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Crasical

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Posts posted by Crasical

  1. Quote

     

        Doctor Hetzfeld:
            Thank you for showing up, Character!
            Good news! The cyborgs are a success and follow my every command!
            Bad news! I'm going to use them to kill you!
            It's been a pleasure working with you, but now...
            DIE!
     

        Super Cyborg:

            Understood... master...!

     

        Doctor Hetzfeld:

            ...!?

     

        Super Cyborg:

            Master... commands!
            Obey the master...!

     

        Doctor Hetzfeld:

            No... no no no no no!

     

        Super Cyborg:

            Orders... received...!

     

        Doctor Hetzfeld:

            Not you fools! Character is the one who is supposed to DIE!

     

        Super Cyborg:

            Yes... Master...!

     

        Doctor Hetzfeld:

            Stop! Stopstopstopstopstop!
            No! Not like this!

     

    [...]

     

        Doctor Hetzfeld:

            So...
            Character... about that... betrayal...
            ...

     

        Doctor Hetzfeld:
           ...! I have more ghouls! DIE!

     

     

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  2. 4 minutes ago, arcane said:

    I’d be ok with a radius increase on VG I suppose but with an asterisk next to any mention of Time. Time is currently pretty dang overtuned/top tier at the moment and therefore should not be the standard bearer for balanced sets.

     

    I used it as an example because
    A) It's a close analogue, in being a PBAoE debuff aura, without having to factor in Weirdness like Hurricane's repel.
    B) It's a set I'm also familiar with alongside Poison

    Time is indeed pretty top-tier, but I think that's because it has a lot of very solid, very impactful powers; I wouldn't say Time's Juncture is what comes to mind when people think of Time being really strong. IMO, it's not enough of an outlier to disqualify it as a point of comparison, and that comparison is that it's got some measurable advantages in the mitigation department compared to Venomous Gas, something that is a gameplay-altering capstone that comes online 30 levels later.

  3. Here's my issue:  Time's Juncture.

     

    Venomous Gas provides (Defender Values)

    -18.75% Damage
    -12.5% ToHit


    Versus Time's Juncture's

    -25% Damage
    -15.625% ToHit

     

    Now, yes. that's deliberately a lopsided analysis: Venomous gas also does a -12.5% Base Defense debuff and a -25% Resistance debuff, which is *really nice*. That much can't be understated.
    But time controllers get a lot of other mitigation and survival tools (Farsight), their aura is ten feet bigger, and Time's Juncture is available at level four.

     

    Essentially I wish the safety net was a little wider for Venomous Gas, since it's asking you to jump into the fray like that, and the rest of the set is so bare of personal protection.

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  4. 2 hours ago, MTeague said:

    I still want the ability to grab them in a fireman's carry.

    Particularly for redside kidnappings!  I mean, come on!  Even if I'm forced to put them down before I can use any combat powers.

     

    However, I suspect the coding work for that would be .... "non-trivial". 

    So yea, having them not get stuck on doorways, or running laps around the room to find you, would be nice.

     

    I'd very much like to be able to toss a those dang mayhem mission escorts over my shoulder like a sack of potatoes to be hauled to the exit by force.

  5. It should continue to give its benefit when you're not hidden; hide remains active and still gives a small defense boost even if you're revealed and in combat.

     

    Strictly speaking you're not incorrect, but Hide has a recharge time of two seconds, costs no endurance to run, and is kind of a key stalker power, so the niche case that you're running with it turned off (and can't just toggle it back on for a second once every 2 minutes if you have to escort a hostage or something) seems comically small to me.

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  6. Competitive Mayhem Mission has always been a really cool concept, but balancing them is tricky. How do you integrate the stuff that makes Mayhems and safeguards cool into a PvP environment?

    Though doing a more dangerous bank heist does seem a great way to introduce a long-duration temp boost like the one you get from completing DFB or the Dark Astoria arcs as a reward, maybe as something that villains are trying to steal.

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  7. My personal recommendation is that before you get too deep in the reeds describing your character's steely glare or the powerful divine magical aura they radiate, put some character count towards explaining your character's 'deal'. It doesn't need to be an exhaustive backstory, but just letting people know you're a rogue arachnos operative, a thrillseeking luchador, or a praetorian mad scientist goes a long way. Keep in mind that the reader doesn't know your character, so give them the elevator pitch first.

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  8. 8 hours ago, Clave Dark 5 said:

    The real trick is to rez yourself with your own Howling Twilight cast just before death... and then level!  I haven't managed that one yet either though.

     

    The timing on Howling Twilight self-rezzes is SO TIGHT, but I keep trying to do it... I've done it once before, and that somehow convinces me that it's repeatable.

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  9. 7 minutes ago, The_Warpact said:

    Considering most complaints are not enough challenging content, empty zones, and not enough end game stuff. I'll betcha it will get more folks into them than pvp will ever do.

     

    See, I'm actually not so sure about that. It's probably impossible to get real numbers, but I wouldn't think that the very hardcore 801/pylon times/Aeon SF on Relentless crowd is much bigger than a single-digit chunk of the playerbase.

  10. I think the closest you're going to get is the /Ninj secondary for blasters, as it gives you a katana and a few attacks to use it with.

     

    There are a couple major hurdles towards getting this implemented: Katana, Assault Rifle, and Beam Rifle animations all use two hands. They would not play nice with this idea. So we're looking at Broadsword animations; and the handful of left-handed pistol shots where the right arm is reasonably at-rest. If you plunder Dual Pistols and MM/Thugs, you can get 2 that definitely work, 1 that I think is okay, and one that's fairly questionable, so about 4.

     

    Then the question becomes implementation; and there are two kind of paths that I see here that might be viable:

    A) Sword and Pistol is its own powerset.
    Now, a set integrating melee and ranged attacks should, by all rights, be a Dominator Assault set; but honestly I think a domi set with redraw would be kind of miserable to play. I think you could *just about* squeak it in as a melee set for scrappers, tankers, stalkers and brutes, with the 'set gimmick' being having a few ranged attacks. Spines and Staff both get ranged attacks of some merit, so it's not apocalyptically unheard of. I really don't know if I can see it as a blaster primary, there just aren't enough animations for different ranged attacks.

     

    B) "AND A GUN!" becomes its own powerset.
    Hear me out: The gun becomes an armor set. Name it CQC or Dueling or something of that nature, and treat the gun in your offhand like the shield from Shield Defense. The pistol becomes less of a damage-dealing tool and more to cow and debuff enemies, like Dark Armor. Upside of this one is that it might with any one-handed weapon like Shield Defense, broadsword, Axe, War-Mace, ect rather than just being with a sword.

     

    Anyway, it'd take a good deal of work for a semi niche request, but it might be possible. Interesting, at least.

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