McBoo

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  1. So very /signed! Great suggestion! There are some things to take into consideration in regards to teaming and Oroborous but I fully support this kind of change!


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  2. Quote:
    Originally Posted by Raynebow View Post
    It is kind of obviously grief-able, and another way to complete a mission without landing a single hit (did I mention that I don't like ninjaing either?) would make my scrapper sadface quite distressingly.
    I'm not following you, can you define grief-able?

    I personally don't see having more options for defeating mobs as a bad thing. Defenders and controllers would still be required to use their primary powers in order to complete missions so they would still have to "hit" the mobs. They would just be doing it differently from the damage primary archetypes

    Quote:
    Also, I can imagine a world where defenders are ordered not to defend because they're scaring all the mobs off, and that world sucks a great deal.
    So no change there then. Most folks are told fairly regularly by other players what represents the best playstyle for their characters.


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  3. Quote:
    Originally Posted by Johnny_Butane View Post
    Oh, and *insert snark about enemies not running away from Tankers because they're not a real threat*.



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    Snark duly noted JB....


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  4. Quote:
    Originally Posted by SeedyXX View Post
    Should count as a defeat then, since he's essentially running away, and giving up with no hope.

    Jer
    Agreed! As a matter of fact instead of running, Grief=1 mobs should throw their hands up in surrender and become invalid targets. Then players should get experience and influence for defeating them.

    CoX has, for a long time, needed to add alternatives to simply "killing" mobs in order to defeat them. We have characters that can lock down and weaken their foes so why shouldn't that count as a defeat?


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  5. Scrapper - Damage Primary
    Blaster - Damage Primary
    Stalker - Damage Primary
    Brute - Damage Primary
    Corruptor - Damage Primary

    So since half of the non-epic archetypes in the game claim damage as their primary do we really need yet another one? Why not spend the development time on innovation rather than just creating another blunt instrument?


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  6. Quote:
    Originally Posted by Hyperstrike View Post
    Happy now?
    The ranged/armor lobbyists refuse to recognize the blapper/blaptroller builds as viable alternatives Hyper. Mostly because those builds still don't fit the Iron Man concept. Though after experiencing 50 levels of E3 blaptrolling goodness I'm positive that they would change their tune if they actually tried it.


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  7. I agree that allowing MMs to use their character's appearance on their pets would be the easiest way to accomplish something like this I think that conceptually the suggested powerset (with some tweaks) does a better job of portraying a cloning/duplication ability.

    /signed


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  8. Quote:
    Originally Posted by Iggylove View Post
    Stalker Assassin Strike animations should be unique to the powerset chosen. Not recycled versions of others.

    ~Iggy

    What is that a picture of in your avatar Iggy? It looks like a pop-top for a soda can designed by Picasso and Salvador Dali!


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  9. Claws
    Eviscerate - Lose the backflip.
    Focus and Shockwave - Please, please, please, please find an alternative to the current ranged animations. Preferably to some sort of lunging attack.

    Teleport
    Add 2 or 3 alternate animations (column of smoke/mist ala Steamy Mist, ninja style smoke bomb, spinning into nothingness, etc.)

    Super Speed
    Add a blurred or phased run kind of look.

    Hasten
    Add a low key glow or blur effect that covers the whole body.


    Dual Pistols
    Give us some John Woo or Dirty Harry style animations, Old West gunslinger animations would be good too!


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  10. Quote:
    Originally Posted by Techbot Alpha View Post
    This is my verdict on these apps, and taking up development time;

    Aren't you supposed to be firing into the air when you celebr..... oh..... never mind.


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  11. Does this mean I get to start another swinging travel power thread?


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  12. Instead of making Triage Beacon a floating device I would suggest that it be changed to some sort of device that the caster wears like a backpack.


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  13. McBoo

    Beastial Claws

    Quote:
    Originally Posted by Leo_G View Post
    And when I suggested an 'Oversized Gauntlet' customization option for Shield Defense so you could block with a shield hand plus have the option of pairing Shield Defense with off-hand sets like Claws and Dual Blades, the idea was labeled 'Ridiculous' >_>
    I would go with a katar/buckler combo on each hand for Shield Defense and Dual Blades. Not sure on the claws, maybe a buckler combined with a three bladed version of the viper claws.


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  14. Quote:
    Originally Posted by Leo_G View Post
    But you're not going to 'arrest' them (stick a teleport beacon on them and send them to the zig). What court would prosecute a ghost anyway?
    Maybe, maybe not. Maybe the ghosts and demons get ported off to Azuria for cataloging and banishment. Perhaps they simply return to their plane of origin as the only form of escape from the hold but once they leave they cannot come back easily.


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  15. Quote:
    Originally Posted by DMystic View Post
    no no no

    Containment has a percent chance for making the duration of the effect permanent

    75%Underlings
    50%Minions
    25% Lieutenants
    15% Bosses
    5% AV's
    1% GMs

    because they've been contained.
    Fair enough, and as they are permanently contained they no longer represent a threat so therefore they are instantly defeated.


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  16. Quote:
    Originally Posted by Leo_G View Post
    And if the target is a demon, ghost or a robot (can't really 'arrest' that) or the objective is literally to destroy an object, holding it in place with some vines or an antigravity field or spraying it with ash isn't really getting the job done, now is it?
    Sure it will. Demons, ghosts and robots are currently just as susceptible to holds as any other target.


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  17. Quote:
    Originally Posted by DoctorParadox View Post
    the current zombie events can be interesting, but they don't scream horror to me. you see where they come from, they come in a slow, steady, steady stream, and ther'es no way to go about it like zombies in other mediums. so, here's my list of reccomendations.

    1. make the zombies come from someplace else. have a number of doorways that they come out of, so that heroes have a chance to see a horde coming around a corner and give them a chance to run.

    2. make them faster! instead of a slow tide of basic minions, make them really fast, let them do above average damage, but give them few hp.

    3. have them storm the players! don't have them all come one at a time over a long period of time, have them arrive in waves of destruction iterspersed with quiet periods.

    4. central locations. in the locations where invasion grouings usually happen, set up a police barricade manned by cops and armed civillians, and make that a place where the zombies are storming. in harsh waves, the whole thing will gain an apocalyptic feeling.

    5. fog. Dark Astoria style, for that creepy tension.

    6. Howling. this works in two ways. in central locations, when zombie waves draw closer, add in the sound of zombie howling and groaning, from unseen locations throught the fog, which will add tension and a heads up that now's the time to pop those inspirations. also, it could serve as a way of adding stealth to things. in alleyways and on street corners, there might be single zombies that, when they sight you, start howling, which brings more zombies to your location.

    thoughts? suggestions?
    A long while back I suggested that something like this be added to a Dark Astoria overhaul.

    Basically change Dark Astoria to a city zone with Moth Cemetery as a smaller hazard zone. Lose the fog in DA but have the lighting be kind of a pale sick green color due to a mysterious glow emanating from behind the walls of Moth Cemetery. It would be really cool if they could add some atmospheric stuff like darting shadows in alleys and under bridges, sibilant whispering from random doorways, random screams, howls or moans and the occasional NPC walking by giggling and muttering to themselves insanely.

    From time to time have large groups of zombies and/or other undead spew forth from the gates of Moth Cemetery to test the defenses of the police barricade set up there. You could have three waves of increasing difficulty and if all 3 are not stopped then Adamastor is set free! Once Adamastor escapes the cemetery to rampage through the streets of Dark Astoria you bring back the thick fog, zombies start crawling out of the ground and other undead start appearing all over the zone until Adamastor is defeated.


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  18. Quote:
    Originally Posted by Leo_G View Post
    Because the foe is still there to deal with. If the mission calls for you to 'destroy' the target, wrapping it in vines or floating it in gravity doesn't accomplish this.

    DMystic's containment sounds more realistic. Either that, or a percentage chance the enemy simply 'gives up' and no longer reacts but is still targetable (like those Family members wearing cement shoes and tied up...they are effectively contained).

    Containment isn't awesome enough to outright defeat enemies >_>
    I'm not sure that any mission objective includes instructions to "destroy" an enemy, if so they are few in number. Most mission goals require that foes be defeated and a single target hold should be more than enough to accomplish that goal. Spidey can web up a group of thugs and easily defeat them without ever throwing a punch. Similarly, an earth controller should be able to lock down two or three Hellions with Fossilize and, once they are trapped, place a teleport beacon on them for incarceration.



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  19. Quote:
    Originally Posted by Leo_G View Post
    How is that, at all, realistic?
    I suppose it depends on your definition of realistic. I find it highly unrealistic that an enemy that has been completely incapacitated (i.e. sealed in stone, frozen in a block of ice, choking violently on hot ash, wrapped in tough vines, etc. ) requires any further attention.

    So in the interest of realism you add a percentage chance for Containment to take an enemy out of the fight instantly. For the sake of balance only apply the effect to single target holds.


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  20. I've taken all 3 flavors of characters (melee, ranged, support) to 50 and I can honestly say that I don't feel like any of the power choices that I have made have called for any real sacrifice to my combat effectiveness.

    Would a travel power specific slot be nice? Sure but then you would have to remove the travel powers from the Power Pool sets and find new powers to replace them. Again while this sounds like a potential boon for the players it's alot of work for an unnecessary change.

    I'd much rather that they work on alternate animations for the existing travel powers or even new Power Pool sets that possibly include new travel powers.

    Also, utility and combat effectiveness are not mutually exclusive. It depends on how one uses one's utility powers and capitalizing on the synergy between certain powers.


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  21. Okay, I'll play.... Containment has a percentage chance to instantly defeat an enemy.

    75% for minions
    50% for lieutenenants
    25% for bosses
    15% chance to ignore mez protection of AVs and GMs


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  22. McBoo

    Beastial Claws

    Quote:
    Originally Posted by Bill Z Bubba View Post
    I've been asking for oversized talons as a claw weapon option for ages. Every time I brought it up I was told that the problem was how the hand closes to a fist when you go into the combat stance.
    I believe that Brawler once said that first our characters have to have hands with individual fingers as well. I took that as a bit of a tongue in cheek response.


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  23. McBoo

    Beastial Claws

    Quote:
    Originally Posted by Biospark View Post
    I just want to see them add "animalistic" running options.
    A loping travel power would be cool! Hmmm... maybe as part of a Bestial pool power set?


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  24. McBoo

    Beastial Claws

    No need for a new set they simply need to add bestial claws to the weapon choices for claws. Oh yeah and do whatever it takes to make it possible to replace the current animations for Focus and Shockwave with a lunging animation. I have absolutely loathed the ranged claw attack since I first saw it in the side scrolling X-Men arcade game!


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