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I rollled a DP Corruptor just to 'have a looksie'. I could swear there were different animations for the single shot tier one. One was like a sort of sideways stance shot. Another was almost like you were leaning back (dodging?) while shooting. Seemed to happen when foes were in your face.
I'll look again tonite, but sure seemed to be what was happening...and it really got me wishing my SS brute could random thru the animations available for a power. I prefer the New SS Animations, but I sure wouldn't mind that Two-Handed over the the head 'Haymaker' smacking in here and there.
So... /Signed. Give us the choice of a specific animation, along with a Random Option (Dark Random, Bright Random -
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Well I respecced into Mace. The KB isn't bad at all. Redraw is a little bothersome, but not overly so. Would be nice if they could speed those up. Heck I'd be fine with most of the SS Animations of the Mace remained in hand. Pleased with it overall, especially the Mace's appearance and effects.
Thanks for your input, guys... -
Well, I do have a couple of respecs to burn, so unless someone jumps in with a big 'NAY!' I'll probably do it the next couple days...
Thanks for your imput guys -
I have an SS/WP Brute, and I got the Mu ST and Ranged AoE to 'round' her out. Problem is, concept is pretty darn important to me, and I want her offensive 'Powers' to really only be Super Strength based. Alas, you're really cutting yourself short by foregoing a Ranged Attack and Especially Extra AoE Attack from the Pools...so there she goes, shooting Red Lightning in between her Footstomps and Knockouts...
But I thought, by going with Mace Mastery, then her 'real powers' could still be just Super Strength, she just happens to have procurred a Tech Based Item that packs some extra Ranged and AoE punch. That'd work for me.
But reading the Power Descriptions and some posts here and there, I'm a bit worried about Mace Mastery.
First, there's Knockback described in the powers. I know it's not the best thing for a WP secondary to be knocking foes away, but I can live with it if it's not too problematic. So, how disruptive is Mace KB?
Second, I've read some 'HATE' posts about the Forced Redraws. Is it that bad? Does it pretty much rule using the powers in an attack chain?
Thanks for any input -
How is the OP's 'Reward' taken away... doesn't he have a Kheld? Not like he can ever unlock that reward ever again...
Oh, he means other people's rewards. And he cares about other people why...?
Elitism, pure and simple. I worked hard for mine, dammit, and that gives me a sense of entitlement. I demand everyone else have to work hard as well.
Hmmm... Maybe I shouldn't help my kids go to college. Why should it be easier for them than for me?
I've got a lvl 50 PB myself, and I welcome this change. The more Khelds are played, the less they'll be put on the backburner when it comes to Dev impovements -
Quote:Yes, this is the kinds of stuff I'm thinking of, and it would be great if implemented - alas, you're right. It is ALOT of work, and there are things most players want more. Still, just about all players would like to 'fill out' their toon with effects that are bit 'different' than the main focus of the Power. Currently we do it with Power Pools. Being able to stay in theme while doing so would be quite welcome, though...I like the Acc boost for Super Reflexes. A self-heal might be a bit TOO good in SR, but let's say...
-ACC boost (Your super-dodging translates into hitting more quickly and thus more accuracy)
-Rapid Strike (An improved version of the Super Speed Flurry attack. Putting one or two attack powers in each Defense set would make sense.)
-Placate (for Brutes and Scrappers) or Lucky (for Stalkers)
Adding an attack to each armor set would work well. Fire would get something like Flares, Ninjutsu would get Shuriken, Regen could have some sort of melee attack that damages both you and the opponent. Just make sure it's all attacks that none of the primaries have.
As for attacks in control sets... No, we don't want more attacks in control sets, we want more varied controls. Also, give every control set (save Mind) the option for a pet buff power similar to the MM pet buff powers. Mind, meanwhile, would have an AoE toggle that gives all Enemies +25% to Hit and all allies +25% defense. Normally, it'd come out as a wash, but when foes are confused, it would make them hit each other with greater frequency. Might be a bit clunky, but something along the lines of "Confused foes get bonus acc/dam"
There's plenty of design space to add more powers to sets. The real catch is... It's a LOT of work. You'd need to add 3 powers to EVERY set, pretty much, to keep it balanced, and you'd need to carefully balance every last one of them. It would be immensely cool, but I don't see it ever happening. -
Quote:Look at a set, think of "what's missing", what might have to be filled with a PP but staying in theme, then plug in a couple powers. You could probably get really out there while staying largely in theme.Okay, so long as we're moving in the right direction with the discussion. The OP and thread title says 'extra powers in primary/secondary' not 'just offensive sets'. I'm just trying to help drive the discussion.
You mentioned Super Reflexes:
An Accuracy Boost toggle would work: You've become so fast that, with effort, you can get 'the jump' on foes, making them easier to hit.
How about really out there but still in theme - a minor heal: call it 'Flesh Wounds' -- You are injured, but your reflexes result in less-critical muscle being affected. You're not as hurt as originally thought. It's just a flesh wound
Maybe not the best examples, but I was thinking off the cuff, but it sure seems that some sort of utility 'fill out' power(s) could thematicall fit in just about every Primary & Secondary. -
Quote:Yep, that's more how I envisioned it - a couple extra powers, of about the same effectiveness as you'd get from an Epic Power Pool, plugged into the set at the mid-levels as you describe.How about rather than a request for Tier 10+ powers, we look at it as more filler powers in the Tier 3-7 ranges?
That I could get behind.
Like Khelds, you would have to select from two power choices at certain levels, then later levels you could maybe go back and pick of some of the powers you skipped on. Functionally, it's not very different that getting Epic Powers, but would give a little more variation at earlier levels and, best of all, would allow you to remain in theme while filling out your character.
Some Super concepts (like the Hulk) just work better when you think of the all the abilities deriving from more or less a singular ability, such as Super Strength. -
Probably been suggested more than once, but can't find it...
Simply enough, a few extra power choices at certain levels in our primary/secondary, similiar to how Kheldians have more than 9/9. (they have 14/12 actually - doesn't have to be that much)
To what purpose? To "fill out' your character in the same way you select powers from APPs/EPPs, but allowing you to remain in theme.
Example: I have a SS/WP Brute (really original, I know, but love her). I really wanted to stay only within a super strength theme, but the Extra Effectives via AoE & Ranged attacks provided by Mu Mastery was just too much to pass up. (my second build it still total SS, for thematic reasons, but it's not as effective).
Ideally, if Super Strength provided an Extra Ranged Attack (Super Breath? Directional Shockwave, as I've seen the Hulk do?) and an Extra AoE (maybe something similiar to Hand Clap, but causing Head Splitting Sonic Damage [and no KB haha])
With two extra powers like that, I would haven't gotten Mu Master at all. My Brute would just Be STRONG, as I really wanted.
So, that's my suggestion, a few extra 'fill out' powers per Pri/Sec. Say, 11/11. Don't really expect this to come to fruitition, but anyway, do you think it's a good idea? -
Really, why would any of you care at what level others were able to play Khelds? It doesn't effect *your* play whatsoever.
I admit to a slight feeling of Elitism/Exclusive Club Member with mine, and part of me doesn't want a wave of PBs and WSs out there because I enjoy being part of a small rare group
But that's not really a positive thing and I recognize it as such. So, since there's no other good reason to not allow Khelds at lvl 20, I say bring em on. And so-called complexity isn't a good reason. This game isn't *that* hard, even playing Kheldians. -
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More than fine with it...
20 is plenty high enough that you know the basics of the game by then.
but even better, more people will give Khelds a try, meaning much more player feedback, meaning Khelds might finally stop being the last things that gets attention from the Devs. Who know? Maybe we'll even eventually get form customization, alternate power pathing... It's win -
Sure wish that Hand Clap caused AoE damage and no knockback, somewhere in the effectiveness neighborhood of Mu's Ball Lightning, and that Hurl was as efficient as Mu ST Ranged attack (can't remember exact name). IE. faster animation and didn't required you being on the ground...
I want a Pure Super Strength Character, but in this game AoE is King. For a Melee toon, The only reason to avoid getting one of the Patron/Epic AoEs is for concept reasons, which is fine, but you're certainly more effective if you get an some extra AoE and ranged attacks. So, you have to go with the Power Pools.
I prefer a Ranged attack and an Extra AoE attack that feels like Super Strength, but for effectiveness' sake I selected Mu Lightning powers (my Alt Build still has Hand Clap and Hurl, for concept reasons, but forget teaming with it)
More PPP/APPs that 'fill out' Existing Sets while allowing one to maintain a concept... has that been suggested before? -
If it better integrated (and made to feel like) the PvE game, so you didn't need special builds, IOs, etc., I'd probably enjoy it here and there... so Yes.
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Like getting someone to answer me haha... I thought it was on Infinity, so I xferred there. In several zones, I've been broadcasting.. "Any Umbral Illuminati SG members on?" Should I have gotten a response, I was going to request membership, but so far...radio silence
Any suggestions? -
Quote:The Tank-Mage fear could be addressed other ways, but it doesn't matter. As you say, no overhauls of this level are gonna happen... Ever!
Hm... an ingenious attempt at promoting a tank-mage concept... I salute your effort, but must say I doubt anything like this will ever happen.
btw, what Server is your Umbra Illuminati SG on. While we have these free server xfers going on, I'd be interested in having my PB go there and join up... assuming I meet your stringent qualifications, of course -
I'm failing to see how this would really be a problem.
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I also think some ATs might be getting a few 'tweaks' when GR hits; if Defenders get a buff in some way, you may find them more appealing by then.
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Quote:Hmmm...that's...pretty temptingIf you need any more convincing, please give this a read. I think it's pretty well written, of course, I may be slightly biased.
Now that my Human Only PB is about as maxed out as I can get her (6-purple sets, all accolade powers, few LotGs, Miracle Uniq., etc.) maybe it's really time to give Warshades a real try. The Highest I've played one is lvl 12.... Hmmm... Hmmm... -
Quote:Maybe you're right...*Shrug*... I just have a feeling most of my Toons will end up being Vigilantes/Rogues, and that alot of my former 'Heroes' will be exploring the Rogue Isles a good bit. The reward for staying Pure Hero/Villain will have to be pretty hefty for me to want to keep a toon restricted to one side.I think your right, but at the sametime, wrong. It'll make since to have it too where your guys cant play both sides of the game at the same time, but i'm betting the greater majority of people will play blue side reguardless. *shrug* Granted i am a pessimest.
Course, any redsider i make can and will be able to run to blue when they need teams, so, in reality, yeah, i'll be able to find teams MUCH easer with my villians... on the blue side. heh.
RP-wise, most folks are Shades of Gray anyway...
After a while, once the 'newness' wears off, it could be that most Toons (Villain & Hero) will gravitate to Blueside for most of their playtime. We'll just have to see. For higher levels, it could be the opposite. Grandville is *much* cooler than Peregrine Island, after all -
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I have a suspicion there will be lots of Villains that just turn into 'Rogues' and lots of Heroes that are 'Vigilantes', meaning all these will be able to spend a good bit of time in the Rogue Isles. I'm betting that many (esp. the Hero ATs) will be visiting the Rogue Isles alot, if only for the occasional change of Pace (God do I get tired of PI, haha). What I'm saying is I think you'll have plenty to team with in the RIs, likely more than you have now.
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Quote:Heh, I wasn't referring to you existing diehard Tri-formers, but rather the CoH popuplation as a whole...but I'm sure you knew thatNEVER!
*ahem*
Well, it would definitely be more popular than Peacebringers. Given the popularity of "Rock the Toggle" VEATs, it might even be more popular than Warshades.
Nothing, however, will ever eclipse my TriFormShade. And by that I mean that it will always be my favorite.