Lycanus

Legend
  • Posts

    1176
  • Joined

  1. The terminology you want is burst vs sustained damage.

    And, yes, in general, sustained damage specialists deal more damage than burst damage specialists. This is already the case.

    In either case, a blaster's primary damage mitigation is the ability to do damage quickly enough that their enemy can't apply damage.

    A DoT focused set, by which I assume you don't mean the fire set which is built around DoT, would almost require teaming. All in all, I'd make it a defender secondary set as defenders have mitigation options in their primary that the blasters lack.
  2. Quote:
    Originally Posted by AkuTenshiiZero View Post
    More specific Spawn locations.

    Front, Middle, and Back don't really cut it when you're trying for a cinematic sequence of encounters.

    I.E., one of my missions has the player fighting several Nemesis robots modeled after Arachnos. Once the Recluse bot is at low health, the real Recluse is supposed to show up dramatically to finish it personally...Except he's halfway across the map. So he winds up shouting "Fools! No mere machine can substitute my power!" to...absolutely nobody.

    Kinda kills the moment. At the very least it would be nice to spawn allies on the player's location. That alone would fix half the dramatic failures in my arc.

    On that note, I would also love the ability to set up cutscenes, though that might be a bit of a stretch.


    Indeed, one mission I have ONE required clue for the mission and everything else is foreshadowing for a future arch.

    But no matter whether I marked it back, front or middle, it wouldn't stop appearing in the front.
  3. oh yes


    I would really love an outdoor map as murky as the ruladak cave.

    Perhaps Dark Astoria.

    Perhaps some place more victorian.
  4. I did a comparison of the existing tanker sets during closed I16 and found that Dark Armor was still more surviveable than the fire tanker, which is also resist based. On average, Dark Armor grants higher resistances and more variety of resistances than Fire Armor grants.

    Also, the Fire Tanker heal, while much quicker than Dark Regen, does not heal nearly as thoroughly. (Dark Regen requires only 3 enemies in the area to heal you up full)

    Fire deals with its fragility by killing quickly.

    Dark deals with its fragility by inflicting status effects and debuffs on their attackers.

    That said, yes, stealth is really unnecessary for a tanker.

    However, what I absolutely do NOT understand, is sleep powers for tankers.

    Not just sleep.

    PBAoE Sleep.

    We're talking about giving a status effect that is broken by the infliction of damage to a class where 5 out of 8 sets radiate damage as a part of their basic function.

    The chance for sleep on Elec is moderately useful to a low level tanker, I'll grant you.

    However, Salt Crystals? Frozen Aura? By the time the enemies enter the sleep animation, the sleep is already broken! What is the use?

    At least Frozen Aura is useful now that it does damage, but I never see it's sleep for longer than the blink of an eye.

    what's worse, these are both powers matched with defense sets that are among the ones that radiate PBAoE damage!
  5. Quote:
    Originally Posted by IanTheM1 View Post
    Isn't this how multiple-collects already work?
    pretty sure you have to collect them all to get the clue
  6. Some choice in how custom enemies die.

    I'd like my ghosts to poof into nothing and not leave a body.

    Clues attached to patrols and ambushes, especially for when said ambushes are foreshadowing events for later parts of the arc or even later arcs.

    The option for clues to appear on the first time a multi-quantity objective is clicked. (especially collections).

    Locational triggered events.

    Come Alive events such as the traps in Imperious and Hess. Comes with options of enemies standing stock still (like the mech men in those TFs) or coming out of the ground (like Banished Pantheon zombies). The mobs connected to a single glowy item that is either clickable or destructable, maybe with options for multiple spawns connected to said item.

    Of course, customizeable enemy powers.
  7. Quote:
    Originally Posted by BrokenPrey View Post
    I don't know about you but I play a game to have fun...it doesn't matter if it is a challenge are easy if it is fun then I will play it...that is why I play a game to have fun.

    To the OP I like the it and would like to see something like this in the game.
    To me, part of the enjoyment of gaming is the mental break from the everyday. Something to do casually for 30min to an hour to break away from the earlier stuff in the day, good day or bad.

    Too easy, and the game isn't distracting enough.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    I've never found either realism or challenge to be integral to a good game. If it is a Bill suggested and this is reserved only for the higher difficulty settings, then I cannot argue against it, but I am most decidedly AGAINST making the core, base game any more challenging than it is right now.
    "challenge" has to be very loosely defined in application to this game's core
  9. Quote:
    Originally Posted by Captain_Photon View Post
    Well, yes, but I can see their point all the same. Even at level 50 there's that sense that you're a strictly-B-list hero in the City of Heroes universe. That, to use the way of things in an established comic universe as a metaphor, you might have your own title, but the next time Geoff Johns writes a 12-issue megacrossover, you're gonna be one of those guys who dies in the big fight scene on page 17 of issue 3.

    It gets a little annoying after a while, but sadly I think it's an inevitable part of the cost of doing business. Player characters can't be the superstars of an MMO's universe. The shared world and the need to keep the status quo immune to player input both ensure it. That puts the MMO model a bit at odds with what some people may be expecting from the superhero genre.
    This is one of the main reasons that PnP tabletop games are still my favorite.

    Aside from being the only real role-playing games, you CAN be the center of the universe in a tabletop PnP, or at least your pocket of the universe.
  10. Quote:
    Originally Posted by AkuTenshiiZero View Post


    This is sort of splitting hairs. There are a ton of martial arts styles in existance, and you can't hope to please everyone. I personally would like Pi Qua style, but again there's too much variety for the Devs to cover.
    Wu Xia isn't a martial style, it's a fiction genre.

    Anyway, basically, I was going for styles that are characterized by those two terms.

    IE: fancy martial kung fu style punches and acrobatic capoeira/wu shu/chun li style kicking
  11. Devices: Magical Items (Tracking Drone - Gemstone, Gun Drone - Gargoyle, Trip-Mine to Cursed Relic)

    Fiery Manipulation/Fiery Melee: Fire Axe, Fire Daggers (dual wield animation)

    Martial Arts:
    Wu Xia Punches
    Caopoeira Kicks

    Ice Manipulation/Ice Melee: Ice Axe, Ice Club, Ice Daggers

    Rifles: Built in Blasters (for power armor types that want ballistics, but don't want to carry around a rifle)

    Energy/Ice/Fire/Electricity/Radiation/Sonic: Rifle/Pistols (for people that want a gun that specifically uses that energy style)

    Fire/Energy/Ice/Radiation - Energy Bow ala D&D cartoon, also thrown energy daggers and spears
  12. Infiltrator/Agent - log out in an enemy base (sky raider bases in Fault and Striga, Council Bases in Striga, Arachnos bases in Fault, other places, I don't know enough about Villain side to point those out) bonus perception

    Infiltrator + Vanguard - Commando - Stealth power
  13. Quote:
    Originally Posted by Witch_Engine View Post

    I use 'he' in their descriptions only for simplicity - no gender preference is implied.
    I apologize for the minor thread hacking here, but had to comment on this.

    Originally, "he" was gender neutral. An individual of unknown gender was automatically referred to as "he" until it was proven that the individual was female. This is because in English the feminine is a marked state, a variation of the overall norm. Which is why "Man" is considered a reference to the whole of humanity, not just the male half.

    Recently, however, we have forgotten that "he" was ever gender neutral and it has become thoroughly the masculine gender. As a result, we have no gender neutral pronoun any longer, resulting in the awkward phrase "he or she" and such written constructions as "(s)he" and "he/she", or randomly switching pronouns, as some game companies do, which can result in the same example referring to the same generic, unstated individual as both she and he.

    This is unlikely to be corrected anytime soon as evidenced by the fact that we still use a 26 letter alphabet for a language that has 30 or 40 different individual sounds, including 13 seperate vowels which are represented by only 5 symbols, 6 if you include "y". To make matters worse, some of our letters merely copy the sounds of other letters, such as the "c", our worthless gift from certain latinate-speaking conquerors, which can only seem to copy either a "k" or an "s", only producing a unique sound when in combination with "h".

    Add to this the fact that we use spelling rules that predate modern English by more than six hundred years, including spelling meant to reproduce sounds which are no longer part of the language ("gh") and/or are no longer spoken outloud (silent letters such as "k" in "know") and it becomes no question why the English language is so confusing to second-language speakers.
  14. In any case a melee/ranged skirmisher such as createable with the assault sets is something we're lacking hero side.


    An extension, one of the power sets I'd like to see for the leader (if it got made) and, indeed, any assault set, is the sword and gun set we thought we were getting when the vid introducing the game to Korea was put out.
  15. Quote:
    Originally Posted by ToySoldierZolgar View Post
    Machetes are more equivalent to a short sword than a broadsword.
    And besides, my brute can sneak up on people, too, so

    I also disagree with the idea of Death being a stalker, but see, the problem with THAT is there are more variants on the character of Death than either of us what the time to list. You reference a cold killer who sneaks up on you and snuffs your life, I reference a man who's job it is to see that you go when it's your time, and is there to escort your soul to .. wherever it is he escorted souls to.
    This makes him very hard to use as a reference for anything.

    Batman.. Batman is a stalker I think.
    Well I think he's got stalker martial arts, the stealth pool, and tanker Willpower. With a side order of /devices as well.

    ... Yeah, the Bat doesn't translate well in to CoH mechanics >.>

    Fiction in general doesn't translate even to Paper and Pencil mechanics even as fluid as HERO system, much something as restrictive as an MMO, even considering that CoH is less restrictive than most.

    That said, there are LOADS of heroic versions of all the villain ATs.

    And, actually, most fictional characters overlap the ATs severely.

    I mean, if I wanted to do Brianna Diggers, I'd have to do Assault Rifle, Traps, Invulnerabilty (to account for her armor) and Martial Arts or Super Strength.
  16. Lycanus

    New Day Job

    Infiltrator/Agent - log out in an enemy base (sky raider bases in Fault and Striga, Council Bases in Striga, Arachnos bases in Fault, other places, I don't know enough about Villain side to point those out) bonus perception

    Infiltrator + Vanguard - Commando - Stealth power
  17. well, given that we're talking variation in enemy behavior, I don't see how the inclusion of an AI set that target's support types is that bad:

    a) it wouldn't be every enemy, it would be occasional enemies rare, uncommon at best.

    b) it wouldn't change the chance of initial aggro, simply coming around the corner would not be enough to get them to shoot you unless you're going at the mission without scouting and planning each segment. I know that my teams never call continous charge into regions we haven't had a scout previously check out for us.

    c) the enemy wouldn't target by AT, but by player behavior

    IE: a player uses a heal-other power within this enemy AI's line of sight and that causes threat/aggro similar to what dealing damage might otherwise be.

    another example is if an enemy witnesses another mob held or stunned. (probably slightly more common than the heal-targetted AI since they'd also have to survive the hold/dizzy whatever in the first place).

    In this case, the enemy that's targetting healers could end up targetting a scrapper using the medic or day job heals.

    ****************

    This is not "playing to win" since it remains rare and somewhat predictable enough to build countermeasures for it. However, building those countermeasures would be a wonderful challenge.

    I love playing against the possibility of defeat, it makes victory so much more sweet and desirable.
  18. Have the base salvage storage automatically alphabetize things put into it the way your personal storage does.

    PLEASE.
  19. This is a bit funny coming from me, since I've long proposed adding more non-weapon types to Scrapper (which has long been a haven for martial-arts themed heroes with claws, swords and martial arts), but I'm going to request more variety of weapons for ranged ATs:


    Blaster - (looks like we have pistols coming so not mentioning that)

    Crossbow - while a lot of archery's stuff doesn't really match a crossbow's capabilties, that's never really stopped comics before, so you could do a power-name and animation swap with stat tweaking (+Dmg, -Rec) to create a Crossbow power out of Archery (similar to how Broadsword and Katana are related)

    Blades - customized weapons/powers. (focuses on fast recharge and single-target attacks - unusual for blaster to have so few AoEs as this set)

    Themes: shuriken, daggers, darts (sorry, no cards or silverware for fear of copyright stuff)

    1 - Flick of the Wrist - Minor Damage, Very Fast Recharge

    2 - Nail to the Wall - Moderate Damage, Fast Recharge

    3 - Slice the Knee - Moderate Damage, Slow movement

    4 - Between the Eyes - High Damage, Knockdown

    5 - Steady Hand - Aim

    6 - Fan of Blades - Cone AoE Moderate Damage

    7 - Bleeding Wound - Moderate damage + Moderate DoT, High Damage Overall

    8 - Sharpened Blades - Passive chance for extra DoT damage with all Knife attacks

    9 - Blade Storm - Nova-pattern, PBAoE High-Extreme damage blast

    Boomerang

    1 - Smack - minor damage, fast recharge, chance for dizzy

    2 - Smash - moderate damage, moderate recharge, chance for knockdown

    3 - Arcing Attack - Cone attack, moderate damage, chance for either dizzy or KD, not sure which

    4 - Overhand - High damage, Close Attack, chance for dizzy

    5 - Aim

    6 - Swing Around - Moderate Damage, cannot be blocked by terrain. (THE pulling power if this were to happen) - possible: make interruptible (mentally lining up the throw), if interruptible either higher damage or chance for knockdown.

    7 - Ricochet Strike - Targeted AoE, moderate damage, chance for dizzy

    8 - Clear the Air - High Damage, chance for dizzy, -fly

    9 - Ricohet Mastery - Targeted AoE, High damage, short dizzy

    *********************

    Defender:

    Trick Ammo - animation/power swap of Trick Arrow (similar to Broadsword/Katana)

    Trick Shooting - Pistol tricks such as disarming opponents or otherwise inhibiting their ability to attack (done as a disorient), shooting legs and such (slows or Knock down), Covering Fire (enemy acc debuff, they're too busy keeping head down to shoot accurately), etc, etc

    *********************

    Controller:

    Riot Ammo - Tear Gas grenades, Flashbangs, beanbags, web grenades, etc
  20. I hope fox and wolf tails are included in this.

    being limited to only the skinny type tails is a bit irritating.


    Eventually be nice to have more body models available such as the "beastial" pose from Champions.

    (I know some people are also thinking the snakes' body build, or drider or centaur, but I think anything non humanoid is asking for a HUGE amount of work.)


    on the other hand, multiple arms for a Kail-esque character would be very cool
  21. Quote:
    Originally Posted by MaestroMavius View Post
    The 5th in Steel are new.
    Or very old depending on when you started.

    Anyway, power customization is excellent.

    I'm also very glad for another "super" flavored powerset for Scrappers which, until they got fire a while back, was mostly a playground for natural heroes and martial artists.

    To be honest, the idea that some of my villains would be able to come in from the cold with Going Rogue upcoming has somewhat overshadowed i16 for me.

    Then I tried the difficulty settings.

    Putting two of my scrappers at +0 x6 Fight Bosses

    Oooooooooooooooooooooooooooooooooooooooooooooooooo ooooooo

    The joy of having to rapidly make use of your inspiration tray again. The wonderful sensation of being actually at risk of dying!

    It's wonderful.

    I'll have to try to find time to twiddle with AE and finally make part two for me Hunter of Beasts arc
  22. Lycanus

    COH Mythbusters

    Quote:
    Originally Posted by Celidya View Post
    IOs are not necessary.
    IOs are not necessary, but they are more cost efficient and convenient.


    IOs would only be neccessary if:

    a) the game revolved around PvP

    AND

    b) everybody else had all IOs

    Note that I said "and" not "or". The fact that player A is able to kill a mob in 2.5 seconds compared to your 3.5 seconds or that they are able to take on 3 more mobs than you are is not something that equates with need.

    Now, if you are unable to defeat a -1, x1 mission without IOs, that would be proof that IOs are needed. However, I think it was clear that even SOs give you more power than you really need to beat most missions.
  23. I'm having the same problem getting into my base
  24. Nemesis Invasion:

    Nemesis Mole Machines bore up through the ground (at randomly chosen 3-5 sites out of 10-15 possibles) disgorging jaegers and troops while a giant zeppelin does loops in the air dropping bombs and swarms of flying jaegers.

    Goals: destroy mole-machines as they appear to stop flow of troops. Get onboard the zeppelin and move inside to eliminate the machines dropping bombs and creating jaeger swarms. Eliminate pilots/capture zeppelin.

    Strats: watch known weak points for mole machines to appear, destroy as they appear. Flyer/porter get onto the zepplin and start recalling people inside it for the invasion.

    *************************

    More 5th Column-Council open warfare such as back in the days when the 5th first fell

    **************************

    Zone events connected to failed missions.
  25. Current Enemy AI:

    Melee - rush up and fight you ASAP, mostly occurs with enemies that only have one ranged attack

    Skirmish Line - some run up and fight you, others hang back and run forward to replace others as they fall, mostly occurs with enemies that only have one ranged attack

    Ranged - stay out of melee, back up if you get near them, but stay put as long as you don't approach

    Rabbit - hit and run, tend to run first time as soon as they take damage, most typified by Tsoo Sorcerers, other porters have this to greater or lesser extent

    Sniper - not so much an AI as it is a limit. Snipers don't move or chase. they hold position and stay there.

    **********************

    Another idea:

    AIs that recognize and target healers and other dangerous targets.