle. The shield however is mounted directly to the shoulder rather than being held in the off-hand. Art from a different person: If we were to get two-handed weapon sets with shield, the shield would probably need to be mounted on the side of our glove costume piece or something like that instead of being held in the hand. That, however, could present an issue since the game might not be able to mount an item in different spots based on your attack weapon choice due to spaghetti code shenanigans. For Sentinels that would be less of an issue since we could just give them a slightly altered version that always mounts it to the glove/shoulder no matter what primary you have, but for melee classes it gets more complicated. It would probably be weird to make all the existing melee sets mount it on the side, and I don't think HC would like the idea of a second "dummy" Shield Defense set (with side mounting) existing as a separate armor set choice for the currently excluded sets like TW and such. All of this assumes that side-mounting would even be possible, which it very well might not be.
  9. In an ideal world, I don't think Shield should be prevented from pairing with any set. I very much want to pair it with two-handed sets like Assault Rifle (see the Starcraft Marine fanart posted above). What I meant is that we might have to limit the types of shield models that certain attack sets could use with shield (i.e. small models like what Cap America used in Infinity War), but I think they should all have some sort of option for it. The issue is mostly technical baggage, and we might have to get creative to work around it if it's even possible.
  10. I want Shield Sentinels as much as anybody else (probably more, actually), but if there's no physical shield present then it's just not the same set anymore. If we somehow got around animation/weapon slot issues, we might have to restrict which shield models were usable with certain sets to minimize visual clipping jankiness, but there NEEDS to be something there even if it's small. The vibes just wouldn't be the same without the shield.
  11. The main issue is that Chilling Ray has a 63.9% DPA loss compared to Freeze Ray on Blaster, and for reference most Sent attacks only have a 2.5% loss. It also has an inferior mezz effect with no proc slotting choices.
  12. During open beta testing, Stalker and Sentinel Psi Armors had their damage auras exchanged for damage debuffs instead. COD displays the new name (Aura of Madness instead of Insanity) but they still are listed as doing direct damage and not debuffing enemy damage. https://cod.uberguy.net/html/power.html?power=stalker_defense.psionic_armor.aura_of_insanity&at=stalker https://cod.uberguy.net/html/power.html?power=sentinel_defense.psionic_armor.aura_of_insanity&at=sentinel Scrapper for comparison: https://cod.uberguy.net/html/power.html?power=scrapper_defense.psionic_armor.aura_of_insanity&at=scrapper
  13. I'm kind of obsessed with it, actually. Like, I've got 2 different Beam Sentinels already and I've got more variations on my alt backlog. Please send help (or don't).
  14. The devs don’t seem to be in any hurry to fight Battalion, and I don’t really blame them. Sure there’s story build up, but it also feels kinda like story power creep to justify more premium incarnate tiers. The Last Bastion becoming a playable hazard zone could be cool though.
  15. Empathy/Archery Defender
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