AzureSkyCiel

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  1. AzureSkyCiel

    Penlope Yin

    Quote:
    Originally Posted by Golden Girl View Post
    This is cool and all golden Girl, but he looks a bit like Collins from Whose Line is it Anyway? than Wu Yin.
    Though thank you for starting a new meme.

    As far as him losing more hair in Praetoria, I think it's the stress of having lost his daughter and trying to keep his organization from killing him.

    To answer how Wu Yin must have done it? Well, I think Golden girl's got a pretty good answer, Mr. Yin is clearly a Sex God.

    Edited: The only thing that saddens me about this reveal is that for the longest time I had had my own crack theory that Penny was actually Wu Yin's adoptive daughter, and her REAL father was none other than the Clockwork King. (Ever notice how he refers to Penny as his "Clockwork PRINCESS" when he is the "KING" and not his "Queen"?)
    (And wow, holy crud, what a typo there! That's almost as bad as when I typoed 'Mez Protection' as 'Mex Protection')

    Original: The only thing that saddens me about this reveal is that for the longest time I had had my own crack theory that Wu Yin was actually Penny's adoptive daughter, and her REAL father was none other than the Clockwork King. (Ever notice how he refers to Penny as his "Clockwork PRINCESS" when he is the "KING" and not his "Queen"?)
  2. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I don't think it's practical to make these work the way you want them to, specifically I think making the extra buff per teammate apply to all teammates is going to cause problems. The only way I can see to do it is for the power to give you an aura that buffs all teammates with the base amount and then grants them a short duration temporary power that provides further buffing based on how many teammates are near them. This could cause all sorts of problems and would require a lot of server power to update meaning it's probably not something the devs would go for.
    That was my big concern too. The idea of buffs and heal affects being stronger based on the number of allies around you was inspired by (I'm not sure if we're allowed to directly mention any other game by the forum rules so forgive the vagueness) a certain, EA, cartoon, third person, World War II shooter where their soldier class could heal both himself and allies, but his heals were most effective with teammates around.

    It seemed like an interesting idea, but even as I had been writting this at 2 AM, I realized there might be technical issues with making it work.

    Quote:
    Originally Posted by Kiwi View Post
    Seems like there is too much self affecting stuff.

    Especially since it seems that Shout of Command and (I think) Charge become perma with 3 regular recharge IO's and Hasten (Not including Charge's recharge bonus)

    If you notice that other buff sets don't have alot of self affecting buffs and what ones they have either don't do much, are only a heal or cannot be made perma easily or even at all.
    That's another issue that came up in my head while writing this. number tweaking aside, I think the set might be fine if one of the buffs were replaced with a debuff and another became a single target ally buff.
    But the unfortunate problem is that it's a bit conceptually difficult to imagine Strategic insights made by a character to not always apply to themselves as well as the team.
  3. Sadly, I have to play devil's advocate here...

    Quote:
    Originally Posted by Samuel_Tow View Post
    I'd rate that answer as more "simplistic," myself. If she can destroy my character but doesn't want to, how is my character able to destroy her even though she clearly doesn't want that in Harvey Maylor's arc?
    My thoughts exactly. Though as some people have pointed out, this is probably an example of Continuity Drift.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Furthermore, it's just another example of developer godmodding. "Har har har! I'm NPC! I'm stronger than you'll ever be!" We get enough of that crap from Statesman and his overpoweredness. The Incarnate arcs seem to be going the right way, but poo that Vanessa has to do THAT. And again - it isn't necessary. As was said before - why not just say she's an illusion and you can't attack her anyway? What does it accomplish, other than to show us that NPCs are still stronger than us even at close to the end game?
    My thoughts exactly once more. Though, the updated Praet arcs were written BEFORE the devs decided that OUR CHARACTERS should be taking center stage, and getting technical, we're still, at most, level 45 when we run that mission, and thus, have not realized our absolute, pre-incarnate abilities.

    Quote:
    Originally Posted by Samuel_Tow View Post
    And again, WHY VANESSA?!? Why not just keep the regular Ring Mistress of that mission? What does this cameo accomplish?
    As someone pointed out: newer people aren't doing the old legacy arcs with all the newer and updated arcs around. Key information gets lost, and the Devs have to find "creative" new ways to cram the back story down our throats.

    Nevermind that, as Techbot and I have been saying for awhile now; UPDATE THE OLD LEGACY ARCS, EVEN IF THEY HAVE NOTHING TO DO WITH PRAETORIA!

    tl;dr No, Sir, I don't like it.
    But that's how it is, plus, RPers can always handwave these things away and just say "she was an illusion all along"
  4. Strategic Insight, to explain it simply, it a defender, corruptor, controller, or master mind archetype buff and debuff powerset suggestion that would be meant to fit a natural or psychic power origin with your character providing many buffs similar to leadership or the Arachnos Soldier/widow secondaries.
    As fair warning; this is only a rough concept so some things might not sound like a very good idea or be unbalanced. As always, numbers will be fuzzy.

    Edited: quoted Adeon Hawkwood's above my own suggestion for both comparison, making it easier to see, and I personally like his idea more.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Good point, that would probably be the best way to do Boost Morale, it's basically the same mechanic Fulcrum Shift uses in reverse. The only real issue I can see is that it would probably need to be limited to team-members only which makes it less useful than the other AoE Heals in Hamidon and MS raids (the server load from spawning 50+ pseudo-pets every 8 seconds or so would be enormous).

    For Phalanx Maneuvers though I think it would still be too server resource intensive unless it was changed to a click power (ala Mind Link).

    As a more general contribution to the discussion, I've been thinking about it and I do like the concept but what I'd like to see are fewer buffs and more debuffs.


    Here's how I'd do it (values where given are for Defenders):
    1. Bolster Morale: A single target heal over time effect (say 1.5 times the effectiveness of heal other but spread over 10seconds). Also provides a moderate recovery buff for a short period (maybe 30seconds? I want it to be a bonus from the heal, not something you pre-buff with).
    2. Advantageous Terrain: A patch debuff giving -50% speed, -20% defense and -20% resistance.
    3. Coordinated Maneuvers: AoE Toggle, provides Defense (10% or 13.3% all positions and types), also provides a little bit of DDR (maybe 20%?)
    4. Determined Advance: AoE Mez Protection Toggle (Immobilize, Hold and Stun for sure, maybe Sleep, other similar powers have that as a hole but in this case it's solely mez protection so I'd throw it in).
    5. Up and At Them: Ally rez, maybe with some sort of buff thrown in
    6. Demoralize: A Cone Terrorize effect, unlike yours I would make it mag 3 but no to-hit debuff (I think the stacked -to hit and +defense would be a bit to good)
    7. Tactical Assault: An AoE toggle power that provides a damage buff (maybe 30%) a to hit buff (maybe 5%) and a perception buff.
    8. Focused Fire: A single target -resistance (30%) and -defense debuff (20%), similar to Surveillance from Bane Spiders.
    9. Lightning Assault: Basically a combination of Group Teleport, Shield Charge and Wormhole. It teleports you and any nearby allies to the indicated destination provides a strong damage buff (maybe 50%?) and has an AoE Stun/Knockdown effect around the destination.

    The basic concept is that most of the buffs are toggles and the debuffs are clicks. This represents that you provide your allies with ongoing tactical advice (i.e. a toggle) but your actions with regard to the enemy have to be more spur of the moment based on the current situation.

    Bolster Morale and Up and At Them are the exceptions to this rule and are intended to represent you bolstering a flagging comrade and both provide "healing" for that very reason. I view Hit Points in most games as an abstraction that represents a characters overall ability to continue the fight rather than literally how many hits they can take. A character who has taken damage (or been defeated) has probably taken some wounds but those aren't necessarily serious, what has really been damaged is their will to continue. Your character provides support and encouragement which reinforces their will allowing them to fight on through the pain (represented by healing them). I changed Bolster Morale to single target for this reason, you can't bolster your own morale and a pep-talk to one of your allies needs to be specifically directed for maximum effect. Up and At Them is a reference to the scenes in various war movies where a sergeant/officer hauls another character to his feet and tells him to get moving.

    Advantageous Terrain thematically represents the team using existing terrain to their advantage in-order to draw their opponents out of position (-speed) and deny them cover (-defense and resistance)

    Like Traps and Forcefield it provides a defense and mez protection to nearby allies but unlike them it needs two powers to do it so the powers are a little stronger.

    Demoralize: This is the primary active mitigation in the set, I removed the -to hit debuff because I think it would be to good stacked with the defense buff from Coordinated Maneuvers. I think it might be worth putting in some sort of debuff as well, ho hum.

    Tactical Assault: Nothing Fancy, it's basically Assault + Tactics. My only real issue is that it does come kinda-late in the set for what it does, still it seems to be the best spot for it.

    Focused Fire: The intent was to give some more -res to stack on bosses. However now that I think about it I'm not sure I like it, especially so late in the set. I think it makes sense to have a debuff here but I'm not sure what.

    Lightning Assault: This is intended to represent a sudden attack by your team taking the foe in a surprise assault getting in amongst them before they can react. Functionally this is basically an inverse wormhole with some influence from Shield Charge and Masterminds using Group Teleport.
    1/1 Charge - Click, PBAoE (Self affecting) Team: +Damage (20%), +Recharge (+15%), +Speed (non-Single-caster-stacking), Radius: 25 ft., Duration: 75 seconds, Recharge: Long (230 seconds)

    1/2 Boost Morale - Click, PBAoE (Self affecting), Team: Heal over time (10% +3% boost to the HoT per-teammate* within range, max contributors: 10*), Radius: 25 ft., Recharge: Moderate (15 seconds)
    *Pets will only contribute 1.5% boost to the healing aura.
    **The aura can still heal the default 255 players but the boost caps at 10

    2/4 Shout of Command - Click, PBAoE (Self Affecting), Team: +Res(Sleep, Fear, Confuse, Hold, Immobilize, -Rech, -Speed), +Recovery (20%), Radius: 25 ft., Duration: 90 seconds, Recharge: Long (240 seconds)

    6/10 Phalanx Maneuvers - Toggle, PBAoE (Self Affecting), Team: +Defense (All, 5% +2.5% Per-teammate* within range, max contributors: 10*), Radius: 60 ft., Rechage: Moderate (15 seconds)
    *Pets only contribute +1.75% to team defense buff
    **As per Morale boost, this can affect standard Ally buff target cap, but only 10 add a bonus

    8/16 Tactical Assault - Click, PBAoE (Self Affecting), Team: +Damage (50%), +ToHit (20%), Radius: 30 ft., Duration: 60 seconds, Recharge: 360 seconds

    12/20 Demoralize - Click, Cone (30 Degree), Foe: Fear (Magnitude 2, 17.9 seconds), -ToHit (18.75%), -Recharge (30%), Range: 50 ft., Duration: 20 seconds, Recharge: Slow (40 seconds)

    18/28 Awe - Toggle, PBAoE, Foe: Stun (Magnitude 2), Radius: 10 ft., Recharge: Slow (20)*
    *Potential problem: overlapping with oppressive gloom, something Corruptors, MMs, and Defenders can get in their epic pools

    26/35 Tactical Insertion - Toggle, PBAoE (Self Affecting), Team: Stealth (35 ft), +Perception (64.88%), +Defense (All, 5%), Radius: 40 ft., Recharge: slow (20 seconds)

    32/38 Alpha Strike - Click, Single Target, Ally: +Damage (200%), ToHit (50%), Recharge (+100%), +HP (50%), -Damage (-40% after 30 second delay for 10 seconds), -Recovery (20% after 30 Second Delay for 10 seconds), -end (30 points after 30 second delay), Range: 20 ft., Interrupt Period: 10 seconds, Duration: 30 seconds (40 counting the crash), Recharge: Very long (360 seconds)

    Gag tier 9...

    32/38 Tactical Genius - Toggle, PBAoE (Self affecting, does not require line of sight), Team: Stealth (1000%), Foe: -Perception (-100%), Special (Shouting: "CREEEEEEEED!!!!"), Radius: 2000 ft., Recharge: Moderate (15 seconds)
  5. Quote:
    Originally Posted by Pinny View Post
    Who cares about us shooting bullets and not lasers?
    funny you should say that. Despite all the blue bullets, the resistance assault rifles still do pure lethal damage.
  6. The one thing that bugs me about that new mission...

    Is Vanessa pulling the whole "I am using my mind powers to lock you down from attacking me" excuse.
    I mean, for one thing, it brings the question: "Why not just kill the player if you really have that much power over them?" and it also becomes another thing that kind of shoehorns the player characters as just observers who can never hope to stand out from the canon NPCs.

    The simple way around this would just be fore her to say "I am astrally projecting myself, so there's no real reason for you to try to attack me since I would just go away and you'd be left with no answers."
  7. As a random question, without managing to join the committee (mainly because i'm honestly unsure WHAT I could contribute), what can I do to support it as well as improve support?
  8. AzureSkyCiel

    ATs and Genders

    Well, I tend to see a lot of female toons.
    and i mean A LOT. but funny enough, a friend of my has one toon who seems to personify the concept of the scrapper AT pretty well, so I tend to imagine scrappers as females by default.

    I myself, due to the high female population of my RP community, I tend to roll almost only men in a somewhat empty act to attempt to balance it out.
  9. Quote:
    Originally Posted by Memphis_Bill View Post
    /this
    Castle's "No Stalker set will get it" when /WP was in beta.
    Did castle ever give a reason why stalkers wouldn't get quick recovery?
    AS and build up eat up a lot of end and are part of the bread and butter of a stalker's alpha strike, so why wouldn't they be able to make use of it?
  10. As a random note: Lightning rod is already one of the coolest powers in the game, the ONLY thing that MIGHT bug me is that its animation for when I want to convey... something more powerful.

    For example, one alternate animation I'd like to see would start with the original Lightning rod animation where you raise your fist to the sky, but when you hit your location, your character is in the 'foot stomp ground pound' animation of having their fist in the floor. Sort of setting it up like Statesman's Hammer of justice.

    Another alt animation that would be neat is to have it basically use the total focus or thunder strike animation, or possibly a mix of it with light bone smasher/air superiority animation.
    Basically, your character would leap into the air and then disappear into the lightning bolt before reappearing having brought both fists down.
  11. I can get behind most of this, though i do agree with most of this (also have a claws/regen), I also agree adding Resistance and defense might not be the best way to go about this.
    But a particularly bad note is /Regen for stalkers. Regen works better if you have more HP, meaning you regenerate HP in larger chunks, but stalkers have about 75% the HP of a scrapper if I recall right, and also got quick recovery inexplicably axed from their version of /regen, which is why I would like to propose that they get a bigger regen boost from fast healing, integrations, and instant healing.

    Part of me also would like to propose Integration's name be changed to Homeostasis, but that's just me being the son of a nurse and feeling like it fits the theme of regeneration better.
  12. AzureSkyCiel

    Tip Missions

    Quote:
    Originally Posted by Mylia View Post
    Desdemona is in Red side only tips afaik.
    There's a vigilante tip in the 20's where you can fight her.
  13. Quote:
    Originally Posted by Burning_Brawler_NA View Post
    Make it Cooperative:
    Nope.jpg

    I absolutely hate the idea of making the Shadow shard co-op out of all other zones.
    It's not that I don't think villains deserve it, it's because thus far, heroes have only seen HALF of the Shadow Shard, and on a whole the zone is established as being big enough to have places NOBODY'S EVER SEEN BEFORE, such as the Nemesis base.
    So if we do open the Shadow Shard for villains, I'd want to see them get their own area of the shard, like we've NEVER seen the Garden Memories, the Cube factories, etc. etc.
    Though if those areas were ADDED to the present shadow shard, THEN I'd support c-op there.
  14. Quote:
    Originally Posted by IanTheM1 View Post
    *Snip*
    you forgot the letter you get at the end of Special Agent Jenni Adair's arc:

    Quote:
    Dear Character...

    Are we old friends by the time you're reading this? Or do you have no idea who I am? In the end it doesn't matter - in time, you will come to know who I am and what I aim to do.

    I hope you do not despair about the loss of your double and the fate of Protean. Your double died valiantly, while Protean is where he needs to be at this time.

    Do you know about the Coming Storm? About Ouroboros? If not, you will know soon enough of the two threats that seek to destroy us all.

    The head of Ouroboros, Mender Silos, has his own 'followers' that seek to 'save us' from the Coming Storm.

    I intend to gather my own team of dedicated individuals to ensure that we are properly saved. Protean will be one of them.

    Perhaps you're worried that I would recruit Protean; you shouldn't be. I happen to know of something that Protean wants very badly. Enough that he would aid my efforts to save all of existence.

    I say this to you because I hope, when the time comes, you will aid me against Ouroboros and the Coming Storm. Both seek to destroy us; one at least has the common decency to be upfront about it.

    I will leave you to dwell on this for now, Character. Just know that as you read this letter, I am doing everything I can to save us all from a grim future. I hope that soon you will stand side by side with me to do the same.
  15. AzureSkyCiel

    Just for Fun...

    That looks less like cole and more like depictions of Julius Caesar I've seen.
  16. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    • For Scirrocco, you could stop him from attacking priests of the Temple of the Four Winds or even Serafina, and be rewarded with mastery of the lightning magicks of Mu.
    to be fair for Scirocco, Manticore did confirm awhile ago that he is indeed cursed. (Unless that was just careless wording)

    Quote:
    Originally Posted by Samuel_Tow View Post
    I understand they're linked to Arachnos, but considering how many villains already explain this as "I'm not their pawn! I STOLE the powers!" it just makes sense for heroes to be able to do the same. Tap into Ghost Widow's source of power, grab some of Black Scorpion's tech, etc. It may require a bit of sideways thinking to justify, but it's well within the realms of decent writing to pull off.
    Well, Sam, to add to this point, Heroes are likely to have smacked enough Arachnos by this time to have picked up SOMETHING.
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    You know... Making the Crazed Citizens fight like Ghouls would be a MASSIVE improvement, come to think of it. They don't have to have the cannibalistic auras, just the basic run and punch animations, and that writing on the ground when they die, say with the Invoke Panic yell.
    On the note of revamped Enemies, i'd love to see the DE Devoured and war wolves using the Ember demons' skeleton from Demon summoning.
  18. As a random note: I still feel, even as a strong blueside player who would have to wait more levels for it, that the Darrin Wade arc would be the PERFECT way to unlock the Cabal hat.
    *SPOILERS AHOY!*
    Think of it: in one of the missions, you rescue a witch of the Cabal who tells you "The Cabal will not forget this act of kindness [character]"
    Cue in the debriefing, or the mission after that, or even at the end of the arc, Darrin Wade says: "Oh, by the way, this came for you in the mail to me. I don't get what it means but maybe this means something to you."

    Also, if they ever introduce a Japanese zone with villain access, the Oni totally needs to be an unlockable contact for that. ("The Oni are in your debt" he says...) Actually, hell, I'd love it if the oni's paid their debt by letting me have their awesome shoulder guards.
  19. Quote:
    Originally Posted by SilverAgeFan View Post
    The Carnival of Light has been on Primal Earth for a number of years. I've been teaming with them on and off since '06. Festival is quite a peach.
    Hells yeah! CoL respresent!
  20. Quote:
    Originally Posted by Impish Kat View Post
    Unfortunately, a few RL "distractions" have cropped up for a couple folks, so things are moving a bit slowly at this point. I'm hoping that once we get through the holiday madness, and RL settles a bit, we will be able to pick things back up.

    .
    Acceptable all in all, while one of the big reasons i asked this was in light of the new issue, I would imagine new base options might not be available until after issue twenty.
  21. AzureSkyCiel

    Day of the Ninja

    Though my katana scrapper is a samurai he will support his ninja cousins/rivals/archenemies/worthy adversaries/allies/hoyay fodder.

    Especially for the sake of victory over the filthy, salt-water bloated, pirate scourge.
  22. Time to beat the dead horse and ask on how the base committee's doing?
  23. Quote:
    Originally Posted by Xzero45 View Post
    'Worthy'? ... This isn't... Excalibur we're talking about.


    FOOLS!
  24. I'll /sign this.
    My Huntsman grew up as a hunter before joining arachnos, he prefers proper rifles and so forth.
  25. Quote:
    Originally Posted by Golden Girl View Post
    Unless this has been fixed from beta, then the new skins replace all the old skins - so that means the normal warehouses and the dusty old abandoned ones both get the new skin - which is actually reducing the variety of map looks - and it also doesn't tie in with some of the misison settings either.
    The new skins are great for used warehouses, but don't resally look right for abandoned ones - like the Clockwork King's lair, or a Freakshow hideout - so I'm hoping this has been changed since beta.
    good god, I'm agreeing with golden girl here!