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It won't happen, because people that care only about getting XP and rewards and not having any sort of fun at all will whine about it.
I love the idea, though, and would love to be sent sailing through the air more than a few times. -
Quote:Better idea. This EPP might work better with the Thugs/Gunslinger dual pistols animations rather than the new Dual Pistols animation.1. Single Shot
2. Dual Wield
3. Gunslinger Incendiary Round
4. Suppressive Fire
5. Gunslinger Cryo Round
41. Cryonic Round (Minor lethal damage, minor cold DoT, -run, -fly, -recharge)
41. Suppressive Fire (Minor smashing damage, disorient)
44. Incendiary Round (Moderate lethal damage, moderate fire DoT)
44. Chemical Round (Minor lethal damage, minor toxic DoT, -def, -res)
47. Empty Clips (Moderate lethal damage, cone, KD)
Cryo, Suppressive are the two "control" abilities. Rather than an immobilize, Cryo will disable flying and cap run speed at a very low rate. Suppressive will disorient. Chemical provides some "armor breaking" utility in the vein of Melt Armor, Incendiary is the high damaging single target, and Empty Clips is the cone. -
Before everyone gets all pissy, I'm not advocating the removal of Omega Maneuver. I'd just like an alternate level 32 power choice (that will, say, "lock out" Omega Maneuver if taken, to give people an either-or choice.) Here's my idea.
32 - Grenade Barrage: Ranged (Location Targeted AoE (30ft radius, 16 max targets)), Superior Damage (Smashing/Lethal), Superior DoT(Toxic), -Res(All), Immobilize, -Fly, -Recharge, Foe KD, Self -End, -Recovery
You launch several fragmentation, venom and web grenades from all four arms of your Crab Spider backpack at a targeted area. They explode and deal severe damage to all enemies caught in the radius, inflicting a variety of effects from the different grenade detonations. Due to the amount of energy and ammunition needed to perform this feat, you will lose a substantial amount of Endurance and be unable to recover it for a short while. Damage: Extreme, Recharge: Long (6 minutes)
To prevent this from being -too- powerful in terms of secondary effects, here's what I propose. You have the three types of grenade effects: Fragmentation KD, Venom -res and Web immob and -recharge. Fragmentation secondary effect is guaranteed at 100%, while venom and web grenades are both 50% possible. This would reflect, say, if an enemy is hit with just one grenade blast, or two, or rarely, all three, and be a bit less "overpowered". As for the -end and -recovery? Same as any other tier 9 nuke. -
Quote:Dude?Claws and Kinetic Melee each have one ranged attack, and Spines has one ranged attack and a wide-ish PBAoE power. They don't all have 3 ranged attacks doing moderate to high damage.
Claws: Focus (ST ranged, high damage), Shockwave (Cone ranged, moderate damage)
Spines: Impale (ST ranged, high damage), Throw Spines (Cone ranged, moderate damage)
Kinetic Melee: Focused Burst (ST ranged, high damage), Repulsing Torrent (Cone ranged, moderate damage)
As for gun+sword: Quick Shot (ST ranged, moderate damage), Focused Shot (ST ranged, high damage), Rapid Fire (Cone ranged, moderate damage).
Considering Scrappers get some powerful ranged attacks with their epic power pools (including a couple AoEs and cones), why can't you have a couple in your primary? Maybe back before I9 it would be silly, but the way things are nowadays, Blasters can get Scrapper-like defenses -- why not let Scrappers get Blaster-like ranged ability? -
Repulsion Bomb does AoE damage on the level of a defender's AoE attack. I don't see any reason to increase the damage; hell, I use it on my FF defender, my Power Mastery blaster, and anyone else, really. It is an amazing power as-is.
The problem with buffing FF's attacks is that it's a buff/control set, not an attack set. Force Field Defenders have a whole secondary worth of attacks, and MMs/Controllers have an epic power pool full of attacks -- not to mention attacks of their own. They don't need improved. Take your attacks if you want to attack. -
There's already a few scrapper powersets with a mix of ranged and melee - KM, Claws, Spines. Here's an idea I think would work. Sword in one hand, pistol (or maybe even a wrist-mounted crossbow, what with power customization) in the other. Pure lethal damage, but is made less harsh by the DoTs and -def it applies to the enemy.
The set deals damage through stacking DoTs and the -def, rather than having an actual build up. There is one power that gives a good amount of -def and -res to the enemy, but it's a single target attack, in the vein of Follow Up.
1: Quick Slice (Minor melee ST lethal damage, 4s recharge, foe lethal DoT)
Make a quick attack with your sword, dealing lethal damage and causing your enemy to bleed.
1: Quick Shot (Moderate ranged ST lethal damage, 40 feet, 6s recharge, foe -def) With your ranged weapon, you snap off a quick shot at your enemy, dealing lethal damage and reducing your foe's defense to further attacks.
2: Low Cut (Moderate melee ST lethal damage, 8s recharge, foe lethal DoT, -speed)
You slice your blade low across your enemy, hampering their ability to move.
4: Blade Arc (Minor melee cone lethal damage, 8s recharge, foe lethal DoT)
A cut across a group of enemies, causing them to bleed for additional damage over time.
6: Armor Breaker (Minor melee ST lethal damage, 12s recharge, foe -def, -res)
You cut away an enemy's defenses with your blade, opening them up to further attacks by you and your allies.
8: Focused Shot (High ranged ST lethal damage, 40 feet, 10s recharge, foe -def, KD)
You aim your weapon and fire a single powerful shot at them. The force of the impact has a chance to knock them off their feet.
12: Confront (Ranged ST taunt, 3s recharge)
Challenges a foe to attack you.
18: Rapid Fire (Moderate ranged cone lethal damage, 40 feet, 45 degree arc, 12s recharge, foe -def)
You fire off a series of shots at a group of enemies in front of you.
26: Dual Strike (High melee ST lethal damage, 10s recharge, foe -def, lethal DoT)
You attack with both your weapons at once, reducing the target's defense with your ranged weapon and causing them to bleed with your blade.
32: All-Out Attack (Special, see below. 60s recharge, foe -def, KD, lethal DoT)
Summoning your inner focus, you engage every enemy around you in a ferocious all-out assault. Enemies in melee range will be hit with the brunt of your attack, while those farther out will take damage from only your ranged weapon. Those unfortunate enough to survive the assault will find themselves on the ground and bleeding out.
For All-Out Attack, I was thinking having it be two AoE attacks fired off on the same tick or within a very short time of each other. The first is the melee attack, dealing high damage, DoTs and a 100% KD chance. The second is the ranged attack, dealing high damage, -def and a 50% KD chance. IT might be difficult to implement, but that's the fun of it - seeing how you can make things work well.
If you can't have two different "ranges" in one attack, here's how it could work. The power would do the actual melee attack (high melee damage, 100% KD, lethal DoT), and then summon a psuedopet at the casters' feet. The psuedopet would then deliver the ranged portion (high ranged damage, -def) and vanish.
Opinions, thoughts? -
Quote:Physical Perfection is a very minor regen buff. It's honestly better slotted for the recovery.Really? You honestly think the devs would give blasters not only 1, but 2 forms of regen without having a negative effect on something else? Damage is a blasters defense. If you want regen to be added you have to give up something and that somethng would be damage. Not only would it effect a blaster that chose that secondary, but it would effect all blasters of any power mix. Not going to happen.
As for the RTTC, the regen aspect can be reduced in favour of amplifying the -tohit to enemies. -
I'd like to see an emote where the character stands, reading a comic book. I mean, you'd think they'd be pretty widespread in a city of heroes!
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Quote:Accusing someone of trolling is considered trolling.Do you also understand that Mondo is trolling the living crap out of you?
Quote:Originally Posted by Moderator 05Quote:Originally Posted by MondoCoolSo calling out someone on being a troll is trolling, and telling people their post was reported is trolling?
Yes, and yes. If you call someone a troll, it's trolling. If you tell someone, "Post reported," "Just wait until the mods get here," "You're going to get dinged by a mod," or any kind of post like that, it's also trolling.
...
The same with calling someone a troll--even if they're trolling, you can't do it. And what's more, what if they weren't trying to be a troll? (Not in this specific case, but think of how many times a person with a variance in opinion gets called a troll by other people) Because of this we try to avoid people from calling each other trolls on the board.
Hope that clears it up.
Regards,
Moderator 05 -
Physical Perfection is just a very minor increase to regen and recovery. It's basically half Health, half Stamina. The RttC power is the "big regen" ability, and it's there as support, like Mental Manipulation's Drain Psyche, but with the function of the Willpower toggle. However, I like this idea. I implemented it as "Ignore Pain".
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Here's my take on a power choice for a Blaster Secondary. Martial Discipline. Notice how, say, Maelstrom is Dual Pistols/Martial Arts? That's kind of what I had in mind.
Three main attacks: Crane Kick, Dragon's Tail, Eagle's Claw
Four support: Physical Perfection, Caltrops, Rise to the Challenge, Focus Chi
Two control: Crippling Axe Kick, Cobra Strike
1: Crippling Axe Kick (Minor damage, mag 3 immob, 4s recharge)
2: Caltrops (Moderate DoT, -recharge, -run, 45s recharge)
4: Physical Perfection (Autopower, +regen/recov)
10: Crane Kick (Moderate damage, knockback, 10s recharge)
16: Focus Chi (Build Up, 90s recharge)
20: Cobra Strike (Minor damage, mag 3 stun, 12s recharge)
28: Dragon's Tail (AoE moderate damage, knockdown, 20s recharge)
35: Ignore Pain (Special, 300s recharge) OR Rise to the Challenge (Self +regen, enemy -tohit)
38: Eagle's Claw (High damage, chance for mag 3 stun, 20s recharge)
Ignore Pain: Ignore Pain allows you to completely absorb damage for a short time, say, 10-15 seconds. However, once the power expires, all the damage taken is delivered back to you, possibly defeating you outright if you've suffered enough.
This isn't really me saying this is how it absolutely should be, it's just a rough draft of my take on a martial arts style blaster secondary. It should be feasible. Opinions, thoughts? -
Quote:Because you like playing them?
Is There Any Point to Playing Level 50 Bubblers?
Quote:/this.
The two (usability and interest) are two separate issues completely. I like (for instance) my Earth/FF controller. My Bots/FF MM? Almost put me off the AT entirely. (Sitting at 36, I'll log them in every once in a while and do a little work on them, but I doubt they'll hit 50.) Nothing to do with FF in and of itself - more like the combination gives *me* little to do -
So why don't you just not use the powers if it gives you headaches?
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FF defender. Dispersion Bubble + PFF + Hover + Weave + Maneuvers + Power Build Up + Barrier Core Epiphany + defense set bonuses. It only lasts a few seconds, but enjoy being invincible. Unless you're going up against enemies that autohit, that is. But really, enjoy being invincible most of the time. -
Who are the heroes behind Statesman on the City of Heroes login screen? They don't look like any of the signature characters I've seen. Were they just made up for the purpose of being on the screen or were they actual player costumes screenshotted and rendered in CGI?
Also, why does Statesman look like he has a lazy eye? -
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I know, like I said it's a WIP and I'll get around to fixing it when I can.
Quote:You seem unfamiliar with Targetted AoE knockback and its mechanics. Knockback is always applied with relation to the caster, not the center of the AoE.
That's weird. Every time I've used a targeted AoE with knockback, e.g. M30 grenade, it's propelled from the source of the knockback. I'll have to look at it. -
Here's some more costumes I'll probably never use - want them? PM. I might not have the costume file, so if I don't, just use it for inspiration?
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Costumes below are free to take. Feel free to post your own if you want!
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(WORK IN PROGRESS)
Knockback. The very idea of it promotes thoughts of hatred and anger in the minds of most players. That terrible, terrible combat mechanic that, though entertaining to watch, breaks apart tight groupings of enemies and prevents melee powers from being as effective. "How dare they knock my enemies back," thinks the player, "and ruin the good time I'm having!"
But does the player truly know why knockback is a bad thing? Do they look upon it with disgust in belief that it is purely an annoyance, or is it, in reality, because the many many people who attempt to use it fail at doing so?
This guide will offer a crash course on how to effectively utilize knockback and reduce the irritation and loss of effectiveness that it provides in the wrong hands.
STEP 1: Understand and knowing if your character uses knockback
This is very simple. Knockback is the game mechanic by which, upon the activation or toggling on of a power, one entity forces another entity a distance across the game world.
When a power with knockback is activated and hits, it will physically move the entity subjected to it provided that entity does not have protection against knockback. This can be something as simple as being knocked to the ground (in cases of powers that have less than 1 or so magnitude knockback) or being violently propelled halfway across the overworld (in cases of a Power Boosted level 50 Energy Blaster utilizing a knockback-slotted Power Thrust against a level 1 underling.) While the "knockdown" submechanic is not necessarily a hindrance to others, anything above 1 magnitude of knockback will, most likely, physically move an even-level enemy a certain distance.
Above: The player uses Energy Torrent, a cone with knockback, against a group of enemies.
The question to ask is: Do you have knockback? This is easy to find out. Enter any area with enemies, and attack them. If they are propelled away from you, then yes, your powers do have knockback. If not, then attempt again until you have found your knockback power. If considerable time passes and you do not knock back any enemies, you do not have knockback, and thus have little use for this guide.
STEP 2: Understanding the applications of knockback
These next illustrations will help you understand different types of knockback and how they are best applied in certain scenarios.
More to come.