Tenzhi

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  1. I'd have all pets be the same level as the MM.
  2. Quote:
    Originally Posted by I Burnt The Toast View Post
    Or they could just make new animations involving staff for all blast primary/secondaries...
    They could (and I would like to see it), but the initial suggestion seems to call for multiple damage types within the same set.
  3. Quote:
    Originally Posted by Zeh_Masteh View Post
    Also, since you're Thugs/FF, I'd assume you have alot of defense: enemies don't like missing alot, so they will also run if they keep missing while also taking damage.
    That's what I was afraid of. Makes it completely not fun to play, in any case. That character will likely be on the chopping block next time I play.
  4. Quote:
    Originally Posted by MaestroMavius View Post
    I had a thought after my small diatribe earlier...

    Could it really be any worse that TMNT III?

    Personally, I liked the third movie better than the second.
  5. Quote:
    Originally Posted by Necrotech_Master View Post
    its not a mm issue, baddies in general dont like patch powers, their AI is set to run out of the patch regardless of what else is happening (most of the time this is true)

    the burn patch the arsonist creates, the burn patch the robots create both have the effect of causing baddies to run for the hills

    a lot of debuffs can also have the same effect with things like rad toggles darkest night, and tar patch and oil slick arrow usually all cause baddies to run
    I thought the Arsonist doesn't get the Burn patch until the level 32 Upgrade?

    And with the FF secondary I had no debuffs or patches of my own.
  6. I know this complaint has been brought up about the game in general from time to time, but this weekend I got a Thugs/FF Mastermind up to 26 and in the 20s running enemies became a nearly-every-spawn issue for him. I'm used to one enemy breaking off every now and again and running for the hills, but this was every enemy in a spawn nearly every spawn I'd fight in missions. The few times I ran the DIB trial, even the giant Shivan at the end was scampering around and jumping up trees like a frightened monkey.

    Is this a general Mastermind issue, or is it a matter of having all these minions with Defenses over the soft cap?
  7. Quote:
    Originally Posted by Ironblade View Post
    Marketing likes to "pace" the releases of powersets.
    I hear they drink tears and feed on hate.
  8. Quote:
    Originally Posted by Xzero45 View Post
    The same could be said of the 80s/90s cartoon that had taken what was a more grim, dark, monochrome comic book TMNT and had them saying catchphrases, being obsessed with pizzas, and having Shredder reduced to sometimes comedic, Saturday morning villain with incompetent henchmen that embodied 80s trends.
    At least they were still Teenage Mutant Ninja Turtles. Even Venus, the female TMNT character from the misbegotten live action series managed that much.

    Shell breasts, man. But still a TMNT.
  9. Quote:
    Originally Posted by Hit Streak View Post
    So, J-Law says we'll have a pug option if/when Masterminds ever get pet customisation.

    Then we could have pug PUGs.
  10. Tenzhi

    Your DXP Plans

    I started a Mastermind and got it to level 26. I'll probably delete it because it's annoying to play due to ever enemy running away. That was particularly annoying in the Drowning in Blood trial. Chasing a giant Shivan all over the place is very frustrating.

    I started a Dark/Time controller and got it to level 15-20. I'll probably delete it, though I might remake it as a Dominator.

    I started a Fire/Fire Brute and got it to around 15. That one feels like a keeper so far.

    I gained a few levels here and there on several other existing characters.

    And then the servers got shut down an hour earlier than expected.
  11. Quote:
    Originally Posted by RemusShepherd View Post
    Any person able to carry a shield and move on a battlefield should be able to lift that shield to protect an ally more than three times per day.

    I'm fine with limitations based in realism. But arbitrary limitations are a feature found in computer games because of the limits of programming and interfaces. Arbitrary limitations are what make a PnP RPG feel like a computer MMO. They should be avoided whenever possible.

    I agree that it would be more fun to remove arbitrary mystic limitations. They just don't bother me as much as the physical limits.
    Arbitrary limitations existed in PnP RPGs before RPGs were computer games.

    On the subject of shields: being able to carry it and move doesn't guarantee being able to lift it to protect one's self much less someone else. And I speak from the experience of having done so during a limited stint with a medieval recreationist group. There comes a point when it's not possible to raise it, though you might be able to carry it and move, as well as swing a weapon with the other arm. Heck, you might even be able to push outward with the shield yet while being unable to raise it. However you handle such an issue in game mechanics, the cut-off is liable to seem arbitrary; even moreso if game balance is a factor.
  12. Quote:
    Originally Posted by RemusShepherd View Post
    Because physical effects have their basis in real world physics. Mystical effects have whatever limits we say they do, because they are fantasy.
    Regardless of real world links or a lack thereof, both involve effort real or imagined that has limitations. Call it strain, call it exhaustion, but whatever you call it in real life you get to the point where you can't do what you might've been able to a minute ago without taking a breather, though you might be able to perform lesser tasks. There's not going to be a game mechanic to perfectly simulate that and still be fun, but it's the sense behind the physical limitations and ultimately the mystical limitations as well. There are those who rail against the mystical limitations for similar reasons as yours.
  13. Quote:
    Originally Posted by Texas Justice View Post
    It is natural to assume that all XP is XP, because XP = XP. However, iXP ≠ XP.

    Two completely different things. Used in two completely different ways in the game.

    XP is used to advance in actual levels all the way to 50. At level 50, you stop gaining XP because there are no more levels to gain.

    iXP is used to open an Incarnate slot, not gain levels.
    iXP may technically be different than XP, but it is nominally XP. Which may naturally lead to the aforementioned assumption. Perhaps they should've named it better to avoid potential confusion.
  14. If mystical efforts can be arbitrarily limited, why not physical?
  15. And like the child who grabbed the cat's tail, you are technically right. Never mind that the cat was naturally going to run away and pull its own tail, or that it's natural to assume that all XP is XP. The cat was technically pulling its own tail, and the assumption was technically incorrect.
  16. Quote:
    Originally Posted by Texas Justice View Post
    Really? That's your response?
    Indeed. "The cat was pulling its own tail" is a statement that may technically be true but is still unacceptable.
  17. Quote:
    Originally Posted by Texas Justice View Post
    If you are doubly disappointed it is because you were mistaken about how Patrol XP works for DXP weekend and mistakenly assuming something would be doubled that was never stated to be doubled (iXP).
    Yeah, and the cat was pulling its own tail, too.
  18. 40. Create a teenage clone of him, a robot replica, a half-clone cyborg, and spur some token minority into symbolically taking up the Statesman mantle. The ensuing nonsense is sure to warp reality and rouse Statesman from death, possibly blowing his mind so much that he splits into two Statesman energy beings.
  19. Quote:
    Originally Posted by Reiska View Post
    Nope. Spring forward, 10 AM EST is 11 AM EDT. :P That was my initial thought too, though. Maybe the server clock's just set wrong?
    Ah, yes. I live in Indiana and we just started getting forced to cope with the pointless irritation of DST a couple of years ago, so I always forget which way the meaningless adjustment goes.

    In that case, I take umbrage at this outrageous early cut-off! Umbrage, I say!
  20. Quote:
    Originally Posted by Reiska View Post
    So, uh, any explanation as to why the double XP is being turned off an hour earlier than advertised?
    I think it's technically not. The time listed is 10 AM EST, which I believe is 9 AM EDT.
  21. I like the Spock and the somewhat sepia toned Superman and Lois.
  22. System can absolutely interfere with roleplaying. If it is too complex or, say, involves a bunch of fiddly board-game-y bits and bobs, it can draw focus aggro away from roleplaying. Which has been my experience with 4th Ed, as well as space combat in whatever version of Traveller it was I once played.

    Also, I don't recall the existence of this run-by attack in the 2nd Edition AD&D rules.
  23. Perhaps some variation of Repulsion Field could replace the Taunt. And with a new animation and effect, Repulsion Bomb could potentially replace Repulsing Torrent.
  24. Quote:
    Originally Posted by Bad_Influence View Post
    the Beast pack also fits that motif by the way, borne out by the relative few I see using any beast pack part other than the Wolf tail, in the actual game. [I am on a high-population server btw]. Developer time is scarce, I say let's use it for the greatest overall good.
    I know it's got *such* a low population, but I see them all the time on Virtue. The beast heads and tails are frequently used, and the fur bits that are exactly like Monstrous Fur except they don't force skin colour on you are fairly common. And I believe the feather burst costume change was part of the pack, which is something else I see used.

    The Monstrous Leg options aren't used as frequently, but I'd wager that's due to limitations and problems with Monstrous Leg options in general more than anything else.