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Quote:Granted, and I'll concede to your point. It makes sense but I'm still of the opinion that that isn't good enough an explanation. The lethal weapon sets include Katana/Broadsword/Ninja Blade, Dual Blades, Spines, Claws, Battle Axe, Archery, Assault Rifle, Thorns and Pistols (I think that's it). The ones incapable of -def are Spines (but it's currently borked, according to Castle. I'd bet eventually, the set will look like Thorns), Battle Axe, Archery and Pistols.Originally Posted by Samuel_TowIn light of all this, I don't see why you can't just slap a -res secondary effect on "just a spear" and go with it. After all, if a sword slash can make you easier to hit after the fact, why can't a halberd swipe make you more susceptible to harm for a short while? Given how abstract the concepts of defence and damage resistance are, I don't see why not. I might not make perfect sense, but then we can cause illusionary damage to DOORS and cause crates to bleed, so I wouldn't say it's THAT far put of left field to give general -res to a Spear set.
Kat/BS/NB probably have the concept of being accurate weapons as they have an innate accuracy bonus ontop of lowering defense. DB actually has -def in Ablating Strike as well as the weaken combo. Claws has Slash and Brute Claws has Eviscerate. You explained Assault Rifle and Thorns has a brokingly amount of -def in it. IMO, it's not so much you need to explain why the other sets don't have -def but explain why they do things other than -def. My Axe/WP brute has the concept that his weapon has a special innate ability to one-hit kill a foe if engaged in a fight where he gets in the first hit, if not he'll pound on them with his big hunk of metal. Basically, his attacks are so strong, he knocks his enemies around with his heavy weapon. No need to explain why he doesn't do -def.
Quote:With this in mind, I don't see why broad-range -res would be that unbalanced. Unless you're looking for -res to be incredibly high, which I actually wouldn't support just on its face, I would fully support it being -res to everything, not just Lethal. And, mind you, even if we were worried about balance, a LOT of attack sets in the game deal lethal damage or have a lethal damage component, so even just that isn't TOO much of a balancing factor. I'd go with broad-range -res just so that it teams a little better.
Also, while a lot of sets in the game deal lethal damage or have a component of lethal damage, remember that many foes also resist lethal damage and therefore will resist -res effects that target lethal damage.
Quote:Just in closing: Only one family of sets, to the best of my knowledge, is actually conceptually loaded, that being the Dark family. Dark Melee, Dark Armour, Dark Blast and Dark Miasma are all very heavily implied to deal with energies from the Netherworld, which is quite strongly implied to be some sort of afterlife/hell/spirit realm, and as such has heavy magic implications.
I guess you could say the set I suggest does the same thing but the secondary effect isn't combos, it's -res. The combos basically are there to give you AoE attacks but you don't need AoE attacks to fulfill the set's secondary effects.
Quote:Beyond Dark, though, everything else is an element, and has only properties inherent in that element, not inherent in the style with which it is being applied. Fire is heat and burning, not hatred and destruction, cold is slowness and chill, not loneliness and desolation and energy is concussive force and "generic energy," not the power cosmic or arcane energies. As such, a set which has you "out for blood" is a little more specific than just a spear needs to be.
I stand by calling it Blood Spear because, aesthetically and from a design standpoint, it just sounds more serious and sells the -res effect as being related to bleeding the foe out. The fact that, as a polearm, you can piece foes easier, that concept is covered by the pierce through combo (you can stab your target *and* any poor schmoes in between). I can agree to toning down and/or renaming Blood Sacrifice and Vampiric Thrust. Perhaps Blood Sacrifice > Blood Rage (if SS can do it...) and Vampiric Thrust > (something with the word Carnage, Guts, Gore or some such).
From a design stance, Blood Spear can have interesting theme names where if it were just spear you'd be looking at Stab, Thrust, Upward Stab, Multi-Thrust, etc. Hey, I love claws myself but the names of claws are absolutely forgetable. I can't tell the difference between Swipe, Strike and Slash unless I see the animation >_> But I love Katana's names. My RP character even named specific katana techniques with the actual set's power names in mind and he shouts them (anime style) when he uses them. -
Quote:Cool, then you can use your RPness to give the set a spin on why it has -res rather than it not having it at all.
Telling us to use our RPness to take away the spin.. uh... I'd rather use my RPness to give a spin, and not HAVE a spin on it.
Quote:Even the 'specific' power sets don't have a "spin" to them. Energy Melee, Dark Melee, etc. The only spin is "you manipulate X to use it as a weapon." there is no how/why defined.
Smite description: You wrap your fist with negative energy from the Netherworlds then perform a smite...
Dark Consumption description: The dark power of the Netherworld allows you to tap the essence of your foe's soul and transfer it to yourself...
Really, the descriptors are only there to give you a jist of what the power is doing. It's not there to define the power for you. No different with my suggestion. Like in the overall set descriptor (you did read that, right?) it could be the weapon actually craving blood or it could just be your own mind/thoughts egging you on to splatter the floors red.
The reason I ask if you read the set descriptor is because I specifically stated that a staff would *not* be included as a possible weapon customization. Pretty much any polearm *excluding* staff.
[EDIT] PS: reading back on the power descriptors I wrote, to say they're too specific in concept is kinda...weird, don't you think? The only one's that are actually specific are Blood Sacrifice and Vampiric Thrust. The other ones equate to "you're stabbing something with a sharp thing and they bleed". Really? *Honestly*!? That isn't generic enough? -
I guess it depends on the sets you use and build with. In the situation you posted, I remember doing that mission with my Dark melee/Willpower stalker. At that lvl, his build was pretty bad too (had 3 leadership powers, no stamina and didn't have Mind over Body for the smashing/lethal resists). He managed to solo EB BackAlly Brawler (can't recall the lvl) but he used more endurance inspirations than anything. He stood and fought, using Touch of Fear to debuff ToHit as much as possible.
My Electric melee/Regen stalker would probably have done what you had did because he lacks all the resists to withstand BAB's attacks. He'd pretty much play as a blapper (a meleeing blaster), jumping in to put in a good crit or two then jump out to regen a bit or use a heal.
In essence, yes a Stalker can play like a Blaster if you build it that way. But they can also play like Scrappers (try Dual Blades for that). If built right, a Stalker is no more a glass cannon than a Scrapper would be. -
If you don't want melee attacks then why did you choose energy/electric manipulation?
I'll say what any other blaster player is going to tell you: Blasters aren't specifically a ranged damage class, they are a 'pure' damage class. Whether it's ranged, AoE, melee, etc, the blaster can dish it out.
As for keeping foes at range, if you want that then pick the right sets for it. Fire blast isn't going to keep foes at bay because that set is about blowing things up, not away. Ice, on the other hand, can hold multiple enemies with just the powers in its primary. Different sets play differently from eachother. Some have more AoE dmg, some have more solid single target damage. Some sets are great with control while others excel at pumping out damage fast.
For a ranged blaster that specializes at keeping foes away, try Sonic Blast/Ice manipulation. From the primary, you have a stun, a knockback cone and a long lasting cone sleep. You can literally pick off foes one by one at your leisure. Ice manipulation has a hold, a cone slow, a knockdown patch and a PBAoE sleep that can stack with Siren's Song to sleep even bosses. Before attacking a mob, you can lay down ice patch and take a step back. Any foes not asleep that run at you will run into the ice and slip and fall continuously. -
Thanks for the replies RP, Sam, Azure and Aku.
Again, the reason I suggest the set as Blood spear is to differentiate it from being *just* a weapon set. If it were simply a spear, you're automatically limited in effects (-def, knock and/or combos). Adding an extra theme to it allows for a wider variety of effects and if the animations are adequate, it doesn't matter if it's Blood Spear or Banana Spear, it'll fit any concept of a character using a spear. You have to explain to me how the set cannot accommodate those concepts. If the set were just a spear, now you have to explain why the set has -res in it's attacks while other sets such as claws and dual blades pierce enemies yet don't. And why are weapons automatically limited to 'vanilla metal'? Energy can be sonics, radiation, electricity or kinetic energy, the primary difference in those sets are their secondary effects and they fit wide varieties of concepts (my Rad/Elec blaster is throwing water and the -def effect is a 'Super Effective' advantage of hitting them with electricity while they're soaked).
As for the -res extending to all: if it's balanced then let it be done! But I suggested it as -res to lethal primarily for balance and secondarily for concept. I wanted the secondary effect to be substantial enough to make a noticeable difference in performance. If it comes to sacrificing half of the effect to extend it to all damage types, I'd rather it just stay lethal. At least a spear user can be a noticeable force multiplier for other weapon users including himself.
Concept-wise, you're making the foe a bloody mess. You cut and stab to make him bleed out and doing that will ultimately cause more blood and damage the longer they fight. Getting smashed with a blunt blow is more about contusions and internal bruising/bleeding and fire, cold, negative energy, psi, etc don't really cause the foe to bleed like shooting or stabbing. You're ultimately in it for the blood and it makes you stronger. But if -res to all isn't out of balance (without being tweaked lower than the values I put up (and I aimed low too)) then go for it.
The animations I really didn't dwell on but a fluid attack sequence would only enhance the set further so if it can be done then make it so! -
I've got at least 2 sexy stalkers and it's a shame I only see them half the time.
I'll back this suggestion. -
In the same vein of 'for fun' as the Death Scythe set:
Blood Spear
Can a weapon be alive? Is the need of sustenance, even if it’s blood, be a characteristic of living? Maybe it’s not really the spear that craves blood. Maybe it’s all in your mind or maybe your blade really is provoking you to spill more blood.
Not just exclusively spear, but any polearm weapon excluding staves. But Blood Polearm doesn't sound as good. Besides its innate longer range, this set has effects that become stronger upon defeating a foe and spilling its blood upon the blade. It also has 1 combo type that can be performed 3 different ways.
Scrapper/Brute/Tanker:
1. Red Gash (ST 9ft rng, minor lethal dmg, foe –res vs lethal)
A swift thrust with the spear that pierces the foe’s armor causing them to bleed out.
2. Blood Stroke (ST 9ft rng, minor lethal DoT, foe –res vs lethal)
A slash, spin and thrust attack that will leave the enemy a bloody mess.
3. Crimson Sky (ST 9ft rng, moderate lethal dmg, foe knockup)
A strong and elegant upward thrust that sends the foe flying through the air.
4&5. Blood Sacrifice/Taunt/Confront (Self +dmg, +ToHit, +rech, self neg energy dmg, -regen, *special*)
The insatiable hunger for blood your weapon has can be temporarily warded off using your own blood. By sacrificing your own blood, you get the same benefit of your weapon defeating 3 foes for the maximum duration. The damage bonus only lasts as long as BU but the +rech and special ‘foe defeat’ buffs last for 30 sec.
6. Scarlet Pin (ST 9ft rng, moderate lethal dmg, mag 3 immobilize, -res vs lethal)
Stab at the foe’s feet, impaling their feet to the floor as well as making them vulnerable to follow up attacks from your spear.
7. Iron Stitch (ST 9ft rng, high lethal dmg, mag 2 immobilize)
A strong and heavy downward strike plus a thrust to keep the foe from moving while you impale them on your blade.
8. Vampiric Thrust (ST 12ft rng, superior lethal DoT, -res vs lethal)
Thrust the foe violently and continuously with your hungry weapon to quench its thirst for blood.
9. Rain of Spears (self teleport, 15ft PBAoE, superior lethal dmg, foe knockdown, mag 2 immobilize)
Leap up and fall down with a strong spear attack that strikes all within range, pinning them to the ground for a time as well as putting them on the floor.
Stalker:
1. Red Gash
2. Blood Stroke
3. Crimson Sky
4. Assassin’s Point
5. Blood Sacrifice
6. Placate
7. Iron Stitch (ST 12ft rng, moderate lethal dmg, mag 3 immobilize)
8. Vampiric Thrust (ST 15ft rng, high lethal DoT, -res vs lethal)
9. Rain of Spears
Blood Offering effect = for every foe you defeat with one of the Blood Spear attacks, you get a 30 sec ‘Blood Offering’ buff that can stack 3 times. The Blood Offering effect adds a stacking effect for your 4 –res attacks. Similar to Domination stacking additional mez mag/duration, Blood Offering will multiply the –res effect by 1x the number of blood offerings on top of stacking with the other –res attacks.
Blaster –res on sonic attacks are -13% to all with a duration that allows around 3-4 stacked effects. Blood Spear will be something in the realm of -5% to only lethal. With full blood offerings, it’d offer -20% res to lethal only with each attack with similarly long durations for 3-4 stacked effects. So that’s a possible 60-80% -res *if* you defeated 3 foes. With no or 1 foe, it’s 20-40% -res to lethal.
Combos = Pierce Through (turns the last attack in the combo into a cone which damages and duplicates its secondary effect to all that it hits)
Scrapper/Tanker/Brute combos
-Red Gash > Scarlet Pin > Iron Stitch (end with a 9ft 45 degree cone that immobilizes)
-Blood Stroke > Scarlet Pin > Crimson Sky (end with a 9ft 90 degree cone that knocks up)
-Red Gash > Blood Stroke > Vampiric Thrust (ends with a 12ft 90 degree cone that does the most dmg of the combos and debuffs resistance to lethal)
Stalker combos
-Assassin’s Point > Red Gash > Iron Stitch (end with 12ft 45 degree cone that immobilizes)
-Blood Stroke > Placate > Crimson Sky (ends with a 9ft 90 degree cone that knocks up with a 50% chance to AoE crit)
-Red Gash > Blood Stroke > Vampiric Thrust (ends with a 15ft 90 degree cone that does the highest dmg of the combos and debuffs resistance to lethal)
The set would be the king of cones, capable of striking out at a group of foes and keeping them lined up for the kill. It’s weak point is, for sets like Invulnerability and Willpower who need foes around them within 8ft, this set’s strength is at odds with that, capable of keeping foes away and striking at them outside that range.
Any thoughts on how such a set would stack up against other melee sets? -
Quote:That's what I do already. Because there is no other option for me.
I know you want to just jump in and start swinging, blasting, whatever. But we're talking about an alter-ego that you're going to be playing/inhabiting for hundreds of hours. Isn't it worth taking a few to get it right at the start?
But then I just don't put much weight in names. If you can get a really good and fitting name then great but I really only try not to make names that are dumb sounding when NPCs say it on the streets. Because if you need to make a name so obscure you need a dictionary or need to know another language to 'get', it really doesn't matter. -
You're forgetting that an assault set usually has some kind of self buff in it. Build up, Aim, Drain Psyche, Power Boost, etc. If I were suggesting a martial arts set, though, I'd suggest a hybrid concept for it.
Martial Assault:
1. Snap Shot (archery)/ Pistols (dual pistols)
2. Thunder Kick
3. Aimed Shot (archery)/ Dual Wield (dual pistols)
4. Storm Kick
5. Balanced Chi (Conserve power clone)
6. Fist Full of Arrows (archery)/ Empty Clips (dual pistols)
7. Dragon's Tail
8. Crane Kick
9. Eagle's Claw
You'd choose the custom weapon you wanted in the costume section and that would lock you into what concept is available (either martial arts + archery or martial arts + pistols). You can essentially have both by having different costumes. Also, tweak the animations so you can kick with pistols in your hands and if you choose punches, you'll do them with pistols in your hands.
Continuing with other weapon assault set...
Ninja Assault:
1. Shuriken
2. Sting of the Wasp
3. Poison Star (ST ranged lethal dmg + DoT)
4. Soaring Dragon
5. Divine Avalanche
6. Exploding Shuriken
7. Lotus Drop
8. Iron Rain (trap summon, PBAoE lethal dmg, immobilize + slow)
9. Golden Dragonfly
Eh, requires making 2 new powers, one being basically impale the other being trip mine but with a flying blade explosion rather than one of fire. Anyway, give Katana shuriken ranged attacks so that you don't have 2 weapons to customize. The animations for the shuriken can easily be tweaked not to cause redraw from within the set.
Claw Assault:
1. Razor Claw (ST ranged lethal DoT)
2. Swipe
3. Strike
4. Focus
5. Build up
6. Slash
7. Spin
8. Shockwave
9. Eviscerate
Kind of a reach for this one. Focus comes earlier in the set but late for a 2nd ranged attack in an assault set. It's AoEs might have to be redistributed so they don't all come at the end. -
Quote:Wow, is it just me or are people getting more and more narrow minded when reading posts? It definitely ain't me.
If a minuscule amount of people are unwilling to utilize any of the suggestions given by myself or others, then the game and it's design are not at fault.
Just to be clear, I *NEVER*
...let me repeat that.
*NEVER*
...suggested anything that circumvented using the suggestions already posted in this thread. All I suggest is more time to think up one. If you're gonna quote someone, perhaps you should actually *read* their post and understand their stance on the subject. Because I don't need links to name generators or thesauruses.
I've read some of the criticisms of my particular suggestion and understand that I might be he only person to use the option...and not even all the time. But it's an option. It's not hurting anyone if I (or anyone who isn't that creative) with names decides to put it off until later. Is it? If so, explain.
[EDIT]
Quote:Just how long spiderman would have lasted if Stan Lee hadn't thought of the name first back in 1962? I just don't see anyone buying a single issue of The Amazing Ihaven'tthoughtofacoolnameyet
That doesn't stop the artist/author from actually drawing/writing and putting the character out there. For example (even though I don't agree with the analogy of being the author of the character. It's a RPG, not an endorsement deal. I am *playing* the character, not selling him) Lucas didn't have a name for Luke though the first drafts (who went from being a girl to an aged general to a boy) and went through several names before finally naming the character after himself. The any names before were placeholders until they settled on Starkiller and pushing it out for publication. Century Fox didn't like it so it was changed to Skywalker.
The 'placeholder' names are essentially what I was suggesting. The changing from Starkiller to Skywalker is pretty much a requested name change that you'd have to purchase.
...but again, I find equating the player as the author and therefore you must have a name otherwise you're a forgetful hack writer absurd. Like I'm creating a complete character right at the start. That's is just dumb and flies in the face of an RPG. You're not publishing a completed character, you're creating a new *incomplete* character that *becomes* complete as you play and experience the game. You can give him a reason to fight but that doesn't equate to needing a name (I mean a moniker, I name all my characters but they don't go walking around being called by their first and last names). Already gave an example of someone sort of 'earning' a moniker too so really, it's not completely out of left field. -
I think when EA gets proliferated, the set is set up for a similar buff that Elec Armor got. Unless they will allow Tankers/Scrappers 2 conserve powers, they'll probably change EA's conserve power to something else. I previously suggested a power called Overclock that provides the same endurance discount as Energize but comes attached with +res to psionic and either smashing/lethal or energy/neg.
Also, why does EA have a mez protection toggle that does nothing but protect against mez? You can't slot it for anything but endurance. -
Quote:That's the thing, no one actually provided feedback on the idea. If anything, posters are doing everything they can to sidestep actual feedback of why or why not the idea is bad or good. It's like being ignored which is more frustrating to me than negative feedback.
If you can't handle people giving you negative feedback on an idea then you should refrain from posting them in an open forum.
Quote:If you are truly creating a "rich background" for a characters bio then you should have no problem coming up with an original name. There are plenty of tools available to help you. It's not the devs fault you feel it's necessary to wait until your level "X" before putting any serious thought into a name.
Now if you want to slap around a debate about what is and isn't a QoL issue then just say so.
Also, in the Spiderman movie, Peter didn't get bitten by a spider and go 'BLAM' my name is Spider-Man! Nah, he picked up the name after the fact he started wrestling guys with his super powers. -
I'm not going to argue with posters that seriously fail to listen or bother to understand the viewpoints of others, it's not like I'm not giving the same courtesy. And I'm not going to repeat myself further so if you feel the need to, don't bother quoting/post toward me to do it.
Anyway, as far as names go in-game, the competition is pretty lax. I sometimes feel miffed that I create a cool serious character with a rich background and a fitting name yet have to deal with jokes like Senior Shaved-legs or XxxSiffirothxxX. So really, when choosing a name it's probably easier to just relax. If you're RPing, you can put a more elaborate name in the bio section of your character. -
You also go on about typed defense being weak and positional defense being good but you don't really say how or why....and I'm talking about typed defense, not EA.
Also, you forget Ice Armor, which is also a typed defense set.
IMO, there is nothing inherently inferior about typed defense, fundamentally. It does the exact same thing positional defense does: a percentage chance to negate applicable attacks.
In gameplay, I feel the same. Typed defense does what it advertises.
Now if you want to *fix* typed defense, then fix the problem. The problem I've noticed when examining attacks when I get hit is that it doesn't seem some attacks are completely or properly typed. I think I checked a goldbricker sonic attack and while it does smashing and energy damage, I think it was only typed ranged. There is no reason it shouldn't be typed as ranged/smashing/energy. And that goes for any attack that directly does their damage type.
Exceptions would be something like Blazing Arrow which should only be ranged/lethal because it delivers the fire 'on' the arrow (and any other similar attacks).
For toxic, that's only an issue for pure toxic attacks and there aren't many of those.
And psionic blasts should not have positions. At least not the ones that are attacking your mind (i.e. fly at the character and hit them in the head, leaving a glowing aura around their head). Seriously, how does your brain dodge anything? It doesn't have legs to hop out of your skull and take cover behind an aluminum crate or something. -
The loose build of Nin balances decently with the tightness of Dual Blades. In the beginning, it's still very tight but it gets alot easier after you get the essentials from Nin.
I like the combination because of the tricks it can pull off. Caltrops for slowing down a group, 1kcuts to knock em all down, a sleep/confuse cone, a -ToHit to stack with it from Weaken.
It's the combo I choose for my only /Nin stalker. She's very scrappy and approaches each battle with a variety not common to the other melee ATs. -
Quote:I'm not missing the point, you're just not willing to look at it from another perspective.but you are still missing the point that while you sit there playing that toon the name you have finally come up with has a 99% chance of being used. name generators, a thesaurus or dictionary can help cut down on the time you spend thinking of a name.
I never said don't use a thesaurus or dictionary to help generate a name, I'm simply offering options where options are limited. That's what we're doing here, right? Suggesting options and offering assistance to those that ask. Like you suggested using a thesaurus, I suggested adding a color to the name.
The OP suggest giving vets priority (not a fan of that) and I suggest a name delay option.
Just to put my idea in perspective, let's say you make a character and join a team at lvl 10 and you rocked missions non-stop until you get to lvl 18(actually did something close to this thanks to the super sidekick thing). You 'could' break the streak and stop by a trainer every time you lvl up or you could just do it later all at once. If you messed up with slots/powers or just want to change the order you have to burn a respec.
Being able to delay the choosing of a name is similar to that. As a QoL issue, how is the suggestion bad (because no one has said why)? To clarify, this isn't some kind of 'rename token'. It'd be a choice in the character name section during character creation. You click it and it generates a generic name that you change later. Why use it? Because some people aren't good with names. It might take them a while to finally decide on one they like and the only option is not play until then, pay to change it or reroll.
PS: Just so you know, I'm *all* about the work arounds. I always try to suggest ways to get around limitations even if they might not be popular. I'm simply making a suggestion here and I'm getting a 'but you *can* do that' response when you *can't*. -
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Quote:That's pretty much the same as sitting around and trying to think of a name. You're still not playing what you want to play.that's why you come up with a name first while playing other toons. you already know what power sets you want so all it comes down to is naming the toon. think about how mad you will be if you get to 25 with a generic name holder only to find out that the name you want is now taken.
Quote:I don't think you're going to find many superheroes - or actors, or authors, or anybody else whose career involves using a nom de guerre, for that matter - in fiction or real life who decided, "No, you know what, I'm gonna hold off on having a name for a while." It just... doesn't happen. Car companies will occasionally build a car before deciding what to call it, but I've yet to see one start selling them before naming them.
...but yeah, not seeing how that analogy is working out for this.
Quote:... yyyyeah, I'm thinking "A". This is basically asking the programmers to solve a problem that isn't one.
Quote:You know that we CAN select a name at the start of character generation now, right? I mean... that big bar of tabs across the top of the gen screen means you can switch around if you want to...
We can pay for renames, we can pay for server switches and extra slots. We don't need to get some things utterly free.
If you think the suggesting is just asking for something free, then that's your opinion. I'm suggesting a name delay option, which is certainly not the same as asking for a freebie. It's not like I'm asking for free renames for the characters I already have. -
So the suggestion has no merit?
And if we're being snarky about it, my suggestion isn't actually available because we don't have the option to temporarily bypass inputting a name. What we *do* have is a purchasable name respec.
Apparently, being bogged down with searching, researching and squeezing our imagination until a clever idea pops out (or your brain turns purple and explodes) before you can play the game is a situation no one minds suffering through...
...or they just didn't think to suggest something to solve it. -
Quote:But you have to pay for it...or make a character with an offensive name and have someone report you to a GM.... but we can rename characters now. Have been able to for a couple of years, in fact.
I'm talking about a 1-time-upon-character-creation choice to either enter your character name like now or choose the option of a 'generic' placeholder and enter a real name at a later chance. -
Can I make a suggestion?
What about an option to 'generic' your name in the character creator? Kinda like blurting out a random placeholder name and you can come back and rename the character later, perhaps after playing it a few levels, when you thought of one?
I've actually rerolled half a dozen characters that made it to the mid 20s because 'Oh! I just thought of a cool name! AND IT'S AVAILABLE! Too bad I just threw together a not as cool one because I got frustrated with all my choices being taken...*sigh*'
For me, character look, bio and concept usually come about first with a name being an afterthought so it's more of a hassle for me. -
Quote:Hmm, WH? Are you referring to Whirling Hands?Did you even look at Panzerwaffen's numbers he posted above before posting that?
Which, btw, look a little off. My own numbers (from City of Data) show:
Code:BS Dam Act DPA Kat Dam Act DPA Slice 80.80 2 36.01 FS 65.04 1.17 49.27 WH 84.47 2.67 29.09 LD 88.22 1.83 44.55
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Quote:Didn't say anything about balance. Complaining that you're 'not getting the AoE out of it' concerning CI is like complaining the same thing for PBAoEs that need no target to activate. If you don't learn when to click them you end up firing it off before any foes are registered in range or they end up dead by the AoEs of your teammate.
So you're saying the power is balanced because lag spikes can cause the same thing to happen with other powers?
So lag spikes are built in to this power? That is the dumbest line of argumentation I've seen in this thread yet. -
((Is all this going to converge and we end up teaming with the other players somehow? Perhaps I should start my scenario so you can decide how you want it changed?))