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Posts posted by Steampunkette
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Permahasten, Permadom, 5 second cooldown on Envenomed Blades, 10 second cooldown on Glittering Column, 12 seconds on Hypnotizing lights which have a 55s sleep duration and 22s confuse duration.
With Enflame in play, and Spirit Ward on my Catherine Wheel, I'm at 0.99/sec on end costs... but I could pick an incarnate to offset end costs...
How's it look? Fun?
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Control/Armor is redundant. Both powersets mitigate incoming damage.
They'd also be completely useless against AVs.
All in all, an ineffectual AT that does little more than 'survive' at things.
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17 minutes ago, KaizenSoze said:
Or they could the Trick Arrow route and make part of the debuffs irresistible.
Say 5% of the debuffs. Or allow 2-3 stacks. There are number of simple changes, that might have big effects.
Also, the Chance For Opportunity proc, should give more points towards the bar.
You know what would be an absolutely massive benefit in place of Chance for Opportunity?
Chance for Vulnerability.
That would make it SO VALUABLE to slot. Set the Vulnerability from the Proc to a 5 second duration or something, and allow it to stack with normal Vulnerability... -so- sexy.
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Counter-Proposal:
1) Make Vulnerability irresistible.
2) That's it. That's the whole thing.
People would DEMAND Sentinels on teams against hard targets.
But they can't do that, because while 99% of content would be only minimally affected by the change, high end hard content would be much more significantly impacted with enemies taking hundreds of times more damage than they otherwise would.
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If an attack is under 5 endurance I don't slot an End Reduction SO.
5-8, I slot one.
9-15 I slot two.
15+ I slot two... but I don't use that power except as either an opener (Nukes) or incredibly sporadically (AoE Holds)
If you slot a single End Reduction SO into all your attacks, then that's a big problem, yeah. You need to scale based on the power's needs.
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1 hour ago, Ghost said:
OP is claiming he runs out on every mob - that takes some serious effort to do.
Is he running hasten already?
Is he doing any damage with his attacks?
Does he have unnecessary toggles on during battle?
Who knows, because instead of giving us info to help, so far all he’s done is tell us an Ax/WP can’t sustain End as good as his Fortunada can - which makes no sense to me.
The only way I can imagine running out of End every fight:
1) Only damage slotting for attacks.
2) Only defensive slotting for defense.
3) Only Control slotting for controls.
4) No slotting for support.
With 0 Accuracy slotting they whiff most of their attacks wasting the end cost entirely.
With 0 End slotting they burn end hard and fast by using their biggest attacks and work their way down to the weaker ones.
That'd leave most characters huffing and puffing after one spawn.
... oh my god. Do you think they came back from, like... quitting in Issue 2 before Enhancement Diversification? What if they're 6-slotting damage and stuff?!
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That arrow is useful when I want to use the windows Snip function to get a targeted screenshot with PrntScrn or get the chat window out of my way when I'm just faffing about.
The solution is in the same spot on the minimized chat window:
See the little up arrow on the right side? Click it.
Congratulations! You now know how to use the UI.
Now if you're talking about this issue:
This is because you have intentionally shrunk the window by grabbing the top line and dragging it down.
Grab the top line and drag it back up.
Then stop grabbing the top line and dragging it down. If you notice your chat-window is changing shape while you're holding down the left mouse button, move the mouse back up, then release the left mouse button.
Again, this is just how you use the UI.
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I've been playing this game almost 20 years.
Attacks get one accuracy SO, first, so my end isn't wasted. If the cost of the power is 8-10 it gets one end reduction. If it costs more it gets two.
Toggles get their defensive functions first, up to 3, then 2 End mods.
Later I go back with MidsReborn and design an IO Build for set bonuses... Ostensibly.
At this point I mostly just make the build before the character. >.> But those have long been my SO Slotting Rules!
And if you wanna get FANCY with it, toss a Performance Shifter +Endurance into Stamina and a Panacea +Health +Endurance into Health.
Then take 3 seconds between fights to occasionally use the Rest power instead of rushing 3 spawns in a row without any kind of time recovering End and HP.
Your endurance issues will be gone outside of Sappers and Super Stunner fights.
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Counter proposal:
1) Speed up the animation time. Still four hits, but drop the animation time to around 2 seconds instead of 2.43 seconds. (It looks so cool)
2) Add a -Res debuff to the first hit.
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On 6/22/2025 at 10:10 PM, Vanden said:
From where I'm standing, it looks extremely unlikely that Tankers will get those arc buffs back. However, the fact that the buffs were implemented as a power that increased the arc of other powers means that that it should be technically possible to create a new category of enhancements in order to widen cones. These would be different from the old Cone Range enhancements of antiquity. To anyone who wants those wide cones back, I think your best bet is to keep asking for this new category of enhancements to be added.
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We've got Acc, Dam, Rech, EndRed, KB, Taunt, and Range.
So how about Area?
Could make melee and ranged sphere AoEs larger in all directions, and cones wider since range already makes them longer.
No increase to target counts, obviously. But it would definitely make things more forgiving to put in an enhancement that adds another couple feet to the radius of a power, or widens a cone by 10-12 degrees.
Sure, the animations and FX won't match up, perfectly, but that's a sacrifice a lot of people would be willing to make for easier targeting and better coverage.
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Hero: Good person doing good things.
Vigilante: Someone who convinces themself they're doing the right thing while they progress further and further into villainy.
Villain: Bad person doing bad things.
Rogue: Someone who convinces themself they're the big bad having moments of mercy while they progress further and further into heroism.
The arc fits precisely where it is, and would undermine the Rogue alignment. That said I wouldn't be opposed to allowing Villains to do the arc, too, or Heroes to do the Rogue arc.
Sure, Punisher wouldn't manipulate literal Nazis to attack and kill his enemies, or use the DE to force the issue against his foes. This vigilante arc is just further along the "Becoming a Villain" line than Marvel has Frank Castle at. Perfectly good "Crossing the moral event horizon" arc to become a supervillain.
Also: While Magneto and Joker both draw the line at working with Nazis, the Red Skull and White Dragon have both had tons of team-ups with other villains across the last 70 years with various supervillains.
Now, of course, they MOSTLY only work with other nazis and white supremacists in the comics, and largely exist as an easily punched supervillain no one balks at while helping to humanize or create sympathy with other supervillains... Mostly because for good reason, nazis and white supremacists are seen as among the worst of the worst types of people.
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1 hour ago, Andreah said:
Absolutely none of them are Villains in Paragon City. They're Rogues or Vigilantes, both of which have in-lore explanations for why they are allowed to roam the blue side.
Mechanically, sure.
RP, not so much.
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Simple version:
Because superheroes never ever fight supervillains on the streets of Paragon City.
The number of supergroups I've seen over the years of Blue-siders RPing as Supervillains and hanging out under Atlas Statue or wherever else while twirling their moustaches and talking about how "Evil" they are is high. And I, myself, have lead a couple of "Covert Hero Teams" in the Rogue Isles.
Why? 'Cause it's fun RP.
But the Orbweavers and Black Hand Society are free to roam around every Paragon City Zone on Everlasting without ever being stopped by a superhero. Whatever reason you might give your character to not punch them in the face in Steel Canyon is the same explanation for why you won't punch them in Kallisti Wharf.
As far as the "Why don't the Cops": It's because BWI are corrupt corpo-cops who don't actually care. That's why their EBs attack heroes, vigilantes, rogues, and villains alike. You're dressed vaguely funny so they get to pound your face into the dirt. And 99% of the rest of them won't mess with you no matter who you are.
The real question is why the UPA, Skulls, and Freaklok are totally cool with you hanging out...
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Deep sleep has a damage lockout, @Shin Magmus.
I think it's 0.25 or .35 seconds. But if the Deep Sleep takes damage from 20 sources within the .25 seconds it only counts as one 'Instance of Damage' for the purpose of reducing the duration of sleep.
Minions stay asleep in Rain of Fire/Sleet Storm/Category 5 for a good 2-3 seconds off a Mass Hypnosis. Follow it with another deep sleep AoE and you can keep them there 'til they die.
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21 hours ago, Chance Jackson said:
OP might have only been thinking about this for those with the SS power set but that's meant to represent the super strength levels of The Thing & up while car throwing can be done by Spider-man level characters so i'd open this up to all characters of at least a certain level with powersets that have melee attacks including assaults, manipulations, & Sentinel APPs with atleast 2 melee attacks including melee range cones, taoes, pbaoes etc
Throwing trucks will have the same code & a more exclusive gating system.
You're still looking at a situation where we'd see practically no new content in the pipeline due to the massive quantity of work required for several years.
Powers would be working on it. Backend would be working on it. They'd need to find and bring on animators and 3d Modelers to get the animations created.
The sheer quantity of work required is just not worth it for the relatively small benefit, which even you acknowledge would be limited to specific characters.
That's just too much work for too little gain. That's tearing down a mountain to put it back in the same spot but with the mountain's peak slightly further south so sun falls on the valley 2 minutes earlier every day.
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10 hours ago, Chance Jackson said:
For the "cars" that are just part of the scenery/map I'd say they should become invisible & unthrowable for 30 seconds after using the throw temp power to help sell the experience
If that's not feasible, there are car entities as seen in the Mayhem mission & this system coul apply to them.
See my above post.
The amount of underlying code and design work would be an incredibly massive undertaking for a very minor benefit that only a handful of characters would enjoy.
It's just not worth it from a cost/benefit perspective.
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11 minutes ago, Captain Fabulous said:
Oh I thought you were holding back and had more reasons. 🤭Oh, nah. That was all of them, really.
Just way too big an investment for way too little benefit. There's still Champions Online, out there, for people who want to chuck trucks, too! It was built into that game from day 1.
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Just now, Rudra said:
If ground AoEs can't, and I don't know if they can or not, then the teleport attacks can't either. At least as far as Lightning Rod goes. Because it is targeted at a spot on the ground, not a selected target.
Damn! You're right. Same with Shield Charge.
However, Savage Leap, at least, has an interesting interaction with target of target!
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1 hour ago, srmalloy said:
There's also a periodic bug in the 'knockback into a surface' computation where, if you knock back a mob when they're standing in front of a closed sliding door (the ones partitioning off map sections to keep mobs from wandering out of a particular part of the map, or flagged to require a key to open), you can glitch their impact against the door, and they'll wind up on the other side of the door where they can't do anything to you... until you open the door, at which point they'll get an attack off the moment the server sees that the door is no longer a line-of-fire block (and before you can get an attack of your own off).
Very True!
However I think ground target area of effect can bypass the door, too. It's been a -long- time since I've been in that situation.
Oh. You know what? I bet teleport-attacks would still work, too? Shield Charge, Lightning Rod, Burst of Speed, Savage Leap... So long as your buddy is targeting the bad guy, still, after he goes through the door, target your teammate and do the teleport attack -to- them, and hit the guy behind the door!
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7 hours ago, Troo said:
Check the color channels.
I learned the hard way that only one of them makes the glow actually happen. And the Tailor keeps defaulting various pieces on costume edit. Notably holstered dual pistols, some trench coat options, etc.
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3 hours ago, srmalloy said:
I would be happy for immersion enhancement to take the existing 'Seismic' path aura spray (the ground cracking under your feet) and have it applied once (and, like the path aura, fade away after a short time) whenever something (you, an NPC mob, something thrown) hit a wall. There should already be a check to stop 'flung' objects that hit walls, so adding a 'draw a temporary seismic crackle at the impact point' visual doesn't seem too difficult.
The game doesn't have a real distinction between "Wall" and "Floor". It's all just surfaces. Put a floor tile so it's vertical and you can't walk on it 'cause there's only so steep an angle you can be on.
There's also no "Collision" code in the game, for similar reasons, which is why when you hit someone with repel when they're pressed against a wall they keep doing the arm flail animation while floating there before falling.
1 hour ago, Captain Fabulous said:
And?And so it's an unreasonable suggestion?
Like. What? You want them to put all additional powers/mechanics/etc on hold for the next 2-4 years and focus their attention on cracking a walnut so big that a paid staff of 200 employees was like "Hah! No."?
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The cars you see parked in parking lots in CoH are not interactable objects, they're part of the map. Sure, they're "Objects" in the map design sense, but so are sections of the War Walls and buildings and the hills.
Even if there were an easy way to flag them "Throwable" you'd then need to move onto the second hard part... Telling the game engine what that means. City of Heroes is built on a game engine over 30 years old that wasn't designed for destructible environments. In point of fact, I don't think there were any games at that time that sought to have malleable environments. So you'd need to build up a massive code base within the spaghetti that is CoH to tell it "This is what a throwable object is". We're talking "Expansion Territory" levels of new code.
Then, someone will have to go through every map in the game, including mission maps with cars and any other object that the devs want to be throwable and delete every object on those maps only to replace them with the new Throwable version of the object.
Then we'd need an animator to go in and design an animation for lifting objects. An animation for carrying an object while walking. An animation for carrying an object while running. Eight more animations for carrying an object while running forward-right, right, backward right, backward, backward left, left, and forward left. Then more for jumping while carrying an object. Then at least ten more for flying while carrying an object. Then another two for Teleporting while carrying an object. Then another nine for swimming while carrying an object. And then triple it since there's 3 body types that all need the animations.
And then animations for throwing an object while standing, jumping, or flying.
Then they have to go into the super strength powerset and figure out where to put the "Can now interact with throwable objects" tag on the powers.
Then they have to go through the various possible thrown objects and determine how much damage they do, how much of an area they hit, how many targets, etc. And create an individual power for every thrown object in the game to trigger when it gets 'Thrown'.
And then create throwing animations for every object.
ALL of this, just so Superstrength Characters can ignore their powerset to instead run around the area grabbing every item they can find to chuck them at enemies instead of bothering with things like "Recharge Times" or "Endurance Costs" or other balancing metrics.
It would certainly be cool. But the amount of effort involved is flatly insane for the benefit of only a handful of characters within a handful of archetypes. Heck, I'd posit the effort would be insane for any game not designed from the ground up to allow for it even if -everyone- got the power to throw any object on the map.
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While I recognize it would make attack powers in these sets HYPER ATTRACTIVE powers for certain ATs (Tankers, Corruptors, Etc) they'd still be limited use abilities with cooldowns and endurance costs and the like. That said, I didn't consider the case of Brutes, specifically, and their huge damage bonus generating abilities.
So it's certainly worth considering. I suppose, in the end, the main issue is, of course, the sheer workload OPP would have on the dev team if they needed to have a unique, or semi-unique, list of powers for each archetype. So I'm definitely willing to bend on the Scale 1 power across the board.
Though I definitely feel like the powers would still need a significant value equal to or above the value of the archetype's primary/secondary powerset choices as otherwise you'd simply never take them. Still. That's really a matter tied to the individual archetypes. However I was also referring to Scale 1 Armor, Support, and Control powers, by which I meant "Tanker/Defender/Controller" level for increase and duration of control.
Anyway, yeah. I agree. It'd have to go through some balancing and wind up just as 'over' as other Epic Pools related to individual powers. After all, if a Scrapper EPP snipe was built exclusively off their ranged damage scale to be in line with their archetype, no one would take it and make it part of their core rotation. (Scale .5)
So thank you for your input, @LightMaster! I agree.
I would like to now take a moment to talk about the cooler part of this concept: Exploring the story a bit more.
The Police storyline could be one of those stories about corrupt cops, sure. Or it could lean a bit more Punisher. That your Vigilante signs on with the police and immediately starts eliminating rather than arresting threats. Cue the captain trying to come down on you, hard, for your recklessness, and the rest of the department rallying on your behalf. Really good options for a storyline, or two, there!
Wyvern could explore Manticore's continued journey toward becoming a villain through Wyvern's perspective. Having the player join Wyvern to hunt down criminals and deal with some of them becoming uneasy with how aggressive Manticore is becoming with supervillains. Yeah, Wyvern is there to kill Arachnos soldiers and particularly powerful threats, but Manticore could be more violent or cruel with it. Could even get ousted in a coup and become a target -of- Wyvern which would be a cool conceit.
Talons of Vengeance could have the vigilante working with the Fates to punish oathbreakers, liars, and betrayers! A much more mystical path for the Vigilantes, gaining magical powers in order to hunt down and deal with some of the worst criminals there are. At least, what's how the story would read. You could even hunt down members of the other organizations listed here in order to gain your OPP! Bringing down cops who failed to protect people, or Wyvern agents who suffered attacks of conscience!
And then the Midnight Club would be the closest to 'Hero' there is for the Vigilantes. The storyline focuses on recovering magical items or fighting magical threats. The vigilante part is in what you -do- with them once you get them. Killing of threats, destruction of artifacts! Unless it's too strong to destroy, then you contain it in the Midnight Club's library and stuff.
For Crey it's all about getting them FAT STACKS! Rather than fighting you, Countess Crey offers you cash to work for her company as an in the field asset so you'll stop destroying and stealing her shit. The whole thing is stealing from other companies, covering up messes various scientists made, and doing corporate sabotage on other groups while getting paid!
Aeon's kind of the same, but less scrupulous. He treats you as intellectually deficient and mostly just sends you in to -wreck- other people's stuff. You're muscle, nothing more. Only eventually you give that nerd the wedgie he deserves and get better treatment by the organization, and better pay. And also assignments far away from Aeon who is now afraid of you.
Gold Brickers would be all about amassing power and wealth in a much more personal and direct way. Less getting ordered around by Princess Zoe or the Golden Roller, more getting 'opportunities' to go out and get rich. Where the Police arc is kinda traditionally radio missions where you kill people, until the Captain turns on you, the Gold Brickers arc is more paper missions where you -don't- kill people... Except you haven't been kicking back a cut to Langston Corp, and have instead been skimming. And you have to deal with the consequences of that while maintaining your position.
And then the Midnight Club is really similar to the Vigilante version... Only you're specifically -not- killing the threats but getting rid of them by sending them to the Isles or something. And instead of destroying or returning artifacts, you sell them off and report them destroyed. 'Cause you gotta get that money! The arc ends with you being kicked out of the Midnighters like Darrin Wade was, but you walk away wealthier and with magic you stole along the way!
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Beam Rifle - Laser Beam Eye Animations
in Suggestions & Feedback
Posted
How do you miss? Easy.
When the light's coming from -inside- your eyes, you can't see where it's pointed, giving people time to dodge as you warm those bad boys up between blasts.