AzureSkyCiel

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  1. Randomly, another thing that might help revitalize base use would go beyond anything mentioned and involve a new system of missions.
    Basically, what do we see Batman and various other heroes do in their bases of operations? Examine clues and evidence they find for bigger leads.
    So basically a new type of mission (or an adaptive add-on to some existing things like newspapers and tips) would involve a clue being dropped that you can keep with you until you take it to your base (or for those without a base, a police precinct. They don't do much as it is) and take to a special base item an have it examined which leads to another, related mission.

    of course, this would be WAY more troublesome than anything else suggested so far.
  2. Quote:
    Originally Posted by Toony View Post
    I have to wonder if new content is being designed around the idea of heroes being much more powerful than they used to due to IO's.

    I.E. balancing around IO's.

    That or balancing around the idea everyones playing a scrapper or brute.
    my scrapper had some insane trouble during the finale.
  3. Quote:
    Originally Posted by Golden Girl View Post
    If you're going by the lore, then the IDF has to be the most powerful, because that's a key part of the GR and Incarnate storyline - the Resistance and Primal Erath need to join forces to stand a chance against them.
    The current situation in I19 has Heroes, Villains, Longbow, Arachnos, Vanguard and the Resistance vs the IDF, and it's shown as an evenly matched fight.
    They were winning partially by virtue of having a massive debuff on the entire world around them.

    golden girl, can you SERIOUSLY tell me a anything short of an olympian guard or war walker could take being hit by an A-10 Thunder Bolt's gatling gun?
    Oh, let's not forget that the War Walkers are probably begging to blown up by an f-22 raptor.

    and this does not even take into account what insane augmentations might have been made to these real world war machines with the help of city of verse's MAGIC! and SCIENCE!. (All tankes equipped with Railguns anyone? Portal-tech targetting systems? (you just got hit with a tactical nuke... right in your pants!)
    somewhere in my mind, I've come to believe that the militaries of the world in City of would be the ultimate ******* cross between Arachnos, Longbow, Malta, Paragon Police, Crey, and Vanguard. This doesn't even cover the concept of meta-humans they've explicitly sought out, recruited, trained, and equipped. Especially after the Rikti war, I wouldn't be surprised if every country in the world had their own 'insurance policy' against an otherworldly invasion force.
  4. because clockwork are designed to be impromptu militia as well as janitors/manual laborers.
  5. Quote:
    Originally Posted by Twisted Toon View Post
    One weakness I have found with pole-weapons is that if the opponent does manage to get in close enough, the pole-weapon user is at a serious disadvantage. The Pole-weapon tends to get in the way, more than keeping the opponent away.

    Granted, I haven't had the years of experience that you have had, but I have had some experience both using pole-weapons and fighting against them.
    Well, given how present ranged powersets work regardless of range, I'm not so sure that'll be anything to worry abut with a pole arm power set.
  6. Quote:
    Originally Posted by MrHassenpheffer View Post
    I find this ironic, and a bit depressing.

    One thing that the Gorilla took from City of was what used to be the item of power mechanic, the buff to all members for certain achievements.

    While there isn't any base editing involved...If you belong to a guild that has a huge amount of achievements, you get some very nice and -useful- buffs... just for being a member...
    I had a random thought on this to supplement the loss of the IoP once: The idea was that various devices in bases could grant buffs to all SG members passively.

    For example, the basic control unit could grant all SG memebers a +1% To Hit and Defense buff, while the basic power unit provided a +1% Damage and Resistance buff, each tier of the power and control devices would grant 1% higher buff, possibly with being stackable for having more than one, like the owners of Secure plot types.
    So a LARGE SG with two Dimensional Vortexes (third tier arcane power), and two Autonomous Expert Systems would be buffing all SG members by 6% (3% invidually) in defense, resistance, damage, and To Hit. This bonus would hopefully be small enough to not make it pressing you join an SG, but still make it a very nice perk to either encourage activity/contribute within yours or join a large and established one.

    Other functional items could also give their own minor buffs as well, such as maybe teleporters offering small movement buffs, Medical could grant regeneration (and possibly recovery) buffs.
  7. Quote:
    Originally Posted by ultrawatt View Post
    So the Devs are going to have to animate two entirely different sets of animations just so SD using can use it? I dont see that happening.
    Thematically it makes sense. As people have pointed out, there is the Spartan Shield and Spear pairing.

    Now if Scythes and Quarter Staffs got their own set, THOSE I don't see being compatible with /shield defense.
  8. Quote:
    Originally Posted by Utopia View Post
    What is squicky?

    Also, have you made a Praetorian Golden Girl yet? I bet she'd be into Dominatrix. Just saying.
    She doesn't have any other characters.
  9. I can't complain about this, although I might like to make a few suggestions of my own, if that's okay.
    As a small note: there is no different between a 180 degree cone and a PBAoE

    Now my own ideas for a Spear/polearm set are based on giving it a -speed as a secondary effect, possibly even a full -recharge as well. This is inspired by spears and polearms often being used to hold back crowds.
    Imaginably, I'd also propose the range of spears/pole arms to be greater than standard Melee sets by virtue of the polearm's reach (though also variable enough for tighter quarters) being one of it's strengths. So the base range on these would all probably be 10, 12, or possibly even 14 feet to the usual 7 feet. (Though I do understand that this would, in some cases, literally, be stretching it.)

    1/1 Stab- Melee, moderate damage (lethal), Foe: -Speed, Recharge: Moderate

    1/2 Thrust- Melee, minor damage (Lethal), Foe: -Speed, Recharge: Fast
    not much to say about the above two, the basic bread and butter attacks of the set.

    2/4 Forward Supremacy- Melee (cone), Moderate Damage (lethal), Foe: -Speed,
    Recharge: moderate
    A moderately narrow cone attack (so probably 25 to 30 degrees) involving multiple, rapid, thrusts. It's narrower cone, mitigated by the polearm's superior reach.

    6/10 Taunt/Confront- Foe: Taunt, -range, Recharge: Fast

    8/16 Holding the Line- PBAoE, Foe: Taunt, Immobilize (40% chance), Self: +To Hit, +Damage, Recharge: Very Long
    This would work, more or less, like Soul Drain from Dark melee. You're drawing opponents around you to focus on you, their determination to take you down almost paralyzing (so the immob wouldn't have any obvious graphics, probably) as they turn all their efforts onto attacking you head on. you yourself brace for this and rise to the challenge against them while holding them off from your allies.

    12/20 Lunging Feint- Melee (Narrow cone), Moderate damage (Lethal), Foe: -Speed, -To Hit, -Damage, recharge: moderate
    Another cone, a narrow one of five degrees with an animation that would be anything but conservative of movement. The idea would be that you let go of the spear with one hand as you lunge forward, seemingly passing your foes until the character is right foot forward and violently pulling the spear back, catching foes off-guard and confounded from the returning attack.

    18/28 Impale- Melee, high damage (lethal), foe: -speed, Recharge: slow
    With how much nickle and diming the damage so far, this seemed like a way to throw a bone to a spear user. The animation, I envision, would involve changing the position of your hand and bringing the spear down in a violent, overhead thrust.

    26/35 Sweep- Melee (Cone), Minor damage (Lethal/smashing), foe: -speed, Knockdown, Recharge: moderate
    Fairly straight forward, yet another mitigation tool to keep aggro on you without it overwhelming you.

    32/38 Lunge Charge- PBAoE, Superior Damage (lethal), Foe: Knockdown, Taunt, Self: Teleport Recharge: Slow
    Based off of shield charge and lightning rod, you draw back and charge into the fray at full power.

    P.S. Sorry about seemingly jacking this thread. Just wanted to get some of my ideas out too. Your own idea is pretty good, and to behonest, it'd be nice to have a -res set for a DPS class, unfortunately, my own katana scrapper can stack 50% defense debuffs as it is, I somehow don't imagine the Devs wanting a DPS set that can floor all resistance.
  10. Quote:
    Originally Posted by Golden Girl View Post
    Well, what would you like to see?
    Well I'm curious if you can do something het. I dunno, maybe Tyrant and Mother Mayhem. (I mean I know you believe in the TyrantDomi pairing, but seriously, I think What Tyrant and MM must do behind closed doors makes even incest seem less squicky)
    (Totally not to find out if that's your Kryptonite for later exploitation)
  11. Quote:
    Originally Posted by Techbot Alpha View Post
    They need to bulk out some of the under-used enemy groups we HAVE before thinking about new ones. I want to know what the hell is actually behind the Goldbrickers, want to see some depth added to the Hellions and Skulls (see my sig arc /plug), see mobs like Crey be less boring at level 45-50 where they turn into JUST power armoured mooks that are really, really boring to fight compared to the 30-range Crey.
    I concur with this post.
    I actually have a long list of updates I'd like to see to various existing enemy groups in my head, but here's just a few:

    1. Give Skulls and Hellions an Lieutenant that uses dual pistols. I mean they're gang bangers and what says that more than using TWO handguns at once and aiming them sideways?

    2. Sky Raiders and Nemesis need human bosses. And the pilot in the sky skiffs and war hulks don't count. Besides, it'd be easy enough to do.

    3. Give some enemy groups a 'teleport away upon defeat' like maelstrom animation, or at least a chance to. This would work well for groups like Sky Raiders, Malta, KoA, and Council/Fifth Column where numbers are either too limited to feign whole "Survival of the Fittest" mandate (This goes double for the KoA who's numbers are supposed to be less than what you even see on a +0/x1 mission), or perhaps certain units are too valuable to lose. (Like the Council/column who spend millions on some of their top end soldiers)

    4. Diversify the KoA. And it had better NOT involve more caltrop spam! give them their own versions of seers, ranged assassination specialists using archery set, have some of them make actual use of stealth striking!

    5. Stop dropping certain enemies past a certain level range. I am a big fan of diversity among baddies, which is why I tend to like Tsoo and Carnival, but at the same time, even they can get repetitive when some of the more interesting enemies drop off after awhile. I heard somewhere that the devs have figured out a way to make it so that instead of having multiple versions of an NPC for different level ranges, they can instead have powers locked based on the level they're presently at. Yes, this would mean still facing Earth Thorn Casters in the 50s, but would be mitigated by the fact that you might not encounter them THAT often since there's also be Thorn Wielders (seriously, weren't these guys supposed to be the Elite Guardians? why do they only appear in a narrow, low level range?), the other elemental thorn casters, hoardlings (those guys are really cool), etc. etc.

    6. The Warriors need to take advantage of new powersets, and diversify as well. Thus far, the Warriors are kind of joke, but they might not be if they started using dual blades, had Super strength disciples of Pankratos in their ranks, and of course, SHIELDS. Maybe let them use the Javilins too, at leas the bosses.

    7. Updating appearances. This is, admittedly, VERY low priority for me compared to the others, but after nearly seven years, some of the groups are really showing their age. (Compare a Trollkin to a Praet Clockwork. Go on, I can wait. ... Yeeeaaaah...)

    This is all just off the top of my head. And only a summary. Awhile ago (and I mean back on the old forums) I had written up an 'Enemy Faction Updates' thread where I even listed power ideas, specific units, suggested costume changes. Etc. etc.
  12. AzureSkyCiel

    Buff Stuns

    Quote:
    Originally Posted by Lycanus View Post
    one wonders why wormhole isn't in this list

    Wormhole: heaviest stun in the game, place the baddies where you want them, and my brother found that if you mass-immob or hold them first, that they don't bounce.


    Even as the heaviest stun in the game, the main aspect here though is "I choose where the battle happens."
    Well, Gravity control has a phase power, a ranged damage attack with a long animation, and a ST knock up power.
    Then there's the fact that immobilize is pretty much the weakest type of mez in the game (because everything has ranged attacks). all in all, Wormhole seems like it's there to help make up for how, otherwise, weak gravity is compared to other control sets.
  13. This isn't exactly a major suggestion, or even one that I mind whether it comes to fruition or not...
    But perhaps the ancillary power pools can get consolidated names across the archetype based on element like the Patrons Pools?
    I suppose this would make them a bit more generic, but this is also considering the future of APP elements/themes (like electrical mastery APPs going to Scrappers, brutes, stalkers, tankers, and controllers...) that are already getting their vague synonyms stretched to the limit, and in some cases, resulting in kind of... weak sounding epic pools. (Chill Mastery, folks... Chill mastery)

    Or better yet, is there a reason why the APP sets all have different names across ATs, even when in some cases (such as the scrapper and tank body and power mastery) they're the exact same set?
  14. Quote:
    Originally Posted by Eva Destruction View Post
    Somewhere in some dev's mind "we want more challenging end-game content" and "we like dynamic and interesting mission design" translates to "send wave after wave of enemies at us in every mission." Yes, a map full of enemies standing around waiting to be beaten up gets old. But so does wave after wave of enemies coming to you to get beaten up, when it's in every mission.
    My god, you know what this means? Paragon Studios also hired Zapp Brannigan in addition to Neuron!

    But yes, I do agree with this. I tend to roll melee toons who can handle the ambush waves well enough, but I can sympathize with those who can't since I also tend to roll support classes (though in that case, I tend to never solo period).

    I have to say that in all of the newer content, my favorite mission was the first mission from Cleopatra. she gives you profiles on various PPD officers suspected of corruption, then you go into the mission and- oh my god, YOU TALK TO EACH OF THEM and trick them outside so you can plant bugs in their desks!

    Now i'm not saying this is how it should always be, but maybe we need a few more missions where we use our noggin and have to pay attention to what the NPCs say for a change instead of using it to come up with strategic ways to bash someone else's noggin in.

    Quote:
    Originally Posted by Bad_Influence View Post
    ...

    "pooka-pooka-pooka-pooka!"

    "pooka-pooka-pooka-pooka!"

    "pooka-pooka-pooka-pooka!"

    "pooka-pooka-pooka-pooka!"

    "pooka-pooka-pooka-pooka!"

    "pooka-pooka-pooka-pooka!"

    ...
    You rang?

  15. Virgil Tarikoss is so tough, he beat up Bridget from the Guilty Gear series and stole his masculinity. He has it mounted on his wall to this day.

    He likes to surf sometimes with the luddites, his surf board is made of flaming chainsaws.

    Virgil once blew up a bus full of nuns... Who were nuns for satan.

    Virgil happens to be the first name of by DB/SR brute, are the two connected? Who knows?

    His build is a kin/ice defender.
  16. Quote:
    Originally Posted by Golden Girl View Post
    Praetorian lab maps and Underground maps, plus Resistance, PPD, Seers, Destroyers, Ghouls, Syndicate and Clockwork mobs - and Goliath War Walker GMs
    Thank you, golden girl, don't forget the rest of the IDF troopers and the BCUs, ACUs, and victorias.
  17. Quote:
    Originally Posted by joshexdirad View Post
    i see everyone likes these ideas maybe it's time someone pmed a dev to look at this thread.

    Vote now:

    Broadsword tanker: Y or n

    katana tanker: Y or n

    axe scrapper: Y or n

    war mace scrapper: Y or n


    [hr]
    hell yes to all
  18. I could go for this. Though, I might also suggest the possibility of putting in a series of boats that could take you to different points throughout IP.
  19. Quote:
    Originally Posted by Wooden_Replica View Post
    CoX Tokyo with the tilesets reflecting that.
    My theory, for the longest time, has been that modern Japan in the City of universe is basically like every anime you've ever seen, plus some brutal deconstructions. (i.e. That cute, six year old magical girl who's just starting out? gets stepped on because a dumb, shonen mecha pilot was being careful while fighting the kaiju of the week.)
  20. Quote:
    Originally Posted by TheJazMan View Post
    Please no more zones! Make original mission maps/areas in TFs and SFs. We have too many zones.

    I would also LOVE to have some 'one-shot' TFs which involve different enemies etc. that we do not have anywhere else in game. We seems to have the same old groups we have seen/heard about for years.
    Dude, we just got several new enemy groups and a number of new maps.
  21. Quote:
    Originally Posted by Eiko-chan View Post
    A dabbling builder myself, I wouldn't say PvP and Bases are in the same exact boat, except inasmuch as i13 changed everything. But whereas i13 seems to have been a huge detriment to the PvP community, it was a huge boon to Base Building. Removal of the raid pathing checks and ease of stacking unlocked unparalleled base options - a sort of Renaissance.

    Now, true, both have lingered without update or modification since then, but while i13 acted as a sort of coup de grace to PvP, I'd argue it was probably the biggest boon that ever hit base building. So PvP is lingering on a festering wound, while Bases are lingering of a well-fertilised field. It's not quite the same thing.
    Fair enough. So does that mean base builders can't cry doom yet while PVPers can or should we all just shut up and be happy for what we've got?
    (I still wish we could at least get some decorative items...)
  22. What about the base building community? can we still cry doom? maybe PVPers too, i guess they're kind of in a similar boat as the base building crowd.
  23. I'd be happy if we could get the stolen SMGs as findable/purchasable temp powers...
  24. Quote:
    Originally Posted by Eiko-chan View Post
    It's raining; GG is arguing this means we are now in an underwater zone.
    Hey, considering her arguement might give us a bioshock Rapture-esque zone, this is one moment where I'll accept golden girl logic.
    I mean, wouldn't you just LOVE to rescue (or harvest) little sisters, get a buttload of new temp powers (plasmid pickups and gene tonics), or even make a big daddy/sister EAT and have touching moments like this:
  25. AzureSkyCiel

    Issue 19.5

    Quote:
    Originally Posted by Dispari View Post
    And start a thread asking what origin Superman is and that'll go on for 20 pages.
    Depends on the writer/incarnation