Ezoran

Super-Powered
  • Posts

    81
  • Joined

  1. [ QUOTE ]
    Any actual fix to oil slick arrow is going to have to come from the developers. What's more, there's reason to be optimistic that it can be fixed, considering that when I team with defenders and controllers, their oil slick arrows' burn patches don't panic my minions the way my own oil slicks do. The bad news is that they have said that even looking into this is way, way down the list of things to do "because so few people use trick arrows."

    The only work-around I can offer you in the meantime, if you took trick arrows on a melee minion set, is to just plain not use it except situationally. If too many of your minions are down and you need enemies to be flopping around more than you need your remaining minions to be attacking, fire oil slick. If you need to buy time to get away and regroup, fire oil slick. You may also consider using it, with your minions on passive, to "soften up" groups before the fight starts, then send the minions in after the oil slick fire burns out and the panic effect disappears, although I'm not sure how you'd light it under those circumstances. *shrug* Or otherwise, despite the fact that it's a set-defining power, just plain skip oil slick arrow and respec into it months or years from now when the developers fix it.

    [/ QUOTE ]


    odd, reason there's no epic red ATs is cuz "not enough people have red 50s".

    nice to know that broken things just stay broken and the reason broken things AREN'T fixed is because players don't want to use the broken things; but, because not a lot of players are using the broken things, that's why they don't get fixed; but, they don't get played by players because they are broken...

    circular il-logic for the win.
  2. great guide! sorta like a morale booster, look at it, see where you're at, see how little more you need to upgrade...

    i likes it! i likes it a lot!
  3. [ QUOTE ]
    Great guide!

    Recently, I rolled up a clown-themed thugs/traps MM myself as a loose homage to the Joker, and have gotten him up to lv 34. I can say that it is indeed a very powerful and fun combo.

    I've only played it in PvE though, so I can't speak to its effectiveness in PvP.

    [/ QUOTE ]


    the guide is a good read. and great idea on the joker theme.
  4. [ QUOTE ]
    [ QUOTE ]
    Stop linking to your own treads.

    [/ QUOTE ]

    What he said x 2

    [/ QUOTE ]

    maybe he just needs love or something.
  5. [ QUOTE ]
    It hasn't even been to open testing yet. Sometime in August.

    [/ QUOTE ]

    so august maybe (don't think that's quite 6 months so i'm not optimistic on that date) and no hint even that villain epic ATs will be included. nice. yes, i too am very incredibly excited, um yeah, very excited. maybe they'll throw in those tanker/scrapper powersets they did a poll on, since ya know, since hero-side there's been epic ATs for a long long time, they don't need them or anything. good to give more powersets since there haven't been new ones for a long time and they should go to toons that are ranked among the lowest powerset combinations. let's just hope that's not the only ATs that get love.

    bleh.
  6. [ QUOTE ]
    So I was curious....is dark servant still a temporary pet or is he perma now? Also, I've heard that you don't need to slot for acc because his base is pretty high already. Any thoughts?

    [/ QUOTE ]

    i believe you may want to throw in some recharges, i don't remember the numbers on how long he's up/down. accuracies i believe are optional, he seems to have a high to-hit chance.
  7. what happened to the op? is he planning on changing his "guide" to incorporate helpful information, like what's been in this thread? or has he finally let the horse die, even though he has uber micro?
  8. [ QUOTE ]
    [ QUOTE ]
    You forgot Ninja.... LOL!

    [/ QUOTE ]

    Sniff... I'm sorry! Please believe me.. I only wanted to help! *weeps*

    [/ QUOTE ]

    you did help!
  9. [ QUOTE ]
    Issue 9 has introduced all the worst qualities of WoW. Auction houses and "uber loot" were precisely the things I left that game over. City's main advantage over said game is character customization in the form of costume options. Locking those up as "shineys" was a step in the wrong direction. These new "features" are a incentive to go back.

    [/ QUOTE ]

    so i now have to participate in 20 raids lasting 8-12 hours each, in order to get two good drops?

    otherwise, wtb (what the bananas) are you talking about?


    um, if you have the vet rewards, you get angel and demon wings on all your toons for free. you can buy wings for 10-20m each. with the crazy prices on loots, i've seen/heard of lvl 10-12s with 10-20m just from loot sales.

    so um, you're mad because you can't get santa costume pieces as drops? or just looking for something to be mad about?
  10. [ QUOTE ]


    Which would be pretty much the only EASY way to get the Lich version of the ghost, since the Lich has so much self healing.

    The trick is getting the mobs to bunch up, since nobody but me apparently EVER uses caltrops to pull the mobs to a corner and force them to bunch up in a tight group...

    [/ QUOTE ]


    goto command on the lich, send him alone into a room full of baddies and he can die pretty easily, especially if you goto him a couple of times. then summon/buff your new lich and bumrush the entry spot where your original lich died.

    with lich, seeker drones, poison trap, etc, you can get mobs pretty much in one area long enough to detonate, plant your own trip mines, or (using lich or seeker drones) poison trap, which in turn gives you more time for trip mines and such.


    blasters pull. MMs tank and destroy.

    you repost this on the MM forum yet? i mean you've got a computer science degree and all, so you should welcome dedicated MMs giving their support to your dummied down new player guide.
  11. [ QUOTE ]
    [ QUOTE ]

    give up on it man. he's a pseudowannabeintellectual who isn't that good at making a 'dummied down' guide.


    [/ QUOTE ]

    Ya, us Pseudowannabeintellectuals with degrees in computer science who have literally played every powerset in the game never, ever get POed if some loser tries to tell us we've never played one of the sets. Really.

    [/ QUOTE ]

    you're proving my point. now stop threadjacking and repost it on the MM forum. i mean, you're obviously a very accomplished mm and blaster and well respected in the community, and i'm sure they would give their wholehearted support and probably get it stickied as a 'new player help guide' on the mm forum.
  12. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    redwood, give up on this and make another equally bad guide we can bash on , this was fun. ( I didnt do any "bashing" really but it was still fun)

    [/ QUOTE ]

    This one was deliberately dumbed down as a "quick pick" guide for newbies who want to decide what type of mastermind to pick. It's hardly MY fault if a bunch o yahoos decided that a quick and dirty "feel o the archetype" guide needed to be an in depth discussion of the arcane workings of one particular secondary set.

    Too bad the first microencephallic who tried to claim that I'd never played */Traps apparently doesn't even have a */Traps of his own to compare to mine. It's truly fun when someone plants their foot so firmly in their mouth.

    [/ QUOTE ]

    Yeah, but Red - not everyone who complained on your */Traps discussion is like that. I have a Bots/Traps (listed in my Sig), and I've made some points in here as well. I think the issue was your discussion of trap really didn't even come close to doing it justice, and would lead people to not try it, if they followed your guide, due to your very limited interpretation of it.

    I believe the reason we jumped on that one, vs the rest, was really due to that reason. Traps has never been all about pulling (yes that is one thing it does VERY well), but even given that its just hard to state that is its main point, just like the mention of Caltrops as a key power of it, is a misnomer.

    I've also done a Thugs/Pois MM (currently at 19) and I can tell ya that the things I can do in a battle with my Bots/Traps with the Traps FAR outway what I can do with the Poison (Currently). And this is all about just how aggressive I can be on the Bots/Traps with the MM char (vs the pets) even when that char was at the same level. Most of that was due to things like the Force Field Generator (plus the Protector Bots Shields) and such like. Not Caltrops.

    Again this is just my opinion, and the basic guide is yours.

    [/ QUOTE ]


    give up on it man. he's a pseudowannabeintellectual who isn't that good at making a 'dummied down' guide.

    i mean, if anything, this is a good guide for um, yeah, i was going to say lvl 1-4, but if you go by this guide, you're gonig to have horrid misconceptions and expectations of all 25 MM combinations.

    for the op:

    start over from scratch, or just give it up.

    or, do like i said, repost it on the MM forum. i'm sure a few dozen people would tell you great job and point out how i, and the others, are completely wrong about this guide. or, maybe you're not reposting because you know not a lot of MMs will check this guide out and you're hoping they won't so they don't all join in on the "what the..."ing about this guide.
  13. i believe, to get the true love and attention this guide deserves, it should be copied and reposted on the MM forum, so that all new MMs would see it.
  14. holy wings batman! i thought i was doing good with two sets of wings and 1 pair of boots!

    grats on the 20. i think i'll be roaming some streets tonight/tomorrow~!!
  15. [ QUOTE ]
    Necromancy: Pets of medium toughness. Expect to spend a good deal of time healing zombies. One or more of your zombies will ALWAYS close to meele range. Soul Extraction power gives you a seventh (flying) pet with long very long range attacks suitable for pulling from long range. This pet's strength varies depending on which of your 3 base pet types died to give you the dead body to summon it from. The ghost is always -1 level to you, like your mid-teir pets.


    [/ QUOTE ]

    this could be reworded to something a bit more helpful, such as:

    tier 1 - cannon fodder who get a nifty ranged vomit attack
    tier 2 - scrankers - tank/scrapper mix and you get TWO unlike other sets who only get one tank!
    tier ghost - a semi troller available at lvl 18, with hasten and recharges, you can get this guy out, a lot (of course you have to send a single minion in as a sacrifice, but small price to pay)
    tier 3 - lich - you get a dark/dark type pet who can lock down all sorts of enemies with PG and FS & who debuffs like mad (with the occasional TG heal).

    all undead seem to wear rags soaked in gasoline, so be wary of fire.

    why are you obsessed with pulling? MMs burst into missions and lay complete waste to everything in their paths. they don't pull and hide. you get ambushed and half the time you+minions outnumber the ambushers -- why in the world would i be pulling? am i going to send my lich in a corner so that he doesn't mistakenly lock down the entire group i'm pulling? if you're pre-lich, you don't have to wait until your 20s to get your tank, you get your first tank at lvl 12~!! (unlike other powersets).
  16. [ QUOTE ]
    Now for the breakdown on secondaries. As I said above, certain pet types work better with certain secondaries (Force Field+Robots, due to the extra bubbles you can stack with your Defender bots, for example)

    Force Field: Recommended with Robots, Thugs, or Commandos. NOT recommended for Meele pets like ninja or Necromancy.

    Dark: This has the only AOE heal available to MMs, but it starts out with a VERY small radius (Practically PBAOE Meele) so this works best for pets that tend to stand back and shoot (Commando, Robots) and less well with meele pets. Seriously, you don't even mention fluffy. you spoke of caltrops in another section, but you fail to mention tar patch??? if for some reason you're insistent on pulling, what better than hit someone with sayyyy TG for the debuff, and pull them thru tar patch?

    Poison: Can you really trust a rez from a powerset with this name? Anyway, this one can be effective for all pets, and has a single target heal, but doesn't really scream out "use me" on any particular type of pet...a good choice for masterminds who don't like to spend a lot of time adding extra buffs to their pets, or who want a teammate rez outside of the Medical pool.

    Traps: Villain version of blaster Devices secondary, with a few modifications. Like Devices, it works best with corner pulls, dropping trops on the corner and pulling baddies onto them. If you're a pulling type personality who likes to have a good retreat option always available, this is your powerset.

    Trick Arrow: works well with the meele pets (Ninja, Zombie), due to all the debuffs, but be sure to pick up medical pool to heal your pets. The Ninja Mastermind has the advantage in that it won't "unready" his bow when using secondary powers.

    [/ QUOTE ]


    Force Field - why is it not recommended with melee like ninja/necro?

    Dark - has the only aoe heal available to MMs? doesn't triage beacon do some sort of healing in a pbaoe sort of way? and you should use TG only with ranged pets? i guess, if you play an MM that's unable to have his minions maintain aggro. on my /darks i'm right next to my guys so that they GET the heals. with all the debuffs/-acc/-res available to dark, there's no reason at all to hide in the corner like a nancy.

    poison - you mention a rez outside of the medicine pool. may i direct your attention to screaming mimi delight of the dark miasma set, otherwise known as howling twilight. which can be used either as a stun/debuff with a long timer, OR as a rez (if you happen to be an MM that takes pity upon other ATs and teams up to let them soak up some of your uberness).



    that's a quickie review of your quickie reviews. if you want to talk smart alec and down to people, i'm more than happy to break down the rest of the incorrect things you've said about secondaries, point out how you emphasize powers that don't "define" the set while ignoring set defining powers and then move onto your primary set breakdowns.

    learn manners, because winning teh interwebs isn't what it's cracked up to be.
  17. [ QUOTE ]
    [ QUOTE ]
    traps is more than trops...

    [/ QUOTE ]

    True, but that is by FAR its most useful power. It can be used in many different situations, and makes the others (For example Acid Mortar) more useful, simply by keeping the enemy from being able to get out of their effects quickly.

    [/ QUOTE ]


    'by far it's most useful power' doesn't mean "the best power"?
  18. maybe because you DID mention traps, and you mentioned a so/so power in it as the only power worth mentioning and you talked about pulling with a mastermind using caltrops...

    why would a mastermind have to pull? why would you mention caltrops as the one power you mention when talking about traps?

    people are honing in on it, because you're trivializing a lot of great powers and honestly, it sounds like you don't play /traps and you're talking about it like a blaster using devices or something.

    MMs take their powersets pretty seriously. So if this is a 'noob' guide, you're misleading folks with haphazard comments like that.
  19. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]

    Traps: Villain version of blaster Devices secondary, with a few modifications. Like Devices, it works best with corner pulls, dropping trops on the corner and pulling baddies onto them. If you're a pulling type personality who likes to have a good retreat option always available, this is your powerset.

    [/ QUOTE ]

    that is a really poor description.
    If you're gonna write something up you should probably play it first.

    [/ QUOTE ]

    Been playin it since COV was released. If I wanna use it that way, what business is it of yours to claim I don't play it? O uninformed one? Just because YOU don't use caltrops doesn't mean it isn't a great power.

    You play without trops, and I'll play with em, and I'll solo purples, and you can get killed by oranges.

    (EDIT) the purpose of this thread was to give a GENERAL Idea of the strengths of the various sets, not a comprehensive description of every power. Of all the powers in Traps, I, personally, have found Caltrops to be the most useful. Crowd control can be very powerful with pets...The FF Gen is nice, as are the various other things, but in GENERAL, I find caltrops the most useful. If you think your mastermind works a lot better without caltrops, I'll be more than happy to fight YOUR mastermind (without caltrops, with traps secondary) against MY Mastermind (Justice server, Necro/Traps) in the arena. While your pets are struggling to get around the corner, mine will be fighting on the trops just fine.

    [/ QUOTE ]

    wow.

    caltrops is the best power in the /traps set?

    why is it that my necro/traps mm never took it until i did a respec at 41 and that's because i dropped gloom (do to my never using it) and needed to take another power?

    withOUT caltrops, i've played on um, what's the villain version of invincible? relentless right? played on relentless even while, essentially PL'ing a couple of friends' MMs from like lvl 3 to 14.

    i've never seen the need to pull. but, i know how to play my MM and use every power he has. if you're ONLY pulling purples, then yeah, team with someone that's good at playing their /traps MM. i think infernal gave me a headache and the others, well, they were fun to go against. lord forbid i take a couple of minutes to lay out a path of trip mines.


    why?

    because pretty much every power in traps has a use for ooooo every time i'm in a fight.

    situational powers my butt. the only one i didn't like (and why i respec'd) was detonator.

    perhaps you play a /devices blaster well, but trying to play an mm like a /dev blaster is limiting yourself in an insane way.

    trip mines, even with only 2 rech and say 3 dam/1acc still comes up a LOT with hasten. then you have just so many other wonderful toys to play with, that it's insane.

    but i don't see how you could think you can compare /dev to /traps. i don't get a targetting drone, that invis thingie, nor do i get an auto turret. those are all REAL biggies. matter of fact, i would LOVE to trade out detonator for auto turret.

    if your love of /traps is caltrops, and you're defending it as the endall/beall of the set, please, skip over traps in your summary.

    in GENERAL, i can't say there's a best OVERALL power in traps. i never go without the FFG. that'd be ludicrous. my healing comes from the lich (who is always threatening to dismember me first chance he gets) and triage beacon. seeker drones are great, especially when they overlap. acid mortar makes every fight go faster. ghost/lich lock down a LOT of things real quick, web grenades stops runners.

    now, this is assuming i'm limiting myself to one group of mobs in a room and i haven't actually done the MM thing (which i normally do) and actively engaged every group of mobs in sight. tends to make the mission go faster. exception to that rule is if the big bad is an EB or higher. better to clear out most of the room before aggroing the big bad/good.

    i'm afraid that if a lot of MMs read over your description of /traps, that you'd get people that like to crunch numbers and go into VERY detailed explanations, pointing out how you're not optimizing your playing for maximum (or even close to it) efficiency.

    but hey, every super hero has it's jokers/riddlers who run at first hint of trouble and it's lex luthors who don power suits to duke it out with the big man.
  20. [ QUOTE ]
    I have an idea...Put these sets to the side and finish the Villain Epic ATs that us Villains have been waiting for for 2 issues...Now thats an idea.

    [/ QUOTE ]

    qft
  21. [ QUOTE ]
    [ QUOTE ]
    Zombie, Tankers and scrappers have not gotten any new sets since the game came out. Whether we get something by porting over an existing set or a new set, you can't deny that those two ATs have gotten no new powersets in over three years. I think it's high time we got something new, don't you?

    [/ QUOTE ]
    I don't play Tankers at all, and Dark/Regen is pretty much the limit of my interest in Scrapeprs. Nonetheless, I agree: Tankers and Scrapers need some new sets. As an archetype, and excluding the Epics (which work with different rules anyway) ... Scrappers are the single least-diverse possible characetrs on either side of the Red/Blue divide, at (6x4). Tankers aren't much better off, at (4x7).

    And frankly, I think the main source of diversity in an archetype comes from it's primary powerset choices. Tankers are the only non-epic Archetype with fewer than five Primaries; most archetypes have six, seven, or - Defenders - even eight. I've got three tables below; the first one is double-weighted, to reflect my own beliefs regarding the importance of Primaries in terms of perceived diversity within an Archetype.

    [u]Arranged by Number of Primaries:[u][*] (10pt) Defender - 8 primaries; 7 secondaries.[*] (8pt) Blaster - 7 primaries; 5 secondaries.[*] (8pt) Corrupter - 7 primaries; 7 secondaries.[*] (6pt) Brute - 6 primaries; 6 secondaries.[*] (6pt) Controller - 6 primaries; 7 secondaries.[*] (6pt) Scrapper - 6 primaries; 4 secondaries.[*] (4pt) Dominator - 5 primaries; 5 secondaries.[*] (4pt) Mastermind - 5 primaries; 5 secondaries.[*] (4pt) Stalker - 5 primaries; 5 secondaries.[*] (2pt) Tanker - 4 primaries; 7 secondaries.

    [u]Arranged by Total Number of Combinations:[u][*] (8pt) Defender - 56.[*] (7pt) Corrupter - 49.[*] (6pt) Controller - 42.[*] (5pt) Brute - 36.[*] (4pt) Blaster - 35.[*] (3pt) Tanker - 28.[*] (2pt) Dominator - 25.[*] (2pt) Mastermind - 25.[*] (2pt) Stalker - 25.[*] (1pt) Scrapper - 24.

    [u]Net Total Ranking[u][*] (18pt) Defender[*] (15pt) Corrupter[*] (12pt) Blaster[*] (12pt) Controller[*] (11pt) Brute[*] (7pt) Scrapper[*] (6pt) Dominator[*] (6pt) Mastermind[*] (6pt) Stalker[*] (5pt) Tanker

    (In the interest of legibility in both Hero and Villain color schemes, I've tweaked the colors a bit - using a lighter shades for Blue and Red.)

    Please notice how the Tanker is at the bottom of the first list, and still below average in the second. As a result, it hits utter rock bottom on the combined and weighted list.

    Defenders are the last people who shuld get a new set - no offense to the Defs among us. Bruts, Blasters, Corruptors, and Controllers don't need anything i the short term either. Scrappers could use something new in the Secondary department. Tankers need new EVERYthing, but especially Primaries. Masterminds, Dominators, and Stalkers could use one set, of either type, apiece.

    I think the short-term goal should be to get every pre-Epic Archetype to at least 6 primaries and at least 6 secondaries. In the long term, I believe we should try to let no one archetrype have more than two Primaries and/or Secondaries more than any other Archetype.

    [/ QUOTE ]


    so you believe that none of the existing powersets would work to fill those gaps? that extensive powerset sharing should be limited to classes like defender, blaster, etc?

    you didn't say those exact words, but the jist of your post...

    and i like how you skewed your numbers to support your view.

    tankers have more combinations available than stalkers, doms and MMs, but they need more combos, and if the 3 diff 25-28 ISN'T a big deal, then the 1 diff of scrappers 24-25 is even less of a deal.

    why not do as someone else suggested (and is even on the list in the form of Force Fields) and just re-use a couple of powersets here and there?

    HOW hard is that?

  22. [ QUOTE ]
    [ QUOTE ]
    The intent is to fill in the two Archetypes with the least number of powers: Tanker primary and Scrapper secondary, which only have 4 choices currently.

    [/ QUOTE ]

    I'm not claiming that this is a lie, but it is grossly incorrect.

    The Tanker Primary and Scrapper Secondary Powersets belong to the Powerset Class called "Defense." There are a total 10 different Powersets in the Defense Class. Is that a lot or a little? Well, let's compare it to the other Powerset Classes, of which there are eight. I will list them in order from the Class with the most Powersets to the Class with the least:<ul type="square">[*]Melee - 15[*]Buff - 12[*]Defense - 10[*]Ranged - 10[*]Control - 7[*]Assault - 5[*]Summon -5[*]Support - 5[/list]
    Notice that Defense is tied for 3rd place with the most Powersets. Notice also that Tankers and Scrappers use the Melee Class Powersets of which there are 15 Powersets... the *highest* amount of Powersets. So, even if there is some merit to the claim the Defense needs to be beefed up, the second poll regarding Melee is completely unwarranted based on the so-called need to redress shortcomings in numbers.

    There is no shortcomings in the number of Powersets of the Defense or Melee Classes when compared to the other Powerset Classes.

    So, what about the fact that Scrappers and Tankers can only chose from among 4 Powersets each? Well, that is true, but only because the Developers made the decision not to share the Defense Powersets among the 4 ATs that use them. I don't know why. Look at the Ranged Class. There are three ATs that share that Class of Powersets and each of those three ATs can chose from 7 of those 10. So why are the Ranged Powersets liberally shared but the Defense Powersets are not?

    Lets take a look at those Defense Powersets, listed by which ATs can use them:

    Scrapper/Brute/Stalker
    + Dark Armor

    Tank
    + Ice Armor

    Tank &amp; Brute
    + Fiery Aura
    + Stone Armor

    Scrapper/Tank/Brute
    + Invulnerability

    Scrapper &amp; Stalker
    + Regeneration
    + Super Reflexes

    Stalker
    + Ninjitsu

    Brute &amp; Stalker
    + Energy Aura

    Brute
    + Electric Armor


    Is there some reason Scrappers can't have Fiery Aura, Energy Aura, Electric Armor or Ninjitsu? Is there some reason Tanks can't have Energy Aura, Electric Armor, or Dark Armor?

    So, I will agree that Defense could use one or two more Powersets, however, I will vehemently disagree that they need special attention if it comes at the cost of neglecting the other classes which have a much more limited number of Powersets in their Class. Letting Defensive Sets be more liberally shared is an easy solution (I presume, coding-wise). Share those sets first, then address the other Classes that are truly in need of more love than the Defense Class. Only then, work on new Powersets for Defense.


    Now, getting back to the other poll on the Melee Class: REALLY!?? Melee has 15 Powersets. It has a significantly higher number of sets than any other Class. Tanks have access to 7 of these and Scrappers have access to 6 of them, which is more choices than seven other AT secondaries and primaries have. When it comes to Melee, Tankers and Scrappers have the most choices than most of the other ATs. No, really, are you serious here? There's a Melee glut and and Tankers and Scrappers have their full of them. And you're saying new Melee Powersets is seen as a *need*? Really? I don't get it.

    Another way to evaluate AT choices is to look at the total combination of Powersets from the Primary and Secondary. Currently, there are 24 unique Scrapper combos and 28 Tanker combos. That is low, but there are other ATs just as low. There are only 25 MasterMind and 25 Dominator combos that are possible. Where's the love for them and their lack of choices? And if you simply shared two extra Defense Powersets with the Scrappers and Tankers, then they'd have 36 and 42 combos, putting them near the top of the combo ladder.

    In short, unless the Powerset Classes that are *truly* bereft of choices currently have new Powersets in the works, there should be no attention paid to Classes that have a wide variety of Powersets, such as Melee and Defense.



    [/ QUOTE ]


    hmm, this post makes sense.


    sort of like force field was one of the choices for a *new* defense? there's lots of bubblers out there already.

    see, it's probably easy to draw a new sword, label the power something different, put a new sound on it, and give it a different glow, than it is to say, turn carnies or DE into a new MM primary? um. dunno, i guess when states changes his job at the company, he took away the new powersets every issue along with the massive nerfs every issue.

    so, will posi or someone comment on the quoted post?

    or will this just be ignored for the um "vision" or whatever nonsense?
  23. [ QUOTE ]
    As you have probably heard us say before, we are constantly trying to bring you cool stuff in the 'City Of' games! We want to make sure that the stuff we bring you is actually desired by the players as a whole, as opposed to a vocal minority.

    To this end we are considering the possibility of two new powersets for the 'City Of' games. The intent is to fill in the two Archetypes with the least number of powers: Tanker primary and Scrapper secondary, which only have 4 choices currently. We want something radically different than the sets we have in the game right now. We have some ideas on what would be cool to include and are looking for your input. In no particular order:

    The polls (which are now closed) included the following:

    O Street Fighting
    O Electric Hammer
    O Energy Blade
    O Psionic Weaponry
    O Dual Blades
    O Ball and Chain *
    O Shield Fighting *

    The second set is a defensive set, used again by Tankers and Scrappers. Again, we have some ideas on what we think is cool enough to include into the game, but would like your input:

    The polls (which are now closed) included the following:

    O Density Control
    O Force Field
    O Willpower
    O Vibration
    O Growth *
    O Shield Defense *

    * The sets marked with asterisks are ones that are included for completeness sake, but comes with technical risk which may delay implementation.

    I'd like to mention that these powersets are NOT for Issue 10, as we are nearly locked down on that issue already. They are for a future Issue and will be included for as many archetypes as it makes sense for. We definitely want to do something that the playerbase as a whole sees as a "good thing" for the game, which is why we are looking for your input!

    If you have other ideas for a melee or defensive set that you think would set the world on fire, feel free to post it in the discussion thread . If there is a strong enough groundswell on a particular idea, then it will be considered as well, or may make it into future consideration for other powersets.


    This thread is for discussion of these two Polls.

    [/ QUOTE ]


    this thread is for the discussion of the two polls which were open for less than a 24 hour period?

    wow.

    some of these sets COULD be cool, if i had any idea what exactly it means. or, are they left intentionally vague so that the players can give the meat and bones on what would go into each powerset?


    O Street Fighting
    what's the diff between this and super strength?
    O Electric Hammer
    does it shoot lightning bolts, have a ranged/boomerang attack, thunderclap when you pound it on the ground (mjolnir)?
    O Energy Blade
    a generic no-name light saber + jedi and/or sith powers (generic enough as to avoid star wars doom)
    O Psionic Weaponry
    will this be weapons like my illusion pets pull out? or will it be like the mind control set?
    O Dual Blades
    other than having TWO swords... what's the diff between this and katana, broadsword and whatever other swords are out there?
    O Ball and Chain *
    mace on a string?
    O Shield Fighting *
    one spiked buckler? some moves having two spiked bucklers? caltrops as a power. some moves involving a short bladed weapon along with a single spiked shield? is there going to be some sort of swinging trip and/or dive move in this one?


    O Density Control
    um, is this gravity? or just invul with a different name?
    O Force Field
    you've already got FF on a couple of ATs, this would actually take time to implement? if so, that's a definite w.t.f.
    O Willpower
    is this the same as gravity? or regen?
    O Vibration
    FF with a different name?
    O Growth *
    this sounds original. you grow tall. then what? you're a lot easier to hit (bigger target), do you also get a bunch of bonus life, armor and speed? thunderclap/stun from clapping your hands together close to the target? kick with tons of knock-back/-up? super jump as a power in the set itself?
    O Shield Defense *
    um, shield fighting minus the dagger attack?


    almost seems like someone accidentally posted this on this board when it was intended for private/dev/staff boards and then closed the "poll" real quick after they realized they booboo'd.


    it's been how long since COV released and STILL no epic ATs? good thing you guys have your priorities straight.

    how about this -- go free2play and put real life adverts in all those billboards and such, instead of the ingame/fake adverts.


    bleh, if you guys were on a 3 month/issue schedule again, and would pop out 3-8 new powersets/issue, it wouldn't matter... there would literally be too many FOTM for anyone to be able to whine too much about there not being enough "balance". there will never be balance until everyone plays/pvps as poorly as the poorest playing whiner.


    what was the purpose of this thread again?
  24. i'm new to the whole tanker/brute thing... why no brimstone, crystal or minerals armors?