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.

aethereal

Members
  • Posts

    1866
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by aethereal

  1. Fair enough.
  2. Rise to the Challenge is the taunt aura in Willpower (and Willpower is one of the sets that gets taunt even on a Scrapper). I suspect that, at least at that point in the game's design history, the feeling was that for a toggle to be a taunt aura, it had to be enemy-affecting/offensive. Since then of course we've gotten taunt auras on powers with no other enemy-affecting component (like Evasion in SR for Brutes/Tanks), but at the time that Willpower was created, I don't believe that such things existed. To my mind, that's the most likely reason why RttC has -to-hit instead of +defense.
  3. The key reason that both regen-oriented sets that postdate Regeneration (Willpower and Bio) aren't 100% pure regeneration is because pure regeneration is a highly thresholded system. So like, let's say that our goal is to reduce 100 DPS to 20 DPS for a normally-functioning armor set. So for a resistance set, we'll say it does 80% resist. (So 100 DPS in attacks becomes 20 DPS in damage). For a defense set, we'll say it does 40% defense. (So instead of 50% of attacks hitting, 10% will, so damage is reduce by 80%, so 20 DPS) For a regen set, we'll say it does 80 HPS. Great, they all are now taking 20 DPS. Now let's say that the player aggroes two spawns. Whups. Instead of 100 DPS incoming, we have 200 DPS. Oh shit y'all. The resistance set now takes 80% of 200 DPS, or 40 DPS (twice the damage as one spawn does). The defense set now takes 10% of all hits, so 40 DPS (twice the damage as one spawn does). The regen set... heals 80 HPS, so it takes 120 DPS (six times the damage as one spawn does). And just instantly melts. Armor sets are much, much, much more robust to small variations in challenge if they scale to the incoming damage. Willpower accomplishes that with some baseline resists/defenses/-to-hit and also scaling its regen to number of enemies around it. Bio does it with baseline resists/defenses/-damage and scaling its heals/absorbs and regens (primarily through DNA Siphon, though also Parasitic Aura). A fixed Regen will need something like this, something that lets it scale up its heals/regen when more damage is coming in. As discussed, the power system lacks any real method to have a power's damage itself trigger a larger regeneration. You can count the number of attacks since last pulse, as Brute Fury does. You can scale up by percentage of currently available hit points. And you can scale up by number of nearby enemies. But defense/resistances offer a lot more fluid, built-in scaling that don't have as many special-case issues (for example, Willpower's scaling by number of nearby enemies makes you notably weak to single high-damage opponents). So... having defenses/resists/-to-hit/-damage is a pretty helpful tool in making the armor set non-fragile.
  4. Yes, it is. Just for funsies, let's deep dive into how much it is like what you described: Solarverse: "I always felt Regen should be more about Regenerating and less about Healing." Willpower is not at all about Healing and is very much about Regenerating. Solarverse: "In my head logic, I feel all those click powers should be turned to Regeneration Toggles." Willpower has two clicks: a resurrect and a (skippable) T9, and is broadly played with no clicks. It admittedly only has one actual regeneration toggle (and one regeneration auto, and one max health auto, and three toggles which support its core regeneration mitigation, but provide defense, resistance, and mez protection). Solarverse: "some with a heavier endurance drain than others depending on the amount they Regenerate." Willpower has different endurance drain for Rise to the Challenge versus the other toggles. Solarverse: "Click it, forget it, but watch your endurance bar or else toggles drop and you lose all Regeneration minus your passive Regening abilities." If you run out of endurance, your toggles drop and you lose all your Regeneration minus your passive Regeneration. And it is perhaps the most click-it, forget-it set. Solarverse: "Regeneration shouldn't even have a heal." Willpower does not have a heal. So there you go. Willpower is satisfies your stated requirements, almost to a T. Now, look, I'm sure that you can reply with a whole bunch of, "Well, in my MIND what I meant was blah-blah-blah," but the bottom line is that Willpower is a toggle-based, passive regeneration-oriented set. And it's a decent one. It is of course possible to envision another toggle-based passive regeneration-oriented set with mildly different powers. But it is, first, deeply unlikely that it would in actual play significantly differentiate itself from Willpower. Second, if it did, because they are incredibly similar in concept, one would outperform and obsolete the other. And third, we just don't need another passive regeneration set besides Willpower.
  5. I mean, I have no idea if you were just slyly describing Willpower as a joke, but it is clear that regardless of you personally, a lot of people want a low-or-no-click regen-oriented set, and somehow have a mental block that says that Willpower, which is that set, doesn't count because it's called Willpower and not Regen. And I do like to get the word out on occasion that if you want a no-or-low-click, well-performing regen set, it exists, it's called Willpower, and people don't need to try to turn Regen into it. EDIT: And that having two low-or-no-click regen-oriented sets that are minorly different in a few details is obviously a waste of design space.
  6. We call this set "Willpower."
  7. It'd be cool if you said things that were, you know, correct. MoG is a click as well (so is revive, though who cares). IH has a duration of 90s and a base cooldown of 650 seconds, it is impossible to perma.
  8. I remember reading your post on that back when you made it.
  9. Rain of Fire is, under the hood, a bunch of different attacks (it's a pseudopet that, basically, has a fast-pulsing damage aura). CoH's power engine doesn't exactly have a "when hit by an attack do X" system. It has a "when I pulse, count the number of attacks that have happened since the last time I pulsed" (this is how Brute Fury works, and as far as I know it's the only power that uses that mechanic, and I'm not sure of its details). In practice, I'm not sure that this idea is all that different from something like Willpower's "increase regen by every enemy within range" toggle. I think it'd be fun to have a power in Regen that automatically healed all attacks over the X seconds since they happened (so, like, when you got hit by an attack, it looked at the damage you took and healed you over time/regenned you by exactly the amount necessary to heal that attack over say 12 seconds). But that's definitely not possible within the current powers code.
  10. Here's an idea that everyone is sure to hate, half because they think it's too weak, and half because it's too strong. Add a pool power (yeah, I dunno what else would be in the pool) that works like this: Shake Free Click: Mag 4 protection (all major mez types) for 15 seconds, -30% damage debuff for 10 seconds Cooldown: 15 seconds Animation Time: Short (<1s) Endurance Cost: 5 Can be used while mezzed So the idea is that if you don't have better mez protection, you can buy this power; it doesn't need any slotting. It's perma out of the box, but you'd have to be insane to use it as continuous status protection, since you'd be clicking it constantly and it'd debuff your damage. But you can use it reactively when you get mezzed and unmez yourself, at the cost of a significant-but-short damage debuff. Result: it's definitely not going to outperform any real mez protection, but it lets you solo without constantly worrying about stocking your tray with breakfrees if you're a squishy. Getting mezzed would still suck, but if you're quick to tap the button it's like a second or so of annoyingness and a damage debuff, not 10 seconds of "you're fucked, bro." You might use it prophylactically before tackling a mob if you see a mezzer in it, while you try to kill/mez the mezzer yourself. If you want Clarion, you can respec out of it at 50. It doesn't involve any massive revamp of the mez system or new code.
  11. I think an easier way to accomplish the same basic thing would be to give a damage buff effect to all the clickies. Take the edge off the dps loss.
  12. It's binding feint > ablating strike > sweeping strike > ablating feint > repeat.
  13. You would need 500% recharge to get build momentum's cooldown to 15 seconds.
  14. Depends on whether you team or solo and if you team with masterminds. So build momentum has a 90 second recharge time, it will cap the proc rate of Gaussian's at 90% even with significant local recharge. If you have 200% total recharge (180% global for permahasten + 20% local), it will recharge every 30 seconds and you can potentially have a 90% chance of Gaussian's every 30 seconds. If you run it in tactics, I'm not doing the math from my phone, but I expect it's around a 10% chance per target (maybe somewhat less -- the floor for proc rate depends on ppm). It has a chance to proc every 10 seconds. If you're the only target, you expect roughly a 30% of a proc every 30 seconds, so 1/3rd of the uptime of build momentum. If you're teaming with seven other people, and they're all in range of tactics, then things look a lot better, each ten second round has something like a 50% chance of firing the proc, expected uptime in 30 seconds is 1.5 proc firings. Even more if there are more than 8 targets for your tactics, with maximum uptime approaching 3 proc firings every 30 seconds if you have a huge number of allies around you.
  15. The defense from infiltration suppresses when you attack or are hit by something (or if you click a glowie). If you are attacked and they miss, the defense is not suppressed. Since the stealth given by infiltration is not full invisibility, things can attack you, even if they aren't enemies who ignore stealth. The defense bonus for infiltration is clearly a minor benefit, but it does serve a purpose. Or also allows you to slot LotG global recharge, which certainly is why many people appreciate it.
  16. I think a lot of players don't successfully build to maximize the (potentially very useful) scaling resists on SR because they're so "invisible." So a few points: 1. You need to successfully survive for a bit at lower-HP totals in order for your resists to kick in. Max hitpoint increases are deceptively useful for most sets, but it can seem like SR doesn't particularly need them because it doesn't have a heal. It also doesn't have a place in-set to slot the +7.5% HP unique from Unbreakable Guard. But you should be seeking +hp (slot the unique in Tough, look at +hp set bonuses, get the accolades) to give you more breathing room between when your resists kick in and death. One reason why Tanker SR is so incredibly tough is that Tankers have enough hitpoints to survive at like 20% health when they have very strong resists. 2. Resists, just like defenses, are increasing-returns. If you have 50% base resist, +10% resist is twice as useful to you than if your base resist is 10%. So scaling resists will be more impactful if they're building on top of a decent resist basis (which you'll have to build out of tough + set bonuses). 3. I mean, this is still your secondary level of mitigation. Scaling resists, especially on non-tanks, are not going to keep you alive in situations where your opponents bypass your primary defenses (such as scenarios where enemies are auto-hitting or have a massive to-hit buff (such as Quartzes for Devouring Earth)). You'll still want beyond-softcapped defenses -- even SR's DDR lets some debuff through, you need a buffer. 4. An orange insp or two can take your somewhat-enhanced resists from mediocre to excellent, consider popping them in difficult situations. They'll also slow your rate of HP loss and let the activation of the scaling resist power catch up.
  17. Brute and Tanker are the same as Scrapper I believe -- only Stalker is different.
  18. ALL BRUTE ARMOR SETS HAVE TAUNT AURAS. Yes, including Energy Aura. Yes, including Super Reflexes. Yes, including whatever armor set you think doesn't have a taunt aura. On Energy Aura, the taunt aura is Entropic Aura.
  19. Yeah, you have to have visible armors in PvP, presumably so that players will realize if you become vulnerable.
  20. This doesn't sound true to me. Maybe you were just very briefly mezzed?
  21. The way this is implemented is though damage types (I think). Fires take cold damage. If you wanted them to take damage from earth powers, they'd need to take smashing damage, and then you could punch the fire out.
  22. People seem to have largely ignored my proposal back on page 2 or so of making procs have a percentage chance to fire and then giving powers a materialized multiplier to that chance, but I really think it does a good job increasing legibility of procs, removing some of the senseless quirks of PPM, and allowing us to tame a few powers that may be genuinely overpowered with procs without nerfing all procs into the ground (which, I agree, is not warranted).
  23. This would both be incredibly disruptive to existing builds (and what would we even do? Force respecs?) and also actually really easy to make overpowered. We don't need Neutrino Bolt more-than-doubling its DPA because it's guaranteed to fire a 100 damage purple proc with every invocation (25 times per minute).
  24. No fundamental changes. There were beta changes to the "internal timer" of epic powers (that basically made them proc as though their recharges were half as long). People have claimed that in the private beta they briefly fixed and rolled back burn. But they've never made even beta changes that has sweeping effects to all procs.
×
×
  • Create New...