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Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Trick Arrow Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
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. -
Temporary Powers Changes: Compiled and Described
Monos King replied to Monos King's topic in Suggestions & Feedback
@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.- 12 replies
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Temporary Powers Changes: Compiled and Described
Monos King replied to Monos King's topic in Suggestions & Feedback
For which temporary power(s)?- 12 replies
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Temporary Powers Changes: Compiled and Described
Monos King replied to Monos King's topic in Suggestions & Feedback
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.- 12 replies
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Temporary Powers Changes: Compiled and Described
Monos King replied to Monos King's topic in Suggestions & Feedback
Also if you are curious about the correct answers of the survey feel free to DM me.- 12 replies
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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.
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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.
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Temporary Powers Changes: Compiled and Described
Monos King posted a topic in Suggestions & Feedback
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!- 12 replies
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There be monsters this way...
Monos King replied to SeraphimKensai's topic in Suggestions & Feedback
Awesome idea and concepts, would love to see something like these happen. -
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.
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Replace Damage Procs With ED-Ignoring Damage Enhancements
Monos King replied to aethereal's topic in Suggestions & Feedback
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. -
Replace Damage Procs With ED-Ignoring Damage Enhancements
Monos King replied to aethereal's topic in Suggestions & Feedback
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. -
Replace Damage Procs With ED-Ignoring Damage Enhancements
Monos King replied to aethereal's topic in Suggestions & Feedback
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. -
Replace Damage Procs With ED-Ignoring Damage Enhancements
Monos King replied to aethereal's topic in Suggestions & Feedback
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. -
Replace Damage Procs With ED-Ignoring Damage Enhancements
Monos King replied to aethereal's topic in Suggestions & Feedback
All powers start at 100% damage. -
Replace Damage Procs With ED-Ignoring Damage Enhancements
Monos King replied to aethereal's topic in Suggestions & Feedback
Oh I see you have since added that. That is a very interesting idea. Thoughtful too. It would in fact be more reliable than a %proc rate, although likely less damage. I'll have more to say on that as an isolated concept later on. As for the one of this thread alone though. Couple things. Would have to be immune to PvP DR as well to be of any use there. I actually do very much value damage variety procs create for theme and performance, and since discovering procs made several characters with this in mind. If the idea is overall better for game health this concern would be dismissable for me, but it is a genuine factor. Lower damage ATs would be negatively affected. I believe I saw this mentioned before but I'll note it again, their base damage isn't high enough for this to mean anything good for them along with the fact the high dmg ATs will already be near dmg caps and thus won't be helped much either, as you noted. Proc imbalance. This would worst case create greater dmg gap between sets that will retain dmg procs and those that wouldn't and best case keep it the same. Broadswords advantage over say fire melee would ascend. Scrappers could still be left at the damage cap here, with useless DR ignoring enhancements and no procs at all. BS would still have quite a few. -
Replace Damage Procs With ED-Ignoring Damage Enhancements
Monos King replied to aethereal's topic in Suggestions & Feedback
It is worth noting there are attacks that do trivial damage to the extent even a 625% dmg increase is meaningless. Gale, sleet and various patch powers, the original Stun, scramble thoughts, screech, and most ranged mez focused moves...brawl. There are a lot of powers in which people allocate one or so melee/ranged/TAoE procs into make do damage. -
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In the event you are attempting to complete Tobias Hansen's Get Spell From Stephanie Peebles mission at a level higher than 29, Stephanie Peebles does not award the player the Warwolf Whistle pet. I assumed this had to do with some odd interaction between how the temporary powers Echo version is received if the mission is done later on via Ouroboros, and so I tested what would happen if I completed the mission while exemplared by someone of a much lower level. Curiously enough, if exemplared up to level 31, speaking with Stephanie does grant the temporary power. If exemplared to level 32-49, the mission will still misbehave. Most unfortunately is the fact that if you first fail to receive the Warwolf Whistle via playing the arc normally, the game counts this as having received the Warwolf Whistle previously. This makes subsequent runs via Ouroboros instead grant the limited echo version, and makes it impossible entirely for you to have ever obtained the normal Warwolf Whistle. I would be in favor of just removing the Echo reward altogether as it was something of a relic of past philosophy (especially since they ended up just adding Warwolf Whistles to the paragon market), but if that's not to be done this bug should probably be investigated. Temporary Powers this bug affects: Warwolf Whistle Nullifier Gun Mk I Wedding Band
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I like this idea (though I'm positive it'll never happen). It's pretty much that instead of taking 3000 damage at once (almost always a one shot), you'd take a DoT of 300 dps over 10 seconds or another interval. It'd definitely be pretty powerful an ability; different from absorb in that the damage isn't outright countered just delayed.
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Was thinking the same thing about interior/exterior color options. The information on the work around is definitely appreciated though, I'll be sure to let other people with the issue know.
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Never bought it; the additional weight and density would easily make up for it when your pounding things. Freakshow tanks, giant monsters, heavy weapons like mace and titan weapons (the latter of which puzzlingly now will do less damage with momentum directly refuting this) all good in-game examples of why the damage penalty is illogical. We all know the real reason it was added was because the devs thought it was pretty OP to have a T9 toggle so added some debuffs to balance it out. Which probably isn't even needed anymore honestly. The -rech makes sense though.