AzureSkyCiel

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  1. I would like to point you guys in the direction of my old thread here...

    http://boards.cityofheroes.com/showthread.php?t=217886
  2. Quote:
    Originally Posted by flashrains View Post
    Well, yeah, there would be balance issues - but who said the GMs have to be 100% identical to the ones we really fight? They could be rebalanced for this purpose, and only appear in that form while playing that kind of arena battle.
    I like this, but your title should have been GIANTO MONSTAH FIGHTO!

    Also, /signing like the fist of the north star!
  3. Having suggested this on the General Forum already, I shall /sign it, not matter how ridiculous it looks.
  4. Quote:
    Originally Posted by IanTheM1 View Post
    It's also entirely possible that simply because of their psychic connection, the Clockwork King thinks she's his daughter, or at least that he himself is her proper father figure.

    Mind you, I like the theory either way, it's just that casting doubt on Mr. Yin rubs me the wrong way from a narrative perspective.
    Well I'm not saying he's evil, he could be good and be keeping it a secret (at the very least from us, Penny may actually know herself), just because he's afraid folks like Longbow would misunderstand.

    Also, part of why I like my theory is not just bias, but because it allows me to imagine the Clockwork King kind of turning into a Batman the animated series Mr. Freeze figure.
  5. Quote:
    Originally Posted by Decorum View Post
    The Clockwork King only has eyes for Penny.
    /cracktheory The Clockwork King is Penny's real father. Both are powerful psychics, the CK is obsessed with protecting her, refers to her as his Clockwork 'PRINCESS', not 'Queen', we don't really know what CK looked like before his accident, and Mr. Yin strikes me as a suspicious fellow. (Seriously, why does an Asian grocery store need to sell clothing and all those weapons?)
  6. Rularuu invades, the dead rise, hell comes to earth, and heroes and villains join forces to fend them off. The theme is surprisingly determined and hopeful.
    In otherwords, mass scale Bolivian Army ending with strong hints that the heroes and villains CAN come out of this on top of this situation, while still giving the feeling of "the battle never truly ends, there are only moments when you both run out of ammo."
  7. Quote:
    Originally Posted by Golden Girl View Post
    Even if they are, I think he takes his spider fandom a little too far
    Actually, the sign that Lord Recluse isn't right in the head is that he associated spiders with Tartarus. ... I'm not connecting the dots here, so clearly Lord Recluse's Super Leaping includes logical leaps as well.
  8. Quote:
    Originally Posted by BrandX View Post
    We need more of them!

    They're just that fun to use!

    I was a bit suprised (and disappointed) that when a 5th power in the epics was introduced that none of the electricity/mu epics gave Lightning Rod for instance.

    And some single target oriented teleporting attacks would be pretty awesome as well!
    For a while now I have felt that heroes and villains should get an Epic inherent like Lightning Rod or Shield Charge.
    Possibly with a KB and low chance for a low mag stun and dealing only moderate damage with a long recharge and a shorter range.
  9. Quote:
    Originally Posted by MonkeySpirit View Post
    I mean, they gave Foreshadow pleeenty of screentime on the City of Villains trailer.
    I wouldn't quite count that since the City of Villains trailer was more about showing how badass Arachnos was. I mean, Foreshadow took down a few mooks and then proceeded to get pwned by Ghost Widow.
    I mean let's comepare the CoV trailer which introduced the Arachnos generals to the Asian Launch Trailer:

    Asian Launch Trailer:
    -Statesman Falls into a hold trap, apparently just held but otherwise okay.

    -Foreshadow and Spark Blade beat up a bunch of mooks, Rose Star helps with the effectiveness of a girl in Naruto or Bleach. (This is for the Asian market I guess...)

    -Mirror Spirit decides that despite the *** kicking her boyfriend and Gackt are laying down, they both suck too much and they need Statesman's help and get Rose Star to help power her PBAoE Mez protection. (God forbid she just stacks the Single Target mez protection like a normal person)

    -Gackt and Kung Fu Action Hawtness flip out and try to beat eachother up

    -Who stops them and makes everything right? Statesman.

    City of Villains Launch:

    -New Villains are introduced with their own unique powers and combinations.

    -The heroes are laying sieg to the unique villain lair.

    -They can all apparently see through Synapse's SS stealth and hit him enough to take him down.

    -Black Scorpion actually PICKS UP A RAGDOLL AND THROWS IT. (Can you pick up your opponents' ragdolls in game and throw them?)

    -Villains proceed to kick hero @#$ with Ghost Widow doing phase thing and using Soul Storm as an AoE attack despite it being Single Target.

    -Scirocco gets punched int the face before Statesman's stacked rage crashes with Unstoppable.

    Ladies and gentlemen, if we are to throw around the title of Sues than clearly the Villain launch trailer gives us examples of Villainous Sues.

    Seriously, Ghost Widow has DARK MIASMA as her CONTROL set and has DARK BLAST (Not assault, BLAST) for her Dominator Power Set.
    Can someone tell me what's wrong with this?
  10. Quote:
    Originally Posted by CactusBrawler View Post
    Ummm... all the signature heroes have their own super moves, Statesman has his massive thunder punch that strikes down with a rain of lightning bolts for example.

    Likewise most of the signature characters have costume pieces that aren't available to us.

    Mirror Spirit may one day be the most powerful mystic in the world, but up until Faultline got revamped, Sister Psyche was the most powerful psychic in the world.

    Also how can they be Mary Sue's when they are created by the company that owns the property?

    It'd be like calling Luke Skywalker a Mary Sue.
    To add to this: Foreshadow's powers are not unique beyond having a couple of energy blast attacks, and its likely Rose Star does not either.

    Spark Blade is the only one who's over-the-top in this respect (I mean the dude got trench coats well before we did) as creating him would require new animation work that might as well go to a new powerset (like the requested "Swash Buckling Assault") or dumb down his powers to be unrecognizable to what the trailer showed (constant redraw between katana and pistol or no pistol at all and basically turn him into a reskinned Scirocco...).

    On the more serious note of discussion though, I would like to see Spark Blade as at least a trainer, if not as a contact (In an old idea for small series of Japanese zones, he would have been the heroside's TF contact), and Rose Star to appear as well, at least show what the hell her powers are in the first place, and possibly expand WISDOM a little to include Flower Knight from the tutorial whom we only see twice in the game.
  11. Quote:
    Originally Posted by Felderburg View Post
    After that last mission, did you high five him?

    I totally did. It was awesome. Super intense.
    You ALWAYS highfive the D-Man. Rule Number 1 of the Rogue Isles.
  12. Actually, you do encounter Spark Blade and Rose Star in the Faultline Mayhem Missions as the protecting Heroes.

    Just like you can fight Blue Steel in the Galaxy City Mayhem.

    P.S. As you can imagine, these Mayhems are hardly ever done because they're so freaking tough that no one has beaten them.
  13. Quote:
    Originally Posted by Golden Girl View Post
    Make them unlockable for completing the Mender Tesseract SF - like you bring back a uniform as a souvenir.
    Oh my god, I actually had been thinking of this too (forgot to put it down). I'm on the same wavelength as Golden Girl, and if that's not weird enough, we're both talking about VILLAINS side stuff!

    Isn't it two years too early for 2012?
  14. My three big ones would be the group I call the "Japan Trio":

    Takezo "Akuma Ryu" Himura: A time displaced Samurai who fought an alternate (or possibly the future of this) Lord Recluse in his village of Shiki, Japan in 1776.

    Kaede "Tenshi Ryu": A mystical miko born with an innate gift for healing magic and from the same time and village as Takezo, the two were childhood friends and young lovers until a painful affair she had with a ronin. She was with Takezo during a fateful duel against Lord Recluse and the two barely stood a chance, bleeding and dying, they both dragged themselves through the time portal and wound up in Paragon.

    Sakura "Tenshi" Sakuraba (She's annoyed with her parents for giving her such an unimaginative name): A magical girl from modern Japan who's been in the business too long. She knows the ins and outs and has seen that just because Japan might be like anime, doesn't mean real world rules don't apply (one of her most painful memories was watching a six year old magical girl get crushed to death by a careless mecha pilot). She's friends with Takezo and somewhat rivals with Kaede, though her friendship with Takezo is because she's the direct blood descendant of his sister from 1770's, also her reincarnation.

    But, being the Japanophile I am, I actually have a lot of Asian characters despite my attempts to avoid it:

    Kohaku Kousaka: Is a Yuki Onna of JUSTICE! and the wife of Sakura's magical girl mascot, Ebisu (who is secretly a Nekomata, or "Corpse Dancing Cat"). She keeps a circle of bodyguards to help her deliver JUSTICE! on the Rogue Isles at its source.
    But be warned, she's not all Tokusatsu fangirling, she has a brilliant mind and once was wickedly cruel, and can still be if you cross her loved ones the wrong way.
    Though Vibhishana, her court's Medicine man, is actually Indian, as you might imagine.

    One the flip side there's my Tsoo Green Inkman Ardent Viridian, whom I explicitly avoid giving a an actual nation of origin. Like Sulu or Kato, he is just ambiguously Asian.
  15. You know, just for the hell of it, I would now really like it if you could unlock the 1960's Arachnos Uniform pieces for VEATs, and yes, that would mean a 1960's Widow and Fortunata outfit would need to be made, though the older Widow outfit might only just by closer to what Ghost Widow wears (You know, with the sleeves thing).
  16. In addition to many stated, here are a few of my own:

    Heroes of the Old World: West
    Costume sets: Renaissance (Poofy, flowing shirts, floppy hats, though woman's options might end up limited with current game tech), Gothic Knight (Something a bit better detailed and cognitized than the current Medieval), Crusader (Chainmail and a special coat to go over it), Privateer (More Pirate options!), Da Vician (Lots and lots of clockpunk gear)

    Weapons: Basket Hilt Rapier (Broadsword and Dual Blades), Claymore (Katana* and Broadsword), Hand-and-a-half sword (Katana, dual blades, Broad Sword.), Wheel lock (Assault Rifle**), Blunderbuss (Assault rifle).

    emotes: Sword Salute (summon a longsword and salute with it), Fencing Salute (Summon a Rapier and do a salute), Roman Salute (Okay, just kidding), And probably some kind of Renaissance style dance.

    *Because I would like to have a Two handed Western sword, dammit!
    **Try not to think too hard about how singleshot guns are firing like that.

    And probably quite a few based on this theme of WAY old school heroes, I know I would love a Shinsengumi haori with robes from my katana scrapper. Or just haori in general.
  17. Actually, OP, this has been on my mind for a while too... Hell, there's even a mission where one of the items is a superdyne lab that gives you a recovery BUFF for inhaling the fumes (standing near it) and it's a low level one too. So seriously, what's up with that?

    But on this note, it also depends on my characters. Most of them are fairly pragmatic, though cautious. If they got their powers through an accident of science, magic, something like that, they're not dumb enough to try again and would try to prevent people from attempting to replicate it.
    The closest exceptions being my katana scrapper (natural), my archery blaster (Magic(al girl)), and my DB brute (also natural) who all believe much more strongly in skill, training, teamwork, and strategy are the better and best solutions over magical elixirs, super serums, or even high tech gadgets, though even they're not the kind to shy from putting such options to good use.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    While this is a balance NIGHTMARE big enough to cause Castle to use Heavy Burst... ON YOU, I actually agree with you. Again. One of the biggest complaints I've seen against our builds system is that, basically, every powerset combo within any one AT plays exactly like every other. A Fire/Fire Blaster may have some slight differences from another Fire/Fire Blaster, but at the end of the day, they're still just Fire/Fire Blasters that play pretty much the same. And they do.

    The reason for this is because there really are very few powers that you can skip outright and relatively many you really want to take. This produces builds that, while they sort of deviate from each other, are never really very different. Such an addition would fix this, because it could produce two Fire/Fire Blasters both using the same sets yet having radically different builds that both look and play unlike each other. And not just two builds, but many builds.

    It'd be a major pain to balance and probably a hideously massive undertaking to animate, but I for one approve of this idea.
    Thank you, Sam and TechBot, and yeah, I understand, balance would be a huge worry, but diversity is the big prospect.
    Though in terms of animation, I think it would be possible for a lot of these alternate powers to just reuse existing ones, though the graphical effects with them might still cause problems, though that too may count as animation.
  19. So, as shameless self bump/case thread necromancy, here's basically a list of alternate power selection ideas for Assault rifle set based on working with themes of the different aspects of Assault Rifle: Machine Gunner, Rifleman, Demolitionist, and Shotgunner.

    For Burst- Single Shot: Straight out of the Arachnos soldier Primary, it seems like a bit of a better alternative to Burst (given it's shorter activation time) but considering burst does have better range and a longer debuff duration, it seemed like a equal trade off to me, besides these three factors, the powers are effectively the same.
    Concept: Rifleman
    Effects: Ranged, Minor Damage (Lethal), Foe: -Defense, Rech: fast

    For Slug- Sabot Round: Sabot round would be less damaging than Slug and at a shorter range in exchange for being the fastest recharging (Perhaps 2.5 ot 3 seconds) power in the assault rifle set as well as packing a nice debuff to defenses. This was a bit of a toughie really, and I'm honestly not too sure about it.
    Concept: Shotgun (Part of the problem being that Slug also still works, but in my mind it's range makes me think of rifles)
    Effects: Ranged, Moderate Damage (Lethal), Foe -Defense, Rech: very fast

    For Buckshot- Heavy Burst: Another one taken out of the Arachnos Soldier Primary, this one might need some numbers modification since HB has slightly higher average damage, a debuff to Buckshot's chance for KB, and a longer range. But buckshot does have the advantage of having faster recharge by a third (8 secs to 12 secs), and having less than half the cast time of Heavy burst.
    Concept: Machine Gun
    Effects: Ranged (Cone), High Damage over Time (Lethal), Foe: -Defense, Rech: moderate

    For M30 Grenade- Armor Piercing Round: The basic idea is that it would work basically like DP's Piercing Rounds with a reduction of damage into into Minor in exchange for a -res debuff effect and an added defense debuff (Maybe about 12.% from blaster?), a faster recharge, shorter cast time, longer range, and able to hit more targets in its path (maybe? Maybe up to 5?). This was originally going to replace the Beanbag until I came up with the EMP Grenade, While overall lacking compared to Piercing round, hopefully, getting this earlier, the extra defense debuff, longer range, and shorter cast time and recharge for greater debuff stacking would hopefully make it appealing enough and at the same time not overshadow the m30 grenade.
    Concept: Rifleman
    Effects: Narrow Ranged (Cone), Minor DMG(Lethal), Foes -Res(All)/-Def (All), Rech: moderate

    For Beanbag- EMP Grenade: The EMP grenade will do minor energy/smash damage to all foes in the area of effect while at the same time take a nasty hit to their Endurance as well as suffer from a Recovery debuff. Most robots and machines will also suffer from short Hold period from this attack while they reboot. This was very tough one to figure out since a lot of other options seemed like a no brainer of a trader off to a single target stun, hopefully, this is both appealing, and still keeps beanbag looking valid as a choice.
    Concept: Demolitionist
    Effects: Ranged (Targeted AoE), Minor DMG (Energy/Smash), Foe: -End, -Recovery, Special Vs. Robots (Hold), Rech: Slow

    For Sniper Rifle- Suppression Fire: A locational AoE attack (about 10 radius) with an animation and cast time much like (and a little shorter than) Full Auto. This would deal high end moderate damage, but it's selling point would be a strong speed, jump, and fly debuffs as well as good (60%) chance for Knockback as your opponents are forced away. This was an old idea in my mind from a Heavy machine gun set, and well, it kind of just made its way in, and it seems like an interesting idea to add a bit of Area Denial to this set.
    Concept: Machine Gunner
    Effect: Ranged (Location AoE), high DMG (lethal), Foe: -SPD, Knockback, Rech: Slow

    For Flamethrower- Incendiary Grenade: This would basically work like the power Incendiary Missile Swarm or Carnie Spitfire power, but with a grenade instead of rockets (and spit), complete with leaving a burning patch for additional fire DoT. This one was actually an old idea for a flatout change to the set to allow it to keep in theme and not need to change IO set slotting on the power, but instead worked into something else.
    Concept: Demolitionist
    Effect: Ranged (Targeted AoE), Moderate DMG (Fire), Special: Creates Fire for additional Moderate Fire DoT on location of effect. Rech: Slow

    For Ignite- Mini-turrets: The mini-turret would be a summon power that fires a grenade which would deploy into a stationary mini gun turret that would occasionally fire on sighted foes with the Burst power that would possess and added taunt component. Mini-turrets can keep aggro off of you this was for a short time, but with limited HP and defenses (See below for ideas on stats) it can still be easily destroyed by enemies, but when it is destroyed, it will explode for moderate smashing/lethal damage. After 45 seconds (both it's duration and initial recharge rate) it will become inert and fade away after another 15 seconds, during the 15 seconds, you yourself will be able to destroy the turret to detonate it and damage your enemies. You will only be able to have 2 mini-turrets deployed at a time, mini-turrets are stationary.
    I had trouble figuring out what could help continue a theme of using grenades and this idea came up after Remembering them mini-turrets in Bioshock 2 and a moment of embracing a less conventional possibility for them in the City of universe.
    Concept: Demolitionist
    Effects: Build Mini-Turret, Ranged, Minor Damage (lethal), Rech: Slow
    Mini-Turret Stats- Resistances: 321.3 HP (@ lvl 50), 10% Res (All), 5% Def (All), Mez immunity (All except Hold and Immob), Self: Immobilize (Mag: 10000). Power: Burst- Ranged, minor (lethal), Foe: -Def

    For Full Auto- Riot Gun: This would basically be (low) superior damaging, fast recharging Shotgun style power, what it would lack for in raw damage, it would make up for with quick animation time, and faster recharge. Compared to buckshot, it would have a narrower cone (20 degrees) but a much better range (60 feet).
    All in all, this idea is for those who want to have more of a riot cop shotgun use of assault rifle.
    Concept: Shotgunner
    Effects: Ranged (Cone), Superior DMG (Lethal), Foe: Knockdown, Rech: Slow

    Well, real numbers would obviously need to be put in, but otherwise this would hopefully allow enough alternate options for a player to mix and match between the default powers and the alternatives so the horror of Frankengun can be significantly reduced.
    And this is just an example as to the idea of Alternative Power Selections.
    If you'd like, please feel free to contribute your own or point out glaring flaws with mine.
  20. Quote:
    Originally Posted by Mephistroth View Post
    /signed. I would think that since alot of the tech is there already it wouldn't be all that hard to do.
    Ever notice a few things about Illusionists? like how they don't really have legs the dresses flair and even bend in anyway when they fall over? Or how they never do Eagle's Claw? The tech's not really in the game in a lot of places, it just looks like it.
    But on a personal note, I still /sign the idea of a canon group set.
    I don't care if I can't get the full robes of the CoT, just gimme the belt, the hat, and the shoulder guards. I don't want the dresses the Tsoo have on their bosses and Socerers, just give me the demon masks the Ink Men wear and their versions of the coolies.

    Quote:
    Originally Posted by Mephistroth View Post
    Also, a medieval pack of some kind would be pretty awesome. The selection we have now for medieval armor and such is kinda slim. Maybe they could add some kind of Crusader/Templar costume set..
    Actually, you'd have quite a few options to add, like full breast plates, chainmail tight options, chainmaile skirts, full place belt skirt, the slotted face guards worn on more classical knight helms, helmet plummage, new shoulder options, asymmetrical gauntlets (one with fingers, another that just makes kind of a metal boxing glove), greaves, chainmail bottom, the list goes on, even without going into more fantastic stuff, not to mention all the helmet options you could get. (At least one would need to be King Arthur's Crown Helm from Monty Python and the Holy Grail)
    Also /signing this idea.

    One I would personally like to see would be a heroes of the East, not quite like the martial arts booster, I'm talking historical like Eastern heroes, like Shinsengumi overcoats, new Samurai armor options, Korean traditional wear and possible Sulsa outfits (but it would be an awful lot like the ninja options we got now), Chinese armors, monk shawls (probably a special tops option, someone made a very good, close proximity using a toga), etc. etc. With lots of new custom weapon options.
  21. Quote:
    Originally Posted by Quaver View Post
    I've always thought it had a seaside feel that really needed some Carnie loving...with maybe a fortune teller stall for those who didn't buy the Magic Booster
    I really like this idea, but it should be a little different, like being shorter in duration have because the Carnies are tricksters, not all fortune will be good, and you sometimes end up debuffed.
  22. I will always /sign this suggestion until we are granted it by the devs.
    Let me have my roman armor for my angelic characters!
  23. Quote:
    Originally Posted by Gr33n View Post
    Ferris wheel?
    Fixed that for ya.

    And I like it, /sign.
  24. Quote:
    Originally Posted by Arcanaville View Post
    The tier 1/2 attacks, particularly at lower levels, are actually the higher endurance drain on a EPS basis.

    Just for illustration purposes, consider Power Bolt: 1s act, 4s recharge, 5.2 endurance cost; and Power Blast: 1.67 act, 8s recharge, 8.684 endurance cost. If you fire them both as fast as possible, and you don't have recharge slotted, you'll be burning 5.2/5 = 1.04 eps with Power Bolt and 8.684/9.67 = 0.898 eps with Power Blast (Arcanatime not factored in). Power Bolt is actually being used often enough to overtake the endurance burn rate of power blast which costs over 60% more per use. When Power Burst becomes available (2s act, 10s recharge, 10.4 end) it will only burn 10.4/12 = 0.867 eps if its fired as often as possible (technically, if Power Burst followed the rules it would burn 0.919 eps, still under the burn rate of Power Bolt). Firing all three as often as possible, and not factoring in collisions (when two powers recharge at the same time) Power Bolt (the lowest cost power per use) will be responsible for about 37% of your endurance drain due to attacks, while Power Burst (the highest cost power per use) will be responsible for only 31%. While Power Bolt is only costing a little more than Burst, it is definitely costing more. Reducing the endurance cost of Bolt would improve endurance burn rates more than reducing the endurance cost of Burst.

    Once you have the ability to slot or acquire significant recharge, these numbers change and the high damage/high endurance cost powers begin to have a greater impact on endurance burn. But until then, the lowest tier powers tend to have a greater impact on your endurance simply because they are used far more often.


    I should point out that EPS is not my primary motivator. In fact, if you decrease both recharge and endurance as I suggest you'll end up running out of endurance in a similar amount of time. But your activity rate will go up at lower levels without commensurate cost, which is the actual intent of my suggestion.

    Running out of endurance is not the core problem in my opinion. Being idle is the problem, and whether that is due to having no endurance to attack, or no attacks recharged to use, the problem is the same root issue I'm looking to tackle.
    I was initially skeptical, but Arcanaville puts things into a definitely more reasonable perspective. Plus, you're proposing an end discount, not a negation of end consumption. I'll /sign research for this.