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Trickshooter

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  1. 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.
  2. 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.
  3. 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.
  4. 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)
  5. 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.
  6. 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).
  7. 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
  8. 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?
  9. I remember a Patch Note from Issue 25 saying that invasions won't spawn enemies for characters below level 25.
  10. Like it says in the other thread, none of the Taunt Auras accept Taunt IO sets, but I can't remember the specific reasoning, though I think it had to do with the sets that have procs. Just a bit of history, Taunt IO sets were added with Issue 11 and there was only about a 3.5 month window where Taunt Auras could accept them before it was patched out.
  11. There were sweeping changes made to set bonuses in Issue 24: https://paragonwiki.com/wiki/Patch_Notes/2012-08-08_Beta
  12. It has to do with Strength modifiers, I believe, but after 7 years I honestly can't remember the specifics. summoning circle, hope this works ??? ??? ??? ??? ??? ??? arcanaville ??? ??? ??? ??? ??? ???
  13. The problem isn’t Power Boost not affecting Resistance, it’s about powers with Resistance having to be exempt from ALL outside buffs, Power Boost being just one of them, or else things get crazy. A Brute’s Fury or a Kin’s Fulcrum Shift would, in addition to their huge damage buffs, would also buff any Damage Resistance on a character to their cap.
  14. Underperforming Trick Arrow Electrical Blast Energy Melee Not underperforming, but in need of one or two improvements Force Field Sonic Resonance Regeneration Ice Control Mercenaries
  15. I think at this point it's unlikely we'll ever see a new body type. From what I understand, in order to add one, every existing costume piece would need a new version made to fit the new body type. That is like thousands of assets to create.
  16. Make Elec Blast attacks cause the same electrified Sleep effect that some of Elec Melee has! I honestly don't know if that would improve anything, it's just something I always wished they did.
  17. It does work on Force Field bubbles. Power Boost's +Special effects are only prevented from working on powers that have enhanceable +Res(Damage) due to a (from what I understand) deeply rooted coding issue between Resistance and Damage buffs that would be very difficult to fix. Since Force Field bubbles only provide an unenhanceable +Res(Toxic), they don't have to be exempt from outside buffs like Power Boost's +Special. Cold Shields have enhanceable Cold and Fire resistance, so they can't allow outside buffs, otherwise +Damage buffs would also buff the +Resistance they offer. In order to allow them to be affected by Power Boost, you'd have to drop the ability to slot resistance, which some people might not be happy about. If it's any consolation, this also means Cold Shields are immune to -Special, so they can't be weakened below their enhanced value.
  18. This was something I had sent to Synapse years ago and he said he'd forward to Arbiter Hawk, but then it turned out to be right before the sunset announcement was made, so I don't know if this was ever fixed: Someone asked for the Taunt mags and durations of the Radial Path of the Melee Hybrid Tree, and I posted them: Melee Radial Genome: Mag 3.4 for 2.1s every 2s Melee Partial Radial Graft: Mag 6.8 for 2.1s every 2s Melee Total Radial Graft: Mag 10.2 for 2.1s every 2s Melee Radial Embodiment: Mag 13.6 for 2.1s every 2s The thing is, as I was doing that I noticed that they work completely different from any other Taunt aura in the game. Threat is calculated using Taunt Duration, not Magnitude. So as you move up the Radial Path, the Taunt doesn't actually improve your ability to maintain aggro. Instead, it only has a greater chance of overcoming Taunt Protection, which I'm not even sure many (if any) mobs have. If the idea is to improve the Taunt effect as you move up the tree, then I think they'd do better like this: Melee Radial Genome: Mag 4 for 3.4s every 2s Melee Partial Radial Graft: Mag 4 for 6.8s every 2s Melee Total Radial Graft: Mag 4 for 10.2s every 2s Melee Radial Embodiment: Mag 4 for 13.6s every 2s This way, the amount of Threat generated improves as you move up the tree, improving the ability to maintain aggro.
  19. The first set of ATOs was added in the Heroes and Villains Super Packs on 2/14/12, so about Issue 21.5. Weird, the patch note specifically called out that they were added to Hazard and Trial zones. I will change the post to say "most zones."
  20. I think Serum could benefit from an effect similar to Fortify Pack in Beast Mastery, where just having the power grants all the Mercs some passive bonus in addition to the effects from using it. Maybe having Serum grants all Mercs a small amount of +Damage/+ToHit/+Resistance(All but Psi)/+Recovery, and then as part of the crash (which I would also suggest reducing), whichever Merc you used Serum on is exempt from this passive buff for 20 seconds. That would help Mercs overall, in addition to making Serum worth taking, without approaching cottage rule-level changes.
  21. Like you said, Gravity's (and Elec's) Immobilizes never had this -KB effect to begin with (to prevent Elec's Jolting Chain and Gremlins, and Gravity's Lift, Propel, Wormhole and Singularity from working as intended), so there was nothing to change in regard to the issue that was being addressed. The intent wasn't for all Immobilizes to convert KB to KD, but rather any Immobilize that previously caused KB to stop working to instead reduce it to a very low amount. That was done because the -KB effect actively worked against other powers in those sets (Bonfire, Ice Slick, Earthquake, Carrion Creepers). Edit: Reworded for clarity.
  22. FF offers both typed and positional defense. Every +Defense buff in the Buff/Debuff sets was changed to make sure they could stack with either category of Defense. I think it was as early as either Issue 5 or 6.
  23. Archetypes have been able to switch sides since Issue 18 in 2010, and all Archetypes have been available to start as either a Hero or Villain at creation since Issue 21 in 2011. This wasn't a SCoRE change. The introduction of Praetoria in Going Rogue made this necessary. If the Villain ATs always became evil and the Hero ATs always became good, the entire point of Praetoria would've been lost.
  24. Some powers have a cost per enemy affected, like Repulsion Field. I honestly can't recall a list of such powers off the top of my head, but IIRC a couple of them take that cost in % rather than flat. Which is... a pretty niche area, and probably a deliberate choice for those powers. If they exist. I'd like that screenshot too. Yes, but those effects don't show up as endurance consumption for combat attributes or as endurance cost in the power info display, as they're actually set up like self endurance drains in the power effects, so they wouldn't explain what the OP is seeing.
  25. Do you have a screenshot to show this in your combat attributes? Also, what is your AT and powerset? To the best of my knowledge, all endurance costs are already a static cost.
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