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TheLeprechaun89

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Posts posted by TheLeprechaun89

  1. I highly suggest you work on the toon.  It's the most fun I've ever had on a toon and the animations aren't that slow imo.   Plus between them you can use the melee attacks that are quite fast.  With AOE being the focus the animations doesn't matter as much as you or your team will wipe out a lot of enemies in that time. Plus if you're tanky enough then you can afford to be in animation for longer. 

  2. Also I think people are forgetting the negatives from certain powersets.   The energy drain of toggles mixed with control powers that can sometimes be a huge end drain per activation.  Certain defensive sets don't have much MEZ defense and can easily get held and detoggled.  Or confused and suddenly the buffs and debuffs are switched making the team vulnerable.

    There's also certain enemies that drain your end on their own that can detoggle you and turn off buffs or debuffs and put you and your team in vulnerable situations too.

    It seem pretty fair and playable to me... 

  3. 17 hours ago, Steampunkette said:

    Lemme 'splain.

     

    Armor Powersets are by nature Relative Mitigation. X amount of damage comes at you, you take Y percentage of that damage. If it's Defense based you're taking full damage from a smaller % of attacks than normal, if it's Resistance based you're taking a smaller % of damage from the normal quantity of attacks. But generally speaking 5% Defense is equivalent to 10% Resistance.

     

    The level of power of this form of mitigation is based on whether it is the Primary or Secondary powerset. Tankers have Defense for their Primary, so their archetype gets more Defense/Resistance from their Defensive Powers than, say, a Scrapper does since a Scrapper's Defensive Powers are their secondary. The Tanker also gains earlier access to those powers because of it being the Primary Powerset.

     

    The character archetype you're describing, then, Defense/Support, would have Tanker-Like values for their Defenses.

     

    Support is also a form of Relative Mitigation. It can be used to apply defensive buffs, offensive debuffs, and healing to offset damage taken either proactively or reactively. They can also offer Offensive Buffs to reduce the amount of incoming damage by Murder.

     

    With Support Powers as the Secondary Powerset, you'd be at Corruptor rather than Defender levels of Support. Less total values, and slower access to the full powerset.

     

    Control Powers are a form of -ABSOLUTE- Mitigation. While an enemy is Stunned/Held/Asleep/Fearful they are doing 0 damage. So rather than reducing damage by a Relative Value, you're stopping damage altogether. These powers cannot exist as a Secondary Powerset, in total, because of the requirements of Stacking Values to overcome a target's Mez Protection.

     

     

    Trying to combine a  Defense Primary with a Support Secondary would result in a character that just stands in front of enemies brawling them and debuffing them forever until the enemies die. Why? Because between the debuffs, the heals, and the armor, the character would be essentially unkillable. Also unable to kill most Elite Bosses or -any- Archvillains due to a lack of damage output capable of overwhelming their Regeneration.

     

    Trying to combine a Control Primary with a Defense Secondary would result in a similar situation, where everything is locked down at almost all times and very little damage is being done to the character... but very little damage is being done to the -enemies-, either. Sure, once you got to 32 your fortunes would change, but outside of PLing it would be a nightmare to grind levels.

     

    Both of them would be a nightmare. Not because they're too strong. But because they're too boring.

     

    ESPECIALLY once you reach Incarnate Levels and everything is dead before your Defense/Support or Control/Defense character can take the time to put out Debuffs, Buffs, or Stack Controls to any useful degree.

     

    Does it make sense now?


    I feel like you're assuming the defensive/control powers will just be copy/pastes of their origin AT's which isn't at all what they do for new AT's.  Values would of course be altered and the effectiveness of the defensive and control powers would have to be altered to make it fair.  idk why you'd assume they'd do it like that.  It's entirely possible to make this into an AT that is playable and fun and a new playstyle dynamic.
     

  4. 1 hour ago, HelBlaiz said:

    Controllers are a very frail AT. They don't have a lot of hit points, only get a token amount of defense or resist with select powerset choices, and are far better at healing others than themselves. They die very quickly if they aren't careful. But that is okay! Their main shtick as an AT is refusing their opposition the ability to attack efficiently. A well played controller can hold two thirds of a typical spawn even at level one.

     

    Tanks are an incredibly durable AT. With the right power selection against the right opponents, they can literally do nothing but run their toggles and never die. In more realistic cases, they still take a lot of concentrated fire to bring down. And that's okay! They are literally designed to be the lightning rod for a team, soaking up damage that more fragile ATs would be unable to resist. They're doing their job by refusing to not exist. Any AT with Armor sets has been designed to take more punishment than any AT without them.

     

    A control/armor AT would be tough enough to grit its teeth through more damage than any of the non Armored ATs while simultaneously being designed to never see the amount of punishment Armored ATs are built to resist due to an over abundance of active mitigation. That is why we're saying the concept is too safe.

     

    As for the new hybrid set, I am not quite sure I understand the image you have in mind. It may help if you give us a brief description of what such a powerset would look like, a quick blurb on this hybrid set's take on Fire and the nine powers it'd grant for example.


    Ok let me elaborate.   The defense powers of say a defender vs a tanker is completely different.  The value of the powers, and the powers that are available to take/if they are prema toggle or temp toggle can be different etc.  Same with the power from the control tree.  Their power, recharge rate, effectiveness, or availability could be altered for the set or even replaced entirely for some powers.  They could throw in some damage in a few control powers that might not have damage previously but reduced damage.  

    I think everyone keeps imagining tanker defenses as in ON A TANKER just copy and pasted on a Controller. Which is not what I'm suggesting and not at all how they make new AT's.   Values would be adjusted and powers altered to make it fair of course. People are very quick to make assumptions and turn down an idea based on their assumptions on here. lol

    Thank you for asking for clarification rather than just assuming.  😄

  5. 40 minutes ago, HelBlaiz said:

    An AT with Control sets and Armor sets would have way too much mitigation, I think. It would be the safest of safe options, and would be slow to solo as others have mentioned. An AT with Support sets and Armor sets would be right out, as that would lack any form of solo ability. Now an AT with a hybrid control attack set might, maybe work? With an emphasis on softer control, repel, kd, fear, immob rather than harder control like holds and stuns might work? Maybe not. Its hard to imagine a control/armor AT as anything but Never Die, the Archetype. Sure it can have rubbish damage for balance, but then its not only too safe, it's too slow to be engaging.


    idk why people assume you'd never die.   Defense sets other than Tanker defense sets aren't too hard to defeat.  I also stated it should be soloable but like most controllers, soloing would be a slower and more grueling process than some other AT's. I'm also suggesting a new hybrid type power that is more designed for a cleric style AT. They would be vulnerable to being debuffed, and depending on their armor choice will have various weaknesses.

    A lot of the new classes seem to be much the same these days.  With the power creep we've received even the weakest of classes become pretty OP.  I'm suggesting a few AT's that might be harder to play. That's what I expected during live when I unlocked WS/PB but it was instead a much easier and stronger AT to play, But at least during live people had to play to their roles more.  
    Trollers had to stay back, Blasters died a lot more (unless they were the FEW Blapper combos that were around then) and a tanker was actually important to some teams.  Now it seems a team full on trollers and blasters can plow through without much effort and no casualties.   I feel they can make some pretty cool AT's that are a bit harder to play to add some more challenge and strategy back in the game.      I mean hell I can't even remember the last time anyone has had to used a pull to defeat a room of enemies when it was SUPER common and usually needed during Live. 

  6. On 4/14/2021 at 3:45 AM, Steampunkette said:

    I seem to have misunderstood... If you're talking about Buff/Debuff/Heals primary and Defense secondary... yeah. Never gonna happen, Bud.

     

    Empath/Defense characters could only harm enemies with Brawl and any Damaging Aura Power they happened to get. Same thing with Poison, Pain Dom, Electric, The list goes on.


    As is, sure. But as they've done with other new archetypes, they cane modify the powers within that type. Personally I think it'd be a lot of fun to try and level depending on teams, but also boosting those teams so you can get more XP by clearing missions faster.  It's SUPER easy to make a toon capable of clearing maps solo with the archetypes we have, so I'd actually enjoy something different like this.

    I also had an idea I stated before this of having two variants.  One for Defense primary and control secondary, and another with control primary and defense secondary.  They could also modify the powers of the corresponding sets for primary or secondary powers like they did with defenders and stuff. 

  7. 21 hours ago, dangeraaron10 said:

    Defense and Control I can see.

     

    Damage with holds, procced out holds, damage auras, etc.  Basically the proc monster AT.  Not to mention sets like Gravity and Illusion.

     

    Defense and Support?

     

    Many oofs.

     

    It'd rely largely on its epic pool, which makes for a ghoulish leveling and exemplaring experience.


    Or...  Why not both?  😛   I'd personally find making a proper Debuffing tanker that herds and makes the enemies weaker would be fun and add a different dynamic to some teams or leagues.  

  8. On 4/13/2021 at 8:54 PM, Steampunkette said:

    There are two big problems I see, here...

     

    1) Controls cannot be a "Secondary" set. They always have to be primary. If they were secondary, you'd have to reduce their magnitude and then you wouldn't be able to stun or hold a Lieutenant without stacking and a Boss without 4-stacking.

     

    2) The -glacial- speed of doing anything because you're using double-mitigation.

     

    Control is a form of Absolute Mitigation. By stopping an enemy from attacking at all, you mitigate all the damage that enemy would do for the duration of the control, while a Defensive Powerset is a matter of Relative Mitigation. In the sense that you're taking an amount of incoming damage and reducing it by a specific percentage value.

     

    You're essentially suggesting an Unkillable Archetype (Outside of possibly AVs)... however it would never be able to meaningfully contribute to AV Fights. And if soloing was possible it would take -forever- to kill enemies, as outside of Gravity and Illusion, most sets have next to no direct damage capability.




    Secondary and primary could be switched for sure, and some damage would be present but not much. You'd still be able to slowly kill your enemies in smaller mobs but without a team you'd just be spending an hour on one mission.

    I already said the control powers being reserved to buff/debuff/heals for opponents/team mates.  It'd essentially be a sorta hard to kill true support toon that can actually utilize any of their AOE abilities without dying right away, or gather enemies and buff their team to do more damage...  Or debuff the enemies so the team can fight safely... Or just healing as needed while in the eye of the storm sorta deal.  

  9. 46 minutes ago, MTeague said:

    All ideas are good to bat around. 

    But my personal rule of thumb, which of course not everyone is obliged to subscribe to, is that every powerset pairing should be able to handle every story arc solo, at +1x2 with bosses. That's my minimum threshold before I consider a character "viable".  (I should say that, so far, I've been able to manage that with everything I've thrown at it.... even if a couple characters needed to play Captain Hit-And-Fade and whittle down certain particularly troublesome missions.... even my redside empath/psi defender)

     

    But my first impression on reading your post is, "So how do I defeat mobs?"

    Teaming is great.  If you like teaming, wonderful. Nothing says you ever have to solo. 

    But I think every AT / powerset combo should be able to do so. 

    OOPS Wrong quote..

  10. So I had an idea of a new archetype that has defensive powers like a defender (not as OP at Tanker or brutes) and secondary as controller primary powers. 
     

    It's like a cleric almost, but very little damage dealing if any and very dependent on a team like a controller. They might not die as much as a controller, but they'd be at a stand still if they did missions solo due to little to no damage. I'm thinking more buff/debuff/healing powers only. Basically only things that target your opponents or teammates and no holds and stuff really.  

  11. 23 hours ago, SeraphimKensai said:

    Tab targeting would still cycle through the targets nearby that the character trying to acquire target has perception of. A lot of people use click targeting, using the mouse to target individuals, especially in large matches or zone as it is faster than tabbing through and getting the wrong target.

     

    Because of that most pvpers don't tab target, it's usually click targeting or building macros for each potential target. This is important in coordinating spikes on comms so that multiple people engage the same target at the same time.

     

    Because of this, if your suggestion went through it would completely change the costume meta for PvP in that everyone would have invisible costumes on, and that's not a good thing, as someone with a normal costume is now at a disadvantage.


    I also made other suggestion for solutions, not just the part you quoted. 😉

    • Like 1
  12. So I was reading the patch notes for the latest Beta update and saw that they will be having travel power activated stances that only apply when that power is activate. I absolutely love this idea but I noticed there's nothing for flight powers...

    We already have fly pose emotes, so why not incorporate them into stances for flight powers including the new standing flight pose so every travel type has some new stances for how they travel?

  13. On 4/7/2021 at 9:02 AM, CU_Krow said:

    Cool concept/idea, but don't think the implementation would look good for quite a few powersets/attack abilities (e.g. kinetic melee, martial arts, SJ, katana,). And for those reasons, I say no.


    But that happens with invis power toons anyways. It's something you'd have to work around for your toons design.  I mean you wouldn't be forced to use it but I'm sure many others would want to use it themselves. lol

  14. On 4/7/2021 at 1:50 PM, MTeague said:

    Any aura / shield effect would light it up anyway.  "Look at me!  I'm a disembodied pair of fists and a cloak". 

    Teammate:  Here, take an Ice Shield.

    *paints ice around the full skeleton, visible or not*

     

    Same with Thermal Shields, Stealth, Any armor toggle, any heal spell hitting you that glows around you, etc. 

    I really think you'd be disappointed with the result, unless they re-coded the animations for damn near every power in the game to compensate. 

    That right there is a good reason not to do it, IMHO.

     

    It's also why, as much as I reallllly want a Martial Arts Scrapper with a lower-snake-body, I don't expect to ever see it. 

    And that's even with Snakes in the game as an existing resource. 

     

     


    I mean sure but that already happens for stealth powers and stuff anyways. Plus I'm sure the auras and powers making the body outline would be used a lot for costume ideas.

    PvP is the only issue I see but I'm sure they could have invis costumes pieces refer to default in PvP, or just give an outline in PvP areas.   But really invis costume or not, your targeting would still pick them up if they're not using an invis power.

    The new shoulders update is cool but it only really opens up a few more costume ideas. Things like this or gender neutral costume pieces for huge models would open up MANY new character ideas. But yeah they'd have to figure something out for PvP for sure. lol 

  15. So I was thinking...  If they could make an invisible costume option for every slot, with just a color tintable flat detail against the end of the body part so you don't see into the hollow model (if it is hollow).

    I'd love to be able to have a toon without a bottom half, or with just floating gloves and a hooded cloak. Or an invis head with a mask floating there. Or even just a toon with a missing arm.  I could go on but my point being there'd be a lot of cool costume and character ideas if this were an option.

    Absolutely no idea how difficult this would be, but I know GM's were able to do it for people before when CoH first came back and was mostly just social. 

    • Like 1
  16. On 4/3/2021 at 12:35 PM, Grindingsucks said:

    I feel like I've seen this exact suggestion a half a dozen times, or more, over the last year (and have made it, myself).  I think it was decided that the code wouldn't allow for it- either that, or it was simply too time/labor intensive to be implemented given the size of the team. 

     

    I fully support the suggestion, in all respects, though.

     
    Awe poo that sucks, but totally understand.  But female faces and hairstyles for huge models could work enough for a huge muscular female that's just not big chested. lol

    • Like 2
  17. I've always felt like the PvP zones that are supposed to be big battle between heroes and villains was a little..  too tamed and simple?

    I had an idea...  If there was a larger map like Steel canyon (but maybe more smoky/fiery and damaged if possible), and other objectives to give your side (Hero or villain) buffs or debuffs would be cool.  Like putting out burning buildings/setting them on fire, Robbing the bank/stopping the robbery, Defusing bombs around the city/setting the explosives, Arrest X number of criminals/Kill X number of civilians etc...     You could have players who plan to sneak around and try to defuse bombs or set them to get an advantage, which might work but the opposing team might find you and stop you.  Some might ignore the side quests and just decide to face off head-to-head. Players could be scouts flying in the air to try and spot opposing teams trying to complete the side quests and relay info to their side, etc.

    I feel it'd make the warzone feel more interesting and give other player types a chance to shine.  Maybe a toon isn't good at PvP but is very fast and stealthy so they can dash to set the buffs/debuffs, Or maybe a stealthy team sets explosives and wait to ambush heroes that try to defuse them. It adds a strategic win possibility which to me seems REALLY fun. 

    All buffs/debuffs would have to be temporary of course, and the optional side objectives would have to have a respawn time but I think it'd bring a whole new life to PvP and draw in more interest.

    I know there are some side quests in RV that can spawn AV's/Heroes but that's kinda...   meh...

  18. On 4/3/2021 at 4:37 PM, MTeague said:

    Interesting comparison. 

    • I hate radio missions because they're sooooooo blatently one-off generic and are uusally "oh no! Go stop the people who stole the P.L.O.T. device!".
    • By contrast, I usually love the tip missions because they have a nice writeup and a degree of player agency in deciding what to do with the tip, and frequently some good dialogue in the mission themselves. 

    But yea, my first reaction was "This already exists, it's called AE". 

    That said, I would not be opposed to additional vehicles to create missions against varied enemy types. 

     

    With a caveat. 

     

    I don't want dumbed-down level scaling to create, say, lvl 50 trolls that have zero difference in looks/powers but just have buffed stats. So if enemy groups simply  STOP at a certain level, I would want them to stop being available beyond that level, unless you exemplar down to thier level.  I'm fine with the devs introducing actual new mobs that are INTENDED to be fought by max lvl players and actually have a carefully curated selection of power combinations intended to challenge lvl 50's/Incarnates.  But just turning Outcasts into bullet sponges? No.  Maybe Outcasts who are in Granite Armor, or who hit you with Bonfine, or Outcasts who can cast T9 nukes on YOU, etc. But if they still have the same powers they had at lvl 15? No. that's just garbage to try to scale them up as-is. 

     

    Not saying you were going for that specfically. Just saying, that's one direction I'd want to wall off.

    If we can prevent that, then I'm on board with the basic idea. 

     


    To elaborate on my point and how what I'm looking for is different than AE.    Imagine my idea working out like this.  You have a team of 8, the level of the team members are 50/49 and everyones meeting in Atlas Park.  Team leader goes to "contacts" and then the "Custom Mission" tab. The click it and it opens a window with 3 columbs.  Left side is a list of enemy type and you pick one (Or multiple would be cool). Middle is Map type "Warehouse, Sewer, Office, etc.). Last columb is Objective with a list of options like "Defeat leader, Rescue hostage(s), retrieve object(s), etc" and maybe a "Number of missions" area for how many you want in a row.  You press "Start mission" and it pops up as a mission at a random door on your current map which will lead to the mission type you designed.   You and your team do 10 mission in a row in warehouses around Atlas Park fighting lvl 50 Trolls and defeating their leaders and everyone has fun. lol

  19. 11 hours ago, MTeague said:

    Interesting comparison. 

    • I hate radio missions because they're sooooooo blatently one-off generic and are uusally "oh no! Go stop the people who stole the P.L.O.T. device!".
    • By contrast, I usually love the tip missions because they have a nice writeup and a degree of player agency in deciding what to do with the tip, and frequently some good dialogue in the mission themselves. 

    But yea, my first reaction was "This already exists, it's called AE". 

    That said, I would not be opposed to additional vehicles to create missions against varied enemy types. 

     

    With a caveat. 

     

    I don't want dumbed-down level scaling to create, say, lvl 50 trolls that have zero difference in looks/powers but just have buffed stats. So if enemy groups simply  STOP at a certain level, I would want them to stop being available beyond that level, unless you exemplar down to thier level.  I'm fine with the devs introducing actual new mobs that are INTENDED to be fought by max lvl players and actually have a carefully curated selection of power combinations intended to challenge lvl 50's/Incarnates.  But just turning Outcasts into bullet sponges? No.  Maybe Outcasts who are in Granite Armor, or who hit you with Bonfine, or Outcasts who can cast T9 nukes on YOU, etc. But if they still have the same powers they had at lvl 15? No. that's just garbage to try to scale them up as-is. 

     

    Not saying you were going for that specfically. Just saying, that's one direction I'd want to wall off.

    If we can prevent that, then I'm on board with the basic idea. 

     



    That's a good point, but even just buffing their current powers could be interesting.  The energy drain of freakshow buffed to a lvl 50's hit chance and drain percentage would be a challenge in and of itself as most enemies present their own strengths...  unless it's Council.

    Exemplaring sorta defeats the purpose and well, you can already do that just by finding a mission team at that level...

    These added powers and costume pieces and stuff are awesome but I feel some actual game play development would help.  More missions and things to do would help a lot and something like this could keep people occupied for some time I feel. 

  20. 15 hours ago, Darmian said:

    (1) That's ...interesting.  (2) We already have the AE, so that interface is there, and (3) I've been rabbiting on about how the AE itself should be mined for "tip like missions", whether the single drops like actual tips, or a "tip arc" (for want of a better word) that could be a full 5 mission thing.

     

    Interesting variant on things there. Don't see it happening though.



    Yeah but AE is a whole process... Someone has to take time to make an AE mission and then someone has to find it in the list and play it and then.....  what?   Back to square one. lol   AE is wonderful but most players don't want to bother going through all the steps.

  21. One thing that's always seemed a bit of a letdown is if you want to simply run some radios as say a lvl 50, you're both limited to a set handful of enemy types, but also a very annoying and long process if you get a full list of all carnies or Arachnos or something people might want to avoid, OR it's cave maps that people tend to find annoying because (Insert long list of reasons here).

    Maybe it could be a sorta "build your own mission" window where you pick the enemy type (Form ANY enemy type in the game), Map type (Sewer, warehouse, office, cave, etc..) and objective (Rescue, defeat leader/all, Get object, etc...). If any level could do this on any map would be extra cool.  Say a lvl 50 team running lvl 50 Custom missions in Atlas Park. 

    It'd also be awesome if you could have a chance for an AV in these missions too but obviously not a way to make them spawn always, but maybe a 15-20% chance.   I believe it'd make for more fun teams, people can face off against their fav enemies at a higher or lower level, and play the maps they prefer. 

    Lastly, if say you set up your desired missions.  It'd be EXTRA awesome if you'd get another mission of the same type after completion unless you change your filters.  So same enemy type, objective and map type. 

    Imagine a team of lvl 50 toons fighting off a bunch of LvL 54 Freakshow in a warehouse in Atlas Park and Clamor ends up showing up in one of the ambushes or being in the boss fight at the end.  It'd feel more like heroes are fighting crime all over the city, in their fav parts of the city where things can sometimes get serious. You'd also spread out players more as I find a lot of the maps aren't used often these days aside for task forces and the level cap of radios in each zone limits or at least strains the player experience depending on level.

    • Like 1
  22. 4 hours ago, Mjolnerd said:

    I've personally been begging for double auras forever:

    • "We can have auras now at level 30, how about a second one at 40?"
    • "Hey, you know what would be a really cool 'Incarnates  only' costume option to unlock at that merit vendor in Ouroboros? A second aura!"
    • "What the -- !? why does evil Positron in the Keyes trial get two auras and we don't?"
    • "The game's going free-to-play and will be supported by microtransactions? I'd definitely pay extra to unlock the ability to have two auras!"

    Or at least the option to have different combat/non-combat auras (not just "on in combat, off out of combat" so much as "fire in combat, smoke out of combat" or "fire in combat only, smoke all the time" or something). I can fake the latter to a point with multiple costume slots, but the ability to have two different auras at once is one of those things I've always hoped for when an update/issue was announced but never actually expect to get.

     

    Being able to combine a normal aura with a path aura nowadays is nice, but it's only like... halfway to what I really want.



    Yeah the path auras are great but say you want to do fire/elec but have no armor power  Your only options is to have your feet fire or elec and your upper fire or elec... but then it looks like half and half and weird.   Or sometimes the eyes aren't an option for some auras but you want a toon with that aura and glowing eyes...  etc.   Just seems like it's be fairly easy to add and would make a LOT of people very happy. 

  23. 11 hours ago, Davy said:

    The team has already made efforts to allow other body types to use costume pieces originally locked to one or the other. Take the little animal friends that sit on the shoulder, originally that was Female only.

     

    As for a Huge body type a little more on the feminine side? That would be a colossal undertaking if you mean an entirely new model.

     

    However slapping some of the Female faces on Huge? If possible I could get behind that.



    Yeah that's what I'm worried about.  But even just allowing both sexes costume items on all body types where possible would help a lot. 


  24. I've always felt limited to only large MALE toons even during live and would LOVE to see a FEMALE huge model. 
    Also gender neutral costume pieces would be amazing as in all costume pieces are available to all toons regardless of gender or body type. 

    I know for sure that having total freedom of costume pieces would spark SO many new toons it'd be crazy. 

    • Like 7
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