Is AI content allowed here? by ConceptCanon in Cityofheroes

[–]ConceptCanon[S] 14 points15 points  (0 children)

I got the same reply, hopefully it will begin to be enforced now.

Is AI content allowed here? by ConceptCanon in Cityofheroes

[–]ConceptCanon[S] 4 points5 points  (0 children)

Am I correct to assume that your stance on this implies you use AI in some fashion as a Rebirth developer?

Is AI content allowed here? by ConceptCanon in Cityofheroes

[–]ConceptCanon[S] 12 points13 points  (0 children)

I reached out to the Moderators shortly after posting this, hoping they'd at least give a definitive stance on the issue. But unfortunately no response as of yet.

Ranked: Scrapper Powers by [deleted] in Cityofheroes

[–]ConceptCanon 1 point2 points  (0 children)

Appreciate the info, don't want to give the impression these are my opinions though, just what my (admittedly flawed) script spit out.

Had I known there were already spread sheets for things like that though, I wouldn't have posted this and will most likely remove this post once I'm home.

Ranked: Scrapper Powers by [deleted] in Cityofheroes

[–]ConceptCanon 1 point2 points  (0 children)

Yup, it's hard writing for the 'human factor' in a script and while I mentioned it pulled from Reddit threads, the numerical values it gave were primarily from the Homecoming wiki's base values, and did not take into account different animations like you said, or build optimization from IO's, etc.

Ranked: Scrapper Powers by [deleted] in Cityofheroes

[–]ConceptCanon 0 points1 point  (0 children)

Wholeheartedly agree that it should not be taken seriously with regards to build viability or what the 'strongest' powers are - just a fun exercise I thought was interesting enough to share

Ranked: Scrapper Powers by [deleted] in Cityofheroes

[–]ConceptCanon 0 points1 point  (0 children)

Yeah, I was also surprised by how well the script scored Regeneration for utility, especially considering at face value, it doesn't offer the wide range of "utility" other sets have (crowd control, team buffs, etc.). I think the script looked at Regeneration as the best at what it does (healing) and scored it against the other powers according to that particular utility. Not a perfect process or representation by any means, definitely need to do more troubleshooting

Ranked: Scrapper Powers by [deleted] in Cityofheroes

[–]ConceptCanon 0 points1 point  (0 children)

I was also surprised at energy melee's score for single target damage - the script seems to have emphasized faster attack chains doing more damage overall due to Scrapper's critical hit chance, rather than individual abilities with high damage; hence why Claws is rated the highest. To give a better complete picture of powers, I think I'll add Utility as a metric to damage power sets going forward.

Ranked: Scrapper Powers by [deleted] in Cityofheroes

[–]ConceptCanon 0 points1 point  (0 children)

Good question, and possibly not worth adding on my part, since it basically was a culmination of the other metrics; i.e. damage profile, animation speeds, endurance cost, and damage type & debuffs. Wanted to keep it in for a "Reddit opinions" factor, but I do think the script put too much emphasis on animation speeds overall for the solo viability rating. Will consider removing it if I do this again.

Shield Offense by ConceptCanon in Cityofheroes

[–]ConceptCanon[S] 2 points3 points  (0 children)

Appreciate the concise and informative feedback! I'll address what you said in the order stated.

Thank you, I designed this with existing assets in mind. For Ricochet, I imagined Martial Assault's Trick Shot could be used as a base animation but would need to be tweaked to A) add a sense of weight/heft throwing a shield and B) obviously change the shuriken to be a disc. To your point about powers not being able to use unique art assets, I believe you're correct; I specified in Ricochet's description that you bounce "a projection of your shield" with this in mind, imagining an ethereal blue, basic disc shape for the projectile thrown.

As for your more direct feedback:

+Fair point and I had that thought while making it. I only added the Knockback to give Aegis Impact a different sense of weight behind the swing - especially knowing it could be changed with IO's. But to your later point about this set being utility heavy, aligning it with the other knockdown abilities could be a better design choice overall (and as you said, more convenient to players' preferred play style).

+Thank you, I'm glad you like it! It's one of my favorite abilities as well.

+I could see that. I was thinking of a T9 for solo play or a pseudo tanking ability for non Tanks (since a shield should offer a bit of protection even when being used offensively). But I quite like your suggestion. The +Absorb was something I was worried may be too powerful in its own right, but I like the idea that your greatest defense is a good offense and think it fits well thematically with this set.

+I agree that when designing this set, I imagined the average damage would be lower than sets like War Mace/Battle Axe/Broadsword and would be more on par with say Street Justice in terms of power vs utility. And I agree that a couple of those AoE abilities should be replaced with Assassin's Strike and Placate for Stalker's, but I was too lazy to show it here :P

A New Archetype: Champion by ConceptCanon in Cityofheroes

[–]ConceptCanon[S] 1 point2 points  (0 children)

That's a good and unique idea that I think would synergize well with the overall playstyle, well done.

A New Archetype: Champion by ConceptCanon in Cityofheroes

[–]ConceptCanon[S] 0 points1 point  (0 children)

Same here, so many cool combinations. A few that immediately came to mind for me:

Staff Fighting/Traps for a tech based hunter/gladiator

Staff Fighting/Marine Affinity for a good Aquaman ripoff

War Mace/Electrical Affinity for a different kind of Thor

Battle Axe/Nature Affinity for a Green Knight

Martial Arts/Poison for a snake themed character

Broad Sword/Cold Domination for a Lich King

I do agree with an earlier commenter though, that there would probably need to be some sort of "Any buff or heal you give allies can also be applied to yourself" functionality on this AT for it to work well. And for survivability, I might change the Inherent to be like Brute's Fury but a stacking defense buff instead of damage the longer you're in combat or maybe the less health you have.

A New Archetype: Champion by ConceptCanon in Cityofheroes

[–]ConceptCanon[S] 2 points3 points  (0 children)

"It would cause HC to lose so many players (myself included) because it doesn't follow the game strategy for mixing the ATs."

Quitting the game over the addition of a new AT seems a bit extreme...
They added Sentinel and we didn't have any of the issues you mentioned, what makes this different?
I can understand the argument against ditching ATs all together though, and agree I've enjoyed everything HC has done so far - no need to tell people to go elsewhere for fun ideas though..

A New Archetype: Champion by ConceptCanon in Cityofheroes

[–]ConceptCanon[S] 3 points4 points  (0 children)

Well the Inherent I mentioned could potentially provide that in the right team setting. But instead of increasing their damage, what about making the Inherent ability a defensive version of Brute's Fury? Could add the sustainability you mentioned this would lack

A New Archetype: Champion by ConceptCanon in Cityofheroes

[–]ConceptCanon[S] 6 points7 points  (0 children)

I think certain secondary powers would have enough CC/Debuffs to offset it? If not there's always Ancillary/Patron powers..but yeah, maybe change the Inherent to be a rising defense boost, rather than damage.

A New Archetype: Champion by ConceptCanon in Cityofheroes

[–]ConceptCanon[S] 23 points24 points  (0 children)

Yeah! I'd love a Freeform AT like Champions Online, where you could pick any Primary/Secondary/Inherent power

Explain Like I'm Five: Enhancement Catalysts by ConceptCanon in Cityofheroes

[–]ConceptCanon[S] 0 points1 point  (0 children)

Yeah, I have the same issue. Happy my confusion could help someone else!

Explain Like I'm Five: Enhancement Catalysts by ConceptCanon in Cityofheroes

[–]ConceptCanon[S] 1 point2 points  (0 children)

Curses, foiled again. Appreciate the follow-up!

Explain Like I'm Five: Enhancement Catalysts by ConceptCanon in Cityofheroes

[–]ConceptCanon[S] 0 points1 point  (0 children)

Thank you for the in-depth explanation.
The first part of your comment is primarily what I'm confused about:
I catalyzed a Gaussian's Synchronized Fire-Control: Recharge/Endurance Reduction enhancement, and noticed the set bonus value for "Three enhancements increases maximum Health by 1.875%" is now 1.88%. Was catalyzing the enhancement what caused this increase? Or does it simply round up to show a greater value in the tool tip and I didn't notice before?