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Posts
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Joined
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Damage. With such high base damage, those small % buffs from set bonuses add up to something scary, even just getting Assault will make a noticeable effect.
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Okay I'm sold on it.
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I still don't get how Radiation Armour would have protection against Cold. Surely coolant would be it's weakness?
On the Kings Row revamp, I'd say no to persistant night time or rain, there are other zones which could use those kind of effects better (Both could be used in Creys Folley, rain in Brickstown, perma-night in St Martial). -
Solo:
The Blaster's role for the solo player should be the fast paced enemy destroyer, like taking control of a bowling ball in a world of pins. Combat is fast, enemies go down fast and you come out victorious through superior firepower and aggressive controls (Knockback/down/up, Chance for Mez tied to attacks, high damage making mobs flee), even if you have a bloodied nose.
Team:
In a team, the Blaster should be a reliable damage source with damage available for any given situation, even if their powersets in question don't specialize in it. Single Target, Area of Effect, Cone, Point Blank Area of Effect, Ranged and Melee, if the enemy is at range then destroy them for not letting the Scrappers/Brutes have their fun, if they get in close then show them the error of their ways with superior melee attacks, if you are ambushed then show them they should have dressed in red shirts for all the good it will do for them.
League:
Like in a Team, the Blaster should still be noticeable in a League for always having the attack type/s needed for any given situation. If you're getting swarmed there should be a highly destructive nuke being thrown out which isn't a Judgement, and people should notice. AVs should be going down noticably faster, health bars dropping through sheer force.
Note the key words. Damage, Reliability and Noticeability. Blasters are for those of us who like to deal damage all the time and for it to be noticeably higher than other characters. Currently, I don't feel any more damageing than a good Scrapper, Stalker, Brute, Mastermind, Dominator, VEAT or HEAT. -
Statesman's Legacy - Purple Res/Def IO set
4% Damage Buff
5% Defense to Smashing/Lethal
15% Accuracy
3% Hitpoints
5% Resistance to Smashing/Lethal
+10% HP while active
Recluse's Web - Purple Melee/Ranged Damage IO set
15% Accuracy
5% Defense to AoE
3% Hitpoints
5% Resistance to Toxic
5% Defense to Ranged
Chance to Immobilize
Nemesis Plot - Purple Control IO set
7.5% Mez Resistance
15% Accuracy
10% Mez Duration
10% Recharge
3% Defense to Melee/Ranged/AoE
Chance for self Personal Forcefield for 4 seconds
Tyrant's Rule - Purple Pet IO set
2.5% Resistance to Smashing/Lethal
15% Accuracy
5% Defense to Smashing/Lethal
10% Recharge
7.5% Mez Resistance
+Movement +Recovery +Regeneration for Pets Within Range
Dreck's Violence - Purple Melee/PBAoE IO set
4% Damage
15% Accuracy
10% Movement Speed
10% Recharge
6% Damage
Chance for Knockdown and Minor Lethal DoT -
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Claws/Willpower Scrapper my friend. You can put Chance for Build Up procs into Follow Up and Focus and proceed to rip faces without worrying about clicky heals or redraw.
Unpredictable fun for all the family! Don't forget your jabs before handling the Scrapper. -
And lo, Scrapperlock saw that it was 2012 and the heavens opened. It's fist bore down into 2012's face and, in Scrapperlock's majestic voice, said "RAARGHHHHAAARRGGGHH" and got spit and blood everywhere.
May our enemies never stop twitching, so we may never stop hitting. -
This thread isn't Strong enough.
Nor is it Pretty enough.
I propose 8 Warmace/Energy Aura Scrappers with stacking Leadership and IOd out for +Damage, then +Recharge.
With this, you have a team of self-propelling softcapped end draining Scrapperlocked beasts whose lowest damaging attack does 300+ in an AoE every 4-5 seconds. Yeah, others can do higher damage by things like 'debuffs' or 'Achilles procs' but they aren't the STRONGEST.
OR THE PRETTIEST. -
Martial Arts themed immob? Bolas
My take:
Bolas - Ranged ST Immob, slow, chance for knockdown
Storm Kick
Focus Chi
Crane Kick
Quick Recovery
Spring Escape - I really like the idea of this, but I agree with the above, change it to a PBAoE placate on leap with a hit check, but also -res -def, to kind of set them up to be knocked down from a better position. Combine with a short or workable recharge of 25-45 seconds and it'd be the Drain Psyche of the set
Crippling Axe Kick - Longer immob, damage lowered to that of Crane Kick
Blinding Powder - Same as Arcanaville suggested, shorter recharge and some added damage
Eagle's Claw - Let this be part of the gimmick of the set (All new sets need gimmicks, right?), leave in the chance to crit on the MA attacks but set it to 0 at base, so only the attack used after Eagle's Claw will have a chance to crit and at no other time -
Usually, if you're using less than 1.5end/sec and gaining 4+, you'll only ever run out of endurance in extreme situations of Scrapperlock, assuming you've slotted well and have at least 40% endred in every attack.
Some sets can do this better, Quick Recovery is great, Energize is perfect if you've built the recharge to make it perma and low endurance sets like Dark or Elec help too. Like Regeneration, Recovery works by regaining a % of your maximum Endurance every X seconds, so building for +endurance is just as if not MORE effective than building just for Recovery, though generally building both will settle any endurance issues.
As far as a straight out number of endurance/sec you need to recover to keep on going, ignoring variables.. I would say at least 3end/sec more than your toggles are using, 4 if you can, 5 if you're greedy but want it to be foolproof. -
We get it Tex, you don't like it
Though I don't think this set would work mechanically.
Using a weapon which is to change shape for ranged attacks? Then how is customisation going to work? There are a lot of sword models, not many can easily translate to this (The Egyptian scythe whose name escapes me comes to mind), but then there's the issue of colour - Weapon Customisation cannot change animation or effects, just a static model which is attached to your character. Power Customisation might possibly work, but then it'd have a very large drop-down menu and if memory serves there are other technical issues which can arise from that.
If the set has no customisation, what sword model? 'Long'sword instantly comes to mind, but then not everyone would like that, there'd be a fair amount of backlash with it being the only set so far with no customisation at all.
Should it take on the sword-whip route then, well, the Devs have already said no to a new whip powerset because of how much work they take.
I'm sure I could have a concept for an extending blade, certainly if it could have different customisation options (Extending staff or other assorted weapons, a shaft of stone or ice shooting out of your hand/s, a rod of Forcefields etc) but it'd be a difficult undertaking and, as already documented, may not have a warm welcome. -
I would suggest an Elec/Dark Controller.
Great mez
Great AoE endurance drain
Enemy -tohit, -regen, -dam and -res
Arguably the best support Heal and Ressurect powers in the game
PBAoE resistance/defense toggle and click
Three pets after 38, one of which is a heal/debuff spammer
Very good endurance use by mid-late game with Conductive Aura and Soul Absorption
With the addition of procs and Stone Mastery, you also gain psuedo AoE stuns and holds to spam, plus some really good damage. Here's a high end build to show it off a bit:
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Okay here's how I see it working tech wise:
Each toggle swaps out the attacks to pre-determined powers, like the Hidden status does to Assassin's Strike, or Momentum to Titan Weapons (As already stated)
The toggle would add an extra physical effect/model, like Stone Armour, to the player character (The weapons) which is customisable in the Power Customisation screen. While a toggle is active, you gain the physical weapon model on your character (big enough to cover most costume pieces) and the attacks are simply the animations (Model movements) and effects (Noises, motion blur etc), NOT creating the weapon.
This would mean you would have the 'weapon' out at all times, so long as the toggle is active. Unfortunately no walking with a giant bad@#& mutated arm, but I think this would be the easiest route with existing tech.
As for a full body morph, they're different in a Dual Pistols vs Assault Rifle kinda way. I would only be happy with such a set (or epic AT?) should the morphs be fully customizable, piece by piece. -
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Quote:Felicia Day.. In Avengers 2.. As Squirrrreegggghh..There was one fan shoutout in the way Phil bought it (possibly), though I for one am surprised Thor wasn't nicknamed "Captain Hammer".
As for sneaking in the rest of the Whedonverse, I would *love* an Avengers Auditions scene next film as SHIELD try and sign up as many heroes as possible. Like this scene with Felicia Day:
"So, your resume includes defeating Dr.Doom, MODOK, and Thanos? Impressive."
"Yes. Got signed references and a LinkedIn recc from Uatu himself to prove it."
"And what exactly is your power?"
*sudden chittering*
"...oh god."
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Alex Mercer, Carnage, The T-1000. With enough pre-cursers, I think it's time we had a Shape Changing power set (Or my-arm-will-now-be-a-THIS-weapon set), especially with the Symbiotic Armour set coming some time in the future. The most used weapons I've seen are a Sword/Blade and a Mace/Bludgeon, I'm sure a Claw can fit in here too somewhere.
How would it work?
Much like the toggles of Dual Pistols and Staff Fighting, this set's Build Up would be replaced by a 'Change Weapon' power. With the main gimmick being the ability to shape change to different weapons for different situations, it makes the most sense.
The toggles would activate a constant over-body effect, working much like Spines do, which can then be customised via power customisation rather than weapon customisation. Taking cue from the above, there can be an Organic Biomass, a Metallic Liquid and let's add a Ghostly/Forcefield Shell to keep some transparency for those who want to keep seeing all of their costumes.
Upon activating a toggle, your applicable attacks would change in effect/animation. Sword working with consistant DPS, Mass/Bludgeon as burst damage and AoE. I don't think a Claw can work as an alternate mechanic, so one or two attacks could have you use the other hand as a quick shapeshift - swipe - shapeshift. When no toggles are in effect, all attacks would default to a combination of Street Justice and Super Strength animations.
What else could this be used for?
With the tech in place to change attacks depending on toggles, this could open up the possibility of power armour (I toggle on a shoulder-mounted minigun, now when I use my attacks it fires a short burst for additional lethal DoT, but it's a heavy endurance drain), a magic set based on spell preparations (I have prepared myself, I'm currently blessed by the spirits of Fire, Ice, Earth, Air and Metal and my powers are immense, if only the endurance drain didn't leave me exhausted after a few attacks) or perhaps even an epic AT based on the Banished Pantheon, toggle between the powers of Death, Sorrow, Pain and Desire.
The set can be used for a myriad of different enemies, from oil spills who have gained sentience (Coralax event/new zone?) or even the rise of the Blood of the Black Stream. Updates to the Vahzilok (Shifting flesh for new weapons), Minions of Igneous (It's just rock and debris), Malta (New nanite technology comes new weapons to fight with), Hydra (Glorp), Crey (Making use of forcefield models for new energy weapons). I could go on.
What powers would a Beet suggest?
No Toggle/Blade/Bludgeon
Quick Attack/Slash/Bash
No Toggle: A copy of Street Justice's Initial Strike
Blade: A numerical copy of Broadsword's Slash
Bludgeon: A numerical copy of Warmace's Bash
4 second recharge
Controlled Punch/Hack/Pulverize
No Toggle: A copy of Super Strength's Punch
Blade: A numerical copy of Broadsword's Hack
Bludgeon: A numerical copy of Warmace's Pulverize
8 second recharge
Powerful Hit/Slice/Jawbreaker
No Toggle: A copy of Super Strength's Haymaker
Blade: A numerical copy of Broadsword's Slice
Bludgeon: A numerical copy of Warmace's Jawbreaker
10 second recharge
Change Weapon
Unlocks the Blade and Bludgeon toggles, causes a 3 second rooting animation on activation as you 'grow' the weapon. No endurance cost
Backhand/Riposte/Slam
No Toggle: Just the backhand portion of Street Justice's Spinning Strike. Melee cone moderate smashing damage
Blade: You feign stab your target and gain 45% Melee/Lethal defense, the attack adds a 3 second delayed spike of high lethal damage for after the defense has worn out
Bludgeon: You and slam the ground infront of your with your weapon, moderate smashing damage cone with a high chance for knockdown, moderate chance to stun.
12 second recharge
Confront
Dual Assault/Maim/Anvil
No Toggle: You punch your target then slash with a sudden claw-like hand. Minor smashing then moderate lethal damage, chance for knockdown
Blade: You spin on the spot with the blade and a temporary clawed hand, moderate lethal damage PBAoE with minor lethal DoT, chance for knockdown
Bludgeon: You jump into the air and slam the ground with your weapon, setting up enemies for you to spin and strike with a clawed hand. PBAoE knockdown then moderate lethal DoT
20 second recharge
Trip/Grind/Break Armour
No Toggle: You kick at the feet of your enemy for minor smashing damage, this has a high chance to knockdown
Blade: You turn and slice up at your target, knocking them in the air and dealing high lethal damage, applies -defense
Bludgeon: You strike a single target with such force they are knocked down and winded, this also sends out a shockwave to other nearby enemies. Targetted AoE enemy high smashing damage and knockdown, AoE minor smashing damage and chance to stun - Works like Thunder Strike
16 second recharge
Uppercut/Fiendish Assault/Launch
No Toggle: You throw an uppercut at your target for high smashing damage, high chance to knockup, moderate chance to stun
Blade: You unleash a One Thousand Cuts style flurry of Blade and Claw strikes in a small cone in front of you. Extreme lethal DoT to your target, moderate lethal DoT to surrounding enemies, small chance to fear
Bludgeon: With a great hit, you send enemies infront of you flying straight up. Superior smashing damage cone, knock up, moderate chance for low magnitude stun
14 second recharge
Disclaimer: Any numbers in the above are based on existing powers, everything is open for balance, I have no real head for what may or may not be balanced but I know what I'd like and this is one.
Thank you for reading and leave any and all feedback you have. -
That's an enhancement which not everyone can or will get and shouldn't be put into consideration for overall balance.
The Scrapper is meant to be the middle ground, the vanilla. It flips out and kills stuff, it doesn't have to build fury, it doesn't have to tank, it doesn't have to pick it's targets carefully, it just fights what it wants how it wants.
With this in mind, should a buff be needed, a scaling Crit/damage/anything buff wouldn't work. If a Scrapper's fighting a single target, it isn't going to get that buff great. If it has to build up like fury, that's not flipping out and killing stuff, that's hitting stuff to fill up a bar and THEN going nuts. Scrappers would need a buff which is direct, simple and requires no thought.
Add 5% extra crit chance to the existing % points.
If it has to be fancy, make the crit chance 20% higher for each crit you get (as in if you have a 5% chance to crit, it's then 25% for the next few seconds). If the stars align for a Scrapper, they can get a chain of constant crits without caring what powers they're using, but then AoEs would be the more beneficial since more enemies = more chances to crit = better chance for crit buff. -
Baked Potato
A mutant whose cells have created a complex network of batteries. His body can absorb the energy from impacts and most forms of radiation and use it to cause extreme heat, localised explosions/pressure waves and rapidly heal any wounds he's gained. Wears armour to increase the weight behind his punches, thus more energy, though he's also weak against blades/armour piercing bullets. He's also a pretty good chef.
Played by James Marsters -
Dr Doom, Lex Luthor, The Kingpin, The Center, Mr Burns, M. Bison and Cobra Commander working together to rule the world through power and politics.
Magneto, Apocalypse, Lord Recluse, Joker, Skeletor, Jack Spicer, Loki and Albert Wesker working to take over the world and make it survival of the fittest.
Darkseid, Thanos, Galactus, The Cults of Cthulhu, Alex Mercer, The Battalion and the Warhammer 40K Necrons trying to destroy/consume the planet
Meanwhile, Hulk, Venom, Carnage, Doomsday, Khârn the Betrayer, Grimgor Ironhide and Megatron are drinking in a bar and Khârn bets he's the best fighter. Hilarity ensues.
Edit: This website is useful. -
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I'd add another Cape/Aura-like set of soloable missions to those who have achieved Level 50+3, this would unlock an in-game store that sells the recipes for all IOs below purple.
I would then make a random purple IO drop on completion of each DA arc and any more solo Incarnate arcs after. I would also add a random purple or PvP IO drop to the completion of the harder or higher tier Incarnate Trials.
Alignment and Reward merit costs of recipes and salvage would be halved, at least, where possible.
I would add an ingame browser for the forums to increase traffic and let the community have more accessability to one another. This includes F2P accounts.
The use of X more than once in a row will be an invalid name.
Trolling/trying to ruin RP and in-zone PvP duels would be punishable with an account-wide chat ban for 6-12 hours. If it continues, a 24 hour account lock would be in effect.