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Major_Decoy

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Everything posted by Major_Decoy

  1. Actually, I visit every Super Strength player's domicile and, upon threat of violence, force them to take 1) Rage, 2) Combat Teleport, and 3) a Tumbler of Malort. Wenn bist du nicht willig denn brauche Ich Gewalt!
  2. Were they too busy eating kheldians?
  3. City of Heroes' Rage is significantly closer to Dungeons & Dragon's Rage than it is to Champion's Push, which was my point. And I believe that if there is to be a power like Push in the game, it would make more sense for it to be a inherent power available to everyone and not limited to Super Strength.
  4. That is a fair point, and technically every system aside from combat is option. A person is technically able to go from level 1 to 50 without ever training to level 2 or opening Enhancement management. I would not be surprised if someone had done that as a challenge. My point is that there are way to balance powers that are within the potentials of the existing system but are not being used. And there are way to implement it such that it is optional. You could have Unstoppable stop end without a crash if you're in "rested mode" (you would log in counting as rested) and if you used Unstoppable, it would recharge as normal, but if you hadn't rested, it would crash. So functionally, if you don't use rest, every use after the first would be working just as it does now.
  5. Yes, this is a combat oriented game, but resting is not "not playing the game" it is making a decision where and when it is safe to rest. We do not log in to deliver beatings. We log in to play heroes, vigilantes, rogues, and villains. There are any number of games where you can just beat people up. Your argument here could also be applied to the invention system, enhancements, and picking what power to level as. It would be be absurd for me to represent your argument that way, please give my argument the same courtesy.
  6. Strength of Will, One with the Shield, Unstoppable, and Light Form all state exhausted. Hasten says "left tired" Now, I am not saying that all of those powers should require you to rest before using them again, but it would be thematically appropriate. Changing Hasten would piss off way more people than either Blood Frenzy or Rage. The Nukes used to have text "This power leaves you drained of endurance and unable to recover endurance for a while" which also could have been represented by needing to rest (and many blasters did) and would have allowed you to keep on fighting after the nuke, only stopping to rest and recharge the nuke when convenient. Now, the nukes don't have the crash any more so you can just keep on fighting and it would probably piss off more people than rage but... maybe fewer hasten if it were changed.
  7. I wasn't trying to say that you couldn't make a power like Rage (the system, after all, is very flexible), but rather that nothing in the book suggests that characters with Super Strength should have Rage and that Rage is a thing that only Super Strength characters should have. In Champions it would make perfect sense to give a blaster the Aid power with similar modifiers.
  8. It's not specifically about the power rest. I do not care how people use their powers. What I care about is that so many powers are balanced around health and endurance and I feel that more flavour and depth could be added to the game by considering other mechanics that already exist in the game. There are a number of powers that specify "you are left exhausted" and thematically, if you are exhausted you need rest.
  9. Oh, yeah, a lot of inspiration from Champions too, Health and Endurance were probably inspired by champions and that Health represents Stun (and City of Heroes has no body stat), knockback, resistance, a lot of stuff. However, nothing in the Champion rule book really suggests anything like rage.
  10. The goal is not to bring relevance to rest. It's not a case of "oh, poor little rest is useless, I miss the days of making sure a patrol wasn't coming and sitting down to recover health and endurance" The idea is that a bunch of powers have crashes to emulate the "Oh, you've just exerted yourself so much and now you're tired" The nukes had crashes for that reason too. But in practice the crashes suck. If the goal is to mechanically indicate "You've overexerted yourself and you can't do that again soon" I feel that rest is a mechanic already in game that could serve that same purpose. Obviously it wouldn't be appropriate for every power with a crash, but it might be appropriate for some.
  11. Yes! That's exactly it! It's annoying but it gives you control over when you're vulnerable as opposed to just "Well, I hope I'm not in combat three minutes from now." Edit: I suppose that they have methods to track whether or not you're in combat, they could also implement things so that you don't need to rest, they just only recharge when you're not in combat.
  12. He absolutely does. He rarely needs it, but he'll ask for it. When he does need it, it's usually just because he's been talking too much. That aside, when they do go all out like that, it's often a "keep on pushing until the fight is over and then collapse" type thing. You don't see them stop in the middle of the fight because they keep pushing until the fight ends. Unlike Rage, they have some control over when the crash comes. Think about the Spider-man/Doctor Octopus fight in Spider-man two. He puts everything he has into catching that train, he is using all his strength and pushing harder. He stops the train and then he's out. It's not something that happens every fight because these heroes rarely go all out. We shouldn't expect them to be running Rage or Unyielding Might all the time.
  13. It's useful at low levels, but generally around the time I use my first respecification on a character, I'll take rest off of the power tray. It's not a bad mechanic, but it's awkward on teams and, between inspiration drops, inherent fitness, procs, and set bonuses, it just takes up tray space and you're often better suited just standing around to recover. I think that a lot of the powers that get mechanically implemented as having crashes would be better if they had no crashes but only recharged while resting. It wouldn't be something like "Unstoppable has a ten minute recharge so you have to spend ten minutes resting" but maybe "a once you rest, it starts recharging" or maybe even "it recharges completely after 30 seconds of rest" I don't know. I believe it would better represent the fatigue and stress that these powers subject you to.
  14. What Rage does represent, somewhat well, is the common Super Strength trope of "I'm done pulling my punches". And double and triple stacked rage is then blowing past those limits. And that could be cool... if there were ever any reason in this game to pull your punches, if you weren't CONSTANTLY blowing past your limits. Thematically for Super Strength, there is something that rage could represent, but it's not named well (because not everyone who decides to stop holding back is angry when they do it) and it's not exactly well mechanically implemented. Unyielding Might would also represent this thematically, but it'd lose the "I'm pushing myself even harder" aspect that double stacked rage would allow. And there's still no reason to pull your punches. The only reason to ever turn it off is because maybe you like Handclap original flavor. Edit: I mean, there are kind of ways to represent "blowing past your limits" that could be implemented in the game. Like, a toggle with a maximum duration of two minutes, no crash, but it only recharges when you use Rest.
  15. Well, it's hardly the first time or last time in Praetoria that you leave someone for dead and it turns out you were wrong. And it's not surprising that, if you saved their lives, they'd be less willing to attack you. Edit: I suppose that also, considering the revelations in Provost Merchand's level 30 arc, you might not have been wrong, but they were determined to be indispensable.
  16. The wiki entries are very rarely comprehensive and even if you run the missions in the same order every time, there are a number of different choices you can make while running them. If I remember correctly, in the Transmuter arc, there are a couple of choices. It looks like there's one option where you go ahead and capture Ricochet and one where you stay behind, and that Stern, Aria, and Zane can all die.
  17. It's probably impacted by what missions you've already done and what interactions you've had with them.
  18. Because the developers of the game got some inspiration from Dungeons and Dragons, like a guaranteed 5% chance to hit and a guaranteed 5% chance to miss. I believe also Rage. Originally it was a magnitude 16 stun because there's no "fatigue" system in the game. Shortly after they got rid of Perma-unstoppable, they changed Rage to be -endurance instead. From the January 18th, 2005 patch notes: Super Strength/Rage: Removed Disorient effect after power expires. Instead, Rage will drain your Endurance when it expires. * Reduced its Endurance cost to activate the power, and slightly reduced its Defense Debuff. Apparently, and I'd forgotten this, it stunned and debuffed defense (more strongly than it does now) D&D barbarian Rage, on crash, did -2 str -2 dex, and fatigued. I believe it was done this way because when people are trying to make a "The Hulk" style character in dungeons and dragons, they do typically make a Barbarian. (I don't know if D&D's barbarian class was inspired at all by The Hulk)
  19. Oh, yeah. Raging Strength would still need balance passes, but you wouldn't be trying to balance two sets at once with the same changes.
  20. But if you get rid of Rage you don't necessarily need Unyielding Might. You can actually balance the Super Strength powers around the idea of "well, maybe this person won't have +70% damage 93% of the time or +140% damage 85% of the time" Unyielding Might was a work around for keeping Rage.
  21. It's obvious now, When the storm comes, all existing Kheldians will be devoured and the enemy will be buffed by how many there were.
  22. Honestly, I've thought about pitching something similar as solution before. I'd probably go with Super Strength and Raging Strength.
  23. On willpower builds you need to keep an eye out for resurgence. It's really easy to forget that it has buffs.
  24. Envenomed Dagger wasn't allowed on your challenge?
  25. Yeah, I was doing some napkin figures about that. The 100 attacks for 100 damage over 10 seconds 45% defense, 90% resistance: 50 damage before crash, 450 damage during, 400 more damage 45% defense, 0% resistance: 500 damage before crash, 1800 damage during, 1300 more damage 0% defense, 90% resistance: 500 damage before crash, 1800 damage during, 1300 more damage 20% defense, 50% resistance: 1500 damage before crash, 2800 damage during, 1300 more damage 10% defense, 20% resistance: 3200 damage before crash, 5000 damage during, 1800 more damage 0% defense, 0% resistance: 5000 damage before crash, 7200 damage during, 2200 more damage So it's clear that the less defense and less resistance you have, the worse the crash is for you.
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