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Soul Storm with one Hold IO gives you enough time to setup another AS if no attackers...
For example. Find three mobs, AS, placate 2nd, hold 3rd (you have 17 secs), AS 2nd, wait for hide.... AS 3rd.
All with no damage incoming....
Test that against a 7.33 activating Moonbeam... you could get another AS in the time moonbeam takes to fire.... -
I'd think tough and weave would be overkill....
Also, soul mastery with no SM??? -
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A DM Stalker, on the other hand, can outdamage essentially all CoV ATs short of a full-Fury-and-damage-buffed Brute against single targets in both burst and DoT.
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Yeah, I'm sorry, but the rhetoric is just getting silly now. I know you like the DM Kool-Aid. I've had a sip or two myself in the past and I must say, it is indeed yummy. Could you put it down for 2 seconds and back up this little nugget with some proof? Perhaps a video? I'm not much of a numbers guy, so if you could please type slowly so that my fellow meatheads that don't possess your wisdom can comprehend?
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If it were about four months ago, I'd probably acquiesce, but as it is now, I simply don't feel it's important enough to prove my point to slog through hours of calculations. While it's likely less safe to have made the quoted claim, I don't think it's rocket science to figure out that between the tremendously fast cast times and the new Siphon Life, DM reigns solely supreme against all challengers in Stalker single target damage output.
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I normally are right in with you A_C... but I think this is a pretty stupid argument.
You're comparing apples to oranges.
DM is ST, ElM is AoE.
That's what they were designed to do.
Your real argument is this:
Based on the function of a stalker (where both arguments have different subjective views on this), which is the more appropriate set.
I think the clear answer is DM... since a stalker is supposed to take out the heavy targets. Leave a brute to SMASH. I'm a stalker.... I'm precise and deadly.
However, they introduced ElM to stalker to give it another option other than ST only.
Whereas I believe that ElM is counter-intuitive. I do believe it's fun for some people. I do agree that it's more powerful in mowing down minions.
However, when the question is power, you have to assume the OP wants to fall back on the role of a stalker.
Which is the most powerful STALKER while performing his role?
Answer is DM.
Which is the most powerful PvE stalker?
Answer is undefined.
Most powerful PvE is too vague.. It cannot be answered. We need more input from the OP. Does he want a minion mower, or a boss assassin? -
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But railing against limitations of the game engine is a silly thing to do.
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I simply disagree. If it's a limitation with the engine then they should fix the engine. A power like this should work how you'd expect it to work. That's common sense. This isn't a catchall post so I'd like to see every power that disappears when the caster is defeated be fixed where appropriate. Ice storm, sleet, oil slick, immobs, whatever makes sense.
I don't think it's silly at all.
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It's not a limitation of the engine. It's a limitation of the logic. And the logic is required.
If it weren't a persistent object, there'd be no way to start the damage when the mobs entered it. It's either applied at the beginning of attack to the enemy as a dot (an attribute or effect on the enemy), or it's applied by a pet aura (as a check on all enemies against the pet location). If the attribute is applied to the enemy's object, then it cannot keep reapplying when entering some defined area. Since the code runs by objects that interact, it's impossible to apply this type of damage abstractly, or you lose the model.
Every area of effect that isn't applied to the enemy object, must be a persistent object..... that's a restriction of a machine that allows something more complex than structured code.
That restriction is a freedom that allows multitasking without using an infinite amount of threads. Which in turn allows games to even exist.
So it's not silly.
Now, they can do something about the pet dying when the owner dies.... that's not a limitation of logic, but rather a rule applied to the logic. -
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Fake.
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I noticed soon as I saw hurricane as a listed power.
Water/Storm.... dual Canes? -
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I'd disagree that the same can be said for every powerset, Luminara.
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Well, if I have a concept that calls for shooting fire from my hands, Ice Blast isn't going to fit, is it. Nor would Elec, or Energy, or Sonic, or Psi...
What if I want to shoot glass from my hands? Is Rad Blast going to fit? Or Dark Blast? No? Well, I guess I'm limited to Ice Blast, then.
I can come to this game, fresh and new, and have to deal with limitations imposed by different powerset graphical effects, a situation not exclusive to TA or Archery (or any other weapon set). Right?
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Trick Archery looks like you are unequivocally using a Bow and Arrow to fire arrows with unusual devices attached.
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Um... yeah, that was the point. It's the option for those who do have a concept that calls for a bow and arrows.
You said, "If anyone comes to the game with a pre-existing character idea that they want to fit into the game as closely as possible, chances are Trick Arrow wont be it.", and I disagree with that assessment because you base it on your lack of concepts for TA or Archery characters, not on data mining, polling other players, simple observation of new players or anything else.
Seriously, I'm not trying to get under your skin or be a jerk, but whether or not you've been able to come up with a TA or Archery concept has no bearing, at all, on whether or not other players (new or old) have, can or will. As many players as there are who start playing because they want to shoot fire, or electricity, or "frozen time shards", or pretend to be constipated old men who emanate green gas from their nether regions, or whatever, there are just as many who start playing because they're excited about being able to make a character with a bow and arrows, or an assault rifle, or a shield, or a sword, or any other weapon-based set. For goodness' sake, five years on we've still got people, including brand new players, asking for wands and staves and whips and chains and... all kinds of conceptually limited powersets which use specific graphical effects!
Concept limitation is something that we, human beings, impose. Not the game. And for every player with a specific concept that doesn't fit a weapon-based set, there's another player with a specific concept that won't be met by anything but a weapon-based set. That includes TA and Archery. The fact that they use bows and arrows for graphics doesn't make then any more or less popular than any other powerset, or any more or less likely to be selected for concepts. Truth is, you don't know what Random Player 164,330's concept is, so how can you postulate that TA or Archery won't fit it?
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I just want to point out that...
if there is bow and arrows, it's because enough players actually wanted it when they asked what kind of hero was missing from the game. The other idea at the time is shields.
The only ground you hold is that shields can be argued to be something different. I mean, the visual contradiction of a plant/TA controller is controversial at best. "I'm a greenie throwing oil spills on my plant pet." Not very PC right???
My Points:
1. TA was a set wanted by the crowd. Don't have a concept... skip it.
2. Oil Spill, Glue, and Entangling don't fit the magic bill. So non-enthusiasts will only accept gadgets as a viable reason. -
Just got my stoner, he's big time a melee pet now. He throws one rock, gets into melee, and still uses the rock when it recharges along with his melee attacks.
Sonic is NOT useless to Earth. The best debuff in the set stacks with everything in Earth. Recheck out Liquefy. It stacks with ALL of the other earth powers for massive control.
Stacks with Vent for Hold.
Stacks with Earthquake for knockdown.
Stacks with all other earth powers with -DEF.
Earth/storm and earth/sonic are the best "Control"lers in the game. Stoner isn't bad damage, and he's an awesome tank.
But the big deal is Liquefy. It's like gold to earth and bleh to everything else. -
When you respond, please answer list of questions with objectives in mind. Then feel free to comment anything else.
I just got my earth controllers pet (first one ever) and now I'm in the mood to collect other pets. Illusion is my next target.
Objectives:
1. Soloability first, but don't want to get overlooked for teams..
2. Want functionality as I level. Don't want IO lvl 50 build. Don't care... I'll respec later on.
List of question:
1. Consider on solo you're fighting 3 - 5 mobs and Fulcrum shift only hits this many mobs. (+75 - 125% KIN dam vs 45% RAD)
2. Consider also the increase in difficulty level of mission and 6-8 mobs. (+150 - 200% KIN dam vs 45% RAD)
3. And the most important question is, how much damage on solo will I be trading for Rad's survivability? Which is faster? Which is more fun?
Does KIN with 3-5 targets solo faster than RAD with it's smaller damage but more survivability? Do the pets make RAD's safety overkill?
Here's my reasoning:
If I solo, Fulcrum shift will hit 3-5 mobs at most, which is 75% damage. Rad takes off almost 25% RES. If a mob is 25% RES that account for a 33% gain in damage + AM = 45% avg increase. So I will be losing a good amount of damage by not taking KIN.
Extra Comments:
I don't want a super badass IO build that I'll never get until lvl 50. I want something fully functional the whole way to 50 and this is what I want to accomplish.
I want the fastest and best soloer. And the question is, does the extra safety of RAD become overkill with Illusions pets? Or does the debuffing of RAD more than make up for it's lesser about of damage buffs.
I want which one gives me the best soloability. Once I get phatasm, I'll solo the rest of the game. I get the feeling that Rad is more solo and Kin is more teams. Is this correct? -
It's sad. I heard a team broadcasting for a blaster. I asked them if my earth storm controller could join.
They pointed to their fire/kin and said they already had a controller.
I replied, "That's damage, this is real control".
They let me join the team and the fire/fire tank never dropped below 90% on a boss run.
They were surprised that any controller could keep every boss locked down.
They first told me to stop the knockback, until they realized that I was the one keeping the mobs IN one location. They loved my runner catching abilities. -
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Pure conjecture: this is the quick anti-farming version; more thought out changes will be made in the future after players chew on it awhile. I would not be suprised if this were rushed to Live as an emergency maneuver.
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I hope the "more thought out" change is letting us choose the powers ourselves, with some minimal "must-take"s of course. The ranged attack in Melee sets could switch to optional if a ranged powerset is also chosen.
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The only problem with that, is that it would make custom critter files even bigger.
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No it wouldn't.
As is, they need a flag to determine what setting the power is on.
Looking at the way the custom creator works, there are no other yes/no settings. Most likely this means they are using at least a byte to store this setting flag. Since the difficulty setting has three options, then they must be using at least 2 bits to store this information.
A byte is made of eight bits, each on off flags (1 or 0). If we assume one power in every set is a default, then that leaves 8 other powers that can be selected from. That means there's enough bits in ONE byte to store this information.
So if we allow custom power selections, the file size wouldn't increase at all.
Since the program is already looking at the difficulty setting for which powers it has access too, there's only 8 checks instead of one.
Assume the critter has a power set list that powers are added too on load. The powers must be added to the list one at a time. So instead of three checks that add a set of x powers, there will now be eight checks that add a power each.
For example, before it would be
If standard
add 1, add 2, add 3
If difficult
add 1, add 2, add 3, add 4
etc.
Now it would be
add 1
If powerbyte & POWER2
add 2
If powerbyte & POWER3
add 3
So even the code would change little at all. I would assume that good programmers would add a linked list of powers available, rather than checking each second. -
1. Pistols
2. Dual Wield
3. Empty Clips
4. Aim
These are a given.
My inspiration is from Dante in DMC.
Most important is number 5, charged shot, which similiar to Power Burst.
5. Charged shot (animations with a charging glow like the red-orange superspeed color, then releases a dual-wield like shot)
6. Spin (same animation)
7. Stunning Shot (low damage utitlity, two quick dual-wield shots)
8. Crossover Shot (shoots for Pistols damage, but hits another target within range in a random direction. Animates as arms crossover with one arm aiming at target and shoots both guns). This is the unique signature attack for DP. Think of jumping charge attack from Electric melee.
9. Jumping Spin (this is a crashless nuke. Animates as: Jump up, turn upside down mid-jump, pause jump and spin with arms down as arms aim out and draw towards each other, resume falling portion of jump) -
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Ok so i can see a way to still get away with a phonebooth kind of thing - requierments: you have to be infront of an ingame door - have the character run in the door then come out of the door a few moments later in costume - there are enough doors in the game that this wouldnt be to hard to pull off - plus as we all know if you camp out in front of a working door when you log back in it appears you just walked out of said door - this is just that mechanic taken to the next lvl.
Also - has anyone found the actual card art? I would love to see a full color version of the cards - the tranclucent images look cool but to hard to make out details.
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That mechanic is automated. If you spawn besides a door, you animate walking out the door.
Same thing happens if you log in next to a hole, you jump out of it.
It's simply lazy code. Instead of enabling the game to check if you just 'exited' a mission, it simply animates whatever you spawn next to.
They might be able to force a respawn if you're next to a door. -
They should make the run-after-x-time-wo-hits logic change to not count misses due to player DEF buffs.
It's kinda annoying to play melee DEF characters (unless you're ice). -
Just a note for all out there... the debuffs of freezing rain persist long after the knockdown patch. The patch lasts for 15s but the debuffs (which are fairly big: -30DEF, slows, -RECH, -RES, it really does rival RAD) last for 45s. 45 out of 1 minute recharge to be exact. Since hurricane and gale do enough knockdown for me, I use FR mainly for the debuff and don't care if anything gets knocked out of it.
Also, I may be wrong, but I think if any mob within the 15s comes in contact, they get the debuff for an additional 45s. So you can easily lay down the patch on one mob, push another into it, and lay down more storm.
I think people would benefit more from storm if they treated FR like a 15s window to get a really good 45s debuff. -
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I was more leaning to Crab Spider because i have made a couple of stalkers (That is what i thought bane spiders were like) and they are too squishy to solo. So i thought why would i pick a stalker type guy when i can take a scrapper type guy. But then you said that they are more like tanks i said noooo, i hate tanks (No effense to those people out there who are tank junkies). So thank you for the post.
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Dude...
1. Banes are way more survivable than stalkers. I've easily wiped 10 even con longbow without taking a dip in my hp. Their regular attacks put on the hurt, easy.
2. Crabs are not like tanks. They can up their defense pretty high, but they really are tank-mages. They have tons of aoe when used in the right order lay down a destructive volley. They however, take some time taking down single targets and bosses.
A bane is a scrapper stalker hybrid.
A crab is a scrapper with ranged attacks.
My bane is more survivable than my crab. Because he uses DEF instead of RES. And my bane starts taking out enemies sooner. At the beginning of the fight, I already automatically take out one enemy. Then a couple of attacks takes out the next. Whereas my crab is taking a beating from all of them until all of them are dead. -
NOTICE:
Please, leave only positive and constructive comments on how to utilize Kheldians if you reply. I wish to show people how to play Kheldian, since they really can be utilized well in good hands. There is far too much negativity surrounding Kheldians, and I wish to correct this, because A LOT of the negativity follows from AT brainwashing. -
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* FILLER for expansion purposes. *
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part - 2 -
The sheilds:
The sheilds are an interesting debate in the forums. Some people like them, some people like all or nothing and find them uninspiring. The RES combined with bonuses from inherent can make for some pretty impressive defenses, but they have a big MEZ hole. Now, some don't mind the hole and see no hole. I'm one of them. I see that all ATs need a weakness. Kheldians have several. And this is where all the negativity comes from. However, I find that playing a blapper (blaster that relies on melee for damage), I like the shields even without mez protection. However, if you find the hole big enough to ruin your fun, learn from the ways of the dog, and find a bone (teammate) to fill it with. Also, another downside, if you switch forms, it detoggles shields. Some find this to be annoying, because the combined activation time of the shields can hinder your effectiveness
Filling the Mez Hole (if you want to):
List of powers that can fill this hole
1. Empathy - Clear Mind (got a healer... blarg)
2. Storm Summoning - O2 Boost
3. Sonic Reson - Clarity
4. Kinetics - Increase Density (couple with Speed Boost to overcome side-effects)
Villains side:
5. Thermal Radiation - Thaw
6. Poison - Antidote
7. Repeats from above
Also, anything that buffs DEF can be used as semi-protection. If the hold doesn't HIT, it won't STICK.
My Advice:
Play a peacebringer like a human form blapper. If you're on a team see if you can have 2 controllers or a defender with a clear mind type power, and use the shields. If not, play like a blapper. You will have immense damage by taking the strikes. You can lead off with the AoE soft-control, then Build-up and blap away. You have a dull-pain and a heal (third heal if in dwarf). Don't bother with detonation, but the cone can be used as more soft-control. At 32, you can occasionally go kaboom if you take the nuke. You'll feel alot like a blaster at that point. Build-up, Strike, Strike, Stomp, Boom. If you play like a blapper, you can avoid the mez.
Play a warshade like a tri-form utility-belt. You can pretty much do anything, and tank if you slot the taunt. You get very high resists for a single toggle, plus comes with mez protection.
If you WANT to actually use dwarf form, slot it up. Don't be shy. The damage is pretty decent when slotted, about 70% of the nova attacks. I wouldn't bother slotting the hold if you take, more than four slots (accuracy and three durations). This is because if I'm human I'm only making a pet, letting hasten activate, or using stygian circle to fill my health and endurance (three minions can pretty much top off both). There is NO downtime, but you have to be quick. Double mire when you want to take things down quick (double mire means activate dwarf form, use Dwarf Mire, then detoggle dwarf and Sunless Mire)
Phase shift:
Both get a phase shift power, good oh-crap power. Take it, slot if you want. Peacebringer gets a super fast fly. Warshade gets a tenth of Superjump, more like Combat on steriods, and has a longer activation time. (yeah, what's the deal???)
(PB) Dull-pain boosts dwarf, high health, live longer.
(PB) Build-up, Dwarf form, Flare, detoggle Dwarf, Detonation, Solar Flare, and Dawn Strike.
(PB) Double Flare: If you start in Dwarf-form and detoggle during the Flare animation, Solar Flare appears to have little activation time. It seems you might actually ditch the Dwarf Flare pause when you detoggle. Who knows?
(WS) Perfect Double-mire: Stealth in with Super Speed and Shadow Cloak, Eclipse, Dwarf and mire, detoggle Dwarf, Sunless Mire. Damage as you see fit.
(WS) Trio: Stay in Nova unless hasten or extract essence is available. Slot up EE and hasten for recharge. You can maintain two Essences 90% of the time.
(WS) Poor Man's Stamina: Stygian Circle out of the box can keep you full on endurance and health at the end of every fight. One EndMod in Circle can almost fill endurance with only two minions. -
Intro:
Kheldians are actually great and fun utility Archtypes if you know how to use them. You can get a lot of fun out of them. The problem lies in that most people mis-interpret what to expect from them. Everyone HAS to level up a 50 to play a Kheldian, which means we have 50 levels of brainwashed gameplay in our heads and expect our Khelds to do what our old archtype used to, because the assortment of powers just don't make sense. Others just don't like what Kheldians have to offer. Regardless of their disagreements with the Archtype, destructive comments rarely put things into perspective, most often are exaggerated, and on the forums often get reposted more than constructive comments. All of this combined results in an image of bias that doesn't necessarily need to exist.
Before jumping into your Epic Archtype, remember that Epic refers to story and context, not ability. I find the AT to be epic enough in ability. Since they are hodgepodged powersets, you'll find yourself being good at everything but not exceptional at anything, just wait. Khelds get some good tricks at lvl 32 onward that might change your mind if you can wait that long.
This is not intended to be an indepth look at powers or how to min-max Kheldians, but simply an constructive introduction that will reveal the characteristics and flaws of Kheldians so you know if they are right for you.
Inherent:
The unique thing about Kheldians is their inherent power. The power buffs the Kheldian based on their team make-up and whether they are a Peacebringer or Warshade.
Peacebringer is a team balancer. A defensive team yields an offensive Peacebringer, whereas a defensive team yields a defensive Peacebringer.
Warshade is a team enhancer. The opposite of above.
Both net a status effect protection from controllers (1 point per). Don't plan on being tank-worthy yet, because 1 point per controller means even a full team of controllers won't put you at tank-lvl. It is far more effective to team with a defender or controller that has a Clear-Mind type powers. These are listed further down.
Powers:
To offset the fact that you can't choose a secondary and primary when you pick which Kheldian you want to play, both the secondary and primary sets are significantly larger than the typical AT. You'll notice scrolling through the powers that both types of kheldians generally have the same core powers in their sets. However the truth is the effects are totally different. As you follow through the higher powers, you'll see they branch off in different directions. To start, Peacebringers feature -DEF effect and MORE of the knockback effect, while warshades feature the slow and -rech effect and MORE of the stun effect.
Peace-bringer is a little more defensive, while the Warshade is a little more offensive. Don't worry, the truth is both are balanced quite well. The PB powers tend to be click self-buffs relying on nothing more than your own endurance. Which means they start out great. However the Warshade buffs require enemies, which means they have more potential.
Early in their career the powers seem almost identical. Post lvl 6 we see a little branching. Peacebringers get melee damage, which is considerably powerful for human form (Inc Strike has a chance to hold). Peacebringers also get an AoE stun and a heal other. Warshades get an immobilize and a melee hold. They get TP Foe and a drain ability.
NOTE: In their primary PBs have heal other, while WS has heal self.
The remaining powers differ in their secondary effect as mentioned above, and the fact that WS rely on enemies and PBs are flat self-buffs.
NOTE: Human form powers do little damage on their own except the PBs Strikes. If you intend to rely on the human powers for damage, plan to team according to your inherent as mentioned above.
Pets:
The PB pet is nothing more than three homing pets. They, like other homing pets, have a clunky AI, summon them right by the target, or they might forget they can attack. The Warshade pet has another clunky fault. Make sure your dead body is fresh, cause if it fades during the animation, you don't get a pet.
The Forms:
Both Peacebringer and Warshade get two forms, Nova and Dwarf. The Nova is a pocket-blaster while the Dwarf is a pocket Tanker. Nova get inherent flight, while Dwarf get their own Teleport. Both as travels are seperate from the inherent travel power wrapped in your human form. Both forms benefit from a higher base recovery. Nova benefits from a higher base slottable ToHit, and Dwarf benefits from a higher base HP and slottable resistance. It's more than just the powers.
However, it is JUST the powers as well. Because a White Dwarf isn't a Black Dwarf (Seriously.... no PC joke intended) I will mention the differences.
Nova:
Both are nearly identical, but yours truly would like to remark that the human buffs are dramatically different between PB and WS. Since Eclipse carries over into forms whereas Light Form does not, I find the Warshade Nova to be more effective. Also, Black Dwarf gets it's own Mire, two Mires >>>>> PB's Buildup.
Dwarf:
To be fair, I will admit that the PB Dwarf takes the cake. Since PB gets a Dull Pain equivalent, and the Dwarf heal is more effective on PB side, AND Dwarf Flare does more damage and recharges faster than Dwarf Mire, PB Dwarf can both hold aggro and health better than WS Dwarf.
Summary of differences so far:
- Both the peacebringer and warshade get a pocket-blaster and pocket-tanker, in the two forms Bright/Dark Nova, and White/Black Dwarf.
- The warshade as a more effective nova due to it's utility powers and mires.
- The peacebringer has a more effective dwarf due to dull pain (max health increase) which carries over into the form, it's heal is more powerful, and it has
a more effective AoE power for maintaining aggro.
- The human powers do less damage, but have a greater secondary effect.
- PB gets an AoE soft-control, and Inc Strike has the hold effect.
- WS gets an immobilize and a hold, a cone soft-control.
- PB gets the -DEF effect, WS gets the -rech and slow effect.
- PB buffs are flat-rate buffs.
- WS buffs are variable by the required enemies bodies.
- PB pets are short-lived and clunky
- WS pets are long-lived but can mis-fire when summoning -
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3. Not Electric Stalkers: Have not seen the powers yet but if there is AoE's wow just does not make sense.
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Electric stalker set is easy to implement. I can easily foresee the pattern, here's my take.
1 Charged Brawl
minor fast
2 Havoc Punch
moderate moderate
3 Jacob's ladder
cone
4 Assassin's Shock (pulse, bolt, or volt)
AS
5 Build up
6 Placate
7 Chain Induction
8 Lightning Clap
9 Thunder Strike
1-3 matches dark, blade, etc. ST small, ST mod, Cone.
4-6 stalker powers... these are a given
7 Makes sense, the 7th power is usually a decent attack
(the devs still think induction is a fair attack regardless of player preference)
8 Is usually a utility power, life siphon, stun, etc.
9 Is usually a major attack, and while Rod would be wierdly cool on a stalker, it would generate too much aggro, and TS has the same size cone as eviscerate. They would have to up the damage a little on this power, or make it chance to crit outside of hide on any target in range. -
Visual sounds could have a slider, like the particle slider, where far left is off, and far right is every effect gets a sound.
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Was this even listed in the features for I12? Color me impressed
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Sure, this comes under the heading of "numerous quality of life improvements." Just because the only things they told us about the first time we heard about it was sortable contacts and customizable power trays didn't mean that was all we were going to get.
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It was listed at the time they made the first numbers mod. They mentioned in the next round they'd have numbers for powers so people knew what they were getting when they selected a power. -
heheheheheh.... I can't wait to crit on greater fire sword. But yeah, the brute version of fire is a whole lot less AoE. I'd see them replacing breath of fire, maybe not.
Can I make one suggestion.... before this gets out the door.
Can we swap out scorch for another firesword attack, and give us the Oni firesword.
FS hack
FS slash
Cremate
Firebreath
Buildup
Taunt
FS circle
Immolate
GFS (this sword is straight so it fits with oni sword)
That's really really what I really really want, please, please... -
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If you use Cape options for hair the hair will look and flow like a cape and not necessarily like hair.
So your hair will hang down off your head get tied to your neck then flow down off your shoulders. That is how capes work. There are no capes that attach to top of head etc. so the flow wouldn't be right without a separate option.
Another problem is color. When you choose long hair in Hair you choose 2 colors and your hair color is a mix of the 2. You don't have that option in capes and people will complain that they can't create their strawberry blonde bombshell with only.
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No capes to the top of the head....
Bridal veil....
PWNED!!!