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Sakura Tenshi

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Posts posted by Sakura Tenshi

  1. You’re asking me what I would do as a dev? With carte blanche to alter enemy factions?! You fool! Now I will never shut up and you will all be doomed to bare witness to my TED talk essays on how I would like to update various factions!

     

    but I am tired and need a nap so for now I’ll just give my personal priorities for enemy groups I feel need an update:

     

    • The Legacy Chain: really needs to be a group that can go all the way to 50 and have plenty of good material to go with. Feels like live devs had plans but gave up half way through and decided to just sic villain players on circle of thorns instead.
    • Wyvern: basically same reason as above: give villains more actual heroic groups to fight than just Longbow non-stop. No, Vanguard and Midnighters do not actually count.
    • Sky Raiders: honestly wouldn’t even need too too much of an update, mostly just have human bosses instead of relying on Sky Skiffs and just generally flesh out their ranks and lore so they’re not just lapdogs to Nemesis or Praetoria. I like them conceptually because like the Freakshow they’re flexible in what stories you can drop them into.
    • Freakshow: in theory the Freakalok ARE their update but Freakalok feel more like replacements/alternatives. Plus, for anarchist punks with makeshift cybernetics, they’re awfully uniform. I’d kind of want to expand their roster, namely by throwing in Pyro cyborgs and Toxic cyborgs as mentioned above, I kind of like the Freakshow since conceptually you can fit them in about everywhere.

     

    edit: @GastlyGibus I think the KoA were effectively intended to be written out for the most part with the DA storyline. I mean it’s mentioned their ranks were basically wrecked or converted, and they were never supposed to be a big group to begin with. Which I felt was a shame: the group finally got some diversity and interesting stuff and it was just to kill them off.

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  2. I’ve actually kind of wanted this myself. It’s definitely a pie in the sky pipe dream with how animation is incredibly difficult if not practically impossible for this game, but it’s still on my own wish list if anything was put in the table.

     

    some specifics I would have is also making katana have a “one handed” animation variant with some broadsword customizations opened up, mostly to allow for fencer type fighters and all that.

  3. On 8/30/2023 at 2:54 PM, Saiyajinzoningen said:

    haha yeah I totally agree with you on the low damage.

    but in a game where you can throw balls of energy 

    and punch a foe 30 feet away,

    wacking a baddie with a stick shouldn't be that powerful?

    at least that's my reasoning

    😁


    oh, and what if it’s not supposed to be “just a stick”? What if I’m playing Sun Wukong the Monkey King of Chinese my this wielding the gold banded staff Rui Jingubang? Neither wielder nor weapon is “just a stick”? Hey, tell me what power sets you play and I’ll tell you why in a world of super heroes your power sets should be weak and irrelevant against armies of godlike beings.

     

    in case you can’t tell, I detest the logic you submit because it basically discourages people from playing what they want by soft locking them from content and creates “trap choices” in game design which is an absolutely terrible concept. And as someone who started playing katana/SR on live and dealt with the BS of even street level thugs having lethal resistance and almost all enemies at level 50 resisting almost half my damage as punishment for my earlier choice in character concept I hate it still!

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  4. @Akisan

    I just want to point out that the idea of Practiced Brawler being perma'd out the box was that it could still be enhanced further, with the idea of it being possible to multistack enough to theoretically make SR effectively unmezzable outside of its holes and AVs with ludicrous mag powers. (or a looot of stacking). The other thing is that dodging and evasion is considered by many martial artists to be the most energy efficient form of defense as a parry will still require you to maneuver your means of defending to deflect and attack, and blocking outright gets taxing pretty fast as your expending energy to resist and incoming force and even strike back at the attack. And I admit the elude idea is a little absurd, though I've been kind of reticent about giving SR a lot of additional resists to fall back on since it is a bit counter concept, but without that or regen, I couldn't think of much else besides just playing on SR's best defense being to add to its offense.

     

    @Doomguide2005

    As far as fear, placate/taunt being rare, well, yes, but pretty much any mez that isn't KD/KB, Hold, Stun, and Sleep is fairly rare, but you tend to end up grateful for them when you do have them and feel it when you don't. Especially in endgame mobs and even just some that were added far latter in the game's life cycle (and even those being added by the Devs now) you start to see some of these rarer forms of control being used. But as mentioned Taunt/Placate was primarily because it'd not only be unique but also because being placated (which is autohit) can be very annoying when you're softcapped or near it and stand there while the placate-er whiffs for the next minute.

     

    And while I defend my points here, I do want to say I appreciate your inputs and thoughts so far.

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  5. I want to preface this by saying that I actually think Super Reflexes is overall an okay set and perfectly balanced. It's not top-tier, end-game godmode like some other armor sets in the game but, honestly, not everything has to be. That stated, there's also the fact that the numbers I'd proposition are purely examples as I'm not a theorycrafter and am a rare breed of 'Asian who sucks at math', so feel free to suggest better numbers. Lastly, I would like this to be a bit of an open discussion so feel free to hijack the thread with your own ideas and proposals, even if we've probably heard them before. Let's get started:

     

    1. Buffing Practiced Brawler

    Now, I just want to say, as someone who has switched from a /SR main to a /Will main: I DO NOT WANT PB TO BECOME A TOGGLE. I've lost endurance, and with it, my mez protection which consigns my brute to instant death from lockdown, where as I've been able to recover from end flat-lining on SR and other click mez protects. However, it is extremely 'basic' compared to other click protections, /nin offers psionic resistance, which can be stacked to resist cap even (another reason not to disrespect click based mez protects), meanwhile, /shield's mez protection provides total mez protection (something neither SR or Nin can boast) and does boost defense debuff resistance, which is helpful on a kind of 'jack of all' set like Shield. So here's what I might consider adding to Practiced Brawler either as individual buffs or all together.

    • +1000% Placate/Taunt Resistance: conceptually, a the power name would suggest one is an experienced fighter, and as such perhaps you'd be able to ignore distractions like attempts to placate or pull your focus from your intended target. Mechanically, this is because placate is VERY annoying on high defense characters as the placater will lock you out of attacking them and if they're the last one in the mob, you can just end up in a staring contest for a minute or so as they whiff and keep whiffing. Possible gravy addition: the taunt/placate resist becomes a team buff each time you activate it so your team is similarly not stuck.
    • +25% endurance discount: Perhaps another benefit of a practiced brawler is learning to pace yourself for the long haul of the fight, or even you've just grown so used to keeping up your guard it's not a big drain as it would be for others. Mechanically: for some reason /sr feels oddly endurance heavy for a set with three toggles. I have no idea if it's just me but compared to other sets like invul and all that, end poofs pretty fast.
    • Shorten recharge to be permanent out the box: pretty self explanatory.

     

    2. Altering the passive resistances

    Agile, Lucky, and Dodge start to give you sliding resistance scales for all damage types except toxic and psionic (which is now a somewhat dated concept for this server) starting at 60% of your max HP and caps effectively when you're at 1% to... 60% resist to all but psionic and toxic. Now, maybe it's not so bad if you're not a scrapper or a stalker except it definitely is. Tanks would have about 68.4 HP at this point and at level 50 would be killed with brawl from your average Council mook. It gets a little better if you've invested in IOs, but this game is not, and has never been balanced around IOs and IOs should not be needed to complete any given powerset. So, my proposals would be as follows:

    • Front load a solid percentage of resistance into each power, perhaps only for a pair of damages, say 10% (on tanks for example) per. With the ability to slot resistance enhancements into the power.
    • Start the resistance scaling sooner and cap it sooner as well: let's say the resistance scaling starts at about 90% or 75% HP, just when you're starting to bleed and stops at about 40% or 25% HP, with the scaling resist component adding about 40%. A lot less, yes, but you'd have far more HP and be getting more resistance for remaining HP than current.

     

    3. Improvements to Elude

    This is not an issue necessarily unique to Super Reflexes, but indeed, many of the old armor sets still have the old '90 or so seconds of godmode followed by instant death crash'. It's something I feel can be a take or leave it, though I understand a lot of people seem to just end up leaving it, even if they're not aiming for a super optimal build because the cost of the crash is often too steep to accept. Plus, I think the biggest issue is that even without IOs, it's not that hard to cap defense on SR and all Elude does is give more of the same, which might make some thematic sense, but I think it could be better.

    • Shorten Duration, reduce defense buffs, eliminate crash, reduce recharge rate but make it unaffected by further recharge reduction: my rough number ideas would be - 45 second duration, +30% defense to Melee, ranged, AoE (tanker scaling), Rech time: 300 seconds (unenhanceable), recovery and movement buffs would be unchanged.
    • Additional buffs (self): +Recharge (40%, this is part of why I'd have the recharge rate for elude locked), and +20% ToHit buff. These additions are meant to play on the idea of going into a sort of 'ultra-speed' mode, tohit being because it's much easier to target enemies when they move so slow in relation and a recharge buff to stack with quickness for maximum attack spam.
    • Additional debuffs (foe): -Spd, jump, fly, recharge, and tohit and a magnitude 2 hold chance in an aura extending in a 35 feet around the user for the duration of Elude. Basically adds martial combat's 'reaction time' to Elude's effects. And in summary this adds a sort of offensive boon to elude on top of its defensive features.

     

    Anyway, that's my musings, I await the ratio'ing. I can't say for sure how much or how little these could or should be implemented, and I do think of legacy powersets, SR's probably one that's doing among the best, especially with defense changes and the level requirement reduction. But it's always had a softspot to me since live where I can never not think of how I'd wanna make it better.

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  6. 11 hours ago, Tiger Shadow said:

    I don't mind Crey tanks having high lethal resist, the problem is that from level 46 onward, every spawn seems to be all Crey tanks. This means that my claws/spines/dualblades/katana/broadsword/battle axe/savage melee characters skip 46+ Crey missions whenever possible and I'm not sure that's what the devs intended.

     

    I mean, given the framework for the design of Crey (which the additional mobs partially inherited) dates back to issue 0 on live under Jack Emmert: yes, you're supposed to be softlocked from content without a team by their own logic. Edit: Also, if I recall, ordinary bosses were originally not meant to be solo fought under Jack Emmert's design philosophy. Heck, he didn't even want people being able to take on more than four or five minions. Now obviously, things changed even back on live, but like so many things and as with many games, we're stuck dealing with the legacy of old design concepts which are not necessarily true.

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  7. As someone who played a katana/sr scrapper on live, I’m just going to say that while I understand why lethal is so commonly resisted, it doesn’t feel like good gameplay design that it’s also so highly resisted. I get it: superhero game, no one just shoots Superman, but gameplay trumps “realism” and making lethal damage options effectively noob trap choices is really crappy.

     

    now that all being said, I understand there are plans to look at the game and mob designs to be a bit more evened out, and there are probably going to be ongoing tweaks with existing sets in the future.

     

    for my own personal suggestion to this, I’m sort of half and half, I’d want to suggest lethal damage sets getting a buff, but only because it’d theoretically be less work intensive than going through every single mob in the game to normalize resistances and such. But generally I feel like unless an enemy is an AV, there’s no reason they should have more than 40% resistance to anything.

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  8. In some ways I feel like VEATS are overtuned, especially compared to HEATs who suffer a lot for their ability to have armor and ranged attacks, but I do see why some people feel otherwise, I mean Fortunata, while they do have a pretty spammy and strong nuke, also have a kind of limited amount of AoE damage period, and ironically all their single target attacks to my recollection lack a bit of burst damage, plus, the Inherent really sucks and honestly seems like it was tacked on purely because the live devs were like "oh, yeah, they need an inherent, uhhh... let's give them a crappier version of Fitness!" Anyway, here's a few of my own rough suggestions within my kind of narrow experience band of playing VEATS (I've only really played Fort and 'Huntsman')

     

    1. New inherent - Survival of the Fittest: Arachnos’ Darwinist teachings instill nearly sadistic  sense in its best soldiers. Anytime you defeat an enemy you will be healed for a small amount of HP depending on the strength of your Target and recover an amount of endurance. (2.5%hp/5%end-minion, 5%hp/10%end-Lieutent/boss, 20%hp/100%endurance for EBs and stronger)
    2. Additional powers for Arachnos Soldier - Sniper Rifle at level 22 and Full Auto at level 26* *Yes, I get this basically invalidates Assault Rifle as a powerset but dammit, I hate the Frankengun!
    3. Giving VEATS (and HEATS) access to APPs, figure sharing with Sentinels seems like it might work with some power selection tweaks.
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  9. It's a topic that's been beaten to death, but I just wanna give my hot take: I don't mind tough and weave being where they are as they are. I just want the attacks to be freely available and improved/alt animations for punch and kick.

     

    Edit: man, I was expecting thumbs down. I'm glad to see I'm not the only one who loves the idea of a "Brawl: the full chain" for those times you want to say 'screw super powers, I'm punching you in the face!'

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  10. On 6/26/2023 at 4:11 PM, biostem said:

    I could be misremembering, but I vaguely recall it was that way because the enemy-created pseudopets don't track their caster/owner like player ones do - they're just separate entities that happened to have been created by another NPC using a power.  If that is the case, then a simpler adjustment would be to give them a relatively short timer, after which they simply despawn.

    If they don’t track their caster, why does the Sky Raider Engineer shield projector change sides only if the caster engineer has been confused, even after it’s been summoned?

  11. Also, if you want to see shield and blast sets, try it in AE. It theoretically happens but several times the attack itself won’t animate properly besides the effect or the shield vanishes to accommodate and it’s not consistent which one happens. Now there are times when it works just fine, presumably because, as mentioned, they’re animations that are already added in through Epic PPs.

     

    then there was the la creaturea I spawned amine time when I gave an AE boss dual pistols and shields. Dios mio… his guns kept getting locked halfway into the spinning draw animations while bullets emitted from his chest.

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  12. While I do agree with the idea of replacing one of the Ms. Libertys, preferably with Back Alley Brawler, I also should note Ms. Liberty isn’t a unique instance of having two copies in the open world: Penelope Yin has both a contact for a normal arc and her TF replacing Sister Psyche. A bit more confoundingly is that the TF occupies only the next level range up from Penny’s arc in Faultline.

     

    I suppose the overall best change would just be to put Faultline Penny on contact phasing so she’s only present when you are taking her arc. But I notice contact phasing doesn’t seem to be done too often by the current team so it might be too complex.

  13. @Luminara is this still Excalibur or are talking about Caliburn the Sword in the Stone? Or are you one of the people who doesn’t accept Arthur having had a sword before Excalibur?

     

    side note: given Arthur historically fought the Saxons and a Viking tactic was designing their shields to be soft enough for swords to get stuck in, it does make sense that a mythically strong sword would just split the shield and the person behind it all the same.

  14. 23 hours ago, Scarlet Shocker said:

     

    Why would a magical sword be made of metal? Many other materials would readily substitute


    I mostly used metallurgy as a bit of a shorthand. But, basically, yeah. I’m just saying Excalibur would not be confined to being a one-handed sword, it might not even be confined to any single form.

     

    20 hours ago, Luminara said:

    Or, the scholarly answer: tracing Arthurian legend back crosses multiple cultures and more than 1500 years, to a time and place when steel was still so rare as to be considered as having mystical properties.  Iron was already viewed as a magical metal (re: folklore surrounding cold iron and faerie creatures), and the properties of steel, being everything iron was and wasn't, was nearly godlike. 


    If I’m recalling a wiki article right. Excalibur’s etymology is thought to mean “Steel Cutter”. So it may wel be that whatever medieval times people thought it was made from, it’s possible they already were imagining of something better than steel.

     

    if we were to go by pure in-city of-verse thoughts, I might wager Excalibur is an Impervium blade, given one of the things, as I recall of the lore, is that Impervium is so strong you need magic to shape it.

  15. I feel like I should clarify that while I would like content levels of access to open up across the board, I bring up the Hollows specifically because the contacts tend to have a very narrow level band relative to the length/exp rewards of the arcs, and as mentioned, Talshaak is especially bizarre with only having a level range of 12-14: two levels.

  16. Just throwing this out there, I know there's options like 'turn off EXP' and ouroboros, but I remember from back on live an attempt to actually try to go through the Hollows arcs from 5-14 and by the time I finished Julius the troll.. I had outleveled Talshak the Mystic (who is a narrow 12-14 contact). I do know Trolls and outcasts can go up to 20 thereabouts, not sure about the Minions of Igneous. Still, I'd like to say this could be something worth looking into just as an alternative to going into Kings Row's far more generous arc ranges.

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  17. 20 minutes ago, Snarky said:

    Well, why would you like the Blueside bar?  Obviously you are villains.  Go RP Redside.  Oh....but do not forget to insist they clean it up and gentrify it.  Maybe some new paint to.   Anybody?  Get these shlubs painting.  Maybe....oh, blue!

     

    No, red, like the nice, warm color offices instead of those sterile, pre-2000s Apple hellscapes in Paragon and Praetoria.

    • Haha 1
  18. Just to preface, this isn’t exactly a pressing suggestion, more just some random musings on power pools, also a declaration of love for Fighting Pool’s attacks, so feel free to /jranger me if you disagree.

     

    1. let’s have fighting pool powers have synergy with other pool attacks! Some specific ideas include having crosspunch can add a chance to chain attacks from Flurry of the Speed Pool, reflecting the ability of smacking nearby foes with your flurry of punches. Next synergy idea would be crosspunch increasing the target cap on Spring Attack from leaping (probably something small like by only 3 targets?). Last fighting pool synergy idea would be for boxing and kick to increase Air Superiority from Flying’s damage but also add a stun component for when they do get up. I’ll talk about Jump Kick when it gets a better animation.
    2. Though here’s a weird idea of synergy: seeing as you can only get one, what if the “super armor” power of Force of Will, Experimentation, Sorcery (and others when they’re added) granted some relevant damage process to pool power attacks for their active duration? Like toxic for experimentation, psionic for Will, and energy with Sorcery? It’s out there but just a random thought.
    3. I will now make my own attempt at a Sidearm power set. For a bit of context I would say the side arm set would operate on different attack modifiers depending on the AT using to let them be quasi-viable but also not make it feel like one AT massively benefits more from a set that’s nearly flavor. Also the range of all ST attacks would be 60 ft than normal 80.
    • Pot Shot - (Minor Lethal damage, Recharge:fast, single target ranged, foe: -def.) you fire a quick shot from your sidearm dealing minor lethal damage at a range.
    • Down the Sights - (Moderate lethal damage, recharge: moderate, single target ranged, foe: -def, chance (30%) for knockback) you take a carefully aimed shot with your side arm dealing moderate damage with a chance to knock your target off their feet.
    • Hair Trigger - (Click,  duration: 30 seconds, Self: Rech(special), -acc, -endcost(special), recharge:long) activating this power allows your Sidearm pool powers to recharge instantly and have a moderately reduced Endurance cost for the duration this power is active. You must have at least 1 sidearm power before you can select this one. (Recharge of this power is unenhanceable.)
    • Richochet (minor lethal damage, recharge: moderate , single target (chain up to +2) ranged, for:-def) You fire a shot from your side arm in such a way it has a chance to richochet off the initial target and strike up to two more enemies! You must have at least 1 other sidearm power before you can select this one.
    • Fan The Hammer (moderate lethal damage, recharge:slow, Cone (40 ft, by 30 degrees) ranged AoE, foe:-def) you quickly fan the hammer of your sidearm allowing you to rapidly shoot in an arc in front of you dealing moderate lethal damage. You must have at least 2 sidearm powers before you can select this one.
  19. While I do feel like the guy did add atmosphere to Pocket D, I’m pretty sure his constant presence wasn’t even intended by the live devs as the guy had an absurdly high spawn chance compared to every other non essential NPC and this included the Bartenders! And yes, constant intermittent barfing can be distracting and annoying when you’re trying to RP and not everyone enjoys the blue side bar. Though admittedly these days we have Blackbeard’s for Redside BaRP.

  20. Funny enough, Miss Liberty's Excalibur could be argued as the most 'historically accurate', since Excalibur would have been a sort of short, onehanded, iron sword likely based off Roman or Anglo-Saxon design. That said, depending on the version of the myth you subscribe to or is used for City of, Excalibur was a sword created by the benevolent Fey and blessed by God and so who knows what metallurgy would be behind it.

  21. I also recently posted some suggestions for future prismatic particle items in the appropriate forum, one of which being a Embiggen to contrast with the shrink, and that will probably be very useful for anyone who wants to make a mecha character. Or a giant.

     

    also hard to say what the limits are on these, we do have disc jockeys who have no legs, so I do wonder if this could lead to getting snakes as a costume?

  22. Prismatic costumes are pretty cool for some concepts:

    1. your character is a shapeshifter
    2. your character (especially if they're a stalker) rely on disguises for stealth, or maybe they're just a generic mook who has mook'd for a bunch of different gangs.
    3. Go 'naked' under the costume so it looks like your character suffers a wardrobe malfunction ala samus aran on defeat. (bonus points if you're using the PPD Shell)
    4. Just wanna live that NPC look you can't reasonably do in the creator (Warhulks, DE, etc.)
    5. Make yourself smaller than possible in the editor
    6. get some conceptual aura effects you can't due to powerset selection limitations (I want photosynthesis for Gaia Redeemer since, well, as his name implies, he's a nature warrior) or use it for multi-layering auras and effects!
    • Like 1
  23. 2 hours ago, gameboy1234 said:

    Just flat-out "my costume but I'm 25' tall" is of course an excellent suggestion by itself.

     

    Honestly, I'd be happy with just 16 or 20 feet. Also, secret confession: I suggested it for people who dream of playing Mecha characters and are jealous Malta and Arachnos have been able to somehow squeeze Zeus titans or Toxic Tarantulas into offices all these years.

     

    @biostem and @Clave Dark 5 Oh, my goodness, I can't believe I forgot about DUST and Tuatha, the latter especially since I had thought about what other Croatoa mobs could be done (and I had thought we already had a Fir Bolg costume, seems we don't)

     

    And eee! My dumb suggestion was noticed by senpai Cobalt!

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