BlueBeetle_27

Rookie
  • Posts

    67
  • Joined

  1. [ QUOTE ]
    This is the way I see it working....












    Not!

    It's never going to happen. Your mommy and daddy can't buy you the power you want. You have to EARN IT! Nothing more needs to be said.




    [/ QUOTE ]

    i thought it was pretty obvious it would never be implemented...

    however, i thought about it and got it as close to it could (IMO) work...if it were implemented

    plus, at the end i say how that is the least i would want to see...any less would be extremely destructive to the game

    ---side note---

    you dont really earn anything in this GAME as nothing is worked for...its a game, play is the reward, you dont reward rewards :P
  2. The way i see this working is:

    --go to the enhancement buyers guide that has TO, DO, SO, IO, & HO...maybe not purples
    --select server, character, and build
    --the enhancement screen pops up
    --you click on a slot
    --select exactly the enhancement you want (it tracks your subtotal)
    --slot everything you want & buy
    (respecs cause enhancements gained in this fashion to be sent back to the online store where they can only be redeemed by that character and reslotted for free)

    this way the enhancements are slotted the second you buy them and you do not have to worry about people selling/trading/RMTing them

    this sounds as fool proof as it could get...and is the minimum i would ask for if this were actually done
  3. /e palm_face

    Just another one of my failures I guess...

    I can't imagine what it must be like at Paragon Studios when Devs suggest new ideas...(oh the fights that must ensue)
  4. you can still go from 1-50...especially if you play several characters...and the only example of this being negative towards normal play is the low levels...the extreme case...if you look at the higher levels, a full level is a lot more XP and usually takes plenty more time to do...

    plus, if it makes it harder to level lower characters fast, then it IS doing its job correctly...it pushes new players out of AE (experienced players know how to go from 1-12 in a day anyway)

    also, i thought the whole thing was rather reasonable...obviously a few of you feel differently...i dont think any normal player is going to be restricted by this (though, i am used to leveling defenders solo...never played a FOTM scrapper, so maybe they might get slowed)

    on a side note- i felt that this system made AE feel more like an actual game inside of the city...i mean, the heroes have real stuff to do and cant spend their whole day playing...
  5. [ QUOTE ]
    So many subjects on this I just turn a blind eye.

    They probably have something in mind they'll add in for issue 16.

    [/ QUOTE ]

    this isnt helping me

    ...you dint even yay or nay it
  6. Alright...

    Since the Devs still want XP in AE missions so it is still an alternate route from 1-50, XP (which is one of the main problems) cant really be touched...or can it?

    ...so here it is...make the XP a little more limited

    --every day (off line) you are given a bar of AE XP (just like Patrol XP)
    --AE XP is only usable in AE but is still used up when not in AE (just like how Patrol XP doesnt work in AE but still goes away)
    --You may turn on AE Mode (just like SG Mode) and gain AE XP along side of your normal XP (before multipliers like 2xXPWE and Patrol XP) at a 4XP : 1AE XP ratio.
    --No matter how the AE XP is earned, it caps out at one levels worth of XP (ten bars, just like Patrol XP)
    --AE XP has no multiplier, it just allows you to gain XP in AE at 100% (2xXPWE = 200% & Patrol XP = 150%)
    --When you run out of AE XP, you gain 0 XP while playing AE missions, no matter what
    --In order to simplify the UI, you cannot see AE XP on your XP when you are out of AE...and vice versa with Patrol XP (it cant be seen while in AE) since it isnt usable at those times anyway. they can still be viewed by right clicking the XP though.

    So why do this?

    Well, AE remains an alternate route from 1-50...but unless you actually play real content, you can only get so far...this means that it will make AE less of an asset to farmers since they will have to actually play every once and a while. Also, it is better for new players...AE is not good for new players, so pushing them to the real meat of the game is good. Another important thing is that it promotes normal mission teams...another plus.

    I am very curious to see if anyone can actually find any bad in this idea...so please, try and rip this apart, but be civil
  7. BlueBeetle_27

    Plant Armor!

    Just some thoughts here...

    i don't think it makes much sense for the set to have any res/def to fire/cold damage...if anything, it should give you weaknesses there in return for higher resistances elsewhere and maybe more regeneration or recovery.

    alright, so here are my thoughts:

    Plant Armor ==> Plant Growth

    Thick Foliage
    +30 res(s/l/t) ==> +30 res(s/l/t), -5 res(f) (unenhanceable)

    Vine Armor ==> Old Growth
    +10 res(s/l/t), +2 mag disorient ==> +7.5 res(s/l/e/n/t), +15% MaxHP (half enhanceable)

    Aloe Vera ==> Regrowth
    self heal, +MaxHP, +15 res(f) ==> self heal, +30% regeneration, +20% recovery
    (make it faster recharge, lower heal, and long lasting buffs rather than being another copy of every other heal)

    Insect Swarm
    (remove -regeneration, more damage would do the same thing and you don't have to worry about regen debuff resistance)

    The Mighty Oak ==> Solid Trunk
    +30 res(c), +15 res(f), +10 mag mez ==> +10 mag mez, +10 def(s/l/e/n), -5 res(f/c) (unenhanceable)

    Photosynthesis
    +30 res(e/n), +10 res(t), +100% regeneration ==> +100% regeneration, +15% recovery, +15% recharge, +res slow, -5 res(c) (unenhanceable)
    (end cost would be negligible)

    Nature's Bounty ==> Kinesis
    +perception, +30 mag confuse, +15 res(p), +10 def(p) ==> +perception, +10 mag confuse, +25 def(p)

    Noxious Gas ==> Odd Spores
    confuse, fear, -stealth ==> -stealth, confuse, disorient

    Nature's Ward
    +10 mag mez, +45 res(s/l/c), +15 res(f), +10 res(e/n), +20 def(s/l/c/e/n), +15 def(f), -dam, -speed, -recharge
    ==> +10 mag mez, +50 res(s/l/e/n/t/p), +25 def(s/l/e/n/p), +125% regeneration, -10 res(f/c), -10 def(f/c) (both unenhanceable)
    (in addition to the others stated, it also cannot be used with Photosynthesis)

    <wow, i spent far too much time on that...hope it was worth it>
  8. [ QUOTE ]
    There's a difference in "strength" by enhancement level.

    [/ QUOTE ]

    ah...gotcha...and i was unaware of this (obviously)

    that does complicate things...the only way i can see this working now is if the buffs scaled with your level...which would be nice, but it makes this very improbable

    /e sadface
  9. Might as well ask this now...

    Pounding Slugfest is 15-30 which means anyone lv15+ can slot it and still benefit from the bonuses, enhancement buffs, and the proc...correct?

    a lvl20 character with a full set of lvl20 Pounding Slugfest will have the same benefit as a lvl50 character with the same lvl20 set...right?

    if i'm wrong, then i understand why you all have a problem with this.
  10. [ QUOTE ]
    You can go through the rest of the sets here. So it would, actually, affect many sets (and likely their market price.)

    [/ QUOTE ]

    that is what i looked through in order to do what i did

    and those are the only sets that have a their lower level at anything that isn't 10, 15, 20, 25, or 30...(ignoring the 21s)

    [ QUOTE ]
    As mentioned...
    [ QUOTE ]

    It would also kind of not work with the IOs that cap *before* 50...


    [/ QUOTE ]



    ... which, if we look in just melee damage sets, well:

    Melee damage sets: 12
    Sets that cap at 50 (including purples) : 4
    ...
    ...
    ...

    [/ QUOTE ]

    I wouldn't mind it if you expanded upon this...i have no idea what you are getting at.

    Are you talking about what levels they drop at? because i already said that won't be affected.

    or are you talking about the set bonuses or enhancement numbers? i may be wrong, but i thought these were static and level has no bearing on them
  11. Seen too much of:

    hellions, skulls, outcast, trolls, lost, council, aracnos, family, cot, freakshow, skyraiders, worriors, tsoo, & rikti...all boring due to their overuse

    Don't like in general:

    lost & vahz...i hate the look of them both...so i do not hesitate to punch them in the face
    -edit- almost forgot...vampiry...i hate their gloves.../e cringe

    Annoyances i detest:

    cot ghosts...so. much. tohit de-buffing!...and running
    cos ring mistresses...the [u]only[u] thing that my granite fears
    skyraiders teleporters & tsoo sorcerers...the TPing grows tiring after a while
    banished pantheon...i dont know why, but if your team isnt that good, you can instantly tell with these guys
    cabal...flying+sapping+storm summoning=a few curses
    red caps...they invade your bubble...

    Fun annoyances:

    tautha de dannon...slows suck but they are just so cool
    de...i would hate them, but they are just so diverse and every fight is different
    clockwork...when low, they can really be annoying, but theyre too much fun
    igneous...boring and a pain to fight, but again, gotta love em
    malta, cos, koa, & vanguard...nice challenges that feel rewarding to defeat
  12. [ QUOTE ]
    I usually slot the Proc (if there is one) last.
    Instead of having to bid for one L21 Proc, one L22 Proc, one L23 Proc, etc. until I either get one (and quickly cancel all my other bids!) or run out of $Inf and Market slots, I could simply bid using one Market slot.

    [/ QUOTE ]

    Exactly...i first thought of this after finding out that level mean nothing to procs...only the minimum level they can be slotted.

    also...there would be, potentially, 40 times as many of the enhancement you are looking for...but usually only 15 times as many, point still stands though
  13. [ QUOTE ]
    Why, precisely?

    [/ QUOTE ]

    Because it makes the whole system easier. Some sets can have as many as 240 enhancements in it (a 6 enhancement set that ranges from 10-50). With the Star system, there would just be 6.

    [ QUOTE ]
    It would completely screw over a lot of peoples' slotting, especially builds that were designed to be exemp-friendly,

    [/ QUOTE ]

    no, if it is retro active, then it would happen seamlessly...also, the Star Ratings are based entirely on the sets lowest available level...so again, it's simplifying the whole thing and has no drawbacks
  14. Instead, replace them with a star system…

    Star ratings would encompass the entire set and only designate slotting. The drop range of the enhancement would remain the same.

    _ (Starless) - slottable by anyone lvl10+
    * (Single Star) - sloattable by anyone lvl15+
    ** (Two Star) - slottable by anyone lvl20+
    *** (Three Star) - slottable by anyone lvl25+
    **** (Four Star) - slottable by anyone lvl30+
    ***** (Five Star) - slottable by anyone lvl50

    So here is what the melee enhancements would look like:

    Bonesnap (Starless)
    Pulverizing Fistcuffs (Starless)
    Bruising Blow (Single)
    Pounding Slugfest (Single)
    Smashing Haymaker (Two)
    Kinetic Combat (Two)
    Focused Smite (Three)
    Touch of Death (Three)
    Crushing Impact (Four)
    Mako's Bite (Four)
    Hecatomb (Five)
    Gladiator's Strike (Starless)

    --As you can see, melee would have the entire range...but other sets have holes...which shows where the devs can add more in later issues.
    --Also, Extreme Measures & Sting of the Mantacore are the only IOs that have the 35-50 range...they would be designated as Four Star and are the only two exceptions.
  15. [ QUOTE ]
    I could also go with "Catch of the Day" for 3 random currently-unplayed arcs, which would disappear after 24 hours, regardless of number of ratings in that time.

    [/ QUOTE ]

    nah, i believe he meant that it would just be three randomly chosen arcs for each person every time they open the window...

    that would be better anyway since it would rotate arcs faster

    ...but yes, this sounds reasonable
  16. BlueBeetle_27

    New inspiration

    Well, a +recharge insp wouldn't be OP'd IMO

    if it's too powerful, the cap can be changed

    ...

    now something that WOULD be OP'd is an insp/temp power that allows you to fully recharge one power

    click insp/temp power --> click grayed-out power --> it fires off

    would be cool for a trial though...
  17. No to the AT or power set respec...

    BUT...

    I would really love an Origin respec...oh, how many origins i have screwed up...plus, they do nearly nothing...they give you a power and your first contact...
  18. I think youd like a stone/stone for your tank...

    but since you want a challenge, i suggest only taking stone skin (start), rock armor (teens), rooted (asap), mudpots (after stamina), minerals (40s), and granite (never) from armor...and all but taunt, fault, and hurl boulder from melee.

    with smart slotting and power choices, it gives you a character that has good damage, control, SMASH!, and as much or as little survivability as you want...plus, teaming and solo is good...
  19. [ QUOTE ]
    It's a shame Oriental has fallen so out of favor. It sounds so pretty and exotic.

    [/ QUOTE ]

    Yeah, and I wouldnt mind it if i was refered to as occidental rather than white...i would also accept the term european american.

    (back on topic)

    yes to more developed costume themes...i would also LOVE if Jay made some more suits of armor that better reflect what you imagine knights wore...#1, #2, & #3
  20. [ QUOTE ]
    Things that will not be coming anytime soon:

    Able to change colors of powers (mechanical limitations of the powers makes it extremely hard to do)

    [/ QUOTE ]
    Well, I dont know...the way Castle was talking, it made it seem as if power customization is on its way...

    [ QUOTE ]
    Account transfers! So i can finally move my characters from account 2 to my first account so i can stop paying for 2! (allows for the sale of characters, so highly unlikely)

    [/ QUOTE ]
    While the Devs dont like people taking advantage of things...they have implemented some nice things that they are continuing to tweek so that you get benefits without the abuse
    /e cougharchitectchough
  21. well, it is kind of possible...since I have had some powers skip the rooted part of its animation, allowing me to move while the animation goes off, the only problem is that your legs do not animate running...

    so, that means that they would need to be coded for just the upper body...and that is a problem.

    /e ponders
  22. Note made...

    ...

    also, you mind giving your two cents?

    I enjoy constructive criticism and I would really like to know how other people feel about having an unrooted attack, cycling targets, "teleporting" attacks, and a sneaky snipe.
  23. ...alright, I will do just that...

    I hope to at least get a few naysayers

    it really only bothers me when a post is ignored...
  24. So no one has anything to say?

    I guess "Dual Pistols" is just overlooked
  25. Okay, I have read quite a few posts about proposed Dual Pistol sets, and I did search, I just feel that there are some things that have not been explored (these being in yellow)…so I would like to put this up. Also, this set is mostly about concept, not numbers or names…

    Here it is:
    Overall Concept - Pistols should be bad a**, so they should feel very powerful. However, the best part about pistols is that they can be very esthetically pleasing in their animations. In order to do this, the powers have a lot of movement in them, have a chance of knockdown, and each pull of the trigger will feel rewarding...as apposed to having to shoot a guy a hundred times to kill him.

    Tier 1 - (single pistol)
    Concept - the basic shot as well as the bad a** finishing shot.
    Animation - a side stance shot with the arm swung up and fully extended. One shot.
    Mechanics - just a normal tier 1.

    Tier 2 - (dual pistol)
    Concept - this is the “cowboy” attack
    Animation - low, wide stance with both guns facing forward with alternating fire. Four shots.
    Mechanics - just a normal tier 2.

    Tier 3 - (cycle shot)
    Concept - this is to make the set feel very fast since it is actually 3-in-1.
    Animation - only the head and guns face the target, and you shoot each pistol once at each target. Three targets and two shots, so six shots total.
    Mechanics - this attack is [u]not rooted[u] and auto targets. So you click the power and keep moving while it cycles through the three closest targets within 25ft. The result being: click, keep running, pistols aimed at target, bang-bang, still moving, next target selected, bang-bang, etc, all within about 4-6sec. (if there are not three targets, it just shoots the last target again)

    Tier 4 - (strafe shot)
    Concept - makes the set feel more kinetic
    Animation - you run 180* around the target while shooting with both pistols. Six shots. This attack would have left and right animations that would be random.
    Mechanics - effectively a teleport power with a slow animation (3-5sec), this attack would need to have a close range (20ft) in order to keep the arc ran in small.

    Tier 5 - (reload)
    Concept - this is just Aim with a cool animation
    Animation - it would be a quick, but dramatic change…the kind that gets slow-mod in the movies
    Mechanics - just Aim

    Tier 6 - (roll shot)
    Concept - the aerial shot. Again, makes it feel kinetic.
    Animation - you run a short distance while liberally shooting “at” the target, then leap in the air (still shooting), and finish with a roll to your feet. This would need four animations (left, right, forward, and backward) and would have only the pistols and head facing the target. Multi-shot.
    Mechanics - another teleport power that is about 3-5sec long. This power would be kind of complicated…the range is 40ft, it is a cone power (90*-ish), and you use the location tool to select your roll direction, but you always move 20ft-ish unless you hit a wall (this is a straight line, not an arc like the tier 4).

    Tier 7 - (sleuth snipe)
    Concept - the spy attack that would make you feel like a hit man. Overall, it is a mix between an assassin strike and a snipe.
    Animation - the first 4sec (which is the interrupt period) has you ready your gun, get a low stance, and raise the gun by the side of your head with both hands. After this, you are no longer rooted, though the “animation” is still running, you then need to move in on your target until you are in range. Once in range, you are again rooted and fire a singe, well aimed shot.
    Mechanics - You must select a target within 150ft to start the power and the 4sec interrupt is also normal. Then, after this, it’s no longer a normal snipe; you get a reduction you your speed (and it is still suppressed due to a power still being active) and you get Hide status. Then, you need to move into 20ft of your target, at which point, the attack actually happens and you lose Hide. Due to being unable to do anything but move for this duration (no jumping, interacting, inspirations, changing target, or using aim/build up), this power would be like an assassins strike and do a tremendous amount of damage.

    Tier 8 - (running shot)
    Concept - the movie-esque move of just running through targets with guns blazing.
    Animation - This power is just like the tier 3, except it lasts much longer and you are just letting lose, not really aiming. Multi-shot.
    Mechanics - This power is effectively a DoT that cycles targets every second or so, lasting for about 8-10sec. Its range being 25ft to encourage being close to the enemies for more impressive animations.

    Tier 9 - (rotation shot)
    Concept - this is the ridiculous move used in movies when someone is completely surrounded.
    Animation - rather than just spinning in place, you do quite a bit of acrobatics while spraying lead in every direction. A very impressive nuc. Obviously multi-shot
    Mechanics - This is just your run of the mill nuc…it is a PBAoE and does not need a target to activate.