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Everything posted by Sakura Tenshi
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I confess I have little experience with traps, but if I had to make some changes: Make Triage Beacon into a Triage drone that fires out HoT beams (probably just a PBAoE that has a green beam graphic connected to all 'hit' targets) make it so that all traps you drop down can instead be 'thrown out' as locational AoEs up to maybe up to about fifty feet so you still have to be somewhat near it but you can use them a bit more offensively. Time Bomb is changed into a deployable turret which spams chaingun, chaingun burst, and a cone chaingun attack for it's duration (maybe 60 seconds tops?) and when it is destroyed or it's duration expires, it blows up dealing damage to foes around it and allowing people who use time bomb to keep whatever IO sets they current slot Along with changes like mentioned by Zot of fixing Drone pathing AI. Oh, another thing I would do is change Web Grenade into an "Adhesion grenade", basically working a bit like blind from Illusion control. The primary target his hit with an immobilize, while targets around the primary one are hit with the -recharge and -movement debuffs.
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Rewards Beyond Vet 99+ (Relates to Inf Nerf - but not)
Sakura Tenshi replied to Zeraphia's topic in Suggestions & Feedback
I'm thinking maybe a good post vet 99 reward could be getting things like a single enhancement catalyst, maybe 6 enhancement converters, a charge of experienced, a charge of windfall. Basically the miscellaneous stuff you get out of booster packs, and by having them be awarded to your account it would mean you're able to earn some things for your other characters that could be helpful as they level up. These prizes would probably come at the same level 3 level intervals and be randomized from a pool. -
Mechanics you'd like to see more of?
Sakura Tenshi replied to Galaxy Brain's topic in General Discussion
Also, scrapper critical hits have a higher chance to proc if the opponent is Lt. rank or higher. -
Basically, come up with some invention sets you think could be cool to have added in. Though for this thread, these aren't even real suggestions per-say so much as just some thoughts on what we could hope for. And both for a bit of self-gratification and for lack of better idea, the examples I plan to give tend to be named after my own characters. Ranged Damage - Joe's Snipe (yes, it is ironic it does not go into a sniper set) Accuracy/Damage Damage/Endurance Damage/Recharge Accuracy/Damage/Recharge Accuracy/Damage/Endurance/Recharge +15% Global Range increase (unique) Set bonuses would be: 2: Increases Recovery by +2% 3: Improves accuracy of all powers by 5% 4: Increases Damage by 3% 5: Increases Recharge by 5% 6: Increases Range by 10% these numbers are not necessarily exact, but I feel like it's weird and a little sad that range boosts are so rare for ranged sets, even as part of the enhancements. So this sort of takes things in the other direction by having a set primarily focused on increasing the range of all your characters' attacks rather substantially. Despite 'snipe' being in the name, I opted to make it a regular ranged attack set because not all ranged sets have snipes.
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awakens I find are more useful on teams which lack someone with a good res power and/or to hit if you were already running and thus away from a mob by the time you actually go down.
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An open letter to the Paragon City office architect
Sakura Tenshi replied to Lunchmoney's topic in General Discussion
You could even do the same on the cargo ship maps. Even though they're roughly the same shape, the world assets we see of cargo ships are laughably minuscule compared to real world freight ships while the mission map interiors seem closer (albeit woefully nowhere near cargo capacity) to what the real world size would be. -
oh, another suggestion about powerpools: make field medic power a passive auto power that's always on? I know that's an incredibly redundant statement, but I can't stress how useless it kind of is when it's a click buff with a limited duration that removes the interrupt from the medicine pool for only a minute or so.
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not sure what to add to this conversation beyond a few things (probably already well-treaded). it'd be nice if pool attacks were stronger/more worthwhile than feeling like just taxes to get the better powers. I'd be nice if the fighting pool attacks were legitimately good enough to be sort of an attack chain together. I kind of wish origin pools were not exclusive. I can sort of understand since the tier 4s are mini-tier 9 armors powers. Maybe just those parts could be made exclusive? my real pink-unicorn wish would be if someday, it were possibly to basically select 1 power pool at creation and it basically becomes a 'third powerset' for our characters with powers which automatically unlock as we level and do not count towards max powerpool count or origin pool limitations. The drawback could be that, while buffed to be more effective than normal, they could not be slotted. Conceptually the idea would be to allow a player to have their origin or travel pools just as part of their character without needing to wait to start on it. But these are all pretty rough and vague ideas. I get why they wouldn't happen but it'd be nice.
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An open letter to the Paragon City office architect
Sakura Tenshi replied to Lunchmoney's topic in General Discussion
well, glad you like it, I think another way to make office spaces and even council maps work is that first, you need to basically set up a reasonable floor layout, then you can block things off into a labyrinthine pattern via perma-sealed doors and bulkheads. Could even then make ANOTHER part of fun map and mission design and side objectives be unlocking the doors or using your powers to bust them open (but it'd be like the prison doors where holy cow they take forever to smash). -
An open letter to the Paragon City office architect
Sakura Tenshi replied to Lunchmoney's topic in General Discussion
You know, while I was playing live I had this idea, not necessarily one for the future of the game (not even sure it's possible) but something for maybe some future MMO that might find itself using logically multi-leveled facilities for instances. Basic idea would be that elevators give a floor list and you can pick any floor to ascend (or descend) to, but once you use the elevator, it's locked down until you beat all enemy spawns on the floor (or maybe even a key one, depending on the mission I guess). But if you really are in a rush, most all instances would include alternate means to scale the levels depending on how many there are. There'd be firestairs, air vents, utility elevators, etc. as possible alternative ways to get around, but like the elevator, if you're not on the floor you want then that method gets 'locked down by the enemy', requiring you to clear the floor to free it back up again. Could also give some maps an inherent bonus objective of like accessing a security room or something to keep the means of egress through the building free. From there, challenge could still be had by not necessarily playing the objectives on the top floor, or just having certain levels be locked on starting the mission. This still doesn't solve all the insanity of office buildings though, given the sheer chaos of their design. -
I'd like nemesis staff as a staff myself.
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Brickphones are probably still reasonably appropriate in Paragon and the Rogue Isles for metahumans. One is that they'd be built like a freaking tank, in the off chance they did break they'd be cheap to replace, they'd be harder to hack and such, and most importantly they're heavy enough to chuck at enemies to incapacitate them. Ever seen what Nokia 3310 does to Reichsman when dropped on his foot? Hits harder than a full team of SoAs hitting him with venom grenade, shatter, then dropping warburg nukes and judgement on him.
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I'm honestly surprised in a game so facerolly that having a way to break spawn limit in mobs is unwelcomed. Last I checked, void hunters, nictus, etc. all gave out loot and EXP when defeated like any other mob, and they spawn in addition to spawn mobs separate from their own. That said, the only thing I really don't like about them is just that it felt like the live devs going out of their way to punish kheldian ATs for being 'tank mages' as a kneejerk reaction when Arachnos Soldiers rolled out far more powerful and with none of the drawbacks.* (there's no special 'longbow soldier slayer') *Gag idea: Arachnos soldiers actually deal only half-damage to EBs, AVs, and GMs and take double damage from them. Narratively, it's because you're playing a faceless mook who exists solely to die in droves to anyone narratively significant.
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semi off-topic, but I think a big issue is that a lot of invention sets, as they are right now, just don't offer enough, much less good enough bonuses to build for anything but +defense and +recharge. I recently just tried to build a blaster heavily towards +damage sets, and you know what I managed? +35% damage, which isn't anything to sneeze at necessarily, but still quite dismal, especially since getting sufficient recharge effectively is doubling your damage output, and you can't really put out damage if you're dead. So I sort of view part of the issue is that other sets just don't offer sufficient bonuses in areas other than defense and recharge to really appeal. As a side note, the matter is further complicated by how resistance has a hard cap on it compared to defense, which further incentivizes towards defense focused building. On the otherhand, sets like Ninjutsu (even scrapper and sentinel versions) and super reflexes which are extremely defense focused with almost no resistances to speak of feel incredibly fragile because as much as they can ram their defenses, the moment they are hit, they go down and go down hard. So defenses are basically 'too high' for characters who are using sets not built for defense, but can achieve it anyway, while it hovers nearly 'too low' for defense oriented sets.
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Stalker Assassin's Strike Alternate Animations
Sakura Tenshi replied to Solarverse's topic in Suggestions & Feedback
Could we get an alt one for ninja blade that has them do iaijutsu/quick draw then? -
So, in the short time since my last post I threw together a sample idea for a kheldian APP. While Warshade and Peacebringer are ultimately only superficially similar in playstyle, I still went with the idea that they'd draw from a shared pool, in this case representing the idea of a PB drawing on more of the light and warshades remembering how to ignite it, and said APP's powers are patterned heavily off of how sentinel APPs work with AoE 'Soft' Control, melee attack, ST hold, PBAoE, and a support skill. Ascendancy: By embracing the light and stoking your inner energies, you have tapped into the quintessence of Kheldian power. -Blinding Light (Targetted AoE, Foe sleep, Minor Damage:Energy, -ToHit, -Def Recharge: Slow): You create a blinding flash of light that renders a group of enemies helpless, while attacking them will free them the controlling effect, their blurred vision will reduce their accuracy and defenses for sometime after. -Energy Transfer (Melee, Extreme DMG: Smash/Energy, Foe Disorient, Self Extreme DMG[Special], Recharge: Slow): You can draw on some of your own vitality to unleash a devastating blow against a single opponent, even those who survive the attack will be disoriented for a time after. -Photonic Flashbang (Ranged, Moderate DMG(Energy), Foe Stun, -Def, Recharge: slow): You hurl a small mote of light that flies towards an enemy's face and erupts with a blinding and defeaning burst, leaving them disoriented and helpless.) -Sun Spot (Location (PBAoE), Moderate DoT(Energy), Self +Res(Immobilize), Foe -Def, Recharge: Slow): You channel your essence into the very earth creating a roaring pyre of kheldian energy around you, freeing you from immobilization effects as well as damaging enemies close to you. -Radiant Aura (PBAoE, Team Heal, Recharge: moderate): you weave the luminous essence from within into a mending aura for yourself and your allies around you, recovering a small amount of health. Edit: throwing together the nictus/warshade themed counterpart or something. Crespuscule: By delving into the forbidden techniques of the Nictus, you have taken some of their secrets and gained both insight into their ways and a few of their less abominable powers. -Gravity Fault (Ranged (Location AoE), Minor DoT(Negative/smashing), Foe: Immobilize, -Recharge, -Speed, Recharge: Slow): You open a minor gravity well in on the ground, trapping foes caught within or who cross into it. Even though they are free to attack, they will be slowed by the oppressive field. -Event Horizon (Melee, Superior Damage(Negative/smashing) Foe Teleport, Disorient, Knockdown, Recharge: Slow): You open a void in space before you and hurl a single foe through the event horizon of a blackhole. They will suffer from the dark matter energies and crushing pressure, and even upon their return they will be knocked down and disoriented for a short time -Dark Entanglement (Ranged, Moderate DMG(Negative), Foe Hold, -Speed, -Recharge, Recharge: slow): You create shackles of dark energy to ensnare a foe, sapping away their strength and holding them fast in place. -Void Call (PBAoE, Moderate DMG(Negative/psionic), Foe Disorient, -speed, -Recharge, Recharge: Slow): By channeling the agony of your wounds over the countless battles endured, you can blast enemies around you with a burst of negatively aligned psychic energy, such a painful expulsion has a good chance to disorient all foes struck for a time. -Essence Tap (Ranged, Foe -End, -Regen, -speed, -recharge, Team Heal, recharge: slow): You can cause the vital energies and essence of your opponents to uncontrollably drain out from their bodies, revitalizing allies around them while leaving them weakened for a time.
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highly belated, but I do like what you've done here. About my only gripe is that I kind of would have liked to have let Arachnos Soldiers themselves dip into the psionic goodness widows could pick up while Widows could delve into the gadgetry Soldiers had, and while Widows can still pick up gadgets in epionage and trap mastery, Soldiers don't get a psionic option. It's not really a big deal, especially with force of will powerset, though, it's really my own thoughts. Plus, I do like that while you gave them common pool selections, each one still got their own power pools. Next up, coming up with EPPs for Kheldian ATs. 😄
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Could we give Sentinel's an effective way to tank?
Sakura Tenshi replied to Ry's topic in Suggestions & Feedback
I don't mind ranged scrappers, though I have noticed 'sentinels are unexpectedly tanky' is a surprisingly common sentiment among my circle. That being said, my own biggest complaints with Sentinels and how I'd want to fix it would be as follows: increase the range on AoEs: I personally feel the 40 ft. range limit on all AoEs is painfully unnecessary. Now mind you, there's probably good balance reasons for this, especially if the tier 9 is a targeted AoE for the set as a means of shrinking the difference between a sentinel who has slightly more safety with their strongest attacks having ranged and those which are PBAoEs. But, I'd personally like it if all Sentinel attacks had a 60 ft range to them. (also, this is a little too late to happen, but now that I mention it, kind of wish Sentinel versions of all blast sets had Targeted AoEs/cones for their tier nines to furthur distinguish them from blasters, corruptors, and defenders) Changes to Opportunity: Hot take on this is that I sort of like the opportunity stance system for the most part, what I don't like is that its activation is tied to the tier 1 and 2 powers, limiting build options. I would personally prefer it if it was two separate inherent buttons sort of like domination with no activation time or animations so (as presumably was the intent with tying the activation to attacks) attack chains can still flow continuously and without interruption. Also, I would like it if opportunity lasted just a bit longer, this is largely because I often find myself using Defensive Opportunity to keep my endurance up, either by using the endurance gain to negate the consumption of Single Target attacks or using AoEs to actually refuel. Actually when I put it like that opportunity still doesn't seem so good as it basically makes it a choice between 'do actual damage through a questionably useful resistance debuff' or 'continue to do any damage at all because end consumption will remove all your DPS otherwise'. I also realize my outlook right now is massively biased as I have limited experience with sentinels as well. -
Rifle/Machinegun Mastery APP for Melees
Sakura Tenshi replied to Chance Jackson's topic in Suggestions & Feedback
I mean, if we really wan't a -res effect, could always just make part of it 'surveillance'. -
Rifle/Machinegun Mastery APP for Melees
Sakura Tenshi replied to Chance Jackson's topic in Suggestions & Feedback
I mean, I can't add more than others have, I do think maybe change out something for maybe sniper rifle and/or heavy burst. But in general I'd actually kind of like firearm focused Pool powers instead, maybe by default they run off melee modifiers since their base purpose is to let melee characters have ranged options (something the live devs seemed like they were relaxing with the release of the origin pools) and also just allow some characters to explore certain RP concepts, even if non-optimized. my own idea would probably have the pools be: Gunslinger (single pistol pool) Assaulter (SMG pool) and I guess those are the big ones. I'd also like to see maybe like a single knife/blade melee pool to let ranged classes enjoy shanking someone. -
I just got Tuxedo Cat, my staff/ninjutsu scrapper to fifty, and it's well past time I worked on a build for him, and so far, this is what I've thrown together and would like some input if I could make this a bit 'cleaner' I guess? My big thing is having incarnate softcap (50% defense in positionals) with a bit extra preferred as sort of 'defense debuff resistance', but another goal I was aiming for was something to liberate me from being stuck in form of soul all the time. Don't get me wrong, Form of Soul is nice, at three stacks it's a whooping 50% end reduction, but I'd like to be able to switch over to form of body and even soul sometimes. A friend recommended picking up Cardiac instead of Agility, but I'm a little torn. Anyway, without further ado, the build itself. | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1669;742;1484;HEX;| |78DA6D94594F135114C767DA29B4A52CB5B48050A11564B550F5C1B0682288B2D49| |0D4F82496810E3086B44D5B1278F41BB88617D71783EB07717D3471376A04157079| |D297F174CE9FCE24E34D9ADFB9FFB3DC33A77726B634E47978ECDC6141AC185C907| |3B9447C262B67324AD6195BCCCB79359D1268B94F2E2E29C974D3A09C2FA56D703B| |28115316142512CFCBB3B38961756E3EAFA6E6EA8ADE21655649E594C809357556C| |DE71685F289747A21B21D58A9EFC61539A96473F36AC6B3BDCF90D3AD6FE2194549| |7A8F66D499C8917472391193737925BB5C4B4DF4D1EF6548C0D21CC273BB204425A| |1EB19F894B9F709F8187CC474B4539AA8E7DA05BFA86BB66AB08A29F998AF4208A5| |73C42B92AEB55F66765C022F8217985DE799AF29D7CEB9927DC0A66BCE7EA6BB8FD| |9DE0B1E6496506F0EF4E6406F25E8AD04BD39D1DB5BAA5FCAB19A93F25C6261A389| |AE4E81CF004BC957869A65A8E9414D0F6A55A0F61BAA598EE72DBFC5CF517193597| |503BCCE0C5C03AF325D744E25E70A9538FB23D5F3A29EF701C7EDB80FDE6356DF05| |EF30A3AB4C37D5F321D7B7C1FF5DED7766F33766EB57701D5C63DAE8B6FAD18B5FA| |325D849A9E1298835FB50AD9B2991AF8E7D52DD6FD6766E825BCC865FCCE84F6619| |7557CF39B6FA42E120C50498DD7F38E6133D7D103720D8CBDAAE3EB01F1C60860E3| |13F534E23D775342A3C89A62438034E33433238C5F4504F614C2C2CF38DDA3D0526| |C033CCE649F034D34B3368C10C5AC6B8973DA3E0303882191C670628A78D738436D| |CAC38B93A31F94EDC82DB74A52298556485CFEB1E25A19538C20C53AD1ED4EA415E| |83547CCB0B979CFEC546A9F8EE6A631D45AFD66189ECB128518BB2DFA21CB028E31| |665422A7E130451575C55C5375DDB709357347BB70C45144FE1FB12E2096E5AA27F| |9815CCEA4BC078D23593BD1E30A6F1AEF03580FEDE647F307D2526DC851ED89E34D| |9B2C99E36D9FACAD6500F105EF80CDBE737ECFFAD55BA895134B1E233ECBF0123EF| |1F48933834| |-------------------------------------------------------------------|
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I feel like lethal/fire is more fitting for most explosives. But I'm pretty sure that's not accurate to how explosives necessarily work in the modern era.
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Weekly Discussion 53: How to Increase Villain Population
Sakura Tenshi replied to GM Miss's topic in General Discussion
I feel like Redside content is higher quality in general, there's still just not enough of it, also the 'unlocking contact' is actually a good idea, but it can get annoying since some of the things to unlock them can mean you miss them in the level range, and they are some of the cooler arcs. A prime example of this is that, even discounting the Shadowshard, blueside still has more than double the TFs than Redside (which probably strangles WSF selections). And I admit, there's a bit of a gravity effect going on: more people I know play mostly blueside, so I spend more time blueside. Yes, aesthetics is another factor into things though: Redside zones are incredibly ugly. Yes, they're meant to be, but just because you make something terrible on purpose doesn't make it less terrible. Especially with Arachnos' bizarre fondness for unnecessary, exposed utility pipes (like, seriously, in Recluse's victory, Villain controlled zones ADD THEM to existing buildings with functional utilities already, it's apparently a fetish), Arachnos' nonsensical base layouts (even council make sure there's stairs and ramps to every damn level), and the perpetual gloomy skies. Praetoria shows us a world run by villains (because, let's be honest, no matter how you feel about loyalist faction, the praetors were ultimately villains) can look pretty and ironically be somehow more open to flagrant crimes (seriously, you can start icing seers, PPD, clockwork workcrews, right in the magisterium.) Lastly, there is the matter of 'there's a million ways to be a villain', though this is softened with rogue and straight villainous aligned content. -
Remove Personal Force Field from Fake Nemesis
Sakura Tenshi replied to GastlyGibus's topic in Suggestions & Feedback
So, sort of getting back on topic, Personal force field aside, I'd like it if Fake Nemesis (or at least Nemesis AVs/EBs and GMs) had more attacks. I think the overall animations exist for some of my ideas. >Nemesis Staff Slam: basically a downward strike version of the melee attack, like how that uses stone melee's stone mallet, this would use heavy mallet's downward swing animation >Nemesis Staff Bolts: Nemesis raises his staff with one hand towards the sky, the gears spark and begin shooting bolts of lightning at targets as a PBAoE, the animation is used by CoL members I believe. >Nemesis Force Stomp: Basically foot stomp, except instead of the normal shockwave it releases a forcefield barrier 'repelling' enemies away. Edit: on some reflection, I notice nemesis mobs in general have very limited attacks leaving them with long gaps in between. Combined with most of said attacks being AoEs, I do wonder if it was a deliberate choice to limit Nemesis' offensive abilities due to stacking vengeance.