Winterminal

Mentor
  • Posts

    1405
  • Joined

  1. Winterminal

    Kinetic Armor

    I like the idea. Firespray said pretty much anything I would have said. And I am HUGELY proactive towards getting matching powersets across primaries and secondaries. That being said, I think the problems would arise when animating this set. The animations that exist in Energy Aura already look very kinetic-like, and even share some of the same animations/sound fx as other in-game Kinetics powers. And since Energy Aura has yet to be brought to blue side characters, I think there is a good chance that Energy Aura tankers could be just over the horizon. But don't quote me though
  2. This is a subjective question, since a number of other things come into play here (i.e. the presence of set bonuses, how you have slotted which powers, are you a blaster or a blapper, etc.).

    Personally I hate the end drain as a secondary effect because, as you say, unless you get them down to nothing, they can still attack with anything due to the mechanical differences between NPC Endurance and player-based Endurance. With that in mind, I have built my character as more of a ranged blastroller.
    • I took both ranged holds (Tesla Cage and Shocking Bolt).
    • I abuse Electric Fence.
    • I only have 2 of the punch attacks (which I only use if the enemies come to me, I never run in).
    • Static Discharge and Ball Lightning are a big part of my attack chain.

    Having all that, plus Chance to Hold procs in Charged Bolts and Lighting Bolt, I can solo +1/+2 as long as I pace myself. Frankly, he's not my favorite character on which to solo because if things go wrong (a string of misses, early mez, etc.) I'm screwed, but I love teaming with him.

    Again, it all depends on your build and your play style.
  3. If they input something like this, it would almost definitely be a craftible power via Vanguard Merits. Though, considering the Ouroboros portal drops you off only a hop-skip-and-a-jump from either the Founders Falls or PI Vanguard bases, I don't know how likely it is we'll see it. That being said, I have a character dedicated to working with Vanguard, so I would get this power if it existed.
  4. Winterminal

    Super Speed

    First, check out DrMike's topic. Lots of useful discussion/ideas there.

    I teamed with a speedster-esque character a while back, and he actually built it quite cleverly.
    -He went with the Martial Arts/Super Reflexes Scrapper, using the newer animations since they look a bit quicker. He also made great use of the Veteran Power Sands of Mu.
    -To simulate the speed, he slotted up the Prestige Power Quick (which doesn't suppress during combat) to maximize speed and minimize End drain. He really zipped around mobs, and looked cool doing it with the comet-like streaks any time he moved. He said that, although it was slower than a slotted SS, it actually worked better than having full Super Speed, considering he had more control.
    - He then slotted Super Speed with Celerity, which gave the "so-fast-you-can't-even-see-me" illusion, and allowed him to ghost missions extremely well, both conceptually and functionally.
    -Finally, he said that he had hoped to work in Phase Shift (the final power in the Concealment power pool) to serve as both a panic button, and the whole intangibility aspect that comes with many speedsters, but had been unable to fit in (since he would have had to take 2 additional powers prior to it). I imagine with i19's inherent fitness, he may now have room for it.

    So maybe give that a shot? I think the controller route might disappoint you in terms of gaining the full speedster effect.
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I am pretty sure it doesn't do that (and Red Tomax supports me on this). The issue is that for all powers that summon a pet (including most of the devices powers) the buff symbol remains on your bar for the duration of the pet and will tell you it provides a damage bonus if you right click on it but in actual fact it doesn't provide a defiance bonus longer than normal and you can see this if you monitor your damage bonus.
    Then I stand corrected. I don't pay much attention to the combat numbers, so I had not noticed this. I mean, that makes perfect sense that it would work that way considering it would be very easy for a /Devices blaster to plant a bunch of mines at the entrance of a mission and just carry the damage bonus throughout the mission. I had just never looked at it from that angle. I appreciate the clarification.

    My feelings on the power still stand, however. It's definitely worth keeping, considering it allows you to pump out more damage, I'm simply not a huge fan of the way it works.
  6. It should be noted that, although it's one attack is Charged Bolts, the range is shorter (something like 50-60 ft, I think, as opposed to the actual Charged Bolts' 80 foot range.). So if you are shooting from range, and it is right next to you, or even behind you, it won't be attacking, which is likely why you've experienced that.

    Also, you are not the first person to "wonder" about this power. It has been the subject of debate many, many times over. Some like it because it is unique among the Ranged attack sets and provides a Defiance damage bonus for 60 seconds (as opposed to other attacks bonuses that only last about 8 seconds). Others are not big fans due to its short duration and underwhelming attack strength. But since Voltaic Sentinel is working as intended, it will not be changed nor replaced.
  7. I don't want to speak for the OP, but in my mind "locked doors" would be useful for status reasons. For example: Only SG members (as opposed to coalition members or temporary team members) can access rooms outside of the Portal Pad hub and crafting facilities. Or, only commanders and above have access to certain rooms. Sort of an "inner sanctum" kinda thing.

    That all being said, I don't like the idea for the sole reason that access to those rooms has to be set and modified by the SG leader. And should something unfortunate happen in their real life, which limits or eliminates their ability to play, members of the SG might miss out on opportunites just because their leader wasn't around to promote them.
  8. Quote:
    Originally Posted by Boomie View Post
    So with all the fly lovers in this thread perhaps you guys could tell me a good reason to pick it up besides for concept reasons? I'll have extra power picks after the new issue drops so I just may be able to pick it up the flight pool.
    As you said, with all the other options available, there is no other reason to take it aside from Master of... TFs. The "omni-dimensional movement" argument is squashed by the multitude of temporary flight powers available in-game. But, in a game where people get to create their ideal superheroes, even those who are only the slightest bit interested in concept and story will put some consideration in deciding what powers to take along the way. You answered your own question, heh.
  9. Winterminal

    New Archtype

    Quote:
    Originally Posted by Schismatrix View Post
    i think Rikti are terrible at supporting walls and ceilings, so i strongly disagree with making them an arch type.
    i don't even want them to be a pillar type.
    The Rikti would probably find it boring anyway.
    Haha, bad joke is bad.

    Not that a Rikti AT is impossible, but it is highly improbable. Given the amount of work needed for something like this (character re-design, power design/customization, writing of story arcs, in-game canon changes, etc.), there a number of other possibilities for new archetypes that would probably be created first.

    IMO, new archetypes should bring powers that do not exist anywhere else in the game. All of the Rikti powers either exist already (see Force Fields, Psychic/Mind powersets, Radiation Emission) or are slightly modified versions of powers (see Broad Sword). If they ever decide to add more archetypes, I would hope they would come with content that you can't get already.
  10. Quote:
    Originally Posted by angelbound View Post
    I really want something that starts blooming early, I hate waiting on to see how good I am till late levels, did that with my ill/rad controller and ended up not liking it after it got allot better, to much waiting on clickies, well except healing maybe but I prefer other clickies more.
    First, whoever told you it was 3 days from now was probably mistaken, the date for the $9.99 Going Rogue expansion is the 29th.

    Now, regarding your comment above: You sound like you want to feel powerful within the first bunch of levels. I recommend a Scrapper or Blaster if you're starting as a hero, and a Dominator or Brute if you're starting as a villain. High damage archetypes are a bit one dimensional (since dealing damage is their one intended purpose from level 1 to level 50), but if that's what you like doing, I say go for it. (My favorite archetype is the blaster, so I know where you're coming from.)

    If you don't like waiting around for powers to recharge, then I recommend picking up Hasten (from the Speed power pool) early on in your character's career and/or slotting your powers for recharge. Also, it should be noted that i19 is expected to be released about November 30th, and with it comes the inherent fitness power pool. In other words, starting at level 2, you will have 4 auto-powers that will increase your speed, jump height, health regeneration rate, and endurance recovery rate, all of which will greatly improve the playing experience of the first 20 levels or so.
  11. You could grab yourself a free trial today, that will last you a week. See if the gameplay is still something you enjoy. If it is, by this time next week, the $9.99 Going Rogue special will be only a few days away and you can purchase it. If not, then you've seen what you needed to see without spending any money whatsoever. It's a win/win.

    As for CO versus CoX... First, though I never bought CO, the last time I passed it in the store it was $50, already more than the usual price for the Going Rogue expansion. Second, as some have said, it will be going F2P soon enough so you could probably wait for that if you ultimately choose that game. Finally, it too has a free trial option, so you can give it a fair shot. Ultimately the decision is up to you, but I think you will find the player community and variety of in-game content here outweigh the competitor.

    If price is the only thing holding you back, like many of us have said, wait 10 days and you can get it for $10. And if you need something to do in the mean time, download the free trials of both games and weigh your options.
  12. /signed

    I'm totally behind this idea, for all of the reasons previously listed.
  13. Winterminal

    LVL 41 Powers

    A red-side advocate would tell you, "Blue-side haz moar! Welcome to our world!" (I am not a red-side advocate, and obviously, I exaggerate.)

    Putting aside the fact that I actually prefer the APPs to the PPPs, I do think that, now that switching sides is possible, there should be some sort of balancing aspect. I like the ideas of heroic versions of the Patron arcs. However, I think that they would have to be worded correctly. A hero wouldn't steal Black Scorpion's mace, but perhaps "confiscate" it for counter-intelligence purposes.

    I would sort of liked to have had Blue-side patrons (namely, the Freedom Phalanx members), but given the wide variety of APPs available, that would have been hard to implement. (I mean, does blue-side even have a NPC Hero that would teach ice moves?)

    This much I know: I can get Frozen Armor from an APP for my Ice/Ice blaster and controller. I would like to be able to get Frozen Armor on my Ice/Ice defender without having to go get the Leviathan Mastery PPP.
  14. Quote:
    Originally Posted by Electric-Knight View Post
    Hmm, I forgot about the Flight speed error... That isn't showing up in Mid's is it?
    Also, I think I read that Blasters' flight speed is correct... But I may be misremembering.
    The flight speed buff on blasters (33%) was supposed to be correct, and then every other AT's would be fixed to match. But according to Zombie Man, who received his info from Castle, they decided to reverse it. The 50% buff to base flight speed that was originally an error will stay, and Blasters will be fixed to match.

    In other words, since it's a buff to the base speed, any lvl 50 character with a flight ability will be flying at top flight speed regardless of enhancements (At level 50, a six-slotted Fly will still only get you going as fast as a Temp Power Jet Pack). Feel free to dump any slots you've devoted to Flight Speed (in Swift or Fly), you don't need 'em!

    Also, here is the link for that whole thread, if anyone wants to read how that change came about.
  15. Hover-blasting is my mantra. Stick a Fly IO in Swift and I end up hovering faster than I would normally run (without any sprint power active).

    I currently have Winter's Gift slotted there, so I hover as fast as anybody hoofin' it on the ground. Once the i19 mass-respec begins, I'm considering swapping that out for a LotG +Recharge, and adding Winter's Gift to Fly or something. (Although, with Fly's recent error-turned-buff, I don't need any further enhancements, considering at lvl 50 I'll be flying at the top flight speed with nothing slotted.)
  16. Quote:
    Originally Posted by Mr_Right View Post
    No they wouldn't. They own everything created in the AE already. Even if you made "The Amazing Spiderman's Adventures in Paragon City" and filled it with Marvel and DC characters, NCSoft would own that and any copyright issues are between them and Marvel / DC, not with you. Nothing you make in the game is actually yours.

    That said: Those arcs which reach the level of "Developer Choice" are given real rewards (SOs, salvage, recipes) instead of tickets already. The OP is suggesting they also get placed in an outside environment with their own contact, in addition to other changes I don't really care about. I don't care about the idea, but copyright issues aren't an issue.
    First, I the fact that I was proven wrong my Mr_Right has a certain poetic justice to it and I appreciate that.

    Second, my mistake, and I had my facts confused. I was remembering their policy about taking user submitted stories and the like outside the game, and meshing those two together, when they are indeed two separate issues. My bad
  17. Quote:
    Originally Posted by kusanagi View Post
    If you think AE farming is bad as it is now, what on Earth makes you think it won't get fifty times worse if the drops and rewards are equated into regular TF rewards?

    This is a terrible idea.
    I think you misunderstand, unless I'm misunderstanding the OP. I believe he's talking about just taking the top-rated/voted arcs that are already at the top of the Architect window when you open it up and making them actual in-game arcs from an external contact. Rather than making every mission out there available as a TF. (Which is ludicrous.)

    That being said, I doubt they would do that. Even if they got to the point where they wanted to take the time to make that conversion, those arcs are all written by people who are not on staff with Paragon Studios nor NCSoft, which means copyright becomes an issue. They would need signed documentation from any author of an arc they wanted to convert, which is more trouble than it is worth considering they already exist in-game.
  18. Quote:
    Originally Posted by galadiman View Post
    I would be very excited to hear we would get access to Incarnate as low as L45. *Hoping this is correct*
    I don't think that is what will happen, considering this has all been advertised "end-game" content i.e. once you've reached 50, while there is plenty of stuff still there to do (unfinished task forces, plenty of 45-50 arcs, AE content never gets "out-leveled"), there is really no forward progress in terms of "becoming a greater hero." (Excluding IO sets, but the Devs have always advertised IOs as an optional part of the game in which someone should not feel they have to participate in order to be super.)

    What I believe they meant is that once a lvl 50 character unlocks the Alpha Slot and gets an ability in there, and then they exemp down, the player can exemp as far down as 45 without losing their Incarnate abilities, similar to how IO set bonuses disappear when you exemp down more than three levels below the level of the enhancement. However, I do not think we'll get access to incarnate content until level 50.
  19. Just finished the first story over this weekend. Wonderful job, Michelle! My quick comments:

    - I wish I had a rich friend with a large estate who would buy me a tux and let me drive his Ferrari.
    - I would pay money to see Statesman dance a tango.
    - You were very successful in creating a vivid reality through your use of imagery and detail.
    - Your dialogue is fantastic. It reads very naturally, at times almost like a script, which is a testament to not only your word use, but your grammatical sculpting as well. Kudos, that is something that can be very difficult for writers to translate to text.
    - You chose your ending well. It was not sad at all, but it wasn't all "magic, sparkles, and happily ever after" either. And best of all, it left me wanting to read more.

    My one piece of "constructive criticism" would be to just give future chapters a second proof-read. Thus far, I have come across a few more errors in book 2 rather than book 1. I only say this because I'm speaking as someone who prefers to hear what I can make better along side what I already did well. If you prefer not to, I will keep it strictly to "what I liked" for the future. Plus, from the details you included in your posts, I gather it was more a stress/time issue than anything.

    So, what started as a curiosity about a link in someone's sig that said "Support Nerd Flirting!" has earned you another avid reader. I'm hooked, and I can't wait for the next installment!
  20. Winterminal

    New Frost Fire

    Awfully snarky, Ben, but funny.

    Not only would I like to see Frostfire get a new look, but I would love for a re-worked Hollows story arc where a new Outcast steps up to lead the gang.
  21. Devices>Web Grenade: This power's cast time is about the same amount of time it takes an enemy to run from the maximum range into melee range. (In other words, an enemy running toward you will reach melee range before it is actually immobilized.)

    There are a TON of others that I can think of, but most of them I can attribute to either a) I created the character before I had the option to see all of a power's stats before taking it OR b) I was newer and didn't quite understand certain game mechanics yet. My one example above is the only one I can think of right now that you really could not know without playing the game.
  22. Winterminal

    Choosing Origins

    I'm a big fan of creating a story for my character, and I put some thought into writing bios, so the origin comes from his/her backstory. Rarely will I create a character without having some idea of what he/she is going to look like, and what her powers are, along with where they come from. By then, the origin choice is pretty straight forward.
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    I think the solution to that is simple, and it lies in the Dopelganger system. Let us either design a nemesis or pick one from our roster of opposing characters. Once that's done - and it's as technically doable as putting your own clone in - then just have that nemesis show up in random missions either in place of the mission boss, in addition to the mission boss or just in a spawn somewhere along the way. Give him a few generic lines of dialogue, like "I strike when you least expect it!" or "We meet again, Mr. Bond!" or something along those lines. That's pretty much all you need. At most, replace his surrounding spawn with Mastermind henchmen of your given choosing and be done with it.

    Well, Rogues in Paragon City have their own unique briefing options for Tip missions, and they can't really do much more, such as regular contacts. They are, in fact, not welcome, because no-one will work with them. You CAN still team with other players, but I don't want to encourage strife between players, themselves. Faction on faction and fiction on fiction feuds I'm perfectly fine with, but under NO circumstances do I want to encourage players to be hostile to each other. That's the prime reason I hate PvP - I much prefer cooperation over competition and backstabbing. People will naturally want to be friendly and play together because that's what players do. Write the environment to be hostile, but don't try to make the players hostile to each other.
    Ironically, these are the two things I left out of my previous post, so I agree with both of them. I don't mind getting into the mindset of my character, but I would also hate to see people shun other characters because they are a gray morality.

    Frankly, I think Rogues function better than vigilantes considering Rogues are basically mercenaries: most of their tip missions involve getting the biggest possible payout, regardless of "good" or "evil." Which is why I understand them being able to team with heroes. Hell, it works with game mechanics: you join up with a group, regardless of morality, and you get more/better rewards.

    Vigilantes seem like more of a stretch though. The progress bar says "Becoming an angel of justice..." Now I don't remember offhand what the Rogue bar says, but that statement right there does not seem like one would readily team with evil-doers. I have absolutely no idea how they could now change this up now, but IMO, it could stand to be changed.
  24. I've posted this idea in numerous other topics, so this is a copy and paste of what I think is a plausible idea.

    Body Manipulation

    1. Front Kick (A 300 "This is SPARTA" animation (which exists already) with a high KB effect like that of Power Thrust from Energy Manipulation. Possible alternate animation would be the palm thrust animation of Cobra Strike from Martial Arts.)
    2. Storm Kick
    3. Dragon's Tail (Much weaker than MA's version, but with an accuracy bonus to ensure the Knockdown)
    4. Weakness Exploitation - Click, Ranged Targeted AoE: You analyze and aim for your enemies' weak spots. Each enemy that is hit suffers a -Recovery, -Regen debuff for 20 seconds. This power does not aggro. (Recharge is about the same as Build Up).
    5. Focus Chi (a.k.a. Build Up)
    6. Adrenaline Rush - Toggle: PBAoE, Foe -DMG, Self +End, Self+Recharge. Borrowing from the idea of Willpower, as you are surrounded by more enemies, your body kicks into overdrive, causing you to take less damage from attacks and increasing your body's ability to continuously attack.
    7. Smoke Screen - PBAoE -Acc, -Perception, Self +Special: After activation, each enemy successfully damaged afterward will be confused (Mag. 2, 10 second duration). **This power uses the Smokebomb costume change emote animation, combined with the smoke effect of Smoke Grenade from Devices. Then for the next 10 seconds, each foe you cause damage to is hit with an unstackable Mag 2 Confuse.**
    8. War Cry (possibly need a better name) - PBAoE, Foe Fear: You let loose a bellow of power and determination. Surrounding enemies will be intimidated by your tenacity. (Stronger enemies will have a higher resistance).
    9. Crane Kick - High DMG, Foe Disorient, Foe Knockback.

    A few new powers in there, some of which could probably use some tweaking, but all of them can utilize existing animations. I tried to keep it different enough from devices, without making it too melee heavy. If you'll note, I more-or-less follow the skeleton of Mental Manipulation (which has been noted to be the ideal Manipulation set so far).
  25. I am in complete agreement with you here Shadestorm, particularly the bit about "one big blob of grey with no more black and white."

    Currently, I only have one vigilante, and it is because I had him written as a vigilante from day 1 of his existence. Naturally, I made him an official vigilante once Going Rogue went live, but I have no intention of ever setting foot in the Rogue Isles with him. Because, as you said, in my mind a Vigilante is a character who punishes the wicked rather than simply subduing and arresting them. I also agree that the tip mission choices encompassed that mentality quite well.

    Now, I understand that the intention behind the Hero-->Vigilante-->Villain progression was that at some point a vigilante might go too far and kill someone by accident, or that didn't deserve it, or whatever, and complete their "journey towards the dark side."

    I also get, and respect, that the alignment/morality system was kept general in order to allow for everyone to write/create their own story. That openness and flexibility is one of the reasons I love the game. However, I agree that there could be something more in there. But that's for a later post.

    Personally, I love the idea of having an arch-nemesis, but I hate the idea of someone being able to ambush me wherever, even if they were in the parameters of what we set when we made the nemesis "agreement." My alt-oholism aside, eventually I would forget, and then get really pissed when I wound up dead while, say, crafting something in my SG base. I know it would be way different, but too many times have I been innocently trying to gather ore samples in Bloody Bay and had a big red "ASSASSIN'S MOVE" appear above my head.

    Alternatively, completing tasks that would make things more difficult for my nemesis, or add a certain complication to my nemesis's missions, is an idea I really like. I would be all for options like:
    • Giving your nemesis a random ambush per day.
    • A booby-trapped drop at the completion of a mission, which would give some kind of random debuff or other semi-annoying-but-not-altogether-hindering effect for a certain amount of time (and perhaps ways to get around this i.e. a minor DoT effect simulating poison could be removed by visiting a hospital nurse).
    • An instanced mission given as a response to any mission you just completed. For example: "While you were busy completing that task, your nemesis has made a bomb threat against the city. It is set to blow in 15 minutes!" Thus you have 15 minutes to get to a train station and load into one of the large scale city maps and find the explosives before time runs out.

    I stuck to the "upon mission completion, you get..." idea because I think that would be the easiest in-game trigger for the tech side of it, and also most likely be the least intrusive to the player. Obviously, it would be restricted from happening during TFs and the like, where it would be intrusive to the player moreso than to their character.

    I have a lot more to say on this, more than I thought I would! But I'll leave it there for now to hear some responses.