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Quote:Riiiight. Like they do so much better than Stalkers...heh, Scrappers can't even use Dark Melee (and soon Electric Melee) right.
Stalkers: “I want to Scrap like a Scrapper!” -
Leogunner is a twist on my middle name. The way it's pronounced and spelled is dumb and weird. I could just as easily went with Leo-Gun (which I do sometimes use on other boards) but I try to mix it around.
I changed it to Leo_G on a whim because it's shorter, reminds me of Zero G which sounds cool, and it has this face in it:
o_G
Isn't that funny? o_G
It's like, if someone was sitting next to you and let out a loud stinky fart and you know it was them but they try to blame it on someone else, you give them le 'o_G' look. Add colons for stress o_G;; -
I don't play Stone armor and I probably won't even after this change (never really cared to be a big, hulking, slow, not-as-physically-powerful-as-you-are-big, kind of characters), but had an interesting idea.
What if some powers where 'costumes'? Like, upon activating them, you transform into a custom creation you made and colored? Kind of like a 'forced' costume change.
In the power customizer, when you're gussying up granite armor, it's like putting together an alternate costume but make options only available through that power. So you can change the size sliders, make your character sleek and metallic or rough and rocky, give them long gangly crystal arms or a traditional 'armor' with chest plate + helmet (made of rock, lava, crystal or ore of course). Activating the power just activates that costume linked to that power. Changing your actual costume will give you further chances to try different looks as well.
Another power like this I'd love it on is Domination. I already use /binds to transform my character upon activation but you only have so many slots for costumes. Options for that could be added in the future like various auras, again size slider and so on.
Same for Khelds. Their transformations could have specific 'alien' parts only available to those powers...
Of course, if that were possible the devs probably would have already done it. And even if they did, they probably wouldn't have all the options lined up yet but it's still interesting to ponder. That'd sure give Jay and BaB a workout -
Quote:I was under the impression that you couldn't use attacks while Whirlwind was toggled. Now maybe if Whirlwind was sort of like Personal Force Field but with a KB aura, that'd be nice.A 70% buff to recharge speed isn't enough for you?!
Also, mitigation toggle = Whirlwind. Anything that enters melee range while it is active is knocked back. You can corner an enemy and they are constantly KBed, making them pretty much helpless.
Not that anyone takes it, but it does already have one.
I can't even think of a click buff that would be appropriate to any of the other pools. -
*LOL*
You have people who can't even handle a little knockback so are up in arms to get -KB IOs implemented. Do you honestly think they want anything that's not herding a mob into a cluster and then AoE them to death? Lol! -
Quote:This!Originally Posted by IronbladeWith the introduction of 'branching' for dialog and missions, I'd like to see 'puzzle' arcs, where you have to actually figure things out.
Have it so within certain arcs, they have clues that aren't required to complete. So you'd have to actively search (or keep an ear out) your missions if you want to catch them. The clues would help you get the puzzle. Or maybe if you have a nice notebook of contacts, ringing up a relevant one as a life-line could get you answers.
Really, I'd be super happy if that was an option for all arcs. Of course, you can guess maybe there'd be an option for 'no investigation' sides of the arcs like now....I dunno. But I'd enjoy the mission text more instead of now, where I skim a lot of the times. -
I say Energy Aura. Then you can be Strong and *Sexy*.
Not to be confused with the Strong and Pretty WM/EA. -
Quote:Wait wait wait...so the Tanker and Scrapper versions were modified to do damage that respects their melee dmg mods? Okay, what about Stalkers? Are they still bogged down with a LR based on Brute mods? If so, that just ain't kosher...
Lightning Rod has issues that Ethric went into, add to that the stupidly long recharge and low damage cap (+300% vs +750%), then stir in the fact that for the port to Scrappers and Tankers the base damage was modified so that the worst possible version is the one provided to villains... when I first saw the numbers on test for the Scrapper version I was hoping that was an all-AT change that would've had it doing roughly the same damage as Shield Charge to the 20' AoE and bonus damage to the 3' as a "fix" for it, but no. *sigh* -
Quote:That's it? That's all you got?sure. /100%completelyunsigned.
why add things to the game to make it easier? if anything it whould go the other way and make thigns harder then they are now. even with so's a team can cut through anything like butter. add io sets and now they cut through them like melted liquidy butter.
You do realize every buff and debuff set 'makes the game easier' and make teams 'cut through anything like butter'. That's the purpose of those sets. -
I'd rather they add a combat teleport attack. Either similar to Lightning Rod/Shield Charge but with a smaller AoE, less damage and faster (like 15-20sec) recharge
-OR-
A teleport foe to yourself + smashing dmg + knock up attack that doesn't have an interruptible animation. The range could be something like 40ft with a decently long rech of a higher tier ranged attack.
Also, Speed needs a mitigation/movement toggle/passive like all the other pools and the other travel pools could use a click buff of some nature.
Not saying the pools actually *need* it but it would be nice not to have to dip into a whole bunch of pools to get this and that when your concept is just 1 of them (or a mix of 2). -
Quote:My Elec/Regen wishes he had my DM/WP stalker's self rez too. WP's rez is just nice all around. I don't mind dying on a WP because I get a tasty buff getting back up. Even better on a team where, when the team starts (or does) to wipe, he can stack Vengeance on top of it.So all the rezzes are slightly different from each other.
That, to my line of thinking is a good thing.
I'll never understand why people want everything to be the same across different sets. If all the sets played the same except for different animations and graphics it'd be.....well, boring.
The Regen rez isn't meant to be used in combat, if you try, you will probably be eating pavement again. Willpower on the other hand is the "never give up" set, so it makes sense to be able to rez and be a little tougher for a minute or so while you stomp a mudhole in whatever it was that dropped you. Classic scenario in movies where the hero gets his butt kicked and then jumps up all pissed off to beat the snot out of the villain. Regen doesn't work quite the same, you just....heal, and stagger to your feet after you've healed enough.
Thematically it makes sense for Willpower to have a better rez because it involves getting angry and determined.
But regen's isn't so bad. He can hit Revive then instantly (if the enemy isn't looking right at him) click MoG. Then it's a hide/integration/placate/skip away from killing something.
I do like Vanden's suggestion to make Regen's revive recharge faster. Like 200sec or maybe even 150sec although I doubt anyone would need it that often. -
Got to thinking on a set that fits the theme of this. Really, I was just thinking how to make such an effect useful or effective while not being overpowered so here is *MY* spin on it:
[Note:] This is under the impression that it's possible to use Blaster's Defiance type inherent on all foes, applying a type of 'mez' on the enemy that blocks the use of certain powers but not all. Also under the impression that Castle can just make a list of all the foes and their attacks and put a check by the ones he wants blocked and then have an intern go in and put this tag on each. Might take a few weeks but improving the game isn't always a walk in the park.
[Note2:] As I was typing the above, I thought 'hey, doesn't electric power's sap the enemy's energy? why can this mechanic be included in their blasts to a lesser degree under the concept that you're weakening their energy reserves? It would make endurance drain (at least for that blast/melee set) less binary!'
[Clarification Note:] This 'denial effect' will only suppress the abilities flagged. Certain abilities (like every enemies' basic ranged attack) will remain unaffected so the enemy can still attack. This effect remains on a foe for the full duration even if dead. So enemies with self-rez powers can be 'denied' their round 2.
Power Domination With your power, you can weaken or dominate the special abilities/traits of mutants and meta-humans, suppress mystic energy of demons and spell weavers, disrupt specially engineered technology and dampen the skills and capabilities that occur naturally. Not only do you weaken your foes but you can empower yourself as well as your allies.
This could also be changed to 'Surge Domination' if the effect seems thematic for an electrical (de)buff set with appropriate renaming of each power.
1. Energy Surge (ranged ST ally +regen, +endurance; moderate recharge) Manipulate the energy reserves of an ally, making them regenerate faster as well as replenishing a little bit of endurance.
2. Draw Power (ranged ST non-aggro foe 'deny' attacks/-recovery, self +dmg/+movement speed; long recharge)
Draw power from the enemy to disrupt their abilities and make yourself stronger for a time. Foes effected by this power cannot use some of their attack powers.
3. Energy Wave (Wide Cone foe -endurance/-recovery/-movement speed/chance of immobilize, moderate energy dmg; long rech)
Unleash a blast of power that engulfs your foes that sap away their speed and strength. Rather than leech on it for yourself, you disperse the energy into the air, making it difficult for the foe to recover.
4. Power Conduit (PBAoE ally rez, Special; long rech)
You can absorb the latent energy around you as well as from dead foes, and transfer that into nearby allies. The more foes you transfer energy from, the stronger your allies will be when they get on their feet, with improved regen and recovery.
5. Leech Strength (Ranged AoE non-aggro foe 'deny' attacks/-recovery (5 target cap); self +ToHit/+res(all); rech moderate )
With your skill to draw and manipulate the latent strengths of others, you draw it into yourself to make you stronger. Foes affected by this may not be able to use some of their attacks. This ability improves your stats per foe up to 5 enemies.
6. Sap Energy (short ranged ST foe toggle, -recovery, PBAoE +recovery; fast rech)
You tap into a singular foe's energy reserves and distribute it to all allies (including yourself) in range of you. This power costs no endurance but only lasts for as long as the target has endurance.
7. Energy Singe (Ranged AoE foe -endurance, moderate fire DoT; very long rech)
Through skillful manipulation, you draw energy from a foe and unleash it as heat, burning your enemies with their own power.
8. Essence Dampener (ranged ST non-aggro foe 'deny' special/-def, self +regen, moderate rech)
Unknown by your enemy, you silently tune down their abilities which could disrupt their special powers. With that energy, you empower yourself. Foes effected by this may not be able to use 1 special power (an armor, a debuff, a buff, etc).
9. Suppress Essence (Ranged PBAoE foe toggle; foe 'deny' special/-res/chance of disorient (16 target cap); self -movement/-ToHit/-dmg; moderate rech)
The ultimate domination of power, you oppress foes around a focal target, weakening their resolve and even overpowering their senses as you juggle around the essence of their strength. However, as not to overpower yourself with the surge of energy you must suppress your own powers (making you weaker while it is active). Foes effected by this power may be unable to use an additional special skill.
For MM, a replacement for Leech Strength:
5. Fierce Draw (ST pet toggle, DoT special, self +HP Max; rech very long)
You draw on the power of a nearby henchman. If you're not mindful, you might drain the life out of them completely. This would apply a special heavy DoT on a pet that cannot be resisted. For each tick of DoT, you get a stacking +HP Max buff. The more HP the pet has, the more stacking buffs you can keep on yourself. -
Quote:Hyperbole much?Leo?
The OPs suggestion is OPTIONAL.
It won't kill YOU if player B puts Anti-KB IOs in his powers. And so as long as it doesn't affect YOU, why are you against it?
Yeah, ok, a foe can stand up 1 second faster. You know what? That's better than me running after them for two seconds trying to get an attack in. It's better than my kin heal missing and my ally (or me) dying because suddenly my target is 30 feet away.
That said, I don't think KB should be reduceable to KD, but how about being able to knock a foe 5 feet away instead of 50? At least that way they're still in melee range.
And I can be against whatever the hell I want to be against. It's my mind and my opinion. So there
Besides that, there are the plethora of opinions against this in like 3 other threads I'm also posting in and don't feel like going back over them but you should try reading up on them too.
But every time I participate in another one of these threads, I try to post at least 1 more new reason why I don't care for this suggestion so here it is:
With i16 coming around, powers are getting nice and flashy. Just how I like it. Knockdown isn't as flashy as Knockback so why take a step back in coolness?
And please don't make me respond with the same points I made/read in those other threads. It's just as repetitive as 1 of these threads popping up on a new board. -
Quote:Is *that* what the OP was suggesting? Well yeah, that would screw up all the balance if you need to introduce broken powers to make this mechanic useful.It would if the revamp included adding special powers which made "denial" useful. Just inventing something out of the blue, imagine if all Outcast were given a new power which allowed them to "blink" (location-specific teleport, like the D&D spell) directly behind a player character and explode (like Self Destruction). Now fighting Outcast becomes much, much more difficult, unless you have that "denial" power or powerset available.
That's what I meant. Adding a powerset with powers specifically dedicated to shutting down enemy abilities, like this "denial" powerset would, would also require adding abilities which would make that powerset and prevent it from being used as a balance-shattering IWIN button. If the player has to use his/her "denial" abilities to prevent enemies from using those specific new powers, then he/she can't use those abilities to trivialize the enemies, and balance is maintained. Without that counter-balance of adding new powers to enemies, it's just a tankmage waiting to happen.
If it were just disabling certain special skills of mobs for a duration, it might be useful. But not so much that it's anymore required now. Like, you can fight a group of Tsoo and just take out the sorcerer at the start, mez him before he teleports, or just disable his ability to use Hurricane, Chill of the Night, O2 Boost or two of the above. -
Quote:Knockdown doesn't have a slightly lesser duration. It has a very noticeably short duration compared to knockback. Not to mention requiring the foe to run back to you after getting back up. While it can be a hindrance on certain teams if used improperly, KD can also not ever cause harm.Originally Posted by EvilGekoKnockdown's slightly lesser duration is well balanced by the greater control and ease of use of KD. KD is never, ever a hindrance. One doesn't have to consider whether it's appropriate to use in this instance. One doesn't have to position KD so as not to do more harm than good.
To sum up, I disagree that Energy Blast would be negatively impacted if folks had a choice to turn its KB into KD.
To sum that up, I disagree with your disagreement that Energy Blast wouldn't be negatively impacted. It would. It's powers would mitigate less damage for the user.
Quote:Originally Posted by SardanKD is great mitigation too. For a long time, every squishy I created took Arial Superiority because of it is a fast activating, fast recharging, reliable form of KD. -
Quote:I agree with pretty much everything you said except that. Seems sort of reaching to me. I can fight AE custom mobs on underslotted characters that have generally more attacks than normal NPCs and so do a lot of others. I doubt it would require so much rebalancing and I'm *positive* such a feature would not be required for teams.
Now that leads to two more problems. With all enemies having more powers, that would also mean all existing player characters would need to be reexamined and buffed to account for the new powers the enemies have; and it would also mean "denial" would become necessary for many situations, forcing players to either abandon their existing characters and play "denial" characters, or be unable to play without finding a "denial" player to accompany them. -
Youtube, people. Look it up
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Quote:Because currently enhancing an effect for a power does not scale the cost. 'De-hancing' a power gives less effect for the same cost. Don't underestimate the amount of entitlement players can have. It certainly doesn't stop them from failed attempts to adapt to in-game effects and entitled to make the game adapt to them.
IMO, that would make my tank weaker, but I'm allowed to. Should I think be charged increased end if I do that?
Quote:Honestly, the only viable argument I can come up with is the possibility that certain sets would be overpowered if we could turn them into a knockdown rather than a knockback.
On the other hand, wide area knockback changed to knockdown could be considered too effective for team play. With stacked KD, it just rewards thoughtless spamming. As now, with KB, if you spam these wide area effects, you have to have a direction. Lack of one only grants you the mitigation from the KB but player skill is rewarded in other ways (placement, more mitigation, more damage because you can spam) if you use it properly.
This suggestion, IMO, is just asking for a cookie without washing your hands. You can have it with this suggestion but it's not going to make the cookie taste any better. If you just wash your hands, you can have a cookie *and* milk to dip it in. -
Quote:That would imply you have influential or dangerously impressive thoughts.
I gotta admit I was at least expecting something along the lines of "Quick, everybody take cover!".
*Thumps N_r in the forehead* -
I wouldn't object to a future power like that if it was appropriate for the set's theme. But beyond that, it would seem inferior to the current endurance replenishing tools as they do damage or debuff foes or heal you *and* give you endurance.
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Quote:You pay the END, recharge and whatever other costs associated with the power which include that knockback. After getting a tool to reduce an effect of a power, what's to stop people from demanding a decreased cost for it?How would wormhole knocking down instead of knocking back make my gravity controller weaker? Remember, it has a stun associated with it too, so unless I got my placement perfect for the AoE immob, I now have to deal with wandering.
And, placing them in a corner makes it a knockdown. -
Quote:It's called being civil, perhaps you should try it?Originally Posted by Thirty_SevenTo Umbral: I am humbled by your ability to look at this mostly ridiculous suggestion and calmly grind it into the dust with actual facts and mechanical failings that are obvious on its face, but have yet to be stated outright.
Quote:Originally Posted by UmbralIt's also hard to imagine an entire power set based around that. It's a single gimmick (and one that would be inordinately hard to incorporate unless a mechanic was designed from the beginning) not a full suite of powers. I guess you could feasibly say that there is an AoE and an ST version. Possibly another ST version that lasts longer than the basic one. Still, it would be like building a set around -regen: it's a powerful effect against specific targets (re: EB/AV/GMs), but against pretty much anything else you're fighting (re: anything not one of those), it's largely useless.
It's an interesting idea but it's narrow in its applications and difficult to actually use because of its randomness (and non-randomness would be pretty much impossible to code for the game)....
But it's interesting to ponder at least. Do you think it would be possible to use the blaster defiance code for this but in kind-of reverse? Like, instead of being held and therefore unable to use your powers *except* the 3 flagged as usable under those conditions. The reverse could be, when you use this power, certain abilities are flagged as non-usable.
In PvP, I would surmise spawning a pet on the player coded with basic primary/secondary sets that match yours (think custom AE mobs), it chooses powers at random and 'grays them out' for a duration.
Now if you really want to make this fun, code origins into NPCs (for players it wouldn't matter for balance reasons) so that these effects are different depending on their origin. Tech origin might disable a lot of powers at once but for a short time with a chance of confuse (the machine is going haywire!), Science origin may only disable 1 or 2 powers but for a very long duration with foe damage attached, Mutant origin would be something like an in-between few and alot of disabled powers for moderate durations but no other effects, Natural may be immune to most of the effects of such powers with maybe 1 power disabled but with other debuffs (like -regen, -dmg and -ToHit) attached, Magic origin something like alot of powers disabled for a long duration but with buffs attached (like +def, +res).
Further playing devil's advocate, the set again would only have a few powers with such power suppressing abilities with other thematically appropriate powers. Throw in a confuse (turning enemy powers against them), END drain and physical inhibiting debuffs like -regen and -res with a couple of self-only buffs to give the impression you're debilitating their bodies, suppressing their abilities and sucking away their powers to make yourself stronger.
Eh, could be an interesting Corruptor/MM set IMO, as they don't particularly rely on *just* (de)buffing to get by. It's just the set needs fleshing out and ironing out of the technical issues (if that's even possible). -
Hopefully the devs don't cave in and finally give everyone a tool to make themselves weaker.
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Quote:No b****ing and moaning here. Why? Because you're not getting /nin.
Some one should invite some die hard stalker players to come put in their two inf on this with all their whining, b****ing, and moaning about how scrappers get everything and stalkers get shafted.
You're not geeetiiing it and you really waaant it but you're not geeetiiing it