Ten
Ton Hammer: What
about setting different emanation points? Is that something you can do
within the power set?
Roper: The
Power Armor set does *not* let you play around with the emanation
points, because they’re built into the mechanics. We had
talked about allowing players to do that and keeping certain powers on
the same timer, but then it just got kinda confusing. Having them
emanate from other points messed with our descriptions of the actual
powers along with the natural thought process players had with those
powers.
If we ever add to the power set, we may try to do it that way, but
right now you’re not really able to choose emanation points.
Ten Ton Hammer: What
about the power replacers? Are either of these sets that would use the
power replacer items?
Roper: As
far as I know, there aren’t any power replacers for these two
sets. Most of the power replacers are for those that have weapons in
them and that sort of thing. Swords, guns, and those sorts of things,
or some that you can add on to your different techs.
There are some you can use, but I don’t know how much
they’d impact what you’re doing. For example, you
can get gloves that add fire effects to your hands, and this does add
some additional fire damage to your melee punches. This would
definitely add to the Might set, because it’s adding on to
your natural character.
We could certainly make power replacers for the Power Armor set,
different shoulder blasters and chest blasters and that sort of thing.
I just don’t believe we’ve actually implemented any
of these into the game yet, due to our effort to get shipped.
Ten Ton Hammer: Do you
see these two sets as single target sort of abilities? Or can they do
AoE damage?
Roper: The
both definitely have AoE damage. Might in particular has some good area
of effect powers. You definitely have to be within melee range, but
you’ll be hitting guys in an arc in front of you or doing a
full rotating attack with your avatar as the origination point. We
tried to at least add a bit of this into each power set, simply so that
players who solo have every chance to succeed in combat.
Power Armor also has plenty of solid area of effect attacks as well.
They’re both really strong for soloing. We’re
obviously doing a lot of tuning and tweaking right now to make that
work. Players always enjoy being at range from their enemies, but Might
already does a lot more initial damage than a ranged attacker, so
you’ll be taking guys out quicker.
We’re continuing to work on different aspects, like right now
you can take your basic attack in the Might set, and if you use it
against someone that’s far away from you, you’re
basically tagging that enemy and challenging them to come fight you.
They’ll come towards you, and you’ll also
“tag” them so you’re doing more damage.
Some of the melee sets – not all – do that now, and
Might was one of them that we targeted.
So now you don’t have to rush in, you can actually challenge
a guy to come and fight you. Or – as you get higher up
– there are different abilities you can use that allow you to
jump into the middle of combat.
Since we’re so close to shipping the product now,
we’re basically just focusing on polishing everything up and
doing tons and tons of balancing. Might is one of those power sets
where we want to make sure that it’s not only great in group
combat, but is also a really, really fun set for soloing as well.
Ten Ton Hammer: Are there
advantages built into the Might set that influence the aggro building
in the set?
Roper: On
all the advantages in the Might set, while not only enhancing your
damage output, they tend to jack up your aggro generation as well. I
mean, might is all about getting in there and getting
people’s attention.
Ten Ton Hammer: What
would you say sets Might apart from the Unarmed set?
Roper: I
think that the Might set is really focused on bigger damage that
happens at a slower pace than the Unarmed set. While you kinda have to
build up to stunning with the Unarmed set, you’ll do this
with a series of quick attacks rather than one big attack.
You could definitely take the two and have a nice mix of fast burst and
big hit powers, and either stun them to set up your Unarmed combo or
knock off a flurry of hits to pound them into the ground.
Ten Ton Hammer: Well
that’s all the questions we have for you, Bill. We look
forward to talking with you again soon!
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