Redlynne

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  1. I use the buttons at the bottom of the Options/General window for this purpose. It creates the file and reads it for me.
  2. Quote:
    Originally Posted by Firemoth View Post
    Hot pink option is a must.
    You've been hanging out with Arbiter Fabulous again, haven't you ...
  3. The thing that I personally really dislike about CoH's Mez System is its excessively boolean nature. You're either Mezzed ... or you're not. You're Sleeping ... or not Sleeping. You're Held ... or not Held. That "purity" of boolean conditionals means that there really no way to "degrade performance" through application of Mez in a way that isn't *JUST* a complete On/Off switch.

    This winds up causing really weird game mechanics ... or making obvious a lack of complimentary game mechanics. Things like Sleep ought to debuff recharge, even if the target isn't Slept by sufficient Mag. Holds ought to debuff recovery, even if the target isn't Held by sufficient Mag. And so on and so forth. Sometimes we'll see things like Immobilizes will also have recharge and/or movement speed debuffs ... but never in the sizes and quantity to be able to synergize these things together in the event that the combined Mag is insufficient so as to create a very noticeable "degrading of performance" effect when the primary Mez is inadequate to overcome Mez Protection.

    And then sometimes you get really off-the-wall "what were they thinking" sorts of things, like Trick Arrow's Flash Arrow ... which has an Unresistable ToHit Debuff ... that is comparatively "powerful" against AVs, and pretty much completely worthless in the remaining 99% of the game. Suffice it to say, that Flash Arrow is no Hurricane when it comes to debuffing potential!



    I just wish that the Mez System used by CoH wasn't quite so ... simplistic ... and boolean in nature. As it is, it's almost impossible to represent "partial effectiveness" with Mez powers, and even with Debuffs, it's often difficult to determine (in gameplay, by FEEL) what effects your Debuffs are having (if any at all). Debuffs tend to be better at dealing with "partial" effectiveness, unlike Mez effects, but that's often only because Debuffs tend to NOT be all-or-nothing boolean styled effects on gameplay.
  4. Well, you know what they say ... the squeakiest oil gets the most wheels.
  5. I've been wondering, ever since that was announced at the Player Summit (and I was in the room for it), how they would manage to accomplish anything even approximately like this ... where you could have Incarnate Slots operating at levels below 45+5=50.

    So far the only (simple) answer I've been able to come up with is to make the various Incarnate Tiers operate as if they had Levels assigned to them. Something like this (for illustration purposes):
    • Tier 4 = Level 50 ... so only accessible/operational at Levels 45+
    • Tier 3 = Level 45 ... so only accessible/operational at Levels 40+
    • Tier 2 = Level 40 ... so only accessible/operational at Levels 35+
    • Tier 1 = Level 35 ... so only accessible/operational at Levels 30+
    Something like this, where the lower Tiers of Incarnate Slots are Exemplar-able would make for an ... interesting ... way of "permitting" Incarnate Powers to be accessed in a wider level range than just the 45-50(+) portion of the game. It also makes for a decent "Incarnate Sink" for Incarnate resources (shards, threads, salvage, etc.) while at the same time reinforcing the notion that the "Top End" is not always the most advantageous for ALL situations and circumstances.

    Other than something like *that* ... I've basically got nothing, since almost anything else just trivializes low(er) level content when doing Flashbacks or Exemplar/Malefactor Teaming.
  6. Quote:
    Originally Posted by Leo_G View Post
    Again, to modify the dev's own approach:

    -Make hidden AS 1sec and uninterruptible, doing max dmg and demoralize. Make hide > AS and placate > AS premiere to the AT.
    -Make unhidden AS 3sec and interruptible.
    -Add Assassin's Focus build up to 5. The first stack making unhidden AS uninterruptible and the last stack dropping the animation down to 1 second.
    Um ... Leo? You do realize this is pretty much going against the grain of what Synapse is trying to do ... right?

    Hidden AS is (to be) 2 seconds interrupt + 1 second cast time = 3 second animation for nasty damage with auto-critical hit and demoralize.

    UNhidden AS is (to be) 1 second cast time and NOT interruptable to allow it to be used while scrapping in mainline combat.



    For the record, I'm not all that "keen" on the Assassin's Focus mechanic as presented, because it feels ... Kludgy. I just have the feeling that "there's a better way to do things" than the Assassin's Focus mechanic as presented to us at the Player Summit which would achieve much the same goals. Arcanaville's "Reverse Fury" seems like a much better option (to me, anyway) at first glance.
  7. Redlynne

    Slotting help

    May I recommend the build in Post #18 of this thread as being something worth taking a look at?
  8. Quote:
    Originally Posted by Slaunyeh View Post
    It was suggested a while back that critical hits could put you back into hide. I liked that idea much better than the "must get the kill" option - those are always problematic on teams.
    That was my idea, that critical hits when NOT hidden would Placate the affected $Target(s) of the (Primary powerset) attack and put you back into Hide without dealing extra damage on the UNhidden attack. That then "sets you up" for an immediate 1-2 freestyle combo of the following attack gets a 100% chance to crit because you'd be attacking from Hide. It's basically a "Crit to enter Hide when Not Hidden" ... rather than a "Crit to do Extra Damage" ... which then chains into a set up to "Crit for Extra Damage from Hide" sort of system. It makes the Stalker(s) "flicker" in and out of Hidden Status, and gives them something akin to Brute/Tanker Punch-voke ... except that for Stalkers it would be best thought of as Placate-voke (or Hide-Crit, if you prefer) that would make greater use of the Placate game mechanics (if not the Placate power itself) and increase the importance (and relevance) of Hide to mainline scrapping combat (which is approximately 95% of the game).

    For the record ... I managed to snag both Synapse and Arbiter Hawk after the Powersets Panel and the Summit and put the notion to them as an alternative means to achieving the goal of "enhancing Stalker performance" to what they had announced during the panel on the Stalker Improvements slide. Synapse was ... intrigued ... enough by the idea that he asked Arbiter Hawk to come over and get in on our 1-on-1 discussion, and had me explain the mechanics and behaviors of what I was talking about to Arbiter Hawk. What's interesting is that both of them seemed to (at first) get off on the wrong track in mentally modelling what I was suggesting, but then after just a little bit of clarification both of them were nodding and thinking that something like this might actually work and be do-able ... at some point.

    Now, to be fair ... they couldn't exactly "promise" anything on the spur of the moment ... nor did they have the time to run playtests and analysis to find out if the entire idea was fatally flawed in some way, or horribly overbalanced in some other way which would prevent it from being entertained as a release candidate possibility. We were just standing around in a room with chairs and no internet access at the time that we were discussing this. But at the very least, both Synapse and Arbiter Hawk seemed interested in the notion of modifying Stalker Criticals in a way to better leverage Hide in mainline combat and as a means of "freestyle combo-ing" (my words) extra critical damage for Stalkers in a way that didn't work exactly like the mechanics for Scrappers.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    If Stalkers need more damage, then I don't think this damage specifically needs to come from AT mods ore buffs, but instead from very many more criticals. A Stalker dealing double damage criticals very often stands the potential to do a HELL of a lot more damage than a Scrapper, damage mods notwithstanding. In fact, I'd say up Stalker criticals from doing an extra 100% base damage to dealing an extra 150%-200%, so that Stalkers are HIDEOUSLY DEVASTATING when dealing criticals, but just average in a scrap.
    One way to accomplish this goal (extra damage on crits) which would work on a sliding scale is to "borrow" some of the thinking, if not the exact mechanics, behind Scourge. Something akin to:
    • Determine fraction of Current Hit Points / Max Hit Points of target.
    • Do a 1-HP% mathematical operation to determine bonus damage% to apply on critical hits (ie. +0% when Foe is at 100% of Max HP, and +99% when Foes is at 1% of Max HP)
    • Apply extra damage buff when making a critical hit (that does damage)
    This would advantage Stalkers as "finishers" when scrapping out hostiles, where like Corruptors they do more damage as the target weakens ... albeit through their Critical Hit mechanics, rather than on every hit like Corruptors do with their Scourge. So similar effect, but different means and different method.
  10. Quote:
    Originally Posted by beowulf2010 View Post
    Why level 25 Red Fortune enhancements instead of level 27 like you've done with the rest of the build?
    Probably because the DEFensive advantage of 27 vs 25 on the enhancements themselves wasn't all that much (we're talking like teeny tiny fractions of a percent here) and so it just made more sense to go "as low as possible" in those cases. It's been a while since I reviewed the build at an in-depth level.

    Quote:
    Originally Posted by beowulf2010 View Post
    Also, why use the Positron's Blast Damage/Range instead of the Damage Proc in Venom Grenade and Frag Grenade? Heavy Burst is only out to about 75ft in your build and WAWeb Grenade is at the normal 80ft range so boosting Frag and Venom to 90ft seems useless. Is it because you'd rather have the extra 16% damage all the time than depend on the law of averages to deliver the extra 4-5 damage per attack that I'm calculating the Proc to deliver?
    Pretty much. I just wanted the "always on" damage boost, rather than the Proc "chance to crit" damage boost. I've often found that my playstyle prefers more "reliable" damage throughput than then Procs tend to support. The extra range is pretty much incidental (although helpful when dealing with runners). I just prefer to slaughter my Foes wholesale, rather than retail.
  11. "With great parenting comes great entertainment."

    (at least, I think that's how the saying goes...)
  12. Quote:
    Originally Posted by houtex View Post
    Amazon. Women.
    ... on the Moon(base).

    I think we have a winner.
  13. Quote:
    Originally Posted by plainguy View Post
    What are the repercussions when a player named Pimpdaddy or Pimpsalot which would be okay for a single toon player as I have seen in the past, now makes one for a female based Mastermind. Or picks a adult entertainment type name and then names the pets similarly.
    Ever seen a Generic Hero? Players *DO* report these kinds of behaviors to the GMs, and it isn't all that hard for the GMs to have a "three strikes, you're out" policy for this sort of Public Offensiveness.
  14. This last post, and the OP are so unbelievably beyond totally awesome! Thank you for sharing.
  15. Quote:
    Originally Posted by Rush_Bolt View Post
    Staff Fighting:
    A simple, unadorned staff
    Bamboo wood staff. Does not need to be a "whippy" type of bamboo, since the animations are all for hard wood staves.

    Buck-and-a-quarter Quarterstaff. Only needs wood grain texturing, no metal or endcaps.

    Babylon 5 styled Minbari Fighting Pike (Denn'Bokk). Scene of Marcus using his beginning at 4:27 on youtube here. Gotta have a "tech" option for Staff Fighting.

    Tabula Rasa Guardian Staff ... for those of us who are Tabula Rasa Veterans (or in my case, TR War College Veteran!). Came in Kinetic (Crushing Damage), Pulse (ie. anti-technology EMP), Virulent (Toxic Damage), Electric (Energy Damage), Incendiary (Fire Damage) and Cryogenic (Cold Damage) varieties. Excellent youtube video featuring a Guardian using a Staff here. Note that the Tabula Rasa Guardian Staff was both a melee and a ranged weapon, which if pursued here in CoH could mean developing a Staff Blast powerset which could possibly use the Dual Pistols Swap Ammo system for achieving the variety of damage types seen in Tabula Rasa. And yes, I wore my Tabula Rasa t-shirt and dog tags to the Player Summit. And oh-so-conveniently enough ... NCSoft is still sitting on the rights to Tabula Rasa, so no worries on that front.
  16. Quote:
    Originally Posted by Smiling_Joe View Post
    To what Arcanaville post are you referring?
    This one perhaps ...?

    Quote:
    Originally Posted by Arcanaville View Post
    If I had to rank which archetypes deserved the most attention overall, the list would be:

    Peacebringers
    Blasters
    Stalkers
    Everybody else.

    The only reason I put PBs ahead of Blasters is just because the disparity between PBs and WSs is ludicrous, and because I don't think Kheldians get enough special benefits for being quantum-bait.
  17. This tends to indicate to me that Placate needs to spend less time animating and instead "get on with it" and just allow the second attack to take place much faster in order to improve Damage Over Time throughput. Taking it down to a 1.0 or even 0.7 second casting time would do wonders for Placate in combat, and make it less of a "do I have dirt on my fingernails?" sort of power.
  18. I was at the Player Summit and in the room when you made your case (repeatedly at different panels). I agree that this is something that should be made available.
  19. Quote:
    Originally Posted by Madame Pistacio View Post
    23 @Redlynne
    Btw, just in case it is relevant, I have no permanent attachment to PERC 23 Base, so feel free to "reclaim" anything and everything you can from it before deleting it.
  20. Quote:
    Originally Posted by Kitsune9tails View Post
    Tangent: Black Hole

    I really want a power that mechanically copies the mental image the name brings to me.

    You drop a sphere. Everything in a large radius around that sphere receives knockback toward the sphere. Everything that actually touches the sphere is momentarily phased, turned utterly invisible, and takes a large amount of crushing damage. Bonus points for a 'stretched/sucked into the sphere' graphic.
    Quote:
    Originally Posted by Balanced View Post
    This is pretty much what I always wanted it to do--knockback and/or repel toward a central point. I don't think the game currently has a mechanic to support that, but it would be a lovely thing, not just for Black Hole, but for some of the other cage powers and possibly new powersets as well.
    Quote:
    Originally Posted by Kitsune9tails View Post
    I would think that you could manifest a pseudopet, then manifest several other pseudopets around it in a circle, set not to clip with anything. The have all of those surrounding pets fire very narrow cone smashing attacks with kb toward the central pet.
    Quote:
    Originally Posted by newchemicals View Post
    I'd love it if they made it an anti-radial KB power!
    I think I might have figured out a way to do this ... and not the way that Kitsune is talking about.

    Ever watched Wormhole "scoop up" a bunch of Foes and toss them onto the target area/point? Ever noticed how they don't come OUT of the Teleport Foe effect spread out the way they originally were when they went IN?

    YEAH ...



    Here's what I'm thinking. We "borrow" most of the functionality/coding of Wormhole (ie. Target AoE Teleport Foe) and use THAT as the "core" of the Black Hole (Dark Miasma, and proliferations) *and* for Dimension Shift (Gravity Control).

    Here's the "basics" of how the power would work:

    Black Hole (Dark Miasma) / Dimension Shift (Gravity Control)
    Ranged (Targeted AoE), Foe Teleport, Hold, Intangible

    Level 26 (Dark Miasma), 12 (Gravity Control)
    Type Click
    PvE damage scale 0.000000
    Accuracy 1
    Modes required
    Modes disallowed Disable_All
    Range 60 feet
    Activate period -
    Interrupt time -
    Cast time 1.17 seconds
    Recharge time 90 seconds
    Endurance cost 13
    Attack types AOE
    Effect area Sphere
    Radius 25 feet
    Arc -
    Max targets hit 16
    Entities affected Foe
    Entities autohit
    Target Foe
    Target visibility Line of Sight
    Nofity Mobs Always

    Target:

    0 Translucency for 1.5s (after 0.5 second delay) [Non-resistable]

    4.1 Teleport (mag 3) (after 1 second delay)

    +10000% Res(Teleport) for 15s (after 1.1 second delay) [Ignores Enhancements & Buffs] [Non-resistable]

    3 Intangible, Phase, Phase, Immobilized for 28.5s (after 1.5 second delay)
    If target.enttype == critter

    -1 ThreatLevel for 30s
    If target.enttype == critter

    3 Intangible, Phase, Phase, Immobilized for 8s (after 1.5 second delay)
    If target.enttype == player
    Suppressed when Untouchable, for 15 seconds (WhenInactive)

    -1 ThreatLevel for 4s
    If target.enttype == player
    Suppressed when Untouchable, for 15 seconds (WhenInactive)



    Something akin to this ought to work.
  21. Might want to cross-post this notice to the Builds Forum ...
  22. If Propel was a Snipe power with Snipe Range, doing Snipe Damage and could slot Snipe Sets, it would be totally awesome.
  23. Quote:
    Originally Posted by Zenyth View Post
    That's my problem here. They keep saying they want to put in actual effort, they want to do right by us, and then we get this.
    Zenyth ... CALM DOWN. You are already mischaracterizing the interaction I had with Arbiter Hawk by blowing things out of proportion with your own personal take and spin on events that you're hearing about second hand two and a half days after they happened! You're overreacting (badly) here, and I know you're better than ... this.
  24. Quote:
    Originally Posted by Zenyth View Post
    So he didn't have anything to actually SAY about kheldians?

    You just rehashed (Again) all our vast and varied discussions on the forums to get him "up to speed"?
    Actually, he DID have things to say ... but I don't want to put words into Arbiter Hawk's mouth (or keyboard, as the case may be) as to what he himself said to me over 48 hours ago (and it's more like 60 hours ago now, by the time I post this). I'm not censoring Arbiter Hawk here, although it may seem like it to anyone who wasn't party to our conversation ... instead I'm trying to leave him the maximum room to "maneuver" should he decide to start up a conversation with us here in the Kheldian Forum. I feel like he would be much more articulate ... and better understood ... if he could present his side of the conversation we were having about Peacebringers himself, rather than filtering things through my biases and impressions (which are already fading in my memory with the passage of time).

    To me, at the time, it felt like I was bringing him up to speed on a lot of the things the Kheldian Community has been talking about (of late) ... while at the same time, it also felt like he could only but say "so much" without risking giving away something he shouldn't (ie. future developments which aren't finalized yet), or because he had to keep track of "multiple moving parts" where making modifications weren't quite as Cut And Dried Simple as I was making them out to be, due to internal concerns the Powers Team had which I wasn't privy to (nor should I be, necessarily).

    That's why I'm relaying my *impressions* of MY side of the conversation, without getting into exhaustive detail of what Arbiter Hawk actually had to say (or what he agreed with me on). I'd prefer to give him the opportunity to do that himself ... if he wants to ... without me pre-empting what he might have (or want) to say by editorializing it with my personal take/spin.