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Monos King

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Everything posted by Monos King

  1. This power is not currently doing any damage to the selected target, but does deal damage to surrounding enemies in PvP.
  2. Thanks a lot for partaking in this, amazingly cool. I have a few. 1) Some gods are actually incarnates and some incarnates are gods. For the ones that aren't, how did they come to be, and what were other planets gods like? 2) Was the team opposed to creating more power sets with a distinctly magical or technological theme? What were upcoming powersets going to look like, theme and mechanics wise? 3) I have a theory as to who killed Merulina that makes good sense. Did you guys ever come up with an answer internally? If so...who?
  3. Another interesting idea, but probably verges too much on the convoluted. At this point, for brutes, rather than health behaving the way health does, and the dmg bar behaving the way dmg bar (fury) should, and endurance behaving the expected way...everything is all mixed up. For a power to fundamentally change the way the main bars work might be a bit much, especially when people might have otherwise skipped it for whatever reason. The AT's behavior being based on a power in the primary isn't something that's been done before, even the likes of Vulnerability and Domination are ultimately just sorta buffs. Hide wasn't skippable originally, and even there are multiple ways to get stalker behavior outside of just Hide, like ATO and Placate. So I imagine if something like this were ever implemented, it would have to be from a clickable Inherent of Fury, rather than Build Up, so that it is guaranteed to be apart of the playstyle. Also, while getting more dmg buff out of fury is nice, it would be an endgame debuff because the base dmg of the attacks is lowered, but the cap is the same. I believe a debuff like this is exactly what caused the Brute problem to begin with, as people want the dmg cap to be raised back up and don't see the Fury rate improvement as entirely worth the trade-off. Increasing the amount of dmg bonus you get from fury with the same cap is sort of similar to what was already done. Honestly, an iteration of the first idea while just making fury give more damage bonus would probably be the best form of this. But I don't know if Brute players would want to see any increased complications to the playstyle, even if it's pretty cool. You'd have to take it up with the Brute forums.
  4. Really cool and creative idea, so +1 about that. I defer to others on matters of Brute balancing since I use them only enough to be knowledgeable, but it's a fun concept for certain. I will note that most Brute players are concerned about Brute damage, not survival, and while this mechanic would certainly give them a much higher potential for survival, it would be at the immediate expense of their damage buff (as the fury is ticking down), which many Brute players would not like. Obviously, near invincible slotted Brutes wouldn't need to worry about that aspect, since they won't be dying in general...but in that case all they've gotten is a health debuff and the chance to lose damage if they don't pay attention.
  5. I'm sure that could still be done for the committed and encouraged, people have some pretty cool bases. Slightly unrelated, but you gave me an idea about being in your base replenishing durations of things. Like the longer you stay in your or another's base, the more duration is replenished on certain temporary powers. To simulate going to base and re-equipping. The replenish rate wouldnt be quick enough to abuse, just a sort of neat quirk for people that decided to chill in a base. Long enough it would hamper speed runs to try and exploit it. Maybe it would even apply to these auto's Laucianna proposed.
  6. I'm someone who frequently reflects and comments on inclusions that make the game too easy. This? Pretty vanilla, nothing more than creating convenience. Would be more okay with the stacking suggestion, up to 8 hours. I think that's a good trade-off/limiter. I can't see anywhere this suggestion would realistically create power creep.
  7. Just confirmed this is happening with Nature Affinity as well; on Live. I tested bio on beta, but this behavior is happening with Nature Affinity on live as well as beta. It's probably happening on live as well, though I can't confirm that yet.
  8. If you have enough recharge to use Ablative Carapace again, before the first ones buff is removed, the entire remaining absorb buff is lost, and the second use of Ablative is rendered useless. This happens whether or not you use tester recharge to auto recharge, or simply have enough recharge to stack the two. Furthermore, taking damage and losing some of the initial absorb does not change the fact the second Ablative will remove all of the initial. This has been observed on tankers, scrappers, and brutes. It does not appear to happen with stalkers or sentinels.
  9. I was on my main, pursuing King's Row, killin Skulls and all that, and one of them mentioned my appearance. Said some bad things. After I kindly skipped his prison sentence, I thought about what he said, and started looking at my mains teeth. I thought it was alright. Wasn't special though. Now, haven't seen myself reach for a brush even once in my idle animation. Could this be the cause of these cruel comments from NPCs? Should we the players have the choice to brush our teeth? I'm looking forward to hearing everyone's thoughts on this.
  10. I didn't know we could use this forum that way. Could anyone review my imp-only controller build while we're at it?
  11. Ah, I've been washed into thinking it was only 50 only due to the star run demands I always see. I feel like the second half of what you said shouldn't be too much of an issue.
  12. That's kind of a cool idea. If we let existing enhancement catalysts be used to remove chance for failure that would be interesting. I wonder how that would affect the price of catalysts.
  13. That makes sense. D-Sync is 50 and above only though right? Maybe anything that's 50 or above gets to retain 100%. Edit: Ah, I remember that all of them can fuse with each other. And Aeon is 35+. Not sure if that changes things. This is hardly something that I consider egregious or a priority, but it did occur to me "wow, not everyone is rich in game and they can just casually lose millions on each individual role". Seems somewhat needless at this stage.
  14. I had a conversation with someone a bit ago about the echo's of capitalism in City of Heroes design. I disagreed that what we were talking about was something motivated by monetization. But surely this old mechanism totally is, right? D-Sync can only fail because Hami's and the like can fail. Do we actually need this to mechanic to still exist? I'm of the opinion it's only around to further manufacture the grind. Was curious on people's thoughts on this.
  15. Well taken. I'm pretty conservative about the mechanic with stacks, so theres a lot of things weakening it here. However, the actual DMG buff can be acquired without Kinetic Potential, so it's not as much as a crux as it would be otherwise. Similar with the lockout, which is just to prevent KM from being the same as EM while having a uniquely clippable cast. The DPS numbers align well even with the lockout. But after testing, all of that might end up being unnecessary.
  16. Stealth isn't something that's mandatory for play, and we shouldn't balance around the abberance that is speed running. So I wouldn't say this is something that I would want that badly. But I do like the idea of giving passive something similar to this, even like lowering their threat level or increasing regen. I'll also note that having stealth is a unique feature of several MM pets already, and all pets just inheriting that from the user would take away from that quirk as well.
  17. I have to agree with all of the criticisms here. They're pretty much objectively correct. But what if we added it anyway? +1 OP shine on you crazy diamond
  18. Probably shouldn't be in the description for Brutes and Tanks.
  19. On the topic of fixes. Could the tank/brute Psionic Mastery powers start using PvP melee modifiers in PvP like melee epics are supposed to? They both use PvP ranged at the moment which is pretty bad. Maybe only Dominate though, both being at that scale would probably be too much. Also, in PvP leviathan stacks at any number cause the DoT to not apply.
  20. Horus was kind of cool. I'd like an arc with Horus in it, and then also maybe Thunder Clap can be there too. Neither would probably get a big role though. Also I like the idea of seeing more of Wisdom, even though they were really only some kind of geographical release bait.
  21. Heh, peasant problems. I for one haven't been Thumbs Down'd even once.
  22. This is something I'd like to see more of. Black Knights and Apparitions are absolutely destructive. They aren't too special, but man can they ruin you quick. Especially Black Knights, I'm surprised they aren't an incarnate specific group.
  23. The ambush wouldn't be too much of a difficulty to clear, and it would be encouraged that you just skip it to get back to your group anyway. They're there mostly to slow you down with some threat. The boss is a purely optional thing as the team can just not kill them to avoid it's reappearance later, so if that ends up being a problem then that falls under "wanting people to coordinate" and I think that's legitimate challenge since it's easily circumventable otherwise. Appreciate the opinions on it, which parts did you find most compelling? I think a part of it involves players going off on their own, but that should be the only thing that's even a little bit like this, right? There's no constant group separation, or conditional teleport, demand to rush back to the boss fight, or any of the other things here. Unless I'm forgetting. Been a loong time since I ran that.
  24. Well... I just re-tested with regards to a greater spectrum of powers being tested. I was correct that Kinetic Melee is in fact the third slowest power if looking at just an average of animation times. It was actually Staff however, and not Stone that was above Radiation Melee and KM. Staff averages at a 1.9 animation time, whereas KM averages at 1.8, and Rad at 1.87. Spines is fourth...but only if you include the toggle. Here's that list for you. Which brings us to the issue with determining a powersets speed from overall average animation time. Some powersets are actually faster if you include non-damage dealing quick cast abilities. Some are faster if you don't. But the actual metric of a powersets speed is from the rotations that are commonly, and optimally used. Along with their DPS. If you go by just all of the animations, then Spines is faster than Dual Blades which is...nah. Instead, the speed of the Optimal Rotations is used. KM's is Quick Strike ->Body Blow -> Smashing Blow -> Quick Strike-> Concentrated Strike. This takes 6.76 seconds and deals 73 DPS, as noted earlier. Meanwhile, something like Rad can do something like Contaminated Strike -> Radioactive Smash -> Contaminated -> Devastating Blow for 66 DPS before Contaminated and roughly 76.9 DPS with Contaminated and surrounded by 4 enemies. In only 5.83 seconds. Meanwhile, this is not even Radiations optimal rotation, and it IS Kinetic Melee's optimal rotation. One would think glancing at the numbers Rad is slower than KM. But not truly. And even if you just take the animation times, Kinetic Melee is third slowest. So, yeah, I'm preaching to the choir a bit with my overall point, but for the sake of documentation and discussion Kinetic Melee truly is very bad from literally every metric available, whether its animation speed, damage per second, damage per rotation, damage per attack. It's just...awful. Also I found that sound FX link for you, post is edited above.
  25. Maybe something like this would be more up your alley @TheSpiritFox
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