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Everything posted by Sakura Tenshi
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Allow Masterminds to choose their weapons
Sakura Tenshi replied to Annapuma's topic in Suggestions & Feedback
It’d be a nightmare for programming, but I’ve suggested something similar, though the idea was also that the extra effects would be appropriately added to the right “main set”, so assault rifle would still summon wraiths on Necromancer MMs as whips would give pack mentality for beasts. and as an aside, I would enjoy the idea of Archery on Beast Mastery for a whole “hunting pack master” thing. -
I'm amazed people still remember her.
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I remember in Issue 27 page 5, a lot of MM resistances/defenses were moved to their equip and upgrade powers making them enhanceable. But one thing I'm looking at is the removal of inherit resistance to things like confuse powers, which seems kind of important for MM. While a rare status effect, it did seem like a big deal to avoid MMs potentially being softlocked out of content against enemies like Awakened. (especially as not all MM secondaries do provide confuse protection or resistance). Also looking at detailed description is the fact that Mercs don't even get the smash/lethal resist they originally had when upgraded. And on that note it does seem SOME still get these resistances and even kept the inherit resistance buffs like Beast Mastery, Demon Summoning, and Thugs. All in all, I'm not really complaining as I haven't rolled an MM in awhile, more just wondering if these are bugs and if not if the homecoming team explained why for the seeming inconsistencies.
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Sakura's Indecent Power Change Proposals
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
Well, apologies for the necroing, but I figured since MM improvements seem to be hot-topic right now, I'd throw my hat into the ring for ways I think they could be improved, and some other general stuff. Mind you, I also haven't been reading all the different MM suggestions and this is me kind of getting out some old ideas. General Mastermind Changes Removing level downshift on pets as you level Increase pet HP by 20% (possibly have this locked behind upgrades) All pets gain an inherit 25% AoE defense bonus (to keep them from being instantly deleted by groups like Nemesis who spam AoEs like they're firefarming) Passive mode stance applies a strong stealth and phase buff while also being locked in to only effect self to pets for the sake of easier transit. Reducing Endurance cost for Mastermind personal attacks Making all personal attacks have an alt power options (picking one locks you from the others) that are basically just the personal attacks from other MM sets. Want to lead your mercs with dual pistols or a laser gun? Sure! Yes, the sub effects would remain the same per the core MMset (so your necromancer with an assault rifle would summon wraiths. You figure out how that makes sense!). I'm also aware this is a huge pipe dream request sort of like the other ideas. Sentinel Opportunity - Vulnerability: When you defeat a target under the effects of opportunity, you get a small heal and endurance boost. (maybe 10-15%/10-20%?) -
Idea for an Arachnos raver, specifically a fortunata or widow one. "Do they have ANY idea how hard it is to navigate our bases in heels when the floor is made of Chicken Wire?!"
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I'd be down for this, could make a bit of a contest with random dialogue ideas. While it'd be too spoilery for later content, I did imagine once the idea of a Rikti traditionalist in Pocket D doing a dance and declaring "A little dance: doing. A little love: making. Tonight: GETTING DOWN!"
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Imperial "Missile Backpack" "prop based" power set.
Sakura Tenshi replied to cyberFluke's topic in Suggestions & Feedback
Second question first: no real idea, I was largely spitting somewhat random ideas. Though, I think it's possible to make just a straight and wide line. But it's the same level of certainty I have that time travel is possible. For the second part, it's not common with power armors, no, aside from maybe Black Manta of DC comics, but it is a staple with, as you mentioned, robots and mecha, and I know some people have wanted a 'powerful, eye-based laser' power for some time.* Personally, I'd actually probably have the snipe use the gauss gun on the right arm for this concept, giving each weapon system basically two attacks, but I also was trying to consider other people using the power set. Also, the shoulder slots would theoretically be occupied by the missile racks. Though, I now have a crazy idea for the powerset's gimmick that'd allow for full use of various weapons: not completely sure how to balance it, but it'd sort of work a bit like Momentum and a combo system. Basically, activating certain attacks would then allow you make a simultaneous attack with another weapon as you activate a different power. So like you use minigun and you'd basically get a 'minigun spun up' and would fire off the minigun while also shooting the lasers. Or some attack sets up where firing the gauss gun then has a single missile launch as followup. I think the trick would be balancing and animation (also explaining), in theory the mechanical effect is "if x power is used, y power gains z bonus function" *Frankly, I kind of think it might work just to make the APP eye beam attack into a snipe. It would gain damage in exchange for recharge, have massive damage to open up, it's not strange for Tanks, Scrappers, stalkers, and brutes to have APP snipes (look at the PPPs) and then can be used normally per fast snipe mechanics, but that's me. -
Imperial "Missile Backpack" "prop based" power set.
Sakura Tenshi replied to cyberFluke's topic in Suggestions & Feedback
Actually been kind of thinking about a power armored based power set and figured on what assets could be repurposed for the powers. It would require some chopping up and retexturing, but I think these might work well. Only downside is that, at the moment, how I imagine the set is that it looks a bit like Assault Rifle with energy damage. Since I'm posting this, might as well share the set I imagined: Minigun burst (ST, lethal damage, fires from the left arm minigun) Gauss cannon (ST, extended range, lethal/energy, Fires from the right arm 'laser') Laser Spray (Narrow Cone, energy damage, fires from the wrist mounted lasers) Concussion Rocket (Targetted AoE, lethal/fire, shoots a single rocket from one of the shoulder pods) Suppression Fire (Location AoE, Lethal damage, target slow/-recharge/-acc, fires from minigun) Optical Lasers (Snipe, Energy damage, -regen, shoots from the eyes) Focused Fire (ST, Energy Damage, fires from wrist lasers) Missile Swarm (Targeted AoE, Fire/Lethal, creates burn patch, fires from shoulders) Alpha Strike (Wide line cone AoE, Lethal/energy, Fire DoT, fires from all weapons points) It's a rough layout and just for the blaster version, I imagine an assault set which might swap out one of the arm guns for an arm blade like crab spiders or Victoria bots and include some street justice/superstrength attacks for melee, and a sentinel version. Also could see the snipe being switched from laser eyes to another gauss cannon attack to round it out, or other swap outs, but I was trying to balance so each 'weapon hard point' got more than one attack. Oh, could also probably change something out for Aim or some gimmick variation. -
Sure, would work for people wanting to make Warhammer 40k Space Marines, though also imagined it for mecha characters.
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In addition to all these lovely ideas I want to add PAP transformation: Embiggen! I makes your character about 50%-100% taller than max character height!
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Bring Story Content in line with Code of Conduct
Sakura Tenshi replied to Due Regard's topic in Suggestions & Feedback
Then we’re in agreement that the story arcs do not necessarily violate the conduct guidelines than because of differentiation between game-universe and real world? -
Bring Story Content in line with Code of Conduct
Sakura Tenshi replied to Due Regard's topic in Suggestions & Feedback
I think part of it is the difference between things and acts strictly in game and it’s universe vs talking about doing them in real life through the game. For example, using the game as a communication network for drug dealing operations. -
Sakura's Indecent Power Change Proposals
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
I mean, the level 30 secondary power is summoning a pair of disruptor bots, plus there's PPP pet summons. That being said, I'm always a fan of playing 'pet masters who are badass as their pets', and wolf spiders would be a fun backup summon too. edit because I don’t feel right bumping this thread, another change I’d make to powers: Radiation Blast - now deals energy/toxic damage to help distinguish it from other energy ranged sets. (I believe Rad melee also does this, so it helps bring it in line) Energy/body Mastery: laser beam eyes - is now a snipe power to allow players to have their lethally effective eye lasers. Scrapper taunts - the taunt power in all scrapper melee sets now has an auto-hit portion (taunt and -range) but now will also function as an attack as well of some form. For some such as broadsword or titan weapons, this will be a lunging gap closer that teleports the user to their target. For others like electric melee or dark melee, it will instead pull the chosen target to you. For some like katana and energy melee, this is just a ranged attack. (Yeah I’ve posted this before to a lot of pushback, but this is my thread and it’s not called ‘reasonable power changes’) -
Sakura's Indecent Power Change Proposals
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
As I play three sets with click based next protection and also deal with hasten, it would be nice. -
Sakura's Indecent Power Change Proposals
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
Adding a few more things to this list I was reminded of: Integration Change power name to Homeostasis because biology reference Also add any available debuff resistances, but mostly regeneration and recovery debuff resistance Heightened Senses Change it from typed defenses to positional Yes, this would screw up a lot of builds and balance but man has this always bugged me! -
Sakura's Indecent Power Change Proposals
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
I mean, thematically then, why is SR able to resist sleep, confusion (which comes from Focused Fighter), or stun? Why doesn't Practiced Brawler protect against fear? But even that aside, mechanically, Practiced Brawler is the only mez protection that does that and only that every other power that does mez protection also has an extra effect beyond the protection*, then there's the fact that, as mentioned, placates are an incredibly annoying issue with SR (really high defense builds in general but SR does kind of stand out) because placates themselves bypass your defenses to autohit but the followup attacks from opponents are not so you both can end up staring at eachother while the enemy whiffs at you until they get a streak breaker. *Running down this list: Kuji-in Rin also grants psionic resistance and movement speed boosts. Active Defense adds defense debuff resistance Environmental Protection grants typed defenses and bonuses from adaptation stances. Obsidian Shield grants psionic resistance Static Shield protects from teleport, resistance to end drain and recovery debuffs, and psionic resistance Entropic Aura provides resistance to defense debuff, teleportation protection, and is a taunt aura and reduces recharge rate of enemies while boosting your own Fiery Aura's mez protection is spread out across multiple toggles plus burn which all have additional effects. Wet ice protects from Slow and Defense Debuff Unyielding increases resistances Fallout Shelter grants resistance to slow as well as toxic and psionic damage. Integration boosts Regen (also, I wanna rename it Homeostasis because biology reference) and Resilience adds resistance to all damage types. Rooted increases regen and reduces defense debuffs and Minerals also gives psi defense and +perception Indomitable Will adds psionic defense Bane and Crab Spider mez protections are passive with other additional effects Widows also use Indomitable Will and have Foresight which boosts psionic resistance and recharge rate So why can't Practiced Brawler protect from Taunt and Placate? -
Sakura's Indecent Power Change Proposals
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
@Rudra https://homecoming.wiki/wiki/Arachnos_Soldier_(Power_Set) https://homecoming.wiki/wiki/Arachnos/Soldiers#Wolf_Spider_Huntsman Player Arachnos Soldiers don't get Shotgun powers and Huntsmen NPCs do not get Burst, Heavy Burst, or Single Shot. And while I wasn't aware Aeon SF Crab Spiders did get Omega Maneuver, it does sort of undercut your point because it shows what powers the VEAT SoAs get and what the Arachnos NPC mobs get are very much dependent on the whims of the developers. The only case where the powers are copied are where they are literally copied in the Doppleganger system, which itself is full of flaws and limits. Also, maybe you should have just said 'I feel SR is too powerful and doesn't need any buffs' instead of trying to make it entirely about thematics? I still disagree and have arguments against your point but it's a finite argument instead of one about fluff. -
Sakura's Indecent Power Change Proposals
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
@Rudra Okay, but on a mechanical and balance level, do you disagree with SR getting Taunt/Placate protection? I did suggest the roundhouse as an alternative animation for kick, though with jab I felt it could only replace since the animation would end up changing the power from one tick of damage to two. a) Yes, I’d be fine with that and seems a bit like a matter of doppelgänger tech itself needing some debugging if SoA ones are able to basically select some of the otherwise mutually exclusive powers. b) also fine albeit seems like a weird situation since NPC Huntsmen and low level arbiters use their gun as a shotgun and grenade launcher. Though I don’t see why normal arachnos npcs would get full auto. It’s not like high level crab spider mobs can drop Omega Maneuver or Widows can actually use Link Minds. -
Another thing where I doubt the efficacy of these changes, much less expect them to be added, but they've been in my head so I wanted to get them out, so here we go. Super Reflexes Practiced Brawler: Add 500% resistance to taunt/placate. It would add a unique thing Practiced Brawler would add as a mez protection (it should be noted that all other armor sets, the mez protection usually comes with something extra, like /nin's psi resist and even /shield defense offering defense debuff resistance), it would help with an issue where Placates from mobs are auto-hit, but none of their other powers necessarily are, so you can end up in just a staring match as they whiff for several long moments and you can't even target them, and conceptually it could track for the theme of someone with super reflexes and a practiced brawler can shrug off such distractions and hold focus on enemies. General: Maybe in some power or another add a +tohit and +acc buff. I admit this is more on thematics than necessarily about balance or buffing the set. Just figure it'd be an interesting lean into another aspect of having super reflexes: being able to track targets in addition to dodging them. Empathy Clear Mind: Make into a targeted Ally AoE Resurrect: Also make into an AoE (probably a PBAoE one for this). Just bring Empathy up a notch to help it as a healer powerset. Arachnos Soldier New power - Full Auto (level 26): I admit, the reasoning is pretty flimsy as I just think it'd be fun to let Wolf Spider/Huntsman builds have the buff of tier 9 attack power and go full dakka. War Mace New Power - Change Build Up into Overpower: To give War Mace something unique, I had this idea inspired by Baldur's Gate 3's 'overpower' ability for bludgeon weapons. In this case, Overpower would largely just be the same as Build Up with two small changes: 1 being that it would last a bit longer, say 15 seconds, but also while active, all attacks deal an additional small amount of smashing damage on auto-hit, so even if the attack 'misses' you're still chipping away at a foe. Good for when Captain Mako or a Paragon Protector pop Elude. Shatter: As an and/or to the above, maybe add a -res component to Shatter. I had imagined this originally because I thought Bane Spider Soldiers got Shatter Armor as well but apparently, rechecking the wiki, only Blaster gets it in their Patron Powers. Still, I like -res, especially if you're using a smashing/lethal power set. Martial Arts Eagle Claw's: Make it a short-ranged, self-teleport so the flying kick is now, well, flying. Also the punch version can just be a big lunging charge. (plus, imagine how it'd pair up with crane kick sending people away then following up) Power Pools Fighting - Boxing: Change the animation into the 'one-two' punch used by Energy Melee's Barrage and Claws' Slash (because the low gut jab looks lame to me). Fighting - Kick: Change the animation or include alt animation that uses Thunder Kick's roundhouse snap kick. (Because the push kick looks lame to me.) Super Speed - Flurry: Gains synergy with fighting pool powers, Boxing decreases Flurry's recharge speed significantly, Kick increases stun effect from Flurry, and Crosspunch adds a chance to chain Flurry's hits to additional targets.
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Battle Axe / War Mace / Broadsword
Sakura Tenshi replied to hakurr's topic in Suggestions & Feedback
Probably been said, but I’d kind of prefer them to do things to better distinguish the three sets, even if not in animation terms than in more details of the powers. Like it’d be nice to swap out one of Warmace’s heavier attacks with Shatter Armor or tack on a -res effect. as for broadsword, I just wish the thrust attack from the Stalker quick Assassin’s strike could be worked in some how. Especially since I wanted to make a Roman soldier once and as a history nerd I can tell you that gladius COULD hack but their best use was stabbing. -
My silly idea for a Hellion/Skull Update
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
I suppose I am alone in my lack of love for the GFFH, but also never realistically would expect them to just be removed from the game. -
My silly idea for a Hellion/Skull Update
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
@Rudra As I've said, it's a bit of personal preference on my part and my logic is, why would Demons need to actively work with Hellions when They're pretty useless idiots, at least for the level most demons seem to operate There's far more effective allies who can still be manipulated around those levels They honestly pretty happily give away what the demons would want from them (their souls) while apparently not needing much in return. Also, it's the Twinshot Arc, it does seem to imply though that GFFHs also aren't noticed as fiends by the Hellions either. -
My silly idea for a Hellion/Skull Update
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
@Monos King Oh, yes, I do agree. The idea wasn't that they'd be proper sniper-type enemies. They'd operate more like the Hitman as mentioned where they just tend to run away from melee when they can, though they could end up with one more trait of actual snipers and be basically immobile. Also, conceptually the idea was mostly about the Hellions grabbing weapons they could for firefights and thinking what are some common weapons people actually would own at home and could grab, in this case, a hunting rifle, and thus also use it to round out the Lieutenant tier. (Gunner is the balanced attacker, Buckshot has AoE and mild control from KD, Gunslingers would have higher DPS with more attacks but weaker ones, so this one is the very slow, but accurate and slightly more damaging) I also agree about not giving them the full actual player powers. I had intended for them to be nerfed versions and largely just use the animations because they were the best I could think of that might work with the Slammer's sledgehammer and and the Chopper's axe (kind of weird too, I thought chopper's used their axes two-handed). Definitely could stand to have better options. Notably there's also an issue with the slugger because I'm suggering a mace animation when slugger's use their bats with two-hands like an actual baseball batter. Understandable. I'm not much of a theorycrafter and not that great on balancing. That said, I hope you would agree it'd be kind of cool for there to be a shared boss between Skulls and Hellions who use both fire and darkness. As for the comments about axing existing mobs, specifically strikers and assailants, for me that's partly because it's a major source of ranged -def in the current skulls from an extremely common enemy. Which, as someone who plays mostly characters that rely on defense, is just a personal grievance. As far as axing death dolls/walkers and GFFHs? Ehhh, I guess that's an agree to disagree. If nothing else, maybe change the GFFH's appearance and ditch the whole 'succubus GF' angle for just someone who got lucky at Ouji Board roulette. -
Disclaimer: Don't take this too seriously as a suggestion. I might also be editing this later with more images. So back in Issue 24 beta,, the Skulls got their update with new looks and some new members, and new names for their leadership instead of Morrowsnap and Marrow Drinker. Meanwhile, the Hellions never got their own update because the game came down with what seemed at the time to be a terminal case of cancellation. Welp, I'm here to pitch my ideas for an update to the Hellions AND the Skulls! Well, And why let good reason get in the way of a suggestion? Plus, this is a personal outlook, but I didn't like the 'jump in power' the Skulls were given, just as I didn't really like the Hellions getting the Girlfriend from Hell. Now, one of the things I feel is important to the Hellions and Skulls is being incredibly similar to being palette swaps with different party masks and emblems. Why? Because, just like the real world gangs they were inspired by, they're largely the same dumbass thugs and its all interchangeable for the most part. So a lot of these suggested changes cover both gangs except a few notations. Without further adieu... Minions - Minion rank would largely be unchanged, especially at lower levels, with the exception of the 'Assailant' and 'Striker' being removed. Leaving use with the old Brawler, Slicer, Chopper, Slammer, and Slugger. That and the following: From levels 1-9, the minion ranged attack is an improvised zip gun, indicative of the low level thugs they are. These pistols, maybe not mechanically weaker for damage, should still have effects an animation to suggest they're not great weapons. Around the 10-25 range is when they start packing proper revolvers or even semi-auto pistols. (Credit to Vijay Kumar on Artstation and Fallout 4 of Bethesda Games) At levels 14 and beyond, each of the minions would also pick up a second attack. Brawlers get Initial Strike from Street Justice, alternatively a version of Barrage from energy melee without the energy damage and pom pom effects. (it's a nice, one-two punch, I'm surprised it's not used in more powers) Choppers get Pendulum from Battle Axe (numbers adjusted, possibly removing the KD component) Slammers would get a version of Whirling Smash from Titan Weapons Slicers would get a knife thrust that uses Broadsword stalker fast-Assassin's Strike animation dealing a moderate amount of damage plus 'bleeding' lethal damage overtime. Sluggers get a weaker version of Shatter Armor from the bane spider powers. Deals a decent amount of damage but it also adds a -10% res vs. all damage types. Because there's an insane amount of -def from level 1 to 50 so let's make res characters suffer too. Lieutenants - Once more not a whole lot of changes at lower levels with the exception of two additional Liuetenant tier enemies.. New additons Fallen/Death Head Slinger: Using dual pistols from Thugs Mastermind powers, these Lieutenants have get two powers from level one and thus pack a lot of DPS in Pistols and Dual Wield. Because of course common gangsters are going to try at some point to dual wield pistols. Fallen/Death Head Snipers: Functioning like a lower damage Mook Hitman, these slow-attacking Hellion and Skull Lieutenants prioritize accuracy and keeping back from the main fight but can be a bane to low level heroes for being mooks that can aim worth a damn with a hunting rifle taken likely from their father's gunsafe. (If it's possible I'd suggest the weapon model they use would be the Lee Enfield that BP zombies use rather than any actual semi-auto rifles) Like the minions, at levels 14 and up, players would see each of the Lieutenant enemy types in the Hellions and Skulls gain a new attack. Buckshots would gain a unique attack depending on their faction, with Hellion Fallen Buckshots getting 'Dragon's Breath' rounds that fire a conical burst of flames leaving enemies ignited for high fire damage over time. Meanwhile, Death Heads use Flechette and Salt rounds mixing rusted razor fragments and salt shards dealing an initial burst of minor lethal damage followed by ticks of moderate toxic damage over time. Gunners of both would gain Heavy Burst from the Arachnos Soldier powers. Or a modified version. Slingers add Empty Clips to their powers, making them quite the menace in raw DPS. Snipers, meanwhile, do not gain any active powers but perhaps have the most impactful ability gained: increased perception range. Bosses - As implied by my post above, Deathwalkers, Death Dolls, and Girlfriends from Hell would be getting the axe. But in their place I have the idea of three new bosses, one shared by both. I imagine all of these would only start spawning from level 15 and up. Darkflames: Darkflames are the result of a Hellion Damned or Skull Bone Daddy deciding their original gang doesn't sufficiently respect them and strike a deal with the other side or perhaps are even long-term spies. Either way, they've learned to wield netherworld miasma and hell's flames in kind and their previous experience serves them well. Darkflame powers - Fireball, Gloom, Scorch, Smite, Soul Drain, Breath of Fire, Leadership (possibly?) Skull Reaper: Reapers are not nearly so direct as Bone Daddies in how they bring about death, but it doesn't make them any less dangerous, they focus on aiding their allies, often at the expense of the enemies of the gang Reaper powers - Chill of the Night, Drain Life (probably a modified version that provides a small aoe team heal), Tenebrous Tentacles, Fearsome Stare. Hellion Hell Knights: Most demons deals don't turn out well for the Hellions, often giving over their body or blood of others for vague promises of intangible gains, but Hell Knights might have been just a bit smarter and walked away with a very physical proof of the pact; An infernal sword granting them a means to aid their allies and smite their foes. Hell Knight powers - Fire Sword, Fire Sword Circle, Cauterize, Thaw, Heat Wave (Basically a ranged cone fire attack launched from the sword using the Slice animation from broadsword, moderate damage with KB component)\ And that's about it. I admit that now that I look at it, my own idea for replacements for the GFFH and DW/DDs don't seem much better in terms of keeping them feeling 'low street level', especially since my first instinct had been to give them some form of pet (an imp for the hell knight and haunt spectre for the Reaper) Still, I feel good finally getting all this out which has been on my mind since.... Pretty much ever. Thoughts? Your own suggestions? Share them,