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Sakura's Indecent Power Change Proposals
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
I mean, the level 30 secondary power is summoning a pair of disruptor bots, plus there's PPP pet summons. That being said, I'm always a fan of playing 'pet masters who are badass as their pets', and wolf spiders would be a fun backup summon too. edit because I don’t feel right bumping this thread, another change I’d make to powers: Radiation Blast - now deals energy/toxic damage to help distinguish it from other energy ranged sets. (I believe Rad melee also does this, so it helps bring it in line) Energy/body Mastery: laser beam eyes - is now a snipe power to allow players to have their lethally effective eye lasers. Scrapper taunts - the taunt power in all scrapper melee sets now has an auto-hit portion (taunt and -range) but now will also function as an attack as well of some form. For some such as broadsword or titan weapons, this will be a lunging gap closer that teleports the user to their target. For others like electric melee or dark melee, it will instead pull the chosen target to you. For some like katana and energy melee, this is just a ranged attack. (Yeah I’ve posted this before to a lot of pushback, but this is my thread and it’s not called ‘reasonable power changes’) -
Sakura's Indecent Power Change Proposals
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
As I play three sets with click based next protection and also deal with hasten, it would be nice. -
Sakura's Indecent Power Change Proposals
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
Adding a few more things to this list I was reminded of: Integration Change power name to Homeostasis because biology reference Also add any available debuff resistances, but mostly regeneration and recovery debuff resistance Heightened Senses Change it from typed defenses to positional Yes, this would screw up a lot of builds and balance but man has this always bugged me! -
Sakura's Indecent Power Change Proposals
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
I mean, thematically then, why is SR able to resist sleep, confusion (which comes from Focused Fighter), or stun? Why doesn't Practiced Brawler protect against fear? But even that aside, mechanically, Practiced Brawler is the only mez protection that does that and only that every other power that does mez protection also has an extra effect beyond the protection*, then there's the fact that, as mentioned, placates are an incredibly annoying issue with SR (really high defense builds in general but SR does kind of stand out) because placates themselves bypass your defenses to autohit but the followup attacks from opponents are not so you both can end up staring at eachother while the enemy whiffs at you until they get a streak breaker. *Running down this list: Kuji-in Rin also grants psionic resistance and movement speed boosts. Active Defense adds defense debuff resistance Environmental Protection grants typed defenses and bonuses from adaptation stances. Obsidian Shield grants psionic resistance Static Shield protects from teleport, resistance to end drain and recovery debuffs, and psionic resistance Entropic Aura provides resistance to defense debuff, teleportation protection, and is a taunt aura and reduces recharge rate of enemies while boosting your own Fiery Aura's mez protection is spread out across multiple toggles plus burn which all have additional effects. Wet ice protects from Slow and Defense Debuff Unyielding increases resistances Fallout Shelter grants resistance to slow as well as toxic and psionic damage. Integration boosts Regen (also, I wanna rename it Homeostasis because biology reference) and Resilience adds resistance to all damage types. Rooted increases regen and reduces defense debuffs and Minerals also gives psi defense and +perception Indomitable Will adds psionic defense Bane and Crab Spider mez protections are passive with other additional effects Widows also use Indomitable Will and have Foresight which boosts psionic resistance and recharge rate So why can't Practiced Brawler protect from Taunt and Placate? -
Sakura's Indecent Power Change Proposals
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
@Rudra https://homecoming.wiki/wiki/Arachnos_Soldier_(Power_Set) https://homecoming.wiki/wiki/Arachnos/Soldiers#Wolf_Spider_Huntsman Player Arachnos Soldiers don't get Shotgun powers and Huntsmen NPCs do not get Burst, Heavy Burst, or Single Shot. And while I wasn't aware Aeon SF Crab Spiders did get Omega Maneuver, it does sort of undercut your point because it shows what powers the VEAT SoAs get and what the Arachnos NPC mobs get are very much dependent on the whims of the developers. The only case where the powers are copied are where they are literally copied in the Doppleganger system, which itself is full of flaws and limits. Also, maybe you should have just said 'I feel SR is too powerful and doesn't need any buffs' instead of trying to make it entirely about thematics? I still disagree and have arguments against your point but it's a finite argument instead of one about fluff. -
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.
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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,
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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.
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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)
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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.
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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.
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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.