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Why is Assault Rifle bad, and how could it be better?
PoptartsNinja replied to Weylin's topic in Suggestions & Feedback
AR isn't a bad set, it's just a weird set. I'd personally trade beanbag for Aim but I haven't really missed Aim or Build Up on my AR/Nin Blaster. It's actually kinda liberating not needing to worry about them, honestly. I'd say the only power in AR that's in need of actual help is Flamethrower; which has the same problems as all the fire/ice breath attacks: namely a long rooting animation and anemic damage (as well as weird start-up time on the damage tics, which sometimes don't even start triggering for 2-3 seconds based on the enemy's range). At the same time, buffing Flamethrower means buffing every enemy that also has Flamethrower because it's such a bad power it makes for a good filler attack for low- and mid-tier mobs so a lot of enemy groups have it. Imagine Longbow or Council with buffed, actually dangerous Flamethrowers. -
Armor T9s: thoughts, reviews, and suggestions
PoptartsNinja replied to PoptartsNinja's topic in Suggestions & Feedback
Elec Armor's crash is the worst in the game -90% hp, -100% end, -10000% recovery, all of the others are some lesser combination of those effects Invuln is -90% hp, -100% end Elude, Kuji-in Retsu, and Overload are -100% end, -10000% recovery Even keeping what they're currently doing 100% the same with no changes, but toning down the resist/defense values in favor of toning down the crashes would be a huge improvement to the worst offenders. -
Armor T9s: thoughts, reviews, and suggestions
PoptartsNinja replied to PoptartsNinja's topic in Suggestions & Feedback
Ah, my mistake. I could've sworn I heard it was checking both at some point, but just using the strongest makes sense. In that case, my suggestion for Elude would be to cut the power down to 15%-20% positional defense and remove the crash; and my suggestion for Overload would be similar (10% to most typed defense, but to add +30% to Psi/Toxic which Energy Aura supplies very little of) I know that you don't intend it this way, but this is a false equivalence. The Devs spending a few hours or even days reviewing the numbers in the old-fashioned armor T9s doesn't preclude them from working on incarnates if that's what they want to be doing. Making the T9s more attractive by toning down some of their utterly bonkers armor/defense numbers in exchange for softening their crashes won't somehow lock us out of ever getting Genesis, Mind, or Omega. -
Armor T9s: thoughts, reviews, and suggestions
PoptartsNinja replied to PoptartsNinja's topic in Suggestions & Feedback
That's why I'd like to turn them all into emergency heals that just happen to be usable as a Self-Rez if you wait too long to click on them. Imagine popping Soul Transfer at 30-40% HP for a chunk of health and nice, long-duration mag 3 stun that stacks with oppressive gloom? Just bam knock a whole spawn senseless when it seems like things might be going south and use the next 12 seconds to clean them up. They're a utility tool, which means their implementation can be quite varied. They either perform something the set already does in a different way (Parasitic Aura), shore up defenses while offering timed benefits (Meltdown), or offer a way for a set to do what it's best at with a little reassurance that if something does go wrong you have something to fall back on (Phoenix Rising). I wanted to avoid making them all set replacements because I feel that often doesn't really mesh with the feel of the set or even the power in question. If Elude offered a big chunk of damage resistance or was a long-duration heal-over-time it would definitely be more immediately useful to SO-only builds than the current incarnation but at the same time it wouldn't really feel like Elude. By changing Elude's defense from positional to typed we can take advantage of the fact that the ToHit formula rolls against positional defense then rolls again against typed defense and if either of them are a miss the attack misses. By offering Super Reflexes a way to temporarily take advantage of both of these defenses Elude would still be very useful even if the full strength of the typed defenses it provides is somewhat less than that provided by SR's normal positional defenses. -
Armor T9s: thoughts, reviews, and suggestions
PoptartsNinja posted a topic in Suggestions & Feedback
This is half-suggestion but also half-review of the armor T9s, and how they compare to the rest of the sets they’re sourced from. This thread is not here to compare the T9s against one another (except in situations where they're almost exact carbon copies like Elude and Kuji-in Retsu). The purpose is to take a good hard look at the ‘capstone’ powers of the armor sets to see if they bring any real benefit to their own powerset or if they're completely overshadowed by the things the set is already doing. I personally believe that every T9 has something to recommend it but I also believe a good many of them are outdated or were designed based on a very bad assumption about how City of Heroes would be played. Some just don’t offer enough utility to justify their downsides and others just provide too much of something a set is already doing quite well. As we review these, it’s going to be important to keep in mind that there’s a sharp difference between a modern T9 and an older one. The OG CoH devs didn’t expect or intend for players to run more than one toggle at a time, they expected people would swap between them situationally and so a lot of the original T9s are meant to replace rather than supplement the set they’re from. This is most visible in Granite Armor, but persisted due to inertia and applies fairly universally to pretty much every armor set until the addition of Willpower and Shield Defense. This is part of the problem with the Armor T9s in general, and why some of them feel so badly flawed. It is these T9s that primarily need our attention and I’m going to do my best to offer ideas for each one that I feel are 1) achievable and 2) don't breaking the overall ‘feel’ of each power. Best In Show / The Mostly Modern T9s Bio Armor: Parasitic Aura It’s a modern T9 which means rather than being an “emergency” power, it’s basically a core power for the set. Parasitic Aura is one of Bio Armor’s three major recovery tools, and it’s the most powerful of the three. It’s one of the best T9s in the game. Bio Armor: Parasitic Leech It’s a 40ft cone version of Parasitic Aura, to make it easier for Sentinels to make use of it without forcing them to rub their faces all over a mob. Commentary: Parasitic Aura and Parasitic Leech are the sort of T9s other T9s should aspire to be. For many T9s I’d advocate switching to a flat recharge timer that’s unaffected by recharge reduction, but Parasitic Aura/Leech don’t need that. They’re 100% fine. Radiation Armor: Meltdown Another modern T9, it gives +resistance to a set that usually doesn’t fully cap most of its resistances and the resistance it provides is a reasonable value (20% tanker values). It’s also got a solid (about one equal-level SO’s worth) damage boost and crash is an extremely reasonable -10% end / -10000% recovery for 10 seconds. Meltdown makes you fight harder while it’s up and then you enter a brief cooldown period where you either have to tank whatever’s left over for a few seconds or, more likely, everything’s already dead and you can recover in peace. Minor Suggestion: 480s flat cooldown is pretty reasonable for everything it offers, but it would probably be fine at 300s. 5 minutes is still a long time to wait for a power to recharge and is more than enough to guarantee Meltdown won’t be available every spawn. Fiery Aura: Phoenix Rising A huge improvement over Rise of the Phoenix, Phoenix Rising is a nice burst of healing and AoE damage that encourages Fiery Aura to ride that thin line between victory and disaster. It’s pretty much perfect for the set. You get damage and a heal coupled to some knockback and stun or you can save it for when you drop to reset. Commentary: I wasn’t sold on this when I first saw it but it’s great, Phoenix Rising is such a great tool now. It really fits the set, and it’s pretty to boot. Willpower: Strength of Will Strength of Will is really one of the first of the modern T9s. Rather than trying to replace the entirety of Willpower, Strength of Will is there to give the rest of Willpower time to do its job, offering a nice solid recovery boost in addition to shoring up Willpower’s physical defenses for a bit. Its crash is a on the harsh side of reasonable Commentary: Strength of Will is always useful. The -50% end crash is harsh but reasonable since it’s not coupled with a recovery or HP crash. It’s the sort of crash that could get you into trouble when it triggers, but if it actually does you probably weren’t winning that fight anyway. Shield Defense: One with the Shield Shield Defense is another one of the earliest modern T9s, and it’s really good. Its crash is a harsh but fair -60% end, it adds some extra resistance to a set that primarily relies on positional defense, gives bonus max HP, and gives another source of status protection in case you forget to click on Active Defense. Commentary: I can’t really think of any improvements for One With the Shield. 360s fixed recharge feels a bit on the high side but still reasonable. Ice Armor: Icy Bastion A more modern take on Hibernate for Sentinels only. Icy Bastion is a nice little bump of damage resistance, regen, and recovery for 30 seconds. Commentary: This seems pretty solid to me and it looks like it fills an actual niche. It’s more akin to Moment of Glory for Ice Armor than Hibernate but that's not a bad thing. If it buys the user an extra 30 seconds of blasting it's done its job perfectly, and even if it doesn't it's crashless which is rare for a +resistance T9. OK but Could Be Better Dark Armor: Soul Transfer Soul Transfer is a 12 second Mag 30 stun that just so happens to be stapled to a self rez. When you need it, it’s basically a nice soft reset on a fight buuuut… self-rez powers have bad reputations for a reason, and this one’s attached to Dark Armor. Dark Armor is an incredibly tough and survivable set. Between defense, resistance, -ToHit, soft CC auras, and a self-heal that’s effectively a full heal if even two enemies are standing next to you, the odds of you ever having to use Soul Transfer are slim to none. Suggestion: Give it the Phoenix Rising treatment, so it can either be used in its current state as a hard reset self-rez or be activated early to turn it into a second ‘emergency’ self-heal. The stun would probably have to be reduced to mag 3 or so on the ‘still alive’ version but that would stack with Oppressive Gloom to stun even bosses for a few seconds. If the stun alone isn’t enough of a secondary effect, maybe add a mag 3 fear to the ‘still alive’ version as well so it also enhances Cloak of Fear, that way people can run their status effect toggle of choice or even get a little extra safety from running both. Ice Armor: Hibernate Hibernate is in a weird spot, because I don’t feel like it’s a bad power but I also don’t feel like it’s particularly useful for Ice Armor. It was designed back when the devs expected players to use rest after every other spawn as a way to rest quickly and safely; but that design philosophy is extremely dated now. Ice Armor already has some good HP management in the form of Dull Pain, and endurance management in the form of Energy Absorption—but at the same time, Ice Armor has always been a weird hybrid defense/resistance set where it feels like the chance of something going wrong is always right there. Suggestion #1: Make Hibernate also self-rez, with debt protection and the whole nine yards, with an initial burst of health/end and the option to detoggle early or keep hibernating to take advantage of the +regen and +recovery. This just gives it a little more attractiveness as a utility power. Suggestion #2: Give Hibernate a taunt aura to invite nearby mobs to continue attacking an invulnerable target. This would probably need to be reduced in power (so there’s an increased risk that someone doing heavy blasting might pull aggro) but it seems like having a way to recover from a bad luck streak while still tanking could be very handy. Invulnerability: Unstoppable Invulnerability is a mixed resistance/defense set, and as such has a harder time capping some resistances than some other pure resistance sets. Unstoppable is an old T9 that was built assuming players would only be running one or maybe two toggles at a time, so its values are totally out of whack—but it actually does provide a useful service to the set by letting invuln temporarily cap its weaker energy/negative/fire/cold resistances. It also adds knockback protection and repel resistance, the latter of which is pretty rare and fitting. Unstoppable’s crash is the absolutely brutal -90% hp / -100% end crash and is probably the #1 reason why it rarely gets used. Suggestion: Switch the recharge to a fixed 300s and lower the non-Psi resistance values in Unstoppable to about base 20-25% at Tanker values (Psi can stay at 35%). Maybe even remove the smashing and lethal resistance entirely since your average invulnerability tanker probably has both capped. Then add 100% slow resistance and 100% recharge debuff resistance (Unstoppable means Unstoppable), and add a +50% or so recharge boost while it’s up. Maybe even add a unique interaction with Titan Weapons to give it permanent momentum while Unstoppable’s up. You become tough and strong and brutal for the duration, taxing the +recovery bonus Unstoppable already has. Then tone down the crash from 90%hp / 100% end to 50% HP / 50% End. It’s still a hefty crash but puts you in a recoverable situation and may even qualify as a soft reset depending on how low your HP got while you were smashing things up. This keeps the overall feel of Unstoppable the same while giving it more utility and stopping it from being a death sentence if it drops while there’s still a enemies around. Regeneration: Moment of Glory This is probably going to surprise some people, but hear me out: Moment of Glory is actually pretty OK. It offers high-value defense and resistance to a set that has neither of those things and generally just buys time for regen to do its thing. That the rest of regen generally isn’t great isn’t Moment of Glory’s fault. Suggestion: Moment of Glory can be cast through fear but doesn’t protect from it, and it probably should. It makes you nigh-invulnerable when you’re Scrappin’ which sounds like a pretty good reason to be fearless to me. Some slow resistance would also fit thematically, since you’re basically putting everything on the line for the duration no matter how much you get hurt in the process. The +recovery is useful but such a short duration it might be better to swap it for a flat +100 end right at the start so you’re essentially fresh and ready to fight as hard as you can. Back in the day ‘Eternity of Glory’ was a thing, but with only a 15s duration MoG could probably be dropped from 240s flat cooldown to 180s flat cooldown. A 3-minute cooldown for a 15 second duration feels good, if we keep the 4m cooldown adding an extra 5s duration would also be pretty ok since that would be 5s uptime per minute of downtime. Stone Armor: Granite Armor Granite has always been an odd duck. It’s extremely strong but at the same time suppresses the other toggles in the set as well as all running, flying, and jump toggles. It’s powerful with a built-in downside, and recent changes (letting it suppress other powers in the set rather than outright detoggling them) have made it a lot easier to pop in and out of Granite as needed. Suggestion: Granite trades movement speed for durability, but I really feel like the tools it offers have grown outdated. The damage, recharge, and move speed debuffs could all be cut in half and they’d still feel punishing. I’d personally advocate for the removal of the damage debuff entirely, discouraging players from using their actual attacks feels bad. I'd actually contend that the the recharge penalty is plenty on its own and Granite could use an inherent damage buff to compensate (you attack more slowly but your attacks have the weight of a whole mountain behind them). Likewise, even though Stone Armor has an inherent move-speed debuff I think it could also use slow immunity. You’re being slowed down by the ton of rock you’ve covered yourself in, a few metal spikes on the floor or a patch of sticky spider glue aren’t going to bother you. Forcibly capping Granite's movement speed at the non-fitness run speed (the way the Pay2Win vendor's Disable All Powers power does) is likewise probably enough of a movement speed penalty. Stone Armor: Geode Geode replaces Granite for Scrappers, Stalkers, and Sentinels. I haven’t had a chance to play with Geode yet, but it feels like “hibernate, but fragile.” Suggestion: Granite-less Stone Armor feels like it’s in the same boat as Ice Armor, so Geode is a pretty good fit. Since it’s primarily for Scrappers, Stalkers, and Sentinels a taunt aura doesn’t really seem to fit either. This is another contender to turn into a “can also be used as a self rez” for added utility. In Dire Straits Electric Armor: Power Surge Why is this down here when it’s basically a carbon copy of Invulnerability? Because unlike Invincibility, Electric Armor is a pure resist set which makes Power Surge total overkill. Even without IOs, Electric Armor can pretty comfortably cap Smashing, Lethal, and Energy just by adding tough. Power Surge’s resistance values are +60% to negative, +70% to Smashing, Lethal, Fire, Cold, and Toxic, and a hilarious +80% to energy (a resistance Electric Armor will generally push to 120% or so without any outside interference). Aside from resistance to the extremely rare Toxic damage, which is Elec’s “traditional weakness,” Power Surge just doesn't bring anything to the table… and it has a 90% hp / 100% end / -10000% recovery crash which is undeniably the worst in the entire game. Suggestion #1: I feel like this is the strongest idea so I’ve put it first. Set a 300s fixed recharge, then reduce most of the resistance values across the board to 20% (tanker values), and Toxic to 35-45% or so since Electric Armor has no inbuilt toxic resistance. Then add a hybrid-style energy damage proc (50% base attack damage as additional energy damage?) to all player attacks, since you’re a zappy electrical gremlin and even powersets with weapons convert the weapon to energy for the duration. Then tone down the crash to 50% hp / 50% end / -1000% recovery so again, it hurts without being a death sentence. That should give Power Surge enough resistance to approach caps without necessarily reaching them, making Power Surge a bit of a damage race T9 rather than a T9 that protects the user with a concrete wall (then bulldozes it over on top of them). Suggestion #2: Nearly identical to the above, except rather than a crash this should reverse Elec’s normal strengths and weaknesses. Apply a -50% energy damage resistance debuff for the duration for, so energy resistance becomes a vulnerability while you’re a gremlin but the power ends without a crash. Suggestion #3: Dump all resistances except toxic and apply 20-30% typed defense to Smashing, Lethal, Energy, Fire, Cold, and Psi (and then maybe 10%-15% defense to Negative) to simulate attacks passing straight through you without causing any harm. Elec currently doesn’t have any +defense powers so Power Surge would be a decent candidate and that would give it a nice survival buff that’s usable with or without set bonuses. It just feels like a lazy solution, and still needs the crash toned way down or nobody will use it for anything more than a LotG mule. Suggestion #4: At its current resistance values Power Surge could easily be made into a Granite Armor-esque toggle (slotted with an actual resistance set it caps all damage types except Psi) but people like seeing their characters and Power Surge would look pretty bad with the rest of Electric Armor suppressed. It would also probably need end drain resistance, but at that point I feel this runs the risk of obsoleting most of the rest of what is already a really strong powerset. Power Surge, build for melee defense, then tank four-star Rommy forever? No thanks. I’m just mentioning this option because this is the only ultimate in the game that could be made similar to Granite Armor. Super Reflexes: Elude Oh look, more overkill! Super Reflexes already soft-caps positional defenses with ease which means Elude’s biggest contribution 99% of the time is a run speed / jump height boost and some +recovery. It’s got a very harsh crash with 100% end / -10000% recovery. Suggestion: 300s fixed recharge. Then change Elude’s +60% positional defense to +20% typed defense (smashing/lethal/energy/negative/fire/cold/toxic/psi). Maybe leave out Toxic/Psi if you want to keep its weaknesses on par with EA. This gives Super Reflexes more opportunities to evade rather than just pushing the set’s already sky-high evasion to the moon. If you want to get fun, since Elude is all about mobility, have it phase shift the player so that they can move through allies and enemies with no collision detection for the duration. Pets blocking a door? You’re so elusive you can slip through anyway! Then tone down the crash. Just -10000% recovery seems like plenty but maybe -10% to -50% end too. Suggestion Revamp: Since defense doesn't work quite the way I thought, I'd instead advocate lowering the numbers from the crazy +60% positional defense to a more reasonable 20% (tanker values) and removing or toning down Elude's crash, then maybe adding something fun to keep the theme of Elude being a high-mobility T9 by adding no-collision for the duration. Ninjutsu: Kuji-In Retsu This is literally just elude with worse Defense Debuff Resistance. Suggestion #1: It feels lazy to just copy my suggestion for Elude, but that’s suggestion #1. Switch the positional defenses to a lower value of typed defense to give the set twice the opportunity to evade well. 300s fixed cooldown. Suggestion #2: There has to be something appropriately ninja-y we could do with this. Keep the DDR since Ninjutsu has difficulty getting Defense Debuff Resistance natively; but dump evasion entirely. Shorten the duration to 30-60 seconds or so and then: what if, instead of boosting survivability, targets struck by an attacker with Kuji-in Retsu active received a unique stacking debuff with a short (5 second?) duration that stacked up to 3 times and refreshed all stacks each time the target got hit (encouraging the user to focus on one target exclusively for as long as possible). Each stack should grant something like 20/40/60% bonus crit chance (even for ATs that don’t normally crit) vs. that specific target for each debuff stack so long as the attacker still has Kuji-in Retsu active. That would give Ninjutsu a way to just go ham and burst down that one hardened target because there’s more than one way to outlast an enemy. This would turn Kuji-in Retsu into more of a counterpart to Moment of Glory and help differentiate it from Super Reflexes. Energy Aura: Overload Slightly more forgivable overkill since Energy Aura doesn’t naturally soft-cap Psi and Toxic defense. It’s got the standard 100% end / - 10000% recovery crash as the other defense sets, soft caps all typed defenses (except toxic and psi), and has a +max HP buff. Overload's max HP buff would make it pretty good if it weren't for the total end crash. Suggestion: 300s fixed cooldown, then switch the defense to 20% (tanker values even though EA doesn’t have a tanker proliferation) positional (melee/ranged/AoE). Like Elude, this would give Overload more opportunities to evade well rather than just taping ‘soft capped’ over all of the typed defenses. I think the +max HP is enough of a secondary bonus that Overload probably doesn’t need anything else. EA has amazing end recovery tools so an endurance crash doesn’t feel appropriate, maybe switch to a -50% hp crash? Suggestion Revamp: Since defense doesn't work quite the way I thought, I'd instead advocate lowering the numbers from the crazy +45% smashing/lethal/energy/negative/fire/cold defense to a more reasonable 20% (tanker values) and removing or toning down Overload's crash. Then I'd add Toxic/Psi defense +30% because Energy Aura has very few ways to get either and having a way to temporarily get both would be handy even endgame. And, while we’re all here, since there’s only two of them, let’s take a quick look at other self rez powers to see if they could be given the Phoenix Rising treatment. Regeneration: Revive It’s a self rez and that’s pretty much it. It’s the most basic self rez in the game and it also does nothing to buy the user any time to retoggle or pop dull pain or anything of the sort. A better version of this power already exists for Sentinels, called Second Wind. Second Wind already has the Phoenix Rising treatment so I’m not talking about it. Suggestion #1: Copy Second Wind over to other ATs with Regen. Suggestion #2: It should be pretty terrifying watching someone you’ve killed stitch their wounds together and stand up again. Add a PBAoE fear component to Revive and allow it to be used either as an emergency heal (with PBAoE fear) or as a self-rez (with PBAoE fear) buying the user 12-ish seconds to get their feet under them again. Then change the name to Revivify. Suggestion #3: Turn Revive into a self-rez with a heal-over-time component like a core power version of the Presence Pool's Unrelenting. Then you can either pop it while alive for a quick burst of healing and some healing-over-time or use it while dead to get back up and quickly heal up while soaking incoming damage. Then change the name to Revivify too, to make it clearer that this isn’t just a self rez anymore. Willpower: Resurgence You self rez and get +damage/+ToHit for 90 seconds, then -damage/-ToHit for 45. Suggestion: Yeah, this feels like a strong contender for Phoenix Rising treatment. Keep the +Damage/+ToHit values constant, but scale the duration of the buff (and debuff) so you can pop it early for health and a short-duration damage boost (and shorter duration debuff) or wait until you’re critically injured/dead for longer duration buffs So, what do you think? What are your thoughts on the current T9s? Which ones do you like and take? Which ones do you skip or use as proc mules? Do you have any suggestions for improving one or more of the T9s? I tried to keep the ‘feel’ of the current T9s intact but I know I haven’t considered every angle. There are bound to be growing pains no matter what, so I’m hoping this suggestion thread can at least help our wonderful Volunteer Devs narrow down which T9s are the least useful. -
Singularity (and Reverberant) speed increase
PoptartsNinja replied to WumpusRat's topic in Suggestions & Feedback
These options all sound like they'd require more dev time than just adding +20 or +40 to every pet's run speed. NPCs and pets were slower than player characters at launch and to my knowledge they've never had their speed boosted. A passive perception buff to all 'civilian' (i.e. non-combat) NPCs would be nice, too. Just a nice +1000% boost so stalkers don't have to disable the core power of their set. If I was a normal civilian being abducted by stinky sewer wizards, brain-stealing cowboys, or the laser mafia I know I'd do my best to keep my eyes on my rescuer. If there needs to be a fluff reason "We've given all of the heroes in the game walkie-talkies so they can guide civilian NPCs even while invisible" works for me. -
Add +Absorb to Elec Armor -> Power Sink
PoptartsNinja replied to Spaghetti Betty's topic in Suggestions & Feedback
Elec can pretty trivially cap all resists except Negative and Toxic, and can get Negative resist up to nearly 70% in the process. ElA's weaknesses have traditionally been its lack of built-in HP management and its toxic damage hole. The "self-healing hole" has been filled a bit since Energize is now a pretty hefty heal (on an equally hefty cooldown). Would I mind if Elec got buffed? Heck no, it's one of my favorite sets in the game, buffs are always welcome. Do I think it needs a buff? No, it's already a really strong resistance set, especially on tankers. Is Radiation Armor better? Yeah, most of the time, but that's like comparing a gold medalist to a bronze medalist at the Olympics. Sure, a gold medal's better, but any medal at all is still pretty great. Power Surge does suck, though. I think most of the armor T9s need to be overhauled, but especially any that still have an HP crash. My pie-in-the-sky never-going-to-happen total fantasy wishlist change for Power Surge would be to turn it into damage booster with a built-in downside that plays with one of the set's nominal strengths: Rather than boosting resistances (which ElA doesn't need 99% of the time), instead have it apply -80% or so (tanker values, reduced for Scrappers/Stalkers since their cap is lower) energy damage resistance debuff (maybe enhancable with resistance sets to push that down to -50% or so, so it doesn't break current builds); then have it apply a Hybrid-like energy damage proc to all of your attacks for the duration. It's still an "Oh Shit" power, but it changes it from an "Oh shit, I need to cap negative energy defense" to "Oh shit, I need to kill this stuff fast so it doesn't kill me!" Since Power Surge turns you into an energy gremlin, it stands to reason that outside sources of energy should disrupt it but at the same time--you're an energy gremlin, that shouldn't just be for defense. It would also give the set a reason to have hilariously over-capped energy resistance and make it less of a carbon-copy of Unstoppable with 'smashing/lethal' and 'psi' scribbled over with 'energy' and 'toxic.' -
Back in the day, Full Auto's target cap and damage were reduced to compensate for it being the fastest recharging Ranged Attack T9. It's the only T9 that can only hit 10 targets, all the others can hit 16 Even though comparing powersets to other powersets is an apples to oranges situation, I still feel compelled to make the comparison: Full Auto has 50 lower base damage than Rain of Arrows (~179 vs. ~225), less inherent accuracy (101% vs 120%), a longer animation and root time (2.5s vs. 2s), and it's a comparatively difficult to use narrow (20 degree) cone instead of a fairly forgiving radial AOE. Full Auto's only real advantages over Rain of Arrows is a tame end cost (15.5 end vs. 20.8 end) and the fact that you don't need to write a macro to fire it off quickly. Comparing Full Auto to the rest of Assault Rifle, I don't see any compelling reason why Full Auto and Flamethrower should have similar target caps. I can't really envision a scenario where increasing Full Auto's target cap suddenly pushes Assault Rifle up to an S-Tier powerset, especially if you bump up its end cost to 18-20 or so to compensate. I do feel the extra target cap might make it a more attractive power for Defenders and Corruptors trying to squeeze a little extra AoE damage in between buff/debuff cycles. What are your thoughts on Full Auto? Am I missing something obvious?
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Show the color of the character name
PoptartsNinja replied to MHertz's topic in Suggestions & Feedback
It does have to do with the characters, but the game basically adds the (ascii?) values of all the letters together and turns that into a color, then repeatedly adds 5 until it reaches a minimum brightness of 127. -
Require poll for suggestion topics
PoptartsNinja replied to Sirius.Games's topic in Suggestions & Feedback
People can put polls on if they want; and can leave them off if they don't. Requiring them to put in a poll to make a suggestion is unnecessary. Some things don't have a binary yes/no question. How would a poll help the powerset recycling thread? -
Sometimes, people need to do unusual things to appease the chemicals in their brains. There is no shame in it; brains are weird. My own brain prefers I eat two M&Ms at the same time and is less happy if I present it with an odd number of them. Having Patrol XP makes Rudra uncomfortable enough that they're willing to go to extreme lengths to remove it and it stops them from being able to play normally. I don't see any harm in adding an option to toggle patrol XP on or off somewhere (maybe at Null the Gull?) just on the off chance it bothers other people too.
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Power Pool/Epic Pool/Anything to Speed Up MM Minions.
PoptartsNinja replied to Zeraphia's topic in Suggestions & Feedback
I think the biggest issue is that mob Super Jump isn't the same as player Super Jump. Super Jump was given to pets to help them "keep up" but that's not how they use it. Mobs only ever jump when they absolutely have to (blocked by other mobs) or to reach a platform they couldn't via ground pathing. It's why War Wolves can jump all the way up onto the rim of the War Walls in some of those burned out city maps but can't leap higher than the nearest lamp post if you're hovering 15 feet in the air and blasting them. The AI needs an impetus to jump and something to land on or they'll just never jump at all. It won't jump if it can path to its destination without jumping. The only form of movement the AI really seems to understand is flying (ground movement is just flying on a 2-dimensional plane). It doesn't matter how much speed pet Super Jump technically imparts if the pets never use it to keep up with the player. Pets were also never really designed to take inherent swift into account. Since I don't imagine it'd be easy to program mastermind pets to "jump after player if more than X distance away" boosting their base movement to keep up with a player with Swift + Sprint seems like a nice compromise. They will still get in each others way and fall behind, but if they can keep up with a sprinting player they'd be less likely to fall behind someone moving at the speed of an average mission team. It'd be a nice QoL improvement, I think. -
This is only a model of: The KNIGHTS Powerset
PoptartsNinja replied to AspieAnarchy's topic in Suggestions & Feedback
A sword would definitely be more appropriate for a noble leader of Knights than a lance, but this also feels like it would be a good opportunity for spear as a throwing weapon. We never got thrown spears Live because of the limited animation possibilities, but Masterminds don't really need a lot of animations. What about a light thrown spear, heavy thrown spear, an exploding spear, and maybe a Tier 7 that's one of the stronger Broadsword (or Katana, so the sword can be carried on the hip?) powers like Disembowl so that the player can take advantage of the new sheathed weapons to carry a sword? -
Officially Unofficial Weekly Discussion #3: Praetoria
PoptartsNinja replied to SeraphimKensai's topic in General Discussion
My biggest issue with Praetoria is the attempt to soften Tyrant's image. To make him look like a benevolent fascist dictator when he's really no better than Reichsman or Lord Recluse. We know from the NCSoft moba game that they were planning on giving "Emperor" Cole a face-turn after he nuked Praetoria (killing thousands at a minimum) in the Magisterium Trial; and that he was going to become the new Statesman in Primal Earth; presumably to help [lead the fight / make hard choices / continue being a monster] against the Battalion in Kallisti Warf. 100% redeemed, truly worthy of being the new Statesman. So of course the first thing he does is build a giant megalomaniacal tower in Khalisti Warf complete with a giant statue of Marcus Cole in front of it.- 50 replies
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How About an Option option for Group Fly?
PoptartsNinja replied to Attache's topic in Suggestions & Feedback
I wasn't aware of that. As a back-up, they could add the option to the P2W vendor or the trainer in the tutorial. "Would you like to be affected by Group Fly? You can change this later at Null the Gull in Pocket D" -
How About an Option option for Group Fly?
PoptartsNinja replied to Attache's topic in Suggestions & Feedback
A lot of the tension could be resolved if Group Fly started out disabled by default, with players voluntarily opting in at Null rather than having to remember to opt out. It's still a highly useful power for Masterminds, and letting people opt in to have it affect them would let the people who enjoy having that option continue to use it with a minimum of frustration for everyone else who may discover mid-raid that they forgot to disable the option on their elec tank or earth controller or other character that requires ground contact for some of their powers to function. -
I know the difference between the Traditionalists, the Restructurists, and the Purists. The bugs with the ambushes in the Levantara missions happen before those reveals and do not seem to be intentional. If the patrols in the Rescue B'Nadek mission are supposed to be traditionalist allies, they're bugged because they should spawn blue to the players too (so we don't defeat allied Rikti) or they should spawn hostile to the Vanguard instead of only being hostile to the Rikti. The Rescue B'Nadek mission has both Rikti and Vanguard patrols and I think they've just "borrowed" a flag or two from the Vanguard patrol spawns. This bug also appears in Dark Watcher's "Get the General's Intelligence" mission, causing the Rikti Purist "Pursuit Wave" ambushes to pull other hostile spawns to the player; which is fun but could make the mission a lot more challenging than intended. Edit: Ran Rescue B'Nadek again with some friends
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Many of the Rikti ambushes and patrols in the Levantera (and other Rikti) story arcs have the wrong alignment. I first noticed it when a couple of ambushes were getting into fights with other Rikti (I thought they were just killing stray Vanguard patrols), but confirmed it in the Rescue B'Nadek mission when the Rikti patrols were hostile to normal Rikti spawns, neutral to the allied Vanguard spawns, and hostile to the player. I think they're spawning in an alternate villain group from the other Rikti on the map. I've also noticed an additional bug on the Rikti indoor maps on Levantara's missions. In some places, the spawn location for Rikti ambushes creates a physical barrier about the size of a normal player character. When a player character bumps into it, their movement stops dead like they've run into an invisible wall. I think the spawn placeholder for Rikti ambushes in these missions may have a physical hitbox when it shouldn't.
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Are Freakshow good annoying or just annoying annoying?
PoptartsNinja replied to DougGraves's topic in General Discussion
I thought you might've been referring to Bonebreaker! -
Are Freakshow good annoying or just annoying annoying?
PoptartsNinja replied to DougGraves's topic in General Discussion
Freakshow are fun. They're like CoH's version of goblins. The only thing I feel the Freaks really "need" is an anarchist AV from the Rogue Isles who's really big into punching Arachnos and hates the rest of the Freakshow leadership for being fake anarchists. And their own giant monster. And maybe the long-awaited Freakshow Centcars (Tank + Car Centaurs). We had a fight with Golden Roller so maybe someday... -
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My vote's for Motel 666
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Enviromental Events in the game
PoptartsNinja replied to KingCeddd03's topic in Suggestions & Feedback
It probably does, come to think of it. Which just shows how long it's been since I've engaged with it in a meaningful way. -
Enviromental Events in the game
PoptartsNinja replied to KingCeddd03's topic in Suggestions & Feedback
Ok, so on its face, this suggestion "add more zone events" isn't terrible. It's just under-developed, which is why you're getting such a lukewarm response @KingCeddd03. It's great that you want to improve a game you enjoy playing, but they'd like you to spend a little time developing your suggestions and explaining the intentions behind them so that even if something is flawed people can still see your logic and support your idea. So, let's twist this a little. Instead of looking for a general but vague suggestion like "add more zone events," let's try something specific: What could we do to one of the current zone events to make people more likely to engage with it? Let's look at the Troll Rave and specific ways we could make it better. Right now, the Troll Rave gets pretty much no action unless someone just happens to be passing by or is hunting for a badge. It's really got 3 major problems: - 1) It's in the ass-end of Skyway, a big zone that sees little traffic. - 2) Just knowing its happening doesn't tell you *where* it's happening, so you could spend the entire duration of the troll wave searching for it. - 3) a level 50 blaster can solo the whole thing in a few minutes so even if you do want to do the Troll Rave when it's level appropriate there's a good chance it'll be cleared before you get to fight anything. Now, we could just make the Troll Rave zone-wide to try to force participation from everyone in the zone, but that would be disruptive. What happens if someone's doing Numinas and needs to hunt 50 Lost in Skyway or whatever? Sorry, all the spawns are Supa Trolls for 10 minutes, no PB on the Numina Speedrun for you today. So we'll throw that idea out. Improved Troll Rave 1) Problem #3's the easiest to fix so we'll start there: Make all mobs associated with the Troll Rave level-agnostic like the Clockwork from the Paladin Construction or the other invasion events so they always count as +0 bosses. This alone would help with interest because a Troll Rave would always be a source of XP/Inf (and boss XP/Inf at that!) instead of just a free badge for a passing 50. 2) When a Troll Rave begins or when someone zones into Skyway while the Troll Rave is active, they should get a map thumbtack pointing them to the Rave unless they've got a manual thumbtack placed. That way players can head straight to the Troll Rave and don't have to try to figure out which of the (three? four?) places it spawns is actually active. 3) Break the Troll Rave into 3 waves. Wave 1 is functionally the same as it is now, with Supa Troll bosses spawning in large groups. If nothing is killing the trolls, the rave despawns on its normal timer. But if something kills enough of the Wave 1 Trolls (and this should be a kill counter rather than a timer) Wave 2 begins. In Wave 2, Elite Supa Troll Elite Bosses should begin to spawn. Maybe 1-2 in a pack of Troll Bosses, with a badge reward for killing say... 15-20 of them. This encourages people to team up to take them down, and when enough Elite Supa Trolls have fallen Wave 3 begins. Wave 3 is functionally identical to Wave 2, except now the Trolls friends/rivals have taken notice. Either the Freakshow, the Outcasts, the Lost, or the Warriors show up in force with a boss rush of their own. So Freak Tanks, Warrior Bosses, Anathema, or Lead Outcasts. This gives players a way to farm some of the less-common midlevel group bosses but there's a twist. Because they can't take on the Supa Trolls directly, in Wave 3 the newly-arrived rivals will bring along a Giant Monster. - The Lost can bring along the Kraken - The Warriors could bring a monster-ized version of a Cimeroran Cyclops (name it Polyphemus and up its size by 20%!) - The Outcasts can bring a hijacked Babbage (with Lead Shockers puppeting it, beat them and it goes rogue and attacks everyone!) - The Freakshow are the hardest but I'm amused by the idea of them bringing a Clockwork Paladin with a Freakshow Tank poking out where its head would be. Alternatively, we could finally get the Freakshow Tank Centcar the Freaks keep threatening. Alternatively they can just steal the same idea as the Outcast GM and have a bunch of Super-Stunners puppeting the Paladin (with the same results as the Outcasts version for beating all of the controlling Super Stunners) until a better idea comes along. Tie a badge to defeating any of the giant monsters (or if you want to get cheeky and frustrate the badge hunters tie a badge to each unique giant monster) and you've got yourself a more entertaining Troll Rave that now: - Gives experience to everyone - Has reward merits on completion (tied to the defeat of the giant monster) - Lets people farm "defeat bosses" badges for a few of the mid-level villain groups - Gives groups like the Outcasts, Lost, and Warriors a little moment in the spotlight while also letting them show off their rivalry with the Trolls (or just their love for mayhem if the Freakshow show up). 4) Give players a way to trigger a Troll Rave. I suggest tying it to Clamor's defeat at the end of Penelope Yin's task force. The Trolls are so happy Clamor's going to prison again they get krunk on Mr. Bocor's Mercy Island Water and party down. -
This is not entirely true, at least on the Defender version (it could be different on Controllers, I know Controller Detention Field has a higher magnitude than the Defender version so Repulsion Field might've converted differently). When a KB to KD was slotted into the Defender version of the old Repulsion Field, the Knockback aura got reduced from Mag 8-ish to Magnitude 0.018 rather than the typical 0.67. This means it would trigger knockback attempts (and burn 1% of your max end) every 2-3 seconds but most enemies would be unaffected until 10-15 seconds passed and it racked up enough magnitude to score a knockdown, after which it would usually score 2-3 knockdowns then reset and have to start accruing magnitude again. It's a more usable power now, it's basically Hurricane without a debuff component and a more forceful knockback.