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Sakura Tenshi

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Posts posted by Sakura Tenshi

  1. Italians were known for atrocious leadership. So there needs to be some power where they either hurt their subordinates or buff their opponents. If you accept Rommel’s word (and I think the UK) the normal troops were fine, just terribly undersupplied ans poorly coordinated by their command.

     

    On the note of Japanese army, no, Kamikaze isn’t insensitive. They made manned torpedoes both aerial and submersible and lunge mines. Suicide became a doctrine to the Imperial Japanese High Command, arguably it was from the beginning since they knew if America confronted them they would be screwed and the odds of Pearl Harbor demoralizing the U.S. from joining the war was basically next to zero. And they went and did it anyway.

  2. 1 hour ago, Captain Powerhouse said:

     

    Just for starters: many MANY powers still were missing the type changes. Another important thing was a critter pass to make certain some stuff was not trivialized by the new special crits, there was some work done on that but the scope of it means ridiculous amounts of merge conflicts. 

     

    A LOT of things had to happen to accommodate for player use of special damage. It's not an abandoned project, but I can't even assure you it will ship into panel 2 due to its complexity and scope.

     

    Fascinating. So there's actually enemies who were resistant to special damage even though players basically never naturally have it? Man, live devs sound like they could be mean as hell. Nevermind how they claimed 'Psionic damage is the strongest' even though nothing was weak to it, and an increasing number of things were resistant to it and massively so.

  3. Glad I’m not the only one who finds Sonic Melee odd as a concept. I’m sure some will love it or find a character it works for, but, I will be honest, as melee sera go, it doesn’t seem ‘it’ for me.

     

    Now make no mistake, I like what the developers have done and appreciate their hardwork, but likewise I appreciate a number of ATs in this game even if I mostly play only half of them.

    • Like 1
  4. 2 hours ago, Steampunkette said:

    Honestly... give it, like, a 15-20ft range. Make that be a special feature about it. Obviously you'll still wind up fighting at 5-7ft in nearly every circumstance, but it'd just be neat for "Assassin's Whisper" to be something you can use from a short distance away.


    I just wonder in general about the idea of “long reaching melee” sets. I’m sure it is doable, must never really noticed or felt the “extra range” staff is supposed to have.

  5. 30 minutes ago, Dispari said:

    I mean, no offense, but isn't it the player's job to come up with why they're a tanky ninja? Why does the set need to be different? Why does Super Reflexes work but Ninjitsu doesn't? Why can't it just be ported and given a taunt aura?


    that’s a fair argument, but I might also say sometimes it is good for the same power set to have a few differences across ATs both to enable to AT’s native play style and maybe give a bit of a unique twist to the power set you don’t get in other versions of the set.

    • Like 1
  6. 8 hours ago, Captain Powerhouse said:

     

     

    Usually I don't comment on future plans but eventually the hope is to get every viable set on every appropriate AT. SS is likely going to be adjusted for other ATs eventually, we first need to see the impact of the revamp of the set live.

    Ninjitsu on tankers/brutes has been an issue design wise as I personally don't have many references on how to implement a tanking ninja that are not based on Final Fantasy XI. If you happen to have a good ninja anime episode  (naruto?) reference I can look at to fish for "non-stealthy/tanky/decoy" ninja, please send references my way!

     

    Shield Defense on sentinels is likely to suffer technical animation hurdles. Similar issue with Titan Weapons.

     

    Well, on the ninjutsu front, I would note a tank version still having stealth would not be unusual for Tanks as Dark Armor does offer a stealth power. That said, I think one way to work ninjutsu with tanks is to play on the “appear out of nowhere and cause a scene”, so basically tanks and brutes might have their own sort of “stealth strike” that causes enemies around them to be heavily taunted and/or possibly experience a pulsing confusion and fear as this assassin comes out of nowhere and punches them in the face.

     

    also, another idea: tatami mat flip.

     

  7. Well, thank you for clarifying Virdian, though I might note that you might be restricting yourselves a bit much only doing revamps if you have a storyarc ready to tie to them. The CoT and Council changes were a good idea to roll out as is because a lot of players encounter them in endgame, and especially repeatable content like radio mission farms, in their old state, Council was too easy and boring making them effectively farm material.

     

    So, basically, I'd say, especially for enemy groups faced at level 50 and are subject to being repeatable content factions, updating them outside of a whole new storyarc might not be a bad idea. Especially since, I don't always feel everything in an MMO needs an in-universe justification, it can be outright weird if you have a whole storyarc about "The new threat from the Family!" if said changes affect the faction at lower levels and just results inconsistency between player experience and the lore. So, in other words, sometimes it's just better to update a group and go 'yeah, they've always been like this'.

     

    (Though, I could have sworn around the same time as this revamp the villainside Striga arcs got rolled out, but that's probably just misrememberingg.)

    • Like 1
  8. I can agree with @Dispari and @Wravis's assessments. Want some example of things groups could use? Here's my own list:

    1. Psi-cops and Power Armor cops should scale up to 50 so villains aren't just punching more endless waves of robots and dudes in spandex. (also, should be able to make women psicops and awakened as, doing some tests, you can mostly use player assets except for one tights texture and the hat badge)
    2. Sky Raiders lack a human boss that isn't inside a skiff
    3. Nemesis also still lacks human bosses outside of being in glass jars.
    4. How about some new additions to the regular Freakshow? I get the Freakalok were basically meant to write the Freakshow out of the story but they're still a common 1-50 enemy group that could use some additions. Especially since the leading achevillains are just model swaps of the same enemy.
    5. Maybe remove Malta from Radio missions and maybe even open world spawns in Peregrine? Why is the clandestine group who are supposed to be the whispers of Qanon conspiracies and dismissed just the same standing out in the open? Also, how about adding some bosses to their group who are metahumans that are under Malta's control, either by force or willing? Could even expand Malta's ranks with captured Mk VI Victoria units and remaining KoA members?
    6. How come Captain Mako's own crew has never shown up? Nevermind his personal ship. I'd think he'd still have those.
  9. You know... I think there could have been some other changes to Practiced Brawler to bring it to parity with other click mez protections but, you know what? I'll take the absorb. You guys probably found it more effective than my own suggestion of -tohit debuff, taunt, and placate resist.

     

    Edit: also want to say I am surprised how well the swordless animations for fire melee do work out. Sort of feels like you can see where the live devs had largely recycled the animations for so many sets, it's a bit surprising they never offered such an option earlier.

     

    Edit once more: I will say, my inner weeb does rage broadsword gets a ranged sword attack before katana but that's the weeb in me. Don't mind it.

  10. 6 hours ago, Jacke said:

     

    Having the Stun on Cobra Strike not happen 100% of the time means the player has to play as if there were no Stun, as it can't be depended upon.  What's worse is there already is still a minimum 5% chance for the attack to miss as well.

     

    Kind of makes me think Scrapper and/or stalker crits should deal a mag 4 mezz effect of the power. Like Energy Melee dealing a Mag 4 stun. But that might be kind of broken. Still could see it helpful on stalkers though. If you can't kill, you cripple/disable.

    • Like 1
  11. 7 hours ago, Dispari said:

    Yeah one of the things holding basically every weapon set back is their pure S/L damage which is highly resisted across all kinds of enemies, especially AVs. Special damage on crits wouldn't even do much to fix that but it's something!

     

    I actually faintly remember some comment way back when Blackwing was first being developed, I brought up that one of the things that bugged me was how the bosses and EB were "fat sacks of HP and S/L resistances" and I think one of the devs at the time mentioned "Oh, yeah, that's placeholder from the NPC they're based on, we'll look into that."

     

    Come live, I check the bosses and the EB and... Fat sacks of HP and even fatter S/L resistance. I get it, it logically makes sense for S/L to be commonly and highly resisted but it is a pain for anyone using a weapon set. Especially when it's only been kind of recently we've started to see some of them have or gain a -res power (which are still incredibly small due to debuff limits)

    • Thumbs Up 1
  12. 40 minutes ago, Wavicle said:

    Perhaps something else to consider regarding this change for all 3 ATs is how this devalues the contributions of Debuffers. I'm not sure this Special damage change is a great idea honestly.

     

    Can we please keep the "Special damage" crit thingg for scrappers and stalkers? I'm sorry, but as someone who is a fan of smashing/lethal powersets, it really gets frustrating how a solid two thirds of end game enemies usually have giant resistances to that damage type making an assassin's strike feel like an 'assassin's tickle', and this includes guys like Blackwing Industries who continue the trend of "wanted to deal solid damage? Roll a more exotic damaging powerset"

  13. 11 hours ago, Dispari said:

    Hopeful the Master Brawler feature makes its way over to sister sets like Ninjitsu and Shield.


    I respectfully disagree. I know it’s a small thing but I think the ability to stack your own mez resist and have it functional even if you’re out of end for your toggles makes SR, Ninjutsu, and Shield unique in a good way compared to every other armor set relying on toggles.

    • Thanks 1
  14. This is really tangential, but I’ve been kicking around ideas in my head to improve sentinels lately myself, I didn’t have too hashed out but they’re generally an and/or type change.

     

    1. Anytime a sentinel defeats an opponent with an opportunity debuff, they’re healed for about 20% HP and the same amount or endurance
    2. An opponent defeated with the opportunity marker ‘spreads’ it to up to two or three additional targets, conserving meter and making the debuff into an AoE. For bonus, this can continue to spread so one becomes three becomes nine, becomes twenty seven. (Probably would need a hard spread cap though)
    3. Extending the duration of Opportunity marker somehow, either a straight duration buff, or repeatedly attacking opportunity marked enemies refreshes the timer.
    4. make the Opportunity marker irresistible as a grant power debuff, bypassing and enemy’s ability to resist its effects.
    5. possible universal buff to Sentinels would be giving them an inherent recharge and endurance consumption reduction. While lacking range and target cap of other archetypes, Sentinels gain the ability to spam their attacks a lot more and for longer.
  15. Honestly, I thought about all AVs that should be undead/ghost were not classified as such, especially Ghost Widow since I've smacked her with the Ghost Slaying axe and have gotten a 'not effective' on her before. Which seemed like total BS. But I do remember they adjusted Numina to actually count, presumably for more reasonable things like said axe, the rune of purification, and all that.

  16. 3 hours ago, Cobalt Arachne said:

    That is 100% placeholder text, it will not be going live with that. I use stupid out of place dialog sometimes to ensure it gets noticed so I don't forget to write actual stuff there later.

    The Labyrinth stuff I was working on up until the hours before we patched; There's a ton of WIP stuff left for me to go finish; Expect that and more to change in future patches.

    In fact, pretty sure the badge for completing all six Tests of Combat is already in there, but it's full of placeholder text and art.


    ah, thank you. I should have figured but I kind of remembered that Kallisti wharf arc where the Council soldiers had been talking like venture bros minions.

    • Thumbs Up 1
  17. I haven't played it out yet, but from what I see of SR's changes, I have to say I'm lukewarm. The 'Master Brawler' change for scrappers might understandable but it highlights my own feelings on SR's Mez Protection: it only does that and nothing else. In contrast to basically every other mez protection in the game PB only grants mez protection with zero other benefits and I do think that leaves room for improvements. I'll just repost my own thoughts here on that:

     

    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.

     

    Next is the tier 9 changes: in some ways it's welcome, but I also think, and mind you I am no theorycrafter, that another way to look at some of them might be to just try to make the buffs so generous that it does make the crash a bit more worthwhile. My own suggestion for like Elude would have been including a large recharge and tohit boost and throw in a massive slow and recharge debuff on enemies in a huge area to sort of simulate that feeling of being Quicksilver in X-men.

    • Like 1
  18. Request: please change engagement dialogue of the infected gladiators of the fog to something other than 'Mamma Mia'. I get there's plenty of humor in City of Heroes but the humor tones in LoF seem best exemplified by Charon Dealer of Death's trinkets which include black comedy such as the dude who sold their skeleton for a sword or trying to sell us "Pandora's Box". Additional suggestion, possibly a pure, literal mythology gag, have a large jug he sells as 'Pandora Pithos' and comments on how "what do you mean 'it's not a box'?! It's a jar and whoever says otherwise doesn't read!"

     

    Edit: and for the heck of it, I'll throw some suggestions for what the infected gladiators can say.

     

    1. Muut roc ecat
    2. Sidnuforp ad
    3. Sucimini metrom da
    4. Setop ereguffe non!
    5. Sebed essiguffe!

     

    It's a bunch of Latin written backwards as a way to suggest insanity/corruption. Might be possible to throw in corrupted text as well. Yes, I took them from hero barks in For Honor. For quick reference on what it means if translated from not-backwards latin it'd be "Silence your heart", "To the abyss", "To death, my enemies!", "There is no escape", "You should have fled", 

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