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Sakura Tenshi

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Posts posted by Sakura Tenshi

  1. So, basically the removal of Veteran EXP, AEs from starting zones, and other such changes they have often been controversial in the past (and present) have been geared towards two things: balancing rewards/time ratio of AE with other content, but also to prevent new players/characters from ending up only doing AE and neglecting all other content, especially starting stuff, I have a kind of simple proposal: just as the title says let's just lock AE access behind a certain level.

     

    What would be a good level to 'unlock AE' can be up for debate. Actually this whole thing is up for debate and I'd like to hear all of your thoughts on it. But I think level 20 would be the latest, and maybe even the ideal level to open up AE for people. Let's them experience the early game stuff, even run a a TF or two and DFBs, then by level 20 this bigger field opens up to even make your own content. And, I don't know if it should be done in conjunction with any of the existing or planned measures or just on its own, but that's sort of where you all come in.

     

    What do you think of this suggestion?

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  2. You know, someone in the Mission Architect thread brought this up: but if the idea of removing Atlas and Mercy AEs is to prevent new players/characters from just getting farmed and never experiencing the same, we might just want to consider removing the Pocket D entrances that were added to Mercy and Atlas? I'm just saying that might kind of undercut it a bit.

     

    Also, total side note: while I don't mind the removal of the AEs myself, I do kind of wish the AE building design had been kept and just relabeled with some FC banners flung over it or something because the AE building itself is kind of nice-looking. Though I also get why you can't do it since it is meant to be the entrance to the new Fort Trident.

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  3. Quote

    Name invincible
    Description "oh god why"
    VillainGroup "Tough girl"
    PrimaryPower Mission_Maker_Attacks.Brawling
    Difficulty Custom
    SelectedPowers 79
    SecondaryPower Mission_Maker_Secondary.Willpower
    Difficulty2 Custom
    SelectedPowers2 383
    TravelPower None
    Power  Mission_Maker_Attacks.Super_Strength.Foot_Stomp,  Mission_Maker_Attacks.Super_Strength.Knockout_Blow,  Mission_Maker_Secondary.Shield_Defense.Battle_Agility,  Mission_Maker_Secondary.Shield_Defense.Deflection,  Mission_Maker_Secondary.Shield_Defense.True_Grit,  Mission_Maker_Secondary.Shield_Defense.Against_All_Odds
    Designation ArchVillain
    Costume

     

    Here's a copy of my working AV that I've made using Wordpad. @Gorgar I don't know what's up with yours though, formatting seems right, I might say your critter has too many attacks and is ignoring some of its additional ones in favor of its primary. How many primary active powers did you give it?

  4. I’ll just say my issue with the Numina task force is that the story just seems so freaking disorganized, like the live devs had no idea what they wanted it to be about until the last few missions, especially since the whole thing starts with Numina just saying she had a vague feeling of unease.

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  5. On 7/12/2022 at 11:17 AM, The Curator said:

    Any custom enemies that are using advanced power customization will give no rewards. This restriction was required in order to prevent farms from being created using only enemies with broken attack chains.

     

    You worry about this. Meanwhile, I'm experimenting on making AVs who are unfairly unkillable. So far, standard Willpower works, but I threw on Shield Defense' True Grit to bring their total HP pool by +40%. I might need to add on Integration from Regen too to add more passive regeneration. I wonder if I can just stack fast healing from both Willpower and Regen?

     

    Edit: I should also note my experiment of giving another AV with energy melee and invul on top of robotics seems to have ended in failure as they would not summon their robots.

  6. I like this overall, but I do have some thoughts and suggestions:

    • Decoy seems really powerful for its availability, even assuming it only has as much HP as a tier 3 MM pet an aggro sink is a powerful tool.
    • Healing Tincture seems overall okay, might need to also be moved up a tier. Might also be cool if it could also be used on allies somehow.
    • I’d suggest changing hardiness to resist cold, fire, and toxic myself. Both for thematically and since it would help have a better niche of adding against more exotic damage types. Maybe instead of an auto or toggle it could be made into an interruptible click to work with the idea of survival skills involving preparation?
    • I really don’t know about survival shelter, it’s the only one I find just a little silly and out there.
    • Vazhilok don’t use wrist crossbows, they have hand crossbows.
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  7. @Tyrannical actually had an idea awhile ago (can't find the post) for origin related tip missions that could drop which I was a pretty big fan of. Aside from that I thought it'd be interesting if some origin enhancement stores started to also carry some temp powers that might be stronger depending on your origin.

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  8. 18 hours ago, Krimson said:

    Hammer space.

    This, actually pretty literally. Gaia Redeemer is a reincarnating arcane warrior whose specialty is in enchantments, and especially “spatial volume folding”. I play him as having limits to how much he can do it (or rather safely, mentioning once you get past about x3.3 internal volume you start to encounter instabilities and risks of explosive rupturing), and so he doesn’t keep the Titan weapon sword in hammer space (he’s supposed to have it on his back), but he can keep a number of magical potions, regents, evidence, restraints (enchanted zip ties), etc. on hand. Also helps his signature trench coat is made from his old robes from his life as an Oranbegan and could handle a hell of a lot of enchanting.

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  9. If take graphics up to at least ESO or Final Fantasy XIV (actual anime style optional, aside from the hair. We freaking need good hair for men). I’d definitely want you he city zones and enemy groups massively revamped graphically and in design (looking at you, Nemesis), and, okay I’d probably generally just upgrade everything if I could. 

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  10. So, I ran Seer Marino arc yesterday on Everlasting with my DP/Fire Blaster. The first mission where I went to get Wretch's Medical Records and leave no witnesses, I came across the familiar voice of Huntsman Ohanko but realized some changes made to the game left them a bit different than I remembered: screenshot_220612-21-02-21.thumb.jpg.863cedb7b98f8b174cc500d405175a29.jpg

     

    Admittedly, I didn't recall if the mission text even used gender specific pronouns when Ohanko was discussed, so I shrugged. And then Seer Marino's mission debrief did make express mention of Ohanko as a male

     

    Two missions later, where Ohanko needs to be rescued and is a non-combat NPC, they return to their origina gender.

     

    screenshot_220612-21-26-42.thumb.jpg.6a6b46086060f1a8d257635480f94120.jpg

     

    Then in the second to last mission to save Ghost Widow, they're back to female.

     

    screenshot_220612-21-38-25.thumb.jpg.d02cf96ce4fdf5ebac3426ef71aa1cb7.jpg

     

    I think this is primarily just a side effect of the mission data pulling 'any huntsman NPC' for the versions capable of combat, and there's a bit of a coinflip and it so happens I got the new female huntsman models. Perhaps the same setting could be set for the 'Rescue Ohanko' mission so it could be either gender and change mission text to gender neutral, or just it could be corrected to where Ohanko always spawns male. (or could even change to make Ohanko canon female I guess, just would kind of take the most work)

  11. Not really a suggestion since, I feel like that requires actually having a more solid idea of if it even should be done or not, but rather this thread is meant to be discussion: There's some of us who have played the Soldier of Arachnos Archetype, and rather than invest terribly heavily into Crab Spider (pink unicorns in their rarity, honestly, though I can understand why) or Banespider powers, some people choose to stick with the gun and only take a few powers from the banespider primary pool (mostly build up) and generally embrace being an automatic weapon wielding grunt. I cannot be certain, but I feel like it's a much more popular choice than one would think and while the Live Devs probably never intended or even wanted players to go that route, it became sort of a fun thing for people to do, but it does show that Huntsman/Wolf spider builds were never intended to be a legitimate thing with their dismal power selections.

     

    So to make to the point: should the 'Huntsman' path be looked at by the team (if at all possible) to make it more 'viable'/'fleshed out' than it currently is? And if so, what ways? (my first thought would be to just slap on full auto as a primary power and call it) Or if you don't think so, why not?

     

    I also want to apologize if I should put this specifically into the SoA subforum, just kind of hoped for a broad range of discussion and ideas.

  12. 3 hours ago, srmalloy said:

    I gave up on the live devs fixing world background issues a long time ago. The first cringe was getting to Talos Island and seeing the red-and-white-striped buoys parked next to docks (and in the entire live run of CoH, I was the only one to complain about that). And it's usually little things -- Roman name structure and conventions, for example -- and it's always things that small amount of research would have turned up correct information to use.

     

    Hell, you want really hilariously bad, there's a thread that points out all of Requiem (you know, an ITALIAN Military Fascist who helped serve Germany in WWII) is wearing American military badges on his chest.

  13. @srmalloy Honestly does make me wish we had a few more missions too where we start out in a warehouse and actually find “secret” entrance into a villain’s lair. Same with offices. Said areas could either be populated with the villain group (with a popup explaining them removing their disguises or something) or going the extra mile could use like refactioned dockworkers or just civilian NPCs with some powers like street justice and SMGs.

  14. Narratively, Freakshow are the perfect hired thugs for so many organizations, especially clandestine ones. Freakshow are all willing to basically try anything at least once and will work for anything: money, anarchy, weapons/tech, some radical new cause. Mechanically is where they feel really repetitive and boring, especially for their slap-dash aesthetic. Freakalok remedy this a bit but it feels like the baseline Freakshow should have flamethrowers, chemical sprayers, nuclear radiation emitters, additional arms, improvised rocket launchers, the odd laser gun mounted to their cybernetics, and so on. (And Noise tanks need to be part of the regular mob or at least added back to the Yin arc) Relatedly it bugs me how all three major Freakshow leaders have basically the same power sets with only their melee different (or for being leaders they only sport a cybernetic arm).

     

    For pure aesthetics, the PPD win out just for their SWAT and Hardshells alone (I wish psicops and power armored cops were part of the 40-50 ppd too).

     

    and finally for favorite faction for mechanics, I’m going to say Incarnate Tsoo (normal tsoo is also pretty damn awesome. Also my favorite overall). Good mix of powers/damage types/effects, and I’m a sucker for martial arts themed enemies having started back on live with a katana scrapper. Always was fun fighting one of their Katana guys and thinking “Let’s have an honorable showdown!”

     

    Edit: oh, I forgot my least favorite(s).

    All together it’s KoA, Tuatha De Dannan, Red Caps, and Fir Bolg. Which sucks since the concept behind all of them is kickass, but any mission with them is painfully repetitive, they feel so freaking wasted in terms of potential, and in the case of the Tuatha, they’re badly misrepresented (I overheard one talking about serving “Dannan”, their goddess is “Danu” a single Wikipedia search would have been all you needed, Live Devs!) as I mentioned, I think part of why I hate these groups is because I know I could love them. But theyre trapped in a hell of boringness and in the KoA’s case, we’re ultimately killed off in the story as an organization.

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  15. @Cancrusher
    In an ancient Nordic Myth, Thor, Loki, and Thialvi were challenged by the giants in three fields. Thialvi, boasting being the fastest thing alive challenged the giants to a race, for which their king summoned Huggi. When all was said and done, Huggi outraced Thialvi easily and the truth was, the opponents of Thor and his companions were not what they seemed. Huggi was, in fact, Huginn, thought itself and 'nothing is faster than thought'.

     

    Super Reflex characters just disagree.

     

    @Blackjoy
    I can sort of agree Super Reflexes could use some looking into, but as for what specifics is where we diverge.

    Elude - While I agree with the reduction to end crash, I would actually suggest instead changing it to:

    • Elude now lasts 30 seconds, it recharges in 180 seconds, the cooldown cannot be reduced.
    • Elude now gives a more modest +20% Defense buff with an additional, whopping +40% Defense Debuff protection, and keeps its +Recovery and movement speed buffs. And here's where the new stuff comes in.
    • Elude now gives a +40% recharge bonus for its duration and as well as a +50% ToHit and Accuracy buff (when you are moving so quickly, its easy to hit things moving so slow)
    • Elude now casts a strong -50% recharge, Run, Fly, and jump speed debuff, and a -35% ToHit debuff to all enemies within a 60 ft. around the caster without needing line of sight. (these debuffs cannot be stacked from the same source)

    The idea to this change is to basically let an SR player have a sense of being Quicksilver in Days of Future's Past, living in a moment of slowed time where enemies might as well not even be moving. Admittedly, numbers to the above may need serious adjustment as I'm not a theory crafter.

     

    I do agree about Evasion, admittedly, and would personally prefer to somehow move it to the level 20 slot where Brutes can get it. For Tanks, I would like to see it buffed into a better taunt aura though. I would say in addition to it's AoE bonus maybe each enemy gives the tank a stacking bonus to ToHit or Recharge, while enemies inside have a chance to suffer a mag 2 confusion lasting only 1 or even half a second. The idea being that the confusion represents letting your enemies hit one another with their attacks as you dodge around them.

     

    For a secondary layer of defense/mitigation, I might suggest just giving the passives maybe an additional +3% resistance that can be affected by enhancements. Alternatively, maybe try to sneak in a decently strong -Rech debuff. (maybe into that above mentioned change to Evasion?)

     

    As for Practiced Brawler lacking Fear protection? I admit, it annoys the hell out of me too since a lot of controls can be said to be some actual restraint on the character while fear implies your character suddenly devolves into a sniveling coward. BUT! A lot of mez protection in sets lack Fear protection actually, or confuse protection, sometimes knockback, and sometimes a combo of those three (Fire armor, looking at you. Holy crap, it doesn't even have stun protection!). There are only three sets that have total mez protection: Willpower (makes sense for the set theme), Shield (thematically the shield is a protective ward), and scrapper/sentinel Ninjutsu (which only get that from the passive KB protection power tacked on) That's three out of fourteen armor sets in the game. Though Practiced Brawler is kind of anemic in terms of effects, as it ONLY gives its mez protection while others have secondary effects (Invul's gives Damage resistance, Shield gives Defense Debuff Resistance, etc.) I might propose a secondary effect for PB being to give them nigh immunity to taunts and placates, there's only really three enemies that make use of it, but when they do come up, it's annoying, especially placate for SR as the enemy that's placated you can't hit you to end it and if they're the last one standing you might be staring at eachother for a bit. Thematically, a 'practiced brawler' might be able to ignore distractions such as taunts and placates.

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  16. On the note of powers, I just find it a little surprising since I was sure VEATs possess a number of powers actual Arachnos don’t like Heavy Burst, Venom Grenade, Psychic Wail, and Omega maneuver. Also wouldn’t this mean if the live devs came to see some Arachnos mobs as too overturned, a nerf to them would nerf VEAT characters?

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