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Joshex

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  1. ok, you started a war here, so I doubt you'll even be able to read my post due to 6 pages of flames (not saying each person replying was flaming but.. 6 pages since April 9th? I guess it's not that short a time.. ok while your point about the power of Hasten is noted, the fact is they wanted it to be easy for players to boost their recharge. Primarily due to recharge Debuffs existing in the game but also a major factor was SERVER BANDWIDTH. they probably would have liked to make hasten a multipower ability, but the rest of the game was built around it being a single power. so changing it now would require significant changes to the rest of the whole game. solution 1: your first solution wouldn't work for 2 reasons, 1: bandwidth, this is probably the major reason why hasten is as powerful as it is and a single power. if you reduced the casting time of all powers by 42.4% permanently it'd actually mean a lot more powers being cast a lot more frequently. this costs server bandwidth. and would eventaully lead to so much bandwidth being necessary that merely runnign the server would be a pain. it'd also lead to #2: Low reaction time, not just players would have faster attack times, but NPCs as well, but to be fair even if it is just players, 2 to 3 seconds is all it takes in PVP or a really tough mob to die. that said if you speed that up there isn;t enough speed possible in the internet to allow players to send a message to the server to react swiftly enough to survive such situations. in short it'd lead to "pwning" were you could just take out someone in seemly an instant with no chance of response. Solution 1 would only work if they got rid of all recharge buffs and debuffs in the game, even then I think it'd still be too fast. Solution 2: that would make swiftness the all powerful power you are saying hasten is, the only catch is you get swiftness for free so it costs you nothing. in essence you'd be making it even easier to buff recharge. second it'd demand the creation of a type of enhancement that doesn't even exist in game "recharge buff" as a category. while that would be welcomed, we'd basically need to make all powers able to accept this category, and include it in existing sets. technically LOTG is the only set that has such a thing. at the end of the day, there is no clear solution to the situation. and to be honest there may be no way to ever fix it due to scientific laws of physics, unless we get lightspeed internet. so right now, even though it is very powerful for a pool power, the fact remains it's the only viable way to make the game work it really couldn't be achieved any other way at present. I'm sure the devs considered adding a recharge buff into build-up and rage self buff powers but that would make those powers way over powered. people would definitely complain about an unfair balance because rage can be applied multiple times and build-up cannot. So there is a viable reason this was included as a pool power. they decided players should have to spend extra by sacrificing another power to get the recharge boost. It is also a difficult power type to name, not a lot of options of vocabulary to describe it, so making one power for every primary or secondary set to have it's own recharge power also became kinda hard to do. not to say it couldn't be done, but it'd take a lot of pondering. it'd also create a possible unfair situation where some primaries don't have it and others do where as some secondaries have it and some don't, this would mean there'd be some unlucky people who have none and some who have double recharge buffs. recharge buffs are necessary for dealing with very high level enemy groups such as arachnos, but an inherent auto recharge buff is just too powerful. hasten being a timed click type with recharge time of it's own seems to work well.
  2. that's why I said this specific inspiration should prevent any debuff below it's given amount while active. So if you get debuffed to 0% and apply a 7.5% recharge insp and they try again, the effect casts for -0% leaving you at 7.5% basically an untouchable recharge buff that can't be debuffed past that point for 60 seconds. in otherwords +Recharge = (own recharge+powers recharge - enemy recharge debuff) + recharge insps. Unless recharge can go negative (I don't think it can) then that means because they are outside the () they are calculated as after the effects of debuffs and thus if recharge were 0%, then it'd be 0+ #% I think by making insps for specific characteristics like mez, recharge etc. they could apply anti-debuff of that attribute. or maybe just an Anti-debuff insp?
  3. As you can see here, I have been messing about with graphics for a Recharge Time inspiration. we never had one of those, and honestly many would argue we don't need them. but. I'd argue there are certain situations where they become necessary. such as when hit with a recharge debuff. (such as the kind Arachnos is famous for). when LV 54 x8 Arachnos decides to debuff your recharge rate, they mean it and I don't care what build you've got, you're going to struggle to get anything to fight with if all their agro is on you.. unless you maxed out on recharge time enhancements and bonuses. Not that you can't struggle through it. But you shouldn't have to. should just be like "oh arachnos, ok recharge time insps." yeah the breakfree line inspirations will dispell a lot of their debuffs, but.. they can just reapply those you silly goose. We need a hard recharge time buff inspiration, one that resists debuff or avoids it all together. like, the enemy can debuff your toon's recharge but not the recharge you get from insps allowing you to power through it. the hardest part was thinking up names and tier %'s In the end this was the list I came up with and some of the names I preferred (the ones with percents): Cooldown (Tier 1): 7.5% Recharge Buff (same as luck of the gambler's proc) as a non-debuffable recharge buff for 60 seconds (it'd take 13 of them to get 100%, (instant recharge), could limit their PvP effectiveness) "you take a breath and focus on cooling down to get yourself back in order after the last power was used to make yourself be able to do it again at a slightly faster rate" Reload Recharge (obvious.. but.. meh) Retry Redo Increased Readiness (Tier 2): 18% recharge time for 60 seconds. (would take 6 to get to 100%) "You focus on recharging lost power amidst the fight making you have increased readiness to strike again sooner." fast recharge/reload/cooldown speedy empowerment (too much like a damage insp name..) Haste (Tier 3): 42.4% recharge for 60 seconds (same as you'd get from Hasten (Speed, pool power)) would take 2 and a bit to get 100%) "you hasten yourself to regain the power you spent in the last attack so you can get the strength to cast it again in a hurry" Complete Recharge/reload/cooldown (too obvious) Instantaneous recharge/reload/cooldown (I though it was too long a name but instantaneous was nice.) Push the Limits (Super Tier): 100% Recharge for 60 seconds, "You push yourself past your normal limits, using powers at max throttle". A little about the graphic, it was based on the recharge time enhancement design, unbeknownst to many it's not actually a clock, it's more like a pressure gauge, which honestly goes better with the whole "cooldown" concept. I had also thought of names like "release pressure" or "vent gauge" but.. they seemed too mechanical (same with reload (guns) and recharge (electric,tech), too specific) the names had to be universal, something any origin and damage type could consider as their own. I chose a white background because all the other colors are taken, even grey (Ultimate). I had imagined instead of using white rays around it, it could use blue rays (have not gotten to making them yet) to enhance the "cool down the gauge" concept. I have the model at the ready for modifications if need be. just wondering what you think. Apart from Regen and recovery, this is probably one of the only things we don't have insps for.
  4. First off, we call them ATs or archetypes not classes. a support support archetype. Second, there is a reason there is no such AT. unlike in other MMOs each AT is designed to be able to solo content at some difficulty even if it takes them a few tries.. with limited to no attacks this becomes impossible. in otherwords the AT may work in WoW where the holy trinity of ATs is a core to their system. but here.. it'd just be dysfunctional. Besides the support primary or secondary is enough. it's built to be enough. All that power in one place to leave room for something else in the other powerset.
  5. Yeah a drag and drop map designer has been an idea floating around and voiced by many for years. why stop at mission maps? I'd kinda like to see each player be able to have a private zone they can develop content for and invite other people to it (or make it public) could be achieved through the AE system. sorta like, the AE mission is a zone that multiple teams can enter together (so there can be league content in AE), meanwhile the enemies in zone could be custom. And there can be contacts which send you to missions in that AE zone.
  6. another Idea that's been floating in my head; detective style stories, murder mysteries. missions where everyone is a friendly, they can all be talked to with their own talk window (with multiple choice), objects to investigate (have to read the clues after clicking glowies) and finally a talk window with the main investigator NPC where they have multiple questions you need to answer to complete the mission "who did it?" drop down menu or type?, "were there accomplices" y/n,"who were the accomplices" (only if "yes" on previous), "what was used to do it?" type?, "how?" (multiple choice after giving all the rest of the correct answers), "what time?" and "Why?" (multiple choice after answering everything else). could have time limits, could have spawned events at given times within the time limit, such as attempted thefts, evidence planting/tampering, new evidence popping up, new witnesses entering the mission. and small fights with one group once you confirm with the detective who done it. ability to fail if you can't find the right answer and make the arrest with-in the time limit. for future reference, it would be nice to make it a multi mission mystery, where you are only required to find out certain facts (or just give an answer, any answer) in each mission to finish it, but have to give a complete and correct answer at the end of the last mission. This way it could send you to investigate multiple places. could even have your answer to one mission dictate the next place you investigate! (multiple mission selection) but this is probably very complicated to achieve. besides that, what would be the rewards? could there be randomization? (so players couldn't just redo it knowing the right answer every time), either way if there is randomization there would have to be clear rules where the mission would know the correct answer and the player would be able to figure it out.
  7. I am very happy that this is being looked into. Mission entrances and contacts outside AE have been discussed. The idea is for player character specific stories or other stories which are player generated which were supposed to take place in the real world or paragon city. It would require a few new menus in the AE mission editor: for mission doors: Zone [dropdown menu], options: Random, list of zones Mission door [ dropdown menu +zonemap(N/A if Random in the previous)], Options: Random (random door), list of doors (by selecting a door the map will show where in the zone it is). Exceptions to the rule: some mission doors spawn a specific map /every time/ and cannot spawn other maps. an AE mission editor error will have to be spawned if the map selected is different from the Door's map "This door can only load Map_Name, not Custom". as always mission editor errors need to be resolved before publishing. For contacts: The idea is that the contact is only visible/tangible to players on the AE team. a location could be picked from the mission editor using the zone map. the catch is another existing contact or NPC cannot already be there. would be funny to see where people place contacts. would require a drop down menu for Zone. Instead of picking just any place, it would also be applicable if the HC dev team gave selected locations in each zone where AE contacts could be. then give a drop down menu that pops up after "Zone" to select from the given locations. the default location would be in the AE in zone if available. ------------------------------------------------------------------- Another idea that's been itching and burning at my heart. allow AE missions to trigger custom events. (invasions, zone map ambushes, etc.) even "custom enemy". also give players access to spawn locations on the map to spawn some of their mission enemies at that location (at Mission level). this may be dangerous for some players. so it may be an idea that needs refining. still would be nice to see my cows pop up in croatoa on the farm. -------------------------------------------- if I had the ability, I would like to create a Croatoa 2 zone. you know; the other side of the paranormal intrusion. the other world that the croatoan monsters are coming from, "the world of the Fae"
  8. Continued from the game chat. The idea is that, other than vanguard heavy cores (which you can only get 1 of at a time) and gr'ai matter (which you can only buy one of every 18 hours, theres not really any kinda consumables you can buy and use in other parts of the game. the temp powers are mostly for dealing with rikti specific damage and such and not that useful elsewhere. So.. we need more consumables on the table for the VG merits. the goal is silly things, cheap things and things which wont effect the AH market (even if they are sellable) Recipes for temp powers seemed the best options: summons: summon rikti monkey (20 uses) defeat 20 rikti monkies + salvage (make a mind control device, or a banana?) + inf summon rikti drone salvage + inf we then came up with recipes for non summon temp powers (limited uses per craft): rikti blaster (ranged, energy) salvage (energy weapon, and some other things) + inf rikti monkey fart (PBAoE, toxic, Minor DoT) salvage + inf "Now you too can poison the air and blind your enemies after studying from the masters." The fact they are all numbered uses means they'd be an inf sink (crafting cost) and in this case a VG merit sink. rikti monkey fart as a temp power was everyone's favorite. could be possible to increase the uses per crafting. gotta set a max though. your ideas for other consumables and recipes are appreciated.
  9. Additional information I remembered which may be useful: it appears to be a graphics glitch causing the crash. I noticed that if it will crash several things happens before the crash every time.\ 1: the enhancements will pop around to slots they don't belong in during booster combining. (they get reset to normal after), EX, you have 2 slots and 2 of the same set Res (slot 1), and Res/end (slot 2), you begin to boost the Res enhancement, while combining; the res/end enhancement switches to slot 1, then when combining is complete it resets to normal. 2: Wrong Enhancement Icon!, usually a couple boosts before the crash the client will randomly display a DO (dual origin) graphic instead of the set graphic in the combination success slot. after finishing everything returns to normal and the correct icon is used in the slots.. it may be a memory pointer issue. where the client looses the memory location of the graphic and scrambles to find the next closest entry int he list of available graphics..
  10. if you have 2000 HP and use a click power that: applies 1000 Absorb, for 3 minutes with a regen boost lets say a total of 90 points per second you need to be damaged 1000 points before regen can do anything. after you are damaged 1001 points you regen 1 point. if your HP falls 500 points below HP cap, every tick for the remainder of the power you'd receive 90 HP from regen as per our example until you get to 2000. then again it'd stop. the only way for Absorb and regen to both be active at the same time is if you activate the absorb power when you have less than max health and thus have absorb with regen filling up below that. Otherwise the way this works is if you want to get the absorb back, you'd have to activate a power that applies additional absorb beyond what you lost already.. Keep in mind in this case lets say invul, if +1200 HP and regen was changed to +1200 Absorb and regen heres the difference: for this illustration HP will be 2000. You take damage <= 1200: +HP: regen tries to refill the damage back up to the new HP cap (3200) granted by the power. Absorb: nothing happens. You take damage >= 1200: +HP: regen will try to fill your HP bar upto HP + 1200 (3200). Absorb: regen will try to fill your HP bar tot he normal HP cap (2000) in the case of ">=1200" with absorb, for the remainder of the active time of the click power, you now have less HP... resulting in an easier ability to be killed regardless the regen. you'd need maybe and extra 50%+ regen to attempt to try to make up for it and even then.. 2000 HP.. it can be one shot by a good hit from an AV. this was the reason that invul adds that extra 1200. in the event you get hit hard, you have additional HP you can regen from and to for a short amount of time. if you can heal it while the click power is active, then it continues to provide an extra buffer against attacks. Absorb doesn't once it's gone it's gone. no take-backs.
  11. you don't seem to understand the concept here. lets go straight to the main argument, you want +HP (a superior power) to be replaced with absorb (and inferior power) but not just absorb, you want absorb + regen............ do you not get it yet? ABSORBED HP CANNOT REGENERATE, thats why it's inferior. if you had a power which on click gave you 7500 absorb on top of 3000 HP, then granted a 1,000,000,000,000% regen boost while the power is active so long as you have the absorbed HP in any amount, even if you lost 7500 HP in a fight, regen would not happen! you cannot regain a single point of absorb from regen! you can only regen HP, real HP so sticking regen on a click type absorb power is pointless as once you lose the absorb boost, it's gone and not coming back till the next casting. at which point any regen from the power could only work on your normal HP amount., I was building an MMO, I came up with this very same concept, I had a better name for it; I called it Deflection and had it as an additional survival mechanism in direct replacement for def or res. (as per the power set). It is classed as a damage preventative, not an actual HP function at all. the fact coh chose to make it as a single non-damage-type specific number that overlayed the health bar is just thier idea. it does have some fleeting relationship with HP, but lacks regen and cannot be healed. Knowing what others have said about who the Paragon Studios team was at work, this is a careless mistake they would not make. not without a pre-planned reason. they would never make something without considering former alternatives. the fact it exists at all means they had a specific use for a feature different from +HP. thus intent. The intent as I said was in my mind for no other reason than a trade-off. in example instead of a set being just +HP, regen and Res and lack defense in any form, now they could do +Absorb, Res and Def with regen when the absorb power is not on and slap in maybe a damage boost.. all because of a lack of regen and heal on the HP. What does this mean? if you want to take away dull pain's +HP and replace it will Absorb, you will have to afford Invul as a set some extra power abilities to compensate. adding it all as pure absorb is a flawed feature you'd add in crazy amounts like 7600 and still have people wishing they could keep some of it for the whole time the power is active. Remember, this is why there is an accolade which gives you 1 more HP. because in a pinch being able to go down to that last HP and regen back to full plus that 1 HP can be critical! I've been there! literally recovered from 1 HP to the full +HP cap several times in a row! The problem here with equating +HP to Absorb as a number like I did previously, is that that has to base itself on "average damage". if you were to seriously do this your click type power would have to automatically stack based on the number and rank of enemies in your proximity. because 7600.. maybe bosses at the highest. EB, GM or AV will murder that in a heartbeat. so it's have to be a complicated process to really equate an amount of Absorb to +HP this is why instead of trying to convert +HP to pure Absorb, they instead left it at the normal amount +HP 1000 for 1000 Absorb, then used the leftover value to buy more power abilities in the set to make up for the loss.
  12. just as the topic suggests, I experimented after crashing 2 times in a row, the culprit is something to do with enhancement boosters being combined with sets. kinda a pain, if youre lucky you can use maybe 25 in a row before a crash. crash report submitted.
  13. I'm going to have to call you on reversing cause and effect. Mad science! "the moon does not control the tides, the tides control the moon!" absorb may not have been there at launch but +Max HP was there when absorb was launched. This means that the Dev team was fully aware of what +HP meant when they designed +Absorb. the fact they designed it different was a purposeful action, it allowed them to add a psuedo+HP effect yet leave room in the power or set for extra abilities due to the lack of being able to heal or regen it.. the trade was purposeful, sets that have absorb benefit from additional abilities that could not be afforded in a +MaxHP set. the only way your argument could work is if they were either launched parallel to eachother and thus not neither was fully tested in real gameplay so then it'd be upto players to decide if one of them was bad, OR if Absorb came first and +HP was some newfangled thing you could find fault with. (because the suggestion here is to replace those nasty +HP powers with what you feel is superior Absorb abilities) neither of these are true. they are not equal. absorb +regen would be comical. your regen would not happen until the absorb wears off. but if it's on the same power then by the time the absorb wears off the regen cannot activate because the power is now inactive. you cannot reegen absorb points! thats what makes it INFERIOR to +HP and allows extra space for other abilities in the set. Absorb is a weaker power skill, so they can add other things in the power and set to make up for it. and they did.
  14. ok lets see, I can't give you any concrete numbers but I can get you equations which will produce illustrative numbers and when you fill them in with real numbers from in game or mids you can calculate it very close to perfect. it's simple; compare the abilities allowed with each. so +HP gives you actual HP which can be healed and you can reuse it by regenerating it. so in total it has 3 abilities. even though 2 abilities are latent or "inherited" from other game mechanics they still apply because +Absorb does not grant reusability such as ability to heal the HP or regen it. so roughly, Absorb: 1/3rd +HP so 1 Absorb for every 0.3333333333334... HP. if +HP yields 1000, Absorb has to yield 3000 to be roughly equal. however this does not take into account the nature of the heal and regen abilities or the time in which they can be applied. the number of absorb will have to go up even further to account for time the power is active and scale by the amount of total healing and regen that could theoretically be done in that time via self and team etc. as regen happens once per tick which is once per 3 seconds, you then need the AT regen cap as a number of HP (MIDS), you then know exactly at maximum how much regen you could gain over the time the power is active. simple addition 1000 + total regen over active time. Healing is a tough one, you have to consider the powerset's potential self +healing at max. then add that to just your own heal ability in the sets, the part where it would account for just the powerset itself would be the unenhanced value to add, you have to account for the max damage that could be applied as well during the recharge time of your heal powers. that lets you know how much of the original 1000 HP can be healed when the next tick comes, no damage means no heal. but yeah there's likely to be damage. lets say you alone can heal yourself for +1200 every 5 minutes. lets say you can take more than that in damage in 5 minutes (we only count upto the max HP that would normally be maintained so we don;t include any damage beyond that value), lets say the power is only active for 3 of those 5 minutes. that means you can only heal yourself once in the given time. so unhenhanced becomes 1000 + total unenhanced regen over time in 3 minutes (lets say 10 points per second at LV50 so 30 points per tick, (3*60)*30=5400 ) + 1200 = +7600 Absorb so after a more clean assessment 1000 + Max HP on click is more closely roughly equal to +7600 Absorb. (based on our example, each set will have to be calculated independently) absorb over time, absorb on a per tick basis (every 3 seconds) for X time. here the basis will be division of our previous number to the number of ticks possible within the time limit with some adjustments. one adjustment being the amount of +HP you would get may be different (not 1000 this time), and the longer the power is active the more you could potentially be healed in that time. as well as the higher number of regen you'd incur. lets say it's active for 15 minutes, we know you can normally heal yourself every 5 minutes (according to our previous example, this is just an example, not concrete you'd need to calculate each set independently) that means you can heal 3 times in the time the power is active. and according to our example that'd be to the toll of 1200 *3 (3600), however we have to consider how much of that heal could be accepted. based on how much +HP over time you got and how much damage you could feasibly take over time (MIDS is a good tool). lets say 30 points per tick, so 1800 a minute for 15 minutes = 27000 in 15 minutes we'll say you could again take all that damage 3 times over just for ease of clean numbers (you'd need to find something more exact). so then you'll be able to heal it 3 times for 1200, so here our heal falls short at 3600 vs 27000, but with regen matching it at 30 per tick, suddenly now our number almost doubles, 57600 total, / 15 / 60 = 64 Absorb per second or 192 Absorb per tick for absorb over time. these are some math examples, you can apply these equations to your set and figure out the potential. again I glanced over damage over time and such, so none of these numbers are real, they are only for illustrative purposes. but the equations stand. I still have to vote no though. powers with absorb are that way for a reason, powers with +hp are superior and are that way for a reason.
  15. ok point is then that while click powers give +HP temporarily, in that time you can use it as normal. you can be healed to that amount and regen upto that cap. thats counted in the value of the power's points. just like stated above, so +1000Max HP click power is like +3000 absorb.
  16. given that +MaxHP came first, it was available as a consideration when absorb powers were made. so timing has nothing to do with it, they strategically made absorb as a function because it was weaker than +hp and allowed them to add in a semi +hp function without allowing it to be permanent or healed regened. this meant it was temporary +HP and thus they could add in other features on the same power and set that normally would be comparatively too expensive. so it was a trade. less potential by including the absorb function instead of +HP, more space for other functions. look at it this way, reducing the amount of +HP a power has is subtraction of points which can be applied to another function. but the value of 100 points of +HP doesn't constitute much in for example Def or res. it's not point for point, 1000 HP is probably worth like 25 res, roughly. so +1HP would be more like 0.025 res. BUT on the otherhand where taking away points of +HP is subtraction, by instead replacing +HP with Absorb, this is division by like 3 or 4, this gives massive amounts of points to apply to another function.. lets say it's +1000 Absorb, now you could add +25/4 (6.25%) res to the same power or somewhere else in the set as a dev. keep in mind different conditions change the value of points, Res(all) would get your basic rate 6.25% from the above transaction, where as single, double, triple or even quadro res powers have their own special rates of exchange for +HP /heal/ regen..
  17. electric control is OP. I built several toons based on it before shutdown, 1 was a elec/elec dominator the other a emp/elec controller, you just need to know which powers to enhance in what way, without enhancement yeah it's maybe capable of tanking -1 x8 in a slow fashion, even still thats just completely tanking on x8! How? electric control has several nice features, such as a sleep field (enhance for Sleep not end mod, if your enemies are slept they can't fight much better than end drain). immobilization keep them in place inbetween sleep fields (enhance for end mod, so even inbetween sleep fields they can barely attack). and confuse, makem attack each other. add in your two pets and upgrade for pet damage and you have an unstoppable killer. yes you can sleep an AV and a GM and anything. if a dom, enhance electric assault for damage and a little end mod on any dot or long lasting effect powers. but yeah, I would like to float the idea of including a -recovery aspect to these powers and also maybe some way to drain additional end beyond the standard bar to keep enemies below 1 end. like sap them so far that it gives them -100 end at the -end cap.. but yeah speaking as a person who made an elec blaster as my very first toon, speaking as that blaster sapped Reichsman. yeah electric powers are op. it's just not going to be the same play style as other powersets. different enhancements different goals. your goal is to sleep em, drain em and mow them down.
  18. we need to have someone make a podcast video showing how to play a KB toon in a team. it's simple really, tell the team your toon has kb, they should try to pull mobs to walls and inner corners and you are the firing squad! fish in a barrel, no complaints. oh, wait whats that ranged enemy and healer doing standing way over there away from the battle? circle round and firem into the pack. what that freakshow is running away back to his spawn point! Coward! get back in there!. there are many more useful ways a KB powerset can HELP a team. you just need to know how to maximize the effect of your toon. remember this is city of heroes, your toon and it's powers combined dictate how you play in different situations. learn them, know them, people will love your KB. seriously it's funny when they hit a wall and try to get back up and you slam them against it again. and again.
  19. Yes please, it has to do with the hotkey for toggling power tray number left and right I believe it's - and = and theres a secondary hotkey as well I forget. in the mean time while this request is being processed, (speaking to myself as well as it's something I need to do too), go into the options windows and unset ("not set" the hotkeys for power tray number changing (I forget what it's called) and also do the same for it's alternate hotkey) that should solve the majority of these issues for the time being. but yeah we really need this.
  20. what you want is several arm cannon gloves as a costume part, and custom firing point selection in the character designer as part of the power customization window. the animations already exist.
  21. I vote no, first of all there are more powers with +Max Health than listed here. and +Max Health is very different from absorb. +max health is permanent, +absorb is temporary and cannot be healed etc.. there is a reason for this and there is a reason why certain powersets have absorb instead of max health, it's a balancing act. it has to do with statistics. absorb is like padding, buy you have to cast a power to refill it (can't heal or regen it). it's that additional task that makes it comparatively weaker than +max health. when designing powersets they had to take this into consideration, it'd be the difference between tanking or not tanking in some conditions. in the conditions they did not apply it, thats because it'd make that set too powerful. simple as that, it has to do with the total amount of cumulative power in the set and the effects of that power and how they work together., if you want numbers and Arcanum is willing, I'd suggest asking GM Arcanum why the powers have what they currently do and not what you want them to have.
  22. Hi, as someone who is usually trying to make gameplay more fun for the users, I have been to this topic and done this topic before. Many CoH veterans will remember it was a common thread on the old forums. people had great builds in mids and they carefully selected which sets and bonuses they got and which powers got slots, they always wished they could have just that one more slot to tidy their build up and finish that one set. The request was formerly denied by paragon studios. HOWEVER, they may have denied it in that form, but they took the player suggestion seriously (customer is always right and all) and so they invented an extra slot you could earn in the form of incarnate slots, and not only did they give us 1 slot but over time an additional 6 slots, the catch was they couldn't be added to one power of your choice but even better effected all powers across your build or allowed you an extra power already enhanced to the max. So, this request you are making is more than already fulfilled. asking for more slots at this point is.... how to put it.. "Ok we gave you better free sandwiches in the cafeteria, now what is it? free Prime rib?!" modern governments may not know when to say "no" to special treatment requests, even if it's for a group of people, but most citizens have learned this lesson from history we are wise we see it happen, step by step and we know the outcome, it ruins things. you want an extra 10 slots?, ok, lets say you get them. you'll be satisfied for a little while sure, then you'll notice things still aren't perfect, whats next getting rid of ED (enhancement diversification)? how about after that, choosing an extra power?, more incarnate slots?, another 10 slots? no slot caps on powers? purple LV50 versions of every set in existence? no limit on how many Unique enhancements you slot on the character? no limit on how many unique enhancements you can slot on any given power? no limit on what sets can be put on what power? where does it stop? if history taught us anything it never stops. the more you give the more they take, then whine then walk away when it's broke. Not pointing any fingers and not blaming you, your request is just that "a request", there's nothing wrong with it, I'm sure you are a great person, but it's entirely unfeasible to grant it. Even if it's not you asking for more, eventually it will be someone else. the point is it's already been granted and here you are asking for it again... wash rinse repeat. if you add 10 extra slots we'd have to change a lot of the game-play, we might even have to change the method of getting slots. it wouldn't be impossible, I myself spent a long time thinking up a way to make a better game than city of heroes with more player control over these things, but that's always the outcome then isn't it? it's a different game. side note - anyone remember the old Peacebringer infinite slots glitch? that was "broken".. imagine a single power having all the slots you can throw at it. you wont even need any other powers, just enhance the crap out of it for every possible set and IO and hami origin that's applicable, everything dies in one hit, you always hit, you win.. recharge instantaneously.
  23. yeah super insps, so it's not a locked system. a big thankyou to every one who took the time to explain this to me. I think i should retract this request.
  24. the point is that theres nothing you can do with incarnate salvage once you are finished with the incarnate process. therefore there needs to be a drain. such as conversion to merits/astral/empyrean etc. or inf.
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