CapnGeist

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  1. I always thought the solution to knockback complaints was "learn to play, n00b" for the complainer or the guy doing the knockback.

    I have characters with knockback, and I regularly run with characters with knockback. The only time knockback is a "problem" is when we're kicking so much *** that the enemies didn't actually stand a threat already. Usually, the guys with KB are KBing to help with herding, and the melee guys have the mobility to handle a bit of KB.

    And if the tanker goes in first and then everyone gets knocked back, they run right back to the tanker.

    That being said, I think the best knockback "problem" solution is put in Ancillary Powers for Tanks, Scrappers, and Brutes that give adjacent foes enough knockback resistance to reduce all KB to KD. Let them take it if they're that worried about KB.
  2. CapnGeist

    IO Sets

    Blasters can get too much defense as is.

    But yes, I'd like to see some more IO sets, too. Especially ones that are non-standard rewards, like Winter's Gift.
  3. CapnGeist

    Powers

    There's plenty of ideas in the works for more powers. If you wish to suggest some specific ideas, we'd be happy to hear them.
  4. CapnGeist

    Contact Overhaul

    I sold five Fortunes (common 41-50 arcane salvage) for 500,000 each the other day. Common salvage should not sell for 500,000.
  5. CapnGeist

    Contact Overhaul

    I full agree with the idea of auto-sidekicking you down for missions you outleveled so you don't lose the arc.

    As for giving more sales to contacts, I'd say yes give them more to sell but if they sell invention salvage give them very limited varieties... Also, I think contacts should sell temporary powers and lots of them.
  6. Simply put, inherent is a big part of what makes classes interesting and unique. Without the distinction between Fury and Crits, Scrapper and Brute would pretty much feel the same. Without Domination, Dominators just wouldn't be awesome. Most of the inherents give a uniqueness to the AT on top of what the power selection gives, but for Tank and Defender both, the inherent shuts off when soloing. More importantly, for tankers, the inherent becomes less useful for each other tanker in the party. The only other inherent that even remotely becomes less useful with others of the AT is brutes, but Brute inherent still works off your attacks.
  7. Quote:
    Originally Posted by Steampunkette View Post
    I'll do this in a simple list, I think!
    4. More Power Pools. (Throwing was recently suggested. I'd also love to see a few "Cross-Class" power pools like a micro-powerset (Fire Blast 4-tier power pool and the like)
    5. More Ancillary and Patron Power Pools. (Mostly more Patrons, I'd love to have the heroside iconics become patrons as well as some of the other villaingroups)
    ...
    7. Villains gaining reputation with various villaingroups (Freakshow/Malta/Hellions) as a method of gaining temporary powers which call allies into a fight.
    8. Heroes being given the option of doing something similar with Legacy chain, Longbow, PPD, and others.
    Throwing was my suggestion, so of course /signed for that. I've also long been in favor of CoT and Malta based patron pools.

    7 and 8 are also things I've suggested before. I'd love to be able to have a character that registered somehow as a member of a villain group.
  8. Your idea is bad and you should feel bad.
  9. Quote:
    Originally Posted by Catwhoorg View Post
    Ditzy,
    in regards the difficulty settings and the like.

    It was stated that the only way we would get bonus merits for having a challange setting in place (like no deaths), would be if failing that challange had a penalty in merit terms.

    I would still like to see them come into play even with the penalty if you fail em.

    I'd be up for this.
    Maybe a Master Run Double Or Half option? (Double or nothing seems a bit much considering how hard Master Runs are.)

    But I think +Difficulty should boost merits, but I think difficulty is currently disabled on Task Forces.
  10. Quote:
    Originally Posted by Noxilicious View Post
    This usually doesn't bother me, but lately I've had some really bad luck and I've been encountering AVs two to even three, THREE, levels above what I specified.

    Was it Mynx? I'm a firm believer that, outside of TFs/SFs, the +2 Mynx is the hardest AV/Hero in the game. Except maybe Madame of Mystery who I remember is stupid hard for some reason but don't remember why.
  11. Are you saying they need this because they're underpowered or unfun?

    If Underpowered, please explain how they're underpowered. Most people don't seem to think defenders or tankers are significantly underpowered.

    If Unfun, then what you're doing is making them strictly better, and if they're not overpowered already, this boost makes them too powerful.


    That being said, I think the tanker idea works well if you think they're underpowered (and after playing tanks and brutes, I do): a scaling debuff resistance would make them even more effective. I don't think this would make them much more /fun/ though, as the power is entirely reactive. And I'm not sure this is the sort of buff they need. What a tanker needs is a buff that allows a team of four tankers to not lose effectiveness due to gauntlet overlap.

    The defender idea, though, I just don't like at all. First off, it'll have some really weird interactions with Shields and other set it and forget it powers. Can you imagine a Kin hitting Speed Boost five times per person to try and get a "critical" speed boost? Or removing and resetting Darkest Night repeatedly to try and make it a critical debuff? It only really works with debuffs that come with attacks, like most of a defender's secondary pool, and even then it gets messy and would strongly re-align power levels in all a defenders sets.

    Second, I don't find "critical" mechanics fun on Scrappers and Controllers, and I don't see them being any more fun on Defenders. To me, what makes an inherent fun is the capability to be able to use it. Scrapper crits and Controller overpower activate on their own, at a rate where you really can't figure them into your game plans. You just sort of ignore them and assume they'll increase your effectiveness over the long run... and they do, but they're not fun. Contrast to Stalker Crits where you've got the increased effectiveness but you've also got two powers (hide and placate) that you can use to force a critical hit. Stalker crits are just more fun.


    Long story short.
    -Defender idea has too many holes and isn't fun.
    -Tanker idea is cool but doesn't fix the right problems, and isn't fun.

    The generally accepted problems with the inherents are...
    Vigilance- Players have no control over Vigilance, and Vigilance does nothing when soloing.
    Gauntlet- Gauntlet loses effectiveness with multiple tanks, and Gauntlet does nothing when soloing.
  12. Most people just use the Pocket D transporter to go directly to the tailor. The only times you really need to go to a specific tailor are for the missions to get costume slots.
  13. CapnGeist

    /e juggle

    I want /e juggleteammates
  14. We're trying to have a serious discussion on cool MM pet ideas, Azure. Pokemon are copyrighted and thus would never be allowed in.

    Now a giant rat MM, whose powers were to fill level 1 dungeons? That'd be cool.
  15. Quote:
    Originally Posted by treboreleets View Post
    I request Nemesis Soldier and Nemesis Automaton themes for Mercs. Then I could make "AlsoNotANemesisPlot" (Mercs/FF MM) to go with "Not A Nemesis Plot" (AR/NRG Blaster)
    Dude, what server are you on? On pinn, I have "Notanarachnosspy" (Ill/Rad Controller dressed as a Longbow officer) and "Notalongbowspy" (Fortunata)
  16. Quote:
    Originally Posted by steampunkette View Post
    ... Could be fun and -feasible-. Though it would also take months of balancing, to boot. Though the idea of a tiny (all sliders minimum) controller hurling a stone tank into melee comes to mind as one of the silliest things ever.

    -rachel-


    ...

    FlGHTERDOKEN!
  17. Other powers would include...

    -Ranged attack, chance for disorient, throw a random object from Propel

    -An effect where you stomp the ground and shatter it, creating an area on the floor of rubble that slows foes and reduces Knockback protection/resistance.
  18. Quote:
    Originally Posted by Umbral View Post
    At most, it would require combining recall friend with Shield Charge/Lightning Rod. You target your ally, click the power, pick the location you're throwing him/her to, and then you deal damage to everything nearby.

    I would absolutely LOVE this power. Make it part of a "Throwing" power pool.

    -Throw Rock
    -Throw Knife
    -Hurl Boulder
    -Throw Ally
  19. The first pets would be 3 electric lambs, the second two electric rams, and the third an android who regularly falls asleep.
  20. I don't know what SCR means...


    Hurl scrapper would be the coolest power ever, but I'm not sure it would work with the game mechanics at all.
  21. Similar things have been suggested many times. It's not a bad idea, but there hasn't been a new Power Pool since.. ... Has there EVER been a new power pool?
  22. Cool idea, completely impossible in the game. Sorry.


  23. (Because sometimes, it has to be signed right.)
  24. Quote:
    Originally Posted by Brightwel View Post
    I do hope MM pet customization that involves more than just recolouring does come at some point. Power Customization was built because everyone was tired of having their powers look identical, it's even worse for Masterminds. I always get the feeling when I see an evil mastermind that they aren't actually that smart and have had to buy from henchenhams, the only store in the Rouge Isles that deals in minions.

    Still, there is something amazing about a Thugs team having all their pets identical. Thugs just work so synergistically with other Thugs MMs that having them all look the same doesn't seem weird.

    Robots being uncustomizable bugs me the most, because they've got a very unique look to them and most robots MMs tend to claim that they built their robots themselves... ANd it tends to make sense until you notice that all these homemade robots look identical.
  25. PPD wouldn't have to be... PPD. That is to say, a "Police Officer" Archetype primary choices would easily work for Praetorian cops, RIP, or PPD. That said, most cops are just Assault Rifle (or Dual Pistols)/ Devices as far as I can tell, so the use of a new AT for them would require justification.


    And on the topic of EATs... How about a Freakshow EAT? They've got a pretty even blend of awesome Melee attacks and awesome Ranged attacks, plus defensive powers and a self-rez.