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Blastit

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Posts posted by Blastit

  1. On 11/8/2020 at 5:16 PM, Yomo Kimyata said:

    Based on what I've seen of the new sets and of suggestions in that forum, a new FF would have:

     

    1.  Self-heal, preferably in the form of a band-aid arrow.

    2.  Damage aura

    3.  Endurance regeneration tools

    4.  Ability to be slotted with KB procs

    5.  Toxic damage

     

    This is tongue-in-cheek, to be clear!

    You forgot a summoned pet bubble that bounces around semi-randomly and knocks enemies back in a radius around it.

  2. 5 hours ago, Veelectric Boogaloo said:

    Is there some reason it needs to be a 25 degree cone? Can't it be thematically ok as a TAoE or a wider cone with the gun being moved side to side?

    Widening the cone and giving it a sweeping spray animation would be just fine with me. I'm not against improving the power, I just think we shouldn't lose track of the set's style.

     

     

     

     

    I think that Stone Armor needs a major rework, not simply a buff. The tensions between Granite Armor and the rest of the set is probably too great and I think a much cooler and interesting set is possible. I'd go for Rock, Magma and Crystal being mutually exclusive toggles, with a timed toggle that's a combination of Earth's Embrace and Rooted to act as an emergency button while the rest of the set is passives that improve the three main toggles. The idea is that it's a semi-shapeshift set and you pick toggle depending on what you want done. Rock would be resistance-based and the general defensive toggle, Magma would be an offensive booster that upgrades with a damage aura and Cystal provides defense and a stun aura. The granite golem would be an alternative animation for Rock Armor because it's after all pretty neat. The T9 could be a earthquake/eruption/shardstorm timed PBAoE toggle with different effects depending on which armour toggle you had on when it activated.

     

    Pretty rough outline and would probably require more work than a typical armour set but I think that poor old Stone Armor deserves to be unique and worthwhile as a whole rather than for just one single power that locks you into teleportation.

  3. 1 hour ago, Veelectric Boogaloo said:

    I like the idea of a to-hit debuff from full auto being suppressing fire, but at least make it a TAoE instead of a terrible cone that requires perfect placement to hit half a mob. Meanwhile an archer is hitting full mobs from around a corner.

    Full Auto should be a cone because a cylinder of bullets is how letting loose with a machine gun works. Let's let sets be unique and not just strictly designed around the one thing that's the strongest and easiest to use.

     

     

    One thing I'd like tried out is turning Full Auto into a timed toggle that roots you. You can, after all, just let go of the trigger.

    • Like 1
  4. 2 hours ago, TimesSeven said:

    I can agree with some of those points, but what are you supposed to do if you want to play that build Redside or Yellowside where it's darn hard to find a team?

    That's an issue with game demographics, not with accuracy. What you do in that scenario is make a levelling build that uses pool power attacks and otherwise slots single-target crowd control for damage. It isn't a perfect solution but not much is.

    • Like 1
  5. 28 minutes ago, TimesSeven said:

    I understand that, but if you miss four shots in a row, and then streakbreaker gives you one, and then you miss another four shots in a row, then you're dead. Faceplanted. Streakbreaker helped you ONCE. if you check the streakbreaker tables, it will let you miss up to EIGHT attacks in a row. Now if you're a lowbie who is relying on Sands of Mu and the Nemesis Staff as your only real means of attack, how fun will the game be? 

    If you faceplant because your only attacks are P2W powers then you have chosen a build that can't solo but are doing it anyway. I've made plenty of lowbie characters and even controllers don't have it so rough they can't get past level 10. You would simply have to be very unlucky to constantly miss the maximally allowed amount of times.

    • Like 1
  6. 49 minutes ago, TimesSeven said:

     So what makes this a terrible thing is that when you're just starting out, you don't have a lot of attacks or slots, so a lowbie character is probably slotting accuracy and damage in those few attacks--not recharge. A lowbie toon RELIES on Nemesis staff, Blackwand, taser, throwing knives and brawl as an additional attack. Since this automatically throws you in a lower accuracy bracket, what does it do for the +tohit that Beginner's Luck offers? If those objects negates BL then it's all a wash.

     

    The streakbreaker exists to stop you from missing lots in a row. But the lower the accuracy of the attacks you use is, the greater the number of misses in a row that is acceptable. So even if your power-set attacks are at 90%+, the streakbreaker sees you use the 70% (or whatever) bonus attack and adjusts accordingly.

  7. 14 minutes ago, TimesSeven said:

    Beginners Luck is exactly what you said, a tohit game mechanic (thank you BTW). The link provides a full description and a table. 
     

    One problem... it was implemented in issue 12--that came out in 2008.  Why are we still experiencing these issues? Perhaps it needs to be tweaked? With all of the patches and updates, how can we even check that it's still working?

     

    Not being snarky this time, was wondering if you had an answer to this?

    I'm just some nobody and have no access to internal data tracking tools so I don't know anything about if it really super-truly works exactly as advertised after all these patches but until there's a conclusive investigation I'm going to work under the assumption that it's a classic case of some people getting really annoyed at missing.

     

    They even added an accuracy buff you can pick after running Death From Below, which stacks with everything else. Another thing people who really don't want to miss can do is slot two accuracy DOs until they get access to SOs. Nowadays, people can just blast past the teens and buy IOs once they get to 22 so if you really, really want to minimise the time spent at lower accuracy levels you can do that.

     

    24 minutes ago, Frostbiter said:

    I think a lot of the trouble people have at low levels is that Brawl and the Origin Attacks completely screw up the Streakbreaker. You'll miss less often if you don't use them.

    How so? Interesting.

  8. 2 hours ago, AerialAssault said:

    Me: "It's okay guys, it's just random chance. Just think of all the times you did hit :)"

     

    Me, after missing a +1 minion 5 times in a row while they kick my ass: "This is bullshit, this whole thing is bullshit, fuck City of Heroes i'm going to play Minecraft instead."

    Easy solution: play a buff class, team up with a blaster, let them do the sweaty work.

  9. Flight is slower but a lot more convenient. Super Jump is slightly slower but a little more convenient and you can play silly jumping games with it. Both are also more endurance-friendly.

     

     

    If there were in-mission barriers that could only be teleported through that'd be great but as it is, Teleport is somewhat lacking in utility. If you want to teleport then it'll work. I've taken it on one character because of theme and I'm fine with it. Not like travel powers are super optimal anyway.

  10. I use them like so

     

    MT8jbXY.png

     

    so it's not so obviously cel-shaded, it just gives things a little more pop than the standard

     

     

    tho i haven't poked around a whole lot with them, admittedly, so maybe there's some tweak i would like more

  11. 3 hours ago, Troo said:

    Sadly the above quote discounts the rest of your post..  just fyi "literally everyone" does not equal "in my opinion"

     

    Willpower could be considered more basic than Invulnerability.

    Battle Ax could be considered more basic than Super Strength.

     

     

     

    Willpower is a decent runner-up to invulnerability to represent being super-tough, the quintessential tank power. But why an axe over simply being super strong?

  12. 2 hours ago, Luminara said:

     

    Skip the wiggle, remove the bonus accuracy, remove the weapon skin and recycle standard blast animations with the effects moved to the hand(s).  That's actually easier than adding a weapon skin.

     

    Finger guns require fingers, though, so that wouldn't be possible without a lot of extra animation work and reskinning of character models because all we have are fists and mittens.

    You can point with all fingers at once. I called it "finger guns" to suggest a sort of karate chop pointing as opposed to knuckle or palm guns (which could still work with buckshot and flamethrowers, respectively). I suggested the hand wiggle because I don't think it's a good idea to have mechanically distinct animations for a powerset.

  13. The Beam Rifle effects would work as well with typical mitten-emitted animations so it'd be a fine alternative. Some of the others get a little weirder, maybe.

     

     

     

    Thinking about it, a finger gun animation set would be fun so now I'm for AR and DP getting gunless animations.

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