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Posts
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Joined
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Omega Maneuver is made of awesome and win. I don't understand why you'd want to change it.
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So what's wrong with too many pets anyway? I remember when we fought Reichsman the first time, we threw at him a number of HVAS, Shivans, Imps, Zombies, Bees, and used a variety of temporary powers. Having too many pets at once isn't an issue as long as they cost a fair amount of Inf. If you're willing to spend a billion Inf on pets, you should be able to put together an army that can take out Reichsman. It's just, you know... a billion is a lot of Inf.
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Alright, I've thought about this a lot before, so here's how you fix it and make it work...
Craftable Recipes that give a temp power for summons.
Have them drop as Bronze, Silver, Gold, and Purple recipes. Like most temp powers, you cannot have more than one of a specific summon at a time. Recipes would contain 3 charges. Why 3? Because a purple recipe to win 1 fight seems way too costly, considering Shivans.
Bronze summons are pet class summons on power levels similar to the Patron Power Pools pets, albeit enhanced. They would NOT check to see if you are a hero or villain. It can be assumed if you've obtained these recipes, you have managed to coerce the character into working for you if they are unfriendly.
Silver class summons would be Boss class. Gold would be EBs. Gold class recipes are hard to get, so gold class summons would be better. Finally, purple recipes would give AVs. Perhaps you're a hero and Ms. Liberty likes you enough to help you for a short period of time. Perhaps you're a villain and you're just awesome enough to force her to fight for you (If she doesn't, you'll blow up a bus full of nuns, but after the 3rd fight, she saves the nun-bus while you're distracted by nachos.)
In addition to these, have Pet-Class summon temp powers that you can buy at stores. These would be equivalent power to the bronze summons, but would only contain 1 charge each. They'd also have different options per side. For example, while Heroes could buy Longbow, Wyvern, and Legacy Chain, villains would be able to buy Knives of Artemis, Arachnos and Circle of Thorns Demons. Vanguard would sell Vanguard members to both sides.
Once again, the point here is...
-Anyone can purchase weak, one-use pets. They'd have a short lifespan, perhaps 4-10 minutes, and be easily killed.
-Stronger pets would be available in recipes. Rarer recipes give better pets.
-A level 50 villain with enough infamy can force Statesman to fight Ms. Liberty for his amusement, just like comic book villains do, while a level 50 hero with enough influence can force Captain Mako to turn on Lord Recluse... Not that he wasn't planning to betray eventually anyway. -
1) Full agreement. Absolutely need these.
2) I'd probably use a few of these, especially the jetpack.
3) I was unaware there were missions that couldn't be completed without teams. Sure, there's some with AVs, but when scaled down to Elite Bosses, they're certainly viable.
4) Never tried Kheldian. I'm mostly redside. No Comment.
5) As nice as that'd be, we're getting it in GR, so we'll see what happens there. For now, there's AE.
6) Oh gods, yes. We need so much more redside than there is now. Hopefully GR will help make redside desirable. -
The other day, while taking my character to a random Arbiter to gain his level up, I was struck by the thought "This is silly, there's an Arbiter in my Villain Group. Why can't she level me up?" and then it all clicked... Base functions can be added with minimal new art by adding one thing...
-Customizable NPCs that function as items. They would work as follows.
-First, select your type of contact. The options could be, for example,
---Arbiter/Hero
---Fateweaver/Hero Corps Analyst
---WW/Market contact
---Tailor
---NPC
-Second, place that contact in the base. They may be restricted by room, or they may be free to be placed anywhere. Dev's discretion. The NPC style would be placeable anywhere. They would then appear as Wireframes, similar to the AE building wireframes.
-Anyone with base editing privileges would have the option when speaking to any of these characters to change their name, costume, and Info, as normal for a custom critter. Arachnos outfits would also be an option, as would using any custom critter you'd bought in AE, with the exception of unique characters: you can't have Ms. Liberty in your base, but you can have a standard Longbow Guardian. NPC types would also include the option for a text of dialogue.
-Finally, once set up, anyone in the Super Group could speak to them, and they would function as a contact of their type, either allowing you to level up and such, change your difficulties, change outfits, or use the tailor. NPC types would simply have a dialog box pop up that you could then close.
This would require NO new art, allow a great deal of customization to the bases, and allow an easy way for much more functionality to be added to bases.
Other possibilities that they could do would include...
-Wandering around your base, or around a specific room [For NPC types only]
-Be able to be placed with various standard emotes
-If base raiding ever happens, turn into enemies that help defend your base, with powers chosen similarly to AE, except prestige and power cost would determine how strong (For example, minions would be rather cheap, wheras putting an AV in your base could cost over a million prestige and a large amount of Control.)
I'm under the impression that Low Art is important as someone mentioned in one of the Panels that were posted on the site the possibility of adding such things to the base. He said that the capability already exists, and they're just waiting on the art. The artist then said he's been working on Going Rogue, and would have to design something awesome and unique for each such thing.
Hopefully, if I get enough support from people here, the developers will see that we don't need new art for this if you allow us to create the art by ourselves. We've got a robust character creator, one bragged about as one of the best aspects of City of Heroes, and we'd all love to use it to create our own butlers, sidekicks, tech support guys, or even just put ourselves in our bases to greet newcomers. -
I vote that every once in a while, Captain Mako gets into a bad mood and starts tearing up Sharkhead, slaughtering everything in sight. And if he meets Scrapyard, they fight.
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I agree with Empire here. No spawn control, but have it keep patrolling instead of going away. The main issue with it isn't the inability to control it, it's the 8 minute timer. I've got over 450 badges on my main and the Flier was one of the most recent I've gotten (last one I got before the Winter Event started, I believe) just because it took that long to get a team in the right place at the right time that could down it in eight minutes. Is it possible to duo? Certainly, if you're awesome enough, but the vast majority of players aren't, and 'average' players generally require a full team of 8 to take down a GM.
So either a way to force it (even something really hard, like someone doing an Barracuda SF) or have it stick around... But it needs to be easier to find.
...And yes, Caleb's a pain. I, too, got him on the 5th Anniversary day. -
I really like the idea. I'd say make the last one a damage proc, though. Elec Blast is pretty damage weak, and having a damage proc that only elec blast, and none of the other blast sets, can slot would help give it a nice boost in power. Chance for Energy Damage, of course.
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I want one where my head pops off and my body crawls around on the ground looking for it in vain. (One of my characters is a robot)
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I was really hoping to have a Giant as a foe in an arc, but yeah, 8 feet at a cap is a bit low. I, too, would like to be able to make larger-than-PC enemies.
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This is one of the stupidest ideas I have ever heard, and I support it entirely.
I want a big red ball!
I wouldn't trade an issue for this, but damnit if this sort of thing wouldn't be lots of fun. -
I just want a lot more power pools, including...
-Police weaponry: I want a pool that gives me the baton, a gun, and those other fun things you get as temp powers.
-Elemental Resistance: Not a tiered pool, but 6 powers, each either toggles or autos that grant resistance to Fire, Cold, Energy, Negative Energy, Psionic, and Toxic damage.
-Various power pools that let you pick up powers from other sets, such as an "Ice Sword" power pool that let any character learn Ice Sword, Ice Sword Circle, and Ice Slash (albeit weakened from their standard form.) Could be used to give characters with the power two instances of it, or could be used to give other characters ways to deal elemental damage other than their attack set's type. -
I feel like the easy answer here is additional power pools.
I can pick up Tough for Smashing/Lethal resistance to make my Invul character ungodly against appropriate enemies or to just give my Ice Dominator the illusion of Kevlar. And all the patron power pools give me protection against smashing and lethal, so why doesn't a damn one of them give me protection from fire?
If it's not overpowered for me to be able to pick up Tough, I see no reason why I shouldn't be able to pick up Resistance to any damage type as a power choice.
It doesn't even need to be tied to your element. The Fire user might be more resistant to ice because it melts before hitting him. Just give me the option to spend a slot, even if it's not till 41 or 44, for fire resistance.
(Yes, I'm very annoyed that none of the Patron Power Pools give fire resistance. It's silly and wrong. I love the idea for being able to just pick up fire resistance) -
I blame you for having poor grammar. That should have been a semicolon after "space," not a comma.
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I blame you for the fact that I'm out of tea!
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I blame you for never getting a response to my official request for a blaming permit!
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Also -fly. Let oranges protect you from -fly and -jump.
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The problem here is, simply put, heroes aren't supposed to kill. While a lot of these deaths would be memorable, heroes ARREST their opponents. It's made reference to multiple times. Certainly, sometimes accidents happen, but if every enemy you fight winds up dead instead of in the zig, the police are going to take away your license.
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I'd play one. Along similar lines, I want an Ice/Ice scrapper, which shouldn't be difficult at all to put together and Scrapper doesn't exactly have the brute issue so... I have no idea why we don't have one of those, either.
/Signed for more proliferation, especially ice proliferation. And while we're at it, Cold Domination on controllers. -
Yes, obviously i this it taken to far, it will get overpowered and really stupid. This is why I'm specifically saying that none of them should give more bonuses than a single level of an IO set would give, and that the temp powers granted should be relatively weak, but cool enough to use.
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I blame you for me having no idea who you are.
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My primary is a level fifty /Invulnerability brute, with a fair amount of Resistance and Defense, and yes, I strongly agree that purples go so much further towards not dying in nearly every instance. I have soloed some rather difficult AVs using nothing but a full tray of purples, wheras oranges just.. aren't helpful. The fact that purples protect me from the secondary effects of attacks, such as the energy drain of Elec powers and the slow of Ice powers, makes them signfiicantly better even if they DID provide the same amount of damage mitigation.
But as said, they don't provide even remotely the same mitigation.
If a character with no form of resistance or defense uses a medium purple, he goes from taking about 50% of his foe's attacks to about 25%. This cuts his damage intake by half, 50%.
If he uses a medium orange, he cuts his damage intake by...15%.
So a medium purple has a "base" mitigation of 50% and a medium orange has a base mitigation of 15%.
The character uses a second medium purple. He is now taking 5% of his enemy's attacks, so 10% of what he originally was. The second orange means he's taking 30% less damage, so 70% of what he originally was.
Two purples are 90% effective at preventing damage. Two oranges are 30% effective.
I vote upping the size of the oranges to 20, 40, and 60% damage resistances. It's huge numbers, yes, but it's more on par with the sort of bonuses Purples give, and it STILL leaves them weaker due to the fact that defense debuffs and enemy to hit buffs are more common than enemies hitting you with -Res.