Kazz

Rookie
  • Posts

    215
  • Joined

  1. Quote:
    Originally Posted by Leo_G View Post
    And the confuse IOs has Coercive Persuasion which has a proc for 'Contagious Confusion' which is basically a chance to cast confuse around every foe affected by the power it's slotted in, resulting in higher mag confusion.

    Frankly, for mez effects, I tend to categorize them into several groups. You have 'Controller Mez', 'Ranger Mez' and 'Melee Mez'. Of course there's room for overlap but...

    Controller Mez = Holds, Sleeps, Confusion and wide area mez

    Ranger Mez = Immobilize, Knockback/Down and Hold

    Melee Mez = Knockdown, Stun and Taunt

    The reason you don't just straight up give every mez +mag IOs is because practically *every* set has mez in it. If you give IOs to buff mag like that, you turn everyone into controllers/doms able to 1-shot mez bosses. Sure there are some sets like Stone Melee that can 1-shot mez stuff, but those are the outliers and built around having superior control.

    But yeah, if they are going to add a +mag IO for mez sets, I'd only advocate it for Sleeps since that's what I'd consider a controller mez. If there were +mag IOs for stuns, suddenly Dark Armor would be better control than most controllers/doms.
    I'd rather they find some way to make sleeps more useful in general. As it stands now, if you have a toon that relies on sleeps for mez and you take a DoT Interface... congratulations, you just pancaked yourself.
  2. Quote:
    Originally Posted by CrazyJerseyan View Post
    My vote goes in the hat for new Pocket D additions...caged, puking, tentacled catgirls that are fighting monkeys.
    This sounds amazing.

    But now I hate you a little for reminding me we have no tentacled costume parts.
  3. I'd go for this. I desperately want an energy blast set that's got more 'oomph' and looks less diffused than Rad, and I personally wouldn't mind a gimmick on it. It's far, far less annoying to me than Energy Blasts's gimmick of "Blow everything all over the map all the time", but that's not a can of worms I want to open in a suggestion thread.

    On-topic, this looks like an interesting idea and I think it could work.
  4. I've only been around for a year, so I'm not a super long-term vet here, but... this really upsets me.

    My work schedule is entirely random week-to-week (this week it starts at 12p, last week at 4p and next week at 6p) and with the way this rush goes, I'll have somewhere between zero and nil chance of getting this code. Why are you making them one-use? It's just going to turn this wonderful, polite community against each other as everyone mad-dashes for the new shiny... I just...

    I don't know anymore, guys. Isn't there ANY way more fair and less random to do this?
  5. Kazz

    New ATs

    I just want Melee/Support. I know it might look fragile on paper, but if people can softcap defenders/corruptors and turn them into engines of destruction despite lacking an armor secondary, then by god you could do it with a melee character too.
  6. If I'm THAT fussed about dying repeatedly I'll play my Dark/Dark brute.

    Killing me is the worst mistake the enemies can make.
  7. Quote:
    Originally Posted by Expeditor View Post
    Assuming dual blades combos are never going to be revamped, how about at least giving the individual powers secondary effects of their own - every power in street justice and staff fighting has its own secondary effect regardless of combos.

    This could be as simple as giving -def to all 4 powers lacking an effect (nimble slash, power slice, sweeping strike and, excepting stalkers, typhoon's edge) - at the lower levels this will make it easier to land each successive hit in a combo and at the higher levels it opens up some io slotting opportunities.

    Of course having one of them give the e'er popular +def would also go down well.

    But yeah, that's it - simples.
    I'm not sure they'd have a +Def power (like Kat or BS) since DB is like Claws in that it has a +Dam/+ToHit power instead. I also wouldn't want a straight -Def across all the powers, but I could go for a little more variety (maybe -Res in one power? Vengeful Strike (or whatever it's named) maybe?).
  8. Quote:
    Originally Posted by Techbot Alpha View Post
    No, no, no, you're applying Star Trek Logic when you should be using Gears of War logic. I.e. if you're wearing a helmet, you have about a 90% chance of catching the spontaneous dead. Helmetless vastly increases your survival chances
    For me, I'd rather be a trekkie than testosterone-overloaded Stocky Refrigerator Space MarineĀ™ Big McLargehuge.
  9. Quote:
    Originally Posted by Graeve_Digger View Post
    The question is: If this was available in some fashion, would you want it?
    No. I wouldn't.

    I like to learn from my mistakes.

    Besides, debt is just another badge.
  10. Quote:
    Originally Posted by Graeve_Digger View Post
    You guys don't faceplant anymore?
    All the time. Trust me, ALL the time. At least once a day.

    It's almost always:
    1. I get too ballsy and get in over my head, and pay the price
    2. I'm locked in a long animation when I knew I should have used the skittle first.
    3. I fail to notice and eliminate a trouble mob (Sapper, Tarantula Queen) first.
    In all cases, I deserved the deaths, and I always learn from it and don't make the same mistake again.


    ... at least not in the same day. No guarantees about tomorrow!
  11. Quote:
    Originally Posted by Ad Astra View Post
    As a devil's advocate - who gets to choose whether and which server to transfer to if there is more than one player in the SG?
    This.

    Your suggestion sounds, to me, like a flat-out assumption that everyone uses solo SGs.
  12. Definitely want some masks that aren't only face-textures. Not just the domino-style one, but some wider ones with flares on the sides and stuff!

    It makes me sad that I can't use the kind of masks in the Full Masks set with hair.
  13. Quote:
    Originally Posted by Electric-Knight View Post
    Another idea is just simply giving an automatic response to tells saying This player does not have full access to the tell system or some such thing.
    This sounds like the best suggestion I've heard so far.
  14. Quote:
    Originally Posted by Noxilicious View Post
    So I've been thinking, one of the big things about Peacebringers and Warshades is that they get better with more people around, right? Except, as it is, having another EAT on my team feels like a waste of a spot whenever I'm on my Peacebringer. The moments that I find myself thinking "wow, I am really glad I had that slow protection just now!" are few and far between.

    The idea is that the buffs Kheldians get are based on the ATs around them, right? As in, Peacebringers "complemenz" the team, so they get a 20% damage boost for every defensive AT, a 10% resistance boost for every offensive AT and a 1 mez protection for controlly types. Now, since EATs are meant to be hybrid ATs of sorts, wouldn't it make sense that they buff those three aspects a little? Say, I'm on my Peacebringer and a Widow joins my team, I would get 10% damage, 5% resistance and 0.5 mez protection since they're a hybrid AT, boosting my own hybrid nature little. At the very least it'd be an actually tangible boost as opposed to one I don't even remember most of the time.

    Any thoughts? Would you feel it'd improve Kheldians? Ruin them forever? Or think it's completely pointless?
    You may not notice it much on a peacebringer, but I can guarantee you that Warshades eat up every bit of slow resist they can find. -Recharge will murder a 'shade, since every survival power of theirs benefits from +recharge. Eclipse, Stygian Circle, even Stygian Return.

    I don't think your changes are bad, I'm just not sure everyone would want the change.
  15. You have no idea how happy I would be with an electric pool (that ISN'T Mu) for scrappers or a "natural" pool for brutes/tankers.
  16. Quote:
    Originally Posted by Forbin_Project View Post
    Okay so they used a poor choice of words. Big deal. All they have to do there is change it to something like, "The police have everything under control here, Report to Detective (insert name) in (insert zone). He needs your help, so you're being transferred to his Precinct."

    And that solves your problem with the phraseology.
    Since I doubt they'll ever make scanners go up to 50, the least they could do is this. Then I won't feel like such a massive @#%$ when I open my scanner and the game tells me "you're a jerk, you don't care about the people in this zone anymore.".
  17. Just gonna put this out there:

    90% of my toons are heroes, and I don't want a Statesman statue somewhere obvious. If anything, I think we need a Sister Psyche statue that's large and somewhere of importance. I've always liked her best of the Phalanx and found her to be a more developed, likeable character than Statescrotch, er, Statesman.
  18. Quote:
    Originally Posted by AquaJAWS View Post
    As long as they don't do like they did with the Invader accolade red-side and make it inaccessible later on without getting lucky and finding a lower level team to grind out the mayhem missions with. Every badge will need to be history, exploration, or obtainable through Ouroborus.
    Don't forget defeat badges.
  19. I'm throwing my money at the screen but nothing is happening! Why NCSoft?!

    On a more serious note: I loved the celestial blast idea, and I like the other two just as much. Just... yes. Cosmic power shouldn't be too hard to justify when Incarnates are basically low-level gods.
  20. Quote:
    Originally Posted by Xyzor View Post
    1. 5% Toxic Resist - A few requisite Exploration and/or Plaque badges, Dr. Vaz, maybe Sewer Trial, a couple of Toxic-related kill badges.

    2. 5% Psi Resist - Similar to the above, but with Psi-related AVs/Kills/TF Completions
    Both of these sound fun, and it's such a small amount that I don't think it would be broken. Taking a teeny bit of the edge off of exotic types? Fine with me.

    Quote:
    3. +1% Def or +2% Res to all - Basically all of the kill badges. This might be a bit too much, but it would be nice to have a big reward for grinding out all (or a large majority) of the kill badges.
    We'd need to make sure that the requirements weren't obscene, but weren't easy. It'd be a fine line, IMO.

    Quote:
    4. Small amount (not sure what number would be beneficial w/o affecting balance) of End Drain or Defense/Resist Debuff Resistance.
    Yes. Just... yes.

    As for the click powers, they sound okay too. Not underwhelming, but not "ZOMG SO POWERFUL MUST HAVE!"
  21. Kazz

    Super Stunners

    Going to have to go with the majority opinion and say that I don't find Stunners cheap.

    Annoying? Well, yes, but if I stand in melee for it on purpose, then I asked for it.

    Even on characters with absolutely no ranged attacks (which I only have one or two of) I can solve the problem by: A) Jousting them, as Bill said, or B) hanging back and letting the people of questionable intelligence finish off the Stunners on teams.

    There are mobs I want looked at much before this, IMO. Looking at you, Illusionists.
  22. Quote:
    Originally Posted by Leo_G View Post
    For one, your sets gimmick seems to use the term 'cosmic power', 'attunement' and alignment. I'd suggest choosing one of them and clearly state in the description that it grants or uses the combo counter. You have attacks that (apparently) build 'attunement' (only the tier 1 says it builds it but the introductory paragraph says the tier 1, 2 and 8 do), you have powers that don't build or are affected by 'attunement', you have powers that are boosted by attunement and then you have powers that also spends attunement.

    You should clarify when a power builds attunement. You should clarify when a power spends attunement or doesn't spend attunement. You should clarify when a power is not affected by attunement.

    On a personal note, without names for some powers, the theme this set invokes (hitting someone with a meteor) and specifically avoiding any actual visual express of power (namely knockback or even knockup), it ruins any impression this set may have. It's namely a ball of effects (and snipping away at unwanted effects) instead of imagining a specific theme and letting *that* dictate what effects should and shouldn't be there. A meteor must be a weak-*** chunk of dirt if it can barely cause someone to trip on their rear...it's not like anyone's trying to portray a space rock possibly composed of dense metallic ore speeding at a target hundreds of miles per second here. That'd definitely only slip up people some of the times.

    But yeah, color me unimpressed by this partial attempt at a powerset write up. Would probably be better suited as an 'earth' based blast set focusing on smashing, lethal and fire damage with a pension for knockdown for an expressly mitigative set.

    When I think of cosmic, I think of otherworldly or strange. If I were creating a cosmic blast set now, I'd probably keep a strong focus on negative energy, gravity-type effects and teleportation...like maybe a warshade. Reshaped as a blast set:

    1. Density Orb (ST foe: negative/smashing dmg, -movement/-ToHit, chance of knockdown, *special*) Fire an orb of super dense energy that expands over the foe and quickly contracts, strengthening the pull of gravity on the foe for a time. Cosmic Attunement swaps the -movement/-ToHit with a splash of AoE energy dmg (5 targets).

    2. Gravity Shot (ST foe: negative DoT, -movement/-ToHit/-fly, mag 2 immobilize *special*) Rain down gravity's pull on a target, forcing the target to the ground. If the strength of the pull is strong enough, it may slow down up to 3 foes nearby the initial target. Cosmic Attunement swaps the -movement/-ToHit/-fly/immobilize with knockdown and replaces the DoT with more energy dmg.

    3. Gravity's Pull (Targeted summon: Gravity Pull patch; area foe: -fly/-jump/-speed, chance of immobilize) Target an area and intensify gravity's pull at that location. Foes caught in it will find it hard to move which will leave them vulnerable for a celestial strike from the meteor that was attracted by the strong pull. (AoE foe: smashing/lethal dmg, chance of knockdown after 3 seconds). Cosmic Attunement does not create the -movement/immobilize patch but adds energy dmg and knockback to the meteor.

    4. Black Hole (Targeted summon: Black Hole; area foe: -ToHit, teleport) Not affected by Cosmic Attunement. Summon a black hole out of super dense gravity. There's a chance any foe caught within 25ft of its center will be teleported to the Black Hole's center. The Black Hole's area is vast (reaching as far 45ft) and controlled by you. Any foe you hit with either Density Orb, Gravity Shot or Gravity Spout will be teleported to the black hole if they are within the gravity's field of effect. If Cosmic Attunement is in play, Gravity Shot, Gravity Spout and Density Orb will not teleport foes to Black Hole.

    5. Star Fall (Targeted summon/AoE, foe: energy/negative/smashing, knockdown) Not affected by Cosmic Attunement. Target a point in space and yank celestial bodies from the sky to rain down on your victims. You create an initial impact of gravity (across the whole area) then afterwards comets and asteroids rain at random, splashing over parts of the area causing energy and smashing damage.

    6. Cosmic Attunement (click self 'attunement', +ToHit) For 30 sec, shift your cosmic attunement and wield powerful and explosive energies. All negative energy from your blasts are replaced with positive energy and/or replace all gravity effects with knockdown/back and additional energy dmg.

    7. Gravity Spout (ST foe: negative/smashing, foe knockup/-movement) Unleash a burst of gravity that knocks a foe high into the sky and a chance to knock up 2 more foes along with them. Cosmic Attunement replaces the -movement with splash energy dmg (3 targets).

    8. Dark Matter (Target AoE, foe -perception) Not affected by Cosmic Attunement. Use gravity to funnel some specialized dark matter around the foes. Foes tagged by Dark Matter will react violently with your positive energy and have a chance to be stunned by any cosmic attuned attacks.

    9. Collapsed Star (PBAoE nuke; self *special*, foe *special) Depending what attunement you use affects the effects of this attack. Using Gravity, you draw in your power around you, inflicting strong forces on yourself and foes around you (self: heal 100%, -75% HP, -100% dmg resist all; foe neg dmg, hold, -movement/-jump/-fly/-ToHit). If you expand your energy, the collapsed star explodes causing the foes harm while draining yourself (self: END crash; foe: energy dmg, knockback/stun)
    This.... pleases me.
  23. I'd go for this. I probably wouldn't pick up any of the powers, but I could still go for it, as it's never made sense to me.
  24. I'd rather not, frankly.

    The ONLY instance I could get behind this is being able to pick from ANY APP/PPP for ANY AT, but that's another can of worms entirely.

    Me? Bitter about my scrapper having to go redside for elec powers? Nooooooooope.
  25. Kazz

    Ouro intro arc

    Quote:
    Originally Posted by Techbot Alpha View Post
    Really? Every time I ran that mission there was a Shivan Decimator guarding Lazarus. It even says so on that page. Unless they changed it more recently?
    There is one, but I've only ever seen it as an LT. What difficulty are you running?