Steampunkette

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  1. Quote:
    Originally Posted by Mr_Right View Post
    Okay, I'm sure it's only because it was late for you but.... What? Forbin referenced Power Slide, a version of Sprint you get from.... some box set of CoH or other (had to be before the GvE box), and you referenced Ninja Run.
    Actually, that piece of text was a reply, to a piece of text which was a reply, to the Ice Slide powerset I suggested.

    Using a high jump modifier which is constantly active, you can keep the character from taking -some- falling damage. With the "Fly mag 1 while spacebar is held down" you can "Double jump" while still in the air (Like the VIP Jump Jet from the Good vs. Evil edition). With less forward speed than SuperJump and More forward speed than Fly, you create a power which lets you ride a roller-coaster through the air, up and down up and down, without ever touching the ground. Less air-friction, like the "Fly" power versus "Hover" means you wind up sliding through the air in turns, or when you try to stop in mid-air. It also makes hovering in place completely impossible.

    That is nothing like Ninja-Run.

    -Rachel-
  2. Quote:
    Originally Posted by Quinch View Post
    Why bother? On the couple of occasions I went running tip missions, I had a replacement tip or two drop for me from the mobs inside the mission. It's not as though they're in short supply.
    So when you log on 20 hours after completing your fifth tip you don't have to farm tips off of level 20+ enemies for anywhere between 10 seconds and 45 minutes (depending on how much the random number generator hates you, that day)

    -Rachel-
  3. I actually once did the math on this... Let's see if it still holds up.

    Let's assume that, in total, there are about 120,000 players on CoH.

    Let's split those up evenly among the various archetypes, and with a bit of rounding we get 8,571 players on each archetype at a given time.

    Let's also split that number by server, and we wind up with 779 players on Virtue (for example) playing one archetype.

    Now let's divide each archetype by the number of primary powersets and discard all the ones which don't have a "Fire" primary.

    Blasters: 78
    Brutes: 70
    Controllers: 97
    Corruptors: 78
    Dominators: 111
    Scrappers: 78
    Tankers: 111

    So! That's 623 players using a Fire power for their primary. Out of 10,906 players on Virtue.

    Let's assume that fully 10% of players using a fire primary decide on the name "Blaze" with no other alterations or additions. That's 62 players with a fire character named Blaze.

    Let's divide it further! Those 62 players aren't all going to be in the same time zone, after all. So breaking it down by 24 hours (one per time zone) we wind up with almost 3 players using the name "Blaze" in a given time zone! So if you're online during a given one hour period you have a 3 in 455 chance of meeting a guy named Blaze (Once we divide that 10,906 by 24, of course)

    But wait! Further divide that total by 12. The number of character slots a person will have, automatically, on Virtue! That's .25 out of 455 or 1 in 1820 that you'll meet someone named "Blaze" on Virtue in a given hour!

    Of course, ALL of my numbers are off, since we know Virtue and Freedom are the two most populated servers. So you'd likely as not see a higher instance of "Blaze" characters running around. But you'd also see a higher number of people NOT named "Blaze" running around, as well. Since the total population would grow as well as the various "Blaze" characters...

    So yes. I am in favor of non-unique names.

    And to those who comment on the Champions method being ugly (Blaze@Winnebago34) please note that Champs has an option in the game menu to turn off globals over people's heads or in chat windows. So such a system is already in place to continue avoiding immersion breaking.

    While you might meet 12 "Rogue Angels of Satan" in Atlas Park during Peak Hours because someone thought it would be funny... do you ever take them seriously, anyway?

    -Rachel-
  4. Quote:
    Originally Posted by Forbin_Project View Post
    There is no reason to make new powers to get effects that already exist in the game. Simply changing costumes to one with a fiery body aura like Omega and you can have fiery flight when you turn fly on.
    Fair enough. Though I kind of like the idea of having multiple elemental Travel pools so people can hone closer to concept. Plus it can help to circumvent some of the need for travel power customization. Add in a neat change to the travel power (Less air-friction) and you get a slightly different power in a very different set.

    Quote:
    Originally Posted by Forbin_Project View Post
    And all we need for this is an Ice Slide costume recipe. The animations already exist in game and are being used on the Power Slide sprint power. Just use them for fly animations.
    Strongly disagree. The mechanics of this power are different than any other travel power. It's similar to a cross between Super Jump and Flight without having the full speed of one, or the full control/versatility of the other.

    Maybe in the morning... well... later today... I'll look into writing up electric and some others...

    -Rachel-
  5. New Travel Power Pools!


    Fire Flight

    Tier 1: Scorching Strike: As Air Superiority, but remove the KD and change the damage to Fire.

    Tier 2: Hover: As Hover, but with a slightly higher base speed and air friction similar to Fly.

    Tier 3: Fire Flight: As Fly, with a Flaming Aura animation, slightly higher speed, and far less air friction.

    Tier 4: Burn Patch: 5ft AoE "Drop" power. Creates a flaming pet power at the user's feet which mimics a LOW damage "Burn" power with less ticks and lower damage. Pet does not have Fly. Pet casts a small immob protection power on user.


    Ice Slide Power Pool

    Frozen Strike: Single Target smashing/cold attack, minor slow power.

    Icy Blood: Auto power, resist slow effects slightly

    Ice Slide: As "VIP Jetpack" with a higher forward movement speed, low air friction, and a constant jump height bonus roughly equivalent to SuperJump. The speed of this power should cap somewhere between flight and Superjump, probably around 64-65 MPH. The animation should be as the Prestige Power Slide" upper body position with a blue/white cloud at the feet trailed by a blue and white "Superspeed" trail.

    Northern Wind: PBAoE Toggle, similar to Whirlwind with a self -Speed and a Kd and Slow effect rather than KB

    -Rachel-
  6. Steampunkette

    Epic AT Equality

    Personally I'd like to see the PB and WS ATs get a scalar buff.

    VEATs have a damage scalar of 1.0 for melee and ranged, the HEATs wind up with .85 and .80. Sure, HEATs get higher Buff/Debuff/Heal values, but VEATs get a higher defensive scale (Tanker scale compared to scrapper) and no Self-Heal.

    To make the gulf appear even larger, the new "Damage per End" scaling has taken away a lot of strength from the HEATs who used a lower end-cost on similar powers to other ATs in order to make up for an inherent lack of "Room" for Stamina.

    I propose that Humanform HEATs have their damage scale raised to 1, to match the VEATs and bring them back into competition as a valuable AT to a given team. I'd like to note that I think both Dwarf and Nova form are well-balanced based on their design, already. And need neither a buff or nerf.

    That would make HEATs and VEATs a bit more "Equal" in my opinion.

    -Rachel-
  7. To respond to the "Trivializing the Game's Difficulty" argument.

    The people who are consistently capable of soloing 8-man missions with level 54 and 55 enemies and are currently shouting about how super-easy the game will be with Fitness as an inherent are NOT wrong.

    The people who rebuke that statement are also 100% right.

    Ultimately the game is made "Easy" for the former group of players because they go out of their way to MAKE the game easy on themselves. They min-max their builds, hit softcap with IOs, get their recharge rates down or whatever is required to make their builds "Teh Uber" which, in turn, makes everything seem trivial to their IOed out min-maxed build.

    Is it -wrong- to gather as much power as is possible (much less, feasible) in a game? No. It isn't wrong. Is it wrong to assume that the game will be developed around using IOs when the Devs have stated that it would never be balanced against such an easily overpowered metric? Yes.

    Get back to using SOs and HOs and try running the 8 man +4 mission. Is it more difficult? Of course. Is it impossible? For some builds, yes. Does that mean the game is too hard? No.

    Ultimately the difficulty of the game is entirely based on a player's perception. If you're looking for a real challenge roll up a Thugs/Poison petless mastermind and use only SOs or "standard" IOs.

    -Rachel-
  8. Quote:
    Originally Posted by Psyte View Post
    Hrm... that'd be a brutal schedule. I'd say that 1st or 2nd quater 2011 seems more reasonable for me.
    I definitely agree, Psyte... But i don't think it's impossible.

    How much of i19s content has already been, at least in part, run through the Ringer for GR before it was pulled? Balance definitely is going to need to be tested on the ten slots combined... (or however many it'll launch with!) but we know Praetoria works and I'm almost 90% sure that unlocking it will satisfy the "Content" part of the issue. Plus the Apex Task Force, of course.

    Toss in a few neat toys and you've already got an issue. Maybe not the fullest or most expansive issue ever, but... "Fall 2010" is between now and, what? November? 2 months to beta-test and launch by November 1st, if they were pushing it hard. If not it'll almost certainly launch a week BEFORE Thanksgiving, since they won't want to spend all they vacation worrying about the thing and need a few days to patch...

    And issue 20 will be in beta from now 'til whenever... Launching it the week before Christmas gives the devs 16 weeks, with 10 weeks of split attention.

    Hmm... You're right. January looks more reasonable. But I'm not going to say Christmas is impossible.

    -Rachel-
  9. I'm gonna go out on a limb and call i20 for Christmas.

    If it enters closed beta next week it should be -possible- if not probable that it'll hit before New Years. If it manages that herculean task, 2010 will go down in the annals of MMO history as the best year ever for CoH.

    -Rachel-
  10. Quote:
    Originally Posted by seebs View Post
    Yes, for a regular pull. If they're all weakened minions, but they come quickly and in groups, placate is only suppressing a tiny amount of the incoming damage -- even though each individual attacker is wussy.
    Pop a purple or two as the ambush spawns, then go about your normal "Build Up, AS, placate, Etc" routine while the whole enemy spawn whiffs in your general direction.

    -Rachel-
  11. Quote:
    Originally Posted by Memphis_Bill View Post
    Some do. There are three types, it seems -
    - Go to a specific point.
    - Go to where you were when they were spawned.
    - Follow the player.

    The last one's the type the OP's trying to deal with - and I'd have to make a suggestion similar to Zortel. (And if you haven't run a Stalker before, you're going to have to deal with similar tactics vs. Rikti (drones,) Knives, snipers, etc.)
    The "Go to Location" spawns are generally on one of a handful of maps, programmed with a specific location to reach. I've seen such groups run past characters to get where they're going, then turn and fire. I think type A and B according to your list are the same thing, just viewed under different circumstances.

    In Effect, the Go to your location when they were spawned effect is actually "Go to a set location, which happens to be the location where the boss who calls the ambush is stationed" or something similar. Meaning there are two types. "Location" and "Chase"

    Locational ambushes are -great- in a controlled circumstance. The map is a straight shot with no deviation possible? Perfect! The players will still be in the room fighting the boss when the ambush spawns at 75% of the boss's health health? Great! Any other situation requires the Chase Spawn method.

    Think of a Mayhem mission with the Longbow spawns. Should they all just run straight to the bank while you're breaking stuff on the street? Or should they chase you down? By giving set locations you run the risk of the ambush being completely useless, if the player isn't -in- that location. Hence the use of Aggro to force the NPC ambushers to path to the player's location, even through doors into side-missions.

    I'm not saying it isn't frustrating or annoying at best. But it's just the way the engine is coded, currently.

    Can't wait 'til Seebs runs into the LT Ghouls and their "Marked for Death" power. >.> That will be hilarious.

    -Rachel-
  12. Steampunkette

    Veteran Rewards

    Quote:
    Originally Posted by DMystic View Post
    Actually the blackwand has 2 very specific cases where it's superior to the Nem staff. Since the blackwand is all negative energy damage it deals quite a bit if damage to Statesman and Honoree when they use they're versions of unstoppable.
    But... but... Steampuuuuuuuuuunk!

    *points to username, avatar, and signature* Steampunk!

    In all honesty, though... it's also useful for defense, since it debuffs ToHit. While that's not -as- needed for a softcapped defense build it can help you avoid the negative repercussions of defense debuff cascade failure in some cases.

    -Rachel-
  13. The issue is that Ambushes are spawned at specific locations and granted high amounts of aggro in order to ensure they go -towards- the people they're ambushing.

    Since they're aggroed, Stealth is useless.

    You could, conceivably set ambush spawns to run from point a on a map to point b on a map, but then you have to worry about players not being between point A and B, which means the ambush just ran off in some random direction in relation to the players on the map.

    The only suggestion I can think of is making ambushes into invisible map critters that, when aggroed, spawn a group of allies around them, much like the Seers of Praetoria. Though that would allow stealthed players to avoid ambushes completely and renders some missions uncompleteable -unless- the player unstealths to trigger an invisible entity's aggro, which completely negates the point of -having- stealth, since the entity would summon the ambush in it's immediate vicinity... Right next to the stealthy character who just detoggled their stealth power.

    As you can see: There is no way to set up ambushes which go to the group yet do not ignore stealth.

    -Rachel-
  14. Steampunkette

    Longer Buffs

    Quote:
    Originally Posted by EvilGeko View Post
    This would be win. Add common IOs too though.
    So long as they don't drop, I'm fine with that. I don't want to screw up the tables any more than they already are!

    But having purchaseable common IOs for duration increases on specific powers would be nice...

    What powers would we allow to accept duration enhancements? Somehow I sincerely doubt self-buffs of any sort would get the benefit, to avoid players with Dull Pain perma or Tier 9 defensive clicks that crash moments before they're reapplied by players with perma-hasten and duration extension.

    I think targeted buffs would be fine, though? Perhaps even targeted -debuffs- as well! Make the /poison mastermind's abilities last longer on an AV so he can spend more time flinging Alkaloid.

    As for total amount of increase: I think Double Duration works well? "Quick" buffs that last for 2 minutes instead of 1, and long duration buffs holding out for 6-8 minutes, if the buffer forgoes any sort of end reduction...

    Oh! Just to balance it out you -could- make each instance of the enhancement also increase the endurance cost of the power, incrementally! Got bubbles that last twice as long? They cost twice as much. Slightly more time before fights popping blues or resting while putting up fields, unless you decide to Stagger them over the group, instead. hit the people who -need- the buffs, get into a fight, hit the people who really enjoy the buffs, next fight, then hit the people who don't -really- need to be buffed at all, but whom it still helps a little.

    -Rachel-
  15. Steampunkette

    Veteran Rewards

    Actually my Superstrength characters LOVE Sands of Mu and the Nemmy Staff.

    Both "Temporary" powers are unaffected by damage buffs. So when you're up high on Rage, dishing out big hits for a minute or two of +80% damage they don't get the buff.

    But when rage Crashes and your damage hits -9999% they are also unaffected, allowing the Superstrength character to continue dishing out damage during that 10 second crash and burn period...

    I also find the nemesis staff incredibly useful on pretty much any and all "Squishy" characters, who use it as a powerful single target KB power, then fight at range...

    And let's not forget the utility of an AoE ToHit debuff on multiple enemies in melee combat or, if you go with the Ghost Slaying axe, a 2-shot kill on Spectral Demons in the CoT (one of the most annoying entities in the game with their enormous and quick to stack ToHit debuff and high smashing/lethal resistance)

    And they're all incredibly useful when you've had your recharge speed reduced to next to nothing. Just a "Filler" attack until your regular powers recharge.

    Ultimately I find all of the powers very useful except for the Blackwand, in most case. But that's because the Nemesis staff is Steampunked out >.>

    -Rachel-
  16. Steampunkette

    Longer Buffs

    How about a compromise?

    "Extend Duration" Enhancements. Usable only in specific targetted buff powers. They do not drop, but must be purchased from DO or SO trainers.

    -Rachel-
  17. Steampunkette

    Force Powersets

    Quote:
    Originally Posted by Memphis_Bill View Post
    My one concern (after an admittedly quick skim through) is going to be the animation for Encapsulate - it's going to have to be different enough to not be confused with either Detention Field (yes, some of us take it!) or the target having a bubble.

    Just a thought.
    Oops! It animates as Bubble Blast does... I meant to note that it would be the bubble "Hold" animation. Much like Stone get's the nice rigid "Han Solo" pose when held. And fire gets the choking and so forth. Bubbles get the target up in the air and flailing!

    -Rachel-
  18. Steampunkette

    Force Powersets

    Mr. Lucas can kiss my grits. >.>

    Force Control.

    Tier 1: Headshot: By launching a tiny force orb at incredibly high speed you can temporarily stun your target. Single Target minor damage mag 2 stun with a chance to apply an additional magnitude.

    Tier 2: Encapsulate: Single Target moderate damage Hold power. Grants the previously described hold animation!

    Tier 3: Force Crash: Targeted AoE KD power with 3 ticks of recurring .67 KB, once every 1.5 seconds.

    Tier 4: Spheres: Toggle +Special You create a trio of spheres which hover about your character. The activation method is a 30 second period, during which you get 10 seconds of stun effectiveness boost, 10 seconds of hold effectiveness boost, and 10 seconds of +KB and Damage. After 30 seconds it cycles back to the first 10 second period. This doesn't add Magnitude to Stuns or Hold, but duration.

    Tier 5: Bubble Bowling: Narrow Cone (5-10 foot wide and 40 feet long) bubble blast which has a 40% chance of applying a mag 2 hold on any target it hits. This hold functions like Bubble Blast's hold. It also has an 80% chance to apply a .67 KB effect. Moderate damage

    Tier 6: Ricochets: Targeted AoE "Headshot" power with each ricochet having a chance to chain.

    Tier 7: Encapsulating Field: Ground target AoE Hold field Pulsing damage with multiple mag 1 hold hits.

    Tier 8: Force Bomb: PBAoE KB+Stun

    Tier 9: Force Orb: Pet Generation. A Short Lived pet power with several high damage melee attacks, all of which have a chance to apply a hold or stun and animate as the orb slamming into the target from above, straight forward, or in an uppercutting motion.

    How's that one?

    -Rachel-
  19. Steampunkette

    Force Powersets

    Having tinkered around on another game which must never be named, I've come to the conclusion that, as nice as Energy is, we need some nice force effect sets.

    Kinetic Melee is a great set, I love it, you love it, lots of people love it. But it's not solid -force- and is, instead, another smashing/energy set.

    No.. By force I'm referring to Force Fields! Force Blast, Force Control, Force Melee, and Force Defense. We've already got Force Fields for support, so I'll skip that one (for now)

    Let's start with Force Blast, shall we? It'd be a Smashing Damage set, meaning highly resisted at all levels of play. And as such should have a neat and fun gimmick to make it more useful, or a straight higher than average damage per end usage. Currently I've got my mind more or less set on it being a "Control" styled set, making it capable of capturing targets or knocking them around. In which case it's damage would be unmodified (not increased to make up for the high resistances) and it would function as a control-equivalent Rad or Dark's "Debuff Blast" functionality.

    Tier 1: Force Bolt: As the Defender power of the same name with a slightly higher damage value and a slightly lower KB value.

    Tier 2: Force Blast: Single target moderate smashing damage, 50% chance of .67 KB, 25% chance of 1.67 KB

    Tier 3: Bubble Blast: Targeted AoE attack in which a force bubble is hurled at the target. Main target has a 15% chance of an 8second mag 2 hold which animates as the target being encapsulated and lifted off the ground, flailing inside the bubble. All targets have an 80% chance of .67 KB and 10% chance of 1.67 KB. Moderate Damage

    Tier 4: Build Up: Standard Blaster Build Up

    Tier 5: Bubble Bowling: Narrow Cone (5-10 foot wide and 40 feet long) bubble blast which has a 20% chance of applying a mag 2 hold on any target it hits. This hold functions like Bubble Blast's hold. It also has an 80% chance to apply a .67 KB effect. Moderate damage

    Tier 6: Encapsulate: Single Target Foe Hold, High damage, short range (30 feet or less). Applies a mag 2 hold with a 10% chance for an additional mag 1.

    Tier 7: Bubble Burst: Toggle power. Self +Special. While this power is active you automatically cancel the hold effect of your force blast powers in exchange for additional damage. Any time a power would capture a target with a hold effect it instead applies an additional 75% of the power's base damage. This damage ignores enhancements or effects.

    Tier 8: Force Push: PBAoE moderate damage with a Mag 3 KB. 20% chance to apply a mag 1 hold.

    Tier 9: Bomb Blast: Ground targeted AoE, Superior Damage. All enemies in the area take Superior smashing damage from the massive force orb you hurl at them. This power has a 50% chance to apply a mag 2 hold on any foe struck by it.

    What do you think? Is this a Viable set? Should I continue on into more fully describing the other three sets?

    -Rachel-
  20. Unless there are any other suggestions for alteration, I'm going to go ahead and copy-paste this into Lady Jade's.

    Thank you for your help, everyone!

    -Rachel-
  21. Positron, in a Dev Q&A, recently stated that cross-faction supergroup functionality is on the docket.

    Quote:
    Positron:
    Not yet, but we're re-looking at how to make that happen, because we know a lot of you are asking for it. Don't want to break the game to make it happen though
    From Here.

    -Rachel-
  22. Quote:
    Originally Posted by Dark Lost View Post
    That could work if it were a solo game. But this is an MMO. You may make certain choices but someone else may make different choices to yours.
    The vanishing contacts set up is a personal change, not a global one.

    So it is -conceivable- that you could do it with billboards or specific "Standing Around" individuals. But when you've got moving units, it becomes a problem as they walk through people who don't see them.

    -Rachel-
  23. Quote:
    Originally Posted by Substrate View Post
    Or just remove one and add some situationally useful power. Every power set should have some sort of whole or weakness. Right now this is a set with few drawbacks.

    You could also just make them not compatible with each other. Since both are self target powers you can have both add some effect called something like "symbiosis" and does not allow the other to be cast while it is active give the "invalid target" like what the tarot card buff does now.
    BRILLIANT solution, Substrate! Eeeeeeeee! =-3

    -Rachel-
  24. *squeaks at being cold-wet-nose-poked and falls off of the other side of the bed in a tangle of blankets and limbs*

    Good morning, puppy... *groans*

    -Rachel-