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Everything posted by PaxArcana
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Add a new inherent toggle power for changing KB/KD
PaxArcana replied to Rylas's topic in Suggestions & Feedback
That's exactly what I'm suggesting, except, make the debuff last for a while, and be self-stacking. For example, if it lasts for 30 seconds, and in that time you can hit them a total of eleven times .... using your numbers, for the last blow their KB protection has been cut by 100 points, and maybe they go down on their backside. ... even, if the buff is strong enough and/or lasts long enough and/or there's enough people with that set beating on it, an AV. (Which in turn suggests a fun badge to maybe strive for.) And yes, that means that the first few times you hit, their protection is absolutely going to laugh at you KB or KD. But, eventually ... "who's laughing NOW?" 🙂 -
Add a new inherent toggle power for changing KB/KD
PaxArcana replied to Rylas's topic in Suggestions & Feedback
... or reducing the target's protection against KB/KD, maybe ... -
Oh, but I absolutely do "get" (read: understand) what you are saying, Razor. Where I disagree, is with the magnitude of that difference's impact and importance.
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Add a new inherent toggle power for changing KB/KD
PaxArcana replied to Rylas's topic in Suggestions & Feedback
So basically, a toggle that would work like Bio Armor does (internally to the set), yes? When it's on, all KB becomes KD .... when it's not, powers are left alone. Well, here's a thing to consider: rather than changing the magnitude the way the IO apparently does .... why not just change the DISTANCE? It's still knockback, but it only sends them ONE FOOT back (and they fall to the ground). That's unlikely to be problematic for AoE or Melee characters, after all. -
Seriously, Razorcat. This is not an Archetype issue, this is a Razorcat issue.
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So if we go with your claim that "half" of the powers Tankers (etc) have are Toggles, at the point when the Tanker has 5 clicks and 5 toggles, and none are Travel or Pool powers .... the Controller has 9 clicks and 1 toggle, the Dominator has 10 clicks. Add 10 click powers to ALL of those? Tanker (etc): 15 clicks, 5 toggles Controller: 19 clicks, 1 toggle - difference: +4 click powers Dominator: 20 clicks, 0 toggles - difference: +5 click powers .... 4 or 5 extra powers is still not a crisis. And that is, seriously, what you're not getting: every click power to add to one archetype, you add to all archetypes. The margin of difference, in absolute number of powers, remains constant. Given the same character level throughout ... X extra click powers now, will be X extra click powers next week, and still be X extra click powers three years from now. Not Y, not X+Z. Just X, whatever that number might be.
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issue 26 Patch Notes for August 23, 2019
PaxArcana replied to Number Six's topic in Patch Notes Discussion
Sounds like an issue with your controller. My X360 controller does the same thing, I have to (using Steam) go in and define a very LARGE dead zone for the rightt analog stick, to prevent a similar problem (the camera slowly spins right and upwards). Edit for clarity: I mean, using the controller for games other than City of Heroes. I play CoX with keyboard-and-mouse. -
is there way prevent some clients from downlaoding?
PaxArcana replied to Papaschtroumpf's topic in General Discussion
But seriously, my D drive is only for games, and I provisioned it with 500GB of space. I should probably have went all the way to a terabyte for it, but rearranging partitions is a PITA, so ... 😄 -
is there way prevent some clients from downlaoding?
PaxArcana replied to Papaschtroumpf's topic in General Discussion
Oooh, oooooh, is this an e-peen contest? Because, LOL at your puny game ... Stellaris (with DLC, Workshop, and the Save files from my current game): 109GB SubNautica: Below Zero (with save file from one game): 109GB .... so, what's my prize for winning? 😄 😄 😄 -
Except, really, they haven't been adding for 10 years. Some, yes, but not a huge quantity of them. And, here's the part you seem not to have grasped: Every non-toggle power added after Issue 1 (and aside from the Villain-vs-Hero Epic pools), was added to all archetypes in equal measure. Five (or nine, or however-many) click powers added to Controllers or Dominators? The exact same number were also added to Tankers, Blasters, Masterminds, etc.
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That's not what was said. Ignoring Pool, Temporary, and Prestige powers, Brutes, Tanks, Scrappers, and Sentinels tend to have roughly 6 powers that are Toggle or Auto. On average, Controllers look to have roughly 3 such powers. There is only a difference of three powers there. To put it another way: within theor Primary and Secondary powersets, the Controller might have ~15 "click" powers. In the same, exact circumstances, the Brute is going to have ~12 "click" powers. 15 is not so very much more than 12, that we need to introduce more potential for automating combat, and risk opening a Pandora's Box.
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... people who *GASP!* dare not to love and adore your idea. End of list.
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Just a total aside, I would shit an actual cinderblock - to hell with pissant little nothings like mere bricks - if it turned out Flea really was Reynolds. I mean, seriously ... who here would not be absolutely gobsmacked by that? 🤣
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... Nemesis Plot confirmed ...
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Not really, no. They limited the number of powers you would ever have, Click or Auto or Toggle or anything else. You didn't say "can". You said "are". There's a non-subtle difference between the two. I'll try and be charitable and chalk it up to English not being your first language (because lord knows how badly I'd butcher anything but English). So. Yes, a Scrapper, Tank, Brute, or even Sentinel might have five, six, or seven toggles in their secondary. But, Controllers can have as many as three in their secondaries. Force Field, Nature Affinity, Radiation Emission, Sonic Resonance, and Storm Summoning all have three toggles. That's 5 secondaries, out of 15. Most of the rest have either one or two toggle powers. So I'd say, 2 is a fair "average" number of toggles for Controllers ... plus, most of the Controller Primaries seem to haved a toggle somewhere in their lineup. So the difference, on average, is about: THREE POWERS. That's what separates the typical Controller from the typical Tank (etc), in terms of how many powers are Toggles or Autopowers. THREE. Again, I say to you: not a crisis.
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issue 26 Patch Notes for August 22nd, 2019
PaxArcana replied to Leandro's topic in Patch Notes Discussion
Highly unlikely; changing from 32 to 64 bits isn't going to eliminate the need for components of the graphics engine. -
You seem not to realize: So could the controller just because it's an autopower, and in a pool, doesn't mean you should take it ... on ANY Archetype ... only five to seven of which are specific to that character being a Tank. Sorry, is not math, is just laziness.
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Dunno about secondary, but two Thugs/ Masterminds could be interesting. Four Enforcers, and two MMs, all running Leadership toggles ... and then drop two Gang Wars at once. 😄
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No, not really. Of the secondary set's nine powers, typically six are Auto or Toggle powers (give or take one) - and thus, three are not. Six, out of eighteen, is one third, not half. Controller EPPs typically have one, sometimes two toggles; most Scrapper EPPs have none at all (a couple have 1 or 2). Beyond that, no archetype has more, or less, toggle powers than any other, because they share access to the exact same power sets. ... So, I'm still gonna have to say "nope - working as intended", and add a nice side of /JRanger as well.
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... try a Mastermind, sometime. Because honestly, al archetypes require a great deal of attention at the uppermost levels.
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That is intentional. The goal was, and IMO should still be, to not make it easier to script automated or semi-automated combat.
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As Ironblade mentioned .... the way you've been asking (and the repetition of your asking) looks like nothing more or less than concern trolling. Have fun with that.
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Except, really it is. There are people who will, to create a name, stare blankly at a thesaurus (or google translate, or whatever) for an hour .... and get nothing. At least my workaround might actually work for someone like that ("add a roman numeral").
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Not everyone is creative in the same ways. I've known people who could craft a wonderful backstory, full of so many twists and turns and details to explore, while all holding together remarkably well for plausibility and consistency .... but every single time they had to come up with a NAME, it was Bob. Or Sue. Or Mrs. Smith. They would literally choke on the names. Flipside, I've known people who couldn't narrate themselves out of a wet paper bag, with a team of native guides and a well-lit, paved road leading out. But names? In the space between two breaths, they could spit out three to five names. Names that just oozed character, and story potential. And were always setting- and genre-specific, across a wide wide range of possibilities. ... So if someone says they struggle to come up with good names? Don't just tell them "get creative". They may already be exceeding the limits of their own creativity where names are concerned ...
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In a lot of games, you will struggle to defeat "more than one". And, in very many games of the time period when CoX was shiny-brand-new, you would struggle to beat just ONE mook, without a whole team behind you. So by the standards of the day, it was very heroic. Those standards have since changed. 🙂