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Cooltastic

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Posts posted by Cooltastic

  1. 7 hours ago, Bossk_Hogg said:

    Back rows typically don't need much protecting on any team w a tank type, so effectively you'd remove their inherent. Plus I don't think too many rolled an armored blaster to off-tank. Also I would just play my sentinel in melee range w the tank, so at that point, why not make a scrapper/brute and deal more damage?

     

    6 hours ago, Bossk_Hogg said:

    Sorry, maybe I wasn't clear, my "why not play a brute/scrapper" was in reference to the suggestion of giving sents a melee taunt aura and a damage boost for everyone attacking them. Key word being melee, as it would just lead many (myself included) to simply play in melee range. 

     

    Well, I wasn't thinking of it as a small ranged melee aura, but an aura that would cover the same distance of some of your bigger PBAoE's(Like the range on the Warshades DoT toggle.) But thinking more on it, it would be difficult for it to ever taunt more than a few when there's a tank around. It would still be great for team play in protecting the squishies that much more, but getting your damage/recharge boosted by those targeting you probably wouldn't work out. We would end up with Sentinels in melee greedily trying to get as much agro as they could to boost damage. So toss that idea.

     

    I guess toss the whole thing out since CP said no way to making Sents off tanks anyway. 

  2. I've been reading through this thread and came to a realization. We're all asking for way to much out of an Inherent ability. It's an Inherent, it's not something we should ever have to click on or put in our trays. After thinking really hard on this and what the word Sentinel actually means as some have stated, I believe I came up with a simple Inherent power that fits the class much better. It also helps Sentinels become better team picks and helps improve their offensive capability a bit where they seem to be lacking a bit to much. But first.... *boots Opportunity to the curb* Get outta here you!

     

    So here it is...

     

    New Sentinel Inherent: On Guard

     

    On Guard does 2 important things.

         First it gives the Sentinel a PBAoE Taunt Aura of let's say Mag 2. This Taunt Aura is strong enough to pull enemies off of your fellow ranged units that are squishier than you, but not strong enough to pull enemies off of your much more durable tanks/brutes. This gives Sentinels an actual role to play in teams, protecting the back-line ranged units from enemies that get pass the front-line.

         Secondly the Sentinel's Damage/Global Recharge gets boosted for each enemy targeting them up to a max of 10 enemies. This boost is also effected by enemy ranks, Minions granting the weakest effect and AV's/Elite Bosses granting the largest effect. This rewards the Sentinel for actively defending they're team with better DPS. 

     

    The numbers on the Damage/Recharge buffs would have to get figured out, but I feel like this format would help the Sentinel in every needed area.

    • Like 2
  3. 1 hour ago, Force Redux said:

    Let the Opportunity Bar build. When its full, the sentinel can use it to create a buff that lasts for x seconds. Kind of like Domination for dominators. It should not be affected by global recharge. Perhaps 30 second buff with 90 second downtime. So up 1/3 of the time if there is active building. 

     

    The Opportunity Bar should be ability-agnostic, that means any primary set attack builds it, and its use is not tied to the T1 or T2 attacks. 

     

    The buff should be group wide (so to enhance their appeal in groups) and will scale with the number of group members (up to 8). Everyone affected (perhaps up to 48 targets, so a raid) gains the following:

     

    Exactly what the buff should do (boosts to damage, end reduction, heal procs, etc, I leave to others. But it should to at least one offensive thing and at least one defensive thing). 

     

    +1 for this idea. Keep the name but turn Opportunity into a bar like Domination that fills as you attack. Once filled you can pop it whenever you like for a team wide buff. I suggest a +Recharge/+10% Resistance to all buff that lasts for roughly 15-20secs.

     

    If a team buff would be considered to powerful for some reason, then make it a personal buff that buffs all the sentinels recharge/defense/resistance/healing so they can really go ham for awhile.

     

    1 hour ago, Steampunkette said:

    We need something -new-.

     

    What Force was asking for would in fact be something new.

  4. 3 hours ago, Redlynne said:

    The most hilarious thing that I can think of, which almost certainly couldn't be supported, would be to make the T5 into a Teleport Foe AWAY from the Caster rather than towards.  It would basically function as a sort of "keep away" power rather than as a "get over here!" type power.  Basic idea is that the T5 would have a VARIABLE range parameter (which I don't think can be done!) which would import the range parameter of the attack power used AFTER the T5 is cast.  If the attack power used after the T5 is cast has an 80ft range, then use of that attack power would Teleport the Foe 80ft away from the Caster in a straight line away from the caster (and obstacles would shorten this range just like with any standard teleport, so you can't push stuff past geometry/walls/etc.).  Basically, whatever the range of an attack power is, the T5 relocates all $Targets hit by that power to the range of that attack power upon hitting them (although obstacles to the teleport will shorten that range).

    • T5 alone would Teleport Foe (singular) out to the range of the next single target Ranged attack.
    • T5+T4 would Teleport Foes (plural) out to the range of the next Cone or Target AoE attack.

    Total pie in the sky wishful thinking that ... but sometimes it's fun to dream.

    You could just make it so that they are repelled away from the caster phased shifted/invisible/and untargetable for a certain amount of time. You could make the repel crazy fast so that it feels like they're getting teleported back.

  5. 25 minutes ago, Some Random User said:

    Just chiming in here...

     

    Do you want to do something with [Group Fly] as well? The [Team Teleport] is a vestigial relic. I feel there is a larger game design question going on there that has an impact beyond just the Teleport Pool.

    I know this a Teleport Pool thread, but since you brought it up. I'd like to see Group Fly get tossed out and replace with a Dive Bomb attack that can only be activated while either hovering or flying. When activated it turns off any flight powers you have on and sends your character hurtling straight down in a superman dive bomb punch sort of way. Cause's damage and knockback to any enemies in the landing radius. Could use a mix of Earth breakage FX already in the game.

    • Thanks 1
  6. I just made a char with teleport and was testing out all the powers in it. I decided to keep Recall Friend, Teleport, and Long Range Teleport. I switched to my second build just so I could get rid of Teleport Foe and ESPECIALLY Team Teleport(so useless.)

     

    Here's what I would like to see happen with the Teleport Pool...

     

    Recall Friend: Make the recharge time match the cast time of the power so you can help your team out faster.

     

    Teleport Foe: Not much you can do with this other than making it stronger I suppose. I'm not really a fan of it, but I can see how some might want it. But I'll never use it again.

     

    Teleport: I'm a +1 on the idea to lengthen the hover time on teleport and deactivating it when hitting a movement key so you can hit the ground running when you want to. I hate floating right above ground waiting to be able to move. I'd also be down for adding a short range PBAoE Knock Down/Back where you teleport too.

     

    Long Range Teleport: This power is nice, pulls up a list of zones you can move to so you don't have to travel to trams or the like. It would be great if it included a few more, but it does have all the main ones.

     

    Team Teleport: What an absolutely abysmally designed power. Cost is to high, range is to short, and would be better replaced with literally any other possible thing you can think of. So why not replace it with a combat ability! I'd love to see a teleport ability in line with Pounce/Shield Charge/Etc. Here's what I'm thinking...

     

    NEW POWER: Teleport Shock: You teleport to a targeted location where you apply a 1sec stun and a 7sec -20% To-Hit debuff to up to 10 targets in a small radius around you. 

     

    I came up with 2 other idea that might be a little more difficult to implement but would be far more useful than Recall Foe or Team Teleport currently. They are...

     

    NEW POWER: Teleport Assault: This is a PBAoE attack. No target needed. This ability both phases you out(while immobilizing you) for the duration while damaging up to 10 Foes in a Large Area around you. It has a long cooldown(Maybe 2mins) and a duration of about 3.5 seconds. The FX would be a normal teleport FX around your character while your character vanishes completely until reappearing in the same spot. Effected Enemies will be hit with large puffs of teleport smoke FX repeatedly for the duration, they just need to be sporadic in nature to make it look as if your teleporting around to each one. 

     

    NEW POWER: Long Range Recall Friend: Yep, does exactly what you think it does. Let's you Recall a teammate to you who's currently in another zone. This would obviously have to have a bit of a cooldown on it but not to much that it would be completely outdone by Assemble The Team.

     

    Oh, quick edit. I'd also like to be able to change the Teleport FX to the Mystic FX in the Character Editor aswell. Also a New Teleport FX made up of Dark Armor FX would be great.

  7. 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. 

    • Thanks 1
  8. Rage Change Ideas:

     

    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: We lower the cooldown on Rage to 1:30. That should now allow for the ability to get triple stacked.

     

    Secondly: Adjust the +Dam and +ToHit to appropriate numbers so that 3 stacks is a nice boost to Super Strengths overall damage potential but not insanely OP at the same time. Maybe these numbers don't even really need changed.

     

    Third: Remove the -999%Damage part of the crash completely.

     

    Fourth: Make it so that the player only get's hit with the -Def/-Ell/-Res debuff when they have 2 stacks or more of Rage up. The debuff then gets stacked on the 3rd Rage Stack. Change it to -7.5%Def/-15%Ell/-15%Res. With 3 stacks of rage up you'd be at -15%Def/-30%Ell/-30%Res.

     

    Fifth:No Endurance cost for 1st activation. 2nd stack costs 20 End to activate. 3rd Stack costs 30 End to activate.

     

    So with these changes we now have a power that makes more sense thematically, as you're Rage grows you are able to dish out more and more damage upon your enemies. But this same Rage also makes you more and more careless and you end up taking more damage yourself. The players get's to manage just how far they want to go either way with it. Super Strengths Max Damage potential goes up with teams that can protect them. We also make it so that powers don't get wasted because of a -All your Damage crash that leaves you sitting in frustration, you get to keep being a useful member of your teams.

  9. 10 minutes ago, biostem said:

    My biggest "want" is to be able to fully customize my character and their powers.  This means everything from being able to pick from virtually any animation, (where appropriate and within the activation time requirements for said power), as well as mastermind pets.  I'd also love to see an emphasis placed on balancing the player experience around all levels, and not just 50/Incarnate.  Regardless of what we do or do not get, thank you all for your efforts!

    Oh man, adding Atom Smasher's animation to Foot Stop would be a dream come true! Without the FX.

  10. Quality of Life changes:

     

    *Making the game more controller/gamepad friendly:

         -Making it so that you can switch all targeted location based abilities to be able to be activated on a targeted enemy instead. Example: Shield Charge, Lightning Rod, etc.

         -Having an activation Icon pop up on screen when near an interactable. So we don't need to click with mouse. Make it a key that we can change in keybindings. Also being able to navigate the tram menu without mouse would be greatly appreciated. Would like to select the desired zone by using up/down on the D-pad.

     

    *Being able to place "MULTIPLE" ability's on Auto instead of only a single one.

         How great would it be to have Hasten AND Rage on Auto, I mean come on. ;D

         This would also help in making the game more controller friendly as you would need to manage less abilities on controller.

     

    *Mastermind Pets updated to be more character concept friendly:

         -Example: Beast Pets: Allow us the freedom to choose All Wolves or All Lions(Add replacement for the Dire Wolf with Large Maned Lion). Would also love to see Bears added.

         -Example: Robots: Create Mechanical Toys to switch with. Like Teddy Bears or Toy Soldiers.

         -Example: Thugs: Add female thugs! Being to replace all thugs with Clowns!

     

    *Costume Editor Equalization for Male/Females

         -Basically just adjusting pieces each has to fit the other.

         Examples:

         Metal 2 for Females

         Feral and Demonic Faces for Females

         Talon and Medusa Faces for Males

         Take a look at the hairstyles and which could be shared. I'd like to see Females get the Shark Hairstyle, but with less widow's peak. 😜

         Kheldian Belt for Females and Carnival of Light Belt for Males.

         Barbarian Skin(fur skirt/grass skirt) for Females

         Barbarian Belts and Shoulders for Males and Females. Just make the other Barbarian 2 when added.

         And much more, those were just a few I could find quickly that stuck out.

     

    *Add a Task Force Sign Up Sheet and Recruitment Feature:

         Basically add all Task Force's to the LFG tab. Then make it so we get the option to either Queue or Sign Up or Recruit for each Task Force. Signing up places your Chars Name and Archtype on a list for that Task Force. If you select Recruit you can see the list and invite those you wish to have on your team. Makes creating a well balanced team easier than just quickly advertising in chat.

         So that the system is fair, those that Sign Up first should be shown at the top of the list. 

         And obviously you are removed from the Sign Up sheet should you quit the game.

     

    *Remove or Time Gate AE

         I know this is a controversial opinion, but I honestly always felt like it ended up hurting the game more than anything else. 95%(rough guess) of what AE get's used for are Fire Farms. Everyone has a Spines/Fire build just so they can get the most bang for their buck/time. You have tons of players just sitting at AE running the same thing over and over when they should be funneled into the rest of the game taking part in the actual content. Like I said, controversial opinion on this one I know, just how I always felt about it. I'd like to see a Time Gate get added at the very least. Maybe 10hrs a week per account. Push players back into doing other things. Just my 2 cents.

    • Like 1
  11. Quality of Life changes:

     

    *Making the game more controller/gamepad friendly:

         -Making it so that you can switch all targeted location based abilities to be able to be activated on a targeted enemy instead. Example: Shield Charge, Lightning Rod, etc.

         -Having an activation Icon pop up on screen when near an interactable. So we don't need to click with mouse. Make it a key that we can change in keybindings. Also being able to navigate the tram menu without mouse would be greatly appreciated. Would like to select the desired zone by using up/down on the D-pad.

     

    *Being able to place "MULTIPLE" ability's on Auto instead of only a single one.

         How great would it be to have Hasten AND Rage on Auto, I mean come on. ;D

         This would also help in making the game more controller friendly as you would need to manage less abilities on controller.

     

    *Mastermind Pets updated to be more character concept friendly:

         -Example: Beast Pets: Allow us the freedom to choose All Wolves or All Lions(Add replacement for the Dire Wolf with Large Maned Lion). Would also love to see Bears added.

         -Example: Robots: Create Mechanical Toys to switch with. Like Teddy Bears or Toy Soldiers.

         -Example: Thugs: Add female thugs! Being to replace all thugs with Clowns!

     

    *Costume Editor Equalization for Male/Females

         -Basically just adjusting pieces each has to fit the other.

         Examples:

         Metal 2 for Females

         Feral and Demonic Faces for Females

         Talon and Medusa Faces for Males

         Take a look at the hairstyles and which could be shared. I'd like to see Females get the Shark Hairstyle, but with less widow's peak. 😜

         Kheldian Belt for Females and Carnival of Light Belt for Males.

         Barbarian Skin(fur skirt/grass skirt) for Females

         Barbarian Belts and Shoulders for Males and Females. Just make the other Barbarian 2 when added.

         And much more, those were just a few I could find quickly that stuck out.

     

    *Add a Task Force Sign Up Sheet and Recruitment Feature:

         Basically add all Task Force's to the LFG tab. Then make it so we get the option to either Queue or Sign Up or Recruit for each Task Force. Signing up places your Chars Name and Archtype on a list for that Task Force. If you select Recruit you can see the list and invite those you wish to have on your team. Makes creating a well balanced team easier than just quickly advertising in chat.

         So that the system is fair, those that Sign Up first should be shown at the top of the list. 

         And obviously you are removed from the Sign Up sheet should you quit the game.

     

    *Remove or Time Gate AE

         I know this is a controversial opinion, but I honestly always felt like it ended up hurting the game more than anything else. 95%(rough guess) of what AE get's used for are Fire Farms. Everyone has a Spines/Fire build just so they can get the most bang for their buck/time. You have tons of players just sitting at AE running the same thing over and over when they should be funneled into the rest of the game taking part in the actual content. Like I said, controversial opinion on this one I know, just how I always felt about it. I'd like to see a Time Gate get added at the very least. Maybe 10hrs a week per account. Push players back into doing other things. Just my 2 cents.

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