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Everything posted by ThatGuyCDude
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A new Archetype (The longest of longshots)
ThatGuyCDude replied to Billbailey96's topic in Suggestions & Feedback
Yes indeed. Assault (the Dominator Secondaries)/Support (the Defender Primaries) performs quite well as boss sets in Architect Entertainment... there's room for something interesting for players to come out of that. I've also seen suggestions for Melee as the primary with a mashup of Control and Support as the secondary. I could see Blaster Secondary/Defender Primary making for an interesting power assortment, too, though it's not a combo you can test in AE (pity). An inherent that echoes the support abilities back on the user, perhaps with a proc rate based on 'Peril', sounds like a good fit. -
The deer caught in the headlights. The frog trapped in a snake's gaze. That feeling of "Oh man, this guy is going to KILL me!" that paralyzes the bruiser's victim. Mez is on-point for a terrifying tower of rage. If it's a passive feature (a class inherent) that's tied to the amount of Fury the Brute currently possesses, then it doesn't matter that it would slow down Fury generation because it triggers more often when additional fury is unnecessary (the bar is close to full). It's also a slow down, not a cessation, as the Brute's attacks also generate fury; it would give the Fury bar a nice normalized curve that makes the dizzying highs less frequent and more exciting. The only issue with a Mez is that there are situations where you wouldn't want it to apply. So you make it a toggle power the Brute gets at Level 1 (like Sentinel's debuff click), and the player can turn it on or off as needed. It's a buff, but in a lateral category that isn't "survivability" OR "damage"; it's a third leg for the table to stand with. It's also a nerf, because when control mitigation goes up damage output equivalently goes down. It's also probably the only approach that wouldn't require mass respecs for any archetype, and the one that would have the least opt-out impact to current Brutes: never use the toggle and they play just like they always did.
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I've been dwelling on this kind of approach too recently. Given Tanks are currently under revision, I went down memory lane about possible Brute niches. My suggestion last year was an activation power for Brutes that would hold a group of enemies, building on the notion that control is a form of damage mitigation that doubles as threat management for the entire party, and playing off Dark Armor's existing terrorize mitigation design. Having slept on that idea for a year, it's clear a click isn't the solution, but a Fury-based debuff could be. Anything but a hold won't make a difference, though, because of the Interface Incarnate Slot. A Brute applying -toHit penalties with their primaries won't be any different than somebody else doing it with all of their powers anyway. Perhaps instead a toggle that--when on--gives all Brute attacks a chance to apply a hold, with probability based on how much fury the bar has. Holds slow fury gain [lack of 'being attacked' generation], but if the bar is closer to full that's less of a problem. Also, being a toggle, you always have the option to turn it off if the control portion of the party has it covered (or in situations where you don't WANT the enemy to be held, like when you're leading them to a vantage point). ...Call it "Paralyzing Fury" or something. I dunno... workshop it. Under the hood it'd have to be a bunch of separate Mag 1 hold abilities separated by tier so they could stack; that's not a problem though because then the trigger rate by Fury percentage could be adjusted for recharge time.
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For the benefit of costume theming, as well as using an epic pool to add an additional accessory to a character, I suggest the more mundane mace and axe models (such as the shovel, the fire and lumberjack axe, the baseball bat, and the wrenches) be added to the Arachnos Mace item slot as options, so that they are usable by Bane Spiders and anybody who takes the Mace Mastery pool. I want to bat a web grenade at my enemies, or give my fireman sentinel a fire axe at level 35 (the kind used to chop down doors, not the kind actually MADE out of fire). I suspect others might be interested in the same.
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KALLISTI WHARF-Make repeatable maps smaller
ThatGuyCDude replied to CU_Krow's topic in Suggestions & Feedback
I do rather like the corporate offices map that comes up frequently. That said, I think it would have better pacing if the first floor (with the lobby) and the second floor (with the two skywalks) were selected randomly as the entrance and only one of them was present on each 'radial' mission. Compared against the Astoria-style caves that also pop up from that contact, they do run a bit long... removing one floor from the picture would help make the pacing more consistent. In short, I agree! -
Haven't had a chance to try them yet, but... if the captions are too long, wouldn't it be better to shunt that text into non-progression clues and souvenirs instead? That way players looking for the lore can take their time with them in a solo or repeat run, whereas teams would only need to worry about the broad strokes. Older missions from Live handle lore that way, letting players engage as much or as little as they like. Just deposit them into the player's clue repository when the walls of text would occur, with the pop-up captions being summaries instead. EDIT: Okay, I've played about half of Alexander's arc and I see the problem clearly now (and clues are not the solution). Captions need about a three-line limit to allow the average player enough time to read them before the next one comes along. The long ones definitely need to be broken into more bubbles.
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Gender Equality!! MM Thugs/Zombies/Merc/Ninja
ThatGuyCDude replied to MidnightCry's topic in Suggestions & Feedback
Men were REAL men! Women were REAL women! And small furry creatures from Alpha Centauri were REAL small furry creatures from Alpha Centauri! (How would the new models be selected? Power customization? Randomly? Random might interfere with henchmen/pet naming conventions, unless the game starts tracking pet names by model instead of pet slot number. EDIT: Just to be clear, I'm on board with any customization or variety expansion in the game... just trying to wrap my head around how the devs might handle the details.) -
Whitecap not AOEing if damage procs kill the initial teleport target
ThatGuyCDude replied to Renbletz's topic in Bug Reports
I've never seen the problem on Savage Leap, but Savage Leap's teleport order is different: it spawns the pseudopet immediately (instead of after .8 seconds) and then the teleport occurs .1 seconds after the activation, so if you miss you don't teleport at all. That might actually be beneficial to White Cap, since if the power fails you'd remain out of the fray. Trading the White Cap priority so that the teleport occurs at .8 seconds after activation and the pseudopet at .7 might be the fix it needs. -
Whitecap not AOEing if damage procs kill the initial teleport target
ThatGuyCDude replied to Renbletz's topic in Bug Reports
I wonder if there's a way to move the procs off the initial hit onto the pseudopet instead; this sounds like the same mechanism that Burn was originally using to double-proc (one for the activation that spawns the pseudopet, and one for the pseudopet itself). If the procs could be called on the pseudopet instead of the initial hit, that would ensure it's spawned before proc damage can defeat the original target, right? -
While a dice roll's true for a single proc, having 'em in a bunch of different powers would increase that probability (three attacks would make it like a coin flip each rotation). The idea was to chance for a consistent bonus control, a happy mitigation every few attacks. With Oppressive Gloom running, that would make regular attacks on a focused boss target have a chance to spread the stun. I already do this with fears using the Presence pool and Cloak of Fear (can even fear Elite Bosses, or ArchVillains when they don't have their purple arrows of doom up), but that's dependent on Mag 2s from three sources. If Triumphant Insult and Unspeakable Terror had been Mag 2s, I could've chanced a similar outcome from them, Pounding Slugfest, and Oppressive Gloom, but no such luck... having to use that many slots to chance stacking Mag 1s up from 4 to 6 (when they only last 3 seconds instead of 8 ) just isn't worth it.
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A re-look at Stealth going away when you do something
ThatGuyCDude replied to DrRocket's topic in Suggestions & Feedback
I forgot about the Stalker terrorize, it's been a while since I played mine. I think that's the way to handle it, as a general buff to stealth and a doubled buff to stalkers: make the player drop a 'typically standard perception' radius (of 50 feet so bosses, snipers, and turrets would ignore it) brief terrorize on dropping stealth, just enough to make the mobs go 'Oh!'... and make the stalker version triggered by dropping Hide more effective. The current stalker Terrorize is a Mag 5 with a 25% chance to trigger within 30 feet of the Assassinate target, so that could become the unstealth baseline and Stalkers could get a buff to 100% within 100 feet (so only snipers aren't startled, and then only if they're out-of-range). The stalker version also currently lasts 8 seconds, whereas standard stealth could get by with--say--2. The game currently handles this as a rider to the Stealth Assassin Strike pseudo pet (it's a debuff called "Demoralized"). I wonder if similar pseudo-pets could be spawned as a PBAoE on the character when a stealth power is suppressed. To make it fair, have game mobs drop a similar terrorize on the player when they drop stealth. -
Going Hero to Villain, will I lose my missions?
ThatGuyCDude replied to missingsc's topic in General Discussion
You'll also lose all your alignment points, so if you were close to 10 in a category it might be better to get there and do the alignment swap mission before resorting to Null the Gull (otherwise you're going to lose out on 40 merits). I believe you also lose all of your alignment tips. -
A re-look at Stealth going away when you do something
ThatGuyCDude replied to DrRocket's topic in Suggestions & Feedback
I agree that the inclusion of enemy reaction time for unstealthing to represent surprise would be a welcome addition. I wonder how the devs would go about coding it, though... a high-priority brief animation feint attack that does nothing and has a VERY long cooldown, to stall them for about one attack? Some sort of brief placate into taunt aura when Stealth is canceled? *Shrug* -
For Earth, you can use the crystalline Quartz Devouring Earth, the granite Devouring Earth, and the mushroom Fungoid Devouring Earth (up to you which order to put them in, but I think granite being last is a nice parallel to Earth Armor). I agree there's not much to work with for water models, you'll end up with Hydra sludge soldiers or water bubble mini-Sallys... which isn't terrible, but probably isn't what people are picturing for 'elemental' henchmen. You could do Electric with the Sprites (of Croatoa, like the Wisp prestige pets), the Gremlins (of Cap au Diable, as you mentioned), and the Lanaruu Storm Elementals (of the Shadow Shard): that might make for an interesting entourage.
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Aw man, it's only a Mag 1? Dang, I thought all the procs were Mag 2. Guess I could switch those for Mocking Beratements for the extra proc damage, or even Pounding Slugfest since I just checked City of Data and at least those are Mag 2 stuns. I was wondering why I wasn't seeing any stuns between Fear phases... of course I wouldn't if they typically only work on minions. Oof, even the Control Hybrid incarnate that boosts magnitudes wouldn't help with that... what a waste. Well, looks like I'll be doing some aggressive re-slotting! Thanks for the info, everybody. (Really wish that these enhancements would list the magnitude of their effects in the description!)
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Playing by Iron Man rules. Do I live or die?
ThatGuyCDude replied to AyamSirias's topic in General Discussion
With regards to the original post: If Awakens are allowed as part of the challenge, waiting for a level to rez would keep the character alive (since the rez is identical to a large Awaken inspiration). I'd say if the agreed rule is 'no hospital', the character would still count as alive. That would allow for team and self rezes, though, so it's soft on the Iron Man premise. If you wouldn't have counted an awaken or a self-rez power as survival, then leveling to rez doesn't count either. I think that 'no debt' is an excellent metric for the live-die question of an Iron Man, since it's something that can be readily checked in badge progress. ...That may also suggest that you could still attempt a wakie/rez without going to the hospital if you've got day job progress as a Mortician. With regards to the necro post (@Waljoricar): Ambushes are extremely dangerous, but even more so for Stalkers. The suggestion Owl Girl pitched--to research and avoid missions that have ambushes--is sound advice. If that feels like cheating or an interruption of natural play, you could stick to random missions (Scanner/Paper missions). The Concealment power pool has an intangibility power [Phase Shift] that makes you invulnerable while it's toggled on. It'll cost you two extra powers to take, but it's a nice panic button that lets you take a minute and pop some inspirations (Note, it will NOT remove DoTs you're currently suffering, so you still have to think fast or it won't save you). It could keep you alive in an ambush situation while your enemies use up their stronger cooldown attacks... might be worth a try. -
So... because of PokeVoke (Fury's taunt effect), Brutes have the interesting phenomenon of being able to slot Threat Duration into LOTS of their Primary and Secondary powers (pretty much all of them). This lets you slot Threat sets in strange places, which gives additional access to Psionic Damage procs and Stun procs. When I mentioned this in general chat one night, other players were surprised that this was possible... so it's either new or something nobody's ever bothered with. At the moment I'm trying to use two-set Triumphant Insults to proc stuns and score extra recovery, in search of some kind of Brute scrap-troller unique archetype identity (I'm running Savage/Dark and I'm stacking controls with Fears, IO stuns, and Knockdowns... I can even get up to a Mag 6 fear using the Presence pool). I'm wondering, though... has anybody else done any frankenslotting with Threat Duration sets on a Brute? Does access to Psionic damage help on a proc bomb power, or is it mostly a throwaway feature?
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The unearned badge text for Arachnos Agent is displaying its acquired text instead of its unlock criteria. It should say something like "Spend time logged off in an Arachnos Base." instead of "Your work with the forces of Arachnos has earned you the Arachnos Agent Day Job. ...". I think this became an issue when the alignment-specific text of this badge was addressed. Speaking of which... it might be nice if the day job unlock criteria also stated something about the required alignment, like "Spend time logged off in an Arachnos Base (Villain or Rogue).".
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So, normally when I'm coming up with a new archetype I like to test the power pairing in Architect Entertainment. I do this by creating boss characters that have the primary/secondary pairings suggested, and then running stealth through test missions with one of these custom characters as an easily acquired friendly target. I can then monitor how well they handle fighting groups without assistance (since I'm generating no threat on my own) and see how the archetype would fare. This isn't a perfect way to test an idea, mind, because it doesn't consider other factors like enhancements, necessary AT power replacements, and archetype bonuses... but it does serve as a good first impression. Problem is... Armor/Buffs (Tanker Primary, Controller Secondary) isn't a character you can actually make in AE: Armor and Buffs [Dominations/Manipulations] are both flagged as secondary to ensure the resulting combat character can actually attack, as neither set has a guaranteed damage source... this makes it impossible to get a first impression of the pairing through Architect Entertainment and also indicates that there would need to be forced AT power swaps to allow such a pairing. The first that comes to mind is that the Tier 1 secondary power would HAVE to be replaced with an attack [to force the player to take it, ensuring they can fight]. I also believe that the armor primary would need a damage aura in its T1 or T2, just to be able to run missions. Control/Armor (Controller Primary, Brute Secondary) is something that CAN be tested in AE, though (although I haven't tried that pairing personally). Sets that I've sent through that grinder thus far that were intriguing were Pets/Armor (Mastermind Primary, Brute Secondary), Melee/Buffs (Scrapper Primary, Controller Secondary), and Melee/Ranged (Scrapper Primary, Blaster Primary)... though that last one was really not much different from a Martial Blaster. Other possible names for your combo could be Enforcer, Stalwart, or Blocker, since the emphasis appears to be survival and control more than pets--which Commander evokes.
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A toggle power the player could activate on the pop-up bar: "Shrouded in the Fog" that makes them an ineligible target for "Follow through Fog" would help with the stealth aspect of the league. Being a toggle, it would get deactivated when the stealther dies and could be popped on or off at any point as needed. The League window's team order is indeed frustrating and needs some work; mainly the ability to anchor team numbers as described. If it's possible to add something like this, as well as dedicated 'Team1/Team2/.../Team6' channels, it would be a welcome change. I think in order for that to work, the membership of the individual team chats would need to include at least the League leader (but preferably all six team leaders) as well as the members of the team in question. I'm not sure in the UI where the buttons to quick-access those channels would go; maybe to the right of each team in the League window? I'm on the fence about the league leader being able to promote team leaders in other teams, though. On the one hand, it helps with the bewilderment of pick-up players who don't know how to pass the star. On the other hand, it lets the League leader specify the exemplar level of every team, potentially to that team's detriment. Can't make league changes that only apply to max-level areas, so it unfortunately opens a door to griefing that is difficult to close... unless there's some sort of pop-up vote timer "League leader wants to make your team's captain <Username>, do you agree? (Approve) (Deny) <10.00 seconds remaining>" with it requiring unanimous approval or no response (a denial preventing the change and locking out the option from the League leader for say 2 minutes). I totally get your frustration. I wasn't even league lead and I was running into the same problems: people kept popping in needing "Blue" or "Purple" or "White" motes and I'd have to stealth back to each spot to fill them in, only to make a last call and then hear somebody else say "Hey, I need <color> mote". It was especially annoying with Purple because I'd specify that they need to activate flight before coming to me, they wouldn't, they'd plummet into the mob of enemies below that I wasn't able to clear alone, and then perish. A wider range of enemy-proofing around the motes would be greatly appreciated, especially the Orange one which is always a hot teleport.
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Additionally, if you use the Changeling macros to rapid-toggle the forms on and off, every ability animates correctly (INCLUDING the Nova abilities)--there is no model animation complication that prevents a non-Nova model from calling those powers. If you get the sticky press timing down right, you never see either form at all (not that that's a reason to refrain from further customization options). I'd like to see the pulldown get a full list of costume options: Nova >Original >Color Custom (No Tail) >Mirror Costume 1 >Mirror Costume 2 et cetera to 6, since those are the slots that are unlocked by default. Since a model switch would have to be involved, and since models can mimic player costumes, I'm hopeful they could pull from an existing slot instead of strictly the active slot. With such a system, a player could 'shapeshift' into different forms or outfits based on which attack phase they're using... maybe they've got street clothes and a Kheldian style super-suit that they'd swap into for Nova, or a beast/different alien outfit to trade for Dwarf. If it's a model swap it'd still override prestige costumes, which creates even more interesting scenarios. And yes, it might encourage players who want to try the mechanics of the archetype without playing their character as a direct representative: I can use Arachnos Soldier to make a Family Mook, or a PPD Hardsuit officer, or a Crey Tank (and those are just off the top of my head). All I can make with a Warshade is... a Warshade.
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Regarding the "Epic" Lore requiring shapeshifting? Shadowstar's missions don't mention it once. The Nictus she has you fight for your Epic-Only missions never employ it. The entire quest line never even touches forms, only bonding of host and Kheld. ...Come to think of it, neither does Moonfire's taskforce! I even skimmed through Sunstorm's contact dialogue (which is similar but slightly deviates from Shadowstar's) and he doesn't mention them either. Forms don't seem to have much lore in the game itself outside of the power description, existing only as a gameplay mechanic. What makes the Kheldians special as an archetype is the unique story element that a human has joined with an energy being from across the universe. That doesn't change if some later-introduced armor set half-mimics the mechanics. It continues to be cool even if the energy being only (OPTIONALLY) empowers your punches/blasts instead of transforming you into an alien memory (which--again--isn't even referenced in the signature, HEAT-only missions!). Kheldians also play VERY differently from the substitute archetypes that have been pitched. You can play them like a Blaster. You can play them like a Tank. But only Kheldians can do both *simultaneously*. EDIT: Also, the claim that the human form has access to all the same powers is patently wrong. While all the Nova powers have a human variant, the Dwarf powers only share two. Warshade characters can't even punch somebody without resorting to Brawl or a pool power.
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Except none of the lore Kheldians have to shapeshift to use any of the Nova or Dwarf powers. ShadowStar, Arakhn, Requiem, and Romulus use their full force without changing shape. The Council Galaxy troopers have complete access to Nova blasts too. Even the War Wolves--red-headed step-children though they may be--don't turn into Dwarves to muster their tremendous strength. In fact, the only Novas and Dwarves I can think of that actively use those forms in in-game content are nameless malevolent filler forces. I'm not arguing that Kheldians can't use their control of positive or negative energy to reshape the body of their host... but clearly not every Kheldian bothers resorting to that. What's the harm in letting a few of them fight with glowing eyes instead of lobster claws and squid tendrils? The important Kheldians we encounter do this already.
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Nova has this line too: > Set Costume "Kheldian_Nova_Peacebringer" (self only) every 3.0s for 2s (100% chance) But it conditionally applies the regular Nova model or the recolored Nova model (no tail) based on the customization selected. Thus, to some extent, the Set Costume function must be able to detect power customization and redirect accordingly. The Mini Mode power is a model replacement that uses the character's existing costume. > Set Costume "Baby_Costume_H" (self only) every 0.7s for 0.6s (100% chance) [if source>curcostume eq 'Huge'] (among other conditionals based on the current model in use) So it might not be a matter of removing the model replacement, but rather forcing a model to be replaced with ITSELF (or a copy with extra effects, like the Prestige Umbral or Prestige Luminous effects).
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This could be an indication that task force/strike force missions need more in-mission hospitals. Higher level ones tend to have them while lower level ones usually do not. It wouldn't hurt the difficulty of the task if 'going to the hospital' just placed you inside at the entrance/exit, rather than forcing you to zone TWICE and making everybody wait for you or move on without you. Just a spot by the doors, with a prompt 'Medi Porters online' or something if that's really necessary to get the message across. (Just to be clear, I'm not suggesting this for *every* mission, just task force/strike force instances.)