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Running down the list of hospitals and how they relate to the initial list of zone names...
(Atlas) Chiron is a centaur from Greek mythology. (should that make it the Chiron Medical and Veterinary Center? ok, maybe not.)
(Galaxy) Cygnus is a constellation.
(Kings) Crowne Memorial is another royalty reference.
(Skyway) Comte Joseph Louis Lagrange was a famous astronomer. You may have heard of Lagrangian Points in reference to orbital positions, those are also named in his honor.
(Steel) (no reference, it's named for the zone.)
(Talos) Phoenix is obviously a mythic reference, and a good one for a hospital.
(Indy) Bell Medical Center continues the nautical theme.
(Bricks) (no reference again)
(Astoria) St. Elegius was the hospital in the show St. Elsewhere (what I found online about the actual saint himself seems to have no medical connection.)
(Founders) William Harvey was the first physician to study the circulatory system. Though a medical reference, Harvey was English so this one doesn't seem directly related to a founder - maybe there's a different reference?
(Peregrine) Aquarius is the constellation of the water bearer, familiar to most people as part of the zodiac. -
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My favorite reference, and it may have been mentioned already, maybe even by me, I don't know, has always been the reference to Strikeforce: Morituri at the end of the Manticore TF.
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Wow. You may have the most obscure reference so far on this thread!
Got any details on this, as I'm quite a few years removed from that comic..... -
Does Abyss Towers get extra points for being an oxymoron?
Not sure about a Bettis reference in the park, but the badge Around the Bendis is likely a reference to comic writer Brian Michael Bendis.
Challenger Tech could be a reference to the Challengers of the Unknown.
Raysun may be a backwards reference to The Shadow, the most notable pulp hero you don't mention in that list.
Eastgate Park may just be a reminder that before the hollowing the area was called Eastgate. As for Eastgate itself being a reference... I dunno.
Astoria was the town in The Goonies. I wouldn't be surprised if there's a connection. -
Can wandering pedestrians talk about my group's accomplishments?
This would also help with recruiting if people around town are hearing random chatter about an active SG.
Work [supergroupname] into some contact dialog, just for roleplaying.
Is [supergroupname] a variable for chat purposes? If not, it should be. -
Ability to save SG-mode costume color settings separately for each of my 4 costumes.
(sorry if this was already listed, can't read 20 pages to share a short idea.) -
How about a variation on the scaling idea. The scale is based completely on what your opponent cons. No scaling applied in the red-to-green range, but you do scale if the level difference is more than 3. If someone cons grey to you, you do a fixed percentage of damage whether they're 3 levels below you or 30 below.
An example...
I'm a level 40 blaster. I have an attack that does some amount of damage, equal to 10% of a white-con level 40 scrapper's HP. So against a blue-con 39 Scrapper, I do maybe 12% of their HP (I hit for a little more, they have a few less HP total). Against a green-con 38, I do 15%. And against a grey-con 37 I can remove 20% of their HP with this attack.
The scaling then kicks in. Against a grey-con level 36 scrapper, my attack still does 20% of their total HP. Same for against a grey-con level 10 - which may look like much less damage being dealt, but not from the level 10's perspective.
Besides, you shouldn't be fighting purples or greys anyhow, so who would care about scaling once you're in that range? -
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We are definitely adding more aggro control to the Tanker.
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Will we be able to control the Tank's new improved aggro control?
Specifically, can we turn it off?
(I doubt you want to make pseudo-Taunt a toggle power, but maybe make it a game option, similar to costume changes.) -
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Furthermore, theres actually less risk then hunting normally. Sure you get debt as normal but you also get xp as normal.
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do we have numbers on this? I seem to work off debt much quicker on my level 4 character than on my 22 or 32. In fact, I seem to level much quicker. So one death at, for example, level 30 will take how many kills to clear the debt? vs one death at level 8? Level 8 has proportionately less debt from dying. (I'd love to know if someone has the exact numbers.) With both characters fighting at level 8, if the 32 exemplar dies they get worse debt than a natural 8 would. This, I think, is unfair, and makes it a little too risky to give up your powers.
But I agree with what many people are saying: there should be no mathematical advantage to exemplaring. If there was, you might as well remove levels from people instead of assigning debt. I just think that with the added risk of getting more debt, and the inability to work on your own missions (while it seems I'm already outleveling too much content) that it's not worth the trouble. -
A different example for why the numbers don't favor exemplaring:
I'm a level 30. I get 100 XP for killing a white-con minion.
If I exemplar to 10, I still get 100 XP for killing a white-con minion.
I currently have 5000 debt. I am 5000 XP from leveling.
Option 1: I stay 30, getting 50 XP and 50 debt for a kill. It takes me 100 minions to clear my debt, in which time I've also earned 5000 XP towards leveling.
Option 2: I exemplar. It now takes only 50 minions to clear my debt. Then I un-Ex, and it takes another 50 minions to get me 5000 XP towards leveling.
Bottom line: I don't end up any closer to leveling if I exemplar. Yet, I give up powers, can't work on my own missions, and risk L30 debt if I die again (which is likely if my power is reduced). Not worth it.
What I'm not sure about is how the math works out if I have debt extending to after my next level. Is it better to work off that next-level debt now? or to work it off after I level? -
a suggestion, from a AoE Blaster Player. I'd love to see enhancements to increase the area of effect of a power. (I'm sure many defenders would love this for Heals, too.) I'd also like a duration enhancement, for both Rain of Fire and for Aim.
What if... AoE had their area and/or duration trimmed slightly and these enhancements were added? So with 2 slots, you could get back to the previous power level, and could then go further if you want to customize. Then you either have the old version with 2 fewer Damage slots, or the damage of the old version but over a smaller area. Either view is a cutback in power, but it comes with a customization tradeoff that would keep me happy. Kinda like how Knockback now has a tradeoff with enhancements. -
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Geko posted this when they revamped all SR powers a few patches ago.
Passives are 10 percent base +DEF.
Toggles are 20 percent base +DEF.
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Seems stacking them may be overkill once you get SO's. Respec is good.
Anyone know how the other DEF boosts compare? Maybe Hasten is worth doubling up a DEF ability to get the extra effect? -
Can I bump my own post? This was about the pairs of auto/toggle similar powers....
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Does anyone have numbers on those? How much do I benefit from Focused Fighting vs Dodge? If I have both slotted with 3 SO's, am I better off respec'ing to the permanent one only with 6 SOs and adding Combat Jumping or Maneuvers? What about numbers on the DEF bonus of Hasten or Stealth for comparison?
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Just because I'm still wondering where people get their numbers from, and I'd like to assess the state of my scrappers total DEF buff before I choose a new power. (3 bubbles from 30....) -
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Heh, or even for those foaming-at-the-mouth Matrix fans you could have a power that "slows time", which would slow movement and attack rate of all villians in a certain radius of you.
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My scrapper has that power. oh, wait, no, that's just lag.
I'm only level 30, but I don't see myself get killed by one blow. A few big blows in succession, maybe. But there's a little time.
How about making Quickness heal you faster, since it seems to up your metabolism? Perhaps not causing your full heal to happen slightlyt quicker, but instead spread it out in small pieces. If you heal 50 HP every ten seconds, if you have Quicken you heal 10 HP every 2 seconds. Doesn't come out healing you for more, but can likely sneak a heal in between 2 hits, so if you have (irrational numbers here) 100 HP and get hit for 50 and then 50, maybe you can heal 10 in between hits instead of hoping they're timed around your natural every-ten-seconds heal. Such a change could let you slot Quickness with healing enhancements for a slight healing boost, and maybe even have a small boost already built in?
I do wonder about the 6 powers this set has that are copies of each other, only 1 is toggle. Seems the extra boost from the toggle isn't worth the END cost. Maybe the toggle ones should be a combo of DEF and RES? Less DEF than they have now, but add RES, and then customize how you want with enhancers.
Does anyone have numbers on those? How much do I benefit from Focused Fighting vs Dodge? If I have both slotted with 3 SO's, am I better off respec'ing to the permanent one only with 6 SOs and adding Combat Jumping or Maneuvers? What about numbers on the DEF bonus of Hasten or Stealth for comparison?