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ABlueThingy

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Everything posted by ABlueThingy

  1. That's not exactly what I was saying though. People who are concerned about getting sued take precautions to avoid being sued. Every business does that. From taking out insurance policies to banning dangerous behavior on their property. Because they are concerned about being sued. All businesses should take reasonable precautions to avoid getting sued. Especially if you've been burned in the past. That's called "Being concerned about getting sued." Also yes every company with an open lobby where the public is expected to walk on smooth tile floors and there's a possibility of the floors being wet... they go to work every day concerned about it, yeah. That's why employees are required to watch for spills and mark places the mop and the like. And why if someone was walking around pouring water everywhere you'd ask them to leave. If the guy pouring water says "Hey, don't be concerned if someone sues you because they broke a hip slipping on my water" that guy would be in the wrong here.
  2. I believe there is a def hard cap but it's waaaay up there.
  3. Does the inverse hold true? That businesses that want to be in business shouldn't be concerned about getting sued?
  4. I would just like to say that whatever changes come to Dom I would like to maintain the "Super mode" button that is Domination. I actually like the Jekyll/Hyde feel and don't usually build for Permadom because it removes that feeling for me. I think what we need is a grand review of recharge in this game(and +def) along with a review of the control sets as a whole. Both Controllers and Dominators are in a weird place right now.
  5. If two people time their teleports exactly will the combined mag teleport a boss?
  6. Hmmmmm It's got a self buff and a straight damage power and what looks like a dps(?) pet (K9) which is a bit iffy. But it does mean it falls more into the Illusion type set which we already have so it's not like it's breaking any real rules... Maybe if you made the K9 like Haunt where it's basically a mobile control effect? Running up and biting/shaking at people's leg to apply random KD and Fear and a lethal dot.(That's more or less what cops use dogs for anyhow) While it's out recasting it just orders to to target someone else maybe. I'd also consider making their grenades and such have lower target caps and radius along with a lower recharge. To give it a different feel. The Experiment pool's travel power has that teleport. It gives you a stacking "buff" where each one lasts 15 seconds or so. If you ever hit 3 of them it forces the teleport to go on recharge. Outside that it has instant recharge. You could do that. To imply a kind of magazine/prepared ammo effect Beyond that I would love a more natural control set like this, military/cop themed is fun too
  7. That doesn't mean it didn't cost Paragon a lot of time and money to fight them. Copyright law in America(and by default the rest of the world) is garbage of the highest order and Disney specifically has done massive damage to our culture through it's use of it. ...But it's still law and still has real world repercussions.
  8. I don't think there's any hard rules because the copyright laws also don't have hard rules. Trying to do the old Nihilist Shuffle of "Ohh ho ho, but how do you KNOW it's a hulk clone" is like... no one has the time for this, no one is getting payed for this. If a Disney corporate drone holds up a picture of "The Chalk" and a picture of their The Hulk in a court and the judge goes "Ok, yeah, looks like you were enabling the theft of copyright" then that's it, game over. If Disney said that they projected large hypothetical losses from trying to develop their own Marvel video game because a large part of the appeal is playing with their copywritten characters/worlds and people could just come here and do that for free. Declare them "The Napster of Superheroes" because they let you make illegal copies and siphon money away from the fair holders of the copyright. More so because at the moment HC has absolutely no legal leg to stand on. We're all stealing here, we all know it. Now a judge might say that's bullshit. That's like suing Crayola because crayons can draw Superman comics. Which is what happened when Marvel sued Paragon Studios. ...But that did cost them money, they had to hire lawyers and file papers and show up to court. That shit is not cheap. And even if HC won a lawsuit the mere fact that they had one might cause NCsoft to drop any negotiations like a hot potato. Or worse encourage them to C&D us to avoid legal liability on themselves(for letting a pirate server run that might have infringed on a separate company's copyright). -- I keep seeing people who think they are asking the HC devs "How close can I get to the line." What you're really asking them is "How close to getting the HC devs sued are you willing to let me get" The answer is "Not very close" So the counter question then is "Will you pay their legal fees if they get sued because of you." Because right now HC taking all the legal liability on themselves for everything that happens here. Are you willing to take some of that? If you are not going to pony up. If you want the HC Devs to shoulder all the legal repercussions themselves. If you're not willing to pay the all volunteer GM staff so they can quit their jobs and work fulltime for HC so they have the time to read every three page dissertations on why you should be allowed to play "Steel-Man" The orangy-gold/red armored NRG/NRG Sten because he is legally distinct instead of just spending two seconds to go "That's Ironman" and deleting it. Well... ... stop trying to make clone/homage/parody characters. We've been having these arguments for almost 20 years now. You know what you're doing. We know what you're doing. Just stop.
  9. I remember that fight, we had it many many times. I also remember arguing that adding so much +rech into IOs was going to end poorly. I still say the answer is to give Hasten a drawback or condition and add in more +rech powers into new pools with their own conditions/drawbacks. If we have to have Hasten then at least give us some other flavors of Hasten.
  10. I always thought they should have power pools that gave tradeoffs. Add in some elemental pools with some thematic utility powers based on the element and offer a passive that has a +res/def and a -res/def. A fire pool with a "Fire Aspected" passive that gave +15% fire res, -15% ice resist. Unenhancible I'd imagine.
  11. What if individual players could shut off incarnate powers for sub-50 content via a switch in the options? As long as it was off you'd get double thread drops. You'd likely see less people spamming Incarnate powers and it wouldn't be "forced" on anyone.
  12. I mean, I don't actually want to make them THAT much more complicated... So Masterminds are one of the stranger ATs in this game as a primary pet class. Summoning pets is always a solid class fantasy in games and for MMOs you really can't beat CoH's Mastermind. You basically get a tiny army of some pile of non-sense. Robots, demons... random animals. They have a lot of parts people love and a lot they hate. And a lot that is very close to what people want but noooot quite there. I've also seen suggestions for additional pet ATs added to the game. Some people want just one big pet to control and support. Or blast from a distance over a field of fodder. Or they want to wade into melee with their army of pets. Or into melee along side a single partner pet. I've been watching these threads for-- oh god like a decade now? ugh. My overly long proposal here is to resolve a number of these requests and expand the design space for Masterminds. Not to trim the bloat but to make the bloat have a point and use. To give people more options and more ways of playing masterminds without stepping too far outside the concept. Importantly to make sure the class also plays exactly as it does now if you choose to ignore these updates. Right now the only real version of a Mastermind is where you have a team of half a dozen pets of increasing quality/decreeing quantity and you primarily stand back and support them. Maybe you take some pot shots with your high end cost gun. Mostly you just direct your pets and watch them slaughter. That's fine though. I don't intent to change that. Now I am aware that what I am proposing is a MASSIVE resource expenditure to do(I think). Around the same amount of effort as adding multiple new power sets. I get that. This is mostly to spark discussion. If even half of this got implemented I'd be very happy. Aim for moon, you know. And of course some people may feel that MMs are fine and need no changes. Or that we'd be better served by another AT added with Summons as a Pri or Sec to achieve these. Or that this is making masterminds too complicated. That's fine. I will try to address these as we get to the relevant portions of my proposal. That said... Masterminds- The first change is... not a change. I am leaving the inherent alone, the basic controls alone, the summons, the attacks, the upgrades. All that stays as is. With a big asterisk. First REAL change. When you pick any of the summon powers, you will actually get three powers. Similar to Swap Ammo or Adaptation. Each of them summons mutually exclusive minions. If you cast one of the others summons from the same tier, your existing pets of that tier will drop dead and be replaced by a fresh batch of the other type. They all share a cool down. If so desired you could toss the additional two summon powers you get and just keep the original and keep playing them as normal with no changes to macros or anything. On the Enh screen only the original can be slotted. The rest just copy the enhancements from that original. Second change. When you pick up the first of the upgrade powers, the Basic Upgrade, they will give you several powers, like the pets/swap ammo/etc. The first is the "Basic Upgrade" of course as per normal. You will also pick up a "Sacrifice Minion" power. Using that power will kill, with the dismiss animation, all the minions of the type you cast it on. So, all three of your T1 or just your T3. In exchange it will give you a self buff of sorts and the remaining pets go up a relative level as if they'd eaten one of those Incarnate Lvl Inspers. When you pick up the second upgrade power you will get the regular "Advanced Upgrade" and a "Multiply Minion" power. Which is fairly self-explanatory, casting it summons several additional instances of that tier of pet. Everything else flows from these two (big) changes. Multiply and Advanced Upgrade are mutually exclusive. If you cast it on a minion tier they can't be upgrade to and it will strip the existing upgrade buff off them if you put it there. Every extra minion is a full minion; bodyguard works on them and they can be upgraded with the Basic Upgrade. Just not the Advanced Upgrade. As it stands I'm saying multiply should summon a full extra set of minions of the tier you cast it on. I'm not 100% on this ... I feel like you could go with a full doubling and it would be OK mechanic wise. It would just be a nightmare in cave missions and such. This should be alleviated by the Sacrifice minion power. When cast on a living or dead minion it desummons the whole tier of minion and changes the function of the all 3 of the summon powers for that tier and gives you an endurance discount to all the rest of your powers. Instead they become a set of unmodified powers, themed for the set. As they can't take their own ENH they have static values that are decent on their own. Sacrifice also gives you a "buff" that is just a little note indicating you sacrificed a set of minions. As long as you have that buff you keep the powers but you can't resummon anything from that tier. You can only sacrifice two tiers of pet. For example, 1 and 3, leaving you with just your T2 pets. The powers from Sacrifice vary based on which primary you're using and which teir you sacrificed. T1 gives you a set of basic attacks. T2 and T3 gives you powers that replicate the role of the pet you sacrificed. So as an example on how this might play out we'll look at Ninja. The Ninja MM picks up his first three powers. Two archery attacks and Genin. The Genin gives them 3 powers. 'Call Genin" "Call Wolf Clan" and "Call Mist Clan" Instead of martial arts, Wolf clan uses claws. Instead either of those the Mist has one using a katana, one a staff, and one using Sai(Dual blade). This should be... mostly cosmetic. The damage should be roughly equal between them. At this point the only changes to the MM is they can choose some mostly cosmetic different kinds of ninjas. The next power is the Basic Upgrade. When they pick that up now has a choice of two upgraded T1 minions or they can sacrifice their pets and instead gain several personal powers. All of the Genin powers change to becomes Storm Kick, Eagle's Claw and Cobra Strike. In addition the "Sacrifice note" buff that sits on your bar that gives you an end discount will also give you a small passive +range def. Now the MM has two options to fight now, they have their pets and bow or melee/bow. In addition to their secondary set. Not every ninja MM will choose that path. But if both your minions die, you can resummon them and upgrade them and if they die again you can cast sacrifice on them their corpses to quickly upgrade to a semi-decent set of blasts. Or if the pets aren't working for you, you can just switch to the bow. Now fast forward to the Ninja MM picking up Summon Jounin. You have three new powers. Summon Jonin, Summon Spider Clan, Summon Viper Clan. The Spider Clan uses twin daggers with a toxic DOT and the Viper clan uses two katana(Dual blades). And if the Jonin are sacrificed you get three powers to replace them. Venomous Steel(Flashing Steel +toxic dot), Poisoned Lotus(Lotus Drops +toxic DoT, w/-regen), Divine Viper(Divine Avalanche, w/large Toxic upfront and DoT). In addition the "Sacrifice note" buff that sits on your bar that gives you an end discount will also give you a passive +melee def. At this point now a Mastermind has a number of gameplay styles available to them. They can run as normal, with any of several flavors of ninja. They can sacrifice their T2 minions and directly support their T1 pets in the melee with some AoEs, some debuffs and some self defenses. Or they can sacrifice their T1 and stand behind their T2 minions and fire attacks down range. If all their pets die they can sacrifice them and have some okish self defense and a hand full of range/melee attacks to defend themselves with. In effect becoming their own T3 minion with a mishmash of "ninja" powers. But what happens when they have a T3 as well? We now have Call Oni, Call Blue Oni, and call Black Oni. They use ice/wind and dark powers respectively. Otherwise the same set of Dominator type powers. If you sacrifice the Oni you will get Fireball, Dark Grasp and Shadowy Mist(Self Stealth, PBAoE chance of confusion). In addition the "Sacrifice note" buff that sits on your bar that gives you an end discount will also give you a passive +melee/range def. If you wanted you could sacrifice your T1/T2 and upgrade your Oni wade into melee with your Oni side by side. Or multiply your Oni and have two Oni flanking you while you wade in with bow/blade. Or sacrifice your Oni and multiply both T1 and T2 stand back and support your ninja fodder army with "Ninja magic." in a kind of a "ninja sage" role. Or double upgrade your T2 and sacrifice the T1 and T3 and stand back and let your highly skilled squad of ninja go in and you pound down heavy firepower/support. Now this is just a hypothetical example for Ninja. I'm not super committed to the specific sub-types or the specific additional powers and all. The point of introducing more powers is to allow the players to adjust and expand both mechanical and thematic elements to create a wider range of possible playstyles. The first change, the change to give you more summon options is for thematic freedom really. If "Beast" gave you options for all wolves or all lions. Or some bug/spiders. Maybe a fox spirit instead of ice wolf. Those are all existing models. I remember all the complaints about how limited Necromancy was thematically, you're clearly summoning magic zombies and ancient knights and a lich wizard thing. Maybe some skeleton options or translucent ghosty options for all. Or even some science/Frankenstein options. A Mummy T3 maybe. More life-like androids instead of clunky bots or wind-up ones that shoot lightning. Now a lot of that could be done with pure costume customization being expanded to MM pets. Which we all want. But just changing the costumes doesn't change that all the T1 zombies are going to vomit on people and/or shoot dark blasts. That I will always be summoning a flaming Oni as my final "ninja." Or that I can't give my thugs thematic weapons to match my secondary, I can't be Batman Forever's Mr. Freeze with ice skating thugs with hockey sticks. And no one in their right mind would waste the time to design an entire Hockey themed MM set. Thugs could be bent into a number of themes. Outside of just "street thugs." The obvious is Mafia or Yakuza with some slight variation in weapons. Because it would be a bit silly to add in a whole "Mafia" set when it would just be a slightly altered Thugs. Just... slightly alter thugs. This happens with the thugs in CoH. Skulls, thugs with dark theme. Hellions, thugs with fire theme. This is pretty much the premise of every B and C list Batman villan. Hire a dozen dudes to dress thematically and use thematically appropriate weapons. Besides just expanding the looks and themes of MMs there's also just how they play on the ground. A lot of archetypal MMs use very different combat styles. And they don't always use the same method every time. That's what the second change is for. If you want to play the Kingpin type and have dozens of thug mooks that people have to get through before fighting you, the big bad boss. You can do that(Multiply T1, upgrade T2 as your personal body guards and Sacrifice T3 to get T3's powers. Maybe even wait until T3 defeated and THEN sacrifice) If you want to play the Toymaker who has one giant super robot and dozens of drones and gadgets and guns of his own you can do that(Sac T1/T2 for their powers, upgrade T3) If you want to play the Sauron darklord type who has an army of the dead around him as he wades in to cut a swath, these changes give you that(Multiply T1, Sac T2/T3 for their powers) Now you can do all those kinds of playstyles right now with Masterminds. They would just be done poorly for the most part. Require a lot of pool powers and heavy IO investments and have very tight build restrictions to get any kind of good play out of them. And it would be hard to switch between them without a respec. Now all of this is well and good for theme and playfeel but I was also trying to resolve some longstanding issues with MMs as well. Mostly that they kind of suck in Incarnate content. Or honestly the low minions suck in general at mid to high gameplay. That's part of what the Sacrifice mechanic is for. When you sacrifice one of your pet tiers the other two go up a level. If you sacrifice two of them, the remaining one goes up two levels. One of the biggest issues is just the Purple Patch along with the sheer scale of dmg demolishes anyone more then a level or two below 50. Being able to push them up a level or two should make them significantly more effective at surviving. And you can push your T3 up over your own level if you want. Or have an army of little guys of equal level to you. Or some combo thereof. Now you might have to tweek that. Like maybe they cap at (yourlevel+1) or even just (yourlevel). I dunno how OP a single monster pet would be with a semi-decent MM following. --- Now the biggest issue with all this is the massive time investment to build an absurd about of new pet types for all the MMs to even have. Something like 40 new pets with over a hundred powers to bug test and make sure the AI isn't gonna beef it. Even if half of these are just tweaked versions of the base with things like a damage type changed or a BS attack switched to a Kat. That's still time. A LOT OF TIME. It might just be better spent on making a half dozen whole new MM sets. I won't argue that. I don't really have a counter point to make to that, yeah. It's huge. Maybe it would be better to run it as pure cosmetic changes? Still leaves me a bit wanting. And I'm always for squeezing more into existing powersets rather then make a powerset that's just a huge overlap. You could get pretty much what I'm asking for if you just make "Monsters," "Minions," "Bugs" and "Infection" as MM sets. Provided MM customization also came out and we could tweak them. You'd end up with about as much work either way I think. The other big issue I see is that it makes MMs, an already complicated beast, much more complicated. More choices and decisions. People don't like button bloat and I've seen people nix ideas that even just added something that was going to sit unused in their power window. This would add a lot of junk into your window if you didn't plan on using any of it. I don't have any counter-argument for button bloat. It's gonna add more buttons. I would argue that the complexity isn't as big an issue as it might seem. First off, most of it is in the set up. Reviving your pets might seem more complicated now, remembering how you wanted them all set up. Remember that if you're just summoning/upgrading them like normal it's all the same. It only gets a little more complex if you want to use the additional controls. Of course if you're pressed for time, in the heat of the moment, you can just chunk 'em and go solo until you have some breathing room. Of course I've also intentionally left out most hard numbers. Those would all be subject to change. The ideal should be that you can't go pet-less without sacrificing a lot of power. And I don't think you should be able to do better without pets all the time. But it's ok to do better with fewer pets. I also didn't touch on changing any of the bits like the specific powers or AT of pets. The personal attacks you come with as a base. The AT mods for buffs/dmg/etc. Bodyguard. Resist/def caps for MMs. All that is still important to consider but it's outside the scope of what I wanted to discuss. I believe there's a few other threads that cover that fairly well. And that's... all I can think of to write on this. Thank you for reading!
  13. What about a "+end cost" or "reverse endurance discount" or "End Tax" whatever. Where Glue Arrow makes the foe's powers cost more endurance to use. Because they're struggling to attack through the glue? If the number is low it won't do much but you could have it fall off. Like having it start off as a 300% end tax for the first few seconds and then tapering down to a 50%. It would give it good synergy with end drain powers too. Does TA have any -range? I don't remember. There's if I recall correctly there are two kinds of status protection. Status Protection and Status Resistance. One decides what mag hold you need before you get held. The other is a modifier on duration, high status resist lowers the time held/stuned/feared/etc. You can't give -status protect because once you go below 0 the creature is held. But I think you can give -status resistance. Maybe put that in Ice Arrow? So repeated uses make holds last longer and longer. It's not exactly a "control" but it helps people with controls. Mostly if you're trying to double/triple-stack on a single hard target. Lets see... are there any other weird debuffs in the game TA is missing? I always liked the "I have an arrow for that" feel of TA.
  14. Really masterminds need a pretty serious overhaul in a lot of respects. The AT works pretty well, I know, but it's got a lot of bloat and wasted space.
  15. I think the basic idea of "Scrapper, but ranged" should be... relatively... easy to balance if that's where you're going. And the basic concept of someone who attacks with ranged powers/blasts and is also tough enough to take a few shots themselves is a classic archetype in comics/anime/movies that we were missing. I've only played Sents a bit myself. Mostly because the inherent is bluugh. What struck me though was playing through a Rad/NRG and Arch/Nin. They felt very different and that seemed like something you could leverage in design. Instead of an offense/defense split with the inherent go with a... loud/quiet? Give them a bar, start it at 0. Now give them an inherent button that swaps stance between stealthy/quiet and explody/loud. While in stealthy the bar slowly fills when they are not on anyone's aggro list. It drops a lot every time some one attacks you, but it goes up someone you just attacked dies. The bar acts as a bonus chance to crit or a flat bonus damage(which ever works better) and a stackable -res added to your attacks. In loud mode the bar fills to full once you enter combat and ticks down every time you attack. It goes up every time someone attacks you. The bar gives you bonus protection above 50%, maybe regen/resist? When below 50% gives you bonus damage/acc I'm thinking switching resets the bar out and you can't switch mid combat. That it should be a bit you generally stick with and build around one style or the other. (But maybe stance-dancing would be fun.) So you either play the quiet scout/assassin who gets kills without being noticed and plays stealth and defense/support and points out enemy weaknesses. Or you play the kick-in-the-door beast that burns up their own protection for bonus damage and gives into the sweet allure of sentilock. Also good for solo play when everything is aggroing you anyway. ...I have no stake in the Sentinel discussion I'm just in quarantine and theory crafting is fun >_>
  16. Uh, you have that design doc handy? I'd love to look at it
  17. A pure support/support, as is, would be a bad idea methinks. Maybe this would work if you split the existing support sets in two? Like Radiation Assist and Radiation Protect? "Assist" would have several rad melee powers and some Rad emission, the debuff portions. You could tweak them to work more fluidly too, get contaminate for free off anyone you're toggle debuffing. "Protect" would have several rad armor powers and the heals/buffs from Rad emission and you could use things like the rez on yourself if you died. Now just set their Melee mod to around Tanker and buff/debuff mods to be around say... Mastermind level? Is Corrupter too much? Armor numbers can be around Scrapper. Give them a bar that fills when they or their allies take damage that raises that gives +damage and +special. Encourages them to wade into melee to get the most out of all those powers. That should work for just spitballing. Doesn't step on any other AT too much. Don't have enough armor powers or melee powers to step on scrap/tank/stalk/brute and don't have out of the box high enough support/control to push out def/cor/mm/cont. You'd have to get inventive for some of the sets like Empathy. But I could see a "Sympathetic Assist" set that let you tag foes so if they hit you they take damage. Or hit an ally? Or maybe the attacks are charged by using Absorb Pain? I dunno. But you could just build to only take the support powers out of both and be the Emp/FF you always wanted. Which in this context would be... healing + shielding? So then an FF/Emp would be KD/Control + Buffs? Something like that?
  18. Personally I think Hasten needs... well not NERF'D per say... but changed yes. It kind of eats up a lot of design space as the unalloyed good of pure +rech. I think it should have some sort of conditions to it just so we have more room to introduce alternatives that could compete with it. As it stands if you introduced another pool with functionally permanent +recharge you'd have to compare it to Hasten. Because Hasten is just such a flat block of pure stats it's hard to directly compete with it. We REALLY REALLY don't need any more powercreep in this game so alternatives can't just be outright BETTER than Hasten. If you wanted to introduce a... lets say a Meditation pool. With self buffs that require you sit still for a 3 sec meditation animation and gave you a long lasting self-buff. If one of those was a +rech it would have to be much higher to be worth while to pick over Hasten. But if Hasten had... say an end penalty. Then you'd have to decide if you wanted the quick and easy option that chews end or the slower deliberate option that left you with more end. I guess I'm saying I'd rather Hasten be given more of a cost and see more powers with different costs added in. So I can pick one that works better for my theme and/or my build.
  19. I was thinking about this one a few days ago actually, so lets give this a shot. It's one of the classic power archetypes from comics that's missing. "Throw shit" Just have all the powers be relatively generic and thematically flexable. Give them all low range but they have a lets say 10-20% chance to chain(Ricochet) with diminishing returns. Whip (Standard t1, lethal/smash) Toss(Standard t2, smash +leth dot) Ricochet Throw(Heavy atk, high chain chance, lethal/smash) Deep Pockets(Self buff, 10 sec Small +dmg/to-hit, +100% Chain chance) Noggin Bean(Heavy attack, +chance of stun, smash, lethal dot ) Boomerang Shot(med dmg attack, high chain chance. smash) Arcing toss(Location AoE, rain power. Leaves caltrops effect, lethal+Leth dot, No chain ) Endless Pockets(Toggle ST atk. Continue throwing until you stop, V. high damage/Chain chance. Locks you for duration) Perfect Boomerang Shot(V. high dmg. 100% chain chance. If it hits at least 10 targets, the last shot chains to you and resets PBS recharge x3) Mostly short range, most low damage but lots of chance for AoE damage. No big strong nova but a unique mechanic that gives you three shots of a strong chaining attack with no crash. Assuming there's enough targets. Tempted to swap out "Endless pockets" for like... "Explosive toss" for a targeted AoE. Then just give us a ton of throwing options. Snowballs/icicles, tiny bombs, rocks, little fireballs/hot coals, coins, bottles, knives, Kunai, boomerangs, ninja stars, trash, random metal bits, paper airplanes, pumpkins, random food, sparks/sparkles, dark puffs, psychic motes, cell phones, nails/spikes, bones, guns, bullets, bees, vials of ooze, vials of not-ooze, Charkrams, those shinto paper charm things Just... whatever, all the bits of gribble that falls off of all the other things. There's a million and one characters that could use those themes. So many characters in the golden age of comics that are just some variation of "throw the thing." Now, I mean, it would be silly to make a "Coin blast" or a "Trash blast" or "Bone Blast" on it's own. A waste of dev time for something so specific. But mechanically those are all fairly similar and would work well kinda smooshed into one "Throw shit" set. Even if some of them later on had full sets. Stone Blast sounds good and is highly requested. But sometimes you're not actively manipulating the raw elemental forces of the universe. Sometimes you're just throwing a rock.
  20. Yeah, the animations looks incomplete I disagree with only psi-blade for all animations though. There should be alternatives for the "TK melee" they have as half the powers. It gives us way more options thematically. There's a number of ways to use psychic melee conceptually and just having it be "Claws but psi" is kinda limiting. I like the idea of a martial artist who is weak physically but can project his chi out to harm. Or someone who projects out their Id in semi-material form that can attack others close by. Or a protective ghost that attacks near by people. The big issue I see is that if you're focused blades or TK-melee then the other is kind of weird. It's kind of like having MA be half punches/kicks and half DBZ ki blasts. I mean, both of those fall under super heroic martial arts. But some people are going to want one and not the other. That would crush a lot of thematic builds My ideal answer is to have Psi-Blade animations for most/all of the powers. Buuut also alt animations for the punches that project a fist(with an option for just the psychedelic waves and no giant fist) In addition a set of animations where the psi-fist animations go off like normal but you yourself stand still, maybe cross your arms and stare smugly? Or even just the mind blast/control animations. (It's mind powers, why bother punching) That is a lot of work tho
  21. I keep seeing isolated questions and suggestions about various pool powers and if they're too weak or too strong or what. Which pools are good, or too good, or terrible. And how to buff and/or nerf them. But I think the community needs to decide what the pool powers... are... or should be. Decide and go from there. Otherwise a lot of these discussions are not very fruitful. The biggest question I think that needs addressed is exactly how good should a pool power be? With the Experiment pool on Beta there was discussion about how good it's one damage power was. Often compared to the T2 powers from blast sets. Almost as good as a T2 is pretty good for a pool power. But it was nerfed in a recent patch. Is that good? Bad? Before we even get into specific power set buffs or nerfs we have to get to the heart of it. Because it depends on what you think a pool power is for. The nerf is good if you think that pool powers shouldn't be on par with primary/secondary powers. I can see why, if the pool powers are roughly equal to their primary counterparts but they also are required to unlock other useful powers you're going to end up in some situations where it's always going to be better to ignore parts of your Pri/Sec for pool powers. If you're already going to have to pick up Kick and sacrifice a slot for it just to get Weave... and it's better then some of your regular attacks. Why would you ever pick up those attacks, you could just slot Kick. The nerf is bad if you think pool powers should be on par with pri/sec powers. I can see why. I mean, you do have to invest a whole-ass power slot into them and one of your only 4 pools. You also HAVE To pick up some of them as pre-req for others. It's kind of jerk move if you make me pick up Kick but it's also garbage. Either I have to spend Enh slots on it, a sort of good-money-after-bad thing. Or it's just always going to be shit and there's no point and I just remove it from my bar. Both of those options suck. Now this isn't to focus on just the Experiment pool or Fighting pool. But they are obvious examples. If anyone has any other thoughts on the baseline nature of power pools, how strong they should be, what function they should serve in building a character(supplemental, core thematic investment, small mechanical boosts, something else?) I'd love to see a discussion!
  22. 1. Fold TP Ally and TP foe into one power that's different depending on target. And shorten the animation time by... lets say 0.2 for every other TP power you have. 2. Add in Combat Teleport. Short range, no animation, no hover effect, just a flash. Gives small (nonstacking)+def boost. Maybe one quarter the range of TP and 50% of the cost? Not effective to travel with... but you could if you really wanted. People do use CJ instead of SJ after all. 3. Speed up the animation and the lockouts on regular TP a little bit for every TP power. 4. Make Long Range Teleport a free power you get for picking Group Teleport. Also it offers a TP prompt to the whole team to follow you when you LRT. ie Group LRT baseline. 5. Fill in LRT's slot with TP Beacon. First cast drops a little floating mote of light pet. If you target the mote and cast again, it switches to Safety Beacon Mode. In Safty mode it will TP Ally you as soon as your health dips below... lets say 1/3rd. If you cast it again targeting anything besides the mote(or targeting nothing) it orders the mote to cast TP Ally on you. Limit is map range. ...You could also get a little weirder with it and make it so you can cast it while targeting an ally and it will spawn where the ally is standing and bind to them. Otherwise works the same. So you can yoink your ally right out of the fight. Or if you're busy, you can set to auto-yoink. THERE. That's what I'd want. Give it some useful buffs and folding redundant powers in. Some good in-combat powers that work well with melee classes. So you can have the thoughtful battlefield manipulator AND the lightning fast nightcrawler type who weaves in and out, yanks foes around. TL;DR Give TP more tactical options and more strategic options.
  23. Mmm, to go along with the "Janky" issue some people seem to have. What if we make momentum last forever, refreshed by continuing to attack. Same lock-out it has now if you stop attacking. But while Momentum is on "Build Momentum" becomes... lets say "Halt Momentum" a power that boosts damage/acc and is a 25%ish end-heal. Lets you have more control over when you run dry, if you mod for -end cost and +end rec you might never need to use Halt and could just momentum for ever. Or you mod for damage/rech and just have Halt periods right at the end of a fight to catch your breath. Maybe gives the set a few more build styles to pick from and easier to guide new players intuitively. And less frustrating at the low levels. Might have to knock some over all DPS off the top though or you might make it stupid good.
  24. Sooo, bit of a tangent. as I recall... The mechanics of an Intangible power are related to the mag. It actually sets you into a phase where you can only attack people at the same magnitude of intangible you are(and lower I think?) So if a player hits PS and went Mag 3 Intang then no NPCs could touch them unless they were ALSO Mag 3 intang. The only time this came up, if I recall, was the Carnies. This is also how that one Grav power works, it grants everyone the same mag Intang. But it also leaves room for multiple levels of this where you use the one AoE Grav power(I want to say Dimention Shift?) and Phase Shift and the mag should stack. I dunno if they changed it since. I believe this is all still mostly true. I think this was flattened out so everything is the same mag back when they removed Intang enh. But when they were in the game you could slot your Intang so you'd be MORE intangible then other people. It always felt like they intended to do more with that?
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