Itashu
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Kinetic Blast Powerset suggestion
Itashu replied to CaffieneNirvana's topic in Suggestions & Feedback
Woah, a lot to unpack... But I like the idea. Seems you've put thought into making it more accessible for the devs to make. Animations, effects, they all take a lot of time to make, probably more time than coming up with how a power works. That said, having this basic outline of how it might be set up, that's helpful too. The thought put into what Tiers the powers are at, too - nice. It's clear you care about this. I also like the idea of a different take on Aim. The premise of each power is definitely there. I don't have much background to weigh in on balance, but I'm sure there's a couple game designers or vets who'll take a look and have more to say than me! But, at a glance, looks good. I'd personally be interested in this. -Dmg is a fun side effect, especially for Defenders. And you're right, Energy Blast and Radiation Blast don't quite fit every concept. There's definitely room for Kin Blast.- 6 replies
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- power proliferation
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@Aida LaCanthe Oh, my bad, didn't realize that. Thank you!
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Being able to modify their appearance, like @biostem mentioned with an arcane artifact Jet Pack, would definitely benefit player agency. I know as of now they have many of these options in the costume creator as costume pieces, such as the Gold Bricker jet pack and the Longbow jet pack, but it wouldn't really change the game if you could change the appearances of your temporary powers. @Rudra Like Akisan mentioned, I was describing changing the look of temporary travel powers in the costume editor. Zero-G Pack is the only Super Jump-lite Travel Power, IIRC, it'd be nice to have other visual options. @Akisan I do like that premise. Permanently chosen bought/earned travel powers. I know the Void Skiff and the Rocket Board can be bought permanently, but Jet Packs for sale would be neat. The other thing I'd request is that Void Skiff and Rocket Board allow power use, but I believe that's actually an animation issue. They both use the 'sliding' stance, which doesn't support power animations, since the 'combat' stance is different. Perhaps after enough Safeguards / Mayhems, you could keep any Travels earned though them permanently. Five or so? Being able to buy them as a forever travel power works too. I also agree about Hasten. It's a power pick meant to lock you into a Pool you might not pick a single other thing in. But others probably disagree - seems like Super Speed can be useful, for, well, speeding through TFs or slog arcs. Not my personal favorite, but that's what CoH is about, player agency 🙂 We pick what we like! One more thought: Should there be an inherent +Fly "Fitness" Power, earned alongside Swift and Hurdle? "Flight Potential" or something similar for the name? Heh, or maybe "Aerodynamics".
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There's definitely a lot of great points here. As I'm not a game designer, I wasn't looking at as much from a game balance perspective, as a greedy player's perspective, if you read these posts xD. I agree that it would cause imbalance. With the advent of the various Origin pools, there are more interesting Travel Pools to pick that offer their various options to diversify gameplay, such as Rune of Protection from Sorcery or Adrenal Booster from Experimentation. I hope HC continues to expand upon those. Scratching the Travel Power not locking you in to a Power Pool, I do wonder how negative the effects of a free Travel Power at 8 are. I understand how that might negatively effect Power requirements for the Pools. If that would require a re-work too, then perhaps it isn't worth it. There are indeed many options provided to players as temporary travel powers during play. Honestly, I still always pick my travel power at 14, out of a weird sense of solidarity, and use Athletic Run till then (perhaps a jetpack or two if I have it). However, I also believe in a strong theme for my characters. The magic man most likely isn't gong to use a jetpack. The astronaut is unlikely to float around on an energy disc. And yeah, if I'm too cheap for a travel power, why not use these free options? I get it. Perhaps the other solution would be more visual styles for the bought/earned travel powers. The Flying Disc could get magic symbols floating around it in the costume editor. The jetpacks can get the color of their jets edited, maybe the color of the jetpack. Beyond that, more takes on them. Springboots that give you clunky big boots that allow for lesser Super Jump(Cosmic Corsair Boots come to mind as big boots, alternatively, the Piston Boots). I still think having them visually distinct from the actual Pools is important - helps the player base ascribe value to Travel Powers. If you do want your character to look like they didn't need to rely on external means to travel, then perhaps you should invest in it. I'll be looking into how imbalanced one free pick would upset the Travel Pools, but I'm on vacation soon. Let me know if you see any Pools in particular that would be broken or give you an significant advantage with one free pick. Again, interested to hear the discussion. Thanks for keeping things civil, everybody. Appreciate the thoughts on the subject.
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Hello all! I have an idea for Travel Powers. I believe players should get a free Travel Power pick at level 8, and it shouldn't lock you in to the respective Power Pool (but still count as a power pick.) For example, picking Super Jump as your free Travel Power at 8, doesn't mean you're locked in to the Leaping Pool. However, it counts as a pick for the purposes of, say, Acrobatics, so taking another power in the pool DOES lock you in. This way, players can pick the Travel Power they want to have, and have that pick be separate than their basic defense/mobility picks. The locking in problem is important. I feel like often, Hasten is picked, locking you into the Speed Pool. Then people recommend Leadership. Then people recommend Leaping, so you can take Combat Jumping for basic mobility during combat. Then, people say you should take Fighting, so you can use Tough and Weave as mules/for Defense or Resistance. I understand those choices aren't necessities, and people are still free to pick whatever they want as Power Pools - that is the point. But I often find myself taking a Travel Power I don't find suitable for a character because it doesn't make sense to lock in a whole different Power Pool and would eat into my choices. Let me know your thoughts on this, players and devs!
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@Nemu I appreciate this build a lot, thank you! I see the point of the mitigation. Especially when dropping in defense, it'll allow for aggressive play/ Looking at this build, it is really difficult to see any real reason to take the Concealment pool, especially since Unbounded Leap, Celerity +Stealth exists. Really wanted to try Infiltration as a travel power, but there's not space in the pool selection for it. Tactics seems more valuable than Grant Invisibility or Phase Shift, and I could use the toHit. It's hard to see what I would do differently from this build if I were to approach it with yours as a reference. Would you mind if I used this build?
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I plan to do a reiteration of this build when I have a moment. Focused on my Elec/Earth blaster as they are higher level and I tend to play them more. That being said, makes sense Meknomancer, Soul Absorb seems quite good. I believe I also wouldn't pick Psionic Mastery in my next iteration, as the psionic resist isn't quite as helpful as other resists might be.
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Nemu, your input is greatly appreciated. I have watched your video and read your posts that you linked in that discussion, taking some mental notes for sure. Survivability is both how you play and how you're slotted. Thanks for the tip about Miracle +Recovery - I've slotted a generic End Mod for now, but considering moving the slot elsewhere. Comparing Defense between the build you linked and mine, seems like I should be able to survive Def and Res wise, but just have to play it right. Meknowmancer, that definitely clears up Accuracy vs toHit, thank you. Seems like Accuracy is a good deal less useful than I hoped. Moved around a couple things, lost 4% damage buff, but now I have a Kismet slotted, so not too bad. I realized I made an error in not slotting Fracture for Accuracy. If it doesn't hit the enemy then it can't disorient them, so I've fixed this with Hamis. Please let me know if you guys have any other feedback, especially on this latest version!
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I've slotted out Short Circuit according to your feedback. You're right, damage is more important. Slotted it a little differently than you did just to get some different set bonuses. You're right, I didn't really think of knockback. I've slotted Infiltration how you had it. With +5s it's looking pretty good as a travel power. As a note, mostly I took Concealment pool since you get 3 separate spots for mules, and, to be honest, to see if I can get it to work. Stealth seems potentially handy in a Blaster, as well. Under Misc Buffs on View Totals, I have +87 Accuracy (from assorted set bonuses, Beryl Crystals, etc.) This isn't including Build Up or Charge Up (as those would be toHit bonuses, anyway). What's the difference between toHit and Accuracy? is toHit a lot better? Thanks for the note on the Resist enh. Fixed that. Also, with this new build I seem to have gotten that much closer to the Res cap! I'd say 63% Smashing/Lethal + 41 Ranged Def should probably keep me alive, right? I'll be blapping a little, but the idea is Tremor, Short Circ, Fracture, Ball Lightning. That way they're all the ground, then damaged, then stunned, then damaged. Also, Stealthed till I Tremor, so I should be Invisible, since they swapped the capabilities of Stealth and Invisibility when they put Infiltration into Concealment. Here's the new one! Swapped one away from Beryl Crystals, one away from Combat Jumping, put one into Stealth to get the extra 3.75 Smashing/Lethal Resist, put one into Mud Bath for the preventative medicine set bonus + heal enh. Should help keep me alive.
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I tweaked the build, taking a few cues from ya like Sting of the Manticore and using Preemptive Optimization (though I put it into Short Circuit). I'm still aiming at a higher Resist but the tweaks gave me better Defense (especially Ranged). On another note, what do you think about my plan to use Infiltration slotted up as my travel? Is that going to work out? EDIT: I accidentally put your build here. Fixing EDIT 2: Fixed
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Hello all. About a month ago, I started playing City of Heroes again, and with my characters approaching 50 I'm looking into the real-deal builds. With this build, I want decent survivability (take a hit or two), but I'm looking to use Fracture and Tremor to prevent damage as I load up enemies with my AoEs. Hopefully I'll be on a team, but I occasionally solo content. As long as I'm regularly using Tremor, the FF +Recharge proc should perma Hasten, I think. Please let me know if that's not the case. Here it is:
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Oddly enough, I had a second Hami-O in Dominate originally and it didn't display properly in the forum export. I have replaced the second one with a Neuronic Shutdown proc, as it seems the damage is higher that way. I took both slots as you suggested from Tactics and Maneuvers. I had changed Stamina from having a +End Perfomance Shifter Proc because I misremembered what I read from Bopper's +Hp/+Regen cheat sheet. I was thinking of Power Transfer's Chance to Heal Proc, thinking the +End Performance Shifter wouldn't go off as often if I had Pancea in. That was wrong! 😅 Now I have Performance Shifter Chance for +End and Endmod slotted in Stamina. I took the other slot and put in Weave, to get a +9% accuracy bonus and extra Defense. Fade - I took the slot from Tough you suggested and switched the Gladiator Armor to the +Def. I put it into Fade as a LoTG Defense/Recharge and switched the unbreakable guards to variants boosting recharge. Thanks for the insight, Nayeh and twozerofoxtrot!
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Thanks! I've been doing a lot of double checks as I've been stumbling through building 😅 I did what you suggested with Dark Servant, I slapped one Hami in Tar Patch, and opted for Unbreakable Guard in Mind Over Body (The endurance discount is so good!). Twilight Grasp - you're right, it's a healing power, I had it slotted that way just to reach the recharge rate for perma haste, but swapping in a LoTG into Shadow Fall fixed that. I followed twozerofoxtrot's advice about Twilight Grasp, but I don't have a lot of +accuracy set bonuses. Is that going to be a problem? Howling Twilight and Fade I got back to their earliest levels since both help a lot with survivability. According to the in-game Detailed Info for Fade and Shadow Fall, the only thing that can't get buffed by enhancements is Fade's Defense Debuff Resistance, but that could be wrong. Sorry for the wait - I've been playing around with my Blaster build as well.
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Thanks Nayeh, for all the great suggestions! I feel silly for not thinking much about my attack chain or use case of each power (it can be easy to chase the set bonuses, for sure). I decided to aim for more End Reduction set bonuses in addition to slotting Tough and Weave more throughly. I've done a couple iterative reworks based on what you said and suggested and here is the revised build:
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Hello all. I played on live, but it's been a long time and as an altoholic I never really made a serious build for 50 before. My goal with this character is to be able to use the build for any level decently well, as well as being a team player. Damage and recharge were two of the main focuses. I attempted to ensure some survivability, but I haven't really played much at 50 or above. I'd appreciate any feedback! Let me know how I did, and where I could move things around. (and hopefully this is how you're supposed to share the build...)