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Posts
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Joined
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Just snipe them or mez them and they're no longer a threat. Getting two is unlucky, but that stuff happens with plenty of enemies.
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Quote:The endurance drain isn't awful, as long as you only ran Tough against bosses/av's that did a lot of S/L damage, and that is for my MA/SR scrapper with Physical Perfection but no Stamina. Of course when you have Divine Avalanche (or Parry) there's arguably very little point in taking Weave, might as well just pick some travel powers for fun.But the endurance issues could be horrendous. I'd most likely need to re-respec back into Body Mastery, and I've only just started enjoying Weapon Mastery.
I suppose it depends on the primary too. My /SR is Katana so gets a nifty melee bonus from Divine Avalanche which is easily on a double (triple for foes without any slowing powers) at all times due to its quick recharge and Quickness.
Quote:And while we're at it could we make practiced brawler a toggle? -
This issue certainly seems to me like "Going Rogue Release pt. 2." That being said I'm now looking forward to a lot more than just the inherent fitness.
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I don't know about you, but my SR Scrapper finds Weave delicious. And even just 1-slotted for endurance, Tough has saved my skin plenty of times.
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If you guys can make it work, burst-fire animations for Dual Pistols, please! I would love to use the Mini-Uzis without feeling silly.
More "realistic" DP animations is another desire I have, and a combination of the two would be sweet. -
The power customization is one step closer to my wish for having a true flamethrower set! I'm most happy about not having to breathe fire/ice if I want those sets...
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The one that works for only 15 minutes, and only on Infected minions?
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You all keep putting your Air Bursts on the market for 50 inf, I'll keep frankenslotting them cheaply and effectively.
I wouldn't mind seeing some new sets, especially ones with useful bonuses, just as long as it doesn't detract from more important things like new powersets, new missions, etc. Though with the incarnate slots being in place of IO sets, I don't see why the devs would want to add any more sets until the incarnate stuff is complete. -
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Recolored Gravity Control + Water Spout = Air Control
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Phantom Redemptor, MA/SR scrapper. Conceptually has a bit of super reflexes but relies on his costume's smoke production to avoid enemies, so the SR is colored dark gray (along with the smoke costume aura).
Scratch Rad Fever, Claws/Dark scrapper. Colored the DA a sickly green for a radiation effect.
Perplexatron, Ice/Elec tank. IA colored white (purple on alt costume) to simulate wireframe.
Wilford Wadsworth, Rad/Dark corruptor. Has the power to manipulate oil, so the rad is pure black.
Dr. Tridentius - Grav/Elec/Leviathan dominator. Re-purposed gravity control to wind control. -
And of course we'd get people glitching dual applications of bubs to greater effect. No thanks.
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Maelstrom and Desdemona have accidentally fallen into an alternate dimension! What will you do?
Hero: Destroy the portal to the alternate dimension so they can't come back.
Vigilante: Arm a bomb in the alternate dimension and destroy the portal.
Villain: Safely lead Maelstrom and Desdemona out of the alternate dimension so they can star in more missions! -
Well that doesn't sound useful at all, seeing as the drone is resistant to heals. And even if it bypassed it, it does well enough anyways. I guess I'll just stick with the Hold/End Drain procs. (Unless there's a negative to that?)
Thanks guys. -
If I slot the Entropic Chaos, Chance to Heal proc into my Gun Drone, what exactly will it do? Will it have a chance to fire when I summon it or every time it shoots? And does it heal me or the drone?
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I'm looking for feedback for my first published (and probably sixth total) MA arc, any help would be highly appreciated!
Arc Title: The Fellowship of Sensei Tzu
Arc ID: #444502
Canon Enemies: Skulls, Hellions, RIP, Cage, Doppelgangers
Custom Enemies: Certain Skull/Hellion bosses, The Tzu Fellowship, The Haraboki Tribe
Morality: Any
Length: 5 missions of varying length
Level Range: Level 1-14 arc, teamplay recommended for lower levels but should be solo friendly for 10+
I ran it solo with by DP/Dev blaster at +0/x2, so the custom enemies shouldn't be terribly daunting. I am looking for both conceptual and balance feedback. -
Quote:I had a thread addressing this issue where I proposed that the player build be checked before allowing creation of the nemesis. That way an Ice/___ Tanker wouldn't be allowed to have a Cold/Ice Defender nemesis.You know, a better way to do this may be to have a personal Nemesis.
I'd prefere it be kept out of in game lore in it's creation...but basically you go to the AE building, design and pick powers for your nemesis, give a little bio to write up for them, and then they can show up every now and again in missions.
The onbly downfall I see to this, is people making super weak combos so they get an easy win against their nemesis.
Another idea I had was to have an extra attack or two (dependent on the player build) that would be designed to work against the player. So against that Ice Tank the nemesis would have a few fire attacks. I mean if you're someone's nemesis you should be able to exploit their weakness! -
I absolutely love this thread, and I especially love your Bow Mastery and Blaster Mental Mastery ideas. While reading I was reminded of a post I made in the Power Suggestion Thread on the same vein. It was about a Tanker Munitions Mastery, using one pistol (for shield compatibility) and and grenades/caltrops. Since you didn't include anything similar in your post I feel obligated to bring it up here.
Munitions Mastery - Tanker APP
41 - Web Grenade, Ranged, Foe Immobilize, -Recharge, -Fly
41 - Caltrops, Ranged (Location AoE), Minor DoT(Lethal), Foe -Speed
44 - Pistol, Ranged, Moderate DMG(Lethal), Foe -Def
44 - Sleep Grenade, Ranged (Targeted AoE), Minor DMG(Toxic), Foe Sleep
47 - Hand Grenade, Ranged (Targeted AoE), Moderate DMG(Lethal/Fire), Foe KD
And looking at it again I bet it would work with Scrappers, too, it would just be more unique with Tankers because they don't have WG/Trops access already. -
I cannot stand that sound, especially when some jack has all six of them up in WW while I'm marketing. I thought it was annoying when people had Shadow Fall or whatnot up in WW, but the howling takes the cake.
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I didn't have any trouble grasping the difference between TO's, DO's, and SO's when I first played the game. The concept of "better but more expensive" shouldn't be lost on most people. What I was confused about was which DO's and SO's did what, but it didn't take long for me to realize it was color coded.
I don't see any reason to get rid of level 10 common IO's either. Introducing the IO system as another option early is helpful, even if vets know how pathetic the bonuses are. -
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Quote:This wouldn't be for additional content for every player forever, it would be specific to your character only. The devs would be responsible for the mission templates and implementation of the system, but nothing else. Only you would get the missions relevant to your archenemy.it would not be something that would be less time consuming then AE. something like this would have to go through the dev's for editing and implementation. and alot of the things that would get turned in would take a lot of time to go through to even get to anything decent.
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(wall of text follows, summary at bottom)
Who here can think of a (well done) hero or villain who doesn't have at least one person unique to them constantly trying to take over the world/foiling everything they do? An important part of a character is their conflict, and what better to heighten character customization than to address that?
But that's where the Mission Architect comes in, right? Theoretically, yes. Except to create a worthwhile arc it can take anywhere between hours and months. This is a great tool for story authors, but if you're just looking to have a conflict with your archenemy of choice it's quite a long route, especially for a five-mission arc. Should casual players be devoid of their own archenemy because they don't have time to learn the MA and use it every time they want a conflict with their archenemy?
My proposition: Have the option to create your archenemy and his minions at level 20-30 and have "archenemy" missions, which have a template scenario that inserts your archenemy's data into the mission where appropriate. Creating it would be like using the custom enemy group option in the MA, but with the time-consuming process of integrating it into missions done already with the templates.
But what if you don't want your archenemy to be a petty bank robber? Or do you want that but nothing else? During the archenemy creation you'd be able to check off categories you find conceptually appropriate. For example a mob-oriented archenemy could check off "Hostage Situation," "Bank Robbery," and "Drug Deal," while a more villainous scientist could check off "Doomsday Device (and perhaps even name it)" or "Clone Factory." Each scenario could have generic dialogue or customized dialogue chosen during archenemy creation.
The missions could be handled as if they were tip missions, except they would be more rare, more epic-feeling, and with the choice at the end to kill your archenemy (of course affecting alignment, tying it into Going Rogue). Perhaps in a generic mission there is a random chance of being ambushed by your archenemy's group at the end of it? Or even having the enemies tied into radio missions? Or what if there comes a threat so great that you have the choice of working together with your archenemy to combat it?
Of course, balance is always something to worry about with any addition. An Ice Armor tanker could create his archenemy with only ice attacks and beat him to the ground. This should not be a farming tool, but a higher level of customization to our characters that a majority of players don't have the time/skills to access. I have two propositions for this:
1. Have the system check your character's attacks/defenses vs your archenemy's attacks/defenses and if it gives you an unfair advantage, deny the creation of that arch.
2. Have the archenemy, bosses and lieutenants have an origin-specific attack specially typed to work against your defenses. Like a magic-origin arch vs an IA tank would get a fire-shooting staff.
And as for the archenemies' powers themselves, it would be nice if we could choose from anywhere between two to four sets to use. It's understandable for the MA custom critters to have a limited pool to save space, as well as the arch's henchmen. But the arch himself should be able to fit a wide array of conceptions.
(tl;dr, To create our own archenemies would heighten character customization, Mission Architect is too time-consuming/complex for the casual player, middle ground would be to create our own archenemies and have template missions for them to appear on) -
Beyond the tactless bickering between a few people in this thread, I do believe knocking enemies off of buildings should do more damage. Or at least, having all of the damage be "owned" by the knockbacker. Then there would actually be a strategic reason for kicking enemies off of cliffs, instead of it just being fun. As it is now, what if you accidentally kick an enemy off a tall cliff? That's a chunk of XP that you don't get because the physics damaged the enemy.
And heck I'd even like to see KB do damage if you smash an enemy into a wall, but that would be crazy hard to suddenly put in like that.