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Menelruin

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Posts posted by Menelruin

  1. Just what the title says:  Has anyone made any yet?  I'm assuming they'd probably have either Leaping or Speed for travel, as Flight doesn't seem conducive.

     

    On a related note.....is there a sub-forum specifically for build requests where I should post things like this?  I skimmed through and didn't see one......

  2. 23 hours ago, Rudra said:

    And to top it off, there were several enemies that could and would knock you out of your placed sigil. I very rarely saw anyone with a sigil power because of that. So now let's bring it to CoX so we can be knocked out of our defensive glyphs here too! (That last part was sarcasm, just to be clear.)

    Hmm, horrible idea:  What if the glyphs were pets that followed you and boosted your durability? 

  3. 46 minutes ago, Rudra said:

    Reading through the later posts in this thread, and am wondering... why? Why do you think or want regen to only heal you up to the damage a given attack inflicted or make it only heal back a portion of damage you just took? I'm probably reading this wrong, but that is what it seems like the later posts are asking for. Every regen character I've ever read in a comic did not stop regenerating after they healed the amount of damage they took from any given attack. They healed. Until fully recovered. Every time. Some took longer to do so than others, but they all healed to full health regardless of what affected them. (Hells, look at Wolverine. He was constantly regenerating even when not injured because of his adamantium skeleton. And even when he didn't have it, he was regenerating over his claws, requiring him to injure himself routinely to keep the channels clear.)

     

    Regen as a power set as is does that. It may be a nuisance set with all its clicks, but that is it.

     

    Now for the OP? It sounds perfectly fine to me. If it can be implemented. (Or, you know, just make the heals toggles instead of clicks.)

     

    Edit: That was actually one of the few things I liked in CO. Their regen power gave damage resist and regeneration. The higher your health, the more resist you had and the less regen you had. The lower your health, the less resist you had but the more regen you had. So when you were mauled, you were healing insanely fast as you tried to wipe out what was killing you, but you took a lot more damage for it.

    I don't mean for ALL the powers in the set, just maybe have ONE toggle that does this.

  4. Weird idea for a toggle, just brainstorming something odd from another game I played recently:

     

    When active, every time you take damage, automatically heal some tiny percent of your life.  Yes, this means you're incredibly resistant to DoTs, but won't have as much protection from alpha strikes.....but I think that thematically fits for Regen?  Alternatively, it could only proc when hit by a damaging attack (so the first tick of poison might trigger it, but not the rest?  Not sure about Rain of Fire though).

  5. 4 hours ago, biostem said:

    One thing that's bugged me for a while now is how the energy blast sets seems to kind of be trying to be 2 different things at once.  I feel like the set should be replicated/split into 2 sets - they can look identical, but have 2 different effects:

     

    1. "Concussive Blast" would the one with all the knockbacks, but change the damage type to smashing.

     

    2. "Energy Blast" would deal pure energy damage, but instead of the knocks, it could apply some other secondary effect - maybe no secondary effect for the enemy, but an overall lower end cost or slightly better recharge rate to compensate.

    WIND BLAST WIND BLAST WIND BLAST WIND BLAST! ❤️ 

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  6. 55 minutes ago, blue4333 said:

    I have tried Storm Summoning on Controllers and on a Corruptor. But it really does seem like the Controller pairings (those with immob powers at least) is more efficient.

     

    It's a shame because Ice Blast or Water Blast pairings with Storm Summoning are thematic but not that good because of the mob scattering. It feels kinda guilty playing a Water/Storm corruptor on a team and making the enemies scatter away from the tank/team.

    A lot of my characters are based on Mega Man bosses, and I've longed for Wind Control so I can properly make Air Man....

  7. 9 minutes ago, The_Warpact said:

    Having a really really bad day in the ole Healthcare industry and I'm afraid it's spilling out into the forums...not an excuse but an explanation. 

    What React do I give here that's the equivalent to FB "Care"?

     

    P.S., someone is alive because of your suffering, and it will always be worth it.  Thank you.

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  8. 13 minutes ago, Naraka said:

    Lol well apparently I already attempted to hijack the thread.

     

    If you're planning to do a set write up in another thread and you want some feedback, you can ping me. I spend entirely too much time talking about random ideas.

     

    As for your ideas, Force Field does provide debuff resistance but only to defense debuffs and endurance drain.  As for resistance to resistance debuffs, that technically exists with resistance buffs...i.e. a +res to smashing damage will resist smashing resistance debuffs. There is no other way to resist resistance debuffs.

    Heh, my only other idea (that doesn't really connect with the OP at ALL), was looking at a comparison with, of all things, Energy Melee.  The set initially does X, and folks want it to do Y, which is problematic for one reason or another.....so the dev team balanced it by letting you build stacks of a buff, to then do Y!  I have NO IDEA what sort of effect you'd get from a stacking buff from FF (it's not as clear cut as Electfical Affinity was, with Static), but was just a brainstorming idea 🤷‍♂️

  9. 36 minutes ago, The_Warpact said:

    No and no.

     

    I didn't know it was required that anyone had to explain themselves if they disagreed with something. 

     

    But, I'll be friendly now that I have time to respond. 

    The game is built upon a series of checks and balances, removing a component of said powers removes the balance of that power.

    To put it simply people aren't just going to stand there while a tornado is racing towards them or stand in a lightning storm.

    No they are going to run, hence the fear component. Mind you it doesn't affect every enemy.

    That being said typically I put Storm with a controller set to lock enemies in place and then unleash hell on them. Hence no running away.

     

    The game is easy enough, the continued wishing for things to be easier is an annoyance. Build your toon to take these things into consideration, instead of nerfing something. Hence the thumbs down.

    Doesn't that mean all kinds of AoE damage effects with a duration, should ALSO trigger Fear?  How about Meteor in Seismic Blast?

     

    Do you feel Storm Summoning is on par with other support sets overall?  Or are you just opposed to any positive change to sets, due to the game being "easy enough" already? 

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  10. Man, now I'm suddenly thinking of a bunch of other options for improving FF, but don't wanna hijack this thread, and I'd feel like a dick if I made another so soon after yours.....

     

    EDIT:  Actually, you know what?  Two of my ideas might mesh really well with yours....

     

    I haven't studied all the Buff sets in depth, but I know that some boost defense, some boost resistance....but are there any that notable provide resistance to DEBUFFS against those things?  What if the two other modes for FF were to provide either resistance/protection/whatever to either Defense Debuffs, or Resistance Debuffs?  That could still mesh well with both the original purpose, while still giving it a niche that (to the best of my knowledge) isn't currently filled?

     

    DOUBLE EDIT!  To be clear, I am NOT suggesting FF actually give any resistance ITSELF, just protection from resistance DEBUFFS.

  11. Someone made a Dark/Regen build for me a while ago, and I could dig it up, but it's kinda hyper-specialized:  It exists SOLELY for tanking Hami, without any need for outside Supports.  So it's probably not what you're looking for....

  12. 21 hours ago, Redletter said:

    Also, arm casts for Assault rifle that remove the gun entirely. I'd rock that awful set if I spice it up to make a bootleg jango fett

    I still want Beam Rifle and Assault Rifle to have options for shoulder cannons!  And a "mage staff" skin for Beam Rifle!

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  13. I remember seeing a big thread for consolidating all the suggestions for new ATs, but couldn't find it, so here's the basic rundown.  New AT called Skirmisher which, no surprise, has Assault sets as the primary, and the Scrapper version of Armor Sets as the secondary.

     

    As for the Inherent, I think I thought of something that could work for encouraging switching range:  Break Rythm, or something similarly named (Combo Breaker sounds like something specific to Street Fighting).  The idea being that suddenly switching up your range throws the target off balance, leaving them vulnerable.  Attacking with only melee attacks builds stacks of Off-Guard, maxing at 3.  At 3 stacks, your next ranged attack  takes the target by surprise, temporarily lowering their defense.  For going from Ranged to Melee, you're able to nail them in a vulnerable spot with crushing force, temporarily lowering their Resistance.

     

    Thoughts? 

  14. On 9/18/2021 at 2:28 PM, Greycat said:

     

    I don't know that I'd call this "unintuitive." Maybe it comes from being a big flight sim buff, where (like in normal flight) pushing a joystick (or mouse) forward makes you dive - IE, head towards the high-drag region known as "ground," or look down - and pulling it back makes you climb. But even without that, if you move your head forward, eventually it's going to tilt down, and pull back = up.

     

    I've found the other way to be the unintuitive one, and utterly impossible to get used to.

    I think the first game I ever played where it mattered was Super Mario 64, and it used "inverted" the same as a flight sim.  Ever since then, it's always felt natural to me that stick/mouse go forward = "down,"  stick/mouse go backwards = "up."

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