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Cooltastic

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Posts posted by Cooltastic

  1. I personally want to see a little more love given to Solar Flare.

     

    I like to be able to use it while flying around, and that is going to look best with the current Hand Clap animation. So let's keep that as the main animation. But let's also add character creator option to change the "when players is on ground" animation of the power to either Foot Stomp or Ground Punch animation.

     

    Also, this power really needs to have it's Knockback changed to Knockdown, which I've already been pushing in Peacebringer forum.

  2. Yeah, new emote stances would be fine too. Cause you can just macro them for easy use whenever you stop running.

     

    Question: Is there a way to bind an emote to activate upon key release instead of press? It would be great to have the emote automatically go off once you release W for this type of implementation.

  3. Anyway, this will all become moot pretty soon. Once all the Origin Pool Sets make it into the game. Those will offer more choice to your pool pics that are worthwhile. Then hopefully they will take a look at some of the older underutilized sets and see what can be done to improve them. Hell, a lot of great idea's were posted on how to improve the teleportation set.

     

    With IO's and set bonuses you don't NEED hasten. Nobody does. Like I said, it's mostly taken because there's not much else in the pool sets anyone WANTs to take other than Fighting and Leadership because they work for a mass majority of character concepts without clashing.

     

    Hasten doesn't need to be touched in the slightest. So that's where I stand on the subject.

  4. 10 hours ago, Steampunkette said:

    "Hasten is always taken because it alone is a MUST HAVE"

     

    And there it is, folks. That's the problem. The power is simply too damned good.

     

    Tell me, Cooltastic, what could we do to, say, the Stealth power that would make you choose it -over- Hasten? What buffs, what changes, what overwhelming power would Stealth need that you choose Stealth but -not- Hasten?

     

    Because that's what it would take to make "Buff the other pool powers" a reasonable suggestion. A massive power increase across the board to all the power pools so that Hasten is no longer a "Must Have"

     

    You wanna talk about Power Creep? That shit would be Power Dash. Power Mach 1.

    What would make me choose stealth over hasten? That's an easy one, toss that -speed debuff right out the damn window because I simply can't stand it and I'd take Stealth a hell of a lot more now that you can turn the FX off. Before that I strictly wouldn't take it unless I had a character concept that was ok with being translucent, like a ghost or something. I don't pic powers because they're they're considered better than other powers, I pick powers based on character concept and looks. Hell my main is a human PB with Nova, Dwarf, or Light Form. Point made.

     

    I do take hasten a lot now because you can also turn the FX off so it doesn't clash with your character now, and it keeps you able to keep attacking more often instead of standing around waiting on cooldowns.

  5. 10 minutes ago, twozerofoxtrot said:

    So I've seen this as a /emote command but uh... how do you actually get Fly poses to just be a thing all the time whenever you use fly?

    I just bind them to forward movement key. It's a lil wonky, sometimes you need to double tap forward to get it to activate but then your good to go.

    • Like 1
  6. I'm also in the camp for having more than just 1 auto application. 3-5 would be much more preferable. Some builds just have multiple things you'd like to have on Auto, plain and simple.

     

    Or we just make it so you can't put any attacks on Auto and allow us to auto everything else if we like.

  7. I had a thought...

     

    Don't know if it's a good one or not so you all can be the judge.

     

    What if AT's with defender sets got their stats adjusted by the size of the team they're in. So from 1(solo) providing the largest inherent buff to 8(full team) providing the least inherent buff. This inherent would boost they're overall damage and provide increasingly stronger buff strength to self from they're current ally only buffs. Of course this means allowing the current ally only buffs to now also effect the caster.

     

    To not change how the current full team formal is set at to greatly, I would suggest while in a full team of 8 the caster of said buffs would only receive 30% of the overall buff that they're ally's get to receive.  Then while playing solo you would get the max buff amount that your ally's would normally receive. Which means a 10% difference per teammate. All these buff abilities would obviously need to be changed to activate on yourself if you aren't currently targeting another player.

     

    Most AT's are able to solo difficult content, but AT's with these defender sets need some help to bring them up to par with these other AT's so that they're not forced to always be in a team if they want to play that AT. 

  8. This would indeed be cool to see if we actually have new animations ever getting put into the game. I would prefer to see a Stance category added to the character editor, but I wouldn't be against a P2W vendor section with abilities that do nothing other then change your stance either.

     

    On a side note, I'd also like to see a change made to "Walk" that so you can use all your powers while it's on. Cause I wan't to be able to walk around with my toggle aura's on dagnabbit!

  9. On 9/25/2019 at 2:24 PM, Steampunkette said:

    There are about 60k characters at level 50. About 50k of them use Hasten. It's one of the single most used powers in the game, far outstripping most pool powers, though less people overall use Hasten than Fly.

     

    It's a power that is, essentially, never used for Theme but exclusively used for Function. Much as how Stamina, Health, and Swift were used before the Fitness Pool was incorporated into all characters.

     

    Instead, we should increase the baseline recharge of all characters by 20% and replace the power with something else.

     

    The 20% value is based on Hasten's recharge time being 3.75 times longer than it's Duration, then dividing the 70% hasten bonus by the time difference which is 18.6%. I rounded up the other 1.4% just to make it looks more presentable. This way everyone gets the 'full benefit' of unslotted Hasten by averaging out it's effect as a permanent autopower instead of a click power.

     

    With Hasten gone we'd need a new Super Speed power. I'd like to suggest some sort of 'Combat Superspeed' ability. Perhaps a weaker version of Martial Manipulation's "Burst of Speed"? I'm open to suggestions.

     

    To be clear: This is a serious suggestion at this point. Not a ruse or a joke meant to poo poo on a different thread. Seeing the level 50 numbers on Hasten compared to the populace showed me that Hasten is the new Fitness. It may not be MANDATORY. But it is too good in relation to it's neighbors in other power pools.

     

    EDIT:

     

    After continued discussion I have revamped my suggestion to the following:

     

    1) Lower Hasten's Cooldown to 200 Seconds

    2) Lower Hasten's Recharge Rate Buff to 25%

    3) Grant all players a +20% Recharge Rate Buff starting at level 1

     

    This would allow Hasten to be 'Perma' with 2 Recharge SOs at 45% Recharge Rate increase. But would also allow people to Double-Stack Hasten if they have enough recharge rate buffs to a full 70% total Recharge Rate Increase over the current baseline.

     

    The intent is to split out portions of the buff to make it less attractive, overall, while still retaining it's ultimate function, in the hopes that more people will take the 20% recharge rate increase as 'Enough' of a benefit that they feel they don't -have- to take Hasten.

    All I have to say on this subject is this...

     

    The part I highlighted from the OP is what they're going after, but it's just not going to happen. @Steampunkette You want to have the devs spend time altering hasten and making these suggest changes in THE HOPE that less people will choose hasten, but that's just not going to happen. MOST pool powers aren't all that attractive. I can't speak for everyone but I know I'd still end up taking hasten on the majority of my chars (even if it only provided +10% recharge), over most of what the other pools have to offer. So many other pool powers need to be worked on and improved before we should even be thinking about making changes to hasten. Maybe if we were given NEW pool powers to choose from then less people would think about taking hasten. Basically what I'm trying to say Hasten is always taken because it alone is a MUST HAVE, sometime's it's because it's one of the few pool choices that isn't complete garbage aswell.

     

    So right now I think the dev focus would be better spent elsewhere to actually improve the gaming experience.

    • Like 2
  10. 2 hours ago, Demon Shell said:

    The main reason I would want this isn't for myself, I had knockdown IOs at the ready the moment I unlocked each relevant power (Luminous Detonation, Solar Flare, Photon Seekers, Nova Strike). It's for other players. I've seen PBs asked to stop using their 360 AoE powers too many times.

     

    Just last night I was in a group with a PB that was excited to have just unlocked Solar Flare, but had to be told to stop using it.

    Exactly my point! Solar Flare is the biggest problem when teaming. You get the power in the mid level range and it has a relatively short cooldown at 20secs. Teams HATE you using this power. I was actually GIVEN a knockdown converter by a teammate just so I could use the power cause everyone was complaining. Solar Flare doesn't do enough damage to equate it having knockback. Nukes like Dawn Strike and Photon Seekers sure.

     

    I actually don't have a problem with any of the other powers having knockback on them. Like I said, you get a Nuke and a MiniNuke in Dawn Strike and Photon Seekers, those are fine to have knockback because they make those powers feel that much more powerful. Luminous Detonation is a Ranged AoE, sure it doesn't do much damage but you're already at range and can focus on being at range so it's not as bothersome(still will annoy your teammates though, but I don't know if many people even take this power out of Squid Form.) Radiant Strike is a single target melee attack so you can position the knockback on it very easily and it doesn't bother your team any.

     

    Solar Flare is the only one that has become a MUST HAVE KNOCKBACK CONVERTER in it if you want to be able to use it. That tells me the power SHOULD be a knockdown power to begin with.

  11. I would like to request that Peacebringer ability SOLAR FLARE get it's knockback changed to knockdown. PB's have far to many attacks with knockback, ALL of their AoE's have it(Luminous Detonation, Solar Flare, Dawn Strike, Photon Seekers.) The only multi-target ability they have without knockback is Photon Scatter that's a cone.

     

    PB's best single target attacks our their melee attacks. So it would be nice to be able to use an AoE and then follow up with some melee attacks without having to give chase to enemies you just sent flying away. Solar Flare is a PBAoE(so you have to be in melee range to use it, so would make sense to change into knockdown) that does mid level damage. It could be a like a way weaker version of Foot Stomp(in fact it used to share that animation, I prefer the new hand clap animation but would love to see the foot stomp and ground punch become optional animations for it.) Dawn Strike is your much more devastating PBAoE, which makes sense that it would have more kick to it as far as knocking back goes.

     

    Overall I just feel like changing Solar Flare to do knockdown instead would just make it feel more fun to play, being able to play a Melee PB a bit easier. Not to mention it would make your teammates much happier if you weren't sending everything flying every 20secs(or less) just because you want to do SOME AoE damage.

     

    And yes, I know there are IO's that can change Knockback to knockdown. But I still feel this power shouldn't be knockback to begin with.

    • Like 2
  12. I would like to request that Peacebringer ability SOLAR FLARE get it's knockback changed to knockdown. PB's have far to many attacks with knockback, ALL of their AoE's have it(Luminous Detonation, Solar Flare, Dawn Strike, Photon Seekers.) The only multi-target ability they have without knockback is Photon Scatter that's a cone.

     

    PB's best single target attacks our their melee attacks. So it would be nice to be able to use an AoE and then follow up with some melee attacks without having to give chase to enemies you just sent flying away. Solar Flare is a PBAoE(so you have to be in melee range to use it, so would make sense to change into knockdown) that does mid level damage. It could be a like a way weaker version of Foot Stomp(in fact it used to share that animation, I prefer the new hand clap animation but would love to see the foot stomp and ground punch become optional animations for it.) Dawn Strike is your much more devastating PBAoE, which makes sense that it would have more kick to it as far as knocking back goes.

     

    Overall I just feel like changing Solar Flare to do knockdown instead would just make it feel more fun to play, being able to play a Melee PB a bit easier. Not to mention it would make your teammates much happier if you weren't sending everything flying every 20secs(or less) just because you want to do SOME AoE damage.

     

    And yes, I know there are IO's that can change Knockback to knockdown. But I still feel this power shouldn't be knockback to begin with.

  13. 2 hours ago, Zepp said:

    Alright, I went through the thread and am trying to get some of the best ideas for the rework:

    T1; Recall: Can target enemy (range 200) or friend (range 20,000), brings target to caster, never causes aggro. Cast time around 3s (no interrupt) and recharge around 4s. [Cast time and Recharge needs more discourse]

    T2: Tactical Teleport: Short range 30' Teleport with a 30s unstackable defense buff (similar level to combat jumping) and Teleport resistance.

    T3: Teleport: 3-5 endurance per TP, 6s hover after TP cancelled by movement.

    T4: Long-Range Teleport: Basically no change.

    T5: Teleport Assault: Chain attack.

     

    I think this sounds reasonable, and it allows people to continue to have access to all current powers with the same current requirements. It also addresses both the need for a defensive and more clearly offensive power. It is not overpowered, but each power could be reasonably desirable.

    As always, I'm open for discussion about these ideas, but I would definitely be happy if something like this was the end result of the rework.

     

    +1 to this. Sounds just about perfect.

     

    The ONLY thing I would nit pick on would be the Tactical Teleport. I rather not HAVE to teleport in order to get the defensive buff. Can't we just turn it into another toggle with the same low Def/low Cost that Combat Jump and Combat Fly have? I also wouldn't mind including some kind of lasting FX on your character when the buff is on. Maybe a sort of after image effect.

  14. 7 hours ago, Captain Powerhouse said:

    I'm going to side a bit with Nihilii here: if an equal amount of people liked the AT as is, in fact, if a plurality, not even an even split, loved the AT as is, then it's best not to mess with it. I dont think that's where the AT stands. My impression at the time, though, is that only a small minority of the players actually enjoy the nature or dependency the AT has on it's inherent.

     

    The Feast or Famine concept could be done better, but I don't think it would even fit this AT's name. Honestly, i feel it would had fit much better a no-longer possible Dominator concept. That AT also was originally designed with a Feast or Famine design, still has some of it, but there was no upside to the Famine side.

     

    I am thinking, maybe at some point in the future, an AT that allows a well implemented Feast or Famine model, where both sides had their upsides. Maybe i can make that Melee Support AT everyone keeps asking for work with such an inherent... Call it the Reaper... Famine mode makes all support abilities stronger and drastically weakens your offensive, Feast mode makes all offensive abilities stronger but drastically weakens your support abilities, and you need to build up the red meter bar to swap modes... anyways, now I'm rambling... shelving that for a so-not-soon-more-potentially-never bucket.

    If it comes with a giant Scythe melee weapon sign me the hell up!

    • Haha 1
  15. On 9/12/2019 at 8:04 PM, Cooltastic said:

    Rage Revamp: Tweaked a bit from my earlier post with a better understanding of what I was trying to go for hopefully.

     

    So this is how I personally feel the power should work based on it's theme, while giving players the ability to manage it however they like. Also boosting SS's damage potential slightly(when and if you want to push it.)

     

    First: Lower the cooldown on Rage from 4mins to 3mins. This allows the ability to get double stacked for about 30secs with roughly 95% recharge slotted. With Hasten you will be able to keep double stacked for even longer. With IO set bonuses added in you'll be able to triple stack Rage for a good amount of time. I'd like to see a build that can maintain ALMOST maintain perma Triple stacks if they want to go all in on Rage.

     

    Secondly: Change the +80 Dam/+20 To-hit to +60 Dam/+15 To-hit per stack of Rage. The First stack will provide slightly less than live, but makes up for it in the end if you want to pursue the max offensive potential of the ability. On live you can perma Double Stacked, which comes out to +160 Dam/+40 To-hit. With the suggested alterations, while triple stacked, you will be able to reach +180 Dam/+45 To-hit.

     

    Third: Remove the penalty at the end of Rage altogether and replace it with this step 4.

     

    Fourth: Your first stack of Rage comes with no negative effects, just a straight buff. Your second and third stacks will have stacking negative effects that will be applied to your character for as long as you maintain the extra stacks of Rage. These are -7.5%Def/-15%Ell/-15%Res or -10%Def/-20%Ell/-20%Res(Which ever feels more fair for the added damage/acc boost in return.

     

    Fifth: Make the End cost of 25% get spent upon activation of each stack.

     

    These are my proposed changes to revamp this power in a way that should make the majority of players happy. Those that want to manage a single stack can still do so and save slots in the process by not needing to slot Rage for Recharge, can instead slot +To-hit to make up for the lower single stack amount. Those that just want to have fun stacking Rage will still get to do so, by setting it to Auto and letting what may come happen. Lower damage Tanks who's defenses are stacked may be more inclined to triple stack because they can afford the negative effects easier. Higher DPS brutes may prefer to manage single or double stacks as to keep they're survivability up, allowing them to make use of their designated Rage Slots elsewhere. These changes help open up builds slightly more for Super Strength.

     

    These changes would make rage feel more in line with what it sounds like thematically. As your rage grows you are able to dish out more and more damage. But rage is hard to control, so as it grows it also makes you less focused on protecting yourself. The player gets to manage their character concept this way as well. Superman types would be more of a focused Rage. Hulk types would be more careless and only concerned with SMASH! 

     

    Well, that's that as they say. Hope I've described things well enough to give this some serious thought over. 

    Been awhile since I checked this thread, nothing much seems to have changed. I'm quoting my earlier post to get some of the fresher blood in here to take a deeper look into it who may not have read through every page. I still feel like this proposition is the best way to go with the power. It would make the set that much more engaging, giving Super Strength it's own little mini-game of managing Rage stacks. Sure it's not as engaging as the combo systems other melee sets have, but it's something extra for the set. 

  16. You know, there's another REALLY easy way to do this. Just add the Flaming Whip as a Flaming Sword replacement option in the character editor for the Fire Melee set that already exists. There's literally 3 attacks of each. I'd much rather have the flaming whip than the flaming swords myself.

     

    Yes, that means they would become melee ranged only as to not screw with the set.

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