
Major_Decoy
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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.
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What I like to do is I have a bunch of low level attuned set enhancements and once I get to level 22 or 30 or so (depending on the character) I respec and take those low level enhancements and e-mail them to myself to use them on the next character that hits level 10. It's really convenient, they level up with me so I don't need to worry about keeping my enhancements up to date if I level 5 times on a task force.
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Why I want the ability to ignore entire topics
Major_Decoy replied to srmalloy's topic in General Discussion
Perhaps unsurprisingly, all the references aside from Seinfeld and Friends are British. -
Why I want the ability to ignore entire topics
Major_Decoy replied to srmalloy's topic in General Discussion
Are you currently incapable of ignoring entire topics? If I don't want to read a joke thread, I don't click on it. -
https://cod.uberguy.net/html/powerset.html?pset=mastermind_summon.necromancy&at=mastermind It looks like the base values for lich are: Fearsome Stare: Base accuracy 1.0, Fear duration 17.88 seconds, to-hit debuff -11.25% Drain Life: Base accuracy 1.0, life gain 160.6346, to-hit debuff -5.625% Petrifying Gaze: base accuracy 1.0, hold duration 9.536 seconds Tenebrous Tentacles: base accuracy 1.0, immobilize duration 17.88 seconds, to-hit debuff -5.625% Torrent: base accuracy 1.0, knockback magnitude .67, to-hit debuff -9.375% Dark Blast: base accuracy 1.0, to-hit debuff -9.375% Torrent and Dark Blast information is found in the Lich information, accessible the the lich Power information, and the other four powers are found in their respective upgrades. These powers work just like player powers, you get the unbuffed values if you do not buff them, they don't go away just because you don't slot for them.
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Looking for a coauthor of a mission or small base
Major_Decoy replied to temnix's topic in General Discussion
I would say you're kind of approaching costume design from the wrong direction, at least in the way you're presenting things in this thread. You should first take a character, ask what their role is in the carnival, and then design a costume to help them in the role. If you're moving fast, ribbons and streamers help emphasize motion. If you're moving slowly, tight clothes help show muscle and lack of motion while baggier clothes help obscure motion. So if you're showing your talent, you want tight clothes. If you want it to be easier, lose clothes. If you've envisioned the Harlequins as a troupe of demons who ride horses, then I would give them all spurs (because demons aren't going to worry about cruelty to horses) and keep in mind horseback riding while designing the costumes. Capes and scarves will exaggerate the speed of the horses, tight costumes will make the rider seem like they're stiller on the horse (while baggy clothes will bounce with every step, making the rider look less skilled) If you've envisioned the Harlequins as slapstick, give them checkered costumes. A little bulk is nice for padding on prat falls and to make hits seem more realistic. You need to have a goal of what the costume to trying to accomplish before you make it. -
If I were designing the game: Scrappers are boss droppers. Brutes wade into mobs and ramp up their damage. The complaint with tanks was always "Why would the enemy pay attention to the tank if they don't really do any damage and are harder to drop than the blaster? People attack The Thing because you'll regret ignoring him" So what you do is give the tanks bonus damage on attacks to enemies that aren't targeting that tank.
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I think this is a difference in design philosophy between Cryptic Studios in the early 2000s and the Homecoming developers. Cryptic Studios had a whole bunch of mutually exclusive powers, and stronger powers, and no enhancement diversification which led to skippable powers. As the game diveloped, a lot of the mutually exclusive tags went away and the global defense reduction made it harder to hit your defensive goals. Current design philosophy seems to hold that every power in your primary and secondary set should be worth taking. For defensive sets, that kind of leads to a situation where you don't really want to skip any power. I like the idea of "skippable powers"; it gives more opportunities for character differentiation, but it is a difficult build goal.
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Looking for a coauthor of a mission or small base
Major_Decoy replied to temnix's topic in General Discussion
Rather than a Carnival of Shadows, that looks like a Rodeo Obscura. -
Add a tag to every power in the Regeneration set and add a tag to every damage source in the game wherein, if a targeted character has that regeneration power, there's a specific chance related to that power, to have the damage proc a heal on the targeted character, similar to spectral wounds. This in itself would be a tremendous effort for not a lot of benefit, but I think we can do better. I think there's probably a way to make using Regeneration so resource intensive that someone taking the set will crash the server.
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The magical ward around Moth Cemetery (erm, spoiler alert?)
Major_Decoy replied to RikOz's topic in General Discussion
Does it go away on characters who have earned "The Blessing of Tielekku"? -
Combat Teleport vs Speed of Sound; Compare and Contrast
Major_Decoy replied to Scarlet Shocker's topic in General Discussion
I recommend /bind shift+lbutton "cleartray" -
Combat Teleport vs Speed of Sound; Compare and Contrast
Major_Decoy replied to Scarlet Shocker's topic in General Discussion
I'm pretty sure that the Speed of Sound is 0mph in a vacuum. -
What we don't know about the MS events
Major_Decoy replied to Major_Decoy's topic in General Discussion
Exactly Octogoat! Thank you for your contribution. What scent of axe body spray do you get by juicing Freaks?