Vanden

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  1. Vanden

    Buff AR

    One suggestion that I had for the set was to change most of the powers from being pure lethal to half smash/half lethal. This would make for a more accurate representation of the kind of damage bullets deal, and be an overall buff to damage because lethal is way more resisted than smashing.
  2. Vanden

    Buff AR

    I liked the idea one poster had of reducing the cone of Buckshot to like 10 degrees and bringing the damage up to tier 3 blast level.
  3. Quote:
    Originally Posted by Golden Girl View Post
    BAB mentioned a while back that hew as working on the animation for a "Hellfire Whip" - which is most likely for the new Demon Summoning MM set in GR -
    BAB said that he was trying out whip animations and thinking of using them for the upgrade powers in Demon Summoning - that's all. You forums people need to stop putting words in his mouth, 'cause he seems to have to do a lot of damage control.
  4. Maren MacGregor is supposed to still exist for turning in those old missions. If she's gone that's a bug.
  5. Quote:
    Originally Posted by Dr_Mechano View Post
    1)Couple of new costumes, namely the Rularuu Overseer, Rularuu Brute and Rularuu Whisp as costumes.
    I'm 99% sure this is impossible, since none of those use player-available skeletons.
  6. The forum very rarely lets me respond to PMs properly. Most of the time when I click the Reply button I just get a blank new PM page. Sometimes, if I'm lucky, it'll properly set up a reply with the subject line, recipient, and PM I'm replying to in the proper field and correctly mark the PM as replied to, but usually I have to fake it by manually entering all that text. And today it said a PM I was trying to respond to was invalid. What's the deal, forums?
  7. Sure, I don't need it all at once.
  8. Might I suggest that there be a "humorous" and "serious" winner for each category?
  9. I got 300 million influence for the first person to give me 300 million dirty AE boss farming infamy. Or regular infamy, that works too.
  10. I'm bumping this thread because I still think it's a good idea.
  11. I don't know how hard this would be, but I'd really like two more layers of colors in the character creator palette. One would be between Red and Orange, and one would be between Blue and Purple, in these spots:

    It just seems weird that the palette jumps straight from Red to Orange and Blue to Purple with no intermediates.
  12. I don't think we've ever gotten any of the weapons suggested in the custom weapon request thread, and Jay's costume request thread has a notoriously low rate of suggestions seeing the light of day. They're just too busy with what their bosses and they themselves come up to do with to cater to the whims of any given forum poster.
  13. I think it's far more likely that they'd just fake the momentum by giving the attacks very long animation times like in Dual Blades.
  14. Quote:
    Originally Posted by Umbral View Post
    The problem with your workaround is that the devs have actually said that they can't (or can't reliably) make entities spawn a certain distance in a specific direction from a target. Every pseudo-pet in the game is spawned at a specific location (generally at the feet of the target or feet of the caster). Unless there was a load of work done to the engine to fix all of the problems with it, you'd have to deal either a heavily bugged effect (re: pushing the target in a completely wrong direction) or do something else. If anything, the most likely effect would be a teleport effect that teleports all foes hit right next to you.
    That workaround is totally unnecessary anyway. The formula for "knocktowards" is exactly the same as the formula for calculating the vector for knockback, only the positions of the caster and the target are swapped. That's not code, that's just math.
  15. Quote:
    Originally Posted by Sigium View Post
    Maybe it's just an issue of agreeing to disagree, but that's not the point.

    I'd still like the opportunity to see canine skeletons brought into the game.

    Canine, dinosaur, bird-like, or whatever! Just something new.
    They have spider skeletons, do you want to make a spider?
  16. Quote:
    Originally Posted by Memphis_Bill View Post
    By mention of "Tankers," I'd say that's obvious. There's nothing new, theme-wise, in the set.
    Explicitly killing your enemies, yeah, I'd say that's new.
  17. And you want this to be used by heroes?
  18. Quote:
    Originally Posted by DragonSire View Post
    If I were Statesman, one of, if not the most powerful Hero in COH, founder of all....I know I wouldn't stand by and let my name be linked to an Archvillian in anyway...unless??? hmmm
    Statesman's not Deadpool, so I doubt he knows he appears in one mission of a video game described as an archvillain. :P
  19. Quote:
    Originally Posted by Clouded View Post
    I think villains need more choices too.
    Oh absolutely, but I wanted to put out APPs that would require a minimum of work.

    Quote:
    Originally Posted by AzureSkyCiel View Post
    Also, may I propose one be name changed to "Tesla Mastery"?
    Tesla Mastery is too vague. Does it refer to mastery of the specialized hammer used in the Mediterranean? Are you perhaps an expert on the songs and albums of the hard rock band Tesla? Or are you meant to have the powers and abilities of Nikola Tesla himself*?

    Quote:
    Originally Posted by Seldom View Post
    I definitely agree with the need for new thematic pools to fit proliferations. That said, there's no way they are giving blasters confuse, a hold, and an AoE sleep to go along with some of the many controls available in their primaries/secondaries.

    I certainly agree with the overall pool suggestions, however.
    I don't think it would be too powerful, Blasters already have access to a Sleep and a Hold in Munitions Mastery, and it would be APP-ified and nowhere near as good as the Controller version. I could see Levitate being a decent replacement, though.

    *Such a pool would require approximately 29 powers and would obviously be way too poweful.
  20. The following Ancillary Power Pools would be relatively easy to add probably, and fill in missing niches for hero power sets.

    Defender
    Weaponry Mastery:
    • Body Armor (Auto: Self +Res (Smash/Lethal))
    • Cryo Freeze Ray (Ranged Hold)
    • Sleep Grenade (Ranged (Targeted AoE), Foe Sleep)
    • Rifle Butt (Melee, Moderate Damage (Smashing), Stun)
    • LRM Rocket (Sniper (Targeted AoE), Extreme Damage, Foe Knockback)

    Frost Mastery:
    • Flash Freeze (Ranged (Targeted AoE), Foe Sleep, Minor Damage (Cold/Lethal))
    • Greater Ice Sword (Melee, High Damage (Cold/Lethal), Foe -Spd -Rech)
    • Frozen Armor (Toggle, Self +Def (Smash/Lethal) +Res (Cold))
    • Hoarfrost (Click, Self Heal, +Max HP, +Res (Toxic))
    • Hibernate (Toggle, Self Intangible, +Regen, +Recovery)

    Blaster
    Mental Mastery:
    • Dominate (Ranged, Foe Hold, Moderate Psionic Damage)
    • Mass Hypnosis (Ranged (Targeted AoE), Foe Sleep)
    • Mind Over Body (Toggle, Self +Res (Smash/Lethal/Psionic))
    • Confuse (Ranged, Foe Confuse)
    • Telekinesis (Toggle, Ranged (Targeted AoE), Foe Hold, Repel)

    Scrapper
    Electric Mastery:
    • Electric Fence (Ranged, Foe Immobilize, Moderate Damage (Energy), -End)
    • Tesla Cage (Ranged, Foe Hold, Minor Damage (Energy), -End)
    • Lightning Bolt (Ranged, Foe Moderate Damage (Energy), -End)
    • Voltaic Sentinel (Pet Summon)
    • Ball Lightning (Ranged (Targeted AoE), Moderate Damage (Energy/Smashing), -End)

    Archery Mastery:
    • Entangling Arrow (Ranged, Foe Immobilize, -Recharge, -Speed, -Fly)
    • Ice Arrow (Ranged, Foe Hold, -Recharge, -Speed)
    • Aimed Shot (Ranged, Moderate Damage (Lethal))
    • Glue Arrow (Ranged (Targeted/Location AoE), Foe -Speed, -Jump)
    • Fistful of Arrows (Ranged (Cone), Moderate Damage (Lethal))

    Tanker
    Netherworld Mastery:
    • Torrent (Ranged (Cone), Minor DMG(Smashing), Foe -ToHit, Knockdown)
    • Petrifying Gaze (Ranged, Foe Hold)
    • Dark Blast (Ranged, Moderate DMG(Negative), Foe -ToHit)
    • Night Fall (Ranged (Cone), Moderate DMG(Negative), Foe -ToHit)
    • Tenebrous Tentacles (Ranged (Cone), Moderate DoT(Negative/Smash), Foe Immobilize, -To-Hit)

    Lightning Mastery:
    • Electric Fence (Ranged, Foe Immobilize, Moderate Damage (Energy), -End)
    • Tesla Cage (Ranged, Foe Hold, Minor Damage (Energy), -End)
    • Lightning Bolt (Ranged, Foe Moderate Damage (Energy), -End)
    • Voltaic Sentinel (Pet Summon)
    • Ball Lightning (Ranged (Targeted AoE), Moderate Damage (Energy/Smashing), -End)
  21. Quote:
    Originally Posted by Umbral View Post
    I would more than support this change. This would make me actually consider Blaze Mastery (because, as it stands, only Fireball is really worth it), though I doubt the recharge would be 24 seconds considering the 40 second duration of the power as it stands now. Even though the effect isn't self-stackable (which is probably why you support a 24 sec recharge), I'd be more than happy just getting the recharge reduced to 60 seconds so that it's at least internally permanent. If the debuff values get cranked a bit to make up for that, I'd be even happier.
    All those numbers I just stole from Poisonous Ray in the Mace Mastery pool (with the AT set to Scrapper/Tanker, of course). I figured looking at another APP single-target debuff would probably give me good numbers. The debuff in Melt Armor does last longer than Poisonous Ray's, true, but I figure that's the tradeoff for Poisonous Ray also doing damage.

    Edit:
    Quote:
    As it stands, ignoring AT modifiers (which simply make it worse because the ATs have horrible res debuff mods), the APP version has half the debuff, less than half of the area, 6 fewer potential targets, and one third longer recharge. Considering that Scrappers and Tankers (and Blasters) have the worst defense debuff and res debuff modifiers in the game and it just gets worse. It's considered bad for very good reasons. With AT mods, it's nearly 5 times worse (22.5% -res v. 9.75% -res, 150 sec rech v. 200 sec recharge, 16 targets v. 10 targets).
    This confused me, because I thought the recharge, AoE, and end costs were the same for the Thermal Radiation version, then I realized that typing [Melt Armor] into the chat window was linking me to the *Flame Mastery* version for Blasters, which I didn't even realize existed. So I'mma update the OP.
  22. ...for Scrappers, Tankers, and Blasters.

    This Pyre, Blaze and Flame Mastery power, added in Issue 13 for Tankers and 16 for Scrappers and Blasters, has long been considered an unworthwhile power. This is because it has a very long recharge and costs an enormous amount of endurance to activate, and for those costs offers very meager debuffs.

    This is apparently a tradeoff for the power being AoE, but according to most players it just isn't worth it. So my suggestion is to remove the AoE and make the power single-target, and change the numbers thusly:
    End Cost: 22.74 -> 13
    Recharge: 200s -> 24s
    Defense Debuff: 7% -> 14%
    Resistance Debuff: 9.75% -> 16.25%

    And these would be the new icons:
  23. From the description for the Dimensional Grounding Ray:
    "On most creatures this ray would be harmless, however blasting an entity which is drawing its power from an alternate dimension will have its power source severed. [sic]"

    From one of the loading screen tips:
    "Darkness powers draw their power from an alternate dimension known as the Netherworld."

    Do you see? Clearly the Dimensional Grounding Ray is supposed to have a strong debuff to Negative Energy damage, (say, 162.5%?) but it doesn't! Must be a bug, right?
  24. Quote:
    Originally Posted by Kurugi View Post
    At lower levels I'd really only slot accuracy and end reduction in your attacks. Damage is nice, but IMO it's more important to be able to maintain endurance and not whiff your attacks before you have access to stamina and SOs.
    This is really just bad advice. Never, EVER slot for end reduction over damage in attacks. Slotting damage is universally better until you've hit the ED soft cap.

    Take, for example, a power that does 1 damage for 1 endurance. It has a Damage-to-Endurance ratio of 1. Enhanced to 100% for damage, it will do 2 damage for 1 endurance, for a Damage-to-Endurance ratio of 2. Similarly, enhancing it to 100% for endurance makes it take half a point of endurance, which also results in a Damage-to-Endurance ratio of 2. Now, both enhancement setups will defeat an enemy with 4 HP using 2 endurance, but the setup enhanced for damage will do it with only 2 applications. Do you see? Enhancing a power for damage increases its endurance efficiency just as much as enhancing it for endurance cost reduction, while also making the power stronger. That means you'll kill things faster with less endurance, increasing your xp gain and shortening your trip to the high levels.