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n00baka

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Everything posted by n00baka

  1. My main on Champion was "a little kitten". I loved doing the Frostfire mission, if only for the line, 'I was once like you, a little kitten.' Of course, all the NPC chatter about my heroic and villainous deeds was fantastic. On Torch I currently have "a little spider" for my Arachnos Soldier, "a little girl" for my Stalker, and "a smiling god" for my Corruptor. "a little girl" is by far the one with the most humor potential, though "a little spider" is a very close second.
  2. TL;DR: I don't like proposing this particular suggestion, but it is something I've grown to question over time. Pre-Sunset there were many threads regarding Knockback and Knockdown, much as there are today, where both sides would go head to head discussing how best to resolve their conflicting ideas about how the powers should work. The thing I've noticed over the years is that the portion of the community that loved Knockback was smaller then the portion that disliked it, though both sides of the issue were fairly equal in the strength of their opinions. That is certainly an assumption created from anecdotal evidence, but I feel it holds true today. This is my first assumption, and probably won't be my last, for this topic. I've also tried to ensure that any changes I suggest be something that I've seen done in the past, however this will probably be another assumption on my part for things I remember incorrectly. This leads into my primary suggestion: Powers that only provide an inconsistent amount of Knockback should have their magnitude reduced in level to cause Knockdown when facing even conning minions with no resistance to KB. To clarify what I mean by inconsistent Knockback, I specifically mean any power whose primary affect is not the Knockback itself, but has a less than 100% chance of Knockback when the power hits a target. For example, Luminous Detonation (human form PB Targeted AoE power) always deals damage when it hits, but has a 50% chance to Knockback at a 1.96 magnitude. I would consider this incidental Knockback as the power's primary function is AoE damage. My secondary suggestion would be: Raise the magnitude of incidental Knockback powers to the point where a single TO (or possibly DO) would cause the power to go from Knockdown to Knockback. I suggest this high of a value for a couple reasons, but the biggest is that people like Knockback. I want it to be easy to go from Knockdown to Knockback, especially with sets that provide Knockback in combination with other effects, such as Damage or Accuracy. This reduces the amount of 'waste' one feels when slotting to get the Knockback in a power the player wants. This will cause lower level enemies to get knocked back instead of down, but that's exactly where we are now with these powers. My reasoning for suggesting this change is that an entire slot must be dedicated on a per power basis to change from Knockback to Knockdown. With (the assumed) majority of players preferring Knockdown, this reverses the situation so a (again, assumed) smaller percentage of the players have to make the sacrifice. With the secondary suggestion, this would reduce the slot cost by allowing Set IOs that provide even a third of an SO's effect, such as the Knockback/Damage/Endurance, to turn a Knockdown into a Knockback while providing extra effects. As a personal note, one of the few things I dislike about Knockback is when it is incidental. When a spawn of 10 is hit by an energy blast, and half go flying off, I get annoyed. And finally, I'd like to bring a few counter points to this. This is an effective nerf to Knockback, almost across the board. Longer distance means more time the NPC is unable to attack and this would change that. I've tried to minimize that as much as I can, so would love to hear from people who love Knockback to get additional perspective. I also have no idea how PvP would be effected by this suggested change. Like, at all. I don't PvP, and don't know how Knockback is handled there, so I'd love some input on that front if possible. In the end, I want reasons why this idea won't work. Feedback is for finding problems, and I look forward to hearing them.
  3. I want to start off by saying that I am not, and never have been, a fan of PvP. It’s not enjoyable to me, and I’ve tried it initially when the Arena came out, again when PvP zones got big, and would risk it for PvE rewards from PvP zones. With all that said, I stand firmly with the PvP players in this thread because they’re right. All of the listed changes weren’t for PvP. The Hurricane thing was specified for PvP, and I remember that because it was a one of a kind treat where they said that yes, it was for PvP, but that it shouldn’t affect PvE. They were mostly right there, so I don’t even fault the Devs for that. Claiming PvP is the reason for all the changes in PvE that people don’t like is being dishonest to yourself at best, and deliberately revisionist at worst. But it’s always been easier to blame the minority for perceived bad changes. And honestly, the fact that an official voice has come to this very thread and said what they hope to accomplish and possible changes they want to make should have been the end of the discussion. Instead there are players blaming other players who had valid concerns. Ignore the fact that players weren’t supposed to have that, because players did get it, and want to keep a developer tool. I get that, because it is useful. Which is why the fact that GM stated they’re looking to keep the functionality without the game altering issues. Hell, PvE players should be -rejoicing- about the fact that the Base Teleport power is being looked at now, that base to base travel is being considered, and that ease of gameplay is getting a bump in general because of this.
  4. Considering when this thread was made there was only one thread on the first page of the Suggestions forum calling for a nerf of any kind, I’m inclined to think there is no significant movement in that direction. In fact, the majority of this forum has been a combination of buffs and QoL improvements. Personally, I feel that with there being new developers people have become emboldened about re-asking for things that the original developers would never do.
  5. I remember collecting the CDs they’d mail out and using them for the free trial every time the previous one ran out.
  6. This is the only change I’d want to see as well. The formula for how XP is gained using confuse has been generously in the player’s favor for a long time, and I don’t expect it to change. If it did, I wouldn’t object, but I certainly wouldn’t expect it or ask for it. Adding Confuse to the list of things Containment affects makes sense though. It almost feels like an oversight, but I imagine when Containment was added the Devs of the time absolutely had to have had a discussion and chose to not include it. Wish I knew why.
  7. So I like this question a lot. For me, Recall Friend is the only reason to dip into the pool (and usually if I don’t have something else I want more at that level). TPFoe: A ranged pull power. Useful, if every AT besides Stalker didn’t already have a ranged way of getting someone’s attention, and usually better. From Taunt to Snipes, there’s nothing for me in this power. Others might have a better use I don’t consider, and I hope they do because I’d like to know. Maybe it’s a diamond in the rough for me. Teleport: Doesn’t really do it as a combat trick, the Hovering removes mobility, and there’s a whole other thread on that aspect. As for traveling, it’s a bit to involved for me. Fly is my go-to, and I’m happy with it. Group Teleport: Just... I mean really. Long Range Teleport: To far into the pool for me to bother with. And it’s a nice power, but not something I feel like I have to have to get around with all the other options that exist.
  8. Yes, actually, I do. Often with stealth characters, many support characters, and sometimes my hardy characters. The ones more likely to survive in a TPK. I’m not sure why it’s hard to believe. Edit: and just to be clear on this point, Recall Friend is literally the only power from that pool I do take. I don’t care for either Teleport or TPFoe, so never even get to the other powers. And even if I did, I still wouldn’t think it a good idea to just toss out the tier order of existing powers.
  9. I appreciate you considering that I exist when redesigning the entire teleportation power pool. I feel that moving a T1 pick in a pool to a T4 slot is never a viable option, no matter how few people you believe use it. If you feel a power pool choice needs improving, doing so while in the constraints of its tier is the best, and in my opinion only, option.
  10. F is always my primary travel power, and G is the secondary (Hover, CJ, etc). If teleport is used, LShift+LMouse is the go to, with LCtrl+LMouse for secondary teleports (Dwarf Steps). Mouse4 and Mouse5 are used when I have toggles that I’ll use often, and N is for turning those off (Kheldian forms, or Hurricane). V is the Stealth power, if I have one. Sometimes I’ll set Enter as a “/afk Smacking the keyboard...$$beginchat”, depending on the character and how I’m feeling at any given moment. I may look into using WERD on a character, and see how it feels. WASD has felt a little cramped, and I have to stretch for 5 and 6, so that might go over better.
  11. I’m much less opposed to breaking it than when the game was official, but I still think it’s worth considering. If only because people use the power, and may actually like it. Brief consideration is better than none, IMO. Just kidding. No one uses this power.
  12. This would break the Cottage Rule, but maybe replace Team Teleport with ‘Wormhole-lite’? An AoE TPFoe that has smaller radius, or doesn’t have the status effects, or simply has a higher end cost to make it less efficient than the Gravity control version.
  13. I feel your pain. I’ve never had money enough to make that mistake, but I don’t need to get my hand stuck in a blender to know it hurts.
  14. Oof. I’m embarrassed that PvP didn’t even come to mind when considering changes to TPFoe. While I’d like it to be more of an attack than it is now, I understand that’s probably not the way it will go. If secondary effects are on the table for it, combination of ‘does not aggro’ and confusion would be my first impulse.
  15. It probably doesn't need damage, but I'd like it as a comparable alternative to the other travel power attacks. So removing the interrupt, adding damage, and some short soft control. That's just my envisioned fix. Having it work as a non-aggroing ability isn't a bad idea, but it wouldn't improve my chances of choosing TP Foe either.
  16. For TPFoe, I’d like it changed from an interrupt power into one with a static activation time, given damage comparable for other travel power attacks (modified as a range attack), and possibly a short term stun, confuse, or immobilize.
  17. I’d love for a “Search for Crafted Enhancement” button, like the “Search for Salvage used in this recipe” button.
  18. Spines is one I want to play on a Dominator, but the redraw every time ruins me. I just can’t handle it. Sonic, bubbles or blast, due to the sounds. I tried when they came out, and noped right out of both sets and never looked back. Animation never bugged me, but the way they sound? Ruined. Give me the sounds for the Sirens, and I’d be better off. I cant think of anymore off the top of my head, but I know they exist. Those two are just the biggest offenders. Maybe I should look into replacing Sonic’s sounds with something more pleasing.
  19. I would love for FF to have more utility. Debuffs to the enemy Acc or Dmg, changing Detention Field into a ST Hold with a high debuff attached, heck giving DT a High DoT effect while the enemy is locked away would do wonders for the power (not enough, imo). Shoot, with Absorb in the game now, FF could benefit from that as a form of ‘reducing enemy attack’s effectiveness’ in certain powers. There’s a lot to work with for the set, but the cottage rule is.... tricky for this. Edit: sorry for the double post, saw yours after I posted
  20. I’ve always thought that Forcefield could use better utility, both because several powers feel lacking (looking at you, Detention Field) and because this topic has been brought up again. With the new Repel technology hinted at in another thread, I’d like to see what can be done with affecting enemies as opposed to just layering more defense on the character running the power set. With regards to the thread as a whole, I feel the suggested idea is too broad. Each power set could stand to be looked at, absolutely. But a blanket fix doesn’t feel right to me, and I would much prefer individual fixes tailored to the set. Maybe allowing Forcefield the ability to apply their shields to themselves would be the right move, but I’m not really of the opinion it would be right or that such a blanket move is the right move. I will happily admit that it’s a pretty decent idea, in that it would provide more powers for the solo FF player.
  21. I’m highly skeptical of this because of power creep. The OP is correct in that it exists, but that only makes me even more hesitant to just accept it. It’s been a while for me, and I’m at work so I can’t really check, but if I’m not mistaken Forcefield can reach soft capped defenses almost entirely by itself with its current numbers. And I know I remember this being brought up to the original developers and their response being along the lines of: “If we did this, we would have to reduce the effectiveness to the point of almost nothing to keep it balanced.” Allowing support role characters the ability to soft cap their defenses with just SOs seems a little OP to me, honestly.
  22. I don’t know. I think there’s still some to consider here. I had missed where he changed his suggestion, and that was my mistake, and while I may not agree with the suggestion still, it shows that there is still discussion to have.
  23. I wouldn’t mind if this was placed on the “eventually” list of things to change. I also wouldn’t mind if an option for Targeting Drone customization would be to use the Cyborg auras, though I could understand if they chose not to.
  24. Probably the part where you haven’t shown how you would improve the power beyond “make it toggle”? That was the initial point you made, and continue to make, and I respect that you feel it’s an improvement. I don’t feel that it would be an improvement. So yes, be the hero in your narrative and break down why it’s an improvement. Because I have read your beliefs, and the opposing side of the discussion has made more, and better, valid points for keeping the current system. You say “it can be improved”, and I believe that to a point. I also believe that it’s working as intended. So I want you to change my mind. Use all those skills you've acquired as an Associate Professor and in the Navy to do it. Or don’t. I enjoy my characters with Click Mezz protection more then those without and have not come across the problems you describe, at least not at the same level of difficulty you seem to have with them.
  25. Improvements? Sure. But I would not say making Active Defenses a toggle is an improvement. If you’re going to claim it’s an improvement, you’re going to need facts to back that up and show people it’s an improvement. Go ahead, be the spunky little hero in your personal adventure and prove to us you’re right.
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