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Major_Decoy

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Everything posted by Major_Decoy

  1. Hawkeye has that same problem, but Marvel has learned to be careful with all cap kerning of his name.
  2. The default font for the forum is not kind to the word click.
  3. It doesn't seem like considerations like that are particularly made with uniques. Slow Resist: Tiny Slow Resist: 5%, (no small slow resist), Moderate Slow Resist: 7.5%, Large Slow Resist: 10%, Huge Slow Resist: 12.5%, (no Guargantuan Slow Resist), Ultimate Slow Resist: 15%. Winter's Gift Unique: 20% Range: Tiny Increased Range: 2.5%, Small Increased Range: 3.8%, Moderate Increased Range: 5%, Large Increased Range: 6.3%, Huge Increased Range: 7.5%, Guargantuan Increased Range: 8.8%, Ultimate Increased Range: 10%. If we followed the above pattern, where the unique is two steps up from Ultimate, it could be 15%
  4. I think the best drinking game is running Patrón missions. Malta at 4x8, take a sip whenever you're end drained and a shot whenever someone faceplants.
  5. If you look at Super Strength and Luminous Blast (just the human form powers) you'll find that they both have similar amounts of holds, knockback (though Peacebringer has more AoE knockback), and disorient. Stone Melee is about the same too. War Mace and Street Justice focus more on disorient and lose the hold, and War Axe focuses more on knockdown and loses the hold. An Energy Blaster that takes Knock-out Blow from Leviathan Mastery has many Controller type actions as a Peacebringer. Warshade loses a lot of soft control (as compared to Peacebringer) in favor of -recharge debuffs, but it does have a hold, an immobilize, and a disorient aura that's cool, but would be cooler if you could use it in dwarf form. (same thing is true of Orbiting Death. Eclipse doesn't even provide status protection). You can call those "Controller and Defender type actions" if you really want to, but they're tools that almost every other archetype has access to too, at the very least through ancillary power pool options that Kheldians don't get. I am NOT saying that current Kheldians are bad. There are some really powerful builds out there and people who can leverage the very most from the archetype. What I am saying is that if you're playing through a Task Force on a Warshade and you discover "Oh, we are really not doing as much damage as I though we would be, we could use a blaster" and you've actually slotted your Nova Form attacks, you can switch to nova form and pick up the slack. If you discover that your tank has skipped Unyielding because it didn't sound cool and you have invested slots in your Dwarf Form, you can switch to Dwarf Form and take over tanking duties. But those are the two roles you can shapeshift to fill. You can't get better at buffing or debuffing than you are in human form, and you can't get better at controlling either. What makes those roles sacrosanct? When the game was launched, you couldn't have one attack do different things depending on if you have a specific toggle active. You can now. Why an alternate kheldian? Because the bodies and the animations for those bodies exist already. Because the lore exists already. Because it'd be interesting to see what the current developers could do with kheldians if they don't have to worry about the cottage rule.
  6. Well, the idea is that it would be an entirely new build from the ground up. It wouldn't get rid of the existing Kheldian options, it would be a new one. I don't know if it'd still be broken up by Peacebringer and Warshade or if you'd be able to choose Luminous Blast with Umbral Aura for a Peaceshade or Umbral Blast with Luminous Aura for Warbringer.
  7. Because different power sets play differently and loan themselves to different concepts. This is the game of altitis. We have 1000 character slots but only 15 archetypes. Going by your reasoning no one would currently ever need to make more than 12 (Because what's the point in making a peacebringer, a warshade, a tank, and a blaster? The peacebringer is roughly the same as the other three) I really do not understand the point you're trying to make with this question. Yes, that is my argument. However, I think it would be nice if Peacebringers and Warshades had the option to become defenders and controllers in a pinch. So you could better adapt to a team's need, like you might expect a shapeshifter to be able to do.
  8. Yes. Also most peacebringer attacks debuff defense, and Warshades have one hold and one immobilize and all of their attacks have foe -recharge. And they summon pets from corpses. But one heal doesn't make you a defender and one hold doesn't make you a controller.
  9. Yes, that's alright for Peacebringers. Warshades kind of get the short end of the stick there though. I mean, more damage when you've got a lot of high damage characters doesn't hurt, but more damage resistance on a team full of tanks and defenders isn't particularly exciting. I understand for flavor when it's done that way but it's not really helpful.
  10. That's why I called it Alternative instead of revamp. It's intended to work with the same backstory and animations, but the changes are way too significant to try to replace one with the other.
  11. So, because of the recent changes to Dual Pistols, we know that switching between different toggles can have drastic changes to a power, to this end, I suggest an alternate kheldian approach that gives them more shape shifting ability. I mean, Kheldians are fun, and it's clear that the nova form is kind of a "If you need a blaster, this is almost as good" and dwarf form is "If you need a tank, this is almost as good" but if you've got a team without a controller, dominator, or defender then your Kheldian isn't going to be filling those roles. So, with that in mind; three basal forms: Human, Dwarf, Nova. Three specializations (without a specialization active, it's just generalized, so four options): Suffusion, Infusion, Effusion We get rid of form based attacks. You have a set of powers and they're the same powers across all forms, but which toggles you have active changes how they work. The inherent power is Status Protection. You have status protection mag 3. Nova is a ranged Specialist. With nova form active you get mag -1 penalty to status protection, your personal damage mitigation powers are less effective (the damage mitigation powers that target other players are not penalized), and all of your attacks are ranged and sacrifice control for more damage. Human form is control focused, you have a mix of ranged and melee, and every attack is some form of control as well, hard controls like stuns, holds, fears, and confuse. It is not particularly good damage, but you're pretty safe because you have status protection, damage mitigation, and control. Dwarf Form is the melee specialist. With dwarf form active you get mag 5 bonus to status protection, your personal damage mitigation powers are more effective, and all of your attacks are melee and sacrifice control for more damage. Also you get a taunt. Suffusion gears attacks more for AoE. Single target powers gain splash areas and AoEs have higher target caps, this comes at a cost of lowered efficacy per target (but higher efficacy overall) or longer recharge times or perhaps both. Infusion gears your powers for support. Your damage mitigation powers can potentially buff the whole team. Attacks that debuff enemies become more effective at debuffing. Because you are now buffing your whole team, the damage mitigation will be less effective for you personally. Effusion gears your attacks for single target. Single target powers are more effective, AoEs lose targets but are more effective against the targets they do hit. Generalist does not change your powers specifically. Ideally, there would be a different look to each combination. Like a Nova Suffusion would look different from a Nova Infusion. I think this would feel more like a shape shifter, because you could better change your power set to suit the needs of the team. If you're just running from spawn to spawn, you might go with Dwarf Suffusion, but once you find an Archvillain you'll switch over to Dwarf Effusion. I'd like to think that Peacebringer Dwarf Infusion would play like a melee range kinetics defender, with Dawn Strike becoming a fulcrum shift.
  12. I could be wrong, but I think Storm Cell has that blue ring around it to remind you "Hey you could be using this" and as such, that would count as a warning that it ran out.
  13. All of the leveling contacts redside are identical, it'd be nice to have a little variety.
  14. Level could be part of it. Willpower is notorious as a "more endurance than you know what to do with" build, but I recall my Willpower/Super Strength tank having endurance issues from mid 20's to early 30's, only stopping when I sat down to do a proper build of it. I kind of had a similar issue with my Super Reflexes/Claws and I actually still can't run maneuvers all the time yet. I don't recall having that problem with my Super Reflexes/Staff tank, but that could be because of the endurance reduction mastery mode. And those are characters that I use /bind r for the travel powers so I can turn them off during combat. (which is also something I do for the time defender, even with a Panacea, Power Shifter, and a Miracle slotted)
  15. It's an interesting idea, but I think it conflicts with the design of certain enemies. I mean, you try to keep a little distance when defeating Carnival of Shadows, and you try to defeat Super Stunners at range, things like that. There would have to be a means to turn it off.
  16. You could probably do ice too, you'd have three holds to stack pretty easily. Dual Pistols loves being in melee, but the only real defense buff in that set comes from the nuke.
  17. I wonder if the problem with brutes isn't so much the inherent as it is lack of diversity in enhancement bonuses and sets. I mean, you get a lot of damage bonuses from your inherent so slotted damage enhancement isn't as valuable, but all the sets prioritize damage slotting. Would it be more helpful to brutes if there were melee attack sets that focused on things other than damage?
  18. Honestly, I'd say part of your problem is Hasten. You don't particularly need it. I mean it cuts about two seconds off of Savage Leap and .6 seconds off of Vicious Slash but none of your survival powers are time reliant. I know that 15 endurance every two minutes doesn't seem like a lot, but it was noticeable on my Time Defender.
  19. He's at a very convenient location when you pop out of the sewers and get introduced to Aaron Thiery. Edit: Honestly it'd be nice if there were some trainers near the other contacts too, because going back to Ms. Liberty during those arcs does feel like a bit of a schlep.
  20. Back Alley Brawler is already a trainer in Atlas Park.
  21. The time stream in City of Heroes is incomprehensible. Time Travelers have meddled too much and now there are at least three Penelope Yins in Paragon, two to three Mses Liberty, a ghost War Witch and a living War Witch (which is not to count the maybe alternate dimension War Witch). No one knows who is responsible for great deeds, with hundreds of people having saved the dam in faultline and defeated Vahzilok, some of them more than once. Time means nothing, but the city is more or less stable. It seems to always be facing utter destruction but constantly saved. And then it happens again. You are sent back to try to figure out what happened, to witness the events so that your mentor has another set of eyes to know how things went down. You can select someone as your mentors: Mender Silos gets you Rogue alignment, Dream Doctor gets you vigilante, Aeon gets you Villain, and Laura Lockheart gets you hero.
  22. I think the difficult part would be the AI. Choosing the Specific powers could be done randomly. It's entirely arbitrary, it could take time if you wanted it too, but doesn't need to. But current pet AI breaks if you allow pet to be affected by recharge. It cannot develop an attach chain. Who gets the power pool powers you take? How will the AI react to new power pool powers? Is it going to stand around just toggling Tough on and off? The previous suggestions I've seen for duos all approach this from an angle of "one of the two is a pet" and are all much more workable since the technology for pets is already in game, there'd be no need to create all new UI for it.
  23. On Rebirth the "Guardian" archetype is Assault Primary, Amour/Support secondary. It's kind of an interesting archetype, it manages to be not what people asked for when they said they wanted melee defenders but have some interesting options. (there are a number of things I prefer about homecoming, but you're not required to play only on one server) I think the inherent power they gave guardians isn't particularly great, but I'm not sure what I'd recommend in its place. Similarly, the ATOs they designed for it are kind of lackluster. We kind of have the same issue with Sentinel here.
  24. There is a game to be made in which origins matter. It is not this one. All of these paradigms are already available in the game, they're just things you have to write in the biography section of your character ID. I don't see any reason to spend time developing a brand new system to limit access to new customization options.
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