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Rudra

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Everything posted by Rudra

  1. Good question. I don't really know. The problem I have with this is that either the devs will have to go over every power in the game and set those individual powers to be able to accept the new proposed IOs for each damage type that specific power may utilize, or they would have to generate a new system to check for the damage types instead of just the attack type to make this work. And if the proposed sets only affected that specific element in any given attack, which is not something you said but something I have to consider until it is specifically ruled out, then multi-damage powers would be handicapped using the proposed sets. And then if any of the new typed damage sets was more appealing to players than others? Not better, just more appealing. There would be all sorts of complaints that players' preferred power sets couldn't make use of these damage sets for being the wrong element. (I've argued to death that Sudden Acceleration as a set is a good set compared to most damage sets, not the best damage sets, but most damage sets. And players still argue the proc it has is a tax because they refuse to slot the set for not giving them exactly what they want.) You have an interesting idea, but given coding problems and the already existing problems of how players approach sets, I'm going to be against the OP. I like @srmalloy's take on the idea, but I am going to have to be against the OP itself. (Edit: And yes, it would have to be basically every power in the game the devs would have to comb over and add new flags to because even many mezzes have a typed damage component. Not just specifically attack powers.)
  2. Borrow the code from Swap Ammo. This would be far more feasible than the OP.
  3. You're not just asking for new IO sets with this. Damage types aren't tracked for separate enhancement. So the devs would have to add code to make sure the proposed sets could only be slotted in powers with the correct damage types. (Edit: And then, only buff the correct damage type.) Edit: And then you have attacks with multiple damage types. Like water with its smashing and cold or smashing and fire damage depending on the attack. Or Dual Pistols which can change its damage type with the Swap Ammo power. Edit again: The Universal Damage set is not called that because it works with all damage types, it is called that because it works with all attack types. Unlike melee sets, PBAoE sets, TAoE sets, and ranged damage sets, the universal set can be slotted into any attack.
  4. It's not supposed to be. The Vahzilok are a level 1-20 faction. If the devs want to take them and make Lore pets out of them, I don't care. Asking for undead pets has come up multiple times (edit: across multiple threads). That is all my last post was about. Making an undead option for Lores.
  5. How about something new if people are looking for something undead? (I have never seen polar lights mobs except as Lore pets, so running with that.) Some options (that I'm calling Undead Lore): Take the Grave Knight model from the Necromancy power set or a Black Knight (maybe a Chevalier) model. Call it a Death Knight. Make it a boss-tier mob with appropriate powers. Take the Grave Knight model from the Necromancy power set. Call it a Grim Knight. It stays as a lieutenant-tier pet, but give it appropriate powers for a Lore pet. (For both options, don't apply the normal undead movement penalty. These aren't shambling zombies.) Take the Lich model from the Necromancy set and give it a little pizzazz or something, maybe a crown. Call it an Archlich. Make it a boss-tier mob with appropriate powers. Take the Lich model from the Necromancy set. Still call it a Lich. It stays as a lieutenant-tier pet, but give it appropriate powers for a Lore pet. (For both options, don't apply the normal undead movement penalty. These aren't shambling zombies.) Take the Ghosts faction (not from Croatoa). Use the boss and lieutenant tier mobs as Lore pets. Which may require modifying the the mobs powers. For the minions for the T1 and T2 powers? Use the minion ghosts or the zombies from Zombie Horde. Probably the ghosts since they move faster.
  6. I'm sure they could figure it out/adjust it. Sure. They could stick to Reapers, Mortificators, and Eidolons.
  7. The OP is asking for Thunder Kick to get the alternate animation from Storm Kick. And Thunder Kick has no KD chance.
  8. With the feedback I've gotten so far, the proposed AT is both up to and down to 2 different options for testing if the devs are inclined. Specific sets would need to be fleshed out though. My last post on page 3 of this thread is where we left off pending any other feedback.
  9. Unknown at this time. No sets have been formalized. As an inverse Blaster though, I'm not sure how /Shield would work for the AT.
  10. Check again. There is the Devices power set available to Blasters and there is the Traps power set available to Corruptors and Masterminds. There is, or rather was, a power pool called Gadgetry or something similar that was planned as the Technology origin power pool, but it was never made. Edit: Also, please use punctuation. I couldn't read most of the OP.
  11. *checks notes* Hey, Narrator! I think I have the wrong script here! Anyway, it doesn't change how Brutes got to be where they are now. Back on Live, I'd 'listen' (read the chat) in Broadcast and Team channels where Tanker players were calling for Brutes to be removed from the game, not just nerfed but full on removed from the game, because we had Tankers. (Those comments led to some rather... uhm... passionate discussions. Especially after I joined in.) I also read the forums when the last few big nerfs to Brutes happened, though I couldn't post anything since I refused to make a forum account at the time, where Tanker players were calling for Brutes to be nerfed to hell. So my statement is founded on experience. Doesn't mean I don't appreciate seeing a Tanker player calling for Brutes to get some love. Thanks for that.
  12. I'm waiting for Tanker players to pop in and say no to buffing Brutes. Especially if it looks to be either damage or armor. They've fought tooth and nail to gimp the hell out of Brutes. That's going to be the fight to watch for depending on what the devs do. Edit: Also, I'm fine with change. New content? Good change. Needed buffs or nerfs to existing powers? Good change, even if sometimes I'm not happy with it. Taking away an existing power and replacing it with another power that is nothing like the removed power? Very, very bad change, and one I will always oppose.
  13. Server: Everlasting Zone/Mission: OUTDOOR_RUINED_02A Position: [-1276.3 252.3 3537.3] It is hard to see in the clip, but the mound is floating. It is quite noticeable when you approach it. Server: Everlasting Zone/Mission: OUTDOOR_RUINED_02A Position: [-1223.2 251.5 3128.3] There is a phone booth, or the remains of one, partially merged into the light rail support. This was previously reported, but am reporting it again since this time I have a clip of it.
  14. I'm in favor of Brutes getting some love. All they've gotten since they were introduced were nerfs. Though I would also be in favor of Tankers getting nerfed a little instead since all they got since the Brutes were introduced were buffs. I personally think Tankers should never clear things faster than the same power set Scrappers.
  15. Players are pressing to remove the draw animation from weapons, which depending on what they do may only occur once or several times during a fight or mission, and which is already factored into the animation to maintain DPS/DPA. So I fully expect the requirement to track ammo usage with its mandatory reloading animation to go over like a lead balloon. Also, what about Dual Pistols? It is another power set where the weapons would actually have ammunition expenditures as well. From a 6-shot or 8-shot cylinder if the player goes with the revolvers up to a 15-shot magazine (or even a 30-shot magazine if they opt for extended magazines) for the automatics. Or what about Beam Rifle? "Beam rifles don't use ammunition though!" is the argument I expect. However, if we're going for full reality, then beam rifles very much do use "ammunition". They would have power packs of predefined shots before the power pack would be drained and require replacing. (Edit: Or what about Archery? Archery uses arrows instead of bullets, but that is still ammo to be tracked. And you would need a reload animation after every shot. And a body can only carry so many quivers at a time and a quiver can only hold so many arrows. However, if we're going for the realism of reloading on AR, then Archery should get it too.) Also of note is this is a comic book video game. And the only time you see comic characters reloading their bullet-based weapons is when the artist is placing a pause in the action to highlight the drama or for other effect. Otherwise? The characters fire their weapons over and over and over without ever reloading just like old Hollywood movies. (There was some old movie that actually mentioned this 'Hollywood effect'.) I get that players are unhappy with powers like Beanbag and Ignite. (I personally very much like Ignite. It could stand to have a wider radius, but I still like it.) However, contrary to some threads I've seen, powers can be improved without the need to replace them. So lets get those powers improved, not replaced.
  16. It should probably be pointed out that characters already clip through doors. Make a tall character. Give said character wings. Watch the wings clip through every standard door in the game. (Personally I just view it as a character from some anime I saw. She was too big to pass through doors, so she bent over to get through them. Sometimes unsuccessfully, smashing the lintel and part of the wall. Without even noticing she had done so until others pointed it out. Humorous to me at least. My character forgot to stoop to enter and smashed part of the building. "Whoops! My bad!" Though a stoop to enter animation for particularly tall characters would be nice.)
  17. The problem with the proposed AT as it currently stands is the AT has no support for the pets. Controllers and Dominators have control options, lots of them. And they only have a single pet at higher levels to keep alive. Masterminds have support options for their pets, plus some control options thrown in. The proposed AT is pets and attacks. The Assault sets you want to make the AT's secondaries are a mix of ranged and melee attacks, no real support or control. Your proposed primary power sets have scant few control options and no support options. So that means the proposed AT will have the same problems the Mastermind has with keeping pets alive in a difficult situation, but none of the support to help deal with it. No heals. No toggle buffs/debuffs. Not even any solid mezzes like a Controller or Dominator. And as an avid MM player, keeping even the tier 3 pet alive can be a challenge depending on the enemies and map. And that is after having Maneuvers, Shadow Fall, ninja inherent defense, Train Ninjas 4-slotted with defense enhancements to improve their defense, and every pet proc' available in the game to keep them alive. Yes, I can solo some seriously difficult foes with ease, but any enemy that uses lots of AoEs, especially if they hit hard or have debuffs to augment their AoEs, drops all my pets in a hurry. Or any large groups of enemies will leave me spending more time summoning replacements, even the tier 3 pet, as they group annihilate my pets. Difficult fights happen for every AT. And your AT lacks the means of dealing with such difficult fights. Edit: Basically, it boils down this is a pet class AT, but how do you keep your pets alive and fighting when things start to look bad?
  18. My guess would be because they are merits. Looked at the Special tab of salvage, and looks like all the merits are listed there.
  19. If you want to address Detonator in this thread too, then I would say you are on the right track. Make Detonator allow the character to place up to X "hidden" bombs with no duration limit. If you place a bomb after reaching that limit, then the oldest one despawns. The power also provides a popup power when you place any bombs. That popup power can either detonate all currently placed bombs, or more complicatedly, allow the player to detonate specific bombs. (Rapid click to detonate them all if the popup allows for specific bomb detonation.) A controlled detonation bomb that lasts until the mission is completed or the bombs are detonated would be very different from the passively triggered mines from Trip Mine. (And would also make the power something I would actually use.) Edit: Or for simplicity and for those that want to keep Detonator more or less as is, change it so that your pet places an Omega Weapon (from the Crab Spider tree) style bomb, but the pet still gets back into the fight as the bomb explodes. (Because the last thing a MM needs in a difficult fight is to throw away a minion. Especially if in Bodyguard Mode and relying on the sheer number of pets to stay alive.) Make it the nuke it is implied to be. You had the foresight to bring the Big Boom, but it is up to your pets to actually lug it around for you.
  20. If the mobs were invading your base instead of you invading their base, that would make sense. With you invading their space, having pre-placed mines that you can just trigger without having to take the time to place does not make sense. Unless your MM is Landlord, Owner of All Property. If the villains just rent their bases from you, then that level of pre-planning without having to actually do the pre-planning and pre-placement of the mines would make sense. Edit: Basically, my take is that if your MM does that level of pre-planning, then you should be doing that level of pre-planning and place the mines yourself. After all, you aren't fighting from home territory, you are fighting in enemy territory. And that level of pre-planning requires effort. Which is done by placing the mines using the Trip Mine power. Which is a very MM (and other tactical character) level of preparation.
  21. Some powers are geared for only team play. Like half the powers in Thermal Radiation as an example. Some rare powers are geared for solo use. In this case, Trip Mine is a solo player power. You need to stack up on the recharge reductions, but when you finally get the recharge down enough, you layer as many in a spot as you can and then lure the boss, EB, or AV onto it. It looks to me like the power was designed for solo use, and for those of us that devote enough to it, it works well. I'm for improving Trip Mine though. The interrupt in it is just silly seeing as how the Blaster version lacks it. And the long recharge works against what looks like its primary use to me, the ability to place multiples to just ruin an opponent's day. I would also be fine with improving the power's ability to trigger when an enemy gets in its effect radius. (I have too often watched my target standing on the trip mines and they don't trigger. That needs to be fixed.) However, I am against the OP's call for the power to be made into something else. Like I said in my 1st response, the OP would fine for teams. It would kill the power for players like me though. Let some powers remain more solo-friendly than team-oriented. We have lots of powers that only work for teams. Is it so bad to have a few that work for teams that are willing to wait and set up and for solo players? Please don't let the current mow everything down as fast as possible meta take away tactical players' ability to employ traps like that while solo. (Edit: Speaking of the Blaster version, can it be affected by recharge reduction effects too, please?)
  22. Would probably work fine for teams. Solo though? There are only 2 things I would do with it for solo play. First, I would make it function like the trip mine from /Devices, get rid of the interrupt time. Second, I would reduce the recharge so it doesn't take forever to build your trap.
  23. Disappointing, but not something I can argue against.
  24. Just for clarification, Heavy Burst is a cone attack. Not sure if you are aware. Also... Aim, Aim, Aim. Why always Aim? Why not the Target Designator? Make it a toggle instead of a clickie, make the power animation a laser sight emanating from the weapon so no extra animations are needed, and have a constant buff effect on the player or a constant debuff effect that checks to be applied with all your attacks while it is active. Something different.
  25. Was a bit uncomfortable when I saw the thread title. I mean, we already have SMGs in Dual Pistols, and I think there is a suitable model for a SMG in Assault Rifle. However, I have to say, I kind of like what you are doing with this. My two cents? (Using your own comments and an idea that popped in my head based on title.) T1: Single Shot T2: Burst T3: Heavy Burst T4: Frag Grenade T5: Target Designator T6: Aimed Shot (Basically your Headshot, but I'm personally not used to SMGs being accurate at range.) T7: Spray and Pray or Suppressive Fire (Minor damage wide area cone, -ACC and -DAM debuff to enemies. Because they are more interested in not getting hit by the wild, wide area cone, and maybe also more interested in a change of shorts.) T8: Focused Burst T9: Full Auto
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