Twigman

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  1. The Oroboros team knew Statesman and Hero1 were short on manpower to fight in the final Battle to close the transporters from the rikti home world, So they sent modern day Heroe/Villains back in time to help.

    I like the fun mission and cool [vintage] viuals this mission set would have to offer. Could be the next SIGnature Story Arch.
  2. /signed

    It could be a mission set and be started based on a contact in Pretoria instead of a trial, though, the trial concept would work as well.

    Also like that it would have people learning the trials and how to beat them before hand. We need those for underground and Keys.
  3. Twigman

    Rage Defense

    RAGE DEFENSE (biserker, so I'm told)

    The resistance for the set would be Smashing 80% with full taunt only 20% with taunt off. L/F/I/E/N 60% psy 20%

    1) Controlled rage: [auto] *+special (as <(BASE)> health decreases, HP/regen/damage) Full controlled rage bonuses: The HP bonus would be 50% of HPs and regen bonus would be as high as a regen scrapper with instant healing on. about 150 HP per sec at 33% health.

    The HP/rage scale is formed like this [( base hp )(rage hp)] Meaning, if your base HP is 2000 and your to "controlled rage" TOTAL HP is 3000. If you're damaged for 100 HP, you're HP go up by 50.

    2) Aggravation: [toggle] res S/L/F/I res to stun

    3) rage fuel: [auto] end/HP buff, res to end drain and recovery/regen debuff

    4) focused rage: [toggle] res L/E/N/psy, res placate/fear/-tohit/hold/immoblize

    5) can't back down: [toggle] taunt 5% Smashing resistance per enemy reduce secondary effects by 10%

    6) short temper: [click] minor self heal, build 50% controlled rage bar (dam/regen/HP) for 5 sec

    7) beating heart: [auto] F/I/E/N res, res to slow, recharge debuff

    8) rage stomp: [click] with fast recharge low endurance cost. built up rage can be used in PBAoE attack (scale of damage is 1 at full health, to 200 at full rage)

    9) uncontrollable rage: [click] Full rage buff, this would cap the dam/health/HP bonuses, cap all res except toxic, and def at 45% unenhanced When it crashes: loose all health/end (like electic armor), recovery debuff for 5 sec, PBAoE fear.


    It is a "take damage" based set, that being said, S/L resistance could be capped with IO enhancements, and all resistance, except toxic, would be around (tanker) 50% . It's weaknesses are: The damage/health/HP bonus requires being hit, toxic damage, and no def debuff resistance. BTW,The attack set would still do it's normal damage at full health

    For those that think you'll hate healers ... if a healer healed this set for 100 HP ... he would loose 50 HP of rage bonus. Affectively resisting 50% of the heal. So, He wouldn't entirely hate healers. healers would hate him :P But, if the healer healed him when his health was lower than the rage HP bonus, he would get the full effect and he still wouldn't care.

    For those that want the health bonuses to count like the rage bar ... I wouldn't. If it did that, the rage would build then crash, build then crash. and would make it a not very dependable defense.


    updated.

    This would be a damage/health/HP version of SR with the health dependant regen
  4. Quote:
    Originally Posted by akarah the hunter View Post
    I don't like this idea simply because if implemented it would do away with any "challenge" aspect of the mission. In effect, every mission would then just become kill some baddies. Yes these type mishes are frustrating at times but seriously do we really need to have the game any more watered down?
    I agree to a point ... The mission was timed for 1hr 30 min. I spent 10 min clearing the obvious mobs and an hour searching. In that hour I found the 5th of 8 hostages. The last 3 were never found. How do I know there wasn't a bug in the mission, maybe they spawned behind a wall. All I know is there might be an added timer, if there is a time frame that you spend on a mission getting no kills, it should auto show enemies. Or, in my case, the last 10 min of the mission, so you have a chance of completing it. or submitting a bug report (if the hostages aren't able to be found).
  5. A better solution would be for them to give hostages a sound like glowies do ... maybe yelling help or whinning or the same sound as the glowies. Cause I just let a mission fail on purpose caus I fan though the stupid CoT mission for 40 min and couldn't find anything.

    The reason hostages aren't shown is because they have a "mob" guarding them and the mission infor only shows what's left after all mobs are engaged at least once.

    A fix for the hostage issue might be classifying the enemies around the hostage as the target not the hostage themselves. that way when you clear all normal mobs, they enemies around the hostage shows on the map. Just a thought.
  6. Twigman

    Animal MM Set

    I'm not a big fan of the set ... that being said, you have no ranged powers for your pets.
    wolf: pounce, Pet (self) TP to target, foe knock down.
    bear: bee's nest, throws bee's nest at target <-- kidding couldn't think of one.
    Gorilla: trow bolder or large tree limb.

    I think the better pet sets would be
    young pup: 1-3 small dogs
    alpha female: 1-2 moderate size dogs
    Alpha male: large dog. Less animation work for Devs
  7. Quote:
    Originally Posted by Kirsten View Post
    Hm...Sounds interesting, but few people seem to use AE to start, and I don't think this would be very well-used.

    If it's any good, I'll sign it, but you may want to eleborate.
    The concept is: In the AE building, using the AE mission architect, you could create one AE only character. You would build and dress it with all the same settings as the enemies you can create in the builder for AE missions.

    I personally would really enjoy being able to make nearly any power combination to fool around with.

    Any clearer?
  8. Quote:
    Originally Posted by DarkGob View Post
    I can't have been the only one to notice the (I'm assuming unintentional) hilarious typo in the thread title where you capitalized the L in "Playable" to make "PL".
    It was unintentional. LOL
  9. There might be a couple pit falls in this idea.

    PS3 has a similar set up and I rarely see anyone in there. accept for a few random chatters.

    I can see a senario like this happening: your meeting starts at 7am, you started running from city hall to your office "office conference program" at 6:50am. You make it to the door of your office at 7:01 and completely loaded in at 7:09am. After the meeting your boss asks you why you were late ... your only honest responce is "I forgot I was only lvl 3 and don't have a travel power yet" can you say fired.

    I would enjoy this idea for a while, but don't see long term use.
  10. Twigman

    Spine Defense

    Quote:
    Originally Posted by Kirsten View Post
    I think this is an interesting set idea, but I wonder if it would have issues with the Spines Melee set. They would either have to change the effects to play nicely with it or suppress it. or make the sets mutually exclusive. I'm sure the SCR would apply here.
    All they would have to do is make the 2 spine sets require the same color and spine type ... that's the only limitation there would/should be
  11. Twigman

    new MM set

    any other feedback or interest?
  12. Every global should be able to make one playable AE character same as the AE enemy sets. He can only play in AE and only team with other AE toons. It would be a non LVLing, just for fun aspect of the game, like your RL toon feels like relaxing with some AE entertainment. He can earn tickets that are useable by the real game toon you're logged in as. it would be fun to mix and match anything and be able to play it. and since I feel the mix and match won't happen with real sets, this could be an alternative.

    It would be fun if you could play as an enemy to your real toon friends in a story.

    Maybe play a could Dev created stories where you are Statesman fighting the Rikti ... Could add some history telling and some random fun.
  13. Twigman

    Morpher AT

    Animal mastery,
    I could see a standard melee set that a MM power and controler power. The MM power would be like gang war. "calling the pack" a pack of wolves (whatever you pick) would charge in to your aid. This power would cause fear. The controller would be ... instead of a normal tier 9 for melee, you'd have a pet ... a large wolf (whatever you pick).

    This is if they don't want to put in the time for a full morphing set.

    I like the morphing idea, but don't see it happening.
  14. Quote:
    Originally Posted by Forbin_Project View Post
    For a hybrid business model to be successful the store needs to have consumable items that need to be replenished for sale. In this game the new dual/team inspirations are one of the few things that qualify. It's one of the drawbacks of F2P games and unlikely to change.
    I'll accept that reasoning for free players to have to pay for them. But VIP should still have them as drops or compine to make them. Then, for the VIP and F2P players should have these added as single player specialty ones to the pay for insp list:
    +HP
    +recharge
    +regen
    +recovery
    Level shift
    hami res/def
  15. Twigman

    Rewards Cooldown

    Quote:
    Originally Posted by Warpus View Post
    I think a command or dialog box would be a better approach. Otherwise you would be running all over the place to seek out contacts and see when you can get rewards again. I'm sure its not an easy deal, but man it would be nice to log in and just type: /Rewardtimer and get a list of sf's, trials, etc. that have your cooldown time before full rewards again.

    /signed

    it would give me a plan for each of my toons on any given day.
  16. Quote:
    Originally Posted by The_Spad_EU View Post
    I don't agree with the OP, but I wouldn't say no to some kind of large flashing indicator that said "This dickhead still has 3 acids/pac temps that he hasn't used" during Lambdas.
    /sign off on Spad's idea

    I also would like the mission specifice temp powers not to be bundled in with the 50 other temp powers I carry around. They should have their own list AT THE TOP.

    Also, a wrong way indecator if you're running away from the battle. LOL Lag has had me running the wrong way a few times. LOL

    Oh, and the hospitals that TP you the the stage your team is at, TPs you to a door you have to go through. I think that makes no scense. it should land you in the location after the door. noobs go running off (the before mentioned) wrong way. and no one else knows it cause they aren't on the same map to notice it. LOL
  17. Another advantage to a SG charity system would be that, the freebies would be encouraged to pay for the game, so they could be a real member of the SG due to SG only TF/SFs and benefits of the SG base. This could help the games over all pocket book. something to think about Devs
  18. maybe get a mentor badge that the freebie would sign off on as well. Kinda like trouble shooting forum searches "_____ is your mentor for _ months, have they been helpful [yes] [no]" This answer then informs the mentor of recieving or being denied the badge. To encourage valid mentorship.

    The other option would be a SG mentorship. The free account could ONLY talk in SG chat and isn't actually part of the SG itself. The likelihood of a useful person being online when the person needs them would be higher and might give a discount on base cost ... like a charity.
  19. Twigman

    Heroic Patrons!

    As I said before, positron visited and approved the AE building for use and noted that it would be useful for testing powers and TRAINING. This would fit your need for story line continuity. We could RP that he has been developing a training system in the AE for him and the other heroes who are to busy to personally train, can via the AE.

    Positron could be the contact and the powers trained in would be: Positron, manticon, sister psyche, or synapse. those would be hero only patron powers. Positron would "make a call" to have the set of missions set up for you, then send you to the AE building for training in use of the specific powers (maybe in each mission a hologram of the hero who's powers you're useing would talk about them and their uses)

    If you wanted to do vanguard, oroboros, or midnighters. Those would be based on completely different set of missions and would be available to both hero and villain. those might be unlocked by either completing all contacts in the respective area or a special mission arch.
  20. For 80 points I would buy team hami res/def. or a level shift insp or + recharge insp. or team revive/breakfree insp (for team wipes) ... but not something everyone gets drops on all the time. it's redundant and pointless.

    I do agree to add the ability to blend, say: 4 reds and 4 yellows to make a dual inspiration. or 5 of one size to make one larger insp of the same type. combine 8 (potential number of people in a team) into a team inspiration. Unlockable at the store ... seems acceptable

    it would be complicated, time consuming, and premeditated due to the pieces involved. you would first have to combine 8 reds then 8 yellows to make the team inps, then to make them dual you'd have to do that 4 times total to have enought to combin into ine single dual team inspiration. the math for a small red/yellow if bought from a contact. one insp = 50 X 8 X 2 X 4 = 3200 influeance plus the time and frustration to make them and that's just a small one. Medium would be around 16000 and large would be 80000 JUST IN INFLUENCE for just ONE. But it would be more acceplable than what you have going now.
  21. Twigman

    Heroic Patrons!

    Positron visited the AE building during development and said it would be useful for training and practicing powers ... why not have positron as the contact and he sends you to the AE building for the specific training. and "like" the first sig arch, you're given four missions in which you are to use each heroes powers (Statesman isn't inclused, just like Rucluse isn't) and at the end you unlock the ability to choose or repec for them.

    Recluse, Statesman, Reichman, etc (as shown in the oro incarnate arch) are the ones the incarates represent. they would not represent training of epic powers. FYI
  22. Twigman

    new MM set

    I was thinking the first group would throw dagars, second would be archers, boss would both throw and use a javulin like the new staff fighting set.
    I would like them to give this MM set broad sword and a shield ... but not likely
  23. have all melee weapons replacable by a pillow ... I wanna make a toon "PlayBoy Bunny"
  24. Twigman

    Spine Defense

    <[Remember everyone, look at the concept, I would have no say in what the final numbers and dynamics of the set, that would be the Devs]>

    Spine Defense

    1 Ridged spines
    smash/lethal def/res 20% base
    The potruding spines from your body can slow and even defect physical attacks

    2 toxic buffer
    auto +10hp +regen 50% +toxic res 12%
    The thick toxin just under your skin adds to your HP and increases your healing rate

    3 spine stance
    KB protection, +ToHit smash/lethal res 14%
    The spines potruding from your legs protect you from being knocked back and the steadiness of your stance improves your chance to hit

    4 toxic discount
    auto endurance discount
    The toxin pumping through your muscles cause you to require less effort to perform tasks

    5 toxic release
    Status protection PBAoE (ally) status resistance
    The toxin in your body gives you protection from hold, immoblize, sleep, stun, disorient, terrorize. Also it grants teammates in 20' radius resistance to the same affects

    6 toxic resistance
    toxic/energy res 12% negative 6%
    The toxin in you body becomes non cunductive therefor reducing the effects of normal and dark energy

    7 laced barbs
    PBAoE damage minor DoT slow and dam debuff effect
    the laced spined flung from your body cause pain and reduced strength in your opponent reducing their damage

    8 coolant
    toxic/fire/cold res 12% slow/end resistance
    The toxins in your body thicken to the point they protect you from severe cold and heat, along with resistance to slow and endurance drain effects

    9 Spine Flurry
    PBAoE Damage, extremeDoT -dam 50% -ToHit 50% slow
    The sher volume of spines causes the apponent to be weakend and blinded, therefor reducing their chance to hit and the damage they can do. Also slows there movement and does damage over time The ammount of effort required forces you to be left exausted of half your endurance
    [updated]The -damage it a part of the DoT. it does -.2 and lasts 20sec ... so if all hit, it takes 20 sec to have the full -50 effect (assuming they all hit).

    I always wanted a set like this ... it seems balanced to me Let me know how you like it.