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Rudra

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Everything posted by Rudra

  1. Yes, they do. Stalkers do increased damage to mezzed targets. At least for holds.
  2. I'm inclined to disagree. My understanding is that MM ATOs are pet sets. If a dev decides otherwise or I am wrong and they aren't meant as pet sets, then whatever. I don't have a stake in opposing this, just looking at it from a set classification point of view. Controller ATOs are CC sets, MM ATOs are pet sets, and other ATOs are damage sets. That is my understanding.
  3. The devs have already said they will not be doing that again. I don't remember why. It does seem to have been an absolute nightmare for them though. Your previous description is not Mass Confusion except as a pet. How would Mass Confusion even work as a pet? Your proposal that I responded to was a follows: That describes a pet that does damage, not a mass confusion effect. Now if the summoned pet is locked at normal damage for its tier in the power set and not the damage of the cloned target, there is no issue. Treat the proposed power as Phantom Army. If the summoned pet does damage as per the cloned target? Now you're looking at being able to summon a boss, EB, or even an AV to fight for you. Even if it takes multiple uses of the power to achieve. Or even if the pet can only attack the target it was cloned from. And once a pet is summoned, it doesn't go away until defeated, timed out, or dismissed; so I don't see your summoned clone just going away when the target mob breaks free from being confused. It may go away when the target it was cloned from dies, that's easy enough to script, but when confusion wears off is probably another matter entirely. And is likely to get angry players on the forums demanding the pet stay longer anyway since no one wants to spend a power slot on a power that just up and fails when a temporary status wears off. My thinking is based on the only other power I can think of that works even similarly: Phantom Army. And given the concerns I have in the preceding paragraph, most notably how powerful the clone is compared to the cloned target, the recharge should not be any better than Phantom Army's.
  4. There are players that take and use Mass Confusion and Mass Hypnosis, and like them. Why should they have to give those up? As for what your Super Ego can duplicate? It should not be allowed to affect anything stronger than a lieutenant. No bosses. No EBs. And not even some AVs. And it should not have a recharge any faster than Phantom Army. (And it cannot replace an existing power in the set. Because you are asking to take powers away from players. So you would need to come up with a new power set that has it, and it would need to be sufficiently differentiated from the Mind Control set.)
  5. All Crowd Control IOs/ATOs - add damage Adding a damage component to all those enhancements will require that the currently provided buffs be reduced. The more components in an enhancement, the less each component gets in the way of buffs. Are you fine with that? Mastermind ATO sets to be allowed in personal attacks Mastermind ATOs are pet set enhancements. MM personal attacks are not pet powers. So no. It makes no sense to be able to slot MM ATOs in them. Mastermind - Mark of Supremacy The proc already has an END reduction component plus two pet buffs, damage resist and regeneration. As compared to Command of the Mastermind's recharge component and pet AoE defense buff. So it already has more than Command of the Mastermind's proc going for it. I don't see the need for + recovery for it as well.
  6. Bres Grinch with Shadow Hound?
  7. My response you are quoting mentions no Controllers or Dominators. It mentions Blasters because Blaster using Aim + BU was your example. It mentions Stalkers because that is already the AT that is designed with a power to take down Lieutenants (typically with the use of BU prior to AS) (edit: similar in idea to the proposed coup de grace). As for the character having to run up to the held or KD'd foe? I know a great many Controllers, Dominators, Blasters, and even Corruptors that play in melee range. So @Akisan's example would not be an outlier. It would be a relatively common example. And if the OP were to be implemented, would likely become even more common. Especially if they have AoE mezzes. For the narrow window defense? I can knock mobs into the geometry and keep them falling in place with surprising consistency depending on the surrounding geometry. (It is not consistent, but it can be done surprisingly often and is a tactic I attempt to use against particularly troublesome EBs with appropriate terrain to use.) Rag doll physics likes to extend the KD duration even when I don't manage to clip the target into the geometry. All it takes is the mob 'landing wrong' so it has to disentangle itself from the rag doll physics. And holding a mob, even a group of mobs, gives you a very large "narrow window" of opportunity. Then there is the question of the coup de grace timer for interaction. If short enough that most players would be willing to consider it for use over just doing more damage, then it takes away the need for doing damage at all or having a team. Just throw a hold slotted for time, forget the damage, and then just kill the enemy without need for any other attack. (Damage? Who needs damage to win?) If the timer for the coup de grace is not that short? Then it won't likely be used at all. Then there is the question of mobs cannot self-rez if coup de graced. Which is so much better than anything even a Stalker can do in that situation. Assassinating the target does not stop it from being able to self-rez. Yet hitting the target with a hold, even a hold that does no damage, and then clicking the target kills that target with no chance of self-rez. The whole you can be interrupted? What are the chances of that happening? Especially if the character has an AoE sleep or Hold to use to prevent that interruption. Just pause for a moment prior to clicking. And if your Hold is slotted for time, you can take almost as many moments as you want to make sure the game doesn't decide to arbitrarily decide you moved and interrupt you.
  8. Because for that Blaster to do that, the Blaster has to slot for damage as primary concern, then pop BU + Aim, then blast the target mob(s) into oblivion. The OP is hit target with a KD or a mez, then gank it. And apparently not even with a dedicated power to do so like a Stalker does. Edit: And since it is an interaction, there isn't even a chance to miss. So it is also superior to the Stalker's AS and that Blaster's BU+Aim obliteration.
  9. Yeah, sorry, but I can't get behind this. There are just too many questions and possible exploits. Coups de grace work well in other games I've seen, but those games don't work the way CoX does, and many of them also have a chance to fail even in their own games. It works great for some single player games, but foes tend to be over the top tough in those games too. And it only works under specific circumstances in those games rather than in such an easily achieved situation as is proposed in the OP.
  10. Would it work differently between PvE and PvP?
  11. If players get it, then yes, mobs should too. Except that would make the game mandatory "Iron Man Mode". You get knocked down or held, you've permanently lost your character (cannot be rezzed).
  12. And what power would be their coup de grace? This seems OP to me, even with the 'must run up to the target potentially putting the character in greater danger' bit. First because the Controller/Dominator could simply AoE hold their enemies and then walk up to coup de grace them each in turn. No real threat to them there. Second, because it makes it way easy to kill enemies. Especially if they can't be rezzed, which takes away one of the main problems of the Freakshow.
  13. They usually look brown to me, but if they're already green and it's just the lighting making them brown? Okay.
  14. Like an AV or GM scale Bres with green fur maybe? Edit: Could even make it a Pocket D holiday mission/arc. Stop the green Bres, I mean Grinch, from stealing presents like that one mission for the Manticore-Sister Psyche wedding. Maybe even add a Krampus mission/arc too.
  15. Attack Types Melee, Fire Effect Area SingleTarget Entities Affected Foe (Alive) Entities Autohit - Target Foe (Alive) Notify Mobs Always 27.8051 points of Fire damage (all affected targets) 11.122 points of Fire damage (all affected targets) every 0.5s for 1.1s (100% chance) after 0.2s if target>enttype eq 'critter' 100% chance 26.0812 points of Fire damage (all affected targets) 11.1777 points of Fire damage (all affected targets) every 0.5s for 1.1s (100% chance) after 0.2s if target>enttype eq 'player' Looks like a fire melee attack to me. Copied straight from City of Data for the Fire Imp's Brawl. (Edit: No smashing damage, just all fire. For the initial attack and the followup DoT. So it's Brawl in name only.)
  16. Not everyone likes to play through grey missions. (Edit: And I've never outleveled him just playing.)
  17. The problem comes in that people already get hung up on names. For instance, there is an old thread where someone asked to have a power to replace Rage in Super Strength because his/her character doesn't get angry to get stronger. Then that person asked for the replacement power to be called Adrenaline or something, and described the mechanics of it. And the described mechanics? Was the Rage power. There are more recent threads where arcane power sets are being asked for, being there is no power set with the word "arcane" or "eldritch" in its name. And the power sets are obviously not magic in nature otherwise regardless of the magic origin (to that person).
  18. Auto logout does not happen in instances. To the best of my knowledge, the game does not differentiate between instances. So being on a mission map instance or a SG base instance is the same thing to the game.
  19. As someone who prefers to produce quality work over just work, I stand with the dev. It is embarrassing to produce a product, whether models in game or a report at work, that can only be described as sloppy. Other costume issues needing to be fixed is not a reason to just slap something together and throw it in, at least to me. It is something the dev said they were looking at already, but not willing to just put out and deal with the inevitable disappointment and anger about sloppy costume pieces being added. (Case in point: the costume forums where the devs are asking for players to report costume problems to be fixed.)
  20. Covered in previous threads. The game cannot currently support long dresses/robes for PCs because of extreme clipping with the models. Not saying that it will never happen, just that the devs said it is not currently feasible. Pet customization has been asked for and asked for and asked for. We keep hoping though. (Edit: The problem seems to be in how MM pets were made compared to other pets, mobs, and characters.)
  21. That's why my recommendation for the OP is to make it more generic. What robots are resistant to and vulnerable to depends on the robot for instance. Depending on the depicton, a robot could be resistant or even immune to magic. (How would that be addressed in CoX since magic is an origin and not a specific effect? Would the character be resistant to the attacks of a character with the magic origin?) Other depictions make them vulnerable to or even completely defenseless against magic. Same thing with psionics in that a generic robot can be resistant/immune to psionics or vulnerable to it depending on the portrayal of psionics and robots/technology. And that is even before you get into the different ways a robot could be constructed, powered, or operated which all would further affect what the robot is resistant to, immune to, vulnerable to, or completely defenseless against. Same thing with demons. Some demons are depicted as resistant or invulnerable to fire and dark. Others to fire and poison. Yet others to cold and poison. And there are even other iterations/interpretations of resistances, immunities, and vulnerabilities. So saying a demon type would be resistant to fire and negative, but vulnerable to energy and psionics is to say that all demons in the game are limited to a specific interpretation of demon. So on and so forth.
  22. Depending on the game system or other depiction, psionics and negative/dark are naturally resistant to each other. (Though in some, dark is resistant to psi but not the other way around, so a dark creature is your only real means of fighting against a psionic one.)
  23. I can't see that happening outside of deliberate trolling of the TF leader's own TF. More likely, it would be a team member. And the leader can simply boot the member. If the OP were to be implemented, it would kill player's ability to hold farm themselves, stay logged on to avoid patrol xp (even if only for a single character), or even just pause a long mission like the Atta mission or the Clockwork King mission mid-mission to tackle lengthy distractions like dealing with a family problem or other emergency.
  24. Help channel is a thing. New players can ask for help on how to do things including manage their END. Same in Broadcast, General, and even Local channels. The 'new players are ignorant' trope is not the problem. There is always help available to answer questions, give guidance, assist in tasks, and even provide inf' to get the new player or even just new character started. There are also the forums and assorted online guides that can be googled. I'm fine with there being a 'CoH For Dummies', 'Endurance And You: Thriving As A New Character', or whatever else anyone may want to title a pinned thread giving tips and guidance for low level play or END management. I'm just tired of the 'new players are idiots and need to be hand held through the game' pitch. Edit: Sorry, @Gobbledegook. Not trying to rant at you. Just rather tired of that particular response.
  25. I don't view END management as suffering and I don't see the replies as a "we all suffered through it, so you must as well" bit either. As has been stated by @JasperStone earlier in this thread in the provided link to the Stamina thread, it is not the toggles that devour the low level character's END. The OP will not change anything when it comes to low level END management. It is the attacks that devour the character's END pool. So telling the author to slot END reduction enhancements into his/her attacks is not meant to be a "you must suffer too!" thing. It is guidance on how to deal with it. Same thing with @Yomo Kimyata's response, it is a way to deal with END management. Same thing with your post too.
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