Jade_Dragon

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  1. Quote:
    Originally Posted by Adeon Hawkwood View Post
    This isn't a weakness, this is a strength.
    I will say that Invincibility is probably the single most powerful scaling defense in the game (Energy Absorption is not as strong, and Rise to the Challenge won't help you against Alpha Strikes) and thus the other powers are somewhat weak in comparison. An Inv without Invincibility is going to be pretty crippled, and it's always an issue when a Set depends too much on one Power. Still, that's the way it's been since the Global Defense Nerf, and I don't see it changing. And at least Inv has a broad range of defense types, unlike Shield or SR.
  2. Quote:
    Originally Posted by Finduilas View Post
    I suspect this attitude dates back to the pre-defense nerf days, when Invul had defense, but its resist numbers were so high that the defense was basically redundant.
    Agreed. More recently, it is probably the change to Unyielding that has made the set more Defense oriented. Previously you were overcoming the -5% Def in Unyielding with your other Defense powers, that was folded into Invincibility, and allowed the DDR, which previously would have reduced Uny's debuff, I'm guessing. Even though supposedly there was no overall change in Defense, I believe one effect was better Def with smaller number of foes around you.

    And you should be able to take an Alpha Strike. If the problem is Cimerorans, if they haven't hit you yet, then they haven't debuffed your Def yet, so you should be able to take it. If you are not, the only thing I can think of is you don't have enough foes in melee, and the alpha strike is coming at you from range. I know that's what usually gets me, but I'm assuming you already know all that.

    AFAIK, no real changes have been made to the Resists, so Inv is numerically better than it has been in the four years since I5. Your base defense is 5% higher, and I believe Inv is better with smaller numbers of foes as well. Likely it is not Inv that has changed, it is the high level mobs in the latest and greatest zones. And they hurt everyone.
  3. Quote:
    Originally Posted by Adeon Hawkwood View Post
    you probably didn't have enough defense or DDR to prevent a cascading failure against an 8-man spawn size so you were basically reliant on your resistances alone for mitigation.
    That's another good point. You likely have avoided taking Dull Pain and maybe even Resist Physical Damage because back then the passives were considered useless powers. If you're going up against Cimerorans then you might want to pick them up. That's where your Defense Debuff protection is, and taking both of them will double it. (from 25% to 50%, which could be the difference between having half your Defense and having only 1/4 of your Defense)
  4. Serious answer: If you got bubbles from both your Bots, no MMs would ever play anything but Bots. No other MM Primary gets any buffs from his henchmen at all. (The Mercs Medic may possibly heal you, but I don't think he actually does)

    Even with only one shield, Bots MMs still make the best psuedo-tanks. The devs tested it, and it just made Bots MMs too powerful, especially compared to other MMs.
  5. Quote:
    Originally Posted by Code_Red View Post
    It feels that the post-50 game has devolved into a gear race/Theorycrafters only kind of game (primarily because of the invention system).
    The post-50 game IS the Invention System. That's why it was added, to give people who reach 50 something to do.

    It sounds like what you need to do is start over. And Invulnerability is not as weak as it once was. The Defense Debuff resistance has helped a lot, and I personally really like the End Drain resistance, too. It's not what it used to be, sure, but none of the Defense Sets are as strong as they were before the GDN. You might want to try out Willpower the second time around, but I think you can probably enjoy Invulnerability again too.

    [edit] Now, PvP, that's a different kettle of fish. You probably want a different Power Set for that. I wouldn't know, but the recent revamp totally changed everything. You'll need to ask someone else what the current FOTM is.
  6. Quote:
    Originally Posted by AlienOne View Post
    Me either... Just being able to choose a primary/secondary color for a form would be enough for me (as well as choosing a primary/secondary for the human form), and having those colors apply to the powers that are in the forms would be fine, if that would make it easier for the devs to pull off...

    "Alien"
    We don't want much. Just for devs to hate Kheldians a little less than they hate villains. Just a little. Is that so wrong?
  7. Quote:
    Originally Posted by Dechs Kaison View Post
    All well and good, but what happens when you have two builds, with a total of 6 power pools between them?

    That's just another reason why the tech and UI upgrades will be significant.
    Yep, multiple builds make things complicated as well, especially for SoA. Other ATs can have different Power Pools, SoA get to effectively change their Primary and Secondary.

    There's a real problem, though with devoting screen real estate and interface mechanisms to options that will never actually be used. It can be confusing to the user, as well. A new player might waste time customizing Powers if they are available in the editor, if he does not realize that he will never actually be able to choose them all. So I think there does need to be some prioritizing of those Powers based on what Pools and similar options you have already selected, compared to those you just have the potential to select at some later time.

    Quote:
    Originally Posted by PrincesssDarkstar
    I think Granite is only about 20% as hard as Kheld forms. Because although customising Granite and the forms takes the same tech for visuals, the actual UI of the power screen needs changing for khelds, and not for Granite.
    Bleh, never mind, I misunderstood what you mean. Yeah, while Granite only needs to be customized as Granite, Forms need to be customized as the Form, and then as the individual powers for the Forms. Although as I once said, I kind of expected the colors of the Form to be copied over to the powers, although in retrospect it makes much more sense to be customized separately. I don't think I'd mind if it worked that way to minimize the UI impact, though.
  8. Knockback is definately one of those things that looks good on paper, and it definately sets CoH apart from other MMOs and gives it that "superhero" feel, but it needs to be used responsibly. When you knock a foe away from a Tanker, Scrapper, or Brute, you are making it more likely that 1) the foe will come after you 2) the meleer will lose taunt effect on even more foes as he moves around and 3) the meleer will lose magnitude of scaling defenses such as Invincibility, increasing the damage he takes. Oh, and 4) he will do less damage.

    On the other hand, when you knock a foe down, it can take him considerable time to get back up, particularly if he gets caught in a corner and the "ragdoll" physics makes him flop around indefinately. So it's a balancing act. Personally, I think the best use of single target knockback attacks is to single out a foe that is NOT directly engaged with the tank, and pick him off away from the main group. Just be ready for him to come at you, and if he does, either finish him or knock him back into the tank.

    Flying overhead as mentioned can knock foes down, not away, and circling around to knock runners into the tank can be an effective use of your knockback, too. AoE knockback is really going to be the biggest problem, either again target foes that not engaged in combat with the tank and knock them into him so they are, or wait until the tank has built up aggro on them really well before unleashing them AoEs. You're also likely to kill more outright if they've already taken a lot of damage, which will solve the problem of whether they are knocked back. (No one cares if a dead foe is flung away from them )
  9. Yeah, it seems to me that there are going to have to be some pretty big UI hurdles to overcome with the Power Pools and Epic Pool customization, so hopefully that will help.

    I mean, think about it, if you just include all of the Power Pool powers you will triple the number of options in the power list in the Customization editor. It seems to me more likely that you will just get the (up to) 4 Pools that you have chosen from listed. That may mean waiting until you pick a Pool power at 6 before you can customize it, but I don't think that's a big sacrifice.

    Kheldians, though, are pretty unique, in that their form powers are Inherents. The interface could look similar, maybe an additional pulldown in addition to the Pool ones, but no other AT would need to have that option. And as mentioned, their Power list would just be longer in general.
  10. Quote:
    Originally Posted by xen10k View Post
    I don't think it's the fact that they associate Dual pistols with scrappers.

    They associate SR with pistol using.
    I think this is it.

    They think, "My character is able to dodge." That automatically goes to "My character is able to dodge WELL, as well as Spiderman or Daredevil." But really, when you get to a character like The Phantom or The Shadow, who traditionally uses pistols, first of all they aren't really as agile as someone like Spidey, they use other methods to defend themselves as well, and usually, their pistols aren't even their main attacks anyway.

    Even I've fallen into this trap, I created a character who had superhuman reaction time (due to implants in his head) but used a sawed-off shotgun, limiting his attacks to point blank range. When I created him in CoH I had to create him as a Blaster, with Assault Rifle, but in retrospect I think it fits him better. Maybe a theoretical Ranged/Defense type of character like the EATs would fit as well, but there's also that the EAT's are built around specific power concepts. You wouldn't be given the ability to pick pistols as a Ranged set for SoA, more than likely. Because the Arachnos Soldiers as NPCs don't use pistols.
  11. Quote:
    Originally Posted by Shard_Warrior View Post
    If this were true, then Spock would still be dead
    They took care of that when the Genesis Effect's animation department had wrapped up most of its work and had some time to spare...

    Of course, someone then complained about "You wasted valuable development time bringing Spock back to life, when whales have gone extinct?!"
  12. Jade_Dragon

    Ninja Run

    Quote:
    Originally Posted by Dispari View Post
    I was researching some alignment stuff to see if I could peg Batman a bit better, but then I found this.
    Heheh. I think that sums it up quite well. Oh, and the 60's Adam West Batman was DEFINATELY Lawful Good. "Let's use the Bat ropes, Robin. We wouldn't want to walk in the front door and attract too much attention."

    The truth is, though, no one is an actual Alignment. Human nature is far too complex to narrow down to nine simple categories across two axes. It's simple enough to use for a story or a role playing game, but you could never really apply it to real life.

    I do see it much like Zen, though. One is not Yin, or Yang, one is MORE Yin, or MORE Yang. You have all nine of those Alignments in you. The question is, which is dominant within you -- or which do you ALLOW to dominate you?

    Quote:
    I should say they're certainly capable [of killing]. Legolas did it all over the place.
    I'll add that both Good AND Evil will kill for a reason. Only Neutral (moral) will kill for no reason. Good kills because there is no other choice, and more lives will be lost if the life is not taken. Evil will kill to maintain discipline, or to provide a warning to inferiors. The truely insane serial killer is probably Chaotic Neutral.

    And yes, IMHO, Batman is as good as he is at what he does because he has that insane killer inside of him. He keeps it under rigid control and uses it as a source of terror, to make the death of his parents mean something positive. But the Joker's whole idea of "One Bad Day" is that he's aware of that basic similarity between him and Batman.

    Anyway, while this is certainly on topic for heroes in general, this is off topic for this thread, so let's just let it go at that.
  13. Jade_Dragon

    Ninja Run

    Quote:
    Originally Posted by Sapphire7 View Post
    My partner has extensive hand to hand combat training and REALLY REALLY REALLY wants a reason to use it to rip someone's head off. He's just close enough to Neutral Good to have a code that he won't kill anyone who didn't ask for it. (And going to jail would really crimp his style. :P)
    Wanting to take someone's life and actually doing it are two different things. Having a good and logical reason for not killing does not mean that you do not value human life. As I said, you might be willing to kill, within the bounds set by the society or your own code of conduct, in order to preserve other lives. Ultimately, though, Good takes precedence over Lawful or Chaotic. Being Chaotic doesn't allow a Good person to act Evil.

    Now you may BELIEVE that you are Chaotic Good and acting in the best interest of Good, but murders have been committed for less.

    At any rate, in D&D, Elves are stated as being Chaotic Good. This is because they do not have an organized form of government. They do not just kill people on a whim, they tend to have a personal belief in the value of life (especially when that life can last thousands of years) and in fact feel very close to life and the spirits of nature. They just prefer to remain apart in very small, loose groups instead of organizing massive societies.
  14. Jade_Dragon

    Ninja Run

    Quote:
    Originally Posted by Dispari View Post
    I'm pretty sure Batman is Lawful Good. Lawful doesn't imply he obeys the rules and laws of government, just that he obeys some sort of rules. Batman does have a personal code of law that he follows. For instance, he never kills anyone. If he was Chaotic Good, he'd kill badguys on a whim.
    That's not how the alignment system works, from what I understand.

    Lawful means that you follow the laws of the land, as it were. If you were Lawful Good in an evil country you might protest the laws, or work to do good outside of the law, but you would NEVER violate the laws. Lawful Evil, of course, works within the laws of the area to do evil. Chaotic means that you follow PERSONAL codes of conduct. (or not) You do not allow your morals to be set by outside forces.

    Good means that you value life. Period. If being Lawful requires you to take life, then you will either avoid having to enforce that law, or you will carry it out as quickly and humanely as possible. A Chaotic Good would NEVER kill, not unless there was no other choice. That's the definition of Chaotic Good. Now, Chaotic Neutral, he would kill on a whim, entirely based on his judgement at that moment on whether or not he wants to take that extra effort.

    Granted, I'm referring to D&D, you may be talking about some other alignment system from some other game. But I usually play Chaotic Good characters, and none of them would ever kill "on a whim". They might hurt the victim really badly, or make him wish he was dead, but the line is drawn at deadly force.

    And with Sapphire's adding on to the topic, I would personally put Neutral (ethics) between the extremes of following the law and following your own code. You would follow the law if your code agreed with it, and in fact it might be your code to follow the law as long as you agreed with it. Chaotic, though, would not even ACKNOWLEDGE the law. Everything would be determined by your own beliefs and morals, not what the laws says. In that sense, Batman could easily be Neutral Good (and so could a lot of my characters) and in fact you could say being willing to violate the law to protect it is a sign of the Neutral mindset.
  15. Quote:
    Originally Posted by Dispari View Post
    As you say, [Devices] lacks direct melee damage. Really, it lacks direct damage period. All the powers it can use to do damage with (besides trivial caltrops or taser damage) are interruptable, and thus can't really be used in combat. The main issue with Devices is that none of the powers are actually usable in a fight. They have to be used before, or at the very best, while someone else is keeping baddies entertained.
    That's basically where concept and implementation part ways. The idea was a good one; the Blaster doesn't enter into melee, because that's a bad place for a Blaster (particularly one with no powers, just a gun and some grenades) to be. Instead, he lays traps, so when the foe comes to HIM, he gets blown up.

    Unfortunately, in practice the time taken to set up the traps precludes their being used. Even if you do use them, the nature of combat means you cannot be assured the foe will wall into the trap, thus further wasting the time taken to set them. The devs obviously did not anticipate this.

    Quote:
    You more or less had me until here. The snipes suck, yes. Heal or RES toggles on Doms? Don't think so...
    Yes, we can put a Heal or RES toggle in a Dom Secondary right after we add the same toggle to the Blaster Secondaries. Tell the devs to get right on that.

    Quote:
    Besides that there's also some weird holes I don't understand. What does an invulnerable person have to be afraid of?
    Honestly, I think it's great that the Slow protection and Energy Drain protection got added, and personally I think it's improved the set. And the Def Debuff protection, too, that is definately an improvement. But I have wondered about that. You'd think the "Unstoppable Force" that Invulnerability is would not be turned away by Fear.

    OTOH, it's very likely considered part of the Invulnerability "Psi hole". You can't attack an Invuln's body, but you can attack his mind.
  16. Jade_Dragon

    Ninja Run

    Quote:
    Originally Posted by Sapphire7 View Post
    * Generally, heroes act for the greater good, or for some moral motivation. Jack acts for "what's good for me?". Not that there's anything wrong with that. Jack is Chaotic Neutral. I'm True Neutral, so I empathize most with his character in the stories. Elizabeth and Will are Lawful Good to start, and end up Chaotic Good.
    Well, Batman isn't a "hero" either, he's a vigilante. He does act for the greater good, but does it in a way that says "the ends justify the means". So he will break the law and even cause psychological harm to someone if it means they will stop committing crimes.

    Batman is certainly not Lawful Good. More likely Chaotic Good, possibly even True Neutral. (having a file on all the metahumans on the planet, including the heroes, with their weaknesses and how to kill them if needed, is a very "preserve the balance" kind of thing)

    And none of this excludes Villains from using Ninja Run or Pirate Run. And no one says you can't take Ninja (or Pirate, I guess ) training and be a hero with it.
  17. Quote:
    Originally Posted by Dispari View Post
    I've always found Devices to be a poorly designed set. By comparison, Traps does a lot of the same things, with added benefit of doing it for the whole team. It also does some far more useful things like the Forcefield Generator and Poison Trap.
    Just to say it, Devices isn't SUPPOSED to do it for the whole team. It's a BLASTER secondary. Blasters don't use buff/debuff powers to support the team.

    The lack of direct melee damage is more of the flaw with Devices. Although it is more a different strategy. The Blaster is relying more on stealth and traps than Blapping. I'd say the "flaw" is actually that there isn't anything else like Devices, while the other sets seem designed similar to Energy. (But arguably don't work as well as Energy)

    And yes, changing the way Time Bomb's explosion is delivered wouldn't really be a violation of the Cottage Rule. The Gun Drone was a stationary trap placed in a specific location, and then it became a "pet" that followed the caster. That wasn't a violation of the Cottage Rule.

    And for my answer to the question, Force Fields. And every other set designed similarly. I would concentrate the buffs more closely, and add some additional personal protection and utility powers. (And this already happened somewhat in Beta, Insulation and Reflection Shields were combined into one, and Detention Field was added. But Detention is just too specific a power, it adds another "one note" power to a set of "one note" powers)

    Should I add that sets such as Sonic Resonance and Ninjitsu were in effect cancelling the Cottage Rule for FF and Super Reflexes? (Although IMHO Sonic didn't cancel it enough. And even Thermal and Cold are limited by the number of powers which are taken up by the shield application buffs)
  18. Now this is the kind of thing I like to see!

    Quote:
    Originally Posted by BackAlleyBrawler View Post
    [*]Time - We set out to do primary/secondary powersets. Rather than delay power customization even longer, we opted to release what we felt we could get done. (95% of powers = half done)
    That was actually what I figured was the number one thing.

    Quote:
    [*]Me too! - We knew we couldn't do Kheldian customization without also doing Arachnos customization. The epic ATs equate to about 4 powersets each, so it's not an insignificant amount of work. ( In for a penny, in for a pound.)
    As I've mentioned before, Arachnos Soldiers already have a good amount of customization in their ability to select and color their weapons. They wouldn't be able to color the effects associated with those weapons anyway. So that leaves the Secondaries, and Fortunata mind blasts. Good to know that the thought was "let's not give Fortunatas customization now" not "let's not give Fortunatas customiation".

    Of course, I would definately expect Arachnos customization with Kheldian customization. Even though I know you devs hate villains.

    Quote:
    [*]Tech - The tech was set up to do customization of Primary and Secondary powersets. Some issues come up with Epic powersets because of the forms, builds, paths, etc.[*]UI redesign - UI would need to be reconfigured to deal with the additional powers, and powers within forms. Tech would probably be needed to show the avatar in the correct forms in the preview window. (Requires tech and art, so not up to me)
    You know, I never even thought of this. I just assumed the color customization would apply to powers in Human form, and figured the color of Form attacks would be tied to the Form customization. Like, if you set the color of your Form to some value, its attacks would be the same color. I must admit, while it would require a more complex interface, being able to modify the Form powers individually would be really nice.

    The same with Arachnos. Of course -- you have two sets of powers to customize, especially if you have dual builds. That's a complication for sure.

    Quote:
    [*]Form Shifting - We don't yet have the ability to do customization of costume swaps, used by Kheldian Dwarf and Nova forms. We'd rather wait to do customization for Kheldians when and if that becomes something we can do. (Requires tech, so not up to me)
    #2 on my list of what I thought was the issue. I think there are some people who would like to customize their blasts even if they can't customize their forms, like with Granite Armor. Still, there are some people who'd probably prefer to be "in for a penny, in for a pound", as they say. All or nothing.

    Quote:
    [*]Popularity - At the time, Kheldian and Arachnos characters represented a very small section of the playerbase, which means it get's prioritized lower than things like Pool Powers, or Anciallary/Patron powers. (logic clearly dictates that the needs of the many outweigh the needs of the few)
    "At the time?" Is this a hint that maybe the EAT population is growing more quickly?

    Quote:
    [*]Fictional - Epic archetypes are heavily tied to specific fiction in game lore. This point is debatable and no concrete decisions were ever made one way or the other about it...it's just something that came up when talking about the scope of power customization. In conjunction with all of the other reasons listed above, it's just one more tick in the column of reasons we didn't.
    No need to repeat myself here. Just keep this reason way down on the totem pole please.
  19. Well, I don't think I'm going to "turn" any of my existing Warshades, but I will definately be creating a new one to be a Nictus. Really, when you get down to it, the only difference between a Nictus and a Warshade is the philosophy. Warshades ARE Nictus, just over time they have changed their minds about dominating the mind of their host, and have decided to give the Peacebringer idea of asking the host to be a willing partner a try. Nothing says that they have to keep believing this choice is a good one, or that once they have changed their minds once, they can't change it again.

    My backstory is that my Nictus will have come to Earth with the idea of combining with a willing host, but just through luck he ends up combining with a Skulls gang member who already happens to be a pretty unsavory character. Once he starts to understand the power that his symbiote wields, he begins to want to use its power for his own ends, undermining the Nictus's attempt to "go good". Eventually, the pair come to the conclusion that willing partnership is a good thing, but that doesn't mean you have to be a weak goody two shoes who bows to every inferior meat creature that comes along.

    I was originally going to create him in Praetoria, but since it looks like that won't be possible, I may decide to take one of my existing Warshades and rename him, and change him over to the new concept. I have duplicates of my two Kheld concepts, so I have one I can spare.

    And VEATs give the same bonus to Kheldians that other Kheldians do, it increases their resistance to recharge rate slow effects. Not really all that useful, but at least there is an effect.
  20. Quote:
    Originally Posted by Ad Astra View Post
    My AR/Dev Blaster is Mutant origin - she uses an Assault Rifle, but her "super" powers are her ability to Fly and take more damage than the average person on the streets.
    That's right. A superpowered being can use a weapon if his or her powers have no direct offensive capability. Or even to supplement the powers they can use directly. See Thor. Without Mjolnir, he would just be a tougher skinned male version of Storm.

    And Captain America has no "powers", but he is Science Origin.
  21. Quote:
    Originally Posted by Shard_Warrior View Post
    Not entirely true.

    Just looking at blasters... Fire Blast has powers such as Fire Ball that do Fire/Smashing damage. Energy Blast does Energy/Smashing damage. Ice Blast does Cold/Smash damage as well.
    Technically, you're right, my statement should have been, "A power set can only do one or two types of damage." You can either have one attack doing two types of damage, like Energy/Smashing, or in some cases you actually have a separate option in a given Power, like Assault Rifle having Flamethrower and Ignite, to do Fire damage in place of Lethal.

    The bigger statement I was trying to make, though, is that as a whole, the Power Set has a main damage type, either alone, or in combination with another, lesser damage type. The majority of powers are of that damage type. So if you have a different type, as with Flamethrower, it is limited to that specific attack. You cannot go and make a Power Set that does Smashing damage with all of its attacks, and suddenly have it start doing Lethal damage. Even the ability to change ammo doesn't change more than 30% of the Dual Pistols damage.

    I was also going to say that Lethal and Smashing cannot be combined, but actually that does tend to show up in explosive powers, like M30 Grenade. Even so, M30 Grenade retains the main Lethal damage that Assault Rifle does as a whole. It doesn't switch Smashing for Lethal, possibly because those two damage types are both physical, and thus similar. Usually, Smashing or Lethal is combined with something else, and the other damage types don't combine. (You'll never see Fire/Cold damage, for instance, although you can have Fire in one attack and Cold in the next)
  22. Quote:
    Originally Posted by beyeajus74018 View Post
    There's always macros!
    I've said before that I think it would be a useful feature to be able to tie a Power to a macro or emote. That way you could do something like tie a costume change to toggling on a power. I would then say you could execute "em flyposeX" when you turn on Fly, only that doesn't work. You actually have to tie the flypose to when you press a movement key.

    Which is the problem in a nutshell. Flying doesn't set your pose. Moving in that stance sets your pose.

    Still, maybe a way to get around this problem. Maybe tie a macro to movement.
  23. Laser Pistols would do Energy damage, not Lethal. A power set can only do ONE type of damage. This is why, for instance, Mace can't use any customizable weapons that have an edge on them. Mace does Smashing damage, so none of its choices can have a blade.

    OTOH, Dual Pistols does have a mechanism to break that rule, or at least bend it. It has changable ammo, doing Fire, Cold or Toxic damage in addition to Lethal. So I suppose in theory it could have "energy bullets" that do Energy damage.

    The design seems to be that the changable damage type is on top of the primary Lethal damage, though, and no more than 30% of the total. So the bullets could not be pure energy, they would have to be like electric bullets that shock you, as well as doing impact damage.

    In short, while a cool idea, I don't think it will be added as an ammo type.

    A better option might be to campaign for BaB to add a laser pistol as a customization for Energy Blast. There would be some hurdles to overcome, obviously it would add redraw time to a set that currently doesn't have any redraw, but if the blasts you fired from the pistol took the same animation time as the current attacks, there would be no change in cast time.

    A totally new Power Set would be a possibility as well, although a very slim possiblity that would probably take a lot more time.
  24. I once again will bring up the term "Skill Based" I use to describe all those heroes with no super powers that don't fall into the "Natural" category of aliens, non-humans, or those who have unlocked incredible powers through their mystical training.

    And you can still regard a lot of Power Sets as Skill Based. Invulnerability is skill based if you are wearing a suit of armor. Super Reflexes is skill based if you are a martial artist. Illusion Control is skill based if you are using "smoke and mirrors". It all depends on your ability to role play your powers, and to an extent ignore some of the graphic effects.

    Quote:
    Originally Posted by Firespray
    I'd really like to see this evened out more, with no more natural sets for scrappers and tankers, and a couple more in other areas, especially for controllers and blaster's secondaries.
    While I can agree with this, it gets back to what I said in my previous post. The problem is that there are so many different kinds of weapons that can be wielded in melee. A hero could use a sword OR a mace OR a hammer OR a staff OR any many other examples from the comics in hand to hand, but there's only a machine gun, pistols or a bow at range. (Maybe a laser pistol, or a zap gun or something like that, but that's not a "conventional" weapon) And how many Controllers do you see in the comics going around shooting people with Glue Guns and using Gas Grenades to disorient and confuse them? It would be a cool Power Set, I think, but there's really no precedent in the comics.

    I WOULD like to see Blaster Secondaries and Dominator Secondaries that use weapons, melee weapons for both, and ranged weapons for Dominators. Then again, melee weapons used by Blasters and Dominators would double the amount of redraw if used with a ranged weapon, so there is a gameplay reason to avoid that, as well as the time required to design so many powersets. It would probably be simpler to just use Martial Arts in melee, and leave the hands free for whatever the choice of ranged weapon is.
  25. Okay, first off, I've heard of Steelclaw's Surgeon's Canvas before, and thought that was good and creepy back then, too. So definately one of my favorites.

    Second, Lady Arete's Lady Arachne reminds me of my own Arachnophelia. (Intentional misspelling, her real name is Ophelia, and Arachnophilia was already taken) She's completely obsessed with spiders, to the point of wanting to become a Crab Spider specifically to have herself fitted with the backpack. I don't know if she'd go so far as to have the little factory implanted in her, though...

    My most disturbing character is one I came up recently, for a Widow concept. I have a Claws/Inv Scrapper who is an AI from the 26th century. She travelled to her past with her partner, Alan Midnight, to investigate apparent changes in their history. What they found was that it was another version of Alan, from another 26th century, that is changing the past. The two Alans are each trying to make their own future happen instead of the other's.

    The evil Alan (who unlike the good Alan is a cyborg as well) has several AIs, but still his most powerful is a version of Rachel. He was trying to get some components advanced enough to build a body for her, when an Arachnos Widow, coincidentally named Rachel, happened to stumble across him. She tried to stop him, and so the evil Alan brutally killed her. Then, amused by the coincidence of her name, he implanted her with a cybernetic brain, and downloaded his AI into her. Then he sent his "reprogrammed" Rachel back into Arachnos's army to act as a spy for him.

    The original Rachel personality is almost completely gone, but enough remains to be disturbing. And she says creepy things in combat, like, "I'm really a real Arachnos Widow, and not an AI that's reprogrammed her brain or something." This is a parody of the good Rachel, who flirts with her foes to attract their attention and act as a tank for Alan. With the good Rachel it is just kind of cute and funny, but when the evil Rachel tries to flirt, it goes all wrong. (Since she is not flesh herself, she doesn't quite understand "flesh creatures")

    Actually, the half human half machine character is pretty much a theme for me. One of my main heroes is a teenaged girl named Sandy, who was implanted with devices that were supposed to help her walk, but then they went out of control and "ate" her from the inside out. (Crey was involved, of course) What's disturbing here is her backstory, the transformation into a cyborg was incredibly painful, and even though it's stabilized so she's about half human, she has to constantly struggle to control her machine half, which is programmed for combat. Her worst nightmare, that she will lose control and become a machine, actually happened to her Praetorian version, which I picture as looking something like a zombie stretched out on a mechanical frame. Even more disturbing, the alternate Sandy is still in there somewhere, although her mind is totally gone. She can only watch as her body rampages through the Rogue Isles and kills everyone it runs across.

    There is also my Dark Corruptor which is a robot, but a demonic entity has been bound to it by a spell. (Crey again) So it feeds on human life. It has no need for money or power, the things that drive most villains, but it just takes missions so it has plenty of prey to drain to keep up its energy. Originally I role played it as not speaking at all, although now I will have it say just the very minimum to accomplish the "objective", in a robotic tone.

    My Dominator, Dragon Lord Morgon, was a wizard back in the middle ages, who discovered a spell that allowed him to take over to body of any creature. So, he used it to switch bodies with a dragon. He was so powerful that he almost conquered the world, but the Circle of Thorns stopped him and imprisoned him. He recently managed to get free, but the spells still limit him to a half human form. What's disturbing, though, is that he is incredibly sadistic, he learned his body swapping spell by torturing and experimenting on people, and he continues his research in the present. But he's very cordial and polite, and in fact seems almost noble in his bearing. So it's only occasionally he says something that makes you go, "Wait, what?"

    Yeah, body snatching seems to be the common theme here...

    Oh, and for crazy costumes, I have Psycommando. He's not really disturbing, but kind of wacky. He's an ex-soldier, that seems to have lost touch with reality. He thinks he's spreading a message of peace and love and passing out flowers and sunshine, but instead he's mowing people down with his machine gun. He's an MM, so his henchmen are actually the sane ones, and are constantly commenting about how "this whack job is going to get us killed".



    The costume is not as much of an eyesore as it COULD be, but that's not really the point....