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Monos King

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Everything posted by Monos King

  1. These proposals are made with pet IOs being an automatic feature for MMs in mind, either via the changes from our thread or by adding them to Supremacy in some scaling method or another. It is pretty well known that this is essentially a need, so we're just exploring the look of horizons that aren't weighed down by the slot penalty all MMs face. It's definitely an issue that'll be visited, so we're not proposing anything revolving around cramming those 6 IOs in. Note: They couldn't be Recharge Intensive anyway as they'd have to deal damage to qualify for that. That would come with some advantages and disadvantages that could conflict with the purpose of being heal drones.
  2. As did I. Like I said, anyone is open to DM me if they want to discuss the attributes of -res and interactions with powers in the game. Truthfully, not much to move on to. Fact is Entangling is keeping the -res, which is fine for Trick Arrow. The fact the thread has devolved into discussion of something so minor guarantees the set is in a good place. I think we all agree there.
  3. That sounds like -recharge or -def. We have a precedent for what kind of effects do -res, it's nearly always internal damage, and honestly there do exists descriptions that can justify entangling doing -res. It hardly matters now though since it'll stay, just pointing it out.
  4. Being trapped in a net prevents your synapses from firing and your interior muscles from flexing?
  5. Chronal forces mitigate the speed of both cognitive and physical responses, when applied the body is incapable of tensing or reacting to protect itself from harm
  6. I know you feel similarly, but whenever this comparison pops up, I am obligated to state that it makes significantly more sense than Entangling Arrow. I accept it for Trick Arrow now but it'll be silly to continue using that as a reason for counter intuitive additions in the future.
  7. Unfortunately. Although on a side note this might mean they won't be disabled in PvP.
  8. @Blackfeather This seems cool. I'm curious though. Does adding damage to shiver interfere with use of Flash Freeze's sleep effect, or do you guys not use it in a way where that would matter?
  9. Two Temp related Bugs I recalled. Creeper Seed (From various Vernon Von Grun missions) Deathblossom caps at level 47 Initially thought this was the highest level Deathblossoms can spawn at, but using this power in missions where the minimum level is 50 causes the Deathblossom to spawn at 50 as normal Note: Using this power at lower levels causes a different plant beast to spawn. This is cool. Small suggestion: Replace with DE Plant Lieutenant pet at level 50 Coral Amulet (From Operative Renault SF) Coral Warder caps at level 35 Same initial impressions and discovery as with Deathblossoms; is possible to spawn at 50 normally
  10. I noted most of that earlier, but it's worth mentioning again MMs in general are mostly incompatible with PGA. Acid Arrows DoT is no worst than the rain of damage henchmen provide (and many of them also have DoT anyway). The weird lieutenant and boss beyond to hit floors continue to be troubling, but when you're dealing with the pets that counter-act PGA in nearly every situation, I've found the -to hit helps survivability even in the small increments. Not to mention acid Arrows -recharge and -to hit increase is quite compatible with the -recharge and -to hit many MM henchmen posess.
  11. You want acid arrow. It'll improve the -to hit of your Flash Arrow which you really need if you are rolling Ninjas with their paper frail protections. Although it doesn't affect bosses beyond right now so...that's also a thing.
  12. @Patti If you mean for the HVAS. That might seem like a good idea initially, but you have to consider cost and duration. The HVAS would, in line with other temps, last no more than 5 minutes. It also cost 250 Vanguard Merits per purchase. If you wanted a Vanguard HVAS for the entirety of your time in a farm map or taking control of a PvP zone, you would need to spend 250×30 Vanguard merits. That's 7500 merits. As compared to 250 (on a support class where you can guarantee it's permanent survival) or a few more if it dies and you need to get more later. It is an unrestricted Elite Boss, so death isn't that common to begin with. The cost of summoning the HVAS could be lowered, perhaps to 200, but it would still be a lot of merits to replicate the previous practical time limits case by case.
  13. I know of exactly one temporary power in which this applies (outside of pay2win of course) and I do think that it would be a good idea to apply that concept to some more. I definitely think RWZ temps should stack at least 3 times. Vanguard HVAS could never be one because of it's infinite duration though. It's a good trade off.
  14. Also if you are curious about the correct answers of the survey feel free to DM me.
  15. Puma, it's ok. You just need to know that if you think a powers performance is going to be negatively (or positively affected for that matter) by a patch, you need to check it for yourself to be sure. if you know that, the discussion above is just topic for thought.
  16. 1. Ridiculous Feedback Approaches 2. Objective Departures Ridiculous approaches to feedback like not testing it are appropriate if the changes too are ridiculous. But wait - there is no objective meter for what is a ridiculous change. We are privy to living in echo chambers. You go in thinking your perspective is the correct one, when there is no such thing. But there's another side of the crowd. And now, in order to confirm it is ridiculous, you'll need to play it and offer evidence. It's a catch 22, and an appropriate one at that. Even when the below applies. The example above, which I'm sure is intended to be an extreme, is characterised as very different type of situation than what is detested here with EM. This is because, aside from the mostly preferential thematic departure seen in the change from lethal -> energy, there is also an Objective Departure from it's previous state. Many arguments are pursued so this objective departure can be proven, because that's an appeal to logic that is rarely deniable. When you directly change every element of a sets abilities like in your example, you already have all the evidence that there was an objective departure. Are you proposing that is occurring now? If not, your comment above is irrelevant hyperbole. Even if you successfully demonstrate an objective departure - surprise! A lot of people actually like the insane changes above! Now you have to prove to them it's bad. And now what do you need to do? You need to test the changes. So no. Even if something ridiculous transpires, you still need to test it to some degree. Thinking that your opinion is so significant that it can weigh in against the perspectives of those who have played through a change will never fly on a game. No ifs or buts.
  17. So, not a lot of people care too much about the Temporary Powers scene, but there are a few of us temp hunters out here, so I thought it'd be entertaining to make a big list of some changes directly for or related to Temporary Powers that I think would be pretty nice. These are mostly modifications proposals and not suggestions for new additions. The idea of a temp vendor is a new inclusion, however. The proposals will be divided into changes on the limitations of how they are obtained, changes to what a small few do, and changes to the limitations of their durations/charges - the largest category. Following a trend with my threads, I'll be color coding these by what I consider to be their significance. Ultimate Priority -1 High Priority -2 Moderate Priority -3 Highly Reccomended -4 Topic-for-Thought -5 The majority of the changes will be resulting from the lack of duration or actual use of certain temporary powers. Temporary Powers are not meant to be good like primary and secondary abilities, but are often unique rewards. As such, many are supposed to have purpose...which due to either absurd time constraints or utterly useless effects don't quite accomplish. Most temporary powers serve to be collectors items, which makes some of their inaccessibility troublesome when paired with few charges. Let's begin with some Mechanical Suggestions that might ameliorate this issue. Addition of a Temporary Power Vendor (2024) So I talked to a few people over the years, members of my Temp Hunting league, friends like @ScarySai, and others. I've finally come around to the idea, and I think a vendor that allows the re-acquisition of temps would be good in some form. Re-Instate Empyrean Michael and Astral Christie Allow Reward Merits, Astral Merits, or Empyrean Merits to be cashed in for temporary powers. Have to have already been obtained once before Tier 1 [Non Echo Abilities] Temps (50 Merits, 4 Astral Merits, 1 Empyrean) Tier 2 [Temps that usually get an Echo upon normal re-acquisition] (100 Merits, 8 Astral, 2 Empyrean) (War Wolf Whistle, Wedding Band, Nullifier Gun, etc.) Tier 3 [Temps that are normally never re-obtainable] (200 Merits, 16 Astral, 4 Empyrean) Numina's Grace, Blessing of Tielekku, Aura of Mot, Boon of the Ancestor Spirits, Amy's Ward, etc.) Only once per week Tier PvP [One Use Temps] (100 Merits, 8 Astral, 2 Empyrean | 5 Mill Inf) Warburg Nukes, RV Pets, Siren's Call Temps, Bloody Bay Temps Not sure about the time constraints that lock purchase, but I think the other parts are good. Empyrean and Astral vendors should...never have actually been removed, as they are not mere vendors but actually core characters in City of Heroes storyline. I'm always looking for excuses to put them back. I choose the incarnate and merit rewards are currency so that it doesn't get too tangled; Aether would be a bad idea for this one in my opinion. I would also be okay with using the corresponding quantities of threads for the vendor. Changes to Mechanics of Temporary Power Acquisition During a team leaders acceptance or completion* of a mission that will grant a temporary power Allow same-zone teammates to also receive the temporary power EX: Team leader accepting "Place Vernon's growth bombs in Eden" from Vernon Von Grun (45-50) will now grant all teammates Creeper Seed. EX: Team leader completing "Recover the Red Cap's iron hoard" from Buck Sallinger (30-34) will now grant all teammates Iron Blade. *Note: 1 or 2 temporary powers already operate in this manner. Should be similar to how this works in TF's. During a mission owners defeat of an enemy within a mission that will grant a temporary power Allow same-map teammates to also receive the temporary power EX: Defeating Pandora in "Defeat Pandora and Minions" from Hardcase (30-34) will now grant all teammates Demon Box. Previously, only the leader would receive this, regardless of who defeated Pandora. When speaking with a secondary contact to complete a the selected mission that grants a temporary power Allow same-zone teammates to also receive the temporary power EX: Team-member speaking to Stephanie Peebles for "Get Spell from Stephanie Peebles" from Tobias Hansen (25-29) will now grant all same-zone teammates the appropriate Warwolf Whistle pet. EX: Team-member speaking to Stephanie Peebles for "Confirm Moonfire's suspicions" during the Moonfire TF (25-28) will now grant all same-zone TF members the Nictus Fragment. During speaking with a secondary contact to complete an objective within a mission that will grant a temporary power Grant all same-map team-members the temporary power. EX: Speaking with Sun Xiong in "Infiltrate Sun Xiong's Estate" from Graham Easton (15-24) will now grant all team-members either Boon of the Ancestor Spirits or Summon: Tsoo Sorcerer (depending on the leaders choices) once the temp has been granted to the mission owner. I know a lot of people who never liked the only the fetcher received Nictus Fragment in Moonfire. These changes serve to make temporary power acquisition a much more team inclusive experience, as well as to make it more possible to receive them to begin with. Note that objectives are not listed here, for objectives that grant a temporary power should still be limited to only who interacts with them as there are mechanics that hinge on this (Magisterium, Ms Liberty TF, etc). Demon Box is not an arc mission and is not in Ouroboros, and I am personally of the opinion it should stay this way to encourage unlocking contacts and add to the hunt of collecting temps. With these suggestions, even if you have level elapsed the ability to unlock Hardcase yourself, you may still find someone who has the mission and gain the elusive Demon Box in this way. Overall, any of these would be a slight addition that would not necessarily make getting temps easier, but would make them more accessible. Changes to Function of Certain Temporary Powers As mentioned earlier, many temporary powers are unique rewards for great accomplishments. Certain temporary powers effects to not match up to their esteem. Here are some possibilities for a few. Enchantment of Serafina Divided into 2 Temporary Powers Psionic Residue 10 charges 2 Hours of In-Game Duration +16% - 25% Strength to Psionic Damage -> Minor Psionic Damage Proc (similar to Toxins) (similar to Frost Bite) Enchantment of Serafina +20% Resistance to Psionic Damage (All ATs) AoE (30 ft, 16 Targets) 1 minute duration This power's damage bonus is meaningless. Even if it were +all damage, the blaster value of +25% is still trivial. Unfortunately, it does not even do that, and only increases your sources of psionic damage. Turning this power into a proc would make it more worthy of being the completion reward for the end of a Strike Force. It being only 2 hours of in-game use should allow it to be moderately strong without abuse. Essence of the Leviathan 1 hour in-game time -1000% recovery rate +50% strength to all damage for 2m (blaster) -> +60% strength to all damage (all ATs) Not much a serious suggestion, but this powers -recovery is hilarious. It would be fun if the completely not worth it damage buff were the same for all ATs. Void Hunter Rifle Currently does additional damage to a single mission specific NPC. 10 uses -> 20 uses (more in line with similar vill-side weaponry charges) Would like to see it affect all Nictus NPCs: Arakhn, Requiem, Sunstorm, Romulus Augustus Nictus, Galaxy Council Members, Shadow Freaks, PPD Kheldians, Path of Dark, Cimeroran Warshades, Nictus Enemy Group, Warwolves (Warwolves are Nictus mutants, not technically active Nictus who would count) Ok, I know these ones aren't happening anytime soon because it would require each of these NPC groups getting a special tag, but this happening would be really cool and I always wanted to see this happen since I first acquired the temporary power years ago. If these NPCs are ever being modified, I think it'd be a great idea to let them get affected by the Void Weaponry Temps. Ghostslayer Bomb Currently does not affect Circle of Thorns Ghosts, or Tsoo Ancestor Spirits. Ghostslayer Rifle Currently does not affect Circle of Thorns Ghosts, or Tsoo Ancestor Spirits. This isn't limited to just these two powers. I am certain that this is simply an oversight from loooong ago, but same thing as the above with the Void Rifle; it would be amazing if these could affect those two enemies. It's likely they were simply never given the ghost tag. Consider this a bug report! Arachnos Mini-Blaster | Longbow Mech (Proposal 1) 1 charge Summons Weak Pet class mini of Recluse Victory Heavy EB Pet -> Summons a boss class version of the RV Heavy EB Pet Infinite Duration Arachnos Mini-Blaster | Longbow Mech (Proposal 2) 1 charge -> 10 charges Summons Weak Pet class mini of Recluse Victory Heavy EB Pet Infinite Duration -> Long Duration The RV pets are terrible and bad and are entirely unbecoming of victory in the highest level PvP zone. The pets awarded should either follow the model of the Vanguard HVAS pet next to exactly, or at the very least come with a great deal of charges. I invite anyone to read the detailed info on these pets; they are the absolute weakest temporary pet summons and I verify this as someone who has all of them. If the power came with enough charges to act as something that could be shown off, this would not be entirely unacceptable. But coming at just one charge, the powers fail in both function and flare. They should either be strong or be good for brags, and currently, they're neither. The True Furnace +Max End Restore Endurance Drain Debuff Resistance The Perfect Eye +Perception Restore +ACC bonus These ones are just putting thoughts out there, not sure why these two effects were removed from these temps but I don't see much issue for them not to be there any longer. +acc and endurance res are pretty rare, if they should be found anywhere it should be the Cathedral of Pain's rewards. On to bigger things. Changes to Limitations of Various Temporary Powers Siren's Call Increase the Duration of all timed zone control armor temps to 1 hour in-game time Originally 30 minutes in-game; affects Kinetic Shield IR Goggles Cryonite Armor Stealth Suit Increase Venom Grenades from 3 Charges to 5 Charges Change Arachnos Mace from 30 minutes in-game to 30 charges Increase Stun Grenades from 6 to 15 charges Recluse's Victory As discussed earlier on: Arachnos Mini-Blaster | Longbow Mech (2) Change to Long Duration Pet with 10 charges Zone Events Change duration of all reward temporary powers from 20 hours real-time to 20 hours in-game time This is in line with other zone event rewards Sawed-Off Shotgun (wiki misnamed) PPD Grenade Launcher Salvaged Sub-Machine Gun Powers are not around long enough at 20 hour real time duration to be of any practical or cosmetic function. These would be better off as charge powers like praetorian zone events, but I'm not sure it's entirely necessary now. Being on a timer has its advantages at any rate. Task Forces and Signature Story Arcs Amy's Ward Remove one time only limitation on Amy's Ward and allow consecutive runs to reward a one charge Echo version. Numina's Grace Remove one time only limitation and allow it to be gained once a month. Increase these powers duration from 30 minutes in-game time to 4 hours in-game time (will not overwrite) In line with most auto-power rewards, much less rigorous to achieve autos usually offer at least 2 hours Power of Black Scorpion Power of Captain Mako Power of Scirocco Power of Ghost Widow Missions and Arcs Warwolf Whistle Remove (echo) version of this power entirely, or give the echo 5 charges. Nullifier Gun Mk I Remove (echo) version of this power entirely. These powers are quite potent, but not deserving of a neutered version due to their effect. Considering War wolves were later placed on the market anyway, it should be acceptable that one who goes through the effort of doing the Ouroboros arcs should get the proper product. Remove one time only limitation on these powers Graham Easton arcs added towards the end of the game, it is likely this is a glitch rather than a design intention Summon: Tsoo Sorcerer Boon of the Ancestor Spirits Magical Burst Increase from 10 charges to 60 charges Remove 5 day real time limit The Dark Astoria Temporary Powers are one time limited and thus only obtainable one time. The auto powers are long lasting enough (5 days in game time) that this is acceptable, but Magical Burst is limited to both only 10 uses and 5 days of unfortunate real-time. It is one of the most damaging temporary powers, but if limited to being attainable only once, it really should get more charges. At the very least, the real time limit needs to disappear. As for the Graham Easton temporary powers, those definitely should be obtainable several times like 98% of all other temporary powers in the game. They aren't particularly good, and I am convinced this was simply a result of limited testing. That's about it for now. There are a few other minor changes I wouldn't mind seeing (some of them are actually nerfs) but those could be details for later. Temps aren't much a priority, but I think what is here would be generally for the most benefit to gaining temps overall considering some of the games boundaries. Let me know if you have questions or agree with these proposals!
  18. Awesome idea and concepts, would love to see something like these happen.
  19. Update: Using the Lost Cure without having used it at least once WHILE having the Lost Cure Mission available results in the Cure disappearing. This is clearly not how any temp should be behaving, and would spell an issue if the mission were for some reason abandoned. Also, the temp will be prone to randomly disappearing even if you have met the criteria above.
  20. My goodness. I will clarify before I depart. No it was not. The linked thread was created 10 whole minutes after this one, it is easy to imagine I would have read this thread before you added it in. I have not made a claim about you. You are peddling your misunderstanding as truth, despite the fact I even apologised for whatever insult you might have taken. You then went on to mention the speculation as though it were one of my critiques, when it was just a comment justifying why I made note of these things when they would be net positives if you were apart of the nerf procs crowd. It turns out you are not, fantastic, it changes little because it was nothing more than a misguided note. This attitude is why I asked you drop it. I failed to read nothing. When I said "otherwise I don't see why you would want to make these changes" it is because I don't see them as an improvement. I do not see these changes improving overall damage potential, they wouldn't much alter dependence on global recharge, damage procs don't force anyone to pick from narrow ranges of powers and instead give more powers relevance (arguably good or bad), and the only matter I agree with you on as it stands now is in the matter of transparency issues and how it wouldn't make recharge benefits harmful - which still would not be enough to alleviate the desire for global rech because it is simply a very relevant buff. You are the one making assumptions, and guessing at my motives when I had been very clear, and I am no longer interested in pursuing discussion with you. I believe you have some interesting ideas nonetheless, and I'll let this thread go back on track. Best of luck.
  21. My only intention is to bring to light the weaknesses or controversial elements of a proposal so we can all discuss them. If there is an idea I dislike, then I would like to gain an understanding of it so I do or transform it into something I would. I have no reason to stay in a thread where someone's first instinct is to be defensively hostile to someone simply asking questions and contributing. It is unwise to assume anyone has gone back and read your edits or has the time to view every post. What you should be doing is what you did the first time, and simply directing to the posts in question when it is relevant. Rather than hold a faintly veiled grudge. I'm willing to continue the conversation if you can drop it. Otherwise I wish you the best with your proposal.
  22. Oh. I think you should be able to tell from the tone of my entire responses that I'm not trying to do that. I know a lot of people discussing procs are concerned about the effect of them on the game, and I assumed that you were among that demographic as well. Otherwise I'm not sure why you want to make these changes to begin with. My apologies for the misunderstanding, but I also don't believe any of the people that think procs are too strong are acting in bad faith, though I disagree with them.
  23. That's right, it's above the damage cap of every AT except 5. That'll be a pretty noticeable difference, which definitely won't bode well. However, I actually think those need to be revisited so I don't think it's enough to immediately disqualify your ideas here. If anything, this could give a good reason to do exactly that. We'd have to see. The maximum damage bonus of each AT: Blasters/Scrapps/Tanks/Stalks/Corrs: 400% Brutes: 600% (reduced from NCSoft Days) Everything else: 300% 390% bonus is what a brute would obtain from that combination you listed previously. Add max Fury and that's about 586% Damage bonus (which is essentially guaranteed now with Fury changes) . Still below the max, so a brute would not suffer as much from this (though it would still be inferior to just adding procs in majority of instances. A scrapper or blaster would instead get a 430% dmg bonus from that combination of effects. This is +30% dmg bonus the scrapper does not need, which procs glide past gracefully. This is not to mention that their weaker attacks are benefitted by procs more 100% of the time than DR ignoring enhancements. And you know a blaster needs this as much as a sore foot. This is also not to mention team play, which ordinarily brings both brutes and scrappers beyond their damage bonus maximums already, forget blasters. Forget set bonuses. Forget inspirations. I realize this is all intentional, for your proposal must be oriented more towards reducing proc efficiency rather than making them more intuitive, but these are depletions to performance that few would enjoy. This is on top of my previous gripes. While I do like the idea of the enhanceability changes on your other thread, I can't say I agree with these proposals myself. There are just too many sources of +dmg, which one would definitely have access to if they were going down the proc shopping route before, optimizing their build.
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