Jump to content

Trickshooter

Members
  • Posts

    530
  • Joined

  • Last visited

Everything posted by Trickshooter

  1. This isn't about excluding anyone. Wanting to feel part of a community is not the same as wanting to exclude people.
  2. What is going on? Literally nobody asked you to accept anything. Someone asked if the LGBTQ community was on Torchbearer and this blew up with people acting like it was an invasion.
  3. If you can fit it in to a build without sacrificing anything, why not? If you take a Travel power, Dark Armor can slot at least one of each of the KB Protection IOs.
  4. Mystic Flight, numerically, is completely identical to Flight, which means it naturally hits the FlySpeedCap and doesn't need Flight enhancements unless you want travel set bonuses. It doesn't accept Range enhancements, so there is no extending the range of Translocation. Best thing to slot is EndRedux for the cost of Mystic Flight and the 13 end-per-teleport of Translocation.
  5. Frostwork is not a buff you put on someone in the middle of a fight, otherwise it would have a +heal component. I mean, my point was just that they have different uses. Frostwork with +MaxHP is better ahead of combat, but Frostwork with Absorb would be better reactively. Frostwork would be great with both, but again, I feel like Cold is already really powerful as is. I'd rather see us trying to figure out where to add Absorb to FF and Sonic.
  6. Following the 2000/3000 HP example, I would still consider +HP to have the advantage. 2 Tanks; Tank 1 with 1000 +HP (sitting at 3000 HP), Tank 2 with 1000 Absorb (sitting at 2000 HP). Both take 1000 damage, both now have 2000 HP. But within the next regen click, Tank 1 will now have more HP than Tank 2, who will still only have 2000 HP. If more damage keeps coming in, Tank 1 will still have the benefit of high regen numbers. But even this only works if they started at max health. If they both had 2000 HP, took 1000 damage, and then one receives +MaxHP and the other gets Absorb, the one with +MaxHP still dies in two attacks, while the one with Absorb doesn't.
  7. It doesn't take Damage Resistance enhancements/sets BUT the Resistance effect itself isn't flagged to ignore enhancements, which means you could probably still enhance it with Hami-Os, I think. It wouldn't be worth it, but you could do it.
  8. Hold on a second. Max HP is the single best defensive buff in the game. Consider that the person you are buffing with Frostwork is likely your tank, who more often than not has softcapped defenses and lots of resist. Not all tanks have +max HP, however, and Max HP is direct damage reduction from all sources, period. So giving someone max HP will make them a lot more survivable than giving them more def/resist that they don't need. Absorb shields are worse than max HP because they don't benefit from resist buffs like max HP buffs do. They're just temporary HP without actually being HP. I would much rather have 1000 more HP than 1000 more absorb, or even 2000 more absorb. You're basically proposing to nerf Frostwork, and a set that is already uncommonly played does not need any more nerfs. Why wouldn't Absorb shields benefit from resist buffs? Absorb should negate the final damage value, not the damage before your resistance buffs (because I think then it would also have to ignore damage buffs to the attacker). Regarding adding Absorb to Frostwork, I think it would be great. Absorb and Defense from the Cold Shields would be a killer combo. A team could avoid a lot of damage dodging most attacks, and then absorbing what attacks do end up getting through. However, I feel like Cold is already a powerful set, and if we're going to add Absorb to other support sets, I'd prefer to start with FF or Sonic, since their kits are more limited.
  9. Well the Psi resistance is already unenhanceable so there's no reason it couldn't work with power boost now. It's likely an oversight where whoever did the proliferation originally went for the full on ignoring buffs rather than just tagging the resistance part as ignoring buffs. Oh? I thought the issue was the the whole power has to be marked to ignore outside buffs? And that's why Cold shields are kind of weak in a power boost world? If they could just mark the resist part of the cold shields as unbuffable, there's no problem, right? It's either or. A power can have enhanceable +Resistance, but will have to ignore outside buffs OR it's +Resistance can be unenhanceable, but the other effects in the power can benefit from outside buffs. Not allowing the +Resistance to be enhanced on Cold Shields would allow them to accept outside buffs, like Power Boost, but you risk upsetting people who have their shields slotted for Resistance or are using Resist Damage IO Sets.
  10. Torchbearer is a server for everyone, "claiming" it for one group or another will just lead to people feeling excluded. Why do people keep trying to win an argument no one is having? He obviously did not mean "claim" in the sense of excluding others from using it. He just wants to know if the CoH LGBTQ community had settled on Torchbearer.
  11. It's a bug. Fade is missing it's flag that makes it immune to outside buffs. There are a few examples like this. Frostwork is another one I remember being on the Current Defender Issues list.
  12. Whoa whoa whoa. This thread has gotten crazy. It's clear from the first couple of posts that the intent here isn't to designate a server for the LGBTQ community to turtle together on in fear or take over and not let others in. Most of us realize the community is generally accepting of all people. This is simply about a subcommunity wanting to know if there is a hub to make teaming and events within that subcommunity easier. Trying to make it about more than that is just trying to start a fight for no reason.
  13. Heal over Time and Damage over Time aren't separate mechanically from regular Heals and Damage, they just have the addition of a tick rate and a duration. Neither effect is ever flagged not to stack from the same caster. If you can cast a second HoT from the same power before the first one finished, you would just have two HoTs ticking on you for their respective durations. Same with DoT on an enemy.
  14. If coming up with a full set is an issue, what if it gave out generic Damage enhancements with procs, like the Going Rogue pre-order enhancements? Coven: Immobilize Proc using Tentacles since they have Dark powers Fir Bolg: Fire DoT Proc, which could somehow use the pumpkin and sinister laugh SFX Spirits: Heal Proc that uses the Spirit scream SFX from when they die? Vampires: Sleep Proc that does... something, I don't now Werewolves: Build Up Proc that uses the Howl SFX when it activates Zombies: Hold Proc that makes enemies play the vomit animation Could be fun. Definitely not as useful as an actual set, but it was just a thought.
  15. I was thinking something simpler, like using the PrestoChango costume change emote. ;D
  16. Well, about it being basic, I wanted it to seem doable in the current state of the game, so I tried to limit new mechanics and gimmicks. For the tier 1 pets, they are all the same, but to be fair, the other Primaries are kind of split, with 4 having different tier 1s, and 3 having them all the same. Since I knew I wanted the second tier pets to be different (something that is currently only done in Demon Summoning, I think), I figured it would be okay to leave the tier 1 pets all the same. Although if I'm being honest, the original plan for the tier 1 pets was that the third would be a firebreather. Then, instead of summoning a Firebreather pet at tier 7, the power was just going to be Fiery Performance, with the MM giving his pets fire damage. Then I realized while I was writing descriptions out, you couldn't slot Fiery Performance with anything unless I made it a Build Up also, which I didn't want to do because then I couldn't have it as an AoE or else it'd have to be on a really long recharge. So the Firebreather was pulled out and made a temporary pet that could grant Fiery Performance. Also, I agree the non-attacks are lacking, and I did want to add more, but I also had concerns about Pet AI using anything efficiently. However, I do consider the Clowns aura another non-attack power in the mix. When they're together they're potentially debuffing a group of enemies by -15% Damage and Defense. Basically I had bigger ideas, but I don't know what is and isn't possible right now.
  17. WHY should I think of it as a single target attack when it is by definition narrow cone with a max of three targets? How would it open a can of worms on what people call an underpowered power set? If the 3 target limit remains, what's the issue? It still can't hit more than 3 people, which is what the developers intended a decade ago. I'm just saying if you want Piercing Rounds to act more like a cone, expect for it to also do damage more like a cone, which would be a significant nerf. As of right now, it's basically a snipe with no interrupt timer that can hit up to 3 enemies.
  18. Think of Piercing Rounds as a single-target attack that does a little less damage than it should in order to hit up to 3 targets. Trying to make it a better AoE will only be opening a can of worms, I think. As an 80ft cone, it already breaks the damage formula, doing more than double the damage it should. If it did appropriate damage, it would only do 67.52 damage unslotted at level 50, when it currently does 143.89.
  19. I don't know a better way to word this, but there are several costume pieces, typically that use cape tech, that can be colored on both sides, but only provide a tab to choose colors for one side. Usually this is the outer facing side, and the only way to change the inside colors is to click the "link all costume colors" button, which will change the colors on your entire costume, then unlink them and fix the rest of your costume. I'd really appreciate it if these pieces were given a second color tab in order to select the colors for the inner facing side, like it is for actual capes. I don't know all the pieces, but here are the ones I've used lately: Butler Tux Wedding Tux Bridal Veil hair Cosmic Corsair belt (this one is especially annoying because the color tab provided ONLY changes the color of the inside, which you can only see if you look between your legs)
  20. There are plans to get those sets finished. We dont want to half-ass it, though. We wont just copy another power's fx and call it done. We will borrow particles, so some FX may look "at home" with similarly themed powers, not unlike how Rad Armor shares many particles with Rad blast, and Soul Noir dark theme borrows particles from Dark Control. We will just not just slap energy blast fx to Wrist Blaster, Blaster Drone, or whatever the final name for that power ends up being. Animation time matching is mostly an issue with powers that are already in use, these powers are new so changing the animation is not out of the question (although changing the animation time will always mean pvp attributes also need changing.) Biggest challenge is Bollas in the Utility Belt, as it already has a half-done cool animation with no fx that seems to expect a rather complicated fx script, plus is missing a flying animation (may force the power to only work on the ground.) Gadgetry is also underwhelming thematically, plus, anyone can buy a lame jetpack. Feels very redundant with Utility Belt and available temp powers, so the current plan is to re-conceptualize it as Cybernetic Enhancements (sounds a bit more techy, in contrast with Utility Belt's nature theme) with the flight power being based on Iron-Man like thrusters. The current plan is to develop them one by one, but it will take time. That sounds awesome.
  21. For future reference, in the enhancement screen, you can double check this stuff by hovering over a power. It will show you accepted enhancements, and then underneath that it will show you accepted sets. You always want to give that a look because sometimes things don't accept what you think, whether intentionally (like in this case) or as a bug (like in the multiple cases where the original devs confused whether a power should take Targeted AoE/PBAoE/Melee sets).
  22. Please be gentle, it's been awhile since I've tried to design a powerset! Circus Performers You command a troupe of lively performers. These colorful artists specialize is stunning foes and knocking them off their feet! Circus Performers are nimble and adept at dodging, as well as trained in maintaining their balance. Bullhorn Shriek You let forth a quick Shriek through your Bullhorn, damaging your target and weakening their damage resistance. 3s Recharge 5.46 Endurance Damage(Energy) Damage(Smashing) -15% ResDebuff Summon Clowns Summon one to three Clowns (depending on your level) to do your bidding. Clowns are nimble and capable fighters, especially since most enemies will let their guards down around a harmless Clown. You may only have 3 Clowns under your control at any given time. If you attempt to call Clowns, you can only replace the ones you have lost in battle. If you already have three, the power will fail. 60s Recharge 19.5 Endurance Basic Abilities Train Performers Upgrade Performers Juggling Pin Bash Damage(Smashing) Damage(Fire) Tagged FieryPerformance Disorient(Mag2)(50% Chance) Guards Down -5% DmgDebuff on foes within 7 ft -5% DefDebuff on foes within 7 ft Inherent Resistance & Defense +5% Defense(All Positions) Res(Knockback, Knockup, Immobilize) Banana Peel Throw Damage(Smashing) Damage(Fire) Tagged FieryPerformance 0.67 KnockUp Seltzer Water Damage(Cold) -5% ToHitDebuff Explosive Juggling Pin Damage(Lethal) Damage(Fire) Tagged FieryPerformance Juggling Pin Jawbreaker Damage(Smashing) Damage(Fire) Tagged FieryPerformance 0.67 KnockUp Bullhorn Scream You Scream through your Bullhorn causing serious damage to a target while weakening their resistance to further damage. 6s Recharge 9.62 Endurance Damage(Energy) Damage(Smashing) -15% ResDebuff Train Performers Train your Henchmen to perform new tricks to use against your foes. This power permanently bestows new powers and abilities to all of your Circus Performer Henchmen. The powers gained are unique and dependent upon the type of Henchman. This power only works on your Circus Performer Henchmen and you can only Train your Henchmen once with this power. 6s Recharge 22.75 Endurance Bullhorn Howl You release a short range, but powerful Howl through your Bullhorn that damages foes in a cone in front of you, as well as reducing their resistance to damage. 10s Recharge 13 Endurance Damage(Energy) Damage(Smashing) -15% ResDebuff Summon Acrobats Summon one to two graceful Acrobats (depending on your level). Acrobats have superior reflexes compared to Clowns. The first Acrobat focuses on their strong legs while the second is a tightrope walker who attacks with a balance pole. You may only have 2 Acrobats under your control at any given time. If you attempt to call more, you can only replace the ones you have lost in battle. If you already have your maximum allowed number, the power will fail. 90s Recharge 19.5 Endurance Acrobat: Basic Abilities Train Performers Upgrade Performers Thunder Kick Damage(Smashing) Damage(Fire) Tagged FieryPerformance Disorient(Mag2)(30% Chance) Jump Kick Damage(Smashing) Damage(Fire) Tagged FieryPerformance 0.67 Knockup(80%) Throw Sand -5% ToHitDebuff Disorient(Mag2)(80%) Inherent Resistance & Defense 7.5% Defense(All Positions) Res(Knockback, Knockup, Immobilize) Dragon's Tail Damage(Smashing) Damage(Fire) Tagged FieryPerformance 0.67 Knockback(75%) Storm Kick Damage(Smashing) Damage(Fire) Tagged FieryPerformance Axe Kick Damage(Smashing) Damage(Fire) Tagged FieryPerformance 0.67 Knockback(40%) -7.5% DefDebuff -1.6 FlyDebuff Crane Kick Damage(Smashing) Damage(Fire) Tagged FieryPerformance Knockback(60%) Tightrope Acrobat: Basic Abilities Train Performers Upgrade Performers Mercurial Blow Damage(Smashing) Damage(Fire) Tagged FieryPerformance -5% DefDebuff Precise Strike Damage(Smashing) Damage(Fire) Tagged FieryPerformance Disorient(Mag2)(30% Chance) Inherent Resistance & Defense 7.5% Defense(All Positions) Res(Knockback, Knockup, Immobilize) Guarded Spin Damage(Smashing) Damage(Fire) Tagged FieryPerformance +5% Defense(Melee) Serpent's Reach Damage(Smashing) Damage(Fire) Tagged FieryPerformance 0.67 Knockback(80%) Sky Splitter Damage(Smashing) Damage(Fire) Tagged FieryPerformance 0.67 KnockUp Disorient(Mag3) -1.6 FlyDebuff Eye of the Storm Damage(Smashing) Damage(Fire) Tagged FieryPerformance 0.67 Knockback(40%) Summon Firebreather Turn up the heat on your foes with a performance from a Firebreather! Your Firebreather will attack foes from a distance with Fiery Breath that leaves behind burning patches of fuel. The Firebreather will also occasionally ignite your other Henchman’s weapons, adding Fire Damage to all their attacks for a short time. Because fire breathing is dangerous work, this performer won’t stick around for long and will eventually retreat to recover. The Firebreather cannot gain new abilities from Train Performers and Upgrade Performers. 600s Recharge 13 Endurance Fire Breath Damage(Fire) Burn Patch Damage(Fire) Fiery Performance 100% chance to all effects tagged FieryPerformance Summon Strongman Summons an intimidating Strongman to join your troupe. The Strongman is nimble like most Circus Performers, but is also fairly tough. This performer attacks with a large mallet that stuns and knocks down most enemies. 120s Recharge 19.5 Endurance Basic Abilities Train Performers Upgrade Performers Hammer Bash Damage(Smashing) Damage(Fire) Tagged FieryPerformance Disorient(Mag2)(30% Chance) Hammer Pulverize Damage(Smashing) Damage(Fire) Tagged FieryPerformance Disorient(Mag2)(30% Chance) Inherent Resistance & Defense +5% Defense(Melee) +20% Res(Smashing, Lethal) Res(Knockback, Knockup, Immobilize) Hammer Jawbreaker Damage(Smashing) Damage(Fire) Tagged FieryPerformance 0.67 KnockUp Whirling Hammer Damage(Smashing) Damage(Fire) Tagged FieryPerformance Disorient(Mag2)(30% Chance) Hammer Crowd Control Damage(Smashing) Damage(Fire) Tagged FieryPerformance 0.67 Knockback Hammer Shatter Damage(Smashing) Damage(Fire) Tagged FieryPerformance 0.67 Knockback Upgrade Performers Upgrade your Performers with advanced and exciting skills. The Upgraded Performers will gain new abilities and powers. The powers gained are unique and dependent upon the type of Henchman that is Upgraded. Upgrade Performers only works on your Circus Performers and you can only Upgrade your Henchmen once with this power. 10s Recharge 22.75 Endurance
  23. Visually, her appearance seems to hint at this. The hair color and style are very similar to Sister Psyche. And unlike the other Carnival of Light, Vanessa's outfit's highlight colors are blue-green or teal, like Psyche's. Lore-wise, Mother Mayhem's story arc souvenir hints at "some sort of history" between the two, which leads to Mother being so eager to attack Vanessa that your character finds her attitude "concerning". Also regarding the lore, Giovanna Scaldi is strangely absent from any descriptions of Praetorian Vanessa, despite how large a part she plays in Primal Vanessa's story. So... is it possible that the "unstable psychic" Praetor Tilman was treating the day of her "freak accident" was Vanessa? And the reason that Tilman needed Aurora's body was because Vanessa took over hers? And maybe Vanessa's mask doesn't have Giovanna in it because it's main purpose was just to hide Praetor Tilman's face?
  24. I remember a Patch Note from Issue 25 saying that invasions won't spawn enemies for characters below level 25.
×
×
  • Create New...