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Everything posted by Blackfeather
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I think this quote from Number Six is relevant whenever the whole "aggro caps are AT locked" thing is brought up - it's not that it isn't possible, just a matter of whether or not it's a good thing to have.
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Mm, that's fair - there certainly is some opportunity cost involved with dipping into multiple different pools, yes. I imagine the main draw of the Origin power pools to be their theme; those who do decide to slot in attacks/support abilities from them still need to give up on another, potentially more potent power for them.
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That's quite fair a statement. The way I see it, people who want to pick Fly/Super Jump/Super Speed are already able to freely grab them without too hard a decision - in those cases, they'll likely pick up another useful power in Hover/Combat Jumping/Hasten. However, if one wants to do the same with say, Sorcery's Mystic Flight, they'll need to pick another pool to get a power other than a travel one, compared to the previous three. While I understand that the fun in limitations comes from working alongside them, it seems a bit unfair to arbitrarily put that limit on one person's character just because they decided that they'd like to have a character with a different travel power - I don't see how a person who wants Mighty Leap instead of Super Jump should need to make a hard decision about it is all, especially when another character who wants to use Super Jump doesn't have to do that if they want access to, say, Combat Jumping. Power creep is also one of the reasons why I prefer having an Origin power pool group, rather than just increasing the number of accessible power pools to 5 like a few posts have mentioned - I figured that it'd minimise the amount power creep, for maximal theme/fun. Plus, the fact that they're already mutually exclusive sounds like it'd make them a good fit for grouping up. Naturally, I'm of the view that the suggestion I've posted likely won't have too much of an effect in terms of how characters might be built, outside of those who want a more thematic travel power, since that's the viewpoint that I'm approaching this topic on. But I'd definitely look forward to different viewpoints on the matter!
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Knockback Attack! What cool stuff could KB do?
Blackfeather replied to Galaxy Brain's topic in Suggestions & Feedback
What I mean by increased damage from increased KB magnitude is "any power that causes Knockback", that is, any power with a KB magnitude of 1 or higher. It doesn't mean having to increase the KB of a power to increase its damage. -
Yup! Give it a shot - you can't take both, only one or the other. And I disagree; giving an additional power pool for players is wildly different than just grouping the origin power pools into a single group. From what I've seen of the origin powers, they're mostly for theme in comparison to the other, more utility driven power pools. A few attacks here and there, a buff with an extremely long cooldown that requires the selection of two other powers, etc.
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Utility Belt is the Natural-origin pool. At the moment, Sorcery and Force of Will are already mutually exclusive. So this is basically the logical extension of this - make them a separate, mutually exclusive group. If anything, it opens up more options for people - they'll effectively have access to 6 power pools per character (4 regular, 1 origin, 1 ancillary). And as for intent? Well I already said it: I want Mystic Flight without having to spend a whole power pool slot. But I'm sure there's plenty of other reasons why this might be nice to have.
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Knockback Attack! What cool stuff could KB do?
Blackfeather replied to Galaxy Brain's topic in Suggestions & Feedback
I'm imagining additional damage from Knockback as functioning as follows: Small amount of increased damage from powers that cause Knockback (KB magnitude >= 1) Large amount of increased damage for enemies knocked into something (e.g. walls, lower level floors) Basically providing an incentive for not only Knockback, but Knockback that's used in a way that still keeps things relatively together - rather than making an enemy fly across a room say, it'd be more effective to slam them against the wall they're standing next to. -
That's why I figured it'd make sense for them to be in a separate pool group, yeah. At the moment, either Sorcery or Force of Will can be taken, but not both - it already functions like the Ancillary/Epic pool in that way. ...darnit, I want Mystic Flight without having to spend an entire power pool choice!
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With Force of Will and Sorcery released, I imagine that the Natural/Science/Technology power pools will eventually become a thing in due time. However, with only four power pools, it can be quite difficult fitting them in, even if it's only for a more thematic travel power - this is the main reason I thought of this. As such, I think it'd make sense to have these power pools as their own separate selection - you'd only be able choose from one, just like the Ancillary/Patron power pools, leaving the other four pools available for other things. This would leave characters with the ability to have six different power pools in total: The four "regular" ones that cover all the other pools An "origin" power pool An "ancillary/patron" power pool Thoughts? Feedback? Would love to hear opinions on this!
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Knockback Attack! What cool stuff could KB do?
Blackfeather replied to Galaxy Brain's topic in Suggestions & Feedback
I don't think people disagree that Knockback isn't potent - mitigating damage for a few seconds is great - just how team friendly it is. It's why Intangibility, Knockback, and Repel are generally disliked in groups - when used badly it not only controls enemies, but controls the fun of others. That is to say: any control effect that cuts both ways in some shape or form is going to cause problems in teams due to their nature. It is a bit of a shame that that's the case; I immensely enjoy playing classes that can control the battlefield, not just in CoH, but in other games as well. For me, control abilities make me feel powerful in the same way that dealing a lot of damage might make others feel powerful, or soaking up a lot of damage. They add a fun twist to just altering numbers (buffs/debuffs, attacks), in that you're managing the logistics of the fight. -
Force Field has already been updated. ...we call it Cold Domination. 😉
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Patch Notes for January 27th, 2020
Blackfeather replied to The Curator's topic in [Open Beta] Patch Notes
Yup. I've seen that article before. So it makes me wonder what's happening with it behind the scenes now. -
Patch Notes for January 27th, 2020
Blackfeather replied to The Curator's topic in [Open Beta] Patch Notes
Wait a minute...Wind Control?