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Blackfeather

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Everything posted by Blackfeather

  1. Both the Clockwork Connection and Warwolf Whistle temporary powers summon pets with missing power icons:
  2. If so, they aren't allowed to play here, and should be reported accordingly by other players.
  3. Per the patch notes, Ice Slick shouldn't deal damage to sleeping enemies: Even damaging Interface procs shouldn't affect sleeping enemies now:
  4. Per the user agreement, only people thirteen years old and up are allowed to play here.
  5. Slightly off topic, but I'm pretty sure Controllers were initially balanced around "can pretty safely solo in most instances, but very slowly due to their low damage".
  6. The wider cone of 50 does make sense given its range is shorter than its counterparts. Terrify does have a wider 90 degree arc for that same range of 60 for comparison, but it trades in slow effects for damage, and comes at a higher level...so I can't really complain.
  7. Oh, I don't think I saw that - could you link the forum post where @Captain Powerhouse redesigned Cold Snap to be a TAoE initially?
  8. Might be useful to mention here as well, from the Symphony Control feedback thread:
  9. I do still think that Mind Control's Terrify ought to be a nice reference though, with its 60 ft range matching that of Cold Snap's (versus Fearsome Stare's 70 ft), and a cone of 90 degrees, which seems like a nice compromise between a longer, narrower arc and a shorter, wider one. Though given Ice Control's more close ranged nature, I do like the current change over the previous implementation between the two.
  10. I quite like the change to Cold Snap! Especially since there's that feature that includes enemy distance on targets now, which should make it easier to evaluate. The fear cone is basically a little longer than Arctic Air is - so long as enemies are inside it, it should be pretty easy to measure, I think. I like how wide the slow effect is currently myself, since I've made use of that, and don't want to see that aspect reduced.
  11. On the topic of naming conventions that's come up, I'll admit I quite like the ring of "Space Manipulation" for this set, and on a related note also appreciate the Support sets not having any specific naming pattern. "Space Affinity" just sounds a little bit bland for my tastes. Plus it makes for a nice counterpart for "Time Manipulation", I think!
  12. According to the patch notes, it seems like it:
  13. I guess they do have different use cases? Solo, T7: Dispersal is basically just a way of moving enemies in melee range far away from the player (in other words, damage mitigation). It relies on T2: Focal Point being active on another ally to actually control this effect, and teleport nearby enemies into a specific place. Fold Space is probably more useful on tougher characters too, or at least for characters that can survive a bunch of foes suddenly in melee range of them. It's also much more able to gather scattered foes due to its large area of effect. Meanwhile, Wormhole pulls double duty as a crowd opener due to its guaranteed stun effect, while also gathering enemies into one place - the longer recharge in comparison sounds fair enough, at least to me.
  14. To be fair, Fearsome Stare also has a range of 70, compared to Cold Snap's 60. Perhaps a better point of comparison might be Mind Control's Terrify, which has the same range, but a Fear arc of 90 degrees instead of 45?
  15. This was an interesting read, discussing the differences between the two currently existing mass teleportation powers, Wormhole from Gravity Control and Fold Space from the Teleportation power pool. It does make me wonder if Space Manipulation's own mass teleportation power, T7: Dispersal in is in a reasonable state compared to both of them. At the very least, they do function a little differently from each other, I'd think. But the recharge time on Dispersal is half that of Wormhole, though its area is smaller. But it's also not supposed to be a control power like Wormhole is...
  16. Building on this, it looks like -500% Regeneration rate seems to be pretty standard across a lot of powers in a similar vein; Benumb, Howling Twilight, Heat Exhaustion, and Lingering Radiation all do the same amount. They also have relatively higher recharge times though, and Veil comes at a lower level than two of them. That being said...maybe it being a toggle balances it out a bit? Since it's impossible to keep up forever compared to the others. Second opinions definitely welcome.
  17. This discussion in general kind of reminds me of this video: It's an interesting watch that argues that the lack of QoL features in older MMOs also paradoxically help make them feel better in the long term and more memorable. Combined with a lack of existing easier alternatives, it also meant that this was something easier to do without losing as many players to other games.
  18. One added benefit of a -Regen component to T5: Dimension Veil is that using it on damaged enemies (and not suppressing it using T6: Repulsion Zone) is that they've got less of an ability to recover health as well, which I do like; almost like putting them into suspended animation proper as opposed to just taking them out of the fight for a bit. Of course, now it's a matter of thinking about what might be a suitable amount of -Regen...with it being single target and on a relatively long recharge, I could see it being at least higher than say, Nature Affinity's Spore Cloud, even though they're both toggles.
  19. Alright! Made changes to T5: Dimension Veil and T6: Repulsion Zone proper as previously suggested in the original proposal. Having a way to debuff enemy regeneration with the former, and actively take advantage of that with the latter should add some further utility alongside the intangible. I think it's still fairly on theme, given that to capitalise on it properly, there's still some positioning involved that needs to be taken in consideration; you'll want your Repulsion Zone on top of the veiled enemy to suppress that phase effect.
  20. Hey there, thanks for dropping by! @oedipus_tex did say that this power was probably going to be the most controversial, and I've been working hard to help get it into a state that leaves more people happy with it. I'll try and break down its functionality a bit: Making Dimension Veil a toggle power was heavily inspired by past suggestions for making cage powers like Detention Field and Sonic Cage work in a similar way. I figured that this would be a great thing to have for Space Manipulation as well, since it allows the intangibility effect to be deactivated early instead of just waiting out the duration. Fortunately, it looks like technical limitations shouldn't be an issue for making this happen: @Replacement has mentioned that it should be possible for powers to work through intangibility effects if they have the works_on_untouchable flag on them. I figured that it'd be useful for Dimension Veil to be able to affect team members - a targeted intangible could potentially rescue allies taking too much heat, giving them room to rest up or take a breather. But of course, it's important to make sure that it can be easily deactivated; making it a toggle only solves this on the user's end. At first, I thought about granting a phased player a temporary server tray power to cancel the effect early, but eventually figured it'd be too cumbersome. Instead, I added a special clause to one of Space Manipulation's powers - namely its mez protection/foe repel bubble: This allows players who are phased at an inconvenient or extended period of time the ability to suppress the effect whenever they like, simply by moving into the Repulsion Zone. Similarly, they can even reactivate the effect by stepping out of it, so long as the toggle is still active. The intent here is to maximise team member autonomy while keeping the utility of having a phase ability intact, rendering it no more disruptive than Gravity Control's Dimension Shift, I'd also definitely be interested in hearing your thoughts on the additional clauses added to both Repulsion Zone and Dimension Veil after hearing @Normal Thomas's suggestions, which were done to increase the latter's utility for people uninterested in the phase effect, namely: The actual description/details being put in this post here: Hope it's a neat addition!
  21. Tentative descriptions/details for the potential changes above: I ended up adding another clause to T5: Dimension Veil, letting it also prevent enemies from teleporting - I figured it'd be thematic for Space Manipulation with its focus on "support through repositioning" to likewise be able to prevent their foes from doing similarly.
  22. Oh, that's fair enough! This is where my own personal preferences come in - I tend to pick up the more unorthodox powers where I can; I'll happily admit to taking Detention Field when I play Force Fields for instance. In fact, the way Dimension Veil was designed was actually quite inspired by @The Philotic Knight's own post (and to a lesser extent @Greycat's) about how they'd improve Detention Field if they were to overhaul the entire power set: Indeed, my own addition to this potential implementation comes in the form of how the Veil interacts with another power in the set (and I'm glad you liked that little interaction, I definitely was happy that I came up with it!), as seen below: Which was meant to hopefully address the potential concerns brought up here and here about player targeted phases while also making them more useful in the process. In a similar vein to Gravity Control's Dimension Shift allowing phased players to just exit the area if they no longer wish to be intangible, you'd be able to just head inside the Repulsion Zone to negate the Veil's effects, maintaining player agency (without going the route of something like a server tray popup to cancel things early, which might be fairly cumbersome in comparison). At least in my view, I see Dimension Veil as a nice additional contingency power on top of what Space Manipulation has to provide, leaning into the concept of "support through repositioning" that this power set revolves around - in this case, literally shunting the target into a different dimension. With both its defensive buffs being single target toggles (granted, rather potent ones), having that extra way to protect allies could be useful. That being said, this does give me food for thought for altering the power further: What if T5: Dimension Veil came attached with a strong regeneration debuff when targeted against foes, and the intangibility aspect was also suppressed by T6: Repulsion Zone instead of the current implementation that only suppresses the effect on allies? It could even give them protection against Repel to stop them from sliding out of the area (call it a weird interaction between this dimension and the other). This would let it pull double duty as an unorthodox utility power while also serving as a traditional (if intermittent but auto-hit) debuff - one that Space Manipulation currently lacks.
  23. Hi there, glad you're a fan of the overall concept! Out of curiosity, what aspects of T5: Dimension Veil aren't you a fan of? In designing Space Manipulation, I considered support sets with hard, repeatable controls to be outliers to the norm - Time Manipulation (purposefully strong and versatile) is the most egregious example here, with its Hold ability even including a hefty debuff.
  24. All good! I'll need to take a crack at some other kind in future. I've mostly written up Control power sets in the past - Space Manipulation was me branching out to support. I'm sure I'll branch out further, eventually! Maybe a Mastermind set would be an interesting challenge...
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