Aett_Thorn

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  1. Quote:
    Originally Posted by andriulli View Post
    So today I upgraded my trial to an official account but when I go to the game it still says trial. I have 9 more days of trial or so but I want to get what I paid for since I can't add anyone to teams and am missing out on anything above lvl 14
    Okay, several dumb questions first, but this will help us to diagnose the problem.

    1) Did you UPGRADE your account, or create a new one?

    2) Did you upgrade by clicking on the link in the game, or did you just upgrade online?

    3) How long ago did you do this?

    It sometimes takes the game client a few hours to catch up to what your account says that it should have. If you UPGRADED your account, and it has been more than a few hours from when you did that (especially if you went through the game), then contact NCSoft support. Otherwise, wait a little bit, and see if it goes away.
  2. Quote:
    Originally Posted by Kitty View Post
    this account hasnt been used in years so I don't think it's my monthly limit

    I purchased a subscription, name change and a booser pack

    but that didn't cost me much at all so I'm not sure why that would lock me out


    edit: I read that there is a 100$ monthly limit, but I have spent about 40$ at the most on what I bought, so I'm not sure why that could be the problem if it is
    Again, there is also the daily limit, set by the company. It won't allow you to make several purchases in the same day, and I think that each time that you try again, it resets the 24-hour clock on that, but I could be wrong on that part.

    Wait 24 hours from now, then try to make another purchase. If that doesn't work, then contact NCSoft support.
  3. Stupid question time!

    Are you actually supposed to be able to create a Demon MM? Meaning, did you pre-purchase Going Rogue?
  4. Hmmm...I might have to look into Aion some more then. That power just looks really cool.
  5. Well, since the question has mainly been answered, I will only add this: OP, welcome to the game and to the forums!


    Also, off topic, ElectroHawk, what game is that in your avatar?
  6. Quote:
    Originally Posted by _Klaw_ View Post
    I reckon they'll get to it but it's low down on the list. as it's part of the badge system it will probably take a lot of work to change it.
    Not only that, but they'd have to restrict it to certain vet rewards. They can't just wipe out the vet rewards that you've chosen, and then replenish them. Things like costume change tokens, respecs, and merit rewards would all have to be made so that they can't be rechosen.
  7. Aett_Thorn

    Bone Armor

    Quote:
    Originally Posted by Shuriken_BladeX View Post
    ^ That looks amazing.

    Edit: Only reason I didn't suggest resistance instead of defense/regen was because I thought people would just call it a willpower clone. I was thinking of giving some of the moves that extra resistance you get like in SR when your close to death or something.
    Well, Willpower is kind of a Regen/Defense/Resistance hybrid set, which is what makes it so great: it's got a little bit of everything, stacked on top of one another.



    But how about this for the Tier 8:


    Retributive Shatter

    While this power will not protect you from dying, nor bring you back, it can be an agent of pain for whoever brings you close to defeat. As you die, your bone armors shatter in a spectacular fashion, damaging all foes around you.

    Type: Not sure on this, because a passive might not work with the tier 9 almost killing you, and I don't want it to be able to work with Self Destruct. But it should be on the rest of the time for free.
    Effect: Damage similar to Soul Drain, but activated upon death automatically, and does not Rez you.
  8. Aett_Thorn

    Bone Armor

    Well, I like the Defense/Regen idea, but I feel like there have been a lot of Defense sets coming out recently, and fewer Resistance sets, so, if I might take a crack at it, here's what I'd think the set would look like.


    Bone Armor

    You are able to cover yourself in bone and/or bone-like substance. While giving you decent resistance to Smashing, Lethal, Toxic, and Negative Energy Damage, the set is weaker to Fire and Cold damage, since bone isn't that good at stopping heat transfer. (All resistance values are for the Tanker set)

    Tier 1: Carapace

    You create a sturdy coating of bone over your chest to protect your heart and other internal organs. This bone covering gives you good resistance to Smashing and Lethal damage. The carapace also tends to protect you from toxic damage, as the toxins don't make contact with your skin.

    Type: Toggle, 0.2 end/second
    Resistance: 25% Resistance to Smashing/Lethal, 20% Resistance to Toxic Damage


    Tier 2: Bone Shards

    You create a number of bone shards that stick out from your body, damaging all enemies who are in close combat with you. These bone shards are covered in a mild toxin, making the shards do lethal/toxic damage over time and potentially slowing your enemy's movement and attack rate as the toxin races through their system. (these would look similar to how Spines look. If possible, allow this power's customization to match with Spines', so that it would allow for the Spines to be out permanently as long as this toggle is on)

    Type: DoT aggro toggle, 2.0 end/second
    Damage: 6 Lethal damage, 2.3 Toxic Damage per tic. (or whatever damage normal tanker aggro auras do)
    Secondary Effects: 40% chance for 25% recharge and movement penalty to those hit.


    Tier 3: Marrow Coating

    You are able to coat your body in a protective layer of marrow. While not useful against physical forms of damage, this does protect you pretty well against Negative Energy Damage, as well as providing some protection against Energy, Fire, and Cold damage.

    Type: Toggle, 0.2 end/second
    Resistance: 30% to Neg. Energy, 15% to Fire/Cold/Energy/Toxic


    Tier 4: Internal Plating

    Your skull becomes much more dense, and your facial skin grows thinner, giving you the look of having a skull for a head. As well, you create hardened bone casings around your heart, liver, and kidneys. The denser bone provides protection against mental effects that would otherwise hinder your efforts (just go with me here, people). This provides protection against Hold, Immob, Stun, KB, Sleep, and Confusion effects on you. The bone casings on your internal organs allows them to work more efficiently, giving you increased regenerative effects.

    Type: Toggle, 0.2 end/sec
    Resistance: 12 Mag protection against effects listed above
    Regen: +200% (enhanceable)


    Tier 5: Bone Plates

    You cover your extremities in hard boney plates. While providing good protection to you, they tend to fall off as you take damage. This means that while you are in good health, they provide their maximum resistance numbers, but as you take damage, the resistance they offer begins to lower, until they provide very little protection when you are almost dead.

    Type: Toggle, 0.2 end/second
    Resistance: Somewhat opposite of SR's scaling resistance. The more health you have, the better these protect you. The worse off you are, the less these help. Not sure on exact numbers.


    Tier 6: Calcify

    You are able to give your internal and external bones a quick dose of calcium, strengthening them, and you, for your fights ahead.

    Type: Click, 13 endurance cost
    Effect: Self +Heal, +HP (Dull Pain Clone, minus the Toxic Resistance)


    Tier 7: Bone Cage

    In dire times, you can create a thick wall of bones around you, protecting you from all harm and allowing you to rest and recover. However, the thick wall of bone prevents you from harming your enemies, either.

    Type: Click
    Effect: Same as Hibernation, however, because you can get it earlier, and because of how it would affect other powers in the set (you already have increased regen, and because of Bone Plates) this would be on a MUCH longer recharge).


    Tier 8: Not really sure what yo put here. Open to suggestions.



    Tier 9: Avatar of Bones

    Your mastery over bones is epitomized in this power, allowing you to turn yourself into nothing more than a living pile of bones. When this power is activated, your flesh turns to dust that is made into bones of all shapes and sizes that cover your former body. Giving you great resistances to most damage types, when this power expires, you are only able to recover a portion of your former self, leaving you drained of most of your health and endurance.

    Type: Click with crash
    Effects: Similar to, but less effective than, Unstoppable. Gives you 40% Resistance to Smashing, Lethal, Negative Energy, Energy, Toxic and Psychic Damage, but only 10-15% Resistance to Fire and Cold Damage. 90% heath and full endurance crash at the end of the power, on a 1000 second, unenhanceable.



    How does that look?
  9. I like it!

    Maybe even, though this would take a little bit more coding to do, probably, but have the price scale be set up with a timer. The more you try to make in a short period, the faster the price goes up. Basically, if you create too many of these in say, a month, the prices jumps exponentially, to prevent someone even at level 50 from being able to completely unslot their enhancements at once.

    But, as time goes on, the timer can reset if you haven't used one in a while, making it more for use as a one-at-a-time thing, but if you have a lot of influence to waste, you can pull out enhancements in a power.
  10. Quote:
    Originally Posted by IanTheM1 View Post
    Free respecs from new issues are generally given out so that you can alter your build due to whatever changes came with the patch. You shouldn't need more than one, nor bank them, then, especially if you're not even affected by the changes.

    However, due to the dual builds system, clearly something needs some tweaking as now it is perfectly valid to require two free respecs. I'm fairly certain the devs are already aware of this need, though.
    Don't they tend to now give a free respec on issue release, then a few days/weeks later, give out another?
  11. Quote:
    Originally Posted by Mad_Cow_Milk View Post
    I find myself stuck in the concepts of creating a natural hero. One that does not have any devices or unusual powers from magic, mutation, chemicals, etc.

    With Viechles already out of the current question, as of 2008 at least, what new powers can we comfortably use or create to fit this origin of a natural hero?

    Or is it possible to start re-visiting the subject with further options to customizable the graphics of transportation powers option here and possibly expanding, and just re-work the graphics of a current transport powers.

    Edit: It just seems odd that we have this entire category of hero that has no transportation power to fit it in the slightest.

    So I am basically asking for ideas, what do you have to solve this problem?
    This issue has come up every once in a while over the years.

    The short end of it nowadays is this: "Natural" as an origin covers a lot more than what most people think. Remember that Superman would, in this game, be considered a Natural origin. Any member of his species that comes to our planet develops the same abilities, yet he can fly.


    However, I know what you're talking about. You want a travel power for a normal human being. As such, you have a couple of options:

    1) Roleplay a bit. Just because your character is a normal human being doesn't mean they couldn't borrow a cool pair of rocket or piston boots from a friend, giving them access to flight/SJ.

    2) Slot for movement speed increases.

    3) Grab hurdle and Combat Jumping, and use those (provides a decent amount of speed, if you're not in too much of a rush).

    4) Buy the Ninja pack, and use Ninja Run to get around, especially if stacked with Hurdle or Swift.


    Hope this helps!


    Edit -> Drat! beaten to it!
  12. Quote:
    Originally Posted by Residentx10 View Post
    I have a controller mutant. I have access to a power called Phase Shift. It allows me to put enemies on another plane or dimension. While this is a nice feature...my team still takes damage from enemies when I use this power. Also, I don't use this power very much because it confuses my team. They think it is hold or immobilization and they continue to waste time by attacking enemies I have applied this power to. I'd really like to apply this power to my allies so they can hit the enemy while they are protected. How do I get individual and group Phase shift?
    First off, many in this game consider the group-intangibility powers to be kind of useless. Most teams have enough AoE damage potential that they can obliterate the weaker enemies in a short amount of time, and a power like this only increases the amount of time it takes to clear out a group of enemies. I would strongly recommend that you respec and drop this power, unless you solo a lot.

    If you want an individual foe intangibility power, you'll need to get a character with either Force Fields or Sonic Resonance. Those two sets get single-target intangibility powers, though they run into the same problem in groups, just not as badly.



    Also, since you're new to the forums, welcome! However, if you have related questions (you have two on your Gravity Controller, for instance), you can put them into the same post. Also, your origin isn't really relevant, since it has little to do with the powers in question, so we don't really need that. :-)


    Hope this helps!
  13. First off, there's no way to physically control Controllers' Pets. Only Masterminds get that level of control over their henchmen. So, if you need it in a specific spot, you will need to resummon it.

    If you want it to take the alpha strike (the first volley fired by the enemies), then you may need to take a stealth power, or use an Invention enhancement that gives you stealth, so that the enemies see your Singularity before they see you.
  14. In addition to what was said above, I am hoping that your forum name isn't the same as your actual, real-life name. I'm sure that it's not, but it seems like an odd forum name to choose.

    If it is, you may want to consider changing it, since there are a lot of odd people on the internet, and you might not want them knowing your real name.
  15. Aett_Thorn

    New Enhancements

    Quote:
    Originally Posted by Sharker_Quint View Post
    nope.
    Well then yeah, I'm at a loss, too.
  16. Aett_Thorn

    New Enhancements

    Quote:
    Originally Posted by McBoo View Post
    I have to wonder why you are suggesting a new enhancement specific to Assassin Strike. I am admittedly not all that Stalker savvy but what would the new enhancement offer over and above the endurance reduction, accuracy, damage and recharge enhancements that are currently available?


    >
    Maybe interrupt reduction? Can they take those?
  17. Resist Physical. No question.
  18. Going to try to break this down a little:

    Quote:
    Originally Posted by Aitchuu View Post
    Regardless it does nothing to alter my point that there is no difference between the various Set Taunts. This is proliferation in a bad way - distributing the ‘same’ power out across many sets.
    There is nothing inherently bad about this. It can be done so that each powerset within the AT can perform the AT's role in a similar fashion, without having to worry about balance issues between sets of that AT. Look at how Rage works versus Build Up, for instance, and you'll see what I'm talking about when trying to compare sets.

    While offensively, they tend to stack up well together, maybe with a slight edge to Rage (but the rest of the set is built with it in mind), but if you look at it from the crash's perspective, you'll see that Defense-based primary sets get hit harder from the crash than Resistance-based sets. As such, Rage is not easy to balance with the other Tanker secondaries because of how different it is.

    Quote:
    Archetypes without a Taunt in their power set can go to the Presence pool; so why force it on Tanks, Scrapers, and Brutes? By force I mean deny a thematic power, and offer instead a power anyone can have. A Dark Controller gets to chose from 9 Dark powers, but a Dark Tank only gets to chose between 8 plus Taunt. Use that ninth power to further define/diversify the Set theme. If a player thinks Taunt is a must for his/her character - allow the player to decide which of the set powers to replace with a pool power - don’t deny the option.
    I know of very few Tanks who mind having to take Taunt, and most don't mind having a power that helps them to do their job well. Like was said above, Tankers used to HATE having to take up a power pool slot just to do their basic job. DO NOT take Taunt out of the Tanker secondaries. 8 powers is enough to diversify the sets, IMO.

    Quote:
    Look at any power set shared by different archetypes. Invulnerability for example – Tankers get better defense benefits from the set than Scrappers do, generally on the order of +33% more defense. Force Fields are another good example; the Defender version grants better protection, but the Controller version has better secondary effects – Knockback and a stronger Detention Field. The Mastermind version is the worst of all, having neither of these advantages. And this plays exactly to my point. Why create all these individually tuned versions of powers when you could make one power which is then augmented by the archetype of the character using it?
    Because it is far easier to just use AT Modifiers than to create individual powers for each AT within a shared theme? You seem to really misunderstand where these differences between the powersets is coming from. Very few are actually coded differently when moved to other ATs (Masterminds being the one major exception to this, because of how their primaries are set up). Most of the time, a set can be shared with very few problems, because the basic groundwork has already been done.

    For instance, you could straight port Ice Armor to Brutes. Just take the set, and allow them to use it. The Devs don't need to make a new set exactly like Ice Armor for them to use. As soon as they got it, their Defense and effect values would be already set up, with the Defense values lower than that of the Tankers, because of the AT modifiers. There's no need to make a new powerset to do it. It's already handled.

    Quote:
    Here’s the thing – if there is an ability common to the majority of sets within an archetype, something that they all can do – that’s called an inherent power. And it should be recognized that there are more than one inherent power per archetype. Below I have collected the archetypal abilities into 4 inherent powers which are earned at levels 1, 6, 10, and 20. Inherent powers are not currently enhance-able, but I suggest these be, and come with one free slot when you get the power. Most are auto powers; and those that are not rarely allow endurance or recharge reduction, and never allow enhancements from invention sets.
    This right here I'm interested in seeing a bit, but it does have an inherent problem when you look at some of the individual ATs that you'll be looking at. I will address each one individually below, but that "and never allow enhancements from invention sets" is going to be a problem.

    Quote:
    Does it mean a lot of work? Yes it does. Will the game be better? My answer is that the game would be more diverse. The math that I’ve done (and probably not entirely correctly) is based on 2-slotting the appropriate Archetype power with SOs of the same level. This leaves the opportunity for undervaluing an archetype power, which could be disastrous. Players could also super enhance their archetypal abilities. With these archetypal powers diluting the enhancement supply, those powers that are heavily slotted will stand out even more. You would see diversity in archetypes far more than you do today: the Gauntlet Tank focused on mob control, the Robust Tank focused on occupying the boss, the Hale Tank (meatshield) sponges up damage for the team, etc.
    Using up extra slots on powers might not be as well received as you might think. If people are slot-starved (like the EATs tend to be), then adding other, additional things that they need to slot won't be seen as a positive for them.
    Quote:
    Tanker Powers:
    1) Gauntlet (auto) this is an AoE secondary taunt attack against the same target as your primary attack. Any target(s) hit increase their aggro towards you and suffer a -25% debuff to attack ranges. This power allows you to slot Taunt enhancements on any attack power you take, and adds +60% to the taunt value of every attack you make. It also adds 1 to your threat rating. Enhancements: taunt. Replace Taunt in all secondary sets with another theme power.
    6) Robust (auto) +23% boost to any power that provides defense, protection, and/or resistance. It also adds 1 to your threat rating. Enhancements: defense, resistance. Reduce values of defensive sets to same values as Scrapper/Stalker.
    10) Hale (auto) +50% hit point boost. It also adds 1 to your threat rating. Enhancements: heal. All archetypes use the same schedule of hit point improvement per level, this power augments it.
    20) Build-Up (click) +20% to hit and +80% damage to all melee attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Replace the Build Up power in all secondary sets with another theme power. Note that as a click power, using this anywhere but prior to starting an attack chain should spoil the sequence.
    1) Taunt is a good power that has its uses. It's auto-hit, and is in fact the ONLY auto-hit Taunt effect versus AVs and Giant Monsters. It also has one other useful benefit: It's ranged. Yes, this might seem anti-thematic for Tankers, but having that ranged Taunt option can help in a number of situations. Removing it, and just replacing it with a different version of Gauntlet (though why you'd change something that's working fine as it is is beyond me) and another attack (when a lot of builds already have a complete attack chain) is beyond me.

    2) Why? Why not just have your armor values be stronger from the get-go? There's absolutely no need for this to be a level 6 "inherent" power when the armors can just be set to their correct value at the beginning of play. Also, Tankers already have the highest AT modifier for their Threat rating. Boosting it by 1 wouldn't help all that much. Also, Tankers have their powers as about 33% more effective as Scrapper secondary powers. Lowering their base to Scrapper values, then boosting them 23% would be a nerf to Tankers across the boards. Something that they'd now need to slot to get back to the same status quo. That's a bad idea.

    3) Hale is just a bad idea. Several Tanker sets can already get to the HP cap, and some can perma-it. Adding 50% HP to an already-capped Tanker does nothing.

    4) This means creating whole new powers in every Tanker set, then creating new animations for each of those attacks, three times over. I'd rather have them make a new set, honestly, then try to do this.

    5) Additionally, I know a lot of tankers that use enhancement sets to get the bonuses. You'd be taking that option away from them.

    Quote:
    Scrapper Powers:
    1) Critical Hit (auto) 3% (plus any value from the power) chance of critical hit with any attack. It also adds 1 to your threat rating. Enhancements: to hit buff.
    6) Build-Up (click) +20% to hit and +100% damage to all melee attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Replace the Build Up power in all primary sets with another theme power.
    10) Hale (auto) +25% hit point boost. Enhancements: heal.
    20) Challenge (auto) Targeted secondary taunt attack and -20% debuff to target’s range. This power adds +30% to the taunt value of every attack you make. It also adds 1 to your threat rating. Enhancements: taunt. Replace Challenge in all primary sets with another theme power.
    Honestly, these would all be either a nerf to scrappers or again completely unnecessary. Their Critical values are higher than that now, especially against bosses. Also, I think that you really need to learn how "inherents" work on many ATs. The Scrapper "inherent" of Critical hits isn't an AT-wide thing. It's baked into each individual attack as a separate value. Adding an across the board 3% value to criticals isn't as easy as you might think that it is.

    Quote:
    Controller Powers:
    1) Containment (auto) +50% damage to targets Held, Immobilized, Slept, or Disoriented. Enhancements: damage.
    6) Protection (auto) Your primary and secondary power sets each give you one of the eight damage keywords, each of these keywords gives you 3 pts. of protection from secondary effects of that type. Enhancements: defense. The secondary effects do not carry the damage tags as far as I can tell, but they need to.
    10) Magnify (auto) +20% boost to the magnitude and duration of any secondary effects of your powers (cage, fear, hold, immobilize, intangible, knock back/down/up, placate, repel, sleep, slow (movement), stun, taunt, teleport foe) Enhancement: accuracy (standing in for all secondary effects).
    20) Amplify (click) for a short time the damage and range of all your attacks are at -25% but the magnitude and duration of secondary effects improves +20%. Enhancements: to hit buff (which boosts the magnitude of any cage, fear, hold, immobilize, intangible, knock back/down/up, placate, repel, sleep, slow (movement), stun, taunt, teleport powers you have, not the duration).
    1) Containment now does +100% Damage to mobs that are somehow controlled. Making it 50%, and then requiring the Controllers to add two slots to the inherent just to get back to current baseline would be seen by most as a nerf, because it would be.

    2) I honestly am not sure what you're suggesting here. Are you suggesting that if a Controller uses a hold power, that they get Mag protection from holds? If so, that is a huge buff to many sets, but not so much to others (look at Illusion Controllers, for instance). Also, there would be absolutely no way to slot that, since Defense buff enhancements don't buff Mag protection.

    3) Again, a huge buff to an AT that largely doesn't need it. And again, look across all controller sets and you'll see a large disparity here amongst powersets within the AT.

    4) This would be used by very few people. The duration and strength of the powers are usually enough, but the damage is where they tend to need help.

    Quote:
    Defender Powers:
    1) Vigilance (auto) endurance discount as teammates are injured. Any power you have with the keyword ‘group’ (group fly, group teleport) has a -30% endurance discount. Enhancement: endurance
    6) Protector (auto) any ‘granted’ power you provide has a +20% effectiveness. Any Healing, Recharge, and/or Recovery that you use on a teammate has a +20% effectiveness. Enhancements: defense, resist, heal, modification, recharge.
    10) Aim (click) +42.5% to hit and +42.5% damage to all ranged attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Aim should be replaced in all secondary sets with another themed power.
    20) Aware (auto) +12% buff to power and perception range. Enhancements: range. Your powers extend into your senses, allowing you to see the big picture as well as notice the little details.
    1) Same crap-tastic inherent as they have now, only with an extra bonus to powers that are very rarely taken. Gotcha.

    2) Depending on the set, this can be overpowering. Force Fields, Sonic, Empathy, etc would be vastly improved by this, while other sets that focus on debuffing, like Radiation, Storm, and Dark would be largely unaffected. This would throw off balance within the AT.

    3) Again, animation issues means time I'd rather see the Devs spend on new sets entirely).

    4) Not that useful, but not that bad, either.

    Quote:
    Blaster Powers:
    1) Defiance (auto) your initial powers can be used even if you are mezzed or stopped. Additionally each successful attack you make adds a +1% damage buff per (10 pts. of damage done) to future attacks for a 10 second duration. Enhancement: damage.
    6) Aim (click) +37.5% to hit and +62.5% damage to all ranged attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Aim should be replaced in all primary sets with another themed power.
    10) Hale (auto) +25% hit point boost. Enhancements: heal.
    20) Build-Up (click) +15% to hit and +100% damage to all melee attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Replace the Build Up power in all secondary sets with another theme power.
    1) Isn't this slightly worse than current defiance?

    2) Again, animation times

    3) Why do Blasters get a HP boost, again? They're supposed to be offensive-minded characters. Giving them more defensive values seems anti-thematic.

    4) Animation issues, and a nerf to low-level Blasters, as most of them can get Build up sooner than level 20.

    [quote]Peacebringer Powers:
    1) Energy Flight (toggle) allows you to fly quickly. Enhancements: endurance, fly
    6) Cosmic Balance (auto) grants damage boost, damage resistance, recharge resistance, and/or protection based on your mix of teammates. Enhancements: damage, defense, resistance. Now enhance able.
    10) Combat Flight (toggle) allows you to fly, slower than energy flight but using less endurance and providing some defense. Enhancements: defense, endurance, fly
    20) Energize (auto) grants teammates +3% to maximum endurance, health, and movement, as well as 1 pt of protection from Sleep powers. Enhancements: endurance, defense, fly, heal, jump, range, run. The energy emanating from a Peacekeeper energizes his teammates. [quote]

    1) They already get this at level 1, but they'd basically loose their team-based buffs until level 6, which would be a nerf to really low-level PBs.

    2) Fine with this, but PBs tend to be slot-starved as it is. Adding another power for them to add slots to would be seen as a nerf.

    3) Again, they already have this. IF your idea were to go through, then you'd be offering buffs to other ATs, while leaving PBs pretty much as they are, which would throw them out of balance.

    4) 3% would be a waste. It's just too small to even notice on most things.

    Quote:
    Warshade Powers:
    1) Shadow Step (click) allows you to teleport long ranges. Enhancements: endurance, range
    6) Dark Sustenance (auto) grants damage boost, damage resistance, recharge resistance, and/or protection based on your mix of teammates. Enhancements: damage, defense, resistance. Now enhance able.
    10) Shadow Recall (click) allows you to teleport a teammate to yourself. Enhancements: endurance, range, recharge.
    20) Vampiric (auto) Grant teammates +3% to regen, recovery, and recharge rates, as well as 1 pt of protection from Fear powers. Enhancements: endurance, defense, heal, recharge. Your dark energy increases your ally’s metabolic rate, which in turn feeds your own Dark Sustenance.
    Mostly the same as my comments on Peacebringers.

    Quote:
    Special Note: Both the Nova and Dwarf forms already have a Morphic power that behaves like an archetype inherent power while that form is active, which could be expanded upon slightly. Both Dwarf forms should add: Increase threat rating by 1.
    Please note that Khelds shifting to Dwarf Form already get a higher AT Threat modifier.

    Stopping here because I'm getting tired of writing.
  19. Also on the Taunt front: the Tanker version is auto-hit, whereas the pool power isn't. Taunt is better than Provoke in every way. Other ATs trying to take a Taunt-like power will never match what Taunt can do.
  20. Quote:
    Originally Posted by GreenFIame View Post
    True but Street Gangs has taken over that area, there is alot Tsoo hang around that area, kind of afraid that the vendors might get Mug or Something.
    What, the Tsoo don't eat hot dogs? Everybody likes hot dogs, even ancestral spirits called back from the dead. Heck, what did you think the Tsoo offered them to come back in the first place?
  21. Quote:
    Originally Posted by Cinder_Flux View Post
    I was not talking about our subscriptions being free.

    Yes I was talking about GR.

    I just thought that the idea of CoX was that you did not have to pay for updates was part of the game. Thats the way it had been for 6 years now.

    Sure CoV was a stand alone game, then they included it with CoH. However neither of them did you have to pay for more issues or powersets.

    Khelds came out for free, sure you had to have a 50 to unlock it, so what?

    Then VEATS came out, same deal had to have a 50 but you did not have to pay for those powersets.

    The Devs said that it was a bad idea for having unlockable extra powersets, well now you have to unlock them with your wallet.

    Not only for the new content but for just regular powersets that are not even epic.
    You will not need GR to continue playing the game. You will continue to get free issue updates even if you do not purchase GR. They do not charge us for all new content, no, but CoV was exactly the same way: additional optional content at a cost. I see nothing wrong with a paid expansion every now and again, especially when it comes on top of free content, instead of in place of it.
  22. Aett_Thorn

    Veteran Rewards

    Quote:
    Originally Posted by Myrmydon View Post
    I don't have to *cheat* at anything as I'm already up to the Genuine badge, I just thought it would be good for the game for the newer players (that far outnumber all of us old-timers, in case you missed it) to actually have a chance to use what we tend to take for granted.

    To be honest, if you're subscribed just to get a vet reward every three months, then I really don't know what to tell you.
    First off, I would like to know where you're getting your numbers from. Not that I have them, but I highly doubt that you know for certain how many new gamers there are versus the old timers.

    Secondly, nobody here is saying that they signed up only for the vet rewards, just that the system is working exactly as it was described to work, which is offer a small reward every three months of subscription time.

    Considering that the game worked just fine in a much harsher-for-new-characters environment without the Vet Rewards, I think that new players will be just fine without them. If you want me to create a new character that uses none of the vet rewards, I will do so, and be just fine as well.
  23. Aett_Thorn

    Toon transfer

    Quote:
    Originally Posted by Aggelakis View Post
    Nope.
    This. But to expand a little, it's to prevent people from selling characters, and to prevent companies from leveling people up, then moving the characters back to them.
  24. Aett_Thorn

    Veteran Rewards

    Quote:
    Originally Posted by Eiko-chan View Post
    The guy you're bashing has been around a full one month less than you, according to your respective join dates.

    Just for the record.
    Only if we assume that he/she has played continuously since then. The dates here on the board tell you very little.

    I know of several people here on the boards that have recently come back, but their join date still displays as being in 2004, and they've been gone for several years since then.
  25. Aett_Thorn

    Veteran Rewards

    Quote:
    Originally Posted by Myrmydon View Post
    Honestly, I think the vet reward system was only put in place as part of the limp along philosophy of Cryptic back when they were ready to let this game die out so they could make the Marvel MMO (which didn't pan out)...


    For all of the vets that will inevitably whine about the idea, here's an option for you. Start a brand new account and see what that's like after years of having the rewards.


    While I wasn't thinking of getting them individually, I could still go for that.
    Actually, they were put in place as a thank you to the people who got them through the lean years. You know, the people who you can thank for this game still being around now.

    Putting a system into place to thank those people, then taking that away and saying that anyone with a big enough wallet can get them is a slap in the face to your most loyal customers. Anybody in business will tell you that is a bad idea.

    Would a change in Vet rewards to allow them to be purchased mean a decent amount of short-term funding for NCSoft? Possibly. Would is also potentially cause long-term subscribers to feel like they had been betrayed and quit? Also possibly. In this case, it is better to stick on the side of the loyal subscribers, who you know will stick with the game, rather than get a potential short-term upswing in revenue, only to have people quitting the game.