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So just making sure...will the sonic blast single target power gotten as a 5th power not as a third one have its ranged changed from 40 to 80?
(The third power for sonic is a cone attack)
Also what about kheldian and arachnos attacks that are also 40 range...will they be put to 80 range as well?
And since sonic has no sniper ability then the rest of that set is that working as intended? -
Shout is T5 not T3 but it is 40 feet....but since they dont want to do changes to lighting field but want to instead effect Thunderclap...i will assume that they wont make changes to a T5 power under that same pseudo logic as to why they dont want lightning field to have improvements and instead insist on using a minor damage point blank area of effect knock back attack with a hefty starter animation(i consider anything that makes enemies many times kill you before you get it off a hefty starter animation)that most of the time wont be able to be used unless you want to risk your character by running into a group of enemies......and also make it impossible to hit things with area of effect powers because the Thunder Clap power disperses them.
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So I wanted to Ask.....since i am currently playing a Sonic Blast/Psionic Manipulation Blaster.
Ok so since sonic has no Sniper shot I assume the new sniper machanic will do nothing for that blast set...is that correct?
Also since the T3 power in sonic is a cone attack called Howl...i assume it wont get raised to 80 feet...is that correct?
And since Psionic Manipulation is felt to work as intended it wont be getting any enhancements either...is that correct?
so basicaly the blaster i am currently playing is working the way that Blasters should work right now...is that correct?
Sorry i just felt I had to ask..... -
Actualy you need to look more closely at the changes mentioned...
Notice the Fire Aura is mentioned but not the electric aura or dark aura or even psionic confusion aura....so basicaly only one damage aura on a blaster set is getting a change.
Also aside from doing super jumps and flying and maybe runing at super speed while shooting the sniper shot...the amount of times you might need a sniper shot to be un-interuptable isnt there much in the normal game otherwise...i mean its long range...very long range...takes a while to start and go...its the basic original pulling tool that they decided to lower the range on....and then lower the damage...with the excuse being made on each decrease...they are "balancing it to keep it inline with other sniper powers"
To me....and i mentioend this on the other thread....this blaster stuff doesnt really look like a fix for any powerset....but more looks like improvements for PVP combat.
Only things i think the developers should do is actualy make sure the powers work like their text descrpitons say they are supposed to.
Gets really tiring when you use an attack thats says it does "EXTREME" damage and find it does less then your moderate damage second attack.
Also they need to fix electric so it actualy gives the energy to the user...like all the attacks say they are supposed to...because thats just not happening. -
Actualy i am curious....
Is it just me...or does anyone notice this seams like alot of stuff that would IMprove PVP battles more then in game stuff?
I mean the concept of super jump and jousting witht he sniper shot....or flying while sniper shooting seams obvious as to why you would do that againast another player...wouldnt do it in the normal game much at all....
But the other effects seam to center around specific abilities I just dont see many people use too much....and weirdly I have seen them all used in PVP alot....hmmm...>_>
So I am thinking this can't be coincidental. -
Interesting...I wonder if Blazing Aura will still get itself turned off from every mez or stun or what ever even if the blaster isnt even out of combat for less then a second.
Also it sounds neat the healing thing...but having it constantly having to being turned back on was the thing I always got annoyed at. -
Hey um
Figured i would post this here...
I like doing the First Ward arcs....and got to the Last Mission from Blind Makkawa.
This would be the 9th time for me doing this mission.
Anywise for those that dont know its an Instance mission set inthe graveyard area.....the objective is to set up Spirit Wards to ward off the Fractured Spirits.
So you need to find the 4 mages, Makkawa, Nadia, Ceruleun, and Devore and lead them to their prospective SPirit Ward where you can then click and activate the ward.
It used to be simple....untill the changes.
The changes are now all 4 mages can take damage and use alot of energy with their attacks.
And if any one of them is killed before unlocking thier spirit ward....the mission will hang.... you have to reset it becasue you wont be able to complete it if it does that.
Now each of these mages...have terrible accuracy and super high aggression...so they attack everything.
Before this change.....enemys would attack them...then give up and go after the players.
Also due to them not using energy the mages where given very poor accuracy and damage to make them not super over the top.
But now......
Now the Mages not only run out of energy and end up standing there doing nothing....but they have terrible accuracy and aggressivly attack but with no energy they run tot he enemies and do nothing.....thus if you cant heal them....they usualy will die.(This looks like a Leroy Jenkins Syndrome to me)
So anywise not sure why the developers did this to this mission...i got other players last night who can confirm what a pain this mission is now....
Fractured Spirit ambushes of that large of size on a +0 level and x0 mission is tough....but raise that up...lol.
So dont know if this is intended or not.....
but its an aweful change and really breaks the arcs for completion.
This reminds me of how someone placed an object in a mission that blocked the xit to the next area....making it incompetable.
Or how a certain field of no powers was placed in inthe ghoul zone event...making it impossible to defeat 6 guards...becasue you couldnt use any attack powers.
So anywise just a warning to players on this one.
And a notice to the bug fixing team that the mission isnt working as intended.
It can be completed if you have someone who can heal....ie you end up healing the mages alot...though even with that the healer i got some help from died once due to trying to keep nadia alive so the mission wouldnt hang. -
I have watched a dark melee/dark armor scrapper solo Archvillains before.....also watched a super strength/stone tank solo archvillains.
I dont mean just sit there either...i mean go up and defeat the archvillain solo.
It really depends on what they are fighting though....as those same players had issues with Dominatrix and with Hero 1 riktified........sooo....go figure.
I think melee solos them alot more then anyone else....but then again...most of the scrappers and Tanks and Brutes who post...always talk about playing at x8 +4 levels on everything.....so can they solo Archvillains....yep.....do they like to do so.....I am thinking no....they find more value in beating up lots of enemies and general farming then beating up an archvillain. -
They only will break hide if you have already hit the enemy.
Due to the duration of the effects.
If you placate and go back into hide....enemies still under your effects still will attempt to kill you.
In pvp...this allows other players to also target you....because they will still be under the fear effect or damage over time effect or -tohit you hit them with. I.e. you are still attacking them thus they are allowed to retaliate.
Yes placate does make you go into hide......unlike what the above responders have said.....to give an example showing this.....do hit and placate and run through some enemies you have not aggroed.....notice they ignore you...unless you get hit or you effect them.
You actual fear aura for example if you had been using it also wont effect them....
nor will other effects you might have turned on....like say a certain super speed spinning technique....
Anywise thats from pure experience....so hope that helps....
As someone did point out some times some of the attacks we use dont register before things like cloak of fear...so that does technicaly make cloak break hide.....but that is an issue thats been their a long while. -
Maybe Kinetic Combat to take advantage of your fast attack speed...plus gives extra defense for sets.....of course you want the stalker set....and luck of gambler sets.
Defense wise i need to go home and look actualy as I am at work..... -
You can have the developers take off a bunch of the penalties they put on the blasters for no particualr reason over the years...other then i suppose becasue whatever developer in charge of the balance wanted their favorite archtype to be better.
That would fix the blasters alot....
I really hated when they reduced the ranges and number of targets a blaster could hit...
Also hated how they reduced damage on some of the attacks that where supposed to do extreme damage...but now they barley do superior damage.
And it didnt help when the current defiance stopped increasing damage output by very much. -
Quote:or you can run hero stats and graph and see the actual average damage you do and how fast you attack....and can even have timers to see how long until your long recharging power is back.One area of ... disagreement I guess you can call it between myself and the dev team - I should say, every iteration of the powers team - has been the fact that the devs have rarely spent significant time exploring the notion of normalization without homogenization.
One area in particular is the fact the devs are perfectly fine using a damage/recharge/endurance formula that we all now know is almost completely worthless and doesn't really do what the original designers intended, but have been extremely reluctant to examine DPA-based balancing that doesn't involve just setting everything to be identical - blaster tier1/2 attacks and PvP specifically. In both cases there were better ways to do that, but I don't think the devs are comfortable with non-linear balancing.
Here's what I would have done - and I proposed this to the devs several times (a hint of such a system Castle tried to experiment with shows up in Claws and Widows, albeit not exactly the same).
You start with the cast time and the recharge time of the attack. Then the standard formula asserts what the damage of the attack should be: (Recharge * 0.16 + 0.36) in scale units. So a 4s attack has damage 1.0, and an 8s attack has damage 1.64.
Then you calculate the DPA of the attack as Damage/Cast (or Arcanatime, if you like). Now, the balancing part. We pick a "standard DPA" for each archetype, based on that archetype's focus on damage. On the low end, it might be 0.8 for defenders and controllers. It might be 1.2 on the high end for blasters. These numbers are subject to debate. We then perform a DPA-compression step whereby attacks are "compressed" towards that standard DPA in the following way:
AdjustedDamage = SQRT[(Damage/Cast)/Standard] * Cast
In other words, we find the DPA of the attack (dmg/cast), and then we divide that by the standard dpa for that archetype. Suppose that's 1.0 for simplicity purposes: then the term drops out. We then take the square root of that normalized DPA, and then multiply by the cast time.
What we're doing is calculating a DPA, and then "squeezing it" by taking its square root. High DPAs get lower, low DPA's get higher. But if A's DPA is higher than B's, its still higher after this step. This compresses the range of DPA, but it retains the order. Things get closer together, but advantages and disadvantages remain.
That adjusted DPA is then multiplied by the cast time, to come up with a new adjusted damage. That becomes the damage of the power.
Assuming a standard DPA of 1.0 for the moment, this means attacks whose recharge and thus damage imply higher than 1.0 DPA get that DPA lowered a bit. If its greater than 1.0, it will still be greater than 1.0. But its DPE will drop a bit relative to normal, because its endurance is being calculated based on a slightly higher damage level. Higher DPA pays for itself with lower DPE (or higher endurance burn). Lower DPA (then 1.0) gets the benefit of higher than normal DPE. Also, the very very high and the very very low get closer to the standard. There are less excessively good or bad attacks in a DPA sense. But there are still good and bad ones, and you can still make blockbuster attacks while obeying this formula. You just have to pay for it with DPE.
What should "standard DPA" be? My suggestion: mostly, take the square root of the archetype's relative damage modifier times 1.1 as standard DPA, with some adjustments for special cases (brutes in particular).
For reference, this is what that would mean for a few representative archetypes:
Defenders: 0.65 ranged modifier, 0.89 standard DPA
Blasters: 1.125 ranged modifier, 1.17 standard DPA
Tankers: 0.8 melee modifier, 0.98 standard DPA
Dominator: 1.05 melee modifier, 1.13 standard DPA
This is a global, massive rebalancing of attacks the devs would never do on this scale, but it would have partially addressed how Blasters could have an additional edge in offense: they would have higher standard DPA modifiers, and that would tend to automatically, without the devs having to decide anything, make their attacks deal better effective DPS overall.
Thus trying to make an equation based on poor test choices can easily be noticed. -
Quote:Nope hot feet does not do that....Pummicites will still smash you as will warwolves.....you are thinking that the slow effect and damage over time is causing them to be afraid but forget that enemies dont like damage and debuffs at the same time thus they move away.I am not entirely but pretty sure it does. They do this stop and turn deal usually when they have gotten a little into the hot feet.
If you use Burn that causes afraid whicc was done on purpose by the developer team there was an old patch note about it and alot of upset Tanks...but hotfeet does not have that attribute.
Notice how Skulls at low levels or hellions will do the (Bionic run/baywatch run/aka slow run) but will still every so often turn and shoot you...thats with hotfeet only.
But if you use burn the enemies will avoid the area of effect and do nothing indies of it....whether they be warwolves or pummicites or mechmen.
Another test for the affraid.....using celerity and stealth go into the middle of some enemies and activate hot feet...notice they retaliate.....now do the same thing but use burn....notice they run but wont retaliate.....
Best place i found for this test i just mentioned was in Terra Volta with Sky Raider groups of 15 or so.
So again...hot feet doesnt have a special affraid effect...unless you think all attack powers have it...also contrary to the paragon wiki you can use this power while flying....it requires you to activate it on the ground...but you can turn on fly and fly with it.
oh and something not listed anywhere....the area of effect.....its radius is not a full bubble around you.....it hits out along its animation fairly well....down though it has slightly less range...and up it has even less range...so it radius is based on a more oval shaped bubble.
At least the good thing is that you can see it effecting things with its animations on them.
Thus you can see if you are actualy hitting something on and beyond just numbers. -
Quote:Um nope....you can still use build up and aim and if you have the other power a few sets offer then you build up more damage still.Blasters should be the undisputed kings of all damage. After all, they contribute nothing else and have little survivability.
Currently, some other AT's have a higher damage cap than blasters. Also, some AT's have higher base damage modifiers. Both of these things should be changed. If blasters do the most base damage, and then also get the most benefit from team +damage buffs, there will be zero reason to complain about their performance. And both are very simple changes that require no new coding.
Which makes the single target sniper shot still do over 1000 damage on even level targets and if it criticals it can do over 2000 depending on what you are attacking.
And dont forget as a blaster you get area of effect attacks so you do damage to not just one target but to many...and thats alot more damage then any other archtypes can do.
But some of the Blaster power sets have some serious issues....
And you can see those issues by going and doing the Oroboros mission sending you back to the outbreak area.
You get exemplared to 1...but even so you should still be able to kill the minions with one shot with one of your blasts....only one attack available should do that....this is on and beyond the veteran powers.
You will noticed for example with dual pistols and radiation....they both cannot do this...i have not gone through all the sets....but fire can kill in one shot...so can sonic....and psionic....but even so....that discrepency if nothing else shows there is an issue.
And before anyone points it out....no these outbreak minion do not have specialized defense...if you use the temporary power that lets you look at their statistics you will see they have base of 0 across the board.....as they are just like they where when they where original tutorial encounters.
So if anything that is more proof then much of anything else that there are some Blaster Power Set issues....that Testing for whatever reason has not noticed and the Bug fixing team has chosen to ignore.
And you know whats really interesting....the in game numbers listed on powers....they show an average on many things....but weirdly that average is not based on what you do...and most fo the time are horrendously wrong...
Like when your brawl punch does more damage then your first attack power....that is seriously messed up....but if you read the information fromthe power...it will tell you you are doing more damage....even though actual play proves that is wrong and runing something like hero stats again proves the inconsistency. -
Quote:What do you mean?I've never had my sarcasm, spurious, and schizophrenia alarms all go off simultaneously that strongly before.
If you cant use your powers to annihilate a target with fire/fire blasters.....then what the heck are you doing?
And if this a reference to my hot feet comment.....thats hot feet...thats not burn.
not knowing the difference is not knowing how to play a character. -
There are a few builds floating around for this....though dont know if they will help or not.
I for one have an Incarnate Street Justice/Ninjutsu Stalker.(I took Vorpal by the way for judgement since it seamed to fit the concept the most)
I actualy really thought carefuly about the epic powers before i took a set.
I didnt take any of the patron powers....becasue i felt they where too attack full, and something i didnt need or have room to mess with..as I felt I would need more enhancement slots if I had took Patron Powers.
So I ended up taking Munitions.....for the endurence recovery and the increased accuracy abilities.
It was a toss up between that and the other one that offers the same two powers but in a different order.
As for travel....my own stalker does not utilize super speed....instead i rely on ninja run and sprint if i need to be ground based.......
But mostly i tend to just use hover and fly and after burner.
My reason was that not only can I fly real fast....but also with hover and after burner i can slot more defense Inventions of the luck of the gmabler increased recharge rate.
I dont use purples...but i do use Invention Origins...and after playing alot...i have gotten the highest level ones....and started boosting them to +5.
I took all the powers in both sets....dont have leadership....also took recall friend at level 4 for the super stalker cheese i can pull with it....As in I can easily lead a Hollows Trial for example with no issues and get it done fast.....also can pretty much speed up any other trial as well.....though I dont suggest you try to speed up the TRials and Task Forces....unless you know what you are doing..as flying to the end isnt always the the way to do it. -
Role?
Good gravy...this sounds like the typical idiocy from other games...
but why not....
Blaster Role is DPS normaly.
But that does not mean a Blaster cannot fill other roles depending on the player and powers thay have.
Though some Blasters cannot fit into any roles, becasue they pick specifc powers and make themselves real lousy at doing much of anything....
Thus they get to be the role of SPONGE or LEECH. -
Quote:With hot feet and fire aura going also you have fire armor and most likly stealth and a celerity.....you go into a group....while traveling to the group you want to target the biggest enemy.....use aim and build up....once in the group use burn and proceed to use your high level crashing nuke only if you think it will kill everything.....once it has gone off...use one endurence inspiration and then use your area of effect drain power but only if you are nuking.....no matter the choice you should always follow up with your blaze, and flares and fireball.....forget melee fire swords the redraw is too slow and animation isntmuch better....and forget consume its build up animation is too slow....too slow to take advantage of the defiance bonus damage...which builds by using differing attacks.It generally has to work at least 95% of the time for that to be a viable tactic, even if Return to Battle is considered a reasonable backup plan.
To prevent dying at least once per mission, your tactics generally have to work at least 97% of the time per spawn.
If you didnt use you nuke you can use it now...since you softened the main enemy target.
If you must....then you can always self destruct...followed by you rise of the phoenix.
Thats how you defeat enemy targets...fast...not slow...not sitting there relying on 6% defense from weave....but relying on the enemy AI to not want to stay if you take over 75% of their health in 2 seconds.
As a fire/fire...you dont need the fighting pool....you dont need acrobatics....what you need is to become the fire you are playing with.
If you are on a team...find the team tank...stick with them like glue...use your powers while standing next to them....ie wait till they get enough agro and get in there.
If you have no tank...then get them with range....fire ball rain of fire....burn....do enemies like burn....no its the power with the fright effect...not hot feet.
If you are dealing with superior ranged foes and numbers.....file bug report about enemy attacks out ranging your sniper shot...and run and hide.
Oh and dont forget to file bug reports for enemies retaliating while dead...and also if you do use a power and die before it goes off....how it in no way shape or form calculated damage as you fired....also I highly suggest making videos with snappy music and showing the bugs....over and over... -
There are alot of zones inthis game that through time and elimination of missions and such that just dont seam to have much point anymore.
My suggestion is to take those zones and put daily events and daily missions there.
Right now for example there is not much reason to go to Parez park or Boomtown these danger zones are interesting...they have a giant monster and ALOT of potential.
A long while back missions would send you to these places alot.....but now its like allt he missions that did that are gone.
Even Zones likes Kings Row and not getting much visitation either.....nor Faultine....
You know i took a person to Faultline becasue they didnt even know about the Store there that lets you buy low level single Origins.
So my suggestion is for there to be some contacts...in each of these low populated areas.....that you can visit or call....that give a mission somewhere inthat zone that when completed will give you as a reward like say a team mate rez, or a self rez, or maybe some team inspirations, or something.
Needs to be something not found elsewhere that players can get once perday....team inspirations would be best....in my opinion....
In this way even the highest level players would have a reason to go there....and do something.
In addition these areas should have events....similar to the trolls rave and fire in steel canyon...i am thinking beyond the giant monster.
Like maybe in Parez park they could have a foot race to navigate through the forest going to check points.
In boom town they could have an air race with rings to navigate through....
I like this game...and I liek the areas....but I really think there is alot thats just being ignored.......its like instead of working on something like boom town over the years....instead the hoolows was made...instead of boomtown getting something more...faultline got revamped...instead of boom town getting attention..galaxy city gets destroyed and turned into the new tutorial zone....mean while boomtown sits there...so dark astoria gets a major face lift.....while boomtown reamisn the silent step child that gets ignored.
I have been on too many teams lately where players had no idea boomtown even existed or where it was....
There is no task forces for it....not much lore....just a cool destroyed city area...that sometimes has the monster abbage appear there....
Most every mission that pointed there is gone now.....so no one gets to see the 5th column fighting the council.....some developer put some the LOST in there not too long ago...not sure why......thats is a super over used enemy group....and they would never proliferate that much if this was the realworld....sorry they would be cured and mostly gone by now.
Another event easily added could be some form of hunting and defeating event....where twice every day 12 hours apart some contact starts you on an hour long defeat some enemy type......and for that time period....players would be able to go throught he entire zone hunting for that particular enemy....and tryign to defeat them....each defeat gets the player a token....
At the end of the time period or when the player wants to stop....they can go to the contact that started them onthe special hunt mission....and turn inthe tokens for rewards on a reward table....with all non used tokens at the end of the event converting into influence or infamy or whatever equal to the players level multiplied by some value.
Seriously....i am concerned about places in this game....and i just feel like there needs to be more. -
Oh i think i know a solution for a power.....instead of using crane kick...ie you dont want the set to be a copy of energy.
How about the putting in original Storm Kick the one that did the hundred kicks animation.....but instead they could change it to a cone like dark maul....and enhance that original effect of it making the target sit there and take a beating.
That would definately set this set apart from the other martial arts sets...and it would re-use something they probably still have in the game engine somewhere.
I only bring this up...becasue i truly liked that attacked...>_>...used to use it and flurry all the time...really made me feel like a super speedster when i did that too...then they took it out...and my character and concept was gone....so i ended up deleting that character.
But for something special for martial arts and making it definately a different kind of set....i think it would be useful. -
Quote:I have no problems using teleport in grandville or going around corners...but then i tend to pan my camera out a bit when i use it...so corners dont really matter to me.....OR you try to use it in Grandville.
OR you try to round a nearby corner with it,
OR you try to port between two objects and get the red marker of doom
It's not the idea that I have to click twice to use the power. It's the fact that I often can't find a place to put the target before gravity kicks in or that the place I port to doesn't give me LOS to get to the NEXT target point.
For me, the fix on this is a no-brainer:
1) Leave the Hover option but make it breakable the second you hit any Movement key.
2) Make the distance variable with the scroll wheel as I said before.
3) Reduce the animation time and End cost.
There...done. The people who like Teleport now can play it exactly the way they do now with no changes to their play style except reduced animation and End costs (which I don't think they'll howl at). Those that want to be able to have more control over their Port distance and so on can take advantage of the changes.
Everyone is happy.
At least you are not turning into a ball of energy and flying at top flight speed and then having to toggle it back on every so often.
But i like your changes Ideas...
Its funny....but Teleport did get changed in the last couple years...the animation got increased for some reason....
I think if you look at War Witch's Posts you might find something on that in one of the ones she commented on.
I dont actualy recall why they did it.... -
Quote:Champions teleport simply turns you into an invisble ball and lets you move at maximum flight speed.....you still have to go around targets and obsticles...and every so often have to toggle it back on.Found my way here through a thread on Teleport. I wasn't going to mention the competition because I prefer this game and enjoy it much more, but that's been done in both threads.
The CO version works far better as you actually choose the exact location and direction you're facing when you land.
I agree 100%.
Sorry, but that's just not true. It can only be used for two seconds during combat AND if used to enter combat, you can't use it again for a short time.
Yeah, this made no sense to me.
Yeah, that silly singular power by that one person compared to several different powers by multiple people...
City of heroes teleport you go to the point you target...including through windows and things....thus in city of heroes you can pan the camera out and teleport to he other side of the building or into some area......but with the limitation of range you end up having to teleport again if you are going for a long distance.
In champions you have to fly there...as an energy ball.....and if enemies have enough perception they will shoot you...but you still have to fly around the building....and cant go through windows....oh and every time it runs out you have to toggle it on again it lasts like 2 or three seconds....so again they dont like long distance of this one either.
So its kind of not really a teleport in champions...
I could duplicate champions teleport using flight and invisibility...so not a very good comparison...except in city of heros i would'nt have to keep turning things back on.
I think what everyone wants is some true teleport...that we can all see with team recall or with the champions teleport your friends to you powers.....where it doesnt matter whats in between and you are not flying there as a ball of energy.
But the mechanics are very difficult to come up with....as such I could forsee over lay maps being created to do map teleports, ie you click on your map and teleport that way.
You know.....now that i think about it....eveyrone who teleports leaves a little streak behind.....so maybe the city of heroes teleport power is more like the anime esque the person moves faster then the eye can see to get there....or maybe that was its original intent.
I think champions original intent was to have the ball of energy you turn into in teleport to be intangible and be able to fly thorugh things.....but thats just a guess based on how the graphics for it work..ie it does change the way the world looks as you are using it. -
Quote:mag 3 afraid...um no.....it doesnt have that effect...it has the effect of making enemies not want to be in the effect sometimes.....becasue it has a slow effect to it and it does damage.Hot feet is an AoE mag 3 afraid that can be left running.
I'd go into the rest but its nothing but your unsupported opinion. You are certainly entitled to it, but absent facts to support it there is nothing to talk about.
If it had afraid effect on it then you could easily use things that cause fear to stack easier but it doesnt...also it doesnt effect all targets...thus why for example on a warwolf you dont see them running away or cowering becasue they are immune to slow....and an affraid effect would be very noticable on them....another immune to the slowing are the magmites.....thus again....if there was an afraid effect they wouldnt get in your face and still smack you.
The damage though like caltrops and damage auras does cause enemies to not want to be in the effect....but thats definately not an affraid effect.
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I had to look this up on what they said on paragon wiki..to see just what effects they where tleling people...as i was wondering if they said it had some form of mez effect.
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Ok first off it doesnt have a -fly component to self on it....you can't activate it in the air....but you can fly with it on...and like the blazing aura it has a damage effect of a bubble around you....thus you can hover and use it.
oh and another way you can tell it doesnt have a mez effect...is simple pvp....notice players dont get effected by anything but a slow with it and some damage.
As for the fear you think these powers have.....for the people who remember back.....the developement team a while back decided to reprogram the AI so they wouldnt just stand there....for weeks this made alot of fire blasters and burn tanks upset...and the burn tanks went on and on how they couldnt taunt things and how the taunt was ruined...becasue enemies no longer just stood there mindlessly allowing them to annihilate them.
This also made it so players couldnt keep kiting enemies from the air super easy. -
Quote:I still think the Blinding Powder On a blaster should actualy do damage...seriously...the power right now for stalkers gives -2% to the targets tohit value for its duration and thats only if it hits....it has a mag 1 confuse that might happen at 5% chance...and only on minions...which again the power has to hit...duration on the confuse is half the time of the -tohit and so with a whopping duration of 10 seconds maximum time....so the actual effect is very lackluster.....and to me just doesnt follow the typical blaster pattern of things.It took a while to find, but I dug up my MA for blasters suggestion from 2006. I've updated it a bit to take into account game changes since then. It basically looks like this with the updates:
1. Crane Kick: animation as MA, 1.0 DS 6s rech 100% KB -90% range for 6s
2. Siphon Chi: effects as electric fence, plus 40% chance for +5% end to caster
3. Cobra Strike: as MA
4. Focus Chi: as MA
5. Blinding Powder: as Ninjitsu, but 0.9 DS and 45s recharge
6. Disrupt Chi: 15 foot radius PBAoE -10% res for 20s, 40% chance for 8 second stun, 90s recharge
7. Spring Escape: as Spring Jump, but effects occur at the origin not the target
8. Dragon's Tail: as MA
9. Eagle's Strike: animation as MA, 3.56 DS 20s rech 100% KD
Cobra used to be CAK, but Cobra makes more sense now. Disrupt Chi used to do something different, and the biggest swap is Spring Escape, stealing the mechanics of Spring Attack: it used to be a PBAoE stun/repel. I moved the stun to Disrupt Chi.
I assume this is a secondary as the powers all seam to be the typical control-esque effects the blasters usualy get and not many of them are ranged attacks thus they cant be counted as blasts which the majority of the sets then have to be ranged, so that they can also carry to the other blasts using archtypes.
Also the siphon chi thing which is like lectric fence.....if you follow the typical pattern you wouldnt have that at 2...you only get a target immobolize with range or a push away power from point blank range if you are following the pattern of the sets at level 1 for blasters. So you wouldnt have a duplicate of that similar effect and would only have either or.....like energy for example doesnt have that immobolize..becasue it has the push away power....
So in this case i would more likely expect to see caltrops at the second choice....as that would be the more normal for blaster set secondarys.
But overall that looks like something I would expect to see in this game.
Wouldnt it be wild if on the next powerset proliferation they put somethign very similar into the game.
=^_^= -
Quote:You know its funny i actualy thought about this set a while ago....on a blaster and how it would work.Anything new on this topic? Any word from the Devs if this is coming?
Of course it wouldnt be a straight port over.....as it would have to be a Blaster set and follow that pattern.
So if it was a blaster sort of set, then we all know we would get shurikens...exploding and normal, probably either a cone shuriken set or I was thinking why not other powers....like Blinding powder from the stalker nijutsu set...except on a blaster it would do damage...i dont think they should have the straight placate power....but they shouldhave some bombs they can throw too....not sure what the last power should be......but i am hoping it would be a crashless nuke...so tired of crashing nukes.....would either be a super point blank with a big area of effect sword thing....or maybe just a few hundred shurikens or knives flying at the enemies in a cone....or maybe a big bomb thrown that looks like a classic bomb with a lit wick on it..that blows up after a second when it lands.
Also I was thinking...why not give blasters a secondary set of some kind related to the martial arts too.....that might have a few select sword attacks but also why not give them the placate power...the smoke bomb and maybe give them at level 6 there own version of hide......it would cost energy unlike stalker hide but work kind of similar to the stalker version as in it would give low defenses.
I mean they dont have to do tons of armor types.....but they could add in some of the more interesting utilty powers.
So that with both sets you would be more or less a Ninja like Blaster.
You would be the blaster that throws the shurikens and beats things at range but also have some powers to compliment the entire staying hidden and such things.....
Maybe also have a Toggle only for blasters that when active it makes all your attacks also get a 10% bonus damage of toxic damage(i.e. poison or acid that does a DOT) since its a toggle it would cost energy but would be as effective as if you took the leader ship pool and got the power that gave you more damage...in this case it would be a blaster only effect and not cover the entire team...thus the reason it would be a toxic effect and a DOT to make up fo rthe fact you spend energy and are not buffing the entire team.
Lets see...i think that blaster should get better caltrops on this set too...to set it apart from what is already gotten...maybe they should explode after a bit.
Seriously I personaly dont see why blasters shouldnt get a set like this....
As players we all know that each power set in the game should have some similar themed set in all archtypes so that we can do more interesting things...
So Martial Arts for Blasters sounds like a neat Idea in my opinion.