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PoptartsNinja

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Everything posted by PoptartsNinja

  1. Pets just need to inherit their owner's running speed, since their built-in tools are so unreliable. They might start and stop a lot and you'd still outpace them, but at least you wouldn't outpace them so badly. It'd be nice if pets inherited their user's flying speed too, but that would take away group fly's only practical use case. Edit: But I also feel like hostages should have either "normal running speed + 1 SO-slotted swift%" or "normal running speed + 1 SO-slotted swift% + sprint" rather than the weird midway they're currently at, where they're too fast for normal running speed (causing them to catch up, stop, and then have to take a moment to re-path before they start moving again) but aren't fast enough to keep up with you while you're sprinting, causing them to get stuck on corners (or, more likely, on chairs or warehouse boxes).
  2. Energy Drain has a longer cast time (2.37/2.508at for Energy Drain vs 2.03/2.244at for Power Sink), and the animation time before the end drain effect takes place is longer for Energy Drain than it is for Power Sink (1.767 for Energy Drain vs. 0.833 for Power Sink). That makes Power Sink easier to use as an "Oh shoot, I'm nearly out of end" power. In an edge case where you have exactly enough endurance to fire Power Sink or Energy Drain, Power Sink will almost certainly get you your endurance back before you detoggle but Energy Drain might not.
  3. The Warriors are (not so secretly) weird hypocrites. Half of their leadership are magic empowered, and the other half are on super soldier drugs.
  4. Slot the accurate healing chance for +end into it and it's also (usually) a blue bar reset after use.
  5. The problem with universal damage sets is: they're unique. So if you slot this as a set, you get no real benefit because all of your tools are in one set; and if you slot them individually you obsolete an existing tool: the Sudden Acceleration KB to KD, which only does KB to KD. I suspect obsoleting Sudden Acceleration is the OP's intent: trying to render an existing tool useless by introducing more powerful versions of the same tool. Which I can't really agree with. What would be neat would be some new common sets for range/melee/ranged aoe/melee aoe whose 6th slot bonus was an inherent KB to KD proc. Something like: Pulled Punches (30-50) Acc/Dam Dam/End Acc/Rech Acc/Dam/End Acc/Dam/Rech Acc/Dam/End/Rech 2) X% recovery 3) X% energy/negative resistance 4) X% Energy/Negative/Melee Def 5) X% recharge 6) KB to KD With some reasonable but not overwhelming set bonuses that cap out with a KB to KD for the people who are more interested in fishing for bonuses than proc bombing.
  6. So, tell us. What sort of melee set would you like to see?
  7. That was never said, it's a long-running myth / misunderstanding.
  8. Fault was always an AoE knockdown with a low-magnitude stun. It's great mitigation for defense sets that don't have innate +Def, like Electric Armor (Stone Melee + Electric Armor is really strong). The damage is new, and as far as I can tell applies to the projectile traveling along the ground not to the AoE radius. It basically does damage in a line between you and the AoE knockdown's final position.
  9. IIRC Tank gauntlet adds a taunt to any attack, including pool attacks; but Brute punchvoke is explicitly scripted into Brute attacks and doesn't apply to pools, so a Brute shouldn't be re-taunting off the Pacify itself. It sounds like that might be a magnitude issue, you may have stacked more taunt magnitude than pacify's mag 3 placate can counter; or if you're soloing: the activated mobs aren't going to forget you unless you hit an elevator or exit the mission. You might have to do some testing, have two tanks taunt the same target and then have one pacify it to see if they switch to attacking the other tank. If that happens, it's a magnitude issue.
  10. Skip O2 boost, slot Gale with KB to KD and the Chance for -Recharge enhancement. Enjoy on-demand -Recharge and knock entire spawns on their backsides whenever it looks like a friend is about to get overwhelmed.
  11. I like this idea. They could even be opaque in different ways, like: matte, glowing, shiny plastic, or metallic and they'd all look pretty nice.
  12. Do you have Hasten? It could be Hasten's end crash.
  13. I don't think the toggle suppression would do anything since most defense comes from set bonuses, but I also don't hate the idea of nukes being a taunt. Agro management is pretty trivially easy unless you're at the target cap and Nukes are pretty notable. It would be another way to buff weaker nukes like Rain of Arrows without boosting their damage, too. They could just taunt less.
  14. All tailor NPCs are now surgeons, the only remaining tailors are the trainers. Expanding the base tailor capabilities to match those of the zone tailors sounds good to me.
  15. Honestly, MM pets should be the same level as the creator. That would be a survivability buff since the T1 pets would no longer be gray to +2 enemies. When the T2 pet is picked up, it could then reduce pet damage of the T1 pets by a % equivalent to a level loss (or perhaps slightly higher since being higher level would give them inherently higher accuracy). The T3 pet could then do the same, reducing the damage of both the T2 and T1 pets. That would create interesting (sub-optimal but potentially fun) scenarios where your lower tier pets would do more damage if you skip one or more of the higher tier pets. I've never understood Mastermind pet level reductions, they just don't make any sense.
  16. The difference is: Blueside: Heroic deeds are all generally positive, or your character doing everything in their power to bring about a positive outcome on the rare occasion when you fail or are being duped. This sort of thing is easy enough to work into a character's backstory, even if stopping a bunch of wizards isn't something your power armor tech hero considers their usual "day at the office." Because heroes are reactive they lend themselves better to MMO-style storylines of "Hey, this happened, can you help?" Redside: The sort of evil deeds you do vary from petty theft to fun and campy mad science to kidnapping and murdering an innocent civilian schoolteacher to committing an act of bioterrorism that sickens or kills thousands. These aren't presented to the player any differently, and make the character seem like either a psychopath, a complete rube patsy, or a henchman who will commit acts of bioterrorism for even the smallest amount of money. In most of the redside stories, you're basically being set up to take the fall for something your contact wants done. Redside story arcs very much need a "suck up" story thread where you can betray contacts you don't like to Arachnos at certain break-points in their story. Imagine setting up Westin Phipps to take a fall to further your own personal agenda. I feel like that would be pretty satisfying without breaking out of the "villain" mold.
  17. Male and huge characters have 4 different /e chairsit emotes, while female characters only get 1. That might be what they're referring to.
  18. Gauntlet only applies if you actively hit something, the punchvoke has no effect if you're not punching things. Evolving Armor has an 8 foot radius, that's roughly 3 yards. If enemy spawns are agroing from farther away, what else are you doing? Are you running around with a SMART vendor buff pet? IIRC those are locked to level 1 to encourage the AI to try to kill them, so they'll agro mobs that are significantly lower level and from much farther away. If you're not running around with your agro magnet buff pet, what mobs are you seeing the agro from? I know one of the Crey bosses is (or was) bugged to agro regardless of level, but I haven't seen that behavior since Page 7 so I'm pretty sure that one was fixed. If there's an enemy spawn with the same problem and it's consistently X enemy group with Y boss in it, that's probably a bug you should report.
  19. Kinetic Melee's best powers are the Tier 1, 2, and 3 with everything else being skippable/worse DPS/DPA than just comboing 3-1-2-1-3-1-2 etc. forever. It feels like a rough draft powerset. The OG CoH Devs were terrified of introducing "tank mages" to the game, so they tried really hard to limit the utility of scrapper ranged attacks... and Kinetic Melee is a bizarrely range-heavy melee set; with the high-end powers being flashy but so slow-animating that using any of them makes it take longer to defeat a spawn especially if that higher-tier power misses. Kinetic Melee doesn't need much to be a good powerset, though. The T1-T3 Quick Strike, Body Blow, and Smashing Blow are already really good powers, what it needs is a way to improve the DPA on Burst, Focused Burst, and Eternity Wiggle Concentrated Strike; and for Power Siphon to be improved. My "pie in the sky, probably never happen" wish for Kinetic Melee would be to play up the "Speed Boosting" aspects from Kinetics, and give Burst, Focused Burst, and Concentrated Strike variable animation times tied to a Frenzy-type buff stack. You fire off enough Quick Strikes, Body Blows, and Smashing Blows to fill a meter and pop off the bigger attack with its animation time reduced by 10% per stack. Because they're not bad powers, they just take too long to animate. For Power Siphon, I'd make it more akin to a single target version of Kinetics Siphon Power. If it requires a to-hit check, that's fine, the buff values can be compensated if it can miss. The current version's slow ramp-up to cap and slow crash just... aren't as immediately noticable as Build Up. Current Power Siphon is more of a sustained DPS power, but it doesn't help in the same situations where Build Up does (where immediate damage > DPS) and Kinetics somewhat suffers for that because it doesn't have a good way to win those short-duration burst damage races. If Power Siphon gave a single target -DMG for a reasonable +DMG self buff, it would help in more of the same situations that Build Up was designed to help with even if it had a chance to miss.
  20. It's numbers are fine and don't need major adjustments. I just prefer Street Justice's combo system because I think it's friendlier to players. Mechanically, Dual Blades is just kinda clunky, with the most egregeous example being the Stalker AoE "Sweep" Combo that's built with and finished by three single target attacks. Dual Blades could keep the same level of strength / same combo finishers while simplifying how its combo initiation works, which would make it more newbie friendly. "Begin -> Build -> Finish" feels better than "Press these three powers in a specific order and if one of them misses you lose your combo." In the generic combo builder version, if a mid-tier combo builder misses you can just use another one, taking a little extra time to finish your combo. In its current incarnation you just lose your combo through no fault of your own. That's definitely a wishlist suggestion, though, not something Dual Blades "needs."
  21. Dual Blades isn't bad... on a stalker. What hurts it are the same things that hurt Kinetic Melee: long animation times. It could also use a single-target Tier 9, but that's not required. If I were given carte blanche to change up Dual Blades however I wanted, I'd change the way the combo system works. Rather than requiring three powers in a specific order, I'd give it combo initiators, combo builders, and set finishers. So rather than requiring specific powers be fired (and hit the target) in a set order, you could begin a combo with any initiator, build the combo with any builder, and the thing that dictates what the combo does is the final power used to finish the combo. That would give the set a way to safely skip a power or two without feeling like it's losing out on utility; and would open the door for combo building to stack to improve the finisher. Like Initiator -> Combo Builder -> Finisher would get a basic effect, but Initiator -> Combo Builder -> Combo Builder -> Combo Builder -> Finisher might give enhanced results (bonus damage or AoE range or higher debuff values, whatever the devs think might be fair). So, essentially: Nimble Slash, Power Slice, Confront, and Blinding Feint become combo initiators. Use any one of these to initiate a combo (yes, even Confront). Assassin Strike is both an initiator and a finisher. Nimble Slash, Power Slice, Ablating Strike, Typhoon's Edge, and Vengeful Slice. Use any one of these after an initiator to build your combo. Assassin Strike, Ablating Strike, Sweeping Strike, and One Thousand Cuts become finishers. End a combo with any one of these powers to get the effect of the finisher. Assassin Strike combo: A big pop of extra single target damage, perhaps doing full Assassin Strike surprise attack damage if you're at full combo stacks. Ablating Strike combo: Boosts Ablating Strike's debuff values significantly, with the -res scaling based on how many builders have been used. Sweeping Strike combo: The AoE's primary target (whatever the player is targeting) takes a big hit of single target damage, with increasing damage as your combo increases. One Thousand Cuts combo: The Cone AOE turns into a full PBAoE, with a size that increases the more you build your combo.
  22. Pet / NPC super jumping isn't the same as player super jumping. All pets get a jump with extreme vertical height, but it doesn't add speed. They'll only jump if they're told to move somewhere they can't path to without jumping. If they can walk/run somewhere, they'll always choose to do that instead. I like these suggestions. The speed boost while in passive actually gives passive mode a use case.
  23. Scirocco and Ice Mistral go good, and either move directly into Brickstown or preferably move into Faultline for hopefully a new midlevel anti-Arachnos TF (maybe Ghost Widow can send the Wretch after them or something, or Red Widow does something to prove herself worthy of taking over Scirocco's spot). The patron unlock could be tied blueside to having this TF badge. Mirror Spirit and Blue Steel move into Skyway and take over the Synapse TF. Back Alley Brawler moves into King's Row, and Swan takes over Brawler's spot in Atlas Park. Synapse and Mynx move to Brickstown and take over the Manticore TF (Synapse's backstory is all about Crey, so putting him in that position makes sense). Red Widow takes over Scirocco's place. Red Widow has vague CoT ties, so some Circle mages/demons join Arachnos replacing Mu Mystics (just picture some Wolf Spiders wearing Circle of Thorns bits). Most Mu mystics scatter to the four winds but some join Longbow and others spread to other factions like the Warriors, Carnies, or Malta. Red Widow gets a patron pool with a magic or demon-y theme, maybe letting non-Masterminds get access to the whip attacks. Wyvern gets a big glow-up (to lv 40-50), Manticore and Wyvern take over Agincourt, reducing Longbow precense in Nerva or putting them in direct conflict with Wyvern in Agincourt. Manticore either continues to hunt Crey with a new redside SF, or focuses on Red Widow's new Thorn Spiders / Arachnos Magi. Red Widow's patron/destined arc involves fighting high level Wyvern, and maybe ends in rescuing Lord Recluse in a future where Evil Manticore has taken over.
  24. The Oni is already literally a (ho) fire (kage) shadow anyway.
  25. IIRC Manticore was supposed to flip evil when Scirocco joined the blue team. He's already red, it works. And IIRC Scirocco's past incarnation, the big beefy guy with the tribal tattoos and the topknot on the game's blueside loading screen, was a hero before he died and Scirocco inherited his powers.
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