IanTheM1

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  1. Quote:
    Originally Posted by DvandomZ View Post
    BTW, I have zero problem with Ascension Armor only being usable by L50s. The whole point is that it's supposed to be a visual cue that someone is an Incarnate.
    Which is a complete betrayal of what the game was built on. Besides, the concept is ruined by itself existing. Why would I want to wear a flashy Incarnate uniform if everyone else is going to be?
  2. Quote:
    Originally Posted by Vanden View Post
    Why is Kinetics the only set listed that gets an AoE mez protection buff? Oversight?
    Increase Density is also an underrated resistance buff. That change also worries me because it lessens the chance of them looking at how a buff that cannot be sensibly used reactively is balanced like a reactive power.
  3. Actually, correction, it's a moot point because the armor is tied to being Level 50, not being an Incarnate. So much for that flimsy argument.
  4. Quote:
    Originally Posted by Golden Girl View Post
    You're not an Incarnate untill the game says you are
    I beg to differ. Also, Mortimer Kal.

    (Also please, offer another of your gems explaining how random glowy armor set #401 is clearly and definitively indicative of Incarnatehood.)
  5. Quote:
    Originally Posted by Golden Girl View Post
    Anyone can make a tech item - but maybe Incarnate armor can only be made or worn by people who have links to the Well
    Huh, I'm pretty sure every single one of my villains have links to the Well, thanks to Mortimer Kal.

    Also my Prince of Demons character has essentially been an Incarnate from level 1, and Issue 6. I hope I get the set for free if I mention that in my bio.
  6. Quote:
    Originally Posted by Golden Girl View Post
    But this is Incarnate armor - you wouldn't be able to use it unless you were an Incarnate
    I too can make arbitrary arguments. I forbid you from wearing the Incarnate armor because your name starts with G.

    Also let's make it so you're not allowed to use tech costume pieces unless you're tech origin.
  7. Quote:
    Originally Posted by ZephyrWind View Post
    OK, so we can forego the codes, but I think the merchandise would be cool.
    More CoH merchandise period would be cool.

    (Also, as someone whose Loyalist is a TPN reporter, unsigned to making TPN-related costume parts exclusive.)
  8. IanTheM1

    Civilians

    1) Make targetable civilians immune to slows. I hate when they get bunched up on a Tar Patch or due to Snow Storm. That's legitimately annoying and problematic.

    2) Reduce the activity on non-targetable civilians in normal missions. Their tendency to run back and forth through a room and actually secretly follow the player character is terrible and distracting.

    Outside of those two behaviors, /unsigned. In all instances of Mayhem missions, the civilians are programmed to immediately flee the bank once you "aggro" them, which means they shouldn't be much of a problem as long as you wait all of two seconds for them to get out of the way. Also, basic corner pulling strategies instantly eliminates guards "shooting you up with immunity".

    Secondly, them being targetable is much preferable for characters with powers that can drain off of lots of targets - Soul Drain, Twilight Grasp, Fulcrum Shift, etc.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    Blazing Aura, Hot Feet, Fire Shield, for starters. Hover to keep me out of melee in every instance.
    Well there's a problem right there. Fire Manipulation only has 2 powers that provide any form of mez, and it's largely movement-based mitigation, plus the likely unreliable afraid effect in Hot Feet. Though I'm not quite clear how Blazing Aura or Hot Feet actually get anything done if you're hovering above melee. Or for that matter, how you melee. Do you swoop in and out?

    Quote:
    Any power I have no use for solo is a power I have no respect for, at least on an AT that's not designated support, which Blasters aren't. And you are correct - there is almost no instance solo when a nuke's drawbacks are worth it. That's my entire point. I've taken and used at least Nova and Inferno, and in neither case did I ever find using a nuke to be an advantage. It was cool, yeah, but it was also far too stressful and far too pointless as compared to what else I could do.
    That's not what I said. I said that there's no point where a Blaster would encounter a group while solo that would be worth nuking. If you did stumble into 8-16 enemies, then it would probably be worth it.

    Quote:
    It's simple enough to hold that one lieutenant, yes, but what of the other minions? All it takes is one Malta Operative with a Taser, one Tsoo Yellow Ink Man and you don't get to nuke, then you get mobbed and killed. Or, more commonly, it's fairly simple to hold that one Chief Mentalist and then watch as the other four drones proceed to juggle you in the air for the next 10 seconds. The more I delay nuking, the higher the chance that I won't get to do that at all.
    You don't fight Yellow Ink Men in any of the level ranges you can nuke. Malta are a pain to fight, period, and Rikti are binary, in my experience. Either they pose no threat or they're wrecking you.

    Quote:
    You're reading too deeply. I try to not use inspirations in every fight when I play, but with Blasters, I have to do that very often. When I fight normally, I have a very high chance of not using any inspirations in a fight. When I use a nuke, I almost always have to pop a blue or a green afterwards if ANYTHING survived, even just a single minion. Inspirations are consumables, which means sometimes, they simply run out. I can't afford to make a build which fails without inspirations in my tray. That's my chief grief with the "just use inspirations!" mentality. Yes, that's a viable strategy for one big encounter where if I'm not prepared, I can back out of the mission and prepare, but not a viable strategy for running an entire mission, because I simply run out too fast.
    This just confuses me even more. You're not trying to clear the whole mission with just your nuke, eh? And when I say "use inspirations to mitigate the crash" I mean "pop a blue and just deal with the problem or pop a single tier 1 purple, which will nullify 90% of trouble in the entire game". Plus I only suggested it as a method of hedging your bet against the gamble of using your nuke in the first place.

    Personally, I've never actually experienced any nuke fails, largely since I always pair mine with Aim and Build-Up.

    Quote:
    Originally Posted by Zemblanity View Post
    Nukes aren't available only on blasters, corruptors and defenders have them too. Anyway, examples of toggles:
    In Sam's case he was exclusively talking about Blasters. In your case, I was objecting to the idea that it would take a significant amount of time to retoggle important powers, regardless of AT.

    Quote:
    Blaster (En/Dev) - Cloaking Device, Targetting Drone, Combat Jumping, Acrobatics, Tough, Weave, Charged Armor. That's seven toggles, and around 10 secs worth of retoggling once I get a bit of endurance back. If I use a nuke, they all crash. Without them, my defence plummels, I lose all of my s/l damage resistance (which is over 50%), I lose my +tohit, I lose my protection against immob, hold and knockback, I lose my unsurpressed travel power (jumping around), and I'll no longer be invisible once the fight ends.
    You wouldn't be invisible when the fight began anyway - Cloaking Device suppresses like most stealth powers. If Targeting Drone is your sole method of landing hits, there's a bigger problem. The rest are more important, but aside from Tough all activate pretty darn quick. Yes, together they all add up into a large time investment but one, you don't need all seven toggles running to deal with a few nuke leftovers, and two, every single one of those powers can be activated while moving.

    Quote:
    Defender (Rad/Rad) - Radiation Infection, Enervating Field, Hover, Maneuvers, Assault, Tactics, Tough, Weave, Temp Invulnerability. That's 9 toggles and around 15 secs worth of retoggling once I get a bit of endurance back. If I use a nuke, they all crash. It's even worse here, because not only am I directly affected by the loss of the toggles, but my entire team is suddenly facing whoever survived the nuke without my team buffs or enemy debuffs, which regardless take at least 8 secs to recharge.
    This sounds borderline fictitious, or you've got the difficulty cranked too hard. Between all of your debuffs and buffs, you nuke, but somehow leave enough enemies alive (either by not doing enough damage, missing, or hitting the target cap) that your team cannot handle them without your debuffs? Every single Defender nuke with a crash, with perhaps the sole exceptions of Nova and arguably Thunderous Blast, leave a hyper-potent lingering debuff or mez (or both) on enemies. This is also implying that your teammates are incapable of covering you in any meaningful way, since none of your personal defenses should be immediately necessary, especially if you can get the first two toggles back up. (Rad Emission also comes with a built-in recharge buff, which means the majority of the time your main toggles are coming back up in six seconds rather than eight.)

    And if that was the case, that you were the sole thing keeping your entire team alive, then yeah, don't nuke. Defender nuking comes down to making the judgement call of taking yourself out of the fight for a few seconds in exchange for some burst AoE damage plus a singular, powerful debuff. How useful that would be varies wildly with your build and play style.

    Also do you take Tough and Weave on all of your characters...?

    Quote:
    Good advice. We're still stuck on Dupont circle here.

    "I don't use my nuke because it's useless to me",
    "What? It's very useful, but you shouldn't use your nuke",
    "I won't, because my nuke is useless to me",
    "Good, it's very useful, but you shouldn't use your nuke".
    The original purpose of this thread was addressing the imbalance between powerset nukes and Incarnate Judgement powers. But most of the arguments I've been countering have really been less "Nukes are unbalanced!" and more "Well I don't like nukes. Make them different to please my sensibilities.". You may not find yourself in the situations where nuking is totally worth it all that often, but I very much do.
  10. Quote:
    Originally Posted by ClawsandEffect View Post
    An early Positron is in the back left, and I believe the monocle guy is a really early version of Synapse (I've seen other shots where he is shown to be a speedster)
    Nah, the proto-Positron only shows up in the other shots, not the loading screen. What's only interesting now, thanks to recent events, is that his radiation is very blue and fiery...

    Quote:
    Originally Posted by Dinah Might View Post
    I think it is fair to say that the "Top Knot Guy", "Bug Armour Guy", and the "Monocle Guy" have names, or at the very least "File Names" as they appear in several promotional art work posters:












    Actually, wow, from a lot of these it looks like the designs have essentially been promoted to separate characters. You even have proto-Posi standing right next to Positron in one.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    That argument is more to the effect that once you nuke, anything you survive is going to attack you, and you're going to be out of endurance with no toggles and potentially low on health. There are some nukes which have the benefit of control effects on them, such as Blizzard which leaves the Blaster pretty safe as enemies are slowed and slipping. But something like Inferno really just doesn't.
    There are those toggles again. What toggles are you running on your Blaster?

    Quote:
    Furthermore, all nukes that I've ever used are slow, with animations of over 2 seconds. What this means is that you're sitting in essentially a large, full spawn, taking fire from everybody for over two seconds. Now, this is rarely enough to kill a Blaster, as I've found out, but it's usually enough to drop that Blaster into the orange, if not red. So if you nuke a large spawn and end up with orange health and no endurance AND a boss survived, then you are in deep, deep trouble, especially if said boss is a Tank Swiper or a Hewer Elite or a Gunslinger or some such.
    Snipe boss, remove a fourth of his health, step in, nuke. That's what I would try. Of course, I can't imagine actually encountering resistance tough enough to make me want to nuke while solo.

    Quote:
    First of all, shooting a hold at a problematic enemy before firing a nuke just means that the NPCs have that much more of an opportunity to kill you before your nuke fires, or to ensure you trade holds with them.
    That highly depends on what you're fighting and how you're going about it. If you're trying to mez a boss, yes, it'll leave you open while you go about it. But if you're one-shot holding a lieutenant, say, it's a simple jump-hold-land-nuke operation.

    Quote:
    Additionally, Blasters are the only AT I've ever played which is completely and utterly ****** without inspirations, if you'll pardon my language. If I don't have purples on hand in case I slip up or face a nasty spawn, I die. If I don't have break-frees for those holds at inconvenient times, I die. If I don't bring enough reds to the right fights, I die.
    Quote:
    Except for Blasters, who use more inspiration drops than they actually get by a fair margin, so I never have any left over just in case I opted to nuke a spawn instead of fighting it conventionally. Really - why nuke and use up my inspirations when I can fight normally and very likely need to use none at all?
    Wait, which is it? Do you need to use all of your inspirations all the time on your Blaster just to survive, or need to use none at all? Also, maybe I'm just reading too deeply, but are you implying you would need to use all of your inspirations to survive a nuke crash?
  12. As far as I understand it, what the mace looks like has nothing to do with redraw. They could look identical and you'd still have redraw. It all comes down to the animation rigging.

    Considering War Mace was added amongst several other sets, I'm not surprised it wasn't looked at how it interacted with Mace Mastery too closely.
  13. I'm still patiently waiting for Ice/Ice Brutes. Solely so I can subject the world to a painfully bad pun name.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    As you mention, probably the most popular use of Devices Trip Mines is to toe bomb, largely because the interruptibility makes them useful for not a lot else.
    The real question is if that interruptable period was kept as-is because you can toe bomb. Device's relative safety thanks to Smoke Grenade + Cloaking Device makes things complicated to balance.
  15. It looks like the same model used in the original trailer, where she fights alongside Statesman in WWII, so yeah, my bets are on Maiden Justice. I wonder if Ms. Liberty was originally just meant to be MJ.

    (Actually, looking at this CoV wallpaper shows the model was apparently recycled for Ms. Liberty anyway.)

    Aside from Sister Psyche right next to Statesman and Back Alley Brawler in the back, the rest are heroes created for promotional materials, AFAIK. The Top Knot guy and Tech Monocle dude show up in a lot of early posters and wallpapers. I believe the blonde all the way to the left showed up in a City of Villains promo shot, but I'm failing to dig it up via the Wayback Machine.
  16. Quote:
    Originally Posted by Stalemate View Post
    Overall, I liked it a little better than the Rikti Invasion.
    As someone who generally dislikes Rikti invasions (along with Zombie invasions for that matter), I thought the event was pretty cool, mostly since the devs running it were clearly spicing things up with fun or funny gimmicks.

    In the case of Virtue, there were just lots and lots and lots of Neurons, followed by him using his "resurrection serum" on the IDF, at which point a Zombie invasion triggered.

    Considering the event is being run semi-manually, and they're trying to get the most out of the available toolset, I think it was pretty enjoyable. Definitely not a "let's do this every weekend!" sort of event, but enjoyable.
  17. Quote:
    Originally Posted by Nihilii View Post
    Buffing the enemies has the same identical effect as nerfing the players.

    Scratch that ; it actually nerfs the player further, as those without incarnate abilities suffer a net loss at best.

    So, in your attempt to stop the nerfs you're essentially advocating to nerf twice harder. Good job.
    This. I love how many hoops people try and jump through to avoid advocating a nerf to player characters, lest they upset someone with the notion. But sensible balance dictates that you fix the outlier, not change everything else around it.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    I have a very strong dislike for the entire "set trpas" mentality of long-activation interruptible setupu powers like mones, bombs, the gas trap, the gun drone and so forth. It feels like they were designed for an entirely different game, one where preparing an ambush and strategically drawing enemies into it was a major part of gameplay. In City of Heroes as it stands right now, that tactic is a last resort if your direct-application powers fail, and it attaches an unnecessary time investment, forcing one set to spend considerable set-up time to achieve what another can in real time.
    With the rising ubiquitousness of ambushes and gimmick fights (such as the BAF), the usefulness of trap powers is actually slowly going up.

    But that said, no, I don't believe trap powers were ever really examined to see if their interrupt/activation/recharge times were really balanced logically. Of course, Devices probably throws everything out of alignment by being able to toe bomb enemies.

    Quote:
    As such, I would argue for turning Poison Trap into a tossable power. Toss a vial on the ground over a short range (call it Caltrops range) and have it stay there until someone steps on it. If thrown at someone's feet, then it would trigger immediately. That way it gets to serve as a trap AND as a direct-application power. I feel the power's actual stats also need tweaking, but I won't get into that.
    I'm okay with this. Maybe slightly less than Caltrops range, but it's a good compromise.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    This reminds me of one of Jack Emmert's famous foot-in-mouth moments, where a player expressed grievances with his character's performance, and Jack responded "So what was your team doing?" My "team" does not exist, because I'm not on a team. I'm playing by myself, something the AT description tells me should be possible for the AT. Considering that neither nukes nor anything else in a Blaster's powersets requires team-mates as an explicit prerequisite, I don't consider Blasters a team-only AT.

    If your argument is that nukes are great ON A TEAM, then yeah, they kind of are. But people don't always play on a team.
    Ouch. Being compared to Jack Emmert.

    My point was less "Just get a team! " and more "If nukes leave you vulnerable, then don't leave yourself vulnerable." Of course, the post I was replying to was talking about bosses and lieutenants and getting enemies' "full" attention, which alludes to team play (or a high-cranked difficulty slider, in which case the nukes aren't the problem)...

    If you don't have faith in your nuke saving the day, then don't use it; it's a high risk but high reward power. But there's plenty of things you can do, even when solo, that will mitigate the risk. Even a small bit of planning or forethought would help. Not only do inspirations still work during a crash, so do your character's own two feet. You could also mez problematic targets before nuking to make sure they don't retaliate afterwards.
  20. Quote:
    Originally Posted by Zemblanity View Post
    a) There's a 16 target cap on nukes, full team spawns generally have 24 mobs, leaving at least 8 mobs shooting back at you while detoggled and with no endurance for 15 secs,
    I'm 100% in favor of raising nuke target caps to 24.

    Quote:
    b) Most bosses and many lieutenants can survive nukes, and you just got their full attention plus whoever wasn't hit by the nuke while detoggled and with no endurance for 15 secs,
    1) Where's your tank? Control? Debuffs? ...Damage?
    2) Your team has zero additional damage to make up the boss HP difference? Including yourself?

    Quote:
    c) You're detoggled and with no endurance for 15 secs, and even if you pop a blue you'll still need time to retoggle.
    What build are you playing that has toggles with long animation times or simply has so many toggles that are 100% critical to your survival that you need them running at all times? I can't even think of any Defenders that would normally have that problem.

    And if you do have toggles that are critical to your continuing survival, then don't use your nuke.
  21. Quote:
    Originally Posted by OneWhoBinds View Post
    Two problems with that. First, as mentioned, Poison doesn't really need more -Regen. Secondly, that is ignoring this little thing called the 'Cottage Rule.'

    This power, it seems, was balanced around the idea that Sleep is a potent kind of mez. We all know it is not.

    My suggestion is as follows.

    Now, IIRC, despite there being a visible 'cloud' of gas, it only actually hits those near it when it detonates. After that, the gas is just an effect. This should not be.

    Adjust it so the gas cloud acts as a patch. Reduce the durations of the Sleep, but have the pseudo-pet make a to-hit check to reapply like the Static Field power from Electric Control. It's useful there, it will be just as useful here.

    Secondly - have the End Drain also make multiple checks (although this may or may not be part of the sleep checks) End Drain is useless unless it can take a target to 0... but if this is a 25-30s pseudo pet that checks once a second, even at a low chance, that end drain can end up being significant.

    There you go. THAT is a poison trap that would be useful, without violating the cottage rule, or being redundant. Probably not something complimentary to KB-heavy pets, but still useful.
    ...Well, you convinced me. Turn Poison Trap into Static Field (Trap). I am 100% okay with this. Though I'd also throw in some level of -Recovery to go with the -End. That way if you keep enemies in the patch long enough, you can turn an AoE sleep into an AoE pseudo-stun.
  22. Quote:
    Originally Posted by Rebel_Scum View Post
    Find me someone, anyone who likes the fact that using a nuke means they have no end for 15 seconds... and maybe I'll consider that a valid reason not to do it. Seriously. I've never met someone who likes that mechanic.
    Considering nukes can rather efficiently destroy entire spawns, I think losing all of your endurance is a fair trade off. Now, whether it's a logical trade off, since if all goes well the mob will be dead anyway and there's nothing stopping you from popping blues/resting to immediately get back all of your endurance, that's another question entirely.
  23. 1 is simply a technical issue that I agree needs to be fixed.

    Quote:
    Originally Posted by Vel_Overload View Post
    2. Antidote has no backup. Antidote isn't a bad power. It's a carbon copy of Clear Mind. The issue is that it has no support to back up it's nice mez protection. Poison either needs better dmg/tohit debuffs or more healing. As a set called 'Poison' It's understandable that more healing wouldn't make sense. So lets give it an extra effect and possibly change the name to sound less 'healy' and more 'Poisony'

    Toxicity: (same effects as Antidote)+Enemies deal X damage to themselves when they hit this ally. The damage doesn't have to be huge, but it fits the Mastermind playstyle of buffing their pets to dish out more damage and it actually gives them a reason to pick up Antidote/Toxicity. Tankerminds may not enjoy this power. Yet, Tanking as Poison is generally not a very good idea.
    I don't really get what this means. A mez-breaker is a great power for any support AT to have access to. I'm not clear why it needs "backup" in the form of other support effects. Also, it is not a carbon copy of Clear Mind. Instead of +Perception it has Cold, Toxic, and Slow Resistance, the last of which is incredibly potent and useful.

    Additionally, from previous developer comments, "reflection" type effects cannot be done in the engine.

    Quote:
    3. Envenom and Weaken should just be combined. It's bad enough that Poison has single target debuffs. It's even worse that it has 2. This is a wasted power slot. Just combine both of them and replace whichever one you moved with something else to help round out Poison. This single target debuff with the effects of both would be a fair power. Dark Miasma, Traps, Trick Arrow and even Thermal Radiation have AoE Debuffs so lets make that new free slot do something cool:

    Infection (Anchor): Infect a target enemy. All enemies including your targeted enemy suffer from an infection that reduces their Regeneration and Movement Speed. It also has a small chance to confuse them for a few seconds (Think Arctic Air confusion.. like 2 seconds). This would help Poison keep enemies in line and stacks well with essentially every other power in the set without stacking too much of any one particular debuff. The -Regeneration doesn't have to be on par with Lingering Radiation, but would it make that much of a difference if it was?
    Combining Envenom and Weaken would not be "fair". Assuming the devs weren't completely ignoring balance, it would actually be a significant nerf to the set, as now the set's primary stock of debuffs would be in a single power, with a significantly high endurance cost and recharge time.

    An infection power actually sounds like a cool idea, especially since they could potentially re-use the Chain Lightning effect rather than a plain AoE. However, Poison already gets significant -Regen (which I'm not really sure is all that generally useful in an AoE anyway) and an AoE slow later in the set.

    Quote:
    4. Poison Trap is pitiful. It's effect is actually cool. It just takes forever to use and can be interrupted. I suggest just turning it into a Targeted AoE with the same effects just without the interrupt. Ofcourse Recharge, Endurance cost, duration and accuracy can be tweaked. The effects would remain the same.
    I pretty much agree with the posts above - just swap in a clone of Traps' Poison Trap. The extra -Regen might a bit overkill, though...

    Quote:
    With these changes Poison would be slightly more noob friendly while finally giving Poison some useful abilities to play with pre-38 (When the set finally becomes useful) Naturally my suggestions are just there to get everyone's mind working, not to say it's the best course of action.
    I'm honestly a bit flabbergasted that you think /Poison is entirely without use or worth until Noxious Gas. I know the set isn't exactly stellar compared to others (due to a whole can of worms worth of reasons, such as how Dark Miasma was slowly built up into a borderline overpowered set), but useless?
  24. Quote:
    Originally Posted by Obscure Blade View Post
    Lovecraftian World, where instead of Olympian themed divine power, Cole and Richter unleashed Cosmic Horror themed forces on themselves and upon the world. Neither Cole nor Richter are even remotely human anymore; they are both vast Hamidon sized monstrosities constantly at war with each other, sending legions of their warped spawn to battle one another (Hami himself got eaten as soon as he showed up). Everyone else with superpowers is physically and mentally warped as well, to a lesser degree. The sky looks like something out of the Shadow Shard. The typical citizen looks and talks a lot like a somewhat smarter Ghoul.
    There's a fair bit you could do with Cole and Richter gaining their powers from different Pantheons. Or what if they got their powers by finding the Path of the Dark?
  25. An alternate dimension where the entire Cole Gang took a drink from the Well of the Furies, becoming either the first modern super group or the first gang of super thieves.