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I disagree on both counts, Leo.
On the first count: Being able to be intangible for any length of time the player chooses is broken. It means a player at level 1 can toggle it on and run through level 50 zones without being struck. Ever.
It means a total armor toggle, utterly undefeatable by NPCs of any stripe. Fighting an AV? Taunt, Toggle, wait 'til it attacks a teammate to de-toggle. Taunt, toggle. Continue. Renders the AV/EB/GM powerless to hurt the party (save through AoE attacks which, generally speaking, do less damage than melee or ranged attacks). If it's got a long recharge: Taunt, Toggle, wait 'til the team is under attack, detoggle and rely on your other defenses/party heals until it recharges, taunt, toggle, repeat.
"But you can't fight while it's on!" No... But you can regen/recovery, retoggle anything that might've detoggled from end-sapping or holds, etc.
As for your second part: The 30 second un-adjustable duration of the pool power is both a blessing -and- a curse. Especially for a tanker on a team of Squishies fighting an AV. Once it's on, it's on. And you're stuck standing there for 30 seconds (far longer than any taunt-effect) while the AV is wandering over to kill your entire remaining party. Remember that this is a defensive set used by Stalkers, Scrappers, Tankers, and Brutes.
Now... If you can't escape your foe in a ten second pell-mell run, then there's already something wrong with how you play. So it's usefulness as an "Escape" button is still valid. Ten Seconds of Regen and Recovery buffs while not attacking or being hurt should account for most of your hit points returning by the time it detoggles (assuming your teammates have those powers or you have Health and Stamina) which makes it an excellent "Hold the Phone" power with the taunt keeping aggro (mostly) on you. However it doesn't lock you into 30 seconds of waiting around.
So I disagree that it's "Worse" than the pool power, and contend that with a seven second "Taunt" effect it is, in fact, -far- better.
-Rachel- -
Quote:Still leaves the problem of getting a character up to level 35 to do the initiation arc, so you've got 35 levels of NOT using the shield you want to use. Not including, of course, any levels and time you spend farming the merits.well, seeing as how you get vanguard merits for doing some of( if not all of ) the ouro flashbacks now, there should be no problem getting enough merits for it.
Quote:i can agree on the unlocking basic costume pieces similar to the unlocked ones but no toon shoud have the unlocked stuff from conception.
My Fire/Fire blaster who wears red and gold tights for 35 levels has no reason to suddenly outfit herself in Vanguard armor or toss on a Lorica Segmenta. The Roman Soldier Time-Traveler, or agent of the ancient Gods might want to wear them, but can't until level 35 or later.
Why should these pieces be locked away to high level characters who are already established and, generally speaking, set in their costume style? Why -NOT- use a global unlock so that players can design such characters from level 1 using the appropriate pieces, rather than putting in what turns into a 35 level grind or Powerlevel in order to get the character wearing what he or she SHOULD have been wearing 34 levels ago?
I understand it from a purely Developer standpoint: Carrots, sticks, and the glorious 700 hour mark. But in a game which touts one of the greatest character generators of all time? It's a horrible mistake that should be rectified.
-Rachel- -
Quote:As a Toggle clicked on and off at the tanker/scrapper/stalker/brute's leisure? Yes. It's broken.So your argument is "You can taunt and then go intangible. Broken!" but then suggest a tier 9 that does exactly that but with one click of a button? I fail to see your logic.
As a 10 second click once every several minutes (perhaps ignoring recharge?) it's not.
Short-lived click versus almost always on power. The duration, recharge, and utility all come into play when you're balancing something, Leo.
-Rachel- -
Going to make several suggestions and offer explanations to why I would change things.
First things first: The Intangibility toggle needs to go away. Immediately. No question. When you go intangible, powers you've used still maintain their effect. so it's completely conceivable that a tanker would Taunt a group of foes, toggle on intangibility, and be utterly immune to all their attacks. Completely. Without reprisal. Meanwhile the NPCs can't change targets or react to the fact that their target is intangible. I actually learned about this on a Zombie Mastermind. I used an intangibility temporary power after getting aggro for the team. My pets became intangible along with me. And though I couldn't damage anyone or heal my poor, poor zombies, the enemy couldn't damage us. the aggro was already set in and my team mopped up the enemies who were fighting intangible zombie.
So yes. That's utterly broken.
I do like the Mez Protection power to -some- degree. It'll help a character who is standing up from a defeat (like a Regen Scrapper, who is out of his stun almost instantly)
I also like that the set could be Defense-based. VERY nice idea.
So! Here are my suggestions.
1: Fold Space: Toggle Self +Def (Melee, Ranged). Half the numbers of Focused Fighting. Basically split between Melee and Ranged. You fold space around yourself to create a pocket of intangibility.
2: Immaterial: Always On Self +Mez protection, +Mez resist, +def (AoE). The AoE defense should be fairly small, as this is a powerful ability.
3: Incorporeal Brawler: Toggle Self +def (Melee, Ranged). Identical to Fold Space. Why have two powers which give the same modifiers? No set has done it, before. It basically turns these two toggles into "Have to Have, always on" powers. This could help to offset the inherent awesome of a constant mez-protection
4: Wrest Free: Click Mez-Protection. Going to suggest NOT making this into a stackable power and also shortening it's duration considerably. It would basically make the inherent (Immaterial) useless outside of the AoE defense buff.
5: Blink: Toggle Self +def (AoE) Defense Debuff Resistance. Slipping back and forth through intangibility to avoid area attacks, just as you described it.
6: Ghost-Touch: You've gotta pick one or the other on the Aura. Damage, Self Buff, or Status effect. You can't have all three in the same toggle, though all can have +Taunt. I'm going to suggest something radically different: Short Ranged AoE Foe Teleport +Taunt, AoE. Five Targets max, range 25 feet.
7: Uncertainty Principle: Self, always on +Defense Debuff resistance, +Ranged, Aoe Defense. Since I put the three toggles at a lower tier, this seems like a good place for an inherent that buffs all three. Notice that, with this power, AoE defense becomes the set's "Strong Suit"
8: Scramble: Click power with melee range. Self +MaxHP +HP Foe Minor Nrg Damage. AoE Self-Heal with enemy damaging component.
9: Intangible: Click long recharge Self intangible, AoE taunt effect. Makes you intangible for 10 seconds with a 7 second PBAoE taunt. If you're fighting foes who can also go intangible (Carnival Illusionists) you can fight them. No "Only Affecting Self" application.
I like the -idea- but the way you've got it implemented is too abusable.
-Rachel- -
I find myself agreeing with Alpha on this one.
Locking costume pieces permanently behind task forces and defeat badges works... But it's not particularly -fun-.
I made a steampunk blaster about a year ago AR/Devices. She was the engineer of an airship. So I grabbed my fiance and a friend of ours, capped my XP, and went to Peregrine to farm Fake Nemeses. Why did I cap my XP? Well i -wanted- the gun, but I didn't want to outlevel the semi-static team I'd made the character for.
Meanwhile if global unlocks were to occur I could have had the gun from level 1 and not wasted so much time standing around while other people did the heavy lifting. It wasn't fun for anyone involved and we all looked at it as if it were a chore. The two alternatives would be "Make due with the other guns" or "Wait 'til you're in the 40's to hunt Fake Nemeses" and neither alternative fit my character concept.
Unlocking Costume-bits on a per-account basis would solve that problem for all newbie characters, everywhere. At the very -least- let us unlock them on a per-side basis.
-Rachel- -
The only time I've ever felt the need to kick someone over power choices was a Dual Pistols/Pain Dom Corruptor.
She didn't want to heal the party. At all. "I didn't build this character to be a healer. I hate being the party's heals!"
Why? Noone knows! She had the three heals and the rez from Pain Dom, but she just wasn't willing to -use- them, even between fights!
-Rachel- -
Quote:Every AT has basic modifiers to the effectiveness of powers. For example. A Blaster has a Scale 1.25 ranged damage. Any time a Blaster uses a ranged attack he or she will do the attack's base damage multiplied by 1.25 (25% more damage). A Scrapper's Ranged Damage Scale is .50 which means they'll only do 50% of the base damage the attack throws off normally.I'm having a hard time understanding what you're saying (Blaster Defense? Buffs/Debuffs and Melee?), but the parts I do understand, I like.
Medium hit points, better-than-Corrupter damage, and insignificantly-inferior-to-Scrappers/Brutes defense, almost exactly what my original idea was.
Buffs as tertiary powers is an unexpected twist - do any of the currently extant archetypes even get those? I know there are some self-buffs, but no buff-others - or are self-buffs all you were talking about?
That said, my last proposal still stands: Wouldn't it be interesting if we could give the Terminator better defenses and/or damage in exchange for inferior RANGE?
Also, just so you're aware, I was thinking the Terminator should be able to play the part of "tank" - for example, I imagined their Ranged powersets would have Aim (or something else, for the sets that don't have that) replaced with Taunt. The Vanguard would get Confront.
Taunt + Nova = funny
Blaster firing Ranged 100 point damage attack deals 125 damage
Scrapper firing Ranged 100 point damage attack deals 50 damage
Link for the damage scales by AT :http://paragonwiki.com/wiki/Damage_Scale
Does that make sense?
Meanwhile all ATs also have modifiers to their buff/debuff powers. I don't have a link handy, but a Defender and a Corruptor both tossing the same buff will grant different amounts of buff. Debuff is the same. Generally speaking an Epic pool grants you abilities you normally don't have based on your class. Tankers get ranged attacks and control effects, for example. They still have a base modifier to the effectiveness of the power, even if they normally don't receive it in their primary or secondary. The modifiers (unless I'm mistaken!) also apply to most if not all temporary powers gained throughout your career (except the Vet reward powers which ignore all buffs or enhancements).
-Rachel- -
Actually... Now that I've looked over it a LOT...
I'd suggest giving the Terminator the following attributes.
Ranged Damage: As Dominator
Melee Damage: As Dominator
Defenses: As Blaster
Hit points: As Peacebringer/Warshade/Widow/Soldier
Buff/Debuff Effectiveness: As Blaster (for temporary powers and Epics, if needed)
The melee damage scale of a dominator is 1.05 as compared to a scrapper's 1.25 which gives them less melee power. They can make up for this to some degree by having ranged damage of .95 as compared to a blaster's 1.25
Now with this damage base they out-damage Corruptors at a standstill. However Corruptors are able to buff themselves (Pain Dom) and their ally's damage output. Using the Assault Sets most Terminators won't be able to increse their own power even for spiking damage. The exceptions are Electric (Build Up), Fire (Fiery Embrace), and Thorns (Aim). The others have Power Boost or an End/HP recovery tool. So on average a "Terminator" will not do damage comparable to a Scrapper (thanks to crits, enhancing, and build-up) but will do good damage at range and in melee.
As for the "Blaster" defenses. this method cuts off about 5% of the AT's overall defense as compared to a scrapper. Now I don't mean the "Defense" variable, but rather all defenses. Mez protection, defense, damage resistance, etc. They would still use the Defensive sets available to scrappers/stalkers/brutes/tanks but would get -slightly- less benefit from it than your average scrapper (literally 7% Damage Resistance compared to a scrapper's 7.5%)
I settled in on the Hit Points based on the discussion of Tankmagery. And it's true. The EATs and VEATs both use defenses with ranged and melee attacks. However it should be noted that EATs gain no mez protection outside of their respective Dwarf forms. The Soldiers gain a baseline of mag 2 protection, early on, and can replace it with a mag 4 later, if they choose. They also gain only two defense powers and a single damage resistance power. When they upgrade they can take another damage resistance power (which upgrades their mez protection) and have the option of gaining further DR (Crab) or Def (Bane). The proposed class would have far more defensive powers than a Soldier or Widow, more mez protection than a PB or WS, and only SLIGHTLY lower numbers overall. Ergo similar Hit Points are an acceptable tradeoff.
For the Buff/Debuff effectiveness I looked to the classes and their use of powers beyond their normal ken. A tanker deals less damage at ranged, for example, so a Terminator should offer less support. in this case I looked to the Corruptor and aimed slightly below.
All classes are now similarly stationed on control power effectiveness. They simply don't have them.
Would these numbers be acceptable to all?
-Rachel- -
Quote:Go punch a friend. Then go Punch a tree. Which did you hurt more?I don't really see how you can use plants to protect yourself. Because... they're plants. You can cut them with a sword, and shoot bullets through them; They're not very "protective" of the user.
I guess you can argue that they're "Super plants!" or something, or maybe just really hard-to-break plants. I just don't see it as very practical.
But then again, some of the armor sets we do have aren't very practical either. Fire Armor and Electric Armor come to mind. I still don't understand how you protect yourself with fire...
Alternately, look to all the societies which used wood in some form or another as armor. The japanese come to mind immediately. The most common footsoldiery of the 1400s-1500s would be wearing lacquered Ashigaru armor made primarily of wood and leather.
-Rachel- -
All too happy to offer positive and negative criticisms which further the process of perfecting suggestions!
-Rachel- -
My suggestions for the Tankmage balancing?
Give them low to medium hit points. Make them squishies with a little bit of defense/damage resistance. Let Range be their primary form of Mitigation. Ranged Attacks do Less Damage (I'll put it in bold and capital letters, too, for those who don't get it the first time) LESS DAMAGE than Melee attacks, at least when it comes to NPCs. This was a big part of Balancing blasters against the other archetypes. A Blaster can dish out huge amounts of damage out of melee range where she would normally be a greasy stain on the floor in seconds.
Giving this "Terminator" AT both Ranged attacks and defenses means they'll take less damage, on average, than scrappers. Even if they had crappy defenses (1/3 of Tanker values, rather than 1/2) they'd -still- be better off than your average Scrapper for incoming DPS to Regeneration ratios.
So. Crappy Defenses, or defenses based almost solely on positional defenses and focusing in on Melee paired with low HP. Sure you've got less of a chance to be hit in melee, but dare you risk your squishiness? I'd also suggest adding the Blaster secondaries with damaging powers into this AT's powerset options. A few hard controls in place of damaging attacks could go a long way to making this AT more palatable.
As for The Brawler.
"Like invincibility" how? Point Blank AoE buffs and debuffs? I like it in theory, until you get to the "Dark" Brawler. The Dark Brawler has 2 PBAoE debuffs, one fore speed/damres, one for accuracy. This means enemies outside of the Brawler's melee reach are unaffected by his damage mitigation and, instead, are able to slaughter him from afar. Might be a balance issue you need to handle.
Puppet Master: Great AT Idea, I'd give them Control similar in effectiveness to Doms, however. It's similar to the Mastermind in it's use of damage-mitigation as a secondary but far more active in it's application, giving the player a greater sense of control over his fights. The inherent could not function, based on how we understand the game to work. I'd replace it with a "Domination" bar that, when full, can be discharged into a PBAoE buff for your pets and your pets only.
Benefactor: Neat concept. Again, I'd strongly urge you to use both the Manipulation -and- assault sets for the primary.
The inherent would need a -lot- of work to function. Basically you'd have to catalogue every buff that every buffing set has, then add a descriptor of it's primary power (dam res, dambuff, accbuff, etc) for the inherent to play off of. otherwise I could see it working in a manner similar to how the current Blaster inherent functions. However this -does- damage the abilities of Debuffers, as their inherent would be functionally useless. My suggestion for that would be to apply reversed debuffs. If you're debuffing your foes Accuracy, buff your own base Defense. Debuffing Damage, buff your own damage resistance.
Vanguard: I don't like it.
Again, RANGED ATTACKS DO LESS DAMAGE, so putting a buffer with no self-defense into melee seems foolhardy at best. At least the debuffer had an AoE of protection...
Trickster: No thank you. I'd rather see a Shapeshifting AT get shapeshifting powers rather than having a signature ability tacked onto the secondary of an AT.
Hope this helps.
-Rachel- -
1 Acc, 2 end, 3 damage for most of my high-cost attack powers. I try to get the number down to 6ish end per use.
And what's harder to fit in a build? Hasten or Swift, health, AND Stamina. 3 powers or 1 to solve the perceived problem?
-Rachel- -
Quote:Love this idea.Yeah - that's exactly what I wouldn't want to see.
Now, if the in-game reward benefitted the whole community?
"Hi! We've got a secret goal here at Paragon Studios! If you guys bring in (secret number) of your friends and new players into COH, and they stay for at least 3 months, we'll do the following..."
Maybe an extra Double-XP weekend, special events done "out of season", free tailor sessions, everyone gets a special badge, temp power, etc. Something fun and for everyone. Less chances of it getting ugly since its not individual based and it plays on this game's biggest strength that the devs can't program in - the community itself.
-Rachel- -
Orrrr... You could 1-3 slot your powers for End Reduction and find out you don't need stamina at all... >.>
-Rachel- -
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Female sizes and cuts for the "City Of" T-shirts.
Buttons.
Hats.
Mugs.
Mousepads.
Heroclix pieces. (including making our own dials and the ability to choose from a selection of poses to which our character's costume and colors could be applied, for a price. Sort of like the WoW Figurines but doubtlessly less expensive AND usable in a game, rather than on a shelf)
Character Busts of signature characters and, possibly, our own characters. (Just like the WoW Figurines >.>)
More Costume pieces/Emotes/Booster packs as Microtransactions.
Hire Samuraiko/Dark Respite as a video-consultant. Alternatively offer to pay her a few pennies per-view of her videos and send her on a viral-marketing campaign that will spread word of CoH/CoV like wildfire across the internet.
I could probably think of a few more. But those are the big ones that hit me right at this moment.
-Rachel- -
Quote:Easiest In-character solution for going "Vigilante" while maintaining your Heroic Identity, in-character:I was perusing Paragon Wiki and read up on I17, particularly the new badges. I read the part that stated that the new "1,000 badges earned" wouldn't be available until GR, and then it hit me like a brick; My main character and badger Pink Lioness is a hero to the core. In order for her to gain as many more badges as possible, she would have to...
TURN HEEL! Now I'm conflicted. I want her to have those villain side badges, but I don't want to ruin my number one hero by turning her bad just for prideful badge scavenging. What's a man to do
Your character becomes a "Vigilante" in the Rogue isles, not in Paragon. Do the side-changing arcs, re-write the story slightly so you're hunting bad guys, not good guys, in your personal continuity. Once you're considered a Vigilante head to the Rogue Isles to mete out some Justice, in-character (I call Heroes in the Isles "Purpleside"). Get your badges, go home.
And yes. It is possible to break the law in the Rogue isles. Contrary to popular belief the "Darwinism" rule doesn't apply to -everyone-. Just Recluse, his minions, and the Destined Ones. Otherwise there would be no Rogue Isles Police or Arbiters (Judges). And if you read -anything- on Recluse, you'll know that he hates heroes utterly. Regardless of whether they broke "his" laws or the laws of the Etoille he'd still hunt them down and kill them.
So in the Rogue Isles you would be considered a vigilante, rather than a hero. Recluse would sic the media on you, spreading lies and propaganda to keep the public from holding you up as a symbol of hope. Arachnos would attack you at every turn. Even Longbow Agents could be taken in by the slander and come after you, thinking you're just another "Destined One".
So. From an in-character standpoint it can make perfect sense with just a tiny bit of tweaking. Your character would still be a true hero, she'd just be lending a hand to the downtrodden people of the Rogue Isles. Happy Badging.
-Rachel- -
Quote:This is a horrendous injustice! The Hero and villain shirts don't come in any women's sizes?!Good rule of thumb when dealing with game related clothing: Unless it comes from the company's own store, it's probably not official.
Here is NCsoft's merchandise shop.
I want my CoH/V Babydoll Tee! *cries*
-Rachel- -
A bit of backstory.
I started playing CoH on a craptacular tower way back in issue 3. I had the graphics set fairly low. I was using basic speakers, less than a gig of RAM, and a slooow processor.
As time progressed I purchased and upgraded several PCs, the first thing I installed in every one of them was City of Heroes. Every time I'd upgrade the processor, the RAM, and the Graphics cards whenever I got the chance or saw one on the cheap.
But only today did I ever think to, or bother, upgrading the speakers. I just purchased a generic 2.1 channel speaker system off the shelf for about $30 (less than any other upgrade I've ever performed, mind you!) and on firing off my first punch with super-strength I was in -love- with the sound quality.
Was it -always- this deep and vibrant before? Or is it only recently that sub-woofers and other accoutrements of audio bliss were able to be fully utilized by City of Heroes? Regardless of the answer to this question I offer heartfelt thanks to the Dev team and the sound engineers for their tireless work, and gleefully inform them of how happy it makes me!
-Rachel- -
Tunneling.
Creating tunneling is a simple enough thing. Animation of the character diving into the ground headfirst or, like with snake-hole missions, feet first. Add speed boost, add "only affecting self" add stealth component, and add -jump/fly components. Bam. The animation for going up hills could be covered fairly well by making the "dirt clod" into a sphere with only the top showing. As you climb a hill the rear/top of the dirt clod becomes visible, making it seem like you're tunneling uphill.
However it doesn't account for tunneling through iron, on fire-escapes, or in the water.
Swinging
Quote:-Rachel-Swinging doesn't work.
No. No. Don't explain how it -could- work. It doesn't work.
The game uses easily manipulated and manageable variable attributes. These attributes translate directly into the engine controlling where, how, and how fast you move. Jump is understood by the engine as an arc, even when it's a vertical jump. Move past that arc's maximum length (fall) and you take damage. You can't invert the jump attribute to make you jump upside down for swinging's inverted superjump idea.
It simply doesn't work within the system. Someone else suggested that you could use Fly with a pre-programmed vertical gain, but then the player would not be in control of the vertical gain or horizontal path. If the player -was- in control of the horizontal path players trying to move short distances would swing just as low and high as players swinging great distances. If the vertical gain were not pre-programmed, you'd simply have a fly power with the occasional grapple firing off. Not swinging.
Based on how the game's engine currently functions, Swinging is utterly impossible. Please stop suggesting it. -
Swinging doesn't work.
No. No. Don't explain how it -could- work. It doesn't work.
The game uses easily manipulated and manageable variable attributes. These attributes translate directly into the engine controlling where, how, and how fast you move. Jump is understood by the engine as an arc, even when it's a vertical jump. Move past that arc's maximum length (fall) and you take damage. You can't invert the jump attribute to make you jump upside down for swinging's inverted superjump idea.
It simply doesn't work within the system. Someone else suggested that you could use Fly with a pre-programmed vertical gain, but then the player would not be in control of the vertical gain or horizontal path. If the player -was- in control of the horizontal path players trying to move short distances would swing just as low and high as players swinging great distances. If the vertical gain were not pre-programmed, you'd simply have a fly power with the occasional grapple firing off. Not swinging.
Based on how the game's engine currently functions, Swinging is utterly impossible. Please stop suggesting it.
-Rachel-
PS: Feel free to copy-paste this into every "Swinging" thread. -
Quote:It was an actual, honest to God, question. Just tempered with snark because, as I stated, all I ever got before when asking it was insults about being a noob or carebear.Not sure if your post is pure snark or a general question, but I will assume the latter and try to answer:
The Skills necessary in CoH PvP were very similar to FPS minus one (Aiming). In a FPS, be it Console (MW2, Halo, etC) or PC (Counterstrike, quake, etc) Key things that defined skill were:
Speed
Evasion
Decision making
Speed, Evasion, and Decision making. These are three skills that I can understand as important in PvP pre-i13. Especially as you've described them!
However... From the armchair observer's standpoint, allow me to expound on the problems of two of those three skills?
Speed is generally not a skill a person learns. It's an innate ability. Of both the player and of the computer they're on. Though I do admit a person can become faster in their reaction times to specific set stimuli. So it's FEASIBLE that a person could come to the point where they've the ability to react to an Assassin Strike that drops them to 1 HP before they get killed by some other method. However that still puts a pretty huge gate on PvP of needing a computer and connection which don't lag out for that fraction of a second before you get killed. Otherwise a single spike of damage can wipe anyone out.
Evasion is, generally, a method to drag a fight out longer, nothing more. I -did- run some pre-i13 PvP way back when. I believe it was in Bloody Bay where my team of Villains held the tower above the longbow/hero base for almost an hour. It was a lot of fun for everyone, since we held the tower without attacking anyone who didn't come after us. in the end we were finally "Done in" by a couple of Tankers who taunted the group before dropping to ground level while their blaster and defender friends dropped us with tar patches and fiery death from above. This is evasion. The tankers evaded our attacks by blocking Line Of Sight while we were unable to fight their support and caused our death that way. Most of what you discussed under "Evasion" in your post was actually Stealth. Actual Evasion, as I've seen it in PvP tends to be "Assassin Strike! Super Jump! Flee!!" or as I like to call them "Killer Bunnies" and "Ninja Bunnies"
And I'll offer a suggestion for "Decision Making" Call it "Critical Thinking" instead. Everyone makes decisions in combat. But thinking critically is something not all do.
So it actually requires four skills, based on your comments.
Stealth
Reaction Time
Critical Thinking
Evasion
-Usually- in the order I've listed them. Stealth to your target (whether with a power or just using LoS blocking geometry) Attack them faster than their Reaction Time allows and/or React to changing circumstance (I.E. an ally you didn't see unstealthing, someone hitting you hard enough to make survival a question, etc.) Think over the situation Critically (weigh options, determine targets) and repeat these three steps until either you succeed or the situation becomes untenable, at which point you Evade the enemy.
Would this be a safe example of the Skills of PvP?
I can see how the first one could be considered a skill for those who do not use stealth-powers to move about. And even for them it could be a worthwhile skill.
The second one seems less of a skill and more of a trait of both player and apparatus.
The third is definitely a skill that more people should learn.
The fourth is basically fleeing. And while I admit it can be done skillfully (using cover) pre-i13 it was done almost exclusively through character speed (Killer Bunnies!) which rendered skill almost entirely moot.
Under the i13 rules Reaction Time is less important, generally speaking. There's less of a minimum requirement and lag doesn't kill nearly as often, since two-shotting players is a LOT harder now that damage res is an inherent of all ATs. Though I'll also note that Evasion can now only be DONE through skill, rather than via character speed, thanks to travel suppression.
So under i13 more players with a wider range of computers and motor skills can get into PvP (based on reaction time/lag/damage resistance) and it takes a skilled player to evade an enemy (rather than just popping super-jump or super-speed to flee)
Based on your original three skills and my expanded four skills shouldn't PvP be more accessible to newblets and require -more- skill and less bunny-hopping to evade? I imagine that's why the Devs put in the changes. Because, based on your suggested skill requirements, they lowered the bar on getting -in- while raising the bar on getting out. Critical Thinking and Stealth are still just as important, however.
Thank you, by the way, for discussing this with me in an open and honest fashion. It is -deeply- appreciated.
-Rachel- -
Quote:All of this. This is why we don't -have- Dark Blast/Manipulation for blasters.I'm looking at tendencies for blaster sets on the "no self heal" thing. There isn't an existing blaster set that has a true self heal, which I presume is intentional. I'm operating on the theory that if blasters were going to be given a heal power in a primary or secondary we would have gotten one by now.
Drain Psyche doesn't really count as a self heal, since using it right before you die will almost never prevent you from dying. Life Drain will, and it's on a short enough recharge that it can be made part of a normal attack chain.
I will be VERY surprised if Dark Blast gets ported to blasters with the self heal intact.
I'm looking at Tenebrous Tentacles along with Bill's proposed secondary as to why it may be a problem.
Siren's Song is an AoE sleep power. Which means the second you hit that mob with an AoE they all wake up and start shooting you. Screech is a single target stun.
Tenebrous Tentacles is an AoE immobilize. Dark Pit is an AoE stun. As any Fire Control player can tell you: AoE immobilize + AoE stun = AoE hold. The stun prevents them from acting, the immobilize prevents them from moving, which is exactly the same thing a hold does. Add in Oppressive Gloom from Bill's secondary proposal and you now have an AoE Stun + Immobilize combo that can affect bosses. That will probably be deemed overpowered for a blaster to have.
There is no blaster primary/secondary combo that has the potential for that much hard control. Once again, I'm guessing that is probably by design.
A self heal that doubles as an attack on a short recharge timer, AoE hard control that can affect bosses, and to-hit debuff on nearly every power is just a little overpowered when considered on an AT with the damage output that blasters have.
I strongly suspect that those considerations are exactly why we don't have Dark Blast for blasters already.
My suggestions to make it more palatable? Drop Tenebrous Tentacles Immob component, transfer it into a Slow effect.
Make Life Drain into Soothing Aura. On a hit the power grants a temporary effect which heals you once every 4 seconds for 1/5th the value and have the power last 20 seconds. Make it not stack with itself and give the power a long recharge (to avoid players who drop their recharge to spit having a constant and powerful self-heal). Alternatively split each of the five ticks of healing into two components, enhanceable and unenhanceable. Or just make the heal unenhanceable. If you use this power while low on health (like Drain Psyche) it's not gonna keep you alive.
Or, if even that much healing is abhorrent, have it deal normal damage and apply it's -ToHit debuff, then grant a regen (and or recovery) buff similar to Drain Psyche.
As for the Dark Pit up it's damage greatly and make it into a "Fireball" power with a mag 1 stun for 4-5 seconds. Stackable with a controller or dominator, possibly even an Nrg or SS tank, but on it's own it only stuns minions and underlings.
Opinions?
-Rachel- -
Quote:I keep seeing this come up, again and again.Lopsided, unfair, and unbalanced PvP (what we have now) isn't unpredictable. In zones, combat can be summarized as "I'm attacked so I'm slowed, I'm taking damage and can't heal it back, and now I'm dead." In team arena matches, combat can be summarized as "I think I'm the spike tar-- wait, I'm dead." In short, with rare exceptions, the side that has more damage, or more people, is going to win almost every time because the I13 ruleset heavily favors damage and numbers. It used to be that a one or two-person group could hold their own against a larger number provided they were good at the game and their opponents weren't, but that simply isn't the case anymore.
"Prior to i13 One person could take on three people if he had skill"
This honestly makes no sense in a game balanced around numbers where characters auto-turn, auto-aim, and hit based on random generation of numbers. What are these skills you're speaking of?
In a straight FPS game skill is in how finely you control your character handicapped by how good or bad your ping/lag issues are. If you can't turn your avatar at the correct speed to line up a shot or lead a target then you're going to miss.
In WoW there's even some modicum of skill to PvP as you have to shift yourself out of a player's forward arc if you want half their attacks to stop hitting you (Must be Facing Target)
In CoH you press an attack power, the game turns you automatically towards whoever your target is, and you fire the attack based on a number randomizer to hit the target. Where is this vaunted skill?
Is it based on Kiting melee enemies around corners? Setting up an AS before your enemy bounces away (don't play stalkers much, but when I do I've noticed that once the AS animation starts nothing short of the enemy turning a corner will protect it, no matter how far away it runs)? Getting your mez powers off, first? Oh! Oh! I know! It's utilizing cover to avoid attacks, right?
PLEASE give us some qualifiers of this "Skill" all PvPers refer to! If I knew what skills I needed to work on to -be- a better PvPer I'd try more often! But in every PvP thread I've participated in all of my comments are swept under the rug in favor of the "You don't PvP ergo you don't understand and no I won't deign to explain. LoLPvECarebear"
Well teach us Carebear Fluffbunny PvEers what it is that makes you so much better at PvP than us! Why is it Fair and Balanced gameplay if a solo scrapper can take down 2-3 enemies in a straight fight but imbalanced when the rules favor a larger group of people? It's just like an FPS in that sense, save that aiming and lag aren't factored in due to the randomizer which in turn gives everyone the same amount of "Aiming" skill, regardless of how long they've been playing.
-Rachel-