Oathbound

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  1. [ QUOTE ]
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    not entirely true, they did up ambushes to 6, and you can chain 4 to a boss, 3 health and one death.

    Possibly make an ambush with a custom boss that has ambuses tied to him? Not sure if you can do that one or not. But placeable bosses you can definatly multi chain

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    I have not tried this, but what if the boss had a rez power. Would the ambushed respawn based on health levels?

    [/ QUOTE ]

    No.

    They only trigger on the first instance of their conditions being met. Otherwise if the boss had a heal you could potentially trigger the same ambush over and over again, just by dealing a little damage and letting him heal back above the ambush threshold.
  2. [ QUOTE ]
    Good vs Evil you have to unlock with tickets. Same goes for the Wedding pack, the Collectors Edition apparel, the CoV Preorder helmets, and the Cyborg pack.

    I would suspect that the Magic pack will be included in a similar fashion "Soon(tm)".

    [/ QUOTE ]

    You can unlock the wedding pack with tickets? I've never seen them available that way...
  3. Oathbound

    Talsorian Wings

    Yes to the idea... but It's doubtful that they would be "flowing" in any way. The (Admittedly comic book) science behind Talsorian items wouldn't support that.

    I would expect something much closer to the projection mechanism of the Talsorian Shield, likely just a small tech styled backpack while not flying, the using a telescoping cross bar to support a fixed wing more like that of an Aircraft.
  4. [ QUOTE ]
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    Though it would be nice if they let all 4 Foe 'intangibility' powers use them.

    [/ QUOTE ]Force Field and Sonic Resonance Defenders and Controllers would get exactly zero use out of intangibility enhancement in Detention Field/Sonic Cage. The Defender and Controller versions of those powers are already strong enough to cage any target. Only Force Field Masterminds and Sonic Resonance Corruptors would get any use from slotting for intangibility, and even then, it would only let them cage EBs where they couldn't before (they can already cage AVs)

    [/ QUOTE ]

    They would still get the added benefit of Set bonuses, and heck, If you're going to take the power anyhow, Why shouldn't you be able to get set bonuses out of it? (Like almost every other power you can take.)
  5. [ QUOTE ]
    /signed.

    It would also make it possible for the devs to make it against the EULA to spam for fillers since . .. you would no longer need them.

    The folks who DESPISE farming would no longer need to see it.
    The folks who want to farm would no longer need to bother anyone.
    The folks who want to farm will continue to do so and pay their same monthly fee.
    The folks who don't want to farm won't get random tells and can go about pretending that farming doesn't exist.

    I don't see an issue here.

    Keep in mind this could ALSO be used to make some tfs harder. Already beaten MOSTF or MOLRSF, fine, now you challenge yourself even more!



    [/ QUOTE ]

    I pretty much agree with this.

    I generally prefer to solo or Duo (sometimes run small teams with a few friends) but i also like characters with AoE specialized Builds.

    A feature like this would allow these characters to live up to their full potential, without forcing me into a type of gameplay (large teams) that I really don't like very much.

    Also, I can't stand Filler tells.
  6. [ QUOTE ]
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    At a quick glance I see:
    -There are only 7 powers (available to players) that cause confuse in the game, and there are five confuse sets, including a purple set, to choose from.
    -Likewise there are only 6 Heal powers that require a ToHit check, but they added sets for those as well.
    -There are only 7 Fear Powers(more if you count Assassin's Strikes, but they don't take fear sets anyhow), but there are 4 sets for them (and a thread asking for a purple Fear set).

    [/ QUOTE ]

    I once did a numerical comparison of the number of powers available for some IOs and the number available for others, mainly because I wanted the devs to remove the absolute equality of the drop table and weight them to more evenly distribute useful IO drops. Honestly, I don't have a problem with IOs that are useable to a very small subset of builds being in game. I have a problem with those IOs being weighted evenly against the other IOs that are nearly universally useful.

    Another set of data points I gather were the number of purple sets that the various ATs can slot. Confuse was, by far, the least common because there are no melee ATs that can use them (blasters couldn't either because Mental Manipulation hadn't been released yet). A number of the IOs could only be slotted with very specific powerset combinations (Hold and Immob for Tanker or Scrapper). All in all, Controllers and Dominators made out like bandits. Adding more purple control sets would simply make it worse. If they're going to add more purple control sets, they're going to need to add additional melee and ranged dps sets, at least so that every AT (meaning a majority of the powerset combinations for said AT) can slot a roughly equal number of purple sets. I find it eternally aggravating that a Controller can have his/her entire attack string fully purpled out whereas Blasters, Scrappers, Brutes, and Tankers, et all, can only have 1-2 powers in their attack string realistically purpled.

    [/ QUOTE ]

    Honestly I think there should be a purple set for every category that has IO sets.

    That way Melee Ats would also have access to Taunt, Defense, Resist, Heal, etc etc purple sets which they can use. Could many Controllers/Dominators utilize them? Yeah sure, but there's still the 5 same bonus cap, and since most Purple bonuses are largely redundant having more than 5 IMO just isn't really worth it when you can just slot the standard IO sets for considerably less money, and get additional bonuses from them.
  7. [ QUOTE ]
    Please don't fix this, I found some amazing combo's and layering some of these items lets me make awesome Queen like outfits.

    [/ QUOTE ]

    Indeed, just look at what awesomness is possible

    Please at least let use keep the Wings +robe/capythingy.

    (Screenshot taken from Dispari's post in this thread.)
  8. [ QUOTE ]
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    Love the look you've got there Obsidius!

    Daednu sporting her new outfit. Really like the fringe cape over the bolero look from the behind the character view.

    [/ QUOTE ]
    Wow, you can do that? I knew you could switch out the lower part with whatever cape you want, but that... <drools>

    [/ QUOTE ]

    Don't get too attached to them...

    Double cape details are about to go away.

    I would suggest maybe PM'ing Posi and Jay asking, nay begging and pleading, for them to leave them as is.
  9. [ QUOTE ]
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    Intangibility(and Cage powers, but that's a whole other issue)... Yes I know there are only 2 powers that use the effect, and I know people generally hate them, but why deny set bonuses to the few people who actually take (and possibly even use) those powers?

    [/ QUOTE ]

    Cage and foe intangibility are the same thing, so there's actually 4 powers that use that effect. I think people mostly slot them for recharge and perhaps accuracy, though. Most people probably couldn't tell you what intangibility enhancements even do. It would be incredibly low priority, and the sets would be pretty much ignored.

    [/ QUOTE ]Yes, there are 4 intangibility powers, but only 2 of them accept intangibility enhancements.

    [/ QUOTE ]

    Indeed I was only counting the powers that actually Accept intangibility enhancements, as they're likely the only ones that would accept Intangibility sets... Though it would be nice if they let all 4 Foe 'intangibility' powers use them.


    And Frankly, Having a low number of powers that could use the set is hardly a reason not to include a set for them.

    At a quick glance I see:
    -There are only 7 powers (available to players) that cause confuse in the game, and there are five confuse sets, including a purple set, to choose from.
    -Likewise there are only 6 Heal powers that require a ToHit check, but they added sets for those as well.
    -There are only 7 Fear Powers(more if you count Assassin's Strikes, but they don't take fear sets anyhow), but there are 4 sets for them (and a thread asking for a purple Fear set).

    Adding 1 low level set, and 1 high level set that can be used by 4 powers doesn't seem like too big a deal to me.

    I mean, they added KNOCKBACK sets. How many people do you know that actually slot for knockback, let alone slot a WHOLE FREAKING SET for it?

  10. You can also set Bosses to Ally. They just can't be required objectives (because obviously you can't defeat them).
  11. [ QUOTE ]
    Zergling Swarm:
    1) Create a custom enemy group that only contains one minion type. The minion can be anything, it really doesn't matter.
    2) Set the mission map to something large and outdoor. City 02 works well, particularly with its spawn points.
    3) Max out the number of "Protect" objectives. It doesn't matter if they're required or not, since custom critters suck at killing protect objectives. This is about swarming the player, not causing instafail
    4) Make sure to max out the spawns around the objectives

    I know for a fact that City 02, when given the max number of protect objectives, will often spawn multiple objectives on top of one another. I've seen up to 5 at the same X,Y,Z location (there may be others, but Cuty 02 is the only one I've tried). This means all 5 spawns surrounding the objective will be at the same spot. where it gets really juicy is that Protect Object objectives all have an ambush attached to them. With 1-5 objectives spawned at the same spot, while fighting 1-5 spawns worth of minions, you'll get 1-5 ambushes all spawning at the same time, for 2-10 spawns worth of enemies aggroed on you.

    Bonus points for setting the difficulty to Tenacious or Unyielding (larger spawns) and for bringing an 8-man team. On a *THREE* person team, I've had enemies disappearing because the game had reached its entity draw limit (>100 entities on screen)

    Bonus bonus points for bringing a Thugs MM; Arsonist's Fire Bomb doesn't have a target cap.

    [/ QUOTE ]

    Just for lulz I did this, and the minion was an Extreme difficulty Thugs MM, so he had Gang War... This is what that looks like:
    teehee

    And this is what it looks like when you take a mob like that, pop some purples, drop tarpatch, hit Soul Drain and Aim, and then fire off Ice Storm and Blizzard...
    Good Times
  12. Sounds like Cold Domination's Arctic Fog will also work (Since it's functionally the same as Steamy Mist/Shadow Fall)

    Do Shield Defense characters get Grant Cover? If so that should also work.

    Pain Domination's Heal Aura? (Soothing Aura?)
  13. Kheldians (which is unfortunate since you cannot use kheldian powers for custom critters, and can't use most existing Khledian critters because of their costumes; as such there's not much I can do with the ideas).

    Praetorians (Specifically the Praetorian Good Guys. We know that carnies exist there as the Carnival of Light, but don't really know much of anything about them.)

    So far I've made one story arc where you help the carnies (Arc: 31969 "Desperate Measures") and have been planning a Villain side equivalent where you work against them.





    PLEASE ADD KHELDIAN POWER POOLS!!!1oneElEvEnTy-TwElVe
  14. [ QUOTE ]
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    but why deny set bonuses to the few people who actually take (and possibly even use) those powers?

    [/ QUOTE ] Because those people are different than everybody else. And being different is bad.

    [/ QUOTE ]
    Maybe it's everyone else that's different.
  15. YUS! Fear needs a purple set (Maybe even with an Energy/Negative resist bonus instead of *yet another* fire/cold).

    ...

    There's another mez type that actually doesn't have any IO sets -at all.-

    Intangibility(and Cage powers, but that's a whole other issue)... Yes I know there are only 2 powers that use the effect, and I know people generally hate them, but why deny set bonuses to the few people who actually take (and possibly even use) those powers?
  16. Actually, Dark Armor CustomNPCs get Obsidian Shield even on Easy, so they will always have mez protection no matter what you do. (They get Obsidian, Murky and Dark Embrace on easy.)


    Additionally (at least with the toggle protections) they are always running it, unlike normal mobs which won't generally activate toggles until they're aware of your presence, which means (in the case of any custom mob with a toggle mez protection power) there's never a time where you can get the jump on them and mez them before they can activate their protection.

    Since player mez Protection powers are pretty universal in their coverage, that basically means that Controllers and Dominators are pretty much always going to be at a disadvantage vs CustomNPCs.
  17. [ QUOTE ]
    My only concern is that what happens if someone labels every enemy as 'one per spawn', and takes a big team out?

    What if there's only that one enemy with 'one per spawn', and takes an 8-man team out on the field? Will they just encounter mobs of 1?

    [/ QUOTE ]

    They could add a check that makes sure there is at least 1 mob for each rank and level range that is NOT flagged "One per spawn" to prevent that.

    /Signed a bajillion times. I just spent over an hour trying to find a way for a friend to have a mission where where a specific mob spawns (one of) guarding a captive, but there was no way to guarantee he would spawn which would prevent multiple of him.

  18. It seems very counterproductive for a melee Archetype to have half of the powers in their APP cause scatter.

    In that regard I would still go for Fireball before ever picking -any- Rain type power on any melee.
  19. [ QUOTE ]
    In the case of resistance based sets for melee types, having the option to slot for resistance would certainly be interesting. Right now, I slot for defense on resistance sets simply because I can get better bonuses.

    Given that a defensive set can effectively soft-cap themselves with IO sets, I should be able to do similar things with a resistance set.

    Adding resistance set bonuses to either resistance sets or melee attacks would be fairly effective at limiting slotting for range types.

    [/ QUOTE ]

    This was my exact line of thinking.

    A defense base set with weaknesses to any of the common damage types is capable of building set bonuses to fill that gap.

    A Resist based set with a weakness is only really capable of doing THE SAME THING if their weakness is to Fire and/or cold based damage.

    They simply don't have the option of filling their gap in Energy/Negative. To a similar extent they cannot build for any remotely noticeable improvement in Smashing/Lethal, but there are options in game already to help along those lines (like Tough)


    To look at it another way, it's already possible for Resistance based set to build up Defense IO bonuses to form a secondary source of mitigation.

    It is not possible for a Defense based set to do the same with resist bonuses.
  20. Rularuu needs to be in-game already...

    Technical issues be damned <.< >.>

  21. This set would be almost completely ineffectual against Non-Mission Architect NPCs, as they do not have a primary or secondary power set, they just have powers.

    In order for a set like this to be implemented (Which isn't even to comment on if I think it's good or bad) would require a complete redesign of every single preexisting NPC in the game.
  22. So a few days ago I was toying around with Mids and decided to see what I could do with trying to cap a Sonic Resonance defender's resists the way people like to softcap Forcefielder's Defense.

    After working on it for a while it became very obvious that there's a distinctive lack of parity between Fire/Cold bonuses and Energy/Negative bonuses. (it's even worse for Smashing/Lethal, but those are MUCH easier to get from powers.)

    There are 13 sets that grant Fire/Cold Resistance bonuses, 1 set that provides only Fire resist, and 3 sets that provide only cold; compared to only 3(THREE!) sets that provide a combined Energy/Negative bonus, 1 set that provides Energy only, and Six that provide only Negative Energy resistance (Two of which require 6 slots).

    Additionally, Fire and Cold bonuses tend to be of a higher scale, and often require fewer set pieces to get.(There are NO fire, cold or Fire/Cold bonuses that require more than 3 slots, whereas there are 3 Negative Energy bonuses that require 4 or even 6 slots to get.)

    Of the three Energy/Negative bonuses, two are 0.63% (the lowest bonus there is) and the third is 1.26%.

    Fire/Cold's smallest bonus is 0.95% and from there they work their way up to SEVEN sets with a 2.52%bonus (the Purple sets. NO purple sets offer resistance to Energy or Negative at all). Individual Fire or Cold bonuses START at 2.5%, and in the case of Cold work their way up to 5%.


    Now, I don't expect for new sets to be made just to fill this gap, but I think that in the interest of fairness and balance within the sets, and to the people who play powersets and characters with differing strengths, that it would help if all of the single resistance bonuses were paired up, like defense bonuses are.

    Pairing the damage types for Resist bonuses would bring the total number of sets that grant Energy/Negative bonuses up to 10, ranging from 0.63% to 3.75% in value. It still wouldn't be on par with Fire/Cold, as those sets would now have 17sets ranging from 0.95% to 5%, but it would sure go a long way IMO.


    TL;DR version:
    Pair up set Resist bonus Damage types already.
  23. [ QUOTE ]
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    Took your original proposal, and changed it a bit based on my own ideas, and the suggestions of others.


    1) Electric Fence - Single target immobilize

    2) Tesla Cage - Single target hold

    3) Electrifying Fences - AoE immobilize

    4) Short Circuit - PBAoE Damage, -Endurance, -Recovery

    5) Static Field - 20'Radius PBAoE toggle: -Endurance, -Tohit, -Speed, 30% chance for Sleep

    6) Electrostatic Discharge - Location AoE Disorient, Knockdown, self Teleport (Uses Lightning Rod animation/effects)

    7) Tesla Field - AoE hold

    8) Energy Cascade - AoE Damage Special, End Drain special, Ally +End Special. Deals damage and drains endurance from each target within the radius, for each target within the radius, and restores endurance to any allies near your target. (Technical description; Spawns a pseudo-pet for each foe within the radius. Each pet fires off a pbaoe Damage/End drain/Ally +end power then despawns. Net result is that vs a single target you drain a little end and deal a little damage, but vs multiple targets you deal a fair share of damage and drain a significant amount of end.)

    9) Voltaic Construct - Super Sparky/Voltaic Sentinel on steroids. An actual targetable pet akin to other controller tier 9s, can use the Cap Gremlin model people love. Has Charged Brawl, Havoc Punch, Lightning Strike and summons Voltaic Sentinel.



    [/ QUOTE ]

    I believe this is perfect for an electric control set. My only issue is the teleporting part of ED. Chances are that it'll miss a few of them, and a controller in melee range of Fake Nemesis is not cool....Not cool at all.


    [/ QUOTE ]

    I still think the benefit of getting into melee (Where your secondary control is most effective) quickly, and mitigating a significant portion of the Alpha at the same time (via both Disorient and Knockdown) is worth the risk.

    Just like Wormhole it would take some getting used to and require some tactical forethought. (Such as opening with Tesla Field+Cage on boss, or using stealth/recall or summoning a new sparky within range, to take the alpha, like people sometimes do with Singularity.)

    I suppose if it came right down to it though, it could lose the TP, I'd just personally be rather disappointed.

    [ QUOTE ]
    [Zeus' Lightning Bolt]

    That animation with a disorient component and we have a winner.

    [/ QUOTE ]

    I do believe that Zeus' Lightning uses the same animation as Lightning Rod, just blue, so the set I proposed would have exactly that.

  24. David Bowie as Tesla = Win