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Steampunkette

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Everything posted by Steampunkette

  1. Personally I'd love to see a "Telekinetic Control" set that is all about Vertical Repel effects lifting enemies into the air instead of 'just' immobilizing them. Lots of knock-around stuff. Up. Down. Toward. Away. Slamming people into walls and each other. GASP. A "Cluster" power that sucks everyone inward onto the targeted enemy with KB or Repel vectored inward. HNNNNN... I WANTS IT
  2. The amount of happy in me over this is OVER THE MOON. I was wrong! I admit it, happily, and I will sing Leandro's praises to the stars. This is wonderful and I eagerly await seeing some of these new mechanics that have been added!
  3. Any creature has a point within the x/y/z axes of the game that it occupies. That point is where all emanations come from. And no. You cannot make a pseudo pet that targets it's caster with a cone. I asked Castle that question back in the day when describing a Speedster Blast powerset.
  4. So... Repel is a Radial Effect. Even when it's in a displaced power like Telekinesis. Telekinesis puts a "Repel" effect in a circle around an NPC you pick and pushes that NPC away from you. Directly away from you. Any NPCs who get caught in the radius are also pushed -directly- away from you, but only relative to your current position. So NPCs slightly to the left and the right of the targeted NPC aren't pushed straight back, they're pushed back and left, or back and right, relative to the central NPC, because those are straight lines relative to your position. If you created the Pseudopet at a distance and had it repel things 'toward you' it would need to provide a repel effect in a giant circle. And any NPC caught inside that circle would go away from the center of the circle (The Pseudopet's location) Again, relative to their position in relation to the pseudopet. Which means enemies would go left and right of you, and even the enemy or enemies being pushed 'directly' toward you would continue to be pushed -beyond- you. Because there would be no way for the repel's area to have an explicit limit that is accurate to your position invariably, since it would need to be set before the power was activated. And no. There's no way to put down a pseudopet that fires a cone towards you with repel in it. And even if there was, you'd still have all of the same problems (Left-right drift relative to the pseudopet, overshooting/undershooting based on the repel radius, etc) It cannot be done without creating a new game mechanic called 'Pull' which would be a -massive- undertaking.
  5. AH HAH! I have lured you into my cunning trap! What do you think of the ATs above? Have you voted? 😉
  6. It cannot repel toward the player. "Toward the Player" is meaningless to the game's engine, for one thing, and repel doesn't work like that for another. This is quite literally impossible, Zepp, without creating an entirely separate power function.
  7. ... well... Here's hoping the Instigator Take 2 is different enough to be fun or at least examined seriously.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. Let's instigate some voting, c'mon! Besides. I wanna see an Instigator vs Zoomer thread.
  13. 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.
  14. 20%, 45%, 70% 1 minute like the others.
  15. So strip everything that isn't PvP out of the PvP zones would be your preference?
  16. 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.
  17. 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!
  18. 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.
  19. 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
  20. 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.
  21. 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)
  22. 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!
  23. 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.
  24. "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.
  25. 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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