JayboH

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  1. Regarding Black Scorpion: I sent a pm to him for this thread but even if he doesn't comment, I wanted to make an effort to take up Matt's suggestion.
  2. Yeah and for single target, you are expected to spam it and the end costs are crazy - maybe if they were autohit that would balance it a bit but I doubt that would ever happen. Splash would help but just an end cost reduction would do wonders - on top of changing Poison Trap into something useful that is.
  3. Quote:
    Originally Posted by Come Undone View Post
    My suggestions coming from a ninja/posion

    Alkaloid: Either decrese base end cost/increase heal by ~20% each, or keep the end and heal % where they are, but make it a TAoE heal with same range and 15 foot splash

    Envenom/Weaken: Either make them chain powers (or some other AoE, just think chain would be a little diffrent) or increase the debuff values a bit and make them partialy (45-70%) unresistable, so that posion would at least be better than anything else for AVs/GMs.

    Neurotoxic Breath: I like it, although it'd be nice if it had slightly increased duration (say 25 seconds) and/or extra minor debuffs (10% def/to-hit/damage debuff, all unenhanceable) this would be especialy nice if you keep envenom/weaken single target.

    Elixer of Life: Fine the way it is, especialy now that vomiting doesn't detoggle armors.

    Antidote: Fine the way it is, although simple wish-list type request, it'd be nice if targets you hit with antidote were granted some sort of debuff proc for it's duration. Something like the interface procs where it's fairly low powered and only stacks once or twice per target hit, but adds a little something to debuffing power. As for the debuff I'd recomend a -rech/slow/-special/-heal(or-regen) combo.

    Paralytic Posion: Fine the way it is. If you want to add a few bells and whistles I wouldn't object, but no changes really needed.

    Posion Trap: Worst. Power. EVER. It'd be hard to make this any worse (maybe if it buffs enimies or set you on fire?) so anything you want to do with it would be fine. Seldom's pullsing sleep trap sounds kinda cool, as does changing it to the traps version, but then I might have to actualy fit it into my build.

    Noxious Gas: Ok if you have melee pets, though I can see why MMs with ranged pets might not like it. . Maybe increase the duration a bit (60-90 seconds?) make the debuffs enhanceable, and maybe add a little def/resist to the pet it's on so they stay alive for it's full duration easier (The def can be explained as it's hard to target them with the posion cloud obscuring them, can't think of justification for resist though)
    I think I can agree with all of this and the chain effect now that the tech is in place would be really awesome. It would be kind of like an infectious strain!
  4. I actually like Elixir and it has come in handy far too often on teams. Antidote is kinda useless - in fact most clear mind type powers have limited use - I don't think it needs to change though.
  5. I asked in the video stream today about the possibility of having the devs take a good look at the Poison set and Matt (Positron) asked that we do it on the boards for Black Scorpion to review and hopefully comment on.

    I am no expert when it comes to this set but it's quite possible that it is the worst mastermind secondary set in the game. I would love if it was proliferated to corruptors at some point but I think everyone will agree that the set does not perform on par with the others.

    Please comment and be very descriptive with what you think could change and I would even ignore the cottage 'rule' we are all too familiar with at this point.

    As I said I am no expert at all but having single target debuffs with those end costs all requiring to-hit checks seems a bit much. I think most find the Poison Trap to be the worst power in the set and might be happy if it just mimicked the Traps version. The heal is... ok once you get it 6 slotted but it still seems a bit high on end for the heal it gives. I realize MM secondaries are supposed to take higher end but this is my main gripe with the set since the entire set idea is to spam the single target debuffs as often as you can to help your pets survive while throwing the heal often.

    Also, I know we have a consolidated issues thread but I wanted to take Posi's idea up in a separate focused one for Poison.

    __________________________________________________ _________________________________
    Poison Revamp - consolidated list of suggestions.

    1. Alkaloid
    -Reduce endurance cost or increase healing %
    -Give it an AoE splash with or without dimished effect at larger radius ranges
    -Add in a regeneration buff to allow some leeway when healing multiple targets midfight
    -Add in a HoT effect such as that of the heal utilized by CWK Menders

    2. Envenom
    -Give it an AoE splash with or without dimished effect at larger radius ranges
    -Increase debuff % / make debuffs fully or partially unresistable
    -Add in a chaining behavior
    -Add in a procedural behavior such as the one found in Coercive Persuasion: Contagious Confusion
    -Reduce endurance cost
    -9.75 end (like Gale's cost)
    8s Recharge
    Activation time 1.00s (currently 1.33s)
    Accuracy Bonus 1.20x
    Debuff S/L Resistance by 36%. I propose this because /Poison weakens the body the most. Your physical form is weaken so you take more Smashing/Lethal damage. Other resistance type remains at 30%.

    3. Weaken
    -Give it an AoE splash with or without dimished effect at larger radius ranges
    -Increase debuff % / make debuffs fully or partially unresistable
    -Add in a chaining behavior
    -Add in a procedural behavior such as the one found in Coercive Persuasion: Contagious Confusion
    -Reduce recharge to match Envenom
    -Reduce endurance cost
    -9.75 end
    -10s recharge
    -Activation time 1.33s (currently 2.07s)
    -Accuracy Bonus 1.20x
    -stackable -dam, -tohit

    4. Neurotoxic Breath
    -Balance duration/recharge
    -Add additional, unenhanceable effects (-tohit, -def, -res, etc...)
    -Increase cone size
    -Add minor toxic damage
    -modified to accept Hold IOs and sets.
    -No change

    5. Elixir of Life
    -Remove puke after-effect
    -Make it a pbAoE with or without diminished effect at larger radius ranges
    -No change

    6. Antidote
    -Give it an AoE splash with or without dimished effect at larger radius ranges
    -Turn into self anti mezz toggle
    -Add debuff resistance
    -Increase duration/reduce endurance cost
    -No change

    7. Paralytic Poison
    -Reduce recharge
    -Add minor to moderate damage
    -No change

    8. Poison Trap
    -Make it a clone of Poison Trap from the Traps powerset
    -Make it LAoE: pulsing sleep cloud with heavy -recovery and moderate -endurance debuffs
    -Make it a clone of Fearsome Stare with altered cast animation
    -Make it work like Static Field
    -NEEDS TO BE RENAMED
    -Get rid of 4s interruption
    -Green Clouds deal initial AoE 40.4 Toxic Damage and then the affected targets are put to sleep, just like how Frozen Aura function
    Poison Cloud (or similar) - what poison themed set of powers, spells, etc, doesn't come with the ability blanket an area with gas?
    Character Animation: Darkest Night/Steamy Mist clone would suffice (or similar)
    Gfx: gas cloud, same as current poison trap(s) generate.

    Mechanics:

    Ranged Location AoE
    Duration: 20 seconds
    Recharge: around 60 to 90 seconds
    Endurance Cost: 20
    5% chance of vomit-hold (whether that's the much loved irresistible variety, or just a regular hold (say, mag 2 with 20% chance of further mag 2?)). Tick rate similar to Freezing Rain's knockdown.
    -40% recharge
    -40% movement speed
    -250% regen

    Optionally:

    Minor Toxic DoT (it does seem silly that a set called "Poison" is entirely non-lethal)


    9. Noxious Gas
    -Make it a procedural effect from pet attacks
    -Make it a summonable/untargettable pet
    -Allow use on any/all Friendly targets
    -Make it into a toggle with or without procedural behaviors based on radial ranges
    -Increase duration/reduce recharge
    -Allow effects to be enhanceable
    -Grant buffs to target to increase survivability
    -Make it a tAoE
    -Make it a pbAoE buff to all pets (see procedural effect?)
    -Remove scaling effect
    -Lower recharge to perma-able levels, endurance cost may need to be raised.
    -Reduce recharge from 300s to 240s

    ----Alkaloid and Antidote - Antidote gets Alkaloid's +Res(still unenhanceable) and it would get the same treatment as ID with regard to being AoE. Alkaloid would get a +Perception and KB protection added. No AoE obviously.

    ----Poison trap would still be single target, it would lose it's interrupt time and use the throw gob animation. It would have 10 tics. On the first tic there would be a chance to sleep and a 100% chance to drain 10% End and give allies around the enemy some end. Every tic after would have a 10% less chance to drain 10% end. Like Fire power DoTs, if a tic fails there would be no more chances.

    Additional ideas:


    1. Combine Weaken and Envenom. This gives another power to poison to help round out the set.

    2. Chain effect for Envenom, Weaken, Alkaloid. This set IS called poison. Contagious spreading would be fun and unique.

    3. Make Noxious Gas a toggle. All effects would be toned down/whatever to compensate.

    4. Poison Trap needs love. Make it a Targeted-AoE -regen power. Say, 200%?

    5. Antidote needs something unique: +10% To all resistances, +10 more to toxic (does not stack).

    6. Neurotoxic Breath: Considering it's recharge is really high in comparison to it's clones from Ice Manipulation and Ice Control. Give it a 50% chance of mag 3 immobilize.
  6. Quote:
    Originally Posted by Zwillinger View Post
    This explains why Sister Psyche is so far the most popular Freedom Phalanx member on our Facebook poll.

    You all should be ashamed.
    ...not quite...

  7. JayboH

    Lore guide

    Is there a way to rename them? I can't do it like Masterminds.
  8. JayboH

    server status

    So regarding the fix for the trials mentioned in the announcements - are we talking the auto-quit bug or also the alpha slot bug?
  9. Quote:
    Originally Posted by Eva Destruction View Post
    No, you have given some people more options.
    Ok this I have to hear. How is it some people don't have the option to run the trials or new task forces? Snarkity snark snark?
  10. Issue 20: The Anti-Anti-Socializing Issue
  11. JayboH

    Astral Merits?

    I'll put it another way: for the majority, burning Astral merits has a chance to making entire leagues succeed more often now, when the issue is so fresh.

    It's not a requirement, I just think it makes far more sense right now to become powerful enough to not fail as often. If a trial keeps failing because of hoarding sickness, that kind of upsets me I guess.

    I know the feeling though, when it comes to large inspirations, I tend to ignore them far too often.
  12. JayboH

    Astral Merits?

    Quote:
    Originally Posted by CaptSammy View Post
    Im burning my for threads for the moment to get my slots filled/upgraded quicker. I can always stock up on more later. I am sure I will be doing the trails enough.
    Yeah same here, and by then, Astral merits should be FAR more easier to get. I recommend everyone else do the same.

    I was hanging on to all the Notices of the Well until last night on my tier 4 alpha, and then I figured, why the hell am I not burning these? So more shards for the daily 10 threads conversion...

    I mean really, when you think about it, if you burn Astral Merits to get more powerful more quickly, you can get more Astral Merits faster and easier when you need them in the future.
  13. JayboH

    Fiery Embrace?

    So, not only does the info on the power not tell you the buff that it gives, but if you go into your Combat Attributes your damage bonus doesn't even budge (although buildup certainly does.)

    Power fail or description fail?
  14. JayboH

    Astral Merits?

    That's just kinda... stupid. When you get rewarded for a defeat, why not make it give you 4 threads instead of confusing us with something that does nothing but ask you to use the Breakdown recipe?

    I mean... huh? You paid artists to create an icon for something that isn't needed at all? You had programmers work on the code for these vs just granting more threads?

    ...sounds weird, right?
  15. Never heard Tyrant pronounced any other way or even considered it,

    but..

    I was saying Ramee-El, like Jor-El. I never thought it sounded right as Rameel.
  16. Thank god for my 1080p (1920x1080) monitor, that's all I can say.
  17. JayboH

    Astral Merits?

    Are they good for anything beyond making threads?

    I glanced at all the recipes and unless I missed something, nothing requires an Astral Merit.
  18. You gotta be kidding me about running one trial a day. I think I ran 9 Lambdas, all of which failed, and 4 BAFs, all of which failed (and when I say failed, I mean failed and auto-quitted us via a bug.)

    I have Interface and Destiny unlocked, just started working on Judgment, and have the first tier Interface Reactive slotted.
  19. Quote:
    Originally Posted by Hyperstrike View Post
    How to pirate software:


    10 PRINT "Arr!"
    20 GOTO 10
    I am stealing this.
  20. Yep, experienced this myself. Entire league was booted, giving you text that states you quit, when of course we didn't.

    ALSO, 2nd weirdness - normally healing flames heals me for 740, and randomly, in about half the trials, I could only heal for around 660. As soon as I leave a trial it goes back up to 740 immediately, and sometimes it is 740 in the trial, but often times, maybe in over half now that I think about it, I could only heal 660.

    Not sure what is going on with that at all - I can't imagine it's from the no temp powers thing because I am not using any - that's my normal heal.
  21. JayboH

    issue20 tuesday?

    Quote:
    Originally Posted by Janlee View Post
    Sorry... not good enough, not damn good enough.

    The *BEST* thing about the issue release, was the pre-download.

    What about our Macintosh clients?

    No.



    This is a major change, one that should have been announced WAY before the issue goes live.


    This is a "Cryptic" release.




    I guess Jack is not dead.
    I prefer the huge speed increase for downloads that come with the NCSoft launcher. I realize some people like waiting for a pre-downloader that takes forever even though I don't understand it.

    There are people that enjoy enemas every day and people that enjoy being in the polar bear club but I probably will never understand that either.
  22. My main is a fire/fire scrapper and I was curious about how they would compare. I have a tier 4 alpha and I went for recharge/healing. I can get both build ups, healing flames, burn, and fsc up faster and since I have a proc in every single power that does damage, including the armageddon one in burn, I want that stuff up as fast as possible. I went for tough but not weave.

    Squishy? Yes, but I arrest soooooo fast. My wife and I play together and she loves a dual blade/wp scrapper - but when I approach the mob, she feels useless simply because I crucify mobs like mad.

    Only problem I see in making a tank version of my favorite character (which is saying a lot after 7 years) is taking on AVs and so on. WP can have difficulty at times against AVs so I can't imagine how rough it is to be a fire tank, even with tough.