Socorro

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  1. Socorro

    Lightshades?

    Quote:
    Originally Posted by Star_Seer View Post
    What if there was a third type of keldian that was 'born' on Earth and thus did not have shapeshifting.

    Instead of Nova and Dwarf form it gets 4 points of mez protection in Absorbtion .

    It uses the VEAT damage scalar.

    Would it be popular?
    Heh, well that's essentially the 'background' for my PB. Born on Earth, No shapeshifting, now if only I could get that Mez and Damage stuff

    Yeah, it'd be popular. I bet money it'd be more popular than the two current Kheld Types.
  2. Quote:
    Originally Posted by Jade_Dragon View Post
    ...If you could be equally as strong in all three forms as you could be in two forms or even one, that would be horribly overbalanced. No one would ever play Human Form. (Why would you play Human Form only, when you can get Nova and Dwarf forms with just the cost of a single power each?)
    Nobody's suggesting just flipping few switches and calling it a day. Any theoretical shapeshifting redo would of course have to address Form Imbalances while keeping each different but still strong enough to be desireable options.

    Personally, I wish the forms had just served as Modifiers to the base Human forms powers. The forms wouldn't have any powers of their own, per se, but used whatever you'd already slotted for Human, but modified.

    Essentialy:
    Human is Base: Medium Offensive and Defensive
    Nova: Enhances Damage Powers but Defense takes a hit.
    Dwarf: Beefs up Defense, but Damage is lowered

    All that, with perhaps some additional 'flavor' effects, depending on the form.

    Anyhow, as said, nothing like this is *ever* gonna happen; not sure why we even speculate on it *haha*
  3. Quote:
    Originally Posted by Obsidian_Force2 View Post
    Tinkering with the inherants I would support but turning the Kheldians into a knock off buffbot type like the VEATs I wouldn't support.

    I like my buffs to uberness alot more than I wanna buff others to uberness.

    The buffs allow Kheldians to be major players and not just second string support toons.
    I'd prefer HEATS be strong while soloing (not just capable, but strong), but still provide a Carrot for Teams to want them. Current Inherent doesn't do all that.
  4. Quote:
    Originally Posted by Obsidian_Force2 View Post
    Why is it that not wanting radical changes on something we already enjoy for the sake of people who do not enjoy it's current implimentation equate to kowtowing, while the people wanting to have radical changes at the expense of people happy with how things are now are simply open minded freethinkers?
    I'm glad you and some others enjoy current shapeshifting (mechanics and slot-management), but *many* don't. We don't know if there's more than *Don't* vs those that *Do*, but it doesn't matter. Even if datamining showed that most CoH players don't like it - it isn't changing because of the Cottage Rule.

    I'm one that doesn't like it currently -- *Really* don't like. So I play Human Only. You and those that do like it are quite secure. It isn't changing, but I and a few others don't have to like it just because you do.
  5. Sash, Power Customization, and flipping the inherent (Khelds buff teams instead of teams buffing Kheld)... Hohoho!
  6. I've suggested similiar to this several times - seems nobody much cared for it

    I think this would have been the best way to to have constructed the AT when first implemented, but now, everybody kowtows to the sacred 'Cottage Rule' and this idea blows the doors of it.

    Whatever! /Signed

    Heck, I might be more seriously interested in shapeshifting were it this way.
  7. Socorro

    Let us solo TFs

    Quote:
    Originally Posted by Captain_Photon View Post
    I, uh... don't think they're going to go for that. The "Force" in the name rather implies that they're designed to be run by groups on the conceptual level...
    Well, the Mender Silos Task Force can be started and completed by One Person, so this ain't no hard and fast rule.
  8. Quote:
    Originally Posted by SlyGuyMcFly View Post
    ...I dunno, I'm under the impression that there will be benefits to staying "pure". Depending on how much of a mechanical benefit staying on one or the other side offers, it may very well be the case that the only people going Rogue/Vigilante will be the RPers. However it turns out though, there will be much whining on the forums.
    Indeed. Personally, I don't have a problem with there being some in-game benefit to staying 'Pure'. I mean, Vigilantes/Rogues will get an in-game benefit in that they will be able to access much more content. Staying Pure only giving you a Badge seems a little unfair.

    Can't be too much though. Something small.

    A Good Option: 'Staying Pure' gives you a small Infamy/Influence Bonus (5-10%???). Ex: A Hero would garner more public acclaim and get more favors (which is what Influence is supposed to represent) if he were known as one who doesn't dally around with the 'other side' on occasion.
  9. Even though I don't heavily RP with others, I am a heavy 'Immerser', so sometimes walking around is simply what my character 'would do', so occasionaly I just do it. I also turn off Toggles with Effects when at Wents/BM/Pocket D/Under Atlas and Walk allows you to instantly turn off all of them.

    Also, if they Ever allow Attack/Defense powers to be used while walking, I know there will be times in missions where I walk, Dirty Harry-style, down the hall, casually blasting everything before me.
  10. Quote:
    Originally Posted by PrincessDarkstar View Post
    Apart from the initial experimenting to see the missions I would expect almost every character to end up as a vigilante so they can access both sides rather than staying on any particular side.

    I think a year or so after GR comes out there will be very few true heroes or villains aside from the roleplayers.
    Which I believe is spot on. Few Individuals are the living epitome of Good or Evil - most of shades of grey.
  11. Quote:
    Originally Posted by Kriticism View Post
    If you want to truly understand frustration caused by knockback, play a DB/WP Brute.

    Willpower needs to be in the middle of a bunch of foes for it's main mitigation to function.

    Brutes require lots of attacking and getting attacked to keep their fury up.

    Dual Blades gets utterly screwed if they're partway through a combo and there's no nearby enemies to hit, as the combo will often break before they get to another foe...
    So, to not Frustrate a Brute by making it so he doesn't have to give up his Mitigation and some Attack Effectiveness, A KBer must give up his Mitigation (no KB) and Attack Effectiveness (by not being allowed to use half his attacks)...

    Just making sure we're clear on this.
  12. Quote:
    Originally Posted by AlienOne View Post
    I'd have no problem with that either.... I sooooo want to have a dark blood red and black nictus color for my WS!

    "Alien"
    And I Gold and White for my PB
  13. Quote:
    Originally Posted by EvilGeko View Post
    No. KB is NEVER more useful than KD or KU. Period.
    For a sololing Nrg Blaster or PB, I'd argue with that. Melee foes having to come back to hit you after being KBd on their rumps aren't attacking you while doing so. Not a large amount of time, certainly, but with large enough mobs, every attack (or lack of) counts.

    In any case, KB is cool and it should be something that is *desired*, even on teams. That it's not welcome (even loathed a bit) is a big problem and the Devs should do something about it. Heck, make it so that any KBd foe automatically take an extra Smashing Damage (say, around 100 pts at lvl 50). Something! Something to emulate that in a 'Real Fight', having foes go flying away from you is a 'Good Thing'.
  14. Quote:
    Originally Posted by AlienOne View Post
    Me either... Just being able to choose a primary/secondary color for a form would be enough for me (as well as choosing a primary/secondary for the human form), and having those colors apply to the powers that are in the forms would be fine, if that would make it easier for the devs to pull off...

    "Alien"
    Second this: but Limit PBs to 'Bright' colors and WSs to 'Dark' for thematic reasons
  15. I play a Human PB alot, so let's just say I know all about KB, and how to control it.

    But man do I get aggravated by *having* to control it. Herding, Maneuvering to place KB against walls, talk about immersion killing...

    Captain America: lets take it to em!
    Thor: Verily, Captain, but first allow me to gather them to this one spot.
    Wolverine: Well hurry up - can't wait to *snikt* it to them...oh, but Cyclops, hold on off those optic blasts - we don't want you scattering them all over the place.
    Cyclops: Huh??... Uhm... how about if I knock them into that wall? Would that be okay?

    Gah!!!! Hate it! Hate it! Hate it!

    I know...these aren't real fights, but dangit we're not playing Chess either. Yeah, herding and grouping is more 'efficient' - who cares? It's also the most boring way to play. Charge in, let the Bodies Fly, that's what I say. Oh, and in case anyone feels I'm not being kind to the Meleers. I have a lvl 50 Tank, 50 Brute, and 50 Scrapper... and I still say let 'em fly!
  16. Quote:
    Originally Posted by Golden Girl View Post
    I'm not sure - I think there'll be something for them - but all they've said so far is that Rogues and Vigilantes can't get missions until they've fully changed to the other side.
    I'm betting that while Vigilantes/Rogues can't get Missions themselves when on the 'no contacts allowed' side, they'll be 'invitable' by a player that can.

    Example: a Blaster goes Vigilante and visits the Rogue Isles. No contacts will give him a mission, but a Villain MasterMind could invite him to Team and help out with the Mastermind's missions, given via Mastermind's contacts.

    Flip it for the Rogues in Paragon...

    Not sure if that's how it will work, but I'd bet a least 20 dollars on it *snicker*
  17. Quote:
    Originally Posted by Rylas View Post
    As mentioned, Scranking is still viable. Very viable. But I'm going to say Inv/SS is a little harder to work with than some other combos. It's not matching damage numbers, IMO, so much as endurance efficiency that would make a Tank more Scrapper-like. SS, helps for damage, but end crashes are going to slow you down since Inv has nothing to offer for end recovery. WP (also a low-fx set) might be a better primary to help you keep going. Ice can be less of a visual set if you use darker colors for the armor.

    /02cents
    With the new epic power 'Physical Perfection' slotted with a couple of End Mods, I've noticed my Inv/SS tanks doesn't run out of gas nearly as fast. Soon as I put a Performance Shifter Proc in it (already got one in Stamina), I might be able to go on cruise control
  18. Quote:
    Originally Posted by Muon_Neutrino View Post
    I was poking fun at the person I was responding to by noting the fact that they said 'go rouge' instead of 'go rogue'. Since 'rouge' is a reddish makeup, I made a power customization crack.
    Ahhh well that went over my head haha (I now see that you had *Rouge* italicized in your original post - missed that). Actually quite funny in this new light
  19. Quote:
    Originally Posted by Catwhoorg View Post
    You get one per mission from the LGTF.

    The answer is ship raids, about 3-4 of them should get you the full outfit.
    Second that... missions are piddly compared to what Shipraids will give you - I don't think I've ever got less that 200 Vanguard Merits on one.
  20. Quote:
    Originally Posted by Muon_Neutrino View Post
    Well, first off, since the devs have said that khelds aren't getting power customization at least for now, I doubt anyone will be going rouge with their khelds anytime soon.
    I fail to see how Power Cust (or lack of) should effect an ATs ability to Go Rogue should at all... or are you suggesting Kheld Players will choose NOT to Go Rogue if they can't change colors? 0.o
  21. Quote:
    Originally Posted by Grey Pilgrim View Post
    Hmmmm, I'm forgetting, what kind of buff do Khelds get via Cosmic Balance if a VEAT is on the team? Between Cosmic Balance and all the leadership skills VEATs have... that's a scary combination, potentially.

    Slow Resist... just like if a HEAT is on the team...

    Fear Our Power!!!
  22. Quote:
    Originally Posted by Wonderslug View Post
    If you're mostly interested in what it looks like, just make an /elec dom and take a look at it in the power customization window. It's the same thing. Mu also use it, and it originated in the blaster elec APP (in blue, of course).
    ahhh...Okay. That's a big help. Thanks
  23. Kheldian Shapeshifting: The shapeshift toggles would mostly be modifiers to powers that a Kheldian already has selected. Nova would up Damage while losing defense, Dwarf the opposite. Certain thematic qualities would remain (Nova would fly automatically, Dwarf have mez. resist...) but none of this 4-6 extra powers that need slotting. Nope, you get powers in human form and an alternate form just modifies them.

    Similiar to how Granite Armor doesn't give you a whole slew of extra powers and you don't lose access to most powers save a few for thematic reasons (Granite is slooooooow, so limited movement powers...)
  24. Quote:
    Originally Posted by Gruumch View Post
    Copy your character over to the test server and respec there. You can copy as many times as you want, so try out a build before you apply it to your live build.
    I've never actually tried the test server... maybe now's a good time haha. Thanks
  25. Quote:
    Originally Posted by Rieze View Post
    Try out mace mastery. True, you carry a mace but they shoot the type of energy you are looking for. Not sure if the blast from a big stick and not from your hands is too much off theme or not.
    Yeah, that's pretty much out cuz' o' the 'Big Stick' factor

    I wish there was a way to 'try out' powers before getting them. I'd like to give 'Static Discharge' a Spin, but don't love the idea of burning a respec to do it... :\