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Alchemystic

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Everything posted by Alchemystic

  1. Having more MinFX options that allow for more muted effects of powers would be great! I have a character who's highly resistant to heat, but thematically wouldn't constantly be on fire, and another character who has a radiation-proof suit that would benefit from having less gas and bubbles coming off him. Bu as far as 'NoFX' goes? I'd only reserve that for powers that only affect self, and only in PvE. It's quite handy to see what buffs have been cast on allies, or what toggles somebody is using in PvP, but 'MinFX' would likely still be okay.
  2. Here's my Rockabilly/Greaser inspired power armor hero, Rodder! Shout out to @First Player who helped me see it's a design worth sharing 😄
  3. @MTeague Ah, so I did, good catch!
  4. @parabola I wasn't trying to infer that each of the praetorian alignments have identical parallels in the 'true' alignment system, just that those alignments are likely a best fit for the powers; Wardens = Like to cause chaos and destruction, therefore villain's 'Frenzy' power works nicely. Crusaders = About exposing the truth with as little harm as possible, so 'Fear Incarnate' could work well here. Responsibility = All about justice and being a role model, so 'Call to Justice' is a nice fit. Power = Seeking control and manipulating others, so 'Duplicity' is quite fitting.
  5. I vote no. There's no patriarchal subtext, no misogynistic narrative, and no gender politics of any kind. The use of 'he' is used only to provide context that the descriptions are referring to an individual, whereas 'they' can have a far broader meaning, and can confuse the reader.
  6. I think I saw your suggestion a while back, 'Lithotherapy' right? Pretty cool stuff!
  7. I think the intent of OP's suggestion is so that anybody can see if an ally is mezzed. If somebody has a power that can clear mez effects, then they can identify who needs it. Otherwise, it at least helps people know who might be in danger and jump to the rescue.
  8. If this is what I think it is, then I'm extremely happy that something from this thread has made it into development! If it isn't, well... here's a cool screen shot of what the 'Meteor' power from Earth Blast would probably look like in action!
  9. It may also be this; Which was one of the things that got me wishing for an Earth Blast powerset of our own! (Along with all the other Earth Prophetess powers 😄)
  10. Could it be? Have my prayers finally been answered?! EARTH BLAST?!
  11. I like this It would also be nice if pressing the jump button while mezzed would cause the message to appear... people will probably spam it but at least you'd be able to see who's crying out for help, right?
  12. Sorry to be the rain on your parade but I think Captain Powerhouse stated that he doesn't want to put more 'mutually exclusive' picks into powersets like he did with Sentinel's Super Reflexes. Still a pretty neat idea all the same though.
  13. Homecoming dont even own the City of Heroes IP, so I dont think we're gonna get in any more trouble than we already are by posting these 🤣
  14. Moving on from that tangent... Yeah, Rage could use some work. It's one of the relics of the old way of designing things, and one of the few ones that have remained untouched. Powers with archaic design choices need to be modernized, which so far has been the case for powers like Rooted and Dimension Shift, but tackling Rage is an entirely different beast. Having the power as a toggle might be a good way to go about it. Have it so while active you gain all of the normal benefits, but also suffer the debuff to resistance. I would also have it so that the endurance cost for maintaining it would be quite high, maybe with 50% of it being unenhanceable. That way there is no 'crash', and you can end the effects when things start to get dicey, but the penalty to your endurance and resistance would be somewhat the same.
  15. As in; it was fleeting 17 years ago, as Castle himself said he could overturn it any time he deemed it necessary. So until we know what is and isn't necessary, the cottage rule is moot.
  16. I believe that may just come down to Brute mains wanting to preserve the status quo, and getting quite uppity about anything that threatens change. Dunno of you saw the forum when Tankers were getting a buff to make them more competitive with Brutes, but... yikes.
  17. Cottage rule shmottage rule I dont think we have to have to honor a fleeting design choice by a developer who isn't even part of the current team, heck, he wasn't even part of the old team for that long anyways.
  18. While I agree that Blasters are the current AoE powerhouse, they're also the single target powerhouse, because no other archetype besides Corruptors can contest them. I think if you were to up the target cap on both Blasters and Sentinels, Blasters would find themselves overwhelmed, while Sentinels would be able to power through because of their secondary powers providing far more survivability. So with that in mind, giving Sentinels the opportunity to flourish with a higher target cap would make them the new AoE powerhouse, while Blasters would still retain their position as the single target powerhouse, rather than holding both titles.
  19. That's fair. Could we maybe get a discussion going in the next patch in regards to the state of Kinetic Melee moving forward?
  20. As @General Idiotsaid, theres plans to bring a real jetpack power to the game via the gadgetry power pool. But, I can see them perhaps adding more back options in the future, since we already have quite a few jetpack costume pieces.
  21. I think I may have an idea for Sentinels to help them better compete with other ranged DPS archetypes, while also giving their secondary powersets a little more purpose, and finally giving the archetype a proper niche; Just like Tankers, we up their maximum target cap by 25%, which would help set them apart from other ranged archetypes, while also justifying the decrease to range they have. It would also mean that their secondary powers would come into play more, as they would inevitably draw more aggro. But that's not all, we should change the Inherent power in order to support this change. So instead of the standard effects of Opportunity dealing more damage, we instead do this; COLLATERAL: Sentinels excel at providing area damage, and many of their powers have a chance to deal extra damage to foes surrounding your primary target. Occasionally, your single target attacks will deal splash damage to nearby foes, dealing a percentage of the base damage in a close area of effect. Additionally, your standard suite of AoE attacks sometimes have higher chance ToHit. I think the above changes would help give Sentinel it's own identity besides just being the 'Ranged Scrapper' or 'Non-Squishy Blaster', we would give it a real niche to capitalise on; the AoE powerhouse. So here are the pros and cons of making such a change; Pros: More competitive AoE damage to compensate for lack of range and snipe powers Higher target cap, making it stand out from other ranged archetypes Less reliance on dealing extra damage through a small window of opportunity Armor powers have more value, as you will receive more aggro with a higher target cap No more need to withhold your first two attacks for the purpose of Opportunity Cons: The Sentinel is more likely to be overwhelmed without backup Less overall single target damage since Opportunity is removed Endurance cost of powers may need to be increased to compensate for higher target cap
  22. Which one of you GMs took this from General Discussion and dumped it here in Suggestions? C'mon, fess up.
  23. As I said, the main issue with Sentinels isn't their Resistance/Defence numbers. I don't think it's strictly up-front damage either, I think it mostly falls down to their Inherent Power (Opportunity) being a less effective version of Corruptor's 'Scourge'. In fact, I'd say the main reason why Scrappers and Stalkers have much higher damage as you say is because they can reliably deal out critical strikes, whereas Sentinels can only deal 'micro crits' in a manner of speaking when their inherent power briefly comes into play. Another reason Sentinels underperform is that they don't really have a niche to fill. which circles back to the idea that their Inherent power is flawed. Sentinels fall short compared to other Archetypes when it comes to the role they're supposed to fill, which is something of a ranged Scrapper, since Blasters and Corruptors outperform them in ranged damage, and all other Melee archetypes are better able to utilise their armor powersets. Pushing them towards filling an already existent role (ie. Tanking, ranged DPS) is likely not going to be enough. Redesigning the Sentinel's Inherent power to make the archetype more viable is probably the best way to go.
  24. Hard pass. While I agree that Sentinels really need a performance boost, their secondary powersets actually perform quite well, sometimes better than the versions seen in other archetypes. Adding a single target taunt onto Sentinels is also very counterproductive, as many of their powers rely on AoE, so removing an enemy from a large mob would make it harder to position attacks properly. And why up the Resistance cap on Sentinels, but not Scrappers and Stalkers who would arguably need it more? Sentinels do not attract as much aggro as melee archetypes, so I see no reason for their Resistance numbers to be adjusted.
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