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ryuplaneswalker

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Posts posted by ryuplaneswalker

  1. 19 minutes ago, starro said:

    Striga always made sense to be co-op or at least villain accessible.... I have wanted this since live.

    This is true, though I have worries about the 5th Colum being a friendly contact for villains...because we know for a fact that Requiem/The Dirge of Entropy wants to turn Earth into a Nictus Hatchery World. The Player character should have a really really good reason for helping them at all even if you are evil.

    • Thumbs Up 1
  2. 2 minutes ago, Captain Powerhouse said:

     

     

     

    The current "use at the same time" change is focused on travel powers due to the complexity of implementation and testing. In a future update we might look at doing a similar thing for stealth powers, but thats beyond the scope of this update.

    Well I have no issue with Stealth Powers not stacking, my issue is that this seems to almost make In-set Stealth powers strictly worse than the Pool Power.

    • Like 2
  3. 33 minutes ago, GM Arcanum said:

     

    The change is only applied to the Stealth Concealment Pool Power. It's taking Invisibility's stealth radius and applies it to the stealth power as Invisibility essentially no longer exists.

    Doesn't this make Invisibility outright superior to the in powerset stealth powers? Cloak of Shadows and Pool Stealth are mutually exclusive powers, if you have one on you can't have the other.


    According to Mids. (for Tanks)

     

    Stealth Currently (Un-slotted)

    35ft Stealth

    5% Defense all

    .33 End Per second.

     

    Cloak of Darkness

    35ft Stealth

    5% Defense All

    .29 Endurance a second.

    Immob Protection

    Perception Buff

     

    This is adding a very potent amount of Stealth vs The Armor Version, as well as giving a mini-defense buff for the first attack that the character will receive in combat, compared to Immob Protection (which you can get for zero effective cost with Combat Jumping) and a Perception buff which is largely irrelevant except against a few specific mobs.

    • Like 2
  4. 1 hour ago, csr said:

    They aren't that bad.  Buying SOs and boosting them once to 10 cost me about 150k.  I'd still like to see a Conversion option at the Merit Vendors that turns 1 Reward Merits into 100,000 Influence.

    At what level, also why are you advocating to make another trap for new players when it comes to wasting merits?

  5. 5 hours ago, Jimmy said:

    TrickArrow_Immobilize.png.e59211e1622b40a4856847c2cd4eb478.png Entangling Arrow

    • Immobilize duration reduced from scale 15 to scale 7
    • No longer has a -Recharge debuff
    • Now applies a 30s -Res debuff

    This is okayish, having a power you are forced to take having some use is always beuno.

     

    5 hours ago, Jimmy said:
    • TrickArrow_Blind.png.cad97249f539b19437876e6155eafb09.png Flash Arrow
      • Can now be slotted with Range enhancements
      • -ToHit increased from -6.25% to -15%
        • Half this debuff is now irresistible
    •  

    This being a noticeable amount of to-hit amount helps the set immensely.

     

    5 hours ago, Jimmy said:

    TrickArrow_Hold.png.cb279a1bfaca050187c01db7be51af9a.png Ice Arrow

    • Increased the -Recharge debuff from -12.% to 25%
    • Now applies a 60s -Special and -Damage debuff

    Does -Special have a real effect in terms of use against AVs? (lets be real, that is the only thing it will matter on much of the time) 

     

    5 hours ago, Jimmy said:

    TrickArrow_DebuffDamage.png.fd7715d340a8c55152ba9d6c4a49f5b9.png Poison Gas Arrow

    • -Damage debuff now lasts 60 seconds
    • -Damage debuff increased from -31.25% to -50%
      • Half this debuff is now irresistible

    25% irresistable damage reduction? That seems..overpowered. Is there any source of -damage that isn't resisted? (for Mobs Damage Resists also grant them resistance to -damage effects).

    This feels like a terrible idea to have so much of the effect irresistable, imagine a TA user on the Magisterium trial.

    5 hours ago, Jimmy said:

    TrickArrow_DebuffDamRes.png.45b6b29aad7c5b6f8cfe72093b9fb205.png Disruption Arrow

    • Now applies a -MaxEnd debuff and takes Endurance Modification enhancements and sets

    Endurance Debuffs are of no value, this change is just irrelevant.

     

    6 hours ago, Jimmy said:

    TrickArrow_Stun.png.0865dc133adc883617d725c771441f58.png EMP Arrow

    • Can now be slotted with Range enhancements
    • No longer applies -recovery to the caster
    • Half of the -regen debuff now lasts 45 seconds (previously the entire -regen debuff dropped off after 15 seconds, now only half of it does)
    • Hold duration for non-robots reduced by roughly 50%
    • This power now adds an ally buff to any ally or pet within the radius of the power (the caster is not affected)
      • 15% damage resistance to all but Toxic (not enhanceable)
      • Resistance against End Drain and Recovery Debuffs
      • Protection against status effects and knock back

    Okay cool nice.

     

    Overall good changes, I still wish the set had some way to light Oil Slick Arrow Naively. I have 2 trick arrow characters, A Mercenary MM and a Bots MM, the ability to almost passively ignite Oil Slick Arrow is a night and day change and really should be inherent to the set itself.

    1 hour ago, macskull said:

    I'm pretty sure that if @Captain Powerhouse were to build Trick Arrow from the ground up, OSA wouldn't exist.

    And the set would be far worse off without it, Oil Slick Arrow is the coolest power in the set. Without it is is no different from Poison or Radiation.

     

    Now comes my biggest "issue"

     

    With the EMpulse and Entangling Arrow Changes..every power is good and will need slotted properly..there aren't enough slots in the game for that!

  6. Wow, there are people actually trying to defend Titan Weapon's output.

     

    Titan Weapons has always been known to be overpowered, it has been that way since day one of the sets existence, the fact it was broken as heck was a freaking MEME for god's sake and people are still trying to defend it.

     

    31 minutes ago, FUBARczar said:

    things not working as intended

    Power sets having damage numbers that are way outside any level of acceptable Variance is not working as intended.

  7. On 5/13/2020 at 9:30 PM, Chance Jackson said:

    I like your iajutsu idea but I also like pure build ups and at that I like them more than the quasi build ups like what StJ gets 

     

    Something I have thought for awhile is that melee weapon sets should get bonus dmg on the first attack right after unholstering a weapon in the same vein as iajutsu(kind of)

    I mean, Build up as an effect is powerful, that is not something I argue, but the sets that have the quasi build ups tend to be on the more flavorful end of the spectrum.

    • Like 1
  8. 9 hours ago, Naraka said:

    I wouldn't be against altering some melee self-buffs to be more thematic but I'd also caveat that to aim the direct of said change to keep the buff "in set".  Powers like Combat Readiness works in this regard, giving you Combo lvl 3 upon clicking it which is an in-set bonus.

     

    If Energy Melee gets the changes that Energy Assault got, it's BU could be changed to give it a lower +dmg buff but a constant "Charged" effect for its duration.  What that charged effect does will mostly depend on what the powers within the set are changed to do.

     

    The OP's Iaijutsu change to Katana's BU I'd likely limit to only Katana Powers rather than a generic +dmg buff or +crit chance buff.  This is thematic since you can't perform Iaijutsu with a Mace (mace mastery) or a fire blast or some such.  Making it so, for example, Golden Dragonfly has a wider arc but no +dmg or adding +lethal damage to your next Katana attack would be a good consolation if the damage bonus was tone back some and the majority of the buff was centered only around your main attacks.

    Well I would suggest that every set get's its own thing, I just didn't want to go through the list of every melee set and have an OP that is 4 Paragraphs of potential powers.

  9. 13 hours ago, Saiyajinzoningen said:

    I dunno, I find i use build up and aim at the start of the fights but once the rotation is going i dont really use them anymore. So build up aim as useful as they are become more of a situational power. A few powersets already have some other mechanic built in that renders buildup redundant. As for your Iaijutu idea i think ninja training > Shinobi power for blasters is what you are describing. I do like the idea of making BU/A powers more efficient. so heres my suggestions

     

    Blasters/Defender/Corrupters

    Replace Build up with:  Accrue Velocity - Toggle cost .56 | Ranged attacks increase in damage as they travel, 10% melee range / 20% mid range / 30% long range.

    Replace Aim with       : Sure Shot - Toggle cost .56          |  Attack Accuracy increases based on proximity 30% melee range / 20% mid range / 30% long range.

    When Velocity and sure shot are used together their effects are cancelled and a unique ability is applied

                                    : Juxtapose - Toggle Cost .25          | Increase damage/accuracy of all attack by 20% from all distances.

     

    Stalkers:

    Replace Build up with: Double cross - Passive skill           | 100% chance to perform crit when attacking from the back.

     

    Scrappers:

    Replace Build up with: Fearless - passive skill                   | When facing an opponent head on +15% chance to crit (In addition to normal chance to crit, Aoes are unaffected by this power)

     

    Brutes:

    Replace Build up with: Ire - Passive skill                           | When taking damage 5% chance to recharge a random power. (not affected by dots also does not affect t9's)

     

    Tanks:

    Replace Build up with: Deflecting Flex - Toggle .56           | Returns 3% of damage taken as smashing damage

     

    That doesn't fix the problem that many of the melee sets would still feel the same, I tend to feel that the ATs have enough variety to not worry, my suggestion has more to do with the Individual sets.

     

    Quote

    I look at the ToHit/Damage boost clickies as "take a DEEEEEEEEP breath, give them the hairy eyeball, then smack the **BLEEP!!!** as hard as you possibly can...

    That is kind of my point, one of the biggest strengths of City of Heroes is that sets have strong Thematic Elements, why would every Melee set (and many of the blaster sets) that all have wildly different Themes all..empower themselves in the same maner.

  10. So the weekly discussion about animations made me consider something I never had before.

     

    Build Up is a terrible power, not in terms of effectiveness but in terms of Thematics. Almost all of the melee attack sets have Build up as their Damage Boost Cooldown power, the ones that don't tend to have powers in place that are far more flavorful and thematic in their place. Claws has Follow Up, Titan Weapons has Build up that grants Momentum, Dark Melee has Soul Drain. The non-stalker versions of Savage Melee completely lack Build up, the damage boost being inherent in Blood Frenzy. My suggestion is that all of the sets that have Build up replaced by something that has a similar function (to hit buff, damage buff).

     

    Now I don't have an idea for everything, but I do have a pair idea for a couple of the sets.

     

    Katana - Iaijutu - The flavor would be the Anime/Samurai Movie trope of Drawing and attacking. (See Ruroni Kenshin's ultimate attack as well as Roronora Zoro ocassionally). And the effect would be you gain a larger damage buff for your next attack. The Normal amount of To Hit, but damage would be Obscenely high for Brutes, pretty high for Stalkers since they have a massive attack to automatically crit with and and larger than Build Up for scrappers while also causing their next attack to automatically crit as to not cause problems with removing the chain of "Build up -> Scrapper ATO proc attack -> Biggest attack" which Scrappers have now.

     

    Fire Melee - Kindling - The flavor would be that the user's inner temperature ebbs and flows, you can turn up the heat on your flames, but - Effect, a passive power that cycles between different to hit/damage buff tiers, starting low going high and cycling back down to low. 

    • Like 1
  11. 28 minutes ago, Shadeknight said:

    Jimmy has said the convo regarding the name is finished and wants mechanical feedback from now on.

    Well he can ignore my post then.

     

    As for mechanical feedback, the two debuffs having the normal Electric -Recovery/-Endurance thing is an instant Con to me, those effects have rarely if ever been practical in real use and having a static consuming power that is completely focused on that makes for an easily skippable power in my opinion, or in the very least a power you put minimal slots in.

     

    Edit : Also I am not a fan of many of the powers being "Enhancements" for secondary effects, those type of abilities can be very powerful or very useless just based on what you have to enhance. 

  12. That is an acceptable start, they are some nice Quality of life changes. However they don't really fix Mastermind's main problem in high level(as in actual levels not skill levels)

     

    Either the pet level differences need Eliminated with a re-balancing of Pet IO Auras to keep pets from becoming near immortal, or all six of the Pet IO auras need to be baseline. It is unacceptable that the class requires 6 enhancements just to compensate for what happens when you go +1 and your first tier pets automatically hit the purple patch, which only gets worse as you crank the levels up.

    • Like 3
  13. On 10/21/2019 at 9:30 PM, siolfir said:

    Eh... I guess procs could fall under the recharge category, but I would consider it a third option. Frankenslotting would be a fourth, but while it can free up slots it's far less effective than the others and usually more of an add-on to one of the others with the current economy instead of a full-build option to maximize enhanced values of every power.

    Well, Procs don't work for every spec, and while Frankenslotting can be good you still lose out on the power of having an absurd amount of free recharge. My main point was that the actual bonuses are not balanced in what they can do, you can get 80% recharge with very little effort..but you can't get 80% Damage Buff, heck even in terms of the "powerful" set bonuses Recharge still has huge advantages in that the majority of purple 5 sets are recharge.

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