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Posts
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Joined
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Quote:I didn't forget, it's just irrelevant.You seem to forget that Soldiers of Arachnos aren't "other archetypes." They are epic archetypes tied to a specific backstory with their own unique power selections.
They're established Archetypes with established power selections that would be, for no reason other than "just because," getting this niftly little added feature. (At this point if ANY archetype really needs improvement it's Kheldians.) -
Quote:Sadly no, Nor do the Strongmen get their little Mask of Weakness.Holy crap, does the DRM get Mask of Vitiation?!
...no. No way. But wow, it'd be nice....
Really, despite supposedly being Lieutenant pets, they don't even have all the powers of a minion ranked Strongman. All they have is Hurl, Punch and Haymaker. No Jab, No Mask, No End Drain on defeat, No Mallet attacks. -
Simply put, Why?
What reason is there for Crabs to get alternate T9s? No other set has one and giving Crabs one would set precedence for everyone to clamor about getting alternate powers for their pet powerset or Archetype.
(And no, alternate Grenades for Soldiers and Follow Up/Build Up in Widows don't count as an established precedent, Those are to prevent power redundancy and/or potential overpowering.) -
Quote:Power animations that involve jumping aren't considered by Rooted/Granite, because as far as the game is concerned you AREN'T jumping.You are correct. That is what I meant. Pretty sure you can use jump kick in rooted and granite as well. I say pretty sure, because I have never actually taken the power.
Tremor, Total Focus, Thunderstrike, Jump Kick, useable with grounding toggles.
Eviscerate was also useable back when Brute Claws was in beta, and if an AT with Stone Armor ever gets MA then Eagles Claw would work as well. (At least until the Devs flagged the sets to be incompatable for visual/thematic reasons, like they did with Claws. Which is a shame cause being able to make an MA/Granite might actually get me to level the god awful looking Stone Armor, just for the novelty of "Giant-Stone-Boot-To-The-Face.") -
Quote:Close but not quite. Senechals and Dark Ring Mistresses yes, but they do get Strongmen, not attendants.Radial gives the Firebreather and a Dark ring mistress and core gives I think an attendant.
The Strongman is the basic pet, the Senechal is the support pet (she gets Thermal powers to match her fire powers) and the DRM is of course the Boss pet. -
Quote:Except in the case of Peacebringers, Who are GIVEN Energy Flight/Combat Flight, and then later also GIVEN Solar Flare, which does not work with their GIVEN Travel/Defensive power.The powers are not being singled out because of a players chosen travel power. The player is making the choice to pick and use a travel power that is incompatable with thier other power choices. The discription is right there when you pick the powers. You make it sound as if after you picked fly as your travel power, the devs came in and said, "hey, lets make footstomp a power that requires you to be on the ground because it would piss off Johnny" and that is not the case.
(EDIT: For the record I have no problem with the vast majority of Grounded powers. For the most part they make thematic sense, and that's enough for me. Solar Flare however boggles my mind. There's NO reason this should require being grounded (aside from the foot stompy animation, which Ice Melee's Frozen Aura also uses but DOESN'T require grounding, so even that's moot). -
Quote:They do indeed use renamed PB powers. They however just look like the croatoa Wisps/veteran Wisp buff pet. So they don't really LOOK the part.I believe they are called Polar Lights, a user recognised their powers as similar to PB-powers. I myself can't vouch for this but can point you to this source.
Fury -
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Quote:Technical details here.Dunno. Maybe there's some links that have some details? But they did make the joke that you could fill up like you would a car. It was a noisy beggar in the video.
S.
Uses a 2stroke V4 apparently. -
Quote:If you create a level 1 on the beta server it'll auto level to 50 as soon as you log it in. You'll end up with a good bit on influence as well (130m i think I had on my auto50) so as soon as you can pick up an Oportal (ask someone to drop one for you), you can hit Oroborous and buy the merits you need to unlock all this stuff for 1inf a piece.I was gonna ask where ya got it then I read... and unfortunately I don't have any toons high enough on the beta server being used atm
(*Note that unlocking is tedious as it's all done 1 at a time, and there's a timer on the purchase. Then you get a system email, and there's ANOTHER timer on claiming those. Sure the timers are only about 5 seconds, but it's just slow enough to not really serve a purpose other than to piss me off.) -
Quote:Supposedly upwards of 30 minutes.Reliability is obviously important. But the other thing that'll make-or-break this gizmo is flight time. The current problem with most "jetpacks" up until now is that they could only give you a minute or two of usable flight time before you'd run out of fuel. If someone can ever make a real life jet pack that could offer say even 10 or 15 minutes of flight time then they'll finally have something approaching practical.
P.S. I was unable to watch this video due to restrictions at my current location so I don't know if it mentioned the flight time of this vehicle. If it did it'd be nice if someone could repeat that here in a post. -
Messed around with it a bit, found a decent little outfit which avoided all the horribly bulky and needlessly pointy bits. (Shoulders, I'm looking at you.)
Also discovered that the FEMALE boots gets an Armored option that men DO NOT GET, which is bullhonky!
Seriously WTH.
Already brought that up in the feedback thread, not that I think it'll matter. -
Recharge and the tasty, tasty recovery boost.
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Clear Mind will NOT get the AoE buff modification. None of the mez protection buffs are.
**The Mez Protection of Increase Density is NOT changing to AoE, only the Smashing/Energy Resistance portion is.**
If a Kin wants to provide mez protection for the entire team they STILL need to buff each player separately.
Empathy has no powers this change can or will be applied to.
As per Black Scorpion:
Quote:Lastly, there is a subtlety to the Increase Density conversion to an AOE buff which the summary didnt quite capture. The damage resistance component of the power is being made AOE-affecting, but the status effect protection component is going to still be single-target. The single target click powers which give status effect protection such as Clear Mind were not going to be made AOE wide (for balance purposes), but Increase Density having both facets makes it unique in this case. We are trying to split that difference with our approach. -
It's a bit out of date but Culex created a database of NPC resistance and mez protection values way back when.
Linky
I don't think much has changed, other than newer NPCs haven't been added.
Edit: A note about Culex's spreadsheet, the mez values shown are how much is needed to successful control the mob, not how much protection they have. For instance, if a mob is shown having a hold value of 7 that means the NPC in question has SIX magnitude protection from Holds, so you must stack SEVEN magnitude to hold them.
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Quote:Yes, Yes I have. I'm well aware of the Tankermind, and utilize this practice on my own MMs (when I play them, I frankly find them kid of boring). I even take the Presence pool for the taunt on some of them.Um. This is exactly how it works now. Have you heard of bodyguard mode?
My comment was intended to refute that whole "send your minions to die" line people tow about hero MMs. -
Actually they are. They weren't in the footage from the airshows, which I agree would be horribly uncomfortable, but the test flight with the dummy you can see a footbar has been added (in addition to the parachute).
They proved you can get to altitude with it, and parachute safely from that height, but there remains the issue of low altitude failure, where the parachute wouldn't have time to deploy and slow you properly.
A 200ft fall is potentially just as deadly as a 2000ft fall. -
Agree here.
Quote:As are tatoos that can't be completely covered. Not because they need to be hidden but because it looks bad when they are only peeking out from your waist band or whatever.I also love the juxtaposition of body art with formal wear. A shirt and tie with sleeves rolled up to reveal a bit of artwork on the arm... sexy. (Provided the tat isn't something horrible.)
I could be biased though, since I have two tattoos that peek out from my dress shirts. One on my wrist and one on my back that just barely peeks up above the collar at the nape of my neck -
Quote:
One of the drawbacks of updating existing content is that the original content is replaced. When we make these updates, we go to great lengths to avoid permanently removing things from the game.
Well then the Shadow Shard is the prefect place to revamp because...
There's so little content there that *ANY* update would *BE* new content.
(It's not like there's anything to be removed, except those god aweful TFs which need a once over with a rusty hatchet.) -
Awesome work.
One of my favorite parts is how you include creative little ads just like real mags, which is ironic since I hate all the ads in real magazines. -
I'm currently remodeling a base into a Museum, and could use inspiration for art installations to put into it.
If you have any that it'd be ok for me to use (or just draw inspiration from) I'd much appreciate an image or link.
I'll of course browse the base section and see what I can come up with, but I figured it couldn't hurt to ask all you creative folks in the meantime.
Thanks in advance for any help. -
Quote:Yup:aside from a revamp theres a potential 3-4 more zones which could be added in because IIRC there were 7 total aspects of rularuu and we are only interacting with 3 of them
Ruladak the Strong
Chularn the Slave Lord
Kuularth the Scavenger
Aloore the Watcher
Uuralur the Mirror
Lanaru the Mad
Faathim the Kind -
Quote:Indeed.The difference I see between Heroic and Villain Masterminds is really a matter of attitude. For the Villainous Mastermind his Henchmen are disposable minions solely there to further his own aims. Conversely for the Heroic Mastermind his Henchmen are valued team members. Maybe he doesn't fight on the front line with them but that's because he knows that his skills lie elsewhere. He supports them and if they are seriously injured he patches them up. Thematically the Mastermind summon powers could represent healing a fallen henchmen just as easily as it can represent recruiting a replacement.
Even the minion sacrifice powers (such as Detonator) can just as easily represent the henchman choosing to make a heroic sacrifice as it can the mastermind choosing to kill him.
At the end of the day the important thing is choice. Henchmen serve a Mastermind for whatever reason, for a Heroic Mastermind who's to say his henchmen don't work with him because they believe in what he is doing and want to be hero themselves. As an example I remember seeing a heroic Thugs MM who's backstory was that he was a reformed gang leader working with other gang members to clean up his 'hood.
My demon/thermal MM is a hero. He's a "redeemer" and his demons are fallen souls who he's offered absolution if they return to the mortal world to help him fight against the greater evils facing the world.
Should one fall in combat they have made good on their service for his cause and are crossed over to the heavens. The replacement demons are new souls seeking salvation. -
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Quote:Well yeah, these guys were added way back when. AV's have gotten a good deal more challenging since then. If the Shard got a revamp (which dear lord it could use) I'd hope they would pump them up a bit.What's even more horrible is how incredibly weak he is presented to be. It's a crime I tell ya.
These are supposed to be aspects of a reality devouring pseudo-god, after all. They should certainly be more threatening than some old roman guy and a few purple clouds.