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That or someone buggered up in the art department and they didn't want to go back and fix it. <.<
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So why beams? I imagine a pulse rifle or similar laser set could be just as good, without having eyes brought into the equation. Or should I bring up the long list of photokinetics (Doctor Light [DC] and Dazzler [Marvel], off the top of my head) that do focused light energy blasts? What about Luminous Blast, from Peacebringers? Technically speaking, that's the exact same thing.
And then there's the Legacy Chain - most of their animations use Energy Blast (recolored), but have differing damage components (and a -def component, making them more in-line with Luminous Blast, as mentioned)?
Does it really ruin things that much for you if they don't come from the eyes at all? Why are the eyes the most appropriate in a world where steam powered robots fire bullets and have flamethrowers, skinhead neo-Nazis decked out with cybernetics and tesla coils terrorize the streets, psychic aliens wielding giant energy cannons and energy swords assail the world, all while shamanistic priests summon up old World War or Civil War zombies to do their bidding? Have you somehow not heard of, say, someone picking up a gauntlet with a built-in laser?
I'm all for more options, mang, but you seem hung up on this optic blast thing, and that's swimmin' dangerously into trademark territory. The set's unique, I'll give it that, but the eye-theme seems more forced then anything else. -
So, the big question is.. what will you do now, puppeh?
Also, grats. :3 -
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That's not Posi, that's Antimatter :O
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I'm glad I'm not the only one that noticed that...
Silver armor, blue lines, pea-green visor? Can't just be my monitor.. -
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Oh, the copyright nightmare that would arise from this...
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The game survived the Marvel suit with Claws/Regen still in game. This is certainly no worse.
And anyway, it's a trademark issue, not copyright.
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Ya got me there, it's trademark.
Let me cut to the chase, then. How many other super-heroes can you think of off the top of your head, that use predominatly ocular-based focused energy projection? I can think of maybe 3-4 other examples, granted, but none of them revolved purely on focused energy projection (specifically concussive or laser-like energy projection), and instead a fair few actually used various mind-altering or psionic rays (something you can already replicate given the specific animations used by Psionic Blast and Mental Manipulation).
Throwing a further monkey wrench into the works, do we really need yet another energy-based Blaster (or defender/corrupter) set? Radiation Blast will be proliferated at some point (and does include an eye beam), and there's already Energy Blast (mix of smash/energy), Electric Blast (mostly pure energy), Sonic Blast (you'd have had more weight bringing that up in your argument against, to be honest), and should the developers feel so inclined as to flesh out and make it possible, Pulse Rifle (used by Masterminds; It's only got 3 attacks [two ST and a TAoE], but the rest of the robots also have a number of attacks that could be transferred over to flesh out the set). Thematically, while none of these can originate from the head-area, they do a very thorough job (that's an opinion, partially factual in an analysis but still a subjective one) of covering all of the ranged energy blast needs, don't they?
What, specifically, other then a few playstyle tricks, does your idea give that necessarily differentiates it that much from any of the above? And then there's also the bigger problem of the very limited conceptual focus of the set itself (that being very specifically designed beams fired from the eyes), whereas all of the above (with the possible mention of Sonic - and I do hope they let you adjust that when/if power customization comes along) are far more open to a wider variety of concepts (though at the current time causing a few others to sideline).
To sum it up: Why, in particular, do you want ocular energy beams, when with a little hand-waving (and maybe some day in the future, a little actual tweaking) you can already cover the concept? -
Oh, the copyright nightmare that would arise from this...
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To throw some math into the endurance issue... the total net change in Endurance for powers affected was ~30% in the upward direction. Electric Assault actually got a 14% reduction in total endurance use, and Psi took the biggest hit at 40% (Neither Icy or Electric were considered in the calculations, as Icy only had one power change [8%], and Electric had a reduction).
So, for all of those sets negatively effected by Endurance changes, an average of 30% total increase occured... with, often, a change in Recharge to compensate (as in, recharge also increased). Didn't run numbers on that, though.
The endurance use over time will most likely average out, except in high recharge builds that don't adjust for the increased endurance usage per power (very likely with perma-dom/perma-hasten builds). But those can probably be fixed by shifting slotting around a bit to still achieve similar bonuses in places, with an additional focus on Endurance Reduction.
...I'd still like to see this brought back to maybe a 20% or 15% average total increase in recharge/endurance, just for the sake of fluidity and endurance management, but there it is.
All relevant info pulled from the Dom Change thread on the Test forums, averaged out by hand in ~10 minutes. Errors likely, but I don't expect by any wide deviance. Can go back and get a definative number on Recharge, but then I'd feel it necessary to also get a net change on damage as well as I do believe a lot of the ones that got an increase in rech/end also got an additional boost in damage.
But do carry on.
EDIT: Also pointing out that the numbers in question are only for those powers actually affected within the set. Powers that were not affected or changed (read: grand majority of Icy) were not factored in, because the net change would have cancelled out, and I didn't wanna bother digging up the base numbers. I don't think it'd change it all that much, but I could be wrong. It happens. -
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This looks like a great buff for my dominators. My Mind/Energy in particular is shifting into high gear with the Energy Assault upgrades. I'll glady take all those changes for my Plant/Psy too.
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...You love firing off two /energy attacks and losing half your blue bar? I exaggerate a little, but really not that much; the END issues are just horrible.
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I'm afraid I won't be in much of a position to comment on that. My Mind/Energy is at a level where endurance is no longer a concern (outside of endurance drains from enemies). I tend to overdo it when slotting for endurance reduction...
[/ QUOTE ]How dare you compensate for endurance issues. The proper response is to complain. :|
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I thought the proper response was to blow it up and exaggerate it to the point of absurdity?
Golly, I'm so out of the loop! I should attend the meetings. -
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You forgot their unshakable belief that what they have to say is a unique snowflake of pure reason which should get everyone's attention before it gets drowned out by the rabble on page 20.
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Good to see the regard you hold for your fellow players in.
[/ QUOTE ]a very good number of people justify that regard.
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And that's a shame. -
...Wowsers.
My brain totally shut off for a bit there.
Brilliant work, Wassy! -
Here lately, it's been Shatter and Golden Dragonfly.
...both have a sufficient level of smash that just feel like they definatively end a fight. Even if it's not endurance efficient.
Darn efficiency! That was cool!
Also a big fan of using TK Thrust and Skewer for similar reasons. -
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Ugh I don't think thats right.
Foresight provides base 7.5% not Mask Presence. According to Mids and the game power attributes itself Mask Presence is providing base defense of 2.5% unless I am seeing incorrectly.
Right now with my Red Fortune set slotted I am getting 3.93% according to the in-game data.
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There should be a long list of 3.93% strength Def buffs, then after that along list of 7.86% Def buffs. The former are the portion that is always on, the latter suppress.
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This is correct.
EDIT: And with Mids, specifically, when you mouseover the power in the window, it will state under the 'General' tab the non-suppressing buff, but when you have the power flagged as 'on', you will get the Unsuppressed values. Checking 'Effects' will also show the unsuppressed values. -
Not until I sees it. I try not to get worked up over stuff until I see and/or mess with them.
<< But I'm sure my altoholism will come through with something. It aaaalways does. -
I normally aim at 'Common Arcane Salvage' until I hit about 30-35, at which point I switch up to Bronze rolls.
With 32 salvage slots, at 8 tickets/roll, I can generally net 5-6 (low end average) Alchemical Silvers (35,000/shot on a good day) and a handful of other things with sell values between 1,500 to 12,500 (also, on a good day). It really depends on the luck of it all.
Blueside, I can net 600k to 1m on 32 rolls (for 256 tickets or just under 4 Bronze rolls at 25), which is a pretty good average to me. Far less dicey, too, as people are almost always snapping up Runes, Alchemical Silver, Spell Ink, and Masterwork Weapons (all in my target range). Redside, it's a bit harder to gain money, but I can still net roughly the same average.
After 30, though, Bronze rolls can offer far greater returns on investment, though a bit more prone to being streaky. Netting a good proc, though, will always trump salvage rolls.
I just prefer a bit of a guarantee of profit. -
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I know the base value. My question is that how much of that suppresses once you attack?
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That's the portion that doesn't suppress.
EDIT: To clarify - Mask Presence for Fortunatas provides 7.5% defense while active, and 2.5% of that does not suppress when you attack (meaning that 5% of that does). -
After goofing around on Test for a while, then actually playing one of my Live dominators today...
I'll be doubly glad when i15 is done and over with, though I'm making a point to at least stay abreast of any further changes to the Dominator buff (it's a net buff, IMO, and I'm unlikely to change that stance; How much of a buff? Now that's a horse of a different color) as this is just pass one at the moment (or was when I last tested). Subject to change before hitting live, especially with player feedback.
Hopefully, Castle's taking into consideration all of the complaints about fluidity and endurance issues (which I don't think are all that much worse then other ATs, but are more noticable). -
Didn't come up with anything on Wiki or Comicvine for the name, and the costume is original enough.
I'll restate what others have said: Appeal. -
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*yoinks lunch*
The lurve is MINE! Muahahaha!
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...
*Targets Super Orbital Laser satellite, targetted on the homing beacon in the lunch bag.*
Don't nobody steal no lunches I made for someone.
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i bet it's poisoned
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Your faith in my cooking skills leaves me cold. -
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*yoinks lunch*
The lurve is MINE! Muahahaha!
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...
*Targets Super Orbital Laser satellite, targetted on the homing beacon in the lunch bag.*
Don't nobody steal no lunches I made for someone. -
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I call myself an altaholic because I have a short attention span... Oh Look! A Bunny!
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Fixed that for ya.
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Bah, can't believe I forgot about that opportunity. I usually go with butterfly. *runs off after the butterfly*
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Dude!! Flutterbys! Yaaaay~!
*Chase.* Teehee! Come back, flutterby! -
It's okay. We love you anyway, you tentacle-fiend you.
EDIT: Oh! And I forgot to give you your lunch, dear. *Hands a paper bag.*
I mades it with lurve! -
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An altoholic is a creature who is slave to their inspiration.
No, not the skittle kind of Inspirations, I mean they are a slave to their own creativity and sense of "oooh.. now THAT would be cool!"
An altoholic is not content to run a single character from start to finish simply because at some point during the advancement process they start thinking "Hey, wouldn't it be cool if I ran a mutant plumber with a magically powered pipe wrench? Oh! And a manhole cover for a shield!"
It's not that they don't love the other characters they created; it's that the act of creation itself holds more alure to them than the feeling of accomplishment getting a character to 50th level. If anything, altism is a form of gamer's polygamy. We altoholics just can't bring ourselves to a monogamous relationship with a single character.
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Couldn't say it better myself. Though, I will add that for me.. it's more a changing of hats. I like to wear different hats for different things, and like being able to bring a specific kind of ability to a different group. -
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Free slots? Possibly.
12 more slots per server? No.
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Thing is, if they come out with some free slots for Going Rogue, seems like they kind of jibbed the people who already bought out their home servers, doesn't it?
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If I know anything about people who have 36 slots, it's that they actually want more, not a reason to hate having bought those original slots. If anything, adding more slots is the only way to be FAIR to those people. We have 18 ATs right now with specific powersets and combinations, with 36 slots. If we double that by allowing the ATs to cross sides, add more powersets, and possibly new ATs without giving them more slots to try them, that's pretty lame!
It's kind of like the free CoV thing. Knowing now that the odds are rather high that EVENTUALLY Going Rogue will be offered free like CoV was, will you wait the undefined amount of time (possibly 2 years+), or is buying it when it comes out worth it to you?
There will eventually be some people who try to twist it around because they feel they deserve the stuff for free, but you bought it because it was worth it to you. If you didn't think it was worthwhile, why did you buy it?
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I agree with this. o.q
While I would be ecstatic at the idea of getting more character slots unlocked on my server of choice (over the capacity), I wouldn't exactly be upset about it. I've have alt servers I can dump the slots to, after all. But anything to help me manage my OCD (more on that in a second) would be lovely. If they do add more slots with an expansion, it'd make a bit of sense (to me) to increase the per-cap server, but it's not really necessary.
I'm OCD, at least a little. I have all 30 (on the dot) of my character slots very specifically arranged. The number is 30, because I'm allowing for upward growth when I hit year-milestones that grant a character slot award, and purchasing more then I already have would skew the numbers and give me spare slots I don't really need (though I can buy 2 more and be fine, it's not cost efficient). I limit myself to 3 characters of any one particular Archetype, so that I can increase the chances that I will have one character of each archetype (Scrappers, Blasters, Controllers, Dominators, and Corrupters are really stressing this list; My villainside is actually better off then my heroside, because I've sworn off ever making another Mastermind). I, at all times, have at least one character of each archtype. They're all ordered by level, and after that, alphabetically by AT (not by character name).
...another 12 slots would let me adjust my current figures to include 4 of each AT, and allow me to maintain my ratios without throwing everything completely out of wack. Not necessary, but it'd be a nice boon.
I don't think they'll need to add another page, though. -
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But what I think I am trying to ask is, right now if I hit something with no resistance to psi I do about 189-202 in damage.
How will the new PSW fare?
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Once PSW gets fixed (it's using the wrong Damage Modifier on Test currently), it will do 70.6 base damage at 50.
So assuming +95% +DMG from slots, you'll hit non-resistant foes for 137.78 damage.
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And, iirc, Castle mentioned increasing it's target cap to 16, to match the Blaster version.