Oathbound

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  1. "Good to know that if I ever need attention all I have to do is die" - Brand New
    "The archer's bows are broken" - Brand New
    "The Devil and God are raging inside me." - album title also from Brand New

    "Inter Arma Enim Silent Leges" - episode of Star Trek DS9 (means "In times of war, the law falls silent")
  2. Linky


    Err, Yeah.... Okie dokie.

    Somehow this doesn't fit my idea of who/what WW is/stands for... but then I never really followed the comic (go go Saturday morning cartoons) so, eh, I dunno.
  3. Looks like I went from being a Pisces to being an Aquarius/Velociraptor (with an explosion).

    Meh. Whatever.

    Huh, literally every member of my immediate family had their sign change. Interesting
  4. Oathbound

    Epic ATs

    Quote:
    Originally Posted by Samuel_Tow View Post
    That's what I was saying, yes. They have a number of different powers divided into a number of different sets, but all of them are essentially the same one theme, and it's usually an exotic theme that doesn't fit a more generic concept.

    The reason I prefer generic ATs to Epic ones is simple: Every time I suggest the creation of a generic AT that can do a combination of ranged and melee damage with lower-than-standard personal protection, people tell me to play a Kheldian. When I ask them how I can make that Kheldian have Fire powers, people just shrug and walk away.

    Epic ATs tend to bring interesting mechanics to the table, sometimes interesting enough for me to want to play them. However, being concept-locked to one or two exotic themes makes them unusable for the most part. Even were I inclined to make, say, a Peacebringer, I can really only make one, because any other Peacebringer I make will just be the same character all over again. Yeah, I can make a slightly different build, but I can do that with multiple builds on the same character anyway. We have three now, after all.

    I want a new Generic AT, because I want to use that AT with fire, cold, energy, radiation, dark and earth powers, which an Epic AT will not be able to achieve.
    I find myself in agreement with Sam.

    There's room still for more Generic Archetypes, which can fit multiple themes instead of shoehorning anyone who might want to play an AT with a specific style/mechanic/whathaveyou into the same limited powerset.

    I'd like to see Melee paired with Support sets which have been tweaked and re-tailored specifically to fit the AT. Give them say 4mag mez protection in their Inherent power (call it Stoicism or something) so that they don't get detoggled every time they get caught in and AoE mez (due to being in close with the agro), but not enough for them to shrug off multiple mezzers. (Obviously the Taunt power from the melee sets would need replaced.)

    I'd also like to see a Control(modified) set paired with Armor. Modify the control sets by replacing a few of it's powers with melee attacks, 1 single target, 1 aoe, and 1 of either depending on the set. Put the AT mods at 75% for Damage, Control and Defense/Resist with Low HP (Defender/Controller/etc), then have multiple inherent powers that function similarly to Swap Ammo. Depending on which Inherent you have active you gain a boost to max HP or the Enhancement value for one aspect (Control, Damage, Defense or Resistance). That way they can adapt their role slightly depending on the Team/situation they find themselves in.
  5. Alrighty, here's my take on it. I tried to keep it pretty casual, cause to me Frosty doesn't seem the type to go in for the capes and spandex.


    Prettymuch just going for a more cleaned up version of how we always see him. I tried incorporating Red, because his old costume really doesn't give any clue to his having fire based powers as well as ice based ones. You can ignore the aura in this image, cause for that I had a different idea the next image shows a bit better.

    Several people have mentioned him having ice on one hand and fire on the other, but I think it should be both on both hands:

    This is him with the Omega aura colored like fire, while casting bitter freeze ray. I think it has an interesting look to it... Basically, have his hands covered with fire, but where fire would normally give off smoke have it give off frost. (Basically just his old aura, updated with the better looking graphics.)
  6. Quote:
    Originally Posted by Avatea View Post

    Powers

    Controllers
    • Mace Mastery/Personal Force Field - This power has been replaced with Focused Accuracy.
    Can we please have ANYTHING but this?

    Focused Accuracy offers nothing to the AT that they couldn't already get. Tactics is a far superior choice for a Controller, particularly since Leadership as a whole is a good/excellent pool for the Archetypes with pets anyhow. Tactics offers better ToHit, for less endurance, and to your entire team. Even when solo Tactics will buff your pets as well.

    FA is frankly a complete throw away power if placed into this pool.
  7. IMO almost ALL set bonuses need to be reworked.

    As is there are extremely few that are reasonable to build for. Recharge and Defense being the main ones, with Max HP and Regen/Recovery situationally depending on your At/Powersets.

    It's very difficult to stack enough bonuses to Resistance, Damage, Mez Duration, Debt protection or Mez Resistance to make any measurable difference in actual gameplay.

    The reason everyone builds for Recharge/defense is because it's a complete waste of time/money to try building for ANYTHING ELSE.
  8. Quote:
    Originally Posted by EvilGeko View Post
    Kheldian's don't lack much but what they do lack is: ranged controls, mez protection, primary debuffs (as opposed to secondary effect debuffs). So I was thinking about how to do APPs and PPPs for Kheldians. I think I've come up with a few. There are only two APPs and I think more aren't needed. In theory, APPs should still provide themes consistent with the AT. So for example, Scrappers got Blaze Mastery because they have Fire Melee and Fire Armor now. Since Peacebringers are based on Light and Warshades based on gravity/darkness/twilight, I came up with two pools that reflect that.

    <snip>
    See... I want APPs/PPPs for Kheldians for a completely different reason.

    I'm not sure if I'm the only one, but MY Peacebringer was a super powered individual before his joining. He's a later version of my FF/Psi/Psi Defender (Long story, starts off a Defender, goes a little crazy and becomes a villainous Dominator, eventually gets redeemed as a PB) but it makes ZERO sense that he would just STOP using ALL of his earlier powers all together.

    I want a Psi APP just for thematics. Frankly it doesn't even have to be particularly GOOD. Just a Subdue here or a Mass Hypnosis there, ya know?
  9. Quote:
    Originally Posted by Bill Z Bubba View Post
    And while yall are working on such things, please get rid of the disparities between the sexes. Chicks deserve heavy tattooing, muscles and cigars as well.
    YEAH!

    And men deserve skirts, tiaras and shoulder kitties too!







    .... What I'm serious.
  10. Quote:
    Originally Posted by Electric-Knight View Post
    Option 2

    I'd like to see the menus reorganized a bit with more subcategories in place regardless, so I don't think that is development time wasted nor just for this very dynamic of updating textures.

    Here's my reason for going with option 2:
    While some pieces may be completely the same, but better detail, any additional/new detail basically changes what already existed.
    It's unavoidable.
    What is less detailed now (Or even possibly blury) leaves some doors open as to what exactly the piece/fabric/source may be. And this allows greater imagination to take form.
    I think those original headband wings are a great example.
    Yes, they can be fixed up.
    However, it is how an artist goes about doing it that would tell if Option 1 or 2 were better, because if they were made to look more like those (great) valkyrie head wings, then they no longer can pass for anything else. The lack of etching detail in those original wings allows them to be used as a few different ideas, perhaps not even metal wings.

    I completely understand, as an artist's viewpoint, you'd rather have the best quality representation of each and every of these concepts... However, we know the reality is that you cannot cover each and every concept for each and every piece someone could imagine putting together for these costumes.
    The desired community rule has always been, add, do not replace and I see no reason to vote against that in this case.

    While the forum rules say we're not supposed to discuss other video games anymore... This is a classic case of it being valuable to do so.
    A game I played a long time ago, in a galaxy far far away... once "upgraded" the player character textures... While all they did was "give greater detailed textures" it completely (completely) changed the way many existing player characters looked.
    It took some characters and made them appear as though the actor that had played that character for the past 3 years had been replaced with another actor.
    I have pictures/screenshots that I could send you, if you wish.
    Sure, they had new and better detailed textures... But you replaced Nathan Fillian with Adam Sandler.
    Regardless of who/what someone else might prefer... when it is the character that you've come to love for years... that's not cool.

    I highly suggest you shoot for Option 2.

    As someone else said... even the tank top example... When people use the tank top on tights... sometimes people use it as a color pattern on their tights.... sometimes people use it as a separate layer of tights and others may use it as an actual tank top over tights.
    If you make it clearly a tank top over tights, it is no longer flexible and cancels out two other options people have been using all this time.

    It's not worth it. Go with option 2 and maybe get the UI team to work on more submenus as you do it, because those would already be a welcome development in the tailor screen anyway.

    It's not that I don't trust your artistic ability and careful eye to make things right... But it is just reality that different is different... and better detail becomes more defined... and more defined means less wiggle room and less wiggle room means less pieces to use for varied concepts.

    Either way, best of luck, David!
    I do love the job that you do.
    I couldn't have said it better myself.


    Quote:
    Originally Posted by Electric-Knight View Post
    Also, on non-animated tails, I have to admit that I was surprised there was not a non-animated tail option for the wolf tail that came with the Mutant Booster Pack.
    The non-animated tails work great for fake costume animal tails (And probably for some other costume ideas for other people).
    I had thought about putting the non-animated wolf tail on a hunter type that had it hanging off their belt as a bit of a trophy decoration.

    Just another example of how older stuff isn't always worse. And a bit of a request for a non-animated wolf tail
    Quote:
    Originally Posted by Ironblade View Post
    And this is where I think the old items should stay. Some people use stationary tails intentionally as they have designed their toon as 'someone wearing a costume' rather than 'someone who has a tail'. As the most extreme example - the vast majority of those using the bunny tail intend it as a 'costume' item and not an actual tail.

    I don't think there are huge numbers who use the other stationary tails intentionally but, for those who do, having only an animated tail completely destroys their concept.
    Not to mention that the animated tails clip HORRIBLY with most wings.

    HORRIBLY!
  11. It's only the initial target.


    EDIT: If you're looking for an AoE power to supplement Static Field and Conductive Aura for end drain, I'd actually recommend Chain Fences if you dont already have it.

    It's handy for keeping mobs where you want them, only deals 1 tick of damage (unlike other AoE immobilizes) so won't mess too much with SF's sleep and recharges quickly. It is a bit of an end hog though, so you'll probably want to add end redux to it, mine's currently slotted 2Acc 3End Mod 1End Redux and I find it works very well (admittedly my electric control/ toon is a controller).

    Jolting Chains is fine with just some accuracy (and maybe a bit of end redux/recharge to taste).
  12. I use it as an intermediary power, if I'm going to be using a power that will break Static Field's sleep. That way by the time they can react they're back to sleep.

    Plus I love seeing groups of mobs flopping onto their backsides. it's perversely amusing.
  13. Oathbound

    Static Field

    Quote:
    Originally Posted by mcdrip View Post
    Congrats, but... A level 13 completely sapping 18 mobs, solo, doesn't sound like a nerf-bat invitation to anyone? Really?
    I would agree honestly, IF we had reliable -recovery to completely lock them down. Since we don't (outside of the AoE hold) they still recover endurance, and still get attacks in.

    This doesn't sound like a big deal, but if the mobs are able to get a hold or a well placed Knockback on you, it can completely ruin your setup. (If you look closely at my screenshot, you can see that I'm actually in the air, mid knockback from the Seer on the far right I was just able to recover from it fast enough to not die.

    Getting held or knocked out of Conductive Aura's range allows mobs to recover end normally, and that can spell complete failure. Sapping is All or Nothing.

    I died several times fighting Seer 0001, all because if she landed a knockback on me and pushed me out of sapping range, it was all over.


    EDIT: And yes, it took a very, very long time, figure a normal controller's AoE disorient is 16target cap, if say a Fire/Kin were to get lucky and hit most of their targets THEY would be just as safe, and could melt them all in FAR less time.
  14. Quote:
    Originally Posted by Redlynne View Post
    You know what ... you're absolutely right!
    Which means that all of the necessary "tech" already exists in the game to *DO* what we're (okay ... I'm) trying to do here.

    All that needs to happen is for Wormhole to have its effects expanded and sequenced such that it first pushes its targets into Phase ... then Phases the Caster too(!) ... then applies all of its Stun, Knockback, Teleport effects to the targets while still in a common frame of reference of being Phased ... and then drops the Phase effect immediately after ejecting all of the targets from the Wormhole. This would mean, effectively, "grafting" an approximately 3 second Phase Shift effect into Wormhole to affect both the Targets and the Caster.

    And the beauty of this is that it only works "one way" ... in that it takes targets INTO Phase if they're not already Phased, does not Phase targets which are already Phased, and does not take targets OUT of being Phased until AFTER "ejecting" them through the Wormhole back into normal space.



    If Castle were interested in doing something like this ... adding a 3 second Phase Shift into Wormhole to targets and self ... here's what the coding for Wormhole would look like, with everything laid out in chronological sequence (for easy copy pasting into Dev spreadsheets):

    Target:
    Translucency +0.3 for 1.4s
    +4.1 Intangible, Phased for 3s PvE only
    +3 Intangible, Phased for 3.5s If target is a player
    +14.7s Stun (mag 1) (20% chance) (after 0.2 second delay) PvE only
    Translucency 0 for 1.5s (after 1.4 second delay) [Non-resistable]
    +4.1 Teleport (after 2.6 second delay)
    +18.625s Stun (mag 3) (after 2.7 second delay) PvE only
    +4s Stun (mag 4) (after 2.7 second delay) If target is a player
    Suppressed when Held, for 15 seconds (WhenInactive)
    Suppressed when Sleep, for 15 seconds (WhenInactive)
    Suppressed when Stunned, for 15 seconds (WhenInactive)
    Suppressed when Immobilized, for 15 seconds (WhenInactive)
    Suppressed when Terrorized, for 15 seconds (WhenInactive)
    +14.54 Knockback (after 2.7 second delay)
    ThreatLevel -1 for 0.75s (after 2.7 second delay) If target is a player [Ignores Enhancements & Buffs] [Non-resistable]
    RES(Teleport) +10000% for 15s (after 2.8 second delay) [Ignores Enhancements & Buffs] [Non-resistable]
    RES(Intangible, Phased) +10000% for 0.5s (after 2.8 second delay) [Ignores Enhancements & Buffs] [Non-resistable]
    +0.75s Untouchable, OnlyAffectsSelf (mag 3) (after 2.8 second delay) If target is a player [Non-resistable]


    Self:
    Translucency +0.3 for 2.9s (after 0.1 second delay)
    +20 StealthRadius for 2.9s (after 0.1 second delay)
    +222 StealthRadiusPlayer for 2.9s (after 0.1 second delay)
    +2.9s Phased, Intangible (mag 3) (after 0.1 second delay)
    ThreatLevel -1 for 2.7s (after a 0.3 second delay) [Ignores Enhancements & Buffs]
    You don't even have to do all that. The tech exists to flag a power to ignore phase. This was added to Hamidon a while back.

    Doing it this way (ignore phase) would also have the benefit of NOT exposing the caster to attacks from the already angered, already phased targets during a "self-phase" state.
  15. Oathbound

    Static Field

    Static Field is one of the best powers in the set, and in the game as far as I'm concerned...

    This is me as a solo level 13 Elec/Rad controller, fighting (and beating) EIGHTEEN even level minions at once. (Screw you Seer 0001! I hate you and your ambushes!)



    I tried to back off the EB after the first ambush triggered, but my stupid NPC helper blasted her down below 50% and I got 2 waves of ambushes at once.... grrr.....

    Static and Jolting Chains kept them all slept or on their butts while Conductive Aura and Chain Fences kept them drained dry. SF also kept me full on end for the entire fight, and it was a LOOOOOOOng fight whittling them down with Tesla Cage let me tell you. (At this point I didn't have any of the Radiation debuffs, so it was strictly Electric and 3 purples that saved my bacon.)

    Just this one power makes the set for me.
  16. It's no more complicated than existing place-able controls (Volcanic Gasses/Static Field) in it's use, nor it's coding (aside from the Ignores Phase, which would have to be added to a toggle foe phase anyhow).

    Plus being a toggle leaves it vulnerable to being shut down by mezzing mobs that are either Out of it's radius, Missed by it's initial check, accidental secondary agro/ambush or if you are drained/run out of endurance prematurely.
  17. I dunno. I don't see how this would really help that much.

    All it would really be useful for is preventing the alphas during Wormhole's activation. Any time you don't have Wormhole up to negate DS (And for the 13levels after getting DS, and before getting WH) this change wouldn't mean a damn.

    ....

    What I would like to see is Dimension Shift changed to a Location summon (like Volcanic gasses) with a toggle PBAoE Foe AND Ally Intangible (coded to ignore phase like hamidon does, so that it'll keep mobs phased for the duration).

    This way you can cast it on a group of mobs, then if you're ready to engage them before it expires you can just move to inside the phase radius and do so. If you're inside the phase radius and decide it's too dangerous you can move out of it, and be safe. You could also use knockback or repel powers to push mobs out of the phase radius early.

    This makes it a useful opening control, and gives players a way to effectively end it's duration on demand.
  18. Add me to the list that likes the Electric Control sounds.

    I really can't stand a lot of the electric blast sfx, and if EC got changed then I would have to shelve my EC characters.


    (WTF, seriously? The forums censored Add, unless i mistyped with S's......)
  19. Simple enough idea, Prestige earned is already a tracked attribute, but there are no badges for earning it.

    Start off smallish, say 50,000, then ramp it up.

    Maybe:
    50,000
    100,000
    250,000
    500,000
    1,000,000

    etc. etc.
  20. Quote:
    Originally Posted by Pinny View Post
    Why bother knocking all the enemies down anyway if they're asleep with static field? From my experiences the enemies will usually fall back asleep before they can get off another attack, anyway.

    And I'll echo what was said earlier: I wasn't aware a control set was suppose to do damage. I thought it was suppose to control and let your secondary set, which is made to do damage, to do damage. Besides, if you make joltic chain do a ton of damage you might as well move it to the electric assault secondary and call it Chain Induction.
    It's helpful if you want to use a damaging power on them.

    Without knocking them down first they'll be able to retaliate before being reslept. Using Jolting Chains by time they get up (which should be after your damage power has applied) they'll be, as you said, asleep again.

    As for the second part, keep in mind that control sets are shared with Controllers, who do not have a damage based secondary and thus MUST rely on their primary for damage output.
  21. Quote:
    Originally Posted by Golden Girl View Post
    The law of an inhuman dictatorship - it's very important to remember that when trying to justify being one of Tyrant's stormtroopers
    I'm going to have to disagree with you, but I know from your post history that there's absolutely nothing I nor anyone else could say that would ever convince you to change you view.

    So we'll just have to agree (or disagree, do as you like) to disagree.
  22. This is about how I see the various factions and paths breaking down:

    Resistance Warden - Vigilante. They do what they feel is the right thing, but they operate outside of the law.

    Resistance Crusader - Villain. They're out for their own (revenge/power/whatever) and will break any and every law they feel like. Kill people without Blinking and eye, and kick some puppies too.


    Loyalist Power - Rogue, I suppose. They're out for their own, just like the Crusaders, but they use (and abuse) the system to get it, where the Crusaders throw it to the winds.

    Loyalist Responsibility - Hero. They do their best to provide justice, order and protection for the people within the limits of the law.

    I find that morally Wardens appeal most to me, but I end up playing the early crusader arcs anyhow, because frankly I find the Warden line a bit,... Dry. After Warden would be Loyalist Responsibility. They do as much as they can, within the bounds of the law.
  23. Quote:
    Originally Posted by AllYourBase View Post
    At any rate, I'm pretty certain that the core mechanics of the game prevent a chain power from firing off a defeated foe. Something in the back of my mind remembers a similar discussion when Chain Induction was introduced. I could be wrong; it wouldn't be the first time.
    This is true, it works one of two ways (i'm not sure which) the first way is that it summons a pseudo-pet at the location of it's target. Since the mob died, there is no longer a target location to summon the pet at, so it fizzles (this is what causes Transfusion to fail if you hit a dying mob).

    The other way (the way Chain Induction used to work, not sure if they changed it) is to grant the target a temporary power that when it fires, damages/etc one of the target's allies. Obviously, if the target isn't alive to use powers, this method won't work on it.

    IF however the power TARGETED a Defeated Foe in the first place, then it would work, because it would have a valid target. And no, I do not believe there is a way to code a power to target either/both a live and/or a defeated foe.
  24. Oathbound

    Static Field

    Quote:
    Originally Posted by Adelie View Post
    Loving the power but not a fan of the graphic. This entire set seems to have really loud graphics. I made the mistake of pairing it with radiation emission and I can't see much of anything on the screen now lol
    You can changed them to the desaturated colors on the far left of the Bright colors, or the far right of the Dark colors if you want to minimize their appearance.
  25. Quote:
    Originally Posted by DarkCurrent View Post
    I don't think killing the primary target is a real concern. First off the damage boost i'm picturing would put it a bit below a tier one blast or dmg ST control attack like levitate. Second, you can always target someone else. Third, killing a target isn't necessarily a bad thing as dead foes don't need controlling. And fourth, when the power gives you the most control is when there are a lot of targets. So you'd have a lot to choose from to hit. If there are only a couple left, I'm not sure you'd be worrying about JC controlling anything anymore.
    It might partially simply be that GR runs fairly laggy for my computer, but I find changing targets mid combat trying to find one that I'm reasonably sure JC WONT kill on my controller (my dom's still in it's infancy) to be an unnecessary hassle. This would only be compounded if JC did more damage, and would reduce it to effectively a single target power if all the mobs are relatively low on life. Not to mention it wastes valuable time.

    Mobs still deal just as much damage with 10% health as they do with 100%, and still need to be controlled.

    Again, I personally feel that Chain Fences would be a more ideal place for increased damage.