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A Titan that can change luck.

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Eternally Gaming
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A Titan that can change luck.

Now here me out here. I don't mean luck as in finding things, though that could be cool. It is a bit over-rated. I mean controlling luck of those around them.

Like say giving the enemies bad luck causing them to trip over themselves or something that causes them to stun themselves. Let's say that bad luck could even cause them to do minor damage to themselves, maybe even cause the enemy heal to heal your ally instead for a smaller amount.

Now the good luck for the allies. Good luck can increase accuracy, damage, and healing. Maybe you had a run of bad luck and got hit by that CC, well here's the good luck that can have a chance to nullify that bad luck for you on a bit of a cooldown.

So now that we have seen the basic ideas of how the abilities could benefit the battlefield, some self used cooldowns could be increasing that luck output by more for a short time on a long cooldown, or even used as an ultimate if that becomes a thing. Another good idea for a self cooldown would be to take on your teams bad luck for yourself for a short time which could be used in a dire need situation giving your team 4-5 seconds of no CC hitting them at all. Also as a passive if you use ranged weapons your accuracy is increased by 15%.

The conclusion to this Titan idea is to bring some fun support play to the field. It is also an idea I've never seen used before in a video game. And only one hero I know of (Domino) that uses this ability. I feel this could be fun to add into the game but also challenging to have work properly without being to powerful or weak.

Hackurai

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Eternally Gaming wrote:
Eternally Gaming wrote:

Like say giving the enemies bad luck causing them to trip over themselves or something that causes them to stun themselves. Let's say that bad luck could even cause them to do minor damage to themselves, maybe even cause the enemy heal to heal your ally instead for a smaller amount.

Now the good luck for the allies. Good luck can increase accuracy, damage, and healing. Maybe you had a run of bad luck and got hit by that CC, well here's the good luck that can have a chance to nullify that bad luck for you on a bit of a cooldown.

So now that we have seen the basic ideas of how the abilities could benefit the battlefield, some self used cooldowns could be increasing that luck output by more for a short time on a long cooldown, or even used as an ultimate if that becomes a thing. Another good idea for a self cooldown would be to take on your teams bad luck for yourself for a short time which could be used in a dire need situation giving your team 4-5 seconds of no CC hitting them at all. Also as a passive if you use ranged weapons your accuracy is increased by 15%.

The conclusion to this Titan idea is to bring some fun support play to the field. It is also an idea I've never seen used before in a video game. And only one hero I know of (Domino) that uses this ability. I feel this could be fun to add into the game but also challenging to have work properly without being to powerful or weak.

I think this could be fun to play. It is definitely a support power set, for use by Operators.

In order to make it into the game, I would think there would need to be more than just "Luck" as a conceptual hook. Many of the effects could also be the result of confusion or intentional misdirection caused by mental manipulation or illusions. With these other possible concepts in the mix, it could definitely be an attractive candidate. But it will have to be different enough from existing control sets such as Psychic Control and Illusions. See those [url=https://cityoftitans.com/content/control-sets]here[/url].

Here's a first look at how I can see such a powerset in the game (I'll be using nomenclature associated with luck, because this was your idea):
(I've set up the tier 3 and tier 7 choices to allow the player to focus on a more solo or team-oriented build)
[table]
[r][c][b]Tier[/b][/c][c][b]Name[/b][/c][c][b]Target[/b][/c][c][b]Mechanic[/b][/c][/r]
[r][c]Tier 1[/c][c][b]Stumble[/b][/c][c]Single target[/c][c]for the duration of the effect, the target suffers a knockdown effect every xx seconds.[/c][/r]
[r][c]Tier 2[/c][c][b]Fumble[/b][/c][c]Single target[/c][c]the next attack by the target is applied to the target itself (or maybe just confusion if that's too hard to implement).[/c][/r]
[r][c]Tier 3a[/c][c][b]Bad Sign[/b][/c][c]PBAoE[/c][c]you continue to attack all enemies around you, causing confusion.[/c][/r]
[r][c]Tier 3b[/c][c][b]Fortunate Star[/b][/c][c]PBAoE[/c][c]you grant all allies near you a bonus defense versus all attacks.[/c][/r]
[r][c]Tier 4[/c][c][b]Jinx[/b][/c][c]Ground Target AoE[/c][c]you grant all enemies in the AoE a significant defense debuff.[/c][/r]
[r][c]Tier 5[/c][c][b]Schlemiel[/b][/c][c]Single Target AoE[/c][c]One enemy causes continuous damage, knockdown, and defense debuff to all enemies near it.[/c][/r]
[r][c]Tier 6[/c][c][b]Schlimazel[/b][/c][c]Single Target[/c][c]One enemy taunts all those around it, causing them to attack it.[/c][/r]
[r][c]Tier 7a[/c][c][b]Jammy Dodger[/b][/c][c]self[/c][c]You evade all attacks and AoE effects for the duration but you can not use any abilities other than those that target yourself.[/c][/r]
[r][c]Tier 7b[/c][c][b]Sitting Pretty[/b][/c][c]PBAoE[/c][c]You immobilize yourself and create a large zone around you granting superior defense buff to all allies versus all attacks, and a placate effect to all enemies in the area so they do not target you.[/c][/r]
[r][c]Tier 8[/c][c][b]Lucky Bastard[/b][/c][c]Self[/c][c]you attack all enemies around you with light damage, causing confusion and causing them to taunt each other.[/c][/r]
[r][c]Tier 9[/c][c][b]Black Cat[/b][/c][c]Summon[/c][c]You summon a manifestation of luck with permanent "Bad Sign" ability on it and causes fear in a short range around it. It can cast "Schlemiel" and "Shlimazel" on enemies.[/c][/r]
[/table]

With the other power sets in mind, what do you think? Is it different enough? Does it capture the essence of a luck-based powerset?

Can you imagine what it would be like to cast Jammy Dodger on yourself, then run into a mob to cast Lucky Bastard, all the while having your Black Cat crossing their paths? That would be the epitome of a luck shift on the battlefield.

Note: I think there could be a Guardian version of this powerset concentrating less on granting poor luck on the enemies and more granting good luck on your allies.

[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.

Renkage
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Powersets in this game, are

Powersets in this game, are less specific powers and more mechanical functions. As aesthetic decoupling would allow you to have it be related to luck. That being said, turning an enemy into a catalyst of crowd control could be used for a lot of different powers

[center] [i] [color=blue] Unarmed combat best combat. Every media [/color] [/i] [/center]

Redlynne
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There's a way to do this

There's a way to do this which "doesn't work" under City of Heroes legacy code programming practices.
The primary way to implement a "lucky" functionality would be to combine [b]NO GET HITSU!![/b] style Super Reflexes with Confuse style modification.

The underlying assumption is that powers affect BOTH Aliies AND Foes rather than being exclusive to Aliies OR Foes (so that's the first fundamental legacy code break).

For protection powers, the way that this would work (again, fundamentally breaking an underlying assumption of how powers get coded in the first place at the database level) would be that incoming attacks THAT MISS are "still live" and can hit someone else (hopefully a Foe of the $Target).
What would need to happen is a kind of:
[list][*]IF $Target is Missed ... THEN generate AoE oriented away from attacker that can hit attacker's Allies[/list]
The result is a "you missed me and hit your friends" type of protection scheme, allowing your character to "use enemy attacks against enemies" simply by dodging them. They MISS you, they have a chance to hit their Allies.

Such a formulation breaks one of the foundational cornerstones of City of Heroes powers design ... [b]No Friendly Fire[/b].

One of the few ways I can envision this working would be via some sort of generalized Grant Power effect that triggers when an incoming attack MISSES you.

So if a Melee Attack records a MISS on you, that MISS then triggers a Grant Power effect that will have a Melee PBAoE effect keyed to Foes for the same damage quantity/type as the Foe's original attack (they missed you and hit their ally/allies). The Grant Power effect would have a dramatically lower Accuracy, but you're basically "returning the attack to the attacker's friends" who are adjacent to the $Target of the original attack.

For a Ranged Single Target attack, it's substantially the same idea (miss me, chance to hit them) ... except that the AoE "shape" is that of a narrow cone oriented away from the attacker (miss me, chance to hit your allies behind me).

Needless to say, this starts getting REALLY COMPLEX in a hurry and is almost certainly more trouble than it's worth on the programming/implementation side of things.

[hr]

An alternative approach would be a RAPID PULSE SHORT DURATION Aura Effect which which only reverses the Ally/Foe attribute of powers.
Something like (example provided simply for illustration purposes) a 0.04s duration that activates every 0.1s and which uses Confuse Enhancements.
Enhance the Confuse Duration to increase the odds that Foes will attack their Allies (instead of you and your friends) with their AoE attacks.
This would be a "what's mine is mine and what's yours is mine too!" style of combat manipulation.

So in the context of a Super Reflexes styled powerset, this would replace the AoE Defense powers with this Ally/Foe swap aura effect, such that AoE powers (offensive debuffs and defensive buffs) of Foes will "rapidly flicker" between affecting Allies and Foes within the AoE of those powers.
That way, a Grenade style AoE splash damage effect that has YOU as the $Target has a "pseudo-random chance" (via timing of the attack) of affecting YOU (and your Allies) ... > OR < ... any Foes within the attack's AoE around YOU instead (because "you got lucky").
Likewise, any kind of AoE "bubble" protections will ALSO "rapidly flicker" such that they sometimes buff YOU and sometimes buff your Foes, "weakening" their effectiveness in a zero sum way in your favor (your loss is my gain!).

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
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Gangrel
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I read this and thought:

I read this and thought:

You stumble over a random tortoise and impale yourself on your own sword. The tortoise is bemused.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Cobalt Azurean
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Gangrel wrote:
Gangrel wrote:

I read this and thought:

You stumble over a random tortoise and impale yourself on your own sword. The tortoise is bemused.

Sounds like you've played Mage: the Ascension before.

Gangrel
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Actually this was from Middle

Actually this was from Middle Earth roleplaying game (back in early 80's) which was based on the Rolemaster system... and my line is paraphrased from one of the results on a critical failure table... (Yes, you had a table to dictate *what* kind of "critical failure" you had, and different weapon types / spells had their own unique tables (both for success and for failures)

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.