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Posts
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Hi:
I was playing the old D&D (paper and dice) game last week end, and a player asked to use the reversable effect on cleric spells option. Basically this option allowed to use their heal spells to do damage instead of healing on enemy targets. Some of us were stunned at the request, and went rule "lawyering" and to our surprise it was there! The GM was not crazy about the concept, and compromized indicating that the heal could be used to damage undead monsters.
Of course, since I am always thinking of CoX, I thought, would it not be cool if Defenders and Corruptors could have reversible effect powers, thus a heal would hurt the baddie, and the buff would debuff the baddie as well?
What do you all think of the concept?
I am sure some of the tankers who are used to being babied by the support class, may have an objection to this, but often I been in truly extraordinary good groups, with good AT builds that simply do not require the constant buffing to be very effective; sure they could be even better, but that would be at the expense of reducing the support to buff bot class status (think of the relation between a tank and the kin defender).
In fact my Tankers and Scrappers are built not to require Speed Boost, he performance gained from a speed boost is inconsequential, and in fact I do worse cause I am jetting all over the map when chasing the mobs I have knocked the heck away from me.
I also been in great groups where my emp defender, hardly does any healing at all, the amount of control provided by controllers and dominators is really good and the tankers, scrappers and brutes are very good too. So I find myself with lots of time in my hands to do something else than playing the faithful buff/heal bot.
Hugs
Stormy -
Hi:
I tend to agree in spirit with Sigium in the concept of having more challenging TFs is truly needed. But I disagree with the process Sigium proposes. I do not like TFs were the concept of challenge is restricted to specific ATs; for instance once the Romans roar in ITF the controllers have been rendered powerless, thus yeah the "team" is challenged for there is no longer control available to assist in the defeat of the mob group, but it was 100% achieved at the controller's expense, and I truly oppose this practice. Imagine a mob group, after one of them yells, and the entire room with all mobs are immune to melee attacks, and their melee attacks ignore damage resistance; I bet that would be challenging, but grossly unfair to the melee types.
Frankly I want to see challenge that affects all ATs evenly, not just the support classes from the use of excessive status effect spamming for instance.
Making TFs more challenging, actually will be very difficult, because we have a lot of very capable and experienced players, essentially how you challenge a master player?
Lately I been paying closer attention on how our developers have been historically and lately addressing the concept of challenge, and in some instances I am far from impressed. For one I prefer if AVs follow AT rules as a whole. For instance I believe its totally inappropriate for Positron, a Rad Defender, to be empowered with the Scrapper ability of Moment of Glory, that is simply wrong, since Defenders have no ability to resist status effects, should non-melee based AVs be weaker in this department? I am not saying no resistances at all like players have to endure, but perhaps half as strong as the melee types?
When I look at classic AVs to modern AVs there is a huge difference on performance, which leads me to believe their should be a huge variety or differences in rewards for defeating them. For instance take Countess Crey, or any of the Praetorian AVs from Maria Jenkin's thread and compare them to the signature heroes you face at the end of Lord Recluse SF, or good ole Reichman. There is a significant difference, yet the reward is not there to account for such dramatic difference. Yet one might want to agree, by having "over the top" AVs challenge has been increased. Sadly in TFs like LRSF the challenge is really over-burdened by the support class, whose defenses are dependent on their powers that are in great part ineffective against AVs, now imagine 8 AVs at a time, attacking all over the place, sure it strains the Melee, but it really goes much harder on the "squoshies". Once more leading to the un-even challenging I mentioned earlier. Sadly it is easy to pick on the classes that have by design been made extremely vulnerable.
One would think puzzle solving to be a good challenge, and it is, but only the first time. So scrap that one.
I had suggested before, the mission maps, door entry locations, boss or glowy placement is fixed for TFs; making them excessively predictable. Why not use abilities as offered in AE where boss and object placement is random, map type is random, and truly randomize mission entrance, and perhaps even zone entrance. While it may not do much for increase challenge, it does something against the boredom of sheer repetitiveness and predictability.
I would look at missions whose failure has no repercussions, would suggest that should be changed. Say if you fail, you get two more clear all missions to make up for the failure, or something along those lines. Once more this suggestion, does little for increasing challenge in a significant manner.
Because of the nature of ATs and the designed vulnerabilites mainly on the support caste, having missions were players have to divide is not a good idea, for it may result in added team composition requirements, like two tanks, two healer/buffers, etc.
The thought above is also another consideration, we want more challenging TFs, but on the other hand, we do not want to force custom AT and build mixes so the TF can be completed, we want to make sure while its more challenging the average PUG could complete it. Now this consideration makes the effort to add challenge quite a bit tougher.
A thought of challenge that comes into mind, is "time", where you are not so much competing against the mobs themselves, but against yourself. If you complete the TF in less time you get a bonus in merits awarded, which I know contradicts the "longer and dumber" you approach a TF the more merits worth will become. Of course this suggestion comes with baggage of its own, such as all those other players complaining on the other players who can blow through the TF quickly, and stress even more the now 3 way conflict between players who do TFs for the merits, versus those who do it for the badges, versus those who do it to level. three different goals which often results with interplayer conflicts.
The more I think of it, the harder it is for me to think of a way to come-up with fair ways to add complexity to TF/SFs.
Hugs
Stormy -
Ya, pretty much the spider bots, and the tarantulas...
Stormy -
Quote:Did this thread really need to be necro'd for that?
Just because WoW can do it, doesn't mean that it's not a lot of work. WoW was built with those skeletons in the game. CoX, did not. Now, it will take work to get them into the game, and more to get it done right (i.e., a dog would need a different skeleton and animations than a cat, which would need different animations and a skeleton of a bear, for example). And that comes straight from the animation Dev.
Can it be done? Yes. Are there higher priorities from the Devs? Also yes. The people who would make these new animals would be the same people who would be working on new set animations for us. So, they can either create new sets, or new skeletons, which might not get used a lot in the longer run anyways. Obviously, the Devs think that creating new sets that anyone can use is a better use of resources.
[/i], if done right.
Aett, you make a great point here, but it occurs to me that perhaps some of these skeletons already exist in a way. For instance think of the snake men, yet I can see the still humanoid skeleton only slightly altered. But what about the spiders? That certainly would appear to me to more of an animal skeleton than humanoid. I do agree with you there is a good deal of effort in adapting the skeleton for dogs, birds, horses, and what not. But perhaps if enough people keeps asking for them, the priority for them may improve.
Hugs
Stormy -
Thank you very much, can't wait to try them
Hugs
Sue -
Hi:
I need some help with how to color chat text and their bubbles, I used to have mine colored but they no longer work, have been broken for sometime...
This is what my original coloring code used to look like:
/bind f9 "local <color white><bgcolor red> Roll Tide"
/bind enter beginchat <color white><bgcolor red>
They used to work, and now they don't, it seems perhaps the rules or symbols may have changed, can someone please tell me how to currently accomplish the 2 samples I made above?
Hugs
Stormy -
The skies are turning gray, and the air feels electrified, someone says a storm is coming...
And they are right!
So you better watch out, for Stormfront is coming to town!
Count me as a bidee
Hugs
Stormfront -
Quote:I don't see the player benefit outweighting the dev time spent on this idea. It seems like a solution in search of a problem really, as I don't see the need or even the benefit overall to the player base.
Not sure implementing this would be as "impossible" or "mind numbing" as you make it to be. It would seem to me, a flag on the "check salvage requirements" routine in the software would be sufficient to allow this suggestion to be implemented.
But once again, I don't know how the software for this game is actually implemented and what programming practices the developers follow, so it is potentially possible that doing any kind of changes to the game to be Herculean in effort because the code is so disorganized or actually be rather simple for the software has been written in an elegant modular fashion.
The concept of Universal Salvage was just another aspect that could be added to the game to be more robust and fun. Like any Quality of Life suggestion, the game does not really need it to be playable, such as the game did not really need customizable power coloration to be played, but look how cool it is now...
Hugs
Stormy -
Hi:
This could be a Quality of Life improvement suggestion of sorts, or just another form of salvage.
The basic concept is that you have a single universal salvage that provides for all the material requirements of a recipe.
My thoughts is that you could have white, yellow, orange, and purple universal salvage which would correspond to the appropriate color recipe. So, for example, if you have a piece of purple salvage and a purple recipe, you can combine both to create the IO, you still would have the influence/infamy cost associated with IO creation.
Maybe this could be done for I17.
Hugs Stormy -
Something I would like to see for I17...
Not knowing what "Going Rogue" is going to offer, makes dreaming about I17 a bit sporting...
1. TF/SF maps themselves being random as it can be done in the AE mission designer.
2. TF/SF mission entrances is usually preset by devs, allow them to be truly random.
3. Purple Salvage: A universal single piece, that alone provides for all the materials of a recipe.
4. Costume Change Emotes to be definable via option panel, as opposed to having to write a bind for it.
Hugs
Stormy -
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Hi:
At this time at the AE, you can only roll for a random recipe and while you have some very limited choices Bronze, Silver and Gold in which each choice has a set of recipies you could obtain, its not quite upto par with what one would like to receive. For example, I want to get a Regenerative Tissue: +Regen, being level 50, when and if I ever get it will be level 30. Truthfully I want the level 10, so when I do a Positron, Synapse or Sister TF that regen unique will be effective; yet the roll system does not make that choice available. In the case of a Numina Regen/Recov I much rather have the level 30 over the 50 for the same kind of reasons.
Considering that the merit system does allow me to buy any recipe I want at the level I want for a higher cost than a random roll; why not have this capability for the ticket system?
In fact, we can set the prices for recipes based on their Bronze, Silver, Gold already defined roll availability; and say the choice cost you twice the random cost. Thus a Numina Regen/Recov being a gold roll would cost you 9000 tickets, while an Oblireation Acc/Dmg being a silver drop would cost you 1000 tickets, and finally a Steadfast KBP which is a bronze drop would cost you 150 tickets. I did choose double atm, because the most tickets we can hold is 9,999 so a gold choice could not exceed this value. But perhaps the x2 factor could be different for the silver and bronze recipies. Or perhaps the maximum amount of tickets we can hold can be increased to allow gold picks to cost more than 9,999 tickets.
Hugs
Stormy -
Mmm
I believe a real problem in these forums is the lack of civility from a few posters, and to an extent a bit of closed mindedness. Perhaps these behaviors had reduced the suggestions section to a basically impotent tool for players to "suggest" ideas or concepts to developers.
Frankly there are bad ideas, and terrible ideas; but if we go out of our way to flame those ideas we believe are bad, soon many folks will simply cease to suggest all together, and may become bitter and just become another useless flamer. The danger of lack of civility, is that a person who may suggest 9 out of 10 suggestions being bad, may not make that 1 good one.
I frankly appreciate the fact, that a person is trying to do something to make the game better, they may not do a great job of describing it, the idea may be lame, what not; but the important part is that "they are trying". It becomes even more significant to me, that they post it at the guaranteed fact they are going to get flamed. In a way, I admire their courage.
There are times I wonder, all these flamers going about, how many suggestions they made in the past? How many have been accepted?
Perhaps if we were a bit more civil, and yes nurturing, we could take a bad idea and help the poster understand why the suggestion is a poor one, or perhaps suggest a way to turn a poor suggestion into a reasonable one.
Let me tackle one for you all as an example.
Ice Armor Brutes.
Yes the idea of slowing down mobs is kinda contradicting to sense of building rage. But what if we work with the concept a bit... I know rage is gained by a combination of attacks on me (hit or miss) and my attacks (hit or miss). Why not allow the ice armor brute to build rage from the mobs being affected by the slow? Maybe allow Ice Brutes to have their rage cool down slowed as well, so they could build rage and maintain it. I don't see any laws that says that all brutes must earn and retain rage at the same rate, why not allow for different rates?
My suggestions, may not be perfect; they seldom are. But at least is an attempt to work on something that could be fun and would make a lot of sense for those who build ALTs based on concept.
I know its much easier to criticize, and even use insults to demonstrate, beyond a doubt, how right you are. But don't we all think we can be better than that?
Also I see lots of posters with obvious PHDs in CoX programming and provide ten commandment like judgments. Or simply say, its too much work for the devs, thus its a stupid idea. I much rather see a red name make that decision, and statement.
A lot of us want to see animals, the PHD software flamers say its too much work, so the idea is stupid. Frankly, I don't think its that impossible nor the work to be that astronomic, many other games such as CoX have animals (WoW, DAOC, etc) So it strikes me it can't be that impossible after all, if those "inferior" games have them.
What I am advocating is to be more can do, and those intelligent people who use their powers to flame, perhaps could use their intellect to think of ways to make many ideas workable.
Hugs
Stormy -
Quote:It meant Quality of Life Improvement, same as QoL, but it is good that you used good respectful means to convey your inquiry, its a sign of maturity.What the hell is QLI?
Also, I don't really see why "number of merits awarded" is very useful information. If you're playing through the game, it doesn't matter. If you're trying to farm merit rewards, number of merits per arc isn't what you care about anyway. You want to know number of merits per minute.
The way the merit system is designed, the merits-per-minute is approximately constant for each type of content (story arcs and task forces have different target MPMs, but theoretically all story arcs have approximately the same MPM). In practice, there are differences, of course. But if you're farming merits, you don't look at "what gives me the most merits at once?", but rather "what can I do the fastest?"
For example, when I was working on my Ouroboros badges, I found that the story arc I could finish the fastest was The Strange Case of Benjamin A. Decker (11m 27s):
If I were going to try and farm merits from story arcs, I would be running that one over and over.
Of course, Task Forces have a higher target MPM than story arcs, so if I were going to start merit farming, I'd try and find which TF I can do the fastest.
Your number of merits per hour, is actually not accurate. The developers data mine each Oro Arc, mission contact thread, and TF/SF, and use a median time value to determine how long the event takes and thus determine the merits these activities yield. And in the case of oro arcs, they throw a further 60% penalty modifier of 60%, so in reality the earnings are 1 merit per 12.5 minutes based on the median time it takes to complete the event.
All of my alts, all 30 of them are level 50 so gaining experience is pointless for me, my experience of going out there and getting recipe drops is ridiculously bad (I suspect the recipe drop rate is bugged), the influece you get from doing activities is comically low versus the cost of the recipies you want at the market. So what is a gal to do, to get the recipies she needs to improve her alts? The answer is simple, get merits, and then redeem them for the recipy you want. So what do you think, I spend my time doing? Thats right merit award hunting or earning. I guess I could try to farm, would be efficient, but frankly playing alone is kinda boring, so not that interested. If I have to do something solo, I really don't want to be tied up for hours upon hours, and then get like 5 merits per hour played either, if lucky. Often I may find myself needing 2 or 7 merits shy of the 250 I need of a recipe and there is o one to group and form a Tf at the moment or time of the day I am on, so I do look towards the Oro arcs for soemthing that could get me those 2 to 7 merits within an hour if possible.
I also have an issue with the metric of merits for time, for it does not allow for good game play, and even more punishing for good team play, in fact it seems it wants to reward the opposite. I believe the reason developers uses the mean time measurement is to mitigate the punishment for superior tactics, etc.
So really, now that you made me think about it, perhaps the information provided at the contact should be the merit award you can get from it and the median time to complete it, how many missions, how many are kill alls, hunts, escorts, etc. This way I can decide if doing this arc is within the time I have available to play or not, I don't like loging-out and returning cause I may need this alt for a TF when i come back, and a sense of personal challenge coming from "Am I good enough to beat the median?"
Stormy -
This is a Quality Of Life Suggestion...
So yes, I can go to outside sources to try to figure in advance how many merits a TF, Oro Arc, or contact mission thread gives.
But as QLI, why not have this information provided with the basic mission information content, such as wehn you click on a contact and it says, "it takes 6 people between levels 40-45 to do this TF, and when you completed you get 32 Merits"
It just makes it easy on us, who may be looking at an Oro arc to gain merits to supplement what we have to get a specific recipe we want, it also assurs us to be correct and up to date, where outside sources may not do this as well, etc.
As I said, its a QLI, if you don't care for this information is or not provided to you as a courtesy, you do not need to comment for this QLI is inconsequential to you.
Stormy -
Quote:People talk of earning then speak of easy obtention so long as done the one way. If this is true than whouldn't the person who did 100 Vanguard missions be more deserving than the person whom has done only 4 or 5 ship runs?
Why after completing the "Welcome to Vanguard" initiation; shouldn't we be given the basic Vanguard apparel things not even sold to say we are initiates of Vanguard?
Should ship raids be the easiest way to collect Vanguard merits? Fine, but it shouldn't be a 3-10 Vanguard merits per mission compared to 300 to 400 as someone once claimed. To me that seems like an unbalanced system of work to reward ratio.
It'll not matter that ship raids is the easiest way to obtain merits so long as there isn't an enormous gap between what can be obtained in raids and what can be obtained from mission rewards.
But, even if mission rewards were balanced with ship rewards I still could not change my view of having the price cap lowered for a cosmetic item that has no affect on the game. The only reason I could go with the opposite is if the costume piece were needed to use the Vanguard powers or if the pieces were unlocked account wide.
All pieces should be obtainable with just one raid completion. Any additional merits should go to all the extra Vanguard game effecting things. Needing to do any more is just using the pointless MMORPG system of extensive farming for unaffective items.
If there is a problem of Vanguard merits piling, than the answer isn't to raise the prices. The answers is to add to the list of item a person can by so even the casual player can afford to buy any one item with out a need to dedicate decahours of play time.
The "Welcome to Vanguard" should unlock the tights chest and pants and armored chest and pants the things not sold; and the boots with out the knee pads. This will be the initiation uniform.
One story arc complete or one ship raid start to finish should earn the merits to buy all if not atleast half of the sold pieces. Ship raids would still be the quickest way to earn merits by time of involvement to merits ratio. Sure people will earn merits faster by doing missions, but that's only because people aren't going to raid one after the other 24/7 even people whose server raids frequently would have to agree that a 24/7 raidathon is very unlikely to happen. Raids shouldn't be seen as a major income for merits, but as a sort of "chistmas bonus". People could earn the merits of a raid per arc and when a raid arises spend a mission's time to earn the merits of an arc. Making raids still the most efficient way of earning merits.
Even after balancing out the Vanguard rewards. The problem of piling Vanguard merits that many Vanguardians/Vanguardites still exist so I propose adding to the list of things to buy. Vanguard Teleport: One time use interruptible temporary power which teleports from any location to the Vanguard base. I'd try to think of other things to add but they would need to be placed in another post. The temp teleport is what to do to deal with large accumulation of merits instead of raising prices or disallowing the lowering of prices.
Force, I think you are unto something good...
I would agree, doing the Join the Vanguard Mission, should give you a basic Vanguard set so you can look the part. Then completion of the thread that follows that mission, should result in the entire suit as a reward of your proving yourself a loyal and effective Vanguard member.
The question once I unlocked this costume pieces for one alt, should it be account wide unlocked? Personally I would like to say yes, from one who build theme based characters, the opportunity to appropiately costume build the look from the get go would make sense. There is historical precedence for this; if you make an epic soldier of widow, you do get the appropriate pieces from the get go,so you can look the part.
Hugs
Stomry -
Quote:In theory you are very correct about the execution times, once you have a team, sadly I find myself waiting for hours for a red team to finally compose to the darn SF. Blue side is a bit better, but if you add the grouping time, you will find blue side is by far a better merit to time deal.Depends on what you mean by effort. SF/TF merit rewards are determined solely by average completion time. The TF's that reward lots and lots of merits also take several hours to complete. The major advantage TF's have is that there are more to choose from, and they generally take longer to finish than SF's, so you have more TF's you can theoretically do in a day, and each gives more rewards. Although the longer time required makes having more TF's to do somewhat irrelevant, except that you have a wider variety to choose from when deciding to do a TF. However, unless you have an unusual definition of the word 'effort', TF's and SF's generally require the same amount of effort for the reward.
You can do 2 SF's in 3 hours and get approximately the same rewards as doing 1 TF in 3 hours. Now if you're doing both with PuGs, then i can see the SF's as requiring more effort since you have to form a team twice. If you set up a team for doing the 2 SF's back to back in advance, then it's about the same amount of effort.
Personally, i prefer running SF's on weekdays since i have less time to play during the week. On weekends i can usually set aside at least half a day to play when i do play, so some TF's are more appealing then.
Hugs
Stormy -
Quote:That is good enough, as long as there is light at the end of the tunnel; that is good enough for me, I don't mind the hard work to change sides, in a way, that in itself could be very exciting.It will let you do that - but the side switching process is not quick - it not a "light switch" where you just flip between one or the other - changing sides will be hard, and it's quite posisble changing back again will be even harder.
Hugs
Stormy -
Hi:
All of my 15 level 50 Villains will go blue, so I can use the cheaper prices of recipes and salvage to IO Set Slot them, also Blue side TFs are better at rewarding merits for the effort than red side, and I need the Merits to buy the rare recipies such as Numina that I will be needing. Once my Villains have been fully IO set slotted, they will return to their villanous ways.
Hugs
Stormy -
Hi:
I been as of lately designing AE missions and truly enjoying the tools that come with it.
In many of the old TFs, I find that the missions, while at different zones, utilizes the exact same maps over and over. For instance, searching for the boss in room if a council mission, all you have to do is ignore the entire map till you find the pool room. Glowies are predictably in the last floor back room, so I just ignore everything while looking for elevators, and since we always use the same map, I already know where the elevators are at.
I believe if the TF would use the AE mission choice of random maps, it would actually help make the TF feel a little different from pass to pass. By allowing the boss to be in a random location, not always far back, it also helps with the enjoyment of the mission, same with glowies.
Not sure if the entrance to the mission can truly be made random, both in zone and where in zone. It would be nice, if that could be made random, as opposed to developer fixed with little variation at all. For instance when doing Citadel, it seems there are 3 mission order and location templates. You soon find that one template has mercifully missions near the hospital at IP, the others are travel abusive such either left or right of TV. Would be nice, if these locations could be made random.
Portal missions, it strikes me as stupid, that you do a mission in one portal, and for the next you have to go to the next building and use that building's left portal. I would think a portal would have some kind of dial-up tuner and could take you anywhere...
Well, these are some suggestions in trying to make TFs less obviously repetitive
Hugs
Stormy -
Quote:You got that right! I am not going to pay $50 for a new tutorial :<)There is going to be a crapload more than that. Marketing is just keeping a lid on things, so there isn't much to talk about yet. At the very least, there are new zones, villain groups, stories, badges, and powersets. You are not going to pay $50 for a new tutorial.
I really hope there are new meaningful content, power sets would be cool, villain group sets lets hope they go from 1 to 50 and not just to 20, same with stories hope they got stories all the way to 50.
We need more 50 content, and TF/SFs that are reasonable length ones and challenge such as ITF and LGTF for collaborative, and lenghts similar to Citadel/Manticore for blue side, and equivalent to these in red side with as many merits as well. I don't want new TF/SFs like the Dr.Q or dumb ones like Khan where you go thru so much bs and then get an insulting 20 merits for it.
Stormy -
Hi:
The reason for the light damage, is because this is a primary power set, which normally Defenders have no damage producing abilities in the first place, instead they buff/heal friends or debuff enemies with their primaries. On the other hand, the Defender with their secondaries are supposed to be able to do modest damage with. So I would have thought that if the defender could actually do some damage with their primaries while having reasonable secondary effects, and then add the secondary power set to the mix, you would wind-up with a much more offensive "solo" capable Defender while also being a fabulous group asset as well.
For this concept to work, the side effects would have to be considerably strong, and the powers recharging fairly fast, so you could stack quickly on Bosses and better.
I thought about the single target attacks, with more damage, but considering that those needs are covered by the Defender's secondary power set, would increasing the damage output of Alchohol Blast and having single targets instead of AOEs would that not unbalance the AT a bit and make it a bit Blaster like?
I also thought that the AOE effects at low level to actually be part of the Defender's survival mechanism. Considering that Alcohol Defenders have no status effect resistances, poor sustainable defensive mechanisms, and modest resistances; the need for some form of enemy group debuff and control would strike me as critical.
While I named the powers with a bit of humor, I am serious about the concept. I totally agree that renaming the power set to something more appropriate is definetely a good idea. I think Twilight_Snow is in the right track :<)
and OOps, I messed up in the snipe, it was supposed to be a Snipe ranged AOE attack. The idea was to long range aoe snipe a group of mobs, slow them down, then switch to my secondary power pool snipe and beat them up nice and good.
Hugs Stormy -
Hi:
I was thinking mainly as a villain, who uses alcohol to impede their victim's actions, but at the end like any weapon, its how it is used that decides if it is good or bad.
When I look at Defenders and Corruptors (to some extent), they are basically designed to be a team support class; either by buffing other ATs or debuffing the baddies and using their meager offensive damage ability to supplement the over all team's DPS.
So this proposal will fall on the debuff or weaken the enemy as opposed to being a buff bot.
Since the primary mission of this primary power set, is to messup the enemy, all approriate powers are ranged target AOEs, do light damage, and have practical side-effects. The real damage for this Defender/Corruptor mainly comes from their secondary power set.
Powers: I am using drinks for alcohol descriptors, but perhaps a more serious name set can be given to them, but for illustration purposes; I like my names:
1. Beer Splash: Ranged Targeted AOE, Light Dmg, -Def, -Res
2. Wine Splash: Ranged Targeted AOE, Light Dmg, -ACC,-Perception
3. Moonshine Splash: Ranged Targeted AOE, Light Dmg, AOE Immobilize
4. Gin Splash: Sniper Ranged, Targeted AOE, Light Dmg, Slow
5. Stirred: Self, +to hit, +dmg
6. Shaken: Self, +Range, +MAG Effect
7. Vodka Splash: Ranged Targeted AOE, Light Dmg, AOE Confuse
8. Whiskey Splash: Ranged Targeted AOE, Light Dmg, AOE Disorient
9. Tequila Splash: Ranged Targeted AOE, Modest Dmg, AOE Hold
What you all think?
Stormy
Ps: Was thinking under stirred to add +status effect resistance since its hard to be mind controlled when semi-drunk, but opted not to recommend that to remain within the built-in vulnerabilites assigned to support classes. -
I am not too sure about military history, but I don't think it has much to do with this thread, or so I hope...
I believe the real issue to be:
"Is it appropriate for in-game costume items to come with acquisition restrictions?"
I basically see two camps with regards to this:
1. It is appropriate, for the costume piece is a badge of honor, something one earned.
2. It's inappropriate, all costume pieces should be available to support character concepts; this emotion would be fairly strong among players who roleplay and actually do make alts based on a concept despite that may be handicapping themselves.
Frankly, I can see both sides and believe there can be a happy middle of the road.
The simple truth, all costume pieces and sets should be readily available to any player at any time. But perhaps the introduction of special jewelry (medals for instance) can be earned as opposed to costume clothing pieces. The only exception to this rule, are costume sets one purchased through game upgrades, you got to pay to get them :<)
Hugs
Stormy -
Hi:
I am looking forwards to going Rogue, if the advertisement is true where your Villains can turn to Rogues and then turn to Heroes. I would like to learn more about that process, anyone have any info or can point me out to it thru a thread?
My original thoughts are:
1. Villain side cost for salvage and recipies are way more expensive than blue side.
2. Convert my Villains to Heroes, fully IO set them as heroes
3. Revert back to Villain
That is my basic gameplan for "Going Rogue", if the expansion will not let me do that, I am not sure havig a new origin (Praetorian) with a zone or two to allow me to reach 20 is worth the $50 for the expansion.
Hugs
Stormy