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Of course I'm on board for any pole weapons (although the animations needed is a hurdle in itself), but I've seen (and posted) a lot of suggestions for such a set.
Has anyone ever though about rounding up about 4-5 of the suggested concept and line them up to have a forum vote or rating to see what characteristics of each would be good for the end resulting set? Yeah, it's not official but it'd be different and fun -
Just to comment: It sounds to me like you 'get' Dominators and suggest you play with them if you had a fun time. Despite what was said, Dominators don't have issues with large number of foes, so long as you pick a set with AoE control (anything but Gravity Control). Each set has a long recharging AoE hold but they also have a short recharging AoE control (sometimes more than one) to deal with normal situations. And Doms only get stronger as you get pets and recharge bonuses and more attacks and buffs from teammates, etc.
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Ice melee or Fire Melee would be ungodly amounts of fun on Stalkers...
....what? He asked what *would* be fun, not what *is* fun. -
Someone mentioned Thorn Assault. I forgot how much -def is in that set. I guess Atomic Blast pushes Rad Blast ahead of Thorn Assault, but AB is a nuke with an endurance crash. Thorn Assault nearly matches all the -def (if not beats it) plus does it faster and more often. I think the only thing Rad has over Thorn in -def is that Thorn can't be power boosted (no access within the set or AT).
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Quote:I've actually heard stories of the Devs logging into the game and actually *playing* with players secretively and on their signature characters.It may or may not be helpful to note that GMs are the folks who handle issues that arise while you're playing. Devs work on things that are then changed when the server maintenance occurs or when patches are released.
So, It's rather unsurprising that Devs have not come to help you since that is a GM's job. It's also unsurprising that a GM hasn't fixed a mish for you as that is a Dev's job.
I hope that helps.
But yeah, a dev isn't going to come running to fix a mission for you or get you unstuck in-game...that's the GM's job. The devs will attempt to fix those bugs from the code-side which will eventually be amended to the game later on so the issue doesn't come up again. -
Quote:You realize the rates to pay the game are posted on the site and how much you end up paying (plus tax) is information provided *before* you agree to pay as well as on any invoice in your account.So,ya'll telling me...(give up the state tax,that's for ANY game) that while i'm payin a lil under 6 bucks more here than say WoW, which really i hate that system worse, that that's normal? I pay more fer here than i do elsewheres, and if that's the norm, then I'll stand corrected. So tell ya'll what,I'ma just gonna apologize fer anything i said,lord knows we wouldn't wanna speak our minds and sit in the back with the rest of the silent sheep, too scared to say anything les we get trashed back. so disregard my lil "rants",and i'll never post here again.
Basically, you're complaining that you're paying what you agreed to pay. Despite if it's more or less than other games, that is what you're doing.
And about WoW's monthly fee, it's the same as CoH... -
Quote:Well the way you post is nearly identical to the OP (similar sentence structure, same use of capitalization, lack of spacing between paragraphs, etc). And that's not mentioning your stance on the subject.Second Account? Get real. Before you judge someone's "second account" status or w/e, check your facts. This account? This my own. Primary. Single. Only. I don't NEED another account to PL my toons,as I don't think you should in the 1st place. And,if you'll learn to read, I already said I don't agree with alot of what he said. I think his costs and PvP statements are off. So check yourself Forbin before you start slandering those who pay to play.
But really, not even talking to the OP but to you giving the benefit of the doubt you're not the same person, what do you want *us* to say? I mean, reading his primary argument (the devs don't listen to us) when they infact *do* listen and even communicate with us in depth on issues, it just flops the entire argument on its bum.
The complaints brought up, while valid, you must understand that we can't *all* get what we want. Like with the badges. He wants them harder to obtain (because he put more effort to get them in the first place) and yet I don't want to have to put that much effort into the *dozens* of characters that want those badges and accolades. With the requirements now, the badges are easier for everyone *including* the OP. How is that bad (not to mention flies in the face of the original argument that the devs don't listen because these requirements were lowered thanks to players requesting it)?
You go on about Witchhunts or imply forum lynching of single posters, but what are we suppose to say? Especially if the argument has little standing? IMO, the best way to have dealt with such posts is to just ignore it and let it fall from the forum with as few pages of replies as possible. But apparently forum goers have more fun discussing this stuff rather than ideas for new sets and what not.
Basically, if you're gonna come here backing the OP, quit the retarded accusations and actually back it with *evidence*. Tell us why what we pay isn't proper. Go into detail about MM sets and customization. Put *that* in a post and forth as a *Suggestion* and maybe people will listen. -
Quote:I like Ninja run because it doesn't look particularly like a campy anime stance for everything. Like your Sword/Shield character, it looks totally natural and awesome the way it runs, as if you're charging into battle *with* your shield rather than just lugging it around on your arm.Of all people, I used it on my sword and shield scrapper, TollTaker Jones. His backstory is that he's a tolltaker on the Golden Gate Bridge, possessed by the bridge's spirit. Well, with moves as awesome as his were with Ninja run engaged, he sure looked the part. Even standing still with his sword and shield out, and ninja run on, he looked wicked cool.
My only regret was not changing over to his toll collector's uniform costume before helping pwn snaptooth. Imagine that redcap boss looking at all these spandex and armour clad heroes, and spotting a normal guy in a tolltaker's uniform. "What's that clown doing here? And why is that foolish mortal carrying a glowing orange sword..OWW, Sonuvab!!ch, Whaa???..Thunk!!"
Although it does look anime-ish with my Katana scrapper, at least it looks FREAKIN' PERFECT! I love the way he lets the katana trail behind him, as if the sword has a bit of weight.
Oh, and my MA/Shield character is a monkey and he looks more the part when idle and jumping. It's almost like they made it *just for him*!
I didn't like how it looked on my Claws brute, but then he's a werewolf so it doesn't look 'right' on him...but then he's Energy Aura so it's not like I'll actually *see* him running...
I'm curious how it looks on an Archer though... -
Ah, maybe that's why. Mine uses grandville jet pack + teleport as a travel power.
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It's not that I don't like Sweep, it's just I don't think any of the combos are particularly *important* to DBs. They're *nice bonuses* but the set doesn't hinge on them. And I think sweep would have been more useful with another combo of attacks. Don't get me wrong, I still use it, but having to choose between empower, sweep and sometimes demoralize doesn't seem cool.
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Quote:You're doing it wrong?Power sets are based using SOs. I'd love to see dark armor updated, before I dumped a few hundred million into my spine/dark I was gnashing my teeth and waling in torment. I was either face planting a lot or running out of endurance and then face planting, it came to a point where he was at L48 48! and I was about ready to give him his walking papers.
I also have to point out that my spines/dark runs 11 toggles not including travel power rofl!
Something is seriously wrong with that picture
I'm not particularly in the camp DA is fine, but I have a Spines/DA stalker that doesn't run out of endurance like that and he doesn't have stamina. -
Quote:Well, the other sets certainly don't die or run away. My Elec/Regen can attest to that.If I recall, the demoralization effect doesn't happen every time; slotting for ACC (besides being needed in an attack anyways) means the Sweep is more likely to happen than the fear.
And what do other melee sets do without Sweep? They get hit a lot more often and sometimes die.What they do is Placate one of the remaining foes, but then (probably) have to deal with whoever else got aggroed. Or they can run. Sweep is just one of those neat things this power set has over others, while others have their own things that DB doesn't. I believe it was designed with scrapping in mind and this is a good example of that.
And the demoralize effect happens every time the target of an AS survives, that being a 25% chance of a mag4 fear (so will affect bosses) *and* an unresistable ToHit debuff to all foes in range. Basically, it will dampen the alpha strike that results after an AS, often enough to survive with your passive mitigation.
Basically, if you couldn't survive the aftershock of an AS with just demoralize, chances are you won't survive long even after sweep. Personally, I find sweep helps my team survive moreso than it helps me. IMO, sweep is just a nice source of AoE dmg since if Ablating hits its target, ever other foe is auto-hit by sweep.
Then comes the tactic of not using BU before AS. Sometimes, you don't want to kill the target (so demoralize will take effect) so you might hold off BU when used on a nearly dead Boss or a LT you know you'll take out with more than just AS. So at times, you're at odds with using sweep or getting demoralize. -
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Quote:Yeah, but with the new demoralizing effect (introduced after DBs), you can get away without the Sweep following right after. I mean, what do the *other* melee sets do without sweep to follow their AS?Being able to sweep all the foes standing around after you've just gutted one of them adds to a squishy stalker's survivability.
BU+AS=Target dead (or nearly so), but also="Everyone's after me!", so a Sweep right then will finish off the first target if he's not dead yet (or get him that much closer) and protect you from incoming attacks for a few more seconds.
Having BU and AS as part of another combo seems to me to help you out if you miss your Sweep by missing with Ablative - you get the consolation prize of Empower by pulling Placate, which cannot miss (assuming I have all the orders of the combos right in my head).
I just think it would have been better to unlink sweep from at least BU which recharges too slow to use as often...unless, of course, Sweep on stalkers does naturally more damage than the other ATs (not counting dmg buffs from BF/BU). Does it? I don't recall. -
His blades passed helplessly through thin air just before the party favors that littered the area exploded, sending a mess of noxious gas and sticking liquid all over him. Jase hacked and coughed as he was left behind for the PPD to deal with. Woozy and faint, Jase collapsed into the arms of himself. Jases shadow, for the most part, was a living entity; a trick and broken law of the shadow that he could only manage because he learned to sever the black strand of fate that linked him to his dark counterpart.
You okay master? the shadow asked with a sly smirk although only half of one; part of the shadows body was a clone of Jases slender frame but the other half was a melted mess of amorphous darkness.
Still in a fit of coughing, Jase looked up to his shadow. Damn him, he managed to spit out in anger. How do they always manage to get in the way?
Dont worry. Theyre not going to babysit that corporate scum for the rest of his life, right? the shadow asked smiling cheerfully. As Jase tried to remove the sticky goo from his skin, his shadow waved a hand to the scurrying spiders who instantly stopped. Almost resembling the half melted Jase, the spiders exoskeletons too began to melt to reveal metal mechanical spider frames that, for all intents and purposes, were non-functioning. In the same melting motion, they also sank into darkness and disappeared.
It doesnt matter now, just go seek one of those Circle Jerk diviners to scry the guys location. If not him then his amulet.
What will you do in the meantime? the shadow inquired.
Holding his wounded arm, Jase pushed himself to his feet. I need to heal so Ill be resting in the Shadow Place for a while. But we need to get out of here before the PPD are on our *****. Looking around before back at his shadow, Jase forced a smirk. Oh, and me? Pull yourself together, he said jokingly to his half-melted shadow. The shadow gave a laugh before they both disappeared into the dark reaches of the Shadow Place. -
Quote:Well, for a controller, it's the same amount of -def (25%). Quicksand has the advantage of being placeable rather than targeted (so it doesn't drop when the foe does), has a wider range (25' vs 15') and can keep the foes within its radius due to the -jump/run/fly while RI will cause the anchor to run.RI is also autohit, is a toggle, and has higher magnitude.
But then RI comes with a ToHit debuff too and doesn't require the foe to be planted on the ground. (oh and you can slot for the -def too) Personal preference, IMO tho.
I just like Quicksand so much more considering it doesn't matter if you aggro whatever with it. They aren't going anywhere or even near you. -
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Then just shut up and play those other sets?
I dunno what to tell you. Having the ability to get right back up if you fall down is a great way to keep the team from wiping. Because relying on inspirations isn't always efficient (not to mention using up precious space) and running back from the hospital is a gamble to get back in time.
Then, if you actually have players that took Vengeance, you can help the whole team by sacrificing yourself for the chance of +def, +dmg, +toHit, etc. for your team and then getting right back up.
And if *you're* not dying ever, I truly feel sorry for you. The game must be horrifically boring for you with no risk of failure *at all*. -
My vote would be Quicksand. With -25% def, a 25' radius, a 45 sec duration, *auto-hit* and the ability to stack (does the -def actually stack? probably not...).
Maybe not the biggest contender in the value of -def but being auto-hit is a plus considering you're making it easier to hit the target without a ToHit check. -
Quote:Well, I was just thinking out loud before I got a wink of sleep so I was kinda groggy....I just used an example. Not really what would be the best numbers for such a thing.
I just like the idea for concept purposes. A robot (that isn't truely sentient), just shouldn't be hurt by mental blasts (but TK style ones sure).
I'm sure the right numbers could be figured out, and I think it would add more dimension to the game.
I just used the +30 and -30 percentages, as I figure every bonus should have an equal negative, so people don't go the min/max route and we all of a sudden see (for instance) City of Robot Heroes.
But as I was falling asleep, it got me thinking about some of the concepts you could use:
-Thought it'd be awesome to make a specialized Psychic Exorcist who had psy blasts amended with the [Ghost Slayer] trait. Yeah you wouldn't do much dmg to robots but you'd completely murder ghosts and undead.
-Same thing but with a Broadsword user. Now, even though your damage is resisted because they're [Ghosts], you'd still tear through them decently because your sword is a [Ghost Slayer] sword and zombies fall under the [Ghost Slayer] tags so you'd really rip them apart.
-My Katana/SR uses a 'wooden sword' but I'd put the [Impervium] tag on him so he'd be able to manage decent dmg vs robots and armored foes too because that's his concept >_>
Now thinking about it, if there were enough tags (like 15 for defenses and another 10-15 for attacks), it'd probably be too complicated to 'min/max' because you'd end up vulnerable to *something* but then...yeah, it's really, overly complicated...so yeah -
If I recall correctly, Lightning Rod does a couple of tics of damage to everything in range and an additional tic of damage to the foes within an 8ft radius of where you click.
Shield Charge just applies its full damage to everything in range. -
Quote:Well, that's where I think we can get around some of the issues of weapon sets and sort of 'fool ourselves' with clever use of animation. Having played my Stone/Shield brute and using the hammers, although they technically use different weapons that are 'drawn' between each attack's use, it doesn't *look* like it is. Using Stone Mallet and Heavy Mallet after just looks like you swing the mallet down and then swing it up when you're in fact 'drawing' the mallet and swinging it down > then 'undrawing' it or 'drawing' a new mallet over it > then swinging it up.Here's the thing - in order for you to keep the weapon out and, crucially, have it persist between attacks with the same weapon, is to resort to activation sequences. We have no reason to believe and no precedent to suggest that such a thing is currently possible. We have no way to tell if a non-weapon power can be customised into a weapon power. And that's what's being asked here. If you don't make it a persistent weapon power, then each power will always draw the weapon at the start, even if you already had the weapon out.
Again, if you use clever animation use, it could look like you're not drawing the nunchaku at all as you animate each attack.
But if that's not possible, and we have to make the set into a weapon set, I don't see that as impossible either. If you can switch animations of powers within a set, I shouldn't be out of their power to just substitute all the powers of a set with a cosmetic alternate that just happens to be a weapon set.
Quote:In fact, and I may be recalling right, but in the past, BABs has explained that the way the game known not to redraw a weapon already drawn is if the next power has the exact same activation sequence as the previous one. The reason I linked to his post on the matter was to say that this system which ensures that works is also the system which MANDATES draw occur between activation sequences, in such a way that BABs has so far been unable to prevent it from doing so with the time he has to devote to it. It's clearly not a simple hack-n-slash fix.
Basically, in order for the set to not redraw, powers would all have to have the same activation sequence, very likely unique to the weapon. We have no evidence that activation sequences can be changed, and if they aren't changed, then redraw will occur. Since the game cannot already do that, it's not a safe bet to believe that it probably can.
My guess is, if there is no logical way to have the set call on an alternate set of animations that just happen to draw (and therefore cause redraw like other weapon sets), then there goes the 2nd option I was talking about. Then that leaves the question of how to cleverly get 'around' redraw by use of Fire/Stone melee methods. -
Quote:I'd actually like this except I'd probably set it up like pre-set 'tiles' that you'd place ontop of whatever character you want to flavor. So you'd have the above example of the Robot tile which would have some +res to psi and lethal but a slight reduction to smashing and a weakness to energy.I'd love to see Origin specific resists.
Robots who are resistance to PSI attacks, at the cost of possibly taking more damage from Electric based Energy attacks.
Stuff like that.
It can be purely optional too. But should also have a corresponding weakness attached.
+30 PSI resist = -30% Electrical Energy Resist (as an example). You could choose to leave the toon as is, or take this option.
I'd also love to see dual origins.
But to lessen the opportunity of this being 'gamed', I'd actually say apply the tile 'after' powers and caps are calculated. So if you choose electric armor (which can go over the cap for energy damage resists), it would apply the -res of the tile after that so you'd always end up below the cap vs energy.
Other tiles would be Fey (maybe +energy def, +energy resist, -lethal resists?), Ghost (+smashing/lethal resist, -psy def/resist) etc.
Then I'd say perhaps extend these tiles to powers. For starters, electric attacks should automatically do additional energy damage vs robots (no idea why it doesn't right now). But then you can choose attack tiles like Impervium (your weapon is made of a material that can cut advanced armor so additional dmg vs [whatever tileset advanced armor includes]), Wolfsbane (vs werewolves and [whatever other tileset that may be included], you apply additional debuffs with your attacks), Ghost slayer (+ToHit and additional dmg vs ghosts and [insert whatever other tileset to include]), etc.
....eh, sounded kinda cool in my head but rather confusing thinking it up. It'd only be interesting if there were a wide variety of tiles and they were placed on enemies too.
[EDIT] Thinking further on a hypothetical, if you take an Elec Armor character and have an Electric Blaster shoot at him, the armor character won't feel a thing, most likely. But if the Elec Armor character was a Robot (and -res to energy) and the blaster had, oh Impervium (so additional dmg vs advanced armor foes/robots) plus the additional dmg elec should do vs robots, the blaster *might* actually put up a fight. -
Quote:I thought, In PvP now, resistance is kinda more spread out among players. Like, if I recall correctly, Tough from the fighting pool now provides resistance vs all damage types and not just smashing and lethal. I don't really recall, it's been a while since I bothered to PvP.A damage set which primarily deals toxic damage would not likely be created. While it's mostly a PvP concern, players rarely have access to protection from toxic damage. If they do have access, it's rarely much. The same applies to NPCs, so the argument extends to PvE. And if they create a new set, they're likely to create new NPCs who use powers from the set, making it more of a PvE problem.
Considering that, if a toxic set is created, it likely won't have very high damage output, to compensate for the fact that there is little protection against it. And then when someone does encounter significant protection, they become nearly useless.
As for a Toxic set, I've always thought we should combine damage types to emulate more concepts. Like, if I were suggesting a toxic set, it would be something like 'Corrosive Blast' or 'Corrosive Melee' and it would do a mix of Toxic and Fire damage. It wouldn't be all punch-tastic like Dark Melee, but more 'touch of death/melty' or similar to Radiation Blast in application. -
Quote:LOL! Well too ****ing bad! Because Soul Transfer and Rise of the Phoenix are *NOT* going anywhere!All Tier 9th self-rezzes are garbage and should be replaced. Any power that requires the player to die can always be replaced by something more useful. There is no logic in defending powers such as Rise of the Phoenix and Soul Transfer, especially now will all the sets we have. Anyone who advocates ST and ROTP remaining in FA and DA is a fool who is pissing on the wheels of progress.
You can piss and moan and call people fools all you ****ing want but it ain't gonna do **** for ya!