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Everything posted by Shin Magmus
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Powerset suggestion: Gravity Blast
Shin Magmus replied to Shin Magmus's topic in Suggestions & Feedback
I feel like it's more likely for the devs to re-use Blaster assets and just give Doms a set with Aging Touch, Future Pain, and End of Time. I guess we can dream though, for Grav/Grav Doms instead of having to settle for Grav/Energy.- 8 replies
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Powerset suggestion: Gravity Blast
Shin Magmus replied to Shin Magmus's topic in Suggestions & Feedback
I feel like there's certainly the possibility to add stuff to G-Force: +strength to Slow effects shouldn't be that hard to add. It looks like Charge Up grants 4/5ths of the Dmg buff and ToHit buff effects in exchange for the secondary effect. Could copy that stat template and have G-Force grant +25% to all Slows for 10s, there might even be some super combo bullshit possible with strong slows in Time Manipulation or Blaster secondary powersets.- 8 replies
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Hi there, I'm the Mr. Shin who likes good powersets and fun things. This is my pitch for Gravity Blast, which would be a thematic pairing for Time Manipulation on Defenders/Corrs, but honestly I just want all the ranged ATs to have access to Propel. The idea for this set is quite simple: there are people who really like Propel from Gravity Control, and who have always wished for a Gravity Blast set. Many aspects of Gravity Control are extremely appealing, but Gravity Blast needs a niche to set it apart from its peers in the crowded ranged damage space. I suggest the same thing that Gravity Control, and later Battle Axe, brought to the table. First, all Gravity Blast attacks will apply a powerful debuff to Running, Jumping, and Flight speeds as well as a debuff to Jump Height, but not affect Recharge Time at all. A good approximation would be for a Gravity Blast power to slow movement and reduce jump height twice as much as an equivalent Ice Blast power. Naturally this means that all Gravity Blast powers accept slow sets, and can be globally enhanced by a choice such as Intuition Radial Alpha. Higher tier attacks slow for longer durations. Two specific powers will also inflict -Fly, allowing you to ground those pesky fliers. Second, Gravity Blast will have one of its AoE attacks be an AoE inverse-Repel power, named "Trawl" by the Homecoming Dev Team. This will be roughly analogous to a ranged version of Axe Cyclone, allowing players who like that kind of enemy-condensing support to have this tool available on ranged ATs as well as melee ATs. ============================================================================================= T1 - Gravity Bolt (Tier 1 Blast, Single Target) Ranged, Minor Smashing Dmg, -Spd: 80 ft range, 6 sec -Spd duration, 4 sec CD Pretty generic early attacks, this is your fast-but-weak option. T2 - Gravity Blast (Tier 2 Blast, Single Target) Ranged, Moderate Smashing Dmg, -Spd: 80 ft range, 10 sec -Spd duration, 8 sec CD Pretty generic early attacks, this is your slow-but-strong option. T3 - Propel (Tier 3 Blast, Single Target Damage and Knockdown, AoE Knockdown-only) Ranged, High Smashing Dmg, -Spd, 100% Knockdown, 80% Knockdown AoE: 10 ft radius, 80 ft range, 12 sec -Spd duration, 10 sec CD Finally, Blasters can use Propel! This is just Propel with more damage but with the Knock effects reduced. It will damage and guarantee Knockdown on the primary target, but have only a 80% chance to Knockdown up to 4 secondary targets in the area (affecting 5 targets total), although it won't deal any damage to them. Naturally this power will still summon random crap, and continue to stack up different objects around the area if used repeatedly in a fight. This is the only power in the set with KB magnitudes lower than 1.0, meaning this is traditional "Knockdown". T4 - Graviton Burst (Primary AoE Attack) Ranged AoE, Moderate Smashing Dmg, -Spd: 15 ft radius, 80 ft range, 12 sec -Spd duration, 16 sec CD This is analogous to Fireball: it's just a good AoE attack with a fast animation and good DPA: no gimmicks. The ability to take multiple AoEs with strong movement slow effects is important to the feel of the set. With a 12 sec duration on the slow, this is an effect you can refresh to maintain permanently on up to 16 targets. T5 - G-Force (Self Buff) Self +ToHit, +Dmg (All): 10s duration, 90 sec CD G-Force is just Aim. Uses standard values for Aim across all normal Blast powersets, effects vary slightly by AT based on their scales. Alternatively it could also enhance all Slow Movement powers from the user for 10s, similarly to Charge Up in Elec Blast. Obviously it will still grant +Range only on Sentinels. T6 - Gravity Slam (Tier 4 Blast, Single Target, Knock Up -> Vectored Knock Down) Ranged, Superior Delayed Smashing Dmg, -Spd, Knock Up -> Vectored Knock Down, -Fly: 80 ft range, 12 sec -Spd duration, 12 sec CD Imagine Lift or Levitate, but angrier! The Homecoming Devs have created a new system to apply vectors to Knock and Repel effects, but so far none of the existing powersets seem to have a true "Slam" power, and I'd like to see one. Gravity Slam executes vectored Knock Up, then vectored Knock Down (the inverse of the previous vector) 0.8 seconds later, then deals damage 0.5 seconds after that. With sufficient coding and bug-testing, it should be possible to fine-tune the timing so that this power almost always deals damage when the target hits the ground, consistently. Gravity Blast does not have a Hold or Stun attack, but it has 2 attacks with the soft control of knocking the target off their feet instead. T7 - Event Horizon (Secondary AoE Attack, trades damage for utility) Ranged AoE, Light Smashing Dmg, -Spd, Trawl Inward: 15 ft radius, 80 ft range, 15 sec -Spd duration, 18 sec CD This power has lower damage and a longer animation than Graviton Burst, but it will suck nearby enemies inward toward the primary target. Additionally, it applies a stronger Slow for a longer duration than Graviton Burst. Combined, these two powers will output a satisfying and powerful 1-2 combination of damage and enemy-condensing effects that are sure to please a crowd. Furthermore, the primary target of Event Horizon is instantly affected by an unenhanceable, unresistable Immobilize/Resistance to all Knock effects for a short duration, roughly 1-2 seconds. This hidden aspect of the power will prevent the primary target from moving (or being moved) during the Trawl effect. This is important to prevent fringe cases where the power could pull enemies towards an actively moving target, resulting in unanticipated chaos. T8 - Graviton Beam (Narrow Cone, Damage Over Time, -Resistance) Ranged Cone, High Smashing Dmg Over Time, -Spd, -Res(All): 5 degree arc, 80 ft range, 15 sec -Spd/-Res duration, 14 sec CD I like the idea of a concentrated gravity beam that makes the target so heavy that their own weight is crushing them. This power is analogous to Piercing Beam and Piercing Rounds. It is a cone, but one so narrow that it is not meant to reliably hit multiple targets: even if it does, it only has a 3 target cap. The main use of this power is to be a single target attack that also debuffs the target's resistance, softening them up for further attacks. These powers accept Ranged AoE sets and can therefore slot the Annihilation -Res proc to boost their total debuff effectiveness. T9 - Terminal Velocity (Nuke, Massive AoE Knock Up -> Vectored Knock Down) Ranged AoE, Extreme Delayed Smashing Dmg, Knock Up -> Vectored Knock Down, -Spd, -Fly: 25 ft radius, 80 ft range, 20 sec -Spd duration, 145 sec CD A.K.A. Mass Gravity Slam, Gravity Blast's Nuke will be a very angry version of a similar power such as Geyser or Mass Levitate. Terminal Velocity will use the same mechanics and timings as Gravity Slam, but deal significantly more damage and affect up to 16 targets in the standard 25 ft radius used by Nukes. However, since this power inflicts delayed damage it will open you up to counter-attacks in situations where the targets are immune to the initial Knock Up. In all other situations, this power should be safe to use as an "opener" and instantly defeat weaker targets before they can get back up and attack you. Note that the delay should only exist to sync up damage with the slamming effects, not lasting longer than ~2 seconds, which is still a full 3 seconds faster than Meteor. ============================================================================================= That's it, please feel free to let me know what you think.
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Just FYI, putting certain unique IOs like Numinas (but not Preventive Medicine) into a late power pick post-lv40 like Physical Perfection, instead of in Health at lv2, kills your slots if you exemplar. The IOs function identically in either power, but any time you exemplar down and lose access to Physical Perfection you also lose access to those slots you put into it. Just a bad habit that will make you weaker if you ever decide to run a Yin TF for example.
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The only reason that my Rad Melee Brute does anything of value, at all, outside of AE (after nerfs to Rad Melee, Brute Burn, and Brutes in general), is that I have powers like Atom Smasher slotted with 1 Hami + 5 dmg procs. Proc-bombing bad sets is the only way to currently get decent performance out of them. Procs are also still optimal in good sets like SS, but the proportional difference is lower. However, this means that my extra shitty character is also completely devoid of set bonuses in these powers, which does hurt.
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Because that's what the HC devs wanted when they initially buffed Tankers, and still want even now in spite of the uneven and confusing nerfs. Their exact words in multiple posts are "AoE Specialists", Tankers are going to be better at using AoEs than the other ATs. Although if the AoEs do piss-poor damage, then that won't be enough. Tankers were buffed originally because nobody played them at endgame. Having the highest health and mitigation didn't matter, at all, to any good player. Brutes have the same caps, and could be buffed to reach those caps and hit the same mitigation as Tankers. Not only was that true in the past, but it will still be true after this patch goes through. This means that, despite what lower level and casual players may say, Brutes and Tankers have roughly the same survivability on end-game teams and especially on Advanced Mode team comps. So the choice between the 2 ATs really comes entirely down to which one does more damage, and that is why Tankers were not made and not played. Keep in mind that there are speedruns where the main tank is a Scrapper with Confront, and Brutes/Tankers are nowhere to be seen. The scale of this problem goes further than you might think.
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Keep in mind that powers like Glittering Column basically have 2 powers within them, and allowing the set to slot Accurate Tohit Debuff sets may make one power enhanceable but the other not receive any benefit: worst-case example being that you slot Cloud Senses and it makes the Glitter Explosion debuff go up but fails to affect the Glitter Aura debuff at all. Set/Slotting related bugs like this are very common on HC, any time the devs change what kind of sets a power takes. This is still an issue on Fault even where it's supposedly WAI, where slotting TAoE sets does nothing to even buff the accuracy of the Stun/KD component of the power: which has lower than 1.0x base acc. That second power doesn't accept those sets, so your enhancement does nothing. You have to use more universal enhancements like Hamis to get around the issue. So yeah, if we allow Accurate Tohit Debuff sets in GC, please make sure they affect both debuffs: thank you.
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Focused Feedback: Plant Control
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
It's conditional If:Then damage like most of Arse Control. This means that Vines won't deal damage to targets it can't hold, causing it to woefully underperform in every metric vs enemies like Cimerorians using their Mez Protection shout. Powers with these conditions become very very poor choices any time the condition can't be met, but fortunately most powers in the game simply try to apply all of their effects at once, without If:Then statements. -
Focused Feedback: Powerset - Radiation Armor
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
Still time to realize the mistake of leaving Ground Zero's animation this slow, and dial it back since the powerset is being nerfed already. Needlessly long animations do not add "fun" to the game. -
Focused Feedback: Powerset - Radiation Armor
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
Gutted the power, it already has Panacea slotted. I'm done engaging with how much it was nerfed. -
I really think that if you're going to post test times, it should be the same powerset but on different ATs: to assess whether the Tanker performs better or worse with Broadsword than the Brute with Broadsword etc. Also, you will never convince the dev team (or even Shin) that Tankers are in trouble just because their solo clear time is slower than the other 3 ATs, because Tankers are also tougher solo than the other 3 ATs. On large teams you have buffs flying left and right, so the main time that Tanker increased bulk is really noticeable is... on small teams or when soloing. The devs will see the tankiest AT dealing the least damage as WAI. You need something else to make your case. That's why I hone in on the AoEs because it is a literal quote from design statements and devs that "Tankers are AoE specialists", but the way I see them after these changes they are not... and in fact reduced to being AoE shittylists.
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Focused Feedback: Powerset - Dark Miasma
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
Your bad-faith comparison unfortunately missed the original point I made, which is being referenced here. I'll copy/paste it: So... every time you use Black Hole it's going to give the targets one tick of Intangibility... more than 1 frame at 60 FPS but basically giving them brief i-frames? Doesn't that mean it's inevitable that someone is going to whiff their Benumb or Heat Exhaustion etc. into an unlucky Black Hole by their teammate? It's going to be infrequent, but statistically it will also be guaranteed to happen some of the time. -
Please run through the cone attacks and remove the unfair extra damage penalties from them, since this makes the least popular melee attacks even more weak, while doing nothing to address how annoying they are to use. Guys, we just need to accept this will be the "massive" L part of the patch. Lots of other good stuff coming, but not this, and not just because Tankers are being nerfed. It's because the Tanker nerfs impact the enjoyment of the powersets that were buffed: only on Tankers. Tanker cones are forcibly being changed back from "actually fun and easy to hit with" to "there was no reason for me to have made this character a Tanker." I weep for fun powers like Tanker Frost; better get all of your fun out of your Ice Melee, Psy Melee, etc. Tankers right now before this update hits. I won't delete my Shield/MA Tanker at least, because they weren't made for the explicit purpose of enjoying a usable melee cone. Other people may reroll some of their Tankers after these changes though. I certainly won't be in a rush to make any new Tankers either, that's for sure...
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Focused Feedback: Powerset - Dark Armor
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
Clair Obscur is literally an oxymoron that is basically Light Darkness. With all the popularity of Clair Obscur: Expedition 33, I am a bit surprised this knowledge is still so... obscure. But yeah, I'd rather get all the numbers ironed out than try to fight with the dev team on a power's name this late in the game. Soul Sustenance has alliteration if we're changing everything. -
Focused Feedback: Powerset - Dark Miasma
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
So... every time you use Black Hole it's going to give the targets one tick of Intangibility... more than 1 frame at 60 FPS but basically giving them brief i-frames? Doesn't that mean it's inevitable that someone is going to whiff their Benumb or Heat Exhaustion etc. into an unlucky Black Hole by their teammate? It's going to be infrequent, but statistically it will also be guaranteed to happen some of the time. -
Focused Feedback: Powerset - Dark Miasma
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
Since this power currently only accepts basic enhancements, it would probably be a better solution and use of dev time (and player slots), to just make the strong single target Immobilize effect on the primary target of Black Hole have correct flags: ignore enemy level difference, etc. They can scale this effect up since it is unenhanceable, and not tie it to the Intangibility side-version of Black Hole. Both the Trawl Black Hole and the Intang Black Hole should reliably Immobilize a boss or lower, for a base duration of like 30s. I think what's going on here is that they've split the effects of the power in 2 but tied both to the Immobilize duration, so the Immobilize is short because the Trawl is short. You absolutely do not want the enemy to be mobile at all during the Trawl. And if the enemy can move to mess up the effect, it also stands to reason that they can be moved by others to mess up the effect. Full suggestion solution: primary target of Black Hole should instantly be affected by both an unresistible Immobilize and a 10,000% resistance to all KB, both of which ignore enhancements and level differences, for at least as long as the maximum duration of the Trawl effect. This is to ensure that the target cannot be moved during the Trawl to cause unintended wanton chaos and enemy scattering. -
Focused Feedback: Powerset - Radiation Armor
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
Count me in the "why do these 3s animations even exist?" camp. So many overly long animations have been trimmed down over updates on HC, from Rad Emission toggles to Ice Patch to Full Auto. Leaving a power like Ground Zero this slow even after nerfing it doesn't pass the consistency sniff test, and reads more like some people just don't like the power. -
Focused Feedback: Powerset - Dark Armor
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
Since we're probably nearing the end of these potential changes, I'm just chiming in to say that it might be time for Dark Regeneration to also get some ToHit Debuff resistance, if we're giving it to Obscure Sustenance. One of the weirdest and least thematic things about Dark Armor is that it has never had resistance to the primary debuff of all Dark attacks in the game. This has been a fan-favorite request for many years, make Dark Armor be much better against hordes of Dark enemies such as Spectral Demons. You can still keep Obscure Sustenance as it is, but maybe add a scaling resistance to ToHit Debuffs to Dark Regeneration, per target hit, for 30s (or 60s) as well. I feel like the player choice should be on which type of Healing / how much End sustain you want, not whether or not you get access to basic thematic debuff resistance. -
Focused Feedback: Powerset - Radiation Armor
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
I just went ahead and swapped to Melee Hybrid preemptively to not die after Rad Armor gets nerfed, and also accepted the need for another outside AoE, changed the proc-slotted Rad Therapy to 5pc Panacea. -
Focused Feedback: Powerset - Dark Miasma
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
My AR Defender can't take Beanbag till lv16, so I guess it is mathematically never good.