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Posts
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Read the thread Stratonexus linked, there's a full break-down of Blizzard vs. Inferno. This conversation has already been had.
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Quote:No, it's -100.00% Endurance if you check the real numbers ingame.It's -100 Endurance, ie 100 off whatever End you have at the time of the crash.
Well, to quote exactly
Quote:-100.00% AttrEndurance on self after 3m 0s delay Ignores buffs and enhancements unresistable
Now, it is possible that toggles will not drop when Unstoppable crashes. If you're lucky. You'll bottom out from the crash, but you'll get a tic of Endurance before any of your toggles ask for it.
Unstoppable crashing takes you from how ever much Endurance you have to zero. -
Quote:Making a new animation for walking and running would have required making a new skeleton for beasts. Making a new skeleton for beast would require making a new animation for every power in the game, except for passives. Also making a new animation for every power in the game for the new skeleton while flying. And for all that work, people would get one gender of beast.*Personally I suspect that redoing the walk/run animation was too much work, therefore the shortcut was taken to make the proportions incorrect in order to continue using the current animations.
Adding a costume item allows digitigrade appearance on three genders without having to make new animations for every power in the game six times.
And while your characters are canine and feline, do please remember that their skeletons are still more primate than not. -
I think the kinetic melee animations look better with shield defense.
That said, just about anything should work fine. -
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Quote:I actually addressed that in the initial post; that while adding the animations as options for Super Jump and Super Speed would be nice too, it's not what I'm looking for. Super Speed is much faster than I have an easy time navigating with. Super Jump doesn't run fast at all (though I do like the Jump Height). Ninja Run and Beast Run are both good running speeds, the jump height isn't quite as much as I'd like; I wish I could slot it for Jump Height and Endurance reduction.
I don't see why your idea is better. It doesn't address the issue of "We have fewer power pool options now than we did at launch" nor does it allow me to slot Ninja Run or Beast Run. It just allows Super Beast Speed and Super Ninja Jump. Both of which are fine options, but not what I'm looking for. -
It's why we can't make lemurs in game, the closest the developers come to freezing time (aside from lag spikes) is Super Reflexes' scaling resists.
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Also, I was hoping that if Beast Run and Ninja Run were added to the power pools that they could be used simultaneously with Combat Jumping instead of being mutually exclusive.
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Quote:Well:That said, I am not sure they can port SR over without either overpowering it, or raising a huge cry over how much they nerfed it. The problem is that just porting SR over with the scrapper numbers would probably result in a softcapped set with just the base powers
Quote:If I was tasked with porting SR to Tankers, I would start with the Brute version, add +Health and toxic resists to Practiced Brawler, and increase the scaling resistances from their current 20% max per passive to the original 25% max per passive from CoV beta.
*However* I would also rebalance the SR defenses so that they did not just scale upward with archetype. Toggles would increase from 13.875% to 15%. Passives would increase to 7.5%. Fully slotted Tanker SR goes up from 30.42% (scrapper) to 35.1%.
SR for Tankers:
Defensive toggles: 15% to melee, ranged, AoE
Defensive passives: 7.5% to melee, ranged, AoE, plus scaling resists zero to 25% all but toxic and psi per passive
Practiced Brawler: Mez protection; +10% MaxHealth 120s dur, enhanceable; 15% resistance to toxic, enhanceable.
Something like that would be a good starting point, tweakable in beta testing. Not saying I would necessarily recommend this, just that this is what I would do if I was tasked with doing it.
But if it's a direct port, nothing changed but the percentage, then Tanker Super Reflexes would get 18.5% from each toggle, 7.5% from each passive, and hits 40.08% defense from just 54% enhancement in each defensive power in the set (excluding Elude). So it'd hit the soft cap with unslotted Weave. -
Quote:I'm worried that something like that would give the people who paid money for the travel power a significant advantage.Personally I think they should just make the existing ones from the packs slottable, and leave it at that.
If you look at all the travel powers that you can get without having to give up a power choice to get them, they all have one thing in common: You cannot slot them at all.
Jet packs you buy for 5 dollars a month, Jet packs you buy for 10,000 inf-, the various Mayhem and Safeguard mission packs.
So the powers you get from the Power Packs are just the same. A person who doesn't buy a power pack isn't missing out too much because said person can get a travel power by just giving up 10,000 inf-. -
Quote:Well, given that Brute SR has a taunt aura, I suppose an SR Tanker would bring a Taunt aura. An SR Scrapper can't bring that.What exactly would an SR Tanker bring to the table that an SR Scrapper can't?
And yes, having 40% more hit points makes a difference at soft cap. -
Quote:Shield Tanks vs. Shield Scrappers:Actually, I guess the same question can be asked of Shield Tanks vs Shield Scrappers.
90% resistance cap (you can hit it with one with the shield) vs. 75%
A tanker, without one with the shield active but with tough, will have
~45% smashing/lethal resist, ~23% Energy/Negative Energy/Fire/Cold/Toxic
A scrapper under similar conditions
~35% and ~17% respectively
The Tank will also have about 40% more hit points at base. A Shield Defense tank will have around 3000 hit points with accolades. A Shield defense Scrapper might have about 2000. So the tanker will have roughly 50% better regeneration and 50% more damage to take. -
The problem here is that, while you can run on all fours, your characters are still bipedal. They have their hands free while standing.
So look at how lemurs jump. http://www.youtube.com/watch?v=CnPM28rNmkY -
http://boards.cityofheroes.com/showt...01#post3480801
I don't think that any power that has a significant chance of a debuff is going to get used. Mystic Fortune has one power with a debuff, and even that one isn't that bad. Secondary Mutation has just the chance of becoming a Rikti monkey, and that is a very rare occurance.
I think that the muscular textures should be added without a booster pack. -
Oh, sorry if I wasn't clear, but I was thinking that these could be open to people who didn't buy the packs. That's why I presented arguments that the powers in the packs would still have value.
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Okay, one of the first things you should do with a build is go to "Sets and bonuses" and see if you're past the cap of 5 on certain things. You have far too many 10% regeneration bonuses. You're also past the cap on +7.5% recharge (those problems are related).
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Quote:You said "Show me one animal that jumps like that," and I have done that. Now you're changing the target.Mhm most time they still got there arms in the front, but that jumping looks silly.
...and no apes inside the booster
Lemurs aren't apes anyway, you can tell because they have tails. -
Quote:I don't care about the set bonuses. I slot 50s because it means I can get into the ED red with fewer slots expended. Also because 50s are easy to get.I don't get it. Why would I lose my set bonuses?
Wait, you mean someone actually USES all those level 50 recipes and IOs that I throw at the market? Pft, level 25's FTW! You still get more enhancement value than SOs provide, you rarely suffer the effects of enhancement scaling when exemplared, and the set bonuses stay with you unless you're running REALLY low-level content... and then you don't need the set bonuses anyways! -
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The power pack runs are pretty cool, but I find myself wishing that I could slot them for endurance reduction and run speed and jump.
Also, with the fitness pool now inherent, we have fewer power pool options.
So, why not add more travel power pools?
It doesn't get rid of the benefit of getting the powers in the Power Pack because 1) Those powers are available at level 4, power pools don't open up until level 6 and, unless you're a five year veteran, the travel powers don't open up until level 14 and 2) the powers in the packs do not require a power slot.
And, while the animations could be handled by giving power customization options to have Super Speed and Super Jump take different animations, beast run and ninja run aren't exactly Super Speed or Super Jump. You can combine the two and end up with something significantly better (except for endurance cost. With one end reduction in earch SS+SJ is .64 end/sec, Ninja Run is .46) Ninja Run is about 2/3rds the speed of Super Speed and about 80% of the jump speed of Super Jump (but only 1/3rd the jump height).
With that in mind:
Ninja Run power pool:
-Smoke Flash: Click, short duration self-stealth (just long enough to run past a group of enemies) no movement speed debuff. Perhaps a defense buff; as long as the duration is short enough that it would be either impossible to have it permanent or it would be annoying to keep it permanent.
-Flurry Kick: We've got the old Storm Kick animation sitting around somewhere, don't we? Flurry damage.
-Ninja Run
-Alertness: Toggle sleep protection and perception buff. Mag 2, like acrobatics.
Beast Run power pool:
- Bat: (as in, to batter something with a paw. I'd have used swipe, but that's taken) As boxing, but maybe with the "Smack" e-mote as an animation.
- Tumble: Passive, reduce falling damage. I don't actually know if this is possible without also increasing jump height. But I'm just tossing out ideas here. Perhaps it can entirely negate falling damage? I know that can be done without increasing jump height, but that might be a function of the location. Would that be more in line with a level 20 power?
- Beast Run
- Aggressive Aura: Toggle, PBAoE taunt. +1% recharge speed reduction for every enemy in range up to 10. 300% taunt for Tanks and Brutes, 200% otherwise. (Is this something that would work as a level 6 power instead?) -
Quote:To be entirely honest, I don't think even 100-1500 is reasonable for a luck charm. It'd be nice if level 15 characters could actually afford to craft level 15 Invention Origin enhancements.I think 1000-1500 is reasonable for a luck charm. Any bets on how long it'll take for that to fill? (The last time I had it filled for that was JUST after the market merge.)
But I'm sure that even a bid of 1000-1500 for a luck charm would eventually be filled. -
It would have been nice to have more ear options for the cat heads. And any options for the wolf head.
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Actually, it's not exactly the same animation from Super-jump. Yes, it's similar, but there are noticeable differences.
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Generally,if you're in the midst of one animation, it won't switch to the other; If I start running without Ninja Run active and then turn Ninja Run on, it won't switch to the Ninja Run animation until the character returns to the idle animation for a moment or jumps (but not always for a jump).
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Quote:I built an Energy Melee/Regeneration Stalker to get as much +health (well, to the cap, which isn't hard at all) and +regen as I could manage. He currently regenerates about 3.14% per second, just toggles and passives. I could get it up to 3.47% per second if I switched to Body Mastery instead of Soul Mastery. But I don't think it would make me feel any less squishy.One says to take your strengths and maximize them to the best extent possible.
This is the character that makes me wish Revive had a 15 second recharge. That said, I still do have fun playing him.