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Everything posted by Leogunner
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About that fix for Confront we discussed, well here it is.
Leogunner replied to Wavicle's topic in Suggestions & Feedback
If you really want your cake and to eat it too, you could make Confront like a click version of Mystic Flight and get a temporary power for a short time that acts like the ST version presented. I still think it kind of conceptualizes Scrappers as speedsters/zippy. I frankly just don't see a reason to make Confront a "thing". It's just a tool...like Build up. Just because it's a niche tool doesn't mean we should overhaul it unless the AT is in dire straits and needs something. I'd sooner suggest making Confront a target buff for the enemy that slightly increases their ToHit and Damage but also makes it so the Scrapper has, like +20% crit on that target for its duration. But then again, I don't know if Scrappers *need* a buff like that (which is why I gave it the "target +ToHit/dmg" part)... Trying to think of something conceptually fitting while also not changing it. I have ideas in my head but maybe another time... -
About that fix for Confront we discussed, well here it is.
Leogunner replied to Wavicle's topic in Suggestions & Feedback
Don't hate the player. Hate the game. And you asked to play it. (talking about the hyperbolize game). While your simple mathematical inequalities pans out, it's based on an assumption that wants to take advantage of a minority...and this is coming from someone who's taken confront a total of 1 time. It's OK, you have a neat idea that some posters don't like. It's not the end of the game. Again, the main reason I don't care for it is its conceptualizing Scrapper as speedy zippy melee when they're mostly just neutral. -
About that fix for Confront we discussed, well here it is.
Leogunner replied to Wavicle's topic in Suggestions & Feedback
I mean, we can play that game if you want... Not my fault your elitist, min/max kill speed has trivialize one tool all Scrappers have access to. I guess since no one cares that the game's difficulty has been made child's play by cookie cutter soft cap builds we should conform the whole game to cater to the whims of people prancing around saying how super they feel while pushing over helpless NPCs that pose no threat. Or, how about we just accept some flaws here and there and not take offense to every hurdle that dares to slow us down? -
About that fix for Confront we discussed, well here it is.
Leogunner replied to Wavicle's topic in Suggestions & Feedback
Powers are tools. If you don't need the tool, maybe it's the content and playstyle options that are the issue. So I'd say reassess the whole "necessary" part. Would it be a neat change? Maybe. But it changes the utility of the power and likely the animation. The same could be said for the various threads talking about changing placate. But then I'm all for posting neat ideas. I don't think it'd be conceptually fitting for every melee set, though. -
About that fix for Confront we discussed, well here it is.
Leogunner replied to Wavicle's topic in Suggestions & Feedback
It's an interesting idea but it's not really necessary. Confront does exactly what's on the tin. It might not be popular but it's not disfunctional. If you're trying to buff Scrappers or specific sets, I think there are better options. -
Powers getting back to their Roots
Leogunner replied to Stan The Man's topic in Suggestions & Feedback
Since you commented, what do you think about a change for some long animations (that are not snipes/AS) where if the ToHit check at the start rolls a miss, then it'd play a shortened version of the attack (like the tail end) instead of the whole thing? I personally have no qualms with playing the whole animation on a miss but I've heard people's issue with long animations is missing. How difficult/feasible is that if limited to specific powers (like flurry/shadow Maul TF and the like)? -
Power Customization - Low Hanging Fruit
Leogunner replied to Leogunner's topic in Suggestions & Feedback
Oh, what's the difference? -
Power Customization - Low Hanging Fruit
Leogunner replied to Leogunner's topic in Suggestions & Feedback
Yes, you can use the Soul Noir effects for dark powers. Dark Blast powers specifically have a lot of options to include color tintable, skulls and soul noir. -
Powers getting back to their Roots
Leogunner replied to Stan The Man's topic in Suggestions & Feedback
So it's you that is holding Classic Storm Kick hostage. Oh my, that Classic Crane Kick animation too lol -
Powers getting back to their Roots
Leogunner replied to Stan The Man's topic in Suggestions & Feedback
I might have that disc. I'd have to call my mom to dig through my old stuff but it's probably still with my old PC stuff. -
This guy gets it. They don't want to raise the aggro cap because with runaway survivability, it just makes it that much easier for those that can withstand the aggro to keep it and removing the danger that such a situation should present for when whole team. Unless we can program the AI to send someone to your house to take your wife and kids hostage and threaten to kill them unless you toggle on Rest, the next best thing is making your squishies vulnerable if you over aggro.
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I recall very recently (maybe 1 or 2 weeks ago) the devs talking about the aggro cap. They said they could raise it or remove it but (and I'm somewhat paraphrasing here) they'd only do it if they could change the AI to stop clustering and instead run away and shoot if to many of their allies are close together and would turn and attack someone else... ...basically, they aren't going to do it unless they can make the AI not so dumb and manipulatable.
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You might be able to do something like this with knockback. Like using high mag KB on an immobilized or held foe gets you impact damage, KB on a sleeping target gets you "TKO Daze" which is just a stun. But I don't think it'd be necessary to combo mez for debuff. Now if we were looking into aspects to make foes harder like giving them toggle armor by default and using mez only suppresses part of the armor while combos of mez detoggle the armor, that might be something that would be kind of like a debuff but it's more a control effect.
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Instant healing Toggle instead of click
Leogunner replied to TheMuna's topic in Suggestions & Feedback
Is it, though? I'm sorry to continue to beat the subject but you're complaining about someone not elaborating when you yourself didn't. You're arguing people are being rude to you while being rude. If that's how you're going to act then you probably deserve what you get. -
My question is, what other pools did you take? Personally speaking, I tend to try to "specialize" my different characters with different pools or pool combos. I haven't yet had to push the envelope to include more than 3 though. But at the same time, I usually sacrifice general effectiveness for it (things like toughness or hasten). My question would be what are you sacrificing and do you feel it's unjust. Personally speaking, I would be all for having the option to have an inherent pool that you don't have to sacrifice for BUT you're limited to that inherent pool and none others besides the epic/patron pool. Basically, it'd be choosing between inherent Fitness or inherent [choose your own pool]. Increasing the amount of pools you can pick, like I said, I'm unsure how I feel about it.
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The concept was that those origin power pools were "purchased power pools" and likely had some element of pay-2-win in them as they were kind of better than the "Free power pools". To keep the pay-2-win in check, only 1 "purchased power pool" could exist in a build as, eventually, there would be 5 purchased pools that may push aside the utility of the other pools. If all you're saying is not to count an origin pool as a regular pool, you're still adding a pool if you want to keep 4 regular pools and 1 epic pool as the limit is 5. I'm not sure how I feel about this.
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Powers getting back to their Roots
Leogunner replied to Stan The Man's topic in Suggestions & Feedback
I don't recall witnessing the Storm Kick animation as I think it was changed before I started playing. But I do recall seeing youtube videos of the animation and kept hoping it'd be reused for something else. The animation from Dark Melee you're talking about is called Shadow Maul. Smite is a quick crosspunch. I remember the Claws animation as it was also reused for the Spines Barb Swipe animation but both have since been changed. I know NPCs still use those "cat swippy" animations though. Another I recall is the Fire Blast attack Flares that does this whole "raise both arms up and let loose a barrage of little fire balls" and it is also used by Outcast NPCs. Would I like to see these animations as options? YES! One of my all-time favorite attacks is Shadow Maul and now that it has a decent arc on Tanker, I'm enjoying trying to manage its use to get the biggest bang for my buck. I'd like to see either new sets use the animations and improve upon them. Making them alternate powers for sets should probably be used more as a last resort rather than something for fun/cosmetic like this. I heard another idea about helping long animation powers being having a 2nd shorter animation that plays if it completely whiffs. That might be rather tough to do but could be a good improvement rather than always shaving more and more off animations all the time. -
Instant healing Toggle instead of click
Leogunner replied to TheMuna's topic in Suggestions & Feedback
So now you're complaining at me for complaining at you for not clarifying after I clarified. I mean, you only just now clarified you want to make Regen stronger and making the intent ambitious being changing IH into a toggle. From your OP, the only context you gave is making the set easier to manage. Lol to complain at me for getting you to clarify your point after you did the same thing (me complaining you're not being frank and upfront) seems to be a fair trade although I'm sure you want to somehow shape it like you're the one being harassed. There is no mechanical reason why IH can't be a toggle. There are balance reasons and conceptual ones. And for the "only using you super power sometimes" is how the game was meant to be. The stronger the power, the less often you can use it or the stronger the drawback. I personally hope we aren't all racing to 100% uptime on everything since it just makes it a spam fest. LOL but I provide nothing to the thread? W well I did get you to clarify your goal. That's something. -
Instant healing Toggle instead of click
Leogunner replied to TheMuna's topic in Suggestions & Feedback
Funny. I replied pretty similarly to the suggestion of making IH a toggle and told that isn't enough and need to elaborate. Don't you feel you should elaborate on your response? -
Instant healing Toggle instead of click
Leogunner replied to TheMuna's topic in Suggestions & Feedback
Because Willpower, in and of itself, is a neutral conceptual power created for "natural" heroes that doesn't inject a particular concept but rather a *passive* nature. It fulfills the idea of comic book regeneration because its means of mitigation combine the mechanics of the game to emulate that very same comic book regeneration. If you describe what the comic book regen is and why people feel Regen set is too clicky and not beholden to its theme, you then see why Willpower (a set whose theme is more neutral) does exactly what comic book regeneration does. It's usually what people migrate to when talking about making IH a toggle instead of a click. Stay on track. Now you're conflating the argument. I didn't say "be all passives". I said passive...as in passive gameplay where you don't have to time your heal like DA or Regen. Also, this is mostly about IH. The set as a whole probably wouldn't change effectiveness outside of minor non-min/maxed builds. You're starting to stray into balance of the whole set whereas I'm just arguing to keep IH a click then asked why I said as much then elaborated on concept being part of it. Like I said, I'd rather keep it that way. Also, Bio is inherently broken and likely should have more of its effects tied into the 3 modes, forcing users to choose rather than having so much of everything. And begging the question doesn't really help your argument. I want IH to remain a click. End of point. You're the one dragging in all the other clicks into the argument. It's honestly no surprise. Everything new is in the "overperforming" category. Comparing something like Dark Melee vs Street Justice will likely give you a comparable disparity. The question has always been bringing everyone up to their level or knocking everyone down to be around the same. There should be middle ground and taking into consideration other utilities and benefits to make options more of a choice rather than a scale from Battle Axe to Titan Weapons. -
Instant healing Toggle instead of click
Leogunner replied to TheMuna's topic in Suggestions & Feedback
You're easily amused and demonstrates why it'd be a waste of my time. You wouldn't care why I'd prefer the way the set is and merely laugh at any reasoning brought up or dismiss them. I really should be asleep since I need to get up in 3 hours. -
Instant healing Toggle instead of click
Leogunner replied to TheMuna's topic in Suggestions & Feedback
I didn't say +absorb wouldn't be more effective, I just said it isn't all that more conceptually fitting than other mixes. Now you're tailoring specific circumstances to conform to your perspective. And if the Scrapper uses Reconstruction but doesn't get to 100% health (it's only a 700 heal and Scrapper has nearly 2x that w/ Dull Pain)? But then we're not even talking about IH which is the subject here. And your conceptual argument falls flat for me. If you like the absorb shields, play Bio with min FX or sentinel /Regen. I'm personally not opposed to absorb but it's probably how others view adding extra mechanics to old sets that I feel with people trying to put +absorb on everything. It's not needed and it certainly isn't *more* conceptually fitting than just good ol' resistance/def on top of +regen (like we all do now) if you want a passive regenerating hero/villain. Moment of Glory is literally that: a moment where nothing can bring you down. Like I said before, I think your issue is with the *concept* that the Regeneration set was meant to portray vs what it does portray. What it was meant to portray is what Willpower does. What Regeneration portrays is something else and I'd prefer to keep it that way. -
Instant healing Toggle instead of click
Leogunner replied to TheMuna's topic in Suggestions & Feedback
You're talking about my 2nd post. My first post was simply saying I don't want IH as a toggle ("I vote no"). The OP prodded *me* to say more despite me not really caring how he asked the question in the first place. As for the concept aspect, this was proven a long time ago. Just 1 of any mitigation stat doesn't cut it. It's why SR gets scaling resists, Inv gets extra def per foe and why WP's "bit of def, bit of res and scaling regen" is as effective as it is. And its why newer sets try to mix 2 or more of them (def, resist, regen, HP and healing) rather than the old fashion sets. But overall, the concept of a set can be whatever you want it to be. The difference is how the sets play. Willpower is, I believe, the 2nd highest in passive regeneration of any set. The point is, if that is the desired goal (passive regeneration as a mechanic to build around), it is best emulated by decreasing the incoming damage so that passive regeneration can take care of it. You can't do that with JUST passive regeneration without having broken levels of +regen. Again, this was all elaborated on in the various survivability debates on the official forums. As for "not allowing it", I have no jurisdiction over what is and isn't allowed. I don't think IH as a toggle somehow promotes a better concept of "Regen AND Healing" than a click IH does. And I don't think absorb is all that conceptually fitting either. I just feel there are better options to make the set better and stand out more. -
Instant healing Toggle instead of click
Leogunner replied to TheMuna's topic in Suggestions & Feedback
And this is what happens when I start mincing about the whole "concept" argument for Regen. Basically a "whatever, I'm done" and a flippant dismissal. And need I remind you, you first interacted confrontationally with my post. -
Instant healing Toggle instead of click
Leogunner replied to TheMuna's topic in Suggestions & Feedback
If Pine's is to be believed, unslotted Regen reaches 1100% regen. Willpower reaches 565% with 10 foes in range. If you want to talk about changes to make Regen more about regen, why not complain about the amount of unenhanceable regen in the set? Slotted Regen reaches 1500% while Willpower gets to 1100% FYI, all of those comparisons put the Regeneration set at the top of +regen. The same place where I said "REGENERATION isn't the regen secondary, Willpower is!" If you're going to try arguing with me, get your words straight. I said if you want a PASSIVE regen set, play WP. You apparently had a problem with that statement (as if Willpower isn't one of the most passive sets there is). Obviously you're hung up on the word "Regeneration" so you've got this concept of a comic book regen guy constantly healing wounds. That is emulated by Willpower. If you're versed in the game's history and how the all the mechanics were uncovered and elaborated over time (back in those days, no one conceived what a "defense soft cap" was), perhaps you'd be more lenient with the description of the Regen set and understand that "putting a bunch of regen and heals in the set" was as close to "regeneration" as they could cook up until more testing came about in how defense, HP, resistance and regen played off each other. To make Regeneration into the set you imagine it should be, you'd have to boost its defense and resistance levels to properly emulate the effect of regenerating damage over time. Adding absorb is just a temporary HP buff that isn't affected by +regen (thus it's weaker). Would it be better to add it? Probably. It wouldn't be Regen though. Wolverine doesn't generate fake skin over his body to absorb damage so your blubbering about the name of the set gets hamstrung by your solution. So I'll say it again. I vote no for IH as a toggle.