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Posts
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Joined
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Dangit, Dechs, I'm not done with my Warshade yet. Now you've got me itching to do a MM too!
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Quote:I like the idea a lot. I thought WST did a fantastic job revitalizing neglected Task Forces.The goal of this is to get more folks to run the other trials, instead of just BAF/SLAM all the time.
WST for the trials. Each week a different trial will give double rewards (yes that means that the harder trials will give FOUR emps every 20 hours and TWO emps every other time, during the week they are chosen as the weekly strike target). This would have ZERO affect on mid-way rewards, as we don't want folks just doing some of the trials to midway for 120 threads then quiting.
One of the major problems we've run into with regards to trials is that of inertia. In groups as big as leagues, players can handle just about anything that isn't so far above them that it falls under the purple patch. Fundamentally, what makes trials different and challenging is the gimmicks. Kill the AVs at the same time, Stay out of the green/pink patches, Check your temp powers for acids and grenades. Don't let time run out. Without these, it's just another brawl.
Gimmicks are hard because players don't know how they work. Learn them and they become easy. The problem is that given a choice between something hard and something easy, most people tend to go for the easy, particularly when there is a fear of failure. We did BAF and Lambda when they were hard because we had to. There was no easier alternative to get the reward. When the new trials started coming out though, the players were faced with a choice. Do the hard trial you don't understand or the easy one you've done dozens of times?
Most went with the safe road, to the point that the devs were ready to break out the nerfs just to get some variety going.
I like the WST idea because it gives an incentive to push the players in a new direction without being punitive. On servers where these new trials have been given a real chance, they're growing roots and becoming popular. On others, they hardly get a chance. Once the badgers have their shinies, that's pretty much it and it's back to BAF/Lambda.
The question is what sort of incentive to offer. We've seen extra Emps added to Keyes with limited effectiveness. I think that it needs to be a powerful incentive, one strong enough to get the players to attack a trial they have trained themselves to avoid, and therefore limited to one per character per week. I'd be willing to suggest an extra guaranteed Rare/VR reward roll. It's about on par with the WST Notice of the Well.
My hope is that by briefly putting the spotlight on a trial, you not only create a reward incentive but a brief surge of interest in that one trial alone, making it more likely to form and giving more players a chance to learn the gimmicks, removing the stigma from it in the minds of the general populace, so that when someone tries to form it for a regular run, more players are willing to consider joining up. -
As the number of costume options keeps growing, it would be nice to have a way to sort our options within a costume slot.
A few that come to mind:
Original Order
Alphabetical
Owned/Not Owned
I also often hear the question "Why can't I find X?" It might also be nice to have an optional messages area where it tells you things like "Magic Bolero disabled due to addition of Back Detail" -
Just finished the heroside arc.
The Buildup and the Effect: Color me unimpressed, but then, the devs did their best to ensure that we would be. They tell us what happens in the title, and who it happens to in an intentional spoiler weeks ago. What am I supposed to say when it finally arrives? "OMG?!? I don't believe it!" The advertising blitz ruined the story itself. This could have been an intense, engrossing and even shocking experience, if only a little restraint and subtlety had been applied.
Early Missions: There were a lot of big names in this arc. Too many of them. I'd have loved the option for my team to go at Captain Mako and Crew with just BAB for support. As it was, I could just stand back, munch popcorn and move on. Same with the Three Stooges.
The Clues: Did you really have to italicize the word "kill" every time it appeared? I was honestly fighting not to giggle.
The Final Scene: My question, how do you live nearly a century as a hero in a world full of danger when you're THAT oblivious? It's a blatant trap, he walks right into it without a thought, poof. He looked like a buffoon that was being led around like a dog on a leash. A little action in the scene, trying to fight his way free or being lured into the right spot before getting zorched might have at least given him a bit more dignity. His little flashback was neat but seemed a little weird as he has barely shared a private word with anyone before. Why would we know what he was thinking?
If I were doing this last mission, you would catch up and fight beside Statesman against the Aspect of Rularuu that Wade has summoned to protect himself. As it falls, Wade springs his trap, then you fight the empowered Wade until he flees, admitting that he may not have full control over the power yet, but next time... As it was, I felt like I needed a set of bleachers to sit on while I finished my popcorn from the early missions.
It was neat getting to see a pre-Spider Lord Recluse. Otherwise, I honestly hope this whole mess is a learning experience for the storytelling crew. -
This is excellent! I had totally forgotten about both Regenerative Tissue AND Kismet, and I'd never thought much about how Hami-Os could help.
Can Enzymes really be slotted into defense powers and boost the defense? I'd think you'd want Membranes? The build works either way, I'm just curious.
EDIT: Never mind, answered my own question. Enzymes not only work, but they work better, since they provide a base 33%.
http://cityofheroes.wikia.com/wiki/H...n_Enhancements
Thank you both so much for all your help! -
Thanks for the feedback!
I like some of the changes, especially slipping in that 5th LotG. I'm not too sure about Smoke Flash, though. I don't use Placate all that often to start with.
I've integrated some suggestions and done some tweaking to get some slots back into my heal and get the end cost on it down, while adding a bit more regen. Kinda torn between Caltrops or Super Speed for the extra KB protect on that last power, but sticking with the Caltrops for the time being.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Yoru no Otome I19: Level 50 Magic Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg(7)
Level 1: Hide -- Krma-ResKB(A)
Level 2: Ninja Reflexes -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def(11)
Level 4: Danger Sense -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(13), LkGmblr-Rchg+(15)
Level 6: Assassin's Blade -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(19)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-Build%(9), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23)
Level 10: Flashing Steel -- Oblit-Dmg(A), Oblit-%Dam(11), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27)
Level 12: Placate -- RechRdx-I(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Kuji-In Rin -- RechRdx-I(A)
Level 18: Kick -- Acc-I(A)
Level 20: Kuji-In Sha -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(29), Numna-Heal/Rchg(29), Numna-Heal/EndRdx(43), Numna-Heal/EndRdx/Rchg(46)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(33), Aegis-ResDam(33), Aegis-EndRdx/Rchg(33), Aegis-ResDam/EndRdx/Rchg(45)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Rchg+(34), LkGmblr-Def(34)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(45)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 32: Golden Dragonfly -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(40), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(46)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 38: Spring Attack -- Oblit-Dmg(A), Oblit-%Dam(39), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(43)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45)
Level 47: Blinding Powder -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(48), Mlais-Acc/EndRdx(48), Mlais-Conf/Rng(48), Mlais-Acc/Conf/Rchg(50), Mlais-Dam%(50)
Level 49: Caltrops -- Posi-Dam%(A)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Storm Elemental Core Superior Ally
Level 50: Agility Radial Paragon
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Assassination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(27), Numna-Regen/Rcvry+(31), Numna-Heal(31)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3) -
Heya all,
So I've finally taken a stalker to 50 and now I'm trying to tweak her build. I've overshot softcap by a bit to make sure that she has a little protection from defense debuffs, then I've focused on a combination of +recharge, endurance recovery and +HP/regen. I want a character that can survive scrapping it out against an angry horde. Eventually, I'll upgrade this with a few purple sets, particularly in the confuse, but was wanting a little feedback based on what I've got so far. Have I overdone it on Recovery? Is the extra defense from the Agility Alpha slot really worth it or should I go Musculature for the extra damage?
Thanks for any feedback
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Yoru no Otome I19: Level 50 Magic Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(3), Mako-Acc/Dmg(5), Mako-Dmg/EndRdx(5), Mako-Dam%(7)
Level 1: Hide -- DefBuff-I(A)
Level 2: Ninja Reflexes -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def(11)
Level 4: Danger Sense -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(13), LkGmblr-Rchg+(15)
Level 6: Assassin's Blade -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(19)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-Build%(9), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23)
Level 10: Flashing Steel -- Oblit-Dmg(A), Oblit-%Dam(11), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27)
Level 12: Placate -- RechRdx-I(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Kuji-In Rin -- RechRdx-I(A)
Level 18: Kick -- Acc-I(A)
Level 20: Kuji-In Sha -- Dct'dW-Heal/Rchg(A), H'zdH-Heal/Rchg(29), Numna-Heal/Rchg(29)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(33), Aegis-ResDam(33), Aegis-EndRdx/Rchg(33), Aegis-ResDam/EndRdx/Rchg(45)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Rchg+(34), LkGmblr-Def(34)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(45)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(39), EndRdx-I(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 32: Golden Dragonfly -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(40), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(46)
Level 35: Combat Jumping -- Krma-ResKB(A), DefBuff-I(50)
Level 38: Spring Attack -- Oblit-Dmg(A), Oblit-%Dam(39), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(43)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45)
Level 47: Blinding Powder -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(48), Mlais-Acc/EndRdx(48), Mlais-Conf/Rng(48), Mlais-Acc/Conf/Rchg(50), Mlais-Dam%(50)
Level 49: Caltrops -- Posi-Dam%(A)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Agility Radial Paragon
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Assassination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(27), Numna-Regen/Rcvry+(31), Numna-Heal(31), Numna-Heal/EndRdx(43)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3) -
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Quote:Grandfather: She doesn't get eaten by the eels at this time.Once it's in the game, it's an already happened.
Now, it's something that's going to happen. But how will it happen? What could possibly lead to the demise of Primal Earth's Champion of the Well?
This approach is something that's been planned for awhile now, taking a cue from other famous, or infamous, comic book deaths.
Grandson: What?
Grandfather: The eel doesn't get her...I'm explaining to you because you looked nervous.
Grandson: I...I wasn't nervous. Well, maybe I was a little bit concerned but that's not the same thing.
Grandfather: Because we can stop now if you want.
I'm sorry, I know this is how comic books like to do it, but it's still really, REALLY stupid. From the arc title to this sudden and premature death of all the fun speculation, I'm almost embarrassed every time I do one of these at how they're advertised. It's like the writers believe the core of the work is crud, so they need these ham-fisted gimmicks to sell it. Which is sad, because it's a pretty good arc that could stand on its own, IMO. If it had a normal name and no spoilers, what was going to happen in the next week or two was going to hit like a thunderbolt we'd all be talking about for months.
Now, well, it's one of the biggest moments in the history of the game lore and we've been spoiled on it, but barring any other "screaming eel" moments, we can at least wonder *how* it happens. Yay? -
Well, it's interesting as a concept, but I have to wonder just what those last 15% defense are really getting you. Floored to hit is floored to hit, whether you get there through defense, to hit debuffs or both. Going past that offers very little, and you seem to be paying a pretty heavy price to get there.
You've only got three functional attacks (if you want to call Life Drain functional) and no Hasten. I guess I just don't think the tradeoff makes much sense. As Defenders go, Dark is already pretty durable. I only have 8% ranged def and don't really miss it. What are you planning on doing with this build that a high recharge build couldn't? -
I know there's another thread going on about human PBs, but as I'm not quite as restrictive as the OP there and don't want to hijack his thread, I thought I'd split this off. I'm shooting for a PB that plays human-only, but I have no problem taking the forms for set mules. I just don't plan on ever using those powers.
I've read over all the builds on the other thread and heard hints that using dwarf for a set mule would help, so with that in mind, I've assembled a build. Budget-wise, LOTGs aren't too hard to handle, I'm not just overflowing with purple IOs though I could probably scrape together a set or two, and the PVP 3% def is pretty much out of reach for the time being.
My goals are a strong solo character with high enough recharge for perma-Lightform and high S/L defense. I'd like to save my Alpha for a +Damage/+End Recovery, if possible.
My biggest concerns with this build is endurance. Will it be functional without Conserve Energy running? Have I made too many sacrifices for defense or recharge? Of course, any other tweaks, corrections or comments are more than welcome.
Thanks in advance for any feedback.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Tasogare-hime Advanced 2: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Hero Profile:
Level 1: Gleaming Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(48)
Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A)
Level 2: Gleaming Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 4: Essence Boost -- Dct'dW-Rchg(A), Dct'dW-Heal(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx(9)
Level 6: Radiant Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 10: Combat Jumping -- DefBuff-I(A)
Level 12: Inner Light -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(15)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Spring Attack -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(21)
Level 18: Incandescent Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23)
Level 20: White Dwarf -- S'fstPrt-ResKB(A)
Level 22: Reform Essence -- Dct'dW-Heal(A), Dct'dW-Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx(27)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/EndRdx(45)
Level 26: Solar Flare -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 28: Conserve Energy -- RechRdx-I(A)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 32: Photon Seekers -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(34), C'Arms-Acc/Dmg/Rchg(34), C'Arms-EndRdx/Dmg/Rchg(34)
Level 35: Tough -- Aegis-Psi/Status(A)
Level 38: Light Form -- ImpArm-ResDam/Rchg(A), Aegis-ResDam/Rchg(39), TtmC'tng-ResDam/Rchg(39), RctvArm-ResDam/Rchg(39), ResDam-I(40)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Assault -- EndRdx-I(A)
Level 47: Quantum Acceleration -- LkGmblr-Rchg+(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(36), P'Shift-End%(45)
Level 1: Brawl -- Acc-I(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Flight-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 10: Combat Flight -- LkGmblr-Rchg+(A)
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Level 20: White Dwarf Antagonize -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(37), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(37), Mocking-Rchg(43)
Level 20: White Dwarf Flare -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(50), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 20: White Dwarf Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 20: White Dwarf Step -- Empty(A)
Level 20: White Dwarf Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 20: White Dwarf Sublimation -- Empty(A)
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This is rather tough. Humor is very subjective, after all.
The first thing that came to mind for me was an emote for drawing a generic pistol, firing and having a "BANG!" flag come out the end. Not sure if emotes count, though. If so, also give us the ability to swap out the police radio/newspaper for the banana-phone. Given the IQ of some of my contacts, it's appropriate anyway.
Of course there's the Calvin & Hobbes/kid playing superhero themed stuff others have suggested. All for those.
Maybe some exaggerated glasses, either the really huge Hollywood style or a swirly-eyes version. (see Umino from Sailor Moon for reference on the latter)
A black-eye makeup pattern with a big black circle around one eye, as if one had just put a gag telescope up to their face? Not too sure how well that would work with scalable faces, though.
A dunce cap, perhaps, with some optional skins, might be fairly versatile.
Modify the kitten on the shoulder into a Rikti, so we can have a monkey on our back if we want? (Groan all you want, I don't mind. )
Goofy weapons seem to have a lot of possibility. A slingshot for a pistol model. A rifle with the barrel split like a banana peel. A giant pizza-cutter battleaxe. A smaller version of Jurassik's club for Mace and/or TW. (replace the car with a moped) -
Quote:/signed---------------------------------------
An open letter to Paragon Studios:
*snip*
Sincerely,
Snow Globe.
This isn't about how well the pack sells or how ridiculous the female "Gunslinger" looks, it's about the breakdown in the development and beta process. It feels like marketing has taken over. Feedback is increasingly irrelevant, "filed away for future use" and we all know what that means. So what if the testers are outraged and raising very valid complaints? Marketing needs something to slap a price tag on and they need it by Tuesday! If it has problems, we'll fix it later... though fixes don't make money, you know. Marketing thinks that maybe you should work on the next shiny to sell instead. Next Tuesday is just a week away, after all.
Between the Super Packs and this, it's hard not to feel like there's a lot more interest in my bank account than in me as a player. -
Have you really tried building a few characters like this? It seems fun for a scrapper or blaster, but that's not where it gets overpowered. The buff/debuff characters are the ones that are going to turn into demigods like this unless you just utterly gut the powers. Then all you end up with is Peacebringers.
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Thanks to those reporting from the panel. I'm actually feeling optimistic about the endgame for the first time since I20.
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Just a quick thanks to VK and the rest of the bloggers taking time out of their day to pass information along.
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Expecting? Truthfully at this point my cynicism is starting to color my judgment.
Based on what I have seen from the Incarnate System so far...
I expect that the initial reward system will be designed far more to punish us for daring to do something other than the holy and all-important Trials rather that to reward us for what we actually just did, no matter how time-consuming or difficult.
I expect more and more Praetorians. Yes, we're sick of them but no one really seems to care.
I expect that the reward system will move toward something at least slightly sensible with appropriate screaming.
I would love to be proved wrong, to see that the devs have finally gotten over the obsessive trial fever and are taking CoH back toward the "play how you want" mindset that has kept me here so long.
I'm looking forward to more in-depth notes. My account comes up for renewal in January and this is the big issue that decides whether I'm going to stick it out or move on. -
Once upon a time I had a link to the COH website. It was a nice link, I'd click it, see the headlines, then head in to the forums from there.
Now, that same link leads me to a movie. It's nice enough, but I've seen it, so I skip that and get dropped on the Freedom homepage. It hasn't changed in a month and there's really not much there for me, so I finally figured out that "Community" would take me back to the original homepage that actually has up to date information about the game. Even the Official Site link on the forums has you jumping through hoops to get to the headlines.
So today, I just go straight to the forums and stay there. If there's anything important on the front page, I can usually find it via Community Digest. Not too good when it's too much trouble to even get to your main page. Do you ever type in cnn.com and NOT get their home page?
I get that marketing wants to get the Freedom brand out there, but this is an annoyance that is going to alter the traffic pattern for the site. Put the ads ON the main page, not in place of it. I'll update my bookmark to the newest address for the homepage, but let's try to eliminate this advertising tactic in the future, shall we? -
Maybe there are enough people who have money to burn to make this sort of thing worth it, but if you really want to sell things to the majority of players, the marketing guys need a reality check. In general, we view temporary powers and consumables as worth much less than permanent unlocks like powersets or costume parts. Half of the stuff in this pack would either get deleted or rot in the temp power list forever on most characters. The concept is amusing (though a week late), but the actual items just aren't worth very much to us. At 40-80 points, if pushed at the start of the Halloween event, you may have been able to pick up a few takers in the spirit of the event.
At this time and price, this is just a little sad. -
Nah, that's just what I get for posting from work. I was flying around over First Ward without any Day Job marker showing up until I hit DUST HQ.
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I don't know about exemping, but I noticed that if a Halloween event is going on in First Ward when you log out, Scrounger won't work. I could get credit for DUST Ranger, but I couldn't find any place that Scrounger would show up.
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Are there instructions somewhere on using the legacy launcher?
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Did you do anything different? I've been bashing my head against this bug all afternoon.
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I took Blaze with I19 and I've been pretty underwhelmed with Melt Armor. Sounds great in theory, but in practice it doesn't really seem to be worth the cast time or endurance, even against a big group.
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Awesome, just plain awesome.
Doing this many respecs is going to be tough. Doing them without a build planner: Truly inconceivable!