Leo_G

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  1. I'm betting Positron assigns people to the task when the situation arises. I don't see them releasing new enemy groups every issue (or every other issue), so it's probably a situational need. Posi or several of the devs express the need for a new batch of NPCs, Posi lines up the devs and goes "you, you, you, you and you. Make a new group to release in the next issue. Go." And then they get to work. Yeah, they probably have the devs from the main departments like powers and animations to iron out certain issues, but then they have their own projects Posi put them up to too.
  2. It's a shame, really. I like everything about red-side:
    -The architecture and roads aren't all pristine but then there are beings flying around throwing fireballs and energy beams all over the place....It also looks like a place you'd live at compared to Paragon which is more a place you'd commute to.
    -The difficulty. I always like a 'decent' challenge. Not 'AV with insane regen' challenge, tho.
    -The ATs. Seriously, any of the villain ATs can drag a whole hero team on their back through the snow uphill! They got the utility, the survivability and the damage rolled up in a unique package. The heroes can't boast the same.

    ....I'd say the only 2 things I'm not a fan of villain side is the market and the fact there aren't enough 'evil' things to do. Even teaming isn't all *that* bad but it's a pain trying to get any IOs at a reasonable rate...I'd probably be happy if they made the blackmarket include WW but not reverse...it's the black market, afterall. They should have *everything* you'd need even if they have to steal it from those goodies on the mainland.

    That said, I still probably won't bring any heroes to the red-side. Unless, of course, I come up with a concept that fits the hero ATs that is also 'bad'. I'm sure to do the reverse, however, because of my favor toward their ATs, I already have heroic dominators, stalkers and brutes.
  3. Quote:
    Originally Posted by MedicineWolf View Post
    ---------------------------------------------------------------------------------------

    But the OTHER melee sets that have an animation with the left hand DON'T require a "node"? If a "node" is simply a point on the character map where they anchor something (weapon), wouldn't they also need to anchor the center point for the animation for ANY power?

    For example, Energy Melee...the "pink pom poms of death". Wouldn't it need a "node" centered on each fist, for the animation to show there? Sounds just a bit fishy to me.

    Oh well, I ended up making the character as an Energy / Shield Brute. It goes just as well with his Magic origin, and I'm hoping with the Going Rogue expansion, I'll be able to have him walk the line between hero and villain...
    Like MutantX was saying: Energy melee (and similar) powers are animation FX. Weapons are like costume pieces now. Similarly to being only able to have Wings OR a cape because they both use the 'node' attached to the back; shields, axes, spines, swords, etc. are costume pieces that require a 'node' from the arm to attach to the character.
  4. OP, I think you're on the right track but on the wrong AT. A martial arts/archery combo would work well for *Dominators* (because the set would require melee attacks and ranged attacks) but a *Blaster* only needs the melee. So Martial Arts alone, is fine. You'd just need to trim the set down to only a handful of the MA powers (4-5 of them) and then replace the others with powers that are thematic to the set. Archery doesn't really scream martial arts.

    If we're going the easy route, take Storm Kick, Crane Kick, Dragon Tail, Eagle's Claw, Focus Chi and Cobra Strike then throw in 3 self buffs (Physical Perfection passive +regen and +recover and add +movement; Fight the Odds passive +dmg as HP decreases;*something*)

    If we're going the slightly more difficult route, go the melee ranged debuff via pressure points instead of self buffs. This would require a couple of animations but would probably be more useful solo.

    Now, for a MA/Arrow combo set, yes...it's needed for dominators as well as a Katana/shuriken combo set. They need more 'natural' sets and it wouldn't really *need* a matching control set.
  5. Quote:
    Originally Posted by Rylas View Post
    I understand where you're coming from, but keep in mind, we're talking about an OPTION. If you don't have enough influence to do a blanket upgrade, it's not like you can't still use the store. If you want to change out single enhancements one at a time, you still have that capability. No one's suggesting taking away what you can do now, only adding an option.

    I'd still be in favor of an "Upgrade All" scenario. Maybe instead it's an option of "Upgrade All SOs", then "DOs" and then "TOs." I'd certainly be in favor of a system that allows you to purchase straight into the enhancement screen. If it was similar to how you can choose the level of the enhancement (like the Merit Vendor), that would be even better. Let's say someone wants to lock their toon at 40, it would be nice if they could buy level 43 enhancements from the store.
    Not to mention, if done right, you could 'upgrade all', undo upgrades, redo upgrades and tweek individual slots. And when you're satisfied with where everything is, you go to the bottom of the menu and click 'Buy' to finalize everything.
  6. Probably the same reason you can't use Dual Blades or Claws with a shield: it uses an attack stance that requires both hands. Those 2-hands sets require the 'nodes' on both hands, leaving no 'node' on the character to hold a shield.
  7. Quote:
    Originally Posted by Fusion_7 View Post
    It would only replace the current self-rez powers that are there and not be for everyone. This big thing I liked about this one was the angel wings you see when rezing. Maybe just add that graphic as a "new" graphic to the current self-rez'es that are out there?
    Just to be slightly more clear, OP, yes they have added the graphic to a current self-rez. Pick up Rise of the Phoenix on a Brute, Tanker, Scrapper or Blaster-via-epic-pool and that wing rez animation is in your lap without ever expiring.

    It even comes with a special 'untouchable' status for 10sec where you cannot be harmed afterwards. You can even color it to whatever you want (except Blasters because we can't customize pool powers yet), so if the white wings or the orangy-red wings don't match your costume/concept, you can make them purple wings or green!
  8. *rubs hands*

    Okay. First off, I don't think the OP's idea is bad in what it wants to accomplish...

    (Come on, by lvl 30, who actually likes wasting that much time upgrading enhancements at the store? It's like
    -look at enhancements "I need 9 dmg enhancements, 5 acc enhancements, 3 end redux, 6 defense, 3 rech and a fly speed"
    -opens store, scroll down and starts buying: dmg,dmg,dmg,dmg,dmg,dmg,dmg,dmg,ENHANCEMENTS FULL!
    -"crap, need to get rid of those worthless-to-me-tech SO later"
    -go into enhancement menu and slots dmg one at a time
    -goes back store menu: dmg,dmg...."how many dmg did I need again?"
    -goes back to enhancement menu and slot 1 dmg "dammit, bought 1 extra dmg"
    -goes to store menu: sell dmg; buy acc,acc,acc,acc,acc,def,def,def,ENHANCEMENTS FULL!
    -goes to enhance menu and slots 1 at a time
    -recount "I need 3 more defense, 3 endredux, 3 rech, and a fly speed"
    -goes to store menu....

    ....although I'm use to it now, it's still a pain in the ****.)

    However, I do not like how the OP's idea to aid the problem. It's unintuitive and gives very few options.

    If I were suggesting a QoL change to stores, it'd be to give it a Mids' look right in the enhancement menu where you simply right click what enhancements you want in what slot. This menu would become available when close enough to an enhancement vendor. A button somewhere that basically 'upgrades' the lvl of all current enhancements to current, +1, +2 or +3 (add in the option to get in-between TO/DO/SO enhancements too!) with a total of inf cost by each power (like the costume shop) and a running total at the bottom. When you're done, you just click the 'BUY' button and the price pops up "Do you want to spend XXX on this enhancement configuration? Yes or No", you click yes, the inf is subtracted and you're on your way.

    This would also give an added utility and flexibility to TO/DO/SO enhancements in that you can buy the in-between lvls (lvl 25, 26,27,28,29,etc) to keep current if you so choose to spend money on it.

    Oh, and for the love of all that is good, give us the option at the market to automatically pull up any components of a recipe with a click! If I'm trying to compare the price of buying a crafted IO and just making it myself, it's much faster if I didn't have to search for each individual piece of salvage and add up its price in my head!
  9. If it were tidbits of an amalgam of religions, then I'm not sure how one would go around offending people as if they can't right now. Like if a priest costume jacket were introduced, it's not like you can't make a convincing enough priest uniform now. And we already have cross symbols and patterns.

    I'm not saying people won't complain but bits of religious symbols in-game, I have a hard time seeing offending enough people to make it an issue.
  10. And I'm speaking of circumstantial terms. Because the game isn't suspended in a vacuum where performance over time trumps all.

    I'm not biased toward BU. I already know it pales in comparison to fully saturated SD or on tough targets that matter (AVs/GMs) FU is better. But then it's all compare and contrast, not out and out ultimate fact as to which is better and which is worse.
  11. Quote:
    Originally Posted by BrandX View Post
    Wouldn't Angel/Demon fall more inline with natural origin? That said, we just had the natural booster as well.

    My suggestion, get the Valkyrie pack if you dont have the vet reward. They're better (imo) anyways.

    Next. WB
    I'm guessing a religious themed pack wouldn't be received well? Sure, you can have the angel and demon angle but perhaps priest costume pieces, cross chest/cape symbols, shinto kami symbol, shinto tengu masks, shakujo staff customization for Nem Staff/Magic Wand, buddist necklace costume piece, Guanyin multi-arm back piece costume piece, etc. etc. with several other religions.

    Personally, I think it'd be a great addition and, if it didn't focus on one religion, wouldn't be so harshly received by the masses.
  12. Quote:
    Originally Posted by Dispari View Post
    BU is actually pretty bad compared to most of the other options for damage boosts.
    If you're biased to the circumstances the power is given, yes. BU is better than SD or FU in the situation Stalkers use it in.

    Those situations where you are trying to eliminate a tough target in a short amount of time without alerting them to your presence are where BU is better.

    Comes up often enough in PvE and is pretty much the only situation you'll receive in PvP.
  13. Quote:
    Originally Posted by Zamuel View Post
    Actually, what if there was a high drop rate from Voids/Quantums?
    Nice idea, actually.

    One thing I'd be weary about, though, is adding sets that are only usable by 2-4 powers. Making a set so specific like that seems a waste to me, when I think future sets could make use of a 'shape shifting' type theme. And Granite Armor is a type of shape shift too so why not let it be usable for a power like that too?

    Now I want more sets that shape shift. Now they'd be able to do the forms right, making the customizable from the start
  14. It is *entirely* too late for you guys to go around answering random questions like 'do robots get scared', 'do robots sleep' and 'would you put your brain in a robot body'. Seriously, push away the keyboard and get some sleep ya robots
  15. Quote:
    Originally Posted by Clouded View Post
    I wouldn't skip it now that there are -KB IOs to cover some of that weakness when airborne. There will be will that rare occasion where you'll find yourself ping-ponged due to the limited KB protection. My most recent example came when fighting the Hamidon in LGTF. It's embarassing when my avatar of terror and destruction (brute, of course) is flung around the battle field.
    What's so embarrassing about it? Superman, the Hulk and others alike get knocked around all the time. It's if you can't get back up (especially after defeat) that is embarrassing.
  16. Quote:
    Originally Posted by Jake_Summers View Post
    Hmm, some people seem to think the only purpose of this system is to keep from outleveling content. It's not really, it's just one of the perks.

    I'm sorry everyone, my poor formatting, with the little mini rant about out leveling content made the thrust of the post hard to understand. This is more what I would like to see added as post 50 character advancement, that solves some of my issues with the game in the same fell swoop.

    So with that cleared up, what do people think of the system itself as a way to provide additional character progression?
    I was kind of surprised so many just looked at the prospect 'it slows xp' and dismiss it from there and not look at the suggestion itself.

    Personally, I think it'd be fun. It's adding something else to do and that's always a plus. The only thing I don't like are the rewards. Basically, this little tangent is for IO bonuses, which is great and all but it's catering to the min/max guys that tweek out numbers. Kinda hard *not* to do that but maybe something more noticeable to the non-min/maxer casual player?

    Maybe you use this alternative xp mechanic to access temp powers? Or allow you to 'hang onto' temp powers you already have? Or buy 'ammo' for temp powers you acquire? Or perhaps power up 1 specific power from your primary by adding a pseudo-slot(doesn't take up a normal slot spot) that you customize with bonuses like additional typed dmg (not a proc...or a proc with 100% chance to go off, whatever makes sense) or improved stats?

    Basically, something that broadens your capabilities by giving a certain power of your choosing a kind of 'specialty' or adding a temp power(s) to flavor your character (like a MA/SR scrapper with a couple gadgets to give them a Batman-esque feel) that you'd need to maintain with the extra system. Granted, you don't have to use the alternate system and you don't need the extra temp powers but if you want a certain flavor character with a certain combo of temp powers, you can work toward it.

    IMO, it's what the invention temp powers should have been. As is, there are so few of them with such uninteresting effects and just take up space in your inventory to craft, it's almost not worth it...
  17. Could work as a new Support set. I actually thought of a similar concept, like a 'Natural' martial art-like support set that had several powers with effects that were harmful when used on enemies and helpful on allies.

    Basically, it was like a 'Pressure Point' support set that would be primarily short-ranged effects with some cone and PBAoE effects. Some of the effects were like:
    -PBAoE -res and smash dmg on enemies/PBAoE +dmg and +ToHit on allies
    -ST -def and -regen + smash dmg on enemies/ST ally +regen and small heal
    -Cone knockdown and -ToHit/Ally +rech bonus
    -ST -res, -ToHit, disorient and smash dmg/ST ally +res and +def
  18. Can you slot KB sets in Earthquake? I thought it was like Ice Slick or something...
  19. I agree, shallow and pedantic.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    It is enhanceable to -50% defense, and it's a toggle, so it's duration is effectively infinite.
    Technically, it's duration is relative to how much HP the anchor has and your team make-up.

    -Stick it on a minion? It might last but it might not.
    -Stick it on a Lt? Most likely will drop before half the spawn.
    -Stick it on a Boss? It'll last long enough to destroy the spawn.
    -Stick it on a Boss with a Stalker on the team? It won't last even a quarter of the spawn's lifespan.

    Then there are so many other variables that'd make that 'infinite duration' pointless or null.

    -You get mezzed?
    -The anchor runs or is knocked elsewhere?
    -The anchor can teleport?
    -The anchor phases?

    Not that I think RI is inferior, but yeah, you gotta work with it (or keep working with it when the anchor dies).
  21. Well that's not how I read it when BaB commented on the specific issue of 2-handed weapons, but I'll take your word for it.

    From the way you explain it, it sounds like the weapon is being 'drawn' depending on the location of the anchors and constantly 'redrawn' depending on the vectors of those anchors within the animation. How that works with the various stances is beyond me but I specifically remember him saying (in simplified terms as I can't recall exactly his words) taking the hand off the weapon and putting it on a new position on the weapon and switching hands was a problem. If that has to do with animating the weapon 'straight', I dunno.
  22. Quote:
    Originally Posted by Umbral View Post
    That's not 2 anchors. The weapon is actually held on a single anchor and the other hand simply passes through. This is the same mechanism that is used to make it seem like you're holding a Katana or Ninja Blade in two hands. If there were 2 anchors, for every variation in anchors except for the "baseline", the portion of the weapon above the 1st grip would skew off at a different vector than the portion between the two grips which would then skew off at a different vector than the portion below the second.
    Well, Katana is a stance where the anchors for both hand are the same on the weapon. If the other hand actually uses the anchor or not doesn't seem relevant seeing as there's no other anchors to interact with.

    But polearm weapon would need non-static anchors for both hands depending on the fulcrum you're moving the weapon on. I don't think it's an issue of having 2 anchors on a weapon but to animate a pole weapon properly, the entire length would need to be an anchor.
  23. PS: That brings up an issue I have with concepts.

    Me? Personally, I like to play City of Earth or City of Carbon Based Creatures. Basically, my characters work within the confines of the game, for the most part. Not that I don't like coming up with crazy outwardly concepts or that I dislike them. But if you're going to complain about conceptual issues working against your concept, that was your choice when you made the character's concept, not the game's fault.

    My Plant/Thorn dom can't be killed. He's immortal and the only way to destroy him completely is to destroy his spirit tree which he keeps hidden is some enchanted forest off in some magical realm that is hard to get to. That doesn't mean he can't be defeated though, because he does all the time but he'll just grow back like a weed. That's working within the confines of the game.

    But if you're an energy being who can *only* exist as energy or a hard energy hologram projected remotely, then how do you take psionic damage? Or why can you nearly die if you fall from maximum height? Or why can you be defeated at all? See? You want to make *this* suggestion difficult for your concept but neglect all that *other* stuff that makes your concept hard to swallow? IMO, if you can wave away that other stuff, you should be able to wave away the enemy *somehow* removing your powers temporarily.
  24. Quote:
    Originally Posted by Samuel_Tow View Post
    Yes, and that's a horrible cop out I'd rather not see in the actual game in such a way as to acknowledge its existence. It's a utility tool to keep the room quiet, and as such it does a good job, but as an in-game conceptual thing, it fails miserably.
    I guess it's, more-or-less, how much you want to actually explain things on your end. I'm not sure how they'd set up the text to capture the entire concept of blocking out your ability to use powers, but it's not hard to explain on your own terms.

    -For instance, if you took away old Positron's powered suit, he'd fall apart and probably blow up.
    Engineered a device to attach onto his suit that will completely contain all of his radiation so he cannot expel it in attacks. It also shuts down most functions of the suit so that it will cause an energy build up inside the suit and could destroy himself if he doesn't figure a way to remove the device.

    -Or, I have a ghost inhabiting a suit of armour, whose power is merely to repair it when it breaks. Take away his ability to repair and you take away his ability to MOVE it, so he falls apart into plates of armour.
    Go Full Metal Alchemist route and completely bind the ghost to the armor using a special rune. Now, the ghost is just a suit of armor that can be destroyed. If the ghost doesn't find a means to dispel the rune, you'll be even more susceptible to death than a normal person in a suit.

    -I have a character whose ability to even EXIST is a manifestation of his powers and his control over a specific type of energy. Removing that energy from him or preventing him from using it would prevent him from existing altogether.
    Sounds more like a concept specifically made to thwart such a game mechanic to me, but creating a specific field that makes a specific wavelength of energy inert is possible but difficult to maintain. The energy still exists but its effects are made indistinguishably like other forms of radiation that pass through us every second and yet have no effect. You have to find a way to disable the device creating this field if you want any means of escape.

    -Or what about the character whose super power is that he never actually leaves his base of operations but merely sends a "hard light" hologram out? Yes, you can take away his ability to project, but that just means he can't even exist.
    Depends what you're projecting. But if your mission is to infiltrate a base and they have a some sort of scrambling device to block any outside remote communications, you're lucky you can send a radio signal in much less a hologram. But somehow, you managed it. Your hologram, however, is severely compromised in its normal capabilities.

    -If a character is lighter than air, how do you take away his ability to float? Weigh him down with barbells?
    How do people in-game alter gravitational fields around small objects within the earth's gravity to make them heavier or lighter? Same deal.

    -Or a character who has wings. How do you keep such a character from flying, specifically since wings flap when you jump?
    How do players in-game hamper flight or running or jumping? Same deal.

    -Why would a sentient walking rock suddenly lose its strength and the durability of the rock, yet simultaneously not lose the ability to move?
    Some scientific or alchemical process that changed the composition of your rock to something closer to packed dirt.

    Quote:
    I hate "power dampening fields" because, in actual fact, they are nothing more than "humanising" fields, in that they render any hero caught in them into having human abilities and human abilities only. Even if he didn't HAVE human abilities to begin with. You can only take away powers if they were separate from the character to begin with, with the character having basic human powers besides. Any other endeavour to remove powers faces so many custom situations it's impractical to try and implement it.
    I dunno, I see it more as the enemy needs to even the odds so actually researches how to mess with you. Because fighting you fairly isn't working, apparently. It doesn't specifically weaken you to 'human' standards, just takes away what makes you powerful.

    And the way I'd implement it is through some sort of enemy-group arc in that, if you face an enemy enough, that group will be the first to look into depowering you. Then, they'll sell that knowledge to any other group that's in the unfortunate situation of needing to deal with you.
  25. Quote:
    Originally Posted by Umbral View Post
    As BABs has told us, the single biggest thing that is preventing the design and implementation of a polearm set is the fact that having a weapon that is supposed to be completely straight anchored to two points looks really, really bad thanks to engine constraints. I'm reasonably sure that BABs (and the other programmers/animators) could generate a workaround, but the amount of work is probably pretty huge.
    Actually, it's not so much the weapon requires 2 anchors that makes it difficult because currently, we have 2-handed Stone Mace. It's the need for 2 'variable' anchors that makes it difficult. The hand wouldn't stay on the same 2 anchors for weapons like staff, spear and other pole variants. To spin the pole or thrust the spear, the hand would have to move along the weapon which currently isn't possible.