
Major_Decoy
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Everything posted by Major_Decoy
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Honestly, without adding any new set bonuses, I think it'd be nice if all the sets had two or three new enhancements added to them.
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I'd say "Just make a note in the bio" but I never think check the bios on characters I've just logged in to play. I suppose for some of them, like "only use Training Origin" I'd remember upon looking at the enhancements because "Why am I using training origins at all?" (Even when the game was live I'd just wait until level 12 and slot dual origins), but something like "I must fail every timed mission" is harder to remember.
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I'll send you all the dual health/stamina inspirations I've got.
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How would you 'fix' Rage & Super Strength?
Major_Decoy replied to Troo's topic in General Discussion
I think there should maybe also be "Smart Like Ox" which is a passive that increases damage but also has a 2 PPM chance of a mag 20 self-confuse. Or that's a good fix for Rage. Instead of a damage penalty and a defense penalty, you get a 10 second mag 20 confuse effect. -
How would you 'fix' Rage & Super Strength?
Major_Decoy replied to Troo's topic in General Discussion
Maybe a kind of suite of options along side rage. You can only pick one, but you get an option of which one fits your character thematically. No numbers because I'm just spit balling things. Strong like an ox: Increases the base damage of Super Strength attacks. Deliberation: You attack slower but with more damage and more accuracy. Toggle, penalty to animation time, not recharge. This would require some work to have a set of super strength attacks that animate a bit longer. I would also have this increase the base damage of super strength attacks. Let Loose: All of your attacks are now AoE. Toggle. -
Balance is not done at a power vs. power comparison. You might as well ask why Build-up doesn't have a two minute duration like Rage does.
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As I recall it was originally knockback, but sometime around issues 4 or 6 they went through and decided "You know, the melee classes don't seem to find knockback as fun as we think they should" and changed most melee knockback to knockdown. Edit: I was wrong, looks like it was issue 2. Edit 2: Knockback+Unyielding Stance was particularly annoying.
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Yeah, on City of Data 2.0 it's (-10 * Melee_Ones)% Knockup, Knockback Strength (self only) for 10.25s and Melee_Ones just looks to be 1 But it does also have 2.5PPM of Mag (0.67 * Melee_Ones) to Knockback (all affected targets) And while I've only seen Avalanche: Rech/Chance for Knockdown cause knockback while paired with something that already does knockdown, I don't have the experience to entirely rule out the chance that it might happen with Overwhelming force.
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Knock-down is just knockback with a magnitude less than one. (typically it's .67) If you're fighting lower level enemies or enemies that are weak to knockback, it will do knockback instead of knockdown. Edit: If you had slotted Overwhelming Force: Dam/Chance for Knockdown/KB to KD into Dragon's Tail, then it would have a chance to do knockback if both Dragon's Tail and Overwhelming Force proc (.67 + .67 > 1) but slotting it in Thunder Kick should have no impact on Dragon's Tail. If you were fighting Clockwork, they're weak to knockback. Or if you leveled midmission and all of the enemies went from white to blue. Aside from that, I don't know what the issue would be.
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This is a worse idea than my "Praetorian Death From Below" where your level 1 gets just absolutely murdered by level 54 devouring earth.
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In this game's nomenclature, that's known as "Hardcore" because of Diablo II. I think in this game, an Ironman run is "play as a controller, but you only get to use powers from the power pools and brawl" (This started pre-City of Villains, it might have been changed to play as a Mastermind) There's also "Only use what drops" "Only use Single Origin Enhancements" "Only use Dual Origin Enhancements" "Only use Training Origin Enhancements" "No Inspirations" Edit: I suppose there are also the even harder challenges, like "No travel powers other than sprint" "No using the tram" "No using Ouroboros to travel"
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Things you Love, Things you would change
Major_Decoy replied to baster's topic in General Discussion
It's clearly stolen from D&D, like the miss chance with the roll a 1 or a 20. It was more obvious with the mag 16 stun it used to have, when there was a solid chance of all your toggles dropping when rage did. -
Things you Love, Things you would change
Major_Decoy replied to baster's topic in General Discussion
Since 2004 I have wanted an auto-power that increased Super Strength damage, my reasoning being "Major Decoy is just abnormally strong, he doesn't get angry, he's just strong all the time" (though these days he's Major Distraction, Shield/Street Justice, at launch Major Distraction was too long to use as a name) -
Why is there no Armour set in the game?
Major_Decoy replied to Scarlet Shocker's topic in General Discussion
There was a brief period of time on open beta, when they were testing "you can choose either the tier 1 or tier 2 power of your secondary power set at level 1" function where you could create a Shield Defense/ Dual Blades tank. https://i.imgur.com/ELJDUqn.gif -
Why is there no Armour set in the game?
Major_Decoy replied to Scarlet Shocker's topic in General Discussion
For that you just need to have shields as a customization option in dual blades. -
Letting go of Def and giving in to the concept
Major_Decoy replied to hoodedKitsune's topic in General Discussion
But -30 dam and 90 resistance stack in a way that -20 tohit and 69 defense don't. -
Staff Weapon Cosmetic Addition: Event Horizon
Major_Decoy replied to mad_foot_sr's topic in Suggestions & Feedback
Spaghettified -
Fix tanker cones to have larger range like pbaoes have
Major_Decoy replied to WindDemon21's topic in Suggestions & Feedback
I feel like that's something that's a hold over from when there were no target caps. When there's no target cap, of course spreading the power over a larger area does less damage per target but it can hit more targets, so it's balanced. -
Staff Weapon Cosmetic Addition: Event Horizon
Major_Decoy replied to mad_foot_sr's topic in Suggestions & Feedback
I am in favour of adding an "event horizon" into the game, but as a staff that's infinitely long. It still has the same range as normal, but it just clips through everything. -
That is part of the reason that Origin enhancements could have made sense. A natural character would get better at throwing knives by throwing knives. If they wanted to get better at aiming, they'd practice for accuracy, if they wanted throw more blades in a set amount of time, they'd go for speed (recharge), you'd just practice and there's only so much time in the day, so you can't improve everything. A technological character would devote time improving the knife. And this makes sense for stuff like knives and natural vs. Technology. But a science based character, like Captain America, would also get better at throwing knives by practicing throwing knives. So would wolverine. You have a knife. That's technology. You can slash or stab with it, that's natural, you get better at slashing or stabbing by practicing, that's natural. You have a bonus to accuracy from the drugs you take, that's science. You refine the method to deliver the drugs to your bloodsteam using a modified insulin pump, that's technology. You summon the ghost of a martial artist to possess your body, that's magical. You train your body so that it's more flexible and stronger when you are possessed, that's natural. All of this is a different game. It doesn't work in our system.
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That is fair. You can already make footless characters, so clearly, what we need is the ability to make characters who have feet but not legs. Then we'd still be able to see the animations.
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Because you're getting more exposure to magic. Like, the first time you hear a piano played, you might not know if the person playing it is any good, but as you listen to more piano music, you can get a better idea of the skill of the player even if you never touch a keyboard. And I am aware that you can revoke the powers and get one of the others (or none at all), but you cannot currently customize them, and you don't really get better at using them. I mean, to-hit buffs will make them hit more often, but that's pretty much it. Edit: if they were inherent and you could get better at using them, they could be customized, but they could no longer be revoked or changed. If they're made powers like the incarnate powers, then they can be customized and you can get better at using them.
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I don't even use science origin enhancements anymore. How is "Leveling up your science" any different from "leveling up your magic" The origin you pick at character creation has no impact on game play. This suggestion allows it to have some small impact, but it's not something you're locked into. No one would need to reroll a character because they want a different origin power. Maybe "origin" isn't the right word, because it's something you're developing during game play rather than something you pick at character genesis, but Science, Technology, Magic, Natural, and Mutant are the "power origins" Edit: Also, the current temp power origin powers cannot be customized in any fashion. I thought it'd be a fun way to add customization options to them, and maybe do things like "Well, my spines tanker has lethal and toxic damage, so maybe it'd be nice if I could develop mutation to do fire damage instead of toxic damage" Like, as you continue down the natural tree you might be able to choose between a pistol and a throwing knife, and they'd have slightly different capabilities.
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Honestly, I'd make an argument, but you can already make a headless character that uses eye beams. (it looks alright with Ebon Eye and Glinting Eye, but X-ray beam looks off)