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Steampunkette

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Everything posted by Steampunkette

  1. 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?
  2. It's not gonna happen. The whole Opportunity Mechanic is going to be removed in the major rework.
  3. 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)
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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!
  9. 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.
  10. ... 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...
  11. 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.
  12. 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?
  13. Stacking. That's kind of the core purpose of giving a powerset both a ST and AoE version of the same power. The AoE shuts down the Minions and Lts, the ST stacks with the AoE and shuts down the boss. We probably don't want that for the Operative, it's not a true 'control class'. I think the intent behind going for the AoE Immobilize in the early Operative's design is to reduce incoming damage through movement mitigation on a largish group, forcing them into ranged attacks except whichever one you've singled out to pummel... That said, I see your meaning in the relative power of the AoE Immobilize. So allow me to suggest this: Give their immobilize a 5 target cap and Poison's Splash Area. An 8ft radius means enemies would need to be quite closely grouped to get them all, or that the immobilize only catches a portion of a given group, which should limit it's usefulness slightly while making it more worthwhile than cycling the t1 immob on a Blaster, but not -as- worthwhile as being able to stack it and stop bosses from moving.
  14. -ToHit reduces the chance for an attack to hit you. -Recharge increases the time between attacks. Both reduce incoming damage. One does it through damage avoidance, the other through damage deferral. In both cases the amount of time it would take the enemy to kill you increases. The only real difference is that -ToHit stacks with Defense in a nonlinear fashion, due to Defense's scaling defensive functionality increase which, really, should be split out onto a 1,000 point scale so that a 5% "Defensive" increase increases your survival by a smaller value relative to the 100 point scale we've got going on...
  15. Power Boost is now Power Up. A Combination of Power Boost and Build Up. Could do Aim for the Manipulations?
  16. I know they're designed like Sieves, @Zepp. It's why I argued that the AT should get at -least- 2 defensive powers with their sustain, more probably 3. I don't think it's appropriate to give them a Single Toggle that essentially functions like an entire powerset. But giving them one toggle that applies to the most common types of damage (S/L) and one Elemental/Energy/Exotic seems appropriate. Or 2 of the 3 Vectors, but not the third. (Like Ninjitsu's Danger Sense) Other than that change, I think these look smashing. ... lethal.
  17. Whip can't. Whip isn't actually a weapon, it's just FX. You're thinking of Champions Online.
  18. Not a "New Universal Toggle" just "A Defensive Toggle" So, like, Psychic would get Mind Over Body at level 1. And Electric would get Charged Armor.
  19. If I had my druthers: Tier 1: Defensive Toggle (12.75% Defense or 22.5% Resistance) Tier 2: AoE Immobilize (Or Sleep for Psychic/Electric) Tier 3: AoE Placate with short Defensive Boost (Lasts 30 seconds or so, Recharges in 45 seconds, ignores Recharge) Tier 4: First Manipulation Power Tier 5: Sustain from Manipulation Tier 6: Manipulation Tier 7: Manipulation Tier 8: Manipulation Tier 9: Manipulation or Control And then Specific Sets, like Psychic, would need to shift some of their powers from the Manipulation into the Assault. Like Drain Psyche in Assault needs to be removed for Psionic Tornado from the Manipulation set, since Manipulation uses Drain Psyche as it's Sustain. Instead we can put a Control effect, there, to show Psychic is a more control-centered secondary than one of the others.
  20. Take Hasten or Take Hasten-Lite isn't a meaningful choice.
  21. Yeah. It doesn't just Detoggle. It suppresses. Even your Autopowers and Speed Boost get ignored while you're using Walk.
  22. It would look pretty bad. The rock they use with Hurl is the same every time because it's designed to fit the hand-spread used in the animation. A Car would work fine with that hand-spread, probably, but you'd be pulling a car out of the floor. Of an Office Building. On the Third Floor. And it would clip like hell with your legs before you chucked it. Though the chucking would look fine! And if it were to randomly include statues and printers and table lamps, your hands aren't -always- going to line up. Sometimes neither hand will line up.
  23. You'd need no less than: /e Two handed Brandish (For Titan Weapons/Katana/Staff) /e Dual Wield Brandish (For Pistols and Dual Blades) /e One Handed Brandish (For Mace/Axe/Bane/Broadsword) /e Rifle Brandish (For AR/BR/Arachnos Soldier) /e Claw Brandish (For Claws/Widows/Savage?) /e Archer Brandish (For Archery) /e Shield and Weapon Brandish (For Shields and Mace/Axe/Broadsword) But you'd probably need to split out the emotes for TW/Kat/Staff or else you'd be stabbing yourself with chunks of the TWs because of their large and variable shapes relative to the Katana or Staff. Or you'd be holding the Katana in one hand and kind of gripping in the general vicinity of the blade with the other. Same with Spear. Also, Pistols and Dual Blades would probably be best to split if only so you can show off in different ways, like cycling pistol tricks. Maces and Broadswords probably wouldn't be -too- big of a deal in the same pose, but Axes might 'cause of the wider heads and how some of them are much 'Longer' than others. Also the Rifles are ridiculously varied, so that any pose you do that works with the Frankengun sill have your hand floating a foot away from a Beam Rifle's grip. So probably closer to 13 individual emotes to cover the different weapon types.
  24. I feel like it would be better suited at a higher tier. Even with defensive buffs applied to the power, presumably lasting a few seconds after activation, it's mostly going to function as an "You don't see meeeee!" power. One which focuses on the higher combat function 'Placate' rather than the lower combat function 'Buffs' I can't, for example, see the AoE placate +22% S/L resistance buff as something that the player can use once per minute with a 1 minute duration on the 22% S/L resistance buff. I feel like the baseline stealth and protective power kind of set the tone for the character. A tone which the later AoE Placate effect capitalizes on and cements.
  25. Never guess people's motivations. In the best case scenario it's rude and accurate. In the worst case scenario it's outright offensive. This is not the best case.
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