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Everything posted by PoptartsNinja
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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.
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Cityscape -> Statue Block 2's hitbox (but not appearance) sometimes resets to the default when the base loads/edits are made, causing it to slightly shift in apparent position without changing its visual orientation. This one looks out of place, but it's actually fine, the hitbox is normal All of the surrounding blocks have had their hitbox reset to, I assume, the default orientation for the map without changing their apparent orientation.
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Time Bomb to work like Oil Slick Arrow
PoptartsNinja replied to kelika2's topic in Suggestions & Feedback
My "wish list" for Time Bomb would be to make it taunt in an AoE. If mobs kill it early it should detonate for (half?) damage and if they don't the bomb still did its job because you probably killed them all during the taunt. Either way, it should probably be balanced around the idea that most high-level spawns will be able to set it off in 2-3 seconds barring other factors (probably faster if you're fighting Malta). -
Eco-Friendly Powerset Recycling!
PoptartsNinja replied to Alchemystic's topic in Suggestions & Feedback
I hate double-posting but since @Arnabas mentioned Archery for Dominators in another thread, I thought I'd flesh out the idea a little more. Tactical Arrow already lacks melee attacks, so the idea of making a very range-focused Dominator secondary doesn't seem too out there. It's going to be redraw heck no matter which primary you choose, but I think it's a decent mix of powers. Assault Arrow Tier 1 Electrified Net Arrow - Moderate energy DOT, Immob, -fly, slow / Tier 2 Stunning Shot/Snap Shot - Light Lethal w/ a short duration Stun; or just Moderate Lethal for the Snap Shot version. They'd both work but since the set is giving up heavy-hitting melee attacks I thought it would be nice if all of the non-Snipe Assault Arrows had a secondary effect. This basically gives Dominators their choice of back-up control options at level 1. Tier 3 Acid Arrow/Flash Arrow - Single target light toxic DOT, target -Def, -resistance(debuffs), healing reduced Tier 4 Glue Arrow - Targeted AoE -Recharge -Spd, it's the Tactical Arrow version of Glue Arrow rather than the location AoE from Trick Arrow, so it can be fired a little quicker by busy Dominators. Tier 5 Upshot Tier 6 Explosive Arrow - Targeted AoE, moderate lethal/smashing, knockback Tier 7 Ranged Shot - Extreme lethal damage sniper, the only arrow that's just an arrow (probably!) Tier 8 Blazing Arrow - High lethal damage with a minor fire DoT Tier 9 Oil Slick Arrow - It's Oil Slick Arrow, so it feels pretty ok for a Dominator Tier 9. It's solid damage in an AoE to make up for the lack of an extreme melee bop.- 792 replies
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Any Possibility of Archery for Dominators?
PoptartsNinja replied to Arnabas's topic in Suggestions & Feedback
The Blaster archery secondary doesn't have any melee powers, so a strong argument could be made for weaving some of Trick Arrow's kit in to make a bow assault set. You'd probably want to suggest something like: Tier 1: Electrified Net Arrow Tier 2: Stunning Shot Tier 3: Acid Arrow Tier 4: Glue Arrow Tier 5: Upshot Tier 6: Explosive Arrow Tier 7: Ranged Shot Tier 8: Blazing Arrow Tier 9: Oil Slick Arrow -
Eco-Friendly Powerset Recycling!
PoptartsNinja replied to Alchemystic's topic in Suggestions & Feedback
So, we have a lot of pistols that look like they could be energy weapons. So I thought I'd try my hand at an energy weapon set that uses just a single, left-handed pistol. This is primarily a single-target blast set and the goal is to (hopefully) avoid stepping too heavily on either Dual Pistols or Beam Rifle. As it's mostly single target, I feel it should be a fast-animating set to help the user cycle through targets more quickly, but with some longer recharge times (on heavy tractor beam, photon grenade, and probably parting shot) to encourage the use of weaker attacks. Blaster Pistol Tier 1 Laser Blast - Light energy/lethal damage, either repurposing the appearance of the robotics lasers, the resistance, or possibly war works? Tier 2 Suppressing Fire - Moderate energy/lethal damage DOT, with a moderate slow Tier 3 Tractor Beam - Minor energy damage, 6s low-mag 2(?) hold and a 2-3 second tractor that pulls the target closer to the attacker Tier 4 Parting Shot - Heavy energy/lethal damage, deals bonus damage to held targets (like: mini-containment just for this power) Tier 5 Photon Grenade - repurposed photon grenade from bots. Moderate energy damage, -regen Tier 6 Aim Tier 7 Heavy Tractor Beam - Moderate energy damage, brief Mag 4 hold (2-3 seconds? Just enough to immediately get off a Parting Shot) reducing to a 7s mag 2(?) hold and a 2-3 second tractor that pulls the target closer to the attacker Tier 8 First Shot - Extreme energy/lethal damage sniper attack Tier 9 Orbital Lance - Makes use of the surveillance wrist computer animation. Location AOE, Extreme energy damage, -resistance(all), vectored knock-up (the original War Walker version has -regen but that seems like it's too much when coupled with photon grenade) Now, the follow-up and the reason the blaster pistol is a left-handed weapon: a right-handed sword manipulation set. This is basically broadsword turned into a Blaster secondary, and the idea is that while either set is usable individually, if used together the right-handed sword and left-handed pistol can be drawn at the same time. This should both minimize redraw and make for a fun swashbuckling / sci-fi serial look. Blade Dancing Tier 1 Hack - Light lethal damage, -Def Tier 2 Slice - Light lethal melee cone, -Def Tier 3 Build Up - Builds a small cottage at the user's location Tier 4 Deflect - Minor lethal damage, +defense(melee, ranged) (it's pretty much just parry with the lethal defense subbed to ranged defense) Tier 5 Pommel Strike - Minor smashing damage, disorient Tier 6 Battle Meditation - PBAOE Toggle Self +recovery, +defense(ranged), foe -damage and moderate slow Tier 7 Whirling Sword - Moderate lethal damage PBAoE, -Def Tier 8 Mind Trick - PBAoE Placate, mag2 very short duration confuse Tier 9 Head Splitter - Extreme lethal damage, -Def and knockback Which leads us to a reprise of my old Dominator Swashbuckling suggestion with a tighter focus and less stealing from Dual Pistols. Swashbuckling Assault (Dominator Sword & Laser Pistol Assault Set) Tier 1 Laser Blast - Light energy/lethal damage, either repurposing the appearance of the robotics lasers, the resistance's blasts, or possibly war works? Tier 2 Slash - Moderate lethal, -Def Tier 3 Slice - Light lethal melee cone, -Def Tier 4 Tractor Beam - light energy damage, 6s low-mag 2(?) hold and a 2-3 second tractor that pulls the target closer to the attacker. Since Domination effectively turns this into the blast set's heavy tractor (with a better hold), it splits the difference in terms of base damage. Tier 5 Build Up Tier 6 Whirling Sword - Moderate lethal damage PBAoE, -Def Tier 7 First Shot - Heavy energy/lethal damage sniper attack Tier 8 Mind Trick - PBAoE Placate, mag2 very short duration confuse Tier 9 Parting Shot - Heavy energy/lethal damage, deals bonus damage to held targets (like: mini-containment just for this power)- 792 replies
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Do you have any levels pending? You can't respec if you haven't leveled up to your current maximum. If you're level, say, 33, but could level up to 36 then the respec will fail until you level yourself up to 36.
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Dampening Bubble gives you Defense Debuff Resistance, and applies a Debuff to enemy Debuffs in the radius. It doesn't affect their stats directly, it makes any debuffs (like -ToHit or -Defense) that they might try to use on you worse. The easiest way to test its effectiveness in a PVP zone would be to have someone use a toggle that does a debuff (like one of the dark anchors) use it on you while you're unprotected; while only you are in the bubble; and while both of you are in the bubble and see how much debuff you actually get.