Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
58 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by RadiantPhoenix
-
This feels like an extension of Stance and Walk animation settings, so maybe it should go with those under the "Inherent" tab. I would definitely like to see more options to change our default animations.
- 1 reply
-
- 1
-
-
New Null the Gull Setting: Minimal Fx Buffs
RadiantPhoenix replied to RadiantPhoenix's topic in Suggestions & Feedback
Just to clarify what I am asking for: Ingredients: 1x Me, playing my character 1x Friendly Cold Domination support, played by somebody else, with default customization settings Steps to reproduce: Have the Cold Dom player cast Ice Shield on me What happens: My character is visually completely encased in a glowing block of ice What I would like to happen: My character experiences less visual changes -
The complicated part here is that most Earth-themed debuff powers are already in Earth Control or Seismic Blast. The sand is an interesting idea, though. Martial Combat (Blaster) has a "Throw Sand" power that blinds and stuns a group of enemies, so maybe we could do something like: T?: Sandstorm Precedent: Distortion Field (Time), Throw Sand (Martial Combat), Earthquake (Earth Control) CD: 60s Duration: 45s Range: 70ft Target: Location (Pseudopet) AoE: 20ft PBAoE Defense Type: Auto-hit, Area Sets: -Def, -ToHit, Stun Description: "Foes within your Sandstorm are blinded, making it harder for them to hit or evade attacks, and may be left briefly unable to attack at all." Effect: Enemies suffer -31.25% Def(All), -18.75% ToHit, and -90% Perception (Blind). The also have a 3% chance every second of suffering Mag 3 Stun for 6 seconds.
-
The proposal has a clear mechanical identity as a powerset that is primarily DoT (as opposed to "burst DPS with a little DoT on top for spice"), which is not shared with any other DPS powerset, AFAIK.
-
Some of the discussion in later posts is confusing, but it sounds like what you're asking for is: You want your alignment to remain Praetorian, rather than one of the Primal alignments You want to do story content all the way to level 53. The obvious chunks of existing co-op content to unlock with minimal new story content are both tied to the Midnighter Club: Cimerora (35+), and the ITF in particular Dark Astoria (50+) And, conveniently, doing Night Ward content leads you directly to either freeing or taking control of the Praetorian Midnighter club. All you would need in terms of story would be: Someone in the Praetorian Club either connecting to the Primal Club, or just getting their own Pillar from Ouroboros to access Cimerora. A short intro mission (50+) to bridge Praetorians into Heather Townshend Getting access to Ouroboros itself would be a great convenience, but the actual Ouroboros missions are pretty clearly tied to Primal alignments, and would basically need to have new versions written for Praetorians. The process, of course, is trivial: a Primal comes by and drops an Ouro portal in Praetoria somewhere, and you walk into it.
-
We were just discussing how there is at least one way of looking at things where Masterminds actually have the most. (Excluding some powersets that are only ever Secondary)
-
I made this a separate suggestion:
-
Some buffs (e.g.: Ice Shield in Cold Domination) have very intrusive visual effects. I would like to be able to force those buffs into Minimal Fx mode (or complete invisibility) on my character. This seems like something that Null the Gull should be able to do for us.
-
I think it makes more sense than merely counting them. The actual problem with MM diversity is (as mentioned) that pet customization is extremely restricted. (a problem shared with Controllers and Dominators)
-
On the other hand, if we divide powersets by the number of ATs that use them, we get a very different picture: 15 unique Blaster secondaries 13 unique Dominator secondaries 7 unique MM minion powersets 6 control powersets per AT (12/2) 5.5 melee damage powersets per AT (22/4) 4.25 support powersets per AT (17/4) 3.75 ranged damage powersets per AT (15/4) 3 armor powersets per AT (15/5)
-
I have a name proposal: Napalm Blast (or Napalm Assault, or...) What I am imagining is: One animation set uses a gun, the other animation set does not. Attacks inflict -Regen debuffs All or most damage is in the form of long (15s+) Fire DoTs, with no initial burst damage Like Ice Blast, it has two Location AoE attacks, one of which is the T9. (and yes, these inflict DoTs over time, so the damage feels weak but appears to accelerate) Like Ice Blast, it has two Mez attacks, but they inflict Terrorize instead of Hold
-
Psychic Scream is really weak, and should not be viewed as the standard for Corruptor cones. Let's compare numbers on three cone damage powers: (Corruptor, no Scourge) * Wall of Force (FoW): 10.2 DPA = 26.9 / 2.64s * Psychic Scream (Psi): 20.5 DPA = 43.4 / 2.112s * Buckshot (AR): 36.0 DPA = 38.0 / 1.056s As we can see, Psychic Scream is barely half the DPA of Buckshot, and Wall of Force is less than half the DPA of Psychic Scream.
-
Here's a mostly buff-oriented mix I put together just now based on Stone Armor and Earth Manipulation: First, let's do some 4 minute shields, like Force Field: Rock Armor becomes Rock Shield: 4min Shield: +15% Def(S/L/Melee), +40% DDR Crystal Armor becomes Crystal Shield: 4min Shield: +15% Def(E/N/Ranged/AoE), +20% Recovery Then we add some toggle auras, based on the toggle powers in Earth Manipulation: Mud Pots and Mud Bath become: Mud Baths: Toggle Aura: Heals nearby allies (50/4s), slows (-40%) and immobilizes (2) nearby enemies, and deals some Fire damage. Crystal Armor and Beryl Crystals become Beryl Aura: Toggle Aura: You and allies gain +15% Def(Psionic), +15% (Global) Recharge, +33% Accuracy, +28% Res(-ToHit), 30 Confuse Protection, and some other stuff. We also want some other team buffs: Rooted becomes Earthen Fortress: Faraday Cage: Repels enemies, grants allies +mez protection, +100% Regeneration, and +86.5% Res(End,Rec) Brimstone Armor becomes Brimstone Arsenal: PBAOE Buff Clickie: You and allies gain bonus Fire and Toxin damage on all attacks. Granite Armor is really iconic, so let's turn somebody into a Devouring Earth: Granite Armor becomes Granite Shield: ST Ally Toggle: One ally gains +40% Res(All), +15% Def(All), and mez protection Having some method of healing people would be nice: Earth's Embrace becomes Earthen Embrace: ST Heal: Heal 535, +535 MaxHP And finally, a way to interact with dead allies: And a new power: Burial: Vengeance: +35% ToHit, +25% Def(All), +35% Damage, and various mez resistance and protection. Stacks with normal Vengeance, because we've had one Vengeance, but what about Second Vengeance? (I don't think they know about Second Vengeance) (Numbers are for Defenders. All other ATs will have smaller numbers)
-
Wait, what? It does less DPA than Psychic Scream!
-
Let's send the farmers upstate!
RadiantPhoenix replied to Psi-bolt's topic in Suggestions & Feedback
I will leave the decision of what the "EZ-AE" zone should look like to others, as long as it's nice and open, and not a 5th Column tileset or smth. (No flags) -
Hydro Armor (For melee and sentinels)
RadiantPhoenix replied to ZeeHero's topic in Suggestions & Feedback
Power of the Depths has no crash, and can be made perma, but half of the bonus wears off over time. I don't see why this T9 should be any less. Here is some of what a Marine Defender and anybody on their team who stays close to them gets: +30% Rec, Res(Rec,-END) +25% Res(Smashing, Fire) +12.5% Res(Everything else) +7% Def(All) Absorb = 4% MaxHP every 2s, stacking twice Toggle Aura: Enemy: Cold Damage, Self: +33% DMG, +11% ToHit, +22% Recharge Location AoE: Self: +30-45% DMG, Enemy: -30-45% DMG, -Fly, -movement, chance of KD Click: Self: Heal, Enemy: -15% DMG Power of the Depths: (T9) +535.4 MaxHP +400% Regeneration +20 MaxEND +55.875% Range Add some taunt and mez protection to that, and reformat it to feel more like a Tanker, and we've got a powerset. And the Marine Defender still has three more clickie powers. -
Hydro Armor (For melee and sentinels)
RadiantPhoenix replied to ZeeHero's topic in Suggestions & Feedback
Whatever it's doing, it should definitely carry over some attributes from Marine Affinity, because a buffing Support powerset is basically an Armor powerset that affects your whole team. Marine Affinity has: Mixed +Res and +Def Elevated resistance to Smashing and Fire Resists Endurance debuffs Boosts Regeneration and Recovery Boosts Max HP and Range Fast-replenishing Absorb A cold-damage toggle that buffs allies and debuffs enemies A bunch of irresistable -Damage debuffs to mitigate enemy damage Adapting that to an Armor powerset, we probably want: +Res(All) toggle (Takes: +Res) +Recovery passive that also resists -END and -Recovery (Takes +END) Mez protection toggle with +Res(Fire and Smashing) (Takes: +Res) Cold-damage aura toggle that debuffs enemy Damage and buffs your ToHit and Damage (takes: +ToHit, +Damage) +Def(All) toggle (Takes: +Def) +Absorb toggle (Takes +Heal) +MaxHP clickie (Takes +Heal) A T9 that, among other things, boosts your Regeneration, Range, and Max Endurance Which is most of the way to an Armor powerset already -
This sounds similar to the idea of "interrupt" mechanics from other MMOs. The way those work is: Some raid bosses will use attack that take a long time to cast, and some of those can be interrupted. Many or all players have a specific ability that interrupts attacks. When the raid boss starts casting its big scary attack, somebody has to interrupt it or else bad stuff happens. Looking at your idea, it seems like: There is a new mez condition called "Hindered", that does nothing on its own. Hindered is also not on the Purple Triangle list. Some important enemies (and maybe players too) have a big, scary power that cannot be cast while "Hindered". Controllers and Dominators get Mag 3 "Hinder" attached to some of their mez powers (unaffected by Overpower/Dominate). Other ATs that get Con/Dom powers from Epics (or smth) also get "Hinder" attached to those powers. Is that accurate?
-
Let's send the farmers upstate!
RadiantPhoenix replied to Psi-bolt's topic in Suggestions & Feedback
Between the two, I favor putting in a new dedicated AE zone (without removing the existing AE locations), with: Many tiny AE consoles SG Base portal right next to the AE An NPC to sell stuff to right next to the AE entrances Some crafting benches in the back so you can craft your Purple and PVP IOs for the AH Give Dr. Aeon a whole new zone for his business. 😄 I'm not sure if it's possible to make an AE entrance inside an SG Base, but that could be nice too. -
Give knock powers a chance to detoggle debuffs
RadiantPhoenix replied to Uun's topic in Suggestions & Feedback
Chill of the Night is the Spectral and Death Mage families of CoT, but not the other kinds of Mages. Also, doesn't high-magnitude Knock already counter this by knocking the source of the aura far enough away that you are no longer in range? It's only 10 feet, after all. -
Make Giant Monster adds spawn without fixed levels
RadiantPhoenix replied to ThatGuyCDude's topic in Suggestions & Feedback
A workaround exists, but I think this change would probably be an improvement because of the convenience. The workaround is to form a league with 50s leading each team, bringing everyone else up to 49 or better. -
What I was saying later on with Barrier Reef, FFG, and Dark Servant is that because they are (uncontrollable) mobile pets that (mostly) follow you, you have no real reason to place them in a particular location. Thus, they should be placed automatically at your location with a single click or keystroke. Because powers should not require two clicks unless there is a very good reason to do so.
-
Sonic Resonance is a support powerset that looks cool, but feels weak to me. It resembles Force Field (FF), but FF feels like it has a little extra added onto most of its counterpart powers. Here are some changes that I think might improve the set: T1: Sonic Siphon This is a -RES power, which is good, but that's all it does. I feel like it should either: Play into the name ("Siphon") and "transfer" some of that RES to the user by adding +RES to the power. (allowing players to slot +RES sets) Play into the description ("set up a constant vibration within the body of your foe"), and do some damage-over-time on top of -RES (allowing players to slot damage sets) Help more with AVs by adding 500% -Regen to the power T2: Sonic Barrier T3: Sonic Haven These are 4 minute shields, which are strong, but that's all it does. FF's equivalents have several advantages: They add extra benefits (Tox resist, END/Recv resist) They are +DEF, so they can take LotG globals Personally, I think these should add some uncommon debuff resistances, like DDR, ToHit, or Regeneration. T5: Disruption Field This is an AoE -RES power, which is very good, but making it a toggle that targets somebody else means that it falls off whenever you go through a door. Is there some way to make it stop doing that? T6: Sonic Dispersion Almost identical to the FF equivalent, except it offers less Mez protection (-20 vs -30) and resist (2.0 vs 3.0), and falls off more quickly if somebody leaves (2.25s vs 15s) T7: Sonic Repulsion A clear parallel to the version in FF, except the FF version got buffed a bunch (no extra END per target, and has Repel in addition to KB) and this didn't. T8: Clarity This one is almost an exact copy of Clear Mind from Empathy, except it takes longer to cast. It should really take a page out of the other three variants on this power and do something else too. Maybe Psi resist, or another type of debuff resistance? T9: Liquefy This power feels like it just doesn't have a use-case: The CD is so high that you can't just throw it on regular enemy groups The debuffs (-ToHit, -DEF, -RECH) don't work on AVs because of AV resistance The damage isn't high enough to matter I think that the correct angle to pursue here is further reducing the CD to something like 30 seconds, but making it replace itself so that you can only have one copy out at a time. This makes it a nice AoE debuff that you can throw down on ordinary enemy groups to help protect the team.