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Everything posted by Steampunkette
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The Great Archetype Concept Battle [Round 3]: Right Bracket
Steampunkette replied to Zepp's topic in Suggestions & Feedback
Apparently there was or is a "Guardian" AT in the files which is Assault/Defense. Though I think the team took that idea and made the Sentinel out of it, rather than it being something we can expect. -
The Great Archetype Concept Battle [Round 3]: Right Bracket
Steampunkette replied to Zepp's topic in Suggestions & Feedback
Because it's the Instigator Take 2 that is popular. And yeah. A whoooole lot of people want a Melee-Fender. To the point where I'm pretty sure the Instigator Take 2 is gonna get kicked off the competition by one. -
Knock Up works because "Up" is not relative to the position of the model. Up is up. Down is down. If my character is laying down so their head is pointed 'south' and their feet are pointed 'north' they get thrown up in the air rather than 'up relative to the direction their head is pointing' The X/Y/Z axes of the world aren't tied to characters. And a character can't be programmed to fall for a certain duration because object coding exists to create walkable surfaces. The second it reaches that surface the 'fall' ends.
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Repel is a radiating affect outward from the creature generating the repel effect. It cannot be reversed with a -Repel effect because -Repel is 'Less Repel' until it hits 0. When it reaches 0 it becomes 'No Repel'. When it hits -1 it's still 'No Repel' because there was never a 'pull' effect created. You cannot put "Repel" behind enemies or 'on the other side of them' to mimic the effect because the game doesn't have a 'Behind' function tied to PCs or NPCs. You would need to create a separate type of effect "Pull" which mimics Repel's function but in reverse... it's -possible-, but it would be very time consuming, Particularly what happens when the NPC being pulled reaches the player. Does it push the player? Rotate around in a tight orbit? What if there's 12 other NPCs already crowding the PC? Does he become trapped in a 360 degree orb of NPCs? It has problems, and it would take a lot of work to create the effect. But there's no way to use Repel to mimic it.
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The Great Archetype Concept Battle [Round 3]: Left Bracket
Steampunkette replied to Zepp's topic in Suggestions & Feedback
Let's instigate some voting, c'mon! Besides. I wanna see an Instigator vs Zoomer thread. -
As it stands in the engine -Repel is just no repel. Once it hits 0 it stops interpreting it as anything. -50 repel mags are the same as 0 repel mags. It would need to be coded from the ground up as "Pull". And would be intensive.
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20%, 45%, 70% 1 minute like the others.
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So strip everything that isn't PvP out of the PvP zones would be your preference?
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I'm a roleplayer, Pax. I played on Virtue and I play on Everlasting. I've PvPed all of 4 times in the history of City of Heroes (And one of those was a scripted fight for an RP Event) Forgive me for thinking adding some variety to the PvP zones would be a good thing! 😛 We have literally the entire game world to run around in for PvE. And I've had characters narratively tied to pretty much every zone... except the PvP ones. I just think it might be fun for me, as a specific individual, to be able to level in a PvP zone. Honestly I thoughtyou'd be happy about it. Less PvPers running around the PvE Zones 'cause they can "Hot-Level" through radios in their separate PvP areas.
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There's no real incentive, there, though. I can go do Paper missions on Peregrine Island or Grandville or wherever. It's just adding another activity to PvP zones which, honestly, is PvE Centric but without specific PvE Rewards. It would be pretty cool to fight Shivans in a Bloody Bay Word Salad mission, though!
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You know what PvP Zones need? Radio/Paper Missions. Give players something serious to do that other players can try to actively interrupt and engage with. Give the zones some Unique NPC Groups or just Rare/Unusual ones for Max Level Players (Or indeed players of any level) and let them go to town on it! Instead of doing 3 and getting a Bank Missions you could just make them infinitely repeatable content. I might actually make a character who went to and around Bloody Bay if I could do a bunch of missions, there.
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Shield Defense's "Active Defense"
Steampunkette replied to StrykerGaming's topic in Suggestions & Feedback
Put two recharges into it and pay attention every 2 minutes or so. It ain't -that- hard. Or don't -bother- to pay attention and when you get KBed or Held or whatever -then- click the power. It requires you to play infinitesimally different from other powersets. That's all. Like a Regen based set compared to a Defense based set. If you can't adapt, that's fine. But the power is fine as it is. /jranger -
Force of Will, Gadgetry, Experimentation, and Utility Belt all exist in the code as power pools with values for each of their powers... But no Animations. Right now you just stand there, gormlessly, while the power activates. Often rooting you to the spot while nothing happens and then suddenly someone gets buffed, debuffed, controlled, or hit. Unfortunately, the current Dev team is not made up primarily of artists and animators, so those sets are backburnered until the NCSoft talks finish and an art team can be acquired.
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MM pets should be at the same level as the MM
Steampunkette replied to Weylin's topic in Suggestions & Feedback
Simply reduce the Mastermind Pet's base damage for their attacks by 32% seems reasonable, to me. The point is to make sure they're able to land hits and survive marginally better than a -6 with 500hp. They'd still HAVE 500hp, but at least all damage against them wouldn't be multiplied by 166% (independent of buffs) -
Personally I'd love to make a Crab Spider and recolor all her energy blasts as a sort of white-green then RP her as a spider-alien, so I'm all for this being a thing!
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Shield Defense's "Active Defense"
Steampunkette replied to StrykerGaming's topic in Suggestions & Feedback
Active Defense and Practiced Brawler are the two mez protection clickies that are core powers (As compared to Rune of Protection) They're awesome, so long as you either have them set to recharge on cooldown (2 Recharge SOs) or use them just before Mez-Capable fights and don't use them when you're fighting enemies without mez. The reason they're cool is that they're not a constant drain on your Endurance. You can pop it before a fight, recover the end cost, then go into the fight with your mez up at no cost during the fighting. The reason they're great is that you can use them WHILE MEZZED. So if you hop into a fight where you're engaging a bunch of mezzers and get mezzed you can click it on and go "Phew. I should've clicked that before the fight!" and not die. Toggles can't be activated while you're mezzed. The reason they're -awesome- is because you can Stack Durations for periods of even greater Mez Protection. That said, there's a thread about this on the third page of the Suggestion forum, you should probably check to see whether a topic has been discussed, then add your opinions to that thread. -
"Mobbed Debuff" Every enemy that swings at a player adds 1 stack of the "Mobbed" Debuff. This power does not stack from the same source, but can stack from multiple sources. Each stack adds an equal quantity of +Res and -Res, +Def and -Def, +Elusivity and -Elusivity, all of which are unresistable and ignore all buffs and debuffs. The Buff portion stacks up to 17 times, the Debuff portion has no maximum stacking. The Debuff is hidden from the player's bar, but shows in Real Numbers. You now have an implementation for your idea. Characters get +X-X to all their mitigation which stacks 17 times, and as soon as the 18th character lands a hit they only get the -X and start taking on penalties. Make the debuff last 10 seconds with each attack refreshing all stacks whether it hits or not. Then you just have to decide how many enemies you want players to be able to 'safely' aggro at a time (Able to keep their mitigation at a reasonable degree) and modify the values accordingly. Don't want players herding more than 30? Throw a 1% unresistable Defense Debuff and a 2% unresistable Res Debuff for every NPC over 17. At 30 that's -13% defense and -26% resistance (Enough to push a tank lower than Squishycap for Resistance if they were capped to begin with) Actually you may need to split this into 2 powers. The Mobbed Buff and the Mobbed Debuff. Same basic principle, though, with the Mobbed Buff only stacking 17 times while the Debuff stacks infinitely and all mobs applying both every time they swing, hit or miss.
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Anything that lowers the barrier for PvP while not -requiring- PvP play is great for me. I'd love to see changes like this implemented, where quaternary improvements to character are adjusted for. We already adjust for primary and secondary characteristics, after all. For simplest implementation: Disable all Accolade Powers while within PvP Zones, Apply a Zone-Wide Buff equivalent to the Accolade Powers. That way it doesn't have to question whether or not someone HAS the Accolade power and then disable the ones they have, specifically. Just BOOP! All gone. And replaced with something similar. If you don't have 'em, you still get the zone-wide buff. Problem Solved.
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... no idea why Entropic Aura had Recharges instead of End Reducers... So I went through and took the extra slot out of Entropic, then took the slots out of Combat Jumping and Energy Drain and spread them out. I threw all the Psionic Res, Global Res, and Scaling Res that I could into the build as-is. I know I could do another if I had tough but I like the powers I have selected, here, and don't want to shoehorn that set into the build. I also added 4 damage procs to my attacks. Both low-tier cones, Follow Through, and Rend Armor. Then I tossed on Musculature Radial and Preemptive Radial, but it looks like most of my attacks (Rend Armor, Titan Sweep, Defensive Sweep, Arc of Destruction, and Crushing Blow) don't get modified by Incarnate Powers? I feel like that's a Mids/Pine's glitch, but if anyone can confirm it I'd -really- appreciate it!
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I'm home! Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Zerostar: Level 50 Science Brute Primary Power Set: Titan Weapons Secondary Power Set: Energy Aura Power Pool: Speed Power Pool: Leaping Ancillary Pool: Energy Mastery Hero Profile: Level 1: Defensive Sweep -- Mlt-Acc/Dmg(A), Mlt-Acc/EndRdx(3), Mlt-Dmg/EndRdx(3), Mlt-Acc/Dmg/EndRdx(5), Mlt-Dmg/EndRdx/Rchg(5) Level 1: Kinetic Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(7), LucoftheG-EndRdx/Rchg(7), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Rchg+(9) Level 2: Crushing Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(13), TchofDth-Acc/Dmg/EndRdx(13) Level 4: Titan Sweep -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(15), Mlt-Acc/EndRdx(15), Mlt-Acc/Dmg/EndRdx(17), Mlt-Dmg/EndRdx/Rchg(17) Level 6: Power Shield -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(19), LucoftheG-Def/Rchg(19), LucoftheG-EndRdx/Rchg(21), LucoftheG-Def/EndRdx/Rchg(21) Level 8: Follow Through -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(23), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(25), TchofDth-Acc/Dmg/EndRdx(25) Level 10: Entropic Aura -- RechRdx-I(A), RechRdx-I(27) Level 12: Taunt -- PrfZng-Dam%(A) Level 14: Dampening Field -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(43) Level 16: Energy Protection -- GldArm-3defTpProc(A), GldArm-ResDam(43) Level 18: Rend Armor -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(27), KntCmb-Dmg/Rchg(29), KntCmb-Dmg/EndRdx/Rchg(29), TchofDth-Acc/Dmg/EndRdx(31) Level 20: Build Momentum -- RechRdx-I(A), RechRdx-I(31) Level 22: Energy Cloak -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(40), LucoftheG-Def/EndRdx(40), LucoftheG-EndRdx/Rchg(42), LucoftheG-Def/EndRdx/Rchg(42) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 26: Whirling Smash -- SprUnrFur-Dmg/Rchg(A), SprUnrFur-Acc/Dmg(33), SprUnrFur-Acc/Dmg/Rchg(33), SprUnrFur-Dmg/EndRdx/Rchg(33), SprUnrFur-Acc/Dmg/EndRdx/Rchg(34), SprUnrFur-Rchg/+Regen/+End(46) Level 28: Energy Drain -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(34), PrfShf-EndMod/Acc/Rchg(34), PrfShf-Acc/Rchg(36), PrfShf-EndMod/Acc(36) Level 30: Super Jump -- BlsoftheZ-Travel(A) Level 32: Arc of Destruction -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Acc/Dmg(36), SprBrtFur-Acc/Dmg/Rchg(37), SprBrtFur-Dmg/EndRdx/Rchg(37), SprBrtFur-Acc/Dmg/EndRdx/Rchg(37), SprBrtFur-Rech/Fury(46) Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(40) Level 38: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def/Rchg(45), LucoftheG-EndRdx/Rchg(45), LucoftheG-Def/EndRdx/Rchg(46) Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(42) Level 44: Physical Perfection -- EndMod-I(A) Level 47: Energy Torrent -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dam%(48) Level 49: Spring Attack -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(50), OvrFrc-Dmg/End/Rech(50), OvrFrc-Acc/Dmg/End/Rech(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45) Level 1: Momentum ------------ Totals are: Defenses 53% S/L 41% En 31% Ne 40.1% F/C Resistances 44.% S/L 31.7% En 22.3% Ne 18.8% F/C 11.8% Toxic 0% Psi Healing: Recovery 166% (3.03/sec) Regen 248% (With Energize) Heal: 49.38% from Energize End Refill: 49.37%/target with Energy Drain Considering stripping Combat Jumping down to 1 slot for the LotG Recharge Global and slapping those other 5 slots into some Procs and/or Resistance Pieces for the two Autopowers...
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I always prefer to use Attuned Sets rather than boosting my IOs, because I exemplar a ton. I didn't grab my laptop, like a FOOL. So I can't post the build 'til I get home. But yeah. To get my S/L defense high as heck I used Kinetic Combat 4 pieced (With a Touch of Death Acc/Dam/End) for that sexy 3.75% defense buff in my 3 ST attacks while the AoEs got... shit... I can't remember if it was Scirroco's or Multi-strike. I know it's red with a sword, but two swords or one? Can't remember. Defenses are slotted 5 pieces of Luck of the Gambler (With the Recharge IO) Hasten is 2 slotted, grabbed 2 slots for both Boundless Endurance and Stamina and slapped Endmod in both with the +End proc in Physical Perfection. I wound up using the full Brute's Fury and the other ATO set in Arc of Ruin and I think Rend Armor? I know my AoEs all have a Proc for added damage, though.
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So I put together a build that I can't access at the -moment- because I left my laptop at home (I'll grab it at lunch) but here's the big thrust of it: Smashing/Lethal defense is at 50% (For a little padding on Debuffing) Energy is at 41% Everything else is, like, 35% or less. The character has around 40% Smash/Lethal/Energy Resistance. Because Titan is a bit of an end hog, I went for Recharge and Endurance Slotting after S/L maxed out, grabbed Spring Attack and Energy Torrent to be hilarious. This character will have obscene quantities of AoE. I know people will probably be annoyed, but I grabbed all the primary. ALL OF IT. So I can mess around with different attack chains in different situations. Worth noting: I'll be teaming every time with a Huntman, so 15% more Defense at all times (Possibly more if he grabs himself regular Leadership). So I might -actually- have Decent Psi Resistance! I'll post a follow-up with the proposed build so y'all can take a peek. But on general principles: How bad did I do? I didn't take the Energy Ult, either. But I did take all the secondary outside of it (Particularly Energize to fix all end problems forever)
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So the reason you want the aggro cap lifted is because your group hasn't adapted to the aggro cap environment that existed for the majority of City of Heroes' lifetime? Jeepers.
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Incarnating just means "I kept playing the character after hitting level 50" Doesn't matter what content you do, you'll get the XP to unlock the Alpha and all the others. No need to run the iTrials (Though they grant more stuff and all) Even exemplared you'll get Incarnate XP after 50. And when you hit level 51 (Well, Vet Level 1!) you'll get a ding and a bunch of incarnate materials to craft with.
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Anything the Devs say can and will be taken as a promise by some people. Anything the Devs say can and will be taken as a rumor or unsubstantiated claim by others. Case in point: Leandro has said, repeatedly, that the base code entry slash command is going to go away. Now there's 3 threads about it one complaining that it's not gone, one offering an explicit replacement (By me no less) because that was commented on by a GM in the PvP thread, and a third "Brainstorming" thread on how to keep it. Meanwhile there are still people in the PvP thread (Or were last I checked) begging for the code to remain, to hell with PvP. The Devs have stated that the Aggro Cap can't be increase on an AT by AT Basis, others have repeated that statement, linked that statement, and explained 'til they're blue in the face why it can't be done. And in the Tanker/Brute thread there's still a "Just raise the Aggro cap for Tankers!" post every other page. This is already happening and will not stop. But at the very least it could be directed to a somewhat useful end by giving people an idea of what's -actually- being worked on and -how- it is being worked on so they can weigh in on that, learn a bit about the process, and get hyped over what's in the pipeline. There's a reason Blizzcon comes every year with big promises of what the "Next Expansion" holds. There's a reason they sell out the WoW and Overwatch Halls year after year after year. It's because generating hype is an important part of keeping people interested and -getting- people interested. If we get the nod from NCSoft, I think this would be the best way to try and grow the servers/userbase. Particularly while CoXG is pumping out promo videos of their stuff. If we can get the legal clearance, I'd also love to see us start creating promotional materials. Powerset Previews, Story Arc previews, New Enemies, Whatever.