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Blackfeather

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Posts posted by Blackfeather

  1. 6 hours ago, Triumphant said:

    For the men, they're both briefs to me.  What you're describing, I think of as boxer briefs.  Maybe that's just an American thing, though?  I dunno.

     

    Underwear.thumb.jpg.f4c283b29952a90967b1ba80cba3d2a3.jpg

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  2. 9 hours ago, th0ughtGun said:

    This could work. Or I was thinking maybe like a super short unenhanceable hold (they shiver for a couple of seconds, just long enough for arctic air to kick in).

     

    That's interesting! Either could be on-theme with the powerset - main intent's just to be a very brief way of locking enemies down. Only thing with an unenhanceable Hold is it maybe doesn't expand slotting options; I'd definitely be interested in a Shiver that slots Force Feedback for instance. But maybe that's my optimizer brain talking. 😅

  3. On 11/16/2020 at 12:09 AM, th0ughtGun said:

    On that note, not sure I like shiver as a hold... even a chance for hold. (Though I wouldn't entirely rule it out) What about a big -dmg debuff? Much like the aura in ice armor (Chilling Embrace) but maybe more potent. That way if they do alpha you (or your team) it's for significantly less dmg? This would make sense, too. Though if you made the changes to flash freeze and then this you would effectively neuter any alpha strike which may be swinging the pendulum a bit too far?

     

    After thinking about it for a while, I eventually decided that a chance to Hold probably wouldn't be all that appealing all things considered. So in the end, I went with making this change instead:

     

    Quote
    • IceFormation_Shiver.png.468db11f076574e4effb0b11c91a3736.png Shiver: Ranged (Cone), Foe -Recharge, -SPD, Foe Knockdown, Minor DMG(Cold)

      • Inflicts knockdown on enemies

      • Deals minor Cold damage

      • Half of the slow persists for 60 seconds (same as the changes to Blaster's version of this)

      • Can now be slotted with Knockback and Targeted AoE enhancements

     

    Most enemies are susceptible to knockdown, but it also means they're only occupied for about a second or so - a very short amount of time, but hopefully enough to either set up Ice Slick or have Arctic Air affect the group. This should hopefully mesh better with Ice Control's focus on soft control too. Would this be more appealing, do you think?

  4. On 11/13/2020 at 1:18 AM, Coyote said:

    Shiver... I like the idea of having it break the Alpha strike. Due to its low recharge, the Hold component also needs to be low in duration. And I don't like the Mag 3 on it... I would prefer how I've seen other powers, with 50% chance for Mag 2, making it mostly an anti-Minion power, but an additional chance for a Mag 1... maybe another 50% chance. This gives it 50% chance against Minions, and 25% against LTs. Otherwise, the concept isn't bad. It could also be run as a Sleep effect, similar in concept to the target freezing in place like Flash Freeze. Either would work, I'd prefer the Hold so it's different from Flash Freeze. Be aware that allowing Hold would give it option for 3-4 damage procs. Maybe this isn't a bad thing, but be aware of it.

     

    After some deliberation, I figured that a chance to Hold mightn't have been the best path to take. Instead, I decided on this route:

     

    On 11/11/2020 at 11:23 PM, Blackfeather said:

    IceFormation_Shiver.png.468db11f076574e4effb0b11c91a3736.png Shiver: Ranged (Cone), Foe -Recharge, -SPD, Foe Knockdown, Minor DMG(Cold)

    • Inflicts knockdown on enemies

    • Deals minor Cold damage

    • Half of the slow persists for 60 seconds (same as the changes to Blaster's version of this)

    • Can now be slotted with Hold and Targeted AoE enhancements

     

    Think this might be better? This way, Shiver should reliably occupy enemies for maybe a second or so, but that should still give Arctic Air some time to confuse them in the process. Plus, it also helps to maintain Ice Control's focus on soft control too.

  5. Something that's come to mind recently. It might perhaps be better to change Shiver a little differently. So this:

     

    Quote
    • IceFormation_Shiver.png.468db11f076574e4effb0b11c91a3736.png Shiver: Ranged (Cone), Foe -Recharge, -SPD, Foe Hold, Minor DMG(Cold)

      • 50% chance to Hold (Mag 2)

      • Deals minor Cold damage

      • Can now be slotted with Hold and Targeted AoE enhancements

     

    Would instead look like this:

     

    Quote
    • IceFormation_Shiver.png.468db11f076574e4effb0b11c91a3736.png Shiver: Ranged (Cone), Foe -Recharge, -SPD, Foe Knockdown, Minor DMG(Cold)

      • Inflicts knockdown on enemies

      • Deals minor Cold damage

      • Half of the slow persists for 60 seconds (same as the changes to Blaster's version of this)

      • Can now be slotted with Knockback and Targeted AoE enhancements

     

    Text description would change as follows:

     

    Quote

    You can blast forth a wide cone of chilling air that dramatically Slows the movement and attack rate of nearby foes. The bitter chill deals minor Cold damage and knocks most  enemies caught in the blast down to the floor.

     

    This should make Shiver a little more reliable as an opening power, while also being a much shorter lasting hard control effect, I think. Also leans into Ice Control's softer form of locking down enemies.

  6. 20 hours ago, CodeJunkie said:

    I haven't read all 5 pages of comments so maybe somebody already asked this, but why does it have to be a notoriety option?  Wouldn't this be more apt as a challenge option akin to no inspirations or enhancements have no effect?  Shouldn't it also only apply to group activities where the group decides on the challenge settings before they start whatever is they are about to do and only effective for the duration of that particular activity (ie: TF, Oro missions, etc, etc)? 

     

    Hey there! That's a good question - I actually address it in my original post; take a gander at it. 🙂

  7. 3 minutes ago, Bionic_Flea said:

    If it reduces effectiveness at all, it seems to me that it will be regarded as painful.  Why should I nerf myself?  Nostalgia, challenge, or reward are the only three reasons I can think of.  And of those, reward seems to me to be the most universal and repeatable reason.

     

    I totally agree that feeling less effective doesn't feel that good on a character - I imagine that's why a lot of squishier players aren't a fan of being mezzed and so on. That's why I'm of the view that an option like this would be ideal for people looking for more of a challenge: a large part of feeling effective is actually having your powers land; IO set bonuses for the most part just work to increase one's survivability.

     

    A lot of the suggestions about more difficult content seem to suggest making enemies themselves stronger; more accuracy, defence/resistance debuffs, and so on. I'd argue that that's just another way of achieving the same thing: increasing the risk levels of players.

     

    While I'm sure that this sort of thing will slowly be introduced in terms of new content and the like, an option like this would help to provide that level of difficulty - playing the game as balanced around SOs on the fly.

  8. 8 hours ago, Bionic_Flea said:

    I read the first page and then skipped to the end, sorry for bypassing anyone.

     

    I'm all for additional options. 

     

    The problem is getting people to use these options.  Similar options exist right now in TFs and Ouro arcs and from my personal experience most people use the settings once to get the badge and then never again (Exception for EV on Excelsior who constantly runs hardcore Master of ITFs).  People play them them first time for the badges.  So unless you add some sort of reward to this "no set bonuses" setting I don't think that it will be used very much.  The rewards can be badges, extra inf/XP, or any of the other goodies that drop in game (other than an SO, that's just mean).

     

    Thanks for the read! On the one hand, I kind of agree that Task Force/Flashback difficulty options aren't used that much. On the other, I'd also imagine that their availability also hampers their usage a little bit too; opening it up as a notoriety setting would at least provide it for most content...and it'd certainly make challenge supergroups a little easier to run, such as the one you mentioned, I think!

     

    Plus, I'd also argue that this is less a "hardcore mode" difficulty option compared to the Flashback difficulty settings, which seem to be out to actively restrict players; not having any enhancements at all on a player sounds painful, for instance. In comparison, an option to run without set bonuses will for the most part be similar to playing through with SOs, if not a little easier.

  9. 1 minute ago, Sunsette said:

    It still is, it's just not a role-per-se, which tbh I think has largely been for the best. CC is *incredibly* important in Mythic Dungeons in WoW, for example, but DPS and Heals both are likely to carry CC while tanks basically never do or have a very limited capacity for them.

     

    As in, as a dedicated role. I do like my Controllers, and not having a dedicated class for it kind of spoils me to WoW. Not interested in mages and the like!

  10. 22 minutes ago, Sunsette said:

    It's a good summary, although the author missed a fundamental point: the original trinity was called that from a LFG standpoint; without the holy trinity, your group was incomplete.

     

    Post-WoW, the trinity is called that in game design, by people who want to move away from the offense/defense/support dynamic (or just 'healing' specifically, in games where that hurts immersion).

     

    Mmhm, it sounds like back in the day, CC was an essential part of the party, which is really interesting.

  11. 4 hours ago, Eldyem said:

    I'm going to push back against this a little; quite a few modern MMOs have introduced moments where a player *needs* to stun/silence a boss as part of a mechanical interaction. I think the problem is that CoH's take on controls/combat and team building just doesn't mesh well with MMOs finding a "control" role - which, to be fair, took almost a decade after CoH invested hard in its own take on control. It's also common for other MMO bosses to build up immunities to specific forms of mez as they get used repeatedly.

     

    I think the biggest issue with CoH's approach to control in terms of balancing is that controls are VERY long relative to any other MMO and that there's not really any sort of "building" resistance to mez that makes it less "permahold or nothing" in terms of approach.
     

    The other problem is that this is a very "build into" type of mez which just doesn't mesh with the way the rest of the game is designed. The only enemies that aren't dying quickly are the ones with the resistance to the effect. There's a massive disconnect there that makes it work better versus players than enemies almost always.

     

    Apparently the original trinity was actually tank/healer/mezzer a long time ago.

  12. 10 hours ago, Sir Myshkin said:

    ...That ...doesn't sound right.

     

    checks in game

     

    Huh, there is a noPhase auto lock out activated. I'll be honest I don't remember that ever existing, but I can't exactly say I've put excessive hours in my Ice Tanker to have noticed if/when on that one, and my build never focused on a high-recharge Hibernate in the first place so I wouldn't have personally ever paid attention to it.

     

    However! The noPhase lockout is not 120/s, but appears to only be ~85/s, why an odd number I don't know but I activated, the auto hits, I turned Hibernate off after 5/s, and I can reactivate Hibernate within 80/s, so it's definitely not a full two minute lock out either way. Someone call Orkin! @Captain Powerhouse Hey Zed, we got a Bug.

     

     

    Quote

    Other Powers Changes

    • invisibility_phaseshift.png.a95b186b87f5329bee945c53a6b295ff.png Phase Powers
      • The No Phase suppression window for all powers (PvE and PvP) has been reduced from 2 minutes to 90 seconds

     

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  13. On 6/16/2021 at 7:58 AM, oedipus_tex said:

    Yes it is technically possible to code a pseudo pet to Dominate. The Dark Control power Shadow Field does this like you mentioned. It does this by summoning one pet in Domination mode and one when outside of Dom mode. For a chain power, you'd probably need bunch of new pets, one for each link in the chain. Synaptic Overload for example currently consists of three pets (first jump, second jump, third jump). I privately modded this power for myself so that it Dominates, which required adding a new "Domination" version of each of these pets.

     

    What you do have to watch out for is any power that relies on Temporary Power effects cannot pass color data or enhancement set data to the Temp Power. At least not on servers I'm familiar with. Someone may have created a way, but it was always a limitation when the game was live. 

     

    Oh, to clarify...I was referring more to the Illumination and Refraction mechanics introduced in the newest revision of Light Control:

    Just wanted to confirm for @Vooded, in a way! I did mention that Shadow Field properly benefits from Domination here for instance.

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