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SaddestGhost

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Posts posted by SaddestGhost

  1. On 10/22/2020 at 8:23 AM, Blackfeather said:

    Going to be pinging @SaddestGhost for their thoughts on this proposal - hey there again! I recall your feedback on some of my previous suggestions, and they definitely were quite well thought out and reasoned; I get the feeling that you've got a fair amount of experience with both Controllers and Dominators under your belt.

     

    As such, I'd love to hear any opinions you might have on this new proposal, which is meant to help provide Controllers with the ability to lock down AVs/GMs, somewhat circumventing the binary nature of status effects (which you've mentioned in the past). Any thoughts on this proposal - too powerful, too weak, would do something different, something else entirely? Looking forward to your opinions!

    From my understanding, your proposal boils down to "What if a controller could Overpower any mob?"  I don't think there's anything in that which would shift the game balance overwhelmingly, particularly in the damage focused environment of the current game.  The one thing I would also throw into consideration is the duration of the Overpower effects.  Rather than making the chance for Overpower dramatically lower (I feel your original proposal is a bit too low), perhaps it should be shorter lived on harder targets.   A mixture of a lower chance and a lower overall duration with the higher magnitude could strike an appealing balance.

     

    I'm just tossing out some numbers for illustration:

     

    Rank Chance for OP Duration as % of base Additional Magnitude
    Minion 35% 150% +1
    Lieutenant 30% 120% +1
    Bosss 25% 100% +1
    Elite Boss 10% 50% +6
    Archvillian 5% 10% +50

     

    The way I imagine that playing out is that occasionally a controller operating on their own would be able to hold an AV, but for a very brief duration (2-4 seconds).    Additionally, this would give Overpower some utility when it hits a minion or lieutenant by extending the duration of the hold.  Ideally, you could even tweak the numbers for individual powers with a lower chance on spammable single target holds and a significantly higher chance on AoE controls that are more difficult to stack.

     

    In my dream scenario controlling an AV would be less about stacking magnitude and more about cycling through different types of controls.  I've always imagined it as the PToD cycling through different periods of protection, but I think there is a better solution somewhat akin to the PVP mechanics as mentioned up thread.  If an AV essentially became immune to a hold for some period after one lands, you could then use a stun or confuse.  It would require some careful coordination to keep an AV locked down and utilize powers like Flashfire which typically have no use in AV fight now.  Of course, there's the issue of triggering those protections unintentionally through powers where they're only a secondary effect.  Overall, I think it would be more interesting and dynamic play.

  2. Perhaps it's a bit of jealousy, but every time I see some new tweak to blasters I wish a little more love would reach controllers and doms.  I'd gladly take a control set with recycled animations and visual effects if it meant there was a new one to play.  Wind Control isn't the lowest hanging fruit there (some kind of gadget/grenade set would probably be lower effort) but I'd certainly love to see it in some incarnation.

    • Like 1
  3. Much of the dysergy in Dark is, in my opinion, an intentional decision made by the live devs.  Dark's ability to stack handy amounts of -to hit debuff with nearly every ability means it offers a layer of protection beyond its mez alone.  I think they wanted to disrupt that inherent synergy a bit to prevent Dark from being the premier control set.  Even in doing so they compensated by giving Living Shadows a bit of bonus damage.  As it is, it's a very powerful set that does everything well while not being the best in any area.

     

    The only thing in Dark that actually needs fixed is Haunt's AI, which tend to do nothing after their initial target is defeated.  Of course, it's not alone in control pets that needs an AI tweak.  Phantasm can't keep itself out of melee despite not having any melee attacks.

     

    As for things that I would be nice extras, I'm all for alternative models for the dog (never been a fan) and it really needs to shut up.

    • Like 1
  4. 18 minutes ago, Psyonico said:

    If I remember correctly the defense buff only lasts 10 seconds and the rest is just resist, which goes down fairly quickly. 

     

    Ageless' debuff resistance is much stronger than barriers buffs

    Barrier's defense and resist buffs have the same duration; a huge buff up front that degrades after 10, 30, 60, then 120 seconds. 

    • Like 1
  5. Energy Font demonstrably does very little. Take it for spin time against some lower rank enemies and spam the AoE immobilize with Energy Font.  Watch how many of the enemies are actually stunned.  Against a spawn of about 10 Rikti in RWZ, I was spawning about two orbs at a time and they were able to control two minions.  Against something -15 to my level I would expect they could keep even those minions locked down, but they can't.  The stun was sporadic.  Want to see how poor they are for damage?  Slot it in Confuse, stand right next to your target and spawn them.  They barely nibble at even conning minions.

     

    If their purpose isn't control or damage, I guess it could be to take aggro.  But spawning on top of the owner before moving in on the mobs is a poor way to go about that.  If they spawned at the target, they might actually have a use in Sleep powers by taking a little alpha strike when they wake up mobs.

  6. 4 hours ago, Infinitum said:

    How do stacking stuns behave? does it increase magnitude?

    Mez magnitudes are additive in regards to magnitude.  All mobs have some inherent level of mez protection (minions = 1, lieutenants =2, bosses =3, elite bosses = 4, AVs = 3/6 + 50 when purple triangles are up).   As long as their mez protection is 0 or greater they can continue to act freely. So take a boss mob, for example, and hit it with Flashfire with a duration of 20 seconds.  That reduces its mez protection to 0 for those 20 seconds (assuming even level), so it remains active.  If an Energy Orb swoops in during that time and hits it with a mag 2 Stun for 5 seconds, the boss will be stunned for those 5 seconds because its total stun protection is reduced to -2. 

     

    People have often complained because of the binary nature of this, especially in regards to AVs.  If you can reliably stack 50 magnitude hold against an AV it means nothing while the Purple triangles are up.  54 is the magic number in most cases.

     

    As for Energy Orb, it's a bit hard to quantify how long its stun lasts.  Using the proc in Confuse against a single target and monitoring the target's stun protection with a power analyzer, I've seen the stun last as little as 5 seconds and as much as 10 seconds.  Damage wise I can see that even two Energy Orbs sitting on an even con minion are hardly making a dent damage-wise.

  7. 3 hours ago, Naraka said:

    Regarding the assault side, the global recharge can be an added boon to proc builds so that you get the benefit of higher proc chance and faster recharging assault powers, so it has its benefits on assault side too.  As for the double mag, it's more icing than it is cake as some sets get less benefit from from it but the high rech will still bring up those powers faster.  I know, on my Grav/Energy dom, I don't really care about double mag stun on my Wormhole.  The important part is the teleport and the knockdown.  Everything is going to be dead before the stun matters most of the time and the set has so much KD and stun, doubling the mag really only matters if you're soloing to which then domination *IS* available if you actually need it because Singularity isn't doing its job.

    My experience just doesn't match up with this even on teams.  Minions and Lieutenants are wiped out in the volley of initial AoE.  Where control matters is on the bosses that remaining standing.  While some sets do benefit less, we see them all near the bottom in numbers for Doms.  From the bottom up: Ice, Grav, Electric, Earth. Earth remains near the middle of the pack because its provides extensive control; both Earthquake and Volcanic Gasses can deal with bosses fairly effectively.  Grav is a notable exception there but the explanation for its change in position is fairly simple; it trades early control for additional damage which benefits doms very little.

    • Like 1
  8. 16 minutes ago, Naraka said:

    I'd assume the thumb is the non-perma dominator and the hammer is the circumstances that make non-perma dominator seem like "utter trash" as some would describe it.

     

    But then I'd wager those that describe the AT as such are merely exaggerating to make a scene.  While perma-dom is amazing and even better with some sets, it's not really the end-all shift some make it out to be.  If anything, it's the high +rech required to get to perma-dom that makes the dominator amazing, not having domination on all the time.  Makes me wonder if the best solution would be to just give the Dominator a 20%-75% recharge bonus depending on level and domination level that is suppressed while under the effects of Domination.  It wouldn't benefit anyone but the "utter trash" anyway while also filling the gap for those near perma that desire it while those that choose a more staggered use of the button get better control opportunities but less potency while not using it but slightly suffer from less control opportunities but higher potency while under the effects of domination.

    The high recharge is nice on the control side of Dominators; it's also why many controllers chase it as well. However, when you begin to hit heavy diminishing returns on recharge in individual powers, the reason to keep pushing forward is perma-dom.  For instance, I've been working on a Grav/energy build.  If I drop all of the LotGs out of it, I can lose 37.5% global recharge.  That makes a 3 second difference in how often I can cast Wormhole, but it drops me out of perma-dom by 10 seconds plus the time it takes to rebuild the domination bar.  Additionally, Assault secondaries don't have many long recharge powers that benefit that much recharge.  Shorter recharges just simply hit diminishing returns on recharge faster.  It's quite possible to build a solid attack chain without the levels needed for perma-dom.  So, it's a nice side effect, but only to a point. 

     

    There's a reason people span that gap despite the diminishing returns.  If you look at the popularity of Mind Control on Doms vs. controllers, I think it points at how valuable that extra magnitude is to control powers.  Uncontrolled bosses kill squishies without other defensive options available to them.

  9. 1 hour ago, Infinitum said:

    What about Blind is it based solely off one target or the ones that could receive the splash, and telekenisis?

     

    Im just asking as i am unfamiliar with how those could function.

     

    I have it slotted currently in flash in my Ill Rad troller, but i never really thought about slotting it in blind.

     

    lastly i thought it was a mag 2 stun that stacks.

    You are correct.  It is a mag 2 stun, enough to overcome a minion's mez protection on its own. 

     

    I'm unsure how it behaves in Blind, but I know the sleep in Blind has a very small radius.  It's a pretty rare thing to see the sleep itself given how closely packed enemies need to be.  As for TK, it can't even be slotted there.

  10. 35 minutes ago, Infinitum said:

    I think the controller ones are fine too honestly.  I've recently taken up controllers as a focus, and energy font is getting a bad image, you can definately tell when they are out in terms of controlling the mobs especially if you strategically slot it to where you get many rolls to get more than one out cause they stack.

    I have multiple issues with the controller ones and you've hit on one of them.  Most put them in an AoE immobilize and spam that power.  That, of course, isn't an option for Mind and Illusion.  Plant and Fire, which already sit near the top of the pack for control sets, have bonus damage in those powers and this incentives their frequent use even more.  For others it encourages a game play style that is somewhat detrimental to team play, often locking mobs in scattered formations because they've jumped to utilize those powers before enemies are neatly gathered.

     

    I also question why the heck Energy Orb was given a stun.  It stacks nicely with Fire (again), Earth, and Dark, but as a mag 1 stun it does very little for other sets.  When every set has a hold, why wasn't this the default choice to make it more equitable?

    • Like 2
  11. 9 minutes ago, Vanden said:

    It's still just more damage. You're still just clicking the next attack in your chain regardless of if the procs go off or not.

    True, they are more damage, but they leave the application of it in your hands.  Coming out of Hide, you've got the choice of single target heavy hitter or AoE or which enemy is the one that you really need to defeat.  Likewise you'll be choosy with when you fire off your next Build up.  The stalker ATOs, I would say, at least loop back into the decisions you're making as you play the AT and that's what makes them so enjoyable.

     

    If the controller ATO popped up a buff that told me I had increased mag for a few seconds, I'd most definitely slot it.  While also improving the role I play on teams, it encourages me to think about what I'll do next.

    • Like 3
  12. On 1/20/2020 at 8:16 PM, Mystic_Cross said:

    When did Grav get so popular? back in 2011 it was largely considered to be one of (if not the) the worst controller primary sets...

     

    Always loved it myself, Grav was the 2nd alt I ever made so... add me to the list of YES PLEASE !

    Late on Live Gravity received a pass that resulted in changes to Dimension Shift and Wormhole; Wormhole became aggro free and its radius was increased (IIRC), which helped a great deal.   On HC the introduction of the kb > kd IO, Wormhole become much, much more orderly; instead of throwing targets randomly near your target, it drops them in a nice pile.

     

    On 9/4/2019 at 3:31 AM, pwntoon said:

    This happens if the team runs the LGTF below the +2 level difficulty. Hami spawns as an Elite Boss, so Wormhole can work on it if it's within the level requirement and an accuracy check passes.

     

    Just to clarify: it's only a level disparity check. The video I posted (https://forums.homecomingservers.com/uploads/monthly_2019_09/585267662_UltimateInspirationWorks.webm.3eb16ed82f19248b322ab178ec0368b2.webm) demonstrates this. At 30 seconds in I use an Ultimate Inspiration and successfully TP the boss.

     

    Those Ultimate inspirations are Super Inspiration rewards for incarnate trials. They can also be acquired on the ah, or you can trade Incarnate Threads for them in ouro. I typically carry a few around with me to work around this annoying mechanic, but it's really expensive to use them for every lvl 54 mob I come across, in MSRs, ITFs, Tin, Apex, Mission teams, etc.

    Knockback, Teleport, and cage powers like Detention Field and Sonic Cage have variable magnitude which means they are reduced by level differences.  (At one point, you could use Hami-Os to alter the magnitude of DF/SC in order to cage an even level elite boss. I'm not sure if that remains unchanged.)  At +3 the Teleport is being resisted, reducing it from 4.1 mag to 2.66 mag so it is no longer able to overcome a boss mob's inherent 3.0 protection.  I would imagine a fix is as easy as tagging the teleport unresistable, but that relies on things that shouldn't be teleported actually having been given teleport protection rather than some ridiculous amount of teleport resistance.

  13. Thanks for the solid advice, SwitchFade.  I can already notice the difference when foregoing the Attack Vitals combo for my heavier attacks.   It's a shame that the combos don't offer more utility for the cost of performing them.  It really shows that they were designed with the slow Assassin's Blade in mind.  It's probably something the devs wouldn't consider with so much on their plate already, but I'd love to see the combos reordered with the consideration that AB can be used mid-combat now.  Thematically, Attack Vitals would align well as Ablating Slice > Vengeful Slice > Assassin's Blade.  Cut through their defenses, put them in a vulnerable position, and exploit their weaknesses.  Empower would now work better completely reversed.

     

    I'm glad I can be effective without them, but a bit disappointed that I won't be using them often.  It seemed like a fun mechanic that perhaps works better on other ATs.

  14. It's quite possible.  As Redlynne pointed out it's generally much easier for a dominator to do so than a controller.  One other thing to consider is that your mez powers are reduced in duration against foes that con higher than you.  At +4 their duration is reduced by nearly half which makes it quite a bit more difficult, but it is doable. 

     

    If you attempt it be sure to pick up the Vanguard Medallion as it will boost your control durations for a full minutes when used.  Use it and stack up as much confuse mag as you can before engaging with an attack chance intermittent with confuse.

  15. 5 hours ago, Obus Form said:

    You can reach Null the Gull in less than 1 minute of new character creation:

     

    1) Log into game with new character

    2) Ask /help channel for Base teleporting macro

    3) Use macro and go to the portal that says Pocket D

    4) Go to pocket D to meet Null the Gull, and his brothers/sisters, Nark the Shark, KripKee the Rikti Munki, and DJ Zero the Hero

    5) Enjoy fulfillment

    Remote base access, I gathered, was a mistake that may eventually be cut off since it has the unfortunate side effect of allowing people to escape debt and dying.  It's also taking for granted that people know such a thing is possible (which is also true of Null the Gull).  Seeing a few people crowded around a sea gull (or wolf or lion) near Ms. Liberty has the potential to catch the attention of people that weren't aware such an option existed.  Heck, why not just make the non-alignment options available at trainers?

  16. 8 hours ago, Redlynne said:

    Challenge accepted.

    Let's do some napkin math comparing apples to apples and oranges to oranges when comparing the two powers then, shall we?

    [Many maths later...]

    Which I look at and start thinking that's the Goldilocks Point for what you can do to improve Telekinesis without "overwhelming" Total Domination in the process.

     

    However, doing this analysis right here has suggested another possibility for how to change Telekinesis which is DEFINITELY going to be "out of the box thinking" that I'll be writing up here at some point.  Just you wait ...  😎

    This analysis is a good starting point for comparison, but I think its somewhat flawed because of the diminishing returns we encounter in regard to shorter recharges and longer durations.  I'm not certain how to weight those factors, but I do feel the scales wouldn't be linear.  It does put us in the ball park where the numbers can be tweaked after some game play though.

     

    4 hours ago, Redlynne said:

     

     

     

    So ... as promised (threatened?) ... how about trying this on for size?

     

    Change Telekinesis from an anchored(!) Target AoE to an anchorless(!) Cone Facing power.

     

     

     

    Okay, do I have everyone's attention?

    After saying something like that, I would hope so ...  🤔

     

     


    [Many details later...]

     


    Note that the endurance cost remains unchanged and the Repel factor remains unchanged.  All that gets changed is increasing the number of max targets from the insulting 5 to a reasonable 10 along with converting the power from a 10 ft radius Target AoE (that requires a $Target) into being a 50 ft 15º Cone (that does not require a $Target) ... and adding Hold enhancement and Hold sets and Controller ATO sets to the slotting.

     

    That's it.

    That's all that needs to be edited and changed.

    A mere 8 changes ... and 3 of those changes are on the enhancement slotting allowed.

     

    Yes, Hold enhancement (proper/singular) does "absolutely nothing" for Telekinesis due to the "does not stack from same caster" factor on the Hold effect, so the duration is longer but the mag still cannot stack deeper to greater mag ... hence why Telekinesis did not have Hold enhancement as an option pre-Inventions (which makes sense) when all you had were TO/DO/SO/HO enhancements.  But as soon as you put set procs (particularly damage and +2 mag Hold and Absorb procs!) and ATO sets (Controller and Dominator for the respective archetypes) into the mix, that calculus changes dramatically.  Preventing the slotting of those enhancements, especially the procs and ATO sets, flat out ROBS Telekinesis of not only potential but also differentiation and personalization options between builds and strategies ... hence why it is time to allow for Hold enhancements as well as Hold and ATO sets to be slotted into Telekinesis.

     

     

     

    Now, one really HUGE change that this would make to the power is that you'd be able to toggle it on and leave it on full time, even without a $Target around to be affected by it (at a ruinous cost to your endurance, mind you, since it would still be a base 3.12/s cost).  Also, it will be quite possible to Repel affected $Targets beyond the Cone range/radius if there isn't intercepting terrain around to "push back" against the Repel effect because the Cone has a limited range originating from the caster.  This means that unlike the previous Target AoE implementation, affected $Target(s) do not Repel away "forever" past draw distance until they drop targeting due to sheer distance.  In order to maintain the Hold Cone on $Target(s), the Mind Controller needs to stay close(-ish) to the affected $Target(s) AND ALSO needs to maintain their facing towards the $Targets in order to keep them Held.  That's because the Cone is a 15º wide forward facing that turns when the caster avatar turns ... so while Telekinesis (Cone) is toggled on, you can't spin around and buff someone beside/behind you without also spinning the orientation of the Cone off into a different direction.

     

    And just to be clear, the Cone is aimed by the avatar facing ... NOT by the camera angle/facing.  So you can keep your avatar stationary and slew your camera angle around (so camera look but not mouse look, to be specific of the distinction here) and not upset the direction you're aiming the Cone.  But as soon as your character avatar changes facing, the Telekinesis (Cone) will change aiming with them, potentially dropping $Targets out of the Cone.

     

     

     

    Personally, I'm of the opinion that converting Telekinesis into an anchorless Cone over an anchored Target AoE while retaining all other parameters "as is" (aside from the expansion in slotting options) simply makes TOO MUCH SENSE™ in part because of how the Repel mechanic works.  Since the Repel is pushing $Targets away from the Caster (still) with the Cone configuration those $Targets do not inherently "spread out of the AoE" all on their own.  If the Cone is redirected/aimed elsewhere then they'll drop out of the effect, but so long as the Cone remains on them they won't "push out of the area" to the sides (although they could be Repelled beyond the range distance of the Cone).

     

    Additionally, by converting Telekinesis into a Cone power, the ability to slot Range enhancements into Telekinesis suddenly gains incredible value(!) since the Range of Cones CAN BE enhanced, increasing their area.  An increase of 1.5x Range will effectively DOUBLE the area of effect held at risk by the power.  At +60% Range enhancement (the ED limit for Schedule B enhancements like Range) this increases the Cone radius from 50 ft out to 80 ft ... which just so happens to be the stock 'n' standard distance for ranged attacks (80 ft), so even that lines up well.

     

    Essentially you wind up trading "unlimited reach" (once toggled on as a Target AoE) for a more "limited reach" (once toggled on as a Cone) in exchange for a 2x increase in the max targets (from the insulting 5 to a more reasonable 10) in which the Repel "spread" becomes more of a non-issue (so long as the caster remains stationary).

     

    To put it mildly ... with such a change there is (in my not so humble opinion) almost no reasonable objections that can be made along the lines of Telekinesis (as a toggle Cone without an anchor) being put in direct competition with Total Domination (a click Target AoE that requires a $Target) ... even though both are Hold powers.

     

    YES ... you could potential toggle on Telekinesis and leave it toggled on indefinitely (effectively making the power "perma" as far as that goes) ... but the endurance cost for doing so would quite literally be the highest in the game (3.12/s base) for the privilege of doing so (the word I'm looking for is "ruinously expensive").  However, Telekinesis would be UNIQUE and still "finicky" to manage but would be more predictable/learnable for Players to master and control ... so Win, Win, Win from my perspective.

     

     


     

     

    I now yield back the floor on to the topic of discussion after the whole WALL OF TEXT CRITS YOU!!! performance above.

    I'd really have to get my hands on a working power to see how this suggestion feels.  I imagine it would feel similar to Herdicaning, but significantly easier since you could circle strafe to pick up foes that fell out of the repel area without all of Hurricane's radial repel.  Playing around with TK and Detention Field a long, long time ago, I stumbled upon a trick that reflects this idea a little bit.  Once you've isolated your TK anchor with Detention Field, you could move around the target to direct your TK.  If I recall correctly, moving near or far the anchor didn't do much because the range was considered from the user to anchor.  If Detention Field wasn't a fixed duration it would have been a useful trick, but otherwise it didn't bear fruit.

     

    One other thing I would consider is upping the hold duration so that foes that reach the end of the cone don't immediately break free. 

    • Like 1
  17. 43 minutes ago, Coyote said:

     

    Do we know that this can be done? The details that I recall seeing on powers do have the ability to set up multiple Hold levels on a target, escalating with time.... but I don't recall seeing a way to CHANGE the base stats of the power regarding activation. Now, different powers CAN be activated from the same base power like fast snipe vs insta snipe, but that's checked at power activation. Is it really possible for a toggle to change its user-affecting statistics like the Endurance cost AFTER it has been activated? I don't know that it can't be done, but I don't recall seeing a power where this shows that it CAN be done.

    I am making an assumption here that I'll admit requires more understanding of how things operate under the hood, but the thing to springs to mind for me is toggle suppression.  For instance, Dispersion Bubble and Sonic Dispersion remain active when the user is put to sleep.  They continue to apply other mez protection to the user, but no longer provides defense/resist.  Only part of the power cancels when held/stunned/slept and resumes when those effects expire.  It may be necessary to code it in such a way that tokens that suppress a portion of the power are granted upon activation and expire after a set period.

  18. I've been playing one as well, but I'm too inexperienced with stalkers to offer much advice.  In fact, I've got a lot of questions myself.  Like is the Empower combo worth using? The few tidbits I've found tend to recommend skipping the combos all together aside from Sweep for a bit of AoE.

  19. Many options seem to be locked behind Null the Gull due to the labor intensive nature of changing UI.  But he's kind of a pain in the butt to get to when you start a new character.  His position is understandable given that he can change your alignment, but what about the rest of his flock? Perhaps some of of his kindred could take up residence in other zones with a limited selection of options, basically all the QoL changes (Mystic Fortune, speed buffs, etc.) while leaving out realignment in dedicated hero/villain zones?

    • Like 1
  20. I like the theme.  A lot of existing effects from Vahz and DE could be adopted in making it happen and Ground Crawler's immediately put me in mind of the D&D spell Creeping Doom.  I will second Flea's feedback though.  A mag 1 won't even hold a minion in a single application.   Mag 3 is the standard for control primaries and anything less is going to feel hampered. 

     

    Balance-wise it might be difficult, but I think the swarming concept works well with a chaining power. Perhaps each successive chain has less magnitude and duration?

     

    A much less serious suggestion: a small AoE confuse that grants the target a taunt aura so it looks like the target's buddies are trying to swat the bugs away... with bats and guns.

    • Like 1
  21. Since you seem confused, I'll give you another potential solution that I didn't spitball in 60 seconds.

     

    We know that powers can have their function altered by checking for certain status, granted tokens, or modes (Hidden, InCombat, Grant_Combo_Level1, Swap Ammo, etc.).  We know status/tokens/modes can be granted after some delay (NoPhase after 30 seconds in Nebulous Form, Hibernate, etc).  We then make TK with a variety of modes (TK1: mag 3 hold, 1.0 endurance/sec, TK2: mag 4 hold, 2.0 endurance/sec,  TK3: mag 6 hold, 3.5 endurance/sec); the power itself will set each mode after a fixed amount of time and swap to the higher mag/endurance cost mode.

     

    There's one potential implementation that utilizes only existing tech.  

     

    I'd like to point out that I don't even find the Cheeseman's original proposition all that appealing.  But the eagerness to shoot down ideas from the technical limitations stand point is far from constructive.  Brainstorming is a vital part of creative problem solving work.  After you have a basket of ideas you weed out the good from the bad.  If there's some objection to his idea other than "we can't do it", I'd like to hear it at least.

    • Like 1
    • Thanks 1
  22. 1 hour ago, Redlynne said:

    How?

    How would that work?

    I'm hard pressed to imagine a scenario in which that works the way you're intending using the game tech/mechanics currently available.

     

    I know what you're reaching FOR ... what I don't understand is how you "get there from here" (so to speak), mainly because that's not the way that toggles work (or most of them, anyway).

     

    Are there any precedents you're following for this idea?

    Multiple toggles baked into one power may be able to do it.  The original would just check if the target was valid and the player was still using the power, it would toggle on Hold 1 with X endurance cost, after some seconds Hold 2 with X+1 endurance cost, after some more seconds Hold 3 with X+2 endurance cost...  

     

    There's no reason people need to be constrained by what exists for a mere suggestion.  It might lead to someone in charge wondering "Is this possible?" only to discover that it is.  We've certainly seen some surprising developments before like fast-snipes or Injection behaving differently based on its target.  Now more than any other time in the process is the time for thinking outside the box.

    • Like 1
    • Confused 1
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