Bitt_Player

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  1. Quote:
    Originally Posted by OPTICAL_ILLUSION View Post
    Implementing this idea will increase long-term PvE retention numbers and improve the overall health of PvP. PvE win/PvP win/More $ for NCsoft win!
    Can you back this up with anything resembling factual information?
  2. I chopped off some bits of your post that I wasn't going to reply to.

    Quote:
    Originally Posted by Oneirohero View Post
    Powers that give the ability to reduce the amount of pain and injuries one suffers, but does not nullify pain or injury, will be given as Resistance. This mechanic isn't problematic as every power that fits is already applied. But the intention that no matter how high your Resistance is (to the cap), every single attack will hurt to some degree. You'd expect a Willpower Defence user to take less pain through honing their ability, but not an Invulnerable Defence user who's special ability is to NOT be harmed.
    The reason Invulnerability users still take damage is game balance. If the enemy is at a level where it's supposed to pose any kind of threat to you, it has to be able to hurt you. This is why Damage Resistance has a cap in the first place.

    Quote:
    Originally Posted by Oneirohero View Post
    Powers that grant the character the ability to evade or deflect attacks with skill will use Defence. This is the one that needs most standardisation as Defence should be the measure of skill to avoid damage, not because you're made of rock and somehow your body can deflect attacks without any after-effect.

    Defence is suited towards Super-Reflexes and Shield Defence sets which cause the character to react or act skillfully to save them from harm. Much like Reflexes to swerve out of the way, or moving your shield to block a blow.

    Furthermore, to rid of all typed defence and convert it all into positional defences. If defence is all about the character's skill, it shouldn't matter if it's physical, temperature-related, psionic or anything. Melee, Ranged and AoE are sensible categories to avoid damage, as one character might be a brawler skilled in close combat, while a shield user might be good at blocking ranged blows, or a reflexes nimbly dashing between [Rain of Fire] drops.
    I take it from the "made of rock" bit that you're opposed to Stone Armor being based on Defense. Right, look, it's like this; with Stone Armor, you're not made of rock, you're protected by it. If an attack hits the stones, it is deflected without harming you in any way, but if an attack forces its way through that slab of rock, or else finds a gap in your protection, there's nothing to reduce the damage dealt to your tender flesh. Or not so tender, since you've been stomping around with all those rocks on you, but whatever. That is also why there is typed Defense, some things block extreme tempuratures better than others, or are more impact-resistant, so stones that leave you unaffected by heat or cold may shatter under a sledgehammer.

    Quote:
    Originally Posted by Oneirohero View Post
    And for Protection, to inplement Damage-protection much like Resistance is to Status duration. Damage protection is a fixed amount of damage reduction that works in the same way as magnitude does. If a character has 15 damage protection to Smashing, dealing 16 damage will only inflict 1 point of damage with the attack. But if the Smashing attack is 15 or lower than it will have no effect.

    And before you go on about 'abuse/unbalance' issues, much in the way of status magnitude, if Damage over time powers are involved, Damage protection will stack in the same way. An attack that deals 20 damage over 20 seconds will start seeing the protected character taking damage after 15 seconds have passed. And also if the devs did take it on, I'm pretty sure they'd know the right values to use for the powers.

    An easy example for Damage protection would be like Invulnerability, if you can take bullets to the chest and be smashed through buildings, why would a regular punch to the chest have any effect? Resistance cannot do that as even 99% RES will deal 'some' damage as a result. And there's no skill involved to being invincible as I would guess most of it is automatic. If the Invul character can nullify the most weakest attacks whilst taking less damage on more powerful attacks, it would make it a lot better than simply taking less damage from anything you're supposedly 'Invulnerable' to.
    All attacks that hit have to deal some damage. Otherwise, you have characters who can only be defeated under certain circumstances, and who can, by avoiding those circumstances, gain all the rewards of fighting enemies without any risk. Such a situation would, naturally, be horribly unbalanced, Damage Over Time notwithstanding.

    The only way to balance this Damage Protection would be to put a cap on it, not in terms of Hit Points, but a percentage of the damage dealt. And once you've done that, Damage Protection becomes redundant with Damage Resistance, and that's why Invulnerability is Damage Resistance already.
    • Rigging Arachnobots with explosives and having them charge the enemy is frowned upon. Those things aren't cheap.
    • Add Shadow Spider and Silver Mantis to the list of people who do not need hugs.
    • Stop asking Vernon von Grun to build me a Gundam, Zoid, Eva unit, or other fictional combat vehicle.
    • The Arachnos Pilot does not know what a Crazy Ivan is, and has no interest in finding out.
    • Stop calling the Bane Spiders "Macifiers".
    • Not allowed to give Terrence Dobbs ideas any more.
    • I am not allowed to borrow any part of Kuhr'Rekt's armor, and should stop asking.
    • Don't make Lieutenant Demitrovich question her loyalties again.
    • Stop calling Marshal Brass "Captain Happy".
    • When dealing with an Arbiter, I will speak only when spoken to.
    • When asked to explain my actions, not allowed to fillibuster.
  3. Quote:
    Originally Posted by Fleeting Whisper View Post
    I'd rather have Rikti costume parts. Pretty much everything Rikti other than their costumes is possible on some character; we can even get their guns and swords!

    (Yes, I realize you can't duplicate a specific Rikti exactly; for example, many have gun + sword, or psionics + sword. Rikti Priests have Empathy and Kinetics powers. Rikti Magus have Electric Blast, Psychic Blast, and Fire Blast)
    Rikti costume pieces would be nice for characters repurposing Rikti tech, but I'd like a Rikti skeleton for characters who are, themselves, Rikti. I know it's out there, but I'd like it because Rikti anatomy is actually very different from human anatomy. From shoulder to elbow and hip to knee, their arms and legs are more narrow than a human's, but from elbow and knee onward, those limbs are thicker. Also, their limbs are longer than humans of the same height. In addition, they all wear those big honking shoulder guards because their shoulder blades actually stick up that far, covered by a layer of skin. Would it be possible to integrate these sort of differences using just costime pieces? I don't know.

    Either way, it's out there, but if we do get a Rikti body type, it'd likely be connected to a Rikti EAT, because then BAB would only have to make Rikti skeleton animations for the REAT powers, as opposed to every dang power in the game.
  4. I'd like to see "No FX" versions of Martial Arts and Super Strength. My all-Natural Scrapper got the ability to make Willpower's green glow go away, yeah, but his attacks still leave that trail of haze as his hands and feet move.
  5. I had an idea for a Rikti Epic Archetype, let me post it again, just 'cause that's what this thread's about. I've added some things to the last version, even. Here there be spoilers.

    Rikti Epic Archetype:
    There are actually three Epic Archetypes that I have in mind. I'll outline them below.

    Now then, Rikti characters would have the option of starting as a Hero or Villain. Our pal Kuhr'Rekt over in Grandville has gone and worked out a deal to allow Rikti Lineage of War members to act as freelance villains in the Rogue Isles, under the usual "survival of the fittest" rules. Rikti-specific contacts are Ambassadors charged by Kuhr'Rekt with the task of guiding these Rikti.

    For Heroes, well, the Rikti Traditionalists are fed up with Vanguard trying to keep them a secret, and the rise of freelance Rikti Villains was the last straw. Many Traditionalists have decided to go independant, operating as Heroes, with the intent of demonstrating that not all Rikti are the crazy kill-all-humans type. Rikti Liaisons are Traditionalists who serve to find heroic activities for these Rikti to engage in. Can't spread justice around if you don't know where to put it, after all.

    Remember that the Rikti exist only in their home dimension, and Primal Earth. They have no reason to travel to Praetorian Earth from home, so while they can go to Praetoria, they can't start there.

    Inherent Power: Telepathic Link
    All Rikti gain telepathy during their mutation, and can use it to communicate with other Rikti. Player-controlled Rikti are trying to adapt their telepathic abilities to communicate with non-Rikti, with limited success. However, they can grant others a sort of insight into situations. This telepathic link slightly increases the Defense and ToHit chance of team-mates within 20 feet of the Rikti.

    Archetype 1: Rikti Soldier
    Origin: Technology
    Travel Power: Rikti Teleporter. (Think Headman Gunmen)
    The Rikti Soldier has no psionic abilities beyond basic telepathy, and are thus vulnerable without their weaponry. Fortunately, the Rikti are extremely technologically advanced, and no one demonstrates this quite like a well-equipped Rikti Soldier. Wearing heavy armor and carrying powerful Energy Blades, Rikti Soldiers wade into battle, cutting down their enemies with ease. For enemies who run away, the Soldier also carries a potent Energy Cannon, and if things get tough, the Soldier can call on Rikti Drones for backup.

    Archetype 2: Rikti Mentalist
    Origin: Science
    Travel Power: Telekinetic Flight (hey, they can do all kinds of stuff with their brains, right?)
    The Mentalist's mutation gives him or her psychic powers above and beyond other Rikti. Though they wear only light armor and carry no weapons, Rikti Mentalists can mesmerize their enemies and assault their very minds. Mentalists can also use telekinetic powers to project force fields around themselves and their allies, as well as employ empathic healing abilities.

    Archetype 3: Rikti Magus
    Origin: Magic
    Travel Power: Sorcerous Celerity (Super Speed through magic. Why not?)
    Magic was once a lost and forgotten art to the Rikti, but thanks to humanity, they've re-discovered it. A Rikti Magus wears light armor and carries minimal weaponry, but they can unleash a wide variety of magicks. Rikti magic is still in its experimental stages, and as such, a Rikti Magus will employ a wide and varied, if not overwhelmingly powerful, array of arcane and occult abilities to weaken and harm their enemies, as well as strengthening their allies.
  6. I have my three power trays mapped to the number pad, since when I first read that tray slots were mapped to numbers in the manual, I assumed it'd work for the numpad, too.

    Masterminds have their pet-summoning powers bound to LCtrl+, LAlt+, and LShift+LMouse. Teleporters get Teleport bound to LShift+LMouse instead. Clear Target gets its bind changed to Shift+Numpad-, and Target Next Ally is Ctrl+Tab.

    Other than that, just the defaults.
  7. Quote:
    Originally Posted by Lemur Lad View Post
    I'd be happy if they just went to bed at nighttime. They're creepy nightwalkers.
    Hey now, they're not that creepy. Not as creepy as the customers I had working the late shift at McDonald's, in any case.

    It's all because all the stores are open 24/7. Paragon City's full of shopaholics.
  8. Yeah, the chestplate's technically part of the Collar detail, so I think SG emblems just get put on top of it.

    I miss mine, too.
  9. Quote:
    Originally Posted by Darkelven_Vixxin View Post
    did anyone notice the last update lost the female wolf spider's armor chect plate and spider on the back?, also the collar "wolf 2" is missing too
    Oh-ho-ho-ho, did I ever notice. My Spider wants her breastplate back quite badly.
  10. Quote:
    Originally Posted by Fleeting Whisper View Post
    But with recent advancements in Alpha Wave Antitacheon Theory, the money you'll have accumulated after 20 and retiring won't be enough to last you the rest of your life unless you're living in Queens.
    Hm... Well, you have a point. Good thing I minored in Advanced Freeloading!
  11. Quote:
    Originally Posted by Fleeting Whisper View Post
    Pft, worth less than the electronic paper it's printed on. In 30 years, nobody's going to care about Chem-Light Battery Theory. You've gotta think long-term!
    In 20 years I'll be retired, thanks to my degree in Self-Sufficient Profit-Based String Theorism. So
  12. Quote:
    Originally Posted by Traegus View Post
    you sir, are simply nitpicking, and we will have none of that
    Well, a nit bit my sister once, and so did a word that someone mis-spelled when they knew they were spelling it wrong, so yeah, I react negatively to those.

    Quote:
    Originally Posted by Traegus View Post
    also; i am now off to the online college websites to find one that offers "Rocket Surgeon" as a degree.
    Oh, enrolling at Shady Online University, eh? Got my Doctorate of Rocket Surgery in about a month. Picked up a Master's in Chem-Light Battery Theory, too.
  13. Quote:
    Originally Posted by TamamoNoMae View Post
    What St_Angelius said is right Sapphire, the Crab Spider powers can not play correctly unless the crab backpack is on the toon. I may be wrong, but I think for a short time in beta testing of them, the backpack could be removed and you had people that looked like they were.. well.. pooing laser beams.
    I don't know about the beta, but the Halloween costume powers make the Crab Spider backpack vanish, and the result is that all of the attack effects emit from the character's right foot. Which looks wacky-tastic when you've got a Coralax costume on and you hit Supression.

    As for characters with both Crab Spider and Bane Spider builds, as I understand it, your build can't affect your costume, so if one build has Crab Spider powers, both builds are stuck with the backpack.
  14. The rest of the OP has been picked apart and addressed very nicely by all of you, but there's one bit I want to focus on, because it really, really bugs me:

    Quote:
    Originally Posted by MLEdelen View Post
    [...]samari (misspelled i know)[...]
    If you know you're spelling a word wrong, take half a minute to find out how to spell it right! Come on! It's not like word processor spellcheckers are rocket surgery!

    Here, just this once, I'll make it simple for you:

    Samurai. The word you're trying to use is samurai.
  15. Hey, uh weird issue that I think started with today's patch. You know that chestplate that Arachnos Soldier characters have, that's technically part of the collar? Yeah, female Soldiers haven't got that any more. I swear my Crab Spider had it two days ago, when I last logged in with her, but now it's gone. Also, Collar > Wolf 1 and Collar > Wolf 2 are now the same for female Arachnos Soldiers. Male and Huge models aren't affected.
  16. Quote:
    Originally Posted by Cynical_Gamer View Post
    Quote:
    Originally Posted by Kingsly View Post
    Booster packs aren't fair to the entire player base.
    So everyone's treated equally.
    Booster packs are Socialist? That seems... backwards.
  17. Quote:
    Originally Posted by Clobbertime View Post
    Yeah, more unlockable stuff. I hope this time they at least make them unlock globally instead of making you have to run through the same content with each character you want to use some of the unlockable pieces on.
    Either that or make them darn easy to unlock. Like, defeat 25 Praetorian Clockwork to unlock the whole set.

    Personally, I don't like unlockable costume pieces, especially since they're mostly tied to Task Forces, which I usually have neither the time nor inclination to run.
  18. *Sues Tuter_King for thinking IdioticGenius is not better than all of us*
  19. If I had a nickel for every time someone mis-spelled "nickel", I'd buy Microsoft.
  20. Bitt_Player

    Go-Go Gadget

    Go Go Gadget Stark Political Commentary!
  21. Quote:
    Originally Posted by Candlestick View Post
    What costumes pieces? Powers? I would hardly call those costume pieces.
    Power Customization. Not exactly a costume piece, but I would contend that Power Customization offers more customizability options than all of the booster packs combined. I have a Sonic Attack/Ice Manipulation Blaster, and on one of her costume slots, no two of her powers are the same color. Although the Ice Manipulation powers are rather similar, that's because I like blue ice.
  22. Quote:
    Originally Posted by Golden Girl View Post
    Walk + Ninja Run + trenchcoats + Dual Pistols + reflective shades = possible badassery overload?
    "Possible" nothin'.

    Quote:
    Originally Posted by Golden Girl View Post
    Will the servers be able to handle this amount of badassery when GR goes?
    Yes.

    Quote:
    Originally Posted by Golden Girl View Post
    Will we?
    ...

    Maybe. I, for one, will certainly try.

    Anyway, now I can't wait to get paid so I have a spare ten bucks. Luckily that happens in about seven hours.
    • Captain Backstab
    • Turbo Traitor
    • Peter Perturbable
    • Sergeant Pratfall
    • Commander Getskilled
  23. Quote:
    Originally Posted by BBQ_Pork View Post
    Should at least some of the character's mission difficulty sliders (I am as good as X# of Heroes, Have/Don't Have Bosses when solo) apply to ToT spawns?
    I really wish difficulty settings applied to Trick or Treat spawns. Trying to get costume Salvage on my lowbies was like sailing the River Styx on an origami boats. Nothing like faceplanting every other spawn, right? I mean, it's great for my tougher characters that the Bosses appear solo, but come on, my Level 13 Blaster can't take a Vampire Lord!