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Everything posted by Captain Powerhouse
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There is no fear component to turn off on Burn. The AI simply will enter a “harassed” mode and start fleeing if too many attacks are executed against it. Burn is a power that attacks extremely often, and due to a bug, also happens to spawn many patches that means exponential increase of these attacks panicking the AI. This behavior *should* be overridden by a taunt, though, although not sure if there is a threshold were taunt won’t out weight the “harassed” mode.
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Global Boosts "inject" atttibutes into powers, so to speak. They can be strengthened by enhancements like anything else in the power. We are used to seeing most global procs flagged as "ignore strength", but these inherent taunt global procs dont have that flag. Adding Taunt enhancements to your auras will make the procs from that aura last longer.
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The radius buff is very much like Range Boost or hasten, it changes the powers dynamically unless the power description stated it’s unaffected. Those kind of buffs don’t show up in the power info but can be seen in the list of attribs for gauntlet. For reference, unaffected powers are listed in the patch notes.
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That has never been my assumption. The average enemy has a diameter of 3ft, as do players. When doing on-paper calculations i tend to go for a variety of measures to estimate "effective" target cap, using a 3ft diameter area test for enemies when looking at saturated encounters and a 5ft when measuring slightly more casual situations (that means 2ft of separation between every foe.) For PBAoEs, I always discount one target since the player also occupies space on that sphere (and I never account for 3D space and the possibility of enemies hanging above the player, as that is a rare thing to find in game.) After that, if the "effective" target cap is higher than the max targets value, I limit it to that. Even the 3ft diameter test is "lose" since only an inch of an entity's collision sphere need to be inside the attack area for it to be considered within the area. My goal with the increase in radius/arc is not necessarily to make every power hit the target caps, but instead to allow tanker versions of aoe powers have an easier time hitting more targets than the versions of the tanker peers. There are some sets that lack AoE, those need looking at independently. Even at +100%, Shadow Maul still ended just being 40 degree arc. I need to give a lot of thought about how I'll address the issues for existing sets. There are various paths I can take and they all have their problems. Dark Melee and Super Strength are great examples. Both are lacking on the AoE department, but have powers that can drastically boost the power of Epic AoE powers beyond what anyone else can. That cant be dismissed even if not everyone is expected to pick pool AoE powers. At the same time, I want any improvement to a set to be near-universal, this means it needs to help Stalker versions of the sets, and that is hard when some sets with just one AoE lost it on their Stalker transition.
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Unlikely to even hit 2 as it is, getting 5 would be extremely lucky (even if you wasted a lot of time accommodating foes.) Reason to do this then? Simple consistency. Melee cones are supposed to have a target cap of 5. There are other rule breakers, like Crowd Control, but some of them would actually result in a nerf, so go untouched.
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My 2 cents: Knockback is a mechanic that adds a lot of "power" feel to a player. It is usually disliked in this game only because it gets in the way of optimizing kill time (something that goes back to the root of this game over-rewarding kill speed instead of task completion, but that's a topic for another day.) That is a feeling of power I heavily am against removing from the game. A reason I heavily oppose the addition of a global switch for KnockBack is that as soon as it's available, anyone that does not use it will become an outcast, accused of trolling, and what not. Ideally, I would like to see improvements to the game that could help tone down (never remove) the downsides of knocback (note that most of the stuff I write here are just wishful thinking items, other than the first bullet point.) Improve Immob's ability to lock enemies in place so they cant be knocked back, across the board (In the works already) Provide a tool for melee characters to close gaps with their targets (most modern games actually give melee classes similar tools on some cool-down.) Less likely to happen, but potentially provide a tool some tool to some, like a PBAoE, that could allow re-centering a large group of enemies. Perhaps imagine a PBAoE version of teleport foe. Add Event-Driven bonuses to knockback, allowing for bonuses to powers that hit an enemy that has been knocked back (these event systems exist in game but rarely used, mostly used by suppression mechanics.)
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