-
Posts
714 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Sakura Tenshi
-
Vincent Ross’ arc is pretty fun mechanically. It’s magic themed and provides more leviathan lore and allows you to make use of a lot of old contacts like maros, and some others in sharkhead. quasi spoiler since it won’t make sense until you play it but mechanically the arc is effectively an anti-TF/SF.
-
i would actually dare to say scrapper and sentinel ninjitsu feels stronger than stalker. The built in KB protection adds so much and I have noticed lately a lot of enemies you wouldn’t think have knockdown powers actually so (equinox parasites seem to have it in their basic smite which players do not have and death head soldiers have it in their version of burst, nevermind the number of things that definitely have KB and KD) and Shinseiteki Kyoyo giving an infusion of endurance is pretty damn helpful before one starts slotting sets and if an end boost on stalker version we’re added could help with the fact that assassin’s strike powers, though meant to now be seen as an opener and part of the chain, take up quite a chunk of endurance per-activation. Stalker ninjitsu’s big plus is caltrops which work pretty well as an active mitigation tool even without profs. otherwise, as others have noted ninjitsu is a strong set on any AT and on scrappers and sentinels is one of the few sets with total mez protection (shield and willpower being the only other two) and benefits from a number of useful tools for many situations with it’s great weakness being a painful albeit ultimately fair one of suffering from cascading defense failure. Said weakness is only trut frustrating when dealing with foes like tarantula mistresses who possess an incredibly powerful defense debuff (mental scramble) which is not only ranged but is an autohit, giving no opportunity to mitigate it. (That and mental scramble also is a massive tohit debuff and -perception that crippled a lot of other power sets) noteably examples of similar powers like mask of weakness and vitiation do have tohit checks. Wow, that turned into a longish rant on one particular power of a specific enemy.
-
This is sounding a little spooky. A little too spooky for me.
-
What purpose do tip missions serve?
Sakura Tenshi replied to ranster44's topic in General Discussion
I feel Tip Missions these days are "updated/more engaging Radio Missions". also if you do enough you can get a spiffy 40 reward merits. (I mean, it is running 11 missions, many of which can be pretty long, so it's about as long as some launch TFs) -
archetype suggestion Archetype Suggestion: The Duo
Sakura Tenshi replied to malonkey1's topic in Suggestions & Feedback
Serious response: this actually seems like one of the more inventive ideas for a new AT, blending the old Guardian concept (assault/support) with Mastermind Pets. Or pet in this case. At the same time it's a fresh enough take and seems to work relatively within existing assets that it does feel as labor intensive as the insane number of new powers Guardian seemed to ask for, this also gives the benefit of giving some additional mileage out of assault and pet sets. To a degree. joke response now: well if this goes through I'd probably roll up a STAND user and go on some Bizarre Adventures throughout Paragon, the Isles, and Praetoria. -
ToT costumes and Forms: Khleds get shafted again.
Sakura Tenshi replied to Razor Cure's topic in Suggestions & Feedback
Stalkers and some powersets reliant on stealth also cannot wear the ToT costumes in my experience. -
Think of it this way: you kill fire wire because he's a sniveling little rat that sold you out and is probably going to keep doing it to others for his own self-gain. Lt. Harris is a freaking nut job where allowing him to live is probably a bad idea in general because he decided to murder a bunch of people because his 3d irl waifu sempai wouldn't notice him. Having either of these things running around in the world seems like a worse option.
-
Weekly Discussion 59: Veteran Level Rewards
Sakura Tenshi replied to GM Miss's topic in General Discussion
my recent suggestion was that for post 99 rewards, maybe we could have a randomized reward table of things like windfall, experienced charges, defense/offense/survival amplifier temp powers, and so on sent right to your email. Ideally what this would mean is that you'd be gathering these things on say a farmer or just a high enough level character to forward it to a new alt to give their start an extra edge. -
Mechanics you'd like to see more of?
Sakura Tenshi replied to Galaxy Brain's topic in General Discussion
horribly unbalancing idea to improve dual blades since it's own combo system is relatively lacking: make it so that preceeding steps of combos instantly recharge the next step. This is more meant to make it forgiving if you make a misstep in a combo or even whiff a portion. Though it would also bring the DPS up to something absurd, and be killer on one's end. -
My other games are minecraft, Final Fantasy XIV, and For Honor.
-
Share Mission Maps You Want Added Here!
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
you know, that's a very good question. To my knowledge there's only the kallisti office maps, I had no idea about there being kallisti PVP maps. -
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.