Tog

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  1. Your Force Field defender gets kicked for not healing

    Your Kinetic defender speed boosts the group who run to the next zone and enter without teleporting you to the gate, then ask for "spd plz" while in a different zone.

    The one blaster in the group gets mad because your Kinetic Defender is healing the tanks and scrappers all the time and ignoring him as he hovers near the roof.

    Your level 7-10 anything gets invited to a group in perez and before you can ask the plan, you get teleported into a hydra fight.

    Your scrapper heavy group attacks a group of CoT consisting of 4 energy mages and 6 guards, you rush in with the other 4 scrappers, all of which run when the first mage goes up. As you are running back from the hospital, one says your guy must suck, he dies too fast.
  2. [ QUOTE ]
    a) Lucky gets replaced with Deflection. Deflection is an inherent power that has a base 10% chance to return a percentage of a melee attacker's attack back to him. So, if you take a hit, you can have a chance to take only 50% of that damage and return the other 50% back to the attacker (with diminishing returns to LT's, bosses, and AV's). It's basically Aikido for scrappers, in a way. It would probably require new enhancement types or creative use of existing ones to increase the base chance to return the blow or modify the percentage of damage returned.

    b) Replace Evasion with Glancing Blow. With Glancing Blow, you have a base 15% damage avoidance vs. any non-psionic attacks made at you. I mean, you guys are moving so fast, you should at least be able to "somewhat" avoid attacks that make it through your defenses.



    [/ QUOTE ]

    If done properly, Aikido is not supposed to damage your opponent, only convince them that it is pointless to attack you. I like the idea in (a), but for a more aikido-like power how about every melee attack that you avoid results in a chance to knockdown of the opponent. Maybe 75% for minons 55% for lts and 30% for bosses. 10% for AV with no way to raise these values.

    As for (b) the combat version of Tai-chi is based on that. When a strike comes in, you absorb it and return the force by rotating on a body axis. In game terms, this coud be done as a damage reduction with a damage/knockback effect. I know knockback is not terribly handy for a melee, but there are times that it may be a lifesaver.

    I would set both of these as a toggle, with the aikido one possibly being automatic. The end drain for the Tai Chi one would be very small, to make its effects desireable enough to take. Or, give it a normal end drain, but an almost instant recharge time, so it could be switched on and off manually, to keep there player mor actively involved in its use.

    Just more ideas
  3. Hi all, Just got fly with my first toon and thought I'd give the binds a try. Ahzurdan's work well for me with one exception... Everything I do toggles sprint on if I'm on the ground. It never shuts off unless i do it manually. Even if I switch to fly.

    I tried Gnarly's and had a most unpleasant side experience: Spritn worked well, so I took flight, after a few swoops, The keys got maeesed up to the point that not pressing a key moved me backwards, pressing forward would hold me in place. Right, left, up, and down seemed to work okay still. Worse yet, even after I reset the games default binds, the movement was still that way. It wasn't until I logged out and back in that it reset. Any ideas?