Aett_Thorn

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  1. Aett_Thorn

    Targeting Change

    Quote:
    Originally Posted by Power_NA View Post
    Traps, just have a bubble that follows you yeah it a cool bubble, and have a few other cool things but it heal you have to stay near it while everyone comes and kill you, it is good with Masterminds though.

    Cold, it just slow everyone down a little don't heal you though so you still can die quickly.

    Storm, it nice on Masterminds, and good for keeping everyone away from you but it use alot of energy.

    Emp, you can run heal yourself and kill them, and when you get the two auras then you are pretty much unstoppable. The two auras only take about 2 minutes to recharge Emp is awesome for solo.

    How can a trap or storm guy take down a GM, that can't even be done by a Invincible tanker or Illustration controller I tryed.
    So you're basing it only on heals? The reactive form of mitigation, instead of all of the PROACTIVE ways that the other sets have to not take damage in the first place?

    Traps can stun most of a group before it even fires off a round, has +Def and a mez protection power. Then it can reduce the enemies to puddles with the other debuffs.

    Cold can knock a spawn on it's backs while reducing its Def and Res. Has +Def, +Res, and the ability to sneak up on enemies. "Only slows down the enemies a little" is severely ignoring the features of this set. Cold Domination can take down GMs solo...that's pretty much the pinnacle of soloing.

    Storm has a TON of proactive mitigation in several powers, and the ability to basically keep an entire spawn on its back for an entire fight.


    Emp can do none of those things, has no defense, no debuffs, and relies on healing damage only AFTER you take it as its sole form of damage mitigation, which is pretty much the worst way to do it in this game.


    My Dark Defender has a heal, but almost never uses it solo, because my enemies never hit me in the first place. Can your Emp do that?
  2. Aett_Thorn

    Rikti Body Type

    Quote:
    Originally Posted by ProteVandal View Post
    Hmmm I suppose you have a very good point. I guess more specifically I'd like to see: the larger forearms with large 3 fingered hands, the legs that seem to jut out to the sides at the pelvis, the large rikti head, and the large crus and feet. I feel like if they just made those into like individual options then it would be even less customizable, although you could make some wweeeeird looking heroes hahaha.
    Rikti costume parts would solve all of those issues, I believe. And I'd /sign for Rikti costume parts.
  3. Yeah, the forum software might not be able to handle something this complex. Would possibly be nice, but I just don't know if the forums could handle something like that.
  4. Quote:
    Originally Posted by Johnny_Butane View Post
    Tanker offense, as it is currently, is just plain inferior to Scrapper offense, regardless of what the enemy is and in any situation. In fact, one could argue in the game they got it backwards, as there are enemies that a Scrapper can defeat because they can overcome the regeneration that a Tanker can not.

    Enemies that Scrappers/Brutes can't defeat only because they can't survive but a Tanker can survive and can defeat? Not so much. And saying that's OK because Scrappers and Brutes are allowed to have their cake and eat it to doesn't fly with me. That isn't fair to Tankers and that isn't balanced.

    OF COURSE TANKER OFFENSE IS INFERIOR TO SCRAPPERS! That's the way it should be! Because Tankers ARE stronger than them defensively. And I have played Scrappers that needed to bring along purples or oranges to fight enemies because I couldn't like long enough to take down the bad guy before he did me in. Meanwhile, I've survived them no problem on my Tankers, but the Tanker may have needed to bring some reds to do more damage. How is that not balanced?
  5. Quote:
    Originally Posted by Tenzhi View Post
    Indeed? I have a widespread dissatisfaction with powers/power level in this game, though my dissatisfaction is more along general thematic lines rather than your professed specific literal dissatisfaction.
    If it takes that same mook being lit on fire several times before they are arrested, is that problematic? How about me electrocuting things several times before they stop hitting me? Or freezing them in ice having remarkably little effect on their organs' ability to function?

    Super Strength may not live up to its name, but then neither do a lot of other sets live up to realistic expectations of theirs.
  6. Aett_Thorn

    Rikti Body Type

    What is different about the rikti body type that isn't in the ones we have? Rikti are basically slightly taller, with the "physique" bar lowered so that they're skinny. You can pretty much recreate that look with the sliders we have.
  7. Quote:
    Originally Posted by Test_Rat View Post
    If fast snipe is available and easy to achieve on doms without sacrifices, what about the Dom sets without snipes?

    The devs have stated they are going to rebalance the blast sets so snipe less sets remain competative... Nothing has been hinted about dominators.
    Because I don't think even the devs know how this will affect intra-AT balance. If people still don't take Tactics, then Doms aren't likely going to have a perma source of FastSnipe, so there would be little change in effectiveness. If there is little change in effectiveness, then there's no need for a rebalancing.

    However, if there are some more "cultural" changes because of this, and you start seeing Tactics more often to get the FastSnipe on teams at least, then it may be a balancing point that will need to be addressed.

    So I think it's smart of the Devs not to say anything, because if they do say that Doms may get looked at, people will come back a year from now asking why Doms weren't, even if the situation never arose that would have required a look.
  8. WE need more IO sets in several categories. More Targeted AoE sets, for sure. But also purple Resistance and Defense sets. And why do we have absolutely zero sets with a chance for cold damage?!?!?!!
  9. Still haven't given us Carp Armor/Carp Melee, despite me asking since I5. They must not listen to their customers at all!
  10. Quote:
    Originally Posted by SinisterStairs View Post
    Thanks, guys. Despite my inability to count or properly phrase my questions, you figured out what I was trying to ask! I'm still confused by this:



    The Paragon Wiki Morality Mission page suggests there are limited morality missions. Are the morality missions 1-time only, or will they repeat?

    Likewise, the Alignment Mission wiki page suggests there might be a limited number of alignment missions per level grouping; or do they also repeat?
    Basically, you can run the morality missions as many times as you want, but there's only so many of them. So if you keep running them, you'll get repeats.
  11. Well, here's what I got from Wikipedia, but please correct where appropriate:

    Quote:
    Nick Knight, as well as several other vampire characters, demonstrated a number of superhuman abilities. As a vampire, Nick did not age throughout nearly 800 years of existence. In most cases he was invulnerable to harm from gunshot, blunt force trauma or blade. Vampires in the Forever Knight universe displayed also the powers of super strength and speed, enhanced senses, flight and a degree of hypnotism/mind control. However Nick's hypnotism did not always work, especially if the victim had physical evidence that proved opposite of what Nick would have them believe.
    So it seems like they mainly have enhanced strength, senses and durability, with very limited mind powers.

    I know that Stalkers might not make complete sense, but /Ninjitsu seems to work well for this concept, highlighting their heightened speed and senses, comes with a limited Confuse power and several other tools that can be explained by police-force technology (caltops, smoke flash [flashbang], and Kuji-In Sha).

    Dark Melee would go well with that.


    Or perhaps even a SS or StJ/Dark Armor character (either Brute or Tanker). Oppressive Gloom could be seen as causing the enemies to be too conflicted to attack, but the higher-conning enemies just know better.
  12. 1) Not sure if I'm reading this right, but you can do as many tips as you want in a day, just only the first five will "count" towards getting your morality mission. You can get a morality mission once you get 10 tip missions done for that alignment. There is no limit to how many times you can switch sides.

    2) Yes, you would need to first switch to the alignment you wanted, then need to do another to confirm.

    3) No "degrees" of morality, once you're confirmed.

    4) Yes, if you switch alignments, you will lose stored Hero/Villain merits

    also 4) Not really, no.
  13. Quote:
    Originally Posted by Obitus View Post
    I realize that the endurance cost of toggles and whatnot is usually smaller than the over-time cost of attacks, but in the interest of fairness, it's worth pointing out that Tankers get a higher SPE (Survivability Per Endurance).

    Right or wrong, it's always been the case that lower-damage ATs have lower DPE. The attack formula is based on attacks' damage scale, not on their nominal damage output.
    Agreed. However, usually the lower-damage AT gets something else in return. Look at the Blaster/Corruptor/Defender trio with their blast sets. Blasters do the highest damage, but have lower values on their effects (for the most part). Corruptors do middle damage, and have middle values on the debuffs. Defenders do the lowest damage, but have the highest values on the debuffs.

    Now look at Stalkers, Scrappers, Brutes, and Tankers. It looks like I was wrong in some cases, and right in others. For some attack sets, Tankers actually have WORSE effects, some have the same, and some are better. It seems to be based on effect, too.

    -Def and -ToHit seem to favor the higher-damaging ATs.

    -Res and -Dmg seem to favor the lower-damaging ATs.

    Status effects are the same across the board, for the most part.


    -Res and -Dmg might be because these effects would be tied to the Res values of the AT, but that doesn't make much sense because the self buffing and target debuffing should be tied to different values. We may need to summon Arcanaville back to explain that. Anyone got one of those summoning stones?


    But I do take your point on the Survivability-per-Endurance issue, but I still feel like the issue with Tankers is that they don't get much out of trading less damage per attack the way other AT exchanges do.
  14. Well, for just origin-based content, you can always just only choose the magic contact(s) at any given level, for instance. Otherwise, you'd probably have to look through the story arc stuff over at Paragon Wiki to find some of these answers.

    I would imagine that if you were going against Council, you'd be better off choosing a Peacebringer or Warshade, since they get some good Council stuff.
  15. Pllllleeeeeeeaaaaasssseeeee let one of the options for Super Speed be a flaming trail. I know you can do this with the path auras, but with this power an option to do it alone would be nice.
  16. Another thing to add to this list: customizable power pools in I24.
  17. My fire-fighting Water Blast/Ice toon: Hook and Ladder
  18. Quote:
    Originally Posted by Psiphon View Post
    I agree completely with this!
    I've been calling for a nerf to Brutes for reasons of balance as part of the discussion and I firmly believe that it's justified.....however do I honestly believe that they will nerf Brutes? No definately not!

    On the subject of buffs for tanks, I've always considered Tanks more AoE centric, as such would either of these be possible?

    Increase AoE target caps for Tanker versions of attacks?

    Increase range/AoE?

    Add splash damage to ST attacks for more AoE?

    I'm assuming no, but just asking.
    Possible? Yes. Plausible? That's a different story.


    Giving Tankers some sort of AoE benefit would seem to fit, but how easily that is to do is a big question mark. Would it mean taking out a single-target attack out of sets? Would that mean that sets would lose higher damage ST-chains to gain this AoE ability? Would Endurance costs go up to compensate for potential splash damage? Target caps are likely out, but higher radii might not be.


    Personally, I believe that the issue with Tankers lies in their DPE. They get significantly lower DPE than the other melee ATs with absolutely nothing to show for it. Unlike the difference between Defenders and Corruptors, where Defenders have lower damage values but (typically) have better debuff values on their attacks, Tankers share the same values with Scrappers, Stalkers, and Brutes on their debuffs. This means that while they are doing less damage, they get the same debuffs/effects from their attacks.

    I would love it if Tanker attacks applied the secondary effect of single-target attacks to anything hit by Gauntlet. Though this would mean that the various secondaries would gain different benefits from this, for many sets I think it fits. Imagine a /KM Tanker applying the -Dmg debuff on 5 enemies instead of one. Or the KD from Stone/Battle Axe/War Mace/SS. /Fire doing slight AoE damage on each attack? Dark Melee applying the -ToHit? /Energy Melee with a bunch of basically AoE stuns (then even if you corpse-blast an enemy, the AoE could still go off at least)?

    On the flip side of that would be something like Ice Melee, which has a dubious secondary effect anyways. Making that AoE wouldn't help much. /Elecs sleeps and end drains? Again, not quite as useful. Dual Blades has some ST attacks with no secondary effect at all. So it would be difficult to balance these sets, or it might make the Devs look into them a bit.

    I just think that for most sets, it would thematically fit what a Tanker is doing. Sure, I hit you less hard than my friend here, but I hit you in a place that it's affecting your buddies as well! Imagine using Jawbreaker from /Mace and seeing five enemies go up into the air. Sure, you're only damaging one, but that would still be visually impressive.

    But this is likely a pipe dream as well.
  19. Well, I was looking into doing a Dark/Psi Dominator around a similar concept. Plenty of good vampire-ish powers in that combo. Dark/Mental Blasters would be about the same.

    Bio Armor (minus the graphics, which you will be able to do for the most part) might be good as well for a more melee flare.

    A Fortunata could also represent a vampire's abilities well, if you mix in some claw attacks with the mental abilities. Then go Soul Mastery for some dark abilities.


    If you want to stick with melee, the best attack set to approximate a vampire is probably Dark Melee if you're going straight-up vampire. But many movie vampires/vampire-like beings have used weapons, so you could go Dual Blade, Broadsword, or Katana as well.


    Basically, there are a TON of options for vampires, given their bevy of sources over the years. So I think we'd need more info on exactly what type of vampire you're going for. Anne Rice's series? Blade? Bram Stoker? Twilight (please say no)?
  20. No. Popups are annoying. And ridiculous popups even moreso. How would the game know what sets I was looking for, or what costume items I'd want?
  21. Aett_Thorn

    bio armor

    Quote:
    Originally Posted by Synesence View Post
    The huge armor around the arm, and...well, the leg armor...and....the carapace...I'm not really sure on a primary with it...

    Maybe Spines would make sense, but...I'm not really sold on Bio Armor yet.
    You can turn off the huge armor if you want. So that shouldn't be a huge problem. I could see going Claws/ with it making some sense, or any of the punchy sets with the armor.
  22. Quote:
    Originally Posted by Soul Trapped Burrito View Post
    That's not what I meant.

    The main reason I unsubscribed was because this game became a money sink because not only was I paying for a subscription, but pretty much everything new I had to buy too.
    Really? I haven't had to pay for anything in several months outside of my subscription. Didn't want Beast Mastery, so saved points from that to buy Water Blast. Have also bought several costume option sets and a rename in the past few months. I didn't have to pay anything other than my subscription to get all of that.
  23. Quote:
    Originally Posted by viper_kinji View Post
    If you are on the fence between nerve and musculature, go with Intuition Radial.

    It boosts dmg and holds plus has some side effects dark can use (to hit debuffs, range)

    That Alpha seems to have been designed for doms that do not need/want extra recharge or endurance and want to play to the strength of the AT (damage and holds), yet it is almost never mentioned in dom conversations for some reason that escapes me.
    Hmmm...an interesting choice. Would help with Range, too, which would help with all of the cones in this combo.
  24. Infernal is just basically an Invuln/Battle Axe Tanker with the Fire Ancillary Pool. So, basically, he can be done already.

    But it sounds like what you're looking for is some sort of Dominator Assault Primary paired with an armor set. Which could happen if the Devs decide to give us new ATs, but I wouldn't count on that.