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Steampunkette

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Everything posted by Steampunkette

  1. We could start with a battery of tests on the Asteroid Map with minimally effective NPCs. How much damage they do is irrelevant. No ambushes or hostages or anything, just the basic map plain as can be. We'll still get runners and such, and an open area to chase them in. After all, titan weapons or broadsword if there's a box in the way you still jump over it or run around it, so it's kind of irrelevant. 5 tests each with each melee type, recorded for duration mapping. Then we send the players in with either an Energy Blaster slotted -exclusively- for Accuracy, Endurance, and Recharge with SOs or a Peacebringer slotted the same. That'll adjust for knockback style mechanics. Do another 5 for that battery, recording it as noted, and compare times.
  2. Sort of a Sorcerous Melee? OH! Or just "Elemental Melee"! Make all the sets use fairly generic particle effects that could be colored different ways and have the first and second powers of the set both be an attack and a 'Grant' power, like Adaptation or Swap Ammo, where you get the additional types. Have the first one be Fire/Ice, the second one be Energy/Negative. Have the attacks normally do Crushing damage and then the admixture powers change them in toggle format. People who are really dedicated could color their attacks differently and use macros to toggle-swap when they attack with a given power? Might be nifty, but it'd also feel very generic in the end... Me? I like the different styles being what they are, and then I just recolor and roleplay.
  3. Easy to stack it, but it's still only 7%. Not enough to seriously increase the dominator's lifespan (Until Sets come into play!) Blazing Arrows would work just fine in place of the snipe, though the snipe would be fine, too, if they can fix the no-redraw-fast-snipe for Archery. And yeah, Rain of Arrows would be cool beans if it were reduced a bit. Drop it to 'High' damage and a target count decrease from 16 to 10 would probably be more than enough, even with the wide area.
  4. So... Powers are baked in whole. Everything from the Damage Type to the Endurance Cost to the Animation time has to be put together so that the engine can check the database for the right power at the right times to make it look like your character is swinging a sword. Like an old fashioned Telephone Board with all the little wires and the overworked women rocking headsets. You tell it to grab "Slash" and it goes and grabs slash and plugs it in. In order to have "Slash, Psionic Damage, 75/25%" you'd need a separate plug for it. And a separate plug for Slash, Toxic Damage, 25/75%" or Psionic 25 or 50. Each one would require it's own separate power for the engine to grab out of the database and play out. You're asking the Devs to make as many powersets as there are damage types and powers in an exponential growth. So let's say you want Broadsword. It has 9 powers. You want it to be Psionic, there's nine more. You want it to also have fire, cold, energy, and negative, well now you've ballooned the Broadsword Powerset to 54 power in 6 different sets... But you want them to be mix and matched to every possible combination ('Cause powersets are their own Plugs in the system, not interchangeable pieces) so you can do Psionic with one swing and Fire with the next. Well... That would require literally thousands of copies of the Broadsword Powerset to cover all the possible combinations. Broadsword Slashing T1: Slash T2: Slash T3: Slash T4: Slash T5: Slash T6: Slash T7: Slash T8: Slash T9: Slash Broadsword Slashing with 1 Psionic. T1: Slash T2: Slash T3: Slash T4: Slash T5: Slash T6: Slash T7: Slash T8: Slash T9: Psionic Broadsword Slashing with 1 Psionic and 1 Energy T1: Slash T2: Slash T3: Slash T4: Slash T5: Energy T6: Slash T7: Slash T8: Slash T9: Psionic The bloat and the effort required just to -catalogue- all the possible combinations for 1 powerset is mindboggling. And then doing it for Warmace, Titan Weapons, Staff, Battle Axe, Street Justice (You know you want fire-uppercuts), Martial Arts, and on and on and on... And then quadruple it if you want to be able to do 100% one type, 50% each type, 75/25% each type, and 25%/75% each type. Multiple that by 6 times if you want to be able to do the other part of the different types something other than Slashing. It's not going to happen unless the Devs have or intend to completely alter how powers are stored and understood by the game.
  5. Visuals and to some degree (Multiple Capes) physics demand.
  6. Might be a little bit too fiddly... I'm pointing at stuff that already exists to try and make it easier. I don't know any power that increases in cost when used, and the only method of incressing cost by buff/debuff I'm aware of is an endurance discount penalty, which would affect the whole character.
  7. Honestly... I feel like Teleportation -should- have a dual-use-power in it... but not Hover/Teleport. I think it needs Teleport and Combat Teleport. Combat Teleport should work like Burst of Speed. You get 2-3 uses within a minute and thirty or whatever but the range is shorter and the animation is -much- shorter. MAYBE add in a short-duration defense buff... but nothing bigger than that. No PBAoE Damage effect. No stun or slow or anything applied to others. Just a nice and simple way to use the power within the confines of combat without hovertar or a long animation leaving you vulnerable.
  8. With no redraw it would look really freaking weird. PARTICULARLY Ranged Shot. When you use Ranged Shot on a blaster with no redraw your character draws, anyway. A bow and arrow. Then goes to the ready stance as the arrow leaps out of your hand and into the target. Maybe swap Explosive arrow with Fistful of arrows? None of the other attacks use special 'Tech' like glue arrows or anything, so it sticks out a bit. But other than that it looks fine. I think putting Parry in it would be a bad choice since Dominators don't get defensive powersets, so you were right on the money with that.
  9. Also: The way Pineapples Grow is soooo absurd. LOOK AT THAT! All that plant for one pineapple sitting on top of it, like it rose out of the ground to wave it at you, right at shopping-cart height!
  10. So there's 2 big things that are blocking this -aside- from clipping. 1: The UI. We'd need to redesign the UI to have multiple back locations, or redesign the costume pieces to double-up. That is to say 1 costume item in the 'Back Detail' list that is the Quiver and Scarf in one item. Or the Spine and the Over the Shoulder Mantle. 2: Connection Points. There's only so many connection points on a CoH Character Model. So some stuff that takes up the same physical placement on the model, the connection point for the additional geoset, can't be overlayed without redoing the player model in total.
  11. 1) I suggest modifying your tone. It's not conducive to discussion and it's liable to get you moderated. 2) The "Scrapper Minigame" inherent to the class is 'Hit something that will die if you hit it. Hit it again. Hit it more. Maybe watch it's HP just in case your next attack might crit, but probably don't worry about it." Controllers have to make the choice of stacking controls on the same handful of targets for double damage or spreading their controls out to try and contain more targets. Corruptors have to decide whether to keep flinging AoE or pick a single target and burn him down. Stalkers have to get into position for AS and then monitor their next AS Opportunity. Brutes have to walk the line between getting all the aggro and possibly dying for more DPS or letting the tanker have some of it and risking the loss. Dominators used to have to choose their Domination Windows for maximum impact and now just strive for Permadom and juggle keybinds. Scrappers? Not a ton of minigame specific to them. ATOs add in a sort of one where you try to get up a crit-frenzy to drop on the boss. 3) If you'd actually read the thread you'd have seen some important numbers posted based on the damage metrics for TWs slow-version still being between 10% and 44% overpowered... BEFORE Momentum Kicks in and increases the attack speed of attacks by 35-60% (Depending on the power) which, by all damage metrics, -increases- the degree to which their damage scale is too high.
  12. Again, appeal to ridiculousness, Strawman argument, and both combined with a slippery slope and followed up with an Ad Hominem for the combo. You keep attacking me and my motivations instead of my positions, Bossk. Why is that?
  13. I get the idea of maintaining corruption as a ranged attack, I just want to avoid having Scorch or other Fire-Melee attacks in the set, so dropping Corruption's range makes it and the other two Whips the 'Melee' attacks for the set. Plus adding in Scorch would mean that 2 of the melee attacks have a 20ft range, but for one you have to run right into the dude's face, shifting the feeling of the set. As far as the aura... it also puts them into point blank range, negating the visual benefit of the whip making their melee 20ft. I -do- like the idea of Brimstone doing the Demon Prince Earth-Crack, though!
  14. And now Ad Hominem. I was pointing out that rather than present an actual argument you used logical fallacies in a sweeping gesture to dismiss the argument. Kinda like that, frankly sexist, Ad Hominem about pearl clutching. We're not playing the same game, Bossk. If we were there'd be a thermal detonator waiting for you. 😉
  15. Sentinels are force multipliers. 25% Damres Debuff means up to 48 players get +25% damage on a target.
  16. Scrappers are the quintessential Solo AT, no question about it. Enough survivability to do their thing, enough damage to rip apart the NPCs they're fighting... But in a -team- environment? They provide very little. They have Control and Support keeping them safe and buffed, they're not stealing the aggro off the Tanker or Brute. So what is it they bring to the team aside from more damage? A Blaster can bring that -and- bring more of it. A Corruptor can bring the damage -and- pull out some more force multiplication. ... so what about Scrappers? I don't feel like the AT needs a buff on it's own. But maybe something like reverse vigilance... the more people on the team, the more they crit... or maybe some kind of small buff to teammates in melee that increases by the number of allies like a reverse taunt aura? Hell... I dunno. Something to make them interesting teammates.
  17. Appeal to ridicule, Slippery slope. Not adding something 'cause it would be used badly is so incredibly different than 'Banning Creative Tools' or removing content from the game.
  18. Blasters bring more damage to a team than Scrappers do. Any class with a Support option brings the potential to be a force multiplier, increasing the damage of any or all characters on the team. Scrappers provide damage and not much else in a team situation, and not better than a Blaster does. So what's the point of them? Stalkers are basically the same, though at least they can work up guaranteed amazing single target crits through Assassin's Strike and Assassin's Opportunity. Tankers were pretty well out of a job thanks to Brutes, but they'll be getting their damage cap increased and overall damage, too, which will make them better to have on a team, probably more than enough to compete with Brutes... but Scrappers were kind of in the same boat with 'em. Scrappers are going to need some changes 'soonish'. Because it's not the sets, it's the AT.
  19. ... yes and no. Poi. Poi is Pineapple, Taro Root, and Bananas. And it is -incredible- with Ham and a variety of Fishes. It's definitely a fruity sweet instead of a sugary sweet, because of the Citric Acid, but there are savories which blend with it -so- freaking well! Meanwhile a nice Brown Sugar Baked Ham with Pineapple Juice (Generally served with the Pineapple Rings and Cherries on top) is also freaking -magnificent-. Pineapples and Onions also make a freaking -delicious- marinade base with a tiny bit of vinegar or worcestershire sauce that you soak a steak in overnight before grilling it the next day. Granted, go light on the pineapple for that one! Bonus points if you dice the steak into cubes and grill it with the onion and pineapple from the marinade on a skewer! It's the interaction that makes Tomato-Pineapple so strong.
  20. Start threads on the stuff you consider Broken, Infinitum. That's what everyone does. Whether it's a Buff Thread, a Nerf Thread, or a "Hey, how about this other idea for a thing we could have?" thread. You think Controllers are broken? Make a thread about it. You htink Defenders are OP? Make a thread about it. Don't try to deflect criticism from a broken set with "Other stuff is also/more/differently broken!" if you don't have the conviction to try and fix the other stuff. At that point you're just wasting everyone's time by pretending there's a Zero Sum Game where there isn't.
  21. Illusion does have female pets, yes. But they're short-lived, are randomized, and are as featureless as the guys. It's possible to be a complete shit as an illusion controller... but really -really- hard. Making a female pet set would make it a whole hell of a lot easier. As to the Clone thing: Ostensibly yeah. You could use a costume slot to have a female costume and make all your clone pets women, then swap over to the McPimpin suit or whatever you liked.
  22. He knows that. He just doesn't -care-. His position is that if Controllers can be broken as hell using specific sets and shitloads of IOs then Melee Sets should be broken out of the box. The difficulty of the game is trivial, anyway, why bother trying? To which I 'Meh' quite loudly. Nerf TW lightly and progressively 'til it behaves. That's my stance.
  23. People who have high lag want to make it longer so they don't fall. I'm comfortable with that, so long as the Hover Tar is removed before or during the process. GM Sijin suggested we should make it a hover that breaks if you try to move, which could be done in the same way as Shadowy Presence, I suppose, if it's possible to adapt that specific code.. But I suggested a way to make the hover last 10 seconds, or 20 seconds. So that there's still a timer on it, but when you move the hover ends using a Pseudopet. No more Hover Tar in either case.
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