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Monos King

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Everything posted by Monos King

  1. But you said "even with as OP as you can be" implying you were looking at the higher end potential. Which, hilariously enough, being Tyrant isn't even - not by cake standards. Cake is a City of Heroes Garys mod server and while fun, just has no business being compared to a server that wants to operate with balance and challenge. Or resemble a game at all.
  2. Dude no. If you're dying on cake you objectively suck. You can become Tyrant.
  3. I had that idea too previously. Mine was a Serum change that gave the henchmen additional super strength and heavy ammunition powers for a short time. I saw a throw grenade idea earlier as well. I think that all the temp upgrade type things are pretty cool.
  4. The stealth is definitely great, but Jaunts added speed is particularly oppressive by comparison in other instances, so I guess it just depends on what you're doing and with what powerset. For instance, many characters are already completely invisible with just an added stealth IO. It certainly isn't better than SOS for PvP or herding. I myself usually pick the travels to, well, travel. My concern is really just that the designated speed pool is in fact slower than another, and has no means on it's own to change that. Agreed, though at least it can get afterburner and jump packed.
  5. Ohh how did I miss you saying that. That changes things, and is good for SS. I just checked and I was running winters gift and not a different stealth IO on my character, Arctic Fog was on...it was a whole thing. Sorry about that. Regardless, in terms of raw travel ability Speed O Sound and Mighty Leap are undeservingly superior to their primary analogues, which is the point I was getting at.
  6. Super Speeds additional element of stealth is overshadowed by just using Speed O Sound/Jaunt, which is already superior, with the two IOs. We were talking about how Jaunt is superior to the Super Speed. So the only advantage SS has over SOS is easily undermined by the IOs.
  7. That's actually an awesome idea. The only issue is the lack of toggles in the pools. Maybe as a passive effect for owning the powers.
  8. I'm not too concerned with what would go down if hasten received a "buff" like this; the reasons we get hasten now have nothing to do with travel, and you'd be lying if you said you get flurry over it. If not in hasten, super speed should get something like a Max Speed Increase somewhere else regardless. It would be great for the theme of the powerset, and allow you to be more swifty even without running super speed as an additional element. I chose hasten because it would start adding a travel increase element similar to hover and combat jumping right out the gate, so that precedent is there, but I'm all ears for other ideas too. Edit: The implication was whichever power ended up with the +Max Run Speed would also be like Jump Pack and give a minute power boost to run speed as well.
  9. That is true. In terms of just transportation though, it certainly is...which is troublesome when the inferior pool is called "Speed". Also the stealth is undermined by just putting celerity + Unbound Leap, but that doesn't change that Super Speed has that going for it...though it's kind of useless with those IOs accessibility. Slightly unrelated, Mighty Leap is just entirely superior to Super Jump, and how the the actual speed factor of these two pools is revisited might be similar. Not that huge a concern though, just an idea. I'd love to see whirlwind get some kind of buff too, but my ideas with that end with "let me turn off the spin".
  10. Although Super Speed itself could just get amped so...in hindsight back to the drawing board.
  11. lmao. It's to buff the speed pool itself. Someone brought up that it is silly that powers like Speed o' Sound and Mighty Leap are entirely superior to the main counterparts. That made sense when they were paid travels (somewhat) but that isn't the case anymore. I figure this is a smooth way to ensure the pool can be the prime speed pool, similar to what afterburner does.
  12. They don't. They should.
  13. I'd keep the level ups at every 10 levels as is now, its quicker to access than the alternative. /levelup is still there for if anyone wants to customize.
  14. That'd be cool, and in the future I'm all for it. People have been tending to lean towards the standard since we can't do anything radical or different from the general MM format yet. We'd be seeing that happen for every single MM, and a mastermind archetype revamp would be so large it would likely be an entire issue. But I like that idea anyway. I had a couple of ideas for swap ammo though, and as far as that goes alone I think that could happen now.
  15. Already said everything I needed to say in GB and I's thread performance wise (link above), but I wanted to echo potential cosmetic changes. Giving the medic (as the level 18 power) a makeover and changing the soldiers too would be a good idea. I'll just recap absolute needs. 3 soldiers, medic becomes special pet Vastly lower activation times Add greater debuff variety (-res, -special etc) Medic gets serum Serum changed to affect multiple pets (method can vary)
  16. Mercenaries came up again, and the one thing that has bothered me about these changes are the possibilities of Serum not working exactly how we'd intend. This would be from the Serum being dispensed according to health priority, which might mean certain squishier soldiers get it a lot more than who we really want it to go to (Commando) and the fact that since the Field Medic could stack, the debuff might stack as well. If this were to be taken, hopefully: -Serum Priority could be given to the Commando via AI things -Serum's debuff could be made to take the higher of two values like how power boosts now operate If those could occur, it would be perfect (at least our vision of it). Technically, serum doesn't even need to keep the debuff, but giving it that weakness keeps it more balanced.
  17. @blue4333 Tell me what you think of this thread:
  18. You're being disingenuous. How about the dev team stop manipulating information. Heathens...
  19. The reasons that are really here are subjective, moreso philosophical, which is where your disconnect lies. You aren't going to find pure fact or quantifiable data in people's preferences here, unless those are related to something like combat performance, yet you're attempting to debate this decision with facts like ebfp before was faster and these changes could be made even more convenient. You are right, of course. But fundamentally, what drives these and other actions is that the developers have an experience they want to maintain. That is the experience of the game's progression. How you progress through power (leveling) how you progress through zones (travel) how you progress through achievements. There is a weight to balance between qol convenience and the constraints that create this (or any) games sense of progression. "What" exactly something is better for is subject to scrutiny. You might call it arbitrary, but the HC team wishes to preserve that experience and the response to that is primarily positive, though there are of course moments of dissent like now. Even then, for the sake of precedent and professionalism, consistency matters. Despite this, the HC team has opted to reconcile some of that balance (Ouroboros at 1, base portal ebfp, faster than ebfp LRT) so that players could continue to travel similarly to before...so long as they earn the right. Therein lies the act of transitioning the dev command to the rules of the game, and the overall experience. I've read your suggestions myself. I don't find them necessary. To be fair, I also don't see much harm in them, but that decision isn't mine; it's that of the devs who will consider the above. The truth simply is, anyone who dislikes these changes and/or just wants old ebfp back disagrees with the developers philosophically, and there will be no winning for you there. This is something to keep in mind for you and @NewXToa. I think reductions in recharge time are feasible. I don't think they are needed. I doubt they are likely. If you're looking for an answer to "why does it have to be this way" chalk it up to philosophical difference.
  20. lol @PeregrineFalcon I don't think mercenaries are in any danger of getting a combo mechanic. Not to mention all that would do is put their deaths on a hit counter. There has been a good deal of interesting and effective proposals on how to fix mercs up, so I'm sure no matter what the end results are they will be infinitely better than what they get now. It's on the radar, for sure.
  21. Yeah wow this needs to be a thing no matter what, farming be damned. AE enemies are so skittish and cowardly, all they do is run away. It's like they all have Aeon or Akarists AI. It's been the most terrible experience fighting custom AVs as a result. Not only that, but there are cool "holding your ground" options for story mode and stuff too...this one in particular + infinity.
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