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Posts
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Joined
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I would very much like a chat while in the tailor. Don't care about having anything else then, but I want my chat window.
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Signed and signed for hospital confirmation, too
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You're not expected to have all the badges. If you're that obsessive a badger that you stopped playing your character to get that extra speed on day job badges, well... It clearly means you've got all the other badges on your character to have that sort of time and he's done anyway. So this lets you keep getting badges.
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I'd pay more than 10 bucks for that, flash. That hellions character I was talking about? He's a Thugs MM. Putting my Thugs in Hellions costumes would be a top priority for me. And MM is a villain class, so it'd make sense with the defeat badges. After defeating 50 Damned, you can opt to become a Hellions leader. That's pretty much how the Joker works: kill guys in charge until the underlings obey you.
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It'd be much easier to just accept a doubling up of bonuses, Lothic. I'd be a lot less annoyed if Student gave an identical bonus to Police Officer than if it gave no bonus at all. The idea of having to choose between "No day job bonus" or "New badge" really isn't an appealing one. It already hurts a little when you go to a day job that doesn't do much for you (like Arachnos Official on my guy who has Fly).
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But seriously, student's about learning, right? I'd say Student would give a 5% Increase to Patrol XP. (That is, your patrol xp bar would increase 5% faster while you're logged out in this day job location. 10% once you have the badge)
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Whether the power's good or not isn't really the issue. Some people might just not want it. I play a Cold/Cold Controller and I'd have happily held off on Infrigidate or perhaps even skipped it entirely if given the option. And for Tankers, Defenders, Blasters, and Dominators, a lot of attack/assault/manipulation sets have rather weak first powers that just don't stay in your chain at high levels. The simple issue is, we've got one power we're absolutely required to take, and it's just randomly annoying. Are we calling this a major balance issue between sets? If so, then sets with a weaker first attack should be significantly better on Brutes/Scrappers/Blasters than on Tanks/Defenders who are forced to take the same power first. Instead, it's more of an annoyance than anything else. That Jab or Beheader you didn't want to take (neither are used in ideal attack chains for their sets) doesn't really do much to make you worse at attacking, it just makes you sacrifice something you didn't want to sacrifice. And it's not even balanced well because the elec guy was totally planning to use Charged Brawl because it's awesome.
So are we saying here that Super Strength and Battleaxe need to be weakened on tanks because they're too good? Or are we saying that they're accidentally weakened by the system? If it's the former, well, that's fine, but I never thought Battleaxe was that overpowered, and didn't think SS was until Shield came out, long long after the system was implemented. If it's the latter, why not fix that part of the system to give a bit more strength to secondaries that are accidentally gimped by this characteristic?
This post sponsored by a Super Strength Tanker -
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I would LOVE something like this. Maybe add Tarot to the list of what it would show, though. When I'm on anyone who gives out buffs, I don't want to see what everything everyone on the party has. I want to know who my buffs have affected and whether or not they've currently got a Tarot card. I normally keep auto powers non-visible, but I still have to look at the buffs from others, the toggles, and all that, and then I can't see Tarot.
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I'd love a default serverwide channel. Somewhere I could just say "Forming a Mothership Raid. Anyone who wants in come to the War Zone" without having to go zone by zone broadcasting.
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Quote:The only thing Heroes have going for them is a much more active market, easier teams, and much better EPPs.
That stands for Epic Power Pools, right? Because unless heroes suddenly learned how to throw sharks at people, I disagree. Especially as Gloom is pretty much the best, most reliable DPS power out there. It singlehandedly makes Brutes better than Scrappers. (okay, there's other reason brutes are better, but adding Gloom to any brute attack chain instantly makes it better than the corresponding scrapper chain) -
I am honestly surprised I was correct there.
...Maybe I should start going easier on my wife about playing the toons she doesn't like... Maybe. -
I like the idea... Let peoples' names have ONE color, a set font, and a style size. Most super heroes have a set style of how their name is shown. Big block letters, often italics, etc.
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Perhaps she was coerced into playing that character regularly by significant other? I know my wife's got a few high level characters she doesn't like very much because I encourage her to play those toons. >.>
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And we could add in a few ranged attacks. Not many, but maybe have it more like a Melee/Assault set than a melee/melee, so your secondary would give you more melee attacks but also a few ranged attacks and maybe a second Build Up.
Melee mez set sounds great though. How about have all your melee attacks confer a -Status Resist debuff, so that the more you wail on someone, the longer they remain stunned? -
...Okay, I now officially love this idea.
Why not just make all the badges that unlock costume pieces unlock the costume pieces account wide, though? Give villains an easier time of getting the Rularuu weapons and a way to get the witch hat, for example. -
Might be odd suddenly passing a level 1 character all the accolades and Master of Lord Recluse Strike Force but I don't see it as being damaging.
That said, I'd really like to be able to pass my Healing badges off to my brute. otherwise there's no way he'll ever get them unless I make a second build with Aid Another and farm it. -
How about a weak stealth aura? Not so much as Stalker and without the crits, but enough that enemies won't notice you until you're close enough to beat the crap out of them. And have it not suppress, so they need to be within, say 20 feet of you in order to see you without perception buffs, even in combat.
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/em comb (Character takes out a hand mirror and a comb and fixes his hair)
/em lie (Character lies on the ground)
/em nap (Character lies on the ground and Z's float up from him) -
Well of course they'll get nerfed after they show up. Or buffed. But that's why we have test servers. I mean, when claws came to brutes, they got rebalanced to work. Balance is a delicate thing. But it's not like they won't be adjusted to be balanced. There'll be a period of like six months where they're either too strong or too weak, or one combo is just plain stupid, and the devs will tinker until they're okay with how they are. Or they won't. Short term? Of course it'll be a mess. Long term? Even if they wind upa bit weak, people will like them. It's not like nobody plays Stalkers.
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Respeccing needs to just take the format that MIDS uses and let us do that. Click and drag slots and reselect powers where we want them to be.
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I get the feeling you like yelling things and making drastic comments without supporting them.
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Juggernaut's flipped between Magic and Mutant in various incarnations (and been both in others.) Batman walks the line between Tech and Natural sometimes. Conner Kent/Superboy thought he was Natural but turned out to be Science later on. It's not common by any means, but it has been known to happen.
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Here's a few ATs I'd like that might actually make sense...
Control/Minions: It'd give you lots of pets, and rather than buffing them your focus would be on debuffing the enemies.
Unique ability: Minions do bonus damage to mezzed targets.
Blast/Stalkerdefense: A Sniper-type class, whose main power, rather than Assassins Strikes, would be the primary's Snipe doing 2 or 3x damage when used from stealth.
Unique ability: Snipe. Powers do bonus damage based on how long it's been since you've been attacked.
Minions/Assault or Minions/Melee: Encourage your Mastermind to be there in the thick of things with your minions. Bodyguard mode gives you plenty of HP for soaking, and minions do a good job at controlling aggro.
Unique Ability: Flanking. You gain a To Hit Bonus based on the number of Allies and teammates around (Each Ally counts as 1/6 of a teammate, so another Minions character counts as 2 for this, a Fire Dom as 1.5, and Gang War is a large temporary bonus)
Control/Defense: Controllers and Dominators do a lot of cool things but tend to die a lot. This fixes that. Fortunata does this well, and I think it could be improved upon.
Unique Ability: Weaken. Enemies within 10 feet of you get a -100% Status Resist Debuff [Causing the duration of your control powers to last twice as long]
While others could easily be done by mixing and matching, Assault rarely makes more sense than Melee or Range paired with something, and the common belief that Blast/Defense would be good with Tank/Scrapper defenses is just silly... Melee attacks do more DPS by virtue of being melee attacks. A Melee/Range combo would just be a reverse Blaster... Not a bad idea by any means, but not adding anything new any more than a Buff/Control set or an Assault/Control set would. Certainly Corruptor doesn't feel much like Defender, so it would work fine to just flip an existing AT, but you need to come up with a proper theme for it.