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Posts posted by Steampunkette
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Forgive the weird grammatical errors, text-to-speech really sucks.
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42 minutes ago, Judasace said:
How do those mobs function if say an ungrouped level 1 and level 50 are standing next to each other when they spawn, and then both characters start attacking the mob? does it take damage as if the level 1 were level 50? Or as if the level 50 were level 1?
All functions of city of heroes are based on magnitudes. A magnitude one attack deals a specific amount of damage to a character based on the level of the character using it. When the game determines damage taken it takes in the purple patch to determine how much damage that magnitude one attack does.
When an NPC has no level it deals damage based entirely on the target's level. My magnitude one attack at level one deals 8.3 points of damage. So I will hit the level one character for 8.3 points of damage. If he then turns around and swings at the level 50 character that character will instead take 53 points of damage from the exact same attack.
It is really an ingenious system.
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You're not wrong, Uun.
But the Devs announced they'll be doing stuff with Kallisti "Soon". Which is why Echo Plaza exists, now.
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What it says on the tin.
Set all the NPCs in the zone to scale based on player level, so whether you're 50, or 1, you can enjoy the very cool zone.
Similarly, make the Missions in the zone scale to the widest possible margin. I'm not gonna ask you to make level 1 Warriors, obviously. But let's not lock it all up as 50 content or anything.
This could actually encourage players to level in and enjoy the zone as something new to do at any level range!
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So... I've been playing Dark/Martial as a "Blappy" type character. And so far? It's pretty great.
The AoE Immob holds enemies in Caltrops which I've budgeted 4 damage procs to, though I might swap one for knockdown. The fear slows incoming damage, but if it's still too great, Heart of Darkness stops it altogether.
Add in some ninja-star ricochets, leg-sweeps, and a cool spinning kick, and it's pretty cool.
I'm RPing the character as a D&D Roguelock. Grabbed Infiltration and slapped a Stealth IO into my sprint for near-stalker levels of sneakiness. On Teams I can rush ahead in stealth, pop Heart of Darkness and Caltrops, then pop out of melee to fling the Immob before diving back in for kicks and stuff.
Only 28 so far. But I put this build together for her.
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3 hours ago, Yomo Kimyata said:
Earth is for Earthlings, you dirty hippie! Get a job!
Rikti -are- Earthlings.
Woops! Spoilers. >.>
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At the time, global suppression was the only way they knew to make it work without the animations breaking in relation to movement.
Specifically: Swift.
Because Swift is a globally active power that always increases your movement speed the walk animation would have you gliding too far in relation to how fast you were actually going.
At the time of Walk's introduction, the ability to change a character's Movement Speed Cap on the fly hadn't been invented, yet. So everything was managed with speed increases and decreases. Part of why Hover has a massive fly speed penalty tied to it (Largely 'cause the Engine understands "Fly 1" as a defined value of speed and they had to lower it for hover to not just be flight since it is all based on Magnitudes)
Now that we have the ability to just set a defined speed cap (Through all the work done to create Afterburner) and use the Walk "Animation Priority" in the same way Hover has a higher animation priority than the standard flight pose...
It's possible we'll see it in time. But it's gonna take a lil' while.
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16 hours ago, PeregrineFalcon said:
For 1,000 years he has been the default pronoun in the English language when the person is hypothetical or sex of the person being referred to is not known.
Combing through a ton of descriptions and changing them to a pronoun that is "more acceptable by today's standards" is an awful lot of work just to virtual signal to your friends on Twitter/Facebook.
Speech is not violence. And being accidentally referred to by the wrong pronoun isn't going to harm you in any way.
Just in case it isn't clear: I vote 'no'.
Etymology Time!
"They" comes from Old Norse. "Sa". "Sa" was gender neutral and referred to one or many people. It became "They" in Old English, that is to say: English old enough that Shakespeare would've been like "Thy speech is most strange 'pon mine ear. Whither came thy mother and father?"
Along with "They" came Their, Them, That, and The. That's right. THE came from Sa. Again, this is -OLD- English, which was really more German than English as you'd recognize it, today.
Remember that "Thy" from Shakespeare? They became super common in use because the nordic Thin (Pronounced Thine) meant "Yours". And that became "Thou" which eventually became "You". "They" as a pronoun is older than "You" as a pronoun. Ain't that somethin'?
Don't get me wrong. "He" has existed for almost as long as "They", in various forms. But the idea that it was the default "Person of Unknown Gender" for a thousand years ignores that They has been around just as long and is still in active use and has been THE ENTIRE TIME.
It would be linguistic revisionism to pretend that "He" is and has been the default.
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Buff powers are not like armors.
There's a reason you can't put invisible thermal shields on somebody, or invisible force fields, or invisible ice shields.
It's so there are visible indicators that a character is currently under the effects of your buff.
Leadership is no different.
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1 hour ago, Mr Pierce said:
No one liked my overheal idea?
For two reasons. The first is as follows:
37 minutes ago, WindDemon21 said:No cause that already assumes you're at full health most of the time where it wouldn't be needed. The point of having reconstruction being absorb is so you can block damage letting the rest of your regen powers actually do their job rather than "instantly full health, other regen is doing literally nothing now."
And the second is: The game has no way to track "Overhealing". It's just not something the engine does. When you're healed, you gain X amount of hit points. If you're at the cap, you gain X amount of hit points but nothing happens. It still just tries to give you those hit points and a separate function keeps them from applying beyond a certain point. It doesn't actively track how much was or wasn't applied.
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29 minutes ago, Tyrannical said:
Sorry to be the rain on your parade but I think Captain Powerhouse stated that he doesn't want to put more 'mutually exclusive' picks into powersets like he did with Sentinel's Super Reflexes.
Still a pretty neat idea all the same though.
Damn. You're right. Back in September of 2019 he stated we wouldn't see more exclusive power choices for the Forseeable future.
In fact Master Brawler was an experiment that was supposed to be reverted 'cause it's a bit of a hack job in the code, but they didn't, and now people love it, so it's remaining.
Well... still! There's always hope for the unforseen future from 2019...
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16 hours ago, MTeague said:
I'm with you on the Regen Debuff Resistance being stacked out the wazoo, just like /SR gets Defense Debuff Resistance out the wazoo, to protect their whole thing.
I can't get on board with a precastable Absorb Shield. I know they went there for Sents and frankly, I'll never make a Regen Sent because of it.
For me the feel and intent of Regen should be that I DO take damage. My green bar DOES move. It just heals right back up afterwards.
I do not care how much of that is passive vs toggles vs clicks.
I don't mind it being click heavy.
Maybe something that kicks in as health drops....., so that you're not that hard to hurt, but extremely hard to put down, and spend most of the time with a green bar pinging back and forth between 50% and 100%? But I don't want Ablative Carapace by another name as something intended to heal damage before it even happens.
How about this for a change...
Dull Pain and Durable Regeneration as mutually exclusive options.
Durable Regeneration is a Toggle which increases Max HP by half the value of Dull Pain and provides a 20 second duration Absorb Value equal to the other half of Dull Pain's max HP increase every 20 seconds which dissipates if the toggle is removed. The Absorb Shield is not enhanceable, while the HP Increase value is enhanceable. There is no heal effect of the toggle.
Then a player could aim to take alpha strikes with their small absorb value (267 at level 50) while losing out on a portion of the max HP buff which decreases the effectiveness of all of their other regen-centric powers and gain a small cyclical absorb shield to slow down their HP's drop to the tune of 13hp/sec which is about equal to +115% regeneration as an up-front value.
For reference: Dull Pain on full power increases your HP/S from Regen by about 10 outside of Instant Healing and by about 50 during Instant Healing. It would lose about 1/3rd of it's overall power. So Durable Regeneration would cost you about 3hp/s regen from Fast Healing and Integration, and a further 15hp/s regen during Instant Healing for a constant 13hps. Lose 18, gain 13, but those 13 function as a shield...
... I think it could work.
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5 hours ago, HelBlaiz said:
I love the idea of the set having a couple team support modes as well as a solo mode. Number balancing would be tricky, but that just means some more time on beta. A few of the mechanics sound like they'd need some custom coding, specifically the Survival tactics ability to make a target less dangerous to you and only you. The game doesn't really have that sort of mechanic in place.
OH! Yeah.
That doesn't work at -all-. No way for it to function in the CoH Engine without designing a whole new system.
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There is nothing that you can ever do to encourage people not to farm up incredible amounts of Inf or to PL characters up to 50.
It's too simple and attractive for people to be like "Mmm... No. No. I can use Purples at 22, now, so I don't need to be 50!"
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If you're fighting an AV, GM, or other superpowerful enemy (The Incarnate Trial bosses, for example) a single Sentinel can mean a -lot- more damage from the team during specific burst windows, since the debuff affects proc damage and is unresistable.
Unfortunately it's plagued by 4 important problems.
1) It charges based on attacks, meaning you often can't pull it out on a spawn without "Wasting" it since many enemies are dead, or badly wounded, leading the Sentinel to hold it.
2) While holding it, you cannot use two of your baseline attacks, often cutting into attack chains and making the character feel syncopated rather than smooth.
3) When you do use it, it doesn't feel -strong- or -powerful-. It honestly doesn't feel like much of anything, even though the rest of the team is hitting harder.
4) Damage values feel universally low, making the archetype feel like it's floundering.
We already know that Sentinels are Opportunists, so how about Containment?
Containment, specifically doing extra damage to targets that are currently stunned, held, asleep, immobilized, or under a Fear effect, could make them feel stronger without significantly altering their overall damage output, and give them an explicit role on the team: Taking out controlled targets before they break free. An the narrative role of taking advantage of openings and opportunities.
Combine with the current Sentinel Mechanic and you'll have a Sentinel and any control characters attempting to nuke AVs while the Purple Triangles of Doom are down.
Further, outside of Dual Pistols, Energy, Fire, and Water Blast, the other blast sets all have the ability to randomly, or specifically, apply stuns, sleeps, or holds to targets, usually while doing very nice damage. And each of the Epic Pools has one or more Control Powers for Sentinel characters, ensuring every Sentinel, whether Solo or on a Team, has options to benefit from this aspect of their inherent power.
Give their AoE attacks a 25% chance to do +50% damage and their ST attacks a 50% chance to do +50% damage to controlled targets and I think you'll have a winner.
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When it launches, it will be dramatically Unreal. As in the Unreal Engine.
For all the good and the bad that that entails.
Here's a Procedurally Generated Office Mission Map.
It is clearly something they're still working on, but they undershot their production schedule estimates by an incredible margin.
MMORPGs are not something that takes even a full time Studio 2-3 years of effort to put out, unless it's going to be Shovelware. Amazon, owner of so much money it isn't funny, -announced- that they were working on New World in 2016. That game had already most likely been in production for a couple of years by that point, judging by the presented materials.
It won't be released until August of this year.
CoT is probably going to reach release. And it's probably going to look like an Indy game, no matter how many years the team puts into it. But no one had any understanding of just how -long- an MMORPG takes to create when they started. Much less as a purely Volunteer studio of people putting in passion-efforts in their spare time.
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This kind of powerset would inspire me to make a "Savage Lands" team.
Savage/Bio Stalker, Shadow/Savage Dominator, Plant/Nature Controller, Savage/Bio Brute, Wild/Sonic Defender, and a Beast Mastery/Nature or Beast Mastery/Wild MM.
Tun everywhere we fight into a Jungle and prowl in it.
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Yeah. Right now Combat Flight uses the same pose as Fly or Energy Flight or Mystic Flight or one of the Jetpacks.
It just looks kind of doofy. Granted, it's how the Hover Power originally looked before they put the hover animation in. But we're beyond that!
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I'd like to have the option to do a PB who flies around in the Hover Pose, rather than VERY SLOWLY leaning forward like I'm flying at 90 miles per hour, cape flowing in the breeze.
Pls.
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Just now, arcane said:
I think that would be reasonable for a subset of the powers - specifically ones (1) deemed either immediately permeable or almost right out of the box. Would not be appropriate for Oil Slick/EMP Arrows or Liquefy for example (though word on the street is Liquefy should be buffed a tad). And also (2) that do not allow stacking in current form. I.E. you obviously will not take my three Lightning Storms or Bonfires from me.
Oh, I was just referring to ground target buff/debuff. Things like Distortion Field, maybe.
Lightning Storm and Bonfire are both Damage/Control.
Though that -is- a good note about Liquefy. And this could also work for Heal/Regen things like Tree of Life.
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7 hours ago, Andreah said:
I'm going to add that I play several support characters, and I've never felt useless on teams, even ones steamrolling things like council radios. Other people may shine more, but that's often because I'm there supporting them.
Yes, some specific ways of supporting the team are more difficult, which Steampunkette listed out for a dark miasma defender. These require some set up time, or are tied to locations, or specific mobs. I think this identifies the ways in which some, not all, AT/power-set combinations might be disadvantaged in faster killing and faster moving teams.
1) How would you make it faster to set up a support character's area effects?
2) How would you make debuffs tied to an anchor that will likely die very fast continue to have effect?
3) How would you make fixed-location AoE buffs/debuff/effects more flexible for a fast moving team?
I'll offer some notional ideas. I'm sure there's better ones.
How about, for 1), if there was a power that let you fire off three targeted aoe's all at once, but were then stunned or exhausted, or something, for some period of time to make up for it.
For 2), what if the anchor had a chance to instantly shift to the nearest surviving enemy mob within a limiting distance when the current anchor was defeated?
For 3) What if some point-specific AoE's could be relocated? Why can't you move that debuffing gizmo once or twice as the fight moves around?
This team focused, so the problem I'm addressing is to help support characters with certain specific issues with fast moving, fast killing teams keep up; not a global buff. These might help them solo, but probably only on the margin.
This made me think...
What if Tar Patch and other "Ground Target Buff/Debuff" effects were given a sort of Faraday Cage treatment? Strip the Cooldown off of it, but make each cast destroy the last one.
That way you can -always- put down a Tar Patch, at a cost, but -only- one at a time?
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I think I might have just solved the issue of an Assault/Defense hybrid melee/ranged character...
One of the big reasons that Assault/Defense characters are generally frowned upon as an archetype concept is that there's simply no reason to not get in melee and just stay there, using such a character. Your defenses (Plus IO Sets) offset the danger, and ranged attacks can't have a -minimum- range they fire from, so why not?
One of the common suggestions is to create some sort of "Stacking Buff" mechanic which causes all the ranged powers in the Assault set to get Combo Levels based on how many melee attacks you've fired off, and vice versa. But that doesn't solve the inherent problem, it just encourages people to combo up their ranged attacks by doing a bunch of melee and then staying at point blank for the ranged attacks.
So what if their inherent actively cost them damage for doing so?
What I propose is an inherent similar to Invincible or Evolving Armor. One which gains stacks based on how many enemies are nearby. Each stack of this power would provide a Damage Debuff and a "Defensive Strength" Buff. To keep it from being -too- drastic, let's keep the Debuff at 2% per target, and the buff at 3% per target.
At maximum Saturation, 16 targets, you would have a -32% to damage. All damage. And a +48% bonus to Defense Strength. What do I mean by Defensive Strength? Same thing that Power Build up modifies: The amount of defensive benefit you get from powers, not a direct bonus to resistance or defense.
For the sake of argument, let's say you're using /Bio Armor. You've got Hardened Carapace toggled on granting you 17.5% Smashing/Lethal/Toxic. 3 SOs you're at 27%. Get into full saturation and you're Resistances jump to 40.4%. Got 16.38% defense to Energy/Negative with 3 slotted Environmental Adaptation? Get into full saturation and it climbs to 24%.
But you -lose- 32% of your damage. That's a big pile of damage lost. Meaning an Assault/Defense character would need to decide when to jump into melee, or out of it, to keep themselves in fighting shape. Should you fire off your ranged attacks, first, and only close to melee once there's only a few enemies left standing?
Or should you dive in, right off the bat, to gain the increased defensive strength to soak an alpha? Should you jump into melee once the team's support drops or would that only delay the inevitable?
Further, should we allow -control- strength also play a part in this? If you're at full saturation, should your KB hit with 48% more strength as a way to get out of full saturation? Could be an interesting way to go with it.
Kallisti Wharf Level Range: Everyone
in Suggestions & Feedback
Posted · Edited by Steampunkette
While I understand your position, @Cobalt Arachne I find I fundamentally disagree with it.
John Stewart, the Green Lantern, was not a street-gang fighting Superhero when he first started out. He was the Green Lantern, with all the weight of responsibility that it carries.
The Question, similarly, will never be strong enough to stand toe to toe with Darkseid and fight him.
I think the fundamental idea of giving all superheroes a leveling progression reflected through narrative scale was flawed from Day 1. Some characters just -are- Cosmic Scale Heroes. Some characters just -are- Street Heroes who fight gangs. And I sincerely feel like those stories are horribly underserved by a game which presumes every player must make the progression from Street Tough to Cosmic Badass.
I'll also point to Sidekicking as a major hole in the "How can we do narrative with level 1 and 50 heroes beside each other?" the answer is: Who really ultimately cares when they can put together a team of eight people ranging in level from 1 to 50 with two characters over 40 and still have a grand old time, together? Doesn't matter if Superman is there, The Question will still get lasered to death by Darkseid.
Further: We have the leveling content that already exists if someone wants to enjoy the "Leveling from 1-50" path to superherodom (Rather than just getting PLed to 50 or whatever).
And finally: That first time player starts in Atlas Park, with contacts in Atlas Park. And a boatload of other characters milling around in Atlas Park. That player will know nothing of Kallisti Wharf or any other level-scaled options around the game and will just play the game normally. Preserving the "Thrill and Engagement" of the new player growth experience.
I'm not saying "Write all new content as if all characters are level 1, level 50, or somehow both simultaneously!" because that would be obnoxious. I'm not even saying "Write all the content in this specific zone to be level 1-50"
I'm suggesting that the zone -itself- contain level scaled NPC Mobs, rather than 49-54 mobs. And that the missions be scaled as widely as possible, For some of the content that might be 45-50+. For other content maybe it would reach as low as the 30s or 20s. But probably no level 1 missions fighting Warriors.