-
Posts
1237 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Steampunkette
-
T9s can't be additive but we could increase build variety by getting players to drop other powers in their builds? But you also purport that you NEED all the other powers in your build to survive even with the Unstoppable. MAYBE you could do without a couple of powers, but you'd need the rest... Well except maybe Temporary Invulnerability. Which is a Resistance Power. So Resistance Slotted. Exactly like Unstoppable is. And also only be effective during that 66% Uptime (Unless you used Sets to make the Uptime irrelevant in which case we're back to square one). So no -actual- build variety, you're just choosing which of two powers to slot a Resistance Set into, and one of them stops working for 33% of gameplay... So.. uh... Useless? Thunderspy is That Way, you say? Cool Beans. Don't care. If you're suggesting some kind of "Fix" for Tier 9s that doesn't -actually- fix anything, what the hell is the point? Make it more useful for PvP? It's already useful for PvP and probably doesn't need an extra buff for a Niche Playstyle. If you're not looking for alternative suggestions to fix T9s then there's just no purpose to this discussion, really. 'Cause it just doesn't -do- anything outside of buffing a few sets at high end for PvP only. And if that's your real suggestion with a bunch of "We could make PvE Different, too!" thrown on top of it in the hopes of obfuscating? No thanks.
-
It seems odd to me that if you were to bring in criminals to put into a Detention cell you'd march them through your portal network (Easy Escape), Reactor Room (Lots of options for Chaos), and Parts Storage (Tools to engineer an escape) Alternatively, Portal, Reactor, Hall of Heroes, Rec Room, Security, Detention. Similarly, in the event you're using Teleporters to put people directly into Detention: When you -release- your prisoners they get to walk through areas where they could cause trouble. ... is that weird or am I just crazy?
-
I would be hard pressed to disagree... There is, however, another direction we could take them, rather than the Willpower or One With the Shield direction: Team Buffs/Enemy Debuffs. Keep the current T9s for PvP, or even give 'em the 66% uptime change, then do up different options for the rest. Radiation's got Ground Zero, Shield has Grant Cover. We could go for similar mechanics for Energy, Invuln, Electric, SR, and Ninja. Could also sprinkle in some Control effect. Invuln Alt T9: Meat Shield. PBAoE Toggle, nearby allies gain an Absorb shield. Energy Alt T9: Pulsewave. PBAoE Debuff-Nuke that applies -Dam, -Res (All), -End to all enemies in the immediate area. Electric Alt T9: Corruscating Charge. Chain Ally Heal/+Recovery. Ninjitsu Alt T9: Ninja Vanish. Targeted AoE (Ally) Placate. Throw a Smoke Bomb and your target and all allies in the area Placate nearby enemies and gain Stealth. SR Alt T9: No idea, but there could be -something-. Most of these options are largely useless to the person using them (With the exception of Pulsewave) if they're Solo, or not really a 'team player' character. So most players wouldn't feel -pressed- to Respec. But for new characters you'd have some interesting options to pull out at high level that could also play into your Epic Pool Choices for more build variety.
-
Hardcastle. Level 50 SS/Inv Brute. Didn't bother with Unstoppable, 'cause like you I wound up unkillable without it using IOs. Didn't need it. Would've been an utter waste to bother with it. If I had grabbed it? I could've turned off all my toggles and -still- been unkillable thanks to Unstoppable -and- the Set Bonuses. Saying "It wouldn't be stupidly powerful 'cause I can be stupidly powerful without it using Set Bonuses!" does not make it any less stupidly powerful. And you're right. My PB didn't solo the ITF or otherwise rush headlong into hyperdifficult content without support of friends. Didn't need to do that, either. But standard run of the mill stuff? No problem outside of Carnies, and even then it was only the Psychic ones that really messed me up (The rest do a bunch of Energy/Fire/Lethal/Smashing.). Well. That and Quantums, but that's a whole other story. The Reason I used PB as an example was because with 5% -Less- Damage Resistance and 0 DDR/Slow Resistance/Etc I was -still- a honking badass tearing through all the standard content without getting winded for more than a crash's duration. I.E. Unstoppable with none of the secondary effects you cited as the reason an Invuln character should absolutely run all their other abilities while Unstoppable is up. And, again, I need you to remember that I'm Agreeing with you that these Tier 9s are freaking useless in PvE 99% of the time. I just think your particular brand of fix "Give 'em no crash and 66% Uptime" doesn't actually fix the problem in PvE because they just do what the rest of the damned set does by themselves as regards the primary benefit of the powers in the set. If you've got 90% Resist to everything and 60% Defense to almost everything: Why bother clicking Unstoppable in PvE content? "It can have a 66% Uptime and No Crash" doesn't actually DO anything for you 'cause you're -already- maxed out on everything. The Recovery Buff? So just replace their Tier 9 with a Recovery Buff and toddle on your merry way if that's the only actual benefit PvE Players are getting from the power. Which is -why- I suggested the Absorb Shield as an Alternate Tier 9. @PeregrineFalcon -absolutely- gets it. If your Tier 9 doesn't do anything you can't already do -and- comes with any kind of penalty: Why the hell bother? For PvP this fix makes flawless sense thanks to the different way stuff is calculated for PvP Combat. For PvE? Your suggestion doesn't actually -do- anything.
-
New P2W Travel Power: Gliding!
Steampunkette replied to dangeraaron10's topic in Suggestions & Feedback
What you have in mind is "++Hop" where "Hop" is "+up" for 0.1 seconds every 0.5 seconds so the character slowly loses height. I get it. But there is no ++Hop. There's no +Hop. The game engine does not have the capability to understand a ++Hop command as a repeating signal rather than a continuous entry. ... but you -did- make me think of something that -could- work. It would just -royally- suck. Have the player use ++up while gliding, and have the Glider Power put a "Jump Height" Cap of 3ft on with double-jump capability, but pulse Jumpheight caps of 0ft every .5 seconds for .4 seconds. It would suck. But it would work. -
As someone who has played a Peacebringer at level 50 for Perma Light Form: I vehemently disagree. Yeah. The set is balanced around those other effects, but they're not -needed-. With 85% Resistance to everything but Psionic Damage and a self heal I could tank +4x8 indefinitely. The only groups that could give me a challenge were those that were Psi heavy. Even Knives with their -recharge Caltrops couldn't stop me and I had practically no -rech resistance at all. During that 66% Uptime with 90% Resistance to everything but Psi, Invuln would be stupid powerful, even without all the other toggles in the set.
-
I definitely agree that Invulnerability doesn't need a buff. But it does kinda need a Tier 9 that isn't largely useless in PvE while being essential for PvP. As to your other points: Eh. Once you're able to 3 slot Resistance SOs into Unstoppable as a 66% Uptime power, those things all become significantly less -needed- with the possible exception of Dull Pain. Mainly because everything you've listed is a secondary or tertiary effect of those powers and doesn't provide comprehensive protection against those aspects. The idea of the Absorb Power is just a rough cut for an alternate (Mutually Exclusive) tier 9. Something else could just as easily take it's place. Of course, any Tier 9 that Invuln can actually -use- in PvE without being a largely useless pick is going to be a buff for the set (Much like doing the same for all the other sets with t9s that crash after just doing what the set already does but bigger and in one power)
-
New P2W Travel Power: Gliding!
Steampunkette replied to dangeraaron10's topic in Suggestions & Feedback
If you type ++Up while Flying you'll hit the ceiling of the zone. Just like if you put ++Forward you'll eventually crash into a wall. The only reason Jump -seems- to put in multiple inputs is that your character has a maximum jump height. On reaching it, your character falls, reaches the ground, and is able to go "Up" again. Even when you're falling from that jump, though, the game has logged a "Continue Up" function and will continue to send your character in that direction, so you jump again because without Flying "Up" is synonymous with "Jump". Hit the max height, fall, lather, rinse, repeat. The command ++Up is the same between jumping and flying. Secondary limitations installed on your character make them behave differently on the player-interaction scale. For a visual confirmation of this, toggle on any power which increases your maximum jump height and tap space bar (Or whatever key you have +Up or "Jump" bound to). You won't reach the maximum height. Input ++Up and you will achieve that maximum height indefinitely until to put in a new command which counters the ++Up (generally +Up or +Down). Similarly, hold the spacebar (or other bound key) to jump indefinitely and toggle on fly or hover or one of the game's other flying options and watch your character jump into a flight and keep going straight up to the ceiling. Then do the same thing by jumping with ++Up and toggling on a flight power. -
New P2W Travel Power: Gliding!
Steampunkette replied to dangeraaron10's topic in Suggestions & Feedback
++Forward, ++Up, ++Left, ++Right, ++Down. All of them function because the game's engine reads them as "Continue until input". When you hit the Autorun key it isn't repeatedly sending a signal to the game saying "Run forward another 2 seconds". It sends a single signal and the game understands that as "Go until told to stop" ++Hop couldn't work because it's not a continuous direction, it's a matter of refreshing information. Specifically "Jump again after 0.x seconds" It's not a matter of Messiness, it's just a matter of being incredibly simple and combining both text input and movement input through the same device, a keyboard, as the default. If the game had been developed for 3 handed mutants or aliens so that mouse, keyboard, and joystick were all simultaneously used for game input there might have been more room for autofiring inputs like that which don't default to keyboard input and thus don't interfere with text input to the chat window... But it would have been more complex -anyway- and thus more likely to have not been the baseline and simplistic default. Slowing Gravity is really the only "Way" that I can imagine we could reasonably make Gliding work. It's part of why the Cryptic Engine that they built for Champions Online had the ability specifically added for "Gliding" functions to slow a character's descent or even recognize whether a player were flying up or down. Just so they could have Ice Slide and Glide as power concepts that function in the engine from Launch. -
I don't think "Buff the t9s to the point that you don't need the rest of your eight tiers of powers for 66% of playtime and they are all essentially homogenous complete protection" is any more reasonable a direction to go than "Completely revamp/replace the t9s" If the t9 powers are already "Essential" for PvP and effective during their uptime, I don't really see a reason to significantly alter that gameplay avenue from where it is, currently, as it would just upset the meta for the sake of upsetting the meta. I don't feel like it's a "Bad" idea, on it's face. As changing to static uptimes could be an interesting way to go with it. Perhaps even causing "Toggle Suppression" as a core function, especially with a Toggle Cost Reduction during the power's duration to make it so you don't have to take the time to retoggle as soon as the power crashes, allowing your character to maintain survivability outside of those "Power Modes" I just don't feel like making them flatly numerically stronger by closing holes and removing the crash is automatically the right answer, either. How about we create a compromise with an "Alternate t9" setup? One in which the current version of the t9 is largely swapped out for your version. 66% uptime, Ignore Recharge, Drastically lowered crash. Not -nothing- but not 100%, either. Maybe you lose 80% of your current stamina but your recovery remains the same? I dunno. Make it not -terrible- to come down. And then the alternate t9 is a straight up -alternate-. Instead of Unstoppable you can get Unbreakable, which grants a massive Absorb Shield that recharges a small amount every 2 seconds for a while, making it something that works -with- your Resistance-Focused powerset, offsets some of the Psi hole without plugging it (Psi would rip through the Absorb a lot better than Smashing/Lethal would, after all), and has a different type of crash at the end. Like maybe Unbreakable turns your muscles to Jello and you wind up with an 80% Damage Debuff for 10 seconds like a reverse Build Up. Still a 66% uptime, ignoring recharge. Just different. I feel like that would create a ton more build variety, and see more people using their t9 in PvE and PvP.
-
New P2W Travel Power: Gliding!
Steampunkette replied to dangeraaron10's topic in Suggestions & Feedback
Those up commands would interfere with everything else involving text or character inputs. Like right now, if you're holding the W key and use the drop-down from your Friend's List to invite someone you know, the W input bleeds over and the game registers the name as having at least one W in it, somewhere, and registers a response of "That character does not exist or is not online at the moment". You actively have to stand still to do an invite, or otherwise stop all keyboard input to do so. Can you imagine trying to type a message mid-glide and the chat-entry getting slammed back to the left every time the Up input happens? Meanwhile, you're falling 'cause the up commands aren't going into the game, they're entering the chat window. -
New P2W Travel Power: Gliding!
Steampunkette replied to dangeraaron10's topic in Suggestions & Feedback
I'd love to see a power like this. Especially if rather than a P2W power it was part of the Gadgeteering Travel Power (If and When that is ever completed and released) However: There is no "Slow Fall" function. Falling is a global speed value that isn't specific to any given character. So I don't think it could be modified without either decoupling it from the global structure of the game's engine and making it a function of individual characters... which I think -might- be impossible orrrr.... Creating a character based value which somehow interacts with the game's idea of gravity as "Magnitude 1" Gravity. And then allows characters to have .75 Gravity or .33 Gravity Magnitudes (Thus reducing fall speed by 25% and 66% respectively). And if they did -that-... they could create high Gravity Magnitudes to forcibly hurl characters at the ground at 10 times normal speed. WOOF. -
Aura of Authority (Support Set for Natural Heroes)
Steampunkette replied to Steampunkette's topic in Suggestions & Feedback
The number of people who claim someone else's imagination is "Limited" in a passive aggressive manner and then claim it isn't an insult amuses me. Even tossed in the winky face for additional condescension. That's one piece of valid feedback, though. It does have a pair of "Leadership" style toggles (with only 2/3rds of the range of either Leadership or the Spiders). However that's 2 powers out of 9 and a secondary mechanic that is ignored... So I don't sincerely feel like it should carry -too- much weight. Though maybe to "Change it Up" we could make them Targeted Toggles with a leash. Put the Defensive Maneuvers on the Tank and the Offensive Maneuvers on the Blaster to create two separate zones of influence with the Support Character standing between the front and back line throwing orders? Seems reasonable to me. -
Aura of Authority (Support Set for Natural Heroes)
Steampunkette replied to Steampunkette's topic in Suggestions & Feedback
I daresay this is not a discussion of the powerset and I'd prefer we stay on-topic. If you have suggestions to improve the proposed set or some specific reasons you think it needs redesign, feel free to describe them. But if your intent is to level a blanket insult please find yourself absent. -
We really do need more Natural Hero options in the game. Don't get me wrong, I think Devices and Trick Arrow are pretty great for Naturals, though they come off a bit on the "Gadgeteering" side for some characters. Very "Techy". So here's a set for the Battlefield Commander type character. The Drill Sergeant. The Paladin and the Pop Icon. Aura of Authority Tier 1: Walk it Off: Single Target Heal, on a fairly quick recharge. Removes up to 2 stacks of Inspired to grant a small AoE Heal and +End component. Tier 2: Focus Fire: Single Target -Def, -Res on foe with a fairly quick recharge. Tier 3: Defensive Maneuvers: 40ft radius Toggle, +Def All. Tier 4: Marching Orders: PBAoE (20ft) click on a long recharge. +Fly Speed, +Run Speed, +Jump Speed, +15% Recharge. Grants all targets 1 stack of Inspired. Tier 5: Offensive Maneuvers: 40ft radius Toggle. +Dam, +Acc, +Perception. Tier 6: Rallying Cry: Targeted AoE +Absorb, -Inspired. Grants target and nearby allies a large Absorb shield and removes up to 3 stacks of Inspired from all targets. Each stack of Inspired removed grants a +Dam, +Acc, +Mez Resistance component. Tier 7: Fire Free: Targeted AoE -Res, -Def, PBAoE +Inspired. Grants 1 stack of Inspired to all targets near the Caster. Tier 8: Sleep When You're Dead: Targeted AoE Rez, +Mez Protection, +Inspired. Applied to all allies near the target, targets any ally whether defeated or not. Grants 2 stacks of Inspire. Very long duration and recharge. Tier 9: Inspiring Speech: PBAoE +Regen, +Recovery, +Dam, +Def, +Inspired. Grants all targets in the area a massive buff which wears off in stages. Grants 5 stacks of Inspired. Very long duration and recharge. Ignores recharge rate changes. Inspired (Buff): While Inspired you gain a small stacking bonus to Regeneration, Recovery, Accuracy, and Damage. Each stack provides 8% Regen and Recovery, and +3% Accuracy and Damage, stacking up to 5 times. Certain powers remove one or more stacks of Inspired in exchange for additional effects. The Inspired Buff lasts for 1 minute, and additional applications of this buff do not extend the duration. Yes. It is a Gimmicky Set that manipulates stacks of a flat bonus that last for a long time for shorter-term effects. It should also be worth noting I intended to make "Inspiring Speech" Permanent out of the box, but at the minimum values of the power. So you get your 20 seconds of big defensive power and damage bonus, but it swiftly fades over the course of 3 minutes so you wind up with a decently valuable smaller value for just over a minute that is just falling off as you recast it.
-
rework/touch up mind control
Steampunkette replied to spiralmenace's topic in Suggestions & Feedback
My personal take on improving Mind Control: 1) Telekinesis creates a pop-up tray with a -repel toggle for 0 end. Turn it on to make Telekinesis drag enemies towards you instead of slowly pushing them away. 2) Taking Telekinesis or Total Domination causes Levitate to become an AoE. Secondary targets take a smaller amount of Smashing damage. 3) Confused NPCs treat the Mind Control Character as their "Leash" point. Rather than returning to where they spawned, they follow the controller/dominator until the Confuse breaks. Then they return to attacking the controller/dominator. These changes would make Telekinesis a -vastly- more attractive power, allow Mind Control characters to do slightly more damage, and give Mind Control characters a reason to keep using Confuse on a single target, out of combat, to bring them along as an uncontrolled "Pet". The third one would be far more difficult to implement than the first two. But none of these changes would significantly change the Mind Control Playstyle while increasing it's overall usefulness both for single player and group play. Further, no one who skipped TK would feel like they "Had" to change their spec to take it, because they'd have Total Domination in their build, anyhow, and get the Lift upgrade. Modest changes, direct improvement, no forced respecs. Win/Win. -
Sure thing! Doppelganger - Blaster (Dual Pistols).mxd
-
Move some of the PvP mini games to RV - Buff/Debuff
Steampunkette replied to Troo's topic in Suggestions & Feedback
How about, instead, we create some -new- games for Recluse's Victory? We've got the Pillboxes as a thing. What if we also do a Capture the Flag function? Place an interactable object in a couple of places on the map. Create an "Event" which lists points scored by Heroes and Villains. Clicking the interactable object makes you show up on the "Other Side's" map and minimap as a target, like the Bounty System. You gain 0 bonuses to your abilities or character while the game is in play, and you gain a very bright, clear, and most importantly -large- aura that makes it easy for enemies to spot you from a distance. You have to race across the zone without being killed to try and get the "Flag" over to the second interactable object. Your side gets a Point if you manage to finish the interaction with the object. Success grants you a Temporary Power that allows you to glow as if you have the "Flag" for up to 10 minutes as a 0-End Cost Toggle with a per-use timer. And also grants you a buff that lasts up to 1 hour so long as you remain in the zone which stacks with itself and dissipates after 1 hour (Unless it is removed before then) After 1 hour, or one side reaches 10 points, the game ends. If your side gains 10 points, all characters on "Your Side" in the zone gain 5 Reward Merits. Anyone who has the "Point Scored" power gets an additional 3 Reward Merits, up to a Maximum of 10 stacks for 35 total Reward Merits. Players on the "Losing Side" can thus earn up to 27 merits for participating by scoring up to 9 flags before the "Winning Side" gets the 10th flag. -
So I've got this character. She's a lot of fun. I like to leap in with Savage, follow with an AS, then either hit a Hemorrhage on a Boss or Rending Flurry to wipe out a whole pile of minions. I often have minor survival issues 'cause at this point I'm just using SOs with a couple of specific IOs (AS has the Hide Proc, Health and Stamina have Panacea and Performance Shifter) She always runs in Offensive Mode 'cause I love the "Bloody Hands" look for her and also I want the increased damage makes baddies fall over go boom. This build is largely theoretical, but I still wanted to get people's opinions on it. It isn't soft-capped, and only has 67% S/L Resistance, but Parasitic Aura has a 50% uptime and DNA Siphon has a 100% Uptime and I'm not afraid to swap to Efficient Adaptation just long enough to toss off either of those powers before toggling Offensive back on and slitting things up a treat. Let me know what you think? Strigolina - Stalker (Savage Melee).mxd
-
Unique Taunt IOs in Non-Taunt Powers
Steampunkette replied to Steampunkette's topic in Suggestions & Feedback
... what damage? I'm suggesting taunt-procs. No damage involved. 250% Taunt on hit. -
Energy Manipulation gets Build Up and Power Boost as separate power. I'd say give it less +ToHit and +Dam than Aim would normally have and go for it!
-
Time for Blasters to get into EVEN MOAR repel hijinx! Gravity Pulse: Use the Quick Strike from Kinetic Melee animation for a minor damage single target ranged attack with a chance to knockdown. Smash/Nrg Lift: Straight from Gravity Control. Smash Gravity Wave: Repulsing Torrent from Kinetic Melee with Knockup instead of Knockback. Smash/Nrg Propel: Straight from Gravity Control, increase the damage to High. Smash Power Build Up: For more Knock/Repel fun and the usual ToHit/Dam buff of a Build Up. Gravity Well: Body Blow from Kinetic Melee animation. Ground Targeted -Repel pet. Just slowly pulls enemies in the area toward the center and reduces their movement rate with a minor DoT. Smash/Nrg Implosion: Burst from Kinetic Melee animation, the AoE graphics appear on the target. All enemies in the area take moderate damage and get a massive -Repel and knockdown effect to yank them to the center of the effect. High Smash/Nrg. Reverse Gravity: PBAoE Knockup with Lift's Animations. High Smash/Nrg. Graviton Bomb: Targeted extreme damage attack using the Concentrated Strike from Kinetic Melee animation. Affected targets are hit with a massive knockup and a -Repel toward the center like a massively more powerful version of Implosion. Smash/Nrg. A fairly survivable and AoE heavy Blaster Set which launches enemies up into the air a ton, and occasionally flings them haphazardly around the battlefield by yanking them around horizontally.
-
You can use the fly pose animations through the normal "/e flypose#" text entry. You can also choose to customize Hover's animation in a drop-down to make it the normal Fly animation... and then use the Flypose Emotes anyway. This is all information that can be found in the Beta Forum.
-
Unique Taunt IOs in Non-Taunt Powers
Steampunkette replied to Steampunkette's topic in Suggestions & Feedback
Your Defender could also slot "Aggravation" and play tank for my Sentinel if you wanted to. Sooo... this is -clearly- a Nemesis Plot. -
Unique Taunt IOs in Non-Taunt Powers
Steampunkette replied to Steampunkette's topic in Suggestions & Feedback
I want a new Targeted AoE Damage IO Set with a Unique IO for it's 6th slot. We can call the set "Thrill Seeker". That Unique IO will pop a 250% Taunt off on every target hit by the Attack that it is slotted into. Not enough to steal aggro off a character built to taunt, but enough to protect a squishy friend, maybe. I also want a new Ranged Damage IO Set with a Unique IO for it's 6th Slot. We can call it "Aggravation". That Unique IO will pop a 250% Taunt off on any target hit by the Attack that it is slotted into. Not enough to steal aggro off a character built to taunt, but enough to protect a squishy friend, maybe. It'd be great to have a Melee Damage IO Set with a Unique IO for it's 6th Slot. We can call it "Nuisance". That Unique IO will pop a 250% Taunt off on any target hit by the Attack that it is slotted into. Not enough to steal aggro off a character built to taunt, but enough to protect a squishy friend, maybe. You get the idea. And yeah. It wouldn't strip aggro off a Brute or Tanker, or a Scrapper who is actively using their powerset's taunt. It's not -meant- to. But on a team where the Sentinel is the only character running around with a Taunt-Effect automatically going off, the Sentinel would be drawing in more aggro than the Defender. Or the Scrapper. Or the Arachnos Widow. Similarly, the Arachnos Widow or the Dominator who has their positionals Softcapped and decent quantities of Resistance might wanna play "Tank" for their team of Squishies and slot a few. Or maybe they're on a Smosh team at +4x8 rushing around in smaller groups to clear maps faster and while the Brutes are rushing groups on their own the (Insert Archetype Here) wants to play Tank for the Support/Control character they're map-clearing with. Using this IO they could. Especially useful for duos and other "Small Team Formats" for when you don't want/have an actual tanky character in the small-team. Does that make more sense?