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Everything posted by PoptartsNinja
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Focused Feedback: VEAT Updates
PoptartsNinja replied to The Curator's topic in [Open Beta] Focused Feedback
My personal want would be to give Banes the Stalker/Scrapper APPs since they're more damage oriented and it's weird that they can't get the mace sniper attack; while Shatter Armor effectively gives them two of a power they already have. With them getting easier access to venom grenade, the appeal of shatter armor drops off pretty hard. I haven't played Widows so I'm not sure if Fortunatas/Night Widows are in the same boat. -
Any teaser what is being worked on? (archived)
PoptartsNinja replied to Troo's topic in Open Beta Testing
Can I see it? -
All of the melee pool attacks should scale with and be modified by the fighting pool. So you'd be looking at something like: Air Superiority - +10% base damage for each fighting pool power taken, +5% base damage to fighting pool powers in return, grants -fly to Cross Punch Jump Kick - +10% base damage for each fighting pool power taken, +5% base damage to fighting pool powers in return, doubles Cross Punch's knockdown chance from 40% to 80% (or maybe even guarantees it) Flurry - +10% base damage from boxing and kick, +20% base damage from Cross Punch, +5% base damage to boxing and kick, +10% to Cross Punch So if you took all three and fighting you'd wind up with: Air Superiority +30% base damage Jump Kick +30% base damage Flurry +40% base damage Boxing +50% base damage +current fighting synergy Kick +50% base damage +current fighting synergy Cross Punch +60% base damage, -fly, 80% (to 100%) knockdown chance, +current fighting synergy Or something to that effect. Edit: Then let them all grant +5% base damage to brawl. 😄
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Eco-Friendly Powerset Recycling!
PoptartsNinja replied to Alchemystic's topic in Suggestions & Feedback
Field Control Brief Description/Idea: Force Fields as a control set, inspired by early CoH videos that showed Sister Psyche using her bubbles offensively. The set focuses on knockdown effects, but also dips into Forcefield's intangible effect. Because intangibles are (rightly) unpopular, it also provides a way to attack intangible targets (in the form of Bubble Slam); which should be a fun surprise for Council ascendants. Tier 1: Leg Lock - Ranged, Moderate DoT(Smash), Foe Immob, Foe Chance for Knockdown Description: You wrap the target's legs in force fields, immobilizing and potentially tripping them. Tier 2: Bubble Slam - Ranged, Moderate DMG(Smash), Foe Vectored Knockdown, Foe -fly, Special Description: You lift the target in the air in a force field bubble, disrupting their ability to fly before violently hurling them at the ground (combines Lift with a bubble around the target). May be used on intangible targets, deals bonus damage to intangible targets. Tier 3: Containment Bubble - Ranged, Moderate DoT(Smash), Foe Hold, Foe -DMG Description: You encase your target in a bubble to contain them. Even if the target isn't held, they are still constrained and deal reduced damage (non-stacking debuf) until they are no longer contained. (Standard force field bubble animation). They take damage over time as the bubble slowly runs out of air (combining a bubble with the choking animation would be fun). Tier 4: Detain - Ranged, Foe Capture(Special), Timed Toggle Description: You detain a foe in a force field, rendering them intangible. This is a timed toggle that lasts up to 30 seconds, after which the toggle automatically ends. Tier 5: Bolt Storm - Ranged (Cone), Moderate DMG(Smash), -Res Description: Discharges multiple bolts of force that knocks down foes in a cone and deals Smashing Damage. Foes struck will have their armor shattered by the force of the impact, leaving them with lowered damage resistance. Uses Psionic Darts' new mechanic to launch individual bolts at applicable targets in the cone. Tier 6: Cavitation Bomb - Ranged (Location AoE), Minor? DMG(Smash), Foe Knockdown, Foe -Jump, Foe -Res (non-stacking) Description: You create a rapidly expanding and contracting force bomb that deals damage and knocks foes off their feet. Should have a higher damage than Ice Slick/Bonfire but half the duration. Animation should combine Force Bomb's basketball throw with Repulsion Field's knockdown waves in the target location. Tier 7: Wrecking Balls - Summon Wrecking Balls: Melee Minor DMG(Smash, Knockdown) Description: You summon a trio of ultra-dense forcefields (basically: use a wisp model and put a little force field bubble around it). These pets move quickly, dealing smashing damage in melee and potentially knocking foes from their feet. They're most powerful when they can riccochet between foes and should try to target a new enemy in range after each attack; but deal reduced damage if they attack the same target twice (if this is trackable; if not maybe they could get a temporary flight speed increase after swapping targets to make them even more chaotic?) Tier 8: Containment Field - Ranged (Targeted AoE), Foe Hold, Foe -DMG Description: Bog standard mass hold Tier 9: Force Bubble - Ranged (Location AoE), Vectored Repel, Immobilize, Timed Toggle Description: You place an immobile pseudopet that immobilizes in a radius and draws all contained enemies towards the center. Any enemies outside the bubble radius are slightly repelled away from it. This is a timed toggle that lasts a maximum of 30 seconds before dissipating.- 792 replies
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Veat- SoA (mostly Bane) & Crab discussion
PoptartsNinja replied to Plutoria's topic in Suggestions & Feedback
I do kinda wish VEATs got to choose between the brute or stalker APPs/PPPs. Banes are the closest we'll get to a War Mace stalker, and Black Scorpion's PPP feels so thematic. But instead of getting a sniper beam they get a duplicate of Shatter that does -res? Also, it feels a bit bad that the PPP mace beams so drastically outdamage their core kit. -
A different thread for Mind Control
PoptartsNinja replied to kelika2's topic in Suggestions & Feedback
I have no idea, I haven't seen CoH's code. Ideally you'd attribute the damage done by the pet to the player directly, so instead of seeing: Skull Brawler shoots Skull Brawler with Pistol you'd see <Playername> shoots Skull Brawler with Pistol. I know it's not feasible, but that's why I called it a wishlist item not a practical solution to Mind Control's woes. -
A different thread for Mind Control
PoptartsNinja replied to kelika2's topic in Suggestions & Feedback
Track the damage done on an invisible pseudopet? -
A different thread for Mind Control
PoptartsNinja replied to kelika2's topic in Suggestions & Feedback
My personal wish-list for Mind Control would be to make its version of confuse semi-unique in some way. Let it stack with normal confuse magnitude from other sources, but let it overpower them as long as it's active. It shouldn't be more effective than the current confuse (Mind doesn't need higher magnitudes), but should grant full XP for the damage dealt by the minions because confuse is mind control's thing. If you want to take it a step further, you could call it "Enrage" or "Berserk" and have it give the target mob an unmodifiable, unresistable accuracy and damage buff for the same duration as the confuse, to add a little element of risk if the confuse breaks due to insufficient magnitude (because suddenly now you've got a buffed and angry enemy). Or just keep calling it confuse and make the difference more subtle. Edit: Then give the single target version to CoT Succubi. -
Prismatic Aether Particle Costume Suggestions thread
PoptartsNinja replied to Sakura Tenshi's topic in Suggestions & Feedback
Warshade and Peacebringer auras -
It would be nice if we could get normal human arms for Robotic Arms 2 (and possibly Robotic Arms 1, that'd make for some fun asymmetric costume options). Just a bare arm to the shoulder. It'd be a great way to make a costume with armor and bare arms, or otherwise turn any chest piece (and pattern!) into a "tanker" style piece. This may already be an existing art asset, too. It's just only accessable on jackets with sleeves using one of the short sleeved options. While I'm at it, the Samurai belt with the armor pads removed would be pretty great for making the baggy tops look nice and rumpled...
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Make Sentinel of Mot a little more difficult to fight.
PoptartsNinja replied to captainstar's topic in Suggestions & Feedback
It always surprised me that the Sentinel of Mot wasn't an AV in all of its incarnations. It'd downgrade to an EB automatically for soloers who haven't voluntarily chosen to encounter AVs. -
For a moment, I thought the fly protection was like the teleport protection where it's a proc that's up 20% of the time and not always-on protection. Hypersonic's Fly Protection is mag 2, but is -fly even working on magnitude? Seismic Blast's -fly is -160%, as is the -fly in Air Superiority. For comparison, the 20% chance for teleport protection in Gladiator's armor is -100% teleport distance.
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The OG Paragon City Freakshow were Rikti War veterans who were either given Excelsior and hastily cyborged to fight the Rikti, or who survived debilitating injuries and turned to cybernetics after. That's why, whenever the Freakshow build something, it's a fortification. And it's also why their greatest fortification is in Crey's Folly, just below the entrance to the RWZ, so that the Freaks would be the first on the scene for the inevitable breakout. These OG Freakshow are mostly gone now, and under Drek's leadership (and unwillingness to get vaporized by Rikti plasma) the urban disaffected the Freakshow have recruited have almost entirely lost the original plan. Rikti are afraid of the dark have almost no night vision, which is why their armor always has built-in night lights.
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These sit+chat emotes for RP.
PoptartsNinja replied to twozerofoxtrot's topic in Suggestions & Feedback
While we're at it, can we port the existing sitting poses to female characters? -
Honestly, a set that was - End Mod - End Mod/End Redux - End Mod/Recharge - EndRedux - Recharge And then either - End Mod / End Redux / Recharge - a proc Would be pretty nice. It wouldn't even have to be a damage proc, being able to slot Power Sink with a chance for knockdown proc would be pretty fun. For set bonuses you could probably do something like Rare 2) 2.5% Recovery 3) 1.88% MaxHP or 1.8% MaxEnd 4) 3% Resistance (Smashing, Lethal) 5) 5% Rech (to make it slightly better than Efficacy Adaptor but slightly worse than Synapse's Shock) 6) 3.75% Defense Melee, 1.88% Defense (Smashing), 1.88% Defense (Lethal)
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Tracking those stacks is core to how those sets function. I could definitely see exempting those from the 'hide autopowers' selection. A theoretical new player (either to the set or to the game) accidentally hiding their set's core mechanic is unfriendly design. It's why Brutes can't hide their fury bar.
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Levitate does smashing damage in a set that does almost exclusively psi, which makes it really useful for the things that resist psi. The things that resist psi damage tend to resist it heavily (70-95%). Try soloing a bank vault door with only mesmerize vs. only levitate and you'll see levitate's value. It's also a knockup which tends to ragdoll its targets in a way non-vectored knockdowns don't.
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City of Heroes predates the Tank/Healer/DPS "Holy Trinity." CoH was basically a generation 1.5 MMO, which means it was hot on the heels of Everquest and Ultima Online; and released six months prior to World of Warcraft (which established the Tank/Healer/DPS trinity). Prior to WoW, the "Holy Trinity" was Tank/Healer/Mezzer. Issue 0 CoH conforms to this to an extent (CoV does not), which is why Blasters have Beanbag (or an equivalent) in most of their primaries and nearly every secondary starts with an immob or a knockback. The biggest exception the OG devs made to the Everquest Trinity was turning the (frankly boring) MMO 1.0 healer into a buffer/debuffer. Which were things "healers" often did but were never their primary calling. That was CoH's biggest mold break, and I still remember having a blast shortly after launch running with organized teams of 8 defenders of various types getting a feel for how powerful the buffs/debuffs really were. CoH just grew in ways the OG devs never anticipated; and had grown out of the Tank/Healer/Mezzer "Holy Trinity" before Issue 1 even came out. Heck, the original design intent for armor sets was that tankers/scrappers would run maybe one or two of their toggles at a time and switch between them depending on what they were fighting. It's why they have a recharge time, because they expected we'd be turning them on and off in combat. Fortunately, the game's core mechanics (things like character movement, responsiveness to player controls, character creation, and the core gameplay loop) were really fun and ones the devs dialed in on that they usually delivered more of the things we enjoyed. The additions they made over time (like sidekicking/exemplaring in all of its forms) to make the game more accessable were a huge boon as well. And the devs never really tried to re-establish any form of "Holy Trinity," which was to our benefit in the long run. The fact that we can engage with nearly all the content with any AT combination and make it work 99.9% of the time is a good thing. We were doing that back in Issue 0 and we're still doing it today. If, say, Stalkers weren't considered to be able to contribute materially to, say, Rikti Raids? This community would figure out a way to make a 100% Stalker Rikti Raid work. That's just what we do, and it's a blast every time. Anyway, TLDR: CoH was designed before the modern MMO Tank/Healer/DPS "Holy Trinity" was a thing. It never tried to conform to something that didn't exist until 6 months after its release.
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While we're fixing helicopters: Can we get helicopters (and the Paragon City smuggler ship to Striga) de-linked from the tram door timer? Half the time you click on a chopper or the boat door and have to wait around for 5-15 seconds until the next time the blue line opens its doors. It's clearly not a necessary limitation since there are doors near the RWZ helicopter that can be used instead of the chopper that don't have the same timing restrictions. For that matter, I'd be all for removing the timer from the trams, too. Let the train arriving/departing just be cosmetic.
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Yet Another Request About Patrol XP
PoptartsNinja replied to Rudra's topic in Suggestions & Feedback
As with the last thread: a disable patrol XP option on null the gull or something seems reasonable. Even if I wouldn't personally use it, I can see no reason not to do something like this. Especially now that it's clear it isn't only Rudra who'd be interested in this as a challenge setting. -
Since we now have the option for stances that only activate when travel powers are in use, is that something that could be ported to the path auras as well? Right now, our options are to have them always on or to have the path aura show up with any movement, but I think adding a "travel powers only" option would be a fun addition. That would let players burst into flames or start glowing, but only while actively flying, within a 2-3 seconds of teleporting, using super jump, super speed, or possibly even infiltration if it's also considered a travel power now?
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I have a suggestion for a mod to the game...
PoptartsNinja replied to Wreckoning's topic in Suggestions & Feedback
You could get a third party screen reader program to try to accomplish this. They're primarily intended for the visually impaired, and they read (in the form of text to speech) any words on the screen. I'm not sure how they'd interact with City of Heroes, you'd have to try one and see if it worked for you; but because they're an accessability tool they're usually completely free. -
It's hard to fit anything semi-usable into one of those cargo containers without completely sealing them off (or breaking the game camera 😄). I'd do an 'S' curve if I thought I could fit. I'll try using the new spacing tool and see if I can't come up with a reasonable visual barrier.
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Word of mouth is going to affect people's decisions no matter what form a public vote takes. At the end of the day, the community poll was a way for people to tell base owners/creators "Hey! We really like your stuff, and would like to see more of it!" As the person whose base got the least votes on the poll, I'm not discouraged by any of this. What I do see are two fantastic bases that people really, really liked and still like well enough to keep fighting for even after the polling has ended. But the community poll wasn't a contest to pick the winner, this was a way to say "I like your stuff!" Even if everyone who voted for Vault Luxe and Rampage voted three times (which didn't happen, the votes aren't cleanly divisible by 3), Vault Luxe and Rampage would still be in first and second place. That's a level of enthusiasm I find really wonderful. Over a hundred people loved those bases and would like to see more of them; or would like to see them refined and expanded on; or were otherwise just absolutely floored by what can be done in a janky, twenty year old tetris minigame. My only recommendation for future contests would be: give everyone up to three votes, but only let them vote for any single base once. That makes it a little clearer that the vote isn't entirely about picking a winner, but sending a kudos to creators whose work really impressed. Thank you Dacy. Thank you Easter Bunny. You both worked hard on this, and I know the extra stress of the polls closing earlier than you intended has been bothering you. You ran a great contest and I do hope you'll do more. This was really fun, thank you for letting me participate!
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Thank you, whether or not you were the one who voted for Crash Castle! Win or lose, I had a lot of fun making it and the contest has given me a little push to maybe actually use it as a club space.