Redlynne

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  1. I'd settle for a slight revamp of the "Pizza Run" missions that have you just run around town to go drop a quarter in phone boxes. The whole "click a phone to get the next phone objective" is ... so Pre-Launch.

    It would be a lot better if we clicked on the phone box and were given some instructions by our contact for something that needs to be DONE in the local area. Alternatively, we could have Phone Boxes in various zones acting as an "intermediary contact" on the path of finding out where a particular Mission Door is. Rather than zoning in and knowing exactly where the Mission Door is located ... you need to go to a(ny) Phone Box within the local area so as to receive the actual Mission Door location. That way your contact gives you a Zone to go to, and the Area/Region in that Zone you need to get to, in that Area/Region you go to a Phone Box to receive a phone call from your Contact who then gives you the exact Mission Door location.

    You wouldn't want to do this for ALL missions ... but it would be an alternative structure to assigning Mission Doors than the one(s) we've got ... and it would be an alternative which encouraged more "travel" around our City Zones than we're presently prone to. You could even revive the "3 Tiers of Contact Friendliness" that we used to have back before every Contact started giving out their Cell Number after the first mission you completed for them.

    In Tier 1 of Contact Friendliness, you'd have to go talk to them in person ... just like with a New Contact.

    In Tier 2 of Contact Friendliness, you'd be able to talk to your Contact using any Public Phone Box anywhere.

    In Tier 3 of Contact Friendliness, you'd be able to use your Cell Phone to call your Contact from any Outdoor Zone.

    Bringing back a "limited" mid-stage of Contact Friendliness that revolves around Phone Boxes would also be an opportunity to work in Ambushes as part of a Story Arc when calling your Contact before/after completing a mission. Even better yet ... the Ambushes could *potentially* be coded as a Mob Spawn on the Move which isn't specifically aggroed onto specific Player(s) like they are now. Instead, they would simply be given a Run Path that leads from "somewhere" to "somewhere else" (usually Mission Doors on both ends) that just so happens to intersect with the location of the Phone Call Box. Set up about 5 Run Paths from Mission Door A to Mission Door B ... which just so happen to intersect with Phone Box C ... and you've got yourself an "instant Ambush" generator that can function as a "Wandering Encounter Generator" that generates random street encounters due to the presence and interaction of Players with features in the Zone Environment.



    I mean ... come on! Those Phone Boxes have been there since Issue 0. It's about time they were made useful for something other than Delivering Pizza.
  2. Quote:
    Originally Posted by Larcen3 View Post
    For soft mitigation you have:

    Caltrops (messes with mob AI)
    Which the Jounin have natively (with upgrades), and aren't afraid to toss around.

    Quote:
    Originally Posted by Larcen3 View Post
    Poison Trap (great hold, and the puking animation is 'hold' as well)
    A Mag 3 Hold, actually.

    Quote:
    Originally Posted by Larcen3 View Post
    Seeker Drones (abosrbs the alpha and debuffs accuracy and damage)
    That's being ... generous ...

    Quote:
    Originally Posted by Larcen3 View Post
    For +offense:
    Acid Mortar (debuffs defense and resistance)
    This assumes that not only are hostiles clustered up, but that they STAY clustered up. With the Knockback and Caltrops-Fear going on ... that's ... um ... yeah ... good luck with that. The resistance debuff will rarely be decisive for Ninja Pets in that it doesn't all that often mean your Ninjas will need to execute fewer attacks in order to defeat their targets. This really only makes a "real difference" on harder targets that tend to live longer than a mere 4 hits (Bosses, EBs and AVs, typically), but will rarely make much difference in takedown speed (solo) against Minions, and depending on how much you're concentrating the Ire of your Ninjas, has the potential to wind up as being Overkill on LTs (which "wastes" much of the potential damage gain).

    Quote:
    Originally Posted by Larcen3 View Post
    Trip Mine-Interruptable AoE bomb...not great, but can be combined with ss+stealth to toe bomb invisibly in most situations
    Best used with TP Foe, actually ... for reasons that ought to be immediately obvious.

    Quote:
    Originally Posted by Larcen3 View Post
    Detonator: blows a henchman to heck and back...more damage.
    Because your Ninjas are just too damn survivable ...? Uh ... wot?
  3. Redlynne

    Traps Time Bomb

    Best way to change it is to turn it into a "toggle" power, in which detoggling is what causes the power to "go off" in a Thoroughly Satisfying Kaboom. That way you can only have 1 Time Bomb active at a time (since it's a toggle) and you can lower the Recharge Time to something sensible ... like ... say ... 45 to 60 seconds.
    • When cast, you place the "marker" for where the bomb goes off (much like Trip Mine).
    • While the toggle is "on" you're paying a minimal/token maintenance cost to NOT have the Time Bomb blow up!
    • Detoggle = BOOM!
  4. Quote:
    Originally Posted by AkuTenshiiZero View Post
    The benefits? Enhanced XP/Inf rewards, maybe a small amount (1-2) of merits.
    Change that over to +1 Fame to your choice of Hero/Vigilante/Villain/Rogue per 2 hours and you'd have a reason to run Newspaper Missions after doing your obligatory 5 Tips For The Day.
  5. Quote:
    Originally Posted by Oedipus_Tex View Post
    Gravity ControlThis power set allows you to manipulate the forces of gravity to control your foes. Enemies have little defense against Gravity powers.
    This power set allows you to make your foes float in the air while they continue to attack you while you wait for your Damage over Time attacks to defeat them. Gravity powers rely heavily on Smashing Damage which is one of the most commonly defended against, and most heavily resisted, damage types in the entire game.

    Fixed it for you.
  6. For the time it takes Propel to animate ... it might as well be a Snipe power with a 150ft range and an Interrupt time.

    NO ... I'm not joking.

    The only thing that Wormhole needs to have done with it is to change the property "Notify Mobs" from "Always" to the much more *useful* "Never" ... and the Retribution Strike problem with this power would be completely solved IN ONE EASY EDIT.
  7. It should be fairly simple to code any sort of Target AoE Location Pseudopet with a set of powers that use the following toggles:
    1. Mag 50 Immobilize Foes inside the AoE for 9.875s
    2. Phase Foes inside the AoE for 9.875s
    3. Phase Allies inside the AoE for 3.875s
    4. Activation Time on all powers: 2s
    5. Pseudopet Duration: 20.5s
    This would create a Target Location AoE that Phases and traps Foes inside the Phase AoE via Immobilize. Allies would be able to enter the AoE and also Phase so as to be able to be "on the same Plane" as trapped Foes (if they so desire) so as to attack those Foes ... but the Allies would not be "trapped" in the Phase AoE and could voluntarily leave it whenever they wanted to.

    Note that any Foe "trapped" within the AoE at the time of casting will very likely be subjected to 3 Phase Cycles of 9.875s each ... which for all intents and purposes might as well equal a 30s duration (assuming they live that long).
  8. Redlynne

    Backpacks!

    *cough* ... Quiver of Arrows ... *cough* ... like Genin used to have ... *cough* ... for Archery ... *cough* ... and Trick Arrow ... *cough* *cough*

    Anyone got a bottle of Robot-Tossin'? I seem to have a sore throat ...
  9. Finally decided to grab a 3rd screenshot out of my base to enter for this contest.

    Here's the full sized image:


    And here's the 100x100 Forum Avatar I made from it after saturating colors and increasing the exposure to make everything clearer (because shrinking the image makes everything too dark):





    Subtextual commentary on the notion that Base Builders aspire to an Arcane Resurrection on top of the Planet over the Bonfire of Dev Priorities is ... um ... uh ... purely coincidental ...? "
  10. Redlynne

    keyes worth it?

    Quote:
    Originally Posted by starphoenix View Post
    Just think of it as the Quarterfield of the iTrials. People still do Quarterfield, but not many.
    People run Quarterfield *ONCE* on any given character ... just to get the badge. After that, you never want to do that TF ever again (with that character), just because it's so forking LONG (and repetative!).

    Here ... run this map 4 times.

    Now run the exact same map 4 times again.

    And just in case you haven't recognized the map yet ... run it another 4 times, just for gits and shiggles.



    Truly the "Are we there yet, Mommy?" of TF Design.
  11. Agreed. Toggles are the simplest and best solution from a Player Control standpoint. And we already know it's possible for the non-phased to affect the phased, because Hamidon does it (and thus ended the Phased Tanking method).
  12. I'd be perfectly happy with converting Build Up into being something more like Power Siphon from Kinetic Melee, where it's something that ramps up and ramps down through stacking of the buff over time.

    Mind you, PBs have got Cones and Target AoEs (human and nova) and PBAoEs (human and dwarf) which do not have anywhere near the same availability, in terms of a continuous attack chain, like stalkers/scrappers/brutes/tankers do with Kinetic Melee ... which has important implications for being able to self-stack this sort of buff via hitting multiple targets. Easiest way to deal with that "problem" is to have the Build Up Buff self-suppress the ability to "hit more targets" for 1 second after a successful Proc on any attack. That then basically means that you'd get no more than +1 Buff on the stack from any One Attack ... meaning that single target and AoEs would be playing on the same field at that point ... rather than determining the number of Build Up Buffs gained from the number of Targets Hit (which if allowed, tilts the advantage to AoE powers by an absurdly crazy amount).

    If you code a PB derivative of Power Siphon that is driven by Attacks, rather than by Targets Hit ... you then have the "luxury" of being able to make the probability of Proc-cing the Buff relatively high (if not at 100% chance), because there's a limit to how many attack powers can be executed within any given window of time, due to their Animation Times. If you do the reverse, and have the power Proc off the number of Targets Hit instead ... then you have to make the chance to Proc relatively low, simply to account for situations where you can saturate your Max Targets limit, and the single target powers will "suffer" for the need to "balance" the AoEs.
  13. Redlynne

    The Chest Slider

    Quote:
    Originally Posted by elvnsword09 View Post
    Zombies aren't after a girl for her breasts, they just want her for her BRAINSSSS!!
    There are people who would argue that for some girls, the two are synonymous.

    (they'd be wrong ... but that's how they think)
  14. Quote:
    Originally Posted by Anti_Proton View Post
    Two Words: Inherent Stealth...that is all.
    I'm all for it ... for Ninja Masterminds (and their Ninjas). Question is ... are the Devs?
  15. Quote:
    Originally Posted by Melancholia View Post
    Yesterday I did a Mortimer Kal SF for the first time, and there are force fields in there that have HP meters and you can't get through them until you deal a certain amount of damage - do you think that would work for the powerset?
    As a replacement for Detention Field ... sure.
  16. Did some fooling around in Mids' today (for more than one of my alts) and came up with this build plan for my KM/Ninjitsu Stalker. It's a little bit more ... brutal ... on the Procs for the main attack chain in Quick Strike, Body Blow, Smashing Blow and Concentrated Strike. Hit Points, with all of the passive power Villain Accolades, is less than 2 HP shy of the cap for Stalkers (so coming in just under the wire there).

    Note that this is still a Hasten-LESS build ... mainly because Kinetic Melee "doesn't need it" for the main attack chain. The build is quite vulnerable to fighting +1 and up Foes ... unfortunately ... because there isn't a whole lot of "safety margin" left over in either Accuracy for attacks, or Defenses (which were a struggle to softcap using Ninjitsu).

    Quote:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1452;711;1422;HEX;|
    |78DA6594FB4E135110C66797D6DA42A1179052A05C945B819 546FF3746504929B69|
    |4A8C14BB3B6075969B64DBB4DF43F9FC5787D14AF0F203E80 A08077D1C4D4393307|
    |B28426EDEFF43B3BDF7C3B27BB99FBB36D000FCF8116BC503 6EBF542DE31CBEBA2E|
    |65B349D46CD2C87D2962D1CAB38986ED815ABB866F900A04F 5D54C888B21086BAA4|
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    |882E18BAC8B8C4B84C38394F2885E52F5775ADD07D9CB8C1B 84988DD62DC26C40B8|
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    |91C3ECBD6AEABD2C85717EFD6A3CFD7CE40986853603AAF98 03C8F7E18CC3196187|
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    |CE2F57F8581EBF5|
    |-------------------------------------------------------------------|
  17. Quote:
    Originally Posted by AzureSkyCiel View Post
    feel a bit breaking to the Oni's theme as much as the oni themselves break the theme of ninja.
    I agree with the notion that the Oni falls into the "Wha ...?" category as far as Ninjas go when it comes to conceptualizing them. Let's just say that if I'd been on the powers team during Issues 4-6 when Ninjas were first getting defined, I'd have argued against Oni as we know him today (costume wise), and gone with something different (as far as appearance goes).

    Of course, I'd also have replaced the Level 18 power with Ninja Horde ... essentially a "redo" of Gang War, except using Pedestrian Citizens character models ... who then proceed to "wade in" and do a lot of Butt Kickery via Martial Arts as "Ninjas" under your control. But that's a completely different thread/topic from what I'm aiming for here.
  18. Quote:
    Originally Posted by AzureSkyCiel View Post
    would you consider giving the Oni maybe something like O2 Boost to help with its support abilities AND bring it in line with it's description of being a warrior of fire AND WIND?
    In point of fact, I seriously considered O2 Boost first before falling back on Cauterize. I actually had BOTH powers in the lineup for Oni in one draft, which would have made him a speed healing DEMON (or Oni, if you know your Japanese). Problem is that O2 Boost also carries with it a raft of anti-Mez Protection that would very quickly be deemed "unfair" if directly ported over, due to the number of Mez Protections offered (go look up the power), the duration of those Protections, and the recharge time of the power.

    So yeah ... I considered it (already).
  19. Quote:
    Originally Posted by Memphis_Bill View Post
    Can't help it. I have a KM/SR Brute. Love playing her... but the sound effects just are jarringly *funny* to me. So I'll admit getting stuck on those. (And the animations. Swirly-swirly-punch! "Guess what I've got in my hand... and spin and spin and PUNCH to the head!")
    I'll be the first to admit that it would be NICE to have a "suppressed effects" option for Kinetic Melee ... that reduces the "light and sound" of the powerset to something that doesn't require Special Effects Gnomes(tm), bringing it more in line with a "Natural" powerset. But that's another argument that belongs in another topic (like Tunnel Rat's Art FX thread).

    Quote:
    Originally Posted by Memphis_Bill View Post
    Oni, I think I'm just so used to how it is NOW that I'm having a hard time thinking of how it'll play the way you're suggesting. Which isn't really a count against the idea itself.
    Fair enough.

    Quote:
    Originally Posted by Memphis_Bill View Post
    (As an *overall* MM buff, I'd like to see MM attacks do a bit more damage - so I can actually finish off a runner, instead of shooting them and hearing them yell "Damn mosquito!" But that's neither here nor there. Though it "feels" more of an issue in bots and ninjas, to me.)
    This is where I'm thinking that "plenty of Immobilize powers" on the Ninja Pets will make all the difference (except against War Wolves, of course).

    Quote:
    Originally Posted by Cheetatron View Post
    I don't dislike this but I don't see it as teribly likely either a complete swap out would tick off more than a few people.
    Taking that notion to its logical conclusion, you can't fix or change ANYTHING in the game once it's been released ... let alone make anything BETTER than it had been previously, because someone ... somewhere ... isn't going to like it. And to be fair ... NONE of the suggestions you'll find in this forum are "terribly likely" to be accepted and implemented.

    I didn't offer this proposal in the expectation it was LIKELY to be accepted. I created it to demonstrate the "grass on the other side is greener" notion that not only Ninja Mastermind Pets could be done better than they have been (since Issue 6!) with the newer and more modern powersets and pools which make a better "fit" with Ninjas conceptually ... using a *pattern* of powers selection which could be easily ported over to other Mastermind Primaries and used to revamp other Pet Sets along similar lines (although I delve into this more in the thread in the MM forum).

    Quote:
    Originally Posted by Cheetatron View Post
    Maybe the devs could make it so that a third Genin lets call this one a Chunin has your KM suggestions bringing ninjas more in line with the other human sets
    That's more of a "kludge" than I'd want to put up with ... either as a Developer, or as a Player. The investment to develop the proposal remains essentially the same ... but the return on investment is (severely) lacking. That then becomes one of those "if you're going to do it at all, might as well do it for ALL rather than SOME" sorts of situations.

    Quote:
    Originally Posted by Computer View Post
    I like most of the changes, but I really do not like losing Soaring Dragon and Golden Dragonfly from Jounins. Caltrops and Crane Kick are the big powers that scatter the mobs for me. I would be extremely sad to see the Jounins' loss of damage.
    I'm not so sure that there would be a loss of damage with the Jounin. It would (of course) require testing to determine what, if any, DPS loss (or gain?) there might be with the changes I'm talking about ... in a holistic setting. Jounin might be less "bursty" on their damage, while at the same time able to throughput better sustained damage due to less scattering of targets (less KB+Fear, more Immobilize) and having more fast recharging powers to attack with. Jounin might also have dramatically improved survivability (vs some Foe Groups) due to the inclusion of Divine Avalanche (for additional Melee/Smash/Lethal Defense).

    It's possible that a "mock up test" could be done for the differences could be done (approximately) using Architect Entertainment and creating Custom Mobs which could then beat on a Designated Reference Target (or a Player Character ...). It wouldn't be "exactly right" ... but you'd be able to get "close enough" to start drawing some conclusions. The real problem though is the mix of powersets I've chosen for this proposal won't exactly "convert faithfully" into AE all that well.
  20. I forget if this ever got mentioned in the thread before ... but would it be possible to get 7 year anniversary emotes for Resistance and Loyalists?
  21. Quote:
    Originally Posted by evertheskeptic View Post
    I do like your suggestions overall, but I think a huge problem is that you've given out too many powers. Ninjas currently have 7.3 powers each (fully upgraded), second only to Mercenaries at 7.7 (the lowest are Bots at 5.3), but your new Ninjas have a massive 10.3. You need to drop at 2-3 powers each to retain some balance with the other powersets
    On Live, the balance of powers (not including Super Leap, Hide or Placate) is:

    Genin: (1 melee, 1 ranged) - (1 melee, 1 ranged) - (1 melee, 1 target AoE) = 6
    Jounin: (2 melee, 1 target AoE) - (1 melee, 1 ranged) - (1 melee, 1 cone) = 7
    Oni: (1 melee, 1 ranged) - (1 melee, 1 ranged, 1 cone) - (1 ranged, 1 target AoE) = 7

    My proposal changes that mix to be:

    Genin: (2 melee, 1 ranged) - (1 melee, 1 ranged) - (1 melee, 1 ranged, 1 PBAoE) = 8
    Jounin: (2 melee, 1 ranged) - (1 melee, 1 ranged) - (1 melee, 1 ranged, 1 PBAoE) = 8
    Oni: (2 ranged, 1 ranged heal) - (2 target AoE) - (1 ranged, 1 target AoE, 1 self rez, 1 Genin/Jounin rez) = 9

    But rather than just focusing on only the pure number of powers, take a look at how many powers of particular types there are. In this case, I'd argue that the "mix" of power types is more important than the aggregate number of powers.

    LIVE:
    Genin: 3 melee, 2 ranged, 1 target AoE = 6
    Jounin: 4 melee, 1 ranged, 1 cone, 1 target AoE = 7
    Oni: 2 melee, 3 ranged, 1 cone, 1 target AoE = 7

    My proposal:
    Genin: 4 melee, 3 ranged, 1 PBAoE = 8
    Jounin: 4 melee, 3 ranged, 1 PBAoE = 8
    Oni: 3 ranged, 3 target AoE, 1 ranged heal, 1 self rez, 1 Genin/Jounin rez) = 9

    If something HAD to be dropped (for "fairness" or whatever), I'd say drop the Hide+Placate on (my proposed) Genin, Jounin and Oni.

    It does go without saying though that in my personal opinion, *ALL* Melee Pets, regardless of Primary, should have 2 melee + 1 ranged attacks when summoned ... not just 1 melee + 1 ranged like we see on many melee pets now.

    Likewise, *ALL* Ranged Pets, regardless of Primary, should have 2 ranged attacks + 1 additional power of some kind, when summoned. That 1 additional power can either be some sort of ranged heal/buff/debuff power or a melee attack.

    This would make *ALL* Mastermind Pets "less useless" when initially summoned (and during Levels 1-5, before you get Pet Training), and generally be a good (and easy!) Quality of Life upgrade for all Masterminds. So I "get" where you're coming from ... but I'm also "looking ahead" at how to make life better for all of us ... not just for Ninja Masterminds. And you can't "get there from here" unless you propose it ... and get people thinking about it.
  22. Quote:
    Originally Posted by Memphis_Bill View Post
    Don't really agree with Kinetic Melee. Especially if the sound effects are kept. I'd hate to have Nascar Ninjas.
    *snort*

    Nascar Ninjas ...

    Personally, I think that the "mix" of stuns and knockdowns on the first three tiers of powers in Kinetic Melee, not to mention the damage buff/debuff effects, make for a better "fit" with Ninjas just on the game mechanics side of the page ... never mind the "lights and sounds" part of things. I do imagine that it would be relatively easy to have Genin use alternate sound files for their Kinetic Melee attacks, where the volume is just toned down (by half? two-thirds?) so that they aren't quite as "noisy" as Player AT attacks.

    And just because it's interesting to do the cross-comparison with Martial Arts ... here's how the powers would stack up if swapping out Kinetic Melee for Martial Arts:



    Call Genin: +15% Defense vs All, +50% Resistance vs Confuse, -2.0 Confuse Mag Protection, +200% Resistance vs Taunt, +2780% Jump Height, +249% Jump Speed, +85% Run Speed
    • Martial Arts - Thunder Kick (Stalker recharge: 3s)
    • Martial Arts - Storm Kick (Stalker recharge: 6s)
    • Weapon Mastery - Web Grenade (Stalker recharge: 8s)
    Train Ninjas: +5% Defense vs All, +15% Resistance to Defense Debuffs, -1.0 Confuse Mag Protection, +100% Resistance vs Taunt
    • Martial Arts - Cobra Strike (Stalker recharge: 10s)
    • Weapon Mastery - Shuriken (Stalker recharge: 3s)
    • Ninjitsu - Hide (Stalker recharge: 20s) (Toggle)
    Kuji-in Zen: +5% Defense vs All, +15% Resistance to Defense Debuffs, -1.0 Confuse Mag Protection, +100% Resistance vs Taunt
    • Martial Arts - Dragon's Tail (Scrapper recharge: 14s)
    • Weapon Mastery - Shuriken (Stalker recharge: 3s)
    • Willpower - Rise to the Challenge (Scrapper recharge: 10s) (Toggle, Suppressed when Hidden)
    • Martial Arts - Placate (Stalker recharge: 60s)


    And just so you don't have to scroll the page to compare Kinetic Melee vs Martial Arts (in this context):
    • Quick Strike vs Thunder Kick: 3s vs 3s
    • Body Blow vs Storm Kick: 5s vs 6s
    • Smashing Blow vs Cobra Strike: 7s vs 10s
    • Burst vs Dragon's Tail: 15s vs 14s
    Oh and for reference, Crippling Axe Kick has an 11s recharge, so it would be even slower than Cobra Strike. Just FYI.

    What I take away from this (very nearly) 1-to-1 comparison of Kinetic Melee and Martial Arts for the purpose of "powering" Genin attacks is that Martial Arts would be slower and have a "shakier" attack chain, with significant pauses in it, than a comparable Kinetic Melee attack chain. Mind you, I'm not talking about the "look" of the animations of the respective powersets here ... I'm talking about how "well" the animations and recharge times "sync up" for making smooth, no pauses, attack chains. Kinetic Melee, on the other hand, would "flow" fairly smoothly through its powers with fewer pauses in the attack chain(s) over time, due to the fact that its single target powers recharge faster *and* have recharge times that are all Prime Numbers, which will aid in the deconfliction of melee attack power choices for the AI.

    Also ... look at the mix of secondary effects on those powers in a direct, 1-to-1 comparison:
    • Quick Strike vs Thunder Kick: 25% chance KD vs 10% chance Stun
    • Body Blow vs Storm Kick: 20% chance Stun vs (nothing)
    • Smashing Blow vs Cobra Strike: 33% chance Stun vs 75% chance Stun
    • Burst vs Dragon's Tail: 50% chance KD vs 75% chance KD
    And that's not including all the Damage Debuffing going on with Kinetic Melee, which has no counterpart in Martial Arts ... that's just looking at Stuns and Knockdowns. Add in the fact that Kinetic Melee in the context of Genin, as presented here will be cranking out Kinetic Melee attacks FASTER than they could Martial Arts attacks (because of Recharge time differentials), and things get skewed even further in Kinetic Melee's favor ... On Paper.

    So I *do* get where you're coming from Bill in your criticism. I just happen to believe that Kinetic Melee is a far better "fit" for Genin than (the legacy) Martial Arts powerset is, in terms of Game Mechanics, and the effects those game mechanics have on the survivability of Ninjas as Mastermind Pets. Martial Arts really needs "more attacks" and/or "more global recharge" going for it in order to smooth things out than is really practical (in my opinion) in the context of Mastermind Pets.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Web Grenade... initially I was going to mention crippling axe kick. But Web Grenade has the advantage of range (useful vs fliers as well as runners) and being more visible, so I could go for it.
    When I started writing this up, I began with the two Shuriken attacks up front and put in Web Grenade last ... but then came to the realization that Web Grenade is "more needed" for Ninjas than a quick ranged attack like Shuriken. So I made Web Grenade the "default" ranged attack, with the Shuriken getting added (twice) by the Level 6 and 32 powers.

    Quote:
    Originally Posted by Memphis_Bill View Post
    I do like the shift in powers. It makes sense as far as being "more useful."
    Yeah. It was one of those, "well why wasn't it done like this in the first place?" kind of things when I stumbled on the synergies involved. Of course ... to be fair ... the Weapon Mastery Epic Pool and Kinetic Melee weren't exactly "available" back in Issues 4-6 when Cryptic Studios was working on City of Villains and getting everything ready for that launch.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Not completely sold on getting rid of all melee from Oni.
    That's more about "Deconfliction" in the Pet AI Decision Algorithm than anything else. As we discovered with Custom Mobs in AE, when you give the AI "too many powers" it tends to "choke" on deciding what power to use next, causing gaps in attack chains (that shouldn't be there) and other weirdness. By giving Oni a set of Ranged Only powers, it should "help" the Decision Algorithm process better and position Oni better thanks to deconfliction with the (now omitted) melee attacks. Yeah, the Fire Sword powers were "cool" and all ... but the effects they had on the Pet AI Decision Algorithm were ... less than ideal.
  23. Time Manipulation / Kinetic Melee TANKER
  24. Redlynne

    The Chest Slider

    Sailboat ... get your Kinect Controller away from my Chest Slider ...