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Quote:No no no no no, please, no!I think that Vigiliance should include a recharge rate increase along with the endurance reduction/recovery boost. Like others have said, it doesn't matter if I have 100 endurance if my powers are recharging.
It'd also be nice to have some sort of mez resistance....but not sure how'd you implement it. I'd like to see the inherent be useful to yourself when you're solo'ing as well but...*shrugs*
As far as Defenders being not a 'well thought out' AT...I'd agree but disagree as well.
I think Controllers should not have the same secondaries as the Defender's primaries. I'm glad that Controllers don't have Dark Miasma...I think Controllers should have (for secondaries) more control...like a mix of Blaster and Dominator secondaries. I remember when TA was on test and it was great for a Defender....then the devs "nerfed" TA because as a secondary on a Controller...it was too powerful.
Controllers should control, leave buffing/debuffing to Defenders. Now that doesn't mean that Controllers couldn't have some small debuffs/buffs in their secondaries but...I would leave a good 90% of buffs/debuffs (number wise too) to the Defenders.
I like my controllers, lol. They are support classes like Defenders, but they aren't the same, and to give them a mixture of blaster/dominator secondaries would be not only be lame, but imbalanced with Containment. Please don't change my controllers, lol. They are fine as-is. They got rid of the massive numbers of pets they had early on, and I had no issue with it. They don't get Dark Miasma, and that makes sense (they already get a pet, a second one would be overpowered). But don't change their secondary sets... that's just... omg why do that??? It would break how the game is currently designed, lol.
As for defenders, at least defenders can do damage when the enemy is not held, and often can keep up with or surpass a controller's damage if your build is right. For the record, I refuse to make a fire/kin because I think it's lame, but don't get rid of my perfectly legitimate controllers because you feel defenders have no purpose in comparison. That just means we need to make defenders better, not controllers worse. -
Quote:LOL, I feel for you. I was on dial-up all summer last year and it sucked miserably. I don't care if I die because of my own fault or because we weren't prepared for the enemy, or we have to replan our strategy, or whatever. But when we die just because there are enemies shooting us before the screen even lets us know they exist... that's bad.Definitely more than one of these out there redside. I feel your pain, dude, this has happened to me multiple times in the past.
If I die due to my own failings, I don't mind. If I die because the enemy caught me off guard or weakened, I don't mind. If an enemy is just too damn powerful...Well, something should probably be done but I'll figure out how to deal with it until then.
If I die because the enemy can see my character before I can, well eff you. I want no part of that. I run a medeocre PC, and average at least 3 minutes load time. That's more than enough time for me to get killed when there is literally nothing that I can do about it.
Oh, just curious, anyone enter a mission with a massive spawn at the door that kills you, and the mission entry pop-up text says something along the lines of: "No guards stationed at the door? These guys are stupider than I thought..."
HAH! Funny, devs. Go on, finish laughing, then fix our doors please. Hehe. -
Quote:Yep, I'm not saying I'm the "only" person who noticed, but I totally called City of Villains back when Arena was made. "They are testing out PvP to make villains!" I called shurikens, bows, and sonic back when Tsoo (shuriken and bow) and Council (sonic) and Freakshow used them (buzz saw shuriken and sonic). I called Shield Defense back when Cimerora came out. "Hey, they took out a shield, and it's actually making them harder to hit (rather than just being a costume piece)... it's a power set..." I called Going Rogue when I saw all the cooperative zones popping up one after the other. "They are testing how balanced we are teaming together so we can... change sides!" I totally called power customization when I saw the fire change color in the Going Rogue trailer.You are very likely right. Like Dual Pistols as well... didn't Malta Gunslingers have them way before Thugs MMs and Lady Jane got them?
It seems like the Devs like to use enemies as tests of how something might work for PCs.
I always look to what the game is doing to see where the game is going. I am so convinced that Dual Pistols is going to be a theme for a new blast set when Going Rogue comes out, if not the next issue after that. Did anyone else notice a new sign on a building in Kings Row that has a picture of pistols and ammo on it? Notice how Thugs MMs and Lady Jane have pistols? Notice how one of the new signature villains of Going Rogue is a super soldier with double pistols who turned on the government that was testing on him? A hero gone villain with pistols can't have been Thugs, so he had to have a blast set with pistols in it. I can only hope... I just hope they give us a Natural origin looking secondary set for blasters. How lame will it be if you want to be a basic guy with pistols, but have to get Fire Manipulation, Energy Manipulation, or Devices? I don't wanna be James Bond (hehe, ok, maybe a little), I want to be a Joe Everyman! I can't wait to make a film noir private eye, all gray-scale, with double pistols and either a street-fighting secondary or daggers secondary, lol........... I kinda went off on a tangent there, didn't I? -
Quote:Not to mention having to develop the animation and avoid clipping issues on all three body types regardless of scaling...Would it be kinda cool to have 3+ arms? Yeah, I think so.
But... I don't see this happening anytime soon. The skeletons just aren't put together to include a spot for extra arms... Not to mention the animation system. Literally every animation would need to be re-engineered so that the arms do not clip with one another.
Massive Work for BaB and Co. + Minimum Payoff = Not Gonna Happen.
3D model skeletons just don't make this easy to do unless it's built in from the beginning. Nice idea, but I just can't see it happening anytime soon. -
The two main problems I have with Shield Offense are:
1) The powers it would be given match so closely what already exist in other sets.
2) You would NEED to have a shield for it to work. :-/ So either the only people with Shield Offense have Shield Defense as well, or they have a shield sitting on their arm doing NOTHING to protect them... they just like to hit stuff with a large chunk of metal meant for protection that isn't used for protection.
I think if you want that feel, get Super Strength, Energy Melee, Martial Arts, or Dark melee. You get to punch the enemy, sometimes with your shield hand. That's shield melee, right? :-/ Especially since SS and MA now have alternate animations. -
Agreed, and agreed, lol.
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That's why I think a new set borrowing on Poison's ideas would be great for heroes. I've suggested a power set called Chemistry, which involves tossing potions, mixing concoctions, injecting super-serums, and tossing vials of acid or vanishing smoke vials (like smoke flash but for human teammates). I even spelled out what the possible powers could be to try and get the ball rolling in Lady_Jade's Power Suggestion Box thread. Poisons is definitely a very sinister and unpleasant power set, and ultimately I think that's the reason heroes won't get it. Corruptors should get Poisons though, in my opinion. Poisons is just not heroic enough. Chemistry on the other hand... that could be understandable. I cloned a few moves (much like Pain Dom got from Empathy), but made some select few new moves to give the set its own flavor.
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Quote:Oh, Dreadful Wail is my favorite nuke, lol. I have a Sonic/Dev blaster who uses Time Bomb, waits for a few seconds, puts down a Land Mine, waits 5 seconds, then uses Dreadful Wail. It's essentially 2 nukes + landmine damage at the same time. Even bosses have trouble with that combo, lol. Dreadful Wail has an impressive debuff to resistance and a stun to make it all the more lovely, lol. Sonic Blast is easily one of the stronger defender blast sets too, since the enemy gets steadily weaker as you hit them. I can only imagine the strength of a Kinetics/Sonic nuke after you pop off a few resistance debuffing blasts at the enemies, lol...Dreadful Wail is a great example of the sheer power of these attacks.
-res, mag 3 stun
You've incapacitated the enemy and made it easier for your teammates (and potentially yourself) to finish off. Sounds like a winning strategy to me.
Oh, and there is that not so inconsequential amount of damage in the attack. -
Quote:Well, yes and no. When buffing a Fire tank, Sonic Resonance would definitely reach the cap with either a controller or defender, but with a Force Fielder, you'd have a beautiful overlap of stats. The same goes for an Ice tank who wouldn't want defense buffs, but instead resistance buffs (for the most part). Dark Armor would want Force Fields instead of sonic in most cases. Shield Defense would want resistance instead of defense buffs, but would still benefit from both. To increase the buff strength of Sonic Resonance wouldn't help a Dark Armor tanker, but it would be great on a Shield Defense tanker or SR scrapper, but another assumption your post makes is that you are only going to be using your shields on armored classes. What if a blaster is getting his *** beat? LOL, it would help to throw a stronger shield on him than normal. That's why I'd rather that defenders got a primary that didn't give them a "chance" of double strength buffs or heals, but instead a multiplier bonus to the strengths of those moves based on something else. A "crit" heal or buff would be 1) overpowered, 2) often unnecessary, and 3) unplanned and unexpected, and therefore not acceptable for a class that's meant to save lives. Could you imagine crit buffing? "Sorry blaster, my force field didn't crit when it hit you. Let me keep trying.......................................there we go." Waste of time, end, and purpose.No use.
Controller buffs get you to your max or very close to it.
Defender versions give about 20-30% over what you need to hit max, resulting in the common trend that the difference between a Controller and a Defender buff or debuff is wasted effort.
Basically, there's little difference in results between a Controller using their secondary and a defender using the same set as a primary, mostly because of the max-limits.
Adding MORE buff on top of that is basically just adding more wasted effort.
You could try a extension to buff durations, but that doesn't help every defender set either, several are based more on Toggles than on Clicks.
I've discussed this before, Defenders are not a coherent enough of an AT that they can have an easy inherent.
The only thing they universally depend on is Endurance, which is why Vigilance affects Endurance and even that is less than perfect.
I suggested a new inherent power that lets them build the strength of their primary abilities by using secondary abilities, until unleashing that improved strength on their next buff/heal/debuff, and while using primary abilities, they build damage that will be unleashed on their next offensive move used. That way if, say, you're a bubbler and you buff up the team, you start shooting right? Not much else to do while waiting for the buffs to wear off. All that blasting will raise your Vigilance bar, and when someone is suddenly in trouble, boom, you hit them with a powerful shield to take the hits they are getting. The same would go for healing and debuffing. THAT'S vigilance, if you ask me. Being alert and on call, even when not needed just yet, and still finding something to do even when you aren't needed. -
Quote:I've posted it in the Lady_Jade's Power Suggestion Box as well as one specific to defender inherent power revamp, heh. Figured I'd try to advertise it a little bit and give it a bigger following, lol. It would take some work to accomplish, but in my opinion, about as much as the Blaster Defiance revamp. The hard part about defenders is that they do a little bit of everything, buff/debuff/heal/damage/control, depending on the build and situation. To only focus on one aspect would make others mad, so they would have to build the system carefully and test it a good bit, but that's what the test realm is for. Let us toy with it and give input, lol. I feel it would definitely make nukes worth it though. Build up damage by defending, nuke, then give the tank a massive Frostwork or Adrenaline Boost. It would also encourage buff classes like Kin/FF/Sonic to rebuff often to keep their damage going, since those classes get to use attacks more often than pure healers. Right now they often bubble then sit bored, or speed boost then FS and blast stuff anyway. Even if you only had your first blast move and all your Empathy stuff, you'd still be able to benefit by spamming Neutrino Bolt or whatever you have while you have downtime between heals, just to make them that much better.Though I imagine that such a mechanic would require significant development, it's fair to say that most any major change to vigilance would. I do like the fluid trade-off your version allows, Archon. It also gets rid of one of the major problems of the oft-suggested "critical buff" version of vigilance in that it doesn't encourage pointless spamming of buffs/debuffs in search of a random crit.
That said, I would encourage you to post this in a stand-alone thread so it can get the attention of our community here. My little suggestion in this thread is just a silly but neat bonus to a somewhat underused power, where yours is certainly geared towards a larger perceived problem. I would be happy to see more defender nuking for any reason. -
I have a suggestion to make defenders not only nuke more, but be more likely to take attacks (even though they won't really suffer if they don't). I think the defender inherent power is a crock of rubbish, personally. Don't get me wrong, it is useful... but only when teaming, lol. Besides (forgive me for my age showing), back in my day we didn't have inherent powers! Only scrappers did, and then villains came along and there goes the neighborhood! Ahem, sorry about that old man outburst, but joking aside, we got along just fine without the lame Vigilance move they gave defenders. EVERY class in the game, depending on the build, has endurance issues. To give defenders something that mitigates this, but only if they have a team, and only if their team is dying (and considering their job is to keep their team alive, they must not be doing it well) is just ridiculous. Slot end reducers like everyone else or get Stamina.
Defenders need an inherent power that gives them a benefit regardless of teaming, regardless of primary set, and regardless of secondary set. My idea also happens to help with the idea of making defenders use Nukes more.
NEW DEFENDER INHERENT POWER:
I think Defenders need something all-around BETTER than an endurance discount that only works when teamed. Everyone else has to slot end reducers and maybe pick up Stamina if they don't like the costs of their powers, and THEY don't get an end discount. You need something that SCREAMS "Defender" by working with what they are designed for rather than just alleviating a pain that every single class has to deal with.
For example...
What do Defenders do:
Heal/Buff/Debuff + Minor damage if they feel like it.
What can be done to help them:
Improve Heals/Buffs/Debuffs, or improve their minor damage.
Problems:
Improving their Buffs can sometimes be overkill (bubbling an SR scrapper vs. critically buffing an SR scrapper would probably give the same general amount of defense because you'd reach the cap either way for the most part). Merely improving their damage would just make no sense. Only improving healing doesn't help non-healers. Mez protection would be inappropriate.
Possible Solution:
Give Defenders a buff that improves with their other moves being used, much like Blasters get to their damage while using defiance. Make it so as a Defender uses his/her blast moves, he/she'd gain a buff to healing/buffing/debuffing that increases until finally being unleashed on a teammate. Imagine your dark defender blasting a boss, then suddenly pulling off a massive strength Twilight Grasp. Or a Force Fielder using energy blasts until suddenly giving the tank a stronger shield to help support the unexpected extra spawn that ambushed your team. Or an empath shooting mind blasts around then unleashing a heal that brings the tank to full.
Don't get me wrong, this is only half of it. Now, you have a bubbler who has to reapply all his bubbles because they are wearing off. He rebubbles 7 people and then unleashes a blast that could put a Blaster to shame, but uses up all that stored energy that was gained by buffing. Imagine an Empath healing her little heart out but not quite keeping up, so she Nukes and clears the room.
Make two bars that behave like Domination, one building as you attack, and the other as you heal/buff/debuff (or just have one bar color coded for the current effect that is building). For example, a Fury colored bar builds up as you heal, telling you that you have reserve damage waiting for your next attack, but a light blueish bar building as you attack to let you know your defending will have a bonus when you next unleash it. Make it only buff the next move, but make the bars increase much more than Fury and Domination do, since it's meant to allow you to alternate jobs. This would by no means make you a blaster, but it would make your secondary set have a purpose while still making your primary set your focus. You could even leave the name Vigilance.
You could even make it so the power of the move used (damage dealt/healing dealt/strength of the buff, etc.) would determine how much of the bar fills. For example, using moves you don't get very often like Adrenaline Boost or EMP would probably max your damage buff in one application, and using your Nuke in your blast set should probably fill your heal/buff/debuff effect. You may have to wait for your end to come back to reap the benefits, but all the more reason for moves like those to max the buff.
This would help Trick Arrows too (launch a bunch of arrows, then blast the group. Blast some more to build up your TA debuffs then unleash a wicked debuff on your next trick shot. Spray a few more debuffs then unload a powerful blast again. Doesn't this sound fluid, fun, and thematically perfect?
Vigilance: Being alert to the situation at hand and always being ready when needed... Sounds right to me, lol. You are shooting and suddenly, DUTY CALLS! and you do what defenders do best. Then you are healing and a teammate is under attack by a boss and you melt his face to the floor! Personally I like it.
Generally, the mechanics exist. Power Boost pretty much does the effect that is intended here for the first buff type, but it would have to include more total stat boosts (such as resistance buff increase, etc.) and no damage/accuracy. The second buff would involve only damage, which is something fury already has working, except it would only be applied to the next move used, so the buff would have to be larger than Fury. Make a stat like Fury that adds up and acts as a multiplier when it's unleashed by using a move from your other set. Primary moves boost your secondary damage, and secondary moves boost your primary abilities. Defenders would still play as they do now, but with potential for greatness, just like the other inherent powers do for their respective classes. -
Quote:I'd have to agree with everything Aett_Thorn said and also add:Highly, HIGHLY doubtful. The Devs have said in the past that they're not even likely to do powerset respecs. Changing ATs over a dual-build feature is even further from likelihood.
The Dual-build feature was put in so that you could have something like a teaming build and a solo build, or a PvE build and a PvP build, on the same character. It was never mentioned that it would allow for a change of AT on the same character, and that is highly unlikely to happen.
Why? Because you'd then basically be making two level 50s at the same time. This would lead to player boredom faster, and a loss of revenues over time. It's just not good business sense.
The way the game is currently designed, it isn't possible. When you create a character, let's call him Super Guy, you are not creating a character named Super Guy and assigning him the class Scrapper. You are creating a scrapper and assigning to his name characteristic the value "Super Guy". You then assign a costume to his costume characteristic. You are assigning to his origin characteristic the value "Mutation" or whatever. First and foremost, the character IS his class. Everything else are options and values changing his individual characteristics. To do what you were asking, you'd need to reorganize the entire hierarchy of what a character is. This would mean a rewrite of one of the core aspects of the game, which if done wrong could ruin everyone's characters... I see it as a general bad idea.
As for the multi-build thing, I happen to like it since it allows me to have my kheldian with a shapeshifting build and a humanoid build. It lets my blaster have a PvE and PvP build. It's useful, but not something anyone is forced to use, which makes it a nice quality of life upgrade. -
I agree it's pretty dramatic of a change, but it's less dramatic than the blaster defiance change. First 2 primary and first secondary move usable when mezzed, plus a damage buff added to each power. It could be done about as easily as that, just would take more time because of balancing heal bonuses with non-heal bonuses like buffs and debuffs. Otherwise, I think it's totally do-able.
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Quote:Even though the idea of an inherent Stamina would annoy me, I must admit it's better than an inherent end discount that only works on teams, lol. I could see an inherent Stamina that improves the more teammates you have around, and this would accomplish the same task as the current one without being broken when solo.Give them an inherent Stamina.
/end of problems
What? A guy can wish, right?
Still, I think Defenders need something all around BETTER than endurance related. Everyone else has to slot end reducers and maybe pick up stam if they don't like the costs of their powers, and THEY don't get an end discount or inherent Stamina. You need something that SCREAMS defender by working with what they are designed for rather than just alleviating a pain that everyone deals with.
For example...
What do Defenders do:
Heal/Buff/Debuff + Minor damage if they feel like it.
What can be done to help them:
Improve Heals/Buffs/Debuffs, or improve their minor damage.
Problems:
Improving their Buffs can sometimes be overkill (bubbling an SR scrapper vs. critically buffing an SR scrapper would probably give the same general amount of defense because you'd reach the cap either way for the most part).
Possible Solution:
Give Defenders a buff that improves with their other moves being used, much like Blasters get to their damage while using defiance. Make it so as a Defender uses his/her blast moves, he/she'd gain a buff to healing/buffing/debuffing that increases until finally being unleashed on a teammate. Imagine your dark defender blasting a boss, then suddenly pulling off a massive strength Twilight Grasp. Or a Force Fielder using energy blasts until suddenly giving the tank a stronger shield to help support the unexpected extra spawn that ambushed your team. Or an empath shooting mind blasts around then unleashing a heal that brings the tank to full.
Don't get me wrong, this is only half of it. Now, you have a bubbler who has to reapply all his bubbles because they are wearing off. He rebubbles 7 people and then unleashes a blast that could put a Blaster to shame, but uses up all that stored energy that was gained by buffing. Imagine an Empath healing her little heart out but not quite keeping up, so she Nukes and clears the room.
Make two bars that behave like Domination, one building as you attack, and the other as you heal/buff/debuff (or just have one bar color coded for the current effect that is building). For example, a Fury colored bar builds up as you heal, telling you that you have reserve damage waiting for your next attack, but a light blueish bar building as you attack to let you know your defending will have a bonus when you next unleash it. Make it only buff the next move, but make the bars increase much more than Fury and Domination do, since it's meant to allow you to alternate jobs. This would by no means make you a blaster, but it would make your secondary set have a purpose while still making your primary set your focus. You could even leave the name Vigilance.
Any opinions?
Edit:
On another note, you could even make it so the power of the move used (damage dealt/healing dealt/strength of the buff, etc.) would determine how much of the bar fills. For example, using moves you don't get very often like Adrenaline Boost or EMP would probably max your damage buff in one application, and using your Nuke in your blast set should probably fill your heal/buff/debuff effect. You may have to wait for your end to come back to reap the benefits, but all the more reason for moves like those to max the buff. This would help Trick Arrows too (launch a bunch of arrows, then blast the group. Blast some more to build up your TA debuffs then unleash a wicked debuff on your next trick shot. Spray a few more debuffs then unload a powerful blast again. Doesn't this sound fluid, fun, and thematically perfect? Vigilance: Being alert to the situation at hand and always being ready when needed... Sounds right to me, lol. You are shooting and suddenly, DUTY CALLS! and you do what defenders do best. Then you are healing and a teammate is under attack by a boss and you melt his face to the floor! Personally I like it. -
Quote:LOL, yeah, I need to color fly to match my characters instead of being that dull blue. Not every super hero is meant to teleport in a flash of light, and even if they do, not all are going to be a blue/white flash either. What if I don't want Stealth/Invis/Grant Invis to be dust brown? :-/ How about epic pool customizing? Yeah, this definitely needs added, lol.I'd love to see Power Customization for Power Pools.
I could imagine one animation for teleport would be something more like Nightcrawler, where he disappears into 'smoke' kinda stuff, rather than a flash of light.
Can we all agree that this would be nice?
Oh! And springy shoes for SuperJump! Big ol' Spring Boots!
I think there is a power/weapon customization thread already stickied though. -
Quote:Oh, there's already a forum that a red name made sticky called "Lady Jade's Power Suggestion Box". Try posting new power ideas there, that way they are all in one place so the Devs won't have to search for them. I've suggested some proliferation there before too.1. Thermal for defenders (a therm/elec would be so badass)
2. Electric hold sets for controllers
3. New Scrapper/Stalker Secondary which CANNOT be used by brutes or tanks EVER
-I have an idea, something similar to what the carnie illusionists do but a little different,
The tier 9 could be like 2 minutes of them falling in and out of phase. This set would also
feature a phase shift power by itself as one of the 9. Another of the powers would be
a fighting phase for about 10 seconds where the player is unaffected but is able to attack.
Sound kinda cool, but it is just an idea. Tired of being limited to regen only in pvp.
4. Tanks and fenders should be given a new inherent or additional one for pvp. Defenders
Could have an inherent where the lower they are in health the more damage they can take
opposite of the old defiance. Tanks could possibly be given a 5% increase to def and resistance for each foe within melee range.
5. Warshades, delete them from the game lol (j/k)
I admit this thread is partial to heroes, i will get to vills another time. Basically break it down and tell what u like and why and what u dont like, if u dont like something, i would like for u to suggest something else, i would love to hear new ideas for scrapper/stalker secondaries. -
Quote:Yeah, I'd have to agree. Personally I see Brutes being closer to Tankers and Scrappers being closer to Stalkers. Scrappers and Stalkers are high damage melee classes with some armor to help being in melee and with critical hit chances. Brutes and Tankers gather up enemies around them (for different reasons) and have a lot of similar power sets. The Brute's ultimate goal is to use his high damage from gathering those enemies to kill them before he dies. A Tanker's ultimate goal is mainly just to keep the attention on him whether he kills them or not; that's the team's job. Both are technically tanking, but one it's more a side-effect of his "Brute SMASH!" mentality, lol. It's not his fault he's tanking, "The Fury made us do it, precious!" *nuzzles with Fury bar* "They do not understand... so bright... so beautiful... my precious..."That's just "lol, really?" worthy. Really? Scrappers have as much in common with Brutes from a design standpoint as they do with Tankers, especially since, from the design standpoint, they're actually more similar to Stalkers: they both operate as hard target killers (just look at the inherent) with defenses existing only to allow them to survive in the more dangerous melee position. Brutes are intended to be in the front gathering everything around themselves, just like Tankers, except that Brutes are doing it to allow themselves to deal more damage whereas Tankers are doing it to keep the hate off of everyone else.
Keep in mind that Stalkers also have Melee as their primary and Defense as their secondary, so you're not allowed to use that as a supporting argument, not to mention that Brutes share more sets with Tankers (all but 1 Brute primary and all but 2 secondary) than they do with Scrappers (5 out of 10 primaries and 2 out of 10 secondary) and Scrappers share more sets with Stalkers (all but 1 primary and all but 1 secondary) than they do with Brutes. If you actually look at the ATs beyond the cursory details (re: "I play my Brute and my Scrapper similarly so they're more closely related!"), then it's quite apparent where the actual similarities lie. -
Quote:I have a feeling the reason Regen is the exception to the rule is because unlike resistance and defense, which are constants, Regen scales to HP. To give the Regeneration power set to a Tank or Brute would make them the most unstoppable killing machines in the game. A Regen tank would probably never die, and a Regen brute would be a million times better than scrappers, dealing more damage, never dying, and never getting tired. It meshed well with stalkers because they have lower HP than scrappers, but for someone with high base HP, Regen would be overpowered.3. there are no regen brutes so i dont understand what you mean 0.o... the mentality that a class cant use certain powersets is great actually. A regeneration tank/brute is a broken 1...
5. NO DELETE YOU! PVP IS MY ESCAPE LOL
Proof: Track your HP regeneration stat with the combat attributes window and use Dull Pain. Your regeneration rate will skyrocket by about 80%. Why? Increased base HP means the % of your HP that you regenerate every second is now a % of an overall larger number. Resistance and defense don't scale up with HP. You don't resist more damage when you have more HP, and you don't dodge more either. Willpower on a scrapper is amazing, but have you seen it on a tank??? It's unbelievable, lol. That's because it has regen as part of it's survival method. -
Quote:Hell yeah! Spiritually possessed medieval armor, elementals, ghosts, unbound kheldians, the list of ideas that would work for this could go on and on.Like that, yes. And I wouldn't restrict it to full-body-only. I'd put options like this in all general costume categories, like aura gloves, aura boots, aura chest, aura head and so on. And if you want to be completely made of auras? Easy! Pick Aura everything and avoid using belts and shoulders. Or don't! Go all aura and use a belt, a chest plate and a pair of goggles. That'd be cool, too.
Or, heck, let's be creative and go the other way - metal helmet, metal boots, metal gloves, aura upper and lower body. Kind of like an elemental feeding into the "end effectors" of a power armour suit. I already have something a bit like this, with a character made of essentially raw meat coming out of a metal helmet.
I think that would open a LOT of possibilities. -
Quote:Reading the first post I was thinking, "I've made a ghost with Stealth and SR toggles meshed together, and he doesn't even have his aura yet to make him even more ghostly." It can be done, ESPECIALLY after Power Spectrum.To be fair, being able to alter base character opacity at least somewhat (say, from 100% down to about 80%) would actually be pretty cool. I'd actually go for full control all the way down to nothing, because I'm fairly certain going around with just your aura and your powers might be interesting, but I suspect that would be a step too far.
Still, allowing us to go naturally transparent might be cool.
That being said, I read this post and would have to agree with him that some form of slider scale would be useful to control player opacity. That way power selection isn't required to make your character thematically correct. It wouldn't mean I'd get rid of stealth on my SR scrapper, I happen to like it there, but I would possibly have other characters make use of this feature. -
Quote:Yeah, my tanks all end up like that, except my Shield Defense/Stone Melee tank. Try rolling a Shield tank sometime if you are bothered by the terrible damage, lol. Against All Odds makes you feel kinda like a brute if you get enough around you, plus Shield Charge does some impressive damage for a tank move. My Elec Melee/Shield Defense brute is even scarier, lol, I can't help but chuckle to myself when I have full Fury, ten enemies around me, Build Up, and both Lightning Rod and Shield Charge, lol. Shield defense is a very solid build, just watch your HP. It takes a while to wear down, but you have no heals.See, now, I'm often tempted to give up on the few Tankers I have because of their utterly pitiful damage output. I was playing a level-16 Invulnerability/Super Strength Tanker last night, and his strength was so not "super" that he was unable to put down a red-con Lost lieutenant in a single bar of Endurance. That's just sad.
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Yeah, I wish defenders and tankers had some other benefit that helped them when solo for this very reason. Not everyone wants to team all the time, and even if they do, that doesn't mean a team is always available. I still like playing both, I just feel that without a team, my character is only at half potential.
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Quote:LOL, I love it. /signedI thought this was about the health plan.
You think the city is paying for it, but then the collectors come knocking at your Fortress of Solitude...It's a scam, I tell ya.
Joking aside, I don't see why they couldn't offer Tier 1 inspirations. Tier 1s are chump change, there's a hundred ways to get them, so what's the harm in having one more? There's no harm in making something so simple even simpler. Besides, I hardly buy Inspirations because it's out of my way. Stick it right in my path, and I'll buy them much more often, just because it's there and convenient. It's like when stores put something everyone needs right at the entrance, it reminds you "Oh yeah, I should grab one of those!".
I propose they make Inspiration vending machines and place them in such convenient places as the Hospitals. Because vending machines would be kinda funny.
I agree, there's no point NOT to do it. AE has it already. One more place won't "break the game". -
Quote:I too disagree with this idea. Too many problems and not enough benefit. The solution to those problems would be either:Sooo, how did I buy this Improved Cybernetic Arm or this vial with mutant blood? And how did gave a buddy of mine influence so he could buy stuff. If Inf is not a currency that is?
Inf is not a currency is the dead horse here...it became currency when the dev's added the trade system and Wentworths.
As for this idea...it just sounds like real bad idea to me. Collectors in missions? Loans? I think what Sigium said would happen all the time.
1) Leave influence as is, or
2) Give us interest while logged out.
I don't think we really need this feature though.
Actually, if you look at how influence works, it does make sense in terms of auctions and influence exchanges. Think of it this way...
I'm a big, famous hero. The populace loves me. How do I get upgrades to my super-suit? Because people love me. I have "influence" in this city. I go to the store and say, "Hey, Jim, how's the store going? Oh, no need to thank me, stopping those robbers was all in a day's work! Why thank you for the new power gloves! Stay safe!" But some up-and-coming hero I know needs some enhancements to his armor now too. "Here, Power Dude, just take this note to Jim at Steel Canyon. He'll get that taken care of for you. Tell him I sent you!"
My influence set me apart and got me what I needed to do my job. I think if you save some bartender's life, they are likely to give you a free drink at the bar once and a while, lol. I can pass off my influence to others, and even use my influence to get top priority on vital upgrades or special abilities or rare items at Wentworths. I basically say "I want only people this influential to make use of this item." If you aren't a big enough hero, you don't get it. Infamy works the same way. Only the most infamous villains get access to the latest in arcane tomes and computer viruses, super weapons and enhancements. The black market won't sell to you if you simply don't have the reputation to earn it. -
Quote:LMAO! Yeah, I have a SS/Energy Aura Brute who is supposed to be a small child stuck in a perpetual, super-human tantrum, and half of his punches go the groin anyway, lol. I like a quick Jab or the new animation for Punch/Haymaker being low blows on that character. Suits his little kid, dirty fighting, tantrum theme.You know, at the right angle, or if the enemy is larger than normal size, then a couple of the MA kicks look pretty good for that - with the added humor bonus of knock back or stun
As for a dirty fighting or street fighting set, it's been requested for quite some time now and has gotten Devs' attentions, and at least for the time being they did add some animations to MA and SS to help with that. I recall reading that one of the most requested new power set ideas has been Street Fighting, so if it's coming, it's already being worked on (if they plan to go beyond just animation).