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There's no knockback a Peacebringer can do that an Energy Blaster/Defender/Corruptor can't do better.
Under the circumstances, probably the best thing the PB could have done is switch to Dwarf form and take over or support tanking. Then again, it could have been a Human Form. My Tri Form only does knockback in Nova, though, all human attacks are melee, which means no KB. Well, there's Solar Flare, but I haven't gotten to that point yet.
This is an old conversation, though. It's a matter of knowing the techniques for controlling knockback, which is true for all ATs. (And a PB doesn't even need to pick up Hover to direct his knockback downward) -
One thing to remember is due to the way the AI is set up, one member of any given group will always try to close to melee. This is an advantage when you are fighting against that AI, and so you don't necessarily want to give it up. In short, what's sauce for the goose is sauce for the gander, you have to deal with the same stupidity from your allies as you do with your foes.
One way to deal with the problem is to try to control which henchman chooses to be the "sacrifice". Normally, a henchman on Aggressive tends to be chosen more often than one on Defensive. This is why I keep my Arsonist on Defensive on my Thugs, this tends to keep him out of melee a good part of the time. Another thing to remember is that if he runs out of ranged attacks and has a melee attack recharged, most henchmen will try to use it. This is another of the Arsonist's problems, as he has three attacks with long recharge times, increasing the chance he'll be standing there with nothing to do. Making sure all your henchmen are fully upgraded with increase their number of options, reducing the chance of that one melee attack being the only one recharged.
Using Goto or the Defensive command can help, too. Changing a henchman's stance seems to reset his AI and make him decide what to do all over again. Setting a henchman to Follow also forces the henchman to stop firing for ten seconds, which can clear his "attack queue" AND allow some of his attacks to recharge. -
Quote:Well, you know, if you got a character to 50, what did you accomplish? You got a level 1 Kheldian, or a level 1 SoA.I "worked hard" to get a 50 hero and a 50 villain so I could make Peacebringers (sucked), Warshades (sucked but not as much), Soldiers (decent), and Widows (one of my best toons). I still think the decision is a good one. Granted I probably would've done 30 or 35 just because 20 comes so fast, but I still agree with the decision.
If you get a Kheldian or an SoA to level 50, though, THEN what have you accomplished? You have a level 50 Kheldian or SoA.
You've still got that second accomplishment to aim for. And personally, I don't think making the first one easier made the second any easier. If anything, it made it that much sooner before you got to realize that no, Kheldians and SoA are NOT uber powerful, and in fact they may suck.
I could have argued in favor of making it 30 or 40 (you get capes at 20 and auras at 30, EATs at 40 does kind of make sense) but if it ties in with Going Rogue, and we even manage to get a new EAT out of it, well, that's fine with me. -
Quote:If Weapon Customization could have been available at the time the game was developed, it's possible there could have been a single Power Set, called Medieval Weapons, which contained generic attacks and generic animations for a weapon of some type. You might then have been able to select a particular type of weapon, a sword, axe or mace, and the actual model, animation, and damage type could have been applied from there. It would have been a perfectly acceptable system, flexible and expandable with additional weapon options that might have been added later.A good example of what I'm talking about is War Mace and Battle Axe. The two sets are nearly identical, cut and paste jobs. War Mace is Smashing Damage and has different skins. Battle Axe is lethal damage with Axe Skins. The animations are near identical.
On the other hand, the system as it currently stands allows differences to be introduced into the Power Sets. Broadsword, Katana, Battle Axe and War Mace all have completely different feels, with different secondary effects, and even individual powers. Broadsword is slow and deals high damage, while Katana is much faster paced, and has a more skillful look. (It is also the only left handed weapon set) Battle Axe does knockback, while War Mace disorients, and Broadsword/Katana debuff Defense. Although a lot of this feel is in the animation, the animations ARE different. There are differences in cast times between some of the same powers in Broadsword, Battle Axe, and War Mace, and each Set has thus been balanced completely independently. To normalize their cast times would imbalance them.
The way the devs have the Power Sets currently set up, cast time, Powers and secondary effects are standardized across a Power Set, so they can balance that Set against its full capabilities. The suggested Medieval Weapons Set above would have to have a single secondary effect, a single damage type, and a single set of Powers - it would have to either have Parry, or not have Parry, for instance. One might theorize about a Bladed Weapons and Blunt Weapons, for Lethal and Smashing damage respectively, but that's as far as you could go. If you're going to give the different weapon options in the same Set different characteristics and cast times, you might as well just go ahead and make it a different Set. That way the devs can continue to balance each Set independently.
The important point, though, is that that isn't the way the devs developed the Power Sets. Broadsword, Katana, Battle Axe and War Mace already existed, before Weapon Customization were implemented, and they were designed around each being a unique Set, with their own individual characteristics. So it's too late to change now. We already have legacy Power Sets to deal with. And no one is going to want to give up Broadsword's Parry for a more generic Power. No one is going to want to give up Battle Axe's knockback for a -Def. Many players chose those Sets for those characteristics, and are not going to want to give them up.
Now, this is not to say that future weapon sets can't keep Weapon Customization in mind, incorporating Powers and effects that are meant to widen the available options. (Such as making Polearms do a small amount of Lethal damage as well as Smashing, so a blade can be put on the end of a staff) This is also not to say that the existing weapon sets cannot be merged across Archetypes, making Broadsword the Bladed Weapons for Scrappers and Stalkers, for instance, and Battle Axe have the same options for Tankers and Brutes. The weapon models would be shared, but the secondary effects and animations would actually be determined by your Archetype, not the weapon model. (So a Tanker's Broadsword would do knockback, while a Scrapper could use his Battle Axe to Parry)
You've got to be realistic about what is possible, though, and how much time it would take. The devs might be able to "tack on" a model that allows you to use a crossbow with the Assault Rifle Power Set. With quite a bit more time, they might be able to cross link the weapon you select with animations, and have a crossbow be usable with Archery, using different animations which still have the same cast time and effects as the existing Powers. As there is nothing like this currently in the game, however, we're talking about adding a new feature. Using the selection of the weapon model, the crossbow, to also select the Power animation. Weapon Customization + Animation Customization.
The final step, actually having the Crossbow do something unique, or have a different cast time, would most likely have to be a totally new Power Set. -
It's 50/50, really, since Stalkers do more damage now and have more hit points, not to mention Criticalling more often on teams, the attack is not nearly as needed to level. OTOH, the demoralize effect can be quite handy, if not for direct damage dealing, at least for a team support and damage mitigation tool. So I would say it is no more or no less needed, but it is a signature power of the Stalker.
I actually levelled my first Stalker from 1 to 26 without Assassin Strike, to say that I could and I did. There was no appreciable lack of damage dealing capability, I simply used Crippling Axe Kick as my primary attack, and Criticalling every time as I was coming out of Hide the damage was at least enough to one hit kill a Minion, particularly with Focus Chi. Anyone who says you NEED Assassin Strike to take on a Minion or Lieutenant is overstating the case, most of the damage is overkill unless you are taking on a Boss. Against Bosses, though, AS is still your best weapon.
I would personally say that past 20 you should probably pick up Assassin Strike. That's what I did, after all. But there should be room for it in your build by then, no matter what the case, and you'll have already learned the techniques you need to survive without it. That can help you keep from relying on AS too much as a crutch. Of course, the other reason I respec'ed into at 26 is that Crane Kick finally unlocked, and I traded out Crippling Axe Kick for it, as my primary attack. So I actually had an ulterior motive for choosing that level. -
I have already created the same character as a Tanker and a Brute. (Shut up, Thirty-Seven, I know what I mean
) I'm keeping both of them. Each is that character in a different way. I think the Brute is more in line with my original concept, but the Tanker has features of the character as well, that the Brute does not.
My character is actually an "energy battery", that is able to shift his energy from shielding his body to putting more of it into his punches. Technically speaking he should be able to "switch" between Tanker and Scrapper, choosing to do more damage or have more defense based on the situation. Of course, I realize that would give him way too much advantage in most gameplay situations. Still, the Brute isn't exactly there, he doesn't have control of it, he "shifts" from defense to offense over time, instead of choosing the moment.
The Tanker is in some ways easier to deal with because it is more constant. I can use the powers, like Rage and Unstoppable, to represent the shift to offense. I can spend more End at the start of the fight to do more damage, instead of doing more damage at the end. And his Taunting is very much a major factor in the character. He doesn't just draw everything in the room to attack him, he WANTS everything in the room to attack him. It makes him feel like the tough guy.
My Brutes are Brutes and my Tankers are Tankers. I can't think of Loopy Loup Garou as a Tanker, he's a Brute, with all that entails. I can't think of Arladen as a Brute, he's a Tanker, a sneaky, stealthy Dark/DB Tanker, at that. He's not a Stalker either, he's a Tanker. A sneaky Tanker. Yeah, I know how that sounds, but that's the concept, and it works.
Maybe that's concept. But honestly, I don't think the gameplay is all that much the same, either. The only thing the powergamers have against Tankers is the damage. And quite frankly, I think that's just short sightedness. Something damage is not the main thing. -
Quote:Assault Rifle does not have Aim. If Dark Blast is proliferated to Blasters, it is at least possible that it will not have Aim either. (Psychic Blast for Defenders does not have Aim, but it does for Blasters, so for Dark it could go either way)Every other blaster set has Aim, regardless of the special set-defining powers the set has.
As for Swap Ammo replacing Aim, I don't believe that is the purpose of Swap Ammo, although it should be noted that as well as the potential to avoid the resistance of some foes, the Incendiary Ammo also does additional DoT damage. Thus if you use Swap Ammo ONLY for Incendiary rounds, you will get a constant bonus, not just the 10 second bonus of Aim.
However, the power of Swap Ammo is rather its flexibility, the ability to change the characteristics of the attacks to suit your foes. There is no other Set in the game that does Lethal, Fire, Ice AND Toxic damage. Period. There is also no other Set in the game that lets you choose your Secondary effect. This flexibility is at the cost of the strength of those effects.
If you want a Lethal set with Aim, take Archery. If you want to do more Fire damage, take Fire Blast. If you want to freeze foes better, take Ice Blast. You shouldn't expect Dual Pistols to be as good as all three of those combined. -
I will say that there are plenty of Power Sets that have individual Powers that do not take IO sets. Swap Ammo is not unique in that, and it does not gimp the set in that respect.
I think the complaints that the power could not be slotted at all is a valid one, though. While there is nothing obvious that it could be slotted for at the moment, there were plenty of suggestions, including just giving the Auto power an innate To Hit bonus that could then be slotted. That would at least allow an option for the one slot you get with the Power.
The devs seem to have decided that this is not an option even worth considering, however. Or at the very least, their silence appears to make such a statement. -
Ironically enough, there were Crossbows in the game back in Beta. Back when Blasters were Ranged/Melee, not Ranged/Manipulation like they are today, all of the Blaster Secondaries were identical to Melee sets, except for the first power, which was always a ranged Immobilize power, just like the one we have today.
Back in those days, Broadsword (originally Medieval Weapons, but the axe, mace and possibly other weapons were removed from that set and made into their own sets) was a Blaster Secondary. So it was possible to have an Assault Rifle/Broadsword Blaster.
The first power in Blaster Broadsword was Crossbow. It drew a Crossbow and fired it.
That's ONE power, however, out of ONE Power Set. There is not a complete set of animations for the weapon, and it likely reused the animation for Assault Rifle Slug, with a different weapon model and graphic for the arrow.
Now, it's POSSIBLE that you could take a selectable weapon model, like the different models available for a Bow, and replace it with a Crossbow option. And it's POSSIBLE that you could take the animations for the Bow, like the animations for Super Strength, and replace them with different animations. And it's POSSIBLE that you could tie the two together, so that when you pick a Bow, you get the animations for a Bow, and when you pick a Crossbow, you get the animations for a Crossbow. And it's POSSIBLE that you can tie this to the stance, as well, so that when you draw the Bow, you hold it in one hand by the center, and hold your other hand to draw an arrow, and when you draw the Crossbow, you hold it by the stock like an Assault Rifle.
It's also POSSIBLE that you could take a weapon model for a Broadsword, and replace it with a Battle Axe. And it's POSSIBLE that you could make it so when you picked a Broadsword, you'd get the animations for the Broadsword, and when you picked a Battle Axe you'd get the animations for Battle Axe. And I suppose it's even POSSIBLE that you could change the activation times and effects of the powers, so if you were using a Broadsword, it would act like the Broadsword Power Set, (with Parry) and if it were a Battle Axe, it would act like the Battle Axe Power Set. (with something else instead of Parry)
It's POSSIBLE. But it ISN'T. And it isn't likely to ever be.
A crossbow simply isn't used like a bow. It isn't held like one, it isn't drawn like one, it isn't fired like one, and it doesn't have the same impact as one. (Although at least you aren't trying to turn Smashing damge into Lethal) While I suppose the devs could start considering using one Power Set for all the different types of weapons, it's more likely they will continue with their current design of separating weapons into different types. Thus, Crossbow would more likely be a new set, not a "reskinning" of Archery.
And this IS real knowledge. We know this is what the situation is because we have read the devs' description of the system, and we understand what the limitations are. This isn't like adding a new model to Claws, this is like trying to turn Claws into Katana, or Dual Blades. The Dual Blades just aren't held or swung the same way the Claws are. -
Quote:I have found that while using only one of the two DOES reduce your overall damage, it is not as by much as having neither of them.IMHO, i would get both upgrades and just use them before you even start fighting because both upgrades gives the pets better powers, not using one, or both of the pet upgrades seriously gimps your pets
Basically, the more attacks a henchman has, the less of them he can use. Similar to how a player builds attack chains, a henchman has a maximum number of attacks he can use over a given period of time. On top of this, the AI must take around a second to make a decision as to which attack to select next, which the player doesn't have. Thus, at maximum upgrade the attacks will not be used as fast as they recharge.
Putting it another way, whichever of the two you add first, whether Equip or Upgrade, significantly improves damage. The second of the two has a lower, but still noticable impact on damage. So in the heat of battle, I would definately put the priority on the first upgrade, but not use the second until you are sure other factors do not take greater priority. (Such as healing yourself or teammates because your health is in the red) -
Quote:Yeah, I'm one of those people who believes Blapping is a style, not a power choice. I have an Electric/Fire Blaster who has an extremely strong combo in Tesla Cage/Fire Sword/Fire Sword Circle, but I wouldn't call her a Blapper. Her sword is part of her concept, but mostly she sticks at range, either letting the foes come to her, or darting in to finish off the last few foes.I've got a elec/elec that, due to some powers, requires me to get into melee range. I'm not a blapper and don't want to be, but he doesn't suck at it either. Though, that wouldn't match your DP idea.
Blapping seems to me to be more about leveraging the really high damage melee attacks for the quick kill. It's still a stick and move strategy, but more constant, instead of something you do only when the situation presents itself. Instead, you make the situation present itself.
It does hint that you can work your way up to it, and as I've gotten more experienced with my Blaster, I've found myself becoming more comfortable Blapping. It almost becomes an instinct.
I could be wrong about this, but I don't think Stealth is a major part of the concept here. It's about reaction time and quick movement. Stealth slows you down, and isn't really useful once the combat has started. (and the one Secondary that has non-slowing stealth doesn't have any Blapping moves) -
Quote:I think that's an oversimplification.Really, I think you're segregating these mix sets too harshly, as if they're red-headed stepchildren of sets. No, an Assault set is simply a damage set. Just like Melee is a damage set.
First of all, there are five types of powers. There are similarly five types of Power Sets. The Power Sets are, primarily, made up of one of those five power types. This has been inherent to the design of the game since day one of the Archetype System:
Melee
Ranged
Defense
Buff/Debuff
Control
There is no "Assault" power. There is no "Manipulation" power. No power can be Ranged and Melee at the same time. No power can be Defense and Control at the same time. The lines are a bit blurred, for instance, a Ranged power can apply damage and hold a foe, and a Control power can apply damage and hold a foe, but in general it is easy to tell which is which. A given power fits into one and only one of those categories. (The one real exception seems to be those Buff/Debuff powers that both debuff and control in equal amounts)
Power Sets specialize with one of those given types of powers, but there are always "crossover" powers that allow more flexibility in the design of a character. Ranged Power Sets, for instance, usually consists of 7 Ranged attacks, one Control power, and one self buff, in the form of Aim. Some Melee sets add one or more Ranged attacks, Spectral Wounds from Illusion is more of a Ranged attack, and Buff/Debuff sets tend to be all over the place.
The problem is that a Power Set that is TOO concentrated doesn't provide the tools needed for a character to be effective. If Control powers did no damage, and Control Sets had only Control powers, (and the same for Buff/Debuff) no Controller could ever deal damage. If Blasters could only deal Ranged and Melee damage, no Control or Defense mitigation at all, they would die long before they could finish off a foe. Even Melee Sets as defined for Scrappers and Tankers are too specialized to provide enough defense to a Blaster, as was proven in Beta. I myself made the comment at the time that Melee with Defense is only half a power, you can't have Super Strength without being tough enough to withstand the impact on your own fists when you punch.
Now, it turned out Control was a viable alternative for damage mitigation as well. But that's where Manipulation comes from, it is Melee, plus additional powers required to make those Melee attacks USABLE. Likewise, Assault is not just "deal damage", the ability to deal damage from Range, before the foe is aggroed and able to attack you is a very different thing from being forced to fight in Melee. To ignore the combination of Ranged and Melee in Assault is to ignore what makes a Dominator's offensive strategy different from a theoretical Control/Melee or Control/Ranged. Certainly the two combinations would have their own strengths and weaknesses, just as Ranged/Melee did, and Dominators get to walk a line somewhere between.
Really when you get down to it, SoA and Human Form Kheldians are Ranged/Melee in the Primary, and Defense/Buff-Debuff in the Secondary. Perhaps a bit more Defense for Kheldians and a bit more Buff/Debuff for Arachnos, but neither are pure Ranged/Defense. Defenders and Controllers are pure Ranged, combined with those defenses which protect themselves as well as allies, and they do better with some Melee attacks, so that just gives you more flexibility. It's not like Ranged/Defense has really been shown to be a problem. It's just that it has drawbacks, as with any AT, that giving a little more flexibility in power choices does fix. -
Quote:I think a lot of the problems surrounding powers and Geko's animations is that originally the game was never intended to have powers that could be fired back to back with nothing but a cooldown timer and Endurance to limit them. The original system consisted of a dramatically smaller number of attacks, which could never have resulted in an attack chain. Thus, people would have been sitting around doing nothing for long periods waiting for attacks to recharge.Strictly speaking, I believe most of these pains really lay at the feet of Geko, because that man (and presumably any subordinates he had) was positively atrocious at understanding how powers worked in real practice, what their play implications were, and how people might use them in practice.
The problem is, this was flung up against Jack's "vision", and the actual gameplay style that developed once the players got ahold of it. Jack, as with most of his current games, wanted a constant interaction, console-type experience where you were constantly pressing buttons. And the players wanted an attractive, seamless graphic experience in which one animation flowed naturally into the next. Geko's original graphic design, which was intended for the open powers system, ended up being bashed to fit that vision. And it was bashed badly.
I agree that a lot of it was due to the devs not realizing that they SHOULD have gone back and redesigned a system based on cast time, damage, and recharge, not just damage and recharge. And they should have REALIZED they should have realized it. But the problem was also that the devs didn't have TIME to go back and redesign the system. Which is why we have so many reused animations, many of them used inappropriately for the amount of damage they do. -
Quote:I think this was it. Being the guy in charge of ED was not really something anyone could have recovered from. Comparing multiple trips back to the hospital to his having to die several time to overcome a Boss on his Nintendo DS was just the icing on the cake.At one point he said there would be no more major nerfs to the game, and shortly after he announced ED (no more 1acc/5dam slotting), which many called the biggest nerf ever. It's been debated many times if ED caused a mass exodus or no impact in player base at all.
I think he more said the wrong thing or left himself open to misinterpretation than any actual changes he made to the game. That "no more nerfs" quote, in fact, was that he said there would be no more major changes to Power stats, while ED was a change in the base game structure itself, the ATs and how Enhancements were slotted. He was technically correct since he wasn't changing any powers that he said he would not change. Of course, powers have been changed since, but I think that he also may have been talking about the inception of the "Cottage Rule", although not defined as such at that time.
I'll also say in his defense that as UnSub said, he was in charge during the most aggressive development of the early game, when many of the bugs and design flaws were being hammered out of the game. CoH also had a very tentative start, being as the original CO-like open powers design had been scrapped for ATs, throwing away a good half of the game's design phase. This left a lot of work that still needed to be done after release, although that's proven true for Cryptic's other games since. (And is probably true of MMOs in general) -
Quote:I'm fairly certain that I saw Kheldians and VEATs in the AT selection list, greyed out, until I finally unlocked them.Actually, the Kheldians and VEATS don't show at all (grayed out or otherwise) until they are unlocked.
And I know if I have one unlocked and not the other than the locked one appears greyed out. (As I have my hero 50 on one account and my villain 50 on the other) -
Don't think of it as the devs preventing you from using Dual Pistols until you buy something, think of it as the devs giving you early access to what you bought before it actually comes out.
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In short, To Hit adds directly to your chance to hit, which is usually 75%. If you have a To Hit bonus (such as from Tactics) it will effect all attacks or powers you use on an enemy.
Accuracy usually effects only that attack. It is a multiplier to your to hit, and base Accuracy is 100%, so if you have +20% accuracy, that means you multiply the 75% chance you have to hit the enemy by 120%, giving you 90% to hit.
For that example, then, +20% to hit would add 20% to your to hit, but +20% accuracy would only add 15% to your to hit. That's the difference between adding and multiplying. -
As you gain more of the same Tier of henchman, they go down in level. So if you want all your henchmen to be the same level as you, then you should only get one of each.
Basically, the idea is that each Tier is equal. 3 Tier 1s = 2 Tier 2s = 1 Tier 1 = You. That's not exact, but close enough.
Note that in PvP, while henchmen are still lower level than you, the level penalties aren't applied. Since the increase in damage by level is really negligible (particularly compared to the level difference penalty) each henchman pretty much is the same level as you, in PvP. This can be a great advantage. (But a disadvantage, too, since the henchmen you have the most of are also the most easily defeated) -
Quote:My sister's husband always says about Ranma, "That is a very confused girl. Obviously. Because I'm attracted to her. So, a very confused girl."thehe. um that is one of my favorite characters of all time. so yeah not pulling me with that. I actualy dream of being ranma so yeah. Oh I have a lot of photos oh him/her and Jun Watarse. I wish I could post my favorite Jun one but then it is way to suggestive for the forums.
And IIFC, usually if you have a stable digitigrade biped, such as a bird, the foot has an opposable toe to do the job of the heel. Also, typically the body is balanced with its center of gravity over the legs, but reclining, often with a tail for even better balance. This is more stable than our upright posture.
As Samuel said, the thigh is tucked up against the body, and allows the leg to be under the center of gravity. -
Heehee. You forgot Tanker Energy Aura, Claws and Super Reflexes. And unlike me, put Empathy on the villain side and Pain Domination on the hero side. Actually, while the devs have been pretty clear about never giving Empathy to villains and vice versa, I think would would be cool if Preatorians got access to BOTH sets. Not holding my breath for that at release, though.
I also included Manipulation and Assault, since the devs seem to consider that part of Proliferation, even though technically there should be no place those sets can be Proliferated. They consider Mastermind Primaries to NOT be part of Proliferation. I'm guessing that's because the existing Manipulation and Assault sets could be assembled from existing powers. (Although for Mental Manipulation that was not entirely true)
I'm guessing there will be some "outside the concept" Sets that won't be Proliferated, like Ninjitsu for Tankers and Stone Armor for Stalkers. Empathy and Pain Domination would fit in that category as well. I'd like to see all Sets available to AT LEAST two ATs, though, if not a clear majority of them. -
Quote:That's a good idea.What WOULD be cool would be if you could buy an IO with vanguard merits that adds energy damage (with standard values) to a power and is slottable in any standard attack. It wouldn't have to be part of any set.
As others have said, though, the devs developed this game with the idea that your costume would have no effect on your gameplay. I think that was the right idea, and they should stick with it. I don't like being forced into a look because it's the only viable build with which I can progress. I can get enough of that elsewhere. -
I used to refuse to play Regeneration. Then I played three Regen Scrappers. I also said I would never play Katana, since I have Broadsword. Now I've started a Katana Scrapper. I wasn't really interested in Dual Blades for a while, but then I combined it with Dark Armor on a Tanker and loved it. I've also said I have no interest in Dual Pistols, but I bet I play it.
I haven't really played those Regen characters that often, though, and my Empathy Defender has been sitting around since release, almost, unplayed. I also found Electric Melee and Armor to be annoying. Although it was probably that I was trying to fit another concept. I've also really hated Electric/Kin. But as with a previous poster, I've got another Kin character that's okay, so again, it's probably the bash to fit concept. -
Quote:Yep, I know that, which is why I put it in quotes. I actually did a lot of research when I was coming up with my werewolf design. And really, walking on your toes isn't that easy for a biped, so likely it wouldn't be realistic. It's just the Rule of Cool in effect.In digitigrade legs what you're thinking of as a "reverse knee" is actually the ankle. It's just that the carpals and tarsals are elongated and the animal walks on its toes. Which has some definite advantages for moving rapidly on the ground.
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Wow, all this from animated tails. I dropped out of this thread for too long, obviously.
1) Jessica Rabbit and/or Minerva Mink aren't by any means the archetypical example of "toons can be sexy". Google "Red Hot Riding Hood". Assuming you haven't already seen it.
2) Fred Perry rules. He and Adam Warren are my favorite American artists.
3) I have a werewolf story where, similar to an earlier post, they do not transform from human to wolf form. Their forms are permanent, following the initial (several hours long) transformation. They are also quadropedal, although their bodies do have adaptations allowing them to use their hands and stand upright for short periods.
Similarly, my werewolf character in game, Loopy Loup Garou, has only a werewolf form and no human form. There are hints that his condition is artificial, although he insists he is a "real" werewolf and in fact has gone on the run from the law until he can prove that. He also appears to have human proportions from the waist down, not the "reverse knee" dog configuration, and has no tail, so he's actually not going to be effected by the topic, although I have other characters that certainly will. -
I would like for Shadow Maul to be a true "Shadow Maul". That is, you pull out a huge mallet made of dark energy and smash your enemy with it. Maybe several times, since it would probably have to keep the multiple hit tics.
No, seriously, when I first heard the name of the power, that's what I thought it was.
I'd like to see the old Storm Kick animation as an alternate for Flurry. And Shadow Maul. And Sands of Mu. (Think Chun Li)
I'd like to see a Medicine that doesn't use the Tricorder, for those Magic heroes that take that option from the Pool.
That's all for now, but I can come back later.