Seldom

Shady Shyster
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  1. I always thought the power should be a toggle.

    Activating the power causes the 'plant bomb' emote, and spawns an untargetable bomb at that location. (This first part being interuptable) After that, deactivating the toggle power 'kills' the bomb pet, triggering a massive explosion.

    Viola! Time bomb is now a remote controlled bomb!

    Eh. Just what I'd do with it.
  2. Seldom

    Sneaky!

    From reading how the 'walk' functionality seems to go, (And thanks for that one, devs! It's fluff, but tasty fluff!) I got an idea.

    This from another 'npc' moving emote: the crouched over, sneaking one. I thought this would be a cool alternate 'walk' if devs had the time, but then thought: "What if, along with the sneaking 'crouched walk' animation, this gave a stealth component?" (Essentially giving all characters a inherent stealth option within a 'walk' power?)

    The speed could never be buffed, unlike concealment powers. There would be no extra defense, unlike concealment powers. You could not attack while this would be active. Travel powers and jumping would be disallowed. On the other hand, it's a 'free' stealth power. This would give all characters a 'sneaky' option for missions. (Though obviously slower than other concealment options.) It would stack with other stealth powers, to a limited degree, but have its own 'stealth cap' so that one would always be visible when in touching distance. (No matter how sneaky one is, it take real invisibility to walk right under somebody's nose.)The power could also be "interruptible," so once attacked, it would deactivate, with a longer recharge than any sprint-like power.

    With this, the devs could also add more sneaky objectives into future missions, as all characters would have a way to accomplish such things.

    Just a thought.
  3. Don't know why, but my first thought was "Hmmm...what if instead of serum, merc masterminds could give a merc incendiary rounds?"

    ....Nah.
  4. Seldom

    Finally...

    The walk animation was in the game already. They didn't want to put it in emotes, as you'd just do the animation in place. Since the only animation you get from moving is running, they couldn't put walk in as well. There's just a moving/not moving mode in the game, so a gradiation from standing>to walking>to running wouldn't work.

    So, we get a power that makes the default moviement animation the already present 'walk' animation, and they do stuff the remove abbilities to do other stuff that would look wonky/require more work. Honestly, I bet this was an easy job. Make a power, it's movement animation is the one aleady in-game, select its speed, make it dissallow certain actions/attributes. The bugs you mentioned are probably FAR more time intensive, and for a different developement section.
  5. Quote:
    Originally Posted by Black_Strike View Post
    Well, I created my Fire/Fire, and decided quite quickly that I didn't like it, lol. I have since started a Mind/Energy, since a couple peeps here said Mind/Anything is good. So far I'm loving that Combo.

    Thanks for all the suggestions, and help.

    Once I get a Perma-Build worked up in Mid's I may post it for further suggestions on how it can be improved.
    For pure control, a Mind/Nrg perma dom is the best control in the game, with some okay damage to boot. If you're looking for lockdown, you will enjoy the build.
  6. Seldom

    Dark/?

    As one new to the game, I'd wait on /kinetics. It's a pretty 'button mashy' set, and can leave you vulnerable. (It does give awesome buffs, though.) /radiation is a great 'easy but awesome' set, in my opinion, and is excellent both solo and on teams. Bring break frees, though, when solo, to keep toggles up against stuff that messes with your head. The -resistance makes your damage better, and it has some good -tohit to stack with you blasts for extra enemy whiffs. The immobilize from dark/ will keep toggled debuffs from running as they like to do.

    /Dark is great for theme, and another great solo/team set. More controls than /radiation, but not as many weakening powers. (Still excellent, nonetheless.) With dark, this is about as crazy -to hit as you can get. Stuff will miss you like crazy.

    /Traps is good, but you'll need to learn timing/placement to get some good use. Your -to hit from dark helps stack with the excellent defense from your forcefield unit, and the immobilize keeps them in traps effects.

    /Storm has excellent debuffs and protection, used right. It has a learning curve, but once you're good at the set, you'll be rewarded by the awe-inspiring simultaneous mixture of chaos and safety you have. Be warned, this set plays very differently than just about any other sets. The crazy -to hit from hurricane stacks well with dark/, and you can knock things into a clump then tentacle them for AoE goodness.

    /Cold is good, the early shields are great on teams, but may be less useful solo. Still, good tricks to be had. Your dark/ -to hit stacks with the defense you get from /cold, but be warned, /cold corrs get less defense than their team members.

    /thermal, sonic, and pain are just better on teams. If you solo, they have fewer tricks for you. Thermal is heals with some solid single target debuffs and some decent ally armors, sonic gives armor and makes stuff take extra damage, (though it has a few skippable powers) pain heals and gives extra damage.

    /Trick arrow is, well, tricky. Not much damage mitigation, though your darks/ -to hit helps this, and the immobilize keeps stuff in arrow patch effects.

    Whatever you choose, check the forum guides on the powers. You can find guides on support sets in the corruptor, defender, and controller guide sections, though some tactics may be different for a corruptor. Still, it's good for knowing ahead of time what powers do what, what's worth taking, and some good way of using said powers.
  7. People don't realize that every bit of text entered for easter eggs, detail depth, and so on=extra space. I love putting in extra details to arcs so that the more patient are rewarded for peaking around, reading, and so on. I get disappointed when making a couple custom groups eats up the space so the details/extras are sparse. So yay, more size!
  8. I'm pretty sure I'm not alone when I say the whole reason for my human-only PB is thematic.

    No other character type in the game exemplifies so well the idea of using light. Light armor, light ray blast, light melee attacks, it's all there. And as a customization nut, having a standard NPC for a form isn't a big draw.
  9. Quote:
    Originally Posted by MentalMaden View Post
    You might be taking my posts way too seriously....I'm not really arguing for or against anything.
    Nah. I ain't half so serious as I seem. Just making a counterpoint, and expressing why I think what I think.

    Thas'all.
  10. Quote:
    Originally Posted by MentalMaden View Post
    See you can do it all with "dark fire"! :P
    Fire control does not steal life. It damages, sure, but that ain't stealin'. It does not cause fear. And I hate to say, smoke's -5% debuff on one power is not very much of a qualifier when compared to the way dark powers thematically almost all have -tohit. Does that work for you? Sure? Cool.

    But in the end, your 'dark fire' is just that. Those asking for dark control are asking for a 'dark' control set, netherworldly, fear inducing, etc. etc. dark control.

    I for one do not doubt they'll make it as the game goes. /Dark controllers have been oft requested, and dark/dark doms would comes along the way hand-in hand, so having a dark control set doesn't seem much of a stretch, eventually. The devs know to keep the game going, stuff should be added, and powers are part of that. Will dark be early in that line of new things?

    Nope, as I said earlier, easy stuff first. But just as when some argued against willpower because invulnerability could be the 'same thing,' I think devs will see the thematic differences in a dark control set, and make it.
    Eventually.
  11. Quote:
    Originally Posted by Dr_Unholy View Post
    Very possible. Divine Avalanche helps a great deal in that regard. A lot of posters say that even getting up to around 20-30% with a resistance set offers a noticable difference in survival. And with the PvP enhancements and the other set bonuses, combat jumping, weave, Shadow Dweller, et all, you should be able to at least hit 20%.
    Thanks. (Wow, stalker forums don't move much, do they?)

    I don't think I'll use any PvP IO's, ($$$!) but I'm sure there are other ways about this. I'm glad the +def route will help. I know that due to the stacking of smashing/lethal bonuses with melee, getting a decent ammount of lethal/melee defense going will be rather straight forward. The OTHER stuff, on the other hand, is trickier. (ranged, AoE, NRG/NEG-NRG/Fire/Cold/etc.) From a paper standpoint, having high ranged defense on top of all the resists/healing of dark armor, and alongside the +melee def of divine avalanche would be very good, but doing so is questionable to me at this moment. Is just the melee/lethal enough with dark armor?

    Anyone have good experience with a defense build for dark armor?

    I ask as I have little experience with defense builds, having concentrated on resistance for the few melee characters I have. And since this is hypothetically a resist set tweaked into defense, it gets trickier. I had heard that besides the 45% softcap, 35% was a 'fair point' to aim for. Is this true? I know the way defense works if far more exponential than reisists, as it's more about the threshold of getting hit/not getting hit.
  12. Yup.

    Just as one of my pet peeves with villains is their lack of proactivity, (i.e., they never make plans of their own, just do errands for contacts) I find heroes' lack of reactivity a bit stayed as well. A hero shouldn't, in my limited book, need to go to a contact. A contact should call them for help. A hero shouldn't wait for something to do, they should be out fighting crime; it just always seemed more 'alive' to me if the city itself gave missions. Try to stop a purse snatcher, he ducks into a building you can pursue him into, finding a gang hideout. If you're standing in a neighborhood, a civilian may approach you and ask for your help. and so on.

    It's pie in the sky, yes, but I think 'thematic' things like that would give a better 'feeling' of heroism in the game.

    Now about those villains...
  13. Quote:
    Originally Posted by MentalMaden View Post
    Which leads me to, "why don't you just color fire dark?"

    If you (generic you) want your darkity dark, it's probably your (generic your) only option any time soon for all the reasons stated.
    I think you missed the part about "thematic playstyle."

    Dark powers in the game are all about powers that steal away life, cause fear, and 'darken enemy's vision.' (via tohit debuffs)
    Fire control features burning things, knocking things around, encircling in fire, and bringing in burning imps that sear things with fire. Different playstyle theme.
  14. 'Dark control' would have more of a netherworld/fear component, in my mind, than a re-color of present control sets. There is something to be said for the functional theme of powers: you can re-color invulnerability to be dark, but it doesn't play half the same as a dark armor character does.

    But as for dark/dark controllers, it gets real tricky. Not only do they have to gut out miasma's 'over-controllery' powers, they have to replace with something still good that doesn't exceed Dark/ defender capabilities. Not just that, to bar extra work, the resulting dark control would have to work on dominators without stepping on a dominator dark assault. Which couldn't have the dark powers from the dominator dark patron pool. In other words, it's real sticky/tricky. As such, I expect to see easier proliferation first.
  15. The cynic in me looked at the MA as a way the devs could let players 'take care of themselves' content-wise, whilst the devs could let such things go and allocate the resources to bigger, more distant things. (Like Going Rogue.)

    Unfortunately, some penalties on that system scared away genuine writers, so the MA has gone by the wayside, and the pressure is back on them to make their own content, even as I'm betting they have diverted some resources to further-term assignments.

    And oddly enough, we now have red names trying their best to get people using the MA again. Hmmmm.....

    Yeah, I'm doubting that we will have an in-between issue, and that the push for AE involvement will get more and more evident...
  16. Ever since pistols was suggested, the idea of a dual pistols set made me wonder how many Pistols/Dark Miasma characters I'd find in a black fedora/heavy coat/cape, red kerchief over half the face, and a creepy laugh.

    Not expecting a lot, but when I see 'tribute*' characters, I get a hint as to the preferences of the player, and it's fun for me to see semi-obscure ones as mentioned above.

    *read: copyright objectionable
  17. Running on walls, I expect, will come with a swinging/wall crawling sets. That is, when they re-code all surfaces in the game to allow said interaction.

    Hate to say it, it's a limitation I doubt will be overcome. The way much of the game seems to work is around flat surfaces, vertical surfaces seem to function as nothing more than barriers. (And not so much an intractable surface.)

    But that's just my assumption from watching the game do its thing.

    >edit< but back on topic: jump enhancements are your friend. I've found swift to be rather slow in its bonus, and hurdle far better. For "non-travel" builds, the are also +run speed enhancements in the defense gift of the ancients set, and plenty of +speed bonuses are around.
  18. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    Quoted
    For
    Truth

    Zombies, unlike Ninjas, COMPLETELY ignore Go To commands unless abruptly set to passive. Those little buggers are frickin' crazy.
    You mean they aren't brainy?




    ......sorry.
  19. Quote:
    Originally Posted by SunGryphon View Post
    Hmm.. how about... I AM.
    *Gathers rocks...*

    Edit: you know what happened to the last dude that said that?
  20. I have never found any archetype improved as vastly by binds as masterminds. Seriously, without good binds, they are different animal. I tend to play with:

    Shift+click as 'go to' (Otherwise known as get back here, I gave you missiles and you want to punch stuff? Heal, boy!)

    Alt+W as attack target
    Alt+A as follow
    Alt+S as 'Stay' (Otherwise known as stand your ground and shoot)
    Alt+D as defensive (Alt+A then Alt+D=Bodyguard)
    Alt+Q as passive (Otherwise known as: I don't care who started it, BEHAVE!)
    Alt+E as aggressive (Otherwise known as "Eh, I gave you powerboosted bubbles, go nuts!)

    Since I use WASD and a mouse to move any ways, this means that I simply click shift or alt to control all that the bots do. I highly recommend it. (All this done via CityBinder)
  21. Quote:
    Originally Posted by Celestial_Lord View Post
    Everything offends someone. If we took time to make sure what we say doesn't offend someone, nothing would be said.
    On the other hand, it don't hurt to know what commonly offends, and use another word. It builds vocabulary! It makes people less angry! Hooray!
  22. Quote:
    Originally Posted by Forbin_Project View Post
    Are we supposed to be impressed by that?...
    What you think that people who haven't played as long as you aren't just as attached to their characters?...

    If you choose to limit yourself to playing on one server that's your problem not the devs. Your account has 132 slots It's not the devs fault you choose not to use them all. As to losing a name you can easily check each server to see if a name is available before doing a transfer...
    Of my 165 characters, 45 of them are on my main server. Like many loyal players I have multiple accounts. I know people here on the foums with 4 to 5 accounts. Nothings stopping you from doing the same.
    Forgive me, the "playing since '04" comment was not meant to impress you, rather to illustrate the point that I made: lots of time is invested in my characters...as such, moving them to another server where their name is taken and they are then named "SuperHeroMan1" does not work. After all the time invested, re-rolling with the same experience all over again doesn't seem as appealing. I like trying new things.

    But going to a new server? Making a new account?

    I have an account. I'm not into the whole 'playing two characters at once' thing, so one account does it for me in that sense. But to start a whole new account just because I'm full up actually is less advantageous than just more slot space. A new account will not give the nice veteran perks that come along...(Edit: and the boosters, which when coupled were indeed a chunk of change.) I've already begun anew once, and it was a bit of a let down. As to the new server thing, I can see that in some sense, but do they let you transfer you personal Sg/VG? Mmmmm...not so much. All the stuff I crafted for other characters, the base layout, all that goes.

    I'm not saying "I demand you do this!" just that I would very much like this feature. And if they did give a new maximum # of slots per server, they can keep getting my money as I gradually purchase more. Win/win situation, for me, for them.
  23. All doms solo well...stuff that can't fight back is not that much of a threat. Though mind/ is on the lower damage scale, it makes up for it by giving the most control. With a good feel,good slotting, and time, the only way anything can attack you is (a) player messups, or (b) triangles of doom. Heck, mind can even counter (b) with mesmerize.
  24. Quote:
    Originally Posted by Frosticus View Post
    Ya no doubt, I get that a dark concept would seem strange if it was missing from stalkers, but the way dark armor is implemented in the game just doesn't fit with how the AT plays.

    They really should have heavily modified dark for them. Like pulling the auras and adding powers like shadow meld (before it was put in a ppp of course).

    I mean dark armor has 4 enemy based powers, 3 of which are auras . You can only remove 1 for hide...

    They were pretty quick to remove ice/ice from brutes, but dark armor is rife with AT issues that eclipse that combo on stalkers.
    Yep. My /Dark stalker is languishing at 39.

    I LOVE the thematic idea of a villain wreathed in fear striking from the shadows, but the way is works just...well...doesn't.

    I'm not sure how much work it would take to fix the auras, but I'm pretty sure they look at how few /dark stalkers are out there, and let it go. And so long as mez auras break hide, /dark stalkers will remain unpopular. Catch 22, anyone? Sorry to hijack.

    I think widows should be better with such things...on teams, as aggro gets distributed, they will come at a widow even when stealthed. So getting your controlled critical when you want it, the toggling when you don't need it and just want to scrap? It's all good. Since widows basically get stealth as a happy extra ability, this won't hurt performance much.
  25. Quote:
    Originally Posted by Forbin_Project View Post
    I don't see them adding additional slots when we can buy up to 36. If a person has used all 36 on a server, then that person should think about using the other options available to free up some slots.
    Unfortunately, some of us have gamed here since '04. As such, having a character for five years makes one attached to them, and often means they have a name more difficult to obtain. Changing servers and losing the name, not to mention not having that character available in a preferred server community, is not an option. Nor is deletion. Do I have 36 characters? No, just a humble 33. But the game offers much of its replay through the new team roles/gameplay experiences that different powersets/archetypes bring. If the new expansion offers a significant new chunk of gameplay, 3 slots won't cut it. (For me at least.)