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Blazing Arrow would fit the set better. The general formula for Assault Sets is: 3 Ranged Single Target 2 Melee Single Target 1 Ranged Multiple Target 1 Melee Multiple Target 1 Build up - ish power 1 Gimmick (7 Snipes, 2 Toggles, 1 Summon 1 Heal) This set currently has replaced one of the ranged single target attacks with a snipe, which is reasonable, but I think Blazing Arrow would fit the fast-paced feel of the set better. Also, because you have two melee multiple target attacks, and Whirling Swords is a long-ish animation, I would suggest switching it to Disembowel... It works as is (and it does not have to fit the "standard" perfectly), but I think it could be better...
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I don't think creating a power that only the 3-5% of players that PVP might take is a good idea. Do no harm, but pandering isn't a good idea either. I had suggested earlier combat teleport. Range of 10'-30', 15-30s defensive buff after TP, and no hover. This would allow one to use teleport in a combat manner. It would have to have a 2-3s animation time but minimum recharge for it to be useful, but not OP in PvP. I think a lot of people would actually want this. Alternatively, one could go with displacement toggle that makes it look like there are three of you overlapped, increasing your defense and TP resistance. I'd probably go for the first option, but the latter may be more popular as it takes less work and doesn't interfere with min-maxed attack chains...
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Let's look at the discussion so far (tell me if I missed something): Recall Friend - Very useful, but animation time and recharge may be a tad long. Better to have Recall Friend than Recall Team. May also need a larger range. Teleport - Endurance cost is high for performance. Great long distance, notsogood in close quarters, needs an update. There is a whole thread on what could be done. Teleport Foe - Average power that needs to at least be adjusted to remove aggro-induction. Other suggestions include confuse or disorient effect and possibly damage. The magnitude may also need to be considered. Long Range Teleport - A power that may not need to be adjusted! Team Teleport - Useless power. Some suggestions include changing it to Recall Team, replacing it with a combat power, or turn into an offensive team buff & TP attack. Also, make sure we consider the impact on PVP for proposed changes.
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In that case, how about dumping TP Team and keeping Recall Friend, expanding the range to make sure all zones can get complete coverage, cutting recharge to about 1s and animation time to 1.5-3s? This sounds good. I still think the set needs a defensive power like hover or combat jumping. If we dump team teleport, this could be an option...
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Keeping an eye on this thread, I'll add it to the Assault Compilation thread in a couple days.
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Sorry, I had confused Assemble the Team and Team Teleport. I think it would just be better to change Team Teleport to Recall Team and eliminate Recall Friend. I am not sure it needs damage, as it serves a purpose of isolating enemies as it is. The issue is aggroing the mobs you aren't TPing...
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I think that we need to keep this thread about fixing TP, and move the broader discussion to another thread...
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I was in another thread talking about issues with the Teleport Travel power. The discussion there is about the need to extend the hover protection for lag and to decrease hover tar. There were three main ideas: extend the time but make it self-cancel upon movement (possibly through the use of a pseudopet), decrease flight speed of the hover and eliminate the movement penalty, and make TP a secondary power for a hover toggle. That discussion should continue in that thread. This thread is mainly about a realignment of the TP power pool. There are several major issues, one is the fact that Recall Friend is not that good of a power, and is completely useless if one takes Team TP. Another is the lack of an attack or a defensive power. There is also a lack of an offensive power. How can this be handled? My suggestion would be to remove Recall Friend and replace it with a defensive TP power. What would that power look like? There have been several types of ideas that have come up over the years. One is a simple short-range TP with minimal animation time, short range, and low endurance cost. There is also the possibility of adding a 15-30s non-stacking defensive buff to the power to give it similar stats to combat jumping. A different way to approach this would be to not have a TP power per se, but a displacement toggle. This would mean that you are constantly teleporting and thus making yourself more difficult to hit. This would include a minor universal movement bonus, but it would not give you the Nightcrawler feel. As per the offensive ability, I think that TP Foe does cover that to an extent. Some consideration may need to be given to adding a small fear or disorient effect to the power, or some damage. But I think a better way to go would be to double the range and make it like confuse, a power that does not generate aggro. That way you could gently pluck enemies one at a time and isolate them for slaughter. This is just the seed of a discussion, and I think the community could come up with a reasonable problem for dealing with this Casa de la Familia set (a set that is very popular despite being incomplete and in major need of renovation)...
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Mastermind Pet: Clones and/or female minions
Zepp replied to Dragonfire's topic in Suggestions & Feedback
With the lack of nooses and burning crosses, it is a tad more difficult to demonstrate clear racial violence than it is to demonstrate clear gender violence. -
Mastermind Pet: Clones and/or female minions
Zepp replied to Dragonfire's topic in Suggestions & Feedback
Bossk_Hogg, try to be cautious that your lack of sensitivity and rationality in your comments don't make Steampunkette's case stronger... -
There was a discussion on the original forums about making a Combat Teleport. I think the only one that put together a full proposal was -Urchin-. Now, I would include a 15s Defensive bonus on top of the proposal, to make it fell closer to Combat Jumping or Hover. There was also discussion of the problems of lag protection, hover tar, and excessive endurance cost too, so this is something that has been a known issue for more than half a decade...
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Let's take a look at your proposed changes: T1 -> T2 (becomes melee) (renamed) T2 -> T3 (Infernal dropped for Hellfire) T3 -> T8 (Renamed Charred Sky) T4 -> T6 (Renamed from Whip Crack to Strike) T5 (no changes) T6 (eliminated) T7 (specified particle modification) (Renamed to Brimstone [taken from T3]) T8 (eliminated) T9 (No changes) New T1 -> Taken from Flares New T4 -> Taken from Fire Blast I understand where you are going, but I'm not really in favor of eliminating the Aura. Also, I think keeping corruption as a ranged allows one to have a mix of melee and ranged within the context of just whip animations. In addition, I would suggest that since both Flares and Fire Blast already exist in Fiery Assault, it would be better to go with Scorch, as it is outside of currently existing Assault powers and gives the set a melee attack without converting Corruption. I also thought maybe removing Burn (8' melee location AoE) and replacing it with the Summon Demon Prince animation at double speed (without the actual summon) could be one way to limit the location AoE to 4', making it basically a ST ranged attack with a short duration mini patch left behind. Thus, my proposal is: Name Animation Level Description Curse Corruption 1 Ranged (40'), Minor DMG (Fire), DoT (Toxic), -Res Lash of Hellfire Lash 2 Melee (20'), High DMG (Fire), Foe -Res, Immobilize, Minor DoT(Toxic) Charred Sky Rain of Fire 4 Ranged (40') (Location AoE), Minor DoT (Fire/Toxic) Helltouched Scorch 10 Melee, Moderate DMG (Fire) Minor DoT (Toxic) -Res Hellfire's Wrath Envenomed Blades 16 Self +DoT (Fire/Toxic), +ToHit on all attacks Fueling Flames Cauterizing Aura 20 Toggle: PBAoE, Minor DoT (Fire/Toxic), Self +HoT, +Rec Brimstone Summon Demon Prince (sans Prince) 28 Ranged (40') (Location AoE), Moderate (Fire/Toxic), Minor DoT (Fire/Toxic), Foe -Res Infernal Strike Crack Whip 35 Melee (20' Cone), High DMG (Fire), DoT (Toxic), Foe -Res, Stun Summon Hellfire Hell on Earth 38 Ranged 40' Hold, Location AoE Minor DoT (Fire/Toxic), Summon Living Hellfire (2s Mag 6 hold, unenhanceable)
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Sorry @PaxArcana I did not initially catch your suggestion. That being said, I do not think it is reasonable, also the other options do not cause the annoying pop-up bar... To clarify your proposal, do you want a full-on hover + TP? Why would anyone take hover then?
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There have been four proposals for addressing both sides of this double-headed issue: the need for TP fall protection and the need to eliminate "Hover Tar" (thank you Steampunkette for coining that term). It is important to address both issues because changing one could affect the other. It does not appear that there is much opposition to dealing with these issues. The question is which is the better solution, or is there a solution that hasn't been proposed yet that is better. The objections that have sprung up are all related to addressing one issue and making the other issue worse (adding time to the hover tar would make TP safer, but would make hover tar all that more annoying). So, which solution is the better solution?
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Mastermind Pet: Clones and/or female minions
Zepp replied to Dragonfire's topic in Suggestions & Feedback
Finally caught up on all the posts in this thread. I understand Steampunkette's concerns. I'm still not sure what sort of arguments y'all thought you were making against her, they did not seem to be all that cogent. Because inequality and toxic masculinity are so common, it is important to note that there is a great deal of need for approaching this topic reasonably and honestly. I think that the issue of whether it ought to be done is more important than the question of whether it could be done (it is not a degeneration of the discussion, but an escalation). I also think that if one were to undertake the effort of implementing this, they ought to begin with Illusion Control as it involves less work, is much more difficult to abuse, and could demonstrate whether the online CoH community is mature enough to handle it. Again, if this is implemented, it needs to be implemented with a great deal of caution and consideration. -
The Great Archetype Concept Battle [Round 4]: Right Bracket
Zepp replied to Zepp's topic in Suggestions & Feedback
One and a half days left, still time to vote! -
The Great Archetype Concept Battle [Round 4]: Left Bracket
Zepp replied to Zepp's topic in Suggestions & Feedback
One and a half days left, still time to vote! -
The idea is that the fire animations will be adjusted to use the Hellfire particle effects. The reason for choosing fire powers is because it is easier to port character animations. As such, this would allow the porting of character animations with the hellfire particle effects to get the best set possible while minimizing work. I'm just thinking about how much of a hellscape this set would bring to the battlefield. It should be very visually stunning...
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I use shift+left click for TP and shift+right click for TP Foe... I prefer Mystic Flight to TP, but if you want TP foe or LR TP, TP is the better pool to grab...
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New idea... change Fly 100% to Fly 10% and remove the -100% FlySpd. Extend Fly time to 8s. That way you if you have hover or fly you don't have "Hover-Tar" but it doesn't buff hover (much) either. Also, a small reduction in endurance cost would be nice as well...
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Do I recall correctly that five of the ten least popular powers were confront? Also, I believe (correct me if I'm wrong), that if you take Phase Shift (from the Concealment Pool), you are able to target and attack targets that are intangible. The concept of Intangibility was designed to set up a way to divide the battlefield. The main issue is that few people invest three power slots and a powerpool slot to get Phase Shift, meaning that it is fairly useless. I had a Sonic Dark Corruptor on Live that used the combo to isolate and destroy enemies one at a time. It was effective, and also worked on a team as well... especially if you had a friend who built a Scrapper with Phase Shift... Also, for the record, Sonic Cage is not an intangibility power.
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I've dropped it from Extreme, Superior, High, whatever... Those descriptive terms are not really that important... Damage-wise, I think it should be around the same as Ripper from Thorny Assault... That being said, the current Hell on Earth summons three (I believe) Living Hellfires, and then one more every 15s for 90s. That is a total of 9 Living Hellfires. I'm not exactly sure on their duration, but it is likely around 120s. Gang War summons ten minions immediately. My suggestion would be to make it summon six Living Hellfires that are not damageable for the duration of 30s with a 240s recharge. That way they would only be up half the time, and not overpowered, but they can bang the target for the first two seconds while it is held... It is kinda in the vein of Phantom Army, but not Permable.
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Something like this work for you @Steampunkette? Name Animation Level Description Corruption Corruption 1 Ranged (40'), Minor DMG (Fire), DoT (Toxic), -Res Infernal Lash Lash 2 Melee (20'), High DMG (Fire), Foe -Res, Immobilize, Minor DoT(Toxic) Brimstone Rain of Fire 4 Ranged (40') (Location AoE), Minor DoT (Fire/Toxic) Infernal Whip Crack Crack Whip 10 Melee (20' Cone), High DMG (Fire), DoT (Toxic), Foe -Res, Stun Hellfire's Wrath Envenomed Blades 16 Self +DoT (Fire/Toxic), +ToHit on all attacks Fueling Flames Cauterizing Aura 20 Toggle: PBAoE, Minor DoT (Fire/Toxic), Self +HoT, +Rec Hell Unbound Burn 28 Location PBAoE, Moderate DoT (Fire), Minor DoT (Toxic), Foe -Res Self +Res (Immobilize) Gates of Hell Inferno 35 PBAoE, Superior DMG (Fire) Minor DoT (Toxic), Foe -Res Summon Hellfire Hell on Earth 38 Ranged 40' Hold, Location AoE Minor DoT (Fire/Toxic), Summon Living Hellfire (2s Mag 6 hold, unenhanceable)