Mr_Frost

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  1. Quote:
    Originally Posted by CaptainFoamerang View Post
    Once again, **** you, Morrison.
    Quote:
    Originally Posted by Veritech View Post
    no, DC is doing what they've been doing for years with their characters. (Flash & Green Lantern most notably) im not saying i really agree with it, but there's precedence.

    yeah. i hit that point after the end of Batman R.I.P. i haven't even been able to bring myself to pick up the last 2 issues of Batman because it's covering the 'last Bruce Wayne story' by Morrison before Final Crisis.

    i also LIKE having Grayson as Batman and while im not fond of Damian, i do like that he also his own Robin so that Tim can go on being a hero of his own. While it would never happen, i wish Bruce would have been away much longer, if not actually killed. (though his 'death' was just the capper in the crap sandwich that was FC) With Grayson playing the Bat and Tim trying to run Wayne Enterprises, they could have had years worth of decent stories to tell.

    But nope, he was away, sales were made. now it';s time to reestablish status quo before the next crossover that 'shakes up the status quo!'
    This is pretty much where I'm at.

    I think a lot of what has gone on since Hush has been mostly a down hill slide and lately it has been insult to injury. It seems like a series of in theory good ideas are wrapped in **** and shoved down our throat on a regular basis.

    Don't even get me started on the cluster-F that has been the mishandling of Jason Todd.
  2. Since police might be rather limiting I'd like to suggest a police like power set called agents.

    Well two reasons. First off police are in CoH, Cov and GR making it a power set that really works in all three places.

    Second the police in this game are pretty cool well some of them anyway. I think the higher level cops in CoH and the Pretorian PD are pretty good designs. The police captains....well not so much. Still over all they have some good visual designs which is important in a pet power set. Further it would be a good power set for Pretorian and Hero master minds that still works for villian master minds.

    I think the Pretorian Police profile page already shows what three pet tier break down could look like Link if you haven't seen them yet. Just tweeking the uniforms so they are somewhat more generic allowing people to roll play them as whatever would be fine with me.

    I realize with Demons just being released and MM's power sets being so very specific and a little one note that a new MM power set probably isn't on the top of anyone's list but I just think it would be fun and as I said I think most of the police in this game look pretty cool.

    I won't bore you with a made up powers list spelling on their three long ranged attack, three pet attacks, two upgrades and one special 'cause I'm sure you can fill in the blanks yourself.
  3. I haven't tried this yet but after 20 when you get the villain power which sets your fury 100% with the click of a button once every 6 minutes that should help out a lot with the occasional fury stalls which should benefit the Brute a lot. It doesn't change the fact they have to keep fury up but this way if Fury crashes for some reason you have a nice way to get back in the grove.
  4. Mr_Frost

    2 ?s

    Personally I use the second build all the time to test out powers I'm not sure about for my primary build and also on new characters I'll usually run up to 20 on one build then switch over to the second build so I can have endurance. At lower level extra powers are more valuable then swift or hurdle so a jury-rigged respect at 20 is always helpful.

    Only 2 or 3 of my characters really swtich between two builds making active use of them and in in both cases it is for solo vs group builds on things like corruptors where that little bit of difference counts for a lot in solo. Mostly it is too much bother to have to maintain two sets of enhancements otherwise I might take advantage of the second build more.
  5. /Signed

    Sounds reasonable to me to at least make it more available at lower levels.
  6. Quote:
    Originally Posted by Bright Shadow View Post
    I still think Dominators need a "natural" set way more than Blasters. Gun-fu anyone? A mix of Dual Pistols and Martial Arts fit into an Assault model?
    I that would be good but what primary would that go with?
  7. No build up is fine with me I like it when the power sets are unqiue. Cookie cutter power sets are dull.

    Edit:

    I like that is start off with a melee strike rather then an single target immobilize but I think Disorient is probably a bit strong for a 1st tier secondary. Usually you are doing pretty good to have a sleep move or a knock back.

    I think you should add percentage change for some of these secondary effects to trigger. For example:

    Focused Strike


    1


    Melee, Minor DMG(Smash), Foe Disorient 20% chance


    Distract


    2


    Ranged Foe Confuse (Mag 1 very short duration) -DEF


    Body Kick


    4


    Melee, Moderate DMG(Smash), Foe Knockback 50%



    etc. etc.
  8. Well at least at the lower levels it would help layer on effects with other player to help maximize debuffs.

    I think it would help a LOT if you could slot your various ammo somehow and gain that benefit while using that ammo but at only 30% of the normal effect for an enhancement. IE: A lot of damage into fire and a lot of Endurance into toxic allowing you to open up with Fire for extra damage and then switch to the new endurance light toxic when you start running low on endurance but I realize that would probably be a programming nighrmare.
  9. Conceptually it sound like a great idea! I'd love to run a DP/MA blaster but I think Ninja/MA hybrid might be an easier one to adapt. Give players a few MA strikes and a few ranged attackes with poisoned throwing stars to cover any ranged control effects.

    Also I wish they would break the mold a little bit more often personally I hate having a single started immobilize in a set that has caltrops which I feel does a much better job keeping foes away from me.
  10. Anyone else feel like Ammo swap is a little short changed by only having access to three ammo types? Personally I think with the whole idea of being able to rotate your ammo and the jack of all trades master of none theme to DP. I was sold pretty much from when I first heard about it, however it seems a little weak that only have of the damage types are covered in Ammo Swap particularly since fire ammo seems to be the right choice about half the time.

    I can understand the conceptual problem with Psi damage but I wonder why no Negative or Energy ammo for the set? Why no -Accuracy, -Def, - Res, -End effect ammo?

    When I first heard about ammo swap I figured against bosses I'd be rotating ammo in the midst of a fight to layer on different secondary effects to make up for the fact that my effects were weaker then primaries but now that we have it I'm not finding that to be the case at all. I like DP but I feel like it is only reaching half of its potential right now. I don't think it would even buff the set very much to give it access to other ammo types with comperably weak secondaries it would just bring the set more up to the full conceptual potential. I wouldn't even mind if the rolled up some of these together for balance reasons like the way pistols gets a -def instead of knock back with normal ammo if at least some attacks go access to the effects.

    I guess I would compair it to a set where only the first few powers have secondaries, it isn't that the set is broken or anything but it seems odd and vaguely unsatisfying not to get those secondary effects on the whole set, and like wise here it isn't game breaking or anything but it is kind of unsatisfying not to have the other damage types/secondaries on a power that is supposed to offer diversity over a single strength.

    PS: Plus I always thought that "normal" ammo should do 70% lethal and 30% smashing damage instead of 100% lethal to cover all the basic damage types.
  11. Quote:
    Originally Posted by Soulwind View Post
    A lot of us have tried various ideas for collateral damage / destructible environments over the years, and the same issues with it keep coming back up to more or less derail the idea.

    The primary issue being:

    If the "normal/outdoors/world map" environment has ANYTHING that's destructible, you can pretty much assume that it will ALWAYS be destroyed.

    Within hours of something like this being placed into effect, all of Paragon City would be more destroyed than the worst sections of BoomTown - and it would pretty much stay like that continuously.

    If you set the destructible items to "repair / respawn" with any sufficient frequency to kind of prevent this, you'd have the entire city being torn down and rebuilt instantly before your eyes - talk about immersion breaking.

    Now, in instanced missions it could possibly work, but there's also the problem that the rooms in missions aren't necessarily actually contiguous. If you could break through a wall at some points, you'd either be looking at the "horrible black void" on the other side, or you'd actually be looking at some other point on the map (usually another 'floor' of the map)
    I don't know about that, look at X-men legends. They had a large about of enviormental destruction, just when you came to a wall they didn't want you to destroy the drywall would crumble or crack revealing a sturdier cement or metal wall behind it.

    Personally I don't think the immersion thing would be a problem just look at SS when someone rips a chuck out of the ground and throws it. It doesn't ruin my experience if the rock doesn't have grass on it sometimes or it doesn't leave a hole in the ground for 20 minutes. I might not be workable with the current game for various reasons but I think their could be an immersive way to handle some of this stuff if only by turning up the HP on items so it takes a lot of AoE to destroy them or restricting destruction to higher level powers to make them seem more powerful and limit the amount of destruction going on in most zones.
  12. Quote:
    Originally Posted by Soulwind View Post
    I'd still like to see a "true" character customization system similar to, but hopefully less exploitable than, the old PnP Hero system.

    Something along the lines of:

    Base Power (single target ranged, single target melee, aoe ranged, pbaoe, self, team, etc)
    Primary Effect (damage, buff, debuff, etc)
    Secondary Effect (damage, buff, debuff, etc)
    Animation (various types selectable for each pe/se)
    Coloration
    Emanation Point (hands, head, eyes, torso, feet, weapon point)
    Special Effect (various, things like selecting the weapon, wands, after-glows, etc)

    A balancing nightmare of course, and unlikely to ever be implemented, but that's what I would ultimately hope to have someday...an actual PnP-type free-form SuperHero game correctly translated to an online experience.
    I think it would be pretty easy to impliment actually if you just included two more tiers
    Primary Specialty - Melee, Range, Buff, Debuff, Healing, Tank, Minions, Control etc.
    Secondary Specialty - Same

    That would allow them to build on a more open but still similar structure to what we have now.

    IE: If you pick range as your primary you get the Blaster secondaries to all your ranged attacks and they consiquently do more damage.

    This allows people to still pick up off skills for utility or concept reasons but they'll be much weaker and make the game easier to balance similar to taking a pool power now just with a lot more freedom.

    _____________________________________

    Personally I want to see the game become more fast paced in actual combat.

    For example I'd like to see you start with one full tray of generic weak sause powers so you have something to do even early on which get replaced with your good powers as you level up and become stronger or perhaps just start will all your "obligatory powers" and as you level start to customize them with secondary effects and adjustments.

    Of course I'd also like to see the combat be a little more more action elements or at least more of an action feel to things, and the little less click a button wait for animation tone that plague early CoH. Classes like Brutes or Blasters don't suffer from this IMO as I always seem to be actively doing something with them once you hit level 20 and the facing feels very active and intense. A stalker though, at least for me, really feel painfully lifeless and mechanical. When I think of a stalker I kind of expect something like the Assassin from Monday Night Combat. A fast light fighter who excels at taking out weaker foes quickly and rabbiting away with a variety of skills. Instead I always feel like it is:

    1. Click to hide *wait*
    2. Click to assassin strike *wait*
    3. Quickly placate *wait*

    I'd compair to playing a laggy scrapper. It just feels like I'm stopping all the time or at least that I'm acting in slow motion compaired to the better paced classes. Most other ATs can avoid this with the right builds but certain builds can experince this problem till almost level 30.

    I know behind the scenes CoH is a numbers game behind the scenes but other MMOs like Guild Wars do a much better job of hidding this fact in immersive fast pace game play that you don't have to wait 20-30 levels to really experience and they don't expect you to make and level 50 or more charaters like CoH does.
  13. Quote:
    Originally Posted by Lothic View Post
    Perhaps a simpler idea than creating an entirely new set of powers related to a "Doppleganger MM" would be to allow MMs the option of using their own appearance to replace the current graphics used on current MM pets. It could be an option in the power customization screen at the tailors'. This would be the developmentally "cheap" way to do it.
    That would be extreamly cool, particulary if you could assign different costumes to different creatures but I don't think they would want to go that direction due to the sevearl different sized creatures. Besides at that point they should just let you design your minions the same way you design your character.

    The reason I think the would need to design this one as a unique power set is because it would probably have to break the mold a little bit. Kind like how illusion control is a bit different then all the other control sets.
  14. I'm not sure I would go with that exact power list but I'd really enjoy a self duplication power set. I think that would be really fun!
  15. This is the internet you are free to doubt if you like.

    However by your logic shouldn't the mutant wings have to be built at a work station like all the other non-vet wings.
  16. Quote:
    Originally Posted by Red Valkyrja View Post
    Personally, I used to believe that allowing any capes at level 1 was a mistake. I mean standard cape have to be unlocked at 20, they all should have followed the same rule.

    With many of the boosters/versions allowing for capes at level one, I think they should just make all capes available at level one, and have a special un-lockable cape for the Cape Mission. And no, not Hero 1's cape either, signature pieces should remain signature, perhaps a modified version of Hero 1's cape.
    Wouldn't have sold a lot of booster packs that way.
  17. Depends on who was arresting him and how determined they were to keep him. If he was arrested in China the perhaps.

    In the USA no way. Even if Batman was shot in the head when arrested and rendered a glibbering idiot he has to many allies whom have serious legal tools at their disposal such as being rulers of their own nations (to say nothing of those who can physically do things like alter time to avoid the problem all together). He would almost certainly get a quick presidental pardon for past actions to save face even if somehow taken to trial. He would however be sued to the ends of the earth and back pretty much by everyone for all time and the government would likely be watching him like hawk to make sure he didn't cause anymore public relations disasters for said pardoning president.

    I think they would have a pretty difficult time jailing any memeber of the Justice League.
  18. Now that we have combat active aura, I hope the devs will consider adding the ability to automatically switch between two costimes when combat begins.

    Transformations are a HUGE part of the super hero concept both in the west and the east. I think many people would like to see their character armor up or transforms automatically when they enter combat just as much as auras powering on and off.

    Maybe it could be something like a level 40 unlock the way caps and auras are to make it special and keep it from becoming used to frequently if it is resource instensive.

    Anyway that is my suggestion, thanks for reading.
  19. Thanks. I think I'll try Rad as you suggest.
  20. Mr_Frost

    So Praetorians!

    My friends and I were playing the Pretorian counter part to Longbow, Crossbow, complete with blue black uniforms to contrast the red white ones of Longbow even before Going Rogue. Currently we're in the process of reconning the group to be more in line with the new Pretoria and it's extreamist ways and less a group of Tyrant's thugs.....this is rather difficult for me because my main is Mastermind.....who command's thugs........so I'll probably make a new MM wtih Robots or something since Pretoria seems to love robots what with the Clockwork and everything.
  21. Hello I'm thinking of building a /Energy Manipulation build.

    I was thinking for primary Radiation, Psychic, Energy or Electricity and I was wondering if anyone had a suggestion on which one to take. All the others I've either got coverd with other toons or don't fit for concept reasons.

    I'm leaning toward radiation because of its defense debuff but psychic is hard to resist and the idea of taking electricity and not having to worry about endurance does have its appeal too as my secondary choice. However I'm not real familiar with blasters playing mostly Red Side until now so I thought perhaps I should get some advice.

    Anyway if anyone has some feedback or suggestions it would be greatly apreciated.
  22. Just a random thought but DM is going to have a lot more control and probably makes it the better choice; However you might still want to go with the more group friendly kinetic because with the new content just out teams shouldn't be hard to find at least for a little while and a lot of MM's are going to be running around with DS/DM builds. As such they'll probably be plenty of DM to go around at least for a couple of months anyway.
  23. Three of the new power sets Duel Pistols with ammo swamp, Electric Control with chained powers, and Kenetic Melee with its Siphon all have new and slightly different mechanics to help set the power sets appart rather then just the normal same powers/different secondary effect that some sets have.

    My question is what do you think of these mechanics and which do you think is the most fun/best mechanic?
  24. Well maybe they could have animation options to use the default or costume specific animations but that seems like a LOT of work to mod power sets to specific costume pieces.

    I think it would be easier just to make items like say the Piston boots which happen to work with a specific power which you can equip like say a chest piece that lights up when you use certain powers.
  25. I think the first priority should be creating animations to allow more power sets to work together, obviously some like duel blades will probably never fly but I don't see why you couldn't have a one handed claws power animation set to go with Shield Defense for example.

    Once that is done though I'd kind of like to spines get some alternate animation, maybe make it a bit more "Witchblade" like. I've always lamented the lack of a Witchblade or Venom Symbiot style power set which morphs into some of your attacks and Spines seems to be about the closest to that.