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I'd like to see Howard Taylor (even though we won't get to see Schlock devour Hamidon).
Also Brad Guigar would be good. -
For powersets I select tend to decide what set combo I want to play and then build the character from there.
For powers I tend to divide powers into five categories:
1. Powers I need: these are the powers that I consider required to make the set play effectively, this also includes stamina for most characters since even though it isn't absolutely required it makes everything a whole lot easier and means I have to spend less effort worrying about my blue bar. Super Jump also falls into this category, I prefer it to the other travel powers due to the combination of flexibility, speed and the enjoyment of jumping from rooftops.
2. Powers I want: these are powers that aren't absolutely essential but either I consider them useful or just plain fun, things like nukes, single target mezzes for Blasters and Defenders. I could manage without them but they come in handy.
3. Powers that fit the concept: these are other powers that I don't need or care about but I want for concept reasons. These tend to be few if any
4. Powers I will never take: pretty obvious. Some powers just annoy me enough that I'm not going to bother using them ever.
5. Everything else: these are the odd powers. The one I'll use a bit but don't get excited about. I take these to fill in the spare spaces in my power choices. -
Actually the three uniques that go in health are procs. They are part of a subset of procs sometimes referred to as proc120s. This terminology is important since it differentiates them from globals such as the Luck of the Gambler Recharge IO. Specifically:
Proc120s:
You must use the power every 2 minutes (or have it active if it's a passive power or toggle)
If you exemplar below the level where you can access the power you lose access to the proc120
The level of the IO is only used to determine when you can slot it
All proc120s are unique (this could potentially change in the future)
Globals:
You do not need to use the power to benefit from the IO
If you are exemplared low enough that you can't access the power you can still retain the benefit of the IO
If you exemplar more than three levels below the level of the IO itself you lose access to the bonus
Unless the IO is unique you may benefit from slotting up to 5 of these -
Quote:Sorry, but that's hogwash.
I've seen people use multiple concepts with all the MM sets, despite the fact it only gives you one, immutable look for the pets.
I would advise making this set more like the attacks the PPD Hardsuits use, arm blasts and stuff like that, rather than stuff like 'firing your arm at the enemy' (which is also overly daft in my opinion) which, yes, does somewhat limit the concept.
But I can easily see an 'arm cannon' or 'gun rig' sort of set working in a way that allows access from multiple concepts.Quote:Does Demon Summoning ring a bell?? Do you honestly thing Demons are not origin/theme specific?? Someone might argue that these are not demons but mutants; results of your evil experiments. Sure that makes sense...until you go and try to summon your pets. Flaming magical symbols appear in the air, followed by a magic sigil on the ground. Sure, go on roll a science origin DS MM.
PS: I'm planning to roll a science Demon MM, BTW. -
Quote:Really?Agreed. A Natural DS MM? Science and Magic are the only ones that really fit and even Science is a bit iffy.
Mutation: You have the mutant ability to open holes in the fabric of reality and use that to travel to other dimensions. On one of your adventures you entered a dimension inhabited by demons. You made a pact with a powerful lord of that dimension. He would lend you some of his minions to assist you in exchange for which you would transport them to Paragon City and provide him with the souls of those they slay. No doubt he plans to turn on you in time but for now the forces of the netherworld are at your command...
Technology: Matter is Energy and Energy is Matter. The original idea behind the Dimensional Flux Agitator was to harness the energy inherent in the boundaries between realities however in the process you realized that you could use it to send something to another dimension... or bring it here. You aren't quite sure what the dimension you've locked onto is like but the creatures you can pull forth from it are powerful indeed. It took some careful experimentation but by modulating the frequency of the DFA you can force them to obey your commands.
Natural: You are a demon here to ravage Paragon City and gather souls for your dark masters. The more souls you send to them the higher your rank rises in the forces of darkness allowing you to summon stronger allies to your banner. One day the forces of the netherworld will break forth and the whole world will tremble at your feet. -
Quote:The problems I can see are the standard code rant (although all of the technology would seem to be present in the VEATs, specifically the fact that Crabs can only take one copy of Venom Grenade despite havign access to two), the fact that it will (generally) require new animation resources and the fact that it will generate arguments between people over which powersets should get the treatment (since it is effectively a buff to the powerset in question).But anyway though, that's the gist of it, so what do you guys think?
That being said, I'm not really sure how many powers would actually benefit from it. While there are a number of powers that I think could use a solid overhaul (Time Bomb springs to mind) I'd rather see them fixed within the bounds of the cottage rule rather than just (effectively) replacing them outright. In some cases though fixing them would require a somewhat liberal interpretation of the cottage rule to allow for changing the mechanics of HOW a power works without changing the actual purpose of a POWER and in that case I can see an argument for retaining the legacy power for those who liked the old mechanics.
A good example of this would be Time Bomb. Personally I'd like to see it replaced with Satchel Charge, a power that keeps the basic concept (a large explosion) but gets rid of the problematic portions of the powers (specifically the 8 second cast time and the 15 second delay) and has a more suitable animation (specifically throwing a satchel charge a short distance). Now personally I think that would be a much more useful power and it is still within the cottage rule (given a somewhat liberal interpretation of the cottage rule). However there are some people who like and use Time Bomb the way it is and for them this change would eliminate their current tactics. So keeping the legacy version around would make sense.
That being said I doubt we'll see it happen. As soon as the devs start doing this for the sets that really need it they will get inundated with requests to do it for all sets. Everyone has powers that they hate and even if the set itself doesn't really need the change they will feel as if it does. -
Quote:Because sets like this would require quite a bit more time and effort than regular sets (due to the extra costume pieces, the coding to support that and extra animations for other powers to work correctly with the costume pieces) while being usable be a very small number of character concepts.Why not? It's like what Shuriken Blade said, they're going to run out of ideas and have to add these. Besides, what's wrong with adding details. If they add theme specific powersets then characters can get more in depth and have less general powers.
There are still plenty of "generic" powersets for the devs to do before they start working on ones like this. -
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Quote:My problem isn't the lack of flexibility in selecting an origin since as noted before (by me amongst others) it's reasonably easy to make this fit any origin. My problem is the lack of flexibility in selecting what I want my character to be and how I want him to look. This essentially FORCES me to select one of three looks if I want to use it:"Lack of creativity" is a flimsy argument. Especially when that "lack of creativity" is at the mercy of a truly archaic game design such as "origin", which has done nothing but pigeon-hold my creativity, rather than enhance it.
Power Armor
Cyborg
Robot
If I go with any other look then the powerset becomes silly.
The weapon powersets force me to have one additional costume piece which has zero impact on the rest of my costume. I can easily design whatever costume I want and then select a weapon that matches it (yes in some cases I need to unlock the weapon first which is rather irritating but eventually I can get it).
Here it is essentially fixing three of my costume pieces (gloves, back and chest) in a way that severely limits what options I can use for the rest of my costume without it looking silly. -
Quote:The short version is that none of them are worth taking. Munitions Mastery is probably the worst APP available for Blasters, other APPs offer much better power selections for almost any Blaster. On my AR/Dev I have everything except Sleep Grenade.Lastly some advice on what powers are worth taking and how useful they are would be greatly appreciated.
Here's my take on the powers:
Body Armor: Even ED capped this only gives about 13% defense (less than half of the other blaster shields). The fact that it doesn't need endurance is nice but unless you take Tough to stack with it you're probably not going to notice the difference
Cryo Freeze Ray: A pretty standard single target hold. Whether this is useful to you depends a lot on your playstyle and powersets. My main problemf with this is that it has a shorter duration than both Char and Shocking Bolt despite having the same recharge (and both of those have higher damage to add insult to injury).
Sleep Grenade: A quite nice AoE sleep power. Completely useless if your primary is AR since Sleeps are pretty much incompatible with AoE attacks but if you're a Blaster with strong single target damage you can get some usage out of it.
Surveillance: A moderately useful single target resistance and defense debuff. It's not a lot of use in regular play since it's single target and Blasters do plenty of damage anyway but it can help with taking down AVs and EBs. It also acts as a Power Analyzer and has a very cool animation, which are my main reasons for taking it.
LRM Rocket: This is one of those powers that is great fun, but not necessarily particularly great. It does a little less damage than the regular crashless nukes (FA, RoA and HoB) but has a recharge nearly as high as the full on nukes (240seconds). If you use some red inspirations (or Build Up) it can one shot minions who don't resist Smashing/Lethal so it is a pretty decent power but realistically at the end of the day it's a power you take for fun not utility. It's recharge is almost as high as the various crashing nukes but only about half the damage. That being said it is a lot of fun and I do like it (as suggested by my sig). -
All three use the Assault Rifle weapon for the attack actually.
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Quote:Well as I said earlier, if it's going to enforce a theme then it makes a lot more sense as an EAT powerset than a regular one. That way you already have a fixed origin and character theme so having a concept driven powerset makes sense.I agree but there isnt much way you can make a cyborg set anything other than tech/science/magic as far as i can see, mutant wouldnt suit the basis of the set to begin with, and natural... well i guess you could kinda work it in because you were natural to begin with before being upgraded magic, missiles dont go with it ok, but the laser parts can, whats to say your powers arent drawn from an internal magical crystal powering your suit? I guess in that aspect the missiles would kind of fit as well but it would be a longshot.
Quote:One thing I would like to mention though, you cant cut ideas out just because they dont fit into every single catagory, your going to run out of ideas eventually that way, if one or two powersets get made that dont fit into a specific theme, i really dont see people throwing a fit about it, they will just change the theme to suit the charecter.
Quote:Please explain to me how my Assault Rifle is magical. Or a mutant, for that matter.
The Assault Rifle is enchanted to always hit it's target
The Bullets are enchanted with various spells of accuracy and power
The character has a normal assault rifle but his magic allows him to use it faster and more accurately than a normal human could manage
Mutant AR:
The character's mutations give him superhuman senses which make him perfectly accurate with an assault rifle
The character is like Gambit and uses his powers to supercharge his rifle bullets
Those are just the ones I can think off off the top of my head. I'll also point out that origin doesn't have to explain all of a character's powers, it just explains what makes him a hero. For example i have a DP/Storm Corruptor. He's magical origin since his Storm powers are magic, but his skill with pistols is Natural. -
Quote:That would be horribly overpowered in a team setting. A team of 8 Defenders is already one of the best team combinations out there. Increasing the base damage of a team of Defenders just makes it even more broken.I don't think you need anything that complicated. Raise the defender damage scale to .8 and you likely solve the soloing problem. At that point, come up with a new inherent or not, Defenders are then capable and welcome beyond their buffs.
Think about it... a fully capped Defender (after a large FS) barely does more than a self buffed tanker (build up).
The argument is that if you buff defender damage people won't play blasters. However, when they buffed tanker damage, people still played scrappers. I think the same would still be true. -
Quote:No, they lock you more heavily into a theme for your powers than the other sets do, they don't lock you into a theme for your character.Most weapon sets lock you into a theme in a similar manner, and ALL the Mastermind primaries lock you very tightly into your theme.
For example, consider Broadsword. The only thing that it enforces is that I wield a sword of some kind. I could be a normal person wielding a magical sword. I could be a person in a highly advanced suit of power armor wielding a mono-molecular sword. I could be a mutant with super-human reflexes and a sword. The only constant is that my character wields a sword, everything else is up for grabs. In particular it doesn't impose any theme on my character himself. He could be a human, an alien, a cyborg, or a genetically modified catgirl; as long as he has a sword it's all good. Additionally the set implies nothing about the sword itself, it could be the source of my powers, it could have been built using futuristic technology or it might just be 3ft of regular steel.
Similarly for Masterminds the only imposed theme is that you have support from Robots, Thugs, Undead, Clowns, Ninjas, Mercenaries or Demons. It enforces nothing about how or why you have their support only that you do.
This particular set imposes significantly more theme on the character than a weapon set. You are essentially forced to be either a robot, a cyborg or someone in a suit of power armor with special costume pieces to match. You have a bit of flexibility in where you come from but it's still imposing a much heavier theme than any of the existing sets. -
Quote:It's not so much a matter of origin, I could come up with a character using this for each origin. It's more a matter of theme. This pretty much requires a Cyborg/Robot/Suit of Power Armor character. It doesn't really matter what the origin/power source of the gear is the problem is that it imposes a strong theme on the character.Could always be a magic powered robot/natural guy in a robo suit/mutant with regenerating body parts with chains attached to them. >_> Or for science...this guy
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That's it, I want your membership card back. What part of "secret society" did you not understand?
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Here is the link for the current version (and SuckerPunch's Planner as well):
http://www.cohplanner.com/ -
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Quote:Yeah I agree. IMHO this sounds a lot more like a powerset for an EAT than one for a regular character. If you look at the normal powersets they can be explained by any character concept. Even the ones like Assault Rifle which strongly suggest a particular concept work with others. This pretty much forces you to be either a cyborg or a power armor user.Very poor powerset, not necessarily because of your descriptions or ideas, but because it only works with one concept.
For example, Fire Blast could come from a variety of sources. Magical fire spells. Mutant incindiary powers. The ability to channel fire from the heart of the sun. Some kinda flame thrower.
A new powerset should work with most of, if not all, of the origins. -
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Quote:I'm glad that works for you and in general it's true that you can make a functional character that way. However that doesn't mean that it's the best way to make every character. Depending on various factors related to playstyle and your other set certain powers can be reduced to near uselessness at which point taking them becomes pointless. A good example of this is Ignite from Assault Rifle. If you've got a decent hold or immobilize power it's a lovely high damage (if slow) single target attack. However without a Hold or Immobilize it's a very small, short duration "afraid" patch. Not completely useless but a lot less useful (especially when you consdier the long cast time).Powers like If I went with a Traps/ Defender, and skipped Web Grenade.I could take every other power after that in Traps, and have every single blast from my Secondary by level 38.Same for Tanks, Blasters, Scrappers, Ect.
I make characters that have a balance from there power sets.To me, being able to use most, if not all of my powers in my sets makes a more solid character then if I went to use a Mid's Program, or other pools for that matter.
Personally my break point is 6 powers. If I'm taking fewer than that from either my primary or secondary then I take a long, hard look at my build since if I'm skipping that many powers then I'm probably missing the point of the set. Epics... well I normally take something from an epic pool but I rarely take 4 powers (my Blaster has four from Munitions mastery, but I only really wanted two of them, one of the others just has a cool animation and the last is useful as an IO mule).
As for filling up the power slots... well Leadership is my first choice (especially on Defenders) and I also like Recall Friend on characters that have Stealth (or the toughness to Tank Stealth). -
However those sets already benefit from their own powers which helps a lot when soloing. Personally I think two changes are really needed for Defenders. First a change like this to even out the soloing capability of the different sets and secondly something to make Defenders as a whole solo better.
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Yes and no. In terms of power performance 3 SOs/Generic IOs + Procs is the maximum effective performance. However in some cases fully slotting it with a set can be beneficial. In particular for Health Numina's Convalescence has Ranged Defense, Health and Regeneration which makes it a popular option for some characters. Regenerative Tissue and Doctored Wounds have a Recharge bonus at 5 slots. Similarly Efficacy Adaptor and Performance Shifter have ok set bonuses although in general they are worse than the ones available to Health.
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Quote:Sturgeon's Law says that 90% of everything is crud. Ignoring the farm missions completely AE missions are essentially fan fic and like fan fic everywhere it falls afoul of Sturgeon's Law. There are some good missions out there but there are a lot more poorly written ones.I woudln't really say Architect missions were moslty bad - it's just that the ones made just to exploit and farm will often rise to the top part of the search list because they get high raings from to other exploiters and farmers.