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Quote:*shrugs* If you know Storm Summoning, then you'd know the only real buff it needs is for Lightning Storm to have longer range/perception. Tweek its AI to target and attack the same foe up to 60-80ft away and have it attack anything regardless of the summoner's status (that is, it shouldn't care if I'm around the corner or not being attacked with no foes near me, it should just be tossing out bolts constantly on anything within LoS 60ft or more away).I guess Legion and I are the only ones that play Stormies =) But I wholeheartedly agree with everything said in this post. I think one of the main reasons that Storm Summoning deserves some help is simply because it has never to my knowledge had any improvements. Oh and I think it would be cool if O2 Boost gave a small amount of endurance to the target, perhaps like taking half a catch a breath inspiration, nothing major like refilling the endurance bar or anything of the sort.
Quote:Okay, don't get me wrong, Storm is a great set, but calling it the 'big brother of Cold Domination' is nuts. Cold is probably the strongest debuffing set on a high-end build.
Got 2 IO'd builds on mine, one that keeps hurricane up and foes debuffed and immobilized and one that doesn't run hurricane but instead Oppressive Gloom + Thunder Clap for teams that don't need repel...so either a Tanker or a Controller (either with scourging Rain of Fire + Reactive/Spectral). Not a GM soloer but there's few enemy groups that can actually *do* anything to her -
Quote:Definitely think this will be in the new boosters. Really nice for characters that you don't play often or solo so they can either pick up rare recipes, convert them into alignment merits or get some enhancement converters to make some coin that way.Looking at the last packs, im guessing the following:
Reward Merits
Quote:Xp / inf / prestige Boosters
Quote:Restore / rez charges
Quote:Group / Mixed or super insperations
-Tenacity = 200%/350%/500% regen boost + res to -regen for 30/45/60 seconds
-Zealous = 150%/200%/300% recovery boost + res to endurance drain/-recovery for 45/60/75 seconds.
-Imperishable = 1/2/3 levels of absorb for up to 15/25/35 seconds (or until you absorb the alloted amount of damage) + 1/2/3 points of protection vs hold, sleep, stun, knockback, confuse, immobilize for 30/40/60 seconds.
Keep the group inspirations, just replace the mixed with something like those.
Quote:New ATO's
Enhancement unslotters / boosters
Catalysts / converters
Quote:Costume set peices to form one whole set
Quote:1 Super rare drop similar to the doggie -
Feel free to send him a few of my ideas or one of your own to modify Swap ammo. Curious to know where he'd be willing to take the set's 'defining feature' considering what Staff has (although it doesn't have quite as much as I'd have hoped).
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Quote:Why? The way I see it, if all you want is the costume set, super packs are like a Booster Pack+...it cost a bit more but comes with a *slew* of rewards that can make leveling new characters far more enjoyable. From the XP boosts, to the merits and the enhancement boosters, merits and inspirations...where a Booster is basically just a costume + a power and/or emote you may not use and has practically nil effect on gameplay, Super Packs are a bit the same + stuff that *does* have an affect on your gameplay.Great, cool, they are a resounding success, so it shouldn't hurt now to have a alternate way to get the costumes outside of them, since they clearly dont need the costumes pieces held hostage for their success. anything to report there zwill?
No need to sell the costume seperate, just buy 24 packs and you'll have it + more.
Quote:I leave them in my email and just claim them when I need them.
I do the same with the Experienced powers I get. If you claim a bunch of them you have to wait until it recharges. If you claim them one at a time you can use them instantly.
I don't know if the Revival and Restore powers work the same, but I'm assuming they do.
Super Packs are fine...but if people still think they're 'Gamble Packs' maybe the devs need to implement some *real* gambling into them. I'd have loved the chance, after opening a set of 5 cards, to swap back cards I didn't want for a chance at 1 card returned that wasn't the same as any of the cards returned.
Example: if I got a 25x merit card, a prestige booster card, 2 ally rez cards and Kheld ATO, I'd have liked the opportunity to flip back the prestige booster, an ally rez and the merit card(3 cards) and given 1 new one that automatically wasn't either a prestige booster, merit card or ally rez. Let me *really* gamble! -
Quote:I guess you didn't read the context of what I was responding to and disregarded the way I answered it.I'm not sure what point you're trying to prove here. You're only pointing to a character, not really giving a reasoning why crystals would block psionic attacks.
Basically, you've just done a "because it's in comics" excuse. But you seem opposed to a "it's comic books" reasoning for Radiation Armor.
Quote:No matter it's origin, Negative Energy is still a form of energy. It ENERGY from darker origins. Energy created by Radiation is different from Electric Energy, or (just plain) Energy. It was created from different methods. So any effects Radiation has are completely up to the development team to decide and will not contradict anything established in the game. The only reason there is no precedence is because it's never been used before. There's no precedence to the counter, either.
Quote:As for the business of Rad Armor being too much like Elec Armor, lets do a side-by-side comparison:
I don't see enough similarities to support your claim. Sorry. -
Quote:Because blanket statements are always right, huh?This statement doesn't really make sense. You are essentially saying that a subset of energy (dark energy - whatever that may be) is opposite to energy (a general umbrella term)
This needs clarification because dark energy cannot be the inverse of energy, because energy will include dark energy because its an umbrella term.
That's the thing about them though, is they're there for convenience not correctness. It's the same with any catalyst that is used to power any work that creates an effect and is possible to create one energy from another.
However that's not how dark energy works in CoX. Technically dubbed Negative Energy (but someone else mistyped it and I was just copying it), it's not 'dark energy', it's 'Netherworld energy' which has to be channeled from another dimension which has their own creatures completely comprised of the stuff. It will never be the same as regular energy and seeing how the game is set up (powersets using energy as protection generally have diminished protection to negative energy and the opposite for negative energy protection) they are opposites.
Quote:Yes and no.
-snip-
Also I would like to add that alot of our nerves are covered in an insulating layer of fat called myelin that will protect the impulses somewhat from outside interruption.
Quote:But the power itself is functionally identical.
Cosmetics.
Still a functionally identical power.
Quote:Try rereading what I said. I basically asked a rhetorical question "Do you think my examples are absurd?"
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Quote:Yes, because if someone has metal control, they can control the metal in the batteries, not the energy inside the batteries. Just because one can manipulate the mind doesn't mean one can manipulate what the mind has given off. Deforming synaptic connections in the mind of a psionic user has nothing to do with mental attacks already thrown at you.That's like saying "That's effective against electronic batteries, not electric currents!"
Quote:What do you call Psionic Damage Resistance if not a "block"?
Quote:Nope. She loses access to her psychic abilities while she's in diamond form.
Quote:Both Regen and Invuln have Dull Pain. Why even bother with Invuln?
Quote:Broadsword has Parry. Why even bother with Katana and Divine Avalanche?
Quote:Electric has Power Sink, why even bother with Fire and Consume?
Quote:If that's your line of reasoning, why not simply condense all defense/resist sets into one set called "Armor" and be done with it?
Absurd you say? Why yes! Yes it is! And it's the logical culmination of your own argument.
Don't be a liar, liar.
But the concept is largely covered. What concept of Radiation Armor cannot be covered by existing sets so absolutely warrants a new set for it? Perhaps, however, after more info is release it actually will be someone different from existing sets enough to not be a waste of time. -
Quote:Dark Energy is different as it is the inverse of energy. Electricity is special since the brain functions through (*insert handwave*) electric currents that can be overridden to make mental attacks less effective.As well as the precedence for other Energy Based sets to cover the psionic hole. Electric and Dark Armor. Different types of energy interact in different ways. It just so happens that Radiation based energies can resist psionic energy. There's nothing in the game that has ever said it can't, so there's no break in consistency.
But I've never taken the position that radiation armor could not have psionic resistance, just that radiation armor doesn't *need* psionic resistance. As pointed out below, does the set not have enough alternative means to overcome psionic attacks without requiring a special hand-wave to add direct resistance to a damage type it wouldn't normally or conceptually resist?
Quote:To be honest, I find the concept of Rad Armor more likely to interact with Psi energy than Crystals (Stone Armor) having some capability to defend from it.
Quote:[edit] Just something to consider: Radiation, in real life, does cause mutation. What's to say someone who is mutated by radiation doesn't grow new neural pathways that help protect the mind from psionic attacks?
So we either have to borrow from Electric or Biotic to justify this? Why even bother, then? Are you that desperate for psionic resistance? -
Quote:Maybe even unslotted enhancements. Frankly, with attuned enhancements, I feel there's really not anywhere too far beyond simply giving you the in-game ability to turn regular into attuned...I like this idea... kinda like an accolade power for crafting that one could learn ...say by level 20? that would allow you to enhance/modify your currently slotted enhancements to a different level.
Giving an invention crafter who has created a slew of enhancements and unlocked all the badges the ability to change the levels of IOs seems perfectly fair to me.
Attuned aside, being able to slot -KB enhancements at lower levels, being able to slot procs sooner, and/or keeping bonuses when exemplared. Not only that, some lower level IOs are more sought after (and therefore cost more) because the supply is so low. -
Well I hope the first costume pack is available...I missed it this year and seethe every time I see a vampire, crow costume change and/or the fishman face...I wanted those fish parts, dagnabit!
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Quote:Took it. Thanks. Go Water Blast!
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It was a joke response to your joke
Quote:Still, I find anything new for melee pretty exciting. In my opinion Thrown weapons should have been more a melee set that a blaster set any way. Ever actually throw a knife? It is not going to do much at the range blasters tend to work at. However that logic did nothing when DP was added to the game. :/
But I've derailed the thread enough.
When I think of post apocalyptic, I think of Fist of the Northstar....so we need to add Gumby-Physics to the game.
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Quote:I'll take that as an insultMan, you have been in rare form the past few days. You really did want Thrown Weapons didn't you?
But yeah, if given the choice on the boards, I'd pick Thrown Weapons over Radiation anything. Because rad is covered:
-Caustic foe affecting radiation = Radiation Emissions
-Solar Radiation = Energy anything
-Toxic = got me there but that ain't gonna be Rad armor or Rad melee
-Radiation mutation = Biotic Armor
-Green Glowie stuff = pick an aura
But this is coming from someone who doesn't care for Rad to begin with...I've got no Radiation defenders/corruptors and the only Rad blast character I ever made, I recolored it aqua so it looks like water blast (worked pretty nicely, actually, and the after effects it left on foes looked like water and bubbles). To me, Rad isn't interesting probably because what makes Radiation truly formidable is that it's invisible. It's a force not perceived by the eyes and goes mostly unseen...radiation could be destroying you from the inside and you not being able to tell until it's too late. Anything else is just bells and whistles more better spent on something more visually appealing.
But like the Stalker changes, I'm not begrudging anyone for wanting it and I'll probably even use the set if it is versatile enough to be colored and played off as more than just radiation.
Also, I didn't get back until yesterday. I've been making up for lost time I guess... -
Quote:Considering the emo world we live in now where a nasty facebook message can shatter someone's world, anything at all depressing is, like...multiplied by a bajillion and five!You're easily depressed.
Next you'll say Wile E. Coyote's plight is depressing. All the pain and suffering he goes through just trying to get a meal. And then when he finally catches his prey it's *still* beyond his reach. None of the action involved changes this inherently depressing situation. At all. Presentation is meaningless.
It's soul crushing!!! -
Quote:Because there is precedence for using barriers of various energy types to deflect or dissipate physical attacks like those. All of which tend to leave psionic as a hole.I am still trying to figure out how you find it perfectly normal that radiation makes you resistant to bullets and swords. Where is that precedent? What makes lethal resists acceptable to you, but not Psi resistance?
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Quote:*munches on cookie*Jebus man! Give it up. It's a "Superhero Game". Stop trying to introduce logic and reality into my make believe, unrealistic game! It has no value here. If I want to be a 3 foot tall catgurl/bat hybrid swinging a gigantic sword that weighs 4 times as much as I do and is 1.5 times taller than me, let me do it! If I want to say that Radiation Armor can resist Psychic powers, let me do it! It's a game! Not reality.
Eh, you can do that now. Hell, I pretended spines are throwing daggers and not bone fragments sticking from my body and that energy aura is a telekinetic aura made of psionic energy on another character.
Blame yourself if you're some piece of fail that can't be bothered to read the forums without it 'ruining' your game. I have every right to posting my opinion on these boards as you.
And it's not about 'logic and reality', it's about consistency.
Quote:1. No, just that the underlying physics is closely related and that they use some similar mechanics. Look at the power list and compare, they're quite different in effect but they are resist sets with psi resist and a self-heal.
Quote:2. If you're that deeply morally offended by a set, you don't have to buy it. Really. No one's holding a gun to your head.
Perhaps you're reading ulterior motives in my posts?
Quote:(I could make it sound less cheap, but I really don't feel like explaining enough real-world physics to explain that psionics by definition would involve the manipulation of energy (the physics concept rather than the in-game damage type). Alternately, if I was permitted to define the physics of psionics, it would be trivial to explain. Rad sets manipulate gauge bosons, psionics are transmitted by either a gauge boson not yet discovered or an as-yet-undiscovered manipulation of one of the less well-understood gauge bosons (likely this just to avoid sporking the Standard Model and/or running afoul of next week's new theory of quantum gravity) => Rad can thus manipulate psionics well enough to reduce their effect: psi resist. QED. This is how I justify my FF/Rad taking the psi epic pool. If that seems overly broad to you, I remind you that we're discussing a power class that can do everything from def debuffing to raising the dead after using their corpses as porta-nukes.)
As far as game mechanics go, though, since psionic is its own damage type and radiation is just another form of energy just like sonic and electricity, your definition cannot be correct. If only a small difference like you describe were needed to differentiate damage types, then why isn't energy energy damage, sonic sonic damage and radiation radioactive damage?
Quote:It's this simple. Radiation disrupts psionics. How do we know that? Because radiation armor is radiation and it disrupts psionics, and the game mechanics are the physics of the game world. Radiation disrupts psionics because in the physical reality of the world of CoX, radiation disrupts psionics.
Quote:And it's not entirely unprecendeted. Nuclear radiation often is very heavy in EMP. Electric Armor uses EM radiation to disrupt psionics. EMP arrow can afflict nervous systems as per the description in the game. It makes sense within the "logic" of the game that something heavy in EM could protect from psionics.
I mean, if you could explain how real world psionics work in regards to radiation and why the ability to produce radiation at will wouldn't impact them, I guess you'd have a point.
"You can create a field of Static Electricity around your body. This Static Shield protects you from Hold, Sleep, and Disorient effects as well as Endurance Drain, Recovery DeBuffs and enemy Teleportation. Static Shield can also help normalize your synaptic activity, granting you good resistance to Psionic Damage. Recharge: Fast"
EMP doesn't disrupt psionics but if a specific character wanted to explain defense or resistance to psionic damage then that would work for them. The other way around, you'd have to define psionics as disruptable by radiation which it does no do directly. Here's the description of EMPulse:
"You can unleash a massive pulse of electromagnetic energy. This EMP can affect machines, and is even powerful enough to affect synaptic brain patterns. It will drain the Endurance and HP Regeneration of all affected targets and leave them incapacitated and Held for a long while. Additionally, most machines and robots will take moderate high damage. However, this power uses a lot of Endurance and leaves you unable to recover Endurance for a while. Recharge: Very Long"
Yeah, EMPs are effective against synaptic brain patterns, not psionic energies. Not even Electric Armor's Static Shield 'blocks' psionic energy. It'd make more sense for radiation to simply debuff psionic damage more than other damage types, but no, it has no precedence of manipulating or dissipating psionic powers without attacking the source. -
1. Now you're making a case that Rad Armor is redundant when you've got Elec Armor.
2. Still sounds cheap to me. -
So *I'm* empirically determining that psi is energy-based? I'm dictating that psionics must have a component that is detectible or interruptible by radioactive means?
I think you have it backwards. I'm not the one dictating how psionics work (my explanation leaves psionics intentionally vague because the nature of psionics is *make-believe*) based solely on the statement that "because comics said so". I am challenging radiation's ability to thwart psionics beyond the explanation of "because it's radiation". -
Quote:That actually would justify it being pretty much a Heal Other but in a 15-20ft radius. Have it trigger by a short 5ft proximity though.Leo-
Again the only problem with that is I can see it being an issue for tankers/brutes that are nearly immobilized when covered by a huge spawn, being unable to get to one when needed. The idea is cool but I dunno - it certainly would be unique. It would have to be a large amount of healing if you ask me, to compensate for the mechanic, kinda like how Twilight Grasp and Transfusion are stronger than Healing Aura.
The idea is, the set could be balanced and built to have heals but in a limited scope with respect to its other capabilities. Now you can either do that by forcing certain conditions (requiring an enemy like Transfusion or Twilight Grasp) or by simply giving the set a weak heal (Alkaloid and O2 Boost)...or you can do something even crazier.
Just saying, AoE focused buff sets probably shouldn't have high or moderate amounts of debuffing and decent amounts of damage AND be a competent source of healing. If it can do all of that, then it should be limited/lower values or situational. -
I've got a Nature Affinity here. One use of Lifeg*modsmacked*
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Quote:Good thing I wasn't there. If I was and I saw you scratching out your name and I'd have known you were going to suggest Magnetism as a control set, I'd have kicked you in the kneecap...twice.I threw in Magnetism control for a powerset idea. Since that is such an iconic power in comics I have to believe it has already been checked out and is either on the way or just won't happen. That's kind of why I crossed my name out - I didn't want to walk up to a mic to say "Er, yeah, like every comic universe out there has one or several of these dudes - trowin' metal is kinda cool!"
Magnetism is a *GREAT* set idea and I'm sure many would love to play it...If the devs aren't going back to add alternate animation themes for old sets so you could swap Earth Control theme for a Metal Control theme (it only half-a-quarter works with the color customized) then the devs should be considering the set seriously.
The visuals could spawn from the ground and basically be pipes and I-beams that sprout up and wrap around foes' bodies/legs. A key/unique power could be a sleep/confuse toggle aura conceptualized as minutely controlling the metal on or in biological creatures and a strong high-mag confuse on robots because you can control the metal they're made of. The pet could either be a hulking golem of metal held together by your energies or simply a floating titan weapon that just goes around smacking stuff...would be awesome if it was like an amorphous liquid metal ball that morphs into stuff (big gun, big arm, big hammer) for every attack but that's probably too hard.
But yeah, Magnetism or Metal Control would have gotten my support. -
Quote:*searches thread for the word 'realistic'*so complaining about it not being 'realistic' for rad armor to protect vs psi is a hollow exercise.
*finds 1 entry by Nethergoat*
Quote:Psionic abilities are, nominally, energy-based. No matter how it is conjured, there is an outreach of energy to connect it to the target (a fireball is fire, magical or otherwise); I mean, honestly, Leo, have you never read a comic book?
Just because psionics can make fire doesn't mean psionics is fire-based. Just because psionics can create kinetic force doesn't mean psionics is kinetic-based. So on and so forth...
Quote:Electromagnetic interference = defense, which is one of my main gripes to Energy Aura, as much as I love it.
Again, you can say Radiation can be used to make such electrostatic effects, but it'd be reaching to justify the effect being there. That Electric Armor has psi resists was a stretch but it makes sense (electrostatic, static/white noise, etc).
But anyway/sarcasm, let's see how we stretch Rad Armor to justify giving it everything one could ask for in an armor set...I'm sure it won't be corny, cheezy, cheap or lame at all.
/sarcasm