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Everything posted by Enamel_32
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For the AoE radius proposal specifically, that's at least doable. Some of the older players might recall there used to be cone width enhancements, so there's precedent for this style of modifier as well. Agreed that balancing that would be... Very Difficult. If you don't enhance the stat very much, it's not going to be worth slotting. If you do too much it becomes easy to always hit the target cap for AoE powers. There is a cap, which perhaps helps things from getting out of hand, but a change like this requires significant consideration.
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A re-look at Stealth going away when you do something
Enamel_32 replied to DrRocket's topic in Suggestions & Feedback
Yeah... I think this is something that can likely be tuned per individual stealth power. Especially if there's already a power in the game that works differently. I'm sure most of them are currently configured to cancel the stealth effect once you've "attacked" an enemy, but this seems to equate to activating the attack power and probably that power succeeding on its accuracy roll. If we look at City of Data, we can see that a stealth power like Shinobi is flagged as canceling the effect when AttackedOther, Sleep, Stunned, Held, and MissionObjectClick. Contrast that with Hide, you'll see that it's only set up to cancel the stealth when Stunned, Held, or Sleep are active effects. The stealth is instead suppressed, when AttackedOther, MissionObjectClick, or Damaged. I'm not entirely sure what the difference between canceled and suppressed is, but my educated guess is that's the reason the powers work differently. Edit: there's probably another tag that could be used here for dealing damage, rather than attacking, as well. The game's got all kinds of parameters to utilize. -
Changing Origins (Null the Gull)
Enamel_32 replied to Perma-Newbie's topic in Suggestions & Feedback
In software, restrictions like this are never impossible to remove, just incredibly difficult. Given enough time and effort it could be done, but often that time and effort is better spent elsewhere, on things that more people are asking for. -
Should folks who contribute get something extra?
Enamel_32 replied to Troo's topic in Suggestions & Feedback
It's hard to see a transfer of money as a donation if the donor receives something in return, it becomes much more like a purchase. While I have no insight into the agreement made with NCSoft I can only imagine this ventures into undesirable legal territory. -
Trickshooter's Force Shield Powerset Suggestion!
Enamel_32 replied to Trickshooter's topic in Suggestions & Feedback
Neat! Some general notes: This could be an easy FX recycling power set, making it easier to get into the game. There's also some alternate bubble-style FX you could shoehorn in. What does this look like for stalkers? From a game mechanic point of view, it's not the world's most interesting offering, but that's fitting since it's emulating an issue 0 power set. For a new power set these days, I think people will ask: what makes it stand out? Maybe the stand-out mechanic IS providing both positional and typed (except psi) defenses? Not sure here. There's a lot of debuff resistance for being a defensive set. Mostly they just resist defense debuffs and sometimes -speed/-recharge and the other debuffs are avoided thanks to the defense. Purrfekshawn has opened an interesting door with the idea of incorporating procs. I think adding a chance for knockdown and smashing damage could add some fun repulsion flavor to the set. I think there's an opportunity to add or swap in a location-based bubble power, similar to Faraday Cage. Specific powers: Density Field: I would maybe consider a different or much weaker debuff effect, as the -recharge is ~3x stronger than the one in Entropic Aura, for example, and that doesn't also reduce enemy movement speed. Kinetic Barrier, Frictionless: Nothing wrong, but these are places where the set could be made more distinct from others. Force Recoil: Big crowd control. I don't think I would pick this power unless I was playing a capital T tanker to be honest. I do think it'd end up looking hilarious, since most knockdown animations put enemies on their backs, and they're simultaneously being pulled toward their target. Shield Compaction: I have a suspicion that the resistance component pushes this into Way Strong territory, but a click absorb makes a lot of sense to me for a defensive set, particularly at lower levels where you're getting hit more. Maybe it also makes sense to shift a portion of the defense debuff resistance from the other powers into this one? Force Sanctuary: the regeneration feels out of place here; it reads like an Empathy power to me. With the initial suggested numbers it's exactly as potent as Regeneration Aura and Regeneration Aura combined, though it differs in that follows the player around vs. being a one time click, and has a shorter duration and radius of effect. -
All stealth powers should have a no fade option
Enamel_32 replied to Random Axis's topic in Suggestions & Feedback
People RP all sort of stuff and... just let 'em? For instance there's nothing saying that an illusion or psychic-based form of stealth couldn't exist entirely in an NPC's mind. Stealth doesn't have to equate to transparency; and I believe a good chunk of the powers in question have other tells like particle effects and sounds when activated. I would be 100% on board if there is an identifiable alternative to it. The weird ones to me are group stealth. I think that's a case where the affected player is not always the one using the power, and they should know when they are under the effects of it. I think that can still be addressed without transparency, but it's worth calling out. -
A lot of the suggestions for overcoming MoG rely on having a team or a specific combination of powers, it seems. While that's a perfectly valid perspective, let's also consider that not everybody plays One Way or Another for all sorts of reasons. I'd personally like to see more variety in what MoG is currently lacking. Right now it's susceptible to psi damage alone (though it still provides a lot of defense), but what if it was one of several weaknesses, picked at random? You could even alter the FX to make it visually recognizable to liven things up a bit, like the ice armor, flame shield, and so on. This way it becomes more of an active gameplay element, while presenting less of a "solid wall of frustration" for some players.
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Unless you invest in additional stealth, a single stealth power from the armor sets is usually just enough to not accidentally draw aggro from a neighboring group. It's honestly pretty nice from an aggro management perspective as long as you're aware that the rest of the team might be more noticeable to enemies sometimes.
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Fury is a good power to focus on, rather than sweeping numerical changes, because its effects change over time and I feel the dynamism is part of the draw. A brute at full fury should feel like a force of nature, something terrible to behold. It takes (or should take) time, a bit of resource management, and decision making to build and maintain a lot of fury - an investment - so what fury provides should be rewarding. Today, it's what helps a brute achieve competitive damage output. I like the idea of providing mez resistance, and potentially mez protection (IMO that's tricky to balance) as fury builds. It's definitely in line with building that sense of overwhelming momentum. I've thought about suggesting recovery of an endurance discount, but some powerset combos aren't going to ever notice a change like that. I also like the idea of increasing target caps as fury increases, but at the same time, it's kind of copying the tanker's homework. Maybe it's less of an issue if their AoE sizes don't scale up as well? Looking at the field we have steady-state damage with some natural variance from critical hits with scrappers, more controllable alpha strike damage from stalkers, and most recently some serious AoE output from tankers. What's left for brutes aside from just bouncing between those goalposts? So now, a couple thoughts for consideration: Add a minimum fury level based on missing HP. Getting smacked down to 60% health grants you a guaranteed 40% fury to retaliate with. As fury increases, a portion of damage dealt bypasses enemy resistance. Pretending it's doable, brutes at full tilt become a source of more reliable damage, no matter the enemy type.
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I like the specific call-out for stalkers and the interaction between placate and hide, but feel maybe it should also apply to banes and widows that have taken their respective stealth powers too?
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Focused Feedback: Various Power Updates
Enamel_32 replied to The Curator's topic in [Open Beta] Focused Feedback
Regarding Frostwork: So the power loses what makes it unique and becomes slightly weaker (no increase in regeneration), so that characters at or near the Max HP cap can benefit from it? Outside of using incarnate powers, how often does this actually come up? Is it possible to "overflow" any would-be wasted +Max HP into +Absorb or otherwise make it more broadly useful while remaining weird/unique? -
issue 27 Focused Feedback: Attack Typing Adjustments
Enamel_32 replied to The Curator's topic in [Open Beta] Focused Feedback
This is where my head went immediately, and while it's complicated it might just be the most consistent way to handle defense/damage and I think it opens some interesting doors. The currently proposed change is simply taking the "lenient" defense calculation and inverting it to be "punitive" by favoring the more exotic damage types. Though in all fairness, it's being reported that this isn't too large of a change overall. I think it's still worth exploring that as an alternative. What strikes me most about this is that the defense calculation apparently cannot be changed in a vacuum. Instead, we see that various NPC attacks have to be tuned to fit this new calculation, altering ratios of the damage types and even swapping out damage types to retroactively make sense with the new model. We're not even applying this to player attacks at this stage, though it sounds like that's might be planned for a later date. It all seems just a bit off to me, a lot of work for what's billed as a small change. There's a lot of speculation here. I'd love to hear an official take on WHY this change is being made, the thought process behind it, and what it enables going forward. What's the goal for this? Is it because we want to reign in high S/L defense builds that IOs have enabled? Are some defense sets a little too strong? Are ALL defense sets too strong, and we want to make support sets like Empathy more relevant? Are certain NPC groups too weak or over-performing? Is this more of a philosophical change, not necessarily related to balance? Is it just a stepping stone on the way to something more meaningful? -
issue 27 Focused Feedback: Attack Typing Adjustments
Enamel_32 replied to The Curator's topic in [Open Beta] Focused Feedback
People here talk about +4x8 difficulty and that's important, especially for long term and endgame play, but how does this affect that already annoying stretch of levels where defense sets aren't at their full power? If I chose to level up an Energy Aura scrapper and haven't reached the IO level range, would I give up on that character or ask to be power leveled? -
issue 27 Focused Feedback: Attack Typing Adjustments
Enamel_32 replied to The Curator's topic in [Open Beta] Focused Feedback
Is there a reason to not apply individual defense types against individual damage types for a given attack? For example, maybe you'd block the lethal damage from the grenade but not the fire damage if you didn't had enough fire defense. Anything else (and I'm including both pre- and post-update defense mechanics here) feels like the attacks are being misrepresented and skews survivability above/below what a corresponding set of resistances would do. -
Yeah the engine limitations are pretty weird but there's probably still a few methods that could get you that desired effect. One option might be to grant nearby enemies a power that, when they attack you, grants you a single stack of a regeneration power. Thinking on being able to handle smaller attacks better than large ones... Imagine we've got a regen scrapper at level 1 with 100 HP. Enemies probably do what... somewhere between 5-15 damage per attack at this level range? We give our scrapper an absorb shield of 1HP (1% max health). The frequency of how often they're granted that absorb shield changes what it feels like: A one-time shield will reduce the next attack by 1. I'd probably think of it working like temporary HP or a proactive shield power. Once every ~2 seconds, like the blaster secondary powers, we're blocking 1 damage for the occasional attack. This probably feels like an innate ability, but more like a random dice roll than a guaranteed effect. At maybe twice per second or faster, we're consistently blocking 1 damage for most attacks. Large attacks and/or alpha strikes are still large, but small attacks become much less of a threat than before. If you squint your eyes, it kind of looks like instant healing.
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As you've mentioned, regeneration is... Reactive, requiring players to activate powers after taking damage. Using these powers proactively is possible but wastes a lot of their potential. Clicky. You've got 4 powers on different cooldowns to manage if things go south. Weak against specific debuffs like -Recharge, -Healing, and -Regeneration, it doesn't really protect itself like other sets do (Resistance naturally resists resistance debuffs, and most defense-based sets provide defense debuff resistance). To that, I would also add these faults: Almost binary in terms survival - the regeneration set is dominated by sustain-type powers. If you're feeling nerdy enough you can average out the health-over-time value for the click powers and end up with a rough total health-per-second figure. Any environment where incoming damage exceeds that value is not sustainable over time. On the other end of this, any environment where the incoming damage is below that threshold is going to feel easy, maybe even too easy. Building upon that thought, regeneration is "shallow" in terms of damage mitigation. Compare it to other sets where healing is provided as a secondary concern to other forms of damage mitigation, and as a result the effective regained health is some multiple of the green number you see on the screen. An enemy can't directly remove the health regained though electric armor's Energize, for example, because that regained health is bolstered by resistances. They'd have to deal more damage than the heal provided to break even. Regeneration is very old and has had some serious ups and downs over its lifetime. When considering changing a power set like regeneration, there are some constraints I try keep in mind: Try not to require a respec: breaking this rule means players will feel like they need to respec or change their build in some way to get the most out of it, and that can be frustrating even if the end result is a universal improvement. Introducing new enhancement types: adding a bunch of enhanceable defense to Dull Pain would prompt players to reconsider the balance of Heal, Recharge, and Defense enchancements for the power. The cottage rule: the core purpose or intent of a power shouldn't be changed unless absolutely necessary. Swapping Moment of Glory out for something else entirely probably wouldn't fly. Changes should make sense thematically. Changing Reconstruction to steal life from nearby enemies like dark armor doesn't make sense. So to me this means we want to keep things thematically centered around healing, add more mitigation layering if possible, and attempt to make the set either more proactive or less reactive in some way. Add debuff resistances to click powers. By putting them into powers that aren't active at all times, we get some variability in game play and perhaps allow for a player to make conscious tradeoffs. Even with something as wasteful as Reconstruction, there could still be some benefit in hitting it earlier in a fight. Introduce the absorb mechanic. Absorb functionally works like a heal, but doesn't decrease downtime between fights since it doesn't contribute to the main health pool. As a bonus, absorb uses the same enhancement types that players are already using for this set. Add a constant, low-strength absorb shield to Integration or Instant Healing, similar to powers you can pick from blaster secondary sets like Frigid Protection. This would let you shrug off some static amount of DPS without simply out-healing it. If we make the tick rate for this absorb shield frequent enough, it starts to look more like a "flat -X damage per attack" rather than a "+X heal over time". I think this makes a ton of sense for a power named "Instant Healing". Add some amount of absorb to Dull Pain, either net-new or by replacing some portion of its current effects with Absorb. One option might be to consider the player's current health level to determine how much healing vs absorb it grants. At full health, you could give more +absorb and no +heal. Crazy idea time: pick one click power. Make it activate automatically if the player's health drops below a certain threshold.
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[Shield Defense] Invisible Shield for Costumes
Enamel_32 replied to ScarySai's topic in Suggestions & Feedback
I'm all for a "none" shield option, animation changes or not. I was going to make this thread if it didn't already exist! -
Fire's always been serviceable, but perhaps not "top tier", which is kind of strange since it's supposed to trade extra effects for more damage. Unexpectedly, it's one of the better sets in terms of damage per endurance. The cool thing here, when considering possible buffs, is that there's already a delivery vector: the fire DoT. Much like rad's contamination, or psi's boggled, you could sneak in more conditional effects when the enemy is already burning, such as dealing extra damage up-front, lowering fire resistance, reducing regen, or adding a small fiery explosion (though that bit may step on rad melee's toes a bit).