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Blackfeather

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Posts posted by Blackfeather

  1. 53 minutes ago, Ukase said:

    You don't honestly think that a person under 13 couldn't blissfully ignore that user agreement the same way teens agree they are over 18 and look at porn? Of course they can. Anyone that thinks differently is an idiot. 

     

    If so, they aren't allowed to play here, and should be reported accordingly by other players.

  2. Per the patch notes, Ice Slick shouldn't deal damage to sleeping enemies:

     

    Quote
    • Ice Slick:
      • Now does damage.
      • Now accepts Accuracy and Damage enhancements.
      • Now accepts Ranged AoE and Universal Damage sets.
      • Damage will only apply to enemies that are not asleep.

     

    Even damaging Interface procs shouldn't affect sleeping enemies now:

     

    Quote
    • Incarnate/Interface: Damage over Time effects should now only apply to enemies that are not asleep.
  3. Per the user agreement, only people thirteen years old and up are allowed to play here.

     

    Quote

    5. ACCOUNT ACCESS AND PERMISSIBLE ASSIGNMENT

    (a) By clicking "ACCEPT" You warrant and represent that you:

    • (1) are at least 18 years of age and otherwise legally competent to read, understand and accept the provisions of this agreement on behalf of yourself;
    • (2) are at least 18 years of age and otherwise legally competent to read, understand and accept the provisions of this agreement on behalf of yourself and a minor age 13-17 for whom you are legally permitted to allow access to the Game; or
    • (3) are a minor age 13-17 that has been authorized to click "ACCEPT" under the provisions of Section 5(b) below. YOU ARE HEREBY FOREWARNED THAT HOMECOMING MAY, IN ITS SOLE AND ABSOLUTE DISCRETION, EXERCISE ITS SECTION 2(b) RIGHT TO TERMINATE BASED ON FAILURE TO COMPLY WITH THE CRITERIA ABOVE.
  4. Might be useful to mention here as well, from the Symphony Control feedback thread:

     

    4 hours ago, Captain Powerhouse said:

    One final note: 

    This is not exclusive to this set, but it is extremely rare that we will ever change a power from one type to another without a ton of good reason. Such change will usually mean significant fx and art changes that just are not trivial, not to mention, sometimes the goal is for the set to just feel a certain way. I know if it was up to a lot of people, every single aoe in the game would be a TAoE.

  5. 42 minutes ago, Blackfeather said:

    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.

     

    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.

  6. 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.

  7. 18 minutes ago, Excraft said:

    Question - are reward merits for ASF and ITF being increased to compensate for the nerf to EMP merit conversion?  If I'm remembering right, these were added as additional incentives to try hard mode stuff and were told that those could be considered the additional merit rewards because they could be converted.   That's no longer the case, so are reward merits getting increased for harder difficulty levels?

     

    According to the patch notes, it seems like it:

     

    Quote

    New Advanced Difficulty - Imperious Task Force [Focused Feedback: Advanced Difficulty - Imperious Task Force]

    • Advanced Difficulty mode has been added to the Imperious Task Force, accessed from the Challenge Settings window before starting the content.
    • Playing on Advanced Difficulty adds new elements to the content that make it more challenging but also provides an opportunity to earn greatly increased and unique rewards!
    • Advanced Difficulty includes a brand new boss fight and badge for defeating them!

    Something seems different, but I'm sure it'll be fine...

    5thHM.jpg.52982bdc2e2baf88bc478ee303330198.jpg

    • Like the Dr. Aeon's Strike Force that introduced the Advanced Difficulty system, this new mode comes in four higher difficulty level options above default:

    Those difficulty names sure seem familiar! Who remembers when mission difficulty was set with Notoriety levels?

    ImperiousDifficultyLevels.PNG.1ab6a82dbe9c96ce4c0d906f2a7b884c.PNG

    • The setting specifics listed below also apply to the Aeon Strike Force, and should be referred to as the most up-to-date advance difficulty mode information:

    Heroic/Villainous (Default)

    • Normal difficulty, this is what the option is set to by default, and doesn’t change the content in any manner.

    Tenacious/Malicious (challengeStat_hard_mode_0.png.e6edb2d8518d727a71543f33c16eb270.png

    • This content is balanced around everyone on the team having Tier 1 incarnate powers.
    • Enemies have access to additional/improved powers.
    • Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
    • Access to exclusive challenge encounters and mechanics not found in the default difficulty.
    • Arch-villain/Giant Monster have Incarnate base hit chance (63.75%).
    • Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers).
    • No additional enemy stats or defeat rewards.
    • Players are unable to use non-revive Super Inspirations.
    • In addition to all standard rewards, completion of this difficulty will reward 10 Reward Merits.

    Rugged/Vicious (☆☆challengeStat_hard_mode_1.png.6821ea06dde9903f01172bfff70ecdf5.png

    • This content is balanced around everyone on the team having Tier 2 incarnate powers.
    • The minimum mission difficulty is locked at +2 and the team size at x8.
    • Enemies have access to additional/improved powers.
    • Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
    • Boss class enemies and above have inherent magnitude 10 Confuse protection.
    • Access to exclusive challenge encounters and mechanics not found in the default difficulty.
    • All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius.
    • Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%).
    • Arch-villain/Giant Monster ranked enemies will reward 2 Reward Merits per defeat.
    • Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 4 Reward Merits per defeat.
    • All enemies reward 20% more experience/influence.
    • Players are unable to use non-revive Large/Super Inspirations.
    • In addition to all standard rewards, completion of this difficulty will reward 20 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations.

    Unyielding/Ruthless (☆☆☆challengeStat_hard_mode_2.png.8ef97755483feda718c93ac118583493.png

    • This content is balanced around everyone on the team having Tier 3 incarnate powers.
    • The minimum mission difficulty is locked at +3 and the team size at x8.
    • Enemies have access to additional/improved powers.
    • Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
    • Lieutenant class enemies and above have inherent magnitude 10 Confuse protection.
    • Elite Bosses have magnitude 10 Knockdown protection.
    • Access to exclusive challenge encounters and mechanics not found in the default difficulty.
    • All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius
    • Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%).
    • Arch-villain/Giant Monster ranked enemies will reward 4 Reward Merits per defeat.
    • Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 6 Reward Merits per defeat.
    • All enemies reward 30% more experience/influence.
    • Players are unable to use Temporary Powers or non-revive Medium/Large/Super Inspirations.
    • In addition to all standard rewards, completion of this difficulty will reward 30 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations.

    Invincible/Relentless (☆☆☆☆challengeStat_hard_mode_3.png.93398195be21d67e6cb174df18f05d4d.png

    • This content is balanced around everyone on the team having Tier 4 incarnate powers.
    • The mission difficulty is locked at +4 and the team size at x8.
    • Enemies have access to additional/improved powers.
    • Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
    • All enemy classes have inherent magnitude 10 Confuse protection.
    • Bosses and Elite Bosses have magnitude 10 Knockdown protection.
    • Access to exclusive challenge encounters and mechanics not found in the default difficulty.
    • All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius
    • Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%) as well as a +1 Level Shift.
    • Arch-villain/Giant Monster ranked enemies will reward 6 Reward Merits per defeat.
    • Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 10 Reward Merits per defeat.
    • All enemies reward 40% more experience/influence.
    • Players will be unable to use Temporary Powers or any non-revive Inspirations.
    • In addition to all standard rewards, completion of this difficulty will reward 40 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations.

     

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  8. On 7/30/2022 at 7:16 AM, Blackfeather said:

    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, 1535198315_T7Dispersal.png.497c19e39d3f05a3aabee9a6a122661f.png 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...

     

    I guess they do have different use cases? Solo, 1535198315_T7Dispersal.png.497c19e39d3f05a3aabee9a6a122661f.png 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 1161269269_T2FocalPoint.png.6c576fea0d53aa1b44f4e16eec670482.png 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.

  9. 13 hours ago, Captain Powerhouse said:

    The initial internal test was done that way, and it was dimmed to be too good. The adjustment was meant to make the fear in Cold Snap to be equivalent in usability to Dark Control's Fearsome Stare without nerfing the current debuff area, therefore the dual area setup.  The set might still get further updates in the future, but its unlikely that Cold Snap will change much if at all from its current form.

     

    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?

    • Like 3
  10. 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, 1535198315_T7Dispersal.png.497c19e39d3f05a3aabee9a6a122661f.png 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...

  11. 22 hours ago, Blackfeather said:

    One added benefit of a -Regen component to 269767037_T5DimensionVeil.png.89a000ec543bb2ed6b70b531b8ac966f.png T5: Dimension Veil is that using it on damaged enemies (and not suppressing it using 1323707068_T6RepulsionZone.png.9b4bd91a205bcb06f2215bdc529d08ad.png 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.

     

    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.

  12. 6 hours ago, MoonSheep said:

    i completely agree. the game on live used to have meaningful rewards for progression. everything feels a bit too auto-win thesedays

     

    on a nostalgic note, sirens call on live used to be *amazing* before everyone had a hyper IOd out build 

     

    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.

    • Like 1
  13. One added benefit of a -Regen component to 269767037_T5DimensionVeil.png.89a000ec543bb2ed6b70b531b8ac966f.png T5: Dimension Veil is that using it on damaged enemies (and not suppressing it using 1323707068_T6RepulsionZone.png.9b4bd91a205bcb06f2215bdc529d08ad.png 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.

  14. Alright! Made changes to 269767037_T5DimensionVeil.png.89a000ec543bb2ed6b70b531b8ac966f.png T5: Dimension Veil and 1323707068_T6RepulsionZone.png.9b4bd91a205bcb06f2215bdc529d08ad.png 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.

  15. On 7/23/2022 at 7:58 AM, biostem said:

    From my understanding of how intangibility powers work, you can't have them as a toggle applied form an outside source, as that source would not be able to interact with the target after the initial application to maintain said toggle's effect.

     

    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:

     

    Quote

    269767037_T5DimensionVeil.png.89a000ec543bb2ed6b70b531b8ac966f.png T5: Dimension Veil

    You cause a target of your choice to phase into another dimension for as long as this toggle is active, turning them intangible and unable to affect or be affected by others in normal space. Targeted allies can still move around, but most foes will be immobilized instead. Maintaining this veil is taxing on the user, and cannot be kept active for more than 30 seconds.

     

    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.

     

    On 7/23/2022 at 7:58 AM, biostem said:

    Additionally, it kind of violates a core tenant of gameplay, as it allows a teammate to effectively remove you from the game without your consent.

     

    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:

     

    Quote

    1323707068_T6RepulsionZone.png.9b4bd91a205bcb06f2215bdc529d08ad.png T6: Repulsion Zone

    You create a protective space at your location that pushes status effects away from your allies. This effect extends to many foes as well, who will be forced out of this zone. Casting this power again will move this space to your location. An ally targeted by Dimension Veil will phase back into reality while inside your Repulsion Zone.

     

    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:

     

    Quote

    What if 269767037_T5DimensionVeil.png.89a000ec543bb2ed6b70b531b8ac966f.png T5: Dimension Veil came attached with a strong regeneration debuff when targeted against foes, and the intangibility aspect was also suppressed by 1323707068_T6RepulsionZone.png.9b4bd91a205bcb06f2215bdc529d08ad.png 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.

     

    The actual description/details being put in this post here:

    Hope it's a neat addition!

  16. Tentative descriptions/details for the potential changes above:

     

    Quote

    269767037_T5DimensionVeil.png.89a000ec543bb2ed6b70b531b8ac966f.png T5: Dimension Veil

    You cause a target of your choice to phase into a sympathetic dimension for as long as this toggle is active, turning them intangible and unable to affect or be affected by others in normal space. Targeted allies are able to move freely, but foes will find the dimension hostile, severely reducing their regeneration rate and anchoring them in place, immobilizing most foes and preventing them from teleporting or being forcefully moved. Maintaining this veil is taxing on the user, and cannot be kept active for more than 30 seconds.

     

    Endurance

    0.52/s

    Recharge

    Slow (60s)

    Duration

    30s

    Minimum Level

    16 (Controller)

    16 (Corruptor)

    8 (Defender)

    16 (Mastermind)

    Effects

    Toggle: Ranged Ally or Foe

    Ally Intangible

    Foe Immobilize (Mag 10), Intangible, -Regen, +Resistance(Repel), -Teleport

    Enhancements

    Reduce Endurance Cost

    Enhance Immobilization Duration

    Enhance Range

    Increase Attack Rate

    Set Categories

    Immobilize

     

    Quote

    1323707068_T6RepulsionZone.png.9b4bd91a205bcb06f2215bdc529d08ad.png T6: Repulsion Zone

    You create a protective space at your location that pushes status effects away from your allies. This effect extends to many foes as well, who will be forced out of this area. Casting this power again will move this space to your location. Targets affected by Dimension Veil will phase back into reality while inside your Repulsion Zone.

     

    Recharge

    Slow (10s)

    Duration

    240s

    Radius

    25 ft

    Minimum Level

    20 (Controller)

    20 (Corruptor)

    12 (Defender)

    20 (Mastermind)

    Effects

    Location (Point Blank Area of Effect)

    Team +Resistance(Status)

    Ally -Intangible

    Foe -Intangible, Repel

    Enhancements

    Reduce Endurance Cost

    Increase Attack Rate

    Set Categories

    None

     

    I ended up adding another clause to 269767037_T5DimensionVeil.png.89a000ec543bb2ed6b70b531b8ac966f.png 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.

  17. 1 hour ago, Normal Thomas said:

    I'm not a fan of intangibility powers. I will give you some credit however in that having an intangibility power that be used on friend and foe and be changed by other powers in the set is rather novel but I think that I, among others, generally view intangibility powers to be skippable. While people see value in an easy "skip" power but I'm of the opinion that player's should have more competitive power choices and feel like they're making a sincere choice when having to give something up for Fighting, Leadership etc.

     

    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:

     

    Quote

    Force Bubble - (Level 1) This isn't the "old Force Bubble", but rather a merger of Personal Force Field and Detention Field. It brings back the "glass dome of DOOM", but makes it a toggle that can affect ANY target. It uses the "untouchable" effect and the "cannot attack" effects, so the target cannot interact with the outside world, and the outside world can't interact with the target. Target is also immobilized. However, the target can still use abilities on itself. The toggle would have an endurance cost that would increase every second, until the field was no longer maintainable and would HAVE to toggle off, so that it couldn't be abused. You can cast it on yourself to give yourself a breather, and could potentially use Rest while inside of it. You could cast it on an AV (no accuracy check needed!) to take the AV out of the fight and give your team a break, for a while. You could cast it on an ALLY to save that ally from any incoming damage that's not already applying DoT on them (perfect pairing with a Tanker to take the alpha after they taunt or jump in?). The number of uses for this power, and the tricks you could pull off with it would be... innumerable.

     

    Quote

    269767037_T5DimensionVeil.png.89a000ec543bb2ed6b70b531b8ac966f.png T5: Dimension Veil

    You cause a target of your choice to phase into another dimension for as long as this toggle is active, turning them intangible and unable to affect or be affected by others in normal space. Targeted allies can still move around, but most foes will be immobilized instead. Maintaining this veil is taxing on the user, and cannot be kept active for more than 30 seconds.

    Endurance

    0.52/s

    Recharge

    Slow (60s)

    Duration

    30s

    Minimum Level

    16 (Controller)

    16 (Corruptor)

    8 (Defender)

    16 (Mastermind)

    Effects

    Toggle: Ranged Ally or Foe

    Ally Intangible

    Foe Immobilize (Mag 10), Intangible

    Enhancements

    Reduce Endurance Cost

    Enhance Immobilization Duration

    Enhance Range

    Increase Attack Rate

    Set Categories

    Immobilize

     

    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:

     

    Quote

    1323707068_T6RepulsionZone.png.9b4bd91a205bcb06f2215bdc529d08ad.png T6: Repulsion Zone

    You create a protective space at your location that pushes status effects away from your allies. This effect extends to many foes as well, who will be forced out of this zone. Casting this power again will move this space to your location. An ally targeted by Dimension Veil will phase back into reality while inside your Repulsion Zone.

     

    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 269767037_T5DimensionVeil.png.89a000ec543bb2ed6b70b531b8ac966f.png T5: Dimension Veil came attached with a strong regeneration debuff when targeted against foes, and the intangibility aspect was also suppressed by 1323707068_T6RepulsionZone.png.9b4bd91a205bcb06f2215bdc529d08ad.png 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.

    • Thumbs Up 1
  18. 18 hours ago, Normal Thomas said:

    I like the concept but I'm not too keen on Dimensional Veil. I think I'd just replace it with a hold with a -def effect. Otherwise looks like a solid set gameplay and concept wise.

     

    Hi there, glad you're a fan of the overall concept! Out of curiosity, what aspects of 269767037_T5DimensionVeil.png.89a000ec543bb2ed6b70b531b8ac966f.png 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.

  19. 2 hours ago, jkwak said:

    stupid thought and i dont know how this would work but

    can everything that isnt a famr be Devs choice then?

    or a category for "not a farm" would require some more moderation or honesty of people but this could do it.

    i dont want to go thru an almost impossible to beat AE mission and dont get any XP towards vet levels especially if its a really long one and i could get a 100 merits outside in the same time.

     

    Per the new patch notes, that's been reverted:

     

    Quote

    Architect Entertainment [Focused Feedback: Architect Entertainment]

    • Veteran experience rewards have been returned to AE for Level 50's.
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