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Posts
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Quote:It's actually more of an AR clone with lasers. You have the /fire component as an additional damage type, and there's only one or two abilities with significant KB.Nitpick: I'm not sure if any mobs are 'immune' to CC. Some just have mez protection higher than 3.
Example: It takes two Web Grenades to immobilize a standard Boss. That's Mag3 + Mag3 = Mag6. However, it takes... I can't remember, three or four to immobilize a Warwolf of any rank.
Oh, and in case I came off as antagonistic in the above post, I'm all for a pulse rifle set as long as it doesn't end up as an Energy Blast clone with a gun. I just meant to point out that we don't need some sort of AE-only version of the set without giving players access to it as well. -
Quote:This is completely untrue.It's not a stupid idea, it's just too clever for you to appreciate. In busy builds, there are more powers recharging with various timers than is possible to keep track of in between the intense fighting and chatting (making pushing most buttons to control your toon amazingly hard) that is on most teams.
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Quote:>implying I care about what people think of meWell my mistake then because I distinctly remember seeing your name and 'banned' underneath it...
....if not then my bad...
Perhaps if you tried being less hostile you wouldn't get the reaction you're getting...you know...just because it's the internet doesn't mean you have to subscribe to Gabes theory on it... -
If you think that Defenders are "healers", you need to seriously rethink the way you play the game. Seriously. I wrote a whole thread about this once.
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Quote:No. No, no, no. No no no no, no no no no no. No.With more and more people rolling multiple versions of the same character (different archetypes), and players no doubt wanting Praetorian versions with Going Rogue I wanted to suggest that we should be able to use any character names already on our account multiple times.
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Quote:So... why not press the number buttons?On large teams with many mobs my system tend to slow down and make mouse clicks on the powers hotbar exceedingly unreliable.
Anyway, this is a stupid idea. There's no reason to have any type of automatic power activation. Is it so amazingly hard to press a key on your keyboard once in a while?
Quote:Like Empath's AoE Heal and Power Burst? Ir the single-target heal and power burst? -
The idea is that it prevents all forms of self recovery whatsoever. No +end procs, no blues, no stamina, nothing. +end powers like Transference might work, but that's conceptually fine - you get a power boost from a buddy that lets you keep regenerating.
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Quote:The AoEs and cones do moderate/high/extreme damage to each target, not split it between them. The damage names "minor", "moderate", "high", etc - that's all just relative to each other, it doesn't necessarily dictate the exact damage it'll do.I dunno... MOST of the set is moderate damage. And several of the powers are Moderate AoEs, which seem to split the "Moderate" damage between multiple targets, rather than doing moderate to each (anectdotal).
Still. Who am I to argue if you're willing to offer a limit to your own set? :P The Devs would balance it.
-Rachel-
The set's power comes from it doing Energy, Smashing and Fire damage, as well as the mag 3 stun, and large amounts of AoEs and Cones it has. Additionally, the T9 power is not a "lose all your end" type power - it's a relatively short recharge, extreme damage power, like Full Auto. Additionally, there's the cone-shaped surveillance type power, which directly reduces the enemy's defense and resistance rather than increasing your accuracy and damage.
The reason the stun is so powerful? 1. It doesn't do any damage and thus can't take the relative set IO procs, like Devastation's Hold chance. 2. It gives players an incentive to actually take the stun power instead of skipping it.
Now, the stun could be modified to do a shorter stun on bosses, but still have the full length on minions and LTs. -
Quote:It's supposed to be a risky power to use - a toggle that caps your regen at the cost of negating all recovery you have. I could replace it with a Reconstruction type power, or remove the "can't use blues" criteria. Alternatively, I could let them keep the recovery, lower the +regen boost, and just give it a big end drain, but then it'd have the potential to be too overpowered.The difference is that Hibernate also makes you completely untouchable for it's duration. Using this "Regen -Recovery mechanic you might get killed while waiting for your HP to come back and not have enough endurance left to keep fighting while you're regenerating.
-Rachel- -
Quote:That works. Or it could just be a generic "damage aura" type power.Problem with Repulsor. It's just not possible within the constraints of the current engine and would require a major alteration to how the system functions. As an alternative how about turning it into a taunt aura, instead? PBaoE Taunt And 10% chance for Knockdown every second (Mag 0.67KB) Self +Resistance (Smash/Lethal)
Quote:I love how you've split the various mez protections into different powers. It's a neat idea and unique to the set!
Quote:I also don't know if you've noticed, but you left the set without any "Hole" to take advantage of. The logical rebuttal to such a suggestion is to lower the overall mitigation of the armor or to select one "Hole" for the set. Personally? I'd suggest Negative Energy. Thematically it's a person using dark energy to bypass the armor/protections to damage your spirit directly.
Quote:For the Self +Regen... I'd suggest making it a short lived -recovery effect, since being unable to recover endurance even by popping blues means the player will run out of end incredibly quickly if they attack. Though I suppose it would work fine as a between-combat heal.
Quote:Also going to suggest that Overdrive gets the Unstoppable treatment, especially on a set with this much power. Maybe have it drain half hit points instead of full hit points but... still! -
Quote:It doesn't even come close to working that way. The shapeshifting concept is that they have an energy pattern of their past hosts and can shift into those energy patterns. They really can't "mutate" into something new, but there can always be more patterns.*Leo has hit the nail on the head*
LOL
Personally, I'm hoping they expand on the customization options on the Khelds. I'm sure one of them will mutate in a way that gives them the ability to shift into a vastly different shape than normal. Although another shapeshifting AT would be nice too...
Not that they really need them.
Or that people actually roleplay Kheldians as real Kheldians. -
Synopsis: Power Armor is a tech or magic armor themed powerset, sort of a mashup between Shield Defense, Willpower and Energy Aura. It provides excellent defense and somewhat acceptable resists, as well as a unique +regen and damage aura.
POWER ARMOR: (Scrapper, Tanker, Brute, Stalker) - You have a high-tech suit of Power Armor. Whether it's a huge, lumbering suit or a skin-tight costume, your Power Armor gives you solid protection from enemy assault, including Toxic damage, but has little resistance or defense against Negative Energy damage.
1/1: Kinetic Shield - Toggle: Self +DEF(Smash, Lethal, Energy), +Res(DEF Debuff)
Your Power Armor creates a harmonic Energy Aura that can deflect physical attacks. Your Defense to Smashing and Lethal attacks is increased as weapons and powers like bullets, blades and punches tend to deflect off the shield. Kinetic Shield also grants you good resistance to Defense Debuffs. The Energy based nature of Kinetic Shield also offers some Defense to Energy attacks.
1/2: Hard Armor - Auto: Self +Res(Smash, Lethal, Immobilize)
Your Power Armor is extremely tough to crack and provides you with significant protection against Smashing and Lethal damage. The strength enhancements in your armor also help you break free from Immobilization effects much more quickly.
2/4: Deflector Shield - Toggle: Self +DEF(Fire, Cold, Energy, Negative), +Res(DEF Debuff)
The Deflector Shield creates a Electro-Magnetic shield around you that can deflect non-physical attacks. Your Defense to Fire, Cold, Energy and Negative Energy attacks is increased as these attacks are reflected or refracted off the shield. Deflector Shield also grants you good resistance to Defense Debuffs.
6/10: Magnetic Lock - Auto: Self +Res(Repel, Knockback, Teleport)
Magnetic locks in your boots keep you on your feet and provide you with considerable protection against Repel, Knockback and Teleportation effects.
8/16: Mental Shield - Toggle: Self +DEF(Psionic), +Res(Disorient, Hold, Sleep, Fear, Confusion)
Mental Shield diminishes and dampens the effects of controlling type effects. The shield makes you resistant to Disorient, Hold, Sleep, Fear, and Confusion for as long as you can keep this toggle power active. Mental Shield also grants you good defense agianst Psionic abilities.
12/20: Ablative Plating - Auto: Self +Res(Fire, Cold, Toxic)
Ablating Plating on your Power Armor protects you from the effects of elemental damage. This plating is always present on your armor and provides constant protection against Fire, Cold and Toxic damage.
18/28: Auto Repair - Toggle: Self +Regen, -Recovery
You can set your Power Armor to Auto Repair itself, granting you a huge boost to your regeneration as the repair function reassemble your armour plating. The power requirements for this ability are extremely high, putting a great strain on your Endurance and preventing you from Recovering it in any way for the duration of the power.
26/35: Repulsor Field - Toggle: PBAoE, Foe Special DMG, Self +DEF(All), -Endurance
Your Power Armor is equipped with a powerful Repulsor Field that slightly increases your defense to all attacks. Any enemy whose attack deflects off this shield will have it repulsed back towards him, effectively striking himself. Each attack you successfully repulse will cost you additional Endurance.
32/38: Overdrive - Self +DEF(All DMG but Psionic), +Res(DEF Debuff), +Recovery
You can put your energy shielding into Overdrive and dramatically improve your defense to all attack types except Psionic Attacks. Overdrive also grants you high resistance to Defense Debuffs. However, when Overdrive wears off, you are left drained of all Endurance and unable to Recover Endurance for a while. -
So just turn Rooted off between mobs if a small movement penalty bothers you so much. Tanks are supposed to sit there and take blows anyway - if you are running around and jumping like a monkey so much that you require more mobility than Rooted gives you, you are doing it horribly wrong.
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Quote:Oh no. You have to move slightly slower than normal in order to use your defensive abilities that are arguably much superior to every other defensive ability in the game?! How terrible!
The final consideration, mobility restrictions, can pretty easily be summed up by looking at Rooted: it prevents you from jumping or flying and applies a 90% reduction in movement speed. Thematically, it's appropriate, but, balance wise, it's a lot of work for what amounts to no more than what any other mez protection toggle provides (Integration provides 50% more +regen, not enhanceable, than Rooted while only costing a pittance more in endurance). There are better mechanisms to use to apply the thematic "penalty" without functionally requiring the mez toggle be turned off in order to be reasonably mobile. -
I don't see why people whine about having to give up three out of twenty four powers in order to be more physically fit.
Let's see. You have your nine primaries, and your nine secondaries. You probably won't take all 18, but that's 18 at the very most. Let's say you take all 18. That leaves you with 6 completely optional powers to choose from.
Hurdle, Health, Stamina. That's 21. You have three powers left to choose whatever you want from the pools, which are also optional. You could get, say, Boxing, Tough, Weave, which makes that 24. If you don't choose all your powers from your primary or secondary, you could get Hasten/SS or CJ/SJ along with that. Or even both. I know I did.
There is no loss of gameplay value when taking the Fitness pool. Your character is focusing his attention on physically training himself to be more fit and utilize his powers in a more endurance-efficient way. This gives him less time to focus on developing the general powers that all heroes/villains are capable of using. Deal with it. -
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The set is already pretty powerful on its own. A 100% damage resist debuff would arguably overpower it.
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See here, I could be a twit and scream "OMG IT'S A SUPERHERO VIDEO GAME WHO CARES I LIKE IT" but I'll listen to reason. Replaced with Shark Scent.
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Quote:The animation times, end costs, etc, would all be the same. The only difference is: if you're using an assault rifle, you don't have to "undraw" or "redraw" to fire a grenade. If you have an AR, you fire the grenade from the launcher, if you don't, you throw it by hand.It's an interesting suggestion, yes, but as I recall the distinction isn't there between powersets to throw grenades and launch grenades, let alone modifying the endurance cost and recharge time depending on powerset unless they made two, one for Rifle sets and one for without.
And I've not tested an AR/*/Munitions Blaster at a high enough level to see if there's redraw between using AR powers and using Munitions Powers.