HeroJunkie

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  1. It would be nice to have a little more range on short range blast and cone powers.

    I'd like to suggest increasing the range from 40 feet to 57 feet so that I can add two range enhancements and be at 80 feet to match my other powers. Or, how about increasing the range to 48 feet, and changing range enhancements to 33.3% instead of 20%. That would accomplish the same thing.
  2. Quote:
    Originally Posted by Vanden View Post
    I don't think we've ever gotten any of the weapons suggested in the custom weapon request thread, and Jay's costume request thread has a notoriously low rate of suggestions seeing the light of day. They're just too busy with what their bosses and they themselves come up to do with to cater to the whims of any given forum poster.
    That makes me sad.
  3. I think knocking NPCs off buildings should do extra falling damage to them, with a good chance of defeating them outright. I don't think knockdowns should do extra damage, but knocking them into a wall should. That's what I think.
  4. Quote:
    Originally Posted by Captain_Photon View Post
    Ah, see, I dispute that. I hate getting knocked back or mezzed because it's not fun, full stop.
    Well, you could be in the majority; I don't know. I just like the idea of a tough character getting trapped in ice for one or two seconds, then smashing free. To me it's a little more interesting than just being totally invulnerable to everything. It's like, when Superman fights a tough villain, sometimes even he gets knocked around a bit. It doesn't mean he's out of the fight. Physics, even superhero physics, dictates that when someone with superhuman strength strikes someone who weighs only two or three hundred pounds, sometimes the superstrong punch lifts or throws the target. Doesn't mean the target can't survive the punch if they are tough, it just moves them. You see it all the time in superhero movies. Two tough characters knock each other around, through walls, etc. but they get back up and continue the fight.

    My understanding is that all or most toggles are suppressed but not dropped when mezzed, so a very short mez shouldn't mean certain death. (This responding another previous post.)


    EDIT: It's true I don't know jack about PvP.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    The quote he said that about had you saying people hate getting knocked back at one point, then later suggest a system where everyone would get knocked back. I think that was his point.
    Ahh. I'm saying that people hate getting knocking back or mezzed because it gets them defeated. But it the mez was short duration, it wouldn't be so bad, more like a slow. Likewise a chance of getting knocked back is not so bad as getting knocked back every time. I think that knockbacks and mez should be kept in the game, but I've seen quite a few posts suggesting more mez protection for everyone, because nobody likes being held for twenty seconds while the bad guys beat you down. But if mez duratoins were short, and knock backs were less frequent, they would keep the flavor but not the drastic consequences.

    Is that more clearly stated?
  6. Quote:
    Originally Posted by Captain_Photon View Post
    Do I need to draw the flowchart here?
    What?
  7. I don't know why I can't stop making suggestions, even when I know that few of them are ever implemented. I just love this game and desire to see it improve.

    I think holds and knockback are some of the more interesting effects in the game. Everybody hates being held or knocked back, though, because these effects can get you defeated very quickly. I think it would be fun to change status protections to resistances and percentage chances of avoiding status effects. That way, even tanks can get knocked around every once in a while, or held for a second or two. Really just a second or two before they overcome the effect. Tankers would suffer a 1 in 10 chance of knockback.

    Scrappers would be held for three seconds, maybe four if they are super reflexes and have avoided most of the mez attacks anyway. They would suffer a 3 in 10 chance of knockback. Defenders and controllers and blasters would be held for tive or six seconds. They would suffer a 50% chance of knockback. Something like that.

    In this scenario, holds just slow you down, they don't mean instant death while your helpless for ten or twenty seconds. I don't know how long the enemies holds last in PvE, but when I get held by a Rikti boss, it's game over if I'm solo. Feels like twenty of thirty seconds, but probably isn't that long. It's too long, though, I think.

    I think each player should be considered a "boss" and have some resistance to these effects. I think short duration mezzes that don't mean certain death for players without break frees are the way to go.

    Just an opinion.
  8. I like this idea a lot, even with the balancing that would be required.

    I've never really understand why smashing and lethal have to be treated differently than other forms of damage. Maybe that needs to be rebalanced, rather than balancing new things around the existing imbalances.
  9. Quote:
    Originally Posted by Fleeting Whisper View Post
    So... with an animation, you change archetype, powersets, name, possibly gender, most probably location in the game world, most probably level, and possibly faction? All at once?

    Yeah, I don't see that happening.
    I think you're right, Fleeting Whisper. I didn't think my suggestion through enough. There are issues. Still, with supersidekicking and the Cosmetic Surgeon in the game already, the only serious problem I see is the change in location.
  10. I think it'd be great to add a feature to the game that lets you swap out characters on the fly, like you can with costumes. As the team composition changes, and you end up with five blasters and no tank, Electric Blaster Little Joe injects himself with a growth serum and becomes Electric Tanker Big Joe!
  11. This doesn't seem like the way of the blapper to me. Isn't blapping using melee attacks? Ice/Elec and Ice/Energy are great at this when you use Ice/ to freeze the enemies. See the guide in my signature for info on that style of play.

    Your build and strategy might be good, but I'm not sure your defense is high enough or it is qualifies as blapping.

    Good luck with it!
  12. I have a 50 ice/elec/elec as well. I have Freeze Ray, Bitter Freeze Ray, Shocking Bolt and Shocking Grasp. I am a blapper, so I use all of them regularly. Bitter Freeze Ray is what I open with, so the animation time is not a problem when used this way. I hold everything and then blap, reapplying holds as needed.

    Bitter Freeze Ray is useful I think. YMMV of course.
  13. Quote:
    Originally Posted by Sigium View Post
    Welcome to City of Jetbikes. Population: Growing.

    Sigh, I really wish that people would stop making threads about these vehicles that would not only be a coding nightmare, but a waste of developer time.
    If this is a feature that a lot of players want, then why is it a waste of time? Plus, I don't believe it would be a coding nightmare. They already have Nova form in the game, they have Sky Skiffs, I see no reason something like this can't be done. Why don't you take a minute to state your objections more clearly.
  14. Whoops! AzureSkyCiel beat me to it and suggested almost this very thing already. His suggestion is a temp power mine is permanent. I hope a developer reads and thinks about implementing either suggestion. Sorry about the copying, AzureSkyCiel! You were first!
  15. Ooh. I just made a suggestion that's a lot like this one. I should have searched more before I posted my suggestion. I like your suggestion, but I like my version better. I'll leave my suggestion up, I think, cause it's a little different. You can keep all the profits, though!
  16. I would like to play the Leader AT. It would be especially nice if the pets did not need to be upgraded and there were other powers to play with.
  17. Quote:
    Originally Posted by Crazy_Dragon View Post
    A great idea, but but I'd prefer zonal Broadcasting to remain for several reasons. Options for both zone broadcasting and server broadcasting would deffo get my thumbs up, though.
    I support this one.
  18. How powerful is electric melee/electric armor, including the early and mid game before IO's? I'm looking to replace my 50 claws/super reflexes as my main scrapper. This claws/sr is soft capped and has Aid Self so he's really tough. Can elec/elec compare to that?

    Also, is Jacob's Ladder skippable? I don't like the animation.

    Thanks for any advice!
  19. I thought up an idea. Maybe it's been suggested before but maybe not.

    I know a lot of players want vehicles and I think hoverbikes, with a shaded shell top, would fit the bill without being a ridiculout amount of work for the developers. The idea is that if you choose Hoverbike, you are choosing an alternative form for your character, as if you were a kheldian choosing Nova form. However, this form does not come with five inherent powers, only one. You must choose the pther powers. You cannot use your characters other powers while in Hoverbike form, they are suppressed.

    There would be two choices for the look of your Hoverbike. One is heroic and high tech, while the other is somewhat sinister and steampunk looking. Changing into the high tech hoverbike involves a brief intense UFO style light as the bike either comes down from the sky or you are transformed into the bike (like if you are a robot). Changing into the steampunk bike involves a cloud of belching black smoke instead of a bright light.

    Both of these hoverbikes have a hard shell canopy, which is heavily tinted so that the developers don't have to figure out how to make characters of different sizes fit into the thing. Color customization of the hoverbikes would be highly desireable. If you are defeated in Hoverbike form, the Hoverbike explodes and drops you flat on the ground, like a Sky Raider Sky Skiff.

    Benefits of the Hoverbikes idea:

    1. Hoverbikes hover, so they won't look ridiculous going across water.
    2. They're compact, so you can maneuver them up staircases and through elevators.
    3. Your character is fully inside, so less work for the developers.
    4. Only one person fits inside a hoverbike, so no giving rides to other characters.

    Powers of the Hoverbike:

    Hoverbikes have an inherent power, called Cruise, which lets them travel across ground or water, but not up into the air. Cruise speed is kinda slow, somewhere between Sprint and base Fly speed.

    First Power: Guns

    Your Hoverbike has machine guns mounted in its nose. These have an 80 foot range but do only minor damage. They sound like the guns of the Special Ops mastermind henchmen, sort of high tech and partially silenced. This power would recharge in about 10 seconds.

    Second Power: Missles

    Your Hoverbike can launch micro-missles. These have an 80 foot range and do moderate AoE lethal and fire damage with chance of knockback. The sound and animation from Long Range Rocket from Munitions Mastery is good for this one. This would have about a 30 second recharge.

    Third Power: Float

    Improvements to your Hoverbike now allow it to travel up into the air. Speed is slower than Fly, but with the same control as Hover (no drift).

    Fourth Power: Afterburners

    This is a click power that allows your Hoverbike to increase speed for a minute or so. Speed becomes comparable with Fly. Recharge time is five minutes or so. (This type of speed boost has been suggested as a replacement for Group Fly by someone else, I know.)

    This suggestion uses ideas that are already in the game, though it changes a few things. It's a form, but you don't get all powers right away. It's like a Power Pool, but you get five choices like an Epic Pool. I'm thinking that its technically feasible.

    Alright. Let me know if you like the suggestion. Flame me if necessary. If they put this in, I'll start a hoverbike gang and you all are welcome to join!
  20. I didn't see a thread specifically for suggesting alternate animations, so I thought I'd start one. A big WELL DONE! to the developers for investing the time and money to make power customization happen. I hope that custom sounds are coming some time soon.

    The first animations I'd like to see alternatives for are Enviscerate from the Claws set and Ripper from the Spines set. Both these powers have the jump up into a double back flip animation that I think is goofy and overlong. You can get off two attacks in the time it takes to animate the double back flip, which means that the big damage attack isn't so big after all. I'd like to see something close to Sweeping Strike from Dual Blades. (I know I probably shouldn't suggest animation time changes, but I think in this case I will.) In addition, I'd rather have the Sweeping Strike animation as an option for Jacob's Ladder in Electric Melee.

    Also, may we please have an option to go back to the old claw uppercut animation that was my very favorite move for Claws. I'm not sure which power this was, I think it's the one that does a gut punch now. I have no idea why this was changed - who would rather do a boxing style gut punch when you could be stylishly ripping into an enemy with your claws?

    Also, I'd like to suggest a set of alternate sounds for Sonic Blast, something quieter along the lines of Frost Breath. Also, I'd like a quieter alternative sound for the most annoying sounding power in the game, which is Quills from Spines.

    Now that we have alternative animation capability, no one needs to get bent out of shape because someone suggests a new animation for their favorite power. Thanks, Devs!
  21. I support total character and pet customization. I would support banning a player who hangs out in crowded areas and slaps his female henchmen all the time, though.
  22. Thanks for the help, guys! I really appreciate it!
  23. I used to have a macro button "BG" for putting all my henchmen into bodyguard mode. I did a respec and the button disappeared. I can't remember how to make the macro. Can someone hook me up?