
Major_Decoy
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Psi Armor/Claws. Proof of concept (166 health per second you say?).
Major_Decoy replied to Sovera's topic in Tanker
Any particular reason to skip Power Transfer: Chance to heal? There is a ten second lock out timer, so you don't get much for having more than two or so slotted, but it's supposed to provide more health/second than regenerative tissue. Though, I wonder if the changes to heal resistance impact these numbers. -
How much crime is there in the rubber suit?
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Catboy Lord Nemesis: Lord Nemewsis
Major_Decoy replied to Major_Decoy's topic in Suggestions & Feedback
I'm not sure if that'll make it seem cattier or more scottish. -
Catboy Lord Nemesis: Lord Nemewsis
Major_Decoy replied to Major_Decoy's topic in Suggestions & Feedback
I am totally in favour of making his speech as heavily cat pun accented as possible, but I am not familiar enough with it to do it myself. I was hoping for a bit of community support in fleshing this out. Ideally he'll be the second most annoying character in City of Heroes. -
[Nemewsis] Hear meowt, for I am Lord Nemewsis! Flea the vicinity of ZONE, for I shall conquer it forthwith! [Nemewsis] The Prussian Brew Russian Blue Paw Prince of Automeowtons marches on ZONE next! [Nemewsis] Lord Nemewsis demands the immediate surrender of ZONE! Take shelter if you value your lives! [Nemewsis] Citizens of ZONE! Surrender to Nemewsis or be annihilated! [Nemewsis] I shall make an example of ZONE. Prepare yourselves! [Nemesis] Imbeciles! I shall pacify ZONE myself! [Nemewsis] Did you in ZONE really think you could best Nemewsis? Then you are easily deceived. [Nemewsis] Nyahah! You fools in ZONE have only defeated one of my robotic duplicates! Lord Nemewsis shall purrvail! [Nemewsis] Do not feel at ease, VILLAIN ZONE, as Nemewsis shall return! [Nemewsis] Lord Nemewsis does not retreat for long! I shall soon return to HERO ZONE with my full strength!
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Oh, we didn't have "no idea" We had the ability to use powers unslotted and toggle stuff on and off. You could run dull pain and time how long it lasted and how long it took to recharge. We had no idea what anything did prior to using it but after using it we could work it out. Part of the argument for actual numbers was "This information is already all available, just not in game." But it's clear that they did some things to change the text boxes, after all, each of the text boxes does correctly reference the name of the power. "This is an attempt to remove your opponent's head from his neck with your battle axe. This attack is fairly quick for a large weapon..." (and it's aimed at center mass from the look of the animation. I suppose it works as "beheader" if you get a macro that yells "DUCK!" before you swing and "No, duck INTO the blade" after you miss the neck.)
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"Chop deals heavy damage with your battle axe, although it is much slower than gash" Activation time 1.2 seconds, recharge time 8 seconds. "Gashes your opponent with your Battle Axe doing Superior Damage." Activation time 1.27 seconds, recharge time 10 seconds. Meanwhile, Beheader is the fastest recharge, lowest damage attack? I get that it's only an attempt to your opponent's head from his neck, but it seems a fairly half-hearted attempt. You might as well call taunt Beheader. "Oh, you can't ignore me, I'm making my axe move towards your neck"
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You can absolutely roleplay that with the current game, it's not like great wealth or political influence have any influence on game play and neither does you weakness, so it's pretty balanced.
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I feel like they're worse for Dominators. I mean, at least controllers have a whole secondary that might not be superfluous. I kind of like the idea of giving anything that has purple triangles specific lockouts on attacks. So like, if the Envoy of Shadows has a mag 3 hold on it, even if it's not held, it cannot use Greater Fire Sword. A Mag 6 hold will also prevent the use of the DoT aura Shadow. A mag 6 confusion keeps it from using Healing Flames. A Mag 6 stun gets rid of Fireball. Something like that. It can still move, still attack, but controls are still doing something.
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Homogenation - Should all powersets be the same numbers wise?
Major_Decoy replied to Troo's topic in General Discussion
This seems like the weirdest game to have this kind of complaint about. I've made two characters on the same archetypes with the same power sets just because you can make drastically different builds just by skipping certain powers, taking different power pools, slotting different sets, etc. Even if you keep all the powers and slotting identical, there are people who ran through praetoria as kind of a mirror of their primal characters. Edit: I suppose it's different approaches for different people, but the character that gets created will play the same content differently even if it has the same power sets. -
So, with that in mind, what I'd do is something like: Every Tanker should get one mag 4 stun and one mag 4 hold. Drop Build-up, give tanks a PBAoE Commanding Call or something like that, taunts the enemies and gives everyone a to-hit buff, damage buff, and +special, kind of like a combination Call to Justice and Power Boost. Every Brute should get one mag 4 immobilize and one mag 4 fear. Drop build-up, give a PBAoE Battle cry with something of a reverse repel effect to draw enemies in closer. It should also increase the brute's accuracy and damage (but not as much as build-up) and reduce the brute's endurance costs. Every Scrapper should get a -damage debuff and a -to hit debuff. I'd argue for somewhat powerful ones with short durations, so if you can time it right before big attacks you'll notice your difference in survivability. They could keep build-up, but since stalkers already have build-up, maybe give a power that leans more into criticals.
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This is actually something about the initial design of tankers that was lost in the way the implemented new sets and later power set proliferation. Tanker sets: Super Strength has holds, stuns, and knockback. Mace has stuns and knockback. Axe has knockback. Energy Melee has stuns. Ice Melee has knockback, holds, (and some -recharge) Stone Melee has knockback, holds, stuns Fiery Melee only has extra damage. But of note, Tanker sets are focused on the "classical elements" and tend towards having controls. Scrapper Sets: Broad Sword has -defense, some knockback, and parry Claws has some -defense (not much) Dark Melee has some -accuracy, an immobilize, and a heal. Katana has -defense, some knockback, and divine avalanche Spines has damage over time, an immobilize, some knockback, and some -recharge. Martial Arts has stuns and knockback. With the exception of Martial Arts, Scrapper sets tend to have more debuffs. (and no elemental sets) And, I think, that where Cryptic failed with differentiating Tanks, Scrappers, and Brutes is where they succeeded in differentiating Stalkers. The only real changes they made when proliferating sets is in changing out confront for taunt. This is probably budget and time concerns, but it's made comparisons as simple as "who does the most damage?" because there's not really any other metric to compare them on. If tanks had actually been melee controllers, and scrappers had been melee debuffers, and brutes had been oranges on pogo sticks, we'd be having entirely different arguments now.
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And this is all about single attribute enhancement IOs. Two dam/Acc IOs will provide a better bonus than one dam and one acc. So even if you don't want to bother with set bonuses, there's a benefit to frankenslotting.