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Everything posted by Purrfekshawn
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They could give walk 2 effects: - X run speed (unenhanceable) +Y run speed (enhanceable) So altogetha would be -X+Y = "(-6.233 * Melee_Ones)% maximum RunningSpeed (self only) for 0.8s". And enhancements increase walk speed. Question is what's the point of though?
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[OPEN BETA] Patch Notes for July 26th, 2024
Purrfekshawn replied to The Curator's topic in [Open Beta] Patch Notes
Also: l would like to point that Barrier Reef entity despite it's RENAMEable, but its new name, for some reason, cannot be saved. Should you dismiss and resummon Barrier Reef, its new name is lost. l would like to compare it with Galvanic Sentinel (Electrical Affinity), which can be renamed properly. -
Okay, but Assault Rifle characters are pigeon-holed into handheld Assault Rifles, Beam Rifle - into beam rifles, Archery - into bow and so on. Would Armor Defense characters look exactly armored - this would depend on Visual (VFX) design of it. l reckon most powers may come with "Minimal FX" variant. So if there's a character with no visible power armor on, the player may pretend that the armor is invisible, or is very lightweight nano-net, or subdermal, or even the character actually doesn't need armor and only few parts of it are protected with Armor Defense or the defensive armor is made completely of force fields. l think the player may get as creative with this set as with any other set, and even more creative than with Traps. The only things that would point that it's Armor Defense are names and descriptions of powers that would be able to be read in Team window.
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Okay, letz use the exactly same logic for the Support Sets: Cold Domination - utilize specific hand-held freezing device to coat allies in a protective layers of ice. Dark Miasma - use dark energy generator to jinx enemies and make allies deadly. Electrical Affinity - certain transformator or even repair device similar to Robotics repair drones/protector bots use (very alike VFX, just another SFX) and fix teammates this way. Empathy - establish psychic links between the team to provide very little help. Force Field - well Protector Bots can do it, as well as FFG's. Kinetics - Power Draining gizmo makes allies super-strong, while enemies - super-weak in comparison. Nature Affinity - genetically engineered seeds and microbes are spread to heal and kill. Pain Domination - establish psychic links between the team to provide a bit bigger help than empathy, also can affect enemies (Anguishing Cry). Poison - a mouth-mounted toxigun is used to spit the nasty stuff. Radiation Emission - a tiny nuclear reactor is a great wildcard on the battlefield. Sonic Resonance - acoustic synthesizer does all possible trick with mechanical vibrations. Storm Summoning - vacuum cleaner 2.0 Thermal Radiation - warming device heats environment around allies and enemies to produce desired effects. Time Manipulation - the character carries a small time machine in order to increase chances to win the fight. So the question: why the Traps do exist? Doesn't all listed abive covers all possible technology themes, while also suitable with magic/mutations etc. Traps, however, rely only on technology (although lMO it could benefit from different skin like magic crystal for Force Field Generator for instance). And Traps do exist because it's quite another than any other of the support sets. For lnstance - it spawns the biggest number of pets and pseudopets, and that makes the Traps unique. Especially it's fun on Masterminds. So the Traps definitely aren't just a waste of space, and the real cool powerset, which we all know (although it has its downsides, such as FFG's slowness on moving).
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It works exact the way you described. Autopowers that grant resistances are: Armor Plating - Smashing/Lethal (l have thought it's +15% base for a Tanker). Insulated Plating - Fire/Cold (around 10% or 12.5% each) and Energy (around 5%). Resistive Plating - Energy (around 10% or 12.5%) and Negative Energy (around 5%). Stimulant Delivery - Toxic/Psionic (around 15% each). And also it gets XX% Defense to Smashing/Lethal/Energy and Psionic from Reactive Shield. So the powerset has some resistances, and l calculated that with Tough it will be enough to bring the Smashing/Lethal Resistance to 90% or close to that WITHOUT using Armor Boost mutually exclusive toggle. This powerset's toggles for Mez Protection (Stimulant Delivery) and Taunt aura (Reactive Shield) can be used with just one toggle of 3 that have word "Boost" in it. Thus viable combos are: Armor Boost + Reactive Shield + Stimulant Delivery = the biggest value for Smashing/Lethal resistance and Defense Debuff resistance. Insulation Boost + Reactive Shield + Stimulant Delivery = the biggest value for Fire/Cold/Energy resistance, l believe this is the most useful for most % of content, as it's gonna get 90% or close to it for Smashing/Lethal/Fire/Cold/Energy. Fortitude Boost + Reactive Shield + Stimulant Delivery = the biggest value for Toxic/Psionic resistance. This is going to be very useful for Rikti Pylons, Weakened Hamidon, Minds of Mayhem iTRIAL bosses etc. The fact that it's just 3 toggles in total lowers overall Endurance consumption, as each of them have 0.21/s-0.26/s end cost base, as this powerset doesn't have Gamma Boost-like End gain, but otoh has EoT click and Overclock that significantly boosts recovery too. Armor Defense in the end is less prone to detoggling due to Electric attacks than Invulnerability, because of 86.5% END and REC debuff resistance, the -END and -REC passes through that can be dealt with "Reconstruction" and "Overclock".
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There are player and non-player characters those point that they use armor for protection. Example is Arachnos Soldier VEAT, as well as Arsenal Mastery's Body Armor for Blasters. Invulnerability, however has things like Dull Pain and Tough Hide which has nothing to do with these themes. There's nothing like Dull Pain or Tough Hide in Arachnos Soldier arsenal, it just doesn't make sense. As well as nothing that has "armor" in description of Invulnerability powers. l can repeat once again: Difference is about the same as Claws and Savage Melee powersets. Energy Melee and Kinetic Melee are very alike in first glance (both deal smash/energy damage), and can be thought the same thing too, but actually these sets have different mechanic, one accumulates energy for Energy Transfer, while the other is capable of lowering damage output of enemies and boosts own (right now damage boost works badly though). Super Reflexes and Ninjitsu look very same-ish. Broadsword, Titan Weapons and Katana're different powersets with different mechs too. Martial Combat (blasters) has "Reaction Time" power, which slows enemies and makes more sense for Temporal Manipulation powerset. There is plenty of stuff in this game that's redundant. This powerset suggestion contains unique mechanic, that surely could be taken into consideration. In addition powers could have unique visuals. For lnstance "Reactive Shield" power could look like Radiation Shield from Terra Volta (technology-like), but more translucent and tintable to different colors. There are obviously technology-related powersets for Ranged Damage (assault/beam rifle), Control (Arsenal Control), Support (traps). Why not to have the same powerset for defense as well?
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But the powerset is still actial in 2024, and the idea of dynamically changing resistance is quite fun, so it's still actual. What you describe here "these abilities naturally", "hardened skin", "fortifying their bodies" sounds like plain old Invulnerability powerset, or Electric Armor that has description about "your body is a capacitor", or Radiation Armor that has "radiation emanates from your body" in description. Description of existing defensive powersets suggests that it's internal for the character body, except for Energy Aura, which description is quite neutral, except that it can't be used for a Tanker character. Exact this concept relies on something external to the body, which is why it's called "Armor Defense". It can be highly technological armor suit, or magic-powered armor suit, or experimental military armor suit (natural). And mechanic of the powerset is different than Invulnerability or Electric Armor. Difference is about the same as Claws and Savage Melee powersets. Besides that there's nothing really weak against Negative Energy damage. Invulnerability/Stone/Fire/Ice Armor are weak vs Psionics. Electric armor is weak vs Toxic. Radiation and Fire armor are weak vs Cold. Ice Armor is weak vs Fire Damage. Dark armor is a bit weak vs Energy. Smash/Lethal are physical, and nothing's really weak vs them (although lMO this would be logical if Willpower were weak vs Lethal - for lnstance Mind over Body were granting only Smash & Psi resistance, but not Lethal). And my powerset has a really big hole, that has to be dealt with thoroughly, which increases difficulty to play for that (risk/reward) as Negative Energy damage is common within certain types of content. As about costumes that might be made with huge % of open skin - why not pretend that Armor Defense armor can be invisible?
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As far as l remember - l wanted to make approximately T9 as useful as Radiation Armor's Meltdown in terms of damage buff and Endurance recovery, but also granting +Defense instead of +Resistance, so l want to avoid scaling -HP and crash like that if possible, granting it rather soft crash, in a manner of Radiation Armor's Meltdown. Autodisabling toggle does make sense, but l want Overclock's this +Defense boost persist through tank-magnitude mezzes. l think granting a power that lasts 60 seconds in-game time is generally the best solution. That "power" would emit an aura, that does -Defense -ToHit +Taunt (tanker or brute) to all enemies around. l reckon, however, IDF + Arachnos is not a much of issue. l wanted Armored Plating granting +15% Smash/Lethal Resistance, and with another 15% from Tough and with IO set bonuses, Reactive Defenses, Shield Wall uniques this can be brought to 90%, or close to it (like >83.5%, so Superior Might of the Tanker's PROC +6.6% ups to 90%). So since its damage is Energy mostly then the player could run "Insulation Boost" power, which'll bring Energy Res to 90%, as well as Fire Res. Psi and Tox Damage resistance is baseline nonzero anyway thanks to "Stimulant Delivery". And in specific circumstances like Rikti Pylons in TinPex or Hamidon Tanking (LGTF) the player can run "Fortitude Boost". Tinpex's Battle Maiden instance and most ITF would prefer "Armor Boost" as it's also +Defense Debuff resistance. And letz not forget that the set has extra +DEF to Smash/Lethal/Energy/Psi from "Reactive Shield", and +REGEN from "Stimulant Delivery". So it mainly +RES but also has some Def & Regen as well. Stone Armor, however, still more durable, although it's super-slow and has brutal -DAMAGE and -RECHARGE debuffs. The real problem could be circumstances when the player has to deal with enemies that deal Negative Energy damage, like ITF Nictus ambushes, ITF crystal spawns, ITF final boss. It may look like Tanking Princess Zoe with Radiation Armor, my toon (Nuclear Cyborg) took no damage on +4 Aeon SF everywhere, but got the HP grounded from one shot from Her Royal Highness (Cold Resistance was not 0% though, but ~=50%). Only "Resistive Plating" from Armor Defense set grants Negative Energy resistance and nothing grants Negative Energy Defense. This has to be softened a bit with set bonuses, uniques, Might of Tanker, Eye of the Magus Accolade, Melee Core Hybrid. Speaking of Aeon, many things there deal Negative Energy damage, so Chasing Fool's Gold might be kinda harsh Strike Force for this powerset too, but l think it will be still doable.
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Well this isn't actually "new" idea anymoa, but l still love it, because it enforces the player's thinking by their head, study enemies' damage and thus activate exactly that the toggle the player needs for certain content. For lnstance - Armor Boost for ITF, Insulation Boost for most of the TinPex, Fortitude Boost for Rikti Pylons in tinpex, or the Lady Grey's Task Force. And as some players like @Trickshooter make extra powerset suggestion. l wanna bump this ldea as well, anyway Iron Man is cool, isn't he? Champignons online had the whole armor powerset based exceptionally on technology things too.
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fixed internally Electric Armor - Static Shield - Root
Purrfekshawn replied to brass_eagle's topic in Bug Reports
So, both Electric Armor's Static Shield and Energy Aura's Entropy Shield are going to be fixed, huh? It seems l saw some opposite effect - a toggle power that DOES affect enemies but does NOT root the character on activation, but cannot remember the name of that power. Also AFAIR only one AT has root attached to that power, while others don't or opposite. l'm still waiting for VFX fix of Dark Version of Ion Judgement Incarnate, which would make perfect my tachyon-related alt (if SFX/VFX were produced by Ion Judgement jumps as well, not only the initial hit): -
Focused Feedback: New Power Customization Options
Purrfekshawn replied to The Curator's topic in [Open Beta] Focused Feedback
Also if it's possible to make, but l would also love to get Energy Torrent recolor - "Power Breath". What it would look like - it's you know - Supes's Heat Vision and Frost Breath came with him too. Right in CoH, however, the power would not deal Ice damage, but be colored icy-blue, and push away/knockdown such as Energy Torrent does, it's just recolor. Maybe with Energy crackle effect too. Just breath. This also would be awesome for the Dragon theme - color it fiery-orange & pretend it's fire breath. Or release power breath in several varierties - energy-ish, fire-ish and ice-ish. -
Radiation Melee's "contaminated" debuff produces red-colored glowing against affected enemy no matter how the power that had applied it was colored.
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It's not only for pyronic, it's common between all incarnate powers! It must be Well of Furies-related effect, as well as specific "whoosh" sound effect!
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And the same logic if it was true for Marine Affinity defenders. They have heals so not +REGEN aura. But they have both +Resistance and +Defense. l think it's more for +RES than for +DEF, because it's actually bigger than Kinetic Resistance (which's only for Smashing and Energy), while defense is just +5% and not the main feature. The Marine Affinity defender with enhancements could buff +20% Resistance for all damage types and +40% Resistance to Smashing and Fire. So the reworked Vigilance aura for Marine Affinity could provide +5% defense (all)!
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Barbarian bikini chest style?
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l think this might be somewhat helpful for players without sealife powers (just water projectors), as they will have to pick colors for their no-sealife powers. So, after digging into powers game files l found out that actual Default color scheme for Water Blast powers are: Color1: 100, 140, 215, 255 Color2: 40, 140, 255, 255 But it's not possible to make Custom scheme with exact same colors because its picking is limited by the set of possible colors. So l managed to create ".powerCust" file with colors closest to these and so these are: Color1 99, 130, 192, 255 Color2 76, 137, 255, 255 For water blast powers and some of Marine Affinity powers. Couple of Marine Affinity powers have another picking square, thus another set of colors. Closest to default colors are then: Color1 97, 137, 255, 255 Color2 48, 152, 255, 255 Attaching pictures of picks:
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More warriors, good and different!
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But also AE version of the powerset imposes unresistible -PERCEPTION on players, so that flash actually can blind any player, even with Focused Accuracy and stuff like that. Imagine the superhero has X-Ray vision, echolocation or something. And gets dazzled with some sort if pitiful flash?! This is kinda silly. Why Device's smoke bomb and other blind power has no IRRESISTIBLE -Perception, while TA's flash has?
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Time Manipulation is the powerset with one of the best heals around (Temporal Mending, Chrono Shift AoE, Temporal Selection - single target regen with increased heal input from AoE's) and Heal over Time. Regen looks meh here, while 8% Resistance is exact what my Time-related Defender would love most! TA once were the trash, but right now it has UNRESISTIBLE debuffs, including Perception Debuff (l still wonder why devs added that, let it be -ToHit (it has -ToHit that affects Archvillains too), but Perception???) and also +RESISTANCE from EMP Arrow. So +Regen all the way to this set, as it has no heals. Alternatively l may suggest making Defender Inherent granting 3 MUTUALLY EXCLUSIVE Toggles, similar to Dual Pistol ammo swap, or Bio Armor adaptations. That one would cost no endurance and provide Aura, that gives +REGEN, +RES or +DEF respectively. It won't depend on primary powerset though, so the player could decide if the Defender's player wants to add a trait the Defender lacks (for lnstance Regeneration to Force Field) or even furthur improve the powerset's capacity, for lnstance Resistance to Sonic Resonance. The aura also would work similar to some Tanker auras for enemies, but Defender's aura for allies, granting increased Endurance Discount (for lnstance +1% endurance discount for each affected ally, possibly with first ally affected granting the biggest bonus).
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What is the best shields against Lord Recluse?
Purrfekshawn replied to LynnD's topic in General Discussion
Eye of the Magus accolade power - it gives a lot +Def and +Res and must be nuff for the time while team destroys the Red Towah! -
Trickshooter's Force Shield Powerset Suggestion!
Purrfekshawn replied to Trickshooter's topic in Suggestions & Feedback
Can l suggest another mechanic - an aura of a Tank player that applies a "Temporary Power" to its target (similar to "Delayed" Time Crawl's debuff). The temporary power would add a PROC to these enemies' all attacks, that would make their own power damage themselves (conversely to normal PROC's that damage their targets). l don't know but maybe this might be made work so the PROC occurs only on damaging the Tank... Think more of not Bio Armor's Genetic Contamination power, but Bio Armor's Offensive Adaptation power.