AzureSkyCiel

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  1. AzureSkyCiel

    Female Hellions

    Now to even things out, I think Skulls need a special boss sort of like the Witch from Left 4 Dead.
    mopey, sobbing, and with such a low perception range you could nearly step on her without her noticing... And then she notices you and you get ripped apart.
  2. Quote:
    Originally Posted by Smash_Zone View Post
    Nothing is more annoying than when I'm playing my Stalker and I pick a target, hit build up, get Assassin's Strike ready aaand... MISS!!!

    Seriously, this makes no sense at all. I'm invisible, my target is completely unaware of my presence, I take the time to plan out my strike, how on earth do I miss? I can see regular melee attacks missing, the opponent could dodge or block it from a RP'ers perspective. But a planned out attack where I specifically take time to aim my strike from the shadows should never miss. Ever. This is the Stalker job, he does this for a living, how do you possibly miss? That's like a ninja sneaking up behind someone, putting a knife to their throat, and then missing. Both from an Ingame and a RP'ers perspective, missing with Assassin's Strike makes no logical sense.

    Suggestion: Make Assassin's Strike Auto-hit when hidden. This isn't game-breaking, it doesn't harm balance in anyway. When you miss an AS, your hidden status isn't broken, so all it does it make you sit there and wait for build up to recharge again, which is annoying.

    You could also make it so that activating Build up makes Assassins strike auto-hit. Considering you're drastically raising your damage and accuracy for ten seconds, it would only make sense for Assassins Strike to have a guaranteed hit. Just something that prevents me from sitting there doing nothing for 45 seconds while I wait for BU to recharge, because I missed with an attack that should never have missed in the first place.

    Some of you are probably like "Just pop a yellow." Yeah, I could do that, but there's still that 5% chance of missing. There shouldn't even be an Accuracy component to Assassins Strike; I shouldn't have to use inspirations to get a guaranteed hit on my signature power.

    Thoughts? Problems?
    I'll /sign this since it is SEVERELY annoying, and has turned me off from stalkers a lot.
    To ebb on the safe side, I'll say it should require build up and hidden status to make it auto hit.
  3. I'll /sign this, but I would like to point out that this is mostly an artifact from older game programming, namely way back before hazard zone level requirements were lifted.
    Clicking the guy was supposed to be a way to check and make sure you were the right level before entering these dangerous places.
    If you weren't the guy in the outdated PPD SWAT uniform would tell you "Too bad, bucko, turn around and move along."

    I can't think of exceptions to this where zoning might have automatically been able to check your level and decline your entry into a hazard zone, namely the closest we've had to a new hazard zone since City of Villains launch was Rikti War Zone.

    Personally, I'd like to also suggest fixing Hazard zone gates altogether. Have Legacy Chain, Midnighters, and MAGI heroes guarding the Dark Astoria gate, use the present PPD critters as the guards, and make the ones that became hazard zones AFTER the Rikti war look like fortified tunnel entrances rather than the enormous sliding doors we see normally.

    tl;dr: I concur, let us be rid of an ancient artifact of older eras.
  4. I like it, Bill, I like this alot. I'm always all for zone revamping, hero or villainside. The only problem I can see is...
    Quote:
    Originally Posted by Memphis_Bill View Post
    - Mane Corp. Yeah, we see something about them villainside. So let's tie it in here - namely, help Leonard (your contact) find out what Thomas Mane is doing. Have him recover what he can, but in the end, he has to run to the Isles. Not really a "win" for the heroes, but it gives a heroside tie to the villainside Protean story.
    .
    The villainside arc for this caps at level 29, I myself am not exactly big on the "level = timeline" since that's gotten screwy for awhile now, even if ouroboros technically enforces this concept, I still kind of view a sense of consistency should be kept.

    So in the end, my only problem with this is purely me being anal retentive.

    Anyway though, /sign
  5. Quote:
    Originally Posted by Golden Girl View Post
    One or two Indian signature heroes would be a good move too, if they wanted to try and break into that market.
    Depending on how the Devs view his decision/want to troll India, They could have Vibhishana of the Ramayama as a Vilgilante.
    (Seriously though, I don't care if it's my family or not, I am NOT taking the side of anyone who kidnaps the WIFE OF GOD.)
  6. Well, the only thing I mind it Rain of Bullets, since that was stolen right out of Wanted, the DUMBEST part of wanted, and like the poster above me, I skip it on anyone not my blaster.
    But another problem with it I noticed when playing said blaster, was that despite Rain of Bullets showing the shots curving around... I still needed standard line of sight to use the attack on someone when they were just on the other side of a pillar.

    I'll admit, the latter quip isn't so bad namely just because I'm not sure how hard coded line of sight requirements are for honest to god attacks, and without line of sight, it could get VERY ridiculous and VERY broken, like shooting through nearly eighty feet of wall.
  7. Quote:
    Originally Posted by Golden Girl View Post
    Since when was fascism ever quiet?
    When I punched, stabbed, shoot, and/or blew up in its face.
  8. AzureSkyCiel

    Issues after GR

    Hmmm... Bringing up Issue 19 and the need to have purchased GR does make me pause and wonder if this means that Incarnate will technically be like Issue 1 for City of Heroes and Issue Seven (Destiny Manifest) for Villains in that this will be something that might add a new zone to praetoria, higher levels of content, etc. etc.
  9. Quote:
    Originally Posted by Mothers_Love View Post
    Not to mention architectually impossible, the weight of the thing..it would fall right over.
    I would love to see (considering the jump in PC spec from 2004-2010) a return of the beta wireframe globe, perhaps revamped in marble & chrome with a slightly higher poly-count.
    Welcome back, Mother's Love, but I would like to say that while the Atlas Globe might seem structurally impossible as it is, it could still be hollow... Specifically it could be the hidden office of the mayor of Paragon.
    Just sayin'...
  10. Quote:
    Originally Posted by Rowdy View Post
    "Sigh"
    I'd gladly input my thoughts on this thread as to why Scrappers shouldn't have Superstrength, but if there's anything that I've learned over the past few years, it's that trying to change people's minds is like pushing a boulder up Mt. Everest; wasted energy.
    Funny you should say that, before reading this thread, I had been in the mindset that SS should NOT be ported to Scrappers
  11. Quote:
    Originally Posted by OneWhoBinds View Post
    I know it takes basic Endurance Modification IOs. Does anyone know if it take sets? If so... then Dang, the devs left open a massive exploit. The ability for ANY brute to slot up to three Performance Shifter procs? Talk about no more Endurance issues, ever...
    Aren't performance shifter procs Unique?
  12. Any time there a thread about mastermind primary ideas, I will always put in my best idea: (A rough idea)

    Battle Servants: They make you tea, keep your lair tidy, AND NOW crush your enemies! What's NOT to love? The best part is, servants, on their own, may have a tough time holding up a household, but they work well together and get stronger the more of them you have out. Each Battle Servant can bring their own thing to the playing field to great effect, further more, you can harness your own ability to shout yourself hoarse calling for these servants from all around your manor or berating them for a mess they left.

    Shriek (sonic blast)

    Tier 1: Call Kitchen Staff
    You can summon up to three cooks, they're as skilled with their knives in battle as they are in preparing food. The third Cook you summon will be a Butcher, specializing in in powerful, prime cuts to both enemies and meats alike. (Just make sure they never mix up the fighting knives with the food knives)
    Base powers-
    Knife Slice, Throw Knife, +Regeneration (Aura for Pets)
    Butcher: Slash, Hack, +Damage (Aura for Pets)
    Equip powers-
    (The single knife is replaced with dual blades) Nimble Slash, Power Slice, Throw Knives (cone of knives) Sandwich (Uses the Heal Other animation, but instead of a tricorder, its a sandwich and does not shoot a green, healing laser)
    Butcher: Build Up, Slice
    Upgrade powers-
    Vengeful Slice, One Thousand Cuts, Tea (Mechanically stimulate, but with tea and no green lasers)
    Butcher: Disembowel, Head Splitter

    Shout (Sonic blast)

    Raise Servants:
    By giving your servants an increase payroll, more benefits, and more tools to do their job, they hold back more of their snarky, one-liners and do more of their work!

    Shockwave (Sonic blast)

    Tier 2: Call the Butler/Maid
    The Butler and Maid are highly skilled servants adept at many tasks and able to adapt to any new ones you throw at them, like doubling their duties as bodyguards. You will call one Butler and the second one you call shall be a Maid, both have their own fighting styles but make a seamless pair and are highly implacable and focused
    Base Powers-
    Butler: Poison Dart, Thunder Kick, +Res (KB, Immob, Confuse) (aura for pets)
    Maid: Pistols, Dual Wield, +Res (Hold, Stun, Fear) (Aurea for Pets)
    Equip Powers-
    Butler: Storm Kick, Dragon's Tail
    Maid: Empty clips, Executioner's Shot
    Upgrade Powers:
    Butler: Crane Kick, Cobra Strike
    Maid: Piercing Rounds, Hail of Bullets

    Great Expectations:
    By promising your servants a place in your will, for a brief period they will really give their all, either to prove themselves as worthy of more of the inheritance or because they fear you're going to die and want to prevent it or make your last days your best for a short time until they realize you're not going anywhere for a while. They will likely be frustrated and need time to cool off their anger.
    Targetted Ally AoE: +Special (Buffs, Debuffs, Heals), +Res (All Mez), +Damage, Dismissal of all servants after 90s.

    Tier 3: Call the Groundskeeper
    The Groundskeeper is a fellow with good knowledge on all manner of exotic plant life and the skill to precisely, artistically manifest these visions into reality and the skill to maneuver around existing works to maintain them or add new things. Her shouts of "Don't step on the grass!" also helps them guide other servants around both enemies and her garden work alike.
    Base powers: Entangle, +Def (Aura for pets), +Acc (Aura for Pets)
    Equip powers: Roots, Spore Burst
    Upgrade Powers: Seeds of Confusion, Carrion Creepers
  13. I'm kind of curious, looking over the fact that side switched ATs in GR are going to be getting a literal rehash of their closest AT equivalent on the opposite side, this means that certain APP/PPPs combined with other sets will now result in the doubling of powers.
    The biggest (and possibly most devastating) example will be a dominator's ability to get Power Boost x2.
    A lot of this seems to fall over to dominators and their assault sets, but there are others, but this still leads to the question: With the Cottage Rule set in stone, and the VAT APP powers seeming to be the same so close to launch, is this a sign of the devs repealing another rule once set in stone about avoiding a single character's ability to get two of the same power?
  14. Now for an Shamalanyan TWEEST, the new MMO is NOT City of Heroes 2, but a MMORTS with customizable units and vehicles that will allow for fun things like a horseback mounted, Gothic Knight, Champion to LITERALLY joust an M1 Abrams Tank and win.

    Or maybe as a change of pace from City of, it's a Renaissance Era fantasy MMO.

    Or a reboot of Tabula Rasa.
  15. Quote:
    Originally Posted by Golden Girl View Post
    MASSIVE PSYCHIC POWERS!

    Quote:
    Originally Posted by Golden Girl View Post
    The not-so-dead Belladonna Vetrano:
    (The following comment is NOT serious and it ONLY a joke)
    Did you notice how her hair is even LONGER alive? It's like they added an inch to it for every time you requested animated hair in a ginormous flip off to the players. AND she still keeps her butt cape.
  16. Quote:
    Originally Posted by Cipher View Post
    I wasn't around for the CoH end-of-beta, but I sure was for the CoV. Statesman's Strike was goofy fun, even though it was intensely laggy. Personal highlight was getting KO Blow one-shotted by ol' Red-White-and-Blue himself (all I said was "Very well, I shall tell you my evil plan... before I kill you," and the next thing I knew I was face down in the Mercy Island dirt).
    I read this and suddenly renew my wish for at least ONE of the Marcus Cole incarnations to shout "HERE COMES THE COLE TRAIN!" As they wind up for KB Blow.
  17. I'll /sign the recovery boost as well, just so that way I can run around and pretend it's a TF2 dispenser since Corrs can't get immobile Gun Drones for sentries. ;_;
  18. I would like to drop in my own proposal to help stalkers here, if that's okay: Rather than boosting damage and or Armor values, I would like to propose the idea of giving them Corr/troller level team buffs, debuffs, and heal values as well Defender/Corr level control durations.
    While this would not directly increase their offensive abilities, it would help with mitigation, like say with energy melee the ability to use one attack on each target and leaving them stunned long enough to return to a hide state without placate, as well as possibly help their teamwork.
    The working logic of this is that while even if a stalker fails to kill you, their methods (such as poisons or whatever you'd like) will leave a painful, weakening mark against you that will leave you all the more vulnerable to the finishing blow.

    Another possible suggestion is the make the formal AS provide a massive debuff against its target in all fields (-res, -def, -rech, -regen, -dam, -ToHit, -speed, -jump, -fly speed, -control duration, -heal values, -debuff values, -buff values, etc. etc. Let's just say I mean ALL), this would especially help them on teams for priority target elimination, even if you don't kill them, Reichsman is suddenly too busy reeling from that last hit so his best shot'll just make your squishiest teammate blink unamused.
    The idea behind this just being that even if you survive such a powerful strike, you were hit by a carefully aimed and highly wound up attack that'll leave you on your knees if you somehow survived.
  19. Oddly, story wise, my self-dubbed "Japan Trio"

    Takezo, my katana/SR scrapper would be the one I want to get first, ironically, storywise, he can't become an Incarnate because he's the reincarnation of basically a god/demon/angel/fey killing psycho. But in theory, this also means his "Incarnating" would basically be him learning to make full use of that without the desire to kill most of his friends, acquaintances, contacts, etc. cause you know, in the City of Universe, trying to avoid planar outsiders it like trying to avoid air.

    Then Kaede, my emp/energy defender, would be the incarnate of... Herself? Well, her virtue-self managed to attain lesser divinity in her life and gained inter-shard awareness, soo... Yeah. (She'll feel really weird about the ego-centrism too)
    Also, given how useful she ends up being on a team compared to even my scrapper, she's likely to be my first incarnate despite my wishes.

    Likely my last to incarnate will be my archery/energy blaster: Sakura (my love letter and deconstruction of magical girls), and depending on how powerful it leaves a character, I plan to totally play it as her becoming an Exalted.
  20. Quote:
    Originally Posted by Bill Z Bubba View Post
    Not really. It would just be a non-variable Against All Odds.
    But it would, presumably, still have the ToHit buff, correct?
    So that technically makes it a non-variable Against all Odds with a Variable Invincibility.
  21. Don't forget specially spawning cars that can be hit with AoEs and summon a large of horde of zombies, peelz that give you temporary HP heal, and shawts.
  22. Quote:
    Originally Posted by EvilGeko View Post
    This.

    You could even give it more damage if the end cost was high enough.
    it would also make it fascinatingly different from other damage buffs.
  23. Quote:
    Originally Posted by Durakken View Post
    I has this idea for a new power set...
    The power of Prediction... obviously a defensive power.
    Okay. Seems good, but seems to overlap a bit with the Widow/Fortunata defense sets...

    Quote:
    Originally Posted by Durakken View Post
    resistance to back attacks.
    For better or worse, this is impossible as our hit box does not have directional discernment. This is why Shields can grant AoE defense.
    Further more, high defense sets tend to be light on the resistance to reduce risk of soft capping as well as getting even near hard capping resistance. It's also, painfully, why defense bonuses are so common and can be quite large whereas resist bonuses are rare and meager.

    Quote:
    Originally Posted by Durakken View Post
    Resuscitation suit (revive power)
    Hmmm, might wanna make it a bit more generic than a "suit", also, notice how most sets that use lots of defense tend to rarely have heals, much less full on revives, even in support sets used by defenders, MMs, corrs, and controllers this is the case, there are balance reasons for this, so it might be out of the question.
    Finally, it doesn't entirely fit into the theme of the set, maybe as a "I had good enough foresight to prepare something in case I get hurt too much." or "I prepared for that last attack enough to survive." but all in all, it still feels kind of... fringing.

    Quote:
    Originally Posted by Durakken View Post
    Counter-attack (a taunt power that activates when the player gets attacked and this was previously activated)
    A fascinating idea, but the closest I can think as to how it could mechanically be done is a melee ranged taunt that then gives a very brief (but hopefully sizeable) damage and possible ToHit bonus.

    An additional suggestion I might make is to include the Widows' Foresight auto power, as it does match the theme you speak of.