Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Vanden

Members
  • Posts

    3586
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Vanden

  1. I wanted to get these ideas I had for Super Strength off my chest before it gets its official Homecoming Looking-At™ and it becomes a moot point. Brutes and Tankers Power order changes Punch moved to T1 (from T2) Jab moved to T2 (from T1) (Tanker) Hurl moved to T5 (from T8) (Brute) Hurl moved to T4 (from T8) Hand Clap moved to T8 (from T5 (Tanker)/T4 (Brute)) Powers Jab On a successful hit, applies a non-stacking 20% resist debuff on target for 4 seconds and non-stacking 10% defense (Tanker)/7.5% defense (Brute) to all on self for 4 seconds Now takes Defense Buff IOs This gives the power a unique niche where you willingly lower your own DPS to improve your survivability and weaken the enemy for your team. Hurl Damage scale 1.64 -> 2.92 Recharge 8s -> 16s Endurance cost 9.36 -> 15.184 When activated within 7 feet of the target, it becomes a targeted AoE with the following stats: 8-foot radius Scale 1.327 damage 50% chance of .67 magnitude knock 5 target maximum (10 on Tankers) Now accepts both Ranged Damage IOs and PBAoE damage IOs This shores up Super Strength's early AoE potential Foot Stomp Tankers only: Radius reduced to 12 feet. Now benefits from Gauntlet's AoE size increase Foot Stomp gets a 5-foot bonus to its radius with no corresponding change to end cost, recharge, or damage. This bonus is moot on Tankers, who get a 5-foot bonus to radius to every 10-foot AoE anyway thanks to their inherent. This change lets Tankers still get some benefit from that bonus. Rage Damage buff reduced to 40% Now adds a Smashing damage proc equal to 40% of the base damage to all powers that take damage enhancements The damage buff stacks, the damage proc does not This curtails Rage's bonuses at high recharge while leaving lower-recharge builds at roughly the same performance No change to the crash, because other changes give you the tools to mitigate it if you need to; the Smashing damage proc is unaffected by the damage debuff, and Jab can help mitigate the defense debuff. Proliferation to Scrappers and Stalkers Power Order Scrapper: Jab Punch Haymaker Might Hurl Confront Knockout Blow Hand Clap Foot Stomp Stalker: Jab Punch Haymaker Assassin's Strike Build Up Placate Hurl Knockout Blow Foot Stomp Powers Jab Damage scale 0.68 -> 0.92 Recharge 2s -> 3.5s End Cost 3.536 -> 4.784 Does not have the -Resistance or +Defense effects Punch Damage scale 1 -> 1.32 Recharge 4s -> 6s End Cost 5.2 -> 6.864 Haymaker Damage scale 1.64 -> 2.12 Recharge 8s -> 11s End Cost 8.528 -> 11.024 Might A new power to replace Rage for Scrappers 50% damage buff for 10s 30% damage buff for 20s 20% ToHit buff for 40s 135s Recharge Knockout Blow Criticals for only 35% more damage +1 Mag to the Hold effect on critical 15% chance to critical all targets (Scrappers only, Stalkers have their normal scaling critical chance on teams) Stalkers only All attacks give a stacking ToHit Buff on self with a successful ToHit roll. The strength and duration of the ToHit buff is determined by the cast time and recharge of the attack, similar to Blaster Defiance buffs. Just wanted to get these ideas I've had kicking around in my head out there. By the law of "You Said Rage," this is now a Rage thread. So go on, have at it!
  2. The info window doesn't mention if powers are autohit, and it doesn't show up in the combat log, but I've never seen it miss, even on characters with substantial Ranged defense, or when I've aggroed very grey Tarantula Mistresses in Grandville.
  3. Straight from the official City of Heroes forums, it's the triumphant return of the Pants Power Pool! Pants Summer Shorts: This light garment offers unrestricted freedom of movement, allowing you to run faster and jump higher than more constraining articles of clothing. (Run Speed, Jump Height, and Jump Speed boost) Corduroy Slacks: The unique texture and material of these pants produces an annoying sound as you walk, causing enemies to not want to be near you. (PBAoE Fear Aura) Denim Jeans: These pants, are tough, rugged, and a good insulator. Perfect for outdoor activities. You must be level 14 and own at least one other pair of pants to purchase these pants. (+Resistance to Smashing, Lethal, Cold, and Fire damage) Throw Pants: Demonstrating complete mastery of the pants, you utilize the darkest pants technique known to man: you remove your pants and throw them at the enemy. With their vision blocked by your abandoned clothing, they will suffer reduced Perception and Accuracy and be Confused, attacking their allies by mistake. Meanwhile, your pantsless form will reduce your Threat Level, as enemies will not want to look at you right now. (Huge characters will have this latter effect doubled; also, there is a chance enemies will in fact like what they see and your Threat Level will increase instead.) You must be level 20 and own at least two pairs of pants to select this power. No-Pants Nightmare: With a flourish of your hand and and dramatic announcement, you reveal to your enemy their greatest nightmare has come true: they showed up to the big fight with the superheroes with no pants on! The enemy will be unable to act in embarrassment, and your allies will gain a Regeneration and ToHit morale buff from laughing at the enemy's misfortune. (Foe Hold, Ally +Regeneration and +ToHit) You must be level 20 and own at least two pairs of pants to select this power.
  4. He'd appreciate the company in the hospital
  5. Are you sure the problem isn't that you don't know how best to fight Arachnos? Tarantula Mistresses have an auto-hit -25% defense debuff that they love to use. At +4 it'll be -36%. This power alone is about 75% of the trouble Arachnos causes solo players.
  6. Right now I'm working on my Energy/Energy Blaster, Justice Guy. My next character will likely be a Cold/Ice Defender, Just Ice Guy.
  7. Okay, so as we all know it's possible to put custom sounds and textures in the game folders for the client to use. Back in the day when I was making custom icons for powers, I could take the finished product and drop it in the data folder while the game was running, and watch as the icon immediately changed from the standard image to the customized one. I could also remove those customized icon files from the folder and they would immediately get replaced by a white square image (the "file not found" placeholder). Now if you try either of those things the client just hard locks. I'm just wondering if that functionality could come back; I can certainly work with restarting every time I make a new image file, but the old way was handy.
  8. These words are nonsense! Anyone can see there's no way that can be correct! In fact, I was right, it's definitely French. I checked and it's a French translation of I've Got a Lovely Bunch of Coconuts.
  9. Let the MM APPs stand as a reminder of what happens when a feature is rushed and not thoroughly thought out. Of all the player-facing features of Going Rogue and the side-switching system, the new MM APPs for Going Rogue seem like they received the least amount of consideration. It looks like more effort was put into coming up with names for the pools than making sure the pools were good. At launch the power icons didn't even have matching colors in most of them (in fact, I'm pretty sure the matching icons they have now are a SCoRE/Homecoming thing). And now all these lame duck powers are protected by the cottage rule. Magnificent.
  10. It certainly seems like a level of difficulty that can be overcome solo, but no, there's no way to get in without 3 other warm bodies.
  11. There's nothing wrong with Radiation's damage... at least on paper. All of the powers are right where the formulas say they should be (except Irradiate and Cosmic Burst, which are around 8-9% higher). The issue is that Electron Haze and Neutron Bomb are slooow, and its only sources of safety are the extremely unreliable knockback in EH and hold in Atomic Blast, and the stun in Cosmic Burst.
  12. So it is decided! Buffs for Street Justice! Rib Cracker Damage scale 1.32 -> 1.64 Recharge 6s -> 8s End Cost 6.864 -> 8.528 Shin Breaker Damage scale 1.64 -> 1.96 Recharge 8s -> 10s End Cost 8.528 -> 10.192 Crushing Uppercut Recharge 25s -> 20s Combat Readiness now doubles all combo level gains for its duration Sweeping Cross, Spinning Strike, and Crushing Uppercut now build combo when used at Combo Level 2 or lower (they still spend combo at level 3)
  13. That's French, mi freund.
  14. Yeah, it would be pretty good on Stalkers. Real Build Up*, and it loses only one of its weak combo builders for Assassin's Strike, which not only fills the role of high-damage non-capstone attack that the set otherwise lacks, but is also Assassin's Strike. Plus, for Stalkers the set's AoE is actually good. *I can't help but notice that all the sets I know to be better on Stalkers (Staff, Kin, and StJ) are all sets with some gimmicky, weaker version of Build Up. *gives Rad and Savage the side-eye*
  15. I have a level 50 Street Justice Brute, and he just does not feel that strong. The AoEs are tiny. None of the combo builders hit particularly hard, recharging in only 3, 5, 6, and 8 seconds, with matching damage scales (Most sets have a 10s recharge ST attack that isn't even the capstone power). Combat Readiness is just plain worse than Build Up. You can't use the AoEs freely because that eats your combos. And Crushing Uppercut, even at combo level 3, is weaker than it should be for its recharge (although if you consider it a clone of Knockout Blow with the same 5-second recharge penalty, it's as strong as it should be at combo level 2 and a little stronger at 3). This set can't be bad, right? I'm just imagining things. That must be it.
  16. This would be incredibly complicated to implement. The way TW works now, there's effectively two powers in the database for every power with a fast and slow variant. If you use a power with no Momentum, the game calls one power, and if you use the same power with Momentum, the game calls another. To have 3 or 4 different levels of speed, you would need to have 3 or 4 versions of every individual attacks. And of course that means 3 or 4 animations for every power. It's a ton of overhead.
  17. I don't think I fully understand it either, I mean look at that left leg. What shape is it?
  18. IIRC Radiation Blast doesn't do any toxic damage because when the game launched there was no Toxic damage type at all. That's why there's also no Toxic defense, because it was added after the whole defense groundwork was laid out and it was too complicated to add.
  19. Where the heck are you pulling these numbers from? I know you’re not talking about damage resistance. The stun resistance in Resilience is redundant with Integration. It’s only useful if you need to use a t1 or t2 Rez inspiration. The extra effects in the other passives I mentioned are not made pointless by other powers in the same set.
  20. Everyone’s been outside the Shadow Shard, it’s where characters start right after creation
  21. Better than Resist Physical Damage, which gives 25% defense debuff resistance, or Grounded, which gives knockback protection, or Bane Spider Armor upgrade, which gives resist to all, +Max HP, and mez protection? I don’t think so.
  22. That is absolutely not a reason to buff Scourge, then, because the solution to "everyone's doing too much damage all the time and winning before support even matters" is not going to be "let the support do more damage."
  23. There has to be some kind of reason to make a change. This is all sounding more like you're bored with it now and just want something new.
  24. I don't think any change is needed at all. Yes, Corruptors don't see much use in Scourging anything weak, but that's the exact design intent behind the inherent.
×
×
  • Create New...