Leo_G

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  1. Quote:
    Originally Posted by Starhammer View Post
    I'll get Godwin's Law out of the way and start with Adolf Hitler... no matter what you think of his morality, he was certainly a legendary Leadership Mastermind. He assembled an army that may have conquered the entire world if things had gone somewhat differently. He was almost certainly of "Natural" bent, though there are enough occult legends flowing in his wake that one could through him in the Magic camp if they wanted. It certainly makes for good stories.
    I know it's already been done, I'm sure of it, but if Hitler were ever brought to the present you can just imagine the uproar across the world. The debates, new coverage, articles...it'd be legendary.

    In CoX, you bet your patewter super teams and recon groups would be all over this, looking to see/thwart whatever he may have planned. He was certainly a Mastermind of Legendary proportions.

    And I'd bet if Tesla were around and adapting science and tech of the current generation to advance them further, there would be some impossible creations. In CoX, I'd bet dozens of villains would seek to kidnap the guy and force him to make their death rays and earthquake machines to conquer the world. Truly a legend.

    ...and all the other stuff (not your post, Starhammer. talking about the rest)...doesn't even have anything to do with being a legend

    This has nothing to do with the power's origin, but the *individual* themselves and the effects they had on the world. Are they legendary and how that legend pertains to the current world (real and in-game) is what I'm wanting to hear about.
  2. Quote:
    Originally Posted by DoctorWhat View Post
    Beltor mentioned it in yet another "Port Ninjitsu to Scrappers' thread when he pointed out that it could be used as the basis for a new set based on Bushido, or the code of honour of the samurai.
    Just speaking on the very notion of creating a counterpart to Ninjutsu to port to Scrappers...I don't have a problem with one but I'd be particularly displeased if the devs bothered before porting more sets to Stalker.

    Beyond that, I suggested a while back a counterpart to Shield Defense and it was, annoyingly, received as a ridiculous idea. So take that for what you will.
  3. Quote:
    Originally Posted by Hopeling View Post
    We are all in agreement that Stalkers not getting any set because it doesn't "fit" them thematically is completely stupid. It isn't a double standard: Scrappers should get whatever sets they don't yet have, and so should Stalkers.
    Like I said, if the devs are going to overturn their previous reasons for keeping certain sets on certain ATs, then it just creates a pecking order. They already said TW may be ported to Stalkers...don't recall them saying anything about Ninjutsu for any other ATs. So *that* should be done first since they already said it before looking into adding powers to Nin so it can be ported, and in addition to that, Stalkers are the AT with the fewest of the sets available to the other melees. Even if it's *easier* to port things to Scrapper, Scraps have had *plenty* much attention in the past already and it's past due to get to work on the not-so-easier stuff.

    And on the other hand, stupid or no, if Stalkers are held to these stupid standards then *YES* other ATs should too because at this point in the game's life, were we to wait for Scraps to isolate islands of stupid (leaving Stalkers stranded there), it'd be 6-8 years down the line before anything is done about it. By then, I doubt I'd care because I probably won't be actively playing the game anyway.

    That is, I'd rather Nin stay on Stalkers so that, perhaps the desire to have that set on your Scrap or Brute will make the ludicrous thematic pigeonholes Stalkers are forced through more noticeable.
  4. Quote:
    Originally Posted by DoctorWhat View Post
    To be fair, the idea that Stalkers shouldn't get Titan Weapons or Sheild Defense is kinda sound from the concept. Stalkers are meant to be assassin's/ninjas/scouts who tend to rely on stealth and speed. Holding a big shield or massive weapon isn't conductive to either stealth or speed. If they get ported to Stalkers, fine. If not, oh well.
    And Ninjutsu boasts mechanics of misdirection and subterfuge, which go counter to the simple and direct approach of the other 3 melees who want *more* aggro not less.

    To be *fair*, it shouldn't matter what you hold or how big it is, neither coincide directly with speed or stealth in this game of super heroes. To hold Stalkers to the standard of needing to be small and quiet but then defining small and quiet as advantageous through aggro prevention and trickery yet still hand out the capability to be small and quiet to ATs that aren't defined as small and quiet is the very definition of double standards. You're basically forcing Stalker to be one thing while letting Scrapper be everything because Scrappers are apparently super enough to do anything while Stalkers aren't super enough to do anything but what their theme is limited to.

    And to be *logical*, if a Stalker can't use Titan Weapons or Super Strength while being small and sneaky (Nin), *WHY* should an AT who isn't as good at being small and sneaky be able to? Stalkers have higher caps for -perception radius, can redirect the foe's attention with various powers and get to be fully invisible from level 1 but can't carry a huge weapon. Okay...but let's give Scrappers the same skills but still carry a huge weapon, making them mechanically better at sneaking about. Riiiiiight...

    Quote:
    Porting Nin to Scrappers is something I support, but the idea brought up earlier about making a new set, Bushido, based off Ninjitsu and remade for Scrappers sounds even better. Probably defense heavy (Positional) with +Perception and -to hit debuff resistance. Instead of a click hold protection power, maybe a toggle with stacking resistances (Ala Invivibility's Defense). Make the T9 a mild boost to defense and resistance that doesn't have a harsh crash, but can't take recharge enhancements.

    Something a little similar, but also different and opposite.
    And I'd be pissed.

    The devs can't make 2 measly animations to port out Titan Weapons but effectively an entirely new armor set for the other guys? It's bad enough, in the last rounds of proliferation, Stalkers have pretty much been shafted (Scraps and Brutes got 3 sets, Tankers got 2 while Stalkers got 1; before that, Scraps and Tanks got 2 and Brutes/Stalkers got 1), but now that there aren't many sets left for Scraps and Brutes, you want rehashed sets too? Well I'll be darned
  5. Quote:
    Originally Posted by Player D View Post
    I desperately wish they'd give us access to this face!
    That could sound perverted or morbid depending how you take it...
  6. Another avenue of 'failure' is the old Preatorian trick of "If you don't do suchandsuch by X time, reinforcements will arrive!" Basically a kind of objective where, if you fail it, you just make your job harder.

    I like these because, on some characters it does put the pressure on. 'Crapcrapcrapcrap! I don't wanna have to deal with another set of ambushes!!' With other's it can be like 'Hmpf, bring it foo!'.

    Either way, I'm not really failing and I don't need extra rewards for it (except maybe a quicker path to the end-mission bonus).

    But yes, more mission variety is always welcome in the monotony of kill alls, click glowie and beat boss and guard. That includes failable missions, missions with extra rewards for completing all objectives, missions that are made easier by completing objectives, missions made harder for failing objectives or just missions with parts you can miss or go wrong.
  7. Quote:
    Originally Posted by FlashToo View Post
    Isn't Foreshadow's entire contribution to the game so far just "be something nice to look at?"
    So then Grym wins since he actually does something?
  8. Only naturals, really. I don't think I can think of a 'Legendary Mutant' of any kind, 'Legendary Science' I can't wrap my head around, 'Legendary Technology' is practically an oxymoron and 'Legendary Magic' is just fantastical fiction made to seem bigger than life (but I suppose if you want to speak up about any of the above, I can't stop you )

    I'm mainly speaking of 'Natural Legends', the ones that actually do exist even if their stories are retold and exaggerated more and more. Billy the Kid Legendary Gunslinger, Miyamoto Musashi Legendary Ronin, Robin Hood Legendary Archer (there may be some evidence his story is based on an actual person), Yip Man and Bruce Lee Legendary fighters, Sun Tzu Legendary Strategist, so on and so forth.

    I'm semi-curious how you'd see those legends in relation to CoX. Does anyone base their character off of one? Or compare their skill to such a legend? And if one were to pull one of them to present day Paragon/RI, how would you see their skill compared to their new surroundings? Would they be chumps and barely stand out, adapt to their new environment and rise above it or just be so bad-A they'd seem beyond a normal Mastermind, Scrapper, Blaster, etc?

    It's a question I begin to ask as I retread the backstories of some of my characters or the origins of their teachings. Just how powerful, skilled and 'legendary' are these individuals? Considering that the Romans from Cimerora can clean the clocks of some of my 40-50 characters who may use magic, tech or skills honed from the future and these guys are just using swords, shields, spears and some rudimentary explosives.

    And I'd also be curious about how they're protrayed outside of CoX in other comics too, if you want to go that deep
  9. Quote:
    Originally Posted by Healix View Post
    Foreshadow is a BABE!!!!!!!!
    Need a shot from behind...that's where about...68% of his scrumtrulesence originates.
  10. Quote:
    Originally Posted by Trickshooter View Post
    Well, to be fair the Devs aren't against Stalkers having a shield. When they say it doesn't fit Stalkers, they don't mean because you're holding a shield and that's not stealthy.
    Test Rat's assumption is probably the right one. Because if the set had mechanical problems working with the AT, then you could simply change 2 (if there's nothing wrong with Scrappers granting cover, there's nothing wrong with Stalkers doing so) of the powers to have worked: 1st being Phalanx Fighting for Hide and the 2nd most likely a click buff for a burst of damage.

    But to be more clear about what I said before, I was talking about the justification for not giving Stalkers that set hinged on the set's theme not being in line with the AT's theme. Whether that reason is overturned or not only really defines the pecking order:

    The devs said Stalkers may get Titan Weapons ported to them despite what they previously said about it not being 'subtle' or stealthy. Scrappers can get Ninjutsu, a non-thematic set for them, *AFTER* the devs somehow prove they aren't holding such double standards to other ATs.
  11. Feline Patron #1 (the lion) and Grym?



  12. Quote:
    Originally Posted by Hopeling View Post

    That's even weaker as an objection, then. Scrappers can certainly be covert.
    And conversely, Stalkers *must* be covert therefore they cannot use a shield? Double Standards much?

    If Stalkers have no choice but to be covert therefore they cannot get Shield Defense, Scrappers have no choice but to *not* be covert and cannot get Ninjutsu...

    ..from a conceptual point, that is...
  13. Quote:
    Suggestion lvl cap to 70
    Why level 70? Why not level 100? Just make a whole other half of the game for another 50 levels...you can even do like Castlevania did and just take all of Paragon City/Rogue Isles and just *invert* it.

    All maps would be upside down, you'd have to walk on the ceilings, the sky would basically be pitfalls and all NPCs would begin to get gargantuan and come in ludicrous numbers.

    ...that sounds dangerous...better take Flight
  14. What's the point of it though? The main parts of Ninjutsu is caltrops, defense and a heal. You can get all those on whatever Scrapper armor set you choose.

    Why don't you go for Ice Armor? That set hadn't been proliferated at all until it was ported from Tankers to Stalkers.

    Or what about Stone Armor? Neither Scrapper or Stalkers have that.

    And where's the sympathy for theme? Players scoff at Invulnerable Stalkers or Stalkers with Shields, Flaming Armor, immense strength and/or huge weapons, but a non-assassin AT using assassin-specific skills? That's not bizarre?

    There's a lot to be excited about for Scrappers. Have you tried Titan Weapons? Energy Armor is now a *great* set and was ported over to Scrappers...it has a standard self-heal, a per-foe +def PBAoE buff and a taunt aura with +rech bonuses per foe! Go play that! Oh, and Staff Fighting is coming in a couple weeks to all melee ATs and the animations are great!

    And if you must focus on Ninjutsu, then just play a Stalker. With the next issue in a few weeks, Assassin's Strike moves are made uninterruptible out of hide and all your other attacks give you a bonus to crit with AS (up to 100% with 3 stacked bonuses) for amazing damage (there are other changes to the AT too!)! There's lots to be excited about! Stop moping about proliferation! Go play!
  15. Quote:
    Originally Posted by BellaStrega View Post
    Yes, I have played super strength recently.

    I'm not trying to say y'all are wrong or that the sound effects don't need improvement, but the only person in this thread who has described the sound effects that I hear is Samuel_Tow. He's right as to what it's going for and what it's perhaps not achieving.

    But it doesn't come anywhere near to "wiffle bat" to my ears.
    I blame the forums.

    One poster goes and points out something then says "I wish it sounded stronger, I feel like I'm swinging a wiffle bat!" then someone else quotes them with "Lol QFT" or something. Then everyone wants a pat on the back and starts saying it sounds like a wiffle bat.
  16. Leo_G

    I need an Archer

    Can't believe no one mentioned Archery/Storm. The greatness of having a -res patch like Dark Miasma but chock full of debuffs like -rech and -fly but with the control of an ice slick. Castable from around a corner and a slow toggle to bunch them up. Anything that reaches your corner will get a mouthful of Lightning Storm and vs tough targets like EBs and AVs, you've got multiple tornadoes eating away at them.

    Yeah, there's also stuff like Hurricane's knockback/-ToHit too and if you like the synergy, Stunning Shot + Thunder Clap (+ Tornado if you want).

    I personally like the thematic link between rain powers too, just a cool trick that will own most foes.

    Granted, I don't have an Arch/Storm myself but I can tell it'd be great fun.
  17. My 2 cents:


    Quote:
    Originally Posted by Leo_G View Post
    Personally, with concern to Blasters' desirability, I think the problem was the AI was always just too dumb. Blaster's ace in the hole was always suppose to be its ranged damage (and damage period). But that (ranged damage) isn't much of an advantage in the big picture.

    If mobs weren't so eager to run up to melee stuff, being able to fight at long range means you can choose the combat field, either close up or far.

    If mobs weren't so dumb to huddle together, wider AoEs from blast sets would have greater effect and the smaller, lower capped melee AoEs wouldn't so easily trump AoEs of the blast sets for general purpose use.

    Basically, the tactical advantage of close and distant damage *would* have been why Blasters would be important, but AI was never addressed to fix the problems in the early game. Instead, they were patched, giving all mobs a ranged attack, giving them such long range as to out-range most player blasts, combat modes that basically short-sight their intelligence and making their reactions scriptable and easily manipulated, and to make mobs harder, you just give them ridiculous melee attacks, mezzes and higher HP.

    For Blaster to have worked, the AI should not have been made to cater to melee and AoE in general so utterly. It's why the game ended up being balanced the way it is, farming is possible and the end-game feels so gimmicky.

    But a starter to helping Blasters would be AI that encourages mobs to keep 5-8ft of space between them or relocate after so many seconds of close proximity.




    Stealing this little tidbit, if AI were ever adjusted, then besides special cases like Storm (and Force Field I think should be buffed with it), -range should be the general secondary effect for *ALL* blaster blasts. In fact, of all the ATs, -range should be of the realm of Blasters and Tankers, rebalanced to be the ATs that force battlefield formations, Tankers by sheer presence and Blasters by concept of literally blasting the foe's attacks down with sheer power.

    As now, it's annoying and simple to exploit dumb AI and farm maps with a Brute or Scrapper. Fighting tons of guys should be in the realm of possibility for them, yes, but it shouldn't be *so darned fast*...faster than any AT...even the damage specialist ATs!! It makes no sense and it all steams from that exploitable AI.

    The way I see it, if you want to get the foes to huddle for your Scrapper/Brute's PBAoE, you need to take *extra* time to herd them and even then, their AI would kick in and they'd spread out after a while if you didn't use some means to keep them in place (a control power...haha, that would mean now a Brute/Scrap would be reliant on others for something for a change! just like everyone else is for something). On the other hand, a Tanker or Blaster would be able to force foes into close range or suffer the inability to sufficiently attack back. And Stalkers fit in there because they don't truly rely on AoE but instead ST for much of their burst dmg (nor rely on buff auras) so mob proximity isn't really a concern.
  18. Personally, with concern to Blasters' desirability, I think the problem was the AI was always just too dumb. Blaster's ace in the hole was always suppose to be its ranged damage (and damage period). But that (ranged damage) isn't much of an advantage in the big picture.

    If mobs weren't so eager to run up to melee stuff, being able to fight at long range means you can choose the combat field, either close up or far.

    If mobs weren't so dumb to huddle together, wider AoEs from blast sets would have greater effect and the smaller, lower capped melee AoEs wouldn't so easily trump AoEs of the blast sets.

    Basically, the tactical advantage of close and distant damage *would* have been why Blasters would be important, but AI was never addressed to fix the problems in the early game. Instead, they were patched, giving all mobs a ranged attack, giving them such long range as to out-range most player blasts, combat modes that basically short-sight their intelligence and making their reactions scriptable and easily manipulated, and to make mobs harder, you just give them ridiculous melee attacks, mezzes and higher HP.

    For Blaster to have worked, the AI should not have been made to cater to melee and AoE in general so utterly. It's why the game ended up being balanced the way it is, farming is possible and the end-game feels so gimmicky.

    But a starter to helping Blasters would be AI that encourages mobs to keep 5-8ft of space between them or relocate after so many seconds of close proximity.


    Quote:
    Originally Posted by Arcanaville View Post
    Logically consistent with -perception we could add a third when used carefully and in moderation: -range.
    Stealing this little tidbit, if AI were ever adjusted, then besides special cases like Storm (and Force Field I think should be buffed with it), -range should be the general secondary effect for *ALL* blaster blasts. In fact, of all the ATs, -range should be of the realm of Blasters and Tankers, rebalanced to be the ATs that force battlefield formations, Tankers by sheer presence and Blasters by concept of literally blasting the foe's attacks down with sheer power.

    As now, it's annoying and simple to exploit dumb AI and farm maps with a Brute or Scrapper. Fighting tons of guys should be in the realm of possibility for them, yes, but it shouldn't be *so darned fast*...faster than any AT...even the damage specialist ATs!! It makes no sense and it all steams from that exploitable AI.

    The way I see it, if you want to get the foes to huddle for your Scrapper/Brute's PBAoE, you need to take *extra* time to herd them and even then, their AI would kick in and they'd spread out after a while if you didn't use some means to keep them in place (a control power...haha, that would mean now a Brute/Scrap would be reliant on others for something for a change! just like everyone else is for something). On the other hand, a Tanker or Blaster would be able to force foes into close range or suffer the inability to sufficiently attack back. And Stalkers fit in there because they don't truly rely on AoE but instead ST for much of their burst dmg (nor rely on buff auras) so mob proximity isn't really a concern.
  19. Was just cruising the boards and this thread was on the top of the defender list as most recent so had to pop by.

    I'd *love* some melee defenders...it's one reason I always advocate it as a new AT. But in the past, I've suggested just porting sets over to defender to just make the combo available.

    In that light, I'd probably port over assault sets to corruptors as another facet of those ATs (and no one has an assault set as a primary and some people love those assault sets!).

    For the defender, you'd have to make changes to the set for it to work properly with the AT. First of all, I think Defender melee dmg mod is pretty low...it'd have to be the same, if not a tad higher, than the ranged dmg mod...Well, not actually changing their AT mods, but adjusting the base numbers of the attacks so it will do that much dmg.

    Secondly, I'd probably take 2 powers from those melee sets and add new ones, alter 1 power to give the same 'feel' to the AT progression and then add to 1 or 2 powers to help the AT out. And that's for each set. The 2 powers that would be removed would be the +dmg power (in this case, BU) and Taunt, replaced with a ranged attack (not long range) and a utility. The 1 to be altered, I'd say a kind of melee 'nuke' for feel's sake.

    How I'd do it:

    1. Hack
    2. Slash
    3. Parry (altered to add moderate non-stacking resistance to smash/lethal)
    4. Possess Sword (click buff with a one-oft effect. using this+ a -def power adds -res to the effect, using this + parry adds more resistance for a longer duration, using this + Soul Sword adds + mez resist and +mez protection buff to self, using this with Visceral Slash adds mez resists/protection to self and debuffs foe resistance)
    5. Soul Sword (40ft ranged sword stab from the ground that lowers foe mez resists...something like this
    6. Slice
    7. Disembowel
    8. Headsplitter
    9. Visceral Slash (15ft PBAoE that takes some of your endurance and crashes your recovery, lowers foe mez resists and defense)

    All in all, Stalker would get better ST DPS, Scrappers more ST and AoE DPS while the Defender would get at least somewhat more dmg than standard ranged attacks but only meeting corruptor ranged dmg + scourge but in melee range.

    ...lol well it was fun to think about. I'd love to play a 'Holy Knight' like in that old FFT game, as an Empathy/BS defender, or 'Dark Knight' as a DM/BS defender. If it were to happen, they probably would try to keep the sets close to identical as possible but most sets just wouldn't work well in melee (Force Field or Storm) and some melee sets would be quite underpowered if just straight ported (Dark Melee would be quite weak as it's more a DPS set that needs burst...and you'd have to replace Soul Drain with something)...
  20. Quote:
    Originally Posted by ketch View Post
    The first and most obvious is that your background becomes bloated with a lot of extraneous information: past adventures, absent abilities, missing contacts, etc. For someone else approaching you to RP it's akin to approaching a longer running television series. You may want to hop in and enjoy, but there's so much to catch up on. So in a way it's a bit alienating. We all have the CoH lore in common, but not so with some other work where a character may have been created.
    Well, just like some TV shows, the episodes are one-shots until you get to the multi-shot episodes. You don't need to know much about the character, past episodes or what-not to 'get' the one-oft episodes. And the multi-shot episodes are for fans of the series (namely myself) to understand and enjoy.

    Quote:
    Secondly, I feel it often comes with a lot of shoe-horning if the person wants to portray it as the same character (rather than simply an alternate version of the same). Despite all the options we have in our character creator, the mechanics to the game are pretty limited. There are a lot of concepts we can't pull off terribly well (shape changers as we're stuck to a humanoid frame with few exceptions, growth-shrinking, skills of all kinds). At least when moving from PnP to the game, I can't help that it would feel like a downgrade for most characters.
    Perhaps for some. For 'me', the only ongoing elements are his (my) affinity for pole weapons and his horrible memory (short term and long term). With that (and his ability to visit far off places just by 'walking') it's not hard to fit the character into other 'realities' pretty easily.

    As for missing abilities, that's simple. Every place has its own rules. Think of it like an episode of Quantum Leap, but with any piece of fiction ever possible. Many have different explanations for different things. That's basically the 'laws'.
  21. Quote:
    Originally Posted by Demetrios Vasilikos View Post
    Even trying to give an explanation to the how or why is God Mode. Claiming the mantle of Valmaz I can admit was not without a level of arrogence, viewing him as having interest in Numina to annoy infernal might seem abit much, but trying to tell others how or why of the universe or even that you where there without a lore based character to at least sync up. That is a major example of god mode in my book. Might as well say you are the guy who created this specific timeline and imprisoned the rularuu while your at it, wouldnt be any more extreme.
    Why?

    It's as much god-moding to tell people what they can and can't do when you're not, in fact, the DM.

    I think that's my main point in a nutshell, really. And I find that's what the majority of this thread (apart from the cool posted bios) is. "You can't do that!" and "You're doing it wrong!" when it all amounts to "My writing is bettah than y00s!".

    Quote:
    Originally Posted by jwbullfrog View Post

    It is true that not everyone is a skilled writer. But I greatly appreciate anyone who makes any attempt at a backstory. This tells me that they see their character as something more than just a collection of numbers and statistics.

    Choosing to complain about whether they borrow elements of canon or have less than refined writing skills or have an idea that takes up more than the relatively small space provided, is somewhat petty.

    This is a game. People are here (I hope) to have fun. If part of their fun involves a complicated and convoluted backstory incorporating canon elements, then so be it. Bravo, show me more.

    I invite anyone who wishes to tell their character's full story to do so. Feel free to start a thread in the roleplaying section and let fly. I try to read all of the ones I can find on the forums and, very often, I find ones that may not be literature, but they are worth the read.
    Word.

    And I'd probably also add to it, those players that don't have a deep rich backstory for their characters but work with mainly a personality and mentality, bring your characters out! It's lovely when I can banter on random missions with with PuGs, not particularly about lore, but about the mission. About current actions and why you're doing what you're doing.

    And if you meet up with these same people, fight more crime or commit more evil, you basically become a part of their backstory.

    Quote:
    Originally Posted by ketch View Post
    You've actually hit on something I can agree with. It is, in my eyes, some bad RP to lift a character from another setting and expect it to work seamlessly into the CoH world, usually with the contrivance of being from another dimension. I've seen it done as well with characters that people created in other MMOs and wish to carry over. They're free to do it though, but I don't particularly like it.
    But that's exactly what my character ('my character' being 'me' who's actually typing this) is. How else have I played other games and experienced other worlds if not visiting other dimensions? It's not seamless, no, but that's basically a story in and of itself unrelated to the game being played or experienced.

    But one stipulation is, to fully play 'myself', it has to be with a pole-arm weapon, most likely a spear or staff. So this will be fun for sure
  22. If he can do that with milk, I'd say that's pretty super. How bad-A do you have to be to fly with a jet of milk from just 1 bottle?

    I'll answer that: Very.
  23. Quote:
    Originally Posted by Lycanus View Post
    [1]
    First, depending on the mythology in question, a god is not necessarily all that powerful. Regard a lot of the Greek and Japanese minor gods which are often threatened by the behavior of even normal humans.

    In Divine Blood, the majority of beings in any one race are what are known as "Third Tier", which means to have enough raw power to directly affect changes in the local area, even most Immortals fall into this category. The next group is Second Tier, which are able to affect change on a regional level. The last group are First Tier (global level power), which largely consists of eldritch abominations, titans, some undead, devourers and those Gods and Demons who are granted access to that much power via their respective psychic networks. (Fortunately, 1st Tier Gods and Demons are mostly chosen for reliability and sanity)

    Second, having cosmic power does not necessarily equate with being able to do anything.

    Back to DB, the reason why Gods and Demons typically no longer use 1st tier level power (effect global change) in battle is because the targets they want to hurt will possibly be able to survive while all the resources and sometimes people they fighting over/for will likely be destroyed, rendering the effort moot. More accurate, selective uses of power take more time. Which is why most first tiers amount to cosmic janitors assigned to keeping an eye on natural and manmade disasters in order to thin out the global impact enough that everybody has somewhere to live, usually while other Immortals are quietly dealing with the more local and regional problems of a disaster.

    Third, there may be limits to their power either esoteric, procedural or otherwise.

    In common myth, even the Gods had rules they had to follow which bound their hands. Going back to my fictional setting. A first Tier God or Demon has their power via the collective permission of the other citizens of either Nirvana or Yomi....as a result anything they do with that power is watched. Abusing 1st Tier power is a good way to get that power taken away.

    Daniel Jackson's attempt to destroy Anubis in Stargate SG-1 and his subsequent eviction from Ascension is a good example.

    Fourth, they may not yet have full access to their powers.

    One of the sup...side...ah hell with it, I have an ensemble cast....one of the high school students in Divine Blood is Hel Logesdottir.....Loges being another name for Loki

    Hel is a Demon over 20,000 years old. However, she is currently a 16 year old girl because she recently "reincarnated" to basically clear her head. (they don't actually die and get reborn again, they physically transform into a more youthful form and seal off the majority of their memories). She is about two years from reaching majority and recovering her normal status and memories.

    The result is that Hel is quite often the Damsel in Distress much to her own distaste, despite having a high potential power.

    [2]
    Now, as to playing a physical God type reality bender like Q or Doctor Manhattan or the Beyonder...you'll have to basically find reasons why they're not acting at full power...though an arrogant/wise/humble/condescending desire to "fit in" or act on "mortal level" might be at the source.
    I like [1]...not so much [2].

    For [1], it's very orderly and controlled. Graspable and yet far more complex than what you'd first think. Playing such a character bound by rules, laws, elements, duties and such brings about another aspect one is able to roleplay vs an alien who acts as an ambassador vs a normal human acting within (or against) the law.

    My most powerful character who could basically call down storms and ravage the world to bring it to a point like it was, balanced by nature and being 'pure' again, is but 1 creature in a myriad of others that 'balance' the affects of nature. If my character acts on her impulses and destroys civilization, the others are there to put a stop to it most likely before it ever happens.

    To roleplay her is for her to seek means *outside* of her 'godlike' capabilities to bring about an apocalypse to wipe the world clean. That said, she's semi-immortal with knowledge to grant power to others to do her bidding. So another aspect of roleplaying her is roleplaying her minions who are themselves empowered and characters of cunning and depth that are forced to act by her hand yet is perfectly plausible to fail as they aren't 'gods' with vast stores of power, but limited by their source.


    For [2], well, I have some like that but more masters of themselves vs the world/universe/dimension around them. They don't manipulate time/reality, but often have 'godlike' maintenance over themselves, meaning 'real gods' have to watch themselves with these as it is difficult to completely destroy them or get rid of them as these particulars can re-establish themselves back from just their molecules or atoms, can become immune to outside effects or even hop to other dimensions.

    All in all, it's fun to play godlike characters *when* those characters have their limits despite their power. Because you have to RP those limits which is only as exciting as the limits themselves. Be it acting through a council, watching an invisible balance of actions/reactions, fulfilling a duty and only that duty or literally locking away that power...whatever the limit is is what makes it fun to me.
  24. Quote:
    Originally Posted by Lycanus View Post
    I wouldn't rule out the latter.

    Empire Strikes Back, Han, Chewie and Leia are going with Londo to what Han thinks is just a dinner.

    Leia is suspicious of Londo
    Chewie is suspicious of Londo
    Londo is actively laying a trap (not quite willingly, but still)
    Han thinks Londo is his good buddy who's got no reason to harm them

    Han is the LEAST aware of what is going on.

    Door opens and friggin DARTH VADER is sitting there.

    Leia and Chewie gawk at Vader, Vader stands up probably to say something threatening, Londo gawks at Han because Han has already drawn his pistol and fired three times.

    Vader gawks and reflexively disperses the energy before finally telekinetically grabbing the gun
    So he's faster than thought, which is probably faster than light, right?