AzureSkyCiel

Legend
  • Posts

    2603
  • Joined

  1. I believe you encounter Praet Infernal at a much higher level and thus, is one of the few praetorians stronger than his primal counterpart.
    At least in game mechanics.

    Also, nice stuff, Steelclaw.
  2. Quote:
    Originally Posted by BrandX View Post
    I don't recall Dark Miasma having a confuse power.
    It doesn't, but it's a play on game mechanics into story terms.
  3. Quote:
    Originally Posted by bAss_ackwards View Post
    Doesn't matter. You pick which flavor of Infernal goes to battle!

    Similar to Necromancer Masterminds that have found ways to protect their undead minions from the Undead Slaying Axe, don't you think Desdemona has already planned through that a foe might destroy her control over the demons or even sway them against her? I mean, she does have the demon ward tattooed around her neck.
    Ohh, good point. I would lean towards Praet Infernal since they would have an honest reason to fight.
    When things start to look bad for Des, suddenly INFERNAL! bursts in and helps her, looking lovingly into their eyes as the Praetorian psuedo-demon falls, they fall too... In love.
    Play sappy music, cue credits.

    But as another note, I think it's mentioned that Lilitu is Infernal's mother, so it could be possible that Des could try to bind him, I don't recall fiery armor having confuse protection.
  4. Wait wait wait wait.
    Praet Infernal or normal Infernal?
    Also, in story terms, Infernal might technically win. Des summons her demons and he just binds them and kicks her ***.
  5. AzureSkyCiel

    Two New Zones

    My vote is that they're either called: The Netherworld and Celestia or Paradiso and Inferno

    Let's try not to never mind that the former example would have enemies at least ten times max player levels and deal damage against us that could only be represented in scientific notations.
  6. Quote:
    Originally Posted by kojirodensetsu View Post
    You should add the Reactor Core room as an arena map for PvP. Then have enemies come out occasionally like in the respec TF. Then give everyone those red bubble auras but make them permanent so they players stand out better. This would essentially be a PvPvE arena map which would be cool.
    /signed!
  7. Quote:
    Originally Posted by Ashcraft View Post
    (Supergroup) Azuria: Hey, Sera?
    (Supergroup) Serafina: Hm?
    (Supergroup) Azuria: You know that um, that candle thing you left in my vault?
    (Supergroup) Azuria: What was it called...gah!
    (Supergroup) Serafina: OH GOD! MY LAMP? What did you do with my lamp?
    (Supergroup) Azuria: The thing is, I got it out while I was cleaning and, um...
    (Supergroup) Serafina: You lost it, didn't you.
    (Supergroup) Azuria: No, no, no. Course not. I know where it is. I just can't get to it..."
    (Supergroup) Serafina: WHERE IS IT?
    (Supergroup) Serafina: WHERE
    (Supergroup) Serafina: IS
    (Supergroup) Serafina: MY
    (Supergroup) Serafina: LAMP????
    (Supergroup) Azuria: Oranbega.
    Azuria has been kicked from the supergroup.

    ^^
    Don't forget:

    (Supergroup) Serafina: Alright, I just need to stay calm and use one of my crystal shards.
    (Supergroup) Serafina: Okay, my shards are missing, I'll get my veil...
    (Supergroup) Serafina: @#$%!!!
  8. Quote:
    Originally Posted by Golden Girl View Post
    I'm not sure Statesman should be held that easily
    Let's see just what would it take to put an effective hold on Statesman?

    Let's see, so he gets 13 points protection for Unyielding (but he doesn't have that in his profile), Purple Triangles gives him Mag 50 protection (assuming he wasn't experiencing Purple Triangles "Down" period), and gets 21 points protection from unstoppable, though it doesn't seem like he had that on.

    So, in the absolute best scenario (which would include him having a power he doesn't have), States has 84 points protection against holds, taking the video at face value, he may have
    had only 50, in the worst case scenario only 4 points of mez protection.

    So yeah, if he was having a moment like that latter most scenario, he could have been held that easily.
  9. AzureSkyCiel

    Redside Heroics

    My two brutes are both effectively fallen heroes, though ironically, one was actually more villainous before he fell, he basically came from an organization of Knight Templar and fled when he learned too much, figuring that his organization will make a big noise looking for him in the Isles.

    Another two are from other dimensions and ended up in the isles by mistake, they're really nice people, though one is horribly hammy. (I almost want to make a dominator version just so he can be called "Hammy Dom")

    Then there's my Arachnos Soldier, he's amazingly nice and amicable who is a formerly retired Arbiter who came back and is working his way back up the ranks to "Show the young ones how its done..."
    The truth is that while he honestly is personable and friendly, he's using this to his advantage so that as he works his way up the ranks of Arachnos soldiers, they'll develop a sense of loyalty to him, from that, he plans to usurp Lord Recluse (he's been with Arachnos since before LR took over) and feels that Lord Recluse is a failure who's Social Darwinist outlook has driven the Arachnos Organization into the ground.
  10. With some of the things lists here I'd like...

    1. New 50 zone for heroes and villains respectively, not a coop zone, not a hazard, but a second level 50 city zone like Peregrine and Granville.

    2. New zones in different places across the world, time travel being involved is acceptable, for examples: Wild West zone, Medieval Persia, Japan (Any time period), Polynesia, Roananpur, Thailand, Rapture, etc. etc.

    3. Base editor updates/upgrades.

    4. Optional elemental attributing to lethal only weapon power sets. (I.E. the ability to have lightning swords, poison claws, etc. etc.)

    5. New EATs, polearms, proliferations, and assualt sets (such as radiation and dark assualt).

    6. Animation customizations options

    7. And you know, this is actually all I can think of.
  11. Quote:
    Originally Posted by Red Valkyrja View Post
    My thoughts?

    This could have been stated in any one of these threads.
    I officially accept the badge title: Karmatic Irony. (long story)

    Anyway though, to answer Geist's question, I've just heard a lot of people complain about tanker and defender inherents as Red here shows, so this was my own solution formulas, though personally I do feel inclined on the tank modification simply because it was one of my toughest things with tanks, the fact that they're designed to draw heavy aggro of multiple foes, multiple foes with loads and loads of debuffs and little means to mitigate most of those debuffs and being low on damage output to really get rid of the debuffers quickly (allowing the debuffs to keep on stacking).

    But I'm probably just not looking at the main picture here.
  12. Quote:
    Originally Posted by Krogoth View Post
    I feel the need to rectify this misinformation: the Standard Code Rant (SCR) has nothing to do with the actual difficulty of a change; it is about making assumptions about the difficulty (Which the OP in no way did, thus it does not apply to the first post).

    A flow chart has been provided to assist in these matters:
    Wait, why would a non-code changing idea mean that you would say Hi to Sexy Jay before leaving unless Jay makes lots of code changing suggestions of his own?
  13. Now I'll start by saying that I don't mind vigilance as it is, in fact, I hardly notice it on my defenders, but then, that's that problem.
    So, here's my proposal to add to vigilance: give defenders something I like to call a "Special Critical" it works a little like scrapper crits... Except not.
    Basically, every time you buff, heal, or debuff with a primary, you would have maybe a... 20% chance to land a "special critical" which would basically work like that power being under the effect of Power Build Up, though likely with smaller numbers for balance sake. (Maybe a 30% increase to all buffs, debuffs, and heals?) And have this effect last for maybe thirty seconds for the sake of toggles and basically get their chance for these moments every ten seconds?

    For tankers, I have a bit more of a solid idea, the problem with gauntlet is that it doesn't do much for a solo tanker, besides feeding the taunt aura, which not all of them benefit from having multiple foes on you.
    To this end I propose that Tankers gain a passive inherent aura that protects from all debuffs, for every opponent piled on you, you would get maybe between 4% to 8% resistance to debuffs with a max number of ten contributors to the aura.
    As a possible addition, have the number of teammates also contribute to the size of the debuff resistance buff, but I'm not too sure on that.
    This would also work out well on large teams where you can end up faced with lots of enemies with lots of debuffs, and depending on the enemy, you could get easily overwhelmed and floored, but mostly this is meant to help the tank during solo play.

    So, what do you guys think?
  14. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Ok, first off I do quite like the concept (admittedly mostly because I would love to have a selection of grenades for my AR/Dev Blaster). However the powers you've suggested are (to me) somewhat "meh". The problem is that the pools are intended to offer options not normally available to a character but that he might find useful with the stipulation that they are weaker than the standard ones available to other characters.

    This set seems to me to offer a mish-mash of powers with no real coherence. You've got a weak melee attack, a melee sleep, a weak ranged attack and an AoE KB/Stun. The thing is whicht characters would use these enough to justify the power and slot choices? Ranged characters who wanted to get some melee attacks will generally be better served by Kick & Boxing (which offer hard mez capability as well as damage) or Air Superiority (which is a pre-requisite for a travel power). Melee characters might like Sidearm for a pulling power prior to their epics (assuming they skip Confront/Taunt) but are they likely to want it enough to spend 2 power picks on it given how rarely pulling is needed? Concussion Grenade I can see being somewhat popular for ATs lacking mez capability but even there I don't think that they will like it enough to spend 3 power picks on it.

    I think you need to approach the problem from the other direction, figure out roughly what you want the set to do and then use that to guide the theme.

    The other issue I can see is that you are forcing a LOT of theme into this power pool. It doesn't bother me to much (mostly because my characters tend to be tech origin so this would fit right in for them) but I will point out that one powerset customization request I've seen a lot is to offer alternate animations for the medicine pool that are less techie than the current tri-corder.
    Well, as far as the theme goes, the theme was part of the point, the power pool was meant to allow for a character to delve into a theme that might not be possible for their AT or powerset, particularly with villains only have traps as an option for such thing.

    Admittedly, like I said in the OP, the only decently fleshed out idea was Sidearm, with its strong point basically being technically the most rapid fire attack in the game with the ability to fire 6 shots without any recharge time until you try for the seventh.
    The low damage was partly the irrational mindset that between that and adding a decent damage, it would allow a non-ranged AT to basically outdo an actual ranged one.

    I think I should also ask that if people have ideas of their own to please share them.

    And finally, to CaptnGeist, I think part of the reason for no new Power pools is just that they generally cover everything.

    The big theme here is that most of these, besides the grenade would be things your hero or villain could walk into a story to buy, since it's always been the underlying bug in the back of my mind: What honestly does stop our characters from getting basic, common sense equipment to bring along if you're going to be fighting crime, or good?
  15. Quote:
    Originally Posted by Techbot Alpha View Post
    Old Ladies MM set first
    And if you missed that thread, shame on you
    No no no, what we need first is Pokemon Master Minds.
  16. Shameless self-bump.
    So... no one's got anything to say about this idea?
  17. Ardent Viridian on Virtue is a former Tsoo Green Ink Man energy/SR brute.

    And currently in the works on Pinn is Der Freischutz, Malta Gunslinger gone rogue, currently operating under the alias of Axel Tenebaum, a cowboy themed hero.
  18. Quote:
    Originally Posted by Golden Girl View Post
    I wonder if enough Western themed avatars being created would cause the devs to make a Western themed zone?
    I actually had an old idea for this, basically villains would travel back through time and space, not with Arachnos... But with the Nemesis army to Fort Nemesis, California in 1852.
    Meanwhile, heroes would travel to the present day Nemesis, California to unravel the mystery behind the place.
    Both sides would leap through the different time periods, heroes to unlock the secrets and undo Nemesis' influence over the city that has become a stronghold for him, and villains to fortify his position in a never ending stalemate.
    Plus, while in the old west, villains would get to perform bank missions old school style, tie women to railroad tracks, rob trains, and call out the law for a high noon duel!

    One thought to help drive home that you'd play a villain for this zone is that Nemesis would contract your villain out to wipe out the Natives who have grown to be a thorn in his side, proving your villain the ultimate nadir of human morality with "Genocidal".
    Worst part is that despite being a villain, for the time period you would be doing NOTHING unlawful.
  19. Quote:
    Originally Posted by Pedro Schwartz View Post
    I vote for Bioshock (with Big Daddy as an Universal Epic Archetipe,or Drill Melee powerset =D and Big Daddy costume parts)!
    Tier nine for drill melee is Giga Drill Breaker
  20. One of my mains, Sakura Tenshi is based off a magical girl, so probably at least a single anime season than one movie.
    It would detail her early life in Japan before arriving in Paragon and effectively deconstruct a majority of the magical girl genre (I actually had this in mind well before I ever heard of Sailor Nothing) and anime genres and so forth in general. (I.E. its a bad a idea to have mecha pilots in fighting alongside standard ground troops... Or have said heroes be as young as six years old and facing the end of the world on a regular basis.
  21. Which franchises do you like to imagine crossed over with City of universe? I mean, ones that you think would be really cool or work really well in theme and mechanics and stuff?

    For me, Bioshock would make an awesome crossover issue.
    Little Sisters would make for great trial runs as well as moral choices for GR, Plasmids would open up all kinds of temp powers (Including BEES!). The whole ADAM gathering and little sister adoption/harvesting stuff sounds like it'd make for a memorable trial run. Spilcers, Big Daddies, and Big Sisters would make for a nasty enemies to square off against, and the latter two begging for an EAT, and finally, it would fix the whole desire for an underwater zone without being completely underwater.
  22. So, all in all I think the power pools generally have everything covered except for those who cannot wait for the APP/cannot find a power they'd want in them, or simply play an AT (see: all of villainside) who simply get no munitions themed sets and have to rely solely on temp powers, this would also be to allow players to get access to some powers that are normally seen only on NPCs, such as the knife and taser, and again, for those with concept strongly in mind.
    Though ultimately, this set is a little incomplete as I only have a decent idea for the last two powers, the rest were spur of the moment, and like all of my power suggestions, I am hazy on the numbers that would be balanced.

    Level 6. Combat Knife- You begin your training in munitions with the Combat Knife, a simple knife trusted from the basic soldier and conscript to spec ops and commandos alike. This knife is quick, easy to use, accurate, and can leave bleeding wounds that will continue to affect your opponent for a period of time.

    Damage: Minor (Lethal, approx 130% Brawl damage, 30% chance to deal 80% lethal damage over time), melee, Recharge: Fast (2.30 seconds), End: 2.85 points, Base Accuracy: x1.15
    Accepted Enhancements: Damage, Accuracy, Recharge Reduction, Endurance Reduction.
    Accepted IO sets: Melee Damage.

    Level 6. Taser Stick- You begin your training in munitions with the Taser Stick, this device is trusted by police and citizens in need of self-defense for non-lethal attacks by shocking a foe with a high voltage low amperage electrical charge from thew pronged tip. However, the foe's state will be delicate and will be able to move and very angry at you if they are hit or once they recover.

    Damage: Moderate (Energy, Approx 200% Brawl Damage), Recharge: Moderate (8 Seconds), Foe: Sleep (Mag. 2 for 4.8 seconds (Scrapper base)), taunt (200% for 7.5 seconds (Defender base)), melee, end: 8.68 points, Base Accuracy: x1.00
    Accepted Enhancements: Damage, Accuracy, Recharge Reduction, Endurance reduction, Sleep duration, Taunt Duration
    Accepted IO Sets: Melee Damage, Sleep Duration, Taunt Duration.

    Level 14. Sidearm- Your training in various munitions allows you to make full use of a small caliber sidearm in bad situations, while low damaging, it is very accurate you are capable of firing up to six shots without a recharge time from the sidearm before needing to reload. This power is unaffected by all forms of recharge reduction. You must be at least level 14 and have at least one other power from the Munitions pool before you may take Sidearm.

    Damage: Minor (Lethal, approx 150% Brawl damage), Recharge: Slow (30 seconds, Special, enhanceable), Foe: -def (-7.5% scrapper base), Ranged (60 ft.), End: 8.68 points (per-shot), Base Accuracy: x1.05
    Accepted Enhancements: Damage, Accuracy, Range, Endurance reduction, Defense Debuff
    Accepted IO Sets: Ranged Damage, Defense Debuff, Accurate Defense Debuff

    Level 20. Concussion Grenade- At the peak of your munitions training, you can make full use of these Concussion Grenades. Though low damaging, they can knock multiple opponents down and have a good chance to stun them for a moment. You must be at least level 20 before unlocking Concussion Grenade and have at least two other powers from the Munitions Pool before you take Concussion Grenade.

    Damage: Minor (Smash/Lethal, Approx 150% Brawl Damage), Recharge: Long (45 seconds), Foe: Knockback (Mag. 3), Stun (60% chance for Mag. 2 stun for 6.4 seconds (Scrap, tank, brute, and stalk used as baseline), 30% chance for additional Mag. 1 stun for 6.4 seconds), Ranged (Targeted AoE, 60 ft, 10 ft. Radius, 10 Targets max), End: 14.68 points, Base Accuracy: x.1.00.
    Accepted Enhancements: Damage, Accuracy, Endurance Reduction, Recharge Reduction, Range, Knockback, Stun.
    Accepted IO Sets: Ranged AoE Damage, Knockback, Stun.
  23. How about Arcus Diabolus Bolverk?
  24. That fox tail... It looks she's... Ugh...