Genesis Man

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  1. Quote:
    Originally Posted by Smiling_Joe View Post
    The real world has been mighty intrusive, of late, but I'm working on exactly that. Seriously. It involves spreadsheets.

    Give me a little time and I'll post my hypotheses. (plural, because I have a couple.)
    I look forward to this (post linky here?). I know from experience how hard I have to work to get a Peacebringer to be "up to par" and have a pretty good idea where the weaknesses are. Seeing that in empirical data format would be... amazing.
  2. Try this one on for size. Not quite as pretty, but insanely accurate.

    http://www.uncannyxmen.net/images/ar...nshipmapv2.jpg

    Linked to avoid GIANT IMAGE!
  3. Genesis Man

    Sunburn effect?

    You can also do something similar by making the skin itself a bit redder, then adding "Diamond Blend" as the Chest Detail, coloring it a light gray. Basically exactly what Oathbound has done, I just find Diamond Blend to give a more natural look.
  4. Quote:
    Originally Posted by Dechs Kaison View Post
    Because the Peacebringer version does about ten times the damage.
    Gravitic Emanation : 17.8 Negative Dmg
    Secondary Effects : Foe Disorient (Mag 3), Knockback, -Recharge(20%), -Spd(20%)
    Proton Scatter : 44 Energy Dmg
    Secondary Effects : -Defense(9%)

    So... roughly twice the damage (still not a lot) makes for the tradeoff of having next to no secondary effects? Heck, Gravitic Emanation is a Mag 3 stun, which Shades can then stack with Inky Aspect. PBs only have Pulsar (Mag 2), with no powers to stack it with.

    Would adding even a Mag 2 stun to Scatter be so bad?
  5. Quote:
    Originally Posted by Dechs Kaison View Post
    These are clever ways of saying you would like your PB to be on par with the other ATs, and that's OK to say.

    Peacebringers are not unplayable or a wasted slot on a team by any means, but they've been punished too hard for their versatility. As things progress into the end game, that versatility ceases to be unique.
    I'd add "or even necessary." Before side-switching was available, Heroes consisted entirely of specialist ATs, where Kheldians were the only way to round out a team lacking in versatility. Now a hero with the same issue can fill many/any of those holes with a villain, just as easily. Lacking a bit in the damage/buff department? Grab a Corr. Damage/control? There's a Dominator for that. Etc...

    The long and short of it is, being a jack-of-all trades character just isn't as needed anymore. Warshades have made it through the change just fine (as they can perform as more than a "filling the gaps" AT)... Peacebringers however, are really lagging behind. I say that as my 50 PB is the character I play the most and is on his way to being completely purpled out. He can do some impressive things... but it takes some work, practice and inf to get it "just so."

    Imho, though not an end-all be-all fix, I'd just love to see Solar Flare turned into KD and have a stun component added to Proton Scatter. Warshades have a stun in this power, why don't Peacebringers?
  6. Quote:
    Originally Posted by Kokoro View Post
    If Ninjitsu were ported to Scappers, what would you replace the "Hide" power with?

    Personally, I would like to see the following.

    Decoy:
    Create a number of decoys that look like you and mimic your actions. These decoys, however, do very little damage and serve only to distract your opponent. These decoys are very frail, and when hit by the enemy, turn into log stumps.

    Mechanics-wise, I imagine something like Gang War (from the Thugs Mastermind power set), except that each gang war member looks like you (we know having NPCs that look like you is viable, due to the dopplegangers we see in Alignment missions), be really wimpy (kind of like Gang War already is), and have very little health.

    Sure, they won't live long, but they can serve as a distraction for enemy alpha-strikes and such.

    Just a thought.

    -Kokoro
    Well, someone is a Naruto fan... :P

    It'd be a cool power, but not to proliferate in this set. As others have mentioned, replacing hide with a "stealthy" power works just fine. Caltrops is the real issue, and isn't so easily replaced. Adding in Mental Training might work, or might be OP'd.
  7. In case you missed it, here's a much better quality version of the pic.
  8. The Incarnate system, though still in its infancy, is a much better option than raising the level cap. Why?

    Raising the cap changes nothing but where the cap is.

    The Incarnate system makes the cap mean something, and allows you to grow past it with a good deal of work.
  9. He's really pulling off the look well, in and out of costume... but then his look wasn't my concern to begin with.


    Also, Hugo Weaving is a perfect casting choice. Should be interesting to see how he and Chris play off each other.
  10. Quote:
    Originally Posted by DarkGob View Post
    How would they differ from what can already be created with existing archetypes? I actually made a Dark/Psy Defender in Praetoria with a Carnie-ish costume named Dark Ring Mistress (yes, I actually managed to get the name); with the Ring Mistress costume code, I'm playing a full-fledged Dark Ring Mistress. A Master Illusionist is just an Illusion Controller with a Dark Servant and a unique ability that wouldn't even make sense for a player character to use (Carnie post-death endurance drain).

    As far as the side-switching concept goes...how would this work? You're locked into an alignment once you pick which tree you want? It changes with your alignment? Not sure I like either possibility.
    The powers would be expanded beyond what a Ring Mistress or Master Illusionist would be (much as the SoA powers were), and I can certainly load up my ideas later to illustrate what I was thinking. Really though, it would boil down to a control/range primary and a summons/buff secondary. The way I have it structured in my head, the power selection would allow for a ranged dominator, blast-heavy mastermind, or corruptor-like build (or anything in between), depending on what the player chose as powers.

    As to the side-switching bit, I don't see why the alignment would be locked, but would likely require changing once a complete side-change was made. That is, Rogues would still be considered Villains as far as powers are concerned, and Vigilantes would have Hero powers. That way, no matter what alignment is chosen, all content would at least be accessible.

    Quote:
    Originally Posted by Techbot Alpha View Post
    Carnival Psionics use: Ill-advised: Foolish
    Methods: Amature
    True Psionic Mastery: Title Owners: One Race
    Rikti Lineage of War: Superior
    Defeat of: Earth forces: Inevitable
    Your Base: Quantity: All: Status: Belong to Us.

    (Rikti EAT: Superior )
    I've heard the Rikti EAT idea a lot and while I have nothing against it, I also have much less of a structure for the AT in mind. I really can't think of anything unique that they could do, off the top of my head. They certainly don't make any sense as a Praetorian EAT.

    Quote:
    Originally Posted by Symar View Post
    Skip the Carnie of Shadows. They're existing, don't bother with them.

    However, the Carnie of Light could work entirely different... maybe be that Psionic Melee people have been wanting. No idea where to go from there.


    I'll admit, here, though, that the first time I saw the Syndicate, I thought they were the Praetorian version of the Carnie of Shadows. What with all the suits and pyros I saw in the first couple of missions being female, male strikers and swordmasters, and the remainder female.
    I wish that was true, but it wasn't. Just odd luck.
    The idea is to expand on a lore that is already in place as the Soldiers of Arachnos did... or tried to do anyway. The Carnival of Shadows has a lot of background, but has a very unexplored area to explore as well (Carnival of Light).

    I'm not so much set on the Carnies BTW (not like I have the ear of the devs anyway), or even POWERS being what is changed depending on a morality choice, but both were the first, solid ideas that came to mind.
  11. I've seen several ideas pop up recently regarding Praetorian EATs (or just new EATs in general) and what they should entail. One thing I've not really seen is... what should their "unique factor" be? Kheldians have form switches to adapt to roles not filled, Soldiers of Arachnos have branching power trees to allow for specialties tailored to the player. What, exactly, should drive the Praetorian ATs?

    In my head, the clear choice is... side-switching. It's the main feature of GR (which I'm sure would be required to own for w/e the Praetorian AT will be). The question then is, how would side-switching play into the design of an AT? Again, referring to the side-switching mechanic, the switch is a moral choice. The best way I can possibly think to reflect that in an AT is to have branching powers. That is, start with common, founding powers and have the powers diverge once a moral choice is made. Dark, villainous powers for red-side (and rouges). Light, heroic powers for blue-side (and vigilantes). The next thought is, what pre-existing backstory/NPC group has a clear distinction between villain and hero?

    The Carnival of Shadows and The Carnival of Light.

    As with the other EATs, there would be two ATs, the Ring Mistress and the Master Illusionist.

    I've started working out WHAT these powers would look like, how they would function, etc... but before I go too far into it, what do you think? Is this a path/set/backstory people would be into exploring? The Carnival of Light is almost completely unexplored at this time, but the Carnival of Shadows has a long-standing, rich history to draw from. So... thoughts? i'll post my powerset ideas later on, if people are interested enough.
  12. Genesis Man

    Young Justice!

    Quote:
    Originally Posted by Nightphall View Post
    If only the intro was as epic as Disney's Avengers.
  13. I still haven't been able to play a stalker. I love aggro too much.
  14. Not that I mind MOAR Ninja in the game, I just see the set as you've outlined it is a) recycling other sets already available to a Stalker (albeit mixed up a bit) and b) attempting to do something that is hard/impossible to code.

    Trust me, I love the teleport-attack idea in general, but it's just not doable (Shield Charge was originally going to do something similar). KB TO a caster is, as far as I recall, also challenging if not impossible to implement with the current game engine.

    Note: This belongs in the suggestions forum.
  15. Mez protection in toggles won't ever happen, at least according to everything we've heard from the devs over the years. However, I think adding a bit of mez resistance in each toggle would be fantastic. Sure, you'd still get mez'd, but the more armors you have active, the less the duration of said mezzes would be.

    As I said at the beginning of the thread, buffs to PBs are always welcome, but the AT really only needs a few minor tweaks to vastly improve it's performance. Changing Solar Flare to KD would completely change the usability of the power without even touching the cottage rule. Adding stun to Proton Scatter to bring it in line with the WS version would also help with leveraging Pulsar. Sure, WS's can do it better with Inky Aspect + Gravitic Emanation but as it stands, PBs have very little active damage mitigation, outside of KB.

    I think the Build Up being changed to a Rage-like power suggested previously is an interesting idea, but seems too good to ever happen. The above changes, however, seem (on paper) to have a lot of pay off for little changes.
  16. Quote:
    Originally Posted by Inazuma View Post
    Their bad for letting their guard down, ESPECIALLY since they knew the walkers were moving higher up into the mountains now. Damn that was brutal.
    So... anyone else think that was WAY too many zombies all at once? Almost like someone brought, say... a whole moving van worth of zombies to the camp?

    Note: I have not read the comics either, that's just speculation.
  17. 1) Controls and Dominators have essentially the same primary powers, with Controllers only having one additional set (Illusion).
    2) Controllers have a support (buff/debuff) secondary while Dominators have an Assault secondary (mix of melee and ranged attacks).
    3) Controllers have stronger controls out of the box and their inherent allows them to do additional damage to mobs controlled by their primary (Containment).
    4) Dominators have slightly weaker controls and middle of the road damage from their secondary. They can temporarily double the effectiveness of their mez powers, resist all mez types and regain endurance with their inherent power, Domination.

    There's a lot I'm glossing over here, but that's the gist of the two ATs. Though their primaries are practically identical, their playstyles are very different. Many (not all) controllers play best as a support character, locking down mobs and becoming (in effect) a damage modifier for your team. Dominators similarly can lock down mobs, but take a much more aggressive approach to simply blasting away at the mobs directly.
  18. While the aggro cap is limited, this play style still does work. I use it all the time on my tanks, though not at all times. If a tank is pulling just a single mob at a time, there really is no benefit over steamrolling a mob at a time. However, if you factor in the "conga line of stupidity" and a large room full of mobs, herding still works wonders. Example:

    I'm on my Ice/ tank and the team comes upon one of the "rooms of death," a room usually so packed with mobs that multiple spawn aggro is common. I run in and aggro the entire room (or a portion thereof, depending on the team) and come back to where the rest of the team is waiting. Due to the aggro cap, only a portion will come at first. However, mobs will "remember" the aggro and come running as soon as a NPC is defeated, constantly replenishing the mob gathered around me. Done right, this can turn a large room into a stream of ambushes (essentially) which are MUCH easier to manage at a choke point than standing in the middle of said room. It also tends to eliminate the ranged-mobs from raining death from afar, which can be much harder to manage as they tend to scatter out of range of most debuffs/AoEs.

    Again, if a tank is ALWAYS doing this, there are definitely issues. However, in certain instances, it's still very useful. Now, if you have MULTIPLE tanks, herding from two or more different sources and bringing them back to the main team... well, then some truly awesome carnage can begin.

    Beaten to the punch! Glad to know I'm not the only one that still sees the benefit! :P
  19. Quote:
    Originally Posted by Hazmatter View Post
    It could be worse...

    Just sayin'.
    Uh... would much rather that theme song than the "Jonas Brothers-like" band they have for this show. So. Ridiculous.
  20. It really depends on the AT. Sweep and Attack Vitals are definitely the two better combos and from what I understand, those are the only two scrappers really bother with.

    Tanks, however, are forced to take the first attack, which is part of the Weaken and Empower combos. Therefore, if you want the Sweep and Attack Vital combos on a tank, you'll be forced to take every attack power, granting you the two less-useful combos by default.

    Note, they're not useless, I just find that I'm rarely executing either combo in favor of the other two.
  21. You can have multiple trees out. With global recharge like that, there will be some pretty significant overlap, which is a good thing.
  22. Genesis Man

    Prayers Needed!

    I'll be praying for them both as well, and their families.
  23. I have a sneaking suspicion Sam isn't going back to normal... but I do hope I'm wrong. Last season was dark enough a return to the lighthearted stuff would be welcome indeed.
  24. While Sam's out and out evil persona was a little surprising, this feels like they're rehashing the same old conflicts of last season, with Sam possibly being an evil Dean'll have to put down or deal with. The jury is still out on this season for me. I've still not seen anything that says, "Yeah, there's a reason we should keep going after the bloody Devil got sent packing."