Bradley_IFV

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  1. Will not talk about Batman, will not talk about Batman, will not talk about Batman...

    I've got a few /Devices Blasters and I do enjoy the use of Trip Mine (not Time Bomb, but that's going to be a different animal soon). The one thing I would get behind as a change would be to switch placement from underfoot to a short-range location reticle. This would give it a little more flexibility, allow some corner ambushes, wall placements, etc. I don't know what kind of balancing would need to happen to compensate for that (if any). If the expected change would significantly gimp its effectiveness, I would heartily withdraw said suggestion.

    ...

    ...

    Batman (the 1989 movie, on this past weekend) had him shooting the machine guns on the Batwing at the Jack Nicholson, I mean, the Joker. (dang it, I talked about Batman, I couldn't help myself, I'll take myself behind the woodshed and await my proper punishment)
  2. I don't think that what you're suggesting as an archetype is at all feasible. If I'm reading it correctly, you're looking for:

    - Each of the powers of the set to be like the Incarnate powers, undefined by anything but the basic boundaries until...
    - The powers are slotted with Incarnate-style inventions that give substance and effectiveness to each power. Each power is therefore completely built and split off into multiple variations, depending on the particular style and effect the player wants for that character and build.
    - The inventions would use a completely separate grouping of salvage, different from the current Inventions and Incarnate systems, without which the Gadgeteer's powers are pathetic.
    - The powers would then also be eligible for standard enhancement slotting, on top of the increasing effectiveness of the power invention.

    You are asking for a single archetype that is capable of replicating most of the powers in nearly all of the other archetypes in the game. Or, to put it another way, a project equal to a complete rebuild of the internal workings of all the other archetypes put together, while not being able to rely on the previous system for building and balancing those powers, to create a single do-it-any-way-you-want archetype that is likely more powerful than any of them.

    Beyond the general idea of an insanely difficult and time-consuming project, we pass through the slapped-on overpowered balance nightmare that you've suggested. There wouldn't be any point in going through that much pain and effort to come up with something that is just a little side-dish to the existing systems. City, originally, was intended to be more of a "build-a-Hero" system, with some of the concepts you've indicated here. If they actually managed to come up with a system to be able to create any hero/villain this way, it would be as a replacement for the ENTIRE EXISTING SYSTEM. And I don't think they're prepared to do that just yet.

    If you want to look at a Gadgeteer-type epic archetype, try these options:

    - Use something similar to the alternate form power groupings like the Kheldians have, except each grouping has the character select a different weapon gadget (variable-ammo pistol, wizard's staff, morphic "hands") to open up a variety of powers. When you have the weapon gadget out, you have a number of sub-powers available, slotted similar to PB/WS form powers, with primary powerset choices that unlock additional powers and/or variations. You could probably also have the gadget power itself offer bonuses and effects, similar to the Kheldian forms themselves.
    - Include random effect powers, for the character to use on themselves, transfer to teammates, or cast on enemies. Either have the powers be set as automatically affecting (or trying to affect) a particular target or by having the power come up as a temp ability that the character then spends as they want or disposes if not wanted.
    - Allow the Gadgeteer to build a power (from a limited list) on the spot, e.g., a debuff power that can be -ToHit for one mission, -Res on another, -Regen on a third. The character enters an interruptible phase, "assembles" the power, and is then able to use it until a different option is selected. The power would allow for basic elements to be enhanced, like endurance cost or recharge, but not the effect itself, as there would likely be too many to cover or slot effectively.

    Don't really have more time right now to establish this alternate type of Gadgeteer, but hopefully you get an idea of what I'm shooting for. If there's interest in seeing it fleshed out, I'll try to do so.
  3. Bradley_IFV

    New female poses

    I'm in favor of more variety in stances, running and walking styles, and idle emotes. And I'd like the ability to modify the ones that any particular character uses, so that I can customize my toons more. I'd love to be able to have my Super Reflexes tanker "You Can't Hit Me" have more of a skipping Run animation (like "tra-lala-lala"), and follow that up with automatic selection of juggle emotes when idle.

    I'd like my robotic (limbed) characters to make a more metallic sound when landing from a jump or other drop, rather than the more generic thud. I'd like my little War Faerie to make a tiny girl voice, or my smaller Huge model characters to have normal Male voices while the 7' 6" Male model characters to have Huge voices, but only the ones I want to have that way.

    Variety and options are almost always welcomed and embraced by the City community, but "changes" are not always going to be viewed in the same light, often by large portions of the populace. So just because you and a bunch of others think something should be changed, doesn't mean that you won't face significant vocal opposition. In a situation like this, much better to offer a way out than to insist on your only solution.
  4. Quote:
    Originally Posted by Graeve_Digger View Post
    You guys seem to be much better players than me then, because I die, and it is because I didn`t notice something.
    [snark]So, as long as you notice something, you're invincible?[/snark]

    It sounds to me like you're not a terribly aware person, at least in picking up the cues that the game is already giving you. Either that or you don't do a good job of making decisions on when to spend your inspirations and powers in order to mitigate beatdowns upon your characters.
    Quote:
    Like the other day when I was doing the Save Lady Jane for the Midnighters.

    You know that she draws a lot of aggro and tends to wander and get in trouble, so off she runs and I go chasing, trying to keep her alive, and I end up faceplanting. Of course my Inspirations tray had a number of useful inspirations, and as I was runnign around there was time to use them, but I was concentrated on tyring to keep her alive. Had one of the Protocols been available, I would have known I was in more trouble that I thought.
    I know there's plenty of annecdotal evidence corroborating your story, but I almost never have issues with Lady Jane running about (Fusionette is a different story). It's a question of spatial, as well as situational, awareness - if you're unable to manage your "pets" movements through your own (a skill you should have learned), I honestly don't have any pity for you on that.
    Quote:
    It just seems strange that My toon would not notice she was near death.
    Your toon doesn't notice anything, other than to run dodge and reaction animations when a power affects them.
    Quote:
    Perhaps what we need are better ways to indicate low health low endurance than just a little bar. Other games do this now, so why not here?.
    If you want better ways of informing you that an issue has come up that you need to react to, that I can sign on for. But I think that you, the Player, should take the responsibility for your character, not the game doing it for you.
  5. Quote:
    Originally Posted by TigerKnight View Post
    So after being in the game for over 5 years now, I was thinking what we could really use is maybe a revamp of sorts to the power pools. When they changed over Fitness, it had people respecing their toons to take advantage of it. Then when they changed the requirements for the travel powers, everyone again reevaluated their builds looking to see how they could improve their current ones. So I think that if the pools were redone, weak powers changed and new powers added and the whole thing uniformed so all the pools had 3 no requirements, 1 one requirement, and 1 two power requirement, that it would add more interest in the game yet again.
    The requirement for the number of powers for the Tier 3 power pool selections still applies, because the only thing that was implemented was dropping the one power requirement for movement PPs only to get the travel power, and I think that only applied to Veterans of a certain vintage.

    Overall, I do think that some of the existing powers could be tweaked, but removing and replacing powers is essentially verboten. Perhaps a better way to look at the power pools is to come up with some small changes to make to the existing powers, and then suggest a new Tier 3, similar to the travel PP 5th powers.
    Quote:
    After thinking about it for a few days, here are my suggestions:

    Power Pool Reboot v 1.0

    Presence Pool
    Idolized: (Auto) You gain 20% more INF from mission completes.
    Charismatic: (Auto) Merchant cost and auction house listing fees are 10% cheaper.
    Show Off: (Auto) Your end of missions XP gains are 5% higher.
    Intimidating: (Toggle) Enemies within 10 feet receive a minor (-3%) ToHit debuff.
    Display Power: (Click) Cause mag 3 fear (6 seconds) to all enemies in 10 foot radius
    OK, no. Never mind that you're swapping out existing, theme-pertinent powers for ones that have no bearing on the purpose of the power pool, but you're offering to give people free INF/XP and listing discounts, which are all meta concepts and not actual superpowers.

    Dread Resolve - click - Self +Res(Immob, Sleep, Disorient, Hold, Fear, Confuse); a long recharge, Break Free power that can be activated while mezzed, the resistances to everything but Fear and Confusion drop off almost immediately, while those two stay around longer.
    Quote:
    Teleport Pool
    Recall Friend (Same)
    Teleport Foe (Same)
    Short Range Teleport (Same)
    Long Range Teleport: (Click) Teleports you to a waypoint selected on your map. If the area is unreachable (Wall for example) you will not teleport anywhere. 1 Pool requirement.
    Area Teleport: Change the power so that it can cross zones from hero to villain and vice versa for Vigilantes and rogues. 2 Power pool picks.
    Already has 5 and you tried to swap a power.
    Quote:
    Flight Pool
    Air Superiority: Add “This power deals out increased damage if the target is flying/ hovering”
    Flight (Same)
    Hover: (Same)
    Aerial Specialist: Auto power that gives +acc (Equal to the penalty of flight gives) and a + defense equal to that of hover while hover or flight is active.
    Afterburner: (Same)
    Again, already has 5 and you tried to swap a power. I do like your tweak on AS, though.
    Quote:
    Fighting Power pool
    Boxing (Same but increase damage)
    Kick (Same but better animation and increased damage)
    Tough: No requirement.
    Weave: Drop to one pool requirement.
    Exploit weakness: Your melee attacks cause 3% more damage. 2 power pick requirement
    Your new power won't work with the way the powers are currently coded, if I'm reading them correctly - all of the melee attacks themselves would all have to be updated to include code looking for your new power. Plus, it screws over those characters that aren't a melee-centric AT.

    Sidestep - click - Self +DEF(all), +Res(all dmg, DEF & Res DB); similar to Build Up or Aim, but for Defense and Damage Resistance, enables a character to withstand an alpha every few mobs - the buffs may not be enhanceable, depending on balancing.
    Quote:
    Super Speed
    Flurry: Add causes mag 2 stun
    Hasten (Same)
    Super Speed (Same)
    Whirlwind: While active, all your other powers are suppressed . You cannot be harmed for duration and causes knockback. After 60 seconds, power detoggles. 1 Power pick requirement.
    Burnout: (Same)
    As was pointed out already, it sounds like Flurry has the stun you're looking for, you just want it to proc more often. I do not agree on the Whirlwind changes, as it makes it significantly different than what it currently is. Already has its fifth.
    Quote:
    Leaping
    Jump Kick: Add causes knockdown.
    Combat Jumping: (Same)
    Super Jump (Same)
    Acrobatics: Reduce requirement to only one power pool pick.
    Spring Attack: (same)
    Again, you want the proc chance higher, but I don't agree on the accessibility for the Tier 3. Already has its fifth.
    Quote:
    Medicine
    Stimulant: Add a Recovery buff.
    Aid Other: (Same)
    Aid Self: Make no power pool requirement
    Recover Self: Provides 25% end. Has a 1 min recharge and is Interruptible. 1 power poll requirement
    Revive (Same)
    OK, your suggested power is quite OP - 25% END every minute (or around 50% END every 30 seconds, after slotting) is playing with free money. I don't know of any other powerset power that would give you that kind of return, never mind a power pool power.

    Expert Medic - auto - Self +Heal, Special; this power improves the healing capability of any power used by the caster, eliminates the interrupt time of any Medicine pool power, and provides a +DEF buff for a short time after any Medicine pool power is used.
    Quote:
    Leadership
    Assault (Same)
    Maneuvers (Same)
    Reinforce: Adds 5% to smashing/ lethal resistances
    Tactics (Same)
    Vengeance (Same)
    I don't agree with where you've put your extra power, especially with your intent to make the first three powers immediately accessible. I don't necessarily disagree with a resistance boosting toggle, but comparative to Maneuvers, it may actually be underpowered (by only having two damage types resisted), but I also don't know how the Devs would feel about having more.

    Rally - click - PBAoE Team +MaxHealth, +MaxEND, Heal, Recover; this power, when activated, gives the team increased maximum Health and Endurance (for a decent duration) and a bit of Healing and Recovery to match the increase.
    Quote:
    Concealment
    Stealth (Same)
    Invisible Other (Same)
    Invisible Self (Same but remove power pool pick)
    Improved invisibility: Similar to the Illusion power of the same name except has increased end cost and requires one pool pick.
    Phase self: Reduce activation time.
    I would probably have to say "no" to a Superior Invisibility clone. That's a very particular decision by the Devs to keep the really super hidden powers to just the Stalkers and the Illusion controllers, and I certainly wouldn't want to see it available after just one pool power pick.

    Sucker Punch - melee - High dmg (smash), -Perception, +Special; this melee attack offers a (partial) Critical if launched while the character is actively stealthed (with any Stealth power, any Hide power, or Superior Invisibility), and can be launched if using Invisibility, but it detoggles Invisibility as it activates.
    ____

    The suggestions I've made would definitely need to be tweaked in order to be balanced as Tier 3 pool powers. If you have any questions or comments about them, please let me know.
  6. Bradley_IFV

    Mecha Shield

    Cheese: Awwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww!!!!

    I was really hoping for a new shield. Oh well...
  7. Bradley_IFV

    Mecha Shield

    Was there supposed to be a Mecha Shield, as the patch notes indicate, or not, as the mouse-over text in the Paragon Rewards window doesn't list one?
  8. Quote:
    Originally Posted by Lothic View Post
    Right now (and hopefully until the end of the game) there is absolutely NO power in the game that requires a specific costume item to function. That's a basic design philosophy that keeps us from having to be FORCED to wear a specific costume items to have access a specific powers.
    Actually, that's not entirely accurate: the Crab Spiders have to wear their backpack in order for their powerset to function, meaning they can't wear standard capes, wings, or other backpacks. But that's a specific EAT, not a standard hero or villain character.

    I wouldn't mind seeing a power customization that would utilize a pre-existing cape to create a glider, or just use the pre-existing wings, or generate a gliding cape while active, or work without any of it. The thing that I don't get right at this point is how the character would fight while gliding. Pretty much essential to having a gliding cape is that the character's hands and arms are busy keeping the gliding surface taut, and moving them around in fighting motions makes that fairly impossible. If the character is using wings or surface-less gliding, it might be explainable, but the whole gliding cape wouldn't work in this instance.
  9. Quote:
    Originally Posted by Memphis_Bill View Post
    ... which makes it money. It's also referred to (especially when we almost had *three* kinds and no way of transferring one to the other) as currency.
    So ... your hero goes around beating up loiterers and going through their pockets for loose change? Is this like defeating a giant rat in a fantasy MMO, and it drops a few gold coins (must have fallen out of his purse when he keeled over)? Did he get a check in the mail after passing over the Last Line of Defense badge marker in Talos Island?

    It isn't money but it is a means of negotiating for goods and services. If a hero continually does good things, in a way that actually tests his mettle, he is afforded a certain amount of influence to get what he needs from the good citizens of Paragon City ("No need to pay for that, Superman. We saw you save those people from that falling building, and that means a lot to us.") If he goes around, looking for handouts based on a limited amount of effort, eventually he'll come up dry ("We're all real grateful for what you've done, but I can't afford to just let you stay in the President's Suite every night for a month for free."). There are role playing ways to explain nearly all of the transactions that take place, even if you're jaded enough to prefer to only look at the mechanical nature of each.

    Regardless, there is no real benefit to be gained by offering 1 influence for each grey-con mob defeated, as defeating even-con mobs far outstrips that drop rate. So it's both non-exploitable and non-worthwhile for the Devs to do. There are already plenty of Defeats badges that can be achieved by defeating grey mobs, and adding a badge that basically says, "I've spent a hell of a lot of time swatting mosquitoes with howitzers!," is probably just as easy to add as it is pointless.
  10. 1) Does anybody else play a Grav/Sonic, or more generally /Sonic, at all? I went back at least 200 threads and didn't see a single thread that showed /Sonic at all, and certainly no Grav/Sonic, not even in some of the Gravity/ threads.

    2) I play mostly in teams, PvE, with almost no current or plans to add IOs of any kind. What should I be focusing on or avoiding in Gravity and Sonic? I'm currently taking Psionic for the epic, and I'm up to 45th level. I could use some general advice for this character.
  11. Quote:
    Originally Posted by DMystic View Post
    So 16 groups with a few groups being mixed.

    Not the alarming amount people make it out to be, considering the 50 or so groups covered in this thread.

    16 out of 50+ is not a large amount, though this thread and the post I'm responding to show a bit of a perception flaw or general misinformation on the part of the OP.
    I definitely feel that the OP went hyperbolic with his claim of more magic-themed groups than not, but "16 out of 50+" is also not a small amount. Assuming the number of unique groups is essentially 50, then 16 of those groups would constitute 32% of the sum, or about 60% more than you would expect if the five origins should be getting equal billing. If you equally spread the other 68% of the enemy groups across the other four origins, they average 17% each, or about half of the individual influence that magic may have.

    The tendency in comics and City specifically to include traditionally medieval melee weapons and such, in volume, also has a skewing effect. Between the melee classes, there are essentially 18 melee attack sets, with 7 sets that prominently feature a predominantly medieval (or earlier) weapon, including:

    Battle Axe
    Broad Sword
    Dual Blades
    Katana/Ninja Blade
    Staff Fighting
    Titan Weapons
    War Mace

    The melee classes directly represent about 40% of the characters playing in City, and a full third of those have strong ties to a medieval setting. Now, many of the weapons can have a modern, technological, or non-WoW feel or origin to them, but the slant is still there. Magic/medieval influences are also seen, to a far lesser extent, in the other ATs, with one ranged attack set (Archery), one support set (Trick Arrow), and three MM summoning sets (Demon, Necro, Ninja). Again, you can make them non-magic/medieval if you try (not really all that hard), but the basis for each exists.

    I think the upcoming Retro Sci-Fi costumes will be a small step toward balancing things out, but there are still tons of opportunities to come up with NPC groups and character options that are less clearly like our fantasy medieval competition and more balanced among the five origins.
  12. You're advocating including a temporary power that requires that the character be wearing a long cape in order to have/use? What if my character isn't eligible for standard around-the-neck (I'm assuming single-shoulder mantle wouldn't work) long capes? What if my character concept doesn't look right with a cape, or a long cape vs. the more appropriate short cape? Powers should not be tied to the character using a particular costume piece, either having to use the costume piece to use the power or getting the power automatically because they're wearing the costume piece. The usability of your suggested power and the likelihood that it could be coded properly are a distant second and third on factors limiting the viability of your suggestion.
  13. TY, Blast_Chamber for pointing out the AT suggestion I made for a Duo character, with an MM-style single henchman. But unfortunately, that's not what the OP is asking for, based on how I'm reading it. He's asking for a single account level pact between two full-on characters, where one is active and the other acts as a heal-bot or attack-bot for the other, they both gain XP, inf, and drops, and they can be switched back and forth after speaking to an NPC. If that's not what The Turnbow had in mind, please elaborate in a reply.
  14. Quote:
    Originally Posted by Haetron View Post
    Earth Manipulation seems fine on paper, but has the issue of not having a thematic "match" in a blast set, and I don't see "Earth Blast" ever really happening.
    What, you don't think this powerset would work?
  15. Quote:
    Originally Posted by Haetron View Post
    Cobra Strike would work just as well as Crippling Axe Kick, either power would need a damage adjustment. There's actually -less- attacks in this secondary than in several existing blaster secondaries, and it has less "melee" attacks than Energy Manipulation.
    Technically, Energy Manipulation has the same number of melee powers, with two only doing minor damage (stronger secondary effects), and none as AoEs.

    Since you've taken a look at those two Manipulation powerset suggestions of mine, would you mind taking a look at these two as well?
    Radiation Manipulation
    Earth Manipulation
  16. From the Paragon Wiki:

    From level 10 as a starting point to level 40 as an ending point (i.e., no level 40-45 TF/SFs), there are 13 Task Forces and 7 Strike Forces available (not counting co-op events). The number of TF/SFs per level is as follows:

    LVL_TF__SF
    10___1___0
    11___2___0
    12___2___0
    13___2___0
    14___2___0
    15___3___1
    16___2___1
    17___1___1
    18___1___1
    19___1___1
    20___3___3
    21___2___2
    22___2___2
    23___3___2
    24___3___2
    25___6___4
    26___5___3
    27___5___3
    28___5___3
    29___4___3
    30___7___4
    31___5___3
    32___5___3
    33___5___3
    34___5___3
    35___4___3
    36___3___3
    37___3___3
    38___3___3
    39___3___3
    40___2___2

    Looking at the individual TF/SFs, I saw the following:

    1) Heroes have standard TFs available in each of the basic level ranges - Positron (10-15; was one, now two TFs in the same range essentially), Synapse (15-20), Sister Psyche (20-25), Citadel (25-30), Manticore (30-35), and Numina (35-40). Villains have SFs in many of the same ranges - Tarikoss (15-20), Silver Mantis (20-25), Renault (25-30), and Ice Mistral (35-40) - but nothing at the 10-15 and 30-35 ranges.

    2) Admiral Sutter/Mortimer Kal, Twilight's Son/Mender Tesseract, and Mender Lazarus are (near) matching events for the two sides, covering levels 20-40, 25-34, and 30-39 respectively.

    3) Heroes additionally have three TFs in non-hub zones, two in Striga Isle (Moonfire, Hess) and one in Croatoa (Katie).

    In my opinion, the two missing level ranges in the standard Strike Forces are the most glaring needs to be filled. The lack of a low-end SF hurts the development of Villains during the DO levels, and having to rely on the locked Mender Lazarus and Mortimer Kal events hurt during the 30-35 grind.

    I don't see these as "kind of nice to have things" that would be nice to have, but "fairly essential elements" whose absence has contributed to the protracted decline of redside play. How these SFs would be designed and implemented, I'll leave to better people than myself.
  17. Beyond this being a necro thread, the basic idea of a Manipulation set with MA-style melee attacks has intrigued City-zens for years. I actually had created a Chi Manipulation a few years ago, over in the Lady-Jade's Power Suggestion Box. It was one of my first suggestions, and did not take into account the efficiencies gained in porting over MA powers essentially whole cloth. I think I learned my lesson on porting powers with my Ninjutsu secondary, although its separate melee weapon does make for interesting single and double re-draw. Again, both of these suggestions were made years ago (over 5 and nearly 4, respectively) and could probably stand to be re-done (hey, good idea!).
  18. Still in the process of working on the actual sets for this AT, but I'll give you the overview to start:

    Duo

    This AT is a super-hybrid with elements from Masterminds, Tankers, and Defenders. The big gimmick for this AT is the Partner, a singular MM-style henchman that is selected independent of the primary powerset of the Leader (the main character).

    When the player chooses this AT, they select primary and secondary powersets. The primary powerset (Offense) encompasses the Partner power, two upgrade powers, and six personal attacks (mostly melee with one or two ranged possibly, but probably no Build Up), while the secondary powerset (Defense) centers on support powers, especially buffs that include the caster, and a separate upgrade power.

    Selection of the Partner power opens a separate window where the Partner is determined - this can be done at any time that a respec is run as well, allowing for changes to the Partner after creation and for alternate builds. The Partner is a mostly ranged combatant, similar to a Blaster, with many of the same powersets to choose from. Because of the singular henchman, power customization is much more feasible, mostly with alternate body types (male/female/robotic/elemental, small/medium/large, 3-4 costumes, general primary/secondary colors) - customization would take place inline with the Leader's costume and power customization screens, allowing for different Partner looks per Leader costume slot. The two primary upgrade powers would offer the traditional improvements on the initial array of henchman attacks, but the secondary upgrade would offer a separate pair of support or defensive powers based on the Leader's secondary powerset to further differentiate the Partner. For example, a Leader with martial arts and gadget powersets could have a Partner who starts out as a boy with archery attacks, transitions to an adult male archer in the middle levels, and gives way to a fire elemental in one build and a psionic girl in another nearing the end of pre-Incarnate play.

    (I don't know how power customization and multiple builds interact, as I only have a couple of my many characters with multiple builds at all, and that just to fiddle-fart around with. If others understand this relationship better, please let me know how this would affect my proposal.)

    The Defense secondary is intended to provide some support capabilities to the team while still giving direct benefits to the Leader (versus many buffs not affecting casters, including FF bubbles, Cold Dom shields, and Increase Density applications). This is balanced by making more of the powers launched in melee and PBAoE rather than at range.

    Initial List of Offense Powersets:
    Axe
    Broad Sword
    Claws
    Dark
    Electric
    Energy
    Fire
    Ice
    Katana
    Martial Arts
    Stone
    Strength
    War Mace

    Initial List of Partner Powersets:
    Archery
    Assault Rifle
    Dark
    Electric
    Energy
    Fire
    Ice
    Psychic
    Radiation
    Sonic

    Initial List of Defense Powersets:
    Cold (mix of Cold Domination and Ice Armor)
    Dark (mix of Dark Affinity/Miasma and Dark Armor)
    Energy (mix of Force Field and Energy Aura)
    Fiery (mix of Thermal Radiation and Fiery Armor)
    Healing (mix of Empathy and Regeneration, essentially)
    Gadget (mix of Traps and Blaster secondary Gadgets)
    Kinetic (extension of Kinetics to include more caster-effect powers)
    Ninja (mix of Poison and Ninjitsu)
    Psychic (mix of psychic buff/debuffs and armors scattered throughout City)
    Radiation (mix of Radiation Emission and suggested armors)
    Stone (mix of Stone Control debuffs, suggested support powers, and Stone Armor)
    Storm (mix of Storm Summoning and Electrical Armor)

    (I've tried to avoid any of the powersets that are purchase-locked or reliant on the full powerset to function - although the pet aspect of this AT would almost certainly place it behind the pay wall, as well.)

    I would probably want the Partner to not be able to enter Bodyguard mode as a henchman, as this would be out of character for the Partner to constantly sacrifice themselves to keep the Leader without a scratch, and the Leader should already have good enough survivability on with their secondary powers. This gives an archetype that does most of its work in close to their friends and foes, but with a semi-independent ranged damage component. My first guess for the bar graph stats would be:

    Survivability 6
    Melee Damage 6
    Ranged Damage 2
    Crowd Control 4
    Support 6
    Pets 7

    As I indicated earlier, I'm working on actually fleshing out the powersets, and hope to have those posted in either the Lady-Jade's Powerset Suggestion Box or a separate thread very soon. Please let me know what you think of this AT.
  19. Considering the typical lack of players trotting out their villains, comparative to those on hero characters, on any given day, I would like to suggest that the Devs put together a weekend (or entire week, even), where there's a reason to be a villain. Whether it's events that only are taking place in villain zones (new or repeats), Double Rewards in the same areas, or new content to draw more interest to the dark side of the CoX - you could run this opposite of the standard Double Rewards weekends or during an open period where no other weekly events are taking place. Oh, and make it something that actually makes me feel like a bad guy, not a reluctant anti-hero.
  20. Must have missed this during its original pass through the forums, but I was away for a bit:

    Looks a lot like the Probability set I put together almost four years ago, albeit far more detailed (and with fancy icons!).
  21. I had posted this Gadget Control set almost four years ago - don't know if it works as well as it would need to, but it's a pretty decent attempt at a mechanically-based control powerset.
  22. Same here - was in the last section of Drowning In Blood, on the AV, when the LCTMS hit.
  23. Bradley_IFV

    Map: Unknown

    Playing Tough Luck Sam, 29 nrg/dev hero blaster (@NC Thunderbird, on Justice), in the last section of Drowning In Blood, at the AV (first had spawned, second hadn't yet). Lost Connection To Map Server comes up and eventually dumps me out.

    Try to log back in, able to sign in, go to server, select toon, but then told that Sam is still logging out. OK, hum Jeopardy 30-sec ditty, try again, still logging out. Try again, still logging out, then checked to see if I needed to switch toons to give it a chance to reset.

    Selected a different toon, one I had played this afternoon, but told Map Unknown. Once I log back in again, check map indicator under toon on character selection page, says Map: Unknown, both for Sam and 2nd toon checked. Switch servers, also Map: Unknown, switch to #2 account, same issue both on Justice and others. Fully exit out of City program, restart, same issues.

    Anybody else getting this? Any word on what this is?
  24. Quote:
    Originally Posted by Katfood View Post
    OK, didn't see anyone setting one up this week. How about an STF at the usual time?
    I'd be more interested in a Lord Recluse, from a badging standpoint, but I know that's a more PITA arc. I can bring either Bisan (kat/dark) or Demolition Girl (energy/traps) for either one.