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Favorite so far?

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Super M.
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Favorite so far?

Of the Control sets released so far, what's your favorite and why?

What secondary (support or other) are you hoping to pair it with? Tertiary?

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I dunno about favorite I'll

I dunno about favorite I'll probably end up using a bunch of them.

Secondaries depend on the character, same as tertiaries.

I tend to just play what's good for the character I want to play. An early idea I have is for a character called Hauntress who has ghost powers, so Illusion Control and Vampiric Emanation (mostly because nothing else really fits.)

Super M.
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I really like that character

I really like that character concept. I was jealous of it when I saw you mention it on another thread.

I'm starting out with Force control because it seems fairly challenging to use, and I like the object creation aspect of it.

Force Control / Barrier Projection for my green lantern styled character Green Guardian.

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Well technically my "favorite

Well technically my "favorite" Control set is still Fire Control, but that was of course a powerset in CoH. I think I'm going to actually have to play CoT before I judge what's my favorite here.

But just going by the brief descriptions provided so far I think I'll at least try a Psychic Control / Psychic Blast combo. Being able to have a Control/Ranged character in CoT is definitely something I'm looking forward to.

The Psychic Control set looks like the most "damage oriented" control set (which may make it similar to what Fire Control was like) and the Psychic Blast set looks interesting because of the idea of it doing more damage to Mezzed victims, which is exactly what the Psychic Control powers will provide more of. Basically the Psychic Control half should provide "control with some significant damage" and the Psychic Blast half looks to offer "damage with some significant control" so the two should work well with each other. All that's left is to customize it to look like fire...

CoH player from April 25, 2004 to November 30, 2012

Huckleberry
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I have questions about Power

I have questions about Power Control.

Quote:

Power Control slowly drains the power of your enemies, decreasing their capability to continue using abilities. Many effects of your abilities will be improved depending on how much of their power you have depleted.

A sneak peek at abilities

Nullify Velocity (tier 1): A single target control that will slow or immobilize an enemy for a very short duration, doing light physical damage, and continues to affect them with very light physical damage over time. Your enemy will also suffer a light debuff to their power resource for a short duration. All damage and immobilization effects are improved based on the amount of the enemy’s power recovery is debuffed. Recharge Super Fast.

Obstruction (tier 6): You summon a physical obstruction within medial range to impede your enemy from attacking. It will have a medial amount of hit points and can be destroyed. However, anyone who treads near it will have their movement reduced and power resource debuffed. Recharge Extremely Long.

Since NPCs won't actually have power sets per se, they will have modules instead. These modules will govern their behavior and I suspect won't rely on resources so much as scripts associated with player behavior and status effects. As a result, will a power-draining set have worthwhile affect upon NPC opponents? Or is it a set primarily designed for PvP?

Mons already had a question related to this:

Mons wrote:

Power Control: Kinetic/Lightning Blast Defenders were the closest CoX was able to come to an actual 'Sapper', yet it still wasn't a particularly viable mechanic. How do you propose to make this powerset viable as a mechanic, particularly with no current ranged damage set effecting power recovery?

and the MWM response was:

Tannim222 wrote:

The improved value of effects is determined by the total value of the power recovery debuff applied on the target. They are not determined by the actual value of the power meter itself.

So if the effects are related only to the magnitude of the debuff, does that mean that instead of actually draining the power resource of an NPC, we are really just stacking a debuff counter and it will have some effect on the NPC's abilities? If so, then will the debuff mechanic be different in PvP?

Potential Titans:
Trap Spider - the little spider rides a big robot
Thunderbird Priest - conduit of the Thunderbird spirit
Lovebot - programmed to love man, gives tough love to mankind
Schwarzchild - singularity-manipulating time traveller is lost

Super M.
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Lothic- that's fantastic.

Lothic- that's fantastic. Those seems synergistic. Good luck!

I have a feeling that once I get a small scrapper itch satisfied, most of my alts will be various flavored Operators.

Super M.
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Huck - good questions.

Huck - good questions.

I would push back that kinetic/lightning was actually pretty awesome but you had to get pretty high up there and while leveling you were kinda trash.

Yeah, I wonder if at X debuff percentage only certain npc attacks can be used. Dunno, maybe we'll get some insight. If not, that's another thing to look forward to.

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Wonder if we'll get a power

Wonder if we'll get a power draining melee set so people can make a character like Rogue (X-Men)

Lothic
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Huckleberry wrote:
Huckleberry wrote:

Since NPCs won't actually have power sets per se, they will have modules instead. These modules will govern their behavior and I suspect won't rely on resources so much as scripts associated with player behavior and status effects. As a result, will a power-draining set have worthwhile affect upon NPC opponents? Or is it a set primarily designed for PvP?

I get that NPCs will probably work differently than PCs in terms of how their "resources" will work to activate their powers. But why would you necessarily think that the Power Control set wouldn't adequately "sapp" them in PvE?

TBH the "sapping" powersets back in CoH really only worked when they were paired with decent Mez effects. A "Triple E" Electric Blaster actually worked pretty well once you got them maxed out because enough of their powers had "secondary Mez" effects that you could usually hold your targets long enough to drain them dry. In fact I basically played that kind of Blaster more like a "Controller that could eventually do some decent damage" after they had totally powered down their opponents.

CoH player from April 25, 2004 to November 30, 2012

Project_Hero
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Project_Hero wrote:
Project_Hero wrote:

Wonder if we'll get a power draining melee set so people can make a character like Rogue (X-Men)

On second thought maybe this would work better as a tertiary set. Get a power that drains energy (endurance or whatever it is) maybe get one that borrows a power from the target (Or just replaces itself with a power from the set, probably set to a specific tier so as not to be over powered) not sure what else it could have... A PBAoE that buffs you and debuffs foes around you? Dunno. It's an idea at least.

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Project_Hero wrote:
Project_Hero wrote:

Project_Hero wrote:
Wonder if we'll get a power draining melee set so people can make a character like Rogue (X-Men)
On second thought maybe this would work better as a tertiary set. Get a power that drains energy (endurance or whatever it is) maybe get one that borrows a power from the target (Or just replaces itself with a power from the set, probably set to a specific tier so as not to be over powered) not sure what else it could have... A PBAoE that buffs you and debuffs foes around you? Dunno. It's an idea at least.

Kinetic melee looks like it might do that a little, though in more genetic ways, with a damage debuff.

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Project_Hero wrote:
Project_Hero wrote:

Project_Hero wrote:
Wonder if we'll get a power draining melee set so people can make a character like Rogue (X-Men)
On second thought maybe this would work better as a tertiary set. Get a power that drains energy (endurance or whatever it is) maybe get one that borrows a power from the target (Or just replaces itself with a power from the set, probably set to a specific tier so as not to be over powered) not sure what else it could have... A PBAoE that buffs you and debuffs foes around you? Dunno. It's an idea at least.

That sounds interesting (being able to temporarily get/steal a power from a victim) but wouldn't that basically "force" you into being an exact Rogue-clone? I suppose there are probably a few other obscure comic book characters that can basically do the same thing, but when I think "I have the ability to gain -your- abilities" I pretty much just think Rogue. See what I mean? That power specifically is such a "signature power" unique to Rogue that it might not be "general" enough to be workable.

CoH player from April 25, 2004 to November 30, 2012

Project_Hero
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I think there's another

I think there's another mutant called mimic that can borrow powers. Also Parasite from DCs stable of characters. I'm sure there's probably others even if Rogue is the most popular or well known of them.

But if you made a character that was some kind of mage and you had the ability to copy other's powers with a spell I doubt anyone would draw a Rogue comparison.

Sort of like the first character you think of with laser eyes and cold breath is Superman but that doesn't mean such powers shouldn't be in the game. Or how natural claws is very Wolverine.

You'll draw the comparison if characters are made without enough variation from another character but put enough differences in there and it becomes almost unrecognizable.

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Project_Hero wrote:
Project_Hero wrote:

I think there's another mutant called mimic that can borrow powers. Also Parasite from DCs stable of characters. I'm sure there's probably others even if Rogue is the most popular or well known of them.
But if you made a character that was some kind of mage and you had the ability to copy other's powers with a spell I doubt anyone would draw a Rogue comparison.
Sort of like the first character you think of with laser eyes and cold breath is Superman but that doesn't mean such powers shouldn't be in the game. Or how natural claws is very Wolverine.
You'll draw the comparison if characters are made without enough variation from another character but put enough differences in there and it becomes almost unrecognizable.

Yeah I'm sure almost anything's possible. But watch out if you make the character look even remotely similar to a teenaged version of Anna Paquin. ;)

CoH player from April 25, 2004 to November 30, 2012

Super M.
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I'm guessing due to the

I'm guessing due to the amount of work and balance needed for such a "blue mage" type character, the closest we will see is something generic in the form of "you weaken the enemy and strengthen yourself".

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Gravity control is my next

Gravity control is my next favorite (after force) that I'll want to try. I love controlling the movement of enemies and it seems combo heavy wth the little taste of rules we've been given.

Illusion control will be a character after that.

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I liked Dark and Plant and

I liked Dark and Plant and Mind and Gravity Control in CoH. I don't think we really know enough about control sets in CoT to make comparisons. I doubt I'll be able to choose between them until I play-test them.

I can certainly talk about my favorite Characters and their 'themes', but I don't know enough about CoT power-sets to start picking which ones to use. Knowing myself, I'll likely have to try them all! I hope I get enough character-slots!

Be Well!
Fireheart

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That I totally understand.

That I totally understand.

I think I was coming from the angle of with the information we DO have, what looks fun, and what seems like the playstyle, again based on only a brief description and only two powers released, that you would gravitate towards -- but also yeah, which kind of theme of character do you want to make with what we're being shown.

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Also let's not forget that

Also let's not forget that these are just the mechanics. What's more interesting to me is the aesthetics that we can apply to them. To see what we can turn these mechanical concepts into.

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If we get to pick which emote

If we get to customize which emote the target has to perform, then I definitely want to try out psychic control and make all my targets do stuff.

Potential Titans:
Trap Spider - the little spider rides a big robot
Thunderbird Priest - conduit of the Thunderbird spirit
Lovebot - programmed to love man, gives tough love to mankind
Schwarzchild - singularity-manipulating time traveller is lost

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Mind Control - Punch yourself

Mind Control - Punch yourself in the Face!

Be Well!
Fireheart

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Huckleberry wrote:
Huckleberry wrote:

I have questions about Power Control.
Quote:
Power Control slowly drains the power of your enemies, decreasing their capability to continue using abilities. Many effects of your abilities will be improved depending on how much of their power you have depleted.
A sneak peek at abilities
Nullify Velocity (tier 1): A single target control that will slow or immobilize an enemy for a very short duration, doing light physical damage, and continues to affect them with very light physical damage over time. Your enemy will also suffer a light debuff to their power resource for a short duration. All damage and immobilization effects are improved based on the amount of the enemy’s power recovery is debuffed. Recharge Super Fast.
Obstruction (tier 6): You summon a physical obstruction within medial range to impede your enemy from attacking. It will have a medial amount of hit points and can be destroyed. However, anyone who treads near it will have their movement reduced and power resource debuffed. Recharge Extremely Long.
Since NPCs won't actually have power sets per se, they will have modules instead. These modules will govern their behavior and I suspect won't rely on resources so much as scripts associated with player behavior and status effects. As a result, will a power-draining set have worthwhile affect upon NPC opponents? Or is it a set primarily designed for PvP?

Modules are the "sets" for NPCS. Their powers are still designed the same way PC powers are, and NPC use resources for those powers as well. The only resource PCs have access to that NPCs don't is Reserves.

Huckleberry wrote:

So if the effects are related only to the magnitude of the debuff, does that mean that instead of actually draining the power resource of an NPC, we are really just stacking a debuff counter and it will have some effect on the NPC's abilities? If so, then will the debuff mechanic be different in PvP?

No and no.


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Super M.
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Thank you Tannim for the

Thank you Tannim for the extra information!

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Tannim222 wrote:
Tannim222 wrote:

Modules are the "sets" for NPCS. Their powers are still designed the same way PC powers are, and NPC use resources for those powers as well. The only resource PCs have access to that NPCs don't is Reserves.


No and no.

That is a great informative answer. Thank you.

Potential Titans:
Trap Spider - the little spider rides a big robot
Thunderbird Priest - conduit of the Thunderbird spirit
Lovebot - programmed to love man, gives tough love to mankind
Schwarzchild - singularity-manipulating time traveller is lost

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Power control is #1 right now

Power control is #1 right now for me. Thematically, being able to make it so others can't do super stuff sounds like an extremely handy thing to have in a world of supers. Also, most games make the toughest end game bosses highly resistant to strict controls, with controllers being for the adds, but even if this turns out to be so for some of the bosses, the sapping would likely still be worthwhile.

Gravity is the most iffy to me right now. It sacrifices some raw control versus mind or force for the gravity well effect, right? But the well wouldn't really matter for ranged characters who's positioning is less important. It's main use would be for grouping people for an area attack. However, if your power's being sapped, you probably can't follow it up with a good area attack fast enough before the well wears off and they fan back out. So... win for power control.

Tannim222
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Gravity doesn’t give up raw

Gravity doesn’t give up raw control, it gains additional effects on targets caught in a well. The trade off comes from less additional effects provided outnright beyond controls.

Power control does help debuffing the power resource but that isn’t the focus. It is control set after all. It mainly seeks to improve the non-power meter debuff effects (like doing damage) leveraging those debuffs. As such you won’t see a full debuff of the power meter altogether, but with some effort, enough to notice a difference in the debuffs.

What will be more noticeable is the improvement your powers recieve on a sufficently debuffrd target.


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Staying true to my nature in

Staying true to my nature in all MMO's, where possible, I will be a dedicated healer, a Guardian. I always find the most fun playing the healer, that integral part of the team. I hope that their Gaurdian Preservation style is similar to CoH's Defender Empathy power set focused almost solely on healing.

All we have to decide is what to do with the time that is given us.

Huckleberry
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I thoroughly enjoy playing

I thoroughly enjoy playing support classes. Not healers, per se, but the classes that make your allies powerful and your enemies powerless. My first taste came in City of Heroes and when RIFT came out, it fulfilled the need. Not many other games offer a support class like this.

DCUO comes kind of close, with their controller archetype and that is my favorite archetype to play in that game as well.

There's something just plain satisfying when your damage dealers and tanky types have life so much easier, and may not even know you're the reason why as they boast of their accomplishments.

I think support specialists are a unique breed. We like the feeling of power, but we're not interested in the glory. I would be wary of us, I think.

Potential Titans:
Trap Spider - the little spider rides a big robot
Thunderbird Priest - conduit of the Thunderbird spirit
Lovebot - programmed to love man, gives tough love to mankind
Schwarzchild - singularity-manipulating time traveller is lost

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My favorite archetypes were

My favorite archetypes were the ones that manipulated the enemy to their destruction, Tankers, and Controllers. Of the 188 characters I played, I would say a third to half of them were Tankers and Controllers. With Taunt powers, Tankers are also 'controllers', making the enemy do what the Tanker wants, instead of whatever else is in their tiny little minds. My other characters also became experts at breaking off pieces of enemy groups and defeating them in detail, instead of letting them gang up on me or my team. For me, it was all about controlling the conflict and tipping the balance of power in my favor.

I'm looking forward to Stalwarts and Centurions and Operators.

Be Well!
Fireheart

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Based on what I've seen so

Based on what I've seen so far I would be most interested in Gravity/Barrier or Psychic/Preservation.

I do have to wonder though if they will have unique gameplay mechanics like in CoX. I loved Wormhole and Telekinesis. They were amazing strategic abilities with infinitely creative uses.

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Illusion/Vampiric is what's

Illusion/Vampiric is what's grabbing me at the moment, thinking along the lines of a trickster. I like crowd control, I like debuffs. I really liked my Gravity/Psi Dominator in CoX, so I may need to wait for the other specializations to fully recapture that feeling.