Bradley_IFV

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    When your game makes me want to watch TV instead, something is amiss!
    ^^This^^

    Therefore, /signed.
  2. Quote:
    Originally Posted by beyeajus View Post
    So I can run Repel while hidden now, and get "Assassin's BOING!!!" right after my AS? That would look basass, like your AS just blasted everyone into the air.

    Also, I might actually try /DA now...
    OK, for some reason, I'm having difficulty figuring out where a Stalker is running Repel from. I made a quick pass through Paragon Wiki, and didn't see Repel in any Primary, Secondary, Patron, or Ancillary sets. Is it a proc effect that you put into an offensive toggle?
  3. The two Mastermind primary powersets that I came up with over in the Lady-Jade's Power Suggestion Box were for Thought Control and Plants, both of which are common in comic lore and easily explained as science or mutation in origin.

    http://boards.cityofheroes.com/showt...23#post3102723

    http://boards.cityofheroes.com/showt...675#post696675

    As I pointed out in the Thought Control post, I don't know if that MM powerset would be a good option in a Going Rogue world, where they might become a hero and have to explain why they are enthralling innocent people.
  4. Assuming it's WAI and balanced in the Dev's eyes (I didn't say it was in reality, just in their eyes), how do you propose to them to balance the extra utility of letting it move?

    The duration is long right now, but useless if you have to sit there the whole time, so I'd probably give up some of that. But I still want to have a good ratio of time-on-station vs. time to recharge.

    You could also make it targetable, but that could potentially turn its good duration into negligible in either PvP or chaotic PvE donnybrooks. It shouldn't draw much aggro unless it's the only thing in the room (it doesn't damage or debuff enemies), and it should be able to avoid most AoE effects (only the stuff targeted directly at it should be able to hit).

    I don't think you could really use its flight speed as a balancing factor, as most pets are able to keep up with moderate speed casters currently.

    However, if you flat out think Triage Beacon is that ginger-haired, then feel free to suggest whatever you think would be a fair and balanced version of the power.
  5. It was mentioned above, but a significant problem for stalkers is the inability of many teams to use any level of tactics. When I'm in a team with stalkers, especially if I'm one of them, my philosophy is to let them move in, start their animations, and then have the others join in immediately before the AS's hit. This balances the aggro more evenly without throwing off the stalkers' ability to take down their targets.

    Many stalkers act like martyrs, doing exactly what I advocate above from their end, but without getting the buy-in of the other team members first, and ending up faceplanting from the alpha. They don't always complain about it afterwards, but you can tell they resent the other players for not picking up on their lead. This causes many good stalkers to not want to team with others, for fear of being left out to dry too often.

    Other stalkers are a little too concerned about their own safety/debt, and refuse to get anywhere near the alpha, preferring to only pick-off foes and often avoid mixing it up at all. Because they're not there at the beginning, taking down a spotless foe, it's also not obvious how much they're helping the team. This causes many teams to not want any stalkers to team with them, for fear of getting a dud that won't pull their weight.

    Unfortunately, again as stated earlier, the only solution for this is to establish a clear set of responsibilities for stalkers in teams, both for the stalker and the team, to ensure that each gets the best from the other. Used properly, stalkers can be devastating in teams, but they're not tanks, scrappers, or brutes, and shouldn't be confused, by anybody, as such.
  6. Bradley_IFV

    Backs and Belts

    Quote:
    Originally Posted by The Lone Hero View Post
    I ran a search and nothing came up for either of my newest suggestions. They're pretty minor ones but something I'd like to see in-game still.
    Depending on what sections you ran the search on, you might have come across Jay's Costume Request Thread http://boards.cityofheroes.com/showthread.php?t=115275 in the Development > Developer's Corner section. This is an insanely long thread (11,673 replies at this writing), but it has pretty much every single thing that could be requested for costumes in it (and a bit more at times).
  7. On a serious note, we still need Plants and Thought Control Masterminds.

    http://boards.cityofheroes.com/showt...675#post696675

    http://boards.cityofheroes.com/showt...341#post835341 This one still needs a little work (Charm Foe, maybe the Tier 1 henchmen).
  8. My understanding of the power, mostly from reading other people's comments, is that Group Fly applies a forced fly movement on characters in the zone around the caster, and then determines the character's movement rate using the modifiers held by each character (especially Swift), not a common movement rate based on the caster. Also, I believe that at one point in the past (and possibly still) the Fly Speed enhancements in the Group Fly power only affected the fly speed of the caster and not the targets, meaning the caster always moves quicker than the targets, leaving them behind and letting them drop.

    Masterminds would love to use this power properly, to fly with all of their henchmen (especially Robots), but even when they're following normally, they quickly and easily drop back 60ft (the power's radius) before they realize they're supposed to get going, and end up falling in less than 10 seconds. Unless the caster moves in baby steps, they're going to lose toons that are on Follow.

    To make Group Fly work better for everyone, I would make sure that the enhancements in the power affect all targets equally. To help Masterminds, I might even add a small fly speed bonus to all henchmen - doesn't give them flight automatically, but helps them catch up similar to the Superjump ability most of them have. Can't do anything about casters having Swift, but that's the only thing left.
  9. I appreciate your interest in seeing more ninja-styled powersets added to the game, as the developers seem to have made a concerted effort to include them in other areas as well (Tsoo, Ninja Run, etc.). Back when I was previously fairly active here on the forums, I had posted a couple different powersets that were ninja-themed, along with another martial arts set.

    http://boards.cityofheroes.com/showt...612#post695612

    http://boards.cityofheroes.com/showt...532#post696532

    http://boards.cityofheroes.com/showt...305#post396305

    Hopefully, I've managed to meet the expectations for powerset design, and you can use these as examples to work from.
  10. Quote:
    Originally Posted by COV4LIFE View Post
    Secondary Dominator power set - Ninja Scroll Assault

    You contain ancient mystical Ninja spells that are written down on scrolls and are passed down from sensei to student you can harness very powerful ninjitsu magic that can control the five elements, while causing cause very high, and extreme damage.

    Kunai assault- You throw a barrage of sharp ninja kunai that can causes all enemies within its path to have slow movement, and moderate damage.
    Level 1 - Ranged Cone Moderate Dmg (lethal), -spd
    All of the other secondaries have either a Minor Dmg spam attack or a slower-recharging Moderate Dmg attack, but they're all single-target. This is a cone, which to balance requires longer recharges and higher endurance costs - not really a Level 1 ability.
    Quote:
    Fire scroll - You summon a fire spell that can incinerate in a cone area spread igniting all nearby enemies causing high damage over time.
    Level 2 - Ranged Cone High DOT (fire)
    Every single secondary places a Moderate to High Dmg single-target melee attack here, while you've got another ranged cone attack. Again, not suited for Level 2.
    Quote:
    Poison Mist - you drink a gourd of deadly poison and spew it out of your mouth causing a strange mist that severely blinds and poisons your foes causing extreme damage over time that effects all enemies with in the area of the mist.
    Level 4 - Ranged Cone(?) Extreme Dmg, Blind
    Went all out on this one - another cone (if I'm reading it right) that does the same level of damage per opponent as a Level 28 single-target melee attack.
    Quote:
    Lightning strike scroll - you summon a destructive lightning bolt that strikes you and knockback, disorients, and causes area moderate damage to all enemies around you, as well as, giving you temporary lightning reflexes making you elusive to all attacks while increasing your movement speed for a short period of time.
    Level 10 - PBAoE Foe Moderate Dmg (energy), Knockback, Disorient; Self +Def(All), +Res(DefDB), +Spd
    And you still managed to top it - a PBAoE attack (and that's assuming it's just melee range) with two soft controls, plus! what may actually be a request for a Level 38 defensive power with no indication that it has the same crash effect.
    Quote:
    Explosive Decoy Scroll - You summon three explosive ninja decoy dummies that causes all enemies to attack your decoys, and ignore your presence. These decoys explode upon depletion of their health and cannot attack enemies be buffed or healed.
    Level 16 - Summon {Explosive Decoys}
    Let me get this straight: they're like a Phantom Army that can't attack and can be attacked, all three are sending out a Taunt effect, and they each use a PBAoE on defeat (doing how much damage?). Net effect is they act as a defensive power for the character (not being attacked while they exist?). This isn't an assault set power at all.
    Quote:
    Blow Dart - You are a master of concealment weapons, and can incapacitate your enemies with a sniper shot dart by firing from a bamboo reed that can cause sleep, poison, or blindness this power randomly changed its effects and can be interrupted, you cause superior damage.
    Level 20 - Ranged Snipe Superior Dmg (Lethal/Toxic?), Sleep/Poison(?)/Blind
    A dart, fired through a breath-powered blowgun, is a sniper shot that does Superior Dmg, plus it has a random secondary effect. I'm assuming Superman will be using Superbreath to push the dart down the tube fast enough to do Superior damage, unless nearly all of the damage is toxic, which is almost never resisted well. The only limiting factor in this whole power is that it's a sniper shot, meaning it can be interrupted, but otherwise it's massive range and unresisted damage. BTW, is there going to be a melee attack in here somewhere?
    Quote:
    Volcano scroll - You summon the power of earth and fire creating hot flowing magma that burns in wide range area that cause high damage.
    Level 28 - Location High DOT (fire), (-spd/jump/fly?)
    Only one assault set has a Location power - Thorntrops is Minor DOT and Lethal damage at that, and it is also a Level 28 power. It's not specified whether this would include the same kinds of "you're stuck here" effects like most Location powers, but I have them included above. Melee?
    Quote:
    Wind Slicing Scroll - You summon the power of wind causing a slicing vortex to surround you dicing and cutting anything that comes near you with a chance of knock back as well.
    Level 35 - Toggle: PBAoE ??? DOT (lethal?), %Knockback
    This seems on the surface to be close to Mud Pots, another Level 35 assault power, but Mud Pots only keeps foes from moving - they can still attack the character at range and (if close enough) in melee. This power is effectively Hurricane with damage, no debuffs, and possibly no auto Repel. It might work where it is and how it's written, maybe the first power in the set that would.
    Quote:
    Ninja Rebirth Strike - You have fallen in battle, so it seems to your enemies, but before you have depleted your health you vanish into a puff of smoke leaving a small piece of cut wood you placate all enemies around you restoring half of your health and having a temporary phase shift only reappearing throwing a barrage of kunai in all direction causing a stealth strike to some enemies, but extreme damage to the area. Recharge Very Long.
    Level 38 - ...!
    I can't write that out properly - this is a completely FU move. It's an auto-rez, untouchable, hidden-attack, blaster nuke... Let's break that down into its component parts: defensive, defensive, stalker, nuke. Those are all four things a dominator is not supposed to get in their secondary, and you have it all in one power!
    Quote:
    I didn't put damages, and recharge time to all of them couldn't really make up my mine I got most of my inspiration from powers that already exist I simply made it. what if a ninja did it this way?

    Animation - I don't expect the devs to try to make this powerset likes it name name suggested which in the actually practice of the kuji-in practitioner perform nine hand seals. Because this is a generic game I know that the animation engine probably couldn't handle it, so I suggest like ninjitsu use something generic, but Ninja scroll assualt I envision the player animation to be as this, the player pulls a scroll out and bites down on it while placing he's or her's palm in front of the scroll to cast its magic like this

    power problems - I wasn't sure some of you may say, "well this may not work!" or "this ain't going to happen!" simply because the game engine, so shape-shifting sabotage may not be likable to some so I suggest an alternate, and also Ninja rebirth strike may not be fave also many might think that it would be unfair for a dominator to have a stealth strike upon near-death reviving, I was only think in the line of role-playing and it fits the character power persona, not to take from ninjitsu I did give it very long recharge time so it couldn't be spammed like crazy.

    Shape-shifting illusion - You harness the mystical skill of Toh you can create an illusion of a nearby enemy that placate all nearby foes of your presences confusing them in the process causing them to attack another believing that there is an impostor in their whereabouts.

    Shape-shifting illusion Animation - I think it would be cool if the game engine could create and silhouette of a nearby foe something easy and generic that wouldn't be to hard (example: if fighting zeus from malta it would make a sapper or a gunslinger to cause the enemy to go into placate mode)NOTE: my placate is used as a control power so it has NO stealth strike properties.
    This pair of sets is so wildly overpowered and unsuited for the AT they're supposed to go with, it baffles the mind. Some of the stuff probably could be reworked to get it to work within the framework of a legitimate set, but most of it is completely untenable.
  11. It's not always easy, and I've messed it up enough times myself, but when designing powerset ideas, it's usually best to look at existing powersets and find a way to match their power levels, if not their effects.

    Quote:
    Originally Posted by COV4LIFE View Post
    Primary Dominator Power Set - Ninja Kuji-in

    Chi Drain - You harness the mystical skill of Pyo that allows you to control energy around you, while performing the Kuji-kiri hand seal you creates a temporary energy draining field that saps nearby enemies of some of their endurance causing them to move very slow, and a chance to put them to sleep.
    I'll try to summarize what I'm reading from the power description into the same blocks I normally use:

    Level 1 - PBAoE -End, %Sleep, Slow (or -Spd/Rch)
    This seems like an odd Level 1 power for a control powerset. Not seeing any damage component; while Dominators do get damage from their secondary (versus Controllers who have to rely on their primary), all other Dominator primaries offer a damaging ST Immobilize (or Sleep) power in their first slot. When those powers hit, they definitely impart the mez effect, assuming the target isn't resistant to it - it shouldn't be a chance to mez. The -End component does little at the start of the game, when it can't be used often enough to shut down an opponent before they're defeated anyway, especially when it only drains without transferring it to the caster.
    The power, in and of itself, could be quite handy, but right now it's way too powerful to be quick and cheap enough to be spammed like Level 1 control powers are supposed to be. Maybe move it later in the list.
    Quote:
    Mind Body entrapment - You harness the mystical skill of Rin that allows you to control the mind and body of your foes while performing the Kuji hand seals causing large targeted groups mind and body to freeze within radius of the shockwave.
    Level 1 - Ranged AoE Hold
    Wow... Again, no damage component evident. Multi-target Hold. These things do not work for a Level 1 spam-attack, maybe move it back, but it can't be here.
    Quote:
    Shape-shifting sabotage - You harness the mystical skill of Toh while performing the Kuji seals your able to morph into a random nearby enemy that can cause confusion to large groups of enemies while under your spell you can attack a different target causing all of those under your influence to turn on their allies or nearby foes . [this power deactivates once you attack a nearby enemy.]
    Level 2 - PBAoE Confusion
    OK, again with no damage. Other Confusion powers (Illusion: lvl 2 ST, Mind: lvl 6 ST, Plant: lvl 8 cone) are higher in level and less powerful. The only thing that balances this power at all is the range (if I'm reading it right).
    Quote:
    Replacement - You harness the mystical skill of Kai that allows you to disappear, and placate a nearby enemy when you have taken damage you vanish into a cloud of smoke leaving a small cut piece of log that gives you superior Invisibility, and causes terror to all surrounding foes.
    Level 6 - Ranged Placate (into SuperInvis), AoE Fear
    Are you sure you're not designing a Buff/DeBuff set? Still no damage. You did end up with another AoE soft mez, which isn't out of line with other Level 6 powers, but you also have a Placate going into a Superior Invisibility, not a Stealth - really powerful.
    Quote:
    Demon Illusion - You harness the mystical skill of Jin that allows you to create three illusionary hanaya phantoms that will attack all nearby enemies making them believe they are being attack by dreadful Ninja demons. The illusions is so convincing that the victim can fall from Demon Illusion. However, the damage is not real, and if the victim survives long enough, the illusion will fade and some of the wounds will heal.
    Level 8 - Summon (Demon Illusions)
    On the surface this seems just like the otherwise-balanced Phantom Army power, but a full 10 levels below the established ability.
    Quote:
    Sleeping bomb - You throw a powerful bomb of strong hibernating sleeping powder that knocks out all foes close or long range.
    Level 12 - Ranged AoE Sleep
    Other sets offer this same ability at Level 8, but this is still pretty close to what would be around this level. However, we're 6 powers in and still only one damaging effect in the group (the Demons).
    Quote:
    Elemental Jutsu - You harness the mystical skill of Zai and you can control the elements of Fire, earth, and lightning. This power is auto, but you have three different toggles to change the power effects.

    • Fire - You perform a furious dragon fire breath attack that spreads in a cone shape radius. Your enemies runs in panic from being set on fire, this attack does minor D.O.T.
    • Earth - You call forth earth elements creating a miniature earthquake causing all enemies to fall down violently this attack causes minor smashing damage.
    • Lightning - You summon a lightning bolt from the heavens to strike any area you choose all those who are in range of your thunderous attack will be severely disoriented with high smashing damage.
    Level 18 - {three powers added, mutually exclusive activation} {A} Cone Minor DOT (Fire), Fear (flee) {B} Location Minor DOT (smash), Knockdown (and -Spd, -Jump?) {C} Ranged AoE/Location High Damage (smash(/energy?)), Disorient
    Quite a grab bag there, all in one tidy package - assuming it can even be coded. The mechanics of the power would make it highly unlikely to be created, never mind the issues with balancing this against similarly leveled powers.
    Quote:
    Petrifying Enlightenment - You harness the mystical skill of Zen your foes realize that you are a force to be reckon with, and are extremely frighten at your shear presence you radiate a powerful aura that petrifies all enemies in the targeted range this disabling them the ability to attack you for a period of time.
    Level 26 - PBAoE Fear
    This is normally right in the range of powers that start to kick butt for a Controller/Dominator, and this is a damage-less AoE soft mez...
    Quote:
    Space-time barrier - you harness the mystical skill of Retsu you can control time and space around you. Any foe that steps inside your barrier time itself seems to freezes and will be held for a short period of time. All enemies will be reduced dramatically in recovery, to hit, recharge rate, also a slowing effect. Mastery of this power enables you and your allies, while in the barrier to avoid almost any attack, be it ranged, melee, or area effect.
    Level 32 - Toggle PBAoE Foe Hold, -rec, -ToHit, -rch, Slow; Self/Allies +DEF(All)
    While this sounds like a straight-forward multi-target hold, there's {theme continues} no damage, it's a (timed?) toggle versus a fire-and-forget, and there's some significant buffing and debuffing going on.

    You've made a Buff/DeBuff set, heavy on mezzes, but with hardly any damage, except for one portion of the combo power. It's simply not suited as written to be used as a control set.

    I don't have time right at the moment to also comment on the secondary, but I'll try to get to that tonight.
  12. Justice is definitely having issues letting people log in, even as far as seeing their character list. I wasn't seeing the same issue with other servers, and I was able to play on at least two others (Guardian, Pinnacle) while waiting for Justice to let me back in.

    It's almost certainly not an issue at your end, but at the server level.
  13. Quote:
    Originally Posted by The_Coming_Storm View Post
    ACTUALLY, you were the FIRST to list several characters. Look at the first page of the thread. Learn to read and follow rules.

    Edit: Epic Ownaj
    Wow, you're so on top of things -- never mind that the first reply in the entire thread had two character names listed, and only a quarter of the ones I read through kept it to just the one character. It's also not a rule, just a suggestion by the OP, which has been largely ignored. With that in mind, here's a quick Top 10 of just those characters I can remember while sitting at work:

    10. FriesWithThatShake -- blaxploitation Pam Greer-type, sonic/nrg blaster
    9. Zero Point Man -- grav/kin troller, color scheme slightly reminiscent of Dr. Freeman
    8. 1 2 Many Zoomies -- rad/rad cor, a naval nuclear technician involved in an accident, leaving behind his...
    7. Patrol Widow -- informal duo with #8, ask your Navy friends what this is
    6. Arbalestina -- FF/arch defender, taken from the narrow openings in castle walls
    5. Lil Yellow Different -- freakish little dark/pain cor
    4. Jingoist -- AR/traps cor, militantly, excessively patriotic, used to have a search comment (rightfully removed by mods) of "blind invites are UnAmerican!"
    3. Fluffy Ankle Biter -- min height, dog-featured claws/regen stalker, passes off his Hide power as people only seeing him as a slightly dirty toy breed
    2. Too Much Sugar -- ill/kin troller, uses the power of cuteness to boost her friends and disarm her foes
    1. Last Kid Picked -- kin/psi defender, short chubby boy whose outfits look like his mom dresses him, shouts out "I'm a big kid now!" when he levels up

    OMG! It's more than one! Darn me! Darn me to Internet Heck!
  14. General reply to the thread...

    There are a couple things that I'm going to take from this discussion:

    1) Not everyone plays this game the same way. A portion of the player base is only interested in having the ultimate shiny at the end to play with, either as a competitive measure, a trophy, or a means to another end (including some role-players). ANY tool that can be used to get them to an end-game character sooner or with more shiny is precisely what they want, and that is what makes them happy. Whether you agree with that or not is your opinion -- it is A way to enjoy this game. And this game has many ways to allow them to gain their most enjoyment, whether or not it's the way the Devs would have intended it, even if it's at odds with how other portions of the player base (majority, minority, or otherwise) would do things.

    2) AE, as a tool, is capable of telling stories to a given level of complexity. Not everyone is going to take advantage of the entire toolbox to get what they want out of AE, or even need to (see #1 above). Not everyone is going to be satisfied with the complexity available within AE, from the standpoint of it not being detailed enough. Others are probably intimidated by how complex it is right now, and might refuse to take part in it because. If you somehow were able to increase AE's level of detail and refinement, the first group still wouldn't do more with it (unless it made it easier to get their shiny), the second group might likely still not be satisfied, and you might drive more people into the third group. This will happen nearly regardless of how simple or complex you make the system. There will always be a given number of people who will be perfectly satisfied with where the system is at any given moment, and then everybody else won't be -- that's just how it is.
  15. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    have an answer for the problem of pissed customers that can't or won't pay for special access. He ignores that point completely

    [/ QUOTE ]

    Wouldn't want to leave you out, although I've addressed this already: you don't refuse to fly, or go to ball games, or concerts just because some people have better access to those events. The argument that a significant number of people will quit because others have better access is specious.

    The argument to "play on another server" is just as weak: If you live in Boston and are an avid fan, and you could go watch a world series game between, say the Yankees and the Red Sox, but access was limited and you would have to pay more, would you go watch the Royals play the Indians in Kansas City instead? After all, its all baseball, right? Same game, there's really no difference, right?

    [/ QUOTE ]

    This argument is weaker.

    Double XP is not limited to Freedom. It is not on Freedom one weekend, and another server another, like a baseball team that exists only in one city at a time.

    Your complaint is that you want to go to a certain restaraunt. Well, the one on fourth and main is going to be full one weekend, but the exact same restaraunt serving the exact same food with the exact same specials two blocks away is going to have room - yet you refuse to go, because you ALWAYS go to the one on fourth and main, so they should kick some people out because you're willing to pay $10 for a burger instead of 8 (but not, of course, drive two blocks away. That would be unthinkable!)

    [/ QUOTE ]
    MB,

    The freakin' hillarious thing is that he's not asking to "get into the restaurant that's full" as though it was never going to allow anyone else to get in that night. He's saying, essentially, "Hey, if I pay $10 for your burgers (instead of $8, or heck, instead of $4), will you go inside, grab that paying customer that's barely started their meal, and kick them out onto the curb, so I can get seated all of 2 minutes before I would have been normally?" There doesn't even have to be another restaurant involved.

    The only real time that there is a significant enough load, for any length of time, for any server to cap-out is during DXP weekends. That would be, what? -- 2.5 or 3 days in a row, 3 times per year maybe. So, out of the 365.25 days per year, one or two servers may be capped-out as much as 7.5 to 9 days, and not even for all of those days (hours). That comes up to, at its maximum amount, about 2.5% of the days, one or two servers may be capped-out, not allowing immediate access (i.e., may have to wait 2 minutes). And what would be his suggestion? Pay extra per month/per year/one time to not have to wait an interminable 2 minutes to log in on 2.5% of all of the days per year? How much was that again? $20 for the year? $5 per month? Tell you what, I've got some oceanfront property in Missouri that I'd love to sell him, too. No, really -- it's EXCLUSIVE!

    OP -- Do the math:

    Say you offer Premium Access for $5/month, on top of regular costs (now $20/month, not counting SBPs and expansions). Ten percent of the players take you up on the offer initially, earning you an extra 3.3% more monthly revenues until they figure out that they're not really getting anything for it 97.5% of the time that they play. Figure it takes one DXP weekend to figure that out: one DXP/4 months = 3 DXPs/year. Maybe 1% keep it going. So your annual increase in sales is 1.4% directly because of this.

    Oh, wait ... forgot to remind you that at minimum 5% of the player base quits because of the move, costing you 5% of your annual sales. And you've also increased the cost of doing business because you had to develop the queuing system and add another layer to billing and field more customer complaints... So now, you're pretty close to 5% in the hole, all to make less than 1% of your player base feel even more self-important...

    Yes. Phenomenal business acumen. <slow clap>

    If I could take your money and that of anybody else desperate enough to pay for this, and throw it into Paragon Studios, while only giving you a placebo badge to convince you that you're now SPECIAL, I would. However, I would not be party to any system that would exclude me or anyone else who's paid for access to this game because we didn't pay EXTRA, especially because the person paying extra was doing it because they couldn't bother to wait 2 freakin' minutes.

    Let me give you another example of what that's like: Imagine an intersection with two directions having Stop signs and the perpindicular directions without. Traffic in the lanes without the Stop sign are travelling at safe speeds, but are packed fairly tight. A car comes up to one of the Stop signs and wants to get in the other lanes. They should wait until there's a gap to fit in, but they really don't feel like waiting even 30 seconds. They jump out into traffic, causing someone else to slam on their brakes and get rear-ended, but the car that ran the sign drives off without a look back because they got what they wanted, even if someone else gets hurt in the process.

    And BTW -- that mindset is also why we have such a problem with gold farmers in this game.
  16. [ QUOTE ]
    I would say that it might be better, since the Magic Booster did the same thing as you propose, to have the Science one affect the enemy:

    You brew a concoction, throw it at the enemy, and it creates a random buff or debuff. So, you might weaken a spawn, or you might buff it greatly.

    [/ QUOTE ]
    Maybe have it morph the enemy into a different type randomly with a rare chance for upgrade/downgrade in status (e.g., Minion could turn into Lieutenant, Lieutenant drop to Minion). The different types might be folks that are heavily Energy based, but massively vulnerable to Negative, or Super Brains with glass jaws (pro-Psychic/Smash vulnerable). The new type would supercede their previous powers, but would only last for so long before reverting to their old form. Balance the positive and negative aspects of the new form to be a slight-to-moderate debuff overall, with the upgrade/downgrade giving it a more random feel. As long as the recharge is decent, it could be a fun little power without being imbalanced.
  17. [ QUOTE ]
    Do we really want this set up? I've heard many suggestions already. My favorite coming from another person was:
    "make it like dual blades with a combo system!"
    I like the idea! but once agian its not unique to the set.

    [/ QUOTE ]
    That might have been this suggestion. There are some powers and combos in the set that I would probably tweak after seeing this suggestion and the comments that followed.

    On the flipside, I actually don't think that you have to have a mechanic in a new set that is completely unique to everything else in the game. I think that would more likely make it an unbalanced set comparative to other sets in the affected ATs. The combo system introduced in Dual Blades currently is only available to the purely melee classes, and I think it would be great to add it to the ranged classes, if only to get more value out of the work put into developing that mechanic.

    I also have a Blades Assault suggestion for Dominator secondaries (additionally linked in the above referenced suggestion), which has separate ranged and melee combos.
  18. Bradley_IFV

    Voice Choices

    [ QUOTE ]
    At the very least they could possibly tie voice to size.. the taller the character, the lower the treble/pitch (heavier/more solid footfalls).. the thicker the character, the deeper the resonance/bass of voice (heavier/louder footfalls).

    Allow the effects to stack... so a tall, thick character has a deep, booming voice and big thudding footfalls. A short, thin character would have a higher pitched voice and lighter/quieter footfalls.

    As a side bonus, maybe add two new footfall sounds... "Bare Foot" and "Monstrous". Have these be tied into character creation.. w/shoes = normal sound, monstrous = padded-w/nail scraping, bare feet (or cloth covered) = bare foot sound.. and robots already have metallic footfalls.

    so yes.. sounds like a great idea. i've long had the same pet peeve, so...

    /signed!!

    [/ QUOTE ]
    I wouldn't force it, though. Being a massive animation fan, I had to go see "Up" this past weekend, and <SPOILER> I about lost it when the Alpha leader of the dogs, a Doberman pinscher, started speaking in the high, squeaky voice.</SPOILER>

    Plus, who wouldn't want to make a Mike Tyson-voiced character, especially as a villain?

    Just picked up The Sims 3 yesterday, and they have three different voices for each gender and then a pitch slider. Very nice!

    However, that doesn't answer the question of whether a character could avoid the grunts and such that living creatures would make, because they're actually a robot or a ghost, etc.

    Regardless of what people want, someone will brandish the SCRA and we'll all hang our heads in disappointment.
  19. Bradley_IFV

    Slax's wish list

    [ QUOTE ]
    cant really disagree with any of that. I have heard some talk that fire on a defender would be unimpressive since defenders rely more on their secondary effects of their blasts..and fire really doesnt have a secondary effect other than damage that still wouldnt add up to much, but i havent really looked too much into it. beyond that, yeah, nothing too bad.

    [/ QUOTE ]
    Archery is a negligible secondary effect set, with only two powers that do anything that a Fire set wouldn't do. Explosive Arrow offers Knockback and Stunning Shot ... stuns, imagine that (Disorient, actually) -- everything else is straight damage or DoT.

    Sometimes the best defense is a good offense, but if that's not good enough, do a reverse treatment to how they proliferated Psychic Blast over from Defenders to Blasters. You could add in a damaging immobilize, remove Aim, maybe switch out something else to add in another secondary effect, and voila! Defender Fire Blast!
  20. [ QUOTE ]
    What makes Force Field not villainous enough? Masterminds get it.

    [/ QUOTE ]
    I think the consideration was that, for a Corruptor, Force Fields were seen as being too team-focused, and that thematically a villain might be more out for themselves. Empathy also had that stigma, until they got over themselves and made PD.

    Masterminds got it for two reasons: Robots already had some bubbling, and Masterminds are intrinsically interested in their team, even if it's only their henchmen.
  21. Been flexing my altaholic creative muscles, trying to come up with characters that will be interesting to take across to the other side once Going Rogue comes out. For most of the ATs, I've been looking at what powersets don't have analogues on the other side, and trying to come up with concepts that make sense to go bad (morally, not power-wise).

    Defenders have three primary powersets that don't directly have matches among Corruptor secondaries: Empathy, Force Field, and Trick Arrow. Empathy finally has a partial mirror in Pain Domination, but with enough differences to take pause. Force Field carries a stigma as a not-villainous-enough powerset, and Trick Arrow lacks its damage partner, Archery. Speaking of Archery, Defenders also have Psychic Blast as a secondary that Corruptors don't get.

    To start with, I want to ask what people think about the following combinations, and then ask if there are other primary/secondary pairings (including Corruptor-shared powersets) that you think would make the best (or at least most interesting) GR Defenders:

    Empathy/Archery
    Empathy/Psychic Blast
    Force Field/Archery
    Force Field/Psychic Blast
    Trick Arrow/Archery
    Trick Arrow/Psychic Blast

    (For the record, I have an Emp/Psy, FF/A, and a TA/A among my 14 current Defenders.)
  22. [ QUOTE ]
    I think you missed the point. When you are creating an arc you are constantly entering the mission to check correct item/mob placement and mob strength (at least I am). That means you either have to leave Studio B to test your arc or you have to be in the main room to write it.

    There is a much easier solution however. Whenever I want to work on my arc I just go to Faultline or one of the other less populated zones and do it there. It's even quieter than Studio B.

    [/ QUOTE ]
    The REASON why they shut down powers in Studio B was to give a quiet place to work -- not initially for the reason the OP suggested. What they didn't factor in to the equation was, by keeping the quiet work room and the busy (or not so busy) contact/entry grid separate, authors were going to have to move from one room to the other to check on their missions.

    Adding even a silent entry grid into Studio B may help out those authors who can't make it all the way over to the next room to test out their arcs, but it may make it more of a hassle if traffic in and out of the room ruins the work environment. Your suggestion to move to a less populated site may be the more likely permanent solution for those who want the within-arms-reach accessibility without a noisy environment to work in.
  23. Less obviously (apparently), it was made so that creators of AE arcs could work on them in peace and quiet, for the most part. I haven't specifically checked to see if Studio B kills all character sounds, including footfalls, jump grunts, landings, etc., or if it has a quiet door as well. Especially if it doesn't do those things, adding a lot of foot traffic past people trying to focus on their work wouldn't be appreciated.

    Because Studio B detoggles powers, not simply suppressing them (IIRC), it makes it impossible to lock-and-load before stepping into a mission. Also, characters would be passing by the main contact/entry grid on the way to Studio B -- why go all the way through when you could just take care of business there?

    The lack of lag-inducing effects is, I think, a secondary benefit at best.
  24. OK, while I don't agree with not having an initial value at the point the accolade is received, I think I understand. If I have a new character, and I want them to gain the Smoke Grenade power, with a full 20 charges, I would have to:
    [*]Log out at Fort Darwin (or another non-hostile Arachnos base) for 21 days[*]Log in, gain the Arachnos Agent badge, and travel to the Vault Reserve in Mercy (or another VR location)[*]Log out for 21 days[*]Log in, gain the Thief badge and Black Ops accolade, stay there or go to a non-hostile Arachnos base

    (At this point, I have all of my necessary badges, but no power at all.)
    [*]Log out for 10 days[*]Log in

    Finally, after 51 days logged out, I should have the Smoke Grenade power with 20 charges.

    If I had logged back in just a day after getting the Black Ops accolade, I would have the power, but only two charges. But even if I had stayed logged out for more than the 21 days needed to get Thief and Black Ops, the clock doesn't start on the Smoke Grenade power until after I log in to receive both badges.

    Again, I understand, but don't entirely agree.
  25. Were you able to get the power after even a short time logged out at that location? I've normally been going to a completely different spot after I get each accolade.

    And shouldn't that be working immediately, with an initial set of charges rather than having to also wait for even one charge? That seems a little weak...