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Posts
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Joined
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Quote:It's a fair enough complaint, but it doesn't really bother me much in an overall way. The game has been around long enough with enough monkeys at the keyboards (as it were, myself included) for there to be quite a bit of repetition as well as unique variation.I think Wing and JB said it well enough. It's not that the genre can't support it, it's that it's being WAY to overdone.
You say "Oh well, this is my concept!" Then everyone looks around and goes, "Yup. Just like the millions of others who think they're awesome, not really typical superhero genre, concepts!"
Not saying I don't like a lot of those concepts. There are some really well done ones. But, I recall that time when all I saw when I looked around was vampire and werewolves, and that time it was all D&D style characters...you see those in mass quantities and as someone who came here for the superhero genre, you start to go "sigh"
I'm not really all that eloquent either, so I suppose the best thing I can say is that if someone wants to see more of a certain type of toon in game, then make them.I'm all for more tools in the costume creator to make that happen. Like say making it so that tintable dark armor can get closer to white than that lousy medium gray at the far right of the scale.
Regarding that last bit - there's always going to be "That time I saw a thounds XXX running around," and that time will be right after costume packs drop. Steampunk pack comes out, suddenly everyone and their brother goes steampunk. Happened with all of the old pre-Freedom costume packs, new pieces drop and folks want to use them. Of course there are a few handfuls of concepts/toons/etc that just occur over and over and over - that can get old, but what do you do.
That said, I *like* more options, and improved Gold/Silver era options would be rad. I've got nothing against adding more classic stuff, I just have something against arbitrary limitations. -
Quote:This.I totally want to see Praetorian Scirocco, still as Imad Malik the freedom fighter.
Or as the leader of another survivors encampent, hidden in the wilds and fighting the DE on their terms, free from the rule of Cole. Would make for an interesting interesting higher level Praetorian zone.
(Edit: Yeah, I comma splice. Enjoy.)
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Blueside I've run it up to 4 times for each of the temps on a lowbie, which usually nets me around lvl 14 or so.
Redside I'll run it a couple times to get to 5 or 6, but then I go grab papers so I can easily get the early Invader badges (can be a pain to get the Atlas one later if you miss it). I haven't done it this way, but if I was being systematic I would probably DFB to 6, Atlas mayhem gets me to 7, maybe 8. Another DFB run or two to get into range of the next Mayhem, and by then I'd have the 4 temps and move on to other content.
I don't think I could repeat it through the 20s and definitely not into the 30s. MMOs are repetitive enough as it is. -
Quote:I dig your backstory; well steeped in game lore and open to a wide choice of AT/powerset. Sadly, I play melee more than anything else, so I can't help you on the min/max side of things, but it occurs to me that you could try an Ill/xx controller?The concept in a nutshell is about a young man who was a courier in dark astoria befor the darkness came. The darkness came took his life soul away but his latent powers that were in him ressurected him back from the dead befor his soul was taken. Now he has the power to communicate with the spirits of the dead and astral beings from other planes. He keeps his title as a courier but now he does it for astral beings and the living alike. Good, evil messages whatever he delievers them between the two, its just in his nature whatever.
Illusion pets pass nicely for "spirits of the dead/astral beings" with the right coloring, and though I don't have personal experience with controllers past the teens, I understand Ill/Rad, Ill/Cold, and Ill/Time are fairly heafty combos when built out. -
Quote:Heh, it's funny how persective can mess us up. I essentially always take CJ (I can't stand jumping without, and rarely play hover toons), and thus never considered the idea that a melee toon wouldn't have/or be getting it.The issue is that would then make combat jumping pretty much necessary for a Willpower anything. The problem with immobilization is that immobilize tends to have very long durations relative to recharge. Many critters, even minions, can perma-immobilize.
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Quote:Pretty much, yup.But I suppose that a dozen Captain Jack Sparrows could appear in Paragon City and nobody should find it the least bit odd since the superhero genre can, and is meant to, support any character ever thought of, and in any quantity, without so much as a questioning blink, right?
By way of for instance I have two words for you: Portal Corporation. That right there opens pandora's box for all sorts of dimensional crossings for all sorts of characters - many of which will probably not fit the "4 color" era mold.
I mean are you really asking the playerbase to limit their concepts to what your idea of a "super-hero" should be? I don't think you are, but you do seem to be bothered by it quite a bit.
Frankly, the primary reason I picked up this game (and continue to play it) is that I am gloriously unlimited in the concepts that I can pick and choose for characters.
Does it really dilute the games generic identity if I decide that my character is from an alien world, or an alternate dimension, or a summoned creature that broke free of its summoner's bonds, or a Cimeroran blacksmith who took up his hammer against Romulus, only to find his home trapped in a time loop created by the Midnighters - a never ending struggle that resets and finds his people right back where they started, driving him to villany on Primal earth in revenge? (That last one I actually run).
Heroism is an act, not a costume. That goes double for villany.
Don't misunderstand, I'm all for adding more options. More toon customization is better, seriously, but I don't buy into the idea that the multitude of options available somehow messes up the game because there are so many options available *other* than classic spandex in 4 color process. -
So wait, I must have my history confused, did they add toxic to Spines when the damage type was created, did they retype it, or am I wrong in thinking Spines was one of the original sets? I remember making (and scrapping becase I thought they were ugly) a Spines toon when I first bought the game in 05/2004?
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I find CJ is a must have for the added mobility. It's a fault of mine, but I simply must have mid-jump directional control.
The touch of +def, immob res, and IO mule uses are just gravy. -
This. It will be a % increase to your % chance - not a simple additive %. Still awesome.
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Quote:Doh!Shields has Fear protection as well. I actually find it quite strange that the two newest armor sets have complete mez protection, SD and WP have it all, even confuse.
Of course it does, I forgot about that. Haven't been on my /SD brute in some time. I was just reviewing resistance sets for comparison, and neglected to double-check mez resistances on defense sets.
Quote:Willpower's mez hole was originally conceived to be immobilization. However, that proved to be extremely problematic (for melee archetypes when many critters have perma-immobilize capability) and that specific hole was removed, and not replaced with anything else.
Shields probably has basically complete coverage because the designer of Shields didn't want to mess with that situation again. -
Quote:This.Dark Armor isn't for everyone, just like Stone Armor isn't for everyone. It almost seems like everyone's trying to homogenize the sets together. Let them have their unique flavors and mechanics.
I'm a big /DA fan, and yeah, it's burly for endurance on SOs, but not unmanagable by any stretch of the imagination. Especially with Fitness changes and Energy/Body mastery pools. Maybe its a matter of perspective. One of my first toons way back when CoH dropped was a BS/DA scrapper. Yeah, back when the toggles were mutually exclusive and cost WAY more than they do now.
Remember, /DA is the only (Brute) armor that lacks any Auto powers at all. It already pays less per resistance toggle than other sets: Brute numbers again, but DE, MC, and OS (powers that give resistance) are .21/s across the board. Fire, Elec, and Invuln all pay .26/s for their resistance toggles, and .21/s for their mez toggles (elec and invuln only). Of those, only /elec has higher base values for (26.25 vs. 22.5). Fire and Invuln also lack Psi resistance at all. While Dark is weak to knockback, it is also the only way to naturally get fear resistance outside of Willpower. (iirc) Rare, but when you need it it's REALLY nice. Remember /Elec's -KB is an auto that only works when "close" to the ground, and if you jump alot to reposition in combat, that can be annoying.
All sets should have differences in strength/weakness, and the idea that we have to normalize out weakness is silly. My only complaint with the set is the rediculously high cost of CoF, and even that is a minor concern. Other sets have to work with some auto powers with low base values, and /DA gets a choice between a couple mez toggles that are optional, even skippable. Build flexibility is something that I happen to value in a set. I dislike feeling forced to take every power in a given set.
As far as Dark Regen is concerned, name another self-heal (not destiny) that when well timed can result in a full health bar while laughing in Marauder's face during Nova Fist?The high end cost and the chance of missing are the price we pay for an awesome heal. Don't care for it? Play something with a safer heal.
As far as a combat only heal leaving you open to the "next alpha" if you leave a spawn with low HP - just jump into the middle of the next spawn and pop DR - full health and commence smashing.
It's not a playstyle for everyone - sort of like how I don't like playing /WP. Great set, but to my taste. -
Quote:I remember reading somewhere that slows in particular will trigger mob-flight (albiet slowly), and that exacerbated the trouble from Spines (DoT+slows). I could be wrong/misinformed though.The fact that DoT attacks makes mobs run away has nothing to do with anything else, and Burn is not the only power affected by it. See again - any spines/damage aura scrapper complaining about running mobs, actually any spines/ scrappers, I'm just used to hearing it from the farmers which are all /elec, /dark and /fire since Spines is the main source of running.
Not that I have much trouble with runners on sp/da/blaze - scrappers with good ranged dmg are fun. -
Quote:Hilarious.The one I'm doing now has his auras all tinted black/gray because he's a chronic smoker.
Definitely a lot of /wp, although I see a ton of /elec brutes out there as well. -
Quote:That's how my spines/dark/blaze is built, mostly. Definitely a couple of considerations for endurance in the build, but it's really all about Ageless +rec.Actually, it makes for a fun minigame. I might just keep the build as non-sustainable and instead just build only for damage and recharge bonuses.
I wouldn't call it a "good" build per se, but it's definitely fun.
I really want to do a TW/DA brute, but I've already done /DA as an "organic nano-swarm" and I'm stretching to find a concept other than yet another graveknight/dark lord/shadow master that isn't blatantly stealing your "Sand" look or someone else's "Water" look (saw a really good one in game).
:lol:
Was thinking maybe psi? What are some other interesting /DA ideas? -
Quote:Thanks for this. Placate indeed.
- ATOs (Archetype Enhancements) will be purchasable from the Reward Merit Vendor, for a combination of Reward Merits and Inf, and from Astral Christy, for a combination of Astral Merits and Inf. There will be a cooldown timer on the purchase of these items. The amount of Inf and duration of the cooldown are still being discussed and will be evaluated once all of this hits beta. This is in addition to their availability in Super Packs.
- Enhancement Catalysts will be added to the game as rare drops from enemies defeated during Incarnate Trials and in the upcoming newly Incarnated Dark Astoria. Like ATOs, this is in addition to their availability through Super Packs.
It sounds like this opens both grades of AO through in-game sources? (mentioned somewhere upthread) -
Quote:My opinion of their simplest and best option for the remaining 5 slots:I never said it was the best option, I said it was the simplest option.
1: Ignore the stockpiles. The number of people who will t4 a new slot the day it drops are probably few enough that it shouldn't matter.
2: Require iXP to unlock slots - iXP does not accumulate unless there is a slot for it to open. Whining about all that iXP one should be getting when there are no slots to unlock is autoforwarded to /dev/null. The alternative is to make a 2nd kind of XP and link it to specific, as of yet unreleased trials. I like this option less and it doesn't resolve the "where does my NoodleXP go when I unlock all the slots?!?!?" complaint, so why not just go simpler and use the existing iXP model?
3: Keep the same salvage for the next 4 slots that is used for the previous 4 (ie the ones in parallel)
4: Omega slot has unique unlock method and semi-unique salvage. Previous salvage can be "upgraded" to Omega salvage in methods similar to shards-> threads and so on. Omega Salvage can be "downgraded" to standard iSalvage or Alpha salvage.
Reasoning:
Alpha was the start, it had a task to complete to open it, and it's own salvage. The alpha slot was like buying our way into the club. We can craft an alpha with relatively "weak" components (in the incarnate scale), and we can also craft it using stronger components, which brings me to the 8 slots between alpha and omega:
These are where we build power, it makes sense that they are different from Alpha and Omega, but there is no need for them to be different from each other. Also, since many folks will craft multiple Destiny powers (and probably others), salvage/merit stockpiles aren't a big problem. People will just make multiple powers, and I imagine that while the "I have eleventy hundred merits and salvage" crowd may be large on the forums, I bet it is compartively small in game.
Which brings us to Omega. Setting aside the idea that these 10 slots are not the be all/end all of incarnate power, it is a pinnacle of a sort. Giving it its own salvage isn't going to kill anyone, and it gives the slot a sense of gravity. Here is where the real Incarnates are separated from the iKiddies. Many will attempt to climb the hill, but few will reach the summit sort of thing. I know mechanically it shouldn't be heavily prohibitive so that players don't feel left out or whatever, but it should carry some freaking weight of its own. -
Quote:<_<That brings up another proliferation: ice melee and ice armor for scrappers. In one of the recent live broadcasts they mentioned the possibility of brutes getting that stuff considering how the AT has changed since issue 6.
... spines ...
>_>
... broooot ...
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You have good numbers for defense, but they seem to be all over the place, also using some sets that give better positional than typed values. I try to avoid using slots on the "minor" bonus whenever I can. It's limiting I suppose.
fire/cold defense isn't really as valuable as it sounds, you can skip spending slots on it as a set bonus.
Not sure if I would actually use this, but I was curious about /ea and a couple of goals:
-- 1 small purple away from incarnate-capped s/l defense (46.5 + 12.5 = 59, iirc), this went a little over. You could keep the haymakers instead of kinetic combats and still be fine.
-- "perma" incarnate capped energy defense, in this case just over with 1 hit from power sink.
It was mostly a curiosity thing, considering /ea for a titan weapons toon. Anyway, might give you some ideas.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: War Mace
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(17), Zinger-Acc/Rchg(42)
Level 1: Kinetic Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(15), LkGmblr-Def/EndRdx/Rchg(39)
Level 2: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(25)
Level 4: Power Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(13), LkGmblr-Rchg+(13), LkGmblr-Def/EndRdx/Rchg(40)
Level 6: Combat Jumping -- Ksmt-ToHit+(A)
Level 8: Clobber -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg(11), C'ngImp-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(46)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Super Jump -- Winter-ResSlow(A)
Level 14: Dampening Field -- RctvArm-ResDam(A), RctvArm-EndRdx(15), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(50)
Level 16: Boxing -- Empty(A)
Level 18: Whirling Mace -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(19), Erad-Dmg/Rchg(19), C'ngBlow-Acc/Dmg(21), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Acc/Rchg(50)
Level 20: Energy Cloak -- LkGmblr-Def(A), LkGmblr-Rchg+(21), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 22: Energy Protection -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(34)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(42), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(43)
Level 26: Shatter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), C'ngBlow-Acc/Dmg(34), C'ngBlow-Acc/Rchg(34), C'ngBlow-Dmg/EndRdx(50)
Level 28: Energy Drain -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(29), Efficacy-EndMod/Rchg(29), P'Shift-EndMod/Rchg(31), RechRdx-I(31)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(46)
Level 32: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(37), FrcFbk-Rechg%(46)
Level 35: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(36), Dct'dW-Heal/EndRdx(36), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37)
Level 38: Superior Conditioning -- P'Shift-EndMod(A), P'Shift-End%(40)
Level 41: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(43)
Level 44: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45), RechRdx-I(48)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Assault -- EndRdx-I(A)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43), RgnTis-Regen+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(40)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:I haven't tested it with /regen, but after crafting a t4 Ageless radial by mistake (meant to get the +rec branch, not the debuff resist one) and fiddling with adding ddr and -rech resist to my /DA scrapper I got to thinking that it might be an interesting thing to carry as an alternate on a /regen. Conditional to be sure, but against groups that can floor recharge, the rolling resistance might be nice to have.With a sword primary, it is possible to soft cap all positions. But even then, the numbers show better survivability with ranged and AoE at 33% with more recharge and Rebirth instead of Barrier.
Quote:I don't know what's possible with other primaries, but I'd probably settle for 32.5% smashing/lethal and maybe low to mid 20s for other types. One small purple then soft caps smashing/lethal, and Shadow Meld soft caps everything with a little wiggle room. I suspect I'd put the rest of my efforts into recharge and any other build perks I wanted. I've not tried, though, so I can't say for sure.
Never put much into it, but StJ looked to have some interesting options for slotting, but both of those toons are sort of in a holding pattern since I'm waiting impatiently for TW/ to drop before I start a spendy build on another character. -
Yes. I have one in mine in beta, of course one has to have Momentum up to use it, but at decent recharge it's getting spammed pretty often. I don't have a high level ss/fire, but my gut feeling is that footstomp still wins though.
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Claws has it.
Anything with high DDR and/or S/L resistance is going to slaughter the ITF. My shield brute laughs his way through it.
Regen not so much. Heavy stacks of -def or -rech (tangent) are downright brutal to that set. I do love me some regen, but it's lack of debuff resistance (the new -regen resist notwithstanding) is, imo, it's largest weakness. -
Quote:What you really need is a macro that randomly selects one of your temps while saying "Hmm.. What've I got in me pocket?"I swear, that hand grenade was just sitting there. Along with that nuclear warhead and that Warrior's clothes and the Longbow Mech.
Quote:Edit: None of my GMs allow Kender in their games. Kender are either annoying or out-of-character. Don't forget, they used to have taunt as a racial ability.
My valley elf on the other hand was totally, like you know, just annoying or whatever. -
Quote:Not that I know much about tanks, but I was thinking an AoE -res would be ... interesting. That's one of their things right? Bruising or something?Taunt is the T4 as with all tank sets. I'm not sure what they moved, but if Taunt is the T5 for Scrappers and Brutes then it's a little different.
The T1 cone has better numbers on a tank (15% S&L def v 11.25) and is super sweet. TW is one set where being "forced" to take the T1 at 1st level is no big deal because I'd take it as my first power on a TW primary as well.