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Everything posted by Steampunkette
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Literally ANYTHING to stop ranged henchmen from brawling
Steampunkette replied to Weylin's topic in Suggestions & Feedback
I'm not knowledgeable enough of how the AI is rigged to go into what would or wouldn't break. One thing that's important to note is that every power has its own AI information. Not just "you must be this close to use", but some measure of understanding of how the power works. Otherwise the NPC AI in the Architect wouldn't know how to Target and Buff their allies. Or when to do so rather than just constantly spamming that power over and over again. Last nightI randomly did a mish about Branded Hellions (With fire, not Corporate Logos) and their Lieutenants had the Fire Buffing set, so they would throw Fire Shields on an entire group and reduce my Titan Weapons character to 10-20 points of damage because the whole spawn suddenly had capped Smash/Lethal. (Two Lieutenants and even the minions had Fire Armor for their 'secondary') It may be that the brawl AI includes specific if / then mechanics that interact with other powers I do not know. But at the very least it would need a "Brawl is available and all other powers are on cooldown. Move to target and use Brawl." -
Parts of the power suppress, but not all of it. Flight in combat is slower, sure, but you're still 20ft off the ground and out of range of enemy melee attacks, making it a -powerful- defensive tool. And while Superspeed's Speed is reduced, I -think- you still get the stealth bonus, right? Which reduces additional aggro. Teleport isn't surpressed 'cause it's not a toggle. And Superjump just gets it's values lowered, not canned, so it's still 'somewhat' beneficial in certain situations to maintain it being on, or toggle it on, so you can jump over a wall of NPCs that have you in a corner. That said... I mostly agree... I think Fly's cost should stay just about the same, but Superspeed and Superjump's costs should get reduced. So should Teleport's, but that has more to do with it being a travel power you can't get across a zone with unless you've slotted heavily for end or you're willing to stop teleporting for a few seconds to recover some endurance. It's cost is just too damned high! Maybe give it a range-penalty when you're in combat, now that we have the in-combat/out-of-combat mechanic functioning.
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Honestly... breaking the Cottage Rule for Group Fly seems like the best idea. Turn it from a Toggle into a 45 second pulse that is, out of the gate, permanent with an 8 second overlap, make the cost 1/3rd of your bar, make the end cost ignore external changes or even internal changes. Have it apply a fly buff to all targets within the area like it's Mind Link or something, allow Flight Speed Slotting, and away you go.
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Literally ANYTHING to stop ranged henchmen from brawling
Steampunkette replied to Weylin's topic in Suggestions & Feedback
That's a bit more complicated... "Afraid" was supposed to be a compound mechanic which caused NPCs to both cower in fear, if cornered, and run away, if not. But the AI would just repath around anyone cornering it and run away, regardless. It also tended to not have a long enough duration for it to really matter. These powers were altered during Issue 2, shortly before Issue 3, that is to say -early- in the game's life, when the Afraid Mechanic was modified whole cloth. Now it is the 'Fear' mechanic, and everything is cornered all the time. The "Cottage Rule" would hardly have been reasonably applicable at that early time. -
Feedback: Testing Melee Set Performance
Steampunkette replied to Galaxy Brain's topic in Suggestions & Feedback
There will always be people who aren't willing to argue in good faith. They'll throw logical fallacies or sea lion about 'til the entire point is lost in so many irrelevant questions that digging it out requires a backhoe. And oftentimes those people will try to take over the thread. Dominating any discussion through flurries of posts that derail and accuse, mislead and waste time, seemingly intent on wearing the people actually discussing the matter down to the point that the discussion just dies off. From page 1 it was appeals to emotion, slippery slopes, and ad hominem by page 3. Degenerate is probably the wrong term for what this thread has done. But hey. At least we reached the idea of testing sets in the AE using OBS to monitor times for direct comparison. Because the balance of the game has always, invariably, come down to a single simple metric: Time to Kill < Time to Die -
Feedback: Testing Melee Set Performance
Steampunkette replied to Galaxy Brain's topic in Suggestions & Feedback
How y'all dodge the question is SO IMPRESSIVE! They turn it from a simple math question to a hilariously blatant "Well maybe it's about -skill-! Did you think of that?!" turnaround to present the question as shallow or uninformed when it's coming from the current 'Lead Dev' for Power Design and Balance. So here's the question reframed: If all the powersets, save one, performed right about the same level, only separated by a couple percentage points up or down from 100%, but one remained around 30-45% more effective, regardless of skill, situation, slotting, or other incidental factors: What would you do about the single overperforming set? -
Feedback: Testing Melee Set Performance
Steampunkette replied to Galaxy Brain's topic in Suggestions & Feedback
I never tried to solo a TF, before... But I can vouch for Hopeling. Back in the day, my husband and I would grab one or two friends and then run the 6 person plus TFs. We'd just ask a couple SGmates or randos to join the team long enough for us to start it, then they'd bail and we'd run it, start to finish. I know people who DID solo several task forces back then. Particularly the ITF. Biiiiig bragging rights for the 30 seconds it took for people to read you bragging about it, type in 'Gratz', and forget that it was a thing. -
Momentum would be the easiest implementation. Can't use Follow Through without Momentum, just change Momentum to 'Bullets' or 'Shells' and go from there. It would let players at low levels 'Fan the Hammer' to quickly take down a couple of minions or an LT, then reload to take out the rest. Then wait to reload, again with no 'bullets' left. ... now I just wanna design this mechanic into a full on 'Gunslinger' powerset...
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I get that, but there's also just "Defense Bonus" and "Resistance Bonus" IOs, like Edict of the Master. Is it the same thing as the Expedient Reinforcement buff or is it -exclusively- the pet that it's slotted in? They've got a different description is the reason I ask. Edict of the Master is just "Defense Bonus" where Expedient Reinforcement is "Resist Bonus Aura for Pets" On looking it up on Paragon wiki it seems like there's no difference... which makes me wonder why the hell they used different language.
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Alternate suggestion: Ammo Based Shooting Powerset. When you take the Pistol power you get a free click based power with a moderate recharge time. This power is "Reload Bullets". This power grants you up to a maximum of 6 stacks of "Pistol Ammo" and 2 stacks of "Rifle Ammo". These powers do nothing on their own. The Pistol Power itself gets an animation reduction to make it faster, and no recharge time. But it can only be used if you have a "Pistol Ammo" buff, and each shot removes 1 stack. Dual Pistols takes 2 stacks per use. When you take the Shotgun Power, you get another free click based power with a moderate recharge time. This power is "Reload Shells". You get 4 stacks of the "Shotgun Shells" buff when you click the Reload Shells button. Using the Shotgun uses 1 shell. Super Shotgun uses 2 shells. The powers have no recharge times. Heavy Assault Rifle uses the Rifle Ammo, so you only get 2 shots before you have to reload it. And then leave the rest of the powers normal when it comes to recharge times and activations. Obviously the relative availability of Pistol, Rifle, and Shotgun shots means those powers need to take a slight hit in overall damage, but I think it would be a neat game mechanic for the set to have a sort of 'pseudo-burnout' power that ignores recharge rate changes to give back your use of certain abilities. Or if possible just make "Reload Bullets" and "Reload Shells" freebies at level 1 regardless of what power you choose. Whatever works!
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Also: Control Core Embodiment, baybeeeee! Gonna extend my holds and immobilizes for eternity while also doing extra damage! ... shit. Do pets get the benefit of Hybrid abilities?
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Question! The "Defense Aura for Pets" is all my pets but "Defense Bonus" is just for the pet it's slotted in, right?
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Definitely going to look at some different slotting strategies based on your suggestions, here! But I'm keeping the Tentacles. They're for RP purposes, rather than effectiveness. I am dork.
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Literally ANYTHING to stop ranged henchmen from brawling
Steampunkette replied to Weylin's topic in Suggestions & Feedback
"Hold This Position" Temp Power. Targets Pet-Class Allies Only, TAoE Mag 100 Immobilize, Range 50ft, Area 15ft Radius, Toggle Duration, 0.01 End/Sec. Use the same code to make it affect only the Caster's Pets as the Upgrade Powers. Could work as a kludge. -
Superjump doesn't have them floating off the ground at all times. Zombies that permanently fly. Every Thug off the ground by 5 inches. It might fit for a "Drone" or "Robots" powerset, but the rest? Not so much.
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Part of the problem is that NPCs with fly are on a binary. Either they're flying or they're not. There's no AI protocol for 'Toggle on Fly now.' and 'Toggle Fly off, now." And creating such an AI routine would be an INTENSE pain in the ass. Group Fly does work on pets, it just takes a few seconds for it to get them. The problem is their Follow AI keeps them on a bungie longer than Group Fly's area of effect so that they don't crowd doorways as bad as they otherwise would. So once you start flying it's only a matter of time before they plummet. There is no solution short of a targeted fly buff power with a longish duration.
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Feedback: Testing Melee Set Performance
Steampunkette replied to Galaxy Brain's topic in Suggestions & Feedback
There's that... but it's also a matter of using a scalpel to cut your steak. Just because it's designed to cut through cleanly doesn't mean it's the most efficient. TW has high end costs where Spines doesn't. And those damage auras can be loaded up with a -mess- of Procs for more automatic damage without a player even touching the keys. -
Feedback: Testing Melee Set Performance
Steampunkette replied to Galaxy Brain's topic in Suggestions & Feedback
We're not trying to represent the Defensive Power of these powersets. We're trying to ascertain their primary combat capabilities. DPS, Average time to Kill, things like that. We should use minimally effective custom NPCs because we're not trying to test a player's ability to run away and recover or pop a tray of inspirations or use temp powers or any of that. We're testing the capabilities of the Attack Powersets. It's true that Brute Damage is more variable than a Tanker's, but a Brute's ramp up should be 'about' the same for any given test, since they'll be on SOs it's unlikely to get above the 70-75% degree. Less so with an x4 group sizing. As to the Blaster PC: We can just dual-box a second account, follow, autofire Energy Torrent. Every 12 seconds the placement of enemies will change is the result of that method. -
Feedback: Testing Melee Set Performance
Steampunkette replied to Galaxy Brain's topic in Suggestions & Feedback
"No Inspirations" seems fair. And it would have to be the same two players testing every powerset. Perhaps put express limits on the Evil PC as to how much scatter they're allowed to do. Like only directional, nothing Radial. Energy Torrents only, but no Recharge Slotting. Hell... Have the Blaster on follow with Energy Torrent on Autocast, targeting the player being tested. Straight lines away from the Brute. I say Brute 'cause I wanna see Superstrength in this test. I have Wednesday and Thursday off this week as well as OBS. I could load up Justin and dual-box my husband's account, set us both up and start the tests? -
You wouldn't be able to set it on a different costume slot. It would be a wholly different powerset that you select at character creation and get stuck with the rest of your career. There's no way for the game to remove your current powerset and replace it with another. It's basically 'Baked In' to your specific character the same way powers are baked into specific Powersets. So even if they made 5 Broadsword powersets with just the elemental types and psionic, you'd still be stuck with just one type for your whole career on that character.
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Feedback: Testing Melee Set Performance
Steampunkette replied to Galaxy Brain's topic in Suggestions & Feedback
I agree with -almost- every point, here. The one I disagree with is the Blaster NPC. I meant a Blaster PC with no slotting but accuracy and maybe endurance. Someone who comes in with the express intent of disrupting spawns to see if the change is significant or if the added damage offsets the loss in the overall time of the encounter, and whether some sets perform better than others in those situations. Things like Titan Weapons' long reach or Kinetic Melee and Claws's Ranged Attacks or Foot Stomp's giant area. By doing it in the baseline with just the tested character we'll get an idea of ST and AoE attacks, but the benefit of longer ranged abilities will be at best obscured. Let's find out how much impact they can actually cause. -
The KB to KD enhancement functions by Debuffing your power. It takes what's there and sets it to 0.67. It does this for any power because KD is a singular value: 0.67. 'Half' is a relative value. It depends on the individual power. So a single 'One size fits all' solution won't work. You'd need to go into the powers database and create a buuuuuunch of modifications to the powers themselves to create an 'If this, then this' logic for each and every power and for each and every 'damage changing' enhancement.
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How aboooout... Oh. -Res for some powers and -End for others? Call it an 'Overheating' mechanic where you basically go for a Melt Armor and Heat Stroke sort of concept? Or we could make the powerset -completely- Single-Target... but then add a growing AoE effect to every power. Call it 'Wildfire'. Every time you hit your target you grant your target a stack of Wildfire. Wildfire stacks up to 5 times, but does not get refreshed with new hits, sort of like Savage Melee's Frenzy. When you hit a target with Wildfire on them, it chains a portion of the damage to another target. With two stacks it chains to 2 targets. 3 stacks to three, and so on. And then have a few powers that double the chain effect. Hit with the 'AoE' attack (still single target) on a target with 5 stacks and it chains to 10 targets. Could call that attack: Spreads like Wildfire.
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So we'd still have 'Dark Melee' but we'd create something like a 'Shadowfighting' powerset? I could be down with that. New powersets that use old themes in new ways. Could have some of it's attacks use Savage Melee animations to represent things like Vampires or Shadow Demons but with Dark or Soul Noir VFX tied to them on the impacts? Or a Flaming Fighter powerset that takes powers from Street Justice and Radiation Melee, adds fire effects to them, and such? Could even coat your hands in fire like Fire Blast does when you ready an attack.