Jump to content

ironjoe

Members
  • Posts

    140
  • Joined

  • Last visited

Everything posted by ironjoe

  1. Just to check did you tell anyone on the Everlasting TF's channel about the time? I can pass that along if you haven't so they are aware of it in the schedule. Edit: They know and are good to go.
  2. The Jade Spider as a regular GM would be awesome.
  3. I think the agro cap is well balanced for most AT's. I am also persuaded that a permanent increase does remove threat for other AT's. Though I think it's fun to get past the agro cap in some instances. This is primarily done with pets that get their own agro but go along with you. So if wanting to get past the normal agro caps I would suggest having them summon an invisible psuedo-pet of some kind that gains it's own agro and follows directly on the player. I would also suggest tying that into a Tier 9 power with their long recharges to not make it always up. These are just some thoughts I had while thinking through how to mechanically make it happen and not have it be too powerful.
  4. Links are acting weird right now. Try right clicking and "Opening Link in new tab" to download it.
  5. We were testing a crashless rage on a single stack that still gave the 80% damage buff but that still seemed to get push back by giving the crash if you double stacked. That's why I took my back to the drawing board approach. I also agree on Handclap and Hurl and that's why I made my attempts. I made an edit and changed Rage to Build up for the ATO as was pointed out for Stalkers. And I agree on the others proliferating out to Tankers.
  6. That's actually the best reason that I totally forgot. So yeah they would need build up instead.
  7. This is more or less a rage fix with some other fluff around it as I try to think out things. I'm trying to be less annoying than some of the other rage fix posts with a whole look at powers and addressing lack of AOE at lower levels.
  8. One armor set does have a similar mechanic for Stalkers though and it seems to work pretty well for them there. You could also do the vanilla build up that these ports seem to make but that just seemed less interesting to me.
  9. I just found this thread after giving my own try at how I would redo things in Super Strength. My biggest thing is I know Rage will have to change no matter what we do and I like my toggle approach. I think it would be easier to balance the damage that way while still giving it a crazy factor by increasing the more your surrounded.
  10. I would like to see Super Strength proliferated to Scrappers and Stalkers and I have been thinking of some changes to the set that could be done at the same time. So I would swap some of the power positions around and change some of the attributes of the powers as follows: Super Strength Power Proliferation Brute Scrapper Stalker Tank Power Level Power Level Power Level Power Level Jab 1 Jab 1 Jab 1 Jab 1 Punch 1 Punch 1 Punch 1 Punch 2 Hand Clap 2 Hand Clap 2 Hand Clap 2 Hand Clap 4 Rage 6 Rage 6 Assasin's Strike 6 Taunt 10 Knockout Blow 8 Knockout Blow 8 Build Up 8 Rage 16 Taunt 12 Confront 12 Placate 12 Knockout Blow 20 Haymaker 18 Haymaker 18 Haymaker 18 Haymaker 28 Hurl 26 Hurl 26 Knockout Blow 26 Hurl 35 Foot Stomp 32 Foot Stomp 32 Foot Stomp 32 Foot Stomp 38 Hand Clap I would move to tier 3 and add some minor damage to make it a low damage stunning AOE. Damage Minor Recharge Slow Minimum Level 2 (Brute) 2 (Scrapper) 2 (Stalker) 4 (Tank) Effects Point Blank Area of Effect Foe Disorient, Foe Knockdown Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Increase Attacke Rate Enhance Disorient Duration Enhance Taunt Effectiveness Set Categories PBAoE Damage Stuns Knockback Taunt End Cost 13 Recharge 30s Radius 15 Stunned: 2 (Tgt) Duration 15 Damage 10 Rage I would change to a toggle that merges Rage values into a mechanic similar to Against All Odds. So the harder they are pressed, the more they Rage. At max target saturation it equals double Rage currently but will be below that for most of the time. I see this as a compromise with those that love double Rage Recharge Slow Minimum Level 6 (Brute) 6 (Scrapper) 8 (Stalker) 16 (Tank) Effects Toggle: Point Blank Area of Effect Self +Damage, To Hit Enhancements Reduce Endurance Cost Increase Attacke Rate Enhance ToHit Buff Set Categories To Hit Buffs End Cost 0.21 sec Recharge 10 Radius 8 ToHit: 20% Self DamBuff: 10% Self DamBuff: 15% Per additional enemy max 10. Hurl should become a small Targetted AoE. Damage High (Smashing) Recharge Moderate Minimum Level 26 (Brute) 26 (Scrapper) 26 (Stalker) 35 (Tank) Effects Point Blank Area of Effect Foe Disorient, Foe Knockdown Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Increase Attacke Rate Enhance Range Enhance Taunt Effectiveness Set Categories Targetted AoE Damage Knockback Taunt End Cost 9.35 Recharge 8s Radius 8 Range 80 Damage 75 Haymaker I would bump up from High Damage to Superior to account for the tier change but keep other attributes the same. Numbers above are going off Mids for a Super Strength Tank and adjusting from there.
  11. Getting 45% S/L and Melee isn't too difficult. It depends on the amount of defense debuff there is and what team buffs you have going on. Here is one way to get it as an example. Edit: I originally had flight crammed in there an noticed I didn't swap those IOs in Lightening Reflexes and Swift. Obiously swap those for run IOs, Also Stamina might not have the best proc there... I would have to check but otherwise survival numbers are pretty good. Iron Joe - Tanker (Electric-Electric).mxd
  12. Seeing this as the WST this week, was this ever fixed?
  13. I also agree with others that Combat Teleport was really fun to turn into a poor man's Shield Charge with some combinations. I think thematically having it give defense as opposed to "to hit" works better as often in comics combat teleportation is used to avoid getting hit by things. So I think it should have a defense buff similar to Combat Jumping instead but keep the activation/recharge times the same because that keeps the fun in the power.
  14. I played with all of these today and liked all but "Team Teleport". It doesn't feel useful in any context in it's current form. My recommendation is that if making changes, expand it's radius so that it becomes a team level Incandescence. If you want to add more flavor, add in an AOE stun to it and lengthen it's recharge to account for the added utility. Then you have a power worth trying to squeeze in for people looking at this pool.
  15. So after giving these changes a test today I was happy with several options but there were still several shortcomings that can be addressed. I currently really try to give Mission Transporter a try but the long activation and interrupt time really makes it a frustrating option. Nearly every time I've tried using it I have had an Ouro portal drop and stop me 8 seconds in to activating it. The time reduction doesn't go far enough for that here. Long Range Teleport, Mission Transporter, Base Transporter should all have their Activation/Interrupt times reduced to the same as Team Transporter 6 activation 4 interrupt. It seems to be in a sweet spot of not instantaneous but not frustrating on interrupts. On another thought leaving Ouroboros sends you out in different locations, would it be better to have that send out by the teleport portals in the zone?
  16. KGB SS8 will take the 12:00 time. The tour will be given by @ironjoe . You can join our voice chat for the tour if you want. https://discord.gg/spExs3c
  17. Putting this on the calendar. The timing makes it tough but we will see what I can do, I have my SD/SS, Elec/Elec, Dark/Dark, Rad/Rad, and Fire/Fire tanks as options to bring. Just need to grab the appropriate temp powers on them.
  18. SG Leader: Iron Joe Global : @ironjoe Supergroup: KGB Special Section 8 Shard: Everlasting Passcode: KGBSS8-3602 Contributors: Miyria (@Stormwrek) 99%, Iron Joe (@ironjoe) 1% First we start in our fictional portion of Kings Row. Then we head to our base offices on Kings Row. Next we see some of our base interior. From there you can head to the roof for Helicopter transport to the Rikti War Zone or... the transporters to our moon base. Where we have an even large facility. And the equipment to protect all of Earth. Open world base building seems to be all the rage right now. To differentiate our base has multiple distinct portions and is NOT an open concept except the street in Kings Row.
  19. SG: KGB Special Section 8 Passcode: KGBSS8-3602 Global: @ironjoe We still have a bit to finish but I like that we technically have three bases within our base with our main HQ, our moon base, and a secret functional street base. It's just different.
  20. After the tanker buffs to leadership/ect, I find it difficult to not get some leadership going. Even though it costs more endurance I prefer maneuvers for adding a little defense to the whole team. If I need maneuverability in mission I just toggle on ninja run.
  21. I tend to go Energy Mastery for Focused Accuracy (Gaussians BU Proc) and Physical Perfection. Both powers give decent returns for little slot placement that I can use elsewhere. On my Electric Tank I go Mu Mastery because end is already solved early there and more thematic ranged damage is nice with the addition of the immob. Soul also has appeal after the tanker buffs mentioned above.
  22. Currently My toughest tanks in descending order are: Shield Defense - Super Strength Electric - Electric Rad - Rad Dark - Dark Fire - Fire All are variations of Iron Joe. The Rad and Dark are only 90% enhanced out with sets so some of that might change with some additional bonuses. Oh and the Fire tank is unkillable with Fire and/or S/L enemies but others expose some of the holes there.
  23. I have been thinking lately of how nice it would be to have a melee support archetype similar to RPG Paladin's that are tanky but have powers like healing word. Something that mirrors the VEAT's but more plausibly played by heroic characters. This would fill that niche and have different range of powers, I find this all very interesting for that purpose.
  24. I play on my Ubuntu Desktop and I'm a Linux admin in my day job. If there is any pre-beta on the client I would be happy to also test it out checking for errors on Linux specifically and provide specific feedback if necessary.
  25. Thank you for planning this Shadeknight. I'll be sure to have KGB Special Section 8 there for anyone that want's to be Soviet Super Spy' and/or Heroes.
×
×
  • Create New...