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Posts
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Joined
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Quote:If it's going to be a forum avatar, that means the final picture needs to be no bigger than 100x100 pixels. That "changes" what makes for a good pic (ie. you can't have panoramic views of tremendous frame and scope).The BBC would like to use the winning entry as the official BBC Avatar.
Good to know. -
I think this is a mistake, to think this way. Primal Earth is aligned along the Good/Evil axis pretty strongly ... but Praetoria is different. Not opposite, per se ... different. My feeling is that Praetoria is strongly aligned on the Order/Chaos axis, rather than on the Good/Evil axis. Because of this, thinking of Praetoria purely in terms of Good/Evil is unnecessarily myopic.
Loyalists trend towards Order.
Resistance trend towards Chaos (and in some arcs, spectacularly so).
So rather than just thinking simplistically on the Good/Evil axis for Praetorian War Witch, I have to wonder if the more important question is ... where will she fall on the Order/Chaos axis? If she's hanging out in First Ward, voluntarily, and is partially a serpent herself (note "boots" scaly texture and the skin-to-scales coloration on her midriff in the picture) ... she may very well be an Agent of Chaos ... as opposed to being a Hero or a Villain.
Because as we all know ... Mother Mayhem isn't "evil" ... she's just ... misunderstood ... -
Looks like I'll be putting in another appearance for one of these with Shirayukihime, my "mythical" Ice/Ice/Arctic Tanker, tonight on Virtue.
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Uh ... guys ... she was like that in the Comic Books from 6-7 years ago ...
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Quote:Here's hoping that democode I sent you contains everything you actually need to work with. If it doesn't (somehow), feel free to PM me with request(s).Once this thing is a bit more defined, I'll let you guys know what I need. And don't worry, Redlynne, I've got your democode. You'll be in there somewhere.
And I know you policy is one demorecord of one character per player ... but if you need anything else, let me know. I've got nine 50s on Virtue (scrapper, which you have recording of, plus warshade, tanker, controller, controller, peacebringer, defender, mastermind and soldier of arachnos (bane powers, huntsman build, but with the legs!)) that I can put through their paces on a Rikti Target Dummy for a demorecord, should you need it. -
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They should just call the VIP server ... Awesome.
"Which server are you on?"
"Awesome server!"
And as we all know ... Awesome is already War Witch vetted and approved! -
That's not a Shivan, that's an Igneous ... souped up (so to speak) from what we encounter in The Hollows.
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I don't have any toons on Justice.
How can I help? -
So who's going to be the first to create a Time/DP Defender?
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In point of fact, Recluse is the *WILDCARD* in all of this. He's the one who is actively trying to REJECT the Well of the Furies, so as to reclaim his own destiny. As strange as it sounds, Recluse is even MORE devoted to Freedom than Statesman is (albeit the "freedom" of villainy, rather than heroism). Just listen to the speechifying in Grandville at immigration on the monitors.
The other thing is that Lord Recluse killed The Weaver to become leader of Arachnos, and he also killed Jean Marchand to become the ruler of the Rogue Isles.
Emperor Cole killed Stephan Richter at the Well of the Furies in Praetoria ... and for this reason, Lord Recluse absolutely will NOT trust Emperor Cole any further than he can throw the entire cosmos (ie. not at all)! There will be NO cooperation, of any kind, between Lord Recluse and Emperor Cole.
But Jean Marchand still lives in Praetoria, as the trusted ally of Emperor Cole. How will Marchand "respond" to a Primal Stefan Richter who killed the Primal Marchand? Will he have the same reaction as Lord Recluse has towards Emperor Cole? Or will Praetorian Marchand see some other opportunity for advancement through Lord Recluse ... and work to build a relationship with Lord Recluse behind Emperor Cole's back, to the benefit of *both* Lord Recluse and Jean Marchand?
If anything, I'd imagine that Lord Recluse's purposes are furthered best by NOT being at the forefront of the advertising you cite above. It allows him to weave his webs out of sight of prying eyes, affording him the opportunity to gather his forces and invest his power where it'll make the most difference at the crucial moment.
Or it could all just be yet another Nemesis Plot, and the Statesman we see in all those posters is really just an Incarnate Automaton sent from the future into the past and living up through into the present. Yeah ... that's gotta be it ... -
Should I be worried that her hair isn't green and black?
Does this mean she "got rid of" that loser scrapper-boi she had in the comic books (seven years ago)?
And I sincerely hope that her costume isn't made of NPC-only parts! -
Quote:This fuel pump works perfectly fine in my Honda. Why is it unsuitable for a 737 airliner? All it does is pump hydrocarbons around, and they both use hydrocarbons for fuel. What's the difference? Why won't this work?I was just citing examples of this mechanic happening in other games because I was asked to.
Filed under the heading of: You Just Don't Get It.
Sub-heading: You Are Not An Engineer. -
Entropic, the problem has never been that "Ninjas don't *DO* enough damage" (per se) ... it's that they don't *LIVE* long enough to *DO* their damage. This makes them lousy, even as speed bumps, at survival ... which prompts a "need" for nigh constant resummoning (and re-training).
The Test Dummy Test you've just provided shows, in part, why Tankerminding is one of the few successful strategies that can be employed with Ninja when paired with any Secondary other than Force Field. That's because in order to *LIVE* in order to actually do any meaningful Damage, Ninjas *NEED* to NOT be the target of any aggro. When nothing fights (back at) them, Ninjas can be very successful. When Foes target Ninjas for destruction, Ninjas fold like origami rice paper (pre-creased!). They just have no native staying power whatsoever under duress. -
Ninja/Trick/Soul here.
Trick Arrow is a very busy and very click heavy secondary (ie. EVERY power in Trick Arrow is a Click!). I don't have "time" to juggle offensive attack powers into the mix, honestly. And even if I did, the personal attacks in the Ninja Primary only accept Ranged Damage sets (Snap Shot, Aimed Shot) and Target AoE sets (Fistful of Arrows). They all do piddly poor Damage for way too much Endurance.
For Secondaries that have Toggles, or which are more concerned with "set and forget" types of Clicks with multi-minute durations (Force Field and Sonic come to mind), taking the personal attacks in your Primary so you "have something to do" makes plenty of sense. But that isn't necessarily the case for ALL Primary/Secondary combos ... some of which need to make extensive use of the Presence and Medicine Pools in order to achieve even minimal viability. -
My ideal "starter city" would be ... Suburbia ... and the comic book-y threat to Suburbia would be ... The Phone Pole Team!
"We're going to take over the world, beginning with YOUR NEIGHBORHOOD!"
From the petty crimes common to Suburbia, you "graduate" towards the criminal activity that gets more organized, in addition to picking up on Conspiracies of actors (the Circle of Thorns is a good example of a "conspiracy" group). -
I think we need a little bit more clarification on this "logo" notion. How is the logo intended to be "used" ...? Are we talking about something to use as a Wallpaper, or just merely a Forum Avatar? Is this supposed to be something that people "install" in their bases in a show of solidarity and support ... or is it just a "oh that looks cool" sort of thing?
In this case, it helps to know exactly HOW this "logo" is intended to be used, because that informs decisions about presentation, and scale. Kinda hard to use a glorious 1920x1200 screenshot as a 100x100 pixel avatar, and not lose something in the process.
Basically ... what are the "boundaries" on this "logo" you're looking for? -
I can already hear the Crazy 88s lining up to get a companion emote where they throw bags of cash into the air, and the fluttering down spilled greenbacks go up in flames and smoke when they touch the ground ... much like what happens to the tossed cards do with /em magictrick ...
Then the Crazy 88s are going to want to get an alternate animation for the Snowball temp power, where they throw a Sack Fulla Cash at other players ... which explodes on impact into billions of INF "dollahs" that the target can't pick up fast enough before they all fall to the ground (and burn) ...
Hmmm ... maybe the use of these emotes and temp powers should be limited to the vicinity of the Auction Houses or inside Instances (like Bases) ... -
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Here's something for you Tunnel Rat ... although you might need an assist from Programming.
Sprint and the Prestige Sprints create "puffs of dirt" on all kinds of ground, but not on (most) streets (the Rogue Isles being something of an exception). What's "weird" is that these puffs of dirt still animate when your character (Stalker or other AT) goes into Hidden status. Here I am ... Hidden ... and I still kick up a rooster tail of dirt when Sprinting.
Would it be possible to omit the "puffs of dirt" from the Sprint Powers when the character is Hidden? -
Since the Kheldian Animations are essentially unchanged since they were created ... I figured it would be nice to engage in a little wishful thinking and ponder if there are any BETTER animations that could be used for Peacebringer Powers than the legacy animations we've (still) got.
For instance ... I really wish that Incandescent Strike (3.3s casting) used the Stalker Kinetic Melee Assassin Strike (2.67s casting) animation instead, with minor tweaking of the GFX to be less "swirly ball" and more "Kheldian puff ball-y" for the power.
By the same token, I kinda wish that Solar Flare used Kinetic Melee's (PBAoE) Burst animation (2.67s) for the character, keeping the legacy GFX, rather than using the Footstomp Clone (2.1s) that we've got right now.
I'd love to be able to use Martial Arts' Cobra Strike's palm strike animation (1.67s) for the character on Radiant Strike (1.07s), just for the beauty of the old Cobra Strike animation.
Can anyone else suggest any other animations used by other powers(ets) in the game as it exists today that would look really good if ported over to Peacebringers to replace our legacy animations? -
Quote:More "elegant" sure ... but man ... what a way to buy a cottage!This idea would be fine, but I think a more elegant solution would be to simply do away with the duplicate attack powers that the forms have.
One thing's for sure ... if the Devs ever made our Human Form powers do "double duty" in our Nova/Dwarf Forms ... you'd better believe that the Slot Crunch for Tri-formers would *RADICALLY* change! Instead of having "too many powers, not enough slots" we'd be going to a scheme where the available powers just about matches the number of slots we'd need for them.
I do like the "simplicity" of allowing the Nova/Dwarf Forms to apply Global Modifiers to whatever our Human Form powers do (+Damage, +ToHit, +Range, +Recharge in Nova) (+Recharge, +Resistance, +Mez Protection in Dwarf) and then restricting what Powers you can use in your Forms (Inherent and AT Powers Only?). It would also mean that it would be perfectly possible to "gimp" your Forms, just by making wacky power selections for your Human Form though (load up on Pool Powers, for instance). -
Quote:This is going to be one of those "6 of one, half-a-dozen of the other" kinds of differences. My way has the Ninja Pets put on a higher baseline, which is then DEBUFFED by extra *Living* Crunchies. Your way keeps the baseline the same as it has been, but then adds BUFFING for every *Dead* Crunchy Ninja. The outcome is essentially the same (strong when few, weak when many) ... but the means and implications are quite different, not to mention the game mechanics involved.Actually one suggestion I had a while back for representing the Inverse Ninja Law was focused less on them getting weaker when there's more and more of them getting stronger when there's fewer. Give them Nemesis style Vengeance for whenever one of them dies.
The way I figure the Inverse Ninja Law *ought* to work (conceptually) is that it should be based on the number of LIVE Ninjas in the fight at the time ... rather than on the number of DEAD Ninjas who have been slain recently.
Quote:Just want to let you know that of all the Ninja combos I've tried, Ninja/FF is the best one especially once you have Power Boost.
Quote:Trick Arrow's debuff values won't help much. Basically to ensure Ninjas survive longer, you are pretty much limited to bodyguard mode or /ff and /trap with team teleport so you teleport with FFG and ninjas together.
Tell me about it!
Trick Arrow not only doesn't help Ninjas survive all that well ... except when soloing where you can "control" the engagement speeds, timing and direction ... but to top it all off, the Debuffs that are the whole point of the powerset don't help your Ninjas attack all that well either. Yeah, you've got Acid Arrow and Disruption Arrow to Debuff Resistances with, but those two powers don't do a whole lot to "amp up" the damage your Ninjas are dishing out to the point where your Ninjas spend a LOT less time exposed to Enemy Aggro. You can't really "kite" all that effectively with Entangling Arrow and Glue Arrow, since the Ninjas just want to get into melee range (and Die Horribly (fast)). Just about the only help you get from Trick Arrow is Ice Arrow (to Hold a single target) and Oil Slick Arrow, which has a nice big FEAR Aura on it that stops Foes from attacking your Ninjas. Poison Gas Arrow is "useless" for mitigation, since it's only a Mag 2 Sleep that's not even 100% chance. Flash Arrow Debuffs ToHit ... but because it's Unresistable, the Debuff Value is puny and small and not worth bothering with (even when enhanced!).
Quote:But after testing most of the pets on the weekend, I can tell you that Ninja set's damage potential is really quite high. Remember, it's the "potential", not the real numbers because Ninjas die the fastest.
Quote:One change I really want to see if giving Ninjas higher AoE defense. It's fine if they die by taking one single hit because at least they suffer for the team but it truly sucks that one aoe from a boss wipes out most of Genins.
Quote:Now the key question is, is Ninja's damage Horribly Strong to match their Horribly Weak Survival?:P
Remember, the Ninja Primary powerset was designed by Geko and signed off on by Statesman back in the Issue 4-6 days ... not by Castle, and most definitely not by Black Scorpion. I'm thinking it's a far safer bet to say that Ninjas ... and Mercenaries(!) ... were just horribly, horribly designed to begin with, and they've had the fundamentals of the game they operate in changed out from under them (Global Defense Nerf, Enhancement Dysfunction, Inventions, Incarnates, Pets Ignore Recharge, Mothership Raids, Modern Hamidon Raids, etc. etc. etc.) and they've just never been brought back into alignment with how things ACTUALLY work in the game we've got today. Ninjas and Mercenaries are essentially "legacy" powersets that not only never kept up with the times, but which have been pretty much "left behind" as the game has continued to advance into the future. -