Jade_Dragon

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  1. Quote:
    Originally Posted by Mandu View Post
    In fact pretty much every really cool bit of architecture has been ported over to some blue side mission.
    This is the main reason I didn't mention the big lake in the middle of Primeva. It seems every mission in the new Praetorian updates end up taking you there. Plus, the new winter mission is set in Agincourt. My SG were all like, "Wow, these new maps are SO COOL!", and I said, "You guys really need to play your villains more often..."

    It's still awesome to see the sights as they were originally designed, though, with the proper spawns and all, and Agincourt is frozen over in the winter mission, so that makes it pretty different. Somewhat like how Croatoa would seem to a villain seeing it unfrozen for the first time.
  2. My favorite sights of the Rogue Isles are the Golden Giza and Casino strip in St. Martial, the Thorn Tree and Agincourt in Nerva, (look for a tunnel to a prison area, also there's a Crey warehouse FULL of captives in Crimson Cove -- very disturbing, both places) and the Freakshow "city" in Sharkhead. The Sky Raider's base in Sharkhead is also pretty neat, although you might have seen it in the Alignment missions. (I know it's the setting for a Rogue Alignment mission, you may not have seen it as a Vigilante) And you've got to go to the bottom of the Pit at least once.

    I've also really loved the clock tower in the middle of Mercy Isle, and of course there are the "horns" of Mount Diable. I thought at first they were in the distance and unreachable, and they are when you first see them from Port Oakes, but then when I got to Cap Au Diable and realized you can actually get there I had to take a screenshot of one of my characters standing on top of it. It's the villain version of the Status of Atlas, I think.

    Aeon City also looks awesome. But by the time you've visited it for the thousanth time, it's not so impressive any more.
  3. Quote:
    Originally Posted by Lycanus View Post
    a monster doesn't need to be evil to be a threat
    That's very true. And I think evil IS subjective, both for the person doing it and the victim. You can see something someone is doing to you as evil when they don't.

    I think what's truly evil is when you recognize that your victim sees you as evil, and revel in it. I think a definition I heard once is, "Evil is actively taking enjoyment in the suffering of others". And I believe that was in reference to the episode of Reboot (I saw that show mentioned in the Tropes page I linked to, which may be why I thought of it) where Dot believes Enzo has been killed in a game. The scene is powerful, not just for Dot's obvious grief, but Megabyte superemposed over the frame in the background, LAUGHING at her pain. THAT'S evil...
  4. The problem is that a staff or polearm set as we envision it really would be a complicated thing to animate. The problem is that it isn't JUST held in both hands. It is constantly switched from one hand to another. This is (as I understand it) impossible with the current game engine. The weapon has to be "attached" to one hand as a node, you couldn't animate it "flying" to where the other hand would generically be, and even if you could it would likely miss it, especially with our scalable characters.

    The idea of making it a shield/spear combo solves the problem, except that in the ABSENSE of the shield, you're back to wanting to twirl it around and use it two handed. The only way I can see it working is if you continue to use it as a spear even one handed, that is, it's a stabbing weapon, and you use it one handed.

    I have a couple of alternate ideas for a way around this problem, though:

    1) "Fake" the two handedness by having the staff held in one hand, but your other hand is moved to place it on the staff during animations, to make it look like it's holding it. You wouldn't be able to remove the staff from the main hand, but with complex enough animations it probably wouldn't be noticable. The big problem would be clipping and the off hand not positioning correctly, depending on the scaling of the character.

    Honestly, I'm guessing this is how the Stone Mallet (and Gabriel's Hammer) works, it is held two handed, but is actually likely a one handed weapon, with the other hand animated to place it on the handle during the swing. It isn't twirled, though, just brought down in an attack.

    2) Use two small staves, which can be used separately, but certain animations can combine them and strike with them as a single staff weapon. This would look really cool, but sort of limit your concept.

    Animating this would be a challenge, though, because the animations would essentially have to "overwrite" the staves with their own custom staff or the other. In effect, one of the staves would "extend", while the other would be held so it is close to or within the extended section. Again, this could look bad if the scaling of the character is off, but might work if both hands are held close together, as on the hilt of the Katana during attacks.

    The staff could be switched from hand to hand, though, as one could "extend", and then the other, to give the illusion that the wielder switched hands. If it's possible, the off staff might actually be made to disappear, so it won't be seen if the wielder moves his hand away. I'm not sure if that's possible, though, it would have to somehow set a translucency on the weapon. Even if it doesn't disappear, if the natural form of the staff is short enough, it might not be noticable.

    This second solution would not be usable with a Shield, though, as it is a Dual Wield stance, like Claws or Dual Blades. (In fact, it is in essence Dual Clubs, just with a twist. )
  5. I suspect that one of the reasons MA and SS got alternate animations that made them look more alike is that they were INTENDED to look more alike. Rather than worry about the headache of porting SS to Scrappers right away, they tried to make it easier to stick with MA for Scrappers and Stalkers, SS for Brutes and Tankers.

    That said, I would like to see MA next for Brutes, since it is a compatible match with Super Reflexes. Unless the devs want to develop that Super Speed Melee they've been talking about.

    Broadsword's absence also seems notable, and I'd still like to see a tweaked or modified Ice Melee that makes clouds of fog or cold. (The visual difference giving them an excuse to alter whatever might still be interfering with Fury)
  6. Quote:
    Originally Posted by Signpost View Post
    Scrappers have both shield defense and SR though.

    If scrappers get ninjitsu, give shield def to stalkers! (WITH SC intact)
    Let's address this directly. Because I think this IS the problem. Behind every "no one would ever play Stalkers if Scrappers get Ninjitsu" is actually this argument, IMO. Scrappers don't get Fire, Ice, Invulnerability, Sheild or Stone Armors. And the devs have said in some cases, like Shield and Stone, that they will NEVER get it. Thus, Stalkers are being penalized because the devs hate Stalkers. The devs should penalize all the other melee ATs by making them unable to have Ninjitsu.

    The problem with this logic is that while the other melee ATs have all of those sets, NONE of those ATs currently have ALL of them. The only other Defense Set that is currently unique is Ice Armor for Tankers. And that is not by choice, it's because the set was TRIED on Brutes and withdrawn because of issues. You might say, "Those issues aren't good enough," or even "those issues don't apply any more", but the fact is Ice Armor isn't unique because the devs insisted on it being for Tankers only. They had every INTENTION of giving it to Brutes until they tried it.

    Scrappers don't get Stone Armor, Tankers don't get SR, and in fact there are sets Stalkers get that other individual ATs don't get, like Energy and Regen. There's actually nothing unusual about Stalkers not getting certain Defense Sets, because ALL the meleers currently lack one or the other Defense Set. With Proliferation, it is likely that the devs intend to eventually spread all Sets to all applicable ATs, but if there continues to be problems like with Ice Armor for Brutes, and nothing special is done to fix them (like making a completely unique version of Ice Armor that addresses the Brute issues) it's possible that there may be Sets that end up not being Proliferated to a given AT just to maintain the balance.

    However, it's a totally different thing to insist that SOME ATs should not get access to Ninjitsu because Stalkers do not have access to Shields, and to insist that ALL ATs should not get access to Ninjitsu. Neither Scrappers, Brutes nor Tankers have Sheilds unique to them. Tankers are the only ones that get a unique set, with Ice Armor, and personally, I see no reason why Ice couldn't be proliferated to Stalkers. It would be in theme, the transparency of ice would fit with Hide, and I see no issues with the powers interfering with Assassination, as it apparently did with Fury. The only major issue, Chilling Embrace drawing aggro, was eliminated when offensive toggles were made to suppress when in Hide.

    In short, if you want to say Ninjitsu should stay limited to Stalkers and Scrappers, I think that's fair. But it's a little late to say it should be unique to Stalkers now, unless you want to add a unique Power Set to Scrappers and Brutes.

    I will add, BTW, that IMHO Invulnerability and Shield Defense are not compatible conceptually with Stalkers because of the scaling offensive and defensive auras in Invincibility and Against All Odds. They would have to work against their play strategy to gather foes around them for their aura in melee. However, Willpower has such an aura on other meleers, and for Stalkers it has Reconstruction. A similar change could be put in place for Shields. The devs actually never said that Stalkers would NEVER have Shields, what they actually said was that designing a version of Shields specifically for Stalkers would have taken more time, and thus they did not do it AT THAT TIME. The possibility was left open for Stalkers to get their own unique version of Shields in the future.

    Stone Armor is a bigger issue, because again, the concept of Granite Armor, slowing the Stalker down and causing him to lose damage, is opposed to his concept. In addition, Granite would likely be mutually exclusive with Hide since it is exclusive of all other armors. So again, this is an incompatibility issue, like Ice for Brutes, not because the devs hate Stalkers and don't want them to have anything good.

    Ice, as I mentioned, I think is fine, and Fire, while it might be conceptually strange ("nothing says stealth like pouring gasoline on yourself and setting yourself on fire," to paraphrase a signature I've seen around here) would work if it was like clouds of soot and smoke instead of just fire. Besides, how in the heck does a Stalker surrounded in bright blue\\\\red sparks hide?
  7. In general, Defenders have the strongest ability with Buff/Debuff powers, as they are in their Primary. Corruptors and Controllers have the second strongest, with their buff/debuffs on average about 80% of Defenders. One important point to note is that control powers in a Controller's Secondary will be just as strong as his Primary control powers, so they will actually be STRONGER than the same power for a Defender or Corruptor. But for the powers that are the defining abilities of the Buff/Debuff Set, that's the order.

    Masterminds come in last, with about 60-75% of the strength of a Defender's buffs and debuffs. This is because they are intended, in part, to tank for the team by letting their henchmen absorb damage. This greater resiliance they bring to the team is countered by having their buffs to the team be somewhat less.

    The short version is, no, an MM with Dark Miasma will not be as good as buffing or debuffing as a Corruptor with Dark Miasma.

    If you're actually interested in knowing the specifics, it gets complicated:

    When it comes to debuffs, tohit, damage, or defense, Controllers and Corruptors have 80% of the strength of a Defender. MMs have only 66.7%

    Buffs or debuffs to damage resistance, Controllers, Corruptors and MMs are all the same at 75% of a Defender.

    It is also 75% for buffs to Defense.

    Damage and to hit buffs follow the same pattern as debuffs, 80% for Controllers and Corruptors, 66.7% for MMs.

    Healing, a Controller or Corruptor is 88% of a Defender, an MM is 80%.

    Thus, a set like Dark Miasma, with all its debuffs, is definately weaker for an MM. Tar Patch will be about the same, though. Force Field and Sonic, though, since they center around Defense and Damage Resistance buffs, they are about equal for MMs and Corruptors. They don't currently both share both sets, though, but Sonic for a Corruptor and FF for a Mastermind are about the same relative to each other that they would be for the same Defender. (Sonic tends to be a bit weaker in terms of protection, but then grants more damage in the form of -Res)

    In some cases, as well, the Mastermind version of a power is just nerfed, so MMs won't be TOO powerful. Dark Miasma is actually hit twice, Twilight Grasp has a much smaller heal radius, as well as healing less, as noted above. And Dark Servant is on a much longer recharge timer. It takes work to make it perma, while the Corruptor version is perma "out of the box".

    You might also be interested to know that Masterminds get better PERSONAL defense than Corruptors. They can't defend others as well, but Tough or Weave will be stronger for them. Their Epic Pool shields, as well.
  8. Quote:
    Originally Posted by Master-Blade View Post
    That was a really bone-headed step for me to skip. That's what I get for posting before work. haha

    I edited the post. Maybe I'll fix the whole thing later when I get home. I don't want to skip another step before I go to work again. lol
    Well, even if the numbers were off, I appreciate that analysis. I've known the pieces to the Recovery equation, but wasn't able to put them together before. (Mainly, what I didn't know is the 1.67% base recovery rate)

    So the base recovery is 1.67 End per sec

    Stamina adds 25% of that, or +0.417 End per sec

    3 slotted Stamina is +0.8125 End per sec

    And 3 slotted Stamina with the Performance Shifter Proc is +1.0125 End per sec. Or, about +60% of base recovery

    Is my math correct?

    Each EndMod but the last should give you about +0.1376 End per sec, so the Performance Shifter is better, but comparable. And personally, while I understand there are people who have lots of money to throw around, and large collections of drops, I ain't one of them. To me, the benefit of the proc is its ability to exceed ED.

    Although I must admit, the random nature of the proc and the fact that just dumb luck could cause you to suddenly recover your End bar just when you need it could be nice.

    (Carnifax's 8.33% is 33% of the 25% Stamina EFFECT. But it's proportional to base recovery, not End per sec, so it can't be compared directly to the 20% from Performance Shifter. In those terms, either Performance Shifter is 12% of base recovery rate, or Numina is 0.167 End per sec)
  9. Quote:
    Originally Posted by Ryougi View Post
    Yea, I noticed as I was typing the hole there -- scrappers have 5% to crit LT's, 10% to crit bosses, stalkers are a universal 10% that is buffed by the party -- figure it makes up for the ~15 base damage (.. according to mids, anyhow) difference -- sort like how corruptors have defender numbers, but scourge works out to be a ~30% bonus to overall dps
    Actually, Scourge works out to about a +22% bonus against Bosses and better, and only about 7% versus minions. However, Corruptors DO have about 15% more base damage than Defenders.

    Where Corruptors and Defenders even out is in damage buffs. Corruptors have greater damage, Defenders have greater buffs to their damage. So as a Defender stacks more -Res or +Dmg, it and the Corruptor come closer in line. (It's about 100% -Res, or 200% +Dmg, so -Res is much easier, especially with Sonic as the Blast set)

    Although, amusingly enough, when you factor in the solo bonus for the new Vigilance, Corruptors and Defenders break even immediately, when you compare 3 slotted damage. So then only Scourge is the difference.

    Scrappers have 12.5% more damage, but basically the break even point is 3 teammates in a 20 foot range for minions, and 5 in range for Lts and better. And you're still dealing with greater burst damage and the ability to use Placate. But then, of course, as noticed, you're sacrificing all of your AoE capability unless you are Electric, Dual Blades, Spines, or Claws. (Maybe Kin Melee too?) The basic idea, I think, is that Assassin Strike is supposed to concentrate all of that AoE damage on your single target. Which is why it tends to replace that attack.

    If you don't care about AoE damage, you could go with MA or Ninja Blade, but given your emphasis on farming and grouping that may be an issue for you. I don't know whether Spines or Claws would be preferred, but I would guess it would be one of them if you can't stand Electric. OTOH, the problems you have with the set may be solved by the somewhat different style.
  10. Quote:
    Originally Posted by Gearsinger View Post
    It could be fun to replace caltrops with bolas, which could act as a ranged knockdown and immobilize.
    I like this, too, although it seems more like a single target attack. It would be somewhat different from Web Grenade, as it would lose the -recharge but gain the knockdown. And would be pretty unique if it was just knockdown and not knockback.
  11. Quote:
    Originally Posted by Angelxman81 View Post
    If Ninjitsu was ported to Scappers...

    Nobody would play a stalker ever again
    I would.

    Dark Armor and Energy Aura both have stealth in them, and in fact, Tankers can currently have stealth, so I don't see the problem with Scrappers getting a nice gadget-based Defense set that includes some sort of Cloaking Device. It obviously can't be Hide, but Scrappers wouldn't Critical on a power that put them into the Hidden state or Placated anyway.

    The only issue I have with Blinding Powder is that with only a 25 ft range it would be a bit riskier getting into range to use it than Smoke Grenade. You could get into range with most Lts having a visibility of only about 15 ft, but it would be close. I think the Scrapper having a melee orientation and the additional advantage of the Confuse would balance that, though. However, Smoke Grenade would be too strong to stack unless you took the -perception out of Blinding Powder, and I would honestly prefer not to do that. So I think it should be one or the other.

    I don't see a PROBLEM with Smoke Flash, (note I'm talking about Smoke Flash now, not Smoke Grenade) but alternately it wouldn't be that useful to a Scrapper either. If he needs to high tail it out of melee he can just run for it. A momentary disorient or sleep might be useful, though, either to pull foes off an ally or to give the Scrapper some damage mitigation like Smoke Flash. I would just replace it with a PBAoE called Sleep Gas.

    That leaves Caltrops. Honestly, since Caltrops is a power in a Scrapper APP, I want to take its replacement from a Stalker APP. However, Scrappers now get those anyway, and there's really nothing there but holds and a sniper attack. A Web Grenade would also overlap the APP, and a Wide Area Web Grenade, as much as I'd like the idea would be to overpowered, I think.

    While I'd like it to stay a gadget, the only other things I can think of are Taser (remember, it would have a 20 foot range, so sort of a complement to Sleep Gas) or something like Poison Trap. Quickness has also been suggested, and while I've heard some say that might be overpowered, I'm not sure I agree.

    I suppose my most off the wall suggestion would be a sort of offensive aura, like Against All Odds, which would increase End recovery per foe in melee and debuff their damage. The damage debuff would function similarly to the scaling resistance in SR and represent you using your arms or bracers to deflect attacks. I came up with this some time ago as a way to give SR a little more mitigation and might be good for Ninjitsu now that SR has the scaling resistances and Defense Debuff resistance.
  12. Well, I was going to post in this before it turned into a long moral discussion. Now I'm not sure discussing individual characters is on topic any more.

    But personally, I don't see most of my characters as evil. Most of them are motivated by injustices they have seen in the past to lose faith in "morality" and attempt to remake the world in their image. The best example of this is my main villain, Silver Bolt. He was born into a Mob family, and his parents were betrayed by the Family and turned over to corrupt police, who killed them. He was then taken in by the Boss and raised by him. He resents his "father", but not openly. He was trained as a hit man, and has killed quite a few people, with only a few being "innocents", in his eyes. When given the chance to claim the powers of a metahuman, he took it with the intention of freeing himself from the control of others. But he's quite capable of embarking on a campaign of conquest as well, to turn the world into his vision of "Utopia".

    The thing is, being somewhat aware of his own nature, and facing off constantly against the heroes who ended up with some of the powers he wanted, he's come to realize that if he really did go that far, he'd be no better than those who were trying to control him. Or at least, in my own version of the stories separate from this game. He's got enough moral character to recognize that he is in danger of losing that aspect of himself, and that in fact the heroes are themselves pretty strong characters that can resist the corrupting nature of power themselves. So this reestablishes a faith in individuals in him, even if he still can't believe in mankind as a whole. It's sort of a redemption story, so he ends up as somewhat of a Rogue.

    My werewolf character isn't evil at all. There is no curse or animal spirit within him, he just looks like a wolf. And in fact, there are hints that he may be lying about getting the form by being bitten by a werewolf. He's a wrestler, and the monster werewolf act is just an act, at least to the extent that if he IS a werewolf, he's totally in control of it and fully sentient and aware of the consequences of his actions. He will defend himself if attacked, and in the Rogue Isles one is often attacked, but he's never actually killed anyone. Hurt them badly, put then in the hospital, yes, but no one's ever died.

    Likewise, my robot character isn't evil for much the reasons described. It's not sentient, just following its programming to continue functioning and provide itself with energy. It just so happens that that energy is human life. It DOES have a demonic spirit trapped within itself, but that spirit is weak, and probably not conscious of its actions either, at least not yet. Early on, the robot did decide that feeding recklessly on life energy would cause conflict with the "authorities", and so it took a more measured and less fatal approach to feeding from then on. This may pave the way for redeption later, although ultimately humans mean nothing to it. I think it could be said that it has no desire to inflict suffering, though, unless the demon starts to awaken somewhat more. (And turns out to be a major demon and not just some unlucky little minor spirit)

    The one character I have that is TRULY evil, though, is a wizard from medieval times who experimented with using magic to control and torture people. He finally found a way to switch bodies with a victim, and used it to trade bodies with a dragon. He's completely cruel and sadistic, however, when he interacts without people, he is polite and charming, sometimes unnervingly so. It comes, I think, from my liking villains that are not the stereotypical mustache-twirling villain, but instead are smart, manipulative, and most of all Genre Savvy. He's not going to tick off allies just to prove that he's evil, or kill a few otherwise useful minions to enforce fear. He's just going to jump you while your back is turned, drain you of all information and power you have to offer, and make you disappear forever never to be found...

    I suppose the darkest example I can come up with, but not one that is truly evil, is another robot character, a cyborg transformed from a young girl by Crey. As my main character, she was able to escape and stabilize the process, but her greatest fear is that the machine will overpower her and she won't be able to stop it. That happened to her Praetorian version, the process completed, and her mind was completely "assimilated". While she has gone completely insane, and there really isn't enough left of her human mind to be conscious anyway, there is still some part of her that is aware of what she is doing and has to watch as her body goes around killing people. Needless to say, she's not a character I play often, as it's not a very nice mindset to get into.

    Really, that's kind of what the werewolf mythology is about, although in this case I'm making it technological instead of mystical.
  13. Jade_Dragon

    Martial Arts ?s

    Quote:
    Originally Posted by Stryph View Post
    Yup. I think that's the issue. If by going back and changing one set it'd make the others a little more inferior. But it'd be relatively simple in a months time to flesh it out for the other sets. Disembowl doing a 360 AoE effect following successful Headsplitter (mind you it too is PBAoE which could be the influence against such a change) would be neat.
    Yeah, or even just adding a minor PBAoE effect to the most powerful of the attacks. Not to the extent that the PBAoE does as much damage as the main strike, but about as much as the AoE that was removed.

    Honestly, if the devs feel they cannot boost single target damage any further without "breaking" the AT, then that may be the way to go.
  14. Well, I have to say that a Stalker is primarily a solo-oriented AT. That's really been its weakness, while a Stalker can be very powerful stalking through a mission alone, in a team it is assumed that "there's nothing a Stalker can do that a Scrapper can't do better". Even with the revamp that hasn't changed -- except for the "better" part. On a team a Stalker now feels much like a Scrapper with a few extra party favors.

    However, those party favors are the difference. First of all, you have the Demoralize from Assassin Strike, which causes everyone around a Boss or AV hit by an AS cowering in terror and with a debuff -tohit. Keep this up on an AV during a fight and you can speed up the elimination of his minions, and then him. Second, AS, when following a Placate, is still one of the highest DPA attacks you can make, so as long as you don't get hit by an AoE while casting it, there's no need to hold it back. A Headsplitter will kill the AV just as fast, sure, but with a slightly higher chance for him to hit you.

    Plus, you've got that stealth, and the first free strike on the spawn with either an AS or a Crit. That can speed things up for the team, leaving them with one less foe to worry about. On a large enough team, the Stalker can actually start doing MORE sustained damage than the Scrapper, although that's unlikely, as it takes like 7 other allies in melee. Still, even if you don't want to do anything but scrap, and pick an AoE combo like the Elec/Nin suggestion, your lower sustained damage probably wouldn't even be noticable on an average team. You'll be killing right along with everyone else, and your allies will see the occasional Fears from your AS.

    One nice thing to note is that although you have a lower base damage than a Scrapper, since everything you do is based on a Critical, it all scales nicely when you are buffed by a team. So you won't be falling behind a Scrapper on a team with a Kin or Rad. However, Scrappers that can buff themselves to a high level on big spawns, like Dark or Kin Melee, will have the advantage there. Kin Melee is good, but there's some argument as to whether it's better on Scrappers.
  15. Jade_Dragon

    Martial Arts ?s

    Eagle's Claw is wow. When they revamped MA, they gave Stalker Eagle's Claw more damage than the Scrapper version. It's almost got as much damage per attack as Total Focus, now. (It's actually Clobber, albeit with a somewhat longer animation time)

    What Scrapper Eagle's Claw gets is the ability to Crit on the next attack. But as I suspect most folks use that with Dragon's Tail anyway, the greater damage is probably doubly better for Stalkers.

    Although it occurs to me if the devs wanted to be creative, they could have had the "Crit" for Stalkers cause a follow up attack to do an AoE "splash" damage. That would have taken care of the AoE issue. OTOH, Broadsword still lacks Whirling Sword, Dark Melee still lacks Dark Consumption and Soul Drain, Energy Melee still lacks Whirling Hands, and Ninja Blade The Lotus Drops. So if MA gets AoE damage, all those sets will have to get it too.
  16. They've so far lasted as long as my characters have had them. So if they expire the timer must be in months.

    IIRC, when I have changed alignment the Alignment Power disappears until replaced by the next. So I'm assuming this is an incentive not to change Alignment all the time. Keep switching between "pure" and "tourist", or going around the circle, and you'll never get your Alignment Power. Stick with it, though, and I'm guessing you don't have to keep doing the missions to renew it.
  17. Quote:
    Originally Posted by Mashuguna View Post
    I cannot thank you guys enough. Following your advice, here is what I did:

    - Upgraded all 25 IOs to 45 IOs (cost about 15 mil)
    - Repeced with more recharges in Flashfire so I can lead with it every fight
    - Kept Tough and Weave each 3 slotted with Def/Res IOs
    - Switched to the psi epic for the mezz protection and the psi armor
    - Started popping Def insp before fights
    - Started tracking who mezz'd and who I need to lock down better

    Now it is much, much more fun. I love the action of the fire/kin - I am always on the edge of my seat. I can't just stand there and melt them - I need to be on top of Transfusion, my Siphons, etc. to stay ahead of the fight - not to catch up after it goes down hill.

    The end result is I was able to set my diff to +1 and say I am equal to 3 heroes and have fun running missions.

    I also joined the suggested Virtue LFG groups. I'll try them tonight now that I am all set again.

    Thank you! The right spec and tactics make all the difference in the world
    Awesome. I may save a copy of this list for help once some of my more mezz-sensitive chars get to 45. (My only 50's so far have been a FF Defender, who doesn't have to worry about anything but Sleep, and a Thugs/Dark MM, who just didn't worry about being mezzed. Mind you, both were helped a lot by mezzes no longer dropping toggles)
  18. Quote:
    Originally Posted by Bright View Post
    But even if they are supposed to be elves and orcs... Why would it be a problem? It's not like those things haven't shown up time and again in the source material.
    I have a character who is supposed to be an elf. She IS the Elf from the video game Gauntlet Legends. Not based on it, not an homage to it, no, some Freakshow got hold of some Circle of Thorns incantations and SUMMONED the video game characters out of the game.

    I do have a bunch of characters that are based on my characters from my Dungeons and Dragons days, though. So they're in the sword and sorcery mold. Their origins are kind of shady and mysterious, though, I have one elven character that says absolutely nothing about him being an elf, just "he appeared one day". The same for a white-haired Amazon who just appeared, apparently in some sort of fever delirium, clutching a scimitar. I also have a couple of characters that are modern incarnations of my characters, one is his great-great-great grandson, while another is a young boy who just picked up a bow one day and went hunting baddies because he wanted some adventure.

    My main villain, who ties them all together, is from the past, and knows about their former selves. He was imprisoned by the Circle of Thorns for a thousand years. So now that he's back, forces are working behind the scenes to re-unite his old enemies so they can stop him again from fulfilling his plans of conquest.

    Seriously, you can explain any background in this game. Call it alternate universes, or clones, or deals with the devil. It's not like those kinds of things never happen in comic books.
  19. Honestly, it sounds like the OP explained the situation, the PvPer agreed with it, and everyone was happy. If he'd intentionally set out to harass the OP and turn other players against him as well after a polite request that would be one thing. But the OP admitted that he needed a little help, and the PvPer gave it to him.

    An example of how to deal with the situation, as far as I'm concerned.
  20. Anyway, on to a post of my own:

    I've been a fan of comic books all my life, Western style superheroes growing up, and Japanese Manga and Anime when I was a teenager. I don't really have a problem with any of them, I like all the genres, and couldn't care less if they are compatible or not.

    One thing I do feel I have to point out, is that comic books, particularly in the West, are our modern age's version of mythology. It's not a coincidence that Thor and Hercules and mythologically inspired superheroes like Wonder Woman and Captain Marvel draw from Ancient Greek and Norse myths. We are retelling those myths, in our modern day and age, with our modern backdrop of science and technology. But the stories are still the same old stories, and the heroes are still the same old heroes.

    Star Wars is the same thing. Check out Joseph Campbell some time.

    In the Golden Age, heroes were mostly magical and mythical in nature. Wonder Woman started out as an Amazon empowered by the Greek Gods. Dr. Fate and many of the other heroes mentioned previously were derived from the same sources. Even today, you've still got characters like Dr. Strange with magical powers, dealing with the occult, or recurring demonic characters like Mephisto providing magical and mythical influences for heroes that are otherwise science or technology-based.

    The Silver Age introduce the science and technology angle, with Green Lantern reinvisioned as a member of a space Corps, and The Flash with less nods to Mercury. (Garrick's origin was apparently somewhat scientific in nature, but then so was Superman, but this was considerably expanded on after the birth of the Atomic Age) And the dark anti-heroes of the 80's and 90's, whether you like them or not, are part of the history of the genre as well. So I think CoH does a good job of combining all these influences, and building a backstory and universe of its own.

    For me, personally, my main characters have always been superheroes in the Golden Age and Silver Age sense. Jade Dragon, Blue Diamond, Genie Gold and Silver Bolt would all have been completely at home in any comic of the 50s through 70s. Element Dog, the original version of Genie Gold, was very much based on the funny animal characters, like Krypto and Marvel Bunny. Although he was also very strongly inspired by Mr. Peabody of the Rocky and Bullwinckle Show.

    My two cyberpunk characters, though, Alan Midnight and his AI Rachel, are very much influenced by modern dark comics, as well as film noir detective movies, and cyberpunk influences like Neuromancer and Johnny Mnemonic. Not a small amount of Tron, as well. Bloodwolf is definately a modern hero in the non-costumed, mercenary vigilante mold, plus very strongly inspired by a TV Series called the Sword of Justice.

    Sandy, and in fact Rachel, are inspired by Anime, specifically Battle Angel Alita and Ghost in the Shell. Sandy goes beyond that into a sort of teenage angst, reluctant heroine kind of mold, like Sailor Moon, the X-Men, or Buffy the Vampire Slayer. Her story would be perfectly at home in a totally different genre, as she was originally created for a fanfic story I wrote for another game, but she makes a great (if reluctant) superhero too.

    I guess ultimately what I have to say is that when comic books range from Looney Tunes to Teenage Mutant Ninja Turtles to Strangers in Paradise, to The Maxx to Maus, what does it really mean to say, "this is a game about comic books?" Is it a game about comic book SUPERheroes? Or is it just a game about comic book HEROES? Is it a game about heroes in general? About heroes in the movies and TV shows as well? Is a pulp novel detective, or a mystical space-faring knight, or a sword swinging barbarian really out of place here?

    You know, I actually find the fact that you can create other MMOs' characters here, and you can't create these characters there, to be a GOOD thing.
  21. Quote:
    Originally Posted by Neuronia View Post
    Probably a small minority here but...

    I never grew up reading superhero comic books. Since I was raised in a francophone household, my lit consisted of stuff like Asterix, Tintin, Gaston Lagaffe, Iznogoud, Buck Danny...the first two you could call "superheroic" I guess, since Asterix gets super strength from a potion and they both have high cunning/mental acuity.
    Oh, awesome! I'm an American here, but I'm definately a huge fan of both Asterix and Tintin. Tintin I first encountered in a children's magazine when I was a little kid, and my 7th Grade teacher was an Asterix fan and got me hooked on it.

    Asterix most definately fits in the superhero mold, even though he's set in ancient Rome. I even have a homage to the character here I named "Ampersand".
  22. Well, it's actually two issues, Brawl itself is useful to Brutes for all reasons given here, but also there is the question of how useful it is to put Brawl on auto. It would still be as useful as it was before, assuming Brawl is as useful as it was before.

    It's a matter of personal preference, really. I know I like to do it because I don't have to think about it, which Brawl is on auto, all I have to do is hesitate between attacks and my End usage goes down. As long as I keep queueing up new attacks first, it will never go off. So it's a convenience. You might as well ask why put Taunt on auto on a Tanker, the main reason is so you don't FORGET to use it. (Or have something to go off automatically while you decide)

    Honestly, I use it the same way I use auto-Taunt on my Tanker. I have a keybind set up to say something to taunt in chat. It makes it fun. So there is a purpose to my keybind, it also sets up auto-Taunt for my Tankers and auto-Brawl for my Brutes. (And I still have the normal Taunt key to taunt on my Brutes. I don't want to spam chat EVERY time I taunt, but that way I can open the fight with a comment that's good for a laugh)
  23. Jade_Dragon

    Tip drops

    Hm. Let's edit this to make it less sure of the issue...

    Make sure you don't have any Fame Points that haven't expired. If you've gone to the Rogue Isles and found Villain Tips I don't see how that could be the case, but it won't hurt to make sure. Also, make sure you didn't use up some Fame Points on those villain missions, although again you said you deleted them without running them.

    If that is not the problem, then it is probably just a string of bad luck. I don't know what else to suggest other than to get a Hero Tip team as you said. Hopefully you will earn a tip of your own by running one.
  24. This has been posted before. And while Devices may have a power with Defense capability (and another with -Acc) it is important to note that it is the ONLY Blaster Secondary WITHOUT melee attacks. So it's my guess that you should got one or the other. Either you get melee attacks, or you get Defense and something like mines you lay down for the foes that get too close.

    Any set based on Martial Arts would have to be not too much based on Martial Arts. Devices combined with martial arts would be a bit redundant since there is already a Devices, but there needs to be some way to introduce some control powers as active mitigation. I honestly would like to see Martial Arts used with the bow from Archery out, combined with a small number of control powers from Trick Arrow, such as Ice Arrow. Obviously not the debuffs, of course.

    My take on it:

    General version:

    1) Flying Crane Kick - This does minimal damage compared to Crane Kick, but 100% knockback
    2) Storm Kick
    3) Caltrops - moved to tier 3 so Storm Kick can be picked up early, also consistent with Glue Arrow below
    4) Crippling Axe Kick (or the new high damage Cobra Strike)
    5) Focus Chi
    6) Gas Grenade - This has a blinding and confuse effect similar to Blinding Powder, or perhaps a sleep/choke like Poison's Poison Trap
    7) Superior Conditioning - I agree with this one as it fits with the concept of a martial artist, and is similar to Conserve Power or Power Sink
    8) Dragon's Tail - possibly increased chance of knockdown or increased to knockback
    9) Eagle's Claw

    Archery version:

    1) Entangling Arrow
    2) Storm Kick - performed with the bow out, same with all MA attacks below
    3) Glue Arrow
    4) Crippling Axe Kick
    5) Focus Chi
    6) Gas Arrow - As above, so named to distinguish it from Poison Gas Arrow, as it would NOT have the debuff effect
    7) Ice Arrow
    8) Dragon's Tail
    9) Eagle's Claw (or Oil Slick Arrow)

    You could actually do both, by using Cobra Strike in the general version, and Oil Slick Arrow in the Archery version, so only Storm Kick and Dragon's Tail would be common to both. The Gas Grenade could actually be Blinding Powder, (or a cone Sleep/Confuse, anyway) with Gas Arrow essentially being Poison Gas Arrow without the -Dmg debuff.
  25. Quote:
    Originally Posted by StratoNexus View Post
    Saying they should not bother changing it just because people will complain anyway is silly. They should not NOT bother changing it because people will complain anyway.
    You mean they should go ahead and change it. And I don't disagree with that. I'm just saying that it's ironic that players are complaining about redraw time when it used to not be a problem, and the players insisted on changing it.

    In other words, you are insisting on changing it back in some form. Which is quite different from "people are going to complain anyway." It USED to be like this, and it will take work to go BACK to it. Something that was ALREADY known to be unpopular.

    1) Do you want to reintroduce the redraw penalty to every single attack again? Increasing damage of all attacks accordingly to maintain the DPA?

    2) Do you want to rewrite all of the game engine code to eliminate redraw? Do you wish the devs to spend the time on doing that?

    3) Do you want to work within the existing system to minimize the redraw time and actions that cause redraw, possibly matching animations to available time so you get a faster animation if you draw first?

    4) Do you believe it is possible to eliminate redraw altogether and just have the weapon appear in your hand? What about BaB saying he tried to do that and was unable to work around the code? Do you believe he was talking about something else?

    You have to be behind one of the four. Any other suggestion is simply ignoring that this is a game implementation problem. Yes, it would be nice if it were possible, but you're ignoring the likelihood that it isn't.