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Is Lusca (and also Hydra) a monster with tentacles, or the head and tentacles are technically different monsters that somehow pop up above the water to look like a "connected" piece?
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I like the idea. The implementation needs some thought to make the battle more fun. I'm wondering if naughty people will herd a group of monsters just to chop off all their legs and then leave them there.
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I would like to join. My global is @Petal Mist
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Quote:Your idea is clear to me. The point is that the decision is made when you do the slotting. If I want to knock down this mob, but knock back the other mob, you won't be able to do it under your scheme. As you and I both mentioned, we will need two builds, one for knockback and one for knockdown. And I don't think that you can knockdown this mob, change build and knockback the other mob. In my opinion, the decision to do a knockdown or knockback should be made during combat, not when you do slotting.I'm not sure why it doesn't seem flexible to you. Perhaps I should be more clear?
As an example, suppose we take an Energy Blast. It does knockback now, so it gets changed to do knockdown. With normal damage enhancers, you blast a foe and it knocks him down. With one knockback enhancer, that knockdown becomes knockback (smallish amount). The more enhancers you add, the more knockback you get (as usual).
You could have two builds or not. If you used a build slotted for knockback on a team, it would be much as it is now. The idea is to make it your choice whether you do knockback.
In my opinion, tweaking through enhancement is not that much of an improvement. The bad thing about the current knockback is that when you want to knockdown, you can't do it. For your scheme, once you choose to knockdown, and if you want to knockback, you can't do it. Your scheme is an improvement in the sense that you've given the choice between knockdown and knockback when you slot. But after that, the inflexibility is still there. -
Quote:I think your suggestion has been suggested many times in various forms in the suggestion forum. And most of the time, the threads deteriorated pretty quickly.I'm suprised (and a little disappointed) that no one has commented on my idea. Does it not meet the needs of everyone?
Quote:First, change ALL knockback in the game to Knockdown/up. Then, make it so adding one knockback enhancer changes that effect to knockback. Finally, make it so knockback enhancers add a damage effect to knockback.
That way, those that hate knockback needn't put up with it, and those that do can have it.
I think the best example is energy blast. If you solo, you might want kb. But in teams, you probably want kd most of the time and kb occassionally. With your suggestion, I think the only way out is to have 2 builds, one for solo and the other one for team. But still, that doesn't allow the flexibility that you may want to do some kb in teams when it's appropriate to do so. In fact, I think this is the main issue of the suggestions that based on enh.
The nature of kb is that it should be used appropriately, not throwing them out all the time. Currently, we are forced to kb all the time (as in energy blast). But your suggestion is like going to the other extreme, i.e. you can't kb even if you want to till you change build. Either way is not the best solution.
I guess I posted my own suggestion like a zillion times (and make people mad a zillion times as well). I think a better solution would be a real time control on kb and kd. The idea is to implement a system which you can click a power to kd, but shift-click if you want to kb. The keystroke should be customizable, and you can bind in whatever way you like to suit your playstyle. -
The heal is significant if you have many mobs around you. I would say the heal is probably intended to help EA in teams, rather than saying that it is a fake buff. We also have to see if EA would get something similar to energize when it proliferates.
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Quote:Time bomb is at the low end of nuke damage. A nuke-like power with no end drain is balanced by its long setup time and interruption time. I believe time bomb is not intended to nuke a mob group so easily whenever it is recharged.In my opinion, it would be better to replace this power with a similar power I call the Satchel Charge. It is identical in every way to Time Bomb, but instead of being a placed PBAOE pet, it is a targeted PBAOE pet, similar to Rain of Arrows or Omega Maneuver.
The power would work like this: the character targets the drop point and uses the power, using a range limit similar to Omega Maneuver. The character then pulls out a satchel (animators could use the duffel bag for Mercenary MM upgrades) and tosses it to the targeted spot. 15 seconds later, the satchel detonates in the same fashion as the current Time Bomb would.
It would Satchel Charge be more differentiated from Trip Mine (a power that does similar damage but is easier to use for most players)
I would love the suggested power, but the damage probably needs to be tuned down. -
I notice that my toon loses her skirt in water. I guess this is not a specific problem with shaman. I think for the past couple years, I notice that my toons always lose something in the water. Usually, just a skirt, maybe the legs sometimes depending on the version of the patch. And nice screenshots! giggle
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Quote:The debuffs last 0.5 seconds. However, liquefy pulses every 0.2 seconds. When the mobs get out of the patch, the debuffs die off very quickly.How long do the -defense and -to hit debuffs last? Do they have to stay in the patch for those to last reliably?
Quote:Is the chance for kd really as low as CoD lists it (3% chance?)?
In CoD, there are 2 liquefy pets summoned. My guess is that the first pet's debuffs (i.e. kd, -to-hit, -def, -rech) are auto-hit. The second pet's effect (5 second mag 2 hold and damage) requires an accuracy check. Maybe I'm wrong though. -
Quote:I believe the idea of disruption arrow is that it produces a sonic wave which can cause some sort of disruption. In the case of liquefy and earthquake, mobs are probably shaking and can't hit accurately, hence the to-hit debuff.In addition to fixing those inconsistencies, I also feel this power is a good place to add a small -ToHit effect to. Trick Arrows as a set needs more defensive debuffs, namely -ToHit, and Flash Arrow's debuff alone can't cut it. Adding -ToHit to Disruption Arrow not only fills that hole in a bit, it also:
A) Gives incentive to take Flash Arrow in order to stack both effects
B) Fits thematically with the Trick Arrows set, which works best when multiple arrows are used at once
C) Fits along the lines of Liquefy and Earthquake, which also reduce ToHit
D) Offers invention set options to a power which currently can't really be slotted for much
Going back to the suggestion, I think -dmg can also be added to disruption arrow to stack with poison gas arrow, if you stretch a bit of what disruption can mean.
For Oil slick arrow, I think if it is not ignited, the oil can be vaporized as some kind of poison gas.
About the controller might get too powerful with TA, I'm not sure if it's a big concern. Players' power sets stack with other players' powers anyway. Maybe stacking with other players are ok, but stacking within a single player is not ok. Technically, controller's TA doen't need to be the same as defender's TA. Controllers can get the original gimped version, and other people can have the new buffed version. -
I think the issues you listed in the first post shouldn't be too big a deal.
Quote:Actually, you can move away from the Caltrops, and then taunt and attack. You should be able to grab the aggro of a good number of mobs. It's not necessary for mobs to cluster well around you. I know that it feels great that way as a tank. But as far as aggro is concerned, you have several tricks to get your job done. I believe there are a couple similar replies in the thread you cited too. About scattering reducing AoE effectiveness, I think the team should feel it as well. Do other team mates realize it themselves or is it just you? If other people don't really care, you might as well play along.- Caltroppers who use their powers for evil. Mobs scatter, and at the very least make fights take longer because the spread causes AOE efficiency to drop. Usually it becomes harder to maintain aggro, if I don't lose it altogether because of critters slow-mo running in opposite directions. The kicker to all of this is the negligible damage inflicted by caltrops.
Quote:- Fire/kin trollers who want to tank. They have nothing keeping critters specifically angry at them, so the moment someone else does more damage (say, for instance, a blaster, whos job it is to do more damage than controllers, if I'm understanding the game correctly), they catch aggro and get hosed. Usually when this happens, I'm still trying to mop up the last boss or two of a mob, and half the team has followed the adventurous fire/kin down another hallway (usually to their deaths).
Quote:- SuperScout Scrappers (tm). "I can do all of the damage of a scrapper and I have soft-capped defense. Lol! I'm a scranker!" Enough said, I think.
Quote:- Other tankers with big egos. I actually believe that two or three tankers is better than one, and will happily take on the role of second-in tanker if that's what's needed. What I have problems with on a fairly regular basis are tankers who seem to feel that if they're not taking point and setting the pace of the team, they've somehow been emasculated or scorned. If there's a way to say "I go first, not you" without sounding like you're butt-hurt and petty, I haven't found it yet.
Quote:In one Fire/kin instance, I left a task force mid-run because the player wouldn't stop, and didn't respond to any of my /team comments or requests. I got rage-tastic tells from multiple people in the TF telling me that it was bad sportsmanship to bail on a TF because of my ego, and that they wouldn't be able to finish because they needed me to tank Romulus.
Apparently I was just there to tank the AV. Wish they had told me that straight away. XD Anyway. -
It's the first time I noticed that there is a face coming out when mobs are performing rituals. I remember people posted screenshots some time ago that souls came out when Carnies were defeated.
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Or just let the tank taunts the ambush and let it comes to the tank instead of slowing them down. Actually, this is more or less the point of the thread. The tank does not need the control, just let them come, while other people think that the control helps.
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Quote:You're right. I think it's not too big a deal. It would be better if a few slow enh were slotted into caltrops.Let's say I have all of the baddies in a room herded to where I want them and am holding aggro while the team burns them down. Also assume that my health bar isn't an issue -- which it hasn't ever been, when Caltrop Fights (tm) happen.
What is the justification for dropping caltrops at my feet and causing the critters to scatter? That might sound petulant, but I am actually fairly new to the game, and if there's something I'm missing, I genuinely want to have a clearer picture.
My gut feeling is that caltrops, which does very little damage and causes critter scatter, actually lowers the overall DPS of a team in AOE situations. Is that off-base?
I would just let the person do whatever. It's something that the player won't understand completely till he/she plays a tanker. And actually, you should play a traps defender and try your best to contribute, you might be tempted to throw caltrops on the ground too. -
Quote:It's a nuke level attack. Since it doesn't drain your end and no risk involved, the power has some other inconvenience. The power is not bad, just that there are few contents in this game that find a use of this power.I am coming up on level 32, and reading the specs, I can't believe how horrible this power sounds. This has to be a joke, waiting this many levels for something that takes 8 seconds to set up that is interruptable, waiting another 15 seconds, on a very long recharge?
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Looks interesting.
It's pretty easy to raise def using IO bonus, therefore ninjutsu-level defense practically means soft-capped defense. Depending on the amount of resistance, it maybe a bit too good to have both well-rounded defense and resistance.
Thematically, I think typed defense fits phantom/ghost more than positional defense. Positional defense is about agility and dodging. From your description, phantoms are hard to hit because of their nature, not that much about them dodging really fast. I understand that players like positional defense more, but you can think about it. This is probably arguable.
I'm not sure if +Max HP fits phantom shadow that well. In the context of ghost, you can say that ghost don't feel pain, which effectively increases its hit-point. I would put +Max HP in ghost essense because phantom shadow is more about illusion.
I prefer a tier 9 like the one in Will power if you don't want to give phantom aura a real god mode. There is nothing wrong with having a tier 9 passive, I just feel that a passive doesn't make people feel excited.
I guess the main feature is the phase shift powers. Actually, I don't use phase shift much in game. Can you fight while phase shifted? I vaguely remember that you can fight phase-shifted players in pvp. From your power description, it seems like you can fight phase-shifted mobs in pve and take phase-shifted mobs back to reality.
The phase shift powers are certainly interesting. But I bet people will simply skip the 3 powers in pve game play, because the game overall is more towards killing faster, there are not much problems with survival. Phase shifting mobs just make players kill slower, in particular at high levels. I hope that the phase shift mechanics can be designed differently.
It looks like there are advantages to players with phantom aura to fight in alternate dimension. Do you think it would be better if team mates can get certain buff when going through the phantom gate? It may give the team some incentive to fight phase shifted. I have some concern about the "magnitude" of the phantom gate. In an AV fight, it would be funny if you put it at the feet of an AV, and all the melees are on the other side of the gate phase-shifted but the AV resists the effect. -
Quote:ok. But I do afk a lot, feel free to say hi though.And after I say Hi to you, I want you to say Hi back... No pressure or anything, just yanno... Since I am saying Hi to you, You should say Hi back! Your not obligated or anything... just yanno... I am waiting for you to log in everyday so I can say Hi to you, it would be nice if you said Hi back.
When I say hi to you, and then you say nothing back... is it because your AFK? I mean why do you log in if your not going to be sitting there waiting for me to say Hi to you. I mean you know I am going to say it. So be there! For me when you log in.
Quote:After we say Hi, I am going to ask you questions about stuff you may or may not want to chat about... Like other games... or when you are going to Farm/PL again. Yanno... Normal stuff people talk about. And instead of you blowing me off!!!! Now, since we are laying out the rules to our friendship... You have to respond. And not just respond... You have to respond in a nice friendly way with lots of! So that I know your happy with me, since I am your best friend on the internet.
Quote:Wait! Don't walk away yet! There is something else I want to add. Just one more thing. It's no biggy... Ya. Don't send tells to other people when you are talking to me in tells. I know your doing that sometimes because you say "mt" or something that just doesnt make any sense to me at all. Like when I was asking what you are doing for Double Exp... and you replied, "oh he's upstairs making a cake"... What did that have to do with what you are doing during double exp? You were obviously talking to someone else...
Quote:One more thing, I swear I won't add any more rules after this. I swear! this is the very last one. And then we can be best internet friends ever. Stop going on /Hide. I know you are online sometimes but your name isn't glowing on my friends list. Like when you make new characters and you must immediately put them on hide... Are you trying to avoid me? We are best friends right? Anywho I just wanted to ask you nicely to not go on hide anymore, and especially not during double exp weekends anymore. I mean come on... We both know your going to play the whole weekend...
hm...so, we're not best friends forever, I guess. -
Story arc title: My will
Story Arc ID: 136438
Authors Global Chat Handle: @Petal Mist
Length: Long (3 missions)
Level Range: 5-54
Alignment: Neutral -
Quote:It would be the best if Phalanx Fighting doesn't need to be replaced by something else.Second, an even bigger issue, all that lag in the third mission of ITF. That is totally preventable, but the Romans have a power that works in such a way, that the server has to make SO many calculations, it just makes it unplayable. Remove that power from the Romans on that mission and replace it with a straight defense buff. I would like to play that mission the way it seems to have been intended. You said a while back you would look into it, and that went nowhere, so please, just get rid of that powerr for the romans in that mission.
There are tricks (coding or algorithms) that the server doesn't need to calculate all the interaction within the 100 Romans. It would be nice if the programmer can spend some time optimizing that part of the code. It will also benefit other part of the game, for example the server lag in raid.
Another cheap way is to change the timing of the Phalanx Fighting. Instead of pulsing every second a buff that lasts ~ 1 sec, the activation period and the buff can be made longer. -
Quote:Some highlights for force field:My question here is, whats the difference between Cold vs Bubbles? Both give +defense buffs to folks but Cold dom can also grant +HP, -regen, -recovery, -damage debuffs, and return end as well as stealth +resistance to elementals.
Is there a need to keep the bubble toon? Or is there something I am missing/forgetting that would make bubbles more attractive than cold domination?
1. higher defense for the team owing to dispersion bubble
2. Toxic resistance from deflection shield
3. Resistance to -end/-recovery from insulation shield
4. psionic defense from dispersion bubble (for attacks which doesn't have positional attribute)
5. mez protection for you and the team
6. self-soft-cap defense more easily (together with mez protection, it makes the defender pretty strong)
7. detention field (useful sometimes, for example put it on a tower in STF)
8. force bubble (useful when you don't want mobs to get close to certain things or certain people)
9. Various tricks to kb/kd
Some highlights for cold domination:
1. Resistance to cold/fire/energy
2. Toxic resistance (not the whole team, but the people who have frostwork)
3. Slow resistance from Arctic fog
4. +HP buff
5. Strong debuff: -speed/-recharge, -def, -res, -dmg, -regen, -end
6. Sleet (always love powers which you can cast without line of sight)
7. +end/+recovery through heat loss
My comments: Usually, cold domination is better because it has various things that a team desires for most situation and strong debuffs for tough contents with AVs. For some particular content (which is not a lot to be honest), force bubble and detention field will be helpful. My force field defender does feel like a mini tank with soft-capped defense (my melee def is not capped, I bet somebody else can cap everything). And finally, the choice of a power set can come from concept and theme if you have any, although it seems like you're choosing based on power alone. I hate to say this, but I think it worth a mention that the ice shields may look a bit ugly for some people. -
Device has no melee attacks that do damage, so it's not a must to put boxing and kicking in your grenade set. It's ok, but they don't seem to match the rest of the set very well.
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Quote:The key stroke can be bound in any manner. It can be click to kb, shift-click to kd. The essense of the suggestion is that it provides a choice to change from kb to kd and vice versa during combat such that players can adopt to different situation. The key bind can be done in any manner to suit your playstyle.Which doesn't validate it.
What you propose is changing the game for tens of thousands of players, forcing them to constantly hold down the Shift key in order to use their powers as they were designed to work, and who have never had complaints about KB, never been kicked because of KB, never had another player quit because of KB... for what? So that one in a hundred or thousand (if that many) player who hates KB doesn't have to press his/her extra key once in a while?
That's what your suggestion entails. You'd make the vast majority of players go through extra steps to play normally, even in solo situations, just to placate a handful of people who foam at the mouth if you even mention KB, despite the fact that those KB users have as much chance to team with those KB haters as I have to wake up and discover that I own an abandoned missile complex and a pet duck.
Punish the many, across the board, to prevent even the slightest chance that the few will be annoyed in a very narrow range of situations?
Thank you, but I'll pass, and argue against this kind of suggestion just as vociferously as KB haters would applaud it. I disagree with it on all levels.
P.S. I don't hate kb. I encourage my team mates to use it when I play my tanker as a leader, and I don't mind people tornado and hurricane everything everywhere either. In fact, I like the mess, and I love kb when used appropriately. I just play according to what the team likes. My suggestion simply provides a choice, so as the suggestion of the OP. Providing a choice by itself doesn't have any bias toward kb or kd. In fact, not providing a choice creates the bias.