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Everything posted by RunoKnows
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Honestly I'd probably just quit if softcap was removed, and I feel like I am far from alone on that matter Let me preface this by saying that I'm definitely not adverse to more challenging content being introduced -- maybe I'm in the minority, but I'd like to challenge myself and my friends in different ways. +5x10 teams? Let's do it. If need be you could even lock the AE out of higher difficulties to keep people from farming. Also, it'd be great if newer content (story arcs, TFs/SFs, events etc.) maybe had some sort of "Incarnate Mode" where you're expected to have a team of (most likely heavily IO-reinforced) 50+1 or higher Incarnates. However, I want to stress that I think it would be best to make sure 'challenge modes' like that are optional, NOT mandatory; one of the big issues with removing softcap is that it would likely cause a fair chunk of the playerbase to quit if they logged on and found out that they'd spent a lot of time leveling, grinding, testing, selling and buying to make their builds the best they can be, with the best incarnate powers and IOs possible, and it was all for nothing because the ability to hit softcap was removed. That can make or break a LOT of builds. You may not have fun playing overpowered characters and/or you may want a suitable challenge for those overpowered characters -- the former is at your own discretion, and that's fine... and the latter is something I actually agree with fairly strongly. However, with the softcap gone -- rendering a lot of builds that people have spent weeks, months or more building useless since they rely on the softcap as one aspect of making their build as powerful as it is, or even THE aspect that defines their build -- that just flips the table, so to speak. Those who liked playing a superhero game to feel super-powerful are now lacking one of the major fundamentals involved in making that character feel absolutely kick-butt, and now they're in the same situation that your friends are in: their interest in the game, leveling or building characters, and running content may very well die for them, just like it did for your friends who are tired of builds reaching OP levels The best of both worlds can be had. You can have your super-cake and super-eat it. There is a happy medium to be achieved where people don't have to just give up on the tens to hundreds or more hours of work they put into their characters to cater to a crowd that is, to put it quite bluntly, a fairly small crowd to begin with. But if that crowd wants to have fun, then introducing optional ways of challenging highly-powerful characters is the way to go, IMO. Alternatively, if such changes never come to fruition, you can just... Be the change you want to see. No, literally. No one is forcing you to build your characters to hit softcap or to become so powerful that even the most challenging content is trivial. No one is forcing you to pick builds that are optimal/FOTM. You can play whatever you like and no one can stop you -- nor should they endeavor to. It's your character, not theirs. I crack a lot of jokes about petless masterminds all the time but you know what? If that's what your version of fun is, then more power to you. Play the game the way you want it to be played instead of feeling like you have to conform to some meta -- it's literally that simple.
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How? Impact ideally wouldn't be implemented as a combo system; if it worked more like Titan Weapons' Momentum or the combo system for Street Justice where you would punish yourself and miss out on damage if you neglected to make use of Momentum/Combo windows, I feel like that argument might hold some water. However, as it is, it sounds like it would be more like what @VinceBlood noted -- a passive proc that just happens as you attack. Nothing would force you to suddenly stop using other attacks just to use Impact when it's going. You don't have to change anything about your playstyle unless you feel some overwhelming compulsion to hit Jab or Punch to fire off Impact whenever possible. And to be frank, if that's what would happen to you if SS was redesigned in this fashion, you might not want to touch sets like Radiation Melee.
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"Have to" is way different from "can", though. If Impact gets applied, you CAN use Haymaker or Jab if you want the AoE damage; however, in this situation, you can make the conscious decision to utilize the effect, or not. And in a situation where you need more AoE, you'd want to take advantage of Impact anyway -- if you don't need Impact at the time (say, if you were focusing on single target damage), you absolutely wouldn't have to trigger it, and you could continue to hammer the enemy in question with single-target attacks just like you would normally. Ultimately, it doesn't particularly alter how Super Strength plays out anyway -- it just adds the benefit of additional AoE damage for a very, very old power set that has one AoE... that shows up at 32 on a Brute, and 38 on a Tanker. I will admit, I'm a big advocate for AE farms, but even with that in mind not everyone wants their character to be a level 50 farm baby and they may prefer to level the traditional way. Catching Super Strength up with other, more modern melee power sets would go a long way to making it less of a slog to level. (Quoting America's Angel here, for context -- sorry, I'm dumb and haven't figure out how to quote multiple posters in the same reply yet...) The suggestion as described doesn't reinvent the set at all though. It is a tweak, and IMO one that would be for the better. A passive effect that can be utilized when desired or simply left to happen as part of your attack chain doesn't change or reinvent Super Strength's gameplay. I do wholeheartedly agree that Rage could use some tinkering so that crashing doesn't severely punish your damage AND survivability -- it should be one or the other if either -- and it'd be nice to see Hand Clap and Hurl get some love, one thing to consider is that while these would be very welcome changes (especially for characters that are already 50 and/or have complete IO sets or Incarnate powers), these aren't the only problems Super Strength has as a set. Not to sound like a broken record, but seriously, if a set has literally no area attacks until your character is 32/38 depending on AT, that makes leveling needlessly slow and painful and causes your damage to suffer even at endgame. Foot Stomp is a fantastic power, but a single good AoE attack shouldn't have to singlehandedly carry an entire set's ability to deal area-wide damage -- especially when most of the other sets available have at LEAST two viable AoE powers available, usually well before level 32.
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That's sort of like saying, "Knockout Blow on its own isn't enough to put a decent Hold on bosses and EBs, so just put a Lockdown proc in there." And keep in mind Super Strength having a lack of high-magnitude holds isn't a problem, but a lack of decent AoE (especially when leveling) can be, IMO. Ultimately, this doesn't solve the problem; actually, it isn't even a workaround, as it completely ignores the problem at hand. Hand Clap is available at level 6, deals no damage to begin with, would require a truckload of IOs to make the damage anywhere even close to noticeable (assuming both damage effects proc at once), of which you can only slot two at most by way of the Explosive Strike KD set and the Perfect Zinger taunt set. On the flip side, at least that leaves a third slot open for the Sudden Acceleration unique, which is mandatory as the power would be absolutely awful as an AoE assuming you don't want to toss away an entire crowd of bad guys so you don't make things needlessly annoying for 7 other people... or more if it's a league... You're also the only person to mention a combo system at all; as it was described, the suggestion at hand has nothing to do with combos and is (IMO) a much simpler and more elegant solution. Presumably it wouldn't even have to be implemented in the form of a combo system anyway, given that the game already has precedence for new and/or updated powers with similar mechanics -- like Radiation Melee, as Vince noted above. The actual mechanic as outlined might be more appealing if you take a moment to really read the original post.
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Yes please -- that sounds absolutely badass!
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I think it would be great to see a change like this hit Super Strength. It feels like this classic set has seen a lot of changes over the years, but if there's one thing it kind of does well, it's smashing stuff... Except for the fact that there are like, two powers that feel like they have a truly superheroic level of *OOMPH* to them (Footstomp, Knockout Blow, and arguably Haymaker). A passive ability with the chance to trigger an inherent effect like what you're describing would go a long way towards making the set feel both "modern", AND making sure it fits the aesthetic and theme that most people choose it for, without drastically altering the set's design or drifting away from what makes it iconic. Seriously, what comic book, movie, or even video game character with super strength isn't shown going absolutely ham and knocking out crowds of enemies with single swings? If this is something that the dev team feels is doable, I'm all for it. On the off-chance that it is too difficult/risky or even impossible to code, maybe a sort of similar effect could be added to certain SS powers -- like adding a short line effect to Punch or making Haymaker a somewhat broad but low-reach cone. But honestly, Impact sounds like a solid idea that would make the set feel much more like it was given some love in 2021 instead of being stuck in 2004.
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I'd love this! If it is at all possible to implement this without it being too big of a hassle, I think it would be a great addition. More options to customize and personalize our characters is never a bad thing, IMO.
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Suggestion: Wrist/Palm/Hand-based Animations for Beam Rifle
RunoKnows replied to RunoKnows's topic in Suggestions & Feedback
I respectfully disagree! I am no game dev, and I assume you, like me, have never worked on City of Heroes (feel free to correct me if I'm wrong!). I don't think we need to naysay suggestions simply because 'it might not be dev time well spent', largely because we do not speak for the devs. It could be an incredibly quick and easy suggestion to implement -- it could be horrendously difficult, too -- but ultimately it comes down to whether our dev team wants to take on the task or not, yeah? -
Suggestion: Wrist/Palm/Hand-based Animations for Beam Rifle
RunoKnows replied to RunoKnows's topic in Suggestions & Feedback
Actually in an ideal situation I'd love to see more animation sets become available to different blast sets like that -- though, preferably with animations that would be less hassle to work on, i.e. sets that don't require brand new alternate animations to make sense. I don't see Dual Pistols working with most other animation types unless you're the first person to roll the least-popular X-Man, "Throws Bullets With His Hands Man", but I think there is precedence for something like a Beam Rifle animation set for Fire Blast or Electricity Blast. Heck, I think that'd be really cool. Flamethrowers and tesla rifles hooo! In reply to your follow-up post: The thing is it's not really anyone's place to say what the devs do or don't want to work on -- I think everyone can agree on that -- but these kinds of posts are part of the Suggestions & Feedback forum for a reason, no? If the devs catch wind of this and decide that they feel like implementing these suggestions, that's great! If not, no worries, but IMHO it's worth it to throw suggestions into the wind and see what sticks. If enough people want to see a change or addition, that might encourage the devs to want to implement it. Again, if not, ah well -- but it's worth a shot, I think! -
Suggestion: Wrist/Palm/Hand-based Animations for Beam Rifle
RunoKnows replied to RunoKnows's topic in Suggestions & Feedback
Likely so, yeah, though honestly I'd be happy if these alternate animations just recycled older animations that are already in-game; they don't have to be brand new animations or anything, I feel! -
Hey all! I have a suggestion/request that should be simple enough to incorporate. ... Well, maybe simple, at least, as I don't know the first thing about game development and the very idea might make the devs want to tear their hair out instead... but I digress! I'd absolutely LOVE to see an alternate set of animations for Beam Rifle across all archetypes; I know the idea of removing the "rifle" from "beam rifle" might sound a little odd, but it would open up a lot of possibilities for different character concepts if you simply don't see your character running around with a laser gun, such as power armor pilots, spellcasters, and mutants with... uhh... laser beam hands, I guess, just to name a few possibilities. Simply put, offering the choice to change the point of origin of beam rifle blasts to the hands/palms (ala traditional Blast sets) and removing the rifle entirely from that alternate set would help cater to a lot of different hero themes and fantasies! This would also provide an alternative to Energy Blast, Radiation Blast, and the likes for those who do not care to roll one of those sets for whatever reason. I know I'd love to reroll my Energy/Invuln Sentinel as Beam/Invuln so I stop accidentally trolling teams, but a big honkin' pew pew rifle just doesn't look right on that character. Anyone else have any interest in seeing this kind of animation set added to beam rifle? I apologize if this has been discussed to death already but I didn't see any recent topics on the matter, so I figured I'd give it a shot! ~ @Runo
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Complete with a Mids' Reborn (Unofficial edition) data link if you want to crack open the build and give it an in-depth looksie. My goals were to achieve typed softcapped defenses and boast reasonably high survivability for a scrapper, to reach a decent recharge rate (I managed to get perma-Hasten with Ageless!) and still maintain respectable damage values all while adhering to a style of build and gameplay that I will hopefully enjoy. I feel like I reached my goals, but if you have a moment, please take a look at my build and give it a good critiquin'; I'm not sure if I wasted any slot placements, missed some potential good set-slotting, or if the build is just complete trash. Heck, for all I know, maybe I've made a half-alright build that will work for what I intend to use it for. I intend to farm with this build. As it is, I can hammer out +4x8 S/L AE farms with EBs enabled in ~10 minutes, but once I get the cash to respec to this build, I'd like to kick it up a notch and take on fire farming and hopefully maintain a similar completion time. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Sanguine TW-Bio: Level 50 Magic Scrapper Primary Power Set: Titan Weapons Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Force of Will Ancillary Pool: Body Mastery Hero Profile: Level 1: Defensive Sweep -- LucoftheG-Def/Rchg+(A) Level 1: Hardened Carapace -- GldArm-ResDam(A), GldArm-3defTpProc(3), GldArm-End/Res(3), GldArm-Res/Rech/End(5), GldArm-RechRes(5), GldArm-RechEnd(7) Level 2: Titan Sweep -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(7), OvrFrc-Acc/Dmg/End(9), OvrFrc-Dmg/End/Rech(13), OvrFrc-Acc/Dmg/End/Rech(13) Level 4: Inexhaustible -- Prv-Absorb%(A), Prv-Heal(40) Level 6: Environmental Modification -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx(9), RedFrt-Def/Rchg(11), RedFrt-Def(11), RedFrt-EndRdx/Rchg(17), RedFrt-Def/EndRdx/Rchg(17) Level 8: Build Momentum -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(39) Level 10: Adaptation Level 12: Follow Through -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(15), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(21) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 16: Ablative Carapace -- DctWnd-Heal/Rchg(A), DctWnd-Rchg(19), DctWnd-Heal(50) Level 18: Rend Armor -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/Rchg(23), TchofDth-Acc/Dmg/EndRdx(23), TchofDth-Dmg/EndRdx/Rchg(25), TchofDth-Dam%(25), TchofDth-Dmg/EndRdx(27) Level 20: Evolving Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-ResDam(29), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx(40) Level 22: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(27), KntCmb-Dmg/EndRdx/Rchg(31), KntCmb-Dmg/Rchg(33) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(43) Level 26: Whirling Smash -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg(31), SprCrtStr-Acc/Dmg/EndRdx/Rchg(36), SprCrtStr-Dmg/EndRdx/Rchg(36), SprCrtStr-Dmg/Rchg(37), SprCrtStr-Acc/Dmg/Rchg(37) Level 28: DNA Siphon -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Heal/HP/Regen/Rchg(33), TchoftheN-Heal(37) Level 30: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def(40) Level 32: Arc of Destruction -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Rchg/+Crit(42), SprScrStr-Acc/Dmg/Rchg(42), SprScrStr-Acc/Dmg/EndRdx/Rchg(42) Level 35: Combat Jumping -- ShlWal-ResDam/Re TP(A) Level 38: Parasitic Aura -- TchoftheN-Heal/HP/Regen/Rchg(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(39), TchoftheN-Acc/EndRdx/Rchg(43) Level 41: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(48) Level 44: Genetic Contamination -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(46) Level 47: Physical Perfection -- NmnCnv-Regen/Rcvry+(A) Level 49: Mighty Leap -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Pnc-Heal(19), RgnTss-Regen+(39) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 50: Reactive Core Flawless Interface Level 50: Ageless Core Epiphany Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Pyronic Core Final Judgement Level 50: Phantom Core Superior Ally Level 50: Assault Radial Embodiment Level 1: Momentum Level 1: Quick Form ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1635;768;1536;HEX;| |78DA6594CB4F13511487EFB45381D252A0B40579B5C3BB486985B546445D4043B54| |41215C7A10C75923AD34C6B224BF74611346CC047A2281B13FD338C8FA51B5EBE12| |37A80B8D8FCD783AE7D869324D26DF9973EEFD9DC7BDD3E4B571CFB353D78F32AEE| |E784E2A14C4744697F279597725A5AC9261F0F3A525357B5551E5F0F4CCD098A255| |81AFEDFF323129E7643936AD1425559C91A5BCA6168472705C5E90D5821C835DE29| |49E955425231ED3AF683A73A7342D174BE76579DE6B9A2795ECE5A2A2663DE6DB24| |28C14B2386343D238BDA8238A3E4720D27F24A2636A6CD2F8A49A95094F5C566A86| |7149E1BA152B51C3C0663016082675B5DE462868B0D3B4D9FE3303181E4E3C451E4| |8111E4CD106D6506CF6D516C1B59BD83F4EC12F790DB90CF89F938E73EFAFABE207| |720E6A25A5C6EACAFDA8774D712EB90F51EA217B904B554612D5CD59A83313FCF7A| |D791BBA05B83BAC62D58574B35D72EF1E6DEBABBC41564D36DE2325200612FD5EC1| |D64A62F417C0FDA3ED473F892584B630A9998422E43CE065CE36A3807E8E359F002| 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We didn't talk overly much as the years went by, but Perfidus was always good to me out-of-character even if our roleplay characters didn't always get along. No one ever wants to hear that their community has lost another member, especially one who has been ingrained into the lives of many people and characters, and especially one who was always a good friend. Just rest assured that no one will forget the fun times we shared thanks to you. See you, space cowboy. I hope things are better on the other side