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Sakura Tenshi

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Posts posted by Sakura Tenshi

  1. To clarify though, isn't the issues that the numerous pets Illusion makes use of is simultaneously overpowered and underpowered for doms? Overpowered because craploads of pets, only one of which is killable. The downside though is that the three pets do not help build domination, nor do the two stealth powers, forcing the dom to rely on only a handful of controls and their attacks.

     

    Illusion for doms would need to be massively different, because, to be honest, the controller version as is is a crappy control set that relies more on DPS pets than actual controls.

    • Like 1
    • Thanks 1
  2. Well, the thing I see with the Cottage Rul,e @archgemini24, is that, in theory at least, it's the only rule in the game where powers are 'balanced' around IO sets. Specifically as I can tell, the core of the cottage rule is "don't mess with the sets/enhancements that can be slotted into it, otherwise it's fine". So turning a single target melee power into a ranged AoE  hold is just right out. But we can be additive to abilities and only slightly subtractive to others.

     

    For example, I've long kicked around the idea of how to improve Elude from Super Reflexes would look a bit like this:

    1. Lower defense buffs to maybe +22.5% instead of the full +45% (should be enough to push an SO'd SR character into softcap in any event)
    2. upon activation, Elude grants a +30% ToHit Buff as well as a +30-50% Recharge buff as well (because you're moving so fast, you're able to @#$% attacks faster and enemies are easier to hit) This consequently would call for a recharge time increase too.
    3. possibly bonus would be that, upon activation, the user releases a 35ft radius PBAoE debuff aura with no line of sight requirements. The debuff severely lowers defense, tohit, and damage (even when they start to hit you, you can pull away from attacks) but most of all, movement and recharge (say, like 35%).
    4. About everything else would stay the same, +recovery (need it for the +recharge), crash, and 2 minute duration.

    It doesn't provide direct damage resistance, but debuffing enemies could help mitigate things, and the core idea is to let an SR character basically have a Quicksilver moment. And it still lets you slot everything you presently can slot into Elude, but has a lot of additional benefits to it, and possibly can now slot more things.

    • Like 4
  3. @Grouchybeast It's not so much that I feel Incarnate content's taken over, but it can feel like all the newer stories are tied back to the incarnates and/or praetoria. Dean MacArthur/Keith Nance, Vincent Ross/Roy Cooling (lesser degree), New Praetorians/Mr. G (well, obviously), Revamped Atlas and Shining Stars, Admiral Sutter and Mortimer Kal. They all kind of have the shadow of the coming storm, the praetorians, or incarnate plotline looming over in the background. There's exceptions like Shauna Stockwell and Eagle Eye, Laura Lockhart/Brother Hammond, and Grant Easton/Bane Spider Reuben, and yes, there's a backlog of a lot of old story arcs, but to be honest, a lot of those old story arcs are kind of a boring slog in many ways, even the Indigo and Veridian Arcs suffer from 'issue 1 writing syndrome', shoot, not even the villainside stuff is spared from heavy 'tell don't show' writing.

     

    Now from my stand point, Kallisti Wharf has also just become a surprisingly quiet and clean part of Paragon, and it feels like it'd be ruined with looming cosmic scale threats and endless masses of level 50 spawns. I kind of would like the idea of KW becoming a sort of 'peaceful' zone where at the very least most spawns are in a default non-aggressive state, maybe have a few 'indoor' areas with active and agressive mob spawns like some of the missions in revamped Atlas, and otherwise actively aggressive spawns only appear in a few events, maybe even tying it to repeatable content?

    • Like 3
  4. @MTeagueGonna be honest, I want more incarnate, stuff but I kind of agree with you. I feel like Kallisti Wharf would be a good place to kind of step back from all that stuff. My ideal content for the zone would take things back to a bit of basics: heroes helping people, villains seeking self gain, vigilantes punish the guilty, and rogues are all about their bottom lines.

     

    if I were to throw in incarnate stuff, it would be restricted to some specific TFs or a new trial. (though my ideal would be using Croatoa for Incarnate stuff and continue/conclude that story. Celtic myth is crazy, yo.)

    • Like 1
  5. I admit, I am annoyed we can't beat enemies via knocking them off rooftops and other high places, or couldn't be defeated by knocking them into traffic.. I'm not sure how you'd code it, but it'd be cool if anything below an elite boss took not just fall and 'collision' damage from vehicles, but took extra damage and could be defeated through it., kind of giving knockback a use in fights.

  6. 1 hour ago, GenesisMan said:

    I can totally see your critiques. My concern with a st-hold in this context is there is only one power that fits that description, which controllers already have access to in their secondary. I figured a st-stun would fit a similar role without direct duplication being an issue. <shrug>

    I figured that a stun that requires a corpse wouldn't be a great opener, but that's why I figured the "taunt bomb" power would be the opener more often than not. I would love to give time control a more nuanced design, but didn't see many other options to recycle from. Any suggestions?

    Honestly, might have to bite the bullet and make a 'Temporal Stasis' hold lock power. Admittedly, in the scheme of things, it was a little odd they changed Dark Miasma so much for Controllers but left Time Manipulation unchanged.

  7. 4 hours ago, ShardWarrior said:

    You have the benefit of hindsight here in knowing what to expect from the mission.  Many others will not and again, poor map design exacerbates getting spawn camped. 

    As I mentioned, ultimately my friends had an idea of what to expect, the real issue, at it's core is that once failure happens, the chance for recovery is effectively impossible.

     

    So my challenge for any of you is: Do this mission and die. Then try to get back into the fight with the ambushes always waiting for you. You'll either need to die a lot, use the base exploit, or log out.

     

    Again, this would actually be honestly better if you did just fail the mission and get booted out. But it's frustrating to constantly lock us into a cycle from which it becomes impossible to escape without exploits.

    • Like 3
  8. To be honest, I wouldn't mind it if a team wipe was a 'mission fail' that forced restarted the mission (as that would basically mean you could respawn out of the mission and try again with an adjusted strategy), I do get we should have maybe tried it at a lower difficulty or done it a different way. In fact, we had done this mission before on a team we built expressly to be as well balanced as possible (they struggled), so it was natural to assume maybe we could have handled it. But the design issue comes from the fact that once you fail, it's basically impossible to recover within what could be suspected as the developer intentions. I highly doubt they had planned for players to either be forced to log out, repeatedly die until an enemy's strongest powers were on cooldown, nevermind the base teleport exploit.

     

    In the end though, the root problem is still that these types of ambush mobs lock onto players and will track you across the map (happened when we did managed to get out and reenter with one teammate dropping at one end of the map then the mob flying over towards me at the other end) and just as egregiously nearly negates an entire archtype (the stalker) with this kind of programming on top of all the other frustrating aspects of it.

    • Like 1
  9. On 7/31/2020 at 3:44 PM, GenesisMan said:

    Time Control

    No offense, but this kind of seems like a bit of a mess. For one thing, it's only hold is an AoE one which will probably be painfully long cooldown, and every single Control set always has at least one ST hold. The next is that the AoE stun requires a corpse, which limits your options for controls that actually mitigate damage. (Immobilize is honestly worthless in many respects). A time control set sounds interesting, sure, but with what you presented it's honestly going to be frustrating and lackluster.

  10. 18 hours ago, Chance Jackson said:

    Don't they only have shotguns? 

    Hellions (and skulls until they were updated) have Submachine Guns (gunner, the ones wielding the UZIs) and fire burst, the Buckshot Lt.s are the ones you're thinking of, and that was it. The skulls got updated to include the Death Head soldier with a full assault rifle that had Burst, Heavy Burst, and Lead Spray. (which makes them a real pain in the ass. Also upsets me because I feel like a third Hellions/skulls Lt. should have used thugs MM Dual Pistols)

    • Like 2
  11. 2 hours ago, Bentley Berkeley said:

    Solo all those arcs on a wide range of ATs, the majority set between x4 and x6 for casual leveling fun. Methinks you may need to lower your dif, or perhaps your build has some flaw that needs to be dealt with.

     

    I mean you kinda skimped on the details. What ATs were involved, which ones seemed to struggle, what was your build, etc?

     

    We were at base difficulty, but as a team of 4 with two of us sidekicked up, it meant that for half the party the mission was +1. We were a controller, a stalker, a dom, and a fort. So what's the lower difficulty "break the team and run solo"?

     

    @Onemantankwall
    @aethereal

    Ah, and here's the 'git gud, challenge should be frustrating and painful!'. We were getting locked down by timestop bosses with holds, forbidden knowledge lt.s with immobilizes, crystal balls and ice clouds with massive collective -recharge and we would be hit with this all before we even finished the respawn animation. It was not a damn challenge, it was impossible until we cheesed the system using the base macro.

    • Like 3
  12. So, I'm running the finale of the Ward arcs from Night Ward where you defend the Midnight mansion. I have three friends with me and the spawn size when Ward turns against you is literally impossible because not only do you face multiple bosses, all with control powers and ward himself who is an elite boss, but the respawn location is just off to the side of the mansion itself, and if you die, you are in aggro range of the mobs and even respawn in base forces you to teleport at the mansion in the mission instead of in your base. You are stuck in a cycle of dying and returning only to be held and killed again.

     

    Edit: the problem isn't the location of the hospital, it's that the ambushes are permanently aggroed onto players, meaning the second you spawn into the mission or even if you can survive getting up and fleeing, the mobs will lock on and follow you, even if they downed another teammate on the otherside of the freaking map. What moron at Paragon studios came up with this?

    • Haha 1
  13. You're right about natural origin not necessarily meaning 'someone who trained to achieve their powers', but Superman's origin is science since kryptonians are not inherently capable of those feats in their natural habitat (a planet with a red sun, also possibly higher gravity since he's a John Cart of Mars expy), it's being on earth that made Superman special. (which, from a narrative standpoint you could read as: it's earth that gives superman his strength to defend it. He's an outsider who was charged with the earth's protection)

  14. 49 minutes ago, Saiyajinzoningen said:

    love this idea but lets throw in a way to earn these for those that dont have large amounts of cash, perhaps dropped or won in pvp zones? or added to loot tables? Also just throwin out here but certain t9's might require some retooling to prevent exploits.

    Well, I'm not big on making them buy only, but the idea for this was to have an inf sink, right? So, it needs to be something you need to spend money to obtain and restock on if you want to use it. Or at least have SGmates stock up and throw into a bin. The idea of it being sold strictly by NPCs also regulates its value so people can't just get them and resell them on the market.

  15. on the note of confused engineers, something weird I notice is that the generator seems tied to the engineer's loyalty, even if it doesn't despawn after death, which implies the two are lastingly connected.

     

    how the heck does that work? Does this mean pets dying with players is something they have to actively flag on a summoned entity?

  16. 3 hours ago, Apparition said:

    Dual Pistols is only one of the lowest damage ranged damage sets if you don’t use Incendiary rounds and Hail of Bullets is bugged right now.  Testing has shown that if you use Incendiary rounds and Hail of Bullets is unbugged, Dual Pistols is in about the fifth spot for single target DPS, and just behind Fire Blast in AoE damage.

    that seems to be a two-fold issue of fire-damage generally being 'too good' (doesn't seem terribly often resisted and it's secondary effect is more damage) combined with dual pistols on it's own being a lethal set, and lethal damage is honestly awful right now, but that's another matter, really. DP does seem a little slaved to Incendiary ammo though and it makes me question if anyone makes decent use of the other two munition types at all.

     

    Honestly, if a change was made to Dual Pistols, I'd like Executioner's shot to deal bonus damage against Stunned/Slept/Held opponents, giving it a synergy with suppressive fire.

  17. I like these ideas as with a lot of your stuff, @Galaxy Brain, but to be honest I'd rather just abandon the assault rifle set to develop an 'Automatic Rifle' set, a 'Sniper rifle' set, and a 'Trench Broom' set.

     

    Edit: I should note I don't seriously want Assault Rifle abandoned. But I still want a dedicated 'sniper' and 'shotgun' powerset.

     

    @Yomo Kimyata

    Maybe in a higher level version, but one thing I kind of hate about the new Skulls is that they have 'Gravedigger soldiers' and 'graverdigger strikes', and 'death head assailants', all three of whom kind of break the pattern of those lowbie gangs in exchange for loading them up with extra attacks with extra -def which, like with the Praetorian Syndicate, really freaking hurt in the sub 20s game even if you're not a defense oriented character.

    • Like 2
  18. 3 hours ago, chi1701 said:

    Kheld is good until 50 and have access to ios and incarnates. Its so easy to cap resistances especially with perma hasten and lightform. 

    That really does not make it any better, honestly. Are we really going to start balancing this game purely around IOs and Incarnate abilities? Because for more than a few people, none of that stuff even comes into play until level 50. Plus, you know what other powers are built entirely around the Tier 9? Stone armor, and that's considered a very VERY troubled set because of how it's Tier 9 effectively invalidates the rest of the set.

    • Like 1
  19. I'd like to add to this suggestion:

    tier 1 - 20% +recharge

    tier 2 - 40% +recharge

    tier 3 - 60% +recharge

    Incarnate tier - 100% +Recharge

     

    Mechanics: does not stack, only increases duration (maximum 5 minutes)

    Does not naturally drop, must be bought from vendors. smalls can be purchased at hospitals for 5000 inf, mediums can be purchased from high level enhancement vendors for 10,000 inf, larges are bought from higher level contacts (give the contact stores some use) for 50k inf. Incarnate tiers are bought from Ouroboros incarnate vendor for 10 threads and 100k inf.

    • Like 3
  20. @aethereal I won't say I'm completely opposed to this because I made a similar suggestion, but you CANNOT JUST raise the tohit of enemies across the board without some player compensation. Yes, Defense is king, but do you know what makes Defense king? Sets with incredible resistances too. Willpower, Invulnerability, BioArmor, Rad, etc. all have powerful resistances and other mitigations and get only better through softcapping defenses. You raise softcap by adding accuracy to enemies and guess what? those powersets will still be strong. You know what sets will be screwed over hard? Super Reflexes, Ninjutsu, Energy Aura, Ice Armor, and other sets with negligible if any resistances (trust me, I've gotten /nin's resistances up to around 35% across most damage types, still drop fast without defense) because you just kneecapped their primary survival means.

     

    So if you wanted to just stonewall non-melee ATs from being able to take on higher difficulty mobs, that's one thing, if you want to make it so high resist/regen/absorb can't just body all content thoughtless, that's understandable, but doing this and telling defense based characters "lol, just use your tier 9 at the very beginning of a spawn" is an awful idea because you're basically dragging out gameplay by forcing them to be on constant stop and go as they have to balance themselves around their crashes between mobs. And if they happen to be stuck fighting for longer than the 2 minutes you get? Well, it doesn't sound like you care so why worry?

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