-
Posts
697 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Sakura Tenshi
-
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.
-
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,
-
Seconding the request for sand tiles/mounds. But also adding Snow into the mix too. No, I don’t feel recoloring boulders is enough. Oh, not sure if there’s any individual pieces that can be broken up from it, but how about some of the wall, window, doorway, and floor assets from Fort Hades? Kind of looks a bit like Cimeroran stuff but might work for a slightly more modern look and if it’s just individual walls and tiles that use the textures but not necessarily exact geometry slices, it could be much more versatile in function.
-
Rebirth Has a Nice Thing - Maybe We Ought To Have It Too
Sakura Tenshi replied to TWSLives's topic in Suggestions & Feedback
I know you said you have a limited understanding, but are you saying other servers could hit HC with a cease and desist? -
Rebirth Has a Nice Thing - Maybe We Ought To Have It Too
Sakura Tenshi replied to TWSLives's topic in Suggestions & Feedback
I get not wanting to see like stuff is just being copied, but I feel like depending on how far that can go it can basically paint homecoming's development into a corner, especially with things as simple as costume pieces and powersets. Should we never get a wider color palette for the game because Rebirth does it? Should we never get Mastermind Pet customization because Thunderspy does it? Should we never get Wind Control or a Primalist archetype just because the other servers have done them? What some other servers are doing is simply adding things that have been requested since live and denying the development of such things because 'another server did it and we might be seen as a copycat' could lead to longterm stagnation. Especially if other servers are willing to accept jank and correct it later and we are left with 'nothing at all' because of a misplaced sense of propriety. Edit: also, I'm confused, what's the microphone on my last post supposed to mean? -
Rebirth Has a Nice Thing - Maybe We Ought To Have It Too
Sakura Tenshi replied to TWSLives's topic in Suggestions & Feedback
I mean, I understand this outlook, but I also always have worried that this kind of implies that anything one server does it's considered taboo to ever have something similar. This doesn't wholly seem to be the case with weapon sheathing, but I know there's plenty of other features or even just costume pieces I'd love to see like a diver's helmet. Heck, I even remember someone posting costume pieces they had made, offering for the homecoming team to just take it, and they never were picked up but I see them over on another server. I guess what I'm just saying is: please tell me this sort of thing does not mean Homecoming team's outlook is "We will never have similar features as other servers because it would appear we're just copying", even though many such features are long asked for requests dating back to even live. -
Team Transporter - vehicle customization
Sakura Tenshi replied to UltraAlt's topic in Suggestions & Feedback
This would be nice. I'd personally like to see the Osprey VTOL we get in the base editor as an option, probably scaled down though. -
Honestly, while far more fantastical, I'd still like a Photonic judgement that looks like a pillar of light from the heavens. I wouldn't object to an air strike so much, though just a general artillery bombardment also would be nice. I like to imagine my brute who has reincarnated throughout history is basically summoning a bombardment from an old ship he once commanded. (just as his lore pets are basically the memories of old comrades he fought alongside)
-
Powerset feedback: Angel Summoning
Sakura Tenshi replied to Wingslord24's topic in Suggestions & Feedback
I mean, you wanna get biblical, then demons are just fallen angels so we have angel summoning. -
it’s technically Transhumanist.
-
Dunno about necessarily it being the normal levels, but I would like some of the EXP given per-power and level scale is in need of fixing. I'd like to make some low level mobs that would be only slightly above Skulls and Hellions in terms of power, but I have to give their lieutenants half the AR powerset along with a bunch of stuff from a secondary set to give decent rewards at around level 20.
-
New Warriors Costumes Looks Like a Zombie Invasion
Sakura Tenshi replied to Arc-Mage's topic in Suggestions & Feedback
Ah, I’m sort of in the opposite campni admit as someone who wanted the CoT at level 50 to have all elemental thorncasters and archmage bosses (and demon types) myself because I felt it was sort of bizarre how perfectly good threats like Earth Thorn casters and Ruin Mages just vanished from the roster and made the CoT less of a threat. I might agree Crey does look a bit odd if it has basic security running around but I don’t feel like it’s out of place to have MIB agents still fighting alongside the power armor dudes given the agents are also augmented. And the scientists are kind of there to remind you they are still technically a scientific research company. -
New Warriors Costumes Looks Like a Zombie Invasion
Sakura Tenshi replied to Arc-Mage's topic in Suggestions & Feedback
I don’t remember any appearance updates to Crey and Council. Are you talking about back on live? -
Your Main Hero v Your Main Villain - Who’d win in a fight?
Sakura Tenshi replied to CaptTastic's topic in General Discussion
Given Gaia Redeemer's whole thing is godslaying... There's a reason Kaihohonu has avoided the dude like the plague. He knows he basically stands zero chance against him in a straight fight. -
Shouldn't Galaxy City be a hazard zone by now?
Sakura Tenshi replied to Random Axis's topic in Suggestions & Feedback
Probably would have been if the game didn’t get shut down and we weren’t running on a skeleton team of volunteers. Though personally i think a trial instance could work, maybe? Tricky part is that many of those ruined galaxy city maps actually have, to my knowledge, nothing in common with actual Galaxy City zone map. In the Shining Stars/Hearts of Darkness arcs, if you look beyond the map forcefield you can also see the city is pretty intact which I guess is just live dev oversight. -
LBD's Moderate Mastermind Makeover
Sakura Tenshi replied to Little Big Demon's topic in Suggestions & Feedback
Sort of thought that’s what I had said, but, yes, basically.- 36 replies
-
- 1
-
-
- mastermind
- changes
-
(and 4 more)
Tagged with:
-
LBD's Moderate Mastermind Makeover
Sakura Tenshi replied to Little Big Demon's topic in Suggestions & Feedback
Suggestions and ideas sub forum, folks; where suggestions and ideas are shouted down and told the posters have skill issues and need to build more optimally!- 36 replies
-
- 3
-
-
-
-
- mastermind
- changes
-
(and 4 more)
Tagged with:
-
Focused Feedback: The Labyrinth of Fog
Sakura Tenshi replied to The Curator's topic in [Open Beta] Focused Feedback
Not real feedback, but too much time in final fantasy xiv makes me keep calling this “Labyrinth of Ancients”. -
Discussion: Improvements to the Warriors
Sakura Tenshi replied to Piecemeal's topic in Developer's Corner
I've posted this before in another thread, but I think I'll share my own idea for a Warrior Revamp that, admittedly, can't happen since it'd require new powersets and animations. But, here's the skinny of it: Warrior Minions would remain largely the same looking, wearing the vests, pants, and the only archaic things on their person being their melee weapon choice (which would be skinned to look more like a Greek version of such weaponry) and a set of bracers/vambraces. You'd still have slashers (swordsmen), hewers (axemen), and crushers (mace users), but now we'd also see lancers (spearmen) mixed in, despite their archaic appearance, they'll still pull out a standard submachine guns (Slashers and Lancers) or Shotgun (Crushers and Hewers) for fighting at a ranged At the Lieutenant ranks, you'd see Lancers and Slashers start to pick up a shield to pair with their weapons while hewers and crushers begin wielding their weapons with two-hands. Lancers and Slashers would likewise start to wear Corinthan style helmets (no crest plumes) and Crushers and Hewers a wear bull-styled helm and all of them would start to wear greaves over their boots. At this point, the warriors ditch their modern arms and begin to use Javelins (Well, Pilum really) for their ranged attacks At the boss levels, Lancers and slashers would be going bare-chested and wearing bright red, over-the-shoulder capes much like Spartans in Frank Miller's 300 or like the Immunes Surgeons and Engineers in Cimerora, Hewers and Crushers meanwhile would don a Muscle Curaiss, and an armored skirt. All that remains of their street gang appearance is the pants (worn underneath the skirt for the latter pair) and boots underneath the greaves. Lancers and Slashers would now buff allies with Grant Cover defense buff and heal them with a boost of morale by giving a rallying shout (+HoT, basically a reskinned Temporal Mending) while the fierce nature of the Crushers and Hewers buff fellow warriors with a +damage Assault aura and they can unleash a beast-like bellow as a cone AoE -res debuff. A new 'sniper' class of Warrior joins wielding twin daggers with lightning fast movements: Crypteia. With boosted perception to alert allies, stealthy movement, and the ability to close distance (ST 'teleport' attack like savage leap) rapidly and eliminate opponents, the Crypteia are reviled for their lack of honor but respected for dealing with foes and keeping other Warriors in line. (I figure they would use Redcap attack animations, just change the dagger models of the powers) A new Underling class of enemy shows the true evil within the Warrior gang: The Helots. Helots are people enslaved by the warriors (thus likely using even Civilian skins) through use of magical bindings and drugs which force them to work against their own will. They will attack heroes and villains with whatever they can muster, but their true use to the Warriors is that these underlings can be targeted for a magical sacrifice to massively bolster actual fighters of the Gang or deal tremendous damage to nearby heroes. Around level 30, all Warrior ranks would also benefit from elemental magical artifacts which would grant their attacks bonus fire, cold, or energy (lightning) damage, though such arcane empowerments would always be available for bosses regardless of level range. This magical empowerment also results in the ranged attack type changing from physical arms to magical flares of fire, ice daggers, or lightning bolts. Alternative possibility for elements would be keep Lightning (association with Zeus) and change fire and ice to Water (Poseidon) and Negative (Hades/Thanatos). Also another possibility could be to move the HoT and Cone -Res down to Lt. ranks. I'm wearing of giving Lts though group buffs due to the numbers they spawn in which could stack quickly and become frustrating. edit: everyone's entitled to their opinions but i do wonder why the thumbsdown specifically?