BrandX

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  1. Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    I agree, leave my Brutes alone, we don't need more nerfs. Buff scrappers, I don't frankly care, just leave Brutes alone.

    Brutes used to be "SMASH!! SMASH FAST!!" or you'd lose your fury, your anger, your drive.

    Now Brutes feel "I DON'T WANNA SMASH AS HARD, BUT I KINDA HOLD A GRUDGE". I mean Really o.O

    Besides OP your test is flawed, it required an outside variable for the Brute out damage the scrapper.
    My DB/ELA Brute seems [edit]fine[/edit]. Though I guess she's more "STAB STAB" and less "SMASH SMASH"

    *Sentence now makes some sense.*
  2. Quote:
    Originally Posted by Steampunkette View Post
    I do like that idea, adding the +Regen to the lightning field would work wonders towards helping the set survive.

    And the Self-Rez in Willpower is mainly for Alpha-strikes which rip your meager damage resistance to shreds (I'm looking at you, Cimerora! )

    -Rachel-
    WP takes Alpha Strikes fine, if you build for it. ELA is no different.
  3. Quote:
    Originally Posted by Steampunkette View Post
    How often do you die that this would be a required change? The following numbers are from Brutes.

    Charged Armor
    26.25% S/L
    26.25% Energy

    Conductive Shield
    26.25 Fire
    26.25 Cold
    26.25 Energy
    15% Negative Energy

    Static Shield
    26.25% Psionic

    Grounded
    9.375% Energy
    7.5% Negative Energy.

    All totaled that's
    26.25% Smashing/Lethal or roughly 39% with 3 SOs
    26.25% Fire or roughly 39% with 3 SOs
    26.25% Cold or roughly 39% with 3 SOs
    61.875% Energy or roughly 93% with 3 SOs
    22.5% Negative Energy or roughly 39% with 3 SOs
    26.25% Psionic or roughly 39% with 3 SOs
    0% Toxic Still 0% with 3 SOs

    The only damage type Electric Aura can cap for damage resistance is Energy. With your proposed change it would reach around 79% with 3 SOs in each of the powers which grants energy resistance. So not only would you BREAK THE COTTAGE RULE by completely changing the functionality of a power (It's primary use becomes a self-rez with a secondary benefit of being a resistance power, rather than just being a resistance power) but you also take from Electric Armor the one capped resistance it has, causing them to potentially faceplant that much more often.

    -Rachel-
    Okay, you didn't read the OP post.

    Stats didn't change at all, because the OP said move all of grounded's powers into Static Shield. So it would still have all the same stats as it's possible to have now.

    THEN they wanted a self rez like the Stunner Freaks put in Grounded's place.

    All I was doing was trying not to break cottage rule. So, Static would take all of Grounded's abilitiles like the OP suggested and then (as per my suggestion on how to keep the self-rez closer to Grounded) the self-rez would have Grounded's effects to keep all the current slotting the same.

    Really, I don't see it being breaking, as the power has all the same effects are in what I suggested, it just went from an always on passive power, to only in effect after you click the power after you faceplant.

    Which again, to me, I don't see a different from Instant Healing's changes (always on power to not even possible to perma click power) to this suggestion (always on power to not even possible to keep perma click power).
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    Personally, I feel they should sell an "everything pack" for whatever is deemed appropriate as a special offer every once in a while, the same way Valve do -80% sales on Steam. Just a couple of weeks ago, I snagged both Left 4 Dead and Left 4 Dead 2 for, like $15 when both games alone cost I think $20 or $30.

    An "everything pack" would contain all Booster packs so far released and be available for purchase say, a week out of every six months or out of every year. I'd price it at $20, such that those who've missed out more than two booster packs will have a good deal out of it, potentially getting people to spend more money AND get things they would otherwise not have bought, and maybe even use them.

    After all, I really didn't need or want the original Left 4 Dead, but hey - it was a good deal. Might as well.
    I don't think this is a good idea, in so much as, people would just start saying "I'm going to wait for the sale". Not to mention those who bought them at full price, might have forum induced strokes with their evil feedback posts!

    Now...what they might do, is once or twice a year, pick two packs at random, cut the price in half for that week, and then put them back at the regular price.

    It becomes a sale, it's random packs, so it's not like people can say, I'll wait, since they don't know when or if that pack will hit the sale.
  5. Quote:
    Originally Posted by DarkMaster View Post
    Here are my suggestions, without going "too" overboard, at least in my opinion...

    • Increase Stalker "Max Health" modifier to better match the heal increase we recieved a while back.
    • Increase Stalker damage modifier to 100, both ranged and melee.
    • Increase Stalker damage bonus from Build Up, from 80% to 100%. I realize that this may somehow be tied to damage modifiers, but I think it's necessary for this classes role.
    • Increase Demorlize Chance to between 35 and 50%
    • Decrease ALL ASSASSIN STRIKES to mirror the animation/activation time of Kinetic Melee. Going from 3 seconds to 2.67 seconds. This should be standard.
    • Decrease ALL FORMS OF BUILD UP refresh times to mirror Claw's Build Up. Reducing refresh time from 90 seconds to 72 seconds. This should be standard, it's how we quickly eliminate meaty threats for our team.


    I think if those changes were implimented, we'd see a VAST improvement in Stalker ability, without going too overboard on changes. I think the changes which I've suggested above would be simple enough to make as well.


    Changes I'd "like" to see, but wouldn't lose sleep over if they didn't happen (and don't wanna push it...lol...) :
    • Add -500% Regen to Assassin Strike. Single Target. This would help make a Stalker useful on large teams and secure our role as Boss/Single Target specialist.
    • Increase the "Increased +Critical" power's effective aoe range by 10-15 feet. This would help in making it alot more useful/useable on teams, as well as helping to increase a Stalkers viability while teamed.
    I'd have to disagree with chaning the recharge on all the build up's to match Claws build up.

    Claws bonus is specifically, reduced END Costs and Reduced Recharge times.

    Thusly, BU recharges faster for Claw Users.

    And while I'm still not for it, if it was done, would the Claw users need their BU reduced even further?
  6. Quote:
    Originally Posted by QuietAmerican View Post
    As many other threads have pointed out, lots of trouble has followed this film since its first announcement. Lets hope it sheds its bad luck before filming.


    Article here: The Hobbit has Officially Greenlit, From Comingsoon.net

    ...and Peter Jackson is officially directing. I get the feeling he's burnt out on the subject, also lots of people didn't like Peter's take on Lord of the Rings. Personally I can't see anyone else doing this project.

    Here's me with my fingers crossed.
    Hmmm...while I don't personally find the LotR to be movies I can rewatch.

    I did find them to be good films, and more exciting than the books for sure (The Hobbit, I loved. LotR trilogy, I found boring), they're just not movies I can really sit through after viewing them once ont he big screen.
  7. Quote:
    Originally Posted by Bill Z Bubba View Post
    Interesting. We're getting inherent fitness because everyone apparently "needed" it enough to take it on the vast majority of characters made.

    Every melee character I make has tough. I must need it, right? So your solution is that I ask for S/L dam-res to be added to every melee mitigation set, right?

    Problem is that I wouldn't do so. Nor did I ever ask for fitness to be made inherent.

    Now I will accept that you would prefer a better case to be made for the addition of f/c/e/n/t/p dam-res to tough than "I want it."

    I want to know why it was added in PvP. As you state, changes don't occur without a reason, so what was the reason? What was the cause of the change? Is that change relevant to PvE? If so, why wasn't it changed there as well?

    I'm not going to hand-wave away a change especially when I'm curious as to whether it should be more widespread.
    I'd say Tough only gives S/L resist purely on a RP reason. Fighting, you're working out, you get the muscles, yeah, taking punches and some lethal force a bit easier, but damn, that fire still hurts the same!

    I would think the better question would be, why isnt Tough better for the squishie ATs, and weaker for the melee, who get it naturally? As something designed to fill holes in builds...I would think they'd be higher numbers for Blasters for instance.

    Weave got the changes it did, purely for the reasons Arcanaville mentioned. It wasn't stacking.

    Tough really doesn't need the extra resists to everything (not that I wouldn't mind if it did), and the only reason it got the bonuses it does in PvP zones, is because people complained.

    /SR's (and rather defense in general) weakness (as this thread points out originally) is +Tohit. It had this weakness in PvP zones and people complained.

    Why? Because everyone was taking +to hit powers. In a game where it's hit and run PvP, it only makes sense. You want those hits to land, so you're going to grab those powers that allow you to hit, so the enemy doesnt run away and come back at full health. Instead they'll die, go to the hospital, and then come back at full health

    that said, when most people consider PvP a joke now anyways, even those who keep PvPing, why would you use what's going on in pvP zones as an example of what to do for PvE? It may change when it gets looked at again (possibly? maybe? hopefully? sigh) later.

    Also, while every melee toon you make has tough, I wouldn't call it as common as Fitness was.

    Yeah, I hear about builds without Stamina on the forums. In game time however, the ones I see without stamina, have been new players who didn't know to grab it and instead just complained about their endurance (and as a vet, i'd suggest end red enhancements, using blue skittles and getting the fitness pool).

    I can probalby count the builds without stamina that I've seen on both (if not just one) hand, when played by any player with a bit of experience.

    Fighting on the other hand, I see lots of melee builds skip it. I see even more of the other ATs skip it.

    Me? I take it on almost every toon (not all, but almost all, couldn't fit it on my Dom ). I wouldn't call it as common as fitness was. I'd even put money on Hasten being more common than the Fighting Pool (and I tend to skip Hasten myself).
  8. Quote:
    Originally Posted by Rodion View Post
    Because I don't plan on dying, I never take the self-rez powers. I only take powers I will use, or at least accept an enhancement set that I need the bonuses for. I've got several Regen, WP and Fiery Aura characters, and I don't have the self-rez on any of them. It's essentially a wasted power choice, because if you get killed in this game it's usually your own damn fault and 99 times out of 100 you could have avoided it by using inspirations when you get into trouble instead of hoarding them.

    If you really want a self-rez, play a character that has one. Rise of the Phoenix seems like it would be a nice one. Maybe I'll respec into a self-rez on one of my characters after I19.

    Wait. On second thought, I'll get a power that I'll actually use. Like Recall Friend. Or maybe Aid Self, or Hasten, or Maneuvers, or just about anything that helps my characters avoid dying in the first place.

    Electrical Armor originally had no KB protection, along the lines of Fiery Aura. Because of the enormous outcry, the devs broke down and put KB protection on Grounded, with the proviso that it worked only when touching ground. The no-KB thing seems to be part of the deal for getting a damage aura (cf. Dark Armor, Fiery Aura). The devs fudged it for Electrical Armor, and I don't want them revisiting that by putting KB protection on a toggle.

    Let sleeping dogs lie.
    Now, with this reasoning, I'm a bit confused.

    His suggestion said to put everything in Grounded into Static field. So really, you'd be gaining a power slot with this suggestion.

    As for the outcry, let's remember, not everyone outcried for it. I didn't I didn't outcry for WP lacking immobilization protection either though.

    That said, I don't think ELA is any danger of OMG WHAT DID YOU DEVS DO, if the devs looked at it.

    I actually love how ELA's KB resist works as well. Always fun to go with out being KBed, then jump in the air to position yourself somewhere else and BOOM thrown across the room!
  9. Quote:
    Originally Posted by Umbral View Post
    Actually, that wasn't the first basic rule. That was simply the first guideline. If you're having to remove slotting capability for the power, it's a broach of the cottage rule. This does not mean that if you simply maintain the same slotting capabilities that the cottage rule is maintained.

    The change you're suggesting would still break the cottage rule because you're turning a passive +res power into a click self-rez. The functionality changes completely and therefore breaks the cottage rule.
    *shrug* Still seems like the same functionality to me, only no longer permanent (like the IH from toggle that could be perma to a clickie that couldnt). It'd be changed from passive to when rising from death.

    Really, I don't care. And like I said, a self-rez at tier 8, that does the end drain, would put it on par with the tier 9's of Dark Armor and Fire Armor, who have self rez's that are also offensive when used.

    But you did clear it up. Okay, so it was a guideline to it. I was looking all over for that post, searching more than I've ever searched before...couldn't find it...it must of been purged.
  10. Quote:
    Originally Posted by AzureSkyCiel View Post
    What? I like the Shadow Shard maps, I'd like to see more use of them. More reasons to go to Storm Palace.
  11. Watched the link. Have to say, it's only after watching that, that I'm interrested in seeing it.

    Before I was pretty meh on it. Now I'm all "okay, I want to see it".
  12. BrandX

    Driving.....

    Quote:
    Originally Posted by Rylas View Post
    One of my pet peeves on the road is people who seem to be magnetized to other cars on the road, despite the fact that the road is relatively empty.

    For example, nothing irks me quite as much as when someone pulls out from a parking lot and gets into my lane, causing me to slow down abruptly or swerve, even though there were 3 empty lanes to choose from aside from my lane.

    That, and people who match speeds with others, inadvertently keeping other drivers from passing them.
    Hey, I'm guilty of that matching speed. But then, I've only done it to tailgaters.

    If I'm going 5-10 miles over the speed limit, and someone comes up to me and starts tailgaiting me, no matter what lane I'm in, and expecting me to change lanes, when the other lane is clear, I've sped up to the nearest car, and slowed down to matching speeds to basically upset the tailgater.
  13. Quote:
    Originally Posted by Leo_G View Post
    The only other point I think that might determine how balanced it'd be is how much elemental damage are we talking here? Added or replaced? If the damage replaced is small like a damage proc, is it really even worth adding such an option for so little an effect? If it's adding the damage and to a decent amount, how would you keep set balance?

    Consider Dual Blades with fire damage? The Fire Melee set has no mitigation for the amount and type of dmg it does.

    Thusly, consider Dual Pistols. It has a means to do fire damage and yet it gives up the chance for knock in exchange for damage. Not to mention, the set gives up Aim for the utility to do this.



    I dunno if it'd be worth it. I guess it really doesn't matter since it won't do much better than a dmg proc over time. But considering a straight base dmg-type add-on favors small faster attacks over the slower recharging/slower activating power, I'm not sure I'd favor the option. Procs are well enough but I wouldn't mind a better spectrum of them.

    If the IO exchanged a % of the attacks' damage for the type chosen, at least it benefits all attacks equally.
    My idea is merely meant to add flavor to the attacks with less needed change.

    Seeing as how all attack powers have the ability (and I believe all offense powers in general...but I could be wrong) have the ability to slot a DMG proc now, my suggestion allows for added flavor, without any major changes.

    Like, if an enhancement changed all of a Fire Blasts attack from Fire to Toxic, then the attack wouldn't have any defenses to go with along with it, or the opponent would still use the original fire damage as it's defense, even though the attack doesn't have a fire component anymore.

    One could go with only a percentage of the attack converts, but that sounds like more balancing issues as well.

    My suggestion, puts into play what is already in play. Damage Procs. Only it would be lower damage, to make up for the always happens effect, versus the 20% chance other +DMG procs have.

    Seems simple and clean to me. And personally, I can see lots of people making use of them for both concept, and just added damage.

    Those looking for the bigger burst, would likely stick with the 15-33% chance to Proc IOs, as that will deliver the bigger burst on occaission, while others looking for more DPS will likely go with either or (if based on the regular non purple procs, then the purple procs will still be gone after).
  14. Well first off, my playstyle on my Stalker may be different than others (if not the majority of others).

    How I played them before the buffs, and how I played them after the buffs is pretty much the same. I play them as a Scrapper who comes in with a promised big hit, then scrap it out.

    When on teams, I won't always be re-hidden by the time I get to the next mob, but I do tend to have the defense that I can placate then take out a speciic target (sapper) or take out a big chunk of a specific targets health (boss).

    I wouldn't change Hide to an inherent power. Seems like a lot of work. And having an inherent power like Hide, that grants all that defense might be a bit OPed.

    I'd increase the damage mod to Scrapper levels. So Smite would do the same damage ona stalker that it does on a scrapper.

    This would increase the damage of Assassin Strike.

    I want to say increase the +damage mods to power like Build Up to 100% like Scrappers, but I think this would get nixed because of PvP personally.

    Now for solo play, the only difference in survivability between a Brute and Scrapper is hit points, with the Scrapper doing a bit more damage to kill the enemy before they kill them, needed much more than Brutes who can take the hits a bit faster but still finish the enemies fairly fast.

    Now, Stalkers will have the added benefit of shredding aggro versus one target with due to Placate, but that only goes so far in added survivability.

    My thought, increase the max hit points to around 1800.

    Currently...Brutes have roughly 803 more max hit points than scrappers, who have 803 more max hit points than stalkers.

    Now tankers only have roughly 321 more max hit points than Brutes (according to paragonwiki, which I'm not sure accounts for the recent buff to Tanker's max hit points).

    So, if we go with roughly 321 less than Scrappers for max hit points, that would say go to about 2088 hit point cap.

    But I think that's likely to much. With the increase in damage mod, the stalker (with the use of AS) will have the better burst damage capabilities for sure, and might edge out scrappers on DPS (though most Scrappers will do more AOE damage), if not edge them out on DPS, it should be alot closer than it seems to be now to quite possibly say Stalkers give up the survivability edge for that added burst.

    Playing my stalker now, who knows, maybe the increase in damage mod with the burst damage capabilities might make up for lower survivability they currently have.

    Personally, I think and increase in max hit points would still be okay without breaking them, as no matter what, they'll still be seeing less HP than their Scrapper counter parts in the hit points department.

    My DB/WP Scrapper will still have way more HP than my KIN/WP Stalker can manage to get, since the scrapper has a higher hit point base.

    This will also allow Stalkers with IOs to make more use out of the +Health set bonuses (something my stalker finds to be just a waste of a set bonuses...HPT with +Health Accolades).

    I believe Regen Scrappers see the same problem with Dull Pain. And going into mids, I didn't find it to hard to reach the hit point cap on a /SR stalker using Accolades and a few +HP set bonuses.

    So an increase to 1800 max hit points (or up to 2000) doesn't seem to out of line, and still going to keep the Stalker relying on taking less hits (much like a /SR Scrapper who's going to be a bit over 1700 hit points when Accolades/+HP is taken into account.

    Sooo...from my own playing experience...

    Increased Damage Mod and Increase in Max HP.

    I'd also like the idea of Hidden equals 100% for ALL attacks, while this won't do much for Martial Arts or Energy Melee, as they have no AOEs to speak of, I always thought it should of been a feature of Hide to begin with (for lightning rod this may or may not be a problem, but I don't recall if it can even crit to begin with).

    This is all from my own play experience and my own playstyle mind you (ie...sneak sneak BOOM scrap it out!). So what I see as a good idea may not go over well in the majority of other stalker playstyles.
  15. Quote:
    Originally Posted by Mothers_Love View Post
    You think Andrew's too fugly to be Peter Parker?, can't be much worse than Tobey's 'strong positive focus on what i want' face (whilst running in slow-mo).
    Hey, I wanted Jake Gyllenhall (sp?) for Spider-Man. That said, I prefere Tobey to Andrew. I willing to give it a wait and see, but right now, at least with Tobey I thought "okay, I see Peter Parker" there.

    With Andrew, I don't see it. But I fully admit, this is without any makeup and haircut and setup to look the part.
  16. Quote:
    Originally Posted by AzureSkyCiel View Post
    Alright then, but another concern is that this might be something that breaks away from the game being balanced around SOs, and while 100% damage type procs seem nice, they also seem like the kind of thing that would be rare and expensive. I also want to ask if you would feel these 100% chance, setless procs would be global (all powers of your that deal damage would deal the additional damage), or if you'd need to individually slot them. (Which would open up something of a can of worms).
    If it was setup to how I suggested, then it wouldn't open any can of worms.

    Okay. Let's go with them averaging the damage of this NEW IO with a regular Proc.

    Now, most damage procs seem to be set at 20% Chance for 71.75 damage (Touch of Death is saying 15%, but most others I quickly went through were set at 20%, in MIDS).

    That averages an increase of 14.35 DPS (give or take...as the RNG may be in your favor one night, and against you the next).

    So. We give these new IOs a 100% Chance for 14.35 (or round to 15, or maybe even incease it a bit) of Fire (or any other damage type) Damage.

    There, no overpoweredness, as it has a lower damage amount than the procs, but it's a promised damage and of the damage type desired.

    And yes, in my suggestion you have to slot them just like a 20% damage proc. Into each attack.

    So, you have 5 Claw attacks? You'll need 5 of those IOs. You only have 4? One of those Claw attacks isn't going to be doing that Fire Damage.

    Seeing as how they have no set bonuses involved with them at all, I don't see why they have to be rare.

    In fact, I'd make them a bit common (as common as costume pieces perhaps), so people can fullfill their concept of Claws that inflict fire damage or laced with poison (toxic damage).

    Could go the uncommon route, to have a good supply of them out there, but not as common as costume recipes sitting there waiting for a bidder. *shrug*

    No, wouldn't make them global. Global means they could put it in one attack, and not risk their set bonuses over all. I think the losing of a bit of set bonuses, is part of the give and take of using this IO for it's added damage bonus of whatever effect you're looking for.
  17. Quote:
    Originally Posted by Memphis_Bill View Post
    The link I mentioned is the definition given (and confirmed) by Castle. Unless your newer link is also by castle and not "some random forumite," it's irrelevant. I could say Tar Patch makes everyones costumes into pink tutus and provides a flight speed buff. Doesn't make it so.

    When they were planning on replacing powers in the PPPs, I asked Castle directly *about* enhancements. His response? They would stay in, but not do anything if they didn't affect the power. Now, how does that fit with your personal, unverified definition of it beign "as long as it takes the same enhancements?" Looks shot to hell to me.

    The cottage rule has *jack-all* to do with Enhancements. Enhancement types have been removed from powers before. The powers themselves still do the same thing.

    Now, are you going to keep arguing on this, or accept the damn evidence that you're wrong, admit you may actually have learned something, and move on? At this point my money's on the first, frankly.
    Oh, I could be wrong.

    That said, even the cottage rule can be broken.

    And eh, I've had people say my suggestions (which this wasn't one of them) say "never gonna happen", laughed, said it didn't make sense. And then it happened. So, I'm willing to believe anything can happen at any time, whether or not people think it will.

    Seeing as how turning that suggestion into self rez, that gives the same benefits, but basically stopping it from being a passive to a clickie when dead, to me, I still don't see it. Getting all the benefits as before, just under a new setup with added benefits.

    If this change was made (again, I dont think it will), I'd see it as being just like IH.

    The power went from always on, to not always on. I really see no difference, exceptin new rules when to get those protections turned on.
  18. Is it just me?

    Everytime I see who they chose for the new Peter Park/Spider-Man, the more I keep hoping they have very little Peter Parker time, and much more Spider-Man with leaving the mask on.
  19. BrandX

    Driving.....

    Quote:
    Originally Posted by Sevenpenny View Post
    I think its just me, however I have noticed more and more, people are friggin nuts when they are driving.....like those that drive under the posted speed limit to those that tailgate when you are doing 5 miles over the posted limit. I have seen some very insane things in my time and I sometimes think about selling my car and going without a car. Then I realize how liberating and freeing a vehicle can be.


    What are your horror stories?
    Funny, that happened to me the other night.

    Drving 5 miles over the speed limit (if not a bit more), in a construnction zone no less (was a sunday so no one was working), in the fast lane (2 lane highway), car in the right lane was slightly behind, that if I just decided to switch lanes, Id have to speed up or slow down to get into the lane.

    When I have someone behind me, not only tailgating, but flashing their brights on and off to get me to change lanes.

    I'm like...WTF, really? So. Speed up, change lanes, and they pass me by, then get in front of me, at which point they're gaining ground on me, as I speed up to stay up with them.

    We hit the end of the construction zone, they have no one in front of them, but I can't pass them, because a slow semi is in the other lane, and they stay at a below the speed limit (75) speed.

    I'm like WTF really? Big hurry here, and now they can't even go the speed limit? Finally pass the semi, and speed past them.

    And then just the other night, I'm stopped at a cross walk, so a pedestrian can cross the street, and a mini van comes speeding through, swerving almost hitting the pedestrian and another car.

    If that pedistrian didn't weave back fast enough, and if that mini van didn't weave in the other direction, I would of seen a very hurt person in a blink of an eye! That's how fast it happened.
  20. Quote:
    Originally Posted by Memphis_Bill View Post
    And the last time they tried (with a new dev, at the time) was with the PPP changes. They were going to replace some powers outright in the PPPs. The feedback on these "useless" powers they were getting rid of did nothing but reinforce what a *phenomenally bad* idea replacing powers like that are, so we got 5 powers instead of 4 in the PPPs - which later also happened with APPs. That change didn't make it out of early, closed beta.

    Wiki entry on what the cottage rule is:
    There was another post on the subject, that I recall saying the first rule was keeping the same enhancements. But it may have been purged, I was looking for it for quite awhile, and either my search-fu sucks (could quite be the case) or it's gone, or I don't recall the post correctly.

    But I know it was a lot more recent than the one mentioned in your post.
  21. Quote:
    Originally Posted by Aett_Thorn View Post
    The "You have to die to use this power" makes it a lot, LOT different than IH's change from toggle to click. The resistance part of it not only becomes a lot less than what it was, it also becomes only active once you rez for a short time, then you need to die to get it again.

    IH, on the other hand, you can use it as soon as it's recharged, making it an 'at your discretion' power. The power's main focus is still to heal you.

    You are suggesting turning Grounded, a passive -KB, -Immob, 12.5 % Res (Energy, NE) into a click rez, 1% Res (E, NE) power. And you don't see how that violates the cottage rule?



    The Cottage Rule came out post I6. It was after "He Who Shall Not Be Named" left the Dev team. IH was changed in I5, I believe. Fold Space was well before that. Wet Ice going from a Def power to status protection only was before that. And this current Dev team saw what happened when they made those changes. They have learned from them, and created the cottage rule as a result of that. They are not going to change a power that dramatically, especially if the powerset in question doesn't really need the change.
    Note: I'm not suggesting anything. I was just saying the original suggestion (brought up in another thread) could have the change, and still follow it.

    Mind you, you could just as easily keep the power at Grounded's current values, and make the switch to the self-rez, I only say lower, because I don't think they'd keep the same values if the self-rez had the big END Drain, that the original suggestion, suggested.

    Hell, personally, I think ELA is perfect as is (okay, except for the end crash on the tier 9, but I have that problem with all end crash powers).

    I just think that some of these suggestions (whether I care for them or not) could be made without breaking the cottage rule, if done in specific ways (sooo...I came up with how, imo, you could turn Grounded into a Self Rez without breaking the cottage rule).

    Do I want the change? No. I just see that a lot of people's reaction to suggested changes are "cottage rule" when I recall reading (and I could be mis remembering) that the first and most important rule of cottage rule being "can the power still accept it the enhancements that it did before".

    And not being "I'd have to totally use the power differently".

    Basically, I was trying to help the original poster (in another thread) suggest their suggestion without breaking the cottage rule (still think I did personally *shrug*). I'd be against the change either way.

    Like I said before, it gives a powerful self-rez as a tier 8, where as all other tier 8 self-rez's are truthfully quite lousy. The one posters suggestion would fall more in line with a tier 9 self-rez, and actually, might be better off in suggesting it as an alternate power choice for the tier 9 (Im all for the alternate power choices, like Widows get with Build Up or Follow Up).
  22. Quote:
    Originally Posted by Zortel View Post
    If the price was reasonable, and for all characters?

    I'd buy it.

    Most of my characters need more costume slots, especially ones with hats/mask/headgear/jackets, because sometimes you just want to take off a hat/mask/helmet, or remove a jacket.
    This too.

    Before Combat Auras went to all auras, I had on occaission, had the only difference between 2 outfits be, Glow Eyes Aura and No Glow Eyes Aura.

    And on a few toons, I had Mask On and Mask Off be the only difference.
  23. Quote:
    Originally Posted by Kelenar View Post
    Well, if they're super far apart, it could just be that it doesn't really matter. Judging by Technician Naylor's missions, there's a good bit of effort to getting places with a portal, so it could just be that the two factions are in vastly separated sections of the Shard with no easy way to get to each other.
    Could be. Still prefere the idea of seeing it being a PvE zone with a PvP click option.

    And I could go either way on it. Though making it co-op does give the advantage of not needing new maps.
  24. truthfully, I have no problem with the Super Boosters.

    For some of the more complex sets, I'm okay with it.

    However, what disappoints me with them, is it seems to me, that we're not getting enough of the more simpler/generic costumes ideas implemented, for one reason or another, and part seems to be "oh we have this cool fancy idea" that in the end, is harder to match up with anything but the rest of the set.

    One of my suggestions for Organic Armor, was to have a non-scaley version, that could keep the glow parts, but the "tight" parts could mesh more with the Tight/Shiney Tight bottoms.

    So it would look less like skin, and more like part of the outfit.

    Also, Disco (with skin option for females) having it's bikini part of the Disco option, turned into a Bikini option that blends into the Tight Top (or the various with skin options), would be great, and while I could be wrong, would seem to be an easy add in.

    Ie...I want the Bikini bottom, with the leg coverings, without being a full skin covering (part of the leg with show).

    Or Padded Gloves (and even Fingerless gloves), that has a tight option that covers the forearms, so the sleeves of Tight Top or Belly Tee Long (and other such pieces) don't stop at the elbows.

    And a sleeveless Trench coat option, that will allow me to use other gloves (like Banded Gloves option) would be nice.

    Basically, I want to see some more generic options thrown in every now and again while I continue to buy these costume boosters combos.
  25. Quote:
    Originally Posted by AzureSkyCiel View Post
    But it's also quite vast. At least such can be inferred from the fact that the Storm Palace region looks so wildly different from the rest, and the fact that most of the zone connectors are portals.

    It's not such a far cry to imagine the place would be big enough for heroes and villains to have well established bases there any never even see eachother from a mile away.
    Besides *Spoiler* no one ever found Nemesis' base in the Shadow shard until the Dark Watcher arc.
    True. However, I wouldn't say either side has the resources to keep the other out of that section of the Shadow Shard either, because it is so vast.