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Steampunkette

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Everything posted by Steampunkette

  1. You completely misunderstood my statement... You can have two level 50 characters who represent completely different levels of super heroing by having street thugs that go all the way up to level 50 for the "street-level hero" to fight rather than just having a whole bunch of aliens and super psychics at max level. I'm not talking about the individual power level as regards game mechanics I'm referring to narrative power level. how's the game world describes your strength compared to the strength of another character or to the world itself. A level 50 blaster will have their tier 9 nuke whether they are street level or cosmic, it's just the story that would be different. And yes having multiple endgame scenarios is possible! It just means doing different writing. kind of like the entirety of City of Heroes but it's multiple different zones which have different storylines in them. You just have some storylines stay street-level and some storylines go cosmic. Hell you could start the game with cosmic storylines and instead of Atlas Park have Atlas station where your cosmic heroes are working for alien cops beating up whatever street gang works on the space station. The game has different story lines for people who follow magic tech science mutants and natural enemies. Just carry that forward into cosmic and local I guess would be the easiest way to describe it. As to the end game system itself using incarnate threads and such? Do that same system for the street level hero and just change the writing so that it's not about The Well of Furies picking the biggest and the baddest. Let them take that secret stuff twosome scientist who explains it all in more human terms and helps them to build stuff for their powers. It is all dependent on what the studio decides to do with their time... They decided to handle the entire game as an advancement from street level to cosmic while acknowledging character origins as one of five things, when instead they could have gone from low-level to high-level while instead of acknowledging characters motivations or relative power levels or any number of other things. In short: levels are in abstraction of advancement for game mechanic purposes but do not automatically have to define the story being told. I apologize for the grammatical errors and random misplaced words, I'm on my cell phone at work using speech to text and it sucks.
  2. Oh, wow... I didn't know that's how Purple IOs worked! Thought they worked like regular IOs. Learn something new every day!
  3. Honestly... Incarnates were a bad idea from day 1. Not because more power isn't great or anything. Just the way they designed it, narratively. Superheroes inhabit different narrative power levels. Whether they're Cosmic Silver Surfer types or more a neighborhood guardian Daredevil sort. And City of Heroes has never respected that both those characters inhabit the same world. Instead everyone starts street level and then grows to cosmic through the same kind of ridiculous and arbitrary method... In a perfect CoH2, characters would have different methods of getting to "End Game Content" that support different concepts, y'know? There'd also be different narrative end-games. Sure a Cosmic hero could do the Street Level end game content, or vice versa, but they wouldn't be forced to do it.
  4. Heh... Interesting throught: Scaling Damage Buff based on how many pets you have out. No pets? Full bonus! Tier 1 pets? 1/3rd smaller bonus. Tier 1 and 2 pets? 2/3rd smaller bonus. It'd be like the Defender Vigilance inherent. 30% more damage with no pets, each set of pets you summon reduces the bonus by 10%. Well. 30% at level 20+. At level 1 it's 6%.
  5. Lemme go roll up a whip corrup- oh. Seems I can't. 😛 And until Hellfire Assault gets made, that's the only place to get whips.
  6. It's not entirely true that attuning purple IOs is worthless. When purple IOs are attuned you get the full benefit of the set bonuses every level. If your only goals are PVP. And end game content then attuned purple sets are a bad idea. But if you spend a lot of time exemplaring with lower-level Friends or supergroup members it can still be worthwhile. It depends entirely on what you do with your time.
  7. Just what it says on the tin. Give Mastermind attacks, but not Mastermind pet attacks, a little bit more damage. It won't have much effect on overall DPS of masterminds but it would allow players to make petless or few pet builds that are slightly more effective than whispering violence to NPCs. Yes I know, masterminds are supposed to have pets. And blasters aren't supposed to blap, but we do anyway!
  8. I introduce: Supernaturelle! My Whip-Only Pain Domination Mastermind.
  9. Poked at it in Mids. With a -fairly- middling build cost I could wind up on Demons/Pain with: 75% S/L resist at all times 48.6 Neg resist at all times 35% Toxic resist at all times Everything else 23% or lower Then have Rune of Protection every 110 seconds for 90 seconds of +25% resistance to everything. My lowest being Psi resistance at 41% resisted. 539% Regen and a constant 40% damage bonus with spikes here and there up to 160% (Two Build Up Procs) That leaves me with 2 pets (for Bodyguard and more damage) Hell on Earth (More Whip!) and 4 personal attacks that deal between 177 and 260 damage each. Nothing to write home about, really, but still pretty nifty that I'll be able to pull that all out.
  10. I hang with a team of people at all times. I'm never solo 'cause I have a husband and close friends and also an active Supergroup... So I'm revisiting this idea a little bit with the idea of going for Whip/Sorcery powers as the 'Core Attacks', along with Soul Tentacles and Soul Storm because those powers look great. My main choice, now, is whether to aim for /Dark and be a Fearing-Debuffer with a powerful group heal... Or /Pain to increase my own damage output while going for a Regenish type build. If I do /Dark I wind up with Fighting and Maneuvers to get myself a decent (But not capped) ranged defense so I can use Fearsome Stare to diffuse the alpha, then drop Darkest Night to 'essentially' be softcapped before the actual fighting starts. If I do /Pain I have no idea what other power pools to take since I won't be aiming for solid defenses. In either case I intend to take Hasten and Rune of Protection. I know I'll never get it Perma but it's a great little panic button for if things go south! I am also planning to take the Lieutenants only, so she'll have some extra damage output and also Bodyguard. But no big demon and no babies. Help me Master mind Kenobi! You're my only hope!
  11. I'd like to see a system that allows players to create an AE Enemy Group which must have (insert list of requirements, here) then creates an "Enemy" tag for that specific group. The player then goes about their regular business, but Paper/Radio missions gain a new variable at all level ranges: Enemy Wind up rescuing Lois Parker from your personal Nemesis Group once in a while. Have the "Named Entity" mob -always- spawn the current Elite Boss in the Enemy Group Requirement unless you're set to AVs while Solo, in which case you get that group's AV. It'd be a great way to expand our personal canon into the game world. And we all know AE Enemies with Player Powersets are more dangerous than generic Council or whatever (Unless you specifically design them to suck compared to your character, obviously), so that could increase the difficulty a bit for 50 +4x8 teams with Incarnates.
  12. Can has on Live pls? Seriously, these changes look amazing, across the board. You've made some A-Game changes, here, and I eagerly await the chance to see what people do with the new base items and costume changes. Do you have a general timeline of implementation or is this all 'On Test 'til we have X quantity of mined data on each powerset change'?
  13. A Zoomer is like a Corruptor with Melee attacks and no support powers and also some control effects. An Infiltrator is kind of like a Wolf Spider, S'truth! The Instigator is like a Brute or Scrapper with less defenses and Ranged attacks. It would be more accurate to compare them to Sentinels (since they'd share the same defensive sets) but a Tankier Sentinel that has more reason to get into melee than their Ult or the occasionally PBAoE. But a Dominator is like a Controller without the Buffs. So long as you're willing to ignore the things that make them different they're basically the same thing!
  14. Also: Simple Pleasures are some of the best! I get to make Leaf-tornadoes! Also Bullet-Tornadoes and Garbage-Tornadoes. Quick! Someone Trow Fish at me so we can make a Sharknado!
  15. I have to vote for the Instigator. I love the idea of the Infested Infiltrator but it's so hard to structure... The secondary Powersets were going to focus on Emanators, by the way. Ground targeted area of effect buffs and such. With defensive powers for the rest of the secondary. And the Zoomer is way better in my mind than the Paladin, though I still feel like it'd need a lot more than "Primary Sustain" to reasonably survive and deal damage!
  16. After screwing around a little bit in the costume creator a week or two ago I loaded up an old concept called "Peacekeeper" who used white-white Street Justice and Willpower as a sort of 'Spielbergian Light Combat" concept but forgot that I had Bio Armor on my secondary. When I scrolled through the powers to change them, I saw wind. Genetic Contamination, in particular, looked windy as heck. I turned around and slapped Kinetic Melee on the character, set it up as a whitish-grey, and then started costuming because it looked great. In game, in play, it looks even better. Cyclone was born, my Wind/Wind Brute. Bouncy, Bright, and Fun she blasts enemies across the room and rebuilds their formations there. http://www.cohplanner.com/mids/download.php?uc=1496&c=694&a=1388&f=HEX&dc=78DA6594D952134114867BC8C4980DC2BE13B260582424A2D7966C5E400445BD4DA5621346C20493B10A2E79056FBCB24A5FC01BF772790F15041EC0A58A4B2DE349FEBF305599AAA9AFE7EFFEFB9CEE3E3D99DD85C0F3EBFB5795E19F2FE62A95EC5CF9A1A33DEB794BDB79ADE4F1CCEFE58B255B7BA43D50EFCD667451EBE4B2656BC7CA67AF394E2EBF1546D782DED0764527E7AC5276B55CC8D9B501E5ED5259F9D74AA56272A96815361D5FBDBDBEA3F5BD20E49A6AD985AEFAD7E2EE8E2E5BDBDA76728E55B2FB1777AC7C72D1D6E5C25E3693AB38BABC873CFB24A771793F87149FAAA936046953B514C84DD0BC4F5AE08B98D0A067441A09539D0B9331F07C948C805F42B488C7601C1FE3F81827C0F9038CF7553C2E7A5CD45AE96DA537446F88DE57929B9BB9B9BB8DBAD61122BBC0AE4EB2033C94381E78DC9E76B3AEF5B4817DAD64101C08802321F0B5C4F3C25B3D9079FC86BBD636FC53C867807C29E38218E70ADE45DCA13BE4E316CCF908F44BC1B461DDAA2D06FF91CCDDCEBD683F7061FC2138FA8D3C228FC1F7E2EDE45E74F27C223CAF08CF29C2F389F1BCA212BB1B1EA39BB9F79011E9EB655EBD59551F7F2C79F533AFFE2718177B463E05E30FB0AEB80D7E90BC06557D9FCCC19BD883F82DF0C23A799BE41E7925F630F31A5EC6FAD2A7E089E410660E61D64782F591607D24581F13ACA38F9243947B13FD8DBC26FE900AF34E56F13DF917FC249E319CAF39B68CBC2657C08B197295BC011A1EDCB3DA9E8D6F21B64BB429C69EEA95C6B0A9A62F21E6740ABEE92BE0CC2C688A27494F92753DC37A9E617DA759CF69D6775C3C29C64EED630D43E6D97D57EA84EB6CD4AAF2A85493926E52669B94CB4DCA9279F6A7A8AE34F67A91CD9A79F65750C62076C7FBFFD657BFFBA4DF603F6FC2CF462D0EED47A3360EED57A3360AED6DEDB672EE370DED770DED7FF54DDCB6 Because of Bio Armor's disparate needs and Kinetic Melee's own desires I decided not to try and focus my Defenses or Resistances for cap (soft or hard). I knew I'd need a lot of regen, too, because the set is built around a comprehensive sort of setup while Kinetic Melee desperately needs recharge. So I aimed my Energy/Negative towards Softcap and my Smash/Lethal to the actual cap. Then I grabbed a messload of Recharge to get DNA Siphon and Parasitic Aura up more often so I'd get some nice self-healing and regeneration bonuses. The result, so far, is that I wreck most enemy groups without slowing down. Ever. I use both auras and my torrent to gather aggro off teammates and generally make a mess of the battlefield and I'm only level 43 (I use Attuned IOs but my build is not complete, I generally don't boost my IOs 'cause I'd rather have all the bonuses when I exemplar). You'll notice I don't have a Taunt in this build. It's not that I don't have room for it (I could always drop Flurry and Whirlwind to pick it up at 24 or something and have room for Maneuvers), it's that I specifically don't want it. Repulsing Torrent is just -so- good as an Aggro Generator because it combines AoE damage, Aggro Generation, and Soft Control. Plus if there's a single dangerous runner I can always fling a Focused Burst out in place of Confront. 😄 But I did say 'Most' groups. Now obviously my build isn't complete because I don't have Weave, yet (I also don't have Flurry, I pushed that up toward the end in-game and took Boxing/Tough a little earlier). And this build is never going to be particularly well defended against Psychic Damage (22% is nothing to sneeze at, but come on that's less than a 50% reduction in incoming damage and I've only got 24% resist). But that's where Knocback Love comes in! ❤️ I start pretty much every fight against Psychics by blasting them end over end across the room. That's my Alpha: Spreading the group around a bit. I know, I know, it's not the most efficient way to win. I do aim for walls, though, -obviously- to try and get as much of the group onto the knocked down Psychics as possible. Then I start kicking their butts while they squirm around on the floor. Energy and Lethal attacks are coming at me, but even with my currently 31% Nrg/Neg defense and 72% Smash/Lethal resistance I'm not in serious danger at all! And if someone manages to get up, I've always got high chances for knockback with other attacks or could just torrent them right back into the wall. Regen, Recovery, Defense, Damage Resistance, Recharge... all of them make Knockback even more powerful! I love it to bits! ❤️
  17. Why not both? The powerset already has a moderate damage ranged attack and a moderate damage ranged AoE. Give Quick Strike some range and the set has the 3 ranged powers it needs to be an assault set. Power Siphon works just fine as it is, no need to change anything. The only power that would need changing is Taunt. And by swapping in Repel from the Kinetics Set you give the assault set a neat survivability tool that isn't overpowered or broken. It's both thought out AND a lazy port 'cause there's very little work that actually needs to be done to it. Which is great! 'Cause the team is small, right now, and we don't have a ton of animators or anything so the best we can basically hope for is mix-matched sets of extant powers.
  18. Literally just take Kinetic Melee off Brutes and port it over to Dominators. It'd take minimal effort to make it work for them. Give Quick Strike a long range, make Burst have a slightly larger area, and replace Taunt with Repel from the Kinetic Support set. Then I could make a Grav/Kin that doesn't get begged for Speed Boosts!
  19. ... she became my main. Cyclone is the best. And I'm the only Cyclone on Everlasting, right now, though I didn't get the name (Someone else is sitting on it with the intent to make a Corruptor, dang it! >_<) so I used i for L.
  20. Simple enough suggestion: Add NPC Spawns to Kallisti Wharf. Different groups on the Red and Blue sides to give people a reason to go to one side or the other when there's no costume contests around. Leave the Plaza devoid of NPC Spawns and just have it be a social locale. Harder suggestion: Make all the NPC spawns level-scaling to the person fighting them. Turn Kallisti Wharf into an "All Levels Good Time!" zone for everyone to enjoy. Even better: Add some "Street Sweep" contacts that give you strong-XP-reward repeatable missions to fight specific groups around the Wharf. By making an attractive zone for both sides to use, we might be able to pull people into doing their DFBs cross-faction in Kallisti, encourage people to team up with more variety for street-sweeping, and generally create more incentives to play together. Bonus Suggestion: Add a 'Null the Gull' type NPC to the zone so that if teams decide to stick together after street-sweeping they can head to the Null and side-swap if they need to without leaving the team.
  21. I still like the idea of doing irresistible bruising. It wouldn't quote-unquote replace defenders or support characters because they can do buffing debuffing and healing, and typically do so to large numbers of enemies. But it would make tankers more valuable against Archvillain enemies who normally have ridiculous quantities of resistance to debuff. It wouldn't have much effect while leveling characters up since the task force AVs aren't as overtuned as high-end ones. They would just die marginally faster. Meanwhile all other content would essentially be unchanged because bosses don't resist debuffs nearly as much as elite bosses or archvillains. And it's really only in the high-end that brutes and tankers really start to have this problem where a brute is better for a team than a tanker.
  22. Keywords Heraclea: For Tankers. I'm not sure if you read the rest of the post, but the thrust of it is we can increase the cap for everyone or for no one, but not on a case-by-case basis. The aggro cap is not tied to the character. It is part of the NPC AI scripts. I also remember the days when there was no aggro cap. I also remember the days when there was no target limit. I remember the days when there was no enhancement diversification. That does not mean we can give the tankers an infinite aggro amount while keeping other players limited to a lower aggro count.
  23. Mag 30 immobilize Pet aoe inherent click for MMs only affects allies...
  24. My thing is if we just continually throw out pie-in-the-sky ideas that our current development team cannot do or isn't interested in spending months or years trying to do we wind up either alienating them from the suggestions forum or burying stuff that can be done in a pile of stuff that cannot be done. if we as a community have some kind of understanding over what can be done and what cannot be done can we can make suggestions that are meaningful to the development team. That are actually useful and helpful in a rather immediate sense.
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