Vanden

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  1. Quote:
    Originally Posted by AzureSkyCiel View Post
    This is quite a relief, though now part of me wonders if that expansion of Steel Canyon that's seen on the city map of the Good Versus Evil Edition is finally going to make its appearance?
    Last I heard whatever that was planned for was scrapped because whoever had it put in doesn't work there any more.
  2. Quote:
    Originally Posted by Seldom View Post
    Photonic Judgement[/SIZE] (or: death ray)

    Locational Aoe, energy damage

    The character targets an area, then causes a enormous, blinding ray beam to blast down from the sky, obliterating foes in the vicinity. Comes with two animations: a 'rain' animation, as though the caster is causing the blast, and a 'targeting' animation, using the 'surveillance' wrist-mounted targeting computer animation. After the ray has stopped, the power leaves a red-hot singed patch on the ground that does minor DoT to enemies. Effects: -tohit, extra range, no aggro. (the lack of aggro only available at high levels) SFX: thunderous ray blast hum, impact zapping noise when the beam hit the ground.

    Notes:

    This covers the energy-based character, more 'cosmic' type characters, light-using characters, as well as the gadgeteer, scientist, or technological themed character. This would also be the longest-range judgement power. It also offers the only judgement power not to alert foes- but that effect is only available at higher levels, and has an increased recharge and lower damage for powers of equivalent rank. (Though with heightened range.)
    As a player of energy-user characters, this does nothing for me because the energy doesn't come from my character.
  3. Quote:
    Originally Posted by cursedsorcerer View Post
    I personally need a Gravity-themed Judgement (Something meteor showery works too) and a Radiation one with more OMGWTFMUSHROOMCLOUD!!!
    Mushroom clouds don't have anything to do with radiation...

    The facts that atomic bombs make mushrooms clouds and irradiate an area are separate things.
  4. Most ATs will hit the HP cap before they run out of +HPs that way. A lot of the buff would be wasted.
  5. That would look really bad, and I know because they do it in that other superhero MMO.
  6. See what you should be saying is that encountering the mirror versions of these characters won't mean anything when you don't know anything about the normal versions.

    It's like if a guy robs your house, and then you find out he's also the cousin of Ed Paxton, Oklahoman account. His relation to some guy you don't know doesn't add any context to his antagonizing you.
  7. But we haven't even seen the Primal versions.

    Quote:
    Originally Posted by Xzero45 View Post
    No thanks.

    It'd feel too much like a slap in the face of the characters and their sacrifices to be like "Hey. In this TF you get to fight alternate Atlas, who's alive, well, and ready to kick your ***." Let's just leave it at fighting Tyrant and his Praetor Phalanx.
    They're not the same characters.
  8. You keep ignoring key points of my posts that should handily quell concerns before you even raise them.

    For example, this latest thing. The powers do damage as if to simulate the enemy crashing into the ground. I say "let's not do that, it doesn't look good even if it works properly." Apparently you take that to mean I'm also in favor of doing the opposite, and going through every power that does knockback and making it do damage because the enemy probably hits something.

    I point out that there's precedent for ignoring the way knockback should realistically hurt independent of what caused that knockback and use a simple example from physics to explain how damage at the start could be justified. You see the word "physics" and launch into a list of ways other powers should do damage based on physics, and refuse to see the distinction between using a concept to support a change made for a different reason and using that concept as the actual reason for the change.

    I'm done arguing with you Bill. You won't allow yourself to be convinced, and trying to do so is a fool's errand.
  9. I don't know why you insist on making it so complicated. I think you're just being bull-headed on purpose. Or filibustering?
  10. Quote:
    Originally Posted by Memphis_Bill View Post
    (A) you're not asking for changes to them, though given the mindset you're showing here, you should, and
    Um, no. If I'm arguing against a power simulating damage from hitting the ground, why would I then suggest that another power SHOULD do that?
    Quote:
    Originally Posted by Memphis_Bill View Post
    (B) I already made a point about Knockout Blow, though it's in it doing no damage to your hand or arm when applying that amount of force (one place where, yes, you *can* unequivocally say what exactly is lifting that individual into the air.)

    You *can't* say just what's causing the lift in Lift or Levitate, or if it would cause damage. The target hitting the ground, though, definitely would.
    This isn't a realism suggestion, it's a quality of the game suggestion. The "damage from impact" model not only fails with its current timing by being out of sync with ground impact on an even con, but also having enemies who are not knocked back still take damage, and having enemies who are flying take damage before they even hit the ground. (If they even hit the ground at all.)

    One thing that is constant is something happens to the enemy when the power hits, and no matter where their path sends them, that knockback still hit them and the damage being there wouldn't be out of place.
  11. Quote:
    Originally Posted by Memphis_Bill View Post
    Again, though, you haven't "sold" it. It would look worse. They get some sort of hit of damage for "some reason" as they go up into the air, and then absolutely nothing as they land on... what, featherbeds made to look like concrete? Bean bags that have replaced the rocks around the Cities? Have the roads been paved with Fluffyum so that nobody falling on them gets hurt?
    I dunno. Maybe we should ask Knockout Blow or Repel.*

    *Knockout Blow Makes them fly upwards. They take damage from the punch, but not when they hit the ground after. Repel violently flings them away from you but no damage is done
  12. For the last time Bill, my arguments about why they would take damage on being lifted are to justify why it would be okay IF THE CHANGE IS MADE. They DO NOT describe how the power is NOW.

    I don't know what CoH you're running, but on my screen when I use Lift or Levitate the damage happens a noticeable length of time AFTER the enemy has landed, NOT on impact.
  13. Quote:
    Originally Posted by AzureSkyCiel View Post
    Now to play a bit of devil's advocate for Vaden, I still want to know, if the damage from Levitate and such are supposed to be purely from hitting the ground, shouldn't knockback enhancments, which would increase the height which they fly and fall affect damage.
    And how are flying Enemies affected when there's not even a -fly component which causes them to hit the ground?
    That's actually a fairly good thematic argument for changing the damage and -Fly to happen at launch.

    Since the point of a Devil's advocate is to take the opposing viewpoint, but instead you've managed to agree with me, unfortunately you've failed at your goal. But keep trying, it gets easier.
  14. Quote:
    Originally Posted by Necrotech_Master View Post
    its only a 10% increase of the target does not resist that debuff at all, which almost any AV lvl foe will have a good bit of normal resists that this will hardly effect them
    It's always 10% more damage no matter what their basic resists are.

    Plus, since it's an auto power given to the target and the target effectively debuffs itself, it's not affected by the purple patch.

    Quote:
    Originally Posted by Vanden View Post
    So we're agreed. Rebirth Core should get a rez component too.

    (yes I know nobody ever said that before now)
    OR! Brainwave! You know how Hamidon and the green mitos can cause you to actually resist healing powers? What about the opposite of that? Make Core Rebirth give -Res to healing! That way further healing from teammates or whatever is increased in effectiveness on targets hit by Core Rebirth. It's thematic, it's a buff to the power, and it doesn't step on Barrier's toes!


  15. I'll try to simplify it for you.

    "A should change to B because of C. This would not violate X because of Y."

    DOES NOT EQUAL

    "A should change to B entirely because of Y."

    A = Damage after delay in powers
    B = Damage immediately in powers
    C = Quality
    X = Suspension of disbelief
    Y = Physics
  16. So we're agreed. Rebirth Core should get a rez component too.

    (yes I know nobody ever said that before now)
  17. I'm pushing for the damage to happen at the start of the power because of quality and professionalism. I'm justifying the thematics of the change with physics.

    I'm not saying it should move because that's how real physics works. Having the damage happen because of the ground impact is also perfectly thematic and physically accurate, but ragoll physics have messed that up so it doesn't look right. Plus, these are the only two powers in the game among dozens that cause knockback where an impact with the ground causing damage is simulated.
  18. Quote:
    Originally Posted by Lucky666 View Post
    remember The Matrix when it happens to the mind it happens to the body. Same logic
    This is real physics, not a movie. I don't care how convinced you are you're being shot, you can't give yourself a hysterical bullet wound and cough up blood.
    Quote:
    Originally Posted by Lucky666 View Post
    Ok then how fast according to your calculations does Lift/levitate accelerate someone at to what G degree? Cause 120mph in 4 seconds is no slouch at about 1.36 Gs.
    There's not enough data to find that number. Plus enemies fly the same distance whether they're a 5-foot tall flesh and blood Hellion or a 7-foot tall steel and plastics Freak tank.

    But if I had to put a value on it, I'd say "enough force over a wide enough area to cause scale .8 smashing damage and give you 1.5 seconds of air time."
  19. Quote:
    Originally Posted by Memphis_Bill View Post
    Who says I'm *not* doing that, or being careful (for whatever reason) to lift them into the air so they can "enjoy" the fall? Or that I'm applying it at a point instead of all over?
    This is justification for it still being thematic with the damage up front. Right now, you're apparently doing exactly that.
    Quote:
    Originally Posted by Memphis_Bill View Post
    Heck, one of the sets with that power is *mind control.* Who says I'm even *really* lifting them up, versus showing what they think is happening?
    Mind also has Telekinesis, and that sounds more like Illusion anyway...

    Wait, if they only think they're flying through the air, what's making them take smashing damage?
  20. First, that force is being applied over a period of time, not all at once. Second, it's being applied evenly over a body, not at a small, focused area. Third, that amount of acceleration (about 13.4 m/s²) is not enough to cause the 2 seconds of air time the powers are apparently supposed to cause.
  21. Quote:
    Originally Posted by YippeeGo View Post
    They're being lifted into the air by telekinesis. The only damage they'd be taking is some lightheadedness as they woosh upwards.
    Again, simple physics. Sudden, rapid acceleration = physical trauma.
  22. Quote:
    Originally Posted by Memphis_Bill View Post
    You assume. They don't look "slammed" to me - Accelerated, yes. Slammed, no. Which would end up with less - or no - damage.
    Eh, it's a matter of opinion. If the damage happened at the start it would certainly imply a slamming is occurring. Some new VFX wouldn't go amiss, but wouldn't be necessary.

    Quote:
    Originally Posted by Memphis_Bill View Post
    But you do post about some *incredibly* inane things almost continually. Once in a while is one thing. You seem to focus on some of the most incredibly - I don't know. We're not talking "Forest for the trees," here, we're talking "Forest for one vein in a new leaf in one tree somewhere off to the side being .3 mm shorter than you think it should be while the rest of the forest burns."

    Nobody's saying you shouldn't post it. *shrug* But it is what you're getting to be known for.
    I'm fine with known for being the guy who cares about what others think is too trivial. It doesn't mean I'm wrong, and someone should champion them. They're easy fixes too, much less work-intensive than fixing what's wrong with bases or adding power customization for pool powers. All it takes is one guy feeling productive on his lunch break and the game is slightly better.