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Steampunkette

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Everything posted by Steampunkette

  1. I wasn't crossing Invuln with Empathy in that powerset. I was saying that there's people who would want to put together a sprinkle of Support Powers into a Defensive Powerset. It's just not a reasonable idea because you wind up with characters who can't take care of themselves -or- their team. Which is why I came up with the idea of splitting defensive powers between the character and their allies, and to offset the increased power make half the value unenhanceable and apply only to the caster. That way the support increases aren't -huge-, but don't leave the melee-fighting support character with giant gaps in their defenses. Would you like me to do Willpower next? I could.
  2. We have one Throwing Knife character animation, and three Shuriken character animations. But we only have one "Thrown Knife" projectile animation. We'd need to create a ton of art assets to do the Daggerstorm. Further, there would be redraw to it. And the projectile would not match your weapon customization. That's why Bladestorm went with abstract 'Blasts' and the idea of wind-strikes rather than throwing knives or throwing katanas. Because we could make the proposed set with the art assets we already have. That said, obviously we could do Bladestorm with Dual Blades, instead, using all the same presented materials, but selecting a different set of animations.
  3. So... It would be -functionally- impossible for the game to index your offline characters to gather their powerset and costume information. It would likewise be -functionally- impossible for the game to index your offline characters to apply gained XP to them. That is to say that it would be possible if a massive mechanical overhaul of the various servers (That is to say Login versus Character versus Map servers, not the play servers) was implemented that allowed them direct access. AND if that overhaul specifically created a character index for your characters legible to the map server so it could detail them out, and allowed direct read-write access to the various functions of your offline characters... But such an overhaul would be incredibly time consuming and likely have minimal benefit for the cost. Especially since the team is so small and it would mean the Mapserver would need to constantly ping the other two servers to locate information (Taking up more resources) Now MAYBE with some UI Changes they could set up an 'AE Ally" temp power that allowed you to build an NPC Ally in the AE and put them in some kind of "Ally Slot" that it could then index to summon when you use the temp power... But that would -still- be a pretty big undertaking. Especially to do it seven different times and create seven different temp powers tied to each 'AE Ally Slot' temp power (Since each one would only be able to index slot 0, 1, 2, 3, 4, 5, or 6)
  4. Melee/Support, on its face, will not function. I know that's what everyone wants, but it just will not work as the powers are currently implemented. Melee/Armor-Support could function to a limited degree, since it could focus on AoE protection for defensive sets, but Resistance Sets would be SoL, and the AT as a whole would have a lot of trouble soloing. For a true "Melee/Support Hybrid" we'd need a specific type of power: Group Defenses. Things like Forcefield's and Sonic's big-bubbles, or the Leadership functions of VEATs. So instead of having Invuln/Empathy with 3-4 empathy powers and 5-6 Invuln Powers we'd need a straight up 9 tier powerset that provides a small benefit to the character using them and a small benefit to their allies. And they could -not- function as Force-Multipliers like Defenders or Corruptors can. For the sake of argument let's use Invuln and call the AT "Paladin" as a test case for this idea: Resist Physical Damage > Increased Durability: Auto. Provides 3.5% S/L Resistance and 25% Defense Debuff Protection to the Paladin that is unenhanceable and a further 4% S/L Res to the Paladin and up to 8 allies within 20ft that can be enhanced. Temporary Invulnerability > Shared Resilience: Toggle. Provides 11.25% S/L Resistance to the Paladin that is unehanceable, and a further 11.25% SL Resistance to the Paladin and up to 8 allies within 20ft that can be enhanced. Dull Pain > Inure to Pain: Click. Provides 19.99% +Max HP and 19.99% healing to the Paladin that is unenhanceable and a further 20% +Max HP and Healing to the Paladin and up to 8 allies within 20ft that can be enhanced. Resist Elements > Elemental Protection: Auto. Provides 3.5% F/C Resistance and 25% Defense Debuff Protection to the Paladin that is unenhanceable and a further 4% F/C Res to the Paladin and up to 8 allies within 20ft that can be enhanced. Unyielding > Unbowed: Toggle. Provides Mez Protection to the Paladin that cannot be enhanced. Provides 3.75% Resistance to all damage except Psionics to the Paladin and up to 8 allies within 20ft which can be enhanced. Resist Energies > Energy Protection: Auto. Provides 3.5% E/N Resistance and 25% Defense Debuff Protection to the Paladin that is unenhanceable and a further 4% E/N Res to the Paladin and up to 8 allies within 20ft that can be enhanced. Invincible > Enduring: Toggle. Provides 7% Defense to all types to the Paladin that is unenhanceable. Provides 3.5% defense to the Paladin and up to 8 allies within 20ft that can be enhanced. Tough Hide > Thick Skin: Auto. Provides 3.75% Defense to all types to the Paladin and up to 8 allies within 20ft. This value can be enhanced. Unstoppable > Unleashed: Click. Provides 25% Resistance to all types except Psionic to the Paladin that cannot be enhanced. Grants 25% resistance to the Paladin up to 8 allies within 20ft that can be enhanced. When this power ends the Paladin is left Exhausted and has their endurance reduced to 0 and their endurance total reduced by 50 for 30 seconds. Assuming the Paladin slots for as much buff as possible: Resistances for Allies S/L 28.5% F/C 10.5% N/E 10.5% Defenses for Allies All Types 10.5% Max HP: +40% And for themselves: S/L 45.5% F/C 14% N/E 14% Defenses: 17.5% all types Max HP: +59.9% Each Defensive set could be modified in this way, to provide half it's bonus to the Paladin and a further (and enhanceable) half to the Paladin and nearby targets. But certain powersets, like Dark or Bio Armor, would create some sticky wickets. It would be best to simply remove them as potential defensive sets for the "Meleefender" archetype, regardless of what you name it. This way the Paladin in the proposal is not as well defended as a scrapper while also providing support. Coming out, in the end, a bit like a Sentinel as far as it's survivability goes. With some slotting it could hit Defensive or Resistance caps... but it wouldn't get there overnight. @ZeppIs this what you wanted?
  5. Lemme flip this argument and see what you think. Only 2 out of the 11 Defensive sets have Clickable Mez Protection. Every Toggle Power has to be activated before you get mezzed. And if you get End-Drained you're completely screwed because you can't click the toggle while mezzed to break free even if your endurance recovers. Therefore all the weaker Toggle Based Powers should be converted to Clicks. Almost every group that drains endurance (Freakshow, Malta, Carnival of Shadows, even the Clockwork!) also brings with them powerful control effects. This puts Toggle Based Mez Protection on it's back foot -immediately- against not only consistent leveling threats (You fight Clockwork up 'til around 20 and then immediately face Freakshow for almost the entire rest of the game) But high tier threats, also since Malta and Carnies making up a -ton- of 35+ high level content! Even some of the "Special Zone" content, like the Rikti Warzone, provides enemies which screw up anyone who relies on Endurance for their Mez Protection thanks to the Curses that Vanguard put on you (Which requires you to buy a separate temporary power with only -5- uses!!!) This would still allow Toggle Players to slot their Mez Protection powers for additional resistance (or defense) but would make the Recharge that is bound up in all of the Resist Damage and Defense Buff Sets something that is -actually useful- for those powers instead of being wasted values or easily skipped IOs in the individual sets. It would also help to balance some of the differences between the Click and Toggle sets, since most players would put their Mez Protection on Autofire instead of Hasten or Destiny powers that can really skew the damage output of the defensive set characters higher and makes the defensive sets with self-healing or +MaxHP effects -significantly- more powerful! Yeah it's only two powersets that use click powers. There's also only three or four powersets which distribute their protection across multiple powers. There's also only two who have Tier 9 powers that ignore recharge rate changes. There's also only 4 who have a Tier 9 power that doesn't have a Crash. And Half of them don't have a Damaging Aura effect. And only one has PBAoE Stun and Fear Toggles. We could go on and on listing the differences between the sets and trying to figure out which ones are the "Least like the Others" (Regen. Regen is least like the others) None of this is a good reason to change things. Yeah, if I fight CoT at low levels Madness Mages with click defenses will lock me down, sometimes, or if I aim for Psychics and Tsoo in the high end. Knives to a lesser degree, 'cause those damn caltrops! But Toggle Mez Protection has it's own dangers leveling, as well, and at the high end Malta screws Toggled Mez -hard- unless you can stack End Protection. Each option has it's own benefits and downfalls.
  6. Bane Spider: Team-Buffing Stalker with a Mace and Pets Crab Spider: Team-Buffing Blaster with Pets and Defensiveness Huntman: Team Buffing Blaster with Pets Night Widow: Stalker with Psi Blast options and Team Buffs Blood Widow (Fortunata Build): Claw Scrapper with Psi Blast options and Team Buffs Fortunata: Psionic Sentinel with Team Buffs
  7. Cones are actually TAoE which means you get credit for each target you hit and fill up your bar. Pseudopets don't count as hits for -you-, so Burn Patches don't give you Opportunity Percentages for every target hit. Fireball style AoE (Ranged TAoE that isn't a Cone) uses Pseudopets, So you don't get credit for every target hit.
  8. The correct answer is: Why not Both? Which is what the Devs did. Though one particular thing about Sentinels? They've taught me which Blast Powers are actually Pseudopets! Specifically every 'Fireball' style power that explodes on your target is a Pseudopet power. Sentinels build their Opportunity Meter through individual hits, not through the damage of a given power. So when you throw a single target attack you get 10 points of Opportunity added onto your bar. But when you use a Cone power, it checks every target in the area of effect for a hit. And each one adds to your Opportunity bar -separately-. So if you hit 10 targets with a cone your bar instantly fills. But fireball powers -don't- do that. So it must create a pseudopet on your target which creates a PBAoE classified as range with inherited damage values and proc chances. Very cool stuff! Also: USE CONES ALL THE TIME. Seriously, Sonic Blast on Sentinels is -godlike- 'cause you can fill up your bar with any one of 3 powers.
  9. Is the 'omg' because you like it or because of the timing?
  10. Ohhh... Yeah. I have Burnt Toast on Ignore because he's a troll. XD No wonder I didn't see him talking about it. And nah, friendo. "I've read your posts and they don't change the fact" is a dismissive reaction. It collectively dismisses all of those posts without directly addressing any of them. And all of them addressed the "Burden" you put forward by describing the benefits thereof, the ease of dealing with it, and the fact that it creates a soft separation between different playstyles which encourages variety. It's not specifically being INSULTING while dismissing it, sure. But it's still dismissive. It's still you deciding not to address those posts and their points to instead hammer on about how you have a problem with click defenses. And you're still presenting yourself as the victim of some massive angry backlash. It isn't angry, and it isn't massive. It's one guy being rude and other people explaining, in detail, why they disagree with your argument. In large part because chunks of it are factually incorrect.
  11. Because Anime Silliness is, and kind of has always been, a part of Superheroics. After all, Kurosawa Films were super popular in the US in the 70s and 80s and it is from movies like the Seven Samurai that a lot of modern conceptions of what a superhero can do with a katana comes from. Yes, this would be a set with Redraw. Which is why I'm designing it for use with the Instigator (Take 2), for whom Redraw is not an issue. Though a No-Redraw option could be implemented as well to port it to Dominators. This powerset is mainly designed around Ranged Attacks and the Windstrikes ability to go from Ranged to Melee, quickly, and repeatedly. However it is also designed with the intention to use Storm's Edge in Melee Combat as an opener. Specifically that an Instigator who takes /Ninjitsu as a defensive set would be able to use Shinobi Iri to prepare an 'Assassin's Strike' using Storm's Edge and perhaps a Celerity Stealth IO. While other Instigators, and Dominators, would be able to use it effectively as an insta-snipe melee attack after the fighting has already begun. This set is designed this way to better fulfill the illusion of the character being the comic book and anime style 'Ninja Master' who performs unreasonable feats like striking with a sword at long range, though admittedly it's a bit more common in Anime. Characters who use this powerset will be able to use ranged attacks while in melee that animate largely as if they were just melee attacks, with animations lining up appropriately.
  12. The first post to contain the word Troll in this thread is Stryker Gaming's. The second post is Vanden's, in which he comments on the word. No one else has used it. Or if they have, it was Mod-Smited before I could see it and I trawl this subforum more than any others (Because I love suggestions and also make some and have a marginally deeper understanding of the game's systems than some people). No one has said that you 'Lack Experience', either. Or 'Not Caring'. Honestly it looks like all three of these statements are inferences on your part into other people's statements. As to demeaning and belittling... You made a big posts in response to several informative posts in a completely dismissive manner. "I've read your posts, it doesn't change the fact" (paraphrasing). Then you went on to express why it was a personal problem for your specific playstyle where you like to keep Destiny on Auto and can't take Shield Charge, Lightning Rod, and Spring Attack for... some inexplicable reason. You cite Acrobatics but I've never taken that power in my life and I've played Shield Tankers and Brutes to 50 with basically no problem. People said "It's reasonably easy to adapt" and your response was "I've heard that before, but the game should change to suit my style." Also you threw out a bunch of "You -can't-" statements when in fact "You can". At least that's why my second post in the thread was less courteous than the first. But it still wasn't what I would consider belittling or demeaning. Just curt. In the context of leveling: Click Defenses play marginally differently from Toggle Defenses. They require a fraction more awareness and provide some interesting benefits to the cost. So, again, /Jranger
  13. Cyclone hit 50. Now enjoy some Infinite Radial Freem to celebrate!
  14. The reason I say is simple: Rogue Entertainment exists. And has always existed. Back on CoH they started up their literal "Porn Studio" Supergroup. I think it was in CoV? And it lasted the entire life of CoH. And had a Branch on Champions Online. When CoH died, they focused all their efforts on the CO Branch. And now? They're on Everlasting. To be clear: I've got no problem with the group (I've had characters in the group on Virtue -and- Champions Online!). I'm just using them as a prime example of why I think the character being 'Sexually Active' probably wasn't the reason.
  15. The Coming Storm Storyline. Or other story arcs. A New Zone. Or Kallisti Wharf -fully- Realized. New Powersets. New ARCHETYPES which create new ways to save our city... or Damn it, depending on the character. Villain Arcs in Paragon City. Hero Arcs in the Rogue Isles. Give Vigilantes a reason to go to the Isles and -stay- Vigilantes. Give Rogues reasons to go to Paragon and -stay- Rogues.
  16. ... I -think- Boxing, Kick, and Cross Punch -might- be useful for Controllers... Getting boxing increases the damage of Kick and Crosspunch by 15%. Getting Kick increases the damage of Boxing and Crosspunch by 15%. Getting Crosspunch increases the damage of Boxing and Kick by 15%. So that's a 30% across the board increase to all three powers if you -have- all three powers. Combine that with Set Bonuses Controllers can't typically get and Containment and while it might not be Scrapper/Blaster level damage it's certainly better than nothing!
  17. I doubt anyone on Everlasting gives a hot damn if a character is sexually active... Unless that character is a Minor. I'm curious, @iynx, would you mind posting perhaps a picture of your character and their Bio? Maybe give an example of how the character is 'Sacreligious'?
  18. I have a Science character with Magic Boots and stuff. She's an Archer-Scientist who studies magic the same way she studies physics. I had a Magic Brute. She was a Mutant exposed to Cage Chemical Runoff on Sharkhead when her cop-partner tried to murder her but ultimately it was the Red Coral that saved her life and empowered her split personality into a true hero. They're fuzzy as hell, for me. 😄
  19. Dopplegangers are a tricky beast. Instead of using an NPC Model (That is, a one-piece model, like the Warriors or Thugs pets) it uses a Player Model. With that in place it can use a pre-selected set of variables, in the case of Doppelgangers: Your character's clothes/appearance. As to powersets they're pre-loaded in a model array of all the possible combos (Which is slightly smaller than possible combos based on Archetypes!). They don't have a "Primary" and a "Secondary" powerset, just a pool of selected powers, so a Tanker's Doppleganger is no different from a Scrapper's Doppleganger (So long as powers and such are the same sets).And the power options are entirely based on the AE's design selections. So let's say you have a Huge Bio/SS Tanker. Your doppleganger mission uses the $Gender tag to find out you're 'Huge' gender, a Powerset Query, and reference the mission's parameters. It puck the huge doppleganger that has SS and Bio powers, applies your costume to the player model, and voila! Suddenly there's a second you running around. Though it gets the name as defined by the mission's parameters (Which could be "You?" "Your Doppleganger" or just "$Name" Doppleganger tech couldn't be used, as is, for a pet mastermind 'cause your pet's powers would be your powers so it would summon more of you. Though the devs could make a "Doppleganger Batch" for a Mastermind Powerset that calls your appearance for the pets. They'd just need to have their own powersets defined separately from that to avoid recursion.
  20. *sob* It was never meant to be! At least among the 20 something people who vote for these things.
  21. Allow me to quote Siljin. That cannot be done without changing the entire character database and system. This is something so big -Paragon- never tried it 'cause of the quantity of work... but trust me: People requested it ALL THE TIME.
  22. Oh no no no! Even better! Clawdude the Scrapper, Klawdude the Brute, and Clawdude Noir the Stalker!
  23. There are 4 non-alphanumerical characters allowed in a PC name: . ' - ? (period, apostrophe, hyphen, and question mark respectively). But you're only allowed to use one of the four types of non-alphanumerical characters in a name, and only one of that type of character. So you could name someone Cherry-Bomb or you could play on the song title to name her Ch-Cherry Bomb, but you couldn't call her Ch-Cherry-Bomb or Ch-Ch-Cherry Bomb because you only get to use one special character (In this case the Hyphen). And you also couldn't do Cherry-Bomb? because there's two special characters of two types in that one. Just remember: No matter what the -name- is. The character is the same, and it should help you out!
  24. So the way Pet Powers work is that there's a specific Call tied to the Power to summon an NPC from a specific 'Batch' dedicated to that powerset. The actual -control- over the pet that Masterminds get is baked into the pet itself, it has a deferred AI that the Mastermind gets control of through a UI. It's AI does not function like normal NPC AI. Controller pets, on the other hand, do -mostly- work like normal NPCs only they're set to bungie-follow the person who created them like they're part of a patrol and you're the 'leader' of the patrol. So in order to make new pets you'd have to take the AI Set that exists for the Mastermind Pets and then apply it to a new NPC model that is then added to the batch that the power summons, but also apply all power logic and stuff to it so it uses the same powers as any other member of the batch. But unless you remove all other NPCs from that batch, it's still going to be random whether you get the White Dude Thug with Red Hair or the Black Dude Thug with Black Hair or the White Girl Thug with the Blond Hair. To set up model swapping they'd either need to create an override power and a separate NPC AI/Power Loadout/Etc to a separate NPC Batch with 1 NPC in it -or- create a way to divide all NPCs from the full combination of Model/Powers/AI that they currently are into a floating cloud of individual pieces that can be swapped around. Like right now? The Devs could not Spawn a Crystal Titan that uses the Zeus Titan attacks. Those things are baked into the individual characters and aren't interchangeable. They'd need to decouple all of those things for every NPC in order to just "Swap the Model" Obviously the override method would be less work, but still a LOT of work. Meanwhile creating ANY Mastermind Powerset would, according to the Live Devs, take as much effort as creating 8 regular powersets... Sooo... We can get a new powerset with female minions or we can get 8 other powersets... So I wouldn't hold your breath on any of the above happening any time soon.
  25. So... You're suggesting a double-mitigation archetype. Defensive abilities are a form of Passive Partial Mitigation. You toggle on your abilities and they reduce incoming damage by a percentage. Either a strict percentage, Damage Resistance, or an instance percentage, Defense. Alternatively you have sets that allow you to take damage, and then mitigated it by passive or active partial mitigation in the form of healing and regeneration. Control, on the other hand, is an Active Absolute Mitigation. You attack the enemy with holds/stuns/sleeps/etc and they do not even -make- the attack in the first place. Control also only functions as powerset if it's pumping out at least 2 magnitudes of control because Minions have 0 protection (So 1 mag control affects them) and lieutenants have mag 1 protection (So 2 mags affects them). The Hallmark of a Secondary Powerset is to make it weaker than it would be as a primary powerset. This is why Defenders do less damage than Blasters. Only you can't make Control any weaker without making it ineffectual. You could affect the -durations- but Hasten, recharge enhancements, and control duration enhancements renders that largely irrelevant. And THEN we get into the idea of making the controls more powerful based on targets in your AoE Taunt or Damage Aura.... Jeebus. At least Controllers (Control Primary) have to rely on a critical hit or stacking to hold a boss, and Dominators (Control Primary) need to stack holds or reach domination to do so. This would be a character with control as a -secondary- who could permahold bosses out of the box without stacking just by walking over to a group of enemies. I think the idea needs a lot of workshopping. But by and large I don't see this archetype suggestion as something that could reasonably be implemented in the game. It would solo worse than a Controller ('Cause it's control damage would be lower and it would have no damage buffs or enemy debuffs or end-cost offsetting powers) or a Tanker (because it would lack... basically everything that they need to deal damage). And on Teams it would wind up doing half the functionality of a Tank and the work of 2-3 Dominators who forgot they had Assault Sets as a secondary.
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