Rial_Vestro

Legend
  • Posts

    405
  • Joined

  1. [ QUOTE ]
    Oh ... lookie here ... I can't wait to go back through all the posts in this thread to see how many feathers are leftover ...

    ... you know from all the crow that's being eaten.

    They said it would/could never be done, would upset the AT balance, kittens would die, whatever ...

    How you like me NOW?

    My Crossover dreams are coming true, you silly fanboy apologists! Begone, and let the rest of us play!

    Cheers!

    [/ QUOTE ]

    I was wondering when someone was going to bring this up.

    Yeah how many times has this idea been sugested on the fourms and haveing a bunch of people here claiming it would never happen.

    No one has ever put up a good argument for why it wouldn't be done but now that it's confimed I'm still wandering where all the haters are. I was amazed to come in here and find people exsided about going Rouge. Where are the flamers who said side switching would never be possible, never be allowed, and all that crap.

    I'm betting they'll never step foot in any topic mentioning going rouge because then they'll have to admit to being wrong. On the other hand they could come in here and try to claim it's all fake but no one will belive them.
  2. [ QUOTE ]
    [ QUOTE ]
    the end drain from your attacks is nothing compaired to your toggles.

    [/ QUOTE ]

    Actually, not really. Per capita (especially at low levels) you lose FAR more end to attacks than you EVER do to toggles (unless you're running literally 6-8-10 toggles, and I know of very few builds that past 6, or 8 in the absolute extreme) note that I'm excepting crap like Focused Accuracy, and a couple more of the absolutely obscenely expensive toggles. But your typical Tanker/Scrapper/Stalker/Blaster/Defender (in Epics) toggles aren't really all that expensive when you have 3-4 of them, compared to your attacks.

    At low levels especially slot all your attacks for at least 1 (or 2 for huge attacks on the level of KO Blow) end reduction(s) before you think of adding them for toggles.

    That's contrary to the way we used to think back in the old days, but at least in my experiences lately, and looking at stuff like mids, that's mostly true these days.

    [/ QUOTE ]

    You lost me at "Per capita".

    At any rate.

    Attacks or really any click power is just one quick burst of your end going down that comes right back afterwards. (some quicker than others) Toggles CONSTANTLY drain your END for as long as they are active and the drain rate tends to be faster than the recovery. (it would have to be really otherwise what's the point of useing the endurance if it comes back faster than you're useing it.)

    Another way to put it. Before I stoped useing toggles while attacking my method of regaining END when I didn't have any CaBs was either to turn off whatever toggles I had and continue attacking or leave my toggles on and stop attacking.

    If attacks were worse on END than toggles were then leaveing them on and not attacking should bring back END fairly quickly but no, END would still drain untill you no longer had the nessisary endurance to keep the toggles on. At which point once they droped I would continue attacking again.

    Now turning them off myself END would regain a little bit while I was in the process of turning everthing off and I'd go right back to attacking.

    You know which method worked better for regaining END, turning off the stupid toggles.

    I sware every Scrapper I've ever made has been a better fighter without the toggles. Rather than helping to keep my defence and DMG resistance up all they ever did was drain my END so I couldn't attack anymore and thus left me COMPLEATLY vulnerable to attack. Scrappers are built for DMG, the best defence is a good offence. As long as you can keep dealing DMG you'll stay alive longer.

    I really don't care if you agree with that or not, I know it works for me. You can either take the advice if you're one of thoughs that complains about END drain on a Scrapper or Brute or you can ignore it and continue doing it your way.

    And if you don't have any END issues on your Scrapper or Brute then you can just ignore me completly sence it was never directed at you in the first place.

    Back on topic...

    I hope the exspantion adds some way linking the different Co-Op zones because currently there's no way to travel from Pocket D, The Rikti War Zone, and the Midnighter's Club/Cimeora without haveing to drop the team and reform when you get in zone.

    I'm allso hopeing that the search engine will be changed to allow heroes, villains, and whatever you want to call the undecided third group to find eachother.

    It's a little annoying that we can't find Co-Op teams in Co-Op zones. Usually the only way this happens is either through broadcast or if someone in your global friends happens to be on the oppisite side who can be you're secondary leader.

    Useually the way I do it is to start off with one hero and one villain on the team, one of them being someone I know allready, and then we just pass the star back and forth trying to invite people. I try to keep it 4H4V as much as possible just to keep the hero vs villain ratio even.
  3. From my understanding yes Tyrant rules all in his world. In fact it has been stated that the whole reason for trying to enter Primal Earth is because there's nothing left for him to conquir in his world.

    Still, the Arachnos are a fairly small group when you think about it. I'm not pictureing the Preatorian Arachnos being a full blown army of look alike soldiers like we have here, insted it would just be alternate versions of the main characters in other words the preatorian Arachnos would consist of Recluse, Hour Glass, Pablo, White Scorpion, Gold Mantis, Mako, Cudafish, Scirroco, and Ice Mistral and no one else. No army, no spider robots, nothing but thoughs 9 members. (not exactly with thoughs names)

    I still don't know where people get the idea that Stefan Richter is dead but even if he is that doesn't stop him from exsisting, just makes him a ghost.

    Personally I think they should make it so thoughs 9 heroes are really the ONLY heroes left in Preatoria and they wouldn't be enough to stop Tyrant on their own so maybe just maybe they would be the contacts for recruiting heroes on Preatora from Primal Earth.

    It doesn't really make sence to only have evil versions of our signature heroes but not good versions of our signature villains. If you think about Preatoria is a mirror universe where everything is the oppisite of how it was here so if Tyrant killed Stefan Richter in Preatoria then why hasn't the reverse happened here in other words Lord Recluse killing Statesman? What would keep Lord Reculse from killing Statesman the moment he became evil but at the same time allow Tyrant to kill Stefan Richter the moment he became evil.
  4. [ QUOTE ]
    I'd have to agree with SPICE above me here. The trailer teaser is just that, a TEASER. Not all the time does trailers come to fruition. I am hoping like most RP games that are coming out your decision while in a mission will lead to you turning good/evil. Hoping that they give you different options on completing a mission as far as destroying a computer or stealing the information from it. This is what I'm hoping how it is going to play out. However having enough experience in gaming the only way to find out is when they give us more details on the expansion. Until then we can speculate away.....

    [/ QUOTE ]

    I love that idea and in fact it was the only thing I really liked about Star Wars Galaxys. Most of the archetypes in SWG were completly useless such as entertainer so basically everyone was either a Jedi or a Bounty Hunter.

    The Jedi archetype however was not actully Jedi, you got to use force powers but you were not actully a Jedi, your choices while playing the game would determine weather you would later become a Jedi or a Sith. I remember there was one mission I did where I was supose to save some guy and apon learning that he was attackable I decided to kill him insted of saveing him and the screen flashed all red saying that I was on the path to the dark side but that was only my first insident and there was still a chance I could redeem myself.
  5. The reason I say the city in the trailer looks like it might be a preatorian Grandvile is because of the layout of the zone. There's an abnomally tall builting right in the middle of it, an area in front of that where Lord Recluse's statue would be in our Grandvile, surrounding that whole area is a few medium sized buildings that would represent where the Arachnos base is around the center Grandvile building, and around that area looks like a bunch of small residential areas where the broken down city around the Arachnos base would be located in our world.

    There's no giant statue of a hero or villain where Lord Recluse's statue should be and there's nothing where the web should be over the top of the city but if you look beyond that the layout is verry VERRY simular to Grandvile.

    The first clue to me was the freakishly tall building the rest I looked at while the video was paused.
  6. [ QUOTE ]
    [ QUOTE ]
    For the first time, Hero characters can become Villains and vice versa, enabling Heroes to cross over to the Rogue Isles™ and Villains to experience Paragon City™.

    [/ QUOTE ]

    It could be as simple as:

    Paragon City in Preatorian Earth = Villain area
    Rogue Isle in Preatorian Earth = Hero area

    Therefore allowing us to experience the other area albeit from a different perspective.

    [/ QUOTE ]

    You know I rewatched the trailer today and I didn't notice this the first time but the city they show on the moniter when she says "It looks like Paradice" and that Tyrant was speaking in, it looks like it would be an alternate version of Grandvile. Which would stand to reason that if Tyrant is in the Rouge Isles then the Arachnos would be in Paragon City.
  7. [ QUOTE ]
    Hmmm, ever consider using end reduction in toggles?

    [/ QUOTE ][ QUOTE ]
    Out of curiosity, do you use Stamina in your builds?

    [/ QUOTE ]

    If I were actully talking to you insted of posting a message on these fourms I would be saying something really sarcastic in responce to these comments but sence the sarcasum would be lost I'll just skip the sarcastic remark.

    Of course I use END reduction, I put thoughs in every power that will except them which is ALL OF THEM. (except autos) I allso have Stamina which oddly enough seems to be another reason people complain about END. About 1 out of every 3 people in game who complain about endurance issues (that I've encountered) don't have Staminia.

    Hell even with Willpower which has Stamina built in I still get the fitness version with it and even with all that attacking while keeping toggles on is a pain in the @$$ so I just stick with one or the other, not both at the same time.
  8. [ QUOTE ]
    [ QUOTE ]
    Everyone allways complains about END on Scrappers and Brutes but I've never had that issue. The reason being toggles are what drains your end and I allways skip over them unless I'm a Tanker.

    [/ QUOTE ]

    Not just toggles. Attacks and travel powers will drain your End too, or did you think that they're free?

    [/ QUOTE ]

    Now you're just putting words in my mouth. Yeah everything takes end (except auto powers) but the end drain from your attacks is nothing compaired to your toggles. Even if you actully missread or missunderstood what I said you have to be a noob not to realize toggles cost more endurance than attacks.

    It's one quick burst of END loss for an attack that you'll get back 2 sec. later naturally vs. a constant end drain for a toggle that you won't get back till your toggles drop, you turn them off, use a CaB, or rest.
  9. [ QUOTE ]
    [ QUOTE ]
    Everyone allways complains about END on Scrappers and Brutes but I've never had that issue. The reason being toggles are what drains your end and I allways skip over them unless I'm a Tanker.

    [/ QUOTE ]

    Problem solved right there. No toggles = You WILL get owned. No questions.

    [/ QUOTE ]

    Actully I tend to get owned WITH toggles on Scraps and Brutes because end drops faster and end up not being able to attack which kinda defeats the perpus of a dmg dealer.

    Yeah I know my spelling sucks but surely you must realize my issue was with STALKERS dieing alot not Scrappers and Brutes.
  10. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    All in all you can't just match arch-types by the powers they have but there play style.

    [/ QUOTE ]

    That still doesn't make any sence because the play styal of a Stalker is NOTHING like a Blaster. Blasters stand back and attack from a distance. Stalkers get right up close, assassin strike, run away till hide comes back and do it again.

    [/ QUOTE ]
    Blaster: burst damage AT, squishy
    Stalker: burst damage AT, (slightly less) squishy

    They sound pretty similar to me.

    [/ QUOTE ]

    Yeah when you put it that way but that has abolutly NOTHING to do with play styal.

    Play Styal refers to the stratigy you use to play and build your character in which the Play styal for a stalker is not compairible to ANYTHING sence no other AT is built around haveing Hide, Placate, and Assassin Strike.

    Tankers and Brutes have a simular play styal sence both are built to be able to go in take lots of DMG and draw aggro. Yeah MMs can draw aggro with their pets but the way they play is not the same as a Tanker or a Brute.

    [ QUOTE ]
    Rial, the problem is, you're playing your Stalker like a Scrapper.

    [/ QUOTE ]

    WAS not anymore. That was back with my first Stalker.

    [ QUOTE ]
    I actually prefer Stalkers to Brutes because I always have Endurance issues on Brutes, much like you were claiming to have with Tanks (another class I don't like to play). The exception is my Energy Aura Brute... a powerset that others pan as being one of the worst in the game. I LOVE that character.

    [/ QUOTE ]

    Everyone allways complains about END on Scrappers and Brutes but I've never had that issue. The reason being toggles are what drains your end and I allways skip over them unless I'm a Tanker.
  11. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    All in all you can't just match arch-types by the powers they have but there play style.

    [/ QUOTE ]

    That still doesn't make any sence because the play styal of a Stalker is NOTHING like a Blaster. Blasters stand back and attack from a distance. Stalkers get right up close, assassin strike, run away till hide comes back and do it again.

    Hell the play styal of a stalker really isn't equill to ANYTHING. I really hate them personally because of the whole run away and hide thing. They just can't stay alive verry long otherwise. Even with regen I was dieing shortly after my assassin strike.

    Anyway, moving on the play styal of a Tanker is NOTHING like a Mastermind. I have 5 Masterminds, I love Masterminds but again, I hate Tankers. Tanks, all I do is stand there and taunt. It's rather boring to play a tanker. I can't do much else without looseing all my end and haveing my toggles drop. Mastermind, get pets out then once I have them out from there Playing my Zombie/Dark MM is exactly like playing my DDD just with zombies following me.

    Now Brutes and Scrappers, yes the play styal on them is VERRY simular. Like I said before I have DB/WP Brute and Scrapper and they both have the exact same powers, I play them both the same but the Brute can take ALOT more DMG than my Scrapper can. My Brute goes through mobs alot faster because of fury and sence I'm trying to keep furry up as much as possible he doesn't stop to rest as much as the scrapper who just does random criticals. The Scrapper I stop to regain health and end between mobs as needed.



    [/ QUOTE ]

    I don't think its the play style that is important but more the role they play, a masterminds keep aggro like tanks, Stalkers do High damage like blasters etc.
    Personally i think direct comparisons shouldn't be made, but if they are then it should be more on the roles each AT plays.

    [/ QUOTE ]

    That's actully the first comparison comment I've heard that really makes sence. I still don't agree with it 100% but I can understand how the compairisons were made better.

    Just to add to the "don't raise the level cap" debate. Really, if they did raise the level cap all it'd be is more slots because at this point all my 50s have every power I could ever possibly use and some I never use but just has because I still had power options. If anything the level cap is too high as it is. I wouldn't want it lowered either but really what do you exspect to gain from haveing more powers that you'll probly never even use?

    BTW how is side switching going to work for Arachnos? We're good guys but we're wearing uniforms of an evil organization.
  12. [ QUOTE ]
    [ QUOTE ]
    Scrappers and Stalkers, well, Stalkers suck but of the melee characters Stalkers don't really pair well at all with a Tanker

    [/ QUOTE ]

    You've never really played a Stalker have you? Or at least played one for long? Built right, a Stalker can be nasty, and they don't even need to rely on their AS.

    [/ QUOTE ]

    At the moment I do have a level 36 DB/WP Stalker so if that's "not playing for verry long" than no I haven't. Depends on what your definition of "verry long" is.

    And your last remark it's hard to take you seriously anyway. You really think a Stalker doesn't need to rely on Assassin Strike? That's their strongest freaking power. It took me about 3 failed attempts at a Stalker to even realize exactly how important it was.

    My first stalker, Ninja Blade/Ninjitsu, I skiped Assassin Strike, I hated that character. I deleted him by level 10.

    Made a new stalker with regen, same primary. Again, even with regen, he lasted a little bit longer than Ninjitsu but he was takeing more DMG than he was dealing. The first strike would be great then after that it was like I was useing a butter knife to attack insted of a sword. I think he actully made it to 20 before I deleted him.

    The current one I started to play him the same way as the first two and it still wasn't working. Rather than deleting him this time I did a respec and made sure to grab any power that was exsclusive to the Stalker. (Scrappers, Brutes, and Tankers all have the same powers, Stalkers especially with Dual Blades, even the combos are different.)

    Anyway, the point being, Stalkers still suck. At least now I can last a little longer than I did before. I mean my Willpower Stalker is actully doing better than my Regen because he has Assassin Strike. Assassin Strike and Placate actully, I really hate Placate but it's needed. You don't have to run away to get hide back as much.

    Stalkers are just all about hide and Assassin Strike. That's it, really. I like Dual Blade because of the Attack Vitals combo, that helps alot with the DMG. but anything else after the first strike is worthless.

    Best thing about Assassin Strike, one hit kills. Never really killed anything without it, lowered their life just a little bit, yes, kill anyone, only with Assassin Strike.
  13. [ QUOTE ]
    All in all you can't just match arch-types by the powers they have but there play style.

    [/ QUOTE ]

    That still doesn't make any sence because the play styal of a Stalker is NOTHING like a Blaster. Blasters stand back and attack from a distance. Stalkers get right up close, assassin strike, run away till hide comes back and do it again.

    Hell the play styal of a stalker really isn't equill to ANYTHING. I really hate them personally because of the whole run away and hide thing. They just can't stay alive verry long otherwise. Even with regen I was dieing shortly after my assassin strike.

    Anyway, moving on the play styal of a Tanker is NOTHING like a Mastermind. I have 5 Masterminds, I love Masterminds but again, I hate Tankers. Tanks, all I do is stand there and taunt. It's rather boring to play a tanker. I can't do much else without looseing all my end and haveing my toggles drop. Mastermind, get pets out then once I have them out from there Playing my Zombie/Dark MM is exactly like playing my DDD just with zombies following me.

    Now Brutes and Scrappers, yes the play styal on them is VERRY simular. Like I said before I have DB/WP Brute and Scrapper and they both have the exact same powers, I play them both the same but the Brute can take ALOT more DMG than my Scrapper can. My Brute goes through mobs alot faster because of fury and sence I'm trying to keep furry up as much as possible he doesn't stop to rest as much as the scrapper who just does random criticals. The Scrapper I stop to regain health and end between mobs as needed.

    Corrupter and Defender, yeah they both essentially have the same powers anyway but Corrupters ranged attacks are their primary as apposed to the Defenders Secondary. Corrupters just seem like Blasters with a more usefull secondary set to me.
  14. Yeah I don't really like the fact that everything is limited to current game mechanics. It would be nice if there was some way of adding new game mechanics without screwing up any of the exsisting stuff but that would probly be verry costly and would require more time building the new systems then just reworking exsisting ones but it would be worth the wait.

    Especially at this point, I mean if people though I14 was lacking in content I hate to see what the word is on I15 because I really don't see anything new in there. It's just a few new costumes we get every update a new TF for heroes and SF for Villains and both of them are tied around the 5th Colum makeing a return (which they kinda made their return back when Oro was added to the game.)

    Haveing a new enemy group rather than a returning one would be better and given the lack of content and the name, shouldn't I15 allready be out?

    Anyway being a comic bases game I still think that we should have everything avalible to comic book super heroes which we currently don't have access to.

    This means PERSONAL bases, not just Super Group bases. We have the Hall of Justice but where's the Bat Cave and the Fortress of Solitude?

    And not every super hero runs, jumps, flys, or teliports. Some heroes actully have VEHICLES. Hell even WoW has motorcycles which really makes no sence for that game but the only vehicle on CoV is the Bruiser's motorcycle and a few NPCs have jets.

    Yeah, so maybe there's no real use for personal bases or vehicles but we should still have them as part of the whole comic book premis. There's no real use for origins either but we still have them.
  15. [ QUOTE ]
    Blaster/Stalker
    Controller/Dominator
    Defender/Corrupter
    Scrapper/Brute
    Tanker/Mastermind

    [/ QUOTE ]

    How does a Blaster which is a ranged character pair up with a Melee character? Is that just because 90% of the people who play them are leaches? Because other than that absolutly nothing about the play stayl is anywhere near the least bit simular.

    Defenders and Corrupters, yeah I can see that, I allmost made my evil version of my DDD as a Corupter but then I would of had the exact same powers.

    Scrapper and Brute, yeah I can see that one too especially considering I have a Dual Blade/Willpower Brute and Scrapper and they both play EXACTLY the same except that my Brute can take more aggro than my Scrappper can. They have the exact same powers but simply because a Brute has more HP than a Scrapper and the more the Brute stays in a fight the more DMG he does so he stays alive longer and gets more enemys down in less time than my Scrapper.

    Tanker and Mastermind, hell no, again, you're trying to compair a Melee character to a ranged character. Pluse they're on complete oppisite ends of the HP scale. Tankers have to most, Masterminds have the least. The only reason Masterminds can tank at all is because their pets draw the attention away from the mastermind otherwise what a mastermind actully does is the same as a Defender difference being that they're consintraiting more on keeping their own pets alive rather than their team.

    Corrupters and Blasters are simular in the sence that they're both Primarily ranged attacks.

    Brutes and Tankers both have high HP and defence but Brutes are better at attacking.

    Scrappers and Stalkers, well, Stalkers suck but of the melee characters Stalkers don't really pair well at all with a Tanker.

    Defenders and Masterminds because they're both doing the same thing, trying to keep others alive, Defenders with their teams, and Masterminds with their pets.
  16. Why does everyone insist on getting more level bumps? I'm actully glad that CoH doesn't resort to adding more levels just to add more content.

    Do people not realize that all they're really asking for is something to do when you reach 50. That's all a level bump is for in other games because they really don't know how to add new content to the game without bumping the levels. So you don't really get anything new in the lower levels you just get more leveling to do. Big deal, WOW goes to 80 now I belive, I really don't care.

    I can't even get past 12 in WOW because there's freaking nothing to do in the lower levels, the most interesting thing in that game is the little movie that plays when you first make your character after that it's just a bunch of randomly clicking on contacts and randomly killing things because they're game engine doesn't even tell you where you need to go and all the quests are outdoor hunts.

    WoW really doesn't have more content, it just has more levels. I know many people who play that game and they're just doing the same damn things every time I see them play. From 1-70 was nothing but hunting.

    CoH/V we many only go to 50 but we do have WAY more content and things to do. It's not just about leveling, it's about haveing fun on the way there, actully haveing something to do, and once you get there, you still have stuff to do. (at least on the hero side, there's still entire zones I haven't been in yet after 5 years. Villains is still majorly lacking in content. My first MM actully completed every contact in the game before hitting 50. Allthough new contacts have been added sence then.)

    Anyway, I'd rather have a consistant level cap and get more content than have nothing to do and a hier level cap. I can't keep buisy just by doing 500 hunt missions in a row, and then sit around waiting for a level bump to make me start playing again.

    I don't need to level to give me insentive to keep playing, I just need something to do which WoW really doesn't offer.

    WoW Make a character that looks exactly like every other character, enter game, now what? Talk to the guys with ? over their heads. Now what? Kill things.

    CoH/V Make a custome character, enter game, and oh my gawd everything is actully self exsplanitory. You know where to go, what to do, and not every mission is exactly the same.

    Yeah both games are rather repetative but it's not as bad when it's, hunt, kidnap, defeat all, find blinky, ect. as apposed to just Hunt, Hunt, Hunt, Hunt, Hunt. Seriously 80 levels of just hunting, how does that not get boring?
  17. [ QUOTE ]
    I dunno about a new EAT (I'm still hoping for Incarnates at some point) but I think there's still room for another standard AT in the game. Throw in new powersets, a little more proliferation- I want an Arch/TA corr =P. And colour me happy

    [/ QUOTE ]

    I'm not sure what the word is on the Incarnates.

    Originally Statesman had said that Incarnates was an Archetype that would be avalible in a future update but more recintly Incarnate has been listed as his Origin not his Archetype.

    Around that same time there was allso talk of a winged archetype, a character whoes entire power base would revolve around haveing wings but obviously that's changed as well and I'm glad for it.

    I would still like to see water based power sets. Not Ice or ghost sharks but actully WATER.

    As for the dual pistols, yes they do need to be reworked and given to Corrupters and Blasters as Primary power set as well as Secondary for Defenders.

    Any kind of new Pet summoning would be great for Masterminds but I don't think there should be a new AT just for demon summoning when we allready have an AT that can do it.

    If they were to add new ATs for going rouge they would have to be compairable to the exsisting ones with a few differences.

    As an example,

    Brutes and Tankers are basically the same thing. They each have the hiest HP, they're both great for keep aggro away from the rest of the team, but Brutes are more attack oriented with the Primary and Secondary powersets being switched.

    A Rouge version of a Tanker/Brute would again have the hiest hit points and be built to hold aggro but it's differences could be that insted of haveing a built in "Gauntlet" or Taunt into his powersets the more Damage he does the stronger his taunt is going to be. And maybe an extra enherent defence to go with it, as long as he's hitting the target taunting at the same time he can't be hit by that target. He'd be a character whos offence is actully his defence. I'd be called a Monster.

    Insted of a Blaster/Corrupter maybe have an AT whos Primary is still Ranged Attacks but its secondary would be much weaker versions of defencive powersets like regen. Something that will help with the healing between fights but not really durring, that much weaker. This one could be called a Sniper.

    The Scrapper/Stalker type AT can be something to the effect of you have the Stalkers Assassin Strike but don't need Hide to use it. You won't have that delay but the damage would just be the same as a Scrappers Critical Hit. This is the Assassin.

    For Controllers/Dominators the Rouge version would still have Sleeps, Holds, Immobilize as the Primary Power Set but the secondary would be a weaker version of Masterminds Primary. You'd only get 3 pets insted of 6 and no upgrades. The Elementals.

    Defenders/Masterminds equivilant would be something along the lines of haveing the same power sets as the Mastermind but reversed and without the pets. Rather than getting an upgrade for a pet you'd have a buff for a team mate. Necromancy users would still be able to summon their ghosts but through the corpse of a dead team mate rather than a pet and thugs can still have Gang War but not their regular pets. They'd be just like Defenders essentially just with modified versions of Mastermind powersets. And this would be called a Supplier.

    As for another Epic AT, I really don't know sence I don't think the Villains Epic even matches up to the Heroes. The only thing I can think of is maybe Bounty Hunters. One would have a combination of Katana and Assult Rifle for it's Primary and the other would have a combination of Dual Pistols and Dual Blades for the Primary. They'd start off not as heroes or villains and would have to option latter in game to be one or the other and have different power options based on if they're heroes, villains, or stay neutral. For example, they'd have an even mix of Ranged and Melee attacks when they're neutral. As a hero they be more honor bound to face their apponant rather than useing gorilla tactics and to reflect this they'd have more melee attacks than range. If they choose to side more with the villains then gorilla tactics of stabbing someone in the back or snipeing from a distance won't be an issue so they'd have more ranged attacks. The individual names would be Fame and Fortune refering to their reason for being a bounty hunter, either to collect the cash and maybe you're not proud of it but it's the only way you can make money or you want to get your name out there and you still take the money but you don't care as much about getting paid.
  18. Um... Prince Recluse, there is no "Team Recluse" it's called "Arachnos".

    Anyway...

    I'm HOPEING that going Rouge will allow current characters to switch sides and actully physically go to the regular zones as in a Mastermind being able to get into Atlas Park and not just a Pretorian Atlas Park.

    It really wouldn't make much sence to keep locking everyone out of zones if they're doing this because if you switch sides in the Pretorian Earth as a hero you'd still be in the Rouge Iles so there really wouldn't be anything new to see except alternate versions of zones we allready have.

    If you're compairing it to the launch of City of Villains that would mean getting 5 new ATs right out of the box. Probly will only level to 40 untill the next update after the inital launch then bump up to 50. Eventually 2 REATs will be added to going rouge. And all the ATs will be in their own little pretorian world with a few zones set aside for Co-Ops and PvP with the exsisting Heroes and Villains.

    Personally I think it should be some kind of mixture of both. Current characters should be able to switch sides and move around freely and I think it would be good to have 5 new ATs that start out in Pretorian Earth and can travel to Primal Earth. Once you get the Pretorians to 50 you should allso be able to unlock 2 new REATs (Rouge Epic Archetypes).

    It would actully be cool if new characters when they pick what zone they want to start in if all 3 start zones appear as options but the catch is that if you're a hero Mercy Island is the Pretorian version and if you're a villain Atlas and Galaxy are the pretorian versions.
  19. [ QUOTE ]
    [ QUOTE ]
    By your logic, Ghost Widow, War Witch, and Numina shouldn't be in the game sence they're all dead and that's just named characters. There's plenty of groups within the game that consist of ghosts. Circle of Thorns, Spectural Pirates, the Ghosts in Croatoa, ect.

    [/ QUOTE ]

    Numina isn't dead however. Her conciousness wasn't in her own body when it was destroyed. Since then she's been able to exist in a purely Astral Form but she's not a ghost and could presumably be killed (although not easily) at which point she could come back YET again but this time as a ghost.

    [/ QUOTE ]

    While it's true Numina had the ability to astroproject she is still technically dead. If her body is destroyed and her sperit has no place to return to then she'd be dead. An astroprojection is basically just a sperit outside of a body that's still alive. If a body dies the sperit leave it but a body that astroprojects the sperit can allready been gone before it dies. The only way Numnia could still be alive is if her body is still alive.
  20. [ QUOTE ]
    And there wont be a praetorian Recluse. Tyrant killed him already.

    [/ QUOTE ]

    That's not entirely accurate. Even if Stefan Richter really is dead that doesn't mean we won't see him.*

    Do I need to point out that Numina, War Witch, and Ghost Widow are all dead in our universe yet they still exsist within the game so why would being dead mean that we're not going to see Stefan Richter?

    By your logic, Ghost Widow, War Witch, and Numina shouldn't be in the game sence they're all dead and that's just named characters. There's plenty of groups within the game that consist of ghosts. Circle of Thorns, Spectural Pirates, the Ghosts in Croatoa, ect.

    Not to mention I don't think Statesman and Lord Recluse can even die being as how they have the powers of Zeus and have been around sence World War 2.

    In order for Tyrant to have killed Stefan Richter he would of had to do it before they got their powers from the well of the furies.

    Whatever the case is, I still think there should be Pretorian versions of all the head Arachnos members even if Stefan Richter appears as a ghost.

    *It was getting a little odd just refering to him as Pretorian Recluse all the time so I decided to just use his real name. I'll still refer to the Primal Earth version as Lord Recluse but the possibility of a Pretorian Counterpart will be refered to as Stefan Richter. They're both Stefan Richter technically just like Statesman and Tyrant are both Marcus Cole but if we do see Stefan Richter like I think we will he won't be called Lord Recluse.
  21. Just saw the Trailer and... it looks like Tyrant is undergoing a costume change. I noticed he was wearing different gloves, a different belt, his chest detail was more defined, like armor rather than just a design on his tights, and I don't think he had that chain between his shoulder pads before.

    I like that Tyrant is finnally being used more in the game than what he was. Tyrant was like the main villain for a while till CoV launched then it seemed like everyone forgot about him.

    I hope that bit about alternated versions of allys and enemys means we'll be seeing Preatorian counterparts for Lord Recluse, Ghost Widow, Black Scorpion, Scirrocco, and Capt. Mako just to name a few. (Scirrocco and Ice Mistral I'm guessing like Malaise and Infernal won't change their names or costumes much in the Preatorian versions.)

    Lord Recluse I could picture being exactly the same only without the "Lord" title and the spider legs. Black Scorpion would probly be White Scorpion, and maybe Ghost Widow and Wretch could still be alive and not deformed.
  22. Arc Name: Lord Imperial's Origin
    Arc ID: 147916
    Faction: Neutral
    Creator Global/Forum Name: Rial Vestro
    Estimated Time to Play: Verry Long

    Arc Name: Lord Imperial's Girl Trouble
    Arc ID: 153913
    Faction: Neutral
    Creator Global/Forum Name: Rial Vestro
    Estimated Time to Play: Verry Long

    Arc Name: Lord Imperial vs Lord Vestereo
    Arc ID: 156288
    Faction: Neutral
    Creator Global/Forum Name: Rial Vestro
    Estimated Time to Play: Verry Long

    I recomend that you play them in the order I listed and the 2nd mission on the 3rd story arch, recommended stratigy, get the first EB's health down to spawn a second EB, run attack the second EB and do the same till your Ally spawns then take the ally back through the mission to finish off the EBs.
  23. Sorry to do this, I just read the whole critique before submitting your own thing but I really haven't even played any other archs or even done regular missions in weeks. I created my missions mostly by pulling all nighters on my dad's computer sence mine is out of commission at the moment. I'd be happy to critique some other story archs when I'm able but it's a little difficult to get on the game right now.

    I have spent the last 3 weeks creating and perfecting (to my standards) 3 story archs.

    The storys were originally planed as part of a YouTube series so I had the script allready but sence I had trouble with schedualling and voice actors dropping out because of it the project was abandoned. Sence I saved the script I used it as the basis for my story archs and made a few changes due to restrictions of the mission creator. (as the mission creator is updated I can hopefully add to them.)

    Anyway... I recommend that you play through the archs in order if you actully want to follow the plot.

    Story Arch 1: Lord Imperial's Origin
    Mission 1: Difficult, takes place on Sharkhead Island on Mythical Earth 4 centuries in the past.
    Mission 2: Difficult, same as mission 1 but in a cave
    Mission 3: Easy, takes place on Mythical Earth in Nov. 2004
    Mission 4: Easy, takes place Atlas Park Primal Earth Nov. 04
    Mission 5: Easy, takes place at Portal Corp. Nov. 04

    Story Arch 2: Lord Imperial's Girl Trouble
    Mission 1: Easy, takes place 2 centuries in the past.
    Mission 2: Difficult, takes place at Portal Corp. Dec. 04
    Mission 3: Easy, takes place at the Zig Dec. 04
    Mission 4: Difficult, takes place on Mythical Earth July 2000
    Mission 5: Difficult, Takes place on Primal Earth Jan. 2005

    Stary Arch 3: Lord Imperial vs Lord Vestereo
    Mission 1: Difficult, takes place on Primal Earth Feb. 2005
    Mission 2: Difficult, takes place on Primal Earth Feb. 2005
    Mission 3: Easy, takes place on Mythical Earth March 2005
    Mission 4: Easy, takes place in England on Mythical Earth M 05
    Mission 5: Difficult, takes place on Mythical Earth present day

    Story Arch 3 Mission 2 unless you're on the easiest difficulty I strongly recomend haveing a team for that. If you are solo the recomended stratigy is to watch the nav while you're fighting the EBs. You have 2 EBs to fight, the second one pops up when the first is low on health then you should be able to run away and go after the second EB, get his life down then you'll have an ally spawn to help you finish the mission. It's not nessisary to do the mission that way but that's how I did it durring testing and the ally is really no use if you don't do it that way.

    Play through at your own pace, some missions may actully be harder that I described depending on your AT. I judged their difficulty myself based on my testing with a scrapper.
  24. [ QUOTE ]
    Rooster Teeth has a rabid following. Their fanbase is loving this series because they get to see the real-life versions of Caboose, Church, Grif, and Simmons.

    [/ QUOTE ]
    Guilty as charged.

    Allthough the latest episodes of RvB have been severly lacking in Caboose-E-Goodness. It's more like Red and Caboose every once in a while sence so far it looks like Caboose is the only one at blue base.
  25. [ QUOTE ]
    I just read that thread with my 4 year old and even he said, that guys being sarcastic,huh mommy?!
    Dad is that you? Too funny thanks for the chits and grins!

    [/ QUOTE ]

    OK a little off topic but did he read it or did you read to him? Nice job if you actully taught him to read allready.

    Back on topic, if anyone here has seen my old topic for Lord Imperial the series, that series that never got made due to several issues with time and casting. Anyway I still have that script and will be useing it in I14 for my missions.

    Oh and I just remembered another question I had. Would we be able to pick a neiborhood of a zone as a mission map like say I wanted to use the grave yard section of Sharkhead Isle for a mission. I don't think there have ever been missions set in that part of Sharkhead but I'd still really like to use it if I can.