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Posts
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Joined
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Ok here's my shot at it.
I like Agge's idea that she's at work and needs to look like it, but since I figured she's also dealing with putting things into the vault all the time, she's on her feet a lot and should be wearing flats.
I also added the Runes aura to her head because I think she should have something clearly mystical about her.
and the costume file.
Code:Edit- I accidentally made her shorter instead of shortening her legs, but barring that she's pretty close to how I wanted her.{ CostumeFilePrefix fem Scale -6.308 BoneScale -1 ShoulderScale -1 ChestScale -1 WaistScale -0.3434 HipScale -1 LegScale 6.829e-005 HeadScales -0.4286, 0.7233, 0 BrowScales -0.4724, 0.04381, -0.6267 CheekScales -0.4457, -0.501, 0.4495 ChinScales -1, 0.4166, -0.1276 CraniumScales -0.3043, 0.7047, 0.02286 JawScales -0.7371, -1, 1 NoseScales -0.496, 0.4747, 0.3893 SkinColor 155, 99, 63 NumParts 28 BodyType 1 CostumePart "" { Geometry shorts Texture1 skin_tights Texture2 bikini_3 DisplayName P1525729866 RegionName "Lower Body" BodySetName NewSkirts Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry Jackets_Sleeves Texture1 skin_tights Texture2 Top_15 DisplayName P566009771 RegionName "Upper Body" BodySetName Jackets Color1 126, 165, 241 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard Texture1 !v_sf_face_skin_head_03 Texture2 !V_Sf_Face_Makeup_2 DisplayName P687117166 RegionName Head BodySetName standard Color1 0, 137, 204 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry Smooth Texture1 skin_bare Texture2 None DisplayName P3937616722 RegionName "Upper Body" BodySetName Jackets Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry slipon Texture1 skin_slipon_01a Texture2 skin_slipon_01b DisplayName P2104750136 RegionName "Lower Body" BodySetName NewSkirts Color1 61, 0, 41 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry standard Texture1 MARTIAL_ARTS_01 Texture2 None DisplayName P177456852 RegionName "Upper Body" BodySetName Jackets Color1 61, 0, 41 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry V_Fem_HAIR.GEO/GEO_Hair_Rapturous_01 Texture1 !SF_Hair_Rapturous_01 Texture2 !SF_Hair_Rapturous_01_Mask DisplayName P2681220175 RegionName Head BodySetName standard Color1 0, 0, 0 Color2 31, 31, 31 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2793026233 RegionName Head BodySetName standard Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry N_Fem_Steampunk_01.geo/GEO_N_Emblem_Bustier_Vic_Steampunk_02 Texture1 !X_N_Fem_Emblem_Vic_Steampunk_01 Texture2 None DisplayName P2281134661 RegionName "Upper Body" BodySetName Jackets Color1 126, 165, 241 Color2 126, 165, 241 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P772741860 RegionName "Upper Body" BodySetName Jackets Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2371314042 RegionName Head BodySetName standard Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Fx Auras/Female/Runes/Runes_Hair.fx Geometry None Texture1 None Texture2 None DisplayName P3636920680 RegionName Special BodySetName Runes Color1 0, 0, 255 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry Pencil_01 Texture1 pleated Texture2 pleated_01b DisplayName P3930658043 RegionName "Lower Body" BodySetName NewSkirts Color1 0, 0, 102 Color2 61, 0, 41 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry N_Fem_Steampunk_01.geo/GEO_N_Top_Jacket_Vic_Steampunk_01 Texture1 !X_N_Fem_Jacket_Vic_Steampunk_01 Texture2 None DisplayName P828551227 RegionName "Upper Body" BodySetName Jackets Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry Student_Rolled Texture1 student_01a Texture2 student_01b DisplayName P90216369 RegionName "Upper Body" BodySetName Jackets Color1 61, 0, 41 Color2 61, 0, 41 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P1848153390 RegionName Head BodySetName standard Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P546439883 RegionName "Lower Body" BodySetName NewSkirts Color1 102, 0, 68 Color2 0, 69, 204 Color3 102, 0, 68 Color4 0, 69, 204 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } }
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Quote:Never thought of or heard of her referred to as old before.Azuria is just what you'd think she is - an old woman, not too dissimilar from the old woman at the top of the hill in Cimerora. Personally, I'd put her in a long-sleeved long dress and have her sitting down in the MAGI hall, either reading a book or drinking tea.
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Just FYI, they've genericed lots of Barbie variants over the years. Don't get too attached.
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Well that's why I suggested that a different sort of buff (or a weaker one) be applied when using the Veng Like power.
If they followed the standard rule that Auto powers are X% weaker than activated versions, it wouldn't step on the toes of people with "real Vengeance" at all. But it would be a really cool way for the last guy standing to get a nice big buff from other people that went down.
I also don't think it should interfere with other powers. Notice I deliberately didn't put any form of self rez into the pool You still have to get up on your own or with the help of someone else, and even if you generate some kind of effect when someone rezzes you, it shouldn't interfere with whatever buffs or attacks they cast on your dead body.
I really appreciate the positive feedback and thoughts though folks. Keep them coming.
Every time I look at the Power Pools we have now, I try to come up with new options. I love that the devs are expanding existing pools and I hope it keeps happening. But I also think that even given the generic nature of the Power Pools, there's room for more pools to be added. Especially now more than 7 years ago. I think they've gotten so creative with the powers system that it's an untapped gold mine to go back and look at Power Pools and revitalize them.
They make it easier and easier to fit what we want and make efficient and variable builds. They should give us more choices to go along with that. Make it harder (in a good way) to decide how to make an awesome character. Give us incentives to use 2nd and 3rd builds and get some real variety in our favorite characters. -
Quote:Viewable Data < Usable Data *nodnod*You know, I should have thought of that, but I come from a time where if you said you were going to make a high resolution image of a spreadsheet of a bunch of numbers and post that on the internet for people to fetch, you would have been flamed to death with actual flames.
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I don't like the idea of a power pool that is only useful to 4 ATs. As stupid and useless as some of the other pools are, they can still be taken and have a purpose for any AT.
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The game already tends to get messed up when trying to reconcile 1 month billing cycle and the counting of rewards (which is part of why I think they decided to rewrite the billing interface and open the P-Store). I shudder to think what would happen when you introduce .3 of a billing cycle into the equation.
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People have given lots of good slottings for Stamina. The big thing to remember is most of these IO sets you will be going for will have End Reduction built in. So in the end, your needs will be more than covered.
But you were interested in saving slots. With IO sets, the best way to save slots is by looking at 6th bonuses. If the 6th bonus for a set is something of marginal use, then 5 slot the power and use the slot elsewhere. Especially now that we have Alpha Incarnate Slots. If for example you picked Musculature, you could not slot a DMG/End IO from one of your sets, not get the 6th bonus, yet still have over 100% enhanced damage and have a slot to spend elsewhere. -
It actually goes a little further than "other boost powers did it." There's a Why and a rhyme and a reason that no one touched upon yet.
All Build Ups pop red.
All Aims pop yellow.
All Control effects pop rainbow.
In PvP you would counter each one in a different way. i.e. Be ready to heal or dmg resists, pop purples, or pop a break free. It was meant to give people consistent cues so even if they didn't know the exact power they'd know roughly what it did, when it was used and when it wore off.
Of course in the modern game I'm of the opinion that is all completely obsolete, and we should be able to color them all as we wish and have the mandatory colors in PvP only.
But there you go, that's pretty much the entirety of why Dominators are sparkle rainbow beasts. -
Quote:I don't treat suggestions like PvP and I'm not in it to win. I disagreed with the idea and I said why.Most likely to counter the d**ches that think their viewpoint is just as infallible, but declare themselves the 'winner' so the OP should shut up, slit their kitty's throat then hang themselves for ever thinking outside the box.
Or what I'd like to call: Close-minded >_> -
Ok, I see the key breakdown now. You don't understand how AoEs work that well. An AoE processes who gets hit based on who the NPC aimed at. If a Tanker has aggro and counts as 10 targets, and a second tank is second on the aggro table and counts as 10 targets, that soaks up nearly every standard AoE before the attack even calculates who else would get hit.
Even if the second tank isn't figured in the calculation that way, all a team has to do is make sure those 2 tankers are in the front, with the Force Fielder behind them, and everyone else on the team behind them and targeting though the tankers. The taunts of the two tankers soak all the single target attacks for 2 spawns, and your little broken mechanic soaks all the potential AoE spillover.
Thus, everyone else on the team is in perfect safety and doesn't have to worry about any sort of mitigation. To get a mechanic like you suggest to work, it would require a fundamental re-engineering of AoEs and aggro. This is not something smart developers do to a seven year old game.
Saying a broken mechanic is broken isn't being nasty. I'm being factual, not personal. -
Quote:So complaining about your problems is more important than solving them. Got it.If there were any rhyme or reason to sequencing of order or applicability to the subjects you need assistance with, there would be no problem, but I am not going on an easter egg hunt through every sticky to find out why clicking, targeting, 'drawing in' spawns, and door interactions fail so often.
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You really shouldn't be laughing at how broken your own suggestion is. And it did in fact take me 6 seconds. It took me longer to write my post, because I'm cooking dinner.
Doesn't change the fact this would be a horrible change, or that you're explaining it horribly. -
I'm sorry, most of these issues don't sound like problems with the game itself. Since Ultra Mode is optional, blaming that on problems would only be true if you're trying to implement it on a machine not designed to handle it.
If you're not already running on absolute minimum graphics, start there. If you still have the issues with long load times, and lag in activating powers, look at your internet connection.
As others said, repost or ask for this to be moved to Tech Issues. The regulars there are good at this and can figure out a lot just from some basic information (that you have to be prepared to give them. -
Since nearly every power in the game is at the standard cap of 16, I don't think this would make as much difference as you hope. Either that, or it's so unbalanced that it would make too much difference and fundamentally break the game.
A bit of jiggery pokery could abuse this mechanic to the point that no one else on the team would ever get hit, you'd quickly see less need for buffs and an almost complete negation of the usefulness of the AoE buffing mechanic they just added, not to mention heals, rez powers, and about half the types of inspirations most players use all the time.
Two SR tankers and a Force Fielder, and everyone else can bring a tray full of Reds and Blues and never need to do anything but attack. Took me about 6 seconds to come up with that example. Did you put some time into thinking about what that kind of imbalance would mean to teams and other ATs? Welcome back to City of Blasters.
No thanks. -
And interestingly, doing it too much is just as bad for you (in game terms) as smoking too much.
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Wouldn't shock me if it was, and it wouldn't shock me that it got changed. I don't think having powers like that in your Primary and Secondary is a good idea. However I'm all for giving people the option to take some Pool Powers to make the idea of Tactical Death more appealing.
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Sorry, this isn't the Player Sarcasm section, and this isn't the Player Rhetorical Questions section either.
Of course they're looking into it. It's a bug introduced less than a month ago in Issue 20.5 Once they have a fix that works, they'll patch it.
Until then most people have been kicking and reinviting the person who gets bit by the bug before they start their TF/Missions/Whatever. This seems to be a valid workaround in most cases. -
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Yeah in the back of my mind I was thinking it would end up being some kind of invisible Pseudo Pet to manage the effect. I wasn't going to get bogged down in the technical side of it, it's just ideas.
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My Mace/Shield Brute has Cardiac and loves it.
My MA/Regen namesake has Spiritual and it's perfectly matched.
Mu Plant/Thorns Dominator is a complete terror with t4 Musculature.
Nearly every pick I've made has covered a major issue with each character and pushed them over the top into ridiculous mode. It's possible I may chance the Brute to Nerve and Ageless though, that seems like an equally viable option to Spirit Rebirth. -
Part of me wants a long drawn out Death animation, kind of like Paul Ruebens in the Buffy the Vampire Slayer movie.
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Thanks for all the great comments everyone! It's appreciated.
Quote:It would be something like this yes. Taking Noble Death would lock out Shrapnel, for example. Then taking Spectacular Return would lock out Toxic. Then someone could take Immolation.My only question for you is, is this that way you'd want them to be tiered?
Tier 1 : Noble Death, Shrapnel
Tier 2 : Spectacular Return, Toxic Resurrection
Tier 3 : Immolation
I guess the ordering would really depend on which powers ended up being "stronger" It may likely work out that the On Rezz powers are deemed weaker, since you need another method to get on your feet in order to Trigger the effect. -
One of the things I love about City of heroes is that it makes "death" a transient and many times very viable tactical option. Attacks, buffs, and debuffs that need a dead target. Rezzes that buff the recipient or attack or debuff the enemy. They all make dying in the right moment a pretty good thing.
But I got to thinking, the NPCs have one thing that players don't have (yet). That is OnDeath triggered powers. Be it the Nemesis version of Vengeance, or the Carnies' death scream, or the Ghouls regeneration auras, for the bad guys, sometimes cool things happen when they die.
So I got to thinking that it would be cool to make a new power pool with some OnDeath and OnRezz auto powers. It also occurred to me that a slottable more versatile version of Self Destruct would fit well.
I think it would be a good pool to have 5 powers in, and to use the same kind of rules that apply to Soldiers of Arachnos powers. In other words, you can pick one OnDeath Power and one OnRezz power, but no stacking multiples.
So here were my rough ideas. I have more than 5 though and honestly cant decide which I like most:
Spectacular Death: When the character goes down, he tends to do it noticeably. So notably that the enemies are often distracted momentarily. AoE Taunt, short duration, with a ToHit roll. Purpose: distracts the enemy from the characters teammates.
Noble Death: an automatic version of Vengeance that fires off automatically, just like when Nemesis Lts go down. Make it weaker than normal Vengeance, maybe give it different effects, but let it stack (if multiple players go down).
Shrapnel: When the character goes down, automatic systems kick in to possibly take others with them. A minor DoT and debuff that hits anything nearby. Not a big attack but maybe enough to finish off a few weakened minions.
Spectacular Return: When this player gets up to start fighting again, the enemies are shocked and may lose their composure. AoE fear.
Toxic Resurrection: the revival process does something to this character's body and they emit a toxic cloud that reduces the enemies damage resistance for a short time.
Immolation: A slottable version of Self Destruct that has a much shorter animation time, but most of the same downsides. No body left to target and rezz, but area effect or self rezzes will work.
In the end, I just wanted to put these ideas out there to maybe change things up a little. Now that Fitness is inherent, there's a bit more wiggle room in some builds, but there still aren't that many great options among the Power Pools. I think this kind of pool would allow for some rewards for a different sort of playstyle, and at the same time make things more interesting. -
Put me on board for looking at these powers.
Hell I'd even settle for them reverting or fixing whatever they did to demonic/eye of the archmagus that now leaves it grayed out until after the rezz animation is over. It never used to be that way, and I can't think of other powers that are like that. If Moment of Glory is up, I use that, but sometimes it's not.
I'm not sure what they should do to make this power better. Untouchable status would help, or even just a shortish duration terrorize (the enemies are shocked when your arm reattaches itself and you get up, sort of thing). Heck, even if it just forced all enemies in range to em puke because seeing you heal is kind of gross, I'd be ok with it.