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Everything posted by PoptartsNinja
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Spines is toxic and lethal, two of the most heavily resisted damage types in the endgame. And the toxic damage isn't especially high since it was introduced before 'toxic' was actually a damage type. I also don't really understand the farmer hate. They are the 'supply' side of the AH, and they supply enough to keep AH prices reasonably priced. You can absolutely see what happens to AH prices when farmers stop farming AE when everyone's TOT farming during October. The enhancement supply drops and prices double until mid-November. If you're considering Spines from the perspective of AFK farming, improving the quality-of-life of a single single target attack isn't going to change Spines' farm performance in any significant way because the AFK farmer isn't using any single target attacks. If you're considering from the perspective of active farming... active farmers are playing the game so I don't really see a problem there either. Improving Spines might encourage non-farmers to take Spines more often, too.
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Wolpertinger Foxtrot
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New Enhancement Category
PoptartsNinja replied to Lusiphur Malache's topic in Suggestions & Feedback
Can I ask what you mean by "increase the duration or intensity" of your claw attacks? I have a feeling the game is already doing what you want, but in a way you aren't expecting--but I don't want to make any assumptions. If by "intensity" you mean strength, then damage enhancements already have this covered as they boost all damage the power does, both of the claw attack and of the toxic DOT at the end. The other way to enhance your strength would be to either team with someone who does -resistance, allowing you to do more damage accross the board; or to slot a Chance for -Resistance proc enhancment into one or more of your attacks. Achilles Heel Chance for -Resistance can be slotted into any attack that has a -Def component, Fury of the Gladiator Chance for -Resistance can be slotted into any melee AoE, and the weaker Annihilation Chance for -Resistance can be slotted into any ranged AoE. All will boost your damage against non-resistant enemies by 20% (and boost your damage against resistant enemies by a bit less) for a short time. If by "duration" you mean you'd like the animation times extended so you can get more hits in, that's unfortunately impossible. Altering animation time isn't something enhancements can do... but you get the same effect out of recharge reduction enhancements, which increase how often the power can be used, making it available more often. For example: if you have a power that you can use 3 times per minute by default, and a recharge enhancement lets you use it 4 times per minute, you've boosted the "duration" of that power by 25% since it's available more frequently. Some good general slotting for basic SOs/IOs is 1 accuracy, 2 damage, 1-2 endurance reduction, and 1-2 recharge reduction, depending on how much endurance the attack costs to use. If the attack is cheap it can take extra recharge; if it's expensive you may want to reduce the cost with an extra endurance reduction instead. -
rework A Brutal Conundrum for Brutes + Solutions
PoptartsNinja replied to LightMaster's topic in Suggestions & Feedback
Fury is the reason I like brutes, they are sustained and steady damage encouraged to spend as little time between fights as possible. But I also feel like Fury is badly designed, and if they do spend too long between fights they can get frustrating.. Fury currently goes from 0 to 90% in ~two seconds with minimal player input; but on a full team that isn't operating like a well-oiled machine (i.e. letting the Brute absorb the alpha) it can feel impossible to build Fury at all. The simplest way to "fix" brutes would be to adjust their base damage a bit and then alter Fury to only build up with the Brute's own attacks. Making fury more directly player-controlled encourages brutes to keep up their onslaught. I could genuinely see a world where Brutes and Tanks shared the same overall stats, but tanks hit the resistance cap more easily and brutes hit the damage cap more easily. Fury also becomes much less useful on a strong team or league with +dmg buffers. The other-other "easy" fix to Fury would be to make it a pop of bonus damage, like the Incarnate Hybrid Assault; perhaps with a proc rate based on current fury level (and expending fury whenever the damage procs to encourage the brute to keep building that fury). That would de-couple Fury from normal damage buffing, so brutes would benefit from Fury no matter how many Kinetics users were around. -
rework A Brutal Conundrum for Brutes + Solutions
PoptartsNinja replied to LightMaster's topic in Suggestions & Feedback
I went fishing in the Wayback machine because I was pretty sure there was a big post by Zeb explaining the ATs in the lead-up to CoV's launch. Unfortunately, I couldn't track it down after an hour of searching. So instead, I'll just show the old AT blurbs from the CoH and CoV websites explaining how the Devs view the ATs in question. And back to the OP's question at hand: The Brute was intended to be "the best there is in a straight melee fight," so I could see a fun argument being made for removing their ranged powers entirely in favor of some sort of PBAoE replacement. Them not having the same AoE advantages as tanks doesn't matter if they've got an extra Melee AoE to fire off. I'm not sure that's a change I'd actually make, but it would be interesting. -
rework A Brutal Conundrum for Brutes + Solutions
PoptartsNinja replied to LightMaster's topic in Suggestions & Feedback
Going to need you to source an OG dev quote stating that Masterminds were intended to be the tanks, because I was there when they released and that was never said. They were always presented as "Pets! (+ DPS!)" -
rework A Brutal Conundrum for Brutes + Solutions
PoptartsNinja replied to LightMaster's topic in Suggestions & Feedback
This is not true. It gets said a lot, but it's incorrect. The original CoH was designed with the Everquest Tank/Support/Mezzer triangle, and DPS was a secondary consideration. Scrappers were off-Tanks and Blasters were off-Mezzers (which is why Blaster primaries and secondaries have so many stray disorients and knockbacks). CoH pre-dated World of Warcraft, so a lot of WoW's design concepts weren't considered when it was released. CoV was designed with the World of Warcraft Tank/Support/DPS triangle in mind, but because the Tank, Healer, and DPS roles were already so heavily (accidentally) filled by the base game, the CoV ATs were "X but also DPS!" So the Brute was "Tank, but also DPS!" The Corruptor was "Support, but also DPS!" The Dominator was "Mezzer, but also DPS!" The Stalker was designed as a melee Blaster (with PVP in mind, its PVE performance was always secondary), and the Mastermind was never intended to be CoV's tank. It was designed because people who enjoyed Controller pets were clamoring for a pet class. People found out relatively early that "Tankermind" could be done, but it wasn't their intended role. If Tankermind was the intended role, Masterminds would have launched with an AoE taunt. -
rework A Brutal Conundrum for Brutes + Solutions
PoptartsNinja replied to LightMaster's topic in Suggestions & Feedback
If I could do anything with Brutes, I'd change Fury from a spectrum to a series of tiered plateaus, where you receive the full bonus of fury upon achieving the tier. This puts less pressure on maintaining fury, and because it's tiered, would make it into a spendable resource. To compensate, Fury would only build from the Brute's own attacks, with fury generation per attack based on animation and recharge time; and how likely the set is to have a dead zone in their attack rotation. I'd give them a ~.85 to ~.9 base damage scale, but set their damage cap at tank level, so they reach their damage cap more easily than tanks (the same way tanks reach their resist caps more easily than Brutes). Then I'd replace Build Up (and Fiery Embrace) with a power that burned a Fury Tier for a big damage pop on the next attack. This power would only go on cooldown if the Brute popped it enough to reach Tier 0, so a brute could burn fury and damage dump or play more conservatively for higher DPS. That would make Brute a tactical damage dealer looking for opportunities to gain and expend their fury. Most of the brute's Fury damage would be moved into this active ability, with Fury instead providing a global recharge bonus (so keeping it high would still be beneficial). I'm pretty sure that change wouldn't fly though. -
Another blast set idea: Toxic Blast
PoptartsNinja replied to EmperorSteele's topic in Suggestions & Feedback
That's because it didn't really start as a damage type of its own. Toxic was originally untyped, unresistable damage that didn't respect typed defense (I think it was still affected by positional?). Which made a lot of low level mobs (Vahzilok, Hydra) absurdly dangerous back in the day, since their acid vomit ignored resistance. Eventually, Toxic became its own damage type and Toxic resistance was added (in I4?)--but toxic defense wasn't. And almost no sets had toxic resistance at first, which is why Forcefield's Deflection Shield grants +40% toxic resistance. Eventually eventually, Toxic Defense was added too (in CoV, I believe, when the Arachnos EATs were given toxic damage) and Toxic became a full actual damage type. But it's been a journey, and Toxic is still weird because of it. -
New Archetype Suggestion: "The Inhibitor"
PoptartsNinja replied to biostem's topic in Suggestions & Feedback
I don't see how this is functionally any different than a regular tank. Tanks are already a melee-range control AT. They control enemy agro by redirecting it towards themselves, their powers often have secondary hold or mez effects, and their epics are usually control based with a smattering of ranged damage options. -
Near-constant crashes, game is virtually unplayable.
PoptartsNinja replied to GastlyGibus's topic in Help & Support
Try turning your shadows down to minimum and see if that fixes it. Are you able to get in game at all, or does it crash the moment you try to load a zone? Shadows beyond the minimum "black dot under the character" don't work on my modern ATI card, if you've got an nVidia card it's possible their latest driver update(s) stopped supporting something and dynamic shadows are crashing your client. -
HC needs to develop a policy on memorials.
PoptartsNinja replied to Greycat's topic in Suggestions & Feedback
Which would only be visible to them, which is the point. It'd be up to the SG or player to add what they want, and it'd be up to the player which versions they do/don't want to use if they're in multiple SGs. -
HC needs to develop a policy on memorials.
PoptartsNinja replied to Greycat's topic in Suggestions & Feedback
If it can't be in game, what about 4-6 custom plaques in the base builder that read from appropriately named .txt files in the mod folder? Those would have uses beyond memorials, too. Offhand, I imagine people could use them to make teleporter directions. SGs could share text files with their members easily enough to make pretty much anything they wanted/needed. -
HC needs to develop a policy on memorials.
PoptartsNinja replied to Greycat's topic in Suggestions & Feedback
What about a section of memorial plaques along the raised fountains along either side of the Statesman memorial in Kallisti Wharf that list as many names as a text block can handle? There would have to be some official means to submit a request for players to be added; but if you leave one or two with otherwise blank plaques that read from a local, editable text file, people could update that text file on their own if they want to have a personalized memorial for someone very special, or who played back in live but never made it to Homecoming, or who was a hero in their own personal life but has passed on, or anything else they'd care to write in? Since that file would be local and basically a semi-official mod, I feel like there would be no risk. -
Most NPCs have custom parts, but the Girlfriend from Hell can be emulated pretty exactly. You can't get the Hellions chest detail, but you can get close. Choose 'Sleeveless Jackets' from the dropdown and do a biker jacket in red, top would be the Belly Tee in white with one of the arcane chest logos. Bottoms would be bottoms with skirts, fishnets, then stiletto boots with the flame pattern, and an animated demon tail. Back detail would be the demon wings. Edit: Forgot about the fingerless gloves, but there's a couple of varieties of those so take your pick.
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Add Hitstop to Titan Weapons
PoptartsNinja replied to PoptartsNinja's topic in Suggestions & Feedback
I put together a better sample in Shotcut. Here's Titan Weapons without hitstop, as it currently exists: And this is with something akin to the proposed hitstop (and a free snare drum sound to punch up the hits): -
Add Hitstop to Titan Weapons
PoptartsNinja replied to PoptartsNinja's topic in Suggestions & Feedback
But again. Hitstop does not represent a weapon getting stuck in its target. Hitstop is a dramatic pause... which emphasizes the power of the strike. -
Add Hitstop to Titan Weapons
PoptartsNinja replied to PoptartsNinja's topic in Suggestions & Feedback
But that isn't what hitstop represents. -
Add Hitstop to Titan Weapons
PoptartsNinja replied to PoptartsNinja's topic in Suggestions & Feedback
These statements are opposites, which is where you're getting hung up. Hitstop isn't about adding realism, it's a tool for adding drama. Like a pro wrestler flopping for 30 seconds to sell a suplex; an OBJECTION!; or an actor pausing in the middle of their dramatic speech to make their next line more memorable. The shortest possible version is: bigger hits and bigger weapons pause more on impact to sell that it's a bigger hit or a bigger weapon. Please watch the video I posted, it's only 7 minutes and some change. -
Add Hitstop to Titan Weapons
PoptartsNinja replied to PoptartsNinja's topic in Suggestions & Feedback
You're misunderstanding what hitstop represents. It is not your weapon pausing because it's getting stuck in the target. There are plenty of videos on the subject, I'd encourage checking out this one if you have any interest in learning more: But, TLDR, hitstop adds rhythm to provide sensory feedback to the player. It's about making the hits more tactile, to sell the impact. That's why Monster Hunter typically adds more hitstop to stronger hits from the same weapon. The same hits, without hitstop, lack weight. They lose out on drama. It's entirely about adding feel to the weapon, like replacing a period with an exclamation mark. Edit: Titan Weapons is a set that really wants to have an exclamation mark or two, but feels like it lacks punctuation entirely. -
Add Hitstop to Titan Weapons
PoptartsNinja replied to PoptartsNinja's topic in Suggestions & Feedback
And that's fine, you're welcome to do so. But it's true that hitstop is a psychology thing. By putting extra emphasis on the moment of impact, it makes the moment of impact stick in the memory a little more. Ideally the other melee sets would have it too--but a lot of the post-damage cooldown animations serve the same purpose. The way Titan Weapons front loads many of its animations makes it feel more like Server Lag Melee. Case in point: If the animation finishes and you're back to neutral before the "the target gets hit" goes off, some of that 'forced reset, wait at neutral' animation at the end could be replaced with a little hitstop and a nice meaty 'crunch' when the weapon actually hits. -
Add Hitstop to Titan Weapons
PoptartsNinja replied to PoptartsNinja's topic in Suggestions & Feedback
1) Because hitstop is about feel. In fighting games, an attack with a longer hitstop feels stronger than an attack with almost none. Because the game is putting that extra emphasis on the hit, the hit feels more impactful. It's the difference between a quick jab and an uppercut, the extra pause when the uppercut hits makes it feel stronger to the user in that moment. 2) For the cones, it'd apply to the primary target of the cone. For Whirling Sword, it would be excluded since that's explicitly the "quick space-making AoE." -
Add Hitstop to Titan Weapons
PoptartsNinja replied to PoptartsNinja's topic in Suggestions & Feedback
Not if they were compensated by removing some of the atrocious start-up / cooldown delays the set already has baked in. The goal is for it to be less noticable when momentum is up, and more noticable when it isn't to smooth out the feel of the set when it's momentumless. So basically if it takes an attack .8 seconds to wind up, .3 seconds to animate, and 1 second to do damage; it would instead basically do .5 seconds to wind up, .5 seconds to animate with .2 seconds of hitstop replacing .2 seconds of wind-up time (or whatever feels most natural), leaving an attack that still takes 1 second to animate. That should, and I admit I'm making assumptions, be a matter of adjusting animation timing / speed of existing animations rather than creating new ones. Which should be doable, given how much time has been shaved off attacks like Total Focus. The end result is a set that hides its built-in delays a little better while also making it feel more impactful rather than its current weightless incarnation. Edit: And some better impact sounds. Those always help. Energy Melee could use some too, but there's a mod for that at least. -
Titan Weapons has always felt kinda wrong to me, and after some chatting with the SG I realized the issue: it doesn't have hitstop. For those not up on fighting games or (more appropriately), Monster Hunter: Hitstop is basically a state where your attack animation pauses for a brief period at the moment of impact to make the attack feel more impactful. Monster Hunter, notable big weapon game that Titan Weapons was patterned off of, has always been the master of using hitstop to make an impact feel really powerful. In practice, this is what this looks like in Monster Hunter: Titan Weapons lacks hitstop, so its attacks feel swooshy and anemic. It feels like you're swinging around a foam sword rather than a weapon. Worse, several of the animation effects associated with the hit are delayed which makes the set feel even weaker. Compared to Titan Weapons: My suggestion is to change the wind-up delay on momentumless Titan weapons into hitstop for everything but Whirling Smash, and add some minor hitstop (0.05 seconds?) to most of the Titan Weapons attacks when momentum is up. What this change would entail: Animation timing changes for Titan Weapon swings. Since CoH doesn't track the moment of actual impact, adding an animation pause to the weapon swing at the moment it would hit a human-sized target (or human-sized primary target) would be sufficient. Some animations with awful lead-up animations (like Crushing Blow or Titan Sweep) could be sped up, and the awkward pause at the beginning/end of Titan Weapons attacks could be incorporated into the attack itself to make the set flow better even when momentum is down. As an added bonus? Remove hitstop from Titan Weapons on misses entirely, so TW can "preserve the momentum" of a miss to chain it into the next attack. Since there's roughly a 1/20 miss chance, adding 1/20th of a second to each of TW's attacks via hitstop should even out with misses and make the set feel more responsive even when momentum isn't up. I can't really change the animations, but I can change gif frame timing, so TW with Hitstop would look a bit more like this: And, while we're at it, please add a nice meaty 'pow' sound effect at the moment of impact. Titan Weapons' sound design is really weak. It feels like you're trying to fight with air pressure rather than actually hitting them with a big heavy object.