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Posts
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Favorite TF - Faathim the Kind's TF
The one where you eventually fight Lanaruu. The reason is pretty much that last fight. The rest of the tf is long and the mechanic on some of the objectives are unwieldy, but that last fight. I still remember the first time I did it years ago. It was with a supergroup that no longer exists and we where taking our time and enjoying stuff. I had never been to the shadow shard before but I take flight as my travel power so I didnt have to mess with the geysers.
The floating rocks and very alien(non-humanoid) enemies gave all the zones a whole different feel from the rest of the game. The team lead started up the missions as soon as we were all in zone so I didnt get a chance to visit the chantry at first. We progressed through misisons all the way to the last mission. The team lead knew I had never been to the Storm Palace so he suggested that I fly to the mission rather than wait to be teleported.
So I took off toward the mission waypoint. As I got closer I noticed this spherical object becoming clearer in the distance. I'm a born and raised Star Wars geek(my mom had me watching the movies when I was 2 years old) so my first thought as I got even closer was, "That's no moon... It's a space station!" As I got even closer I could see it was a giant sphere with gothic looking spikes around the top and bottom with fire pits around its center corridor that was surrounded by energy storms. That first fly-by has been and will always be my coolest experience in the game.
Then the fight with Lanaruu. Imagine my surprise when I saw what we were fighting. All the other AVs I'd fought in TFs while they were unique where not quite like the scale of Lanaruu. Then he started summoning storm elementals. When it was all over his death animation was something I'd never seen before either which just added to the coolness of the whole fight. After we all went to the Chantry and took a screenshot as a group next to Faathim. I got to see him for the first time and the whole group got a laugh out of me saying, "There are more of them! I want to beat them up." I was very disappointed to find out that you can only fight one other one, Ruladak, and that the big guy Rularuu was not even in the game. Just mentioned in flavor text and mission clues and stuff.
The TF was epic and made me feel as a player character like more than just a hero in a city taking down bad guys. It made me feel as though I was reaching a level beyond the normal powers of other heroes. It probably helped that I hit 50 on my first character in that TF. I started it at 49 1/2.
Nowadays with Incarnate powers where we truly have transcended the limitations of the old level grind I occasionally go back the Shadow Shard and visit the various zones and feel a pang of regret that these zones are not involved with the Incarnate Storyline. -
Lets try to have fun with this one. The odds are that the devs are done with the judgment slot. Consider this a what if suggestion. I've only come up with a natural origin and magic origin attack so far.
Natural Origin: Shattering Punch Teir 4
Description - The character jumps up in the air and slams the ground with their fist doing damage in a large area around the character. The ground cracks and then a second later shatters in 6 places around the character doing additional damage to everything in smaller area.
Power Effects - The main hit is a 30ft radius AOE with knockdown. The secondary hits are caused by psuedo pets that spawn at 15ft away from the characters postion every 60 degrees in a circle. The psuedo pets do 1 tick of damage 1 second after the main damage tick in a 20ft radius. This makes a variable damage area where critters on the edge might only get hit once or twice while enemies closer in will get hit 3 or 4 times and enemies within a 5ft radius of the character get hit with mega damage at 7 hits.
This lets the power be a powerful area attack as well as a hugely powerful single targetish attack befitting an incarnate. The damage should be set up so that each hit will be about 171.36 damage or 40% of what a judgement attack sans the extra damage from core versions will do such that enemies on the edge get hit for 171.36 - 342.72 or 40%-80% of a judgment attack, closer in enemies will get hit for 514.08 - 685.44 or 120%-160% of a judgment attack, and the enemy or enemies (if they can squeeze in there) in the very center will get hit for 1199.52 or 280% of a judgement attack. Having Musculature Core Paragon would up this damage of course so that at the center 1739.3.
I'm not sure about Core vs Radial variations maybe continued KD on the radial and random aftershocks for more damage on the core. The tier 3 would have 5 shatters, teir 2 would have 4 and teir 1 would have 3.
Ill post the Magic Origin Judgement idea in a bit. -
Wow! If The Last Airbender had a less gory version of this it would have been awesome. Someone hire this guy to do a reboot. And keep M. Night away from it.
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I'd like to submit Petey the Fleetmind from www.schlockmercenary.com.
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The problem people are having here is several people equate game breaking with kill speed. KD-Bonfire does not really help you kill much faster certainly not faster than a blaster(without it) or scrapper or brute can manage. In this case the people who are calling it game breaking are calling it that because it removes most of if not all risk indefinitely. You can fight at +4x8 with this and as long as you are careful and patient you will kill the spawns in complete safety at a steady pace. There are IO builds that let you do this but they involve a serious investment of time and effort to get. The are powers and power combo that do this but not all the time. KD-Bonfire does this with one power pick, 1-2 slots placed in it, and the KB2KD IO in it.
It is gamebreaking because for a minor investment of time and effort it removes most if not all risk from any enemy that does not have KB pro regardless of their level in relation to yours and it will never miss. The fact that you cant kill as fast the farmer of the month does not matter because dps, dpa, or dpe are not what is broken here. What is broken is that versus any spawn in the game you are safer than an fully IOed granite armor tank so long as you are diligent in maintaining your bonfire. -
I can't help out with much but I do have an idea that while silly may spark other ideas. You've said your working on a Race/Appearance but what about Culture and/or cultural quirks like speaking habits. For example say this race of hypothetical internet trolls placed so much importance on a name that they did not use personal pronouns.
He might introduce himself in this manner, "Hello. Roy is pleased to make your aquaintance. Roy is Roy." And if someone called him stupid for talking like that he might respond with, "Roy not stupid. Roy's people not use personal pronouns. It cultural thing." The lack of be verbs could indicate irritation or anger and a tendency to revert to older speaking habits when in that state. -
Really!?! This has been on the suggestions forum for a week and no one has criticized it!
Oh well. -
Names are not my thing so feel free to add your own to this.
My idea is an addition of another tree that grants a chance for minor healing and minor regen buff to self on one side of the tree and a chance for +end and +recovery to self on the other side of the tree. The idea behind these is as an Incarnate you are able to convert a portion of the damage you do to enemies into life force/energy. There are several concepts it can fit into.
There are two ways the proc effect can be done with this. One way is static buffs where the chance increases incrementally with the higher tier versions probably topping out at 75%. For the static buff i would set healing and regen at 5% and 10%, and +end and +recovery at 2 and 10%.
The other way is a static chance to proc at 33% but incrementally higher buffs at the higher tier versions. For healing and regen I would start it at say 5% of normal max health and 10% regen and top it out at 10% of normal max health and 20% regen. For +end and +recovery I would start it out at 1 end and 10% recovery and top it out at 4 end and 20% recovery.
The buffs regardless of proc method should last 10 seconds and follow normal interface stacking rules except that they will stack on you and not the enemy.
The numbers can be adjusted if they are to powerful this was just to set the idea up. -
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Yyyyyaaaaayyyyy!!!!!
Ssssqqqquuuueeeee!!!! -
You might try Dark Blast/Ice Manip. There is not a lot of synergy there from what I can see. Dark Blast doesn't have great damage and suffers from a knockback cone. Ice has a few debuffs but is weak on damage. It also has a mag 2 aoe sleep as its teir 9 power.
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Just because it was someone else besides the person you were talking to that pointed out where you had done something doesn't mean they were wrong. If you want a private conversation on the forums, PMs work better.
So...
Also if I were a dev I would only put clown summoning into the game if I could add Banjo the Clown to the list of ascended beings. -
Quote:Try my widow who has 90% damage and 192.5% recharge from a standing start. That does not include muscalture alpha or a second follow up or TT Vengeance.What blows my mind is how we turn our noses up at 'minor' damage boosts of 2.5% or so. One of my Scrappers, purely as a side effect of stacking recharge and defense, has a 15% damage bonus. Which is something people would kill for in most games. Never mind the 90% recharge boost!
I made the suggestion in another thread but I'll make it here. I dont think they need it but if you want something that makes them unique give scrappers an inherent 25%-50% debuff resistance across the board. It makes them more solo friendly and more team friendly. With this change it will take more than 1 or 2 debuffs to stop a scrapper from damaging something.
Really though I think blasters need a look at and be given their damage kings spot back. Easiest way I can think of with out actually increasing their damage is to make a portion of the damage of all blaster attacks unresistable. -
Ya when you put it like that it doesnt make much sense. However the damage wouldnt increase anymore if the tank dips below 50% health. You point still stands I just cant help but correct that little bit.
Also the increase to the cap is there even if the tank does not leverage the mechanic. Even at 100% health if the tank gets fullcrum shifted to the cap it is still a higher cap than it is now.
Really brutes should not be as survivable as tanks. They are thanks to IOs and team buffs. Really I'd prefer a increase of tanker resistances to 95%, an increase of base HP and the HP cap, a 5%-10% higher base defence than all the other classes so that they only need 35%-40% defense to softcap, more targets in taunt, and a higher aggro cap of say 24 enemies instead of 16. As well as removing aoe taunts from other melee ATs. The tank is more tanky without being more bruty and the brute is less tanky. AE farming brutes will whine but they can still farm even with their AOE taunts removed. They will just do it less efficiently. Tanks can be made as villains now so there is no valid arguement that brutes need to be the tanks for villains. -
Quote:My suggestion included moving the cap though probably not as much of an increase as you'd prefer. I was thinking the damage buff would be a 50-75% increase at 50% health. So the cap would be moved by 50%-75%. At most it would be moved up by 100% though the damage buff would still be limited to 50%-75%.2. Ultimately, any mechanic to give Tankers more damage is hamstrung by the Tanker's current low damage cap. No matter how many damage buffs you throw at it, a Tanker's KO Blow will only do a straight 633.5 damage. You can get there, now, with very little effort. One Kin and a SoA or two on your will do it for any SS, regardless of their slotting. Even if you're not SS, you're not getting the full amount from even Build Up under those conditions.
So before we start thinking up mechanics, the Tanker damage cap has to be increased because a lot of people aren't going to see as much from them otherwise. Unless, the mechanic itself moves the cap. Afterburner suggests a power can do that(?).
As far as not reusing mechanics goes the old defiance has been gone for years now. I can't see much sense in refusing to use a good mechanic that was originally placed on an AT where it encouraged face planting. -
I skipped the last 8 pages of the thread so if I rehash anything that is why.
Johnny, no insult is meant in any of this. I am just trying to help. It seems based on the description you posted of a tanker holding back at the start of the fight and getting stronger as the fight goes on could be solved by giving tanks the old version of defiance. As the tank's health goes down he hits harder. This new defiance would have to be tweaked though since at low health having a high amount of damage will be nearly useless tanks shouldnt be spending any length of time at low health. So for this new defiance the damage should cap out at 50% health. Also increase the tanks damage cap by the max amount you can gain by through defiance. This change also represents an in character view for the tank. If an enemy is not capable of really hurting me why should I bother to use my full power. In addition to that I also think that the -res debuff in the first attack should be a stacking unresistable 10% regen debuff so that a tank can never encounter a basic enemy that he can't kill in time. I used to hate fighting a boss or EB that couldnt kill me but I couldn't do enough damage to overcome their regen.
If you wanted tanks to reclaim their niche as the most survivable increase their base hp by 25%, 2342 at 50, and increase their HP cap to 200%, 4684, from 188.6%.
Im not sure if the HP increase would qualify as power creep since all it really does it add survivability across the board to all tankers as well as putting them way ahead of brutes in terms of survivability.
Scrappers are a simple AT. "Hurting people and breaking things," without any frills. Any addition to the AT must keep to that simple playstyle and so must run in the background and not require any input from the user other than doing what they already do.
One of the ideas I had was giving them 25%-50% inherent across the boards debuff resistance. The idea here is that it will take more than 1 or 2 debuffs to keep a scrapper from hurting his target/s.
Another idea I had was to make scrapper criticals hurt more than other ATs criticals either by increase their critical hit damage to 125%-150% of the damage that would be dealt, or by applying a damage over time effect to their critical hits in addition to the double damage, or by applying a long lasting 20% resistance debuff to a critical hit as a way of saying that the critical hit has damaged the enemies defenses. -
I think I've managed to push this build from "Good Health" all the way into the realm of "Good Grief." My goal was to get lots of recharge into this build while still keeping it not only playable but also very effective. This build can maintain 2 tornadoes, 1 waterspout (with a little bit of downtime), 3 lightning storms, near endless freezing rain, permanent stun and confusion. Recharge hit 220% with hasten and can go up to 290% with ageless for a short while.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Concealment
Power Pool: Flight
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(15), BasGaze-EndRdx/Rchg/Hold(15), BasGaze-Rchg/Hold(17)
Level 1: Gale -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(48), KinCrsh-Rchg/KB(48), KinCrsh-Rechg/EndRdx(48), KinCrsh-Dmg/EndRdx/KB(50), KinCrsh-Acc/Dmg/KB(50)
Level 2: Roots -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(5)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(11)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), EndRdx-I(40)
Level 12: Stealth -- LkGmblr-Rchg+(A)
Level 14: Super Speed -- Empty(A)
Level 16: Freezing Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(25), Achilles-ResDeb%(50)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Rchg/EndRdx(34), DarkWD-ToHitDeb/EndRdx(37)
Level 22: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 24: Invisibility -- LkGmblr-Rchg+(A)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(34)
Level 28: Thunder Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(33), FtnHyp-Acc/Sleep/Rchg(33), FtnHyp-Acc/Rchg(33), FtnHyp-Sleep/EndRdx(34)
Level 35: Tornado -- RechRdx-I(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), Achilles-ResDeb%(37)
Level 38: Lightning Storm -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40)
Level 41: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), Achilles-ResDeb%(43)
Level 44: Shark Skin -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ImpSkn-Status(46)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Fly -- EndRdx-I(A)
Level 50: Spiritual Core Paragon
Level 50: Ageless Core Epiphany
Level 50: Preemptive Core Flawless Interface
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13), Efficacy-EndMod/Acc/Rchg(13), Efficacy-EndMod/Acc(43), Efficacy-Acc/Rchg(46), Efficacy-EndMod/EndRdx(46)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 15.5% DamageBuff(Smashing)
- 15.5% DamageBuff(Lethal)
- 15.5% DamageBuff(Fire)
- 15.5% DamageBuff(Cold)
- 15.5% DamageBuff(Energy)
- 15.5% DamageBuff(Negative)
- 15.5% DamageBuff(Toxic)
- 15.5% DamageBuff(Psionic)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 2.5% Defense(Ranged)
- 4% Enhancement(Confused)
- 150% Enhancement(RechargeTime)
- 72% Enhancement(Accuracy)
- 72.49 HP (7.13%) HitPoints
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Confused) 10%
- MezResist(Held) 10%
- MezResist(Immobilize) 10%
- MezResist(Sleep) 12.2%
- MezResist(Stun) 10%
- MezResist(Terrorized) 10%
- 31.5% (0.53 End/sec) Recovery
- 32% (1.36 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 12.29% Resistance(Fire)
- 12.29% Resistance(Cold)
- 3% RunSpeed
- 2% XPDebtProtection
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Quote:He does come off as having an ego but the point of his assertion is that adding repeatable missions that involve proactive villainy instead of reactive villainy would be something that he would be willing to pay for. Really that one example he made could just be added to the newspaper missions rotation. Basically instead of seeing that some other villain has done something and being opportunistic it would be nice to occasionally be the villain who is doing something first and have someone else react to your actions.I think if there was a system where every new villain story would be approved by you before being made, you would no longer be paying Paragon, they would be paying you. Because you would be working for them.
If the point of destroying the Freedom Phalanx in the SSAs is to bring the player characters into the spotlight then it certainly won't hurt to have some more proactive villainy in the Rogue Isles. -
Theres a lot to reply to. First things first.
Quote:Well said and I agree.If I could give a command to the writers that write villain content, it would be this: stop trying to write what you think is the best villain *story*. Stop thinking about drama, or the struggle between good and evil, or the nature of evil, or the proactive nature of evil, or the characterization of villainy. Stop thinking about what you think villainy is for a second.
Now write a red side mission in which your one and only goal is to make the player feel good about being a villain. Really, really good. Lick your lips good. Whatever you're going to write, whether its kicking puppies or destroying cities, only do it if you can make the player feel good about it. You don't have to feel good about it, your feelings are not relevant here. Make the player feel good about it, unequivocally, with no hedge, no oh yeah but, no lingering remorse, no subtle regret. Just yehaw, I'm evil, AMF.
If you can't do that, if its not in you to do that, don't write for the red side. Trade with someone who can.
Quote:Heroes never get to twist co-op missions to their benefit either, redsiders don't end up getting punished for past deeds and the Zig is little more a resort spa with a bad dress code. For every omnicidal villain there's probably a homicidal vigilante with a "red means dead" ethic, and guess what, the game doesn't cater to them either.
Really what it sounds like is the redsiders want their access to the co-op missions removed, if it would stop the whining, it'd get my vote.
Quote:Originally Posted by Nalrok_AthZimUK Ambassador to Visit Rogue Isles
So, an ambassador from the United Kingdom is dropping by home sweet home. This would be a perfect opportunity to kidnap the poor fool and use his power and connections for your own. Maybe the UK will even pay you handsomely for his safe return. Even if they refuse to negotiate and send in a rescue team to try and stop you it'll just give you an opportunity to show the world you're not to be trifled with.
Kidnap the UK Ambassador!
This is the icing on the cake. So we have our cake, but the trick is eating it too. Now we've just got to convince Paragon Studios to start adding content like this. -
My previous post had a rated M version of a story arc that I thought might be more satisfying to you but it was largely ignored in favor of more pointless arguements on the internet. You would think with the large number of in my opinion very intelligent people on these boards there would be more brainstorming and less bickering. Who cares who is right and who is wrong. Let me try to break this down into simpler terms.
The basic premise of most storylines in City of Heroes from radio missions to full arcs and TFs is "Some noun did some verb so now you must go verb his noun."
The basic premise in City of Villains is "Some noun wants you to go do some verb so now you must go verb some nouns."
The disparity between the two seems to be that Heroes often get to be the decision maker. Nobody is telling you what to do. You are doing what you need to do in order to protect people and stop criminals. Villains are often told what they are going to do by other villains. Newspaper missions are really some of the only content where You are choosing what You will do and who You will do it to. Nobody wants to be a gopher for another villains plans.
Also with co-op content heroes are never forced to make tough choices for the greater good or to save the world. Villains are always having to help save the day out of their own self interest but they are never allowed to do it their way. Nor at any point are they allowed to twist things in such a way as they benefit.
The biggest problem is that any solutions that we the players come up with likely will not be cost effective and/or coding nightmares. They could add optional objectives that are coded to appear depending on if your flagged as a hero or a villain. They could do many things.
Either way one problem which may be simpler to solve is just writing future arc's stories so that villains are treated as either equals or the ones in charge. -
I want Gary Oldman to win but that is because all of his performances that I have seen have been amazing. As far as Tinker Tailor Soldier Spy is concerned though if I had gone to the movie alone I would have walked out halfway through. It had to be the slowest and most boring movie of the year. All of the acting in the movie was good and the characters were believable but it failed to do the most basic thing a movie has to do for me to determine that it is good. It failed to make me care. It kept me guessing until the very end as to who the mole was but even when it was revealed I was just glad the movie as almost over.
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Sorry I misunderstood. Some of the truly villainous things that could be done might risk the games current rating. I mean think about it what if they had an arc were your villain approaches the Family with a plan to distribute Superdyne at a Paragon City Middle or High School. And I do not mean the Family asks you to help with their plan. I mean you come up with the plan, you approach the Family, you tell them your plan, you and them negotiate, you set up your dealers in the area around the school clearing out other dealers and or villain groups for being on your turf, maybe have to intimidate a few school administrators and police officers, and then at the end have to defend your distribution warehouse.
The problem with this type of arc is that it really isnt teen rated content and since it would be a part of the official game they risk a PR nightmare when some reporter with a cause or grudge decides to inflame parents because a teen rated game is teaching their children to be drug dealers.
Don't get me wrong content like this would shift the focus from the contacts having all the plans and telling/asking you to do stuff to you being the (wo)man in charge. This would be a good thing. Its just that the level of villainy needs to stay kinda teen rated. -
Sorry I misunderstood. I thought the OP was asking what minions or secondaries were more survivable because he is rolling a new MM so I told him my experiences with my current set combo which has very survivable everything. Some people have been trying to help make his necro/poison better and others have been giving advice on primaries and secondaries.
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You know there is an option for those who want to destroy the world and since I haven't read the rest of the thread I have no idea if its been suggested. Make an repeatable arc where your villain goes through all the steps to destroy the world. On the final mission give them the choice to go through with it or not. If they don't the arc ends there with some mechanic that returns the status quo. Maybe give them a badge, some way to say I have proven that yes I can destroy the world. For the ones that "Push the Red Button" the world ends and they end up in a desolate landscape instance appropriate with the way they destroyed the world. They can leave that character there having destroyed the world or there will be a glowy or some sort of interactable object in the environment that through bad writing, time travel, or some other contrivance allows them to undo what they have done (also a badge for actually destroying the world). Alternatively they could have the desolate landscape and a prompt that comes up that says something along the lines of "Congratulations you have destroyed the world/dimension/whatever. There is nothing more you can do here. Would you like to go back in time to continue wreaking havoc or do it all over again?" Yes pops you back into a zone and no leaves you there with someway to reactivate the prompt in case you ever change your mind.
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Are you talking to me or the OP?
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I've been playing a thugs/sonic. Since around level 30~35 with some clever frankenslotting and all of the res/def aura IOs my pets, including my tier 1 minions, have been pretty much untouchable. +2 bosses will occasionally bring a minion to below 50%. The reason for this is my weakest pets have 35% defense to all and 61% res to all but psy. Thats one of my punks. My bruiser is much tougher. This guy is still at 42. I also have an "I want you to die now" combo with a burnout enabled double gang war.