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Everything posted by biostem
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I think dominators epitomize the idea of being punished for using your powers carelessly - you need to control groups of enemies decisively, and defeat them quickly, or you'll suffer the consequences spectacularly. I think the problem a lot of people run into is not leveraging domination to its fullest, and ignoring the end refill and status protection it grants, beyond just doubling the magnitude of your mez effects, thus people may trigger it, (if not perma-dom), when their end bar is full or when fighting enemies that don't use mezzes. This may be an unpopular opinion, but I kind of think doms and controllers should have their inherents switched - the extra damage vs mezzed enemies just seems more fitting for a dom, and the extra mez, status protection, and end refill seems like it'd be more suited to a controller...
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Well, I was talking more about adapting the effects from those other sets/ATs, not copying the powers over wholesale...
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For the most part, all your suggestions are possible - The question is how much work would it take to implement them, and would that development time be better spent elsewhere. That being said, since we have person forcefield and several Kheldian shields that use similar effects, so I see no reason why energy aura couldn't get these as an option. As for "bubble blast", it may be a little more involved. We have force bolt and repulsion bomb, so there's at least the beginning of a set there. Maybe the graphic could be scaled and implemented for energy blast. Another approach would be to implement these as wholly new sets. That comes with its own challenges, but could have a unique feel as well...
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What would be interesting is if there were a series of "disease auras", which were mutually exclusive from one-another, and based upon which was active, you could have various effects - like one could cause disorientation or vertigo, another caused madness, another caused weakness or paralysis, etc...
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I know they're not technically "insects", but you could use the "spider descending" animation for the spiderlings, only have them descend onto a target, then have the target encased in the FX from web cocoon. You could then have the target suffer toxic DoT, and perhaps add another power where, if the enemy is defeated with this type of power, they burst into a bunch of much smaller spiders, that attack nearby enemies. You could also have a power temporary cause arachnoid-like limbs to grow out of your back, then use some of the crab spider attacks, (only dealing toxic damage or such).
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Trick Arrow/Tactical Arrow alternate weapon options
biostem replied to KnaveOfSwords's topic in Suggestions & Feedback
I don't think there's any precedent for the kind of huge overhaul of a powerset like you're describing. It'd probably be far easier to add the small pistol crossbows as a weapon model option for dual pistols., and maybe some sort of larger 2-handed crossbow as an option for AR and/or beam rifle. -
Champions Online had the ability to display a little crosshair in the center of your view, then an option to target whichever enemy you pointed it at. I think the option you're proposing would require a much finer way of designating just who you are looking at, because you often have multiple enemies in your field of vision...
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I don't think your conception of "pure magic energy" is shared by everyone. IMO, "magic" is simply a means by which you bring about the desired effect, not the effect itself. You use magic to channel and project negative energy? That's dark blast. You use magic to conjure fire? Fire blast. Energy blast is about as close as you can get to a "pure" set. That being said, I think a category of "attack auras", which trigger when actually using attacks, could go a long way to selling a particular origin.
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Can you be a little more specific, here? Certain controller and dominators, depending upon powersets, pools, incarnates, IOs, and the player behind them, can hold their own with the best of them. I think part of the issue is what your expectations are and how you are going about employing the tools they have at their disposal...
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Change name of Beta: Focused Feedback
biostem replied to Troo's topic in Website Suggestions & Feedback
The problem is that "general feedback" is not really what they're after - saying "I don't like it" *is* feedback, but it's neither useful nor informative. What they need is a sort of feedback form (see below), and make it explicit that they don't want simple "it's good" or "it's bad" kind of comments... Sample form: Name of power(s) or content tested: When tested: Level, AT, primary & secondary of character used: Slotting type: DOs/SOs/IOs/HOs/Mixed How long did you spend testing this content: -
Gravity Distortion and Gravity Distortion Field both grant the target 10000% resistance to knock effects...
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With new power sets come new Patron/Ancillary sets?
biostem replied to Fusaokek's topic in Suggestions & Feedback
I don't really see them adding new patrons, but I'm open to new ancillary sets. Besides the summon specific to the Mu sets, there's really no reason you can't recolor it, choose the armor toggle option without the logo, and just say it's electricity... -
So you've basically described a dominator, here. Yes, I omitted your last comment about "heals and other support powers", but you did mention them LAST. No, what I think is needed here is a support primary, and melee secondary, with those support powers being able to directly benefit the caster - THAT could be their special ability, and I think it'd work very well...
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There's no precedent for that type of powerset proliferation, and such a character would really need some additional tools in order to stand a chance while in melee range. Sure, *some* defender or corruptor builds can do that now, but we'd need something broader, which would work for every powerset combination...
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Hmm... wouldn't sonic assault be a good mix, since the -res would benefit the phantom army? There are a few extra holds in there that could benefit from domination...
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A video that represents well the pitfalls of feature creep.
biostem replied to Sanguinesun's topic in General Discussion
The inverse is also true - just because you don't want change doesn't mean that stagnation is good for the game, either. What is bad is implementing changes willy-nilly and without care. While I may not agree with every change that is proposed or has been implemented, I think that locking the game down to any changes at all is a bad thing. -
That's good to know, but I wouldn't want the mixed melee/ranged - I'd rather this AT be all melee.
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I think you'd need to swap-in a status protection power and perhaps an armor toggle or 2 somewhere, or give the AT some inherent that provides both. Alternatively, what if the support powers were allowed to benefit the caster as well, as the AT's schtick - this would solve a whole host of issues for such a character.
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Is changing the power levels power creep?
biostem replied to _NOPE_'s topic in Suggestions & Feedback
It is already exceedingly easy to level up. Consequences for being defeated or for failing a mission are also minimal. Whatever planning/strategy in creating a character should not be minimized any further. If anything, I think our characters' power levels should be reigned in a little. Within the context of CoH, your security or threat level isn't just a measure of that character's power, but also a level of trust/notoriety said character has within the world. To put it another way - a Kryptonian could arrive on Earth, demonstrate their power, but still not be trusted with crucial missions or national secrets... -
CoH is a superhero-inspired MMO, and not a direct adaptation of any specific comic book. Also, you have to build up your character, until you get to the point where you virtually never miss. Think of some of the "year-one" style storylines that have been published - many of the heroes started out whiffing, running out of breath, and getting the crap kicked out of them over and over again. Slot for acc, leverage your power picks to add some tohit, defense debuff, etc. Either way, there should always be a chance to fail...
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No. Rad melee has the "contaminated" effect, which can spread the damage and generate a small AoE, IIRC.
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I mean, they could make a generic "elemental weapon" set, which uses all the available weapon models, and give it a toggle like dual pistols' "swap ammo" power, which allows you to change elements. Maybe to keep it simple, you could have energy, fire, and ice, or maybe energy, toxic, and ice, (or some other permutation thereof).
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I still think, even if you used existing animations, a "beam sword" set could be made to be mechanically different enough from the existing BS set, to stand apart.
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I think what the OP wants is a melee weapon-based equivalent to beam rifle - it's like arguing that AR should be enough, because you can pick some high tech weapon models for it. You could even port over a form of the "disintegrate" effect to the set, and use the existing broadsword animations...
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It is frustrating, as there are some gloves that wouldn't really clip, or would only clip minimally, that are missing as well. This is basically why I go with sleeveless jackets, etc. The Valkyrie 3 shoulders or 2nd Circle of Thorns options make for some decent short sleeves in a pinch, under the sleeveless option...