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honoroit

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Posts posted by honoroit

  1. 1 minute ago, Blackfeather said:

    Oh! Oh! I just had another thought, one that was inspired in part by @CrudeVileTerror's suggestion about a "resolve" mechanic to help get rid of the whole "waste" of super high Overpowers.

     

    What if an Overwhelming Overpower ended up instantly defeating lieutenants and below? Not sure about the logistics of it all, but I'm thinking in instances where a Mag 50 control and above potentially occurs on minions, where it'd be "wasted", maybe it'd make sense to consider them defeated anyhow (maybe extend to the Mag 6 Overpower for just minions?). This is probably totally overpowered because I just thought about this...but it might be interesting.

     

    With the current probability tables, it's going to be more likely that weaker enemies will be downed by the damage of a status effect inducing power than them being instantly defeated, but in the rare-ish occasions that it occurs...well. Instant defeat sounds pretty satisfying, I think!

     

    As a bonus, it even gives Sleeps the rare chance to take down enemies properly in groups - pinging @CaptainLupis since they mentioned about how conditional the status effect was.

     

    Oh! Maybe @Sovera might be interested in this suggestion as well too, since this basically gives the Controller the chance to instantly defeat weaker mobs in their own, lockdown-ish way. Similarly, I think @BitCook and @Uun mentioned that they had qualms with how quickly things were defeated for controls to have an impact in the late-game. Would love to hear everyone's thoughts on this!

    This is fine (imo) as long as you lose the xp share, as with confuse. 

     

    Perhaps better would be to apply a %health dot, that does the trick, and one that won't break sleep.

     

    You're so CCd, you stopped breathing / were locked in time to point where shearing force of that, when existing in space that is not, caused damage to your corporeal form. 

  2. If I want to fire farm, the built and functional brute does, and has been, supplying all the munee for the fun characters. Something that provides distraction targets takes heat off of a non-armor class, so I'm sure carrion and the fly trap does well. 

     

    Doms musings so far:

     

    Mind/savage: great movement, quick enough casts, good st chain. Terrify cone has reach. Good av hold capability with a Dom telekinesis base. In retrospect neither slashing nor psi are good with stupid robots, but it doesn't matter too much. 

     

    Plant, thorn: was first Dom in live, 'orphaned hope' - haven't played thorn since Dom assaults got a repass. 

     

    Plant: spirit tree is cabbage. The creepers are good, pet never seems to do much. Long cast times on some abils.

     

    Elec/earth: you don't even need hasten with all the kb recharge proc abils. Hits like truck, multiple auras encourage melee. 

    Sleep patch not take Dom bonus, chain jolt is up all the time. Pets are OK.

     

    Dark: controller version of dark secondary has caused me to avoid on Dom. Exceptional primary set. 

     

    Grav: too much st ranged chain overlap between primary and secondary. Lack of slotting diversity limits final build without pooling. Better in controller. Maybe melee heavy secondary would allow st chain separation. But why not just be a thorns scrap /stalker or night widow if I want st ranged plus melee. Or a blapper if I want to pick up the new tp abil in beta. Hell or a sentinel, God forbid. 

     

    Fire: I have not gen fire a fair lick. Seems abusively good if you can keep them in fire patch bonfire thing via kb/kd. Control powers underwhelming. Pets high dmg, but quick to die. 

     

    /Martial is neat but the kicks are undignified. 

     

    Earth primary super fun, but the pet is meh. Having said that earthquake, stalig, and the hold patch are neat. Pseudo pets suffer from no mag amplification from domination. 

     

    Core problem (for me) seems to revolve around:

     

    Inadequate slot diversity for set bonuses at end in several pairings. 

     

    Several pairings end up with ability overlap which creates abil redundancy once you have permadom levels of recharge going. 

  3. image.png.38ba9fca9dfb5d8b919bfb68a104ef2f.png

    nononononono! 

     

    Wards are good, but no one does them either. In that case they're scared! If it's not council, or carnies if they think themselves spicey, people run away! 

     

    We should be robbing banks. and breaking legs... . and using MIND CONTROL on players to lure them to redside with XPs. 

  4. 28 minutes ago, ShardWarrior said:

    8 charges per day is a joke

    Yes. Don't do it at all if your going to dribble out pittance. 

     

    Keeps the memory alive, only causes bitter feelings. 

     

    What's the design intent? 

     

    Ruin community bases by removing all visit reason beyond tourism?

     

    (as to this; the paragon board of tourism should provide ae like interface for accessing bases, where there's tag based search etc. Maybe some of those help terminals get fixed up by the tourism board. Villain side, head on a puke one might suppose). 

     

    No. It's to prevent instance to instance hopping. Hop into transit, hop out in target zone, zoom to door, exit world. 

     

    You foster more dynamic other player encounter, the world feels more populated, if that skip hop goes away. 

     

    Playerbase, deal with the inconvenient. 

     

    The problem here isn't that way travel gets done changes. It's that your 'changing the rules' after they've been normalized at a level that should have never been. 

     

    So you rectify the situation, or you do not. If you are to rectify it, get the shock over with, leave no half measure glimmers of what was 'misconfiguration', and proceed. 

    • Like 1
  5. I can only imagine changes to world traversal  here were because of transit zones, and cross connect between zones that caused an emptying of the game world. 

     

    If that is the case extracate it entirely; they've got ouro, theres long range teleport. 

     

    As was, transit zones were the sole method of transit used, how training got done, and even invention tables. 

  6. If you were going to make a dominator that had to meet the requirement: it has to be better than a geared out fortunata... What would you select?

    ba24772e97b92546510df017db098e1f.thumb.jpg.4956e1394f1b5ab50b0a8b6138b8ccfb.jpg

    Where would you place the annoying, no dmg, ATOs? Would you even bother? 

     

    I love Dom, play mainly Dom... But lately by comparison I'm finding Fort practically more useful in today's meta. 

     

    There's no time to run into mobs, unless you initiate. Casts need to be quick, or you've missed the mark. You must be able to stand in the fire. 

     

    So, what would you roll?

     

    Mind savage was alright, but again underwhelming compared to Fort. So I'm at a loss. 

  7. 3 hours ago, UltraAlt said:

    City of Heroes was created as a superhero game.

    City of Villains was stuck on to it the same way that the incarnate system was.

     

    And, yeah, it did sell separately, and, yeah, IF (was there really a choice) a super hero wanted to have a base they HAD to by City of Villains.

    I played in the CoV Beta. Attached an image shot just before the CoV pre-release Beta server was shutdown.

     

    There is some fun to be had. Some people started to play simply because they could play villains instead of heroes.

    I played a limited amount of CoV (I think I had one 50 ... no farming), but was more because I payed for the game. I never enjoyed CoV as much as City of Heroes.

     

    ... and that is why I am against some mechanism to try to force me to play as a villain and THAT is the original posters goal ... to force people to play villains so that they can have someone to game with.

     

    Current server status

    Shard - H/V

    Torchbearer - 119/18

    Excelsior- 299/50

    Indominable- 71/25

    Everlasting- 169/31

    Reunion - 99/22

    Totals - 757/146

     

    If I'm calculating it correctly that's 19% of the players playing villains.

    Populations are higher at other times, but I don't think I have seen the villain population be more than 25% (roughly 1/3 the number of heroes playing).

     

    I'm not trying to argue about it being part of the game any more than the incarnate system or Praetoria.

    But I don't see the much activity in Praetoria, but hard to judge though since they are considered heroes or villains depending upon their early game choices. (based on villains alway saying how superior the villain game is, then praetoria created even later should be so much better, but, apparently, villains want to play the CoV content rather than Praetorian villain stuff... so... yeah... people like what they play; they don't play what the don't...)

    Just before CoV pre-release Beta server shutdown.jpg

    I'd argue it's less 'I dislike cov' and more a self perpetuation of 'cannot effectively group with frequency of blue side, so I don't go there'. 

     

    Again, example planetside. Why would you elect to join the losing faction, if there weren't incentive to do so. Without incentive to do so gains are quicker on the winning side. Time investment efficacy dictates 'go with winners', and a faction is effectively suppressed or eliminated. 

     

    Giving people xp changes the user calculus. 

     

    And wth is wrong with you! Don't you like robbing banks and stuff? 

    image.thumb.png.0f34c0a552ba0cebdf9071c14315bbd8.png

  8. They'd flock in droves if there was a game mechanic incentive to do so. More xp lvls 1-[50.veteran level 50], exclude ae... The blue/red ratio would flip overnight. 

     

    Alignment aside, there's good stuff red side. I couldn't agree more about mob groups. 

     

    The maps are better, the zones feel more npc occupied. It's as if it were a second iteration of CoX. 

     

    Red side, the wards, even funny praetoria place. It just goes unused. People (en masse) would feel the game bigger, more varied, and enjoyable if reward mechanics would push them onto the tour bus of this great game's experiences. 

  9. 38 minutes ago, Steampunkette said:

    Earnestly... I feel like it might be better to skip the idea of randomness to avoid permanent control. Purple Triangles exist, after all, on a 50/25 rotation. 

     

    Why not leave Overpower "As Is" for proc rates and such, with no sub-check for levels of overpower, but increase the variable value to +20 rather than double-value?

     

    That way a single Overpower Proc could hold most targets pretty well, but a pair of procs back to back could cut through purple triangles like butter, without requiring massive amounts of additional work.

     

    Functionally, Overpower would work the same way as it always has in normal content, except now you'd occasionally be able to meaningfully Overpower specific hard-targets.

     

    And because of the PvE/PvP mechanics split, we can just not mess with Overpower in PvP mechanics, leaving it unchanged, there.

    Simple mag add seems wise. It tacks on, it wears off. 

     

    With an override(!!!), what happens to stacked mag on the target? 

  10. 9 minutes ago, Blackfeather said:

    Hahah! Oh for sure - providing some way of indicating that impact I definitely wanted to do. Hence the whole Overpower!! with extra exclamation marks on the end to denote it being stronger than usual in that table. Status effects are certainly quite potent things, and I wanted to capture the feeling of the Controller putting all of their effort into one big lockdown power with this proposal...getting the nuts and bolts of it, figuring out a nice balance of numbers, etc. is the hard part, sadly! 😅

    What I mean is, you can afford to be aggressive on the chances for an extra exclamation mark override to occur, especially at the low end of the scale, I'd say (eg 60% boss) . Then something big like Mega octopus boss: 1/40, 1/30, not 1/100.  punchy! 

    • Like 1
  11. 1 hour ago, Blackfeather said:

    First of all, thank you very much for your response! I did indeed create this proposal with fun as a large part of it - personally it doesn't make much sense that a Controller needs the AV to "let" them get locked down via the whole Purple Triangles mechanic, so I thought Overwhelming Overpower would help fill in the gaps a little. I wanted to create a proposal that increased the Controller's potency with status effect powers, but also provide them with a separate niche to Dominators. I figured the difference there was "potentially more powerful, but higher variance" (Controller) and "consistently strong, but lower peak" (Dominator), especially considering that Controllers already have a chance based mechanic attached to them.

     

    The "speed" of the game was definitely a point brought up by some other users in this thread. I believe @Doomrider has said such things, as has @Sovera and @Uun. I do wonder a little if that's more of a balance issue than something to be dealt with on the archetype level, but that's neither here nor there. I'm glad to hear that you like where this proposal is going! Dominators are indeed currently the clear better choice when it comes to actually locking down the battlefield, and I wanted to even this out somewhat, in the Controller's own, unique way.

     

    Out of curiosity, what do you think of the whole +Chance to Overpower proposal that came along with the original post? I envisioned it as a more dynamic way of increasing the chance of an Overpower as compared to just upping the chances of it occurring across the board (e.g. the more magnitude stacked on an enemy, the higher the chance of triggering an Overpower). Did any of them strike your fancy/thought of a potential alternative way of increasing the Chance to Overpower dynamically?

    I think a lot of what you suggest would elegantly, and uniquely empower and differentiate the controller AT.

     

    however, I also think simple is very good for getting things done and the key point we'd agree on is: controllers cannot control things well enough. 

     

    this might be best solved by making them just apply mag bonus (or override) more frequently - and reach higher overlapped stacks of it for AVs etc.  simpler is easier to implement, simple might get done.

    • Like 1
  12. 53 minutes ago, CrudeVileTerror said:

    @honoroit, I apologize as I don't recall, but did you happen to get involved in https://forums.homecomingservers.com/topic/19655-weekly-discussion-53-how-to-increase-villain-population/ earlier this year?

     

    And remember, folks:  Everlasting is still the community leader in dedicated Redside players.  We roleplayers have a deep appreciation for The Evil.

    no i missed that 😞  i was sulking and away at the time.  but i think game reward mechanics (extra xp, not in AE) to drive folk to the lower pop side (whatever that may be) - that takes time to accrue so you don't just hop , would help tremendously.

  13. d2571f8ea19391ce00f94a40467c176e.thumb.jpg.f54b3c97bf5d4e5501fd54bf482c27ff.jpg

     

    Rogue isles is so lonely.

     

    Fired up a fresh character - and within minutes I had (by arachnos sanction no less):

     - 'negotiated' with a long bow by breaking his leg in a dialogue option

     - scrapped a bunch more and ninja'd a keycard

     - infiltrated a secret base! where I then proceeded to...

     - punch up the door guards, strip them bare and wear their clothes

     - snuck into its depths and punched up more of them

     - set the place on fire, as you do

     - chose to ignore the other villain passed out from the smoke who I'd seen longbow detain on the way in.  we can't have others rising in recluse's favor.  he'll be fine.

     - got 3x reward merits for my trouble

     

    contrast this with hero side where:

     - make friends with cosplay group

     - go to base and talk a lot

     - rescue manticore because he really needs saving by a lvl 3

     

    there's heists! casino action! an evil las vegas zone! and snakes, and super plague zombies, and luddites and boomers and legacy of chains or whatever the light mages are....

     

    but no one plays red.   i want to scream.

     

    I still think the powers-that-be should have a shot at xp/inf/something buffs with how long you stay associated FULLY with the faction that has less play - you could put it on the alignment powers.

    like planetside did for underplayed factions.

     

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  14. HI!

    12 minutes ago, Blackfeather said:

    Hello @honoroit! I noticed you mentioning that you primarily play Controllers and Dominators a little while back. As such, I'd definitely be interested in hearing your thoughts on this proposal to modify the Controller's inherent somewhat, allowing their powers to affect AVs/GMs more easily, even without the adequate magnitude to outright override the protection levels they possess.

     

    What do you think: would this be something of interest to you, is it overpowered/underpowered, would you do something else entirely? Looking forward to your response! 😄

     

    As it is now, I rarely play a controller vs dominator, and only if I'm itching for a def secondary. See I like CC, and controller is... well... underpowered.

     

    If I slot illu like I'm doing damage, why don't I just make a fortunata and wreck stuff - i don't need decoys.

    /thermal is fun to have as a secondary. there's others.  illu/poison, i guess...

     

    But you can't beat double magnitude on a button you can make perma, that also comes with an end fillup.  powers like telekinesis are worth the toggle on an av - its a mag6 base to further holds you spam, secondaries on dom with effects like disorient are one-hit-stunning bosses.

     

    if you like CC, a healthy damage scaling, super aggro playstyle (anything/savage)... and you know how to build out perma/near perma dom (you don't even need to take hasten on an elec/earth, slot all the kb for the recharge)

     

    By comparison, controller is a wet noodle, and debatably you'd do better with a def if what you want is a strong def set as primary.

     

    If anything, imo your suggestion is too low a mag bump for controllers - though I like it.  I can ALWAYS be mag 6 holds on a dom, and the extra mag from domination comes with duration boost.

     

    In today's breakneck speed where the CC character needs impact NOW or its dead, where we don't have time for 2 slow casts, or an AV half dead before you get the player satisfaction of seeing it controlled (and then that control on controller wears off super quick because you cannot keep stacking mag)... controllers need a buff.

     

    I don't want to hear about 'well controllers can have kin/dark affinity and that's great and because heals and things... so they should have weak control...' or 'you can stack -tohit with controller better and that works at high levels and everything!' - nonsense!

     

    As is, hands down, all over, in every way, a dominator is superior to a controller - at the 'control' part.

     

    So give them something. take your suggestion, and x2 all those percent chances.  I do like how it can do battle flow twisting stuff like insta cc a giant monster, rarely. fun though - and that'd be the point, one might hope.

     

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