BlueBeetle_27

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  1. Whenever I open my Power window, I am always overwhelmed by the ginormous lists on the right where the temporary powers, inherent powers, and other assorted powers all get thrown together.

    I never really understood the methodology by which they were sorted...
    for instance, the origin power (which you start with and keep forever...an inherent power) is stuck under temporary powers.

    Also, the powers are just jumbled together with no real order...they should be sorted alphabetically or by effect or something...

    Could we have the temporary and inherent pools split up just like the inherent fitness and accolade pools?

    ...along the lines of:
    • Archetype and Origin Powers -ie, Gauntlet and Mutagen
    • Inherent Powers -Brawl, Sprint, Rest, Walk
    • Prestige Powers -Prestige Sprints and Slide
    • Veteran Powers -Attacks and Pets
    • Booster Pack Powers -ie, Ninja Run and Mission Transporter
    • Costumes -the ones from conventions
    • Temporary Powers -only powers that have a charge or time limit
  2. The pull down lists and arrow buttons that we currently have for the costume editor worked very well when we didnt have as many options as we do now...

    now, it is just so tedious to go through...
    I do enjoy that it applies the pieces if you hover over an item, but I think an optional grid layout would be the best option.

    The grid would have thumbnails of your character with all of your other options on it as well as that particular piece applied...it would be zoomed in on the pieces with more thumbnails on the UI by default, but you could also select to have a zoomed out option with fewer (larger) thumbnails as well.

    or...

    even better, the zoomed in thumbnails expand when hovered over.

    thoughts?
  3. Sorry for not reading all of the posts, I will just be giving a large list which will definitely be repeating suggestions...

    Melee sets:
    *weapons<->no weapons
    --give weapon options. ie sword, mace, mallet, pole arm, axe, claws, and whip?--
    *acrobatic<->non acrobatic
    *punches<->kicks
    *add in knees, elbows, and headbutts (Batterin' Ram would be very happy)
    *...shooting high here...ALTERNATING animations!
    --its a punch, then a kick, then a spin, etc--

    Blast sets:
    *weapons<->no weapons
    --ie wands and staffs for casting...and the ability to shoot bullets from the hand...like a suit...or using a gun to shoot fire or electricity--
    *as many options for where the blast come from as possible...hands, chest, kicks, mouth, eyes, forehead...back?
    *acrobatic<->non acrobatic
    *...specific but still nice...mental powers that have the character do nothing but have very flashy animations...
    --ex, the character stands still but an array of beams shoot out and home in on the baddies head--

    Trap/Devices:
    *magic and elemental options (even things that could be taken as being from the body...for mutants <like having a floating eye to help you aim>)

    Armor sets:
    *new looks for things like ice and stone...especially granite!
    *armor that looks like suit armor rather than organic
    --fire armor that has form, ice armor that isnt blobs, stone armor thats less dirt looking and more stone looking--

    Other sets with very specific themes:
    --dark stuff for the most part--
    *give them generic animations
    --ex, get rid of skulls and tentacles--
  4. current thinking: by making you log out/in every time you want to switch, you keep people from deleting all of your (easily deletable) characters.

    better (imo) thinking: by making you type in your password every time you want to delete a character, you keep (nearly) everyone from deleting them. Also, this allows you to more quickly switch characters.


    ---
    on the side, i wouldnt mind it if they allowed you to open the server/character list while still logged into one of your characters...then just click on another character and switch.
  5. Types that we have:
    • Melee-Armor & Armor-Melee (Scrapper, Brute, Stalker, & Tanker)
    • Buff-Range & Range-Buff (Defender & Corruptor)
    • Control-Buff (Controller)
    • Control-Melee/Range (Dominator)
    • Range-Melee/Control (Blaster)
    • Pet-Buff (Mastermind)
    Types that would be nice:
    • Buff-Melee or Melee-Buff (Melee Defender)
    • Melee/Range-Buff/Armor (Dominator with self/team buffs rather than control)
    • Range-Armor or Armor-Range (Ranged Tanker)
    • Melee-Pet (Before mentioned Melee Mastermind)
    • Melee/Control-Buff (Blaster that doesn't blast...)
    • Control-Armor or Armor-Control (The Tank/Controller...super safe)
    • Pet-Armor or Armor-Pet (One man team)
    • Melee/Armor-Buff/Control (Jack of all trades, master of none)
  6. well, as an alternate solution...

    they could make them timed-power-granting-toggles

    this is how it would work:

    1. Buffer toggles on the power and pays a very small amount of end to keep it up.
    2. The toggle counts as external and can therefore be detoggled.
    3. The toggle grants any "ally" the buff it would normally give and just like the repel toggles, costs the user extra end.
    4. This toggle would be like Grant Cover in that it does not include the caster.
    5. The granted buff would also run on a timer, probably identical to the current times.
    6. When the buff wears off, the ally must return to the toggle aura to have the buff granted again.
    The downside of this for the devs is that it would require quite a bit of coding for a small (yet annoying) QOL problem. The downside for the players is that it would probably cost more endurance (this, personally, is not a problem, but others would disagree) and there would be complaints about the aura. This is because a person could just walk next to the buffer and receive a buff that they (for some reason) did not want. Or they would complain about how it would then be their responsibility to go to the buffer to get rebuffed rather than having it "magically" happen.

    However...this brings up a nice gameplay approach...

    • Player A toggles on the buff aura. He is lazy and just wants to turn it on and forget it...for this, he must pay more end.
    • Player B toggles on the buff aura. He is more active and only toggles on his power for a second in order to buff all of his allies...for this, he expends less endurance, but needs to toggle/detoggle his power every few minutes to keep his team buffed.
  7. Quote:
    Originally Posted by Fusion_7 View Post
    These toons will have the full access to their power sets as they would normally have when being played. You would only be allowed to have 7 toons as pets for a 8 person team. Each toon will only be active for only 4 to 5 minutes with a long recharge. Each toon you access will "auto level " to your level so your level 50 Blaster will drop down to your level unless you are a level 50. You would only be able to access one type of Alt. per pet,..e.g. one Blaster, one Tanker, one Stalker, etc. This would eliminate the crazy potential for an all Master Mind team which would tilt the dominance in the players favor. You can only access these pets while playing solo.
    or, you could balance it with three things:
    1. the AI sucks. so an AI controlled character would be stupider than a human controlled character
    2. debuff the "main" by a set percentage when they have pet side kicks
    3. debuff the pets by amounts directly proportional to how many you have
    doing it this way does this:
    main is weaker -> pet(s) = the loss -> 1 pet = 7 pets -> 0 net gain/loss
  8. i dont know if anyone else noticed, but they also revamped the color pallet...

    not only does it have two new rows (two more blue rows), some of the old columns seem to be missing and replaced with new colors...

    i wonder how this will affect current costumes...

    but yay for new colors anyway
  9. hmmmm....

    i guess this just falls under "its been this way for fice years and people hate change" category

    if empathy was this way when it was released, i dont think anyone would think twice about it...and that if i asked to make them into their current forms, youd cry bloody murder...

    welp, thats another one off the dry erase board

    /e erase
  10. Just to clarify...

    Absorb Pain would be changed so that the target would absorb the pain (rather than the Empath) and would then have a TAoE Heal (well, the heal would be first as to avoid killing the "pet spawn point" before the heal goes off...like Kinetics)

    one person said that Empaths don't need another AoE heal...but I don't know why they need another ST heal...

    Clear Mind would most definitely have its recharge changed to 120s (perma) or even 240s (1m downtime)...since it lasts for 60s

    one person said how this would cause disparity between power sets...well, this thread is about the CURRENT disparity

    if you can prove that an Empath with a full tray of breakfrees is OP compared to an Empath who doesn't use breakfrees, then I would concede the argument
  11. Yes, Empathy is designed for group play
    Yes, Empathy is still soloable
    Yes, Empathy DOESN'T really need a buff

    BUT...I still hate how I can only use 3 of the attacks when I am solo...and two of those have extremely long recharges.

    My suggestion is to make some of the powers more solo-friendly (usable when solo)

    Absorb Pain-
    make it a Targeted AoE. Heal decreased to balance. This way the baddie gets damaged and debuffed (can't be healed) and it heals all of the team (even you) within range.
    Clear Mind-
    make it a PBAoE. End cost increased to balance. This would make it easier to un-mez a team (you wouldn't need to spam it all of the time) and would give the player some mez-res. It's not absurd, Shadow Fall, Dispersion Bubble, Accelerate Metabolism, Sonic Dispersion, and Steamy Mist all give PBAoE mez-res.

    Overall, this gives Empaths 5 powers to use while solo...

    -a heal
    -a damage/heal (damage is very useful)
    -some mez-res (it would definitely boost its solo ability)
    -a recovery boost every once in a while
    -a regeneration boost every once in a while

    ...and would not over power Empathy, at least, IMHO
  12. QR-

    Here's how to improve this problem:

    Defenders-
    *Give them an inherent that actually does something
    *Increase their secondary's secondary effects
    (Blaster blast = high damage, low effects)
    (Defender blast = low damage, high effects)

    Controllers-
    *Give them MM-level secondaries
  13. 99.99% sure someone had to have brought it up before but i thought i might as well...

    with the whole animation customization thing coming out with i16, does that mean we will finally be able to select the fly pose to use and get rid of the fly emotes?

    i hope so...
  14. Sunstorm:
    [ QUOTE ]
    So in the end, it's not designing one powerset. It's designing 3 different powersets:

    Dark Control/Dark Miasma for Controllers
    Dark Control/Dark Assault for Dominators
    Dark Blast/Dark Manipulation for Blasters

    [/ QUOTE ]
    It sounded like a challenge, so I bit:

    <font class="small">Code:[/color]<hr /><pre>=====Dark Control=====
    1--Night Shade-------Ranged (Cone)--Min (Neg)-----------Foe: Sleep, -ToHit
    -----NEW-------------(rather than a ST immob)
    1--Abyssal Chains----Ranged---------Mod DoT (Smash/Neg)-Foe: Hold, -ToHit
    -----NEW-------------(basic hold)
    2--Dark Coercion-----Ranged-----------------------------Foe: Confuse
    -----NEW-------------(basic confuse)
    6--Binding Shadows---Targeted (AoE)-Min DoT (Smash/Neg)-Foe: Immob, -ToHit, -Fly
    -----NEW-------------(basic AoE immob)
    8--Netherworld Snare-Location (PB)--Min DoT (Neg)-------Foe: -Speed, -Fly
    -----NEW-------------(similar to ice storm)
    12-Dark Portal-------Location---------------------------Team: Recall
    -----NEW-------------(removed from Gravity Control)
    18-Gorgon’s Eye------Ranged (Cone)--Min (Neg)-----------Foe: Hold, -ToHit
    -----NEW-------------(wide arc rather than an AoE)
    26-Complete Darkness-Targeted (AoE)---------------------Foe: -Perc, -ToHit
    -----NEW-------------(smoke with way more -ToHit)
    32-Reanimation-------Ranged-----------------------------Foe: Revive, Confuse (Special)
    -----NEW-------------(revive fallen foe, they follow confused rules, after a set time,
    ---------------------it dies again with no reward. Works 100% on all enemies but higher
    ---------------------classes last a shorter duration)

    =====Dark Manipulation=====
    1--Smite
    2--Night Shade-------Ranged (Cone)--Min (Neg)-----------Foe: Sleep, -ToHit
    -----NEW-------------(rather than a ST immob)
    4--Death Shroud
    10-Shadow Maul
    16-Build Up
    20-Petrifying Gaze
    28-Netherworld Snare-Location (PB)--Min DoT (Neg)-------Foe: -Speed, -Fly
    -----NEW-------------(similar to ice storm)
    35-Dark Consumption
    38-Midnight Grasp

    =====Dark Assault=====
    1--Dark Blast
    2--Smite
    3--Gloom
    10-Shadow Maul
    16-Aim
    20-Moonbeam
    28-Night Fall
    35-Midnight Grasp
    38-Shadow Destruction-Close---------High (Neg)----------Foe: -ToHit
    -----NEW--------------(basic Close, High damage attack)
    </pre><hr />

    That seems plausible...the sets are similar to sets we currently have yet they have their own flare. Also, it only calls for 10 new powers, since it leaves Dark Blast and Dark Miasma as they are.

    It didn't take me that long to do that, Sunstorm and Castle, I don't see what the hold up is
  15. BlueBeetle_27

    Vigilance

    from another post i made:
    [ QUOTE ]
    ---include the defender in the calculations for the end reduction
    ------this means it can actually do something solo
    ---add in some inverse code to it...when everyone is high in health (in the green), the defender gets a boost to their secondary's secondary effects
    ------so when no one needs buffs/debuffs from their primary, defenders can blast and get more use out of them
    ------it would be coded like containment, in that a second amount would be added if the requirements are met (this is better than a powerboost since it would help every set)

    [/ QUOTE ]
  16. [ QUOTE ]
    Soon enough, it'll become instinctive.

    [/ QUOTE ]

    ive done this since day one...but i find it to be quite annoying anyway. i usually never use any travel power in a mission if i plan on fighting.
  17. im pretty sure they could make it so to endurance lowers when you attack...adding a tag to it just like the movement speed

    and plus, its not really that its needed, but BaBs and Castle have been altering powers to put them more in line with others...kinda felt this fit in there
  18. BlueBeetle_27

    Gauntlet 2.0

    i like how people seem to always skip over me when i post

    [ QUOTE ]

    ---keep the current taunt stuff in there
    ---60-80% reduction to end cost for all Tanker primary powers.
    ---add a bar that adds buffs to tanks based upon what they have aggrod:

    0 aggrod = 49.99% damage buff
    1 aggrod = 33.33% damage buff
    2 aggrod = 16.66% damage buff
    3 aggrod = n/a
    4 aggrod = 3.33% buff to primary powers (kinda like power boost)
    5 aggrod = 6.66% buff to pp
    6 aggrod = 9.99% buff to pp
    7 aggrod = 13.33%
    8 aggrod = 16.65%
    9 aggrod = 19.98%

    [/ QUOTE ]

    no one has anything to say about it?
  19. Travel suppression makes sense, i cant argue that...

    however, why does it cost the same amount of energy to, say, fly outside of battle at full speed as it does to fly at statue speed in battle? This goes for all of the suppressed travel powers...

    If a powers speed (or usefulness) is lowered when in a fight, I think the same should be done to its endurance cost.

    Why do this?
    ---you could then keep your travel power toggled on when in a fight and not have to worry about its end drain
    ---it balances the end cost vs usefulness
  20. This is what should be done to vigilance (imho):

    ---include the defender in the calculations for the end reduction
    ------this means it can actually do something solo
    ---add in some inverse code to it...when everyone is high in health (in the green), the defender gets a boost to their secondary's secondary effects
    ------so when no one needs buffs/debuffs from their primary, defenders can blast and get more use out of them
    ------it would be coded like containment, in that a second amount would be added if the requirements are met (this is better than a powerboost since it would help every set)
  21. BlueBeetle_27

    Gauntlet 2.0

    [ QUOTE ]
    How does this help make tankers more effective when they are running solo?***

    How does it address their endurance woes?***

    How does it make them stand out from brutes and scrappers?***

    [/ QUOTE ]

    *cough*

    [ QUOTE ]
    ---keep the current taunt stuff in there***
    ---60-80% reduction to end cost for all Tanker primary powers.***
    ------tanks are made to survive and should be the best at doing it, to make it seem effortless even. (I hate how I need to micro manage what toggles I have on…tanks should be able to just run them all while brutes and such need to still micro manage their secondary)***
    ---add a bar that adds buffs to tanks based upon what they have aggrod:

    0 aggrod = 49.99% damage buff******
    1 aggrod = 33.33% damage buff******
    2 aggrod = 16.66% damage buff******
    3 agrrod = n/a
    4 aggrod = 3.33% buff to primary powers (kinda like power boost)
    5 aggrod = 6.66% buff to pp***
    6 aggrod = 9.99% buff to pp***
    7 aggrod = 13.33%
    8 aggrod = 16.65%
    9 aggrod = 19.98%

    [/ QUOTE ]
  22. BlueBeetle_27

    Gauntlet 2.0

    Gauntlet (along with Vigilance) has got me to think a lot…

    Over all, I feel (imho) this would benefit Tankers the most:

    ---keep the current taunt stuff in there
    ---60-80% reduction to end cost for all Tanker primary powers.
    ------tanks are made to survive and should be the best at doing it, to make it seem effortless even. (I hate how I need to micro manage what toggles I have on…tanks should be able to just run them all while brutes and such need to still micro manage their secondary)
    ---add a bar that adds buffs to tanks based upon what they have aggrod:

    0 aggrod = 49.99% damage buff
    1 aggrod = 33.33% damage buff
    2 aggrod = 16.66% damage buff
    3 agrrod = n/a
    4 aggrod = 3.33% buff to primary powers (kinda like power boost)
    5 aggrod = 6.66% buff to pp
    6 aggrod = 9.99% buff to pp
    7 aggrod = 13.33%
    8 aggrod = 16.65%
    9 aggrod = 19.98%

    This means that a Tank would have a 50% damage buff (a big red) for one attack before it lowers to 33% (a medium) against the single target, or less if there are more targets.

    This allows multiple tanks to play on a team very effectively…one tank tanks (holds aggro and buffs his defenses) while the others can attack (probably not with their taunt auras on) with their damage buffed.

    This also feeds into what a tanks needs at that time…tanks defenses are overkill against mobs of 3 or less, it rarely comes into play then…this is when tanks need damage.

    Also, it can give a tank essentially, an SOs worth of buff power when they have a large number of foes aggrod…this is when they need survivability.

    tl;dr version: lower primary endurance cost and buff damage and primary powers based on how many foes are aggrod
  23. no, positional defense does not stack with typed defense...the game uses the one that is highest and ignores the other. So its a waste to put bonuses in both.
  24. [ QUOTE ]
    I've still not done most of them as a result of these limits.

    [/ QUOTE ]

    /e coughshadowshardtaskforcescough
  25. [ QUOTE ]
    This has been suggested before

    [/ QUOTE ]

    i have actually suggested this previously. i knew that, due to rendering costs, one player could not have more than one aura...however, i dont see how two halves is any worse than one whole...

    but really, i foresee this being included in the CC2.0