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Posts
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I can both agree and disagree with this statement. On one hand, it allows my super recharge heavy Blaster to go absolutely crazy-go-nuts without needing two pocket Kins (though having one can still be useful). On the other hand, if I didn't have such a high recharge rate then I would have to mostly agree that the Alphas are a bit less useful.
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Quote:Depends on the team.Missed the point, why would you want to take a blaster over a corruptor?
You wouldn't, ever..
When I'm on my Tanker, I always try and grab a few Blasters. When I'm on my Controller, I always try and grab a few Blasters. When I play my Blaster, I look for a Tanker followed by a Defender followed by w/e.
Personally, I'd rather have a Blaster and a Defender over 2 Corruptors, but that's just me. However, I am not opposed to having any specific AT on any team. Heck, I'd take a team of Blasters and Stalkers, just because it sounds juicy. -
I personally would love to see a well done PPD EAT. I wrote up a concept shortly after the PPD were introduced to the game, that got mostly positive feedback, but it has long been purged.
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I'll have to try and find some old pics from Charr, there were a few weapons there that could be interesting here.
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Earthen Blast (to go with Earth Manipulation)
Stone Dagger (Ranged, Minor Lethal)
Crystal Shards (Ranged, Moderate Lethal DoT)
Gravel (Cone, Moderate Smashing/Lethal DoT)
Brimstone (+ToHit, Adds Fire DoT to attacks) *
Sandstorm (Targeted AoE, Minor Lethal DoT, -ToHit, -Speed, -Def)
Hurl Boulder (Ranged, High Smashing, KD), new animation**
Glowstone (Ranged, High Smashing, -Dam, -Res)***
Stone Spikes (Location AoE, Moderate Lethal, KD)
Eruption (Targeted AoE, High Smashing, KB) (non nuke)
* 10 sec +To Hit, 30 sec Fire DoT.
** Instead of pulling a rock from the ground, the boulder forms and grows in the characters hands as they lift it over their head and hurl it at their enemy.
*** Single Target attack that creates an AoE debuff on the target, lowering affected enemies’ damage and increasing the players’ Stone Blast attacks against affected targets. -
Quote:I have not seen the new CoT, did I miss something? Pics? *Duh* Clicked the link...Hmmm.....I´d say the majority of us agree that while the new CoT costumes look great they're just not the Circle of Thorns we've come to love/hate/loathe/admire.
Yeah, going to have to agree, those are not the CoT. They are nice, I like the shoulder pieces, and they definitely have a magical vibe to them. But that's a bit more than a graphical update, that's a complete redesign. Now, if those are specifically the Praetorean CoT, then maybe I can get behind that idea, but as an entire redesign I'm going to have to agree with the OP. -
Quote:I didn't use Siphon Speed as the 1st ability, because that wouldn't fit with the Manipulation design. It needs to be either an Immobilize or a Knockback, and I felt that a KB would fit better, being Kinetics. Another option would be, like you said, a small radius Repel, but it would need to be very low damage since it would be a PBAoE, perhaps use a 'punch the ground' animation (Terry Bogard styleKinetic Manipulation would just need a few minor name changes and perhaps a reorder. First power could be Speed Siphon (self only version of Siphon Speed with lower values of course). Power Siphon right from the Kinetic Melee set works fine as a renamed Build Up. Transference would never probably happen though. I assume Repulsing blow is suppossed to be a nenamed version of Power Thrust, which isn't actually necessary, but I get it. I'd rather see a long base recharge click version of Force Bubble with a smaller radius and a relatively short duration (perhaps 10-15 seconds). Just for another interesting tool.
), though it would need to be on a fairly short recharge (thus still be useful when mezed).
As Archon099 pointed out Power Siphon only affects Kinetic Melee attacks, though I'm sure it could be modified to affect all damage (but then it's just Build Up with another name). I used Siphon Power because I felt it would be a different mechanic than a standard Build Up power, and would give the Blaster a higher sustained damage rather than the spike from Build Up.
As for Transference, there are a few Manipulations that have a self +End, so I don't see where this would be out of place. Unless I wrote the wrong power (which is entirely possible).
For MA, the only reason I put Crane Kick before Thunder Kick was specifically due to the KB. Otherwise, you are correct in that Thunder would be first. -
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Blaster Secondary:
Earth Manipulation (Stone Prison, Stone Fist, Stone Mallet, B/U, Tremor, PBAoE Quicksand Patch, Heavy Mallet, PBAoE Fissure, Seismic Smash)
Kinetic Manipulation (Repulsing Blow, Quick Strike, Siphon Speed (self only), Body Blow, Siphon Power (self only), Smashing Blow, Burst, Transference (self only), Concentrated Strike)
Martial Arts (Crane Kick, Caltrops, Thunder Kick, Focus Chi, Cobra Strike, Quickness, Blinding Powder, Dragon's Tail, Eagle's Claw)
Weapons (a S/L set that allows the player to choose between any of the melee weapons)
I would also like to see Earth Blast, Kinetic Blast, Storm Blast and Storm Manipulation, but those would be outside the scale of Proliferation. -
I'll be making a D/D Blaster for sure, as well as a Beam Rifle, just because I really enjoy Blasters. Time sounds interesting, so I may try and pair it up with something, just not sure yet. Grav/Time sounds good thematically, but I have a hard time getting into Controllers. The melee sets can be difficult for me to get into as well (lack of attacks early on I think), so I'm not sure if I'll mess with Titan Weapons or Street Justice. It depends on if I can come up with a combination that I like conceptually or not, but if I do it'll most likely be a Brute.
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From what I have gathered, I think they have been afraid of doing anything in fear of breaking the thousands of bases out there. I know they have looked at bases on a few occasions, but they got put on the back-burner due to the amount of work required just for art assets (and for fear of breaking everything).
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I would agree. Granted, a game with 12 different archetypes to choose from already has quite a few choices. Does it really need more? Would more shift the balance of the game in some way? These are questions I am unqualified to answer. All I know is that I've wanted to play a dual Manip AT for a very, very long time. Will we ever see it? Highly unlikely, but I wanted to see if there were others like me that would enjoy something like it.
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Quote:You know, I never thought of anything like that. Most of what I was thinking was along the lines of there no longer being a line drawn between Hero and Villain during character creation, thus they don't have to wait for 2 ATs before they can release.I suspect that very few players would be interested in a manip-manip archtype.
Under the previous business model I'd say you would have no chance of ever getting such an archtype made.
As of CoH: Freedom... well... the chances are significantly better. Depending on the work-load required to "make" a Manip / Manip AT it could be profitable under the new Paragon Store system.
However, I would not be opposed to something like a Premium AT. I could easily see myself paying $5-10 for a new AT, even one that's 'mostly' proliferated, since I know that there is mostl likely quite a bit of extra work 'under the hood', so to speak, when creating a new AT. -
Quote:The idea was to be a melee focused AT, so I never really thought about adding/integrating the Assault sets./signed
I WANT. and with your idea, would this include assault sets or no? i wouldnt think it would just wondering.
Oh, I talked to Castle about this a few times and have already started to work on Synapse.
I think the biggest issue is, how many players would want to play an AT that had the same type of primary and secondary, rather than play something with two different power sets? This is why I mentioned in the OP, splitting the melee and 'survival' abilities into two trees. Personally, I don't think that would work as well, and it would take much more work to implement. The Manip sets are already done, you'd just need to tweak a few abilities.
The main reason I posted here was to see how many people would be interested in something like this. -
Quote:Attack! Attack!All I know is, if the tier 9 power is something akin to "Heavy Barrel" (an incredibly fun old school arcade game...man, I'm old), I'm rolling up a new Beam Gun hero.
HEAVYYYYYY BARREL!!! *FOOM *FOOM* *FOOM* *FOOM*
Great game using the Ikari Warriors control scheme. -
Interesting! Did they mention anything else? A new secondary mayhaps?
I have to agree with your Incarnate comment. With Dark/Dark becoming available with proliferation, I'm still working on my Dual Pistols, and now we have another new set!? Not enough time in the day. -
I'm enjoying my DA Tanker, and I just started up a DM Brute not too long ago that's pretty darn effective (thus far). I never got into HEATS, but I've seen some very effective Warshades. With Proliferation though, I'll have to see how Dark works out on a Blaster. I'm just happy we are getting a new Manip set, our second(!) addition since launch!
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Quote:That is a tall order indeed.My thinking is that I would want the baseline performance levels high enough that their leading cause of death wasn't teammates with ADHD, or general complete lack of comprehension.
Give the Blaster a Placate Aura whenever the player starts yelling at their teammates?
Your prior response is actually somewhat surprising, and is indeed the correct answer, IMO. You cannot tie it to a specific enemy group, or even a specific challenge. I think this is why the game initially started with the "3 Minion or 1 Lieutenant" mentality. Granted, the game has evolved quite a bit since then.
Quote:I have kind of a Chinese menu of a wish list. You can pick 1 or two things out of the list and they get to be your meal.
2. This could be a viable option, and I do agree that there needs to be more Ranged IO +Def Bonuses that offer more than Ranged. Melee sets have ranged and melee options, so giving ranged a good +melee defense would be most welcome.
3. Not sure I like this one, specifically due to the requirement of having to rework a few power sets.
4. With Mental's +Regen and Dark's supposed self heal, I will never say Blasters will never get something. Still, a Blaster with genuine mez protection isn't something I see in the cards. Allowing the player to choose which powers were available when mezed would most likely not be a wise thing to do, even if you capped it to a certain tier.
What would you say to an additional inherent that grants Blasters a high resistance (not protection) to Mezes, but is only on when they are solo, or have it scale based on team size? Or give them a (stacking) high damage boost each time they are hit by a mez? -
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Completely unrelated to the thread, that's an awesom pic Oliin. Saved.
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Quote:So the ability to solo an MI is the new baseline? This is going to be a tough fight for a number of ATs, even with a break free (or two), depending on how fast the MI gets her pets out and how well the player plays and how well they are at timing the MI's phasing sequence. It will also depend on what powersets the player is using. However, as Infernus stated above, this affects more than just the Blaster, so I don't really see the problem here.Its especially painful when I know if I weren't mezzed I could win through. The carnie boss example above is the perfect example of this. Mezz is that things I win button.
Personally, on my Blaster, I've soloed a +2 MI and DRM at the same time, and I've soloed +4 MIs countless times. I used to run Malta/Rularuu missions on Invincible, padded with two other players (back when you had to pad missions), way before IOs and Defiance and when you could get more than one Sapper in a spawn (loves me some Sappers!). Did it require Inspirations? You bet yer butt! Against that many Malta I usually had to run 2 resolves (and there were a few times I needed to stack a 3rd).
Everybody is going to have their preferred AT and their own opinions of other ATs. Personally, I can't stand playing a Scrapper, Corruptor or Defender. I have a high level Controller that is shelved and I just recently axed a high level Brute in favor for another Blaster. I'm trying to level a VEAT and just not feeling it. However, just because I don't like playing them doesn't mean I won't team with them. There is no AT that I will not team with, including concept builds and man builds. If I learned anything when playing with the Extraordinary ***hats, even the most retarded build played in the most retarded way can be a powerhouse, as long as the player behind the character is a good player.
And if you dislike Defiance 2 so much, then I apologize.
(I know its a late reply, but I had to go to lunch in the middle.)
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What's up, BD!
I think you have the right idea with your last post, pairing some AoE with Ice/EM's ST damage would be good. A Brute would be good since it pulls better aggro than a Scrapper (from my experience), and will do pretty good damage to boot (especially one with a DoT aura). Another good option would be a Mastermind, since the minions will be grabbing aggro (and MMs are great for absorbing a big alpha strike). A Controller or Dominator could be good as well, preference here would be wether she wants to do more buff/debuff or do more attacking.
If you wanted to keep a theme going, an Ice/Storm Controller is quite a bit of fun with good mitigation and controlled chaos (and decent damage). An Ice/Energy Assault Dominator is another option as well. For an opposing theme, a Dark Melee/Fiery Aura Brute could be pretty fun while dealing out some impressive damage (and be durable as heck with 2 self heals and 2 end recovery powers). -
So, what would everyone think about a Manip/Manip AT?
To me, this is something Ive wanted to play for quite some time. It would be a very high risk AT, would require some good strategy, and would reward the player with high damage and challenging game play.
Obvious Concerns:
1. Same power set for both Primary and Secondary
2. Lack of Mitigation
3. Lack of Mez Protection
4. High/Low Performance
1. Having both primary and secondary power sets the same is something that is, currently, not in the game. This could be fixed by making an all melee primary with an all non-armor mitigation secondary but, to me, this wouldnt work out as well. The Manipulation sets are already a mish-mash of melee, self buffs and various forms of mitigation. Each set has its own theme which is what would make combining two of these sets an interesting pairing. Of course, there are little tweaks that would need to be looked at, like Boost Range and two Build Ups (see below).
2. While it is true that this would be a melee set without any armor toggles, the mitigation is found throughout the sets as secondary effects, as well as minor control. Ice has slows and ice patch, energy has knockback, mental has recharge, elec has sleep, dark will have to hit, devices has its various tools and nearly all of them have an immobilize. Would these be enough to keep the character alive? I think so. Ignoring mezes for the time being, this combination could solo well and would be a great powerhouse on a team.
3. I will agree that mezes would completely destroy this type of pairing of powers. However, instead of just giving them a mez protection toggle, I would try and get a little more creative. I would do two things to resolve this issue. The first would be to give the archetype an inherent resistance to all mezes. Since mezes scale from the low level Clockwork Sleep to the go make a sandwich Malta stun grenades, I think a scaling resistance (based on level) would be best. I would also set their offensive toggles to suppress, rather than toggle off, when mezed.
Step two would be to swap out one of the two Build Ups with a new power. This power would grant them 1000% mez resistance for a short duration, perhaps 20 seconds. During this time each mez that affects the character would grant a stackable increase in damage. This power would have a 90-120 second recharge making it more situational and something to keep for the more mez-heavy groups. If this is not possible, due to how the system does or does not work, then I would make it a 20 second 50% Build Up with the added mez resistance.
4. High and low performance issues. This is, oddly, where I am torn. If played poorly, this type of archetype would have very low performance, and would have more issues than an eBay bought Blaster in the Storm Palace. If played properly, this would be a very powerful combination, and with proper IOs could be considered OP.
Im sure there are some other issues that I may not be seeing, but I think something like this would be extremely fun to play. With I21 supposedly allowing any new character to choose from any archetype means that this doesnt need to be tied to either side (ie: you dont need an opposite AT to counter it in the # of ATs per side balance).
The plus side to this concept is that there is very little art/fx/animation changes that would need to be done, and Blasters would most likely see more Manip sets down the pipe as they would become available to more than one AT.
Comments? Concerns? Love it? Hate it?