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Steampunkette

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Everything posted by Steampunkette

  1. ^ That There are people who cannot stand the idea of moving. Of taking 2 tenths of a second out of their perfect attack chain to reposition and resume. Who see that delay as a major loss, a central pillar of frustration where someone else is trying to -ruin- their game. And those people are not quiet about it, by and large. They might start out with a helpfulish 'Use the corner for KB' or 'Only KB things to me'. But if that doesn't instantly curb the KB? They tend to rant and rave, and god forbid they get the Star 'cause they'll kick someone without a word and when people notice at the end of a big dust up that one of their teammates was kicked they'll ask why and get told "Too much KB" I want to be SUPER CLEAR, here. I'm not saying everyone who dislikes KB does this. I'm saying that the people who boot people from teams because of KB are like this. It's a much smaller category of people.
  2. ... I guess I just feel like it isn't, then..? The Debuffs are useful. Alright they're not -as- useful as a level 1 AoE heal would be, granted. But particularly for a set like Time, which gains power based on your temporal selections, skipping the "Crappy single target slow" is a huge mistake. Heals and Debuffs both work to stop the enemies from killing you. One's just more group-friendly than the other.
  3. You act like I don't play the game, too. I play on my Incarnate Main (Cyclone, Kin/Bio Brute) with my husband (Autotune, Sonic/Sonic Defender) and mow through those same Tsoo in Dark Astoria. Yeah, my run speed turns to hot garbage. So I fly, instead. The siphon speed debuff doesn't apply to that. I don't think it applies to Jump Speed, either. Night Ward... that I haven't -really- done since back on Live. I've run a few of the "Midnight Mansion" missions in an 8 man team and we did die, -hard- at the living spells in the mansion part. We died a -lot-. But it was never a "Why am I even bothering?" moment, for me. One person on the team quit but we kept going and we won. No sammiches required. And yeah. The blue patches are big. But you have the ENTIRE MAP to fight Valkyrie on. The problem is that people always try to fight her right where she starts 'cause they're inured to the "Stand next to the boss and hit the keys" style of gameplay. Move. Drag her out of the patches as they fall. Spread blue fire over half of Praetoria. It's -much- more fun than standing in a loose ring playing the "Left Right Left Right" dance.
  4. None of it "Devalues Melee" Melee is strong as hell and has been forever. What it does is make the other powers beyond "Hit Hard" more valuable than they were, before. Things like control effects that are largely useless for most content 'cause locking down a group of enemies is pointless when the entire team has softcapped defenses and capped resistances. It's not a zero-sum game, Heraclea. Making control powers more useful (in order to lock down specific dangerous targets) doesn't make melee characters any less useful. Someone still has to beat those people to a pulp and it's not going to be the Earth/Time Controller. Well. Unless they wanna be there all damn day.
  5. I'd like to make a suggestion: Ditch the multitoggle idea. Make it Multi clicks. Have them share a joint cooldown, to avoid people combining different functions, and make them ignore recharge rate changes. Have them recover the instant they end. It'd be different from the "Toggle Swapping" because you'd need to decide what you need in advance of a given fight, rather than changing during the fight. Plus if you got held/stunned/whatever you'd still get the currently active click power's defensive benefits even when your toggles suppress, setting it even further apart from most other defensive sets.
  6. Sweet carrot puree sounds good to me. Add in your typical Mediterranean favorite spices and it could be really good. But, like, straight up carrots just sitting on top of a pizza all hard? Noooo...
  7. You can get the t2 in your secondary at level 4... It seems like a needless change.
  8. Very very true! Might explain, in part, why Energy Armor gets it as their Taunt Aura.
  9. Yeah. They're all still there. Though it's /e sitchair1 not /e sitchair. At least for women. And I think the Lotus one might just be /e lotus ... oh wait. https://paragonwiki.com/wiki/Emotes All of these old emotes still work. There's also some new ones like /e texting
  10. Honestly... I dislike the "Everyone stand on top of the enemy and eat on it until it's green bar drops to 0" I -desperately- wish there was more movement in the game, more mechanics which encouraged it, or created incentives for running battles instead of standstill punchouts.
  11. Entirely scrapped. Not revamped. Not merged. Scrapped. E's not feasible, E's passed on! This inherent is no more! He has ceased to be! 'E's expired and gone to meet 'is maker! 'E's a stiff! Bereft of life, he rests in peace, 'Is metabolic processes are now 'istory! 'E's off the twig! 'E's kicked the bucket, 'e's shuffled off 'is mortal coil, run down the curtain and joined the bleedin' choir invisible!! THIS IS AN EX-INHERENT!!
  12. Right here: Page 3 of this thread.
  13. Gravity control presumably wormholes it in, based on the animations. That said, you're right that Hurl doesn't leave a Hole. It -can't-. The floor of that building is a 2 dimensional plane with no thickness. nigh-infinite blackness surrounds it on all sides. That also doesn't touch the clipping issues involved in a car going through your legs. The comments about the third floor of an office building were meant to be humorous. Not the core of the argument.
  14. Things that should absolutely be enjoyed on pizza: Various sausages, moderately soft and crumbly cheeses, sliced meats (Particularly if they're cured or smoked), sweet vegetables like peppers and vidalia onions, garlic, savory vegetables like olives, oregano, basil, garlic, cayenne pepper, red pepper flakes, diced and pre-cooked chicken, olive oil, spicy vegetables like red onions or garlic. Things that should not go on pizza: IDK... carrots? Probably should't have a pizza with, like, just... Baby Carrots sitting in the cheese?
  15. It's not gonna happen. The whole Opportunity Mechanic is going to be removed in the major rework.
  16. I was literally copying my previous sets from earlier in the thread is all. Which is why I said we could drop Lightning Field or Grounded for the Misdirect. And while the Psi Blades don't line up with the controlly feel of Psi it gets an AoE Sleep instead of an Immobilize, a Targeted Repel+Hold effect, and a PBAoE Confuse aura. That's pretty intensely controlly! And it's controls are all hard lockdowns. Compare to Elec getting an immob (Ranged attacks still viable) and a knockdown (Lasts a very short time)
  17. I would not be in favor of this change. Knockback is an important aspect of City of Heroes, even if it can be a little annoying at times. Particularly to those who after 15 years still haven't learned to accept that Knockback is a thing they can fight around. It's too useful of a tool and too thematically tied to superpowers to just dump it. What I -would- be in favor of is having the randomness removed. 100% Knock chance on every one of those attacks all the time, forever. It would make combats a bit more predictable and those powers a bit more useful. Maybe tie a "Knock Protection" mechanic applied 1 second after the hit lands to the target to avoid KB-locking all the NPCs forever.
  18. There's no way for the game to recognize "And this portion of the power goes over the cap so I should make it into an Absorb Shield" That said, it might be -possible- to do what Afterburner does: Add a component to the power which temporarily raises the cap by a specific value while the power is active. Then you'd get the heal and full +HP out of Dull Pain, no matter how high your current HP is.
  19. I feel like the single simplest "Fix" for Regen would be to add an Absorb Shield to Reconstruction. Possibly in place of the Toxic Resistance. It would allow Regen characters to pop Reconstruction -before- a fight in order to get an absorb shield to offset some of the Alpha they're about to take, then pop it again, a short while later, as their HP drops from continued attacks, giving them a second Absorb Shield to help them keep regenerating. With Recharge SO slotting, and no set bonuses, they could pop it every 30 seconds or so.
  20. So, to Recap: The Operative gets one inherent autostealth power that makes them somewhat stealthy but it isn't perfect. Their second inherent is a bar that gives them mags of Control Protection, but decays with attacks the Operative makes. (No need to make it flat threshold based, we could give them Mag 10 at 100% bar and go from 9.9 mags down to 0 mags at the bottom of the bar without a problem, just a straight up sliding scale) Their Primary Powerset is Assault (Modified where needed) and their Secondary is Manipulation with a small AoE Immob, a Defenisve power or two, and a sustain renamed to Intrigue. In the case of Psionic this is a fairly control heavy Intrigue, others balance Control and Melee, except Ki/Martial which is melee-centric and control-lite. Over their career (Including Epics) the character will get 3-4 Ranged attacks and 5-8 Melee attacks, several Defense Powers, at least one Control power but probably more. And 2-3 Support Powers. ... That's gonna be crazy complex to play. They're going to largely love being in melee and enjoy the ability to shoot runners or lock people into melee, get a few nice support powers on top of everything, and generally act as a melee-centric EAT with a variety of powerset choices rather than being locked in to Arachnos/Alien.
  21. Electrical Projection (Italics indicate changed powers) Tier Power 1 Charged Armor (Toggle+Res S/L/E) 2 Chain Fences (TAoE Immob) 3 Grounded (Auto +Res E/N/KB) 4 Lightning Field (PBAoE Damage Toggle) 5 Aim 6 Force of Thunder 7 Jolting Chain (Chain Knockdown) 8 Power Sink 9 Shocking Grasp Endurance Manipulation, AoE Soft Control, Single Target Hard Control. My previous suggestion. We could drop Lightning Field or Grounded for the Misdirect. As for Psychic... Psychic Projection (Italics indicate changed powers) Tier Power 1 Mind Over Body (Self+Res S/L/P) 2 Mass Hypnosis (TAoE Sleep) 3 High Pain Tolerance (+Res All+HP) 4 Psi Blade (Melee Psi) 5 Concentration 6 Drain Psyche (PBAoE +Regen/Rec) 7 World of Confusion 8 Greater Psi Blade (Melee Psi) 9 Telekinesis (TAoE Hold/Repel) Say goodbye, High Pain Tolerance!
  22. For Electric there's Cages, and Plants has Roots. In my writeups I gave Psionic/Mental straight up Sleep to show that Psionic was a more "Control Oriented" secondary, kind of the inverse of my Ki secondary.
  23. ... what if it wasn't "Rings of X" but a -single- ring? Scale the Ring of Fire FX to the full 8ft AoE rather than having a separate rings around each target. So you put down an 8ft circle of flame (probably a Pseudopet spawned under your target) surrounding all your targets. That would look -cool-... Especially with the Earth Control Immob...
  24. I don't think we should HAVE a ST immob. I think it should be AoE Only so that Boss-Stacking isn't something you can do with 2 button presses back to back. But I do like the idea of the smaller AoE to show that it's not 'really' a controller type AT.
  25. We should make 13 different Superadyne powers. Each one purchased in sequence, and you can never go back to the earlier ones. The 1st one you buy gives you +50% damage for 20 seconds, +20% damage for 50 seconds, and +5% damage for 10 minutes. It also gives you a -8% Resistance Debuff during it's whole duration. The second one still gives you the same damage buff, but a -12% Resistance and -8% Defense. The third one -SAYS- it gives you the same damage buff in the Tooltip. But the Real Numbers shows that it gives you a +30% for 20 seconds, 8% for 50 seconds, and still debuffs you for 2 minutes. By the fourth one you start taking longer debuffs. The 10 minute debuff becomes 15 minutes, and spreads to Recharge Rate at 15/12/8%. Eventually it'll hit Regen and Recovery. If you take it to the 10th one, you get a Temp Power debuff permanently. The 11th and 12th versions of the power suppress the debuff. When you use the 13th one it transforms your character into a Troll for 1 week of in-game time. Just a generic troll. Any time you're in Troll Mode you suppress the Debuff. Otherwise you're stuck with it. Heh... We could add a "Rehab" center to the game where the Day Job Power is that each full 24 hours you spend there removes 1 level of addiction so you can buy the earlier temp powers?
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