Mr_Right

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  1. Quote:
    Originally Posted by Steampunkette View Post
    Oh wow... You're right... geeze...

    This is the second time I offered up the concept, though the first time I used slightly different (and less balanced and engine-ready) powers. Got the two versions of the power confused. XD

    And yeah. That's the better method of the two, which was discussed in the original thread, which was later lost in a forum purge.

    I am fail.

    -Rachel-
    No worries. It's late, and I had to go back and read, realize I was reading my edited post, reread your original post, then go re-reread the correct power, then edit my reply before posting because I had already started to give you credit for something I thought I totally misread because I thought I had spent too much time reading my edited version.

    So yeah, this is my general support for the idea, and I'll probably take a closer look at the Flight sets tomorrow, as that's the other power pool I have a particular fondness for.
  2. Quote:
    Originally Posted by Steampunkette View Post
    Cool changes, no complaints from me, really. Though a few notes.

    For Flurry of Blows I described the -animation- as the "Flurry" or "Shadow Maul" multi-punch attack, with the fists entering short lived portals that open up in front of each of the targets in an AoE to punch them. No teleport pet needed, just a fast-DoT fireball with the animation time of Flurry more or less.

    The Tier 9 in the primary is supposed to be a fast-cast targeted AoE Nuke. You point at a group which vanishes and reappears as if they've teleported, then they take a TON of damage, including random energy type damage (Psi, toxic, Energy, negative Energy, Fire, or cold) The animation itself is up to anyone's guess. But I wanted to avoid the "Teleport something in to hit them" nuke, since the set was more focused on using the telelport -itself- or the teleporter to hurt the target.

    The changes, however, are pretty cool and enhance the set. Not sure if they're OP or not, but we'll have to wait and see!

    -Rachel-
    Flurry of Blows is said to "teleport yourself into the midst of your foes for a moment, slamming them with sharp blows, then return to your original location". My issue with that is that it either has your model being obscured during the animation (in which enemies will still attack your position, while you "aren't there"), or you must actually teleport to your target, and back again (something never done before). Regardless, I've made an alteration to the power. Again.

    And I've altered the Tier 9s, making them fit the theme of each set more (damage in the Primary, support in the Secondary).
  3. This is my attempt at altering the Teleportation Primary and Secondary. Altered portions are in Bold after each power:

    Quote:
    Primary Powerset: Teleportation Mastery

    Tier 1: Portal Punch; You create a short lived dimension-bending portal, reach through it, and strike a single target. Moderate Smashing Damage, Recharge Fast, Chance to Disorient [Slowed this attack down by raising the damage and recharge a notch. This allows Scramble and Portal Punch to be a 1-2-KO kind of chain]

    Tier 2: Scramble; You reach out with your teleportation powers and teleport a target away and back to a location, but in that brief moment you cause him to lose all sense of direction and reality: Single Target Minor Damage and Disorient, Recharge Fast

    Tier 3: Teleport Foe; You pull a target through reality, roughly depositing him where you wish. Moderate Smashing Damage, Fast Recharge, Foe teleport, locational targeting within 80 feet [I like the range on this, though I bumped it up to a Fast recharge to flesh out a solid Single Target attack chain with just thee first three powers so that in theory, you could keep one foe at a distance permanently as a form of soft control]

    Tier 4: Warp; By bending space around a single foe you force him, and any foes near him, to strike his allies (Single Target Confuse effect, graphic of "Energy Aura" surrounding him) Long recharge [Made this power a Single Target power that gives a Confuse aura to the target making it more interesting as a soft control. The power was moved up to prevent the set from being damage focused earlier and control focused later. This could even be made into a Toggle, a la Telekinesis]

    Tier 5: Power Build Up: As the power of the same name [Is Range boosted by this? If not, I could see adding the Boost Range effect to Build up, instead of the Power Boost effect for this set. Just a thought though]

    Tier 6: Flurry of Blows; You open up multiple portals around yourself into the midst of your foes for a moment, reach through and slam them with sharp blows, before closing them without being struck back. Targeted AoE Moderate smashing damage over time, Slow recharge (Animation of multiple portals opening in front of the player preforming the Flurry animation) [The original power I'm not a fan of, because there isn't any Tech to allow you to teleport somewhere, then teleport back (that I'm aware of... perhaps summoning an invisible pet where you are, then teleporting, then having it teleport you with an unresistable teleport... but anyway) so I think this should be more of an AoE version of Portal Punch. It's moved back in exchange for earlier control powers]

    Tier 7: Wormhole; As the Controller Power of the same name, but with a faster cast time and instant application of the Stun and Teleport effects. Recharge Very Long

    Tier 8: Terminal Velocity; You teleport the target into a looping reality of falling, on return to our own reality he crashes to the ground with amazing force, potentially damaging and stunning nearby enemies. Single Target Phase power with a High Damage attack with an AoE Moderate Damage and Stun, original target takes both hits. Recharge Very Long. [This power should probably have a Phase period, where the target can't be harmed (as he's falling in a looping reality), until he slams back into ours. The animation should be similar to Lift in that the target goes up and slams down]

    Tier 9: Remove; You push enemies who are too close for your liking through reality with such great force it rips the very fabric of reality around them dealing damage and leaving them unable to move. (As Wormhole, but Point Blank Area of Effect teleport to target location within 80 feet, High damage, fast animation, Long to Very Long Recharge) [Moved to Tier 9 of the Primary set from the Secondary set, and turned into a "mini-Nuke". Giving it a high Mag Hold emphasizes Control, but giving it High damage would give some AoE damage to the set]
    Quote:
    Secondary Set: Dimensional Control

    Tier 1: Teleport; As the pool power of the same name, but faster animating and grants the user a 15 second long 5% defense (all) buff, greatly lowered Endurance cost (.5)

    Tier 2: Recall Ally; As the pool power of the same name, but faster animating and uninterruptible. Fast Recharge

    Tier 3: Warp Field; By creating tiny portals in reality around a target you can protect them from some incoming attacks (Ally +Def All except Psionic and Toxic, Fast Recharge) [Changed this to a +Def All, the numbers would probably be lower then Forcefield, due to Tier 4]

    Tier 4: Dimensional Ward; You create small wormholes and portals around your target, protecting them from imminent danger (Ally +All Damage Resistance except Psionic) [Moved from Tier 7 to Tier 4, allowing for a more rounded support theme and changed to a +Res All (except Psionic), with lower numbers then Sonic, due to Tier 3]

    Tier 5: Teleporting Field; This power creates an area of effect based on a specific point that randomly teleports nearby enemies a short distance, disorienting them. (Ground target pet power teleports all enemies in it's vicinity (40 foot range PBAoE) to the center of the field every 2 seconds, has a lower than normal accuracy, Long Recharge) [By adding a disorient to this, you give some soft control early to the set with the ability to tweak the duration and 'stack-abilty' (perhaps making the pet unable to teleport a target once it was already targeted for X seconds)]

    Tier 6: Portal Protection; You shift one of your allies slightly in this dimension, instantly breaking them from any control effects that might be on them and protecting them from further control for some time (As Clear mind) [Shifted to Tier 6, making it accessible earlier]

    Tier 7: Team Teleport; As the power of the same name, faster animation, lower cost (1 end per target) [Shifted to Tier 7 to make room for support powers earlier]

    Tier 8: Assemble the Team; You teleport all your allies to you, and in doing so grant them a short lived bonus to all of their effects (Teleports the entire team to yourself and creates a "Vengeance" effect on all allies within 20 feet 3 seconds later) [Shifted to Tier 8, as it's effects are less spectacular for a Tier 9]

    Tier 9: Place Holder Name Goes Here. Now You're Thinking With Portals!; By focusing on a single Ally, you can use your wormholes to increase nearly all their abilities, making them veritable juggernauts. This constant focus is very taxing on your abilities, and can only be kept up for a short period of time (Ally Toggle +Range, +Damage, +To Hit, +Def All, +Res All. This power is a Toggle you place on an Ally that grants the mentioned buffs. The toggle has a high endurance cost (think Telekinesis), long Recharge and will end after a period of 90 seconds with no crash to you or the target) [Completely new power. Seems appropriate as a Support Tier 9, I hope you approve]
  4. I'm just going to give general disagreement with the OP's ideas on the matter, as well as specific dislike of the idea of having PvP only costumes, auras, emotes, capes, etc.

    I just want to mention my specific dislike of the idea of a paid booster that affects any portion of the game involving combat in a large way as it places a gap between the 'haves' and the 'have nots'.
  5. Mr_Right

    This is BROKEN

    Quote:
    Originally Posted by Samuel_Tow View Post
    What do we stand to benefit from having these choices done in the actual instances?
    Immersion? It feels more "real" in the sense that the choice isn't just laid out in front of me before I even get to the point in the mission. And not all missions are laid out as you described. Several of them do have actual combat in them before your make your choice, and I've even been influenced to make a choice based on the dialog during the cut scenes / mission before. It would suck to make a relatively uninformed choice of siding with Cleo without hearing her lie to your face about trying to kill you.
  6. Quote:
    Originally Posted by Stormfront_NA View Post
    Mmm...

    Remember I said, you have a generic ranged attack power, you can slot. Thus the power you have will have the ACC, DMG, RNG or what not attributes based on the enhancements you have placed on the generic power set.
    No, I get this. My question is more of what base attributes are used? The enemy's power's stat? Or, because it's a "generic ranged attack power", does it already come with it's own stats (base damage, accuracy, range, endurance cost, recharge, secondary effect stats, etc) and the only thing that really changes is the visual effects and potentially the secondary effects?

    On that note, how do you handle redraw? If I go against a spawn of 7th Generation Paragon Protectors, I could easily get Total Focus and Focus (from claws), as well as Spine Burst. So if I want to hit something in Melee, I could use Total Focus, have to redraw for a Spine Burst, then redraw again for a Focus, then redraw again when my melee attack recharges, only now it's a Barb Swipe. That could, at best, get annoying.
  7. So what ATs would this be for? And what happens if I'm attacked by multiple enemies? Say I go against the Council, jump into a spawn of 3 minions and 1 LT, and get attacked by multiple enemies? Does the attack I last have remain "forever" (until I get attacked again)? How does recharge balance into this? How do attacks of dramatic differences in abilities factor in to this, such as those from an AV compared to a Minion? If I face Statesman, will I have a tray full of Statesman-like powers that last only until a Longbow Nullifier attacks me? Heck, what happens if I get into a slap fight with a Malta Sapper?
  8. I'm gonna go with a solid 4. I like the idea of Power Pool Customization, but I want the other stuff more. I would not mind seeing it pushed off "indefinitely".
  9. Mr_Right

    Faserip

    Damn it Steelclaw. I was going to play tonight, but instead I decided to log in two of my characters to see how they compare.

    The first is Super Villain, my first level 50, my first Main, and a character I haven't played in years. As a level 50 Illusion / Empathy Controller slotted with almost complete SOs, she did okay:


    Super Villain
    Fighting: (10) Good
    Agility: (36) Fantastic
    Strength : (15) Good
    Endurance: (76) Monstrous
    Reason: (68) Sensational
    Intuition: (70) Sensational
    Psyche: (72) Sensational


    Next up is a little bunny. My newest Main. A level 50 Warshade (tri-form focused) with all IOs and several purple sets, he's a beast with Perma-Hasten and Perma-Eclipse.


    a little bunny
    Fighting: (22) Excellent
    Agility: (62) Sensational
    Strength : (42) Incredible
    Endurance: (97) Awesome
    Reason: (52) Amazing
    Intuition: (60) Sensational
    Psyche: (40) Incredible

    Not bad, all told. a little bunny's Reason could have been 108, but I wasn't sure how a Warshade was classified regarding the Tech/Science powers, so I went with the lower of the two options, partially for the story. I also don't really feel like the powers gained from Dark Nova were represented very well, but that might just be me. And here's Dr Right. My level 27 Electric / Earth Dominator. As an old man, he's not doing too bad for himself, is he?



    Dr Right
    Fighting: (14) Good
    Agility: (20) Excellent
    Strength: (17) Good
    Endurance: (34) Remarkable
    Reason: (14) Good
    Intuition: (10) Good
    Psyche: (22) Excellent
  10. Mr_Right

    This is BROKEN

    Quote:
    Originally Posted by Techbot Alpha View Post
    I don't think Morality missions are solo only...the ones outside of Praet sure aren't. Unless the mission I ran last night was not WAI, because it was my mission and I hate two friends along without ill effect.

    Even so, yeah. That sounds broken. And I really wish trial players could reply to tells, if not send them directly.
    Morality missions in Praetoria are solo-only. The all mention explicitly (with exception to the tutorial) that it's a single player mission and you can't be on a team to do them in red text front and center. This is because there is a "cut scene" moment at the end of each one that requires you to click between Loyalist or Rebellion.
  11. Quote:
    Originally Posted by Lemur Lad View Post
    *lick*

    mmmmmmmmmm wrongsauce
    Careful where you put your tongue on that. You never know what you could catch from something THAT wrong.
  12. Quote:
    Originally Posted by Bus_Driver View Post
    Calm down, you guys. If you're seen how Guild Wars implemented the ingame store, you wouldn't complain. Basically, a little icon appears in the corner of the character select screen that showcases an item from the store.

    And putting the booster packs in the ingame store would allow South Americans like me to purchase them. NCsoft's website does not allow South Americans to buy CoX-related items.
    I really don't like the idea of advertising CoX Boosters in the Character select screen. Especially if they're visually loud or distracting. So really, anything involving an icon in the corner would not be my cup of tea. I don't really think it's required because the game isn't driven by the sales of the booster packs.

    With that said, however, I would completely and whole heartedly agree to adding the booster packs to the In Game store, provided it's possible to do so.
  13. I dunno, I think the word quote is perfectly valid. Why change it when they can save time / energy / take the path of least resistance and use the current code (invention / base item salvage) to make the new (Vanguard / Reward Merits) and the really new (Hero / Villain Merits)? (yes I do understand there is a positively beneficial reason to, but there is a legitimate reason not to as well)

    And while I will agree there is no positively beneficial reason to allow salvage which is (nearly) limitless in space to be deletable, there is a legitimate reason they did it that way. And yes, there is a difference. :P

    I just found it funny that what you said before you knew all salvage was deletable was still perfectly valid after you found it out. You went from "Salvage B is not deletable, so they did extra work to make Salvage C deletable, that makes no sense" to "Salvage B is deletable, so did no extra work to make Salvage C deletable, that makes no sense".

    Personally, though, I'm impressed it took this long for the forums (as a general whole) to realize that all salvage, even ones you don't want deleted, are able to be deleted. I certainly never thought to try it, and if it hadn't been done on accident by someone, I doubt we the forums would have ever known. I probably doubt it even crossed the Dev's mind to check it.

    Which means it is something to change. There certainly is no beneficial reason to have it the way it is.
  14. I suppose Malta wouldn't be eligible for Dual Pistols. I would like to see the Gun Slingers get graphical update to their attacks to fall in line with Dual Pistols.
  15. Quote:
    Originally Posted by Lothic View Post
    I guess there's a legitimate reason out there somewhere, but I certainly can't think of one. Once again is seems like having the option to do it is far more trouble than it's worth.
    Your legitimate reason would most likely be:

    Quote:
    Originally Posted by Lothic
    Actually with the way software evolves to add new things I would have expected these new alignment merits to behave as much like the previous types of merits as possible...
    So really, it's an unintended side effect of having previous types of salvage being deletable. Saving time and money by making any following types identical in form makes sense.
  16. Quote:
    Originally Posted by Quinz View Post
    I have been getting the same, especially in Praetoria for Lowbies. My DP/EM and my Kin/SD has been missing an awful lot. I watch the combat window and it shows a lot of bad luck, and when I expect the streakbreaker to kick in, it doesn't. (Being 1 miss for 95%, 2 for 80-90%, I think, 4 or 5 for 70-80%, etc.) I do think there might be some kind of problem in the system. Or me, and two other friends, plus you, are having REALLY bad luck.
    I actually had someone in Preatoria argue with me that Kinetic Melee had a lower base Accuracy then all the other melee attacks, and that's why it has Power Syphon. Even after I pulled up the Real Numbers, he refused to believe me and discuss it. Stubborn as a mule, he was. Two starred him for willful ignorance.
  17. Quote:
    Originally Posted by Balanced View Post
    Does Grammer Resistance make your cheeks resistant to pinching?
    In addition to that, you no longer mind the "old people smell", are more resistant to "block of hard candy" and can handle the yell of "Get off my lawn!" for much longer periods of time.
  18. Eh, I'm going to just voice my opinion on tethering because I seem to be a minority. I actually rather like it as a mechanism. I've had it work against me before, sure, but I really don't find it all that bad.

    Sure, it could stand to be tweaked, but I haven't got anything against it.
  19. Mr_Right

    Lost

    Quote:
    Originally Posted by Melancton View Post
    To invoke that ancient question and answer, the female Lost must be somewhere in Kings Row.
    God. I miss those broadcasts of "Where are the lost in Kings Row?"
  20. Congratulations! Even though we'll be losing you, I think you'll be better off for it still!
  21. Quote:
    Originally Posted by EarthFury View Post
    I appreciate the civil critiqueing. Maybe then just the Signature hero as your mentor part -- without the stat mods part -- paired with at least some kind meaningful added variety beyond simple lore or back story RP stuff.

    How do you add non-superficial choice without adding complexity. Doen't meaningful choice inherently add complexity.
    So, my first thought on reading that are Patron Power Pools. They're upfront with their effects and real numbers, RP related, tied in with the Patrons, they're similarities limit min-maxing, and high enough in levels to assume the player knows what they're getting into. In effect, very similar to what you're asking for, but greater on all details and effects.

    A "toned down" version wouldn't be too hard to come up with, I suppose. Perhaps a form tied to Badges gained from preforming tasks for the Signature mentor, as well as learning about them. For example, badges that specifically mention Synapse and Mynx, including Exploration badges detailing their exploits, TF badges, and defeat / mission badges, could unlock an Accolade that grants benefits for your chosen Signature Mentor.

    These badges could also include an Exclusive badge gained from preforming the "pick your Signature Mentor" mission, to prevent someone from gaining all the Signature Mentor badges, or accidentally gaining one just by running content. It would give the opportunity to, like the Patron Arcs, explain the permanent status and abilities gained, as well as level locking the content to something that would allow players time to get some footing and know what they're getting into.

    With these kinds of limitations (even some, not necessarily all) it would be possible grant some fairly minor to moderate global buffs with little to no debuffs.
  22. Mr_Right

    Newsies & Tips

    Quote:
    Originally Posted by DJKyo View Post
    Just a thought I had.

    You know how sometimes it takes an hour or more to get your first tip of the day? Well, how about this...

    For a low price (say, 100 inf), you buy a Newspaper from a Newsie. What you get from this is one random tip. You can only do it once per day.

    I'm sure someone will have objections, but I think this would make doing tip missions a lot more fun, and cut out a lot of the boring streetsweeping you sometimes have to do to get a tip. People who don't like it don't necessarily have to use it, and it doesn't really give any discernible advantage to people who do choose to use it. Plus, it gives some nifty functionality to the Newsies other than yelling about old news (like Pocket D opening) and giving out new information (like Villains coming to Paragon and vice versa) in NPC chatter.
    Alternatively, you can cut out the street sweeping completely, get a Newspaper / Radio mission, and run that. You get Tips from any NPC over level 20 defeated, even those in missions. I don't really think it's necessary to add purchasable Tip missions, especially if it's just one a day.
  23. Quote:
    Originally Posted by T_Immortalus View Post
    Don't forget slotting for the max health buff in High Pain Tolerance(if I remember correctly) as it gives your regen more to work with and make 0 hp a much more distant goal for the enemy.
    Already have that covered. I was thinking more of adding three slots to it for either pure resistance, or Reactive Armor for the extra Defense. But it looks like I can either forgot slotting it further for now, or slot it for Resistance alone, and get the defense elsewhere. Thanks for the reminder though!
  24. Quote:
    Originally Posted by Muon_Neutrino View Post
    Oops. I don't know what I was thinking here, somehow I saw 'willpower' and thought 'invul'. Regardless, you still have some S/L/E/N def to start with in heightened senses, so stacking on top of that is a good idea.

    As for what to aim for, I find that about 20-25% is where it starts to make a real difference when layered on top of other mitigation. You should be able to get there between smashing haymakers (like kinetic combat but doesn't cost a bazillion inf), reactive armors, weave, and a steadfast 3%.
    Excellent! Okay, so with Reactive Armor, Weave, Steadfast 3%, I can manage about 27% if I dedicate a few slots to Tough and High Pain Tolerance. I could probably substitute Pounding Slugfest into a few minor attacks, so I don't have to dedicate too many slots to resistance powers, when pure resistance would benefit me better.

    And if 20-25% is my goal, I think I've got that in the bag for Energy / Negative Energy. That means I can focus on brining my Smashing / Lethal up to par, or continue with the exotic damage types...

    Thanks for the advice!
  25. Quote:
    Originally Posted by Muon_Neutrino View Post
    IOing for defense is, in the majority of cases, the best way to increase your survivability. Since you already have some defense from invince and tough hide to stack with your IOs, it's definitely a good idea. Take a look at reactive armor - it gives you some S/L as well as E/N. Other options include eradication and cleaving blow.
    This is good new, I suppose. At what level for defense should I aim for to make it "respectable" as far as numbers go. I don't want to dedicate too much to it, and lose effectiveness is the actual powers I'm slotting if I can help it. But if it comes down to picking up slot mules for such things, I may be persuaded.

    The bolded part has me worried, because it references Invulnerability, and I'm talking Willpower.