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Rudra

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Everything posted by Rudra

  1. I was more thinking depending on feedback and what would work best for the AT for both balance and game play, either the attack would be dropped from the tree or the panic button would be dropped from the tree.
  2. The T9 isn't a choice for the player. The devs won't do that again. The "or" in any given power entry is to denote that any given power set will have either the first power *or* the second power available depending on the set. So an armor could be a resist. It could be a defense. It could be both but at lower values. (It could be a regeneration power instead.) Same thing with the T9. It could be another attack. Or it could be a panic button defense of some type. Whichever is more balanced and appropriate for the AT and specific set. (Edit: The AT is after all, a work in progress. I am depending on feedback from others to help refine it into something the devs will want to make, players will want to play, and still be as easy for the devs to implement as I can manage.)
  3. Let's just alleivate @Zepp's concern about the armors. Here: Striker: Inherent: Unstoppable: When HP drops to 25% or less, gain +10% regen and +10% speed (recharge and movement) until above 25% HP. Primary: Melee T1: Light damage melee attack (fast or very fast recharge) T2: Moderate damage melee attack (fast or moderate recharge) T3: Special power (perception increasing power [including +ACC or +ToHit] or minor enemy debuff power for instance) T4: Cone moderate damage melee attack (moderate recharge) T5: Mez Protection T6: Confront T7: High damage melee attack (moderate recharge) T8: Cone high damage or moderate damage+special melee attack (moderate-long recharge) T9: PBAoE severe to extreme damage melee attack (long recharge) Secondary: Range T1: Light damage or light(er) damage+special ranged attack (moderate recharge) T2: Melee defense or resist power (theme dependent toggle)* T3: Moderate damage ranged attack or light damage+special ranged attack T4: Ranged defense or resist power* T5: Self heal or Build Up T6: AoE defense or resist power* T7: PBAoE utility power (toggle or moderate recharge click; enemy debuff) T8: Cone or TAoE moderate damage ranged attack T9: High damage ranged attack or panic button power *- Defenses may be changed to typed rather than positional depending on set theme. Damage resists may be added on top of defenses if appropriate to theme, but defense and resist values will be penalized accordingly. Armor slots may be universally replaced with regeneration powers dependent on theme. All values still to start with lower base than Scrappers. Disclaimer: Power order subject to re-arrangement as appropriate for power set. (See Scrapper primary powers as available for review at https://cod.uberguy.net/html/index.html for more information.) There. Now all the armors are together except for the mez protection. And I really don't see mez protection being separate as giving players a chance to go OP on armor.
  4. YES!!! Definitely! Same thing for papers!
  5. The niche is a melee-ranged fighter, like a Blaster, except the inverse of. The concept is the fighter who also happens to have an array of ranged attacks. Edit: And if the split armors are too OP or too much of a handicap, then they can be replaced with debuffs and soft controls. In which case the inherent becomes: Unstoppable: When health drops to 25% or less, a Mag 3 Mez protection is triggered (not more than once per 3 minutes, not affected by recharge enhancements, duration 30 seconds?) and the character gets a +10% speed boost (movement and recharge) until HP is again greater than 25%.
  6. Sure. That post doesn't really tell me anything, but yes, melee/ranged.
  7. Because anyone that disagrees with you, let alone does something in a game you don't, is obviously a troll.
  8. Just because you don't doesn't mean no one does. Here are three comments immediately preceding yours where players say they are using either Boxing or Kick. (In this case, Kick.) Your argument fails. And is mind boggling in that it is a response after comments that prove your comment fails. Edit: Oh, and for clarification? I actually have two characters that have Kick on their power tray for use in combat as well. And they are even slotted with enhancements. *gasp* Also, there are players that slot their Boxing or Kick powers with enhancements for the set bonuses even if they don't actually use the powers themselves.
  9. Melee/Range (Edit: With the ability to survive in the preferred melee.)
  10. Then make a suggestion that buffs Boxing and Kick that still keeps them less than the Melee ATs' primaries/secondaries. My comment is in response to those that simply don't want to have to deal with prerequisite power choices.
  11. The problem is players' expectations. The expectation that if they have to take a melee attack from a power pool then it should at least be as good as their primary or secondary sets rather than a gap filler supplementary attack aimed at characters lacking melee attacks that the player wants to have melee attacks on either for concept or for when things get in their face. The expectation that players should be able to min-max their characters without having to make choices other than which uber power they will use. (The expectation that a game designed over progression against enemies set at a nominal difficulty so that any AT with any power choices can clear the missions either still requires a min-max approach to deal with or will somehow still give the desired challenge despite min-maxing beyond the default progressive development of the game's ability to rise to. Hence the demand for ever harder difficulties after players min-max their characters. And yet the demand to keep growing ever more powerful continues.) It's in every thread asking to skip the prerequisites. Is the character at the point where those extra power slots are needed somewhere else to be able to play the game and handily defeat every mob they encounter? No. It is purely about achieving cheat code levels of godliness. You may now thumbs down this comment into oblivion. I know I am making a very unpopular comment. Or respond with a comment that will prove me wrong. I would really like to see one.
  12. @Zepp, it is as @Akisan said. The focus is primary melee and secondary ranged. Using a modified take on the Blaster's Manipulation set to set up a ranged secondary. The armors are just to help the new AT survive. However, as I said in my second attempt at the AT, the armors are not actually necessary. I can replace the armors in the primary and secondary pools with debuffs or soft controls, and the new AT should still do well in melee. (Edit: I would just be reverting the +10% regen in the inherent to a triggered mez protection usable once every 3-5 minutes while retaining the +10% speed bonus. if the armor options were removed.) Edit again: The concept is an inverse Blaster. A character that focuses on melee and supplements with ranged as opposed to a character that focuses on ranged and supplements with melee.
  13. @Zepp, I appreciate your feedback and look forward to additional comments, but I'm not trying to make an actual Swashbuckler AT. That was just a possible name for the inverse blaster AT I was thinking about. (The name is currently Striker.) Blasters have lots of ranged attacks and a few melee attacks with supplemental powers. I'm trying to make an AT with robust melee attacks and a few chainable ranged attacks. The primary offensive focus of the AT is melee. And Assault doesn't do that. My original plan was just to use the Scrapper primaries as is and modify the Blaster Manipulation sets to have ranged attacks instead of melee attacks. Then to keep the AT alive in melee, also replace some of the Manipulation sets' powers with a few armors. Nothing to be competitive with even Scrappers or Stalkers, just enough to keep the AT from simply collapsing while engaged in melee combat. Hopefully that helps clarify what I am trying to accomplish with this AT.
  14. New version/attempt at this AT. Kind of cludged together from previous attempts and feedback. Striker: Inherent: Unstoppable: When HP drops to 25% or less, gain +10% regen and +10% speed (recharge and movement) until above 25% HP? Primary: Melee T1: Light damage melee attack (fast or very fast recharge) T2: Moderate damage melee attack (fast or moderate recharge) T3: Melee defense or resist power (theme dependent toggle)* T4: Cone moderate damage melee attack (moderate recharge) T5: Mez Protection T6: Confront T7: High damage melee attack (moderate recharge) T8: Cone high damage or moderate damage+special melee attack (moderate-long recharge) T9: PBAoE severe to extreme damage melee attack (long recharge) Secondary: Range T1: Light damage or light(er) damage+special ranged attack (moderate recharge) T2: Ranged defense or resist power* T3: Special power (perception increasing power [including +ACC or +ToHit] or minor enemy debuff power for instance) T4: Moderate damage ranged attack or light damage+special ranged attack T5: Self heal or Build Up T6: AoE defense or resist power* T7: PBAoE utility power (toggle or moderate recharge click; enemy debuff) T8: Cone or TAoE moderate damage ranged attack T9: High damage ranged attack or panic button power *- Defenses may be changed to typed rather than positional depending on set theme, or may include typed damage resist/defense on top of positional at lowered values for all defenses/resists depending on power set theme (such as fire). All defenses/resists to be at lower base values than Scrappers. (Edit again: Or may substitute regeneration powers for a regen-based pairing.) Disclaimer: Power order subject to re-arrangement as appropriate for power set. (See Scrapper primary powers as available for review at https://cod.uberguy.net/html/index.html for more information.) So how is this?
  15. Funny pool, but entirely too powerful.
  16. Show me any comic that has their characters do that simply after running. (Edit: I've seen that stance or similar at the end of a jump or when hiding on rooftops to scan an area, but not just because the character stopped walking or running.) Regardless, as I said earlier, it's fine as long as it is an option. And the best option for that is an emote. Whether it be a stance emote or a new category of emotes.
  17. I'd rather be able to select from a variety of arrow options that could be colored. Like a weapon submenu for the weapon menu.
  18. It was given as an example, and they can carry over into other TV trials depending on when you do them. I've duo'ed TV trials with a friend and we had almost full pop-up trays of coolant belts with all the pop-up powers on separate timers. Point is, we can make our own macros and put them in our active power trays. So I sincerely doubt the devs are going to add emotes to the pop-up tray since then players will start asking to have more emotes added to the tray.
  19. It's the pop-up tray and it populates based on the number of powers you currently have available with active pop ups. So you can see it start filling on things like the Terra Volta respec trials if you grab all the belts. The more pop-up powers you have access to at the time, the more full the tray becomes. Edit: Because it is a pop-up power tray and not an active power tray, you can't add anything to it. It is reserved for special use.
  20. This would be a better suggestion. Also, simpler to implement.
  21. Ouroboros is a pretty good option for that. Grab your 50. Run some low level content to get a feel for anything unfamiliar. Run some mid level content that is flagged as not done yet to see what changes are there. And then go nuts on the high level content. Everything is already there except for filler missions. Including the tutorial arcs. Which can be run back to back to maintain story continuity at will.
  22. *wonders* Then what the hell have I been doing wrong? I don't think any of my characters can hit enemies in MoG, let alone consistently....
  23. Ki Push works well for a Blaster since theoretically they want to keep their distance. It doesn't really fit the schema of this proposed AT though. Melee is the preferred, and the "knockback" of Ki Push is more like a repel effect when you watch it. The target slooooooowwwwwwlyyyyyyy flies away from you. I'm not a fan of splitting armors between sets either. Though it could work... ... now I'm imagining a fire/ice Striker using both fire and ice armors... that could be weirdly fun.... I'm wondering if armors are the way to go though. Especially given what you said earlier. Does it make more sense for this AT to use armors or to use soft controls to survive? (This is a serious question I'm asking. Not rhetorical. And is aimed at everyone willing to answer.)
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