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power mechanics suggestion thread

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notears
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power mechanics suggestion thread

Alright so, we have all these different suggestion threads for how our character and our powers look, but we don't have one for how our powers work mechanically, so I though I would make one.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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I'd like to see 'Energy Melee

I'd like to see 'Energy Melee' again, with stun/confuse as a side-effect.

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Fireheart wrote:
Fireheart wrote:

I'd like to see 'Energy Melee' again, with stun/confuse as a side-effect.

Be Well!

yeah like a melee version psionic ranged!!

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears
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Also? In the future we need

Also? In the future we need melee sets that don't do physical damage, like maybe an atrophic melee set. Also a control set based around putting up barriers of different shapes and sizes that deal damage to those around them, though I guess it could work as a support set that grants resistance to allies near these walls, also stance based powersets like dual pistols, staff melee and bio armour in CoX, stuff that does different stuff depending on what stance toggle you have on, and a combo based ranged set like a ranged variant on tactical combat.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Tannim222
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notears wrote:
notears wrote:

Also? In the future we need melee sets that don't do physical damage, like maybe an atrophic melee set. Also a control set based around putting up barriers of different shapes and sizes that deal damage to those around them, though I guess it could work as a support set that grants resistance to allies near these walls, also stance based powersets like dual pistols, staff melee and bio armour in CoX, stuff that does different stuff depending on what stance toggle you have on, and a combo based ranged set like a ranged variant on tactical combat.

Whistles innocently...

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notears wrote:
notears wrote:

Also? In the future we need melee sets that don't do physical damage, like maybe an atrophic melee set. Also a control set based around putting up barriers of different shapes and sizes that deal damage to those around them, though I guess it could work as a support set that grants resistance to allies near these walls, also stance based powersets like dual pistols, staff melee and bio armour in CoX, stuff that does different stuff depending on what stance toggle you have on, and a combo based ranged set like a ranged variant on tactical combat.

I agree. I have at least two character concepts in mind that are meleeish but the don’t do directly physical damage. Old love to bring some of my old concepts to life in ways I couldn’t in COH.

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notears wrote:
notears wrote:

In the future we need melee sets that don't do physical damage, like maybe an atrophic melee set.

This is a very valid point I hope MWM looks into.

It does seem a bit lopsided that every melee power set uses physical type damage. (at least from the 10 powers we have seen [url=https://cityoftitans.com/content/melee-sets]here[/url])

I made this table from the 2 powers we get to see in every power set, which is a small sample size, but it is all we have to go on yet:
[table]
[row][h]Power Set[/h][h]Subset[/h][h]Physical[/h][h]Energy[/h][h]Exotic[/h][/row]
[row][c]Protection[/c][c]Invulnerability[/c][c]O[/c][c]O[/c][c]O[/c][/row]
[row][c] [/c][c]Solid Form[/c][c] [/c][c]O[/c][c]O[/c][/row]
[row][c] [/c][c]Super Agility[/c][c]-[/c][c]-[/c][c]-[/c][/row]
[row][c] [/c][c]Grit[/c][c]O[/c][c]O[/c][c]O[/c][/row]
[row][c] [/c][c]Atrophic Aura[/c][c] [/c][c]X[/c][c] [/c][/row]
[row][c]Melee[/c][c]Tactical Combat[/c][c]X[/c][c] [/c][c] [/c][/row]
[row][c] [/c][c]Fighting Prowess[/c][c] [/c][c] [/c][c] [/c][/row]
[row][c] [/c][c]Kinetic Melee[/c][c]X[/c][c] [/c][c] [/c][/row]
[row][c] [/c][c]Super Strength[/c][c] [/c][c] [/c][c] [/c][/row]
[row][c] [/c][c]Massive Melee[/c][c]X[/c][c] [/c][c] [/c][/row]
[row][c]Ranged[/c][c]Force Blast[/c][c]X[/c][c] [/c][c] [/c][/row]
[row][c] [/c][c]Lethality[/c][c]X[/c][c] [/c][c] [/c][/row]
[row][c] [/c][c]Vampiric Blast[/c][c] [/c][c] [/c][c]X[/c][/row]
[row][c] [/c][c]Atrophic Blast[/c][c] [/c][c]X[/c][c] [/c][/row]
[row][c] [/c][c]Psychic Blast[/c][c] [/c][c] [/c][c]X[/c][/row]
[row][c]Support[/c][c]Preservation[/c][c]O[/c][c]O[/c][c] [/c][/row]
[row][c] [/c][c]Barrier Generation[/c][c]XO[/c][c] [/c][c] [/c][/row]
[row][c] [/c][c]Strategy[/c][c]-[/c][c]-[/c][c]-[/c][/row]
[row][c] [/c][c]Devices[/c][c] [/c][c] [/c][c] [/c][/row]
[row][c] [/c][c]Vampiric Emanation[/c][c] [/c][c] [/c][c] [/c][/row]
[row][c]Control[/c][c]Gravity Control[/c][c]X[/c][c] [/c][c] [/c][/row]
[row][c] [/c][c]Psychic Control[/c][c] [/c][c] [/c][c]X[/c][/row]
[row][c] [/c][c]Power Control[/c][c]X[/c][c] [/c][c] [/c][/row]
[row][c] [/c][c]Illusions[/c][c] [/c][c] [/c][c]X[/c][/row]
[row][c] [/c][c]Force Control[/c][c]X[/c][c] [/c][c] [/c][/row]
[row][c]- = from the description, it appears to not deal or provide resistance to damage of any type
X = does damage of this type
O = Protects against damage of this type
blank = no information available
[/c][c] [/c][c] [/c][c] [/c][c] [/c][/row]
[/table]

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Tannim222 wrote:
Tannim222 wrote:
notears wrote:

Also? In the future we need melee sets that don't do physical damage, like maybe an atrophic melee set. Also a control set based around putting up barriers of different shapes and sizes that deal damage to those around them, though I guess it could work as a support set that grants resistance to allies near these walls, also stance based powersets like dual pistols, staff melee and bio armour in CoX, stuff that does different stuff depending on what stance toggle you have on, and a combo based ranged set like a ranged variant on tactical combat.

Whistles innocently...

You see the problem with notear's post is that he threw out a whole bunch of ideas that you were able to generically "whistle innocently" to without getting caught. The next time someone has a bunch of ideas like this they ought to post each one in a different post to force Rednames like Tannim to basically have to specifically identify the ONE idea that's likely going to be happening in CoT. ;)

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Lothic wrote:
Lothic wrote:
Tannim222 wrote:
notears wrote:

Also? In the future we need melee sets that don't do physical damage, like maybe an atrophic melee set. Also a control set based around putting up barriers of different shapes and sizes that deal damage to those around them, though I guess it could work as a support set that grants resistance to allies near these walls, also stance based powersets like dual pistols, staff melee and bio armour in CoX, stuff that does different stuff depending on what stance toggle you have on, and a combo based ranged set like a ranged variant on tactical combat.

Whistles innocently...

You see the problem with notear's post is that he threw out a whole bunch of ideas that you were able to generically "whistle innocently" to without getting caught. The next time someone has a bunch of ideas like this they ought to post each one in a different post to force Rednames like Tannim to basically have to specifically identify the ONE idea that's likely going to be happening in CoT. ;)

Cackles maniacally.

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Tannim222
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Ok sorry. to be a bit more

Ok sorry. to be a bit more serious, there is a reason more physical type sets were chosen.

Energy and Exotic tend to have more mechanics and we wanted to get Sets in that we could design and test within reason. Some of the sets I’ve planned needed their basic mechanics implemented before we dove deep.

Atrophic Melee was possible and originally slated as a launch Melee Set. It was decided to set it aside for another set that had more interesting mechanics which we could use later in development with data to back up our other designs.

While you won’t probably see a barrier based control set - there are / may be some barrier powers in the game.

We’ve avoided “stance” based sets that rely on additional UI elements to pull off because we ofnthe additinal time to mess with adding more UI elements and the complexity of testing the variations of each stance in a set. Especially for launch.

You probably won’t see “stances” in the sense thought of like how the old game did things with extra UI elements anyway. We have a fairly robust power designer system which can let us to some crafty things and the Mimentum meter we can use to leverage a change in mechanics if we need.

Also take a look at Solid Form - it is a very basic “stance-like” Set that incorporates player behavior into deciding how to play - move around and be relatively tough, stand still and be really tough. It is a good start using both system mechanics and behavioral play mechanics into making a power set.

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I'm still eager to see

I'm still eager to see Gravity Control as a melee set. I want to make a 'Tanker', Stalwart > Centurion with Gravity powers.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

I'm still eager to see Gravity Control as a melee set. I want to make a 'Tanker', Stalwart > Centurion with Gravity powers.

Be Well!
Fireheart

Be neat to have melee abilities that draw foes towards you.

Or a protection set that make you a gravity well.

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Project_Hero wrote:
Project_Hero wrote:
Fireheart wrote:

I'm still eager to see Gravity Control as a melee set. I want to make a 'Tanker', Stalwart > Centurion with Gravity powers.

Be Well!
Fireheart

Be neat to have melee abilities that draw foes towards you.

Or a protection set that make you a gravity well.

Would such powers compress your character down into a cute little spherical singularity? ;)

You could call him "Dark Matter Lad" or some-such...

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Lothic wrote:
Lothic wrote:
Project_Hero wrote:
Fireheart wrote:

I'm still eager to see Gravity Control as a melee set. I want to make a 'Tanker', Stalwart > Centurion with Gravity powers.

Be Well!
Fireheart

Be neat to have melee abilities that draw foes towards you.

Or a protection set that make you a gravity well.

Would such powers compress your character down into a cute little spherical singularity? ;)

You could call him "Dark Matter Lad" or some-such...

Cute spherical singularity?

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Tannim222 wrote:
Tannim222 wrote:

Ok sorry. to be a bit more serious, there is a reason more physical type sets were chosen.

Energy and Exotic tend to have more mechanics and we wanted to get Sets in that we could design and test within reason. Some of the sets I’ve planned needed their basic mechanics implemented before we dove deep.

Atrophic Melee was possible and originally slated as a launch Melee Set. It was decided to set it aside for another set that had more interesting mechanics which we could use later in development with data to back up our other designs.

While you won’t probably see a barrier based control set - there are / may be some barrier powers in the game.

We’ve avoided “stance” based sets that rely on additional UI elements to pull off because we ofnthe additinal time to mess with adding more UI elements and the complexity of testing the variations of each stance in a set. Especially for launch.

You probably won’t see “stances” in the sense thought of like how the old game did things with extra UI elements anyway. We have a fairly robust power designer system which can let us to some crafty things and the Mimentum meter we can use to leverage a change in mechanics if we need.

Also take a look at Solid Form - it is a very basic “stance-like” Set that incorporates player behavior into deciding how to play - move around and be relatively tough, stand still and be really tough. It is a good start using both system mechanics and behavioral play mechanics into making a power set.

Alright well if that's the case how about a a defensive that's the opposite of solid form, one where you get evasion bonuses, rather than resistance bonuses depending on how much you move, heck how about an offensive powerset like ranged or melee that deals more damage the more you move, like I can imagine wolverine and Spider-Man having a melee primary like that.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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rookslide
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notears wrote:
notears wrote:
Tannim222 wrote:

Ok sorry. to be a bit more serious, there is a reason more physical type sets were chosen.

Energy and Exotic tend to have more mechanics and we wanted to get Sets in that we could design and test within reason. Some of the sets I’ve planned needed their basic mechanics implemented before we dove deep.

Atrophic Melee was possible and originally slated as a launch Melee Set. It was decided to set it aside for another set that had more interesting mechanics which we could use later in development with data to back up our other designs.

While you won’t probably see a barrier based control set - there are / may be some barrier powers in the game.

We’ve avoided “stance” based sets that rely on additional UI elements to pull off because we ofnthe additinal time to mess with adding more UI elements and the complexity of testing the variations of each stance in a set. Especially for launch.

You probably won’t see “stances” in the sense thought of like how the old game did things with extra UI elements anyway. We have a fairly robust power designer system which can let us to some crafty things and the Mimentum meter we can use to leverage a change in mechanics if we need.

Also take a look at Solid Form - it is a very basic “stance-like” Set that incorporates player behavior into deciding how to play - move around and be relatively tough, stand still and be really tough. It is a good start using both system mechanics and behavioral play mechanics into making a power set.

Alright well if that's the case how about a a defensive that's the opposite of solid form, one where you get evasion bonuses, rather than resistance bonuses depending on how much you move, heck how about an offensive powerset like ranged or melee that deals more damage the more you move, like I can imagine wolverine and Spider-Man having a melee primary like that.

That’s an interesting idea! I wonder if momentum can be used as part of the mechanic for melee like you just said, the more you move the more damage gets built up... that would lend to a Flash style melee fighter nicely.

"A sad spectacle. If they be inhabited, what a scope for misery and folly. If they be not inhabited, what a waste of space." ~ Thomas Carlyle

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We discussed it but felt I

We discussed it but felt I would errr on the side of being too twitched based and would be penalized by powers that require rooting.

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Yeah started thinking that

Yeah started thinking that through and almost mentioned it as a bone for the twitch dogs but thought better of it. Maybe one day down the line...

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I mean, it sounds like it

I mean, it sounds like it could be OP to me. Tougher or more damage the MORE you move? So you get tougher or do more damage because you're basically kiting--a tactic squishy ranged classes use to increase their survivability? While the other guy has to root down and get mobbed to get touger? That seems like it could be a positive double whammy.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Tannim222 wrote:
Tannim222 wrote:

We discussed it but felt I would errr on the side of being too twitched based and would be penalized by powers that require rooting.

Same could be said for Super Strength primary with the rage mastery, after all your rage isn't going to be built up as much if your enemies keep falling over, and there's not really anything wrong with being twitch based if it's optional, sure I'd have a problem if the only playstyle I could do in this game is twitch based, but it would be nice to have something like that for people who want to play a more twitch based hero or villain like SpiderMan or the Flash. I think the player should be able to choose with the right power selection to be a more twitch based fighter if they so choose, maybe even go with something like a twitch based melee set combined with the Solid Form protection set if they wanted to so they can decide if they want to be slow and low damaging yet have a high defense and protections or be a melee glass cannon if they want at the drop of a hat.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Empyrean wrote:
Empyrean wrote:

I mean, it sounds like it could be OP to me. Tougher or more damage the MORE you move? So you get tougher or do more damage because you're basically kiting--a tactic squishy ranged classes use to increase their survivability? While the other guy has to root down and get mobbed to get touger? That seems like it could be a positive double whammy.

Well it depends on how well the devs balance the damage boost against how much you move. Maybe the movement based protection set is a bad idea, but I still believe offensive movement based powers could work.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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I think CO's super speed had

I think CO's super speed had a bonus to damage if you ran then stopped. And if I remember correctly it was buggy as heck and never worked.

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notears wrote:
notears wrote:
Empyrean wrote:

I mean, it sounds like it could be OP to me. Tougher or more damage the MORE you move? So you get tougher or do more damage because you're basically kiting--a tactic squishy ranged classes use to increase their survivability? While the other guy has to root down and get mobbed to get touger? That seems like it could be a positive double whammy.

Well it depends on how well the devs balance the damage boost against how much you move. Maybe the movement based protection set is a bad idea, but I still believe offensive movement based powers could work.

Every attack used also slows movement. Movement ramps back up to base line when not attacking some attacks root such as cones, AoEs, and certain single Target attacks, and movement ramps back up. So every time “Damage based movement” is in play it is also getting debuffed with each attack.

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Tannim222 wrote:
Tannim222 wrote:
notears wrote:
Empyrean wrote:

I mean, it sounds like it could be OP to me. Tougher or more damage the MORE you move? So you get tougher or do more damage because you're basically kiting--a tactic squishy ranged classes use to increase their survivability? While the other guy has to root down and get mobbed to get touger? That seems like it could be a positive double whammy.

Well it depends on how well the devs balance the damage boost against how much you move. Maybe the movement based protection set is a bad idea, but I still believe offensive movement based powers could work.

Every attack used also slows movement. Movement ramps back up to base line when not attacking some attacks root such as cones, AoEs, and certain single Target attacks, and movement ramps back up. So every time “Damage based movement” is in play it is also getting debuffed with each attack.

Well that seems like an odd choice to do, but maybe we could supplement this by giving the powerset a few self buffs that let you ignore that every attack slows movement thing for a short period of time, maybe even a self buff that increases your movement speed, maybe this combat movement tertiary that I've been hearing so much about counts for the damage bonus based on movement, I mean if a powers mechanic doesn't work for the game, you can still build in things for the power to make it work for the game, maybe what makes it so balanced is that it doesn't have these big cones or high damaging powers that root you in place and you have to rely on using speed buffs and buffs that let you ignore the fact that attacks slow your movement for short while and combat movement powers to keep your damage up.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Tannim222
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notears wrote:
notears wrote:
Tannim222 wrote:
notears wrote:
Empyrean wrote:

I mean, it sounds like it could be OP to me. Tougher or more damage the MORE you move? So you get tougher or do more damage because you're basically kiting--a tactic squishy ranged classes use to increase their survivability? While the other guy has to root down and get mobbed to get touger? That seems like it could be a positive double whammy.

Well it depends on how well the devs balance the damage boost against how much you move. Maybe the movement based protection set is a bad idea, but I still believe offensive movement based powers could work.

Every attack used also slows movement. Movement ramps back up to base line when not attacking some attacks root such as cones, AoEs, and certain single Target attacks, and movement ramps back up. So every time “Damage based movement” is in play it is also getting debuffed with each attack.

Well that seems like an odd choice to do, but maybe we could supplement this by giving the powerset a few self buffs that let you ignore that every attack slows movement thing for a short period of time, maybe even a self buff that increases your movement speed, maybe this combat movement tertiary that I've been hearing so much about counts for the damage bonus based on movement, I mean if a powers mechanic doesn't work for the game, you can still build in things for the power to make it work for the game, maybe what makes it so balanced is that it doesn't have these big cones or high damaging powers that root you in place and you have to rely on using speed buffs and buffs that let you ignore the fact that attacks slow your movement for short while and combat movement powers to keep your damage up.

Allowing powers to ignore movement suppression sets up the ability to joust too easily, which can have adverse effects for both pve and PvP.

I guess you never hoisted a giant monster in the old game before suppression was in place?

The suppression exist for that reason. Buffing movement speed, while moving faster generally still willl result in suppressed movement as you attack.

In order to make a set that has zero AOEs and all low damage attacks that won’t root, we would have to create a new power set template and try to balance it within the bounds of performance when its base line is intentionally at believe the base line of every other set. I don’t think we will go down the route of making a template for Ken set to use one mechanic that ignores other inteionally places systems.

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Tannim222 wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:
notears wrote:
Empyrean wrote:

I mean, it sounds like it could be OP to me. Tougher or more damage the MORE you move? So you get tougher or do more damage because you're basically kiting--a tactic squishy ranged classes use to increase their survivability? While the other guy has to root down and get mobbed to get touger? That seems like it could be a positive double whammy.

Well it depends on how well the devs balance the damage boost against how much you move. Maybe the movement based protection set is a bad idea, but I still believe offensive movement based powers could work.

Every attack used also slows movement. Movement ramps back up to base line when not attacking some attacks root such as cones, AoEs, and certain single Target attacks, and movement ramps back up. So every time “Damage based movement” is in play it is also getting debuffed with each attack.

Well that seems like an odd choice to do, but maybe we could supplement this by giving the powerset a few self buffs that let you ignore that every attack slows movement thing for a short period of time, maybe even a self buff that increases your movement speed, maybe this combat movement tertiary that I've been hearing so much about counts for the damage bonus based on movement, I mean if a powers mechanic doesn't work for the game, you can still build in things for the power to make it work for the game, maybe what makes it so balanced is that it doesn't have these big cones or high damaging powers that root you in place and you have to rely on using speed buffs and buffs that let you ignore the fact that attacks slow your movement for short while and combat movement powers to keep your damage up.

Allowing powers to ignore movement suppression sets up the ability to joust too easily, which can have adverse effects for both pve and PvP.

I guess you never hoisted a giant monster in the old game before suppression was in place?

The suppression exist for that reason. Buffing movement speed, while moving faster generally still willl result in suppressed movement as you attack.

In order to make a set that has zero AOEs and all low damage attacks that won’t root, we would have to create a new power set template and try to balance it within the bounds of performance when its base line is intentionally at believe the base line of every other set. I don’t think we will go down the route of making a template for Ken set to use one mechanic that ignores other inteionally places systems.

What does joust mean? Also maybe we can have it so that each attack gives you a slight movement buff, and maybe we can have the bigger powers be combat movement types, like maybe the snipe for the ranged attack is instead a lunge that you power up in the same way, maybe the cone roots you in place at first but it's effect moves you through the cone while it damages your enemies, maybe that big powerful ranged attack roots you in place but once it hits the target it also pushes you back or that big melee attack acts the same but moves you forward instead, things like that, and well I'm not really expecting this to be soonish I do know this would be a long time coming but I also would eventually like to see something like this in the game.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Tannim222
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Jousting is setting up an

Jousting is setting up an attack prior or during movement to attack your target and continue moving to avoid a counter attack. Repeated often you can take out tough enemies without ever needing a protection power.

Even if you have an attack that gives a movement buff, each attack affects the a movement stat on the character sheet debuting the entire stat. Meaning, no matter how fast you are moving, the same number of consecutive attacks will result in self-rooting as someone with zero movement buffs. You don’t get more attacks in resulting in no advantage gained.

Lunge stackss are an exception, not a rule. Even then, after each attack used, he movement of the character is suppressed. A cone attack starts off rooting the character - even if it moves the character as part of the powe effect, if the intent is a damage buff based on movement - once rooted the damage buff is gone the Power is triggered and no buff will be applied to that attack.

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notears
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Tannim222 wrote:
Tannim222 wrote:

Jousting is setting up an attack prior or during movement to attack your target and continue moving to avoid a counter attack. Repeated often you can take out tough enemies without ever needing a protection power.

Even if you have an attack that gives a movement buff, each attack affects the a movement stat on the character sheet debuting the entire stat. Meaning, no matter how fast you are moving, the same number of consecutive attacks will result in self-rooting as someone with zero movement buffs. You don’t get more attacks in resulting in no advantage gained.

Lunge stackss are an exception, not a rule. Even then, after each attack used, he movement of the character is suppressed. A cone attack starts off rooting the character - even if it moves the character as part of the powe effect, if the intent is a damage buff based on movement - once rooted the damage buff is gone the Power is triggered and no buff will be applied to that attack.

Then how about if the damage from the movement buff doesn't stop all together but rather decreases in time like how solid form doesn't immediately get rid of it buffs as soon as you move but rather weakens them over time until you stop moving, maybe that could work. Also maybe the added bonus of the attacks aren't movement buffs but rather most of them move the character in some way and there's a toggle that makes these movements longer, maybe we can make it a momentum type powerset and have powers that boost these movements based on how much momentum y

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears
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like maybe we could have it

like maybe we could have it so that it's the opposite of powersets like force blast and super strength that are about moving your enemies but instead make them about moving yourself, heck we could even scrap the whole idea of a movement based damage buff with this and just make it about moving your character, All the powers move your character either back or forth depending on how you activate them just how superstrength and force blast can either KD or KB your target depending on how you activate them. Just scrap the damage buff entirely and make it about moving your character around a bunch that could work right?

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Tannim222
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notears wrote:
notears wrote:
Tannim222 wrote:

Jousting is setting up an attack prior or during movement to attack your target and continue moving to avoid a counter attack. Repeated often you can take out tough enemies without ever needing a protection power.

Even if you have an attack that gives a movement buff, each attack affects the a movement stat on the character sheet debuting the entire stat. Meaning, no matter how fast you are moving, the same number of consecutive attacks will result in self-rooting as someone with zero movement buffs. You don’t get more attacks in resulting in no advantage gained.

Lunge stackss are an exception, not a rule. Even then, after each attack used, he movement of the character is suppressed. A cone attack starts off rooting the character - even if it moves the character as part of the powe effect, if the intent is a damage buff based on movement - once rooted the damage buff is gone the Power is triggered and no buff will be applied to that attack.

Then how about if the damage from the movement buff doesn't stop all together but rather decreases in time like how solid form doesn't immediately get rid of it buffs as soon as you move but rather weakens them over time until you stop moving, maybe that could work. Also maybe the added bonus of the attacks aren't movement buffs but rather most of them move the character in some way and there's a toggle that makes these movements longer, maybe we can make it a momentum type powerset and have powers that boost these movements based on how much momentum y

If the buff ticks down from beginning movement, it isn’t going to stack up well as you attack. In fact over time it is worse because each attack debuff movmenet.

All attacks affect all forms of movement so even if the power “moved the character” the new movmentntomlovation would be debuffed. This additional mivment Tina new location after an attack would be clunky because you would have to click to attack, and click your location placement - requiring additional code on the activation ability.

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notears
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Tannim222 wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:

Jousting is setting up an attack prior or during movement to attack your target and continue moving to avoid a counter attack. Repeated often you can take out tough enemies without ever needing a protection power.

Even if you have an attack that gives a movement buff, each attack affects the a movement stat on the character sheet debuting the entire stat. Meaning, no matter how fast you are moving, the same number of consecutive attacks will result in self-rooting as someone with zero movement buffs. You don’t get more attacks in resulting in no advantage gained.

Lunge stackss are an exception, not a rule. Even then, after each attack used, he movement of the character is suppressed. A cone attack starts off rooting the character - even if it moves the character as part of the powe effect, if the intent is a damage buff based on movement - once rooted the damage buff is gone the Power is triggered and no buff will be applied to that attack.

Then how about if the damage from the movement buff doesn't stop all together but rather decreases in time like how solid form doesn't immediately get rid of it buffs as soon as you move but rather weakens them over time until you stop moving, maybe that could work. Also maybe the added bonus of the attacks aren't movement buffs but rather most of them move the character in some way and there's a toggle that makes these movements longer, maybe we can make it a momentum type powerset and have powers that boost these movements based on how much momentum y

If the buff ticks down from beginning movement, it isn’t going to stack up well as you attack. In fact over time it is worse because each attack debuff movmenet.

All attacks affect all forms of movement so even if the power “moved the character” the new movmentntomlovation would be debuffed. This additional mivment Tina new location after an attack would be clunky because you would have to click to attack, and click your location placement - requiring additional code on the activation ability.

What about my second idea then? Ditch the whole damage buff based on movement thing, I see that it would contrast with the whole combat thing you have going on, but how about something that works on the same premise as force blast and super strength but their big thing is moving yourself rather than the enemy, like each power has a lunge attached to it and depending on how you activate it the lunge either sends you back or forth. Maybe you could even add a toggle like super strength's brute strength power only instead of effecting the knock back it affects your lunge. Would that work?

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Tannim222
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notears wrote:
notears wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:

Jousting is setting up an attack prior or during movement to attack your target and continue moving to avoid a counter attack. Repeated often you can take out tough enemies without ever needing a protection power.

Even if you have an attack that gives a movement buff, each attack affects the a movement stat on the character sheet debuting the entire stat. Meaning, no matter how fast you are moving, the same number of consecutive attacks will result in self-rooting as someone with zero movement buffs. You don’t get more attacks in resulting in no advantage gained.

Lunge stackss are an exception, not a rule. Even then, after each attack used, he movement of the character is suppressed. A cone attack starts off rooting the character - even if it moves the character as part of the powe effect, if the intent is a damage buff based on movement - once rooted the damage buff is gone the Power is triggered and no buff will be applied to that attack.

Then how about if the damage from the movement buff doesn't stop all together but rather decreases in time like how solid form doesn't immediately get rid of it buffs as soon as you move but rather weakens them over time until you stop moving, maybe that could work. Also maybe the added bonus of the attacks aren't movement buffs but rather most of them move the character in some way and there's a toggle that makes these movements longer, maybe we can make it a momentum type powerset and have powers that boost these movements based on how much momentum y

If the buff ticks down from beginning movement, it isn’t going to stack up well as you attack. In fact over time it is worse because each attack debuff movmenet.

All attacks affect all forms of movement so even if the power “moved the character” the new movmentntomlovation would be debuffed. This additional mivment Tina new location after an attack would be clunky because you would have to click to attack, and click your location placement - requiring additional code on the activation ability.

What about my second idea then? Ditch the whole damage buff based on movement thing, I see that it would contrast with the whole combat thing you have going on, but how about something that works on the same premise as force blast and super strength but their big thing is moving yourself rather than the enemy, like each power has a lunge attached to it and depending on how you activate it the lunge either sends you back or forth. Maybe you could even add a toggle like super strength's brute strength power only instead of effecting the knock back it affects your lunge. Would that work?

We would have to make each attack an actual lunge attack at the time of activation not after. Lunge attacks either move you to a selected target or location. We can’t move the character without direct player input. That could have adverse affects - like sending you into a target zone you didn’t want to be in.

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notears
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Tannim222 wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:

Jousting is setting up an attack prior or during movement to attack your target and continue moving to avoid a counter attack. Repeated often you can take out tough enemies without ever needing a protection power.

Even if you have an attack that gives a movement buff, each attack affects the a movement stat on the character sheet debuting the entire stat. Meaning, no matter how fast you are moving, the same number of consecutive attacks will result in self-rooting as someone with zero movement buffs. You don’t get more attacks in resulting in no advantage gained.

Lunge stackss are an exception, not a rule. Even then, after each attack used, he movement of the character is suppressed. A cone attack starts off rooting the character - even if it moves the character as part of the powe effect, if the intent is a damage buff based on movement - once rooted the damage buff is gone the Power is triggered and no buff will be applied to that attack.

Then how about if the damage from the movement buff doesn't stop all together but rather decreases in time like how solid form doesn't immediately get rid of it buffs as soon as you move but rather weakens them over time until you stop moving, maybe that could work. Also maybe the added bonus of the attacks aren't movement buffs but rather most of them move the character in some way and there's a toggle that makes these movements longer, maybe we can make it a momentum type powerset and have powers that boost these movements based on how much momentum y

If the buff ticks down from beginning movement, it isn’t going to stack up well as you attack. In fact over time it is worse because each attack debuff movmenet.

All attacks affect all forms of movement so even if the power “moved the character” the new movmentntomlovation would be debuffed. This additional mivment Tina new location after an attack would be clunky because you would have to click to attack, and click your location placement - requiring additional code on the activation ability.

What about my second idea then? Ditch the whole damage buff based on movement thing, I see that it would contrast with the whole combat thing you have going on, but how about something that works on the same premise as force blast and super strength but their big thing is moving yourself rather than the enemy, like each power has a lunge attached to it and depending on how you activate it the lunge either sends you back or forth. Maybe you could even add a toggle like super strength's brute strength power only instead of effecting the knock back it affects your lunge. Would that work?

We would have to make each attack an actual lunge attack at the time of activation not after. Lunge attacks either move you to a selected target or location. We can’t move the character without direct player input. That could have adverse affects - like sending you into a target zone you didn’t want to be in.

Well then, what if it was later on in the game? Like a year down the line?

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Tannim222
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notears wrote:
notears wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:

Jousting is setting up an attack prior or during movement to attack your target and continue moving to avoid a counter attack. Repeated often you can take out tough enemies without ever needing a protection power.

Even if you have an attack that gives a movement buff, each attack affects the a movement stat on the character sheet debuting the entire stat. Meaning, no matter how fast you are moving, the same number of consecutive attacks will result in self-rooting as someone with zero movement buffs. You don’t get more attacks in resulting in no advantage gained.

Lunge stackss are an exception, not a rule. Even then, after each attack used, he movement of the character is suppressed. A cone attack starts off rooting the character - even if it moves the character as part of the powe effect, if the intent is a damage buff based on movement - once rooted the damage buff is gone the Power is triggered and no buff will be applied to that attack.

Then how about if the damage from the movement buff doesn't stop all together but rather decreases in time like how solid form doesn't immediately get rid of it buffs as soon as you move but rather weakens them over time until you stop moving, maybe that could work. Also maybe the added bonus of the attacks aren't movement buffs but rather most of them move the character in some way and there's a toggle that makes these movements longer, maybe we can make it a momentum type powerset and have powers that boost these movements based on how much momentum y

If the buff ticks down from beginning movement, it isn’t going to stack up well as you attack. In fact over time it is worse because each attack debuff movmenet.

All attacks affect all forms of movement so even if the power “moved the character” the new movmentntomlovation would be debuffed. This additional mivment Tina new location after an attack would be clunky because you would have to click to attack, and click your location placement - requiring additional code on the activation ability.

What about my second idea then? Ditch the whole damage buff based on movement thing, I see that it would contrast with the whole combat thing you have going on, but how about something that works on the same premise as force blast and super strength but their big thing is moving yourself rather than the enemy, like each power has a lunge attached to it and depending on how you activate it the lunge either sends you back or forth. Maybe you could even add a toggle like super strength's brute strength power only instead of effecting the knock back it affects your lunge. Would that work?

We would have to make each attack an actual lunge attack at the time of activation not after. Lunge attacks either move you to a selected target or location. We can’t move the character without direct player input. That could have adverse affects - like sending you into a target zone you didn’t want to be in.

Well then, what if it was later on in the game? Like a year down the line?

Later isn’t an issue. The fundamental mechanic of moving the character without a selected location or target by the player is a non-starter.

We can do lunge attacker. We have a few at launch. The player selected the target or location. We won’t have a power that a player of their own character uses that changes the their character’s location to a place the player did not directly input.

We can’t have an activation for location selection of a power that occurs after the power is selected due to how the animation system is designed.

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notears
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Tannim222 wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:

Jousting is setting up an attack prior or during movement to attack your target and continue moving to avoid a counter attack. Repeated often you can take out tough enemies without ever needing a protection power.

Even if you have an attack that gives a movement buff, each attack affects the a movement stat on the character sheet debuting the entire stat. Meaning, no matter how fast you are moving, the same number of consecutive attacks will result in self-rooting as someone with zero movement buffs. You don’t get more attacks in resulting in no advantage gained.

Lunge stackss are an exception, not a rule. Even then, after each attack used, he movement of the character is suppressed. A cone attack starts off rooting the character - even if it moves the character as part of the powe effect, if the intent is a damage buff based on movement - once rooted the damage buff is gone the Power is triggered and no buff will be applied to that attack.

Then how about if the damage from the movement buff doesn't stop all together but rather decreases in time like how solid form doesn't immediately get rid of it buffs as soon as you move but rather weakens them over time until you stop moving, maybe that could work. Also maybe the added bonus of the attacks aren't movement buffs but rather most of them move the character in some way and there's a toggle that makes these movements longer, maybe we can make it a momentum type powerset and have powers that boost these movements based on how much momentum y

If the buff ticks down from beginning movement, it isn’t going to stack up well as you attack. In fact over time it is worse because each attack debuff movmenet.

All attacks affect all forms of movement so even if the power “moved the character” the new movmentntomlovation would be debuffed. This additional mivment Tina new location after an attack would be clunky because you would have to click to attack, and click your location placement - requiring additional code on the activation ability.

What about my second idea then? Ditch the whole damage buff based on movement thing, I see that it would contrast with the whole combat thing you have going on, but how about something that works on the same premise as force blast and super strength but their big thing is moving yourself rather than the enemy, like each power has a lunge attached to it and depending on how you activate it the lunge either sends you back or forth. Maybe you could even add a toggle like super strength's brute strength power only instead of effecting the knock back it affects your lunge. Would that work?

We would have to make each attack an actual lunge attack at the time of activation not after. Lunge attacks either move you to a selected target or location. We can’t move the character without direct player input. That could have adverse affects - like sending you into a target zone you didn’t want to be in.

Well then, what if it was later on in the game? Like a year down the line?

Later isn’t an issue. The fundamental mechanic of moving the character without a selected location or target by the player is a non-starter.

We can do lunge attacker. We have a few at launch. The player selected the target or location. We won’t have a power that a player of their own character uses that changes the their character’s location to a place the player did not directly input.

We can’t have an activation for location selection of a power that occurs after the power is selected due to how the animation system is designed.

fine, fine then, I consent, can't make a mobile heavy set. Got it. What about a melee version of Psionic Blast? Like make a set based on controls and dealing more damage to controlled enemies, or how about a melee/ranged/assault set but one focused on debuffing your enemy and dealing more damage to those you've debuffed, I mean I know lethality and vampiric blast kind of do that but, I'm thinking more in a way that psionic blast works but with debuffs instead of controls

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Tannim222
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notears wrote:
notears wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:

Jousting is setting up an attack prior or during movement to attack your target and continue moving to avoid a counter attack. Repeated often you can take out tough enemies without ever needing a protection power.

Even if you have an attack that gives a movement buff, each attack affects the a movement stat on the character sheet debuting the entire stat. Meaning, no matter how fast you are moving, the same number of consecutive attacks will result in self-rooting as someone with zero movement buffs. You don’t get more attacks in resulting in no advantage gained.

Lunge stackss are an exception, not a rule. Even then, after each attack used, he movement of the character is suppressed. A cone attack starts off rooting the character - even if it moves the character as part of the powe effect, if the intent is a damage buff based on movement - once rooted the damage buff is gone the Power is triggered and no buff will be applied to that attack.

Then how about if the damage from the movement buff doesn't stop all together but rather decreases in time like how solid form doesn't immediately get rid of it buffs as soon as you move but rather weakens them over time until you stop moving, maybe that could work. Also maybe the added bonus of the attacks aren't movement buffs but rather most of them move the character in some way and there's a toggle that makes these movements longer, maybe we can make it a momentum type powerset and have powers that boost these movements based on how much momentum y

If the buff ticks down from beginning movement, it isn’t going to stack up well as you attack. In fact over time it is worse because each attack debuff movmenet.

All attacks affect all forms of movement so even if the power “moved the character” the new movmentntomlovation would be debuffed. This additional mivment Tina new location after an attack would be clunky because you would have to click to attack, and click your location placement - requiring additional code on the activation ability.

What about my second idea then? Ditch the whole damage buff based on movement thing, I see that it would contrast with the whole combat thing you have going on, but how about something that works on the same premise as force blast and super strength but their big thing is moving yourself rather than the enemy, like each power has a lunge attached to it and depending on how you activate it the lunge either sends you back or forth. Maybe you could even add a toggle like super strength's brute strength power only instead of effecting the knock back it affects your lunge. Would that work?

We would have to make each attack an actual lunge attack at the time of activation not after. Lunge attacks either move you to a selected target or location. We can’t move the character without direct player input. That could have adverse affects - like sending you into a target zone you didn’t want to be in.

Well then, what if it was later on in the game? Like a year down the line?

Later isn’t an issue. The fundamental mechanic of moving the character without a selected location or target by the player is a non-starter.

We can do lunge attacker. We have a few at launch. The player selected the target or location. We won’t have a power that a player of their own character uses that changes the their character’s location to a place the player did not directly input.

We can’t have an activation for location selection of a power that occurs after the power is selected due to how the animation system is designed.

fine, fine then, I consent, can't make a mobile heavy set. Got it. What about a melee version of Psionic Blast? Like make a set based on controls and dealing more damage to controlled enemies, or how about a melee/ranged/assault set but one focused on debuffing your enemy and dealing more damage to those you've debuffed, I mean I know lethality and vampiric blast kind of do that but, I'm thinking more in a way that psionic blast works but with debuffs instead of controls

All I can say to that is we have many sets planned for several years worth of releases.

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notears
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Tannim222 wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:
notears wrote:
Tannim222 wrote:

Jousting is setting up an attack prior or during movement to attack your target and continue moving to avoid a counter attack. Repeated often you can take out tough enemies without ever needing a protection power.

Even if you have an attack that gives a movement buff, each attack affects the a movement stat on the character sheet debuting the entire stat. Meaning, no matter how fast you are moving, the same number of consecutive attacks will result in self-rooting as someone with zero movement buffs. You don’t get more attacks in resulting in no advantage gained.

Lunge stackss are an exception, not a rule. Even then, after each attack used, he movement of the character is suppressed. A cone attack starts off rooting the character - even if it moves the character as part of the powe effect, if the intent is a damage buff based on movement - once rooted the damage buff is gone the Power is triggered and no buff will be applied to that attack.

Then how about if the damage from the movement buff doesn't stop all together but rather decreases in time like how solid form doesn't immediately get rid of it buffs as soon as you move but rather weakens them over time until you stop moving, maybe that could work. Also maybe the added bonus of the attacks aren't movement buffs but rather most of them move the character in some way and there's a toggle that makes these movements longer, maybe we can make it a momentum type powerset and have powers that boost these movements based on how much momentum y

If the buff ticks down from beginning movement, it isn’t going to stack up well as you attack. In fact over time it is worse because each attack debuff movmenet.

All attacks affect all forms of movement so even if the power “moved the character” the new movmentntomlovation would be debuffed. This additional mivment Tina new location after an attack would be clunky because you would have to click to attack, and click your location placement - requiring additional code on the activation ability.

What about my second idea then? Ditch the whole damage buff based on movement thing, I see that it would contrast with the whole combat thing you have going on, but how about something that works on the same premise as force blast and super strength but their big thing is moving yourself rather than the enemy, like each power has a lunge attached to it and depending on how you activate it the lunge either sends you back or forth. Maybe you could even add a toggle like super strength's brute strength power only instead of effecting the knock back it affects your lunge. Would that work?

We would have to make each attack an actual lunge attack at the time of activation not after. Lunge attacks either move you to a selected target or location. We can’t move the character without direct player input. That could have adverse affects - like sending you into a target zone you didn’t want to be in.

Well then, what if it was later on in the game? Like a year down the line?

Later isn’t an issue. The fundamental mechanic of moving the character without a selected location or target by the player is a non-starter.

We can do lunge attacker. We have a few at launch. The player selected the target or location. We won’t have a power that a player of their own character uses that changes the their character’s location to a place the player did not directly input.

We can’t have an activation for location selection of a power that occurs after the power is selected due to how the animation system is designed.

fine, fine then, I consent, can't make a mobile heavy set. Got it. What about a melee version of Psionic Blast? Like make a set based on controls and dealing more damage to controlled enemies, or how about a melee/ranged/assault set but one focused on debuffing your enemy and dealing more damage to those you've debuffed, I mean I know lethality and vampiric blast kind of do that but, I'm thinking more in a way that psionic blast works but with debuffs instead of controls

All I can say to that is we have many sets planned for several years worth of releases.

Well plans can change :]

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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While such a movement based

While such a movement based set may sound awesome on paper I fail to see the practical advantage of it since to me it sounds like it would get annoying in the long run, especially if it was melee centric due to having to "run back" to your target after almost every single attack.

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Just add a skill to lets you

Just add a skill to lets you lunge back to the mob. It allows you to use distances to your advantage. Hit the mob, bounce back out of melee range then back in again. CO has a skills like this. One even comes with an upgrade to deaggro and short-term invisibility which helps if you accidentally move backwards into other mobs. It's not as much fun in CO as the aggro system in that game is whacked (IMO).( Add to this a KB power and a pull chain and you have a ton of fun..)

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Beeker wrote:
Beeker wrote:

Just add a skill to lets you lunge back to the mob. It allows you to use distances to your advantage. Hit the mob, bounce back out of melee range then back in again. CO has a skills like this. One even comes with an upgrade to deaggro and short-term invisibility which helps if you accidentally move backwards into other mobs. It's not as much fun in CO as the aggro system in that game is whacked (IMO).( Add to this a KB power and a pull chain and you have a ton of fun..)

I thionk there's already a plan for a tertiary like that

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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blacke4dawn
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Beeker wrote:
Beeker wrote:

Just add a skill to lets you lunge back to the mob. It allows you to use distances to your advantage. Hit the mob, bounce back out of melee range then back in again. CO has a skills like this. One even comes with an upgrade to deaggro and short-term invisibility which helps if you accidentally move backwards into other mobs. It's not as much fun in CO as the aggro system in that game is whacked (IMO).( Add to this a KB power and a pull chain and you have a ton of fun..)

As Notears said, they are having a combat movement tertiary that includes lunge, reverse-lunge, knock-back, and knock-to.

However, having to use lunge as every second attack doesn't really bode well imo. And I still don't see how that distance would be an advantage. If you mean making it so that enemies can't attack you then not so much, you have to eventually get into attack range of them to be able to attack yourself. As with us I'm going to assume that they will also have at least one basic ranged attack, and of course it won't make a difference if their attack set is focused on ranged attacks.

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Cool, thank you. I didn't

Cool, thank you. I didn't know about the tertiary that is proposed. With aesthetic decoupling, you bring up a good point. Ranged would likely still have an advantage unless there is some killer melee only mechanic that would make it a competitive choice. Perhaps an assassination skill that is on par with or maybe better than a snipe? or melee triggered defensive or retaliation with a cooldown, idk...
From a "stalker" pov I still like the concept more than a ranged but that's just a personal playstyle preference more that anything else.

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Not sure how this thread

Not sure how this thread works, but a transformation power that was mentioned in an old thread that I derailed and we ended up discussing centaurs.
[youtube]FAPkHNUP03E[/youtube]

CO had become devices that altered not only the looks, but the player's powers. It would be cool if CoT had a transformation power which had quadrupedal and even aerial forms that we could customize a little bit. DCUO had em too, like the little doggie at 6:20
[youtube]6gvqq_TNF6Y[/youtube]
And a birdie
[youtube]Go-NfcthAUc[/youtube]
CO could has easily added devices for the quadrupedal, but they didn't. DCUO was one of the few mmo that allowed the player to play as a quadrupedal. DCUO is by far the worst superhero mmo, but they were secretly the most innovative with shields mechanics, transformations, Amory, and movements.

As a child, I thought my name was handsome, cause that is what everyone called me.