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Steampunkette

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Posts posted by Steampunkette

  1. 2 hours ago, biostem said:

    Well, you could have it be an innate that grants a damage debuff for every enemy within 10'-15', and a defense bonus at the same time.

     

    EDIT:  I was also thinking:  This hypothetical assault-using AT could have an inherent that pulses out a small AoE every few seconds - if any enemies are found, grant a def/res buff for each, (up to some cap), and if no enemies are found, grant a damage buff...

    That's an interesting idea... allow me to make a counter suggestion:

     

    A pair of passive auras for 2 parts of a 4-part inherent. One pulses to 90ft, one pulses to 20ft. The one which pulses to 90ft grants one stack of "Meleetastic!" per enemy hit. The second inherent at 20ft pulses and removes one stack of "Meleetastic!" and grants one stack of "Shoot 'em!" per enemy hit. Both Meleetastic! and Shoot 'em! have a maximum of 5 stacks.

     

    Each melee attack in the Assault Primary gets tagged with a new inherent effect that each stack of "Meleetastic!" grants a bit of extra damage per stack (Let's say 10% per, scaling with enhancements). Each ranged attack in the Assault Primary gets tagged with the new inherent effect that each stack of "Shoot 'em!" grants a bit of extra damage per stack (Let's say 8% per, scaling with enhancements).

     

    Having the "Short Range" aura remove 1 stack of Meleetastic means it'll strip away characters in the short range aura who are also tagged by the "Long Range" aura.

  2. 1 hour ago, Lines said:

    To my knowledge, those scalars don't actually exist in the game as a variable in of themselves. The individual power values are just set according to them.

    More or less... They're baked into the Archetypes, themselves, and apply a multiplier to the base damage of a given power.

     

    With no modifiers, Fire Blast at level 1 does 8.3 damage. For a blaster (1.125 ranged scalar) it becomes 9.33. For a Tanker (0.75 value) it would deal 6.22 damage.

     

    But because it's a primary AT Attribute, it cannot be altered by the game's engine on the fly. At least not without some serious redesign.

  3. 1 hour ago, Tyrannical said:

    You're aware that each archetype has different damage modifiers for ranged, melee, and so on? it's all in the patch notes.

    ATs have always had Ranged and Melee Damage Scalars. They're core to class function.

     

    But there's no way to alter those values on the fly through power functions or anything. They're the basic modifiers that ATs use when interacting not only with their own powers, but pool powers and ancillary powers.

  4. The issue, there, is that the game makes no distinction of "Ranged" or "Melee" when it comes to damage bonuses, Tyrannical.

     

    And even if it did, you'd be pushing people into a single playstyle, regardless of powersets chosen. Rush in, bounce out, rush in, bounce out.

     

    The big problem of Composition as a powerset concept is that you need to continually provide buffs and heals. Which means a significant portion of your damage-dealing time is consumed not dealing damage. Further, most "Composition" powersets were team-oriented, meaning you lost survivability in order to buff your allies.

     

    For a "Good" balance, the non-armor benefits of the secondary need to both deal some small measure of damage -and- benefit the Guardian (Or whatever name you give this assault-primary archetype). Which is why I have always, and will always, suggest that the defensive secondary include Armor powers and Control powers. Relative and Absolute Mitigation combined.

     

    Toss a hold on the Lieutenant and then rely on your armor to keep the minions and boss from killing you while you tear 'em up with Assault powers. Confuse a minion or two to help you dish out damage before they die. Something that supports you, solo, -and- helps teams.

     

    Useless against AVs, though. 

  5. 4 hours ago, tidge said:

    I can't think of any faction with 'native' resistance to Holds, but there are a few other control sets that don't work on certain factions. From memory, Nemesis (and Rularuu?) have some base immunity to Confuse. Certain Longbow grant immunity to the minions from Confuse as well, and Malta robots have a large Magnitude resistance to Confuse.

     

    War/Werewolves have such a large Magnitude resistance to Immobilize that I don't think I've ever observed one stuck... possibly because they've run away already. They have no resistance to Holds or Stuns.

    Arachnos.

     

    All of the Arachnos Bosses have resistance to every control type to some degree or another.

  6. Some of the talk about Illusion Controllers and a "Dream" power made me think of this... This is not a complete set, but just a few random ideas:

     

    1) Sleep-Holds. What if the powerset had a bunch of Sleep powers, but each power had a condition that if the target was already asleep, the new power would add a Mag3 Hold? Call it "Sleep Paralysis"

    2) Sleep Damage. Mind Controllers don't break their sleep effects with damage from the Sleep Power. Could we expand on that with "Dream Demon" pets whose attacks only deal damage to Sleeping Targets (With a damage condition), but cannot awaken Sleeping Targets?

    • Like 6
  7. I'll be honest... at this point I really want an Ill/Nrg dominator so I can finally use a dominator where /nrg -fits- their powers rather than being a mishmash.

     

    An army of self-cloning energy blasters seems awesome to me!

     

    I'd avoid taking most of my primary powers, never use the Control Effects, pretend I don't have Domination, and just fight alongside my duplicate selves when I'm not invisible. ('Cause I'd take the invisibility) Play an Assaulter with 3-5 Pets.

    • Like 1
  8. 13 hours ago, Tyrannical said:

    To paraphrase Tony Stark; If you're nothing without Phantom Army then you shouldn't have it. 😉

    I'd like to pull this quote out and say: Illusion without Phantom Army and with "Dream" isn't nothing without Phantom Army.

     

    It's just not Illusion. It's more like Dream Control or something similar. Which could be it's own cool thing...

     

    So the Tony Stark Quote doesn't apply to this situation.

     

    Honestly, though, at this point? Go for it. Make Illusion open to Dominators. If they wanna go that route, let 'em. It'll make the game either harder for them (Before Perma PA) or easier (After Perma PA)

    • Like 1
  9. I wouldn't be opposed to altering the Projectile FX or the "On Character" FX... but changing the character animations themselves seems a bit much. I know it's -possible-, MA and SS both get alternate animations and there's various blast options, but I feel like it's a lot more work than needed to get the effect across.

     

    Doing the TK Thrust arm-push with the "Psychic Power" headglow and the TK Fist appearing to blast the person through the air instead of the "Glowballhands" would probably be "Enough"

     

    And it would avoid the "Speed Up/Slow Down" animation work required to get this option functional.

     

    I wonder if there' a "Projectile Scale" function the Devs could mess with? Then just use the Project Will projectile for all kinds of psychic attacks but make it bigger or smaller to show relative power level.

     

    Also Psionic Tornado should have the "Psychic Power" headglow as an option... Frankly even Mind Control Powers could use that as an option and it would be scrumptuous!

  10. Slap a 45 second recharge time on them, drop the duration to 8 seconds, and make them immune to Recharge Rate Changes.

     

    POW! Now you can control every group (Or every other group) and slotting for mez duration but can only hit around 20 seconds. Normally they last for a base of 15-7 and can be increased to just under 30 to 36 seconds.

     

    So it both increases the out of the box usefulness of the power (by letting you use it more often) and reduces that usefulness (By halving the duration). This encourages either an "Alpha Control" function to minimize incoming damage out of the gate, followed by more precise control, -or- a more "Emergency Control" function, where the control power is used mid-fight to give people time to recover Endurance and/or HP.

     

    And with no recharge rate interaction, Permahasten becomes less immediately beneficial to Controllers and has slightly less utility for Dominators, since these powers will not recharge any faster.

  11. One thing @Rathulfr: My argument isn't a slippery slope.

     

    There are already people who kick people off teams for KB, or send tells to anyone who doesn't have KB IOs slotted. Heck, there's been threads of "Remove KB From PBs Entirely PlsKthxBye!"

     

    There's been "No more KB in City" threads in the past. And people who want the ability to have a "No KB Toggle" everyone gets access to. There's even at least a few people who want the Group Leader exclusively to have control over -your- "No KB Toggle" as long as you're on their team.

     

    A Slippery Slope is like when Pat Robertson argued that allowing two grown consenting adults of the same (or similar) gender get married means that we have to legalized Bestiality 'cause someone's gonna wanna fuck a duck and to him there's no material difference between the two.

     

    A Slippery Slope is "A leads to B, therefore A also leads to Q" where Q is far down the line of possibilities.

     

    All the stuff in my post is "Already happened" or "Is happening"

  12. The devs on Homecoming have stated that they have a Pull and Knock To vectoring solution.

     

    Now it's just a matter of time until new powersets are released that make use of those functions. Personally I'm hoping for a "Gravity Assault" set to pair with Gravity Control to fling people around the battlefield in wild directions.

  13. 14 hours ago, Galaxy Brain said:

    Just looking at Blasters at the moment

     

    image.png.630680c17fd496b075f2caae53cd9d0a.png

     

    It looks like there are some patterns (50% chance for mag ~3ish on the TAoEs), but then everything else is sort of scattered.

    Different powers have different functions. Umbral Torrent, for example, deals less damage than Energy Torrent because it's a Control/Debuff power with 100% control efficacy while Energy Torrent is a Damage/Control power with 50% control efficacy.

     

    Meanwhile the Dark Blast set has no other KB, while Energy Blast has a ton of chance at it. Resulting in greater KB based control from the Nrg set while Dark doesn't get much at all, comparatively. Same as Radiation Blast.

     

    These powers don't exist in a Vacuum.

  14. 1 minute ago, Galaxy Brain said:

    I'm not entirely sure about this. To me, the root of the problem is that KB as it stands takes too much effort to use well for not enough payoff. Combined with how it's the one of the few effects in PvE that one player can do to affect the powers of another player, with the others being the cage/shift powers that lock targets out of combat with others for a bit, and straight up killing a target somebody else was gonna hit.

     

    Of those, the cages/shifts are the worst as they pause gameplay for a bit for everyone, even though they keep you and the team about as safe as possible. Death is the best since... you know, that is how you accomplish your goals in CoH for 95% of gameplay, and it just kinda stinks when you whiff a big attack cus your target does via other means. Though, you still get rewarded for your team getting the KO so it's all cool, compared to your team locking you and everyone else from defeating the enemy with a cage. KB is in between these where it keeps you and allies safe, but it can prevent them from defeating foes efficiently due to moving them away from their powers.

     

    This is why KD and KU are seen as so valuable since for most people ot provides about the same safety without the possibility of removing an enemy from play however briefly. Some people take that to extremes though which is unfortunate, much like how some vehemently hate Masterminds for the pets clogging maps or other xyz things. It's just that KB is a lot more common and easier to see in action.

     

    However, when teamed with people who know what they are doing with all these things there is almost never any complaints in my experience. Dimension shift is awesome for saving a team, even though it might be awkward for ranged characters at first it still allows you to defeat the enemies. It used to not let you interact at all and that got changed to still be a defensive time-out option, but allow teams to still go into the dimension and kick ass. Masterminds may take up space, but when the pets are taking aggro off you and dishing out damage its groovy.

     

    As for knockback, I firmly believe that giving it more value would alleviate some of the gripes people have with it. You throw an AoE knockback power and scatter enemies everywhere, currently it can be annoying in a team setting. If that is changed to where the enemies you scattered either are dead enemies or essentially put of the fight for a while then I think that perception would change for a good chunk of players. Not all, but a decent amount to where it's not automatically seen as bad and it becomes an interesting power choice for the individual, while still having great value either way to the team. Especially if say, if a target cant be knocked back they take impact damage like with Grav Control (as opposed to if you need your powers to being knockdown) then it could suddenly be super good to include people with force on your side.

    People don't "Scatter Enemies" for efficiency. The tank rounds them all up and the team drops all the AoE in the world on them to knock 'em out quickly. Typically with Tar Patch or some other Damres/Defense debuffing ability that, again, they have to be stacked close together to get them all debuffed.

     

    "The KB Deals more Damage" doesn't change that. A minion with 1/4 HP instead of 1/2 HP still doesn't get hit by the Blaster's Nova because it's too far outside the area to get killed by the team's alpha.

     

    It still requires 2 seconds of extra killing that the group could be using murdering some other group.

     

    And don't get me started on Anchors being pushed away from groups... people will scream bloody murder if the person they've got Radiant Infection on gets blasted out of the group.

  15. 7 hours ago, Galaxy Brain said:

    1) Yes, at this point there are probably enough power combos that warrant there being a universal KB -> KD IO or some other option as an option.

     

    2) On the flip-side, KB is fun and I still want to heavily campaign in favor of buffing it it be truly a cool effect. Touching on what I said about my blaster, KB can be very powerful and if it came with Stuns / More Damage / Etc then I feel that people who know how to use it already just benefit even more, and those who are learning how to use it best have a ton more leeway in terms of providing team utility where they are still defeating foes quickly or providing layers of safety to offset the cases where a frustrating interaction may occur. 

     

    2.5) Given the last two points, I feel any KD conversion / option should be nerfed in that it does not get the KB benefits, whatever they may be. Sure, some powers like Bonfire may not benefit from KB still given how it works. But then look at say, Force Bolt where slotting for KB suddenly makes it really really good, and everything in between where it becomes a tactical choice of which you want which gives value to the individual IOs and the "Global" option.

    1) It's an OPTION? No. It's an option for people who use KB to KD IOs to free up some measure of build space. And it's a capitulation to the KB to KD crowd. One more step towards "Should we just get rid of KB? Everyone uses the IOs, anyhow" outcome.

     

    One more "You should just use the IO! Now you don't even have to mess up your overall slotting strategy!"

     

    2) Buffing it is both useless to the core problem (People will still rant about KD being the right way to play) and power creepy (Increased Survivability/DPS for some powersets, none for most others)

     

    Because the underlying problem is there and cannot -be- resolved: Some people hate KB with the fiery passion of a thousand dying stars and that's not going to change any time soon.

    • Like 1
    • Thanks 1
  16. 19 hours ago, Galaxy Brain said:

    Or alternatively boot you.

     

    I hate how this causes division

    It causes division because there are people who like to play the game, and people who like to game the game.

     

    The latter group wants everything to be fast, simple, and clean. They're the people who want to maximize their time to reward ratio. 

     

    They play the game to win the meta.

     

    And that's fine there's always going to be those people. There's nothing wrong with wanting to win the game.

     

    But the other group just wants to play. How long it takes is not as important as the zany fun that happens during that time.

     

    No matter what changes happen to knock back, like increasing its damage or adding stuns or something else, the actual knocking back is still going to be a problem for the second group of players.

     

    There is no way to fix it. There is no way to reconcile it. If I'm on a team with a group of people who want to game the game they will be upset with knock-back. Unless I manage to make it perfectly perfect so that it doesn't affect any patches or debuffs or area of effects for anybody else.

     

    Because whether it's pushing one person back or three people back someone's going to be pissed when their inferno doesn't hit the whole group.

    • Like 4
    • Thanks 2
  17. 3 hours ago, Saiyajinzoningen said:

    My earliest and fondest memory of coh is chasing a mob while shooting them (before travel power suppression) it was my omfg "i love this game moment". and yes the steamroll does get tedious at times but what about when you are trying to beat a TF within a certain time frame? remember chasing all those little clockwork in a synapse TF? anyway we arent forcing anyone to remove the KB if they like it. we only want options. And at the end of the day isnt that one of the things that makes coh so wonderful? all the options.

    You've got options.

     

    They come at a meager cost. But you've got options.

     

    And while you, personally, aren't calling for KB to just get removed from the game it's something that's been floated more than a few times. At least once or twice on -these- boards that I know of, much less the Official Forums.

     

    Every "We should have a global KD IO!" and "What about a KD Toggle?" will just result in more basis for people to try and force me to kill my KB for their enjoyment.

     

    I like my KB. If you don't like it that's fine, but as soon as a new "Easier" KD option comes along the onus on me for using KB instead of KD becomes bigger. "You don't even have to mess up a set bonus, now! Just throw it in Rest! Why are you being so selfish?!"

     

    I hate that. Just let me play the game without helping people demand I play it their way.

  18. 37 minutes ago, Galaxy Brain said:

    So, its ok to scatter enemies everywhere to mess with other people's abilities?

    Rather than turn every single fight into another cookie cutter "Tank rounds them up, everyone AoEs, next group"?

     

    I much prefer the scatter. Even when I'm -playing- the tank or the person with patches and targeted aura debuffs.

     

    I'd rather have scatter than a rousing game of chartered accountancy where everyone ticks off their DPS Boxes at the appropriate times to rubber stamp a given group before moving on to the next form. FIGHT. Fight. I meant to say fight.

     

    I want fights where the enemies run around and take up different positions to fight. I want fights where enemies aren't trapped in one place in a permanent knockdown loop 'cause someone dropped Bonfire with a KD enhancement. I want fights that aren't "Herd it up, knock it down, move on"

     

    Give me danger, excitement, frustration, delight! Give me groups scattered to the four winds! Give me the Rad's anchor bouncing into a distant group and bringing his now angry friends to the fight. Give me the scrapper panic-taunting to keep the Defender from dying before the Blaster throws another AoE on the additional group to send them ass over teakettle before the Dominator locks down the adds.

     

    Anything but another 8-man steamrolling team where the only conversation is about how other people don't know how to play the game right.

     

    When I'm not playing my Brute (Who uses extensive KM KB for moar fun) I typically run with a 4-man team of a Scrapper, two Widows, and a Sentinel. No taunts. No aggro management. We just brain and water blast enemies while one Scrapper shield-charges and one Widow sneaky-stabs the boss. It's -delightful- chaos! Particularly against Carnies.

     

    But when I decide to join a random group, or mix things up and do a TF, I haaaaaaaaaate the "No KB!" calls or the "Why aren't you using the KD IO?" tells. 

     

    How about "For Options" we add a Universal Damage IO set with a Proc IO that has a 50% chance to proc a mag 10 KB? S'only fair. Then I can complain when the Fire Blaster isn't knocking enemies through the air with ever Fireball. "Why aren't you using the KB IO?" tells would at least be fun turnabout.

    • Like 2
  19. The second this gets implemented, people will demand I slot it on any character I use knockback on.

     

    As it -stands- there's people who complain 'til they're as blue as these forums when people don't have the KD IOs slotted into all their KB Powers.

     

    And 6 months later, people will say "Why not just get rid of Knockback altogether? No one uses it, anyway." 

     

    I'm not against "Options", here. Y'all have an option. It's an option that comes with a cost, but it's a option. And that option can -really- pay off for powers like Bonfire...

     

    But I'm against further maligning of knockback in the game. Every step we take closer to "No Knockback" is a step we'll never be able to take back. Knockback is a part of the genre, of what makes Superheroes -feel- powerful.

     

    Take it away? And City of Heroes loses one of the elements that separates it from all other games.

    • Like 2
    • Thanks 3
  20. On 12/19/2019 at 10:04 AM, Menelruin said:

    Man I need this for characters who are all about air control!  Right now if you want a pure aerokinesis character, you have to either pair it with something electric, ice, or sonic.

    I can't speak to Wind Control... but I made a Wind Brute.

     

    Kinetic Melee/Bio Armor. 

     

    Just skip the "Suck Life/Grow Cancer" powers and you can do a pretty good wind-manipulating brute. Surrounded by air, you even get a "Tornado" in the DoT Aura that picks up leaves, casings, and garbage in a spinning disk of air (If colored right)

    • Like 1
  21. I wouldn't mind seeing the speed cap on flight raised, but that would make afterburner either largely useless or ridiculously powerful.

     

    The only reasons I know of not to increase it are to have SS people feel superior (People flying at SS speeds would cause a whining cascade) and the slide. If you put flight at SS levels and left the sloppy handling air-slide on a stop, you'd be a block away from where you intended to be when you let go of the W key.

    • Haha 1
  22. 5 minutes ago, Outrider_01 said:

    You pretty much sum up what can already be done,  colored bubbles.  Its up to the player how to present it in what the font is.  We don't need  a thousand different styles and someone decides to make the equivalent to "walawala washinton" from the Buggs bunny skit getting an eye exame with small font.

    People already do Black on Black.

     

    Or White on White.

     

    Or Red on Green just to screw over colorblind people for a giggle.

     

    That said, I'm not suggesting font size changes. Just font changes.

     

    Comic Sans for Clowns and Young characters.

    Verdana for those who are slightly louder than others.

    Times New Roman for scientists and people who are precise.

    Georgia, for those who wish to be marginally fancy.

    Lucida sans Unicode for those Robots.

     

    You get the idea.

     

    And yeah. We don't -need- it. But we could have it. Maybe. If it's even possible. Which, y'know, I hope.

  23. The generic font -is- fine. And I don't know of any game that allows you to change fonts.

     

    And it might be difficult to read if they're typing in a heated combat.

     

    But. The point is that comics use different fonts to present different "Voices" in text. Not just speech bubble color (Which we can already do and makes reading them in combat difficult). 

     

    Here's an example:

     

    Ironic+considering+every+single+thor+spe

     

    Thor tends to speak in a more stylized font to show the difference in his voice compared to Captain America. It's not -needed-, obviously. You could just make him use fancier words or different colors.

     

    And it's not needed in City of Heroes, either.

     

    I'm not aware of how effort-intensive this would be. I can say that because Windows and Mac both come with a massive selection of fonts, the diversity of customization increase could be pretty massive even if we stick to the shared general list of fonts without letting people download and use special fonts.

     

    Plus it'd be great to be able to make an Alien Character who sometimes swaps into Wingdings to communicate. And since CoH allows Click-Drag selection you can copy-paste those Wingdings into Word and translate them into Times New Roman!

     

    It'd mostly be something roleplayers use, obviously.

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