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ThatGuyCDude

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Everything posted by ThatGuyCDude

  1. I like both ideas... Prestige utility toggle powers "Disable: Swift", "Disable: Hurdle", "Disable: Health", and "Disable: Stamina" sold (or given for free) from the START vendor that cost no endurance and apply -SPD, -Leap, -Regen/Sleep Res, and -Recovery respectively (in an amount to counteract the unslotted versions of the inherent powers), and a new Travel IO set which applies negative values when slotted for the same purpose (Call it "Molasses"). Heck, it can even have identical set bonuses to Celerity if you like.
  2. If it's overhealing on average at 6 targets out of 10, wouldn't the reasonable change to balance be to reduce its healing and its endurance cost equally by 33%? So a baseline of 375 HP per target for 22.5 END? It looks like an even exchange, but it'd be a net buff because the HP gain is otherwise wasted and thus the extra END is wasted too. I'd consider suggesting something more exotic like increasing Max HP per target hit (as a counter to Oppressive Gloom's -Max HP), but that's just hitting a different cap, isn't it?
  3. I ran into a similar problem. The mission was part of the WarShade epic archetype questline "Fear and Loathing on Striga Isle". The mission was "Catch Archon Saagar & Voight". Running at -1 x 1 at level 25, there were two Council entities boxing with each other, with one "Vortex Cor Leonis Adjutant" minion at level *30*.
  4. I was actually advocating for LESS Energy protection, as a gap in the armor like other armor sets have gaps. While Rudra's point about distilled and rain water is relevant, having wet or drenched skin reduces its electrical resistance. It's also a common video game trope that lightning beats water. The power I'm talking about is Nebulous Form from Umbral Aura, it sets intangibility in thirty-second intervals on the WarShade. I was actually picturing it playing out like the Master Illusionist Boss from the Carnival of Shadows faction [specifically the power Phase Shift], where the character periodically shifts in and out of intangibility thereby ignoring (auto-evading) hits. It's not a 'resist everything then crash' power, but that's why I pitched it: to set the armor apart from others already available.
  5. I think Liquid Armor should have a more significant gap in Energy protection [being electroconductive], in exchange for Psychic protection instead (Doppler Drops interfere with and deflect psionic interference. Speaking of which... that's a cooler name than Solvent Armor: a dewpoint fog that protects against mez and psychic attack). The Tier 9 crash power is kinda blah too... what if it was an intangibility power like WarShades have, where you become untouchable but unable to attack on and off in say 5-to-15-second waves while the power is active? Like your body loses and gains solidity/fluidity while focusing on the power? There's more to look into here with temperature control, too... liquids--especially water--are resistant to both gaining and losing heat, so perhaps there needs to be more fire protection in there? Fluid shield could give some small fire and cold defense instead of knockback protection, for instance. Thermocline bothers me too... especially the protection from slow effects. When you think about moving in water, everything has a resonance to it and slow motion is the natural state: you've already got a speed-up power later in the set, so I don't think the slow protection is a good call (you're double-dipping). Might be another place to consider Psychic defense instead? Playing with the slow liquid/fast liquid theme, maybe one of the powers could have a move speed boost too? Hydrodynamic Body? Come to think of it, a teleport-to-target would fit the theme better, perhaps as a rider to Storm Drain: the character liquefies and then reforms in the middle of a pack up to 60 ft away, stealing Endurance from them as they emerge.
  6. Hydro Melee! Cold damage attacks, with Tidal Power stacks increasing the chance of knockdown procs. Though I suppose that would have to be paired with a Hydro Armor, and that's much more difficult to picture. Somebody was talking about Sonic Melee in another thread, that's something else that could be explored. There are 22? melee sets currently? I think proliferation is the most likely we'll see, though, since new animations are so difficult to create or remix.
  7. It was the full 60 feet away. I've reported it as a bug before, in a thread from 2021: However, there's the matter of how to fix the bug, which I was hoping to discuss. These archetype effects are being applied as a rider to every power, and I'm not sure that can be addressed. So what's the best means of stepping around the proc, so that the power works as intended for everybody?
  8. No other powers activated, no other powers used. Target not engaged. Skulls beating a police officer were successfully pacified. Skulls standing idle were not: taunted by "Fury" which is the Brute PokeVoke effect. It triggers as a proc AFTER every action, including power pools that do no damage. Doesn't matter how far away, and it pulls the whole group regardless of which mob is the target (In the screenshot, the chopper is the one I attempted to Pacify). There's no question the power doesn't work for these archetypes. The question is how to *make* it work for these archetypes, as no other pool power in the game has this problem.
  9. I've tested it on my Brute: if you are in range to use Pacify, the target will be pacified and then it will immediately break and engage you because of the built-in Taunt. You can even see it get taunted in the combat log. Thus, it does not work as intended. I used clicking a glowie as an example, but Pacify can also be used to crowd control a single target as a form of damage mitigation... except on Tankers and Brutes where it immediately gets broken by their built-in taunt. Thus, the power is not working as described. EDIT: And to be clear, I'm not talking about Taunt auras, I'm talking about the archetype power that taunts everything that is subjected to a target action. https://homecoming.wiki/wiki/Inherent_Powers#Gauntlet
  10. There is a long-standing bug wherein the Presence pool power Pacify simply does not work with Tankers and Brutes. Or rather, it does, but its effect is immediately counteracted by the effect of those archetypes' special powers: Gauntlet and Fury Pokevoke immediately taunt the target of Pacify and draw them back into combat. Pacify is the only pool power in the game that has no effect on certain archetypes. So let's fix that! I've thought of a few ways Pacify might prevent the Tanker/Brute from immediately auto-taunting the target again, and I thought I'd share them. If anybody has any feedback or any other ideas about this problem, I'd be glad to hear them. [I'm aware it's a strange pick for Tankers or Brutes to take Pacify. However, no pool power in the game should break based on a player's archetype choice, no matter how strange the build may be. As such, I feel this is a very high-priority issue to address] (A) Crash Threat values for a few seconds after using Pacify If Pacify crashed the threat percentage of the character to 0 for a few seconds, then the built-in taunts of Tankers and Brutes would still fire as coded but would have no effect, preventing the Pacify from breaking immediately. Anybody taking this power instead of the fear is likely interested in dropping threat to retreat, or being able to sneak past a group briefly to accomplish a goal [such as activating a clickable mission item]. A 5-second window of no threat would suit this purpose, Tank role or not. (B) Floor target vision radius for a few seconds after using Pacify If Pacify rendered the target effectively blind, then any taunt or movement past them would trigger no retaliation. Unlike crashing threat, this approach would prevent the power from making the rest of the group ignore Pacify's user, though I'm uncertain if mechanically it would actually solve the auto-taunt problem. (C) Alter Pacify so that the actual placate is a proc: have an initial 'hit' that does nothing and then a follow-up hit that carries the payload of the effect If the Pacify itself was turned into an automated proc effect after the power triggers, the Gauntlet/Pokevoke effect would resolve FIRST. This would taunt the target immediately and then Pacify it after to achieve the desired effect [target drops user as a threat]. The April Fools event's effect on Brawl [the fireworks proc] demonstrates that powers auto-triggered by other powers do not themselves trigger proc effects, so an approach like this would likely bypass the bug quite cleanly without changing any underlying mechanic of Pacify itself.
  11. This is a great alternative. What's doubly nice about it is that it reinforces Tankers and Brutes because the extra hit would benefit from Gauntlet/Pokevoke taunt, so the extra output provides its own threat mitigation (I *think* bonus hits from Fiery Embrace work that way; I can't imagine why they wouldn't since extra hits trigger enemy retreat). EDIT: Wait, procs can't initiate other procs, and Fiery Embrace style damage is a proc, so no extra threat generation would come of this approach. Oh well.
  12. What's fascinating about this is that while increasing Damage and Resistance on the player party in theory has the same effect as decreasing them on an enemy, its difference in implementation balances it in such a way that it feels like an entirely different power (which is decidedly a GOOD thing). [1] Being able to target through the team or league window makes the power easier to use than comparable powers that need an enemy target, fitting Empathy's theme and making the buff a desirable pick. [2] As the buff is player-based, it carries over from group to group and thus encourages teams to move at a faster pace. This would increase the appeal of Empathy users in groups, especially those that pair with other 'rushing' player mechanics like Brute Fury. [3] Given that players are enhancing their powers variably based on builds, it's possible and likely that some players will benefit greatly from the buff and others will cap and receive no bonus at all. Thus the new power naturally limits itself and stands distinct from similar powers without such limitation. "Merciful Plea" wouldn't fit as a name for such a power though. As Empathy is the ability to understand and feel the emotions of others, "Share Rage" might be a more appropriate name for it. I like this idea and the OP's proposed changes to the power set in general; I believe they would work well to give Empathy more distinction in comparison to Pain Domination and Radiation Emission. As for the talk of Resurrect giving a defense/resistance boost, I think that's appropriate given that Regeneration (the thematic armor equivalent to Empathy) has a Rez that does essentially the same thing.
  13. I like the first suggestion... somewhat. There are problems with effects like Sleep, Placate, and Pacify where they break almost immediately from passive or archetype effects (rendering them useless). If there was some sort of damage buffer before the power breaks, then incidental effects (like DoTs or in the case of Pacify a taunt proc) wouldn't immediately render the power useless. I don't think it should be a damage floor that is otherwise ignored, though... rather it should be an amount of damage relative to the target's total HP that when exceeded breaks the status. Say 5%. The status lasts until its duration expires or this threshold is reached. If it makes it easier to program, make it an absorb: that way it can be enhanced to make the sleep more damage-proof.
  14. Revisiting Galaxy as a level 50 zone, even blown to bits, would be a nice bookend to the tutorial option that starts you there. It's certainly a zone that could be explored for new end-game content. I'm left wondering, though... why can't Echo versions of zones have missions in them? They're in a temporal bubble anyway; just set 'em up in the same way the Flashback system works. Or is it because the content itself no longer exists (scrubbed during the NCSoft era)?
  15. Savage Melee on Stalkers has a pretty rocking Assassin strike... a main-hand upward jab. Pair it with a huge knockback and Brutes could have "To the Moon" as a bonus attack with Super Strength.
  16. @Rudra I think what's being said is that propagating the level shifts of henchmen from incarnate content to *all* content will address some of their biggest frailty problems, since level differences contribute to threat colors and thereby adjust the damage suffered and inflicted (a White entity against a Gray entity will defeat it with ease, as discussed earlier in the thread). If the Devs are looking for low-coding high-impact buffs for Masterminds, then carrying that level shift through the game would be an excellent place to start... moreso than addressing enhancements, inherent powers, or base stats.
  17. I was in the base again yesterday and I finally saw the lines on the floor; I was able to follow them to the surface portal. The color difference between the steel floor and these lines (which are a pastel violet hue) is perhaps not dramatic enough... using a bright green or yellow instead to pop the color out relative to the other cool colors of the base could draw the eyes of players new to the base and help them recognize the guides.
  18. Every time I've been in the Vanguard base in Rikti War Zone, I've been hopelessly lost. I try to follow the arrows to 'Warzone' on the walls, but they end up leading me down a winding hallway that then has me climbing a dozen flights of stairs to get back to the surface. I found an opening I could fly out of once, but each time I look up roaming about that place all the bunker doors seem to be closed... I can't find the open one anymore [I really wish all of them were open so I could just fly in or fly out close to the waypoints I'm following]. I know there's a green portal that'll warp back to the surface, but following the arrows doesn't seem to lead there (as Rudra said, they instead appear to point to a Portal Corps connection). I recommend adding colored lines on the floor that lead to various areas of the base, like you'd see in a hospital. Follow the green line on the floor and you'll get to the portal. Follow the blue line and you'll get to relevant door B. Et cetera ad infinitum. When I go to Rikti War Zone of my own volition it's not a problem because I have time to roam around, but if I'm in a pick-up group for content the base becomes extremely frustrating, and I've been the 'noob' player that held up a team by not getting out of the base fast enough. It doesn't feel good for us either.
  19. Yes and no. The Circle's free-floating specters were swallowed up by Mot by virtue of its control over death, feeding its power [and the last clue suggests only those in Mot's range, though by the end of the arc that range is *extreme*]. The Tsoo's Ancestor Spirits were only spared this fate because they were anchored to living hosts by way of the Incarnate Ink (speculation on my part; it's never explicitly stated but it's the only explanation that makes sense as to why they weren't also absorbed). When Mot was defeated, everything it consumed was once more released, so the Circle could reasonably attempt a comeback... possibly with more forceful possessions like they do with the scientists outside Portal Corp. They're also active in other dimensions, so even if everything I said is completely wrong, other Circles could rise to power. I'd definitely love to see a Behemoth giant monster just towering over a district, or perhaps looming on a distant island in Nerva Archipelago.
  20. I was popping in to suggest the last power be a confuse too! Was going to say "Throw Voice", since Banter is idle chatter in a crowd and I can totally picture a Villain throwing their voice to make some mooks fight each other. "Spectral Wounds" in Illusion Control heals its target after a set amount of time, despite being a damaging attack. So there's precedent (albeit sparse) that a power does both positive and negative things, and Taunt is a thought space where that sort of thing is appropriate.
  21. Okay, so if I opt out of every category except Team, then only Team inspirations will drop, and the opt-out won't prevent me from getting things like say Team Attack +. Thank you for the clarification.
  22. Which inspiration drops do I need to disable in the S.T.A.R.T. vendor so that my character only receives Team inspirations? I know that Team inspirations have to be *enabled*. I also know that disabling drops does not replace them with something else in the table... it simply deletes them when they roll. What I don't know is how to set up the drops so that the only ones that ever enter my Inspiration window are team-style inspirations. There's a lot of overlap in the descriptions and the Wiki doesn't make the matter any clearer: do I disable everything BUT the Team inspirations, or will the small/medium/large and individual stat disables turn their equivalent team inspirations off too?
  23. This is a really good tip, thank you. I'll try it; it could be a good stop-gap to my Mastermind consumable problem. Maybe I'll use the START vendor to turn off everything but team inspirations on my MM, too.
  24. Does the leadership broadcasting have a similar drag on the servers? That pool seems to work well on pets and henchmen: rather than modifying their stats directly they're just tacked on as a buff. I wonder why inspiration broadcasting in the same fashion would be such a problem... the trigger mechanism?
  25. I heard this in another thread, yeah. I imagine it has to do with how inspirations interrupt and animate their targets. Handling it as a rider power tied to the Mastermind Archetype instead might help. For instance... Enrage (Pets) [Passive Automatic] Duration 60 Seconds Activates when the Mastermind uses an Enrage inspiration. Pets within 60' of the Mastermind gain +25% Pet damage. Max three stacks. [Use the same icon as the regular Enrage] So it'd work like Leadership or a rider to Supremacy, triggered as a reaction when the Mastermind uses an inspiration [or is subjected to a team-wide one].
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