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Posts
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Joined
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Quote:Schadenfreude and sour grapes.I find it hilarious that people are THIS worked up about an aura. Really? It's not that serious...
...Will I get the code? Probably not. Am I gonna cry about it? God, no.
Yeah, Kirby dots aren't a big deal. It's just like that ugly Rulu Shin costume code -- nobody would actually use it.
Oh wait. Not at all.
Matter of fact, I have a Rulu Shin costume code here from a lucky break in the last costume contest that I would trade in a heartbeat for a Kirby Dots aura. But, I'd feel guilt about it still... unless it is later made available to everyone somehow. What would I tell someone who notices it in game? "Sorry, you can't get this any normal way."
It's bad enough when you actually did or paid something significant to get the item, like with the loyalty helmets, but at least everyone had the opportunity to get those. -
No they weren't. I may have given up complaining to support, but I still can't log in properly. I just now even had to clear all cookies and log in again, on this obsolete browser (Flock), in order to respond again.
This forum has problematic cookies & SSL state preservation. Still.
And to be clear: I'm not asking for freebies. I don't need to "win" anything, or be given anything, to be a fan of Paragon Studio and NCSoft. I don't care where any limited access giveaway happens, I'm against it. Love that facepalm emote, but I'd have paid for it just as happily. -
Quote:This.My objection is to the code grab.
All it does is frustrate me. Especially when you then tell me I won't be able to get that item any other way.
It means I will NEVER have a real opportunity at those items, since my satellite internet service is slow and has very high latency.
Yes, you folks may see me on Twitter much more than here, but what has more to do with that than the convenience of Twitter is the fact that this forum's cookies have not been working properly for me for almost a year now (NCSoft support was unable to replicate this problem, so the ticket died). I have to use an obsolete browser and clear all history/cookies every session just to retain SSL login state here, much less post anything. Others with the same problem probably just give up and move on, contributing that much more to forum stagnation.
I am VERY disappointed that you have finally implemented a Kirby Dot aura (one of the most fundamental superhero visual effects, so truly AWESOME to see in CoH) and it is only available this way. Even if I had a chance, I can not camp Twitter all day. That is not exciting -- it is frustrating in the extreme. -
Quote:There is an analogy that, for me, works the other way entirely. The folks shown in that program are disgusting parasites who absolutely take advantage of other people's misfortunes or deaths (the valuable items they find in abandoned storage are not abandoned for any other reason). To me, that is a display of avarice akin to graverobbing, by people who appear to believe the world exists to give them a posh life despite their contributing nothing of value.There's a show on Spike TV called "Auction Hunters". It's about two guys who go around bidding on stuff in storage units hoping to hit the jackpot being able to resell the stuff that's in the units. That's how I view people who flip...
But I don't know if I find marketeering in CoH comparable to that, as most of the items involved are regularly replenished. "Flippers" may not do the hunting, but those who actually do want to roll over their unneeded drops in the market don't often have all their character slots dedicated to it and are probably happy to get a lower price if it frees their slots as they collect more, as well as benefiting from the inflation caused by the flippers most of the time. Nobody in that chain seems to be put out... though it is a bit of a problem when certain IOs (or even the recipes) are not seeing the market at all anymore because they've inflated beyond the two billion mark. -
Or more like this... a couple of PVP enhancements and Maneuvers is more of a LotG mule, or just for the Rikti monkey horde.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1435;722;1444;HEX;| |78DA6593CB52134114867B723137908470BF8424888100430259EB42B00A8B6830E| |A42C5D4206D32320CA964B064E7C61770E3421171E9E328A296BE81D7378867FED3| |42AA325533DF99D3A7FFFEFB567CBADC25C4B3CB42EBBA6219CD66E596616FCB46B| |0B8E7188EB96B07CB7B75D9D831EC801022C18D9565F948DA4DA9AFDA4FF62C5B36| |8C4DD3329DFD51D55C9496943A3A56CA4E43DA55A7165BB56B924247FF1F7497767| |72DFDAA59AD39A65D8DF09FE5FEF6205E93C6966C346B663D8CFF725DCAADF84ADD| |7CA8AFD098D5FD4AD1683AB2B13F44CEB2F47E0CD147A357B4BC224D415278128C0| |9C09702E6C2423D2DBFB82BD0720F38779FB101041F10C645B0021C93BAC6EA3E6D| |8D82BC08971845A0EB3AE306F081CABDCA8C775073157A7368E95D04FA96009DCCF| |895193F9BE96333036C6680CD0CB19921367342EA0156F7047298D548017A23799E| |316D57886545E8B9C76D09512AC27D44A41FC5114A757395D6FD1D5563DF002FB5F| |428FB3D8B5EB42C0009776533229100BED020312C4BCB1F8B4234C1DAC93EC62BD2| |8B8BE46B207500F8483DAED4E3DC2BE5835E2A004CB2C6022D4EBF5A9CFE9AC79DD| |8A4C9780C5CB0183B8C6D78CF53AF41D56BB084D5BBB8CEB8C9280399638FBB9699| |13E02BCD64983D69C3EC3DC32E16496F94E7A88DF27466783A9FA9CFB8DA8671771| |BD262668951003E51C1842A98705353229B63E48158C02DE34D49F370694A4D2923| |53B3C24D6519053232AD2636FD0BAEE72C9C87B99FFCF70398DF4172DE060E69DB6| |6D526CFB2D03CE3885A74A5A71F20B5F08671C8780BE48F18EF80F7746272EA1CE5| |2EE1648FF94E6F941023A85A6B4FA5902AF9D4F5A49496446AC6777A655BA5306A1| |16FB4C5465BBCD91667DB4768D123721D997C4766A92353E8C884A27477D528BFC2| |A7D75E689330FDE72CE5D56E63CFCEDF615CC3E9CDAF02BFDBBB4EA3EBDFB394472| |D41F4250E6DF405B01EA7AF5A907F8787DDF5| |-------------------------------------------------------------------|
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All very helpful responses, thank you!
@Call Me Awesome: Really solid advice, and I wish I had read your guide before leveling this toon because it was an absolute chore the whole way. Also was not aware that Taunt is auto-hit: guess I needed an actual taunt enhancement there. Truth is, though, I never felt solid enough to play like a tanker with this build, so it was practically unused.
I based this originally on a Superman build from the old US forum, without understanding the reasoning (it was one of my first; I knew squat). I think the slots in Fly were meant to have a particular set that I overlooked... I lost the Mids' file to a drive failure awhile back, so I'm not sure.
Before I actually started tinkering with Joe, though, you guys posted a couple of full builds that seem to follow that general advice. Right down to the empty Boxing slots
@Pep Rally: I was pretty impressed by your version -- familiar to what I've had, but much better numbers. Still, I did want to drop Hurl. I spent some time poking at it, making it a bit more expensive with a few purples (but if I'm putting three sets of Kinetic Combat on there, I may as well go whole hog). Moved taunt back and stripped it down as well. But never quite got back to the soft cap on Energy without hurl.
Still, it looks a lot better than what I've had.
@New Dawn: What you did is very different, and I'm intrigued.
Your version is geared to playing in hover mode and trades Psi for a soft cap practically across the board. Hurl and hover mode aren't compatible, but since you hadn't also included laser beam eyes that's a straight across swap for the Thunderstrike set. I can see this requiring a slow pace to avoid endurance failure (especially if running the Maneuvers toggle I tacked on to bring E/N over the cap when needed), but the offenses seem decent for a tanker, so given a tray full of reds and blues, it could probably take down some pretty big targets. I didn't spend much time with this (yet); just a few little changes though and it makes me excited to try it. I still want to rearrange the slotting order to be exemplar-able, but I will likely go with this:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Code:Again, thank you all for the responses. All very helpful! I feel like I've a better understanding of how the Invulnerability power set applies to the Superman concept now, and of how the set is meant to work generally.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1423;717;1434;HEX;| |78DA6593CD52134110C77B378BF9029310BE3F4212C410084B4272D683601516C16| |8D4838AA945C664655952C962C9CD8B2FE0C58322E2D1C751442D7D03457D83D8DB| |3DE25625559B5F4F4F77CF7F7A66CA4F977B019E5D06A5F78A65B4DBB55B86BD2D5| |A81F29E6338E6AE1DA8EE35456BC7B0FD0090E0C9DAB27824ECB6D057ED277B962D| |5AC6A66999CEFEB89C2E0B4B089D126B55A725ECBAD388ADDA0D81A6A3FF33FA2AB| |BBB967ED5AC371CD3AE877964B9C308D96BC2D812AD76C36C86685C6D0AB1155F69| |9A0FF5155CB3BE5F2B1B6D47B4F647505916BF8F41FC53F0838E0FD26824414D30A| |6085A8A900B81FC757AE02ED0CC3DC2B9FB8C0D42E00162120235C2315657B8BAA6| |ACA1518050855126F4AE33AE133E60B84F8AF10D2B6E85FE3CCDF42F11068A041DC| |5F448313D2C6680C50CB198211633C2624658CC0956F7CBEAFE3CED6AAC44F5C60A| |349A28F2C6F1D4825C1D82CF55372088AE30A7423801AE2B8CAE3E8E52FABE53D4C| |437820F6722729D08B734C12D4D704B13DCD22FB8488CBAD3D1625112921C64F012| |C957582F0EA9D7040DCBC665D93887A73444065241C234272F6273066573061BAAB| |BD2B4C9784CB860317618DB24BA8059C3326BB842DDBB788371935125648E55B797| |9913C257DCC2286B52460768F90CAB58C27AE3BC39759CF791E57D640F089F31759| |253D549F734D2902D12E64A844F18302503A65CD70CCCE5190542CCEF86F1A1A479| |D534BA66A49E99796A628E51423DB3727FB3A7243E67D1B5C8FDA4D1C20FC60E391| |76CC2A10F605E1EF23C175A641CE18C2EEBE9073CF386714828BC651C31DE11DEE3| |8DC9CB7B94BF44177C423B7B58006314B5E6752D90ABA2C9578A2E851564B5B397D| |BA9842896EC0D8F6D78EC4D8F3DE75DA1833FC877790A5D9E6297A7D4E50946F109| |CB554E4367AF1F14DEC7EFFF2E55B94D6776FE0EE31A5DE25FDE9C59CAF9E3CD499| |22BFA922E6DF405E12FB85ADB22| |-------------------------------------------------------------------|
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Basically, what the title says. I'm looking for assistance in rebuilding a less than satisfying Superman.
I've had this toon for a long time. But despite digging the concept a lot, it's not what I hoped. Mainly because he's reliant on Unstoppable -- it feels more like being a PCP addict relying on insps than a self-sufficient Superman.
Even if I have to strip him down entirely, sell off or delete all the current enhancements and try something completely different, it'd be worth it to have a toon that feels like a natural Superman. I could scrounge together several billion inf toward a second build, also.
But everything I try in Mids seems to either wind up far from "invulnerable" without Unstoppable or not very Superman-like.
Here's what it looks like right now:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Super Joe: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(13), ImpArm-ResDam(13), ImpArm-ResDam/EndRdx(45), ImpArm-ResPsi(45)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 2: Punch -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(5), P'ngFist-Acc/Dmg(9), P'ngFist-Acc/Dmg/Rchg(17), P'ngFist-Acc/Dmg/EndRdx/Rchg(34)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(37), Dct'dW-Rchg(40)
Level 6: Air Superiority -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(7), P'ngS'Fest-Dmg/Rchg(7), P'ngFist-Acc/Dmg(9), P'ngFist-Acc/Dmg/Rchg(17), P'ngFist-Acc/Dmg/EndRdx/Rchg(34)
Level 8: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(27), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx(45), ImpArm-ResPsi(46)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Taunt -- Acc-I(A)
Level 14: Fly -- Flight-I(A), Flight-I(19), Flight-I(31)
Level 16: Stealth -- LkGmblr-Rchg+(A)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Rchg+(31)
Level 20: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(33), DefBuff-I(33)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Hand Clap -- Acc-I(A)
Level 32: Unstoppable -- Aegis-ResDam/Rchg(A), Aegis-EndRdx/Rchg(42), Aegis-Psi/Status(42), ImpArm-ResDam/Rchg(46), ImpArm-EndRdx/Rchg(46), ImpArm-ResPsi(50)
Level 35: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(42), ImpArm-ResPsi(43)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(43), ImpArm-ResPsi(43)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Acc/Dmg/EndRdx/Rchg(50), Dev'n-Hold%(50)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(37), RgnTis-Regen+(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(36), EndMod-I(36)
Code:This was originally a legacy build and the stealth pool was added in a previous respec as LotG mules. Given a full start over, that could also be improved.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1381;657;1314;HEX;| |78DA7D936D53125114C7EF224A3C2822E2138A282AA0B1B2666F6B26B54913A3A8D| |ED2AA37DC6967656031A9377D93A6E9F1F3F45CDFA1876F4087F3BF110C33EDCCF2| |BBFCF7FECF39F7DC7B0BE7DB21219E5D155A68CB36EBF5F25DD379246BBE03D36DD| |44CDB5F6A54652DB9772A7D4288043E96B7E543E9D4A5BEEB9C356C47D6CC43CBB6| |DC665C7D2E485B4A9D9DE5925B934EC53D89EC3A279286AEFE77102C9E9EDAFA75D| |BAA9CB8211EEF4BB36A399508FFA1D856DD42E0002BA5AA94C7D19DAA75A4EF50D2| |4AB35C30EBAEAC35A7A8B4157A3FF8E947A357B406C5260D0C11C83342069021A4C| |5C525200B04847AC8758330273CBB4091B02802B7196377180B25462EA052914B83| |CB0B97778F71E11A614A8C6E3116B6191FA9C201E51AB8C9358DEC030546EA80B17| |48B912E6211D4FB41E51A44AE21E41AFA4FAECF94CBA7BAE1433766D08D197423D1| |D38D1CBA3141B9FC70097F8CE7ADD35283482F8233A22D0569D63024CF708AA5312| |0010CD384B0F28411E62BD513D1DAA15B03917196C6478128EAC1BC11B24695350A| |C9A00A62AA01B107BCE40993F34C1C32A68E8063465232DE53C249B594C9F6604E7| |C23691A92671A352491229960CF06658AF3C6B63CF13596667B900FB4E320E81C9A| |F19D82CEABEAE6D1DAEC067099915B46875718061AFD855C8BAA9445EC4416F3563| |16193322DABB0CB679C69E531700E3419E927C053C6270A9B51613308BBDA13F639| |9DBF35B58035ACE90549BACAA4BF6469FD15F01A78C330DE02EF1861DAA7BC0A944| |71367BD9DAB842E1962BF5B5A60A9E8ED5C1DA1A182ACB77373F1AC76DBDA82C8F7| |29469F72A94FD9EC53FCA39D2BD8FAD1BEC4EA846838B8BFFE491EED3E2EE33DE00| |A1FA19FDD9E0C7B7E777B922CA57AF0078439CC1A| |-------------------------------------------------------------------|
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I don't expect it's the best, but despite a few very expensive items (those partial purple sets could probably be done without, but they make Consume downright redundant, so I'm glad I got 'em) it wasn't the most outrageous build I've put together. And it works quite well at +4x8 in the fire farms.
I took the flight pool for vanity/conceptual reasons. It's conflict with Burn is worth noting -- an optimal build would take something else. The Jumping pool, perhaps.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Herald of Wrath: Level 50 Magic Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Scorch- (A) Damage Increase IO
- (7) Damage Increase IO
- (13) Damage Increase IO
- (15) Hecatomb - Chance of Damage(Negative)
- (17) Hecatomb - Accuracy/Recharge
- (A) Aegis - Resistance
- (3) Aegis - Resistance/Endurance
- (5) Aegis - Resistance/Recharge
- (34) Aegis - Endurance/Recharge
- (36) Aegis - Resistance/Endurance/Recharge
- (A) Multi Strike - Damage/Endurance/Recharge
- (3) Multi Strike - Accuracy/Damage/Endurance
- (15) Multi Strike - Accuracy/Damage
- (37) Multi Strike - Damage/Endurance
- (39) Multi Strike - Accuracy/Endurance
- (A) Numina's Convalescence - Heal
- (9) Numina's Convalescence - Heal/Recharge
- (25) Numina's Convalescence - +Regeneration/+Recovery
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Damage Increase IO
- (19) Damage Increase IO
- (19) Damage Increase IO
- (21) Accuracy IO
- (39) Endurance Reduction IO
- (A) Aegis - Psionic/Status Resistance
- (11) Aegis - Resistance/Endurance
- (13) Aegis - Resistance/Recharge
- (34) Aegis - Resistance
- (37) Aegis - Resistance/Endurance/Recharge
- (A) Gift of the Ancients - Defense
- (33) Gift of the Ancients - Defense/Endurance
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Aegis - Resistance
- (17) Aegis - Resistance/Endurance
- (23) Aegis - Resistance/Recharge
- (34) Aegis - Endurance/Recharge
- (37) Aegis - Resistance/Endurance/Recharge
- (A) Adjusted Targeting - To Hit Buff/Endurance
- (21) Adjusted Targeting - To Hit Buff/Recharge
- (23) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (25) Adjusted Targeting - Endurance/Recharge
- (33) Adjusted Targeting - Recharge
- (A) Multi Strike - Damage/Endurance/Recharge
- (45) Multi Strike - Accuracy/Damage/Endurance
- (48) Multi Strike - Accuracy/Damage
- (48) Multi Strike - Damage/Endurance
- (50) Multi Strike - Accuracy/Endurance
- (A) Endurance Reduction IO
- (A) Gift of the Ancients - Defense
- (31) Gift of the Ancients - Defense/Endurance
- (A) Armageddon - Chance for Fire Damage
- (27) Armageddon - Damage
- (29) Perfect Zinger - Chance for Psi Damage
- (31) Scirocco's Dervish - Accuracy/Damage
- (31) Scirocco's Dervish - Chance of Damage(Lethal)
- (40) Scirocco's Dervish - Damage/Recharge
- (A) Multi Strike - Damage/Endurance/Recharge
- (29) Multi Strike - Accuracy/Damage/Endurance
- (40) Multi Strike - Accuracy/Damage
- (40) Multi Strike - Damage/Endurance
- (43) Multi Strike - Accuracy/Endurance
- (A) Trimuphant Insult - Chance to Disorient
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Scirocco's Dervish - Accuracy/Damage
- (42) Scirocco's Dervish - Damage/Endurance
- (43) Scirocco's Dervish - Damage/Recharge
- (43) Scirocco's Dervish - Accuracy/Recharge
- (46) Scirocco's Dervish - Accuracy/Damage/Endurance
- (48) Recharge Reduction IO
- (A) Endurance Modification IO
- (42) Endurance Modification IO
- (42) Endurance Modification IO
- (A) Endurance Modification IO
- (45) Miracle - +Recovery
- (45) Miracle - Heal
- (46) Regenerative Tissue - +Regeneration
- (A) Kismet - Accuracy +6%
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (50) Blessing of the Zephyr - Knockback Reduction (4 points)
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Level 1: Brawl- (A) Damage Increase IO
Level 1: Sprint- (A) Endurance Reduction IO
- (A) Interrupt Reduction IO
Level 2: Swift- (A) Flight Speed IO
- (A) Healing IO
- (46) Healing IO
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (5) Performance Shifter - EndMod
- (11) Performance Shifter - EndMod/Recharge
- (27) Performance Shifter - EndMod/Accuracy/Recharge
- (33) Performance Shifter - Accuracy/Recharge
- (39) Performance Shifter - EndMod/Accuracy
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That's pretty slick. Even without going all purple.
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Now with Confuse, and five-slotted Mind Probe:
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Psycho: Level 50 Natural Dominator
Primary Power Set: Mind Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Villain Profile:
Level 1: Levitate -- KinCrsh-Rechg/EndRdx(A), KinCrsh-Dmg/EndRdx/KB(7), KinCrsh-Acc/Dmg/KB(11), KinCrsh-Dmg/KB(13), KinCrsh-Acc/KB(37), KinCrsh-Rchg/KB(45)
Level 1: Psionic Dart -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx(5), Entrpc-Dmg/EndRdx/Rchg(31), Entrpc-Acc/Dmg(37), Entrpc-Dmg/Rchg(43)
Level 2: Dominate -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(5), BasGaze-Rchg/Hold(15), Entrpc-Heal%(27), Entrpc-Dmg/EndRdx(34)
Level 4: Mind Probe -- Hectmb-Acc/Rchg(A), Hectmb-Dmg/EndRdx(7), Hectmb-Dam%(37), Hectmb-Acc/Dmg/Rchg(50), Hectmb-Dmg/Rchg(50)
Level 6: Confuse -- CoPers-Conf/EndRdx(A), CoPers-Conf%(15), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(48), CoPers-Conf/Rchg(48)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11)
Level 12: Telekinesis -- EndRdx-I(A), EndRdx-I(13)
Level 14: Mass Hypnosis -- CSndmn-Heal%(A), FtnHyp-Sleep/EndRdx(17), FtnHyp-Acc/Rchg(36), FtnHyp-Plct%(43), FtnHyp-Sleep/Rchg(46), FtnHyp-Acc/Sleep/Rchg(48)
Level 16: Psychic Scream -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Rchg(17), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Dmg/Rchg(19), Ragnrk-Knock%(25)
Level 18: Total Domination -- UbrkCons-Dam%(A), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(45), UbrkCons-Acc/Hold/Rchg(46), UbrkCons-Hold/Rchg(46)
Level 20: Drain Psyche -- Panac-Heal/EndRedux(A), Panac-Heal(21), Panac-Heal/Rchg(21), Panac-EndRdx/Rchg(23), Panac-Heal/+End(23), Panac-Heal/EndRedux/Rchg(25)
Level 22: Kick -- FrcFbk-Rechg%(A)
Level 24: Tough -- ImpSkn-Status(A)
Level 26: Terrify -- Abys-Acc/Fear/Rchg(A), Abys-EndRdx/Fear(29), Abys-Acc/EndRdx(31), Abys-Acc/Rchg(34), Abys-Dam%(36)
Level 28: Subdue -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx(29), Entrpc-Dmg/EndRdx/Rchg(42), Entrpc-Acc/Dmg(42), Entrpc-Dmg/Rchg(43)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31)
Level 32: Mass Confusion -- Mlais-EndRdx/Conf(A), Mlais-Conf/Rng(33), Mlais-Acc/EndRdx(33), Mlais-Acc/Conf/Rchg(33), Mlais-Acc/Rchg(34)
Level 35: Fly -- Zephyr-ResKB(A)
Level 38: Psychic Shockwave -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dam%(40), Oblit-%Dam(40)
Level 41: Link Minds -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42)
Level 44: Mind Over Body -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- T'Death-Dam%(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- EndMod-I(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(9), Heal-I(40)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
...not sure I'm doing this right. -
Thanks so much for the tips.
Wiccania: I'm playing with re-slotting of Drain Psyche right now... you're right: slotting the top bar of Touch of the Nictus and two recharge IOs has no impact on recovery by comparison and adds about ten seconds of recharge as well as the Accuracy boost, making Drain Psyche almost perma (shy a second or so). Not likely I'll miss that 12% of regeneration with DP constantly pulling, so I'll go with it.
Deacon NA: the difference dropping one recharge IO out of Hasten with the build as-is would be about five seconds, which is the difference between a couple of seconds overlap and a couple of seconds downtime. Should I try to avoid recharge levels beyond perma-hasten? I haven't had a problem crashing when firing hasten with the one other perma-hasten toon I have, but I admit I don't have any of those Force Feedback IOs on him, either... and if those go off here I'm well over.
Some changes:
Slotting six Kinetic Crash in Levitate (trading a little regen and confuse bonus for a little knockback) improves global hasten a touch. Taking the third slot out of hasten to five-slot GotA in Terrify gives me full accuracy there and brings global hasten to 120% (just shy of perma-hasten). Plus, swapping out the two Force Feedbacks in Telekenetic Thrust for two more of those even pricier Hacatombs not only maxes accuracy there also but adds another 15% global accuracy for a total +93%
Slotting for build-up over heal chance... might be better. I wish I could test it before making the investment, as I'm pretty addicted to the heal chance enhancements, having them on most of my toons.
When I say defense and resistances are sacrificed, I mean: though I'm not coming anywhere near soft capping anything, I do think 18-20% defenses and 45% S/L resist is better than nothing, especially if there are added buffs from the team. So while the fighting pool may be very under-utilized here, it's not the total waste that the jumping pool would be when I'm using hover or vice versa. The concealment pool does offer three potential LotG mules plus another little defense buff, but I chose Maneuvers figuring the Leadership pool actually contributes to a team... and I want to look cool while blasting away instead of being translucent all the time.
I picked up TT because it does both Psi and Smashing and helps keep critters at a distance (Telekinesis, too). Mind probe is nice, but the range factor means I rarely use it. World of Confusion versus single target Confuse I can say less about... you do make me doubt that choice.
Here's what I'm looking at now:
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Psycho: Level 50 Natural Dominator
Primary Power Set: Mind Control
Secondary Power Set: Psionic Assault
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Villain Profile:
Level 1: Levitate -- KinCrsh-Rechg/EndRdx(A), KinCrsh-Dmg/EndRdx/KB(7), KinCrsh-Acc/Dmg/KB(11), KinCrsh-Dmg/KB(13), KinCrsh-Acc/KB(37), KinCrsh-Rchg/KB(45)
Level 1: Psionic Dart -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx(5), Entrpc-Dmg/EndRdx/Rchg(31), Entrpc-Acc/Dmg(37), Entrpc-Dmg/Rchg(43)
Level 2: Dominate -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(5), BasGaze-Rchg/Hold(15), Entrpc-Heal%(27), Entrpc-Dmg/EndRdx(34)
Level 4: Telekinetic Thrust -- Hectmb-Acc/Rchg(A), Hectmb-Dmg/EndRdx(7), Hectmb-Acc/Dmg/Rchg(50), Hectmb-Dmg/Rchg(50)
Level 6: Kick -- FrcFbk-Rechg%(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11)
Level 12: Telekinesis -- EndRdx-I(A), EndRdx-I(13)
Level 14: Mass Hypnosis -- CSndmn-Heal%(A), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Sleep/Rchg(17), FtnHyp-Acc/Rchg(36), FtnHyp-Plct%(36), FtnHyp-Sleep/EndRdx(46)
Level 16: Psychic Scream -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Rchg(17), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Dmg/Rchg(19), Ragnrk-Knock%(25)
Level 18: Total Domination -- UbrkCons-Dam%(A), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(45), UbrkCons-Acc/Hold/Rchg(46), UbrkCons-Hold/Rchg(46)
Level 20: Drain Psyche -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(21), Nictus-Acc/Heal(21), Nictus-Acc/EndRdx/Heal/HP/Regen(23), RechRdx-I(23), RechRdx-I(25)
Level 22: Tough -- ImpSkn-Status(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37)
Level 26: Terrify -- Abys-Acc/Fear/Rchg(A), Abys-EndRdx/Fear(29), Abys-Acc/EndRdx(31), Abys-Acc/Rchg(34), Abys-Dam%(36)
Level 28: Subdue -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx(29), Entrpc-Dmg/EndRdx/Rchg(42), Entrpc-Acc/Dmg(42), Entrpc-Dmg/Rchg(43)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31)
Level 32: Mass Confusion -- Mlais-EndRdx/Conf(A), Mlais-Conf/Rng(33), Mlais-Acc/EndRdx(33), Mlais-Acc/Conf/Rchg(33), Mlais-Acc/Rchg(34)
Level 35: Fly -- Zephyr-ResKB(A)
Level 38: Psychic Shockwave -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dam%(40), Oblit-%Dam(40)
Level 41: Link Minds -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 44: Mind Over Body -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45)
Level 47: World of Confusion -- CoPers-Conf/EndRdx(A), CoPers-Conf%(48), CoPers-Acc/Conf/Rchg(48), CoPers-Conf/Rchg(48), CoPers-Acc/Rchg(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- T'Death-Dam%(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- EndMod-I(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Panac-Heal(A), Panac-Heal/EndRedux(9)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(40), P'Shift-EndMod/Acc/Rchg(43)
*edit: And that seems prettier still if I six-slot Drain Psyche with Panacea as you suggested, putting perma-hasten in better shape than where I started. Looking at a build with single-target confuse in lieu of World of Confusion as well -- shuffling things a bit more. -
I realize this is pretty outrageous, but I'm willing to go there if the end result is Godly. I've already spent a lot on bad, or completely unplanned builds... so I can get much of what is in this by stripping bits off other toons.
Of course, I'm not very experienced at plotting ideal builds so I'm interested in any tips to get the same or better results, with or without the high-priced enhancements.
My goal here is perma-hasten and as much stamina as can be mustered to take advantage of it (in turn feeding the Domination meter). That, and a good measure of regen/self-heal, since defenses and resistances are sacrificed...
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Psycho: Level 50 Natural Dominator
Primary Power Set: Mind Control
Secondary Power Set: Psionic Assault
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Villain Profile:
Level 1: Levitate -- FrcFbk-Rechg%(A), Entrpc-Heal%(3), Entrpc-Dmg/EndRdx(13), Entrpc-Acc/Dmg(34), Entrpc-Dmg/EndRdx/Rchg(37), Entrpc-Dmg/Rchg(45)
Level 1: Psionic Dart -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx(5), Entrpc-Dmg/EndRdx/Rchg(31), Entrpc-Acc/Dmg(37), Entrpc-Dmg/Rchg(43)
Level 2: Dominate -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(5), BasGaze-Acc/Hold(27), BasGaze-Rchg/Hold(34), Entrpc-Heal%(40), Entrpc-Dmg/EndRdx/Rchg(43)
Level 4: Telekinetic Thrust -- FrcFbk-Rechg%(A), FrcFbk-Rchg/EndRdx(7), Hectmb-Dmg/EndRdx(7), Hectmb-Dmg(9)
Level 6: Kick -- FrcFbk-Rechg%(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(15)
Level 10: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11)
Level 12: Telekinesis -- EndRdx-I(A), EndRdx-I(13)
Level 14: Mass Hypnosis -- CSndmn-Heal%(A), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Sleep/Rchg(17), FtnHyp-Acc/Rchg(36), FtnHyp-Plct%(36), FtnHyp-Sleep/EndRdx(46)
Level 16: Psychic Scream -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Rchg(17), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Dmg/Rchg(19), Ragnrk-Knock%(25)
Level 18: Total Domination -- UbrkCons-Dam%(A), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(45), UbrkCons-Acc/Hold/Rchg(46), UbrkCons-Hold/Rchg(46)
Level 20: Drain Psyche -- Numna-Heal(A), Numna-Regen/Rcvry+(21), Mrcl-Rcvry+(21), Mrcl-Heal(23), P'Shift-EndMod(23), P'Shift-EndMod/Acc(25)
Level 22: Tough -- ImpSkn-Status(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37)
Level 26: Terrify -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(29), DarkWD-Rchg/EndRdx(31), DarkWD-Slow%(36)
Level 28: Subdue -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx(29), Entrpc-Dmg/EndRdx/Rchg(42), Entrpc-Acc/Dmg(42), Entrpc-Dmg/Rchg(43)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31)
Level 32: Mass Confusion -- Mlais-EndRdx/Conf(A), Mlais-Conf/Rng(33), Mlais-Acc/EndRdx(33), Mlais-Acc/Conf/Rchg(33), Mlais-Acc/Rchg(34)
Level 35: Fly -- Zephyr-ResKB(A)
Level 38: Psychic Shockwave -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dam%(40), Oblit-%Dam(40)
Level 41: Link Minds -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 44: Mind Over Body -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45)
Level 47: World of Confusion -- CoPers-Conf/EndRdx(A), CoPers-Conf%(48), CoPers-Acc/Conf/Rchg(48), CoPers-Conf/Rchg(48), CoPers-Acc/Rchg(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- T'Death-Dam%(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- EndMod-I(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Panac-Heal(A), Panac-Heal/+End(11)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(50), P'Shift-EndMod/Acc/Rchg(50) -
Quote:That and making it aim for the faceMy impresions of TA/A:
Oh, and Stunning Shot is the boxing glove arrow. We just need an alternative animation for it.
Also, I agree that Trick Arrow was the last thing I ever wanted as a Defender primary (though I love playing defenders), and as a result my TA/A defender never took advantage of the set in the ways some folks here describe. He's still fun to play as a blaster-esque character with a few of the better debuffs and holds, but I'm probably more of a gimp than I realize compared to a true blaster A/TA or a less naive TA player.
Stunning Shot is actually the one Archery power I didn't take. Single-target stun that late in the game seemed pointless... -
Since I've been too infrequent a player to keep with any active group for long and since I play on less active servers at odd hours a lot, I've appreciated having an Archetype that is fairly solo-oriented.
But then, there are many parts of the game that can't be played solo, regardless of Archetype. So, in order to play with a team I usually toss all the goodies that come with the AT out the window and behave like a poorly-slotted scrapper, trying to stick close to any brute (or tank) that may be in the team most of the time.
Two suggestions here would probably make a huge difference in viable Stalker team tactics: increasing the critical chance buff area of effect and altering the fear effect of Assassin Strike to be PBAoE instead of target based.
Those two changes would bring stalkers a little closer to doing what ranged Archetypes do with sniper attacks, though instead of pulling the boss out of the mob, you'd be holding them. I realize that Stalker players already do this, but under the current setup they often wind up getting ridiculed for "running ahead and dying like idiots" for the effort, because they're not survivable enough to withstand the immediate aggro that follows a truly successful Assassin Strike in the middle of a team-sized mob. -
-
Quote:The highlighted bit stands out to me as a big part of the problem. Not only is it discouraging to try making a real AE story with actual creative content only to find it nigh impossible to properly balance difficulty with xp returns using any kind of custom critters (and nobody will play it if the mechanics are sub-par), but it actually has you and others searching for the stock content.I know people spend a lot of time lovingly crafting their custom enemies' costumes, but I almost always find them vastly more difficult to fight than standard critters, for generally less reward. So, I want to play arcs that don't have custom enemies. This cannot be done automatically. I have to manually flip through who knows how many listings.
What's particularly vexing about this one is that I explicitly am able to search for arcs that have custom groups, but yet not arcs lacking them. -
Quote:what really had me scratching my head was that Rulk had no mustache...
I know, it's a wierd thing to nit-pick out of the whole story, but it still bothers me.
Yeah, I'm the same way. I'll tolerate all sorts of plot inanity, but a counter-intuitive detail like that bugs the heck outta me.
In this case, my impression is that Q and co. may have no idea were they will be going with any given idea when they initially farm it out to the production teams. -
Quote:The terribly convoluted backstory irritates me more than the metagaming, tbh.Quote:Playing devil's advocate here, but this is more likely the reason the scrapper didn't want to roleplay nice.
Case in point:
Quote:This thread is actually a prime example why I very seldom roleplay. Different people follow different rules when they roleplay, and I usually don't feel like sorting out what rules the other person is playing by.
--
Offhand suggestion for those who purposely refrain from posting an origin in the 'ol info pane: how about posting a "public" origin there and using your alter-ego and other personal info as the reveal for those you roleplay with? Just a suggestion, based on the following line of reasoning: you're a superhero/villain and likely notorious to some degree in this (modern, media-intensive) world, but since other players are not privy to all the supposed media that permeates these characters' environment (and it really does, evinced by the fact that random people on the street are constantly talking about the things spandex-types have been doing), that's something you need to fill in. If you are somehow an enigma, avoiding that kind of public attention while routinely farting radioactive clouds and shooting lasers out of your eyes that's very unusual -- so post that in the info pane. Or some other subtle (not overbearing) hint at how you want to play it.
Being a snot about it because not every player is inclined to drag your basic character info out of you through roleplay reads as attention-****ing. -
Seconding that.
Kheldians are... odd. As a matter of personal taste, I like creative freedom. That's probably the very reason that CoX has earned my loyalty in a way that no other MMO ever has; I've been particularly unimpressed by MMOs with inflexible classes and avatars. Kheldians, on a creative level, feel like an inferior class here in CoX -- like something imported from one of those more primitive games. Sure, the power-sets are fairly versatile, but there's no way of masking the Kheldian identity and back-story without unduly limiting the character's functionality.
With an Arachnos Soldier or Widow, by contrast, I can create a character that doesn't constantly remind me of it's class origin. As long as I don't switch into that first costume slot and avoid one or two unspectacular power choices I can build a character that has no evident relation to Arachnos, bring it over to blue side and forget that brief time spent in service to Lord Recluse.
Just allowing for a superficial replacement of the Keldians' alternate form with a standard costume built at the tailor would change/fix this. -
Quote:Heh... precisely!When I first heard about all this, the following when through my mind:
The scene is a darkend office, a brooding figure stands behind a desk.
Namless Criptic Drone: "Sir, I . . . I have those reports."
Jack Emmert: "I already know what they say."
NCD: " . . . Sir, things are looking pretty bad."
Jack: "I've made a lot of mistakes. We need to do somehting. We need to change our perspective. We need . . ."
NCD *gasp* "Surely you dont mean . . ."
Jack: "I do. There is only one man who can save Criptic Studios now."
NCD: *gratuious gasp*
Jack: "Get me: 'The Brawler'."
-
Like others here, I don't think the CoH brand is the sort to justify an actual CoH2. Not only is CoX benefitting from years of constant tweaking and development, the players here are steady and loyal, so I'd say NCSoft/Paragon have the right plan with the major content expansions and improvement of the rendering engine every couple or three years.
Creating a new game is a somewhat larger project, with greater risk. Because the current CoX subscriber base is small, the gamble would have to be trying to attract new players who aren't already attracted to the original game.
The situation reminds me a lot of Asheron's Call. One of the very first MMORPGs, AC also had a relatively small but loyal subscriber base, and never had the kind of numbers it's competitors did. So, after a few years and given the opportunity, Asheron's Call 2 was announced -- it would have a more advanced renderer and better visuals all around, plus it would be more like the competing MMORPGs of the moment, with better PvP and more action-oriented gameplay... in short, development would concentrate on everything that the original game overlooked, downplayed and/or did poorly, everything the players were asking for, while taking advantage of the same seamless world technology and original fantasy concepts that made the original game unique.
Asheron's Call 2 was very pretty. It was everything it advertised to be. And yet it was gone in about two years.
The original game is still running... -
I did offhandedly request dynamic AE doppelgangers awhile back, though... and that's in there.
Yeah, I know, it's nothing you're interested in and you don't do AE anymore for one reason or another. Oh well... I thought it'd be neat to be able to do that outside the Positron Task Force. -
I'm pretty happy with Paragon's designs, aside from probably hard to fix problems with displaying a text editor in a 3D engine (games that overcome this are very rare).Having been a tester on numerous MMOs going back to some of the earliest ones coming out of Korea in the late 90s, and some of the first American MMORPGs, I've witnessed the genre evolving. For the most part it has been a matter of reduction that got us to such a lean and mean interface as CoX has today (and Paragon seems to be actively refining the interfaces in CoX in that way -- case in point: recent changes to the WentWorth UI).
Most of your suggestions seem to be adding -- either simple flash or minutia geared to advanced players. Creating all those additional prompts and displaying additional detail is more likely to overwhelm newcomers unnecessarily. CoX right now is easy for anyone at all familiar with third-person video games to pick up and play, and the way things are it has a gentle learning curve that slopes up to the point where you are paying attention to all that obfuscated information.
Zone levels are actually provided by NPCs in many cases, and if a new player is following the lead of contacts giving them standard missions, they will be directed to the appropriate zones for their level. The invention system is not intended to be fully understood from day one; there's a whole economy of non-invention enhancements -- when new players get around to exploring the inventions system it is lack of funds that will more likely impede them picking everything up very quickly (by design, most likely). There is also a mission to introduce the inventions system, and it is thrown in every character's face when they reach the appropriate level. Other information is similarly fed to new players through gameplay.
I do understand the advanced player's desire to understand more -- learning and understanding the game at deeper levels is part of the game's long-term appeal. For this reason I'm in favour of third-party tools (for tracking progress and crunching numbers) and more support in the game for 'mods' to expose additional information and optimize gameplay for the hardcore. But I don't believe the default CoX interface needs such an overhaul. -
Quote:Yes. Had to hide the bad connection on the neck, too. I will admit that the eyes on that face are great, though.Yes, that looks cool and all, but he still had to cover that ugly "oops I broke my face" mouth. The BioLum back of the head is gorgeous and well-done. The face, however, looks like why you should never breed snake people with Keith Richards.
Too bad the fullbright technique used for the bioluminous skin is being employed so selectively. It would make much more sense to implement that as a global toggle for costume colour selections (yes, I realize that would involve a whole other set of maps for all the costume textures, but so did the reflection & normal maps for Ultra mode). -
Subjective:
I have to agree with others who say that the elements in this pack don't follow what superhero comic readers associate with the term "mutant." It all looks more demonic -- along the lines of the Devilman Live-Action movie, or various sentai monsters.
Not that I have anything against that stuff -- why, even American superhero comics have been emulating sentai lately (thinking of the new Blue Beetle being something of a Guyver knockoff). It's just... not exactly what the name suggested.
*edit: Now that I've tried to make something out of it... I'm not sure I'll ever have a use for most of this stuff, and that's very rare. Most of it's just too noisy. Even sloppy-looking, to the point that I wince at the thought of having to look at all the ugly toons that may wind up roaming the streets after this is released. Wondering also if some of these bits were swept up rejects from the grossly-ornamented Aion or Lineage games...
I hate to be so negative, but... eww.