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Redlynne

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Posts posted by Redlynne

  1. 22 hours ago, SwitchFade said:

    Terrify

     

    On paper, is amazing. I practice, the alpha pot shots are murderous. Terrify should mitigate that, with SOMETHING. Debuff tohit, 3 second stun in the beginning... Anything to cut down on the return fire.

     

    14 hours ago, Blackfeather said:

    Hmm...that's interesting. The Fear status effect ought to stop enemies from retaliating so long as they aren't damaged, and if it doesn't, I'd consider that a bug - one would think that the damage that Terrify deals wouldn't interfere with the Fear status effect; something like having it applied after the damage or something along those lines. Might be worth submitting that as a bug report on the forums.

     

    12 hours ago, Blackfeather said:

    Hmm...I'm not so sure Terrify is working as intended then. For example, take a look at Seeds of Confusion: it's a great (perhaps a bit too great) opener for fights, and it's also a cone. One with a shorter range than Terrify by 10 feet at that!

     

    I posted my solution to fixing the Terrify drawing alpha strike over on my thread and I will spare everyone the repost and just provide a link.

  2. 21 hours ago, SwitchFade said:

    Terrify

    On paper, is amazing. I practice, the alpha pot shots are murderous. Terrify should mitigate that, with SOMETHING. Debuff tohit, 3 second stun in the beginning... Anything to cut down on the return fire.

     

    2 hours ago, MTeague said:

    I have not experienced the problem @SwitchFade has had with Terrify.

    I would be okay with some kind of unenhanceable short term stun or unenhancemable to-hit debuff on Terrify if that's what it took to mitigate a returning volley fire when terrifying a crowd.

     

    There's an even simpler solution to the Terrify draws alpha strike problem ... so simple I'm surprised that no one has offered it yet.

     

    Here are the stats for Terrify on a Controller ...

     

    Level 26
    Type Click
    PvE damage scale 1.000000
    Accuracy 0.9
    Modes required  
    Modes disallowed Disable_All
    Range 60 feet
    Activate period -
    Interrupt time -
    Cast time 2.03 seconds
    Recharge time 40 seconds
    Endurance cost 20.8
    Attack types Psionic
    Effect area Cone
    Radius 60 feet
    Arc 90 degrees
    Max targets hit 16
    Entities affected Foe
    Entities autohit  
    Target Foe
    Target visibility Line of Sight
    Nofity Mobs Always

     

    Target:

    • bullet_black.pngPvE27.938s Terrorized (mag 3) (after 0.25 second delay)
    • bullet_black.pngPvE30.59 Psionic damage
    • bullet_black.pngPvE30.59 Psionic damage
      If (target.kImmobilized > 0) or (target.kHeld > 0) or (target.kSleep > 0) or (target.kStunned > 0) or target.hasTag?(IncarnateBoss)
       
    • bullet_black.pngPvP38.14 Psionic damage
    • bullet_black.pngPvPUnresistible19.07 Psionic damage
      If (target.kImmobilized > 0) or (target.kHeld > 0) or (target.kSleep > 0) or (target.kStunned > 0)
       
    • bullet_black.pngPvEFloating Text18.625s Terrorized (mag 1) (after 0.25 second delay) (20% chance)
    • bullet_black.pngPvPSuppression4s Terrorized (mag 4) (after 0.25 second delay)

     

     

    Here's how you could change that to prevent retaliatory alpha strikes ... with changes in BOLD TEXT ...

     

    Target:

    • bullet_black.pngUnresistibleNo Buffs1s Confused (mag 3.5)
    • bullet_black.pngPvE27.938s Terrorized (mag 3) (after 0.25 second delay)
    • bullet_black.pngPvE30.59 Psionic damage (after 0.5 second delay)
    • bullet_black.pngPvE30.59 Psionic damage (after 0.5 second delay)
      If (target.kImmobilized > 0) or (target.kHeld > 0) or (target.kSleep > 0) or (target.kStunned > 0) or target.hasTag?(IncarnateBoss)
       
    • bullet_black.pngPvP38.14 Psionic damage (after 0.5 second delay)
    • bullet_black.pngPvPUnresistible19.07 Psionic damage (after 0.5 second delay)
      If (target.kImmobilized > 0) or (target.kHeld > 0) or (target.kSleep > 0) or (target.kStunned > 0)
       
    • bullet_black.pngPvEFloating Text18.625s Terrorized (mag 1) (after 0.25 second delay) (20% chance)
    • bullet_black.pngPvPSuppression4s Terrorized (mag 4) (after 0.25 second delay)

     

     

    THAT'S IT.

    That's all it takes.

     

    What the change does it it makes Terrify do a TEMPORARY Confuse effect for ONE SECOND.

    That then causes affected $Targets to attack each other rather than the caster.  The basic idea is to induce a panic attack as the onset of the terror, such that the $Targets cannot tell the difference between friend or foe (so they preferentially attack their friends who are presumably closer to them).  This Confuse effect lasts only for one second and purely serves as a means to mitigate an incoming alpha strike on the caster.  Note that the Confuse effect carries the Unresistible (unresistable) and No Buffs (ignores enhancements and buffs) markers.

     

    After a 0.25 second delay the Terrorize effect is applied, while the Confuse is still in effect.

    After a 0.5 second delay the Psionic damage is applied.

     

    So the sequencing of events is Confusion, Fear then Damage.

     

    Or to mis-quote a wonderfully memorable moment from S01E05 of Babylon 5, Parliament of Dreams ...

     

    You will know Fear.

    You will know Pain.

    And then you will Faceplant.

     

     

     

    THAT is how Terrorize ought to work for Mind Control.

  3.   

    On 3/28/2020 at 1:52 PM, Redlynne said:
    On 3/28/2020 at 12:48 PM, Bopper said:

    Should be legal. Knockback sets do up to 5 attributes, Endmod sets will now do 5, and Slow already does 6.

    Yes, a Slow set like Tempered Readiness includes 6 different attributes on the enhancements (and is representative of practically all existing Slow sets), but just look at how uselessly diluted those values are!

    • Accuracy / Slow
    • Damage / Slow
    • Accuracy / Endurance
    • Range / Slow
    • Endurance / Recharge / Slow
    • Accuracy / Damage / Slow

    What that adds up to for all 6 slots is ...

    • Accuracy: 1.75x SO
    • Damage: 1.125x SO
    • Endurance: 1.125x SO
    • Range: x0.625x SO
    • Recharge: x0.5x SO
    • Slow: 2.875x SO

    = 8x SO equivalents from 6 slots with NO proc(!) and more than half of the enhancement is devoted to Slow and Accuracy, with everything else mopping up the scraps (using too many mops!).

    And the less said about the set bonuses offered by Tempered Readiness the better.

     

    I keep getting the feeling that the existing Slow sets would have been better if they had dropped Damage out of them entirely so they would function more like a Hold, Immobilize, Stun or Terrify set instead ... and then created an entire other line of Slow sets that oriented around combining Damage and Slow like I've tried to do with my Graviton Condenser (proposed) set.  I mean, just compare the 1.125x Damage and 2.875x Slow priorities in Tempered Readiness ... to the 2.5625x Damage and the 2.0625x Slow priorities in my Graviton Condenser.  Simply put, I'd NEVER put Tempered Readiness into a damaging power that slows $Targets ... while I WOULD put a Graviton Condenser into a damaging power that slows $Targets ... simply due to the balance of enhancement values on the enhancements themselves, never mind the set bonuses.

    On 3/27/2020 at 11:29 PM, Redlynne said:

    Graviton Condenser (Slow, Rare, 21-50)

    • Enhancements (1 single, 1 dual, 2 triple, 1 quad, 1 proc):
      • Damage
      • Damage / Slow
      • Accuracy / Endurance / Slow
      • Accuracy / Damage / Slow
      • Accuracy / Damage / Endurance / Slow
      • Chance for Grant Power: -50% Range for 10 sec (3.5 PPM)
    • Set Bonuses:
      • 2: +5% Range
      • 3: +3% Slow
      • 4: Mag 3 Knockback Protection
      • 5: +7% Accuracy
      • 6: +7.5% Recharge

    SO equivalents:

    • Accuracy: 1.4375x SO
    • Damage: 2.5625x SO
    • Endurance: 0.9375x SO
    • Slow: 2.0625x SO

    = 7x SO equivalents from 5 enhancements … plus additional proc

     

    Note: Scrapper and Tanker Taunt powers apply a -75% Range debuff as part of their effects.

    The key thing is that the Slow sets need to be designed for "Slow AND..." rather than being designed with a mentality of "Slow OR..." like the legacy Slow sets were.

     

    To be honest, I sincerely think that when it came to making the Slow sets, the devs at Cryptic/Paragon Studios just "phoned it in" without really thinking about how the sets would need to be USED ... as completed sets ... for builds made by Players.  It's as if they weren't even trying (or ran out of schedule time and just threw something together and shipped it) rather than doing the kind of thoughtful analysis like we have the luxury of doing now, all these years later.

     

  4. On 6/21/2020 at 1:46 PM, Maricus the Aged said:

    For Empty Clips, fanning is the obvious choice.

     

    On 6/21/2020 at 2:44 PM, Vanden said:

    How do you simultaneously fan two pistols at once?

     

    spacer.png

     

    21 hours ago, ImpousVileTerror said:

    They gave some players what they wanted, yes.  A lot of us are still waiting for a more lowkey approach.  Maybe a little John Wick-style efficiency.  Maybe some Dirty Harry/Man With No Man.

     

    At least they avoided giving us anime styled Grenadier absurd fan service-y reloading of revolvers ...

     

    spacer.png

  5. 59 minutes ago, seresibyl3 said:

    Field medic gets rid of the interrupt from Aid Other and adds Endurance gain to Aid Self.

    Stupidly bad wording choice and grammar for the loss in this case.

    If you know that it is TRYING to tell you, it makes sense.

    If you have no idea what it's supposed to mean, you have too many options (and all of the ones you want it to be are wrong).

     

    The functionality works as designed, but the tooltip is just really badly written.

  6. 1 hour ago, xl8 said:
    On 4/8/2020 at 8:39 AM, Redlynne said:

    These changes mean that Temporal Mending might (might, I haven't received confirmation via testing yet) add the +25% Regeneration for 120s buff from the Regenerative Tissue proc to everyone affected by Temporal Mending. 

    Confirmed?

    I wish ...

     

    I decided that I didn't want to "rush" my playing experience this time around, so I'm doing a lot of level locking so as to complete entire swaths of content (some of which I never played through before) before advancing into the next bracket so as to do everything there.  Right now, my Mastermind is Level 21 ... and in this latest build the relevant slot doesn't get invested into until Level 45, so it's going to be a while for me before I can test the theory.

     

    Still, even if it the Regenerative Tissue +25% Regeneration IO doesn't buff everyone affected by Temporal Mending, it will still affect your Mastermind for 120s ... and remembering to use Temporal Mending once every two minutes shouldn't be all that difficult in order to sustain uptime on the bonus.

     

    However, if anyone wants to test the proposition without investing "real" INF in the question, there's always the Test Server ...

  7. 1 hour ago, Chrome said:

    while humorous your comparison is not what i am saying at all.

    Right.

    What you're saying is that there are only two authoritative sources of information/opinion that you will listen to ... yourself and the dev team ... and you're already on record as saying you don't believe the dev team has said what they've said.  Everyone else is a "rando" whose word you are predisposed to reject (unless if they agree with you, go figure) ... especially if they tell you what the dev team has already said but you don't want to accept (see: reject the word of "randos" by default).

     

    In other words, your mind is closed and you want people to stop telling you things you don't want to believe, no matter how true they might be, because you aren't going to believe them when they tell you the truth because it's a truth you don't want to hear/believe/accept.  However, you have (generously?) deigned to say/imply that you'll listen to people who don't speak up/post all that much (because they're devs who have better things to do than post on the forums, go figure) ... which is REALLY CONVENIENT for your position ... but when people tell you what the devs have said you don't believe them (because they're "randos").

     

    Yeah ... sorry.

    Credibility loss is now approaching maximal.

     

     

    • Like 1
  8. 5 minutes ago, Chrome said:

    that is not what i said or what i meant, i dont want to hear it from anyone but the developers because nobody but them have the exact real answer.  You literally skipped half my post or ignored it, i made sure that i was clear that random non devs spouting off its too much time instead of offering constructive criticism is what i dislike. 

    Considering that the Homecoming Devs say next to nothing about anything relevant to this question, you're trying to have it both ways ... and that's obvious.

    You'll only accept the word of people who don't post publicly ... and will refuse to accept the word of anyone else, who just happen to be the only people who are talking.

     

    You'll only accept the word of people who don't and won't speak out.

    And you'll refuse to accept the work of people who do speak out.

     

    HOW CONVENIENT ...

  9. 43 minutes ago, Chrome said:

    i challenge then what are these magical "other things" that dont take TOO MUCH dev time or what is more important.  as somebody who Use to love coming up with ideas and sharing them, the idea that everytime one gets posted the first response will be TOO MUCH, it starts to wear thin.

    So ... when it's not true, you don't want to hear it.

    And ... when it is true, you still don't want to hear it.

     

    Gotcha.

    Good luck with that attitude ...

  10. 2 hours ago, Papa Sirius said:

    It has a taunt aura, sounds like it's taunting aggro like it should.

    Except it shouldn't be taunting to draw aggro.

    Why is this so hard to comprehend?

     

    Gadgets Turret.png Gun Drone

    You can summon a Gun Drone. The Drone has an extremely fast firing rate and is equipped with a customized tracking system. Once locked on, the Drone will continue to unload a volley of lead into the target until it is destroyed. The Drone is armored, but can be destroyed.

    Damage Moderate (Lethal)
    Recharge Very Long
    Minimum Level Archetypeicon blaster.png 38 (Blaster)
    Effects Build Drone: Ranged
    Enhancements TO Training Accuracy.png Enhance Accuracy
      TO Training Damage.png Enhance Damage
      TO Training Endurance Cost.png Reduce Endurance Cost
      TO Training Attack Rate.png Increase Attack Rate
    Set Categories IO Ranged Damage.png Ranged Damage
      IO Recharge Intensive Pets.png Recharge Intensive Pets

     

    Show me the Taunt Enhancements that are supposed to be slotted into the power.

    I even provided the link above.

    Go on ... show me.

     

    The Taunt on Gun Drone was added by a Homecoming Dev in a fit of HUBRIS.

    And just like Jack Emmert, no amount of good faith has yet been successful in convincing that same Homecoming Dev that they made a MISTAKE.

     

    We've seen this pattern before.

    It didn't go down well the first time ... and it would have been better to not repeat the failure to heed community feedback now.

    • Like 2
  11. 2 hours ago, Zepp said:

    Basing your arguments on irrational authoritarianism "because tge original game designers said so a couple decades ago" is not convincing. Why do you believe the continuation of this flawed game design principle is beneficial? Make an argument, not an appeal to authority, and I will consider altering my proposal. I am not ignoring you, y'all just haven't made any rational arguments.

     

    Also, by your authoritarian consideration, shouldn't origin pool travel powers be ranked below power pools rather than being nigh twice as powerful? Wouldn't my suggested adjustment fit into your authoritarian theological stance?

    You're always welcome to download the server software, alter it to your personal specifications, put it online and invite everyone to come over and play on your perfectly balanced realm.

     

    After all, if you're going to accuse people who disagree with you of bowing to "irrational authoritarianism" it would therefore be incumbent upon you to liberate them from the tyranny of the Cryptic Studios/Paragon Studios development legacy ... no?

     

     

     

    Also, nice job of inserting Whataboutism into your reply in the last paragraph (quoted above).

    It's very in keeping with the rest of your rhetorical jabs.

    Quote

     

    Whataboutism, also known as whataboutery, is a variant of the tu quoque logical fallacy that attempts to discredit an opponent's position by charging them with hypocrisy without directly refuting or disproving their argument.[1][2][3]

     

    Whataboutism is particularly associated with Soviet and Russian propaganda.[4][5][6] When criticisms were leveled at the Soviet Union during the Cold War, the Soviet response would often be "What about ..." followed by an event in the Western world.[7][8][9] According to Russian writer and political activist Garry Kasparov, it is a word that was coined to describe the frequent use of a rhetorical diversion by Soviet apologists and dictators, who would counter charges of their oppression, "massacres, gulags, and forced deportations" by invoking American slavery, racism, lynchings, etc.[10] Whataboutism has been used by other politicians and countries as well.

     

     

    • Thanks 1
    • Haha 1
  12. 4 minutes ago, Zepp said:

    So you are opposed to pool powers being competitive with primary/secondary powers

     

    1 minute ago, arcaneholocaust said:

    Thinking power pools and primary powers shouldn’t be comparable isn’t an opinion. It’s how the game is designed.

     

    Primary

    Secondary

    Tertiary (ie. Pools)

    ... in that order.

     

    By design and by explicit intent, Pool powers are NOT intended to "compete" with or otherwise overshadow the effectiveness of primary or secondary powers.  It's the same reason why powersets that appear in a primary for one Archetype are "less effective" when that same powerset appears in the secondary for a different Archetype.  The exact same thinking, game design and explicitly stated developer intent (from day one!) also creates a gap in effectiveness between secondary and pool powers.

     

    The fact that this needs to be pointed out to people and explicitly enumerated just goes to show what I keep needing to say in threads like this.

     

    You can lead a man to water, but you cannot make him THINK.

     

    9 minutes ago, Zepp said:

    and for specialized travel powers to be competitive with origin mixed travel powers.

     

    Nice strawman you've got there.

    Uh oh, I see a herd of hungry cows coming for it ...

  13. Destruction can be done quickly and relatively easily.

    Creation is a long and arduous process that can often times take way longer than you might assume at the outset.

     

    As proof of my statement, I would offer the multitude of examples found in the Show Off! thread in the Base Construction forum.  While there are numerous examples of what it is possible to make ... the sheer investment of TIME ought to be rather obvious just at a cursory glance.  For a lot of those bases, I would put the time investment at 100+ man-hours MINIMUM, with the majority of them likely taking WELL in excess of that amount of time to finalize (especially on the larger plots).  That's a decidedly non-trivial amount of time investment by those individual creators.

     

    Now take that same expectation and apply it to the job of creating map modules for instances.  Even if there's some degree of modularity involved that allows you to copy/paste in replacements, the amount of TIME needed to create those spaces and get them thoroughly proofed out and tested and vetted is going to be decidedly non-trivial for what ought to be obvious reasons.  These aren't the kinds of things you can just whip up in 5 minutes (although @Dacy might be able to do them in 10... and that's a joke, just in case anyone wants to deliberately misinterpret what I'm saying here) and I shouldn't have to point that out because of how obvious the obvious is in this regard.

     

    Creating environments, sometimes called World Building in this context, is a remarkably time intensive process ... and that isn't a point of contention that ought to be up for debate.

     

    The entire point, purpose and context of this topic thread is to CHANGE MAPS.

    Doing ANYTHING in that direction is going to be a remarkably time intensive process.

    There shouldn't be any contention or debate about the validity of that statement, for that reason, in this specific context.

     

    CAN the charge of unnecessary demands on dev time be made while the validity of the charge is ... somewhat shaky ...?  Of course!

    But in this context, for the purposes of this discussion, I sincerely doubt that the assertion that there is plenty of dev time to edit maps (not just one of them, but dozens of them!) holds the necessary degree of validity to it.  Editing maps is NOT a cheap or easy "quick fix" thing to do ... just ask any Base Builder ... when it comes to time investment.

    • Like 2
  14. 19 hours ago, Chrome said:

    i am more than a little irritated when "too much dev time" is a valid argument against ideas being put forward.

    That's simply a function of the fact that Dev Time™ is not only a precious resource but also a by definition a demonstrably FINITE one.  There simply isn't a nigh infinity of man hours of Dev Time™ lying around sadly unused.  It's a logistical consideration that even professionally paid developers lament, and they're making "the big bucks" compared to what our staff of volunteers is getting paid to do what they do.  I had THAT lesson imprinted on my consciousness by no less a person than Cuppa Jo at the Tabula Rasa War College event, where a few select high profile Players were brought to the NC$oft offices in Austin, Texas for 2 days of meetings and conversations with the Tabula Rasa Devs (I also got to meet Manticore, Cricket and Avatea while I was there, among other former City of Heroes staffers).

     

    The Tyranny Of The Almighty Schedule they called it.

    AND THEY WERE RIGHT.

     

    So yeah, it would be great if there was vastly more Dev Time™ available to be expended on all kinds of things ... but since there isn't, we make do with what we have ... and that means setting priorities.  And when you have to budget your priorities, how much of the demonstrably FINITE resource of Dev Time™ can be expended on an effort (any effort) becomes a major consideration (if not the controlling consideration in a lot of cases) as to whether it is "worth it" to pursue that particular endeavor on the menu.  This is why whenever I make suggestions in the forums, I try to demonstrate the requisite expenditure of Dev Time™ that the suggestion would likely consume ... with an eye towards making it as simple as possible to execute with the least disturbance to the Almighty Schedule that controls the work that they're allowed to do.

     

    So you're right ... it's NOT fun to be told your great idea will take "too much dev time" to implement.

    The problem is, in a lot of cases ... it's very very VERY TRUE.

    Which is sad ... but it's still true.

    • Like 2
    • Thanks 1
  15. 11 hours ago, Pherdnut said:

    Trick Arrow:

    1. Yes, each arrow only does one thing for the most part but the cast and recharge time is crazy fast for most abilities.

    Would this be the same Trick Arrow powerset that only has 1 power with a base recharge time of under 15 seconds?

     

    Trick Arrow Lvl Acc Dmg Act Int Cast Rch End Rng Radius Arc Area
    Entangling Arrow 1 1.2 - - - 1s 4s 6.5 80ft - - Character
    Flash Arrow 2 1 - - - 1s 15s 9.75 80ft 35ft - Sphere
    Glue Arrow 4 1 - - - 1.16s 60s 9.75 60ft - - Character
    Ice Arrow 10 1 - - - 1.67s 18s 10.66 80ft - - Character
    Poison Gas Arrow 16 1 - - - 1.16s 45s 13 70ft - - Character
    Acid Arrow 20 1 0.21 - - 1.83s 20s 9.75 80ft 8ft - Sphere
    Disruption Arrow 28 1 - - - 1.16s 60s 18.2 70ft - - Location
    Oil Slick Arrow 35 1 - - - 1.16s 180s 19.5 70ft - - Location
    EMP Arrow 38 1 - - - 1.83s 300s 29.25 70ft 35ft - Sphere
    • Haha 2
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