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I have a concept for a Demon Summoning/Poison Mastermind scientist that has some hideously mutated rats, but I can't get it to work because I have neither a name nor a costume. The one name I have for it is The Amazing Maurice, from Terry Pratchett's book, because he'd have educated Rodents.
I do not, however, at this time require another cat character. I've already go Admiral Whiskers and Dame Frisky Tibbles.
If I could get a costume, I'd probably be able to figure out a name. If I could figure out a name, I might be able to get an appropriate costume. But without one or the other, I'm stuck. -
It varies. Sometimes I'll pick out a power set I haven't played, like with Instigator Delores. I wanted to get around to a Dual Blades character. I then tried to figure out what secondary to pair with it. I eventually settled on Ninjitsu. Then I went to Mids to see how those two sets might work together. This initial build concept never makes it to actual game play, in the course of playing the character I'll find that certain powers don't work the way I've expected them to, but I like to do it anyway.
After I got Delores's powers picked out, I started working on her costume. This is frequently a breaking point. If I can't find a costume I like, I'll just stop making the character. But eventually I'll find something I like and move onto the name. Usually I'll have some idea of what I'm going to name a character by the time I've finished the costume. In her case I knew I wanted a title (descriptive of her duties) and a name. Delores had the right feel because it just seemed like a name for someone in an office somewhere. "Just turn the papers over to Delores in accounting"
When making Energy Pump, I got the power sets then the name, then worked towards the costume. He's Electric Armour/Energy Melee. The concept was just pushing down on a lever and energy comes pouring out. The trouble then just came with a costume.
It's weird. No matter how much time I spend designing a costume, it seems that the very first thing I do, after going through tutorial, is go over to Icon. Sure, I could re-roll, but that seems like so much more effort. And besides, how else am I supposed to use those veteran costume tokens? -
Quote:What does the two-dollar bill have to do with anything? The american two-dollar bill has been around since 1866 (with some discontinuities).I think that our recent currency proliferation is a perfect example of why game designers do not work for major financial istitutions. Remember the two-dollar bill? Yeah...that went over well.
Besides, the two-dollar bill and the fifty cent piece are not good examples of this.
It's more like a casino where black jack uses pentagonal chips and roulette uses circular chips, and you can't mix the two.
The easiest way for the developers to keep people from stock piling shards and threads would be to drastically reduce the cap. If you couldn't have more shards than it takes to craft a notice (and I mean just the final step. I don't mean enough shards to craft all the components too.) then it would be significantly harder to buy all the new powers at release. -
Wouldn't Numitron work just as well if they were both dead?
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I think you're all over-looking the obvious here:
Manticore's Sentient bow, Mr. Bowie, is going to die.
His friends call him David. -
Quote:The old animation works better on power push because, despite the speed of the attack, it still looks powerful due to the knock-back.Just as another random example, I LOOOVE the new Energy Transfer animation. I like it much, much more than the "tap on the shoulder" it had before
If Energy Transfer had the old animation and mag 50 knock-back, the old animation would look awesome. -
Concept wise, I'm not really sure what more would be accomplished with free-form building.
Sure, I'd like to have a sorcerer that can cast ice spells, fire spells, lightning spells, etc. And actually, that's something that the Incarnate powers have afforded me. Secular Energy got to 50, ran a number of trials and is now capable of casting Cone of Cold, Fireball, and Chain Lightning. Why I have to be level 50 to be able to cast level 5, level 3, and level 6 spells (respectively) I don't know, but I understand that, I wasn't able to cast Magic Missile until level 47, and that's a first level spell. That said, I wouldn't mind being able to make a character with Energy Blasts, Ice Blasts, Fire blasts, and Lightning blasts, with each of those being available prior to 50. But I don't need free form building for that to happen, that would just take a new blast set. -
Quote:I tend to picture this as two trees, but I'll do this with Invulnerability since I know that set better.The problem isn't power trees, but whether the branches in the tree are meaningful. Sometimes they are, and sometimes they are not. The tree that goes Scrapper -> Claws -> Invuln is a strong if somewhat shallow tree.
Tanker Invulnerability:
Temporary Invulnerability or Resist Physical Damage: Player must spend her initial buy-in power point in one of these two powers.
Dull Pain: Must have spent at least one power point in the Invulnerability Tree, Must have spent two power points over all.
Resist Elements: Must have at least one power point in the Invulnerability Tree, Must have spent four power points over all.
Unyielding: Must have at least one power point in the Invulnerability Tree, must have spent five power points over all.
Resist Elements: Must have at least one power point in the Invulnerability Tree, must have spent seven power points over all.
Invincibility: Must have at least one power point in the Invulnerability tree, must have spent ten power points over all.
Tough Hide: Must have at least one power point in the Invulnerability tree, must have spent fourteen power points over all.
Unstoppable: Must have at least one power point in the Invulnerability tree, must have spent seventeen power points over all.
Now, one way to switch to free form building is to change the prerequisites for each power, eg:
Invincibility: Must have at least seven power points in the Invulnerability tree, must have ten power points over all.
However, I think this would necessitate redesigning a lot of sets, because there are some powers that currently have no prerequisites that would really need them, and I don't see a way to get rid of archetypes with this method. Energy Melee, for example, is shared between Stalkers, Brutes, and Tanks. The prerequisites for Energy Transfer on each archetype are different. Tankers need to have spent at least 18 power points to have access to Energy Transfer, Stalkers can get it with just 14, and Brutes get it at 17. If archetypes are not maintained, how do you keep a Brute from getting Energy Transfer with just 14 power points?
The amount of work involved in switching to a free-form system would be entirely massive, and the game we ended up with afterwards would be so different that it wouldn't really be City of Heroes anymore. It might make for a good City of Heroes sequel though, if they included a new engine and a graphics upgrade.
For City of Heroes, I'd like to see the Ancillary Power Pools expanded to allow more concepts, similarly to how the Incarnate powers have begun to be expanded. -
You don't know enough people with lesbian sisters, clearly. I mean, it doesn't help if the guy offers to set you up with his heterosexual sister.
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That changed, I think, in issue 19. Now the Brute cap is ~3212 and the tanker cap is ~3534. So tankers have approximately ten percent more health at cap.
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Willpower and Ninjitsu are both good sets. Ninjitsu is easier to softcap, obviously, but it can be done with Willpower too, at least for Smashing/Lethal. My Electric Melee/Willpower Stalker feels very sturdy.
That said, if you're thinking about making an Energy Aura brute anyway, try to get your Tanker to level 36 before making the decision. A properly slotted Energy Transfer might just change your enjoyment of the character.
Though, in my case, I still couldn't enjoy Stone Armour/Energy Melee, so I no longer have a level 36 Stone tank, I've got a level 30 Willpower/Energy Melee instead. -
If you're a level 32 tank, then you're four levels away from having an attack. Energy Transfer honestly changes the set, even if it isn't as good as it used to be.
Stalkers aren't as durable as Brutes, but they can survive fairly well, as long as you don't pick /regeneration.
Have you played a stalker before? -
No, I used to watch Conan O'Brien, so "in the year two thousand" has come to mean "in the indeterminate future."
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Quote:With the name, I was expecting this to be a tanker primary.Fine, new powerset: Inferior Reflexes.
Its a Defender primary that debuffs foe recharge, defense, and movement. It also has a power that periodically causes the target to induce a 0.67 mag unresistable knockback on self. It also has confuse to simulate the target occasionally accidentally shooting comrades.
First tier power: -acc/+resist
Second tier: -move speed/ +max health
Third tier: adds a one second delay after every attack in which you can't do anything, but also adds a healing component to that delay.
etc.
I want a set with a power called "feign competence." -
In the year two thousand...
the developers will introduce animated hair. It will have one animation: it grows from a buzz cut to knee length and does not move aside from that. It resets to a buzz cut upon logging in. The issue will never again be addressed. -
Quote:Oh, I'm running Malta missions right now. The massive stun is exceptionally annoying. And if there are two gunslinger bosses, I pop unstoppable.i'd imagine mezzes get slightly annoying on the occasions they hit. Although i guess that's not much of an issue when solo.
I don't team often on that character because when I offer the choice of "Well, I can bring my toggle-less tank or I can bring something useful" most people ask for something useful. -
No. It is my toggle-less Invulnerability/Ice Melee tank. I do not run any toggles when fighting. I'm at level 43 now, I have 41% Smashing/lethal defense, and I'm saving up to get the PvP Resistance +def proc. I could hit the soft cap for smashing/lethal without it, but it would mean losing about 6 or 7% Energy/Negative Energy defense with all the slotting changes I'd need.
Quote:Just trying to understand, you would run the SR without the toggles?
Also, SR shouldn't really need the Steadfast on a Tanker. Assuming that the devs don't reduce the values for Tanks, SR should get to about 41% by itself with SOs. Add Combat Jumping and you're done. -
Quote:At least for tanks, invulnerability is cheap and easy to soft cap. I have a build that soft caps smashing and lethal with just one toggle: Fly.Now...Softcapping those WP and INV are an entirely different matter.
Actually, with SR coming to tanks, I'm considering another toggle-less tank, but there's no place to slot Steadfast protection: Res/Def. Also, Elude is less useful than Unstoppable if I manage to softcap. -
Arcanaville's suggestion was to add a self-heal and a +max hp (that can stack from the same caster) to Practiced Brawler.
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No. Softcapped defenses are nice, and scaling resistances might be more useful on a tank, but that's not enough.
And "Easy to get Softcap"
A Shield Defense tank can take to take 8 powers to softcap.
Deflection, Battle Agility, Phalanx Fighting, (fighting pool tier 1), Tough, Weave, Maneuvers, Combat Jumping. (The Shield Defense tank will have a place to slot Steadfast Protection: Res/Def)
If the Tanks get the 18.5% from toggles and 7.5% from passives, they'll have to take at least 7 powers to soft cap.
I think Shield Defense has more survival tools than Super Reflexes and it's ranked as one of the weaker Tanker sets. I don't think that Super Reflexes will provide the necessary offensive bonuses to justify that.
If they just port it over from Brutes, it's not going to be as durable as it needs to be. -
Well, you've got something wrong. It should have started blue.