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One request in the line of weapon customization, pet customization for MM's. Nothing too deatailed but simple stuff like setting pets to be male or female to better fit you characters background, setting uniform colors to match your VG's colors, putting your emblem on them stuff like that.
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The chances of getting female MM pets is extremely slim. Mostly due to, well, let's say 'less than mature' people that would misuse the emote system with said pets.
It's possible that they'll happen, a Carnie set would be kewl, but not likely. -
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so when does south park make a Cox episode?
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lol
anyways I gotta ask, seein as how I only skimmed this thread but what about stone hammers, fire swords, ice swords, an' energy melee.
Are the devs able to change those weapons, or are those "baked" into the sets?
I could understand if they can but choose not to because of the whole theme of the powersets, I just wanna know IF they could.
JFS
-The Legendary J-Man-
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Those aren't 'technically' weapons. They are part of the powers. Those things would need to have all the particle effects that accompany them stripped down to grayscale and recolored.
Those powers would fall under the rest of power customization, much like Energy Blast, Fire Control, etc.
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I can understand that for energy melee, but a stone hammer you can pull out and run around with just as much as a broadsword. Which is why I think the devs could, but choose not too.
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Stone also uses particles that would have to be colored as well. Iirc, a Stone Mallet hitting something would break off little rock chunks that go flying. Those would have to be colored too, which means stripping it down to grayscale. It's not simply a matter of 'Well, this power draws a weapon!'. You have to consider what the weapon does as well.
Stone Melee is not a complete weapons set as well. It has, what, 2 powers that use the 'weapon'? As compared to the other sets that use the weapon for the vast majority of their powers. For them to do a partial weapon set, would lead to 'Well, why didn't you do X set? It only has two powers that draw the 'weapon'.'.
Just give it time. It's a start. Rome wasn't built in a day you know. -
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so when does south park make a Cox episode?
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lol
anyways I gotta ask, seein as how I only skimmed this thread but what about stone hammers, fire swords, ice swords, an' energy melee.
Are the devs able to change those weapons, or are those "baked" into the sets?
I could understand if they can but choose not to because of the whole theme of the powersets, I just wanna know IF they could.
JFS
-The Legendary J-Man-
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Those aren't 'technically' weapons. They are part of the powers. Those things would need to have all the particle effects that accompany them stripped down to grayscale and recolored.
Those powers would fall under the rest of power customization, much like Energy Blast, Fire Control, etc. -
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Will the server transfer dealy be ready for i11 I have a lot of toons on my home server that need to be moved so I can make new ones. I'm only keeping them around due to their badges, (ya never know when a new accolayde will need em o.o).
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Character transfer should be working now. -
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Are there even Redcaps in CoV?
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Technically, yes.
Farm Red Caps in the Valentines/Winter Event missions.
Khabal:
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but one big release would satisfy all parties
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Except it's FAR more work for the non-weapon powers. Rather than holding onto complete customization till Issue 12, 13, 14+, they release what they have NOW. The weapon customization is essentially telling the power to call a different skin. Fairly simple.
To the people asking about sheaths/holsters/etc., it's entirely possible. Hasn't pretty much every Issue brought with it a swath of new costume options? This would be the perfect time to introduce such options. -
Here's something else to consider...
With this Flashback thing, we can now potentially do all of the stuff in the back-history of the CoH universe.
Want to be there when Blue Steel busts Tub Ci?
Want to be there with Galaxy Girl in Eden?
Want to help Talos?
This opens up SO much more than just redoing missed contacts. -
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The only things not mentioned were Spines and Ax in the list.
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Axes ARE customisable. Spines aren't. Should be in the Dev Digest by now...
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That's fine if they mentioned them outside the article.
But the article doesn't say Axes, which is very likely a typo.
I should've said 'mentioned in the list'. -
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Positron lied to us. This update contains two things players have been asking for since essentially the beginning of the game, not one. We get both Flashback and weapon customization!
I have emerged from my hole to say that I approve of Issue 11 and am as giddy as a schoolgirl.
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Hahahaha...
Actually Weapon Customization made the feature list AFTER I made the original "something you've been asking for" post, where I was referring to Flashback. (We had players in the CoH beta test asking for a way to go back and do the story arcs of the Contacts they skipped).
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Yeah but what about powers without weapons? I'm trying to get my GF interested in the game and she's [censored] about how non weapon users dont get power customizations. Which IS true. When will they get customizations?
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Just tell her its a start.
They couldn't just do all of it now, or it would take a lot longer for I11 to get out.
The non-weapon powers are harder because they have to go back and strip out the colors then add in palette choices (just leave it at that non-weapon powers are a LOT harder than weapon powers). The weapons call a model to be drawn. It's relatively simple to just have it call a different model. -
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will the weapon customization effect ninja katanas or bows?
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Yup. The article said so.
The only things not mentioned were Spines and Ax in the list.
Here's something else to consider.
Now that they've got the tech for this in place, they can potentially add in anything for a weapon that makes sense for those sets.
Since it appears that it's now calling a model variable rather than a model constant, that variable could be anything. -
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First!
Edit - This is really cool news.
Flashback.
A start at power customization.
Normally, I'm kinda skeptical at new issue time, but this has me pretty excited. Now, I don't have to carefully plan out how my character is going to do his/her missions in order to see it all.
One question I have though, is Flashback going to allow a character to do all the missions from a contact or just the story arcs?
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Story Arcs and Badge missions.
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Pretty good.
One further clarification please, will it be enough possible missions to fill out contact bars? One of my biggest OCD things is seeing a half-completed bar. It makes things seem 'undone'. Maybe make it so that the Flashback'd missions give more contact-experience (for lack of a better word) towards completion of the bar?
Thank you for the response. -
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So how does that crow taste?
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I called it first though.
Here. I think I was first.
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There were people calling this one before this thread was started. I will not take credit for it originaly, but I was one of its defenders!
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Well, as far as I know, it was the first. I haven't read other threads re: this kinda stuff, so in my mind, I was. -
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So how does that crow taste?
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I called it first though.
Here. I think I was first. -
First!
Edit - This is really cool news.
Flashback.
A start at power customization.
Normally, I'm kinda skeptical at new issue time, but this has me pretty excited. Now, I don't have to carefully plan out how my character is going to do his/her missions in order to see it all.
One question I have though, is Flashback going to allow a character to do all the missions from a contact or just the story arcs? -
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ok, this thread has WAY to much negativity, it outweighs those of us that try to look on the bright side, I hate to say this but this will be my last post on this thread as people just seem to want to bi**h and moan about how THEY think the dual blades should look, I think the poll about the powersets were about us choosing a power theme and not having any control on the outcome, in my earlier post I threw out some suggestions onto the thread but now after reading this thread more thoroughly I won't be coming back to this place of eternal darkness... so long black pit of despair and hello sunshine...
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Again. No reason to complain about how any of the weapons look anymore:
http://uk.cityofheroes.com/game-guide/feature-updates/
And there was MUCH rejoicing! At least there'd better be
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/em jawdrop1
Unbelievable...
Brain going into overload...must buy stocks on margin...must learn to yodel....BZZZT!...shutting down
Edit - Hmm...I wonder if the Flashback thing is only for story arcs or if it will allow a person to do all of the missions they missed from a contact... -
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Wasn't this thread supposed to be about the new powersets and not the effectiveness of blasters and stalkers in pvp? Just a question, mean no offense.
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It started out about how Stalkers and Brutes are getting another powerset boost and the porting over of yet more Hero sets to Villains. Meanwhile, no Villain sets have been ported over to Heroes. -
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Focus being changed to one or two thrown blades with Lethal/piercing instead of Knockdown/Knockback
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This would be cool if they included chains or some other method of 'attaching' the blades to the person. That way, thematically, the character could be shown throwing them and reeling them back in as part of the animation. It could even include a slight disorient component.
Otherwise, it becomes a matter 'Where is (s)he getting all these sai?'. -
Since this isn't the place for this, last reply:
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And Gauntlet doesn't even work. Fury doesn't work in PvP. Vigilance is a piece of crap. And a large part of Assassination is borked, as well. Defiance may not be the cream of the crop, but at least it does what's intended of it. What's more, Blasters aren't exactly dependent on their inherent to perform their basic function the way many other ATs are.
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You'll notice I said when Gauntlet isn't broke, it works fine.
Fury works just fine in PvE, you know, the part of the game that a character can actually advance in.
Assassination is borked? BWAHAHAHA! It does it's job, gives a Stalker massive burst damage. Unless you're suggesting that Assassination should be used for every single attack a Stalker makes.
And yes, I did say that Vigilence was crap.
Defiance does what it's intended to do? You do realize it doesn't even kick in appreciably until the Blaster is a hair's breadth from face-planting right? What's more, at that point if something looks at a Blaster funny, they are planted.
They aren't dependent because the inherent could just as well not even be there! The reason Villains are dependent on them is because they were DESIGNED that way from the getgo. Hero inherents are an afterthought!
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If you mean to suggest that Kheldians are performing better than Blasters, I have a feeling you'll have a REALLY hard sell on that one.
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Where did I suggest that?
I said their inherents are marginal at best, as in 'not good'. They aren't noticeable in their effect, at least for me, so they don't help or hinder a player. They just are.
My PB is doing just fine...providing there are no quantums around.
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I thought we were comparing Blasters and Corruptors. If you want to go that route, we can get all off-topic talking about what each AT can do better than the next.
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No, you were comparing Blasters and Corruptors.
I was comparing nothing, save powerset porting between Villains and Heroes.
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The same could be said for most Corruptors, only they take so much longer to kill most things that that window for things to "go wrong" in is much larger.
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Corruptors have a much more massive error-tolerance than a Blaster. Between the buffs/debuffs and heals, they are able to survive those things going wrong.
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I have to say I'd like to think you were joking. A Stalker can barely clear a group of THREE mobs in the time it would take a Blaster to obliterate a spawn from a moderately sized team. A Stalker may take down that single boss better/quicker than a Blaster (maybe), but that's one out of a about a hundred or more possible situations. Everywhere else--regular mobs, AVs, GMs, PvP--a Blaster always contributes more.
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Bull.
Plain and simple.
By 'Blaster obliterate a spawn for a moderately sized team' you mean a Fire Blaster using their nuke right? Not every Blaster is a 95% elemental damage, AoE effect, build. Oh, wait...that nuke missed or didn't finish off the boss...welp, guess that Blaster is going to the hospital.
A decently built SR Scrapper has a Defense value (non-Elude) of roughly 37% for Melee and Ranged, 32% for AoE. This is without taking into account Inventions. While a decently built non-Elude SR non-IOd Stalker (depending on the build planner used) either roughly 44% or 52% for Melee/Ranged and 88 or 108% for AoE. So a Stalker has more Defense (read: Survivability) than a Scrapper of the same powerset. Now, I may have read those numbers wrong or clicked something that I shouldn't have, but that looks like you belong to the Stalker Defense League.
Combine said survivability with Energy, Toxic, Neg. Energy damage types, and if a Stalker can't take out a 3 mob grouping between AS, Placate, and crit'ing another, then they don't know what they are doing.
A Blaster contributes more? In an AV/GM fight, it's not about burst damage, it's about SUSTAINED damage. Which a Scrapper, Brute, and possibly Stalker, can contribute more of. Along with less overhead required support from teammates.
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Anything that would kill a Blaster (especially one with Aid Self), would just as surely wipe out a Corruptor. Corruptor's really don't have much more damage than Defenders, and their buffs are considerably inferior. You don't hear anyone talking about Defenders being overpowered compared to Blasters.
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That's because a Defender works. Their AT is one of the best balanced both intra-AT (Trick Arrow/Archery aside), and compared to others.
Combine Corruptors buffs/debuffs with their damage and they can equate or, in some cases, outmatch (Fulcrum Shift anyone?) a Blasters damage. All Corruptor secondaries have a -Dmg power (save Sonic Resonance) and some have a -Acc/ToHit power. No Blaster has a debuff like that (one planner says /Ice Manip has a -Dmg in Chilling Embrace but another doesn't). As well as all Corrs saving AR and Dark having Aim in their Primaries.
A Blaster, without teammates, has to be able to take, barring Inspiration usage, an alpha strike and hope that it misses. Or pray that they take out their enemies first. A Corruptor can slap on the debuff and not have to worry nearly as much.
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I don't mean to make assumptions, but you obviously don't PvP enough. Go into any moderately populated PvP zone and watch for a while. You don't see Stalkers showing up and completely clearing out the zone. They may get a single kill and run away, but they don't mow through things with impunity the way all those Ice & Fire/Em Blasters do. Now go watch some high-level, arena or team PvP and compare the Stalker population to the number of Blasters you see. Stalkers may be infamous for their ability to frustrate people, but only an absolutely expert Stalker is a real threat to even a moderately seasoned PvP'er, and the forums and in-game chat confirm this.
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I've earned Disruptor on three characters. A Brute, a Blaster, and a Stalker. An 'absolute expert Stalker'? My Stalker had Disruptor inside of a week by level 25 in Siren's with moderate play. She wasn't even completely built yet and was still DECIMATING everything save a few.
They get the kill, run away, let Hide come back up, and do it again. Unless there is an Empath providing Clear Mind or a Sonic providing Clarity, the number of Hero powersets that can see a Stalker PvP build is limited to: Ice/ & Stone/ Tanks, /SR & /Dark Scrappers, and /Dev Blasters. They are the ONLY ones that can get enough +Percep to make a Stalker concerned without requiring outside assistance.
Let's see...Stalkers have Mez Protection and pretty much every powerset cpmbo has some form of Mez available to them. A Blaster has no Mez Protection whatsoever. Something with a Mez looks at them and they are out of the fight without a Break Free.
Doesn't matter what the forums or in-game chat 'confirms'. Castle has said that Stalkers have the best kill/death ratio. I would believe him over anything the forums provide in regards to kill/death or who is accounting for most.
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I'm sorry, but your posts seem very skewed to favoring one particular side (Heroes) and one AT in particular (Blasters) as deserving of highly preferential treatment from the Devs, when really almost half the ATs are currently suffering from some serious problem, balance issue, or other form of under-performance.
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Yes, I am skewed towards Heroes because they are getting left in the lurch. Since Villains came out, they have gotten 5 new powersets (now it will be 9) while Heroes have gotten zip. And it doesn't hurt Villains to port over Hero sets, yet there is no reciprocation the other way. Villains have also had two ATs now getting their second new set of powers.
Yes, I am skewed towards Blasters because they have been continuously said to being 'looked at' since about Issue 3 and only NOW is Defiance getting tweaked or revamped.
The only AT that really needs some help is Dominators and possibly Kheldians. Every other AT is doing fairly well. Tanks are still tougher than everyone else. Scrappers are mowing through the mobs. Defenders (or Controllers or Corruptors) are esssential to AV/GM fights. Corrs are chugging along. Brutes are doing well. MMs are decimating things. Khelds, are being well, Khelds. Stalkers are hiding and pwning things. Just because things aren't godmode anymore doesn't mean they are broken.
I'm done with this and you. But by all means keep believing that the game is in such a shambles over three years after release. Individual sets may have some problems, but saying that almost half of the ATs are a train wreck is a bit of an exaggeration.
Don't bother responding as this has no place here. If you want to continue saying that the ATs are limping along, please do so in PM's. -
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I would hardly describe /Dev as "weak." It may lack Build Up, but other than Energy Melee, it's at least as potent (and in many cases moreso) than the other secondaries.
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/Dev isn't even on the map for the most part.
Elec outshines it. Energy out self-buffs it. Ice out utilities it.
The only thing /Dev really had going for it was Auto Turret and that was gimped when they removed Recalling Friend on it.
And /Dev really got screwed with ED, more so than the rest of the Secondaries.
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And since when was Defiance useless? Perhaps not the best ability, but it has its uses. What's more, there are at least 3 or 4 ATs whose inherent is either MORE useless than Defiance or just downright glitched with no sign of a fix in sight.
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Defiance is the second-most awful inherent in the game. It rewards a player for playing stupidly as well as rewarding a player's team for ignoring their jobs.
The only thing worse than it is Vigilence (should be named Negligence).
Fury is good. Punch-voke is good when it isn't broken. Containment is a godsend for Controllers pre-pet levels. Scourge is useful. Assassination is WAY overpowered. Domination is wonderful. Supremacy is ok, never really notice it. Crits are really good when they land.
The only things that could be considered marginal are the Kheld inherents. But those are made up for with the forms.
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Frankly, this game still comes down to DPS in the end: who can deal the most damage to the most targets in the shortest amount of time. Blasters put every other AT utterly to shame in this department. In the time it takes a Corruptor to properly debuff an enemy (mob or player) with their secondary, a Blaster is likely to have completely cleared the same enemy.
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And a Scrapper has cleared that same group with relative impunity. And he can go on to the next. And the next. And the next.
If ONE thing goes wrong, then that Blaster is toast.
If 'burst' damage is the metric, then Tier 9 nukes aside, Stalkers have it head and shoulders above Blasters. High burst damage combined with Defenses and Mez Protection.
Because of the debuffs or buffs the Corruptor can operate in relative safety, as well as in at least four of the cases (Dark Miasma, Kinetics, Thermal, and Radiation) heal themselves of damage taken. A Blaster can only do so after spending two power picks and even that can be interrupted.
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And don't even get me started about PvP. No AT on either side of the game can even come within spitting distance of the threat a Blaster represents.
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Stalkers.
Plain and simple.
They account for the most kills in PvP, then followed by Blasters. If you can't see the Stalker, then you can't get the Stalker. The ONLY Blaster build that can get a Stalker is a /Dev with Targetting Drone and Tactics, if the Stalker is a PvP build.
Even that might have changed since the intro of the Stealth IOs.
Sorry, but your idea that Blasters are kings is flat out, wrong. -
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People complaining that Controllers and Defenders need new powersets need to think that Scrappers and Tanks have been waiting longer than them for new powersets. All in due time. And Brutes/Stalkers are getting them just to widen the appeal, methinks.
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The problem with this is, Brutes and Stalkers have already gotten new powersets. In Issue 7, Brutes got Electric Melee & Electric Armor. Stalkers got Dark Melee and Dark Armor.
Scrappers and Tanks have gotten nothing since the start of the game, while two other melee ATs are now getting their second boost.
Doms have gotten nothing.
Corruptors have gotten nothing.
Edit - And yes, I realize it it somewhat simplistic comparatively to port over sets. But that should mean Tanks also get Energy Aura, Blasters get Traps, Controllers get Plant Control, etc. We don't however, see that happening. Villains can get Heroes powersets, but Heroes don't see any reciprocation.
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OK, I have to disagree on one thing. Blasters and Traps...Traps would be defenders. Traps is a buff/debuff set.
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It was just an example, not necessarily a 'Blasters need Traps' kinda thing. Blasters already have a good portion of Traps in /Devices. Though it would be nice for /Dev to get the Force Field Generator.
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Yeah, 'cause Blasters are so much weaker than Corruptors and such that they NEED inherent mez protection. /eyeroll
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Oh, excuse me if I'm skeptical on this.
Let's see...Corrs get buffs/debuffs combined with Ranged attacks, a useful inherent (no AT has inherent mez protection BTW), two primaries that are comprised solely of elemental damage, one that is almost all elemental and four mixed.
What do Blasters have? An all but useless inherent, three secondaries that are not as good as they could be, another AT that does their job but with less required support from teammates, two primaries that are all Smashing/Lethal with minor elemental damage, and another three that have a good portion as smashing.
And how is giving /Dev, arguably the weakest of the Blaster Secondaries, ONE power that would make the set viable.
Excuse me if I laugh at your statement. -
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People complaining that Controllers and Defenders need new powersets need to think that Scrappers and Tanks have been waiting longer than them for new powersets. All in due time. And Brutes/Stalkers are getting them just to widen the appeal, methinks.
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The problem with this is, Brutes and Stalkers have already gotten new powersets. In Issue 7, Brutes got Electric Melee & Electric Armor. Stalkers got Dark Melee and Dark Armor.
Scrappers and Tanks have gotten nothing since the start of the game, while two other melee ATs are now getting their second boost.
Doms have gotten nothing.
Corruptors have gotten nothing.
Edit - And yes, I realize it it somewhat simplistic comparatively to port over sets. But that should mean Tanks also get Energy Aura, Blasters get Traps, Controllers get Plant Control, etc. We don't however, see that happening. Villains can get Heroes powersets, but Heroes don't see any reciprocation.
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OK, I have to disagree on one thing. Blasters and Traps...Traps would be defenders. Traps is a buff/debuff set.
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It was just an example, not necessarily a 'Blasters need Traps' kinda thing. Blasters already have a good portion of Traps in /Devices. Though it would be nice for /Dev to get the Force Field Generator. -
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People complaining that Controllers and Defenders need new powersets need to think that Scrappers and Tanks have been waiting longer than them for new powersets. All in due time. And Brutes/Stalkers are getting them just to widen the appeal, methinks.
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The problem with this is, Brutes and Stalkers have already gotten new powersets. In Issue 7, Brutes got Electric Melee & Electric Armor. Stalkers got Dark Melee and Dark Armor.
Scrappers and Tanks have gotten nothing since the start of the game, while two other melee ATs are now getting their second boost.
Doms have gotten nothing.
Corruptors have gotten nothing.
Edit - And yes, I realize it it somewhat simplistic comparatively to port over sets. But that should mean Tanks also get Energy Aura, Blasters get Traps, Controllers get Plant Control, etc. We don't however, see that happening. Villains can get Heroes powersets, but Heroes don't see any reciprocation. -
Honestly? This is one of those things that should be a precursor to Power Customization.
Have a bunch of weapon skins put in. When the player selects 'Dual Blades' as their powerset, when they get to the Costume Creator, it opens up a new option called 'Blades'. There the player can select from Scimitars, Energy Blades, Short Swords, Sword + Dirk, etc.
The blade types can then be put to the costume slots. Different costume means (potentially) different blades. -
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I think what you define as "signature" is a bit too limiting. By that logic, any set that shares animations, regardless of skinning, is not "signature." This includes everything that uses the Total Focus, Bone Smasher, Ice Bolt, Smite, and etc. animations. That reduces the number of signature sets in the game to like... nothing... since the ones that have totally unique animations by necessity (Assault Rifle, Archery, Sonic, Martial Arts, etc.) are all shared by more than one AT.
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Not really.
For me, playing Broadsword, Battle Ax, and Mace all are essentially the same. They don't feel any different.
It's not only the animations, the entire feel of all three sets is the same. They just have a different weapon skin in place. -
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Scrappers have no 'signature' powersets.
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Then what's Broadsword?
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Do you honestly consider Broadsword to be signature?
I know I don't.
Now, if Scrappers had Street Fighting, I could consider that as a 'signature'. But BS? No way.
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Okay, educate me. How is BS not signature?
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You mean besides the fact that almost all of it's animations are shared with War Mace and Battle Axe? That's not 'signature'. It's reskinning existing animations and calling it a 'different' set.
Edit - And iirc, the only reason Brutes didn't get Mace and Axe is because of redraw issues (not to mention, if I can even forget they exist when I made that first post, they can't exactly be 'signature') and Fury generation, which have apparently been solved as they are now getting a weapons set. I figure it's only a matter of time before they get Axe and Mace.
Edit ^ 2 - Now, if they were to go back and give Broadsword it's own animations or somehow tweak it so that it actually looks different than Mace/Axe when in use, I could call it 'signature'. -
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Scrappers have no 'signature' powersets.
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Then what's Broadsword?
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Do you honestly consider Broadsword to be signature?
I know I don't.
Now, if Scrappers had Street Fighting, I could consider that as a 'signature'. But BS? No way.