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Rudra

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Everything posted by Rudra

  1. I know @Snarky would at the very least love being able to choose minimal FX. And if (s)he/they could choose something else (like souls pleading to be released or a victim to sink his/her/their fangs in), I'm sure we'd have an actually happy vampire on our hands. (Edit: Wait, I know an enraged vampire on our hands is a bad thing, but would a happy vampire be any better, or at least safer, to deal with?)
  2. 3.07 seconds is not "several seconds". And if you think Flurry needs work, then propose changes to it. That would be better than taking away a power other players are using just because you personally don't like it. (Edit: Especially since you are proposing to replace it with the equivalent of a T9 power that players could grab at 4th level with no prerequisites.)
  3. What would someone say to this? I would say you are asking Holy Quad players to hunt you down and brutalize you. First, you say "replaces Hasten" followed by still having Hasten. Second, you are making a current no prerequisites power, that is widely used, especially by Holy Quad players, jump to needing 2 prerequisites with no justification for why it should now require 2 power picks from the pool to get. Third, we already have Combat Jumping and Hover for almost no END cost DEF buffs for players to mule whatever they want in them, so there is no reason to add a third power for players to do so with. Also, all attacks root the character. The teleport attacks just teleport our characters to the target location before rooting them for the attack animation. You are also saying that since Sands of Mu is available for players, a temp power that is not affected by our enhancements and cannot itself be slotted with enhancements, there is no need for a flurry of blows style power like many melee speedsters use that is affected by our slotted enhancements and can be slotted with enhancements itself.
  4. Sure, all I'm saying though is once my MMs are like a few feet away from those clouds, my pets stop attacking it and just follow me. No stance changes necessary.
  5. Your Tanker should be able to tank enemy spawns, yes. Absolutely. Your Blaster should not be able to tank enemy spawns. Yes, it is absolutely balanced. Your Tanker, and any other melee AT for that matter, can look at a spawn, check the mobs in that spawn, and know who to take down in what order to survive the aggro the character is going to endure. And then if there are other nearby groups, hopefully have enough resists (damage and mez) to survive or escape. Your range ATs can look at a spawn, check the mobs in that spawn, and know who to take down in what order. And then continue grinding down the enemies in that single spawn as they close or move to their own engagement ranges, or go "Nope, that didn't work" and escape to try again. Your control ATs can look at a spawn, check the mobs in that spawn, and know who to lock down as a priority and who to hinder, and commence locking down the mob/spawn, or go "Crap, that didn't work" and escape to try again. The advantage of being able to stand outside mob aggro radius, go "Hmm", and then start picking the spawn apart, and having time to do a fast evaluation as to whether you should continue to engage or escape before the enemy can lock you down. Edit: That facerolling content is all the rage and is fairly easy to do with every AT if you build the character for it does not mean the game should make facerolling content easier than it already is.
  6. Why would the tradeoffs be different for mezzes and the AT as a whole? It's all part of the AT's tradeoffs. There is no difference between "Well, this AT gets these traits just because it is this AT" and "What should this AT be able to do or not in exchange for mez resistance/protection?". The mezz resistance/protection or lack is part of the AT tradeoffs/design. Edit: What are the tradeoffs? Melees have to risk extra aggro when they close to fight enemies. Controllers and Dominators get to lock down their enemies, including entire spawns. Blasters, Defenders, and Corruptors get to pick out targets, obliterate them at a distance, and if need be, run away and wait for the spawn to reset to resume picking off threats. Masterminds have their pets to keep fighting for them even if the MM is perma-mezzed unless the pets get wiped out. And Sentinels? ... are the best of both worlds between range and melee ATs, but get lower values (including range) for getting all that.
  7. Like @Hedgefund said, just keep going. The pets will stop attacking it and follow after you when you get far enough away.
  8. Indeed I did. I sit corrected. (Edit: I used this page (https://homecoming.wiki/wiki/Patch_Notes) to check and went up through the issues.)
  9. No, at launch there was no movement suppression and the only negative effect of running a travel power was a large -tohit debuff when running Fly. This was done away with in favor of the travel suppression we have now after the launch of issue 4, which just so happened to be the issue PvP launched so of course everyone blames PvP. (They're wrong, which is a different story, but...) Issue 4's travel suppression entries: Added 50% ToHit debuff to Super Speed and Super Leap. To bring these travel powers in line with Flight. Added Issue 4 Suppression reference despite not being travel power related: Suppression Supression: You cannot chain control your opponent. If you are affected by any controlling effect (Sleep, Hold, Disorient, Immobilize, Fear, Confuse), you will be immune to such effects for some time after the effect wears of (approx. 15 seconds, but this time may vary). This is so you can not perma-control opponents in PvP. Knockdown and Knockback powers also have a Suppression effect to protect players from chain knockdowns. This is a separate from the Suppression timer for controlling effects, and is shorter (approx. 10 seconds). This is so you can not perma-control opponents in PvP. (https://homecoming.wiki/wiki/Issue_4) Issue 5's travel suppression entries: Travel powers will no longer be suppressed by toggle powers. Flyspeed of Fly, Speed Buff of Super Speed and JumpHeight/Distance buff of Super Leap will now only suppress if you use a 'click' attack powers (toggles like Enervating Field and Invincibility will no longer cause Suppression). The penalty was too great for players who rely on toggle powers to protect themselves. (https://homecoming.wiki/wiki/Issue_5) Issue 14's travel suppression entries: The minimum speed of Hover and the Suppressed Speed of Flight, including the Kheldian versions, is now higher. (https://homecoming.wiki/wiki/Issue_14) Issue 18's travel suppression entries: PVP Tanker and Scrapper versions of Fiery Embrace were set to cause Travel Suppression in PVP, while Brute and Dominator versions were not. The Tanker and Scrapper versions have had the Travel Suppression flag removed. (https://homecoming.wiki/wiki/Issue_18) No other patch notes make any mention of travel suppression prior to Issue 24.
  10. Ways to deal with negative statuses in the game: 1: Play a resistant AT. Melee ATs and Sentinels have built in mez protection in their armor sets. 2: Grab pool powers. Multiple power pools have powers that grant resistance, and in some cases grant protection, against specific effects. And any AT can take them. 3: Check your targets then neutralize in priority. Most enemy info tabs include at least hints about the mezzes and other status effects they can apply. Figure out who to take down first. 4: Bring or craft inspirations. If you are expecting to deal with mezzes and lack protection/resistance, either bring inspirations or craft them from drops as you go to protect you. 5: Hit up the Super Group Empowerment Station. The base empowerment stations let players craft resistances and protections that last 90 minutes each. 6: Slot IO set enhancements. Multiple IO sets include some form of mez mitigation in them, set bonus or individually. Typically only resistance, but resistance still reduces mez duration. 7: Ask a friend for help. Other players are more than willing to team, and having someone there to take the mezzes for you or to clear them from you goes a long way. Edit: 8: Craft a status protection Incarnate power. Clarion gives like Mag 15 protection against most negative statuses for up to 2 minutes at a time.
  11. Maybe see if your computer is set to use the 6600 as primary. You're using different cards, the computer is going to default to one of them, so see if your hardware is defaulting to the 6600 as the computer's primary driver. That happened on old computers using different cards a lot.
  12. That is still canon. That's why the Mandalorian blasters in the CG series are yellow. (Edit: Rather, it wasn't strictly different grades of tibanna gas, though that was part of it, but also different gasses that could be used to power the weapons' bolts. I believe with Mandalorian weapons using the rarest, and most effective/efficient, gas available.)
  13. Tangent, and I apologize for it, but are you sure? I remember the Imperials firing red shots. And checking A New Hope, both the stormtroopers and the ship defenders were firing red bolts. Edit: I forgot the fighters have the rebel fighters firing red and the Imperial fighters firing green. Sorry.
  14. No, they didn't. While they may have reduced its effectiveness, I don't remember, they did not take away the stealth effect. Even today Super Speed has a stealth effect. Before you activate Speed Phase.
  15. Movement suppression has always existed in City of Heroes. It was not added because of PvP. It existed to keep players from simply jousting the mobs so there was an element of risk involved. We couldn't just take our level 14 with Super Speed and go after that level 20 mob because as soon as we were in combat, we would be slowed at least briefly and that level 20 could now attack us back. That said, out of the travels that actually required the character to move away as opposed to simply teleport away, all the running powers (Sprint and Super Speed) had the least amount of travel suppression. You could always escape from a bad fight faster with Super Speed than say Fly which knocked you down to slower than Hover speed when combat started, so there was basically no getting away. (Edit: And jumping always gave us a means to work around travel suppression. To a point. Because it could stop in mid-jump and root you for the attack animation if you did it wrong. It's just that if you hit your attack at the right time, near the apex of the jump, you would not suddenly find yourself falling in place as you attacked.) (Edit again: I have no idea where this nonsense about travel suppression appearing after PvP was added because of PvP jousting came from, but we have been contending with travel suppression in the game since the game was in Issue 0. Now, were there changes to it after PvP was added because of the jousting we figured out how to do despite the travel suppression possibly aggravating players in PvP? I don't know and I don't care. But travel suppression has always existed in the game.)
  16. Do you want to bet on that? You just made a huge assumption, and it is wrong. I don't think any players are forced to stock large amounts of any inspirations. I don't even pay attention to the inspirations I get. I put in the effort to know what I am fighting and take down targets in order of priority. I don't "munch inspirations like chips during a football game". So congratulations. You just swallowed your foot and a better part of your leg with that statement.
  17. You responded before I could edit, so I'll put my edit here. Previous comment edit: It would also be a very solo unfriendly, or at least high risk, AT. Because it is a melee AT, it will aggro more than one group of enemies at a time. Pretty much just on specific maps, but it will without a doubt happen. And the AT won't have the armor for it.
  18. Not really. A melee/support AT would have to be in the thick of things to use their attacks, but would probably not be any more robust than the Defenders, Corruptors, Controllers, and Masterminds mentioned. Because the melee/support would still be lacking AT-provided armor powers just like them. And when the fighting gets bad, will probably abandon using their melee attacks to hang back and throw support powers from a safe(r) distance. Don't get me wrong, I'm not arguing against the OP. (Like @Ghost, I don't understand the attraction, but oh well.) What I am saying is your provided logic of robustness doesn't hold up. (As for the first part of your response about preferring to support their teammates in the thick of things? Well, range attacks don't suddenly stop working when you close to melee and there are players like me that are routinely in the thick of things when on a team doing the whole support bit with our Corruptors and Masterminds [and Defenders or Controllers for those that play them]. So that part can already be done. It's being different as a melee type that seems to be the draw to me, but again, I don't really get the attraction.)
  19. Those were not the assumptions the game was designed with. First assumption: Mezzes make it difficult at minimum for player characters to fight back. Second assumption: Melee characters, having to close with their target to do damage, are at highest risk from mezzes since they are likely to aggro extra mobs. Third assumption: Range characters, having the option to go through possible targets at a distance before combat and pick off the mezzers, are at the least risk from mezzes because they are unlikely to aggro extra mobs. So melee characters get mez resists and protections which lets them ignore mezzes to a point, but their resists and protections can be overwhelmed if they draw too much aggro. While range characters are expected to deal with possible mezzers from a "safe" distance and so hopefully survive any additional mezzes thrown on them, since they are not likely to aggro more than 1 spawn at a time. Edit: Oh, right. Fourth assumption: Players expecting to encounter a high ratio of mezzes are likely to stock up on break free style inspirations to counter it or join a team to get more protection/support.
  20. You are so damned confusing. On one hand you claim you aren't making a suggestion, but want to discuss the possibilities of a suggestion. Then on the other hand you insist you are making a suggestion. I'll say this and stop for now: Super senses as powers already exist in the game. Those powers are found in the power sets most commonly associated with them for the specific ATs and those powers have representation in the power pools (in Leadership). Another example of those powers is also found in the START vendor that just like the power pools, any character can take if they want (Reveal). Those powers are also covered by our characters targeting mechanics in the game. Your suggestion that is not a suggestion but really is a suggestion that you want to have made is a dedicated DEF and Perception pool where everything in the pool boosts the two main game attributes everyone tries to cultivate. Enhanced Vision is Tactics from the Leadership pool, but without the Terrorize and Confuse resistances. Enhanced Hearing is Maneuvers from the Leadership except with an increase to damage the using character takes from sonic attacks and adds DDR. Radar/Danger Sense is a hybrid of Tactics and Maneuvers from the Leadership pool. Targeting/Tacking Sense is Tactics from the Leadership except without the Terrorize and Confuse resistances. Targeting/Tracking is also present in our ability to tab target or click a target regardless of map environment unless we are blinded, and watch them even through multiple walls if they run away or if we target them and move around a corner to prepare. Cosmic Sense is again a hybrid of Tactics and Maneuvers. And the only way to make your proposal balanced with the understanding that every power in the proposed pool can be taken by any character is to make the defense and Perception buffs worthless unless you take all five powers. If you want super senses on your character, you can have them. Right now. This very second. And it will take the devs absolutely no time at all for it. Everything you have asked for except for DDR and the making the character more vulnerable is found in the Leadership pool. Right now. Your proposal is akin to saying you want an AK-47 power set because Assault Rifle is not an AK-47. There is already a power pool that does what you want. It isn't called Super Senses, but it very much works like super senses. Edit: And hells, you want further proof all our characters already have super senses to some degree even without the enhanced senses powers we can already take? The regular civilian NPCs we have to rescue or kidnap. They can't track us worth a damn. And if we have any amount of stealth at all, they can't even see us 5 feet away. But our characters can see stealthed enemies out to at least a few feet even without the already available enhanced senses powers. And when you add in the enhanced senses powers like Tactics, you can even see invisible enemies down the hall trying to ambush you. (Edit again: And that isn't even addressing that your Enhanced Hearing only looks at one type of super hearing. Not every character with enhanced senses also has enhanced weaknesses from those senses. From automatic gain control for cybernetic and robotic characters to other forms of protected senses that many characters have in conjunction with their enhanced senses.) Edit yet again: I can support some of the other requests I've seen on this thread. I agree that a START power that marks the last glowie/NPC/other objective on the map for those times the map doesn't do it for you would be a fantastic thing to add to the game. Yet another edit: I'm surprised no one has asked to be able to rename powers on their characters. It could work like pet names. The actual power name would remain and that is how the game would track it, but for what the player sees, it could be whatever the player named it as. That would probably alleviate a lot of the requests for redundant power sets.
  21. Okay, here is my alternative suggestion: Use the Leadership pool. The Leadership pool as Super Senses: Maneuvers: The character's enhanced senses perceives the enemies' attacks faster than the enemies can land them. Assault: The character's enhanced senses perceives the weaknesses and flaws in the target's armor or stance, or whatever. Tactics: The character's enhanced senses perceive enemies and other objects farther away than normal, even through blinding smoke screens. But why does it also affect the character's teammates and pets? Because they are following the character's example and striking at the same point on the target, emulating your movements to avoid being hit, and following your lead to hit targets they would not be able to find without your guidance. Edit: You are saying that super senses as a power do not exist in the game. And pretty much everyone on this thread is telling you how super senses are already incorporated into the game. And when examples were given to you, you responded that not every character got access to those powers. When one of the powers on the list that you said not every character got access to as provided to you by @Biff Pow was Tactics. You claimed that Tactics was not available to every character. A pool power. And then you said that no power in the game does what Tactics, Focused Accuracy, and multiple other powers already do. With Tactics being a power every character can take that does exactly what you said no power in the game does.
  22. Not only 3 powers with +Def, but also defense debuff resistance in one of them. The holy grail of defense sets.
  23. Single pistol as a primary power set as well as pistol and sword have been requested multiple times. There are hindrances to it being created, mostly animations, but we keep hoping. (Just like some of us keep hoping for alternate animations for Dual Pistols that isn't circus showman.)
  24. Leadership: Tactics does this and every character in the game can take it as early as level 14. Tactics grants the character (and all allies within range) +36.33% resistance to Perception radius decreases, +242.2 feet increased Perception radius, and +10% ToHit bonus. And on top of doing what you said no power in the game does, it also grants +42.385% resistance to Terrorized, +42.385% resistance to Confusion, and Mag -3.633 Confusion (reducing the applied Mag of Confuse effects. https://cod.uberguy.net/html/power.html?power=pool.leadership.tactics&at=tanker
  25. And while I don't have the dev response on hand, one of the devs stated that yes, the Bug Reports forum is the correct location to place even web site bug reports.
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