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Quote:Personally, I'm not keen on the whole concept of an 'armor' armor set, but the ablative armor mechanic might be cool...A version of it is in Invulnerability and I think a couple of other sets as well. It is a click power that heals you some and gives you a bonus to max HP. I think it's more likely they would go this route than add some sort of phantom HP bar if they were going for the effect you describe.
Thinking out loud:
-What if there was a click power that granted you an invisible pet.
-This pet would be linked to the caster to take damage in the caster's place (think MM Bodyguard but the pet take all the damage).
-If need be, make the caster 'Untouchable' while the pet is alive.
-Like MM pets, when you cast it, the 'Armor' appears in a pet window so you know how much damage it could take before you have to 'summon' it again.
-Of course, the pet is unbuffable and unhealable by teammates. You could have powers in the set that 'repair' or 'enhance' your 'armor' pet though.
...basically, it's like taking a Mastermind set and replacing the pets with personal armor...almost exactly that...actually, I'd want this to be a MM set...like a mech suit mastermind or something >_> -
Feel free to answer only some or none of the following:
-Alternate animations. We've got them for Super Strength and Martial Arts. Are there plans to use this option soon for other sets?...like, in the issue after GR?
-Can you tell us *anything* about the 'stance emotes'? Like, when we get them, how do you activate them? Something? Anything?
-Monster/Beast parts. I'm jealous of the Demon summoning pets. Would love to get their feet option and skull-head option for normal characters...actually, I'd like *any* good monster/beast costume pieces outside of the 1 decent-looking werewolf head, the dragon head and the feline/feral/reptile face option. Anyway, can you tell us any development going on in this department? Maybe even adding more options (like beast heads + hat/hood)? -
Quote:Yeah, I figure it would be more prone to alternate builds to fit a more diversified set of attack sets and styles. You'd more likely choose to run one or the other...but considering the tier 9, if you could split your damage with 2 or 3 descructible pets that float near you, you could probably get away with weaker slotting for resistance.Yeah there are some potential balance issues but I think that they can be worked out based on what you have listed below. Limiting the mitigation to one specific type at a time goes a long way towards balancing the set. I can also foresee slotting being a concern and while dual builds would help in this respect; the idea was to allow a player to switch between Armor Conditioning on the fly, not once every X minutes if they go and talk to a contact. Once again though, the binary nature of your revamp makes it possible to 3 slot each power for either form of mitigation. The downside is that you would have to sacrifice numbers for either Fossilize or Reinforce in order to slot the armors for endurance reduction.
Quote:I like this version Avatar of Bone idea, though I would call it Ossiform or Bone Golem and limit it to one pet. Visually I see some sort of random collection of bones thrown together to form a multi-legged creature; something more alien and drone-like rather than a homunculus that can be anthropomorphized.
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Quote:Nobody likes transforming, apparently. I personally don't play Stone Armor (but that's more how the set is laid out not the looks...but I don't like the looks either). No one likes Power Surge either which changes you into living electricity. I'd steer away from transforming tier 9s. Although I like the premise of your idea, I don't think the +range would do anything because melee attacks are not affected by such buffs...but you can change a +% chance for a proc to specific powers (think Dual Pistol's Swap Ammo removing or adding the effects of each power within the set).
You focus all your power into creating a suit of bone armor, turning you into a bone giant.
Quote:And to be honest, this is very dark-knight. So another thing comes to mind: Animate Bones. The ability to summon skeletal defenders. I would not make them offensive pets though, but instead deffensive pets.
Give the character a toggle that pulses every 10 seconds. Every time it pulses it summons one skeletal defender for every foe in range to a maximum of 5, for 10 seconds.
Quote:I had a thought for a "unique" mechanic for this set. Taking a page from the new Dual Pistols set add in a power that changes the type of damage mitigation used by the base armors. By changing the density and composition of your armor you can choose between resistance, defense or regen or base options on some combination of the three. I think this would be great to tailor your mitigation for certain circumstances like AVs and GMs. It would also allow for some variety within the set itself.
Tier 1: Carapace
Toggle, 0.2 end/second **Special
*Res: +25% vs Smash/Lethal, +20% vs Toxic
**Def: +16% vs Smash/Lethal, +4% vs Neg Energy
Tier 2: Marrow Coating
Toggle, 0.2 end/second **Special
*Res: +30% vs Neg Energy, +15% to Fire/Cold/Energy/Toxic
**Def: +16% vs Cold/Energy/Neg Energy, +10% vs Fire
Tier 3: Bone Shrapnel
Toggle, .85 end/sec ***Special
Damage Lethal: pulses 2sec upon receiving dmg based on current HP after that period. Scale dmg improves with lower health
**Additional 10ft dmg pulse upon death
***Additional 15ft pulse with Bone Avatar activated
Tier 4: Bone Plates
Toggle, 0.2 end/second **Special
*Regen: Scaling +regen that improves with lower health.
**Res: Scaling +res that degrades with lower health.
Tier 5: Internal Plating
Toggle, 0.2 end/sec
Res 12 Mag protection against Hold, Immob, Stun, KB, Confusion
Regen +200% (enhanceable)
Tier 6: Calcify
Click, 10 endurance cost
Self 25% +Heal, 100% +Regen, +10 mag mez protection vs Sleep (Energize Clone -Endurance Discount traded for a 15sec longer +regen duration)
Tier 7: **Armor Conditioning: Fossilize; *Armor Conditioning: Reinforce
Toggles, 0 endurance cost
Fossilize is the +def option, Reinforce is the +res option
Tier 8: Bone Cage
Toggle .75% end/sec
(Clone of Personal Force Field but you can't move with this on)
Tier 9: Avatar of Bone
Toggle compound endurance cost .22 end/sec + .22 end/sec after 20 sec(not affected by endurance discounts) + 1.22 end/sec after 60 sec (also not affected by endurance discounts)
Summons 3 destructible bone pets that follow you and share your damage. They are continuously summoned after defeat with a 10sec pulse. Each has a weaker version of Bone Shrapnel so will pulse damage when they take damage.
Also, while Avatar of Bone is toggled, your Bone Shrapnel power is improved. -
Quote:The way I see it, the set would have the only dmg aura a Stalker could use. Make crit-able so it wouldn't be so bad if the enemy hits through your placate.Well it technically won't be spikes. Just bone shards. I kinda see what your saying. The set could be known for its AoE damage i suppose? It would be cool for the character to bust out of the bone hutting people after the hibernate thing is done. The set itself would be good for aggro and AoE damage. :/
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Quote:I'm with Starsman. Without something unique to separate it from the other armor sets, you're not asking for a cool new armor set to play with but a costume set to fulfill your concept.Well the set would have regen/defense. It would be the only other set to rival ice armor giving scrappers more slowing powers combined with spines. This could ALSO fill that whole metal armor idea because of spines being able to be customized to have metal spikes. Why not metal bones? This would kill two birds with one..bone. Pretty much. It also gives a match for spines instead of just picking regen.
Edit: Also to be honest. If you pick spines, I sorta think it makes me since for something with power over bones to be able to use them to protect themselves as well.
Edit edit: I suppose this also gives spines the shield they could never wield
When I think of 'Bone Armor' I think of a hard plate exoskeleton, not a bunch of spikes...spikes are just spines...
So the bone shards dmg aura kinda clash considering the names say 'carapace' and 'bone plates'. The idea of your bone armor breaking and causing damage is cool though but probably wouldn't be as useful with no self-rez after you die.
What about combining those two? A dmg aura that only procs when a hit connects? The bigger the attack (and/or the lower your HP) that hits the armor, the heavier the damage pulse ending in spectacular armor shatter at death that does max dmg at increased range (10ft instead of 8ft?). Kind of fits with Aett's proposed set too considering Bone Plate protects you less when you're at less health, so your dmg aura will cause more dmg if the enemy can bring you down that far.
Also considering the weaker protection with low health, I'd want a self-rez in there. I never cared for the crashing tier 9s. Their crash and long rech make them really unwieldy. Why not just make the Hibernate clone the tier 9? Or a short duration, shorter rech and crashless tier 9 like Regeneration? -
Just to post your idea so we don't have to swap between threads here:
Quote:I don't like the idea of self-buff only. I want a melee defender primarily because the ranged defender is slow, anemic and doesn't carry the style I favor (I like melee especially weapon melee. if you're going to be blasting at range, you need to be able to decimate the enemy to keep my attention either outright defeating them quickly (blaster) or just plain screw them over (dominator))BRAWLER
Symbol: fist smacking into palm, brown background
Sound Effect: A series of thuds and grunts of pain
Hit Points: Medium
Damage: Medium
Primary: Melee (on par with Tankers)
Secondary: Self Buff/Enemy Debuff (on par with Defenders but functionally like Invincibility)
Special Ability: Throwdown – Adds a percentage chance for each attack to deliver its damage as a short range AoE attack. In the case of natural AoE attacks the Throwdown effect will add a slight damage increase.
I want to play a defender and help people but I also want to smack stuff up close.
In that case, I favor the OP's idea.
For the inherent, I'd want something closer to dominators (their inherent is just so wonderful). Call it 'Revenge'.
-You build a bar by being attacked (only) that increases your chance to exact revenge on the enemy.
--Revenge = chance of added debuff/buff to your support powers. So Sonic Siphon has -22% res to a target but has a chance to add an additional -6.6% res (30% of the original debuff).
--Revenge = also a chance to do a 'critical strike' that does an additional 50% of the original attack
-You also have a click button like domination. This Revenge button is basically a breakfree/20% heal(or whatever is balanced) that recharges in 60sec(not affected by +rech) with a 30sec duration...but this has a chance to proc the revenge for double the effect (60sec mez protection/40%heal).
For the trickster, the lack of soft control makes this feel subpar. The lack of anything special like the control set's pet doesn't set this apart from the tanker who takes an epic pool set. But overall, it seems to have at least some sense of balance. It'd be weak but defensive...so it probably wouldn't be very popular.
I would say replace the AoE hold and build up with placate and a sort of Assassin's Strike but for control...like a ranged, short radius (like 8ft) AoE confuse with an interruptible animation. Give them Stalker defense sets (complete with Hide) with some kind of bonus to either attacks or controls?
I dunno, just thinking out loud here. -
For some reason I want to say The Lion, the Witch and the Wardrobe movie had a scene with a drinking rodent...could have been the beaver or something else tho.
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I think they should keep trying. What's the worse that could happen? Worlds.com goes bankrupt?
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Quote:My suggestion to those issues, while probably the tougher road I think the game would be greatly improved besides, is to add more varied enemy groups. We need varying and alternate enemy groups that cover all origins across all level ranges.Except that doesn't work. At, say, level 35-45, 45+, there aren't 'easier' critters. You're into Rikti, Carny, Malta and Nemesis territory, none of which can really be classed as easy (not in general, anyway). Having origin specific enhancements is all fine and dandy; but things that are meant to drop as rewards that you can't even use? I don't buy that.
Although I don't really fight enemies for their enhancement drops, if you needed to more options should be available. Not sure about the new enemy copy-cats we're getting soon...maybe it will help this issue. -
Cloak of Fear is tagged the same as Oppressive Gloom with non-stacking pulses for the caster but will stack with multiple casters. The -ToHit will also stack for your cloaks, adding a higher layer of protection than the drunk-walk stun auras.
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Just checked my rep (not that I actually care, just curious) and my comment asking to 'leave enhancements alone' gets a -rep + simple 'no.' response?
Lol okay, go ahead and mess with the enhancements. Oh wait. You can't! To bad for you ^^
PS: I actually like the enhancements, pics and names on a lot of them. Makes me feel I'm actually finding stuff rather than generic item #461. For other characters, simply ignoring the names is not asking for your first born's blood. -
I skipped over this post because the OP seemed focused on making elemental weapons. As far as power selection goes, it would never work because it's not balanced. There's a reason Dark Melee is primarily ST focused and Dark Blast isn't prominently burst damage. Also, there's a reason why they have strong debuff and control secondary effects.
Can you imagine Spines or Fire Blast with -ToHit?
But the other suggestion, alternate powers and what not, it may never happen because of coding and balancing issues but I always feel it is a great direction to go. Touching back on a previous idea of mine that might sorta tie in to this one: Partial powersets/powerset branching.
Have you ever wanted a 'demolitionist character'? One that deals with bombs, mines, missiles, grenades and all things explody? Well, I probably wouldn't feel right asking for 9 powers with this theme in mind considering, as a blaster, you can have mines and a time bomb from devices and a missile from munitions and a grenade from AR...but that's only 5 powers spread across 3 pools!
Well, what about branching AR to have some alternative power options balanced as if it were a new set? You could mix and match some of the first couple of powers but the last ones would require certain power picks. -
With the advent of Demon Summoning and 2/3 of the whip powers being close/melee range as well as the Earth Assault set being primarily melee range, I could see a pure Pistol Assault set with just 2 melee attacks. One could be a good ol' pistol whip while the 2nd could just be a 'insert pistol in enemy's mouth/eye/orifice and pull trigger' type of animation. The rest of the powers could simply be range.
If not that, I'd suggest sticking some martial arts in there so you can kick/whip and shoot. -
And you make horrible nonsensical analogies.
But no, I wasn't equating you to Jack. He has 2 commercially advertised games that have made money. But I suppose if you take it as a compliment then sure, but otherwise no.
And I'm pretty sure there are scores of examples of imbalance and broken-ness in MMOs. I just thought it was a given so didn't need more than one relevant example. -
Quote:The analogy is, it's a two-way street. If it's an unbeatable defense, it's only because neither foe has joined on the battlefield to begin to fight. No army will defeat the other if they never engage. So Earth 007b's army has an unbeatable defense because they're in a parallel dimension to Earth 1801q, unable to cross path?Uhm...not quite sure what you're getting at there. And that analogy isn't sound, either. Phase IS an unbeatable defence. You CANNOT kill something while its phased. End of. Except in PvP, but thats an abomination anyway (Mechanics wise. Im not trying to be nasty)
Quote:Sorry, but chalk me +1 up for 'broken' too.
Quote:Thats a really bad comparison. WP and Shield are NOT immune to death. Yes, if built right it's easier to make them really tough. That is, in large part, thanks to IOs. And it depends on just who you're fighting. Both die just as fast when fighting Malta, Carnies or Nems. And even then, other groups have their ways. Needless to say, no set is immortal. Nor should it be. Heck, Shields attack is to make up for its slightly lower res/def numbers, when compared to, say, Invul. Shield characters do more damage, yes. But an Invul will outlive them, in my experience anyway.
My suggestion specifically doesn't make you immune to death either.
Quote:Except Stalkers are already ST focused as it is. And besides, the armour as it seems to be proposed IS broken. The other stalker sets have to fight one vs one style while the REST of the mob is hitting (or trying to hit) them. This one set would, the way it got proposed, blow all the others out of the water. Why would you bother playing anything else, when you can toggle immortality on and off nearly at will, and pick off enemies one by one without ANY fear from the rest of the mob?
Are you implying Stalkers should just be satisfied with the hand-me-downs of the other melees for their armor sets? That designing a set with their tactics in mind is not a venue that should be accommodated?
Quote:Willpower can stand up to a dozen or more minions without a problem, but a pair of high-damage bosses or a decent AV can wreck the Willpower tank in seconds.
Quote:Please. PLEASE take into account that I'm developing an MMO with it's own balance issues (working on them!) and am starting to get good at seeing where inherent broken-ness lies.
You boast your knowledge and creativity. To a true creative thinker, no idea is broken. -
Quote:Actually, and I could be wrong about this because I've never actually taken Phase Shift to a Hami raid, but Hamidon ignores Phase shift. He can attack you through it as well as Hibernate.Patently False. Yes. I think it's overpowered. Why? Because even with hard-capping of your defensive powers (the absolute limit of defensive awesomeness) all enemies still register a 5% chance to hit you. Hamidon IGNORES all defenses and smacks you without question, regardless of how many "Phenomenal Lucks" you pop in a row. Phase Shift, At Will, as a Toggle of limitless duration, ignores the 5% chance of being hit and causes the Hamidon to miss you.
Quote:It's an un-beatable defense that the player has full control over in every respect. This is broken. Toggle the power on and there is no longer risk, at all.
Quote:Lock in aggro, run into a group, pop the toggle, and stand perfectly still while your team beats up the enemy. It'd be like having both "Unstoppable" and "Evade" at the same time. Sure. You can't attack. But you still take the entire Alpha Strike without getting so much as a rip in your cape.
Quote:What you're suggesting is giving the powerset both the ability to turn themselves intangible (ignoring all non-intangible attacks) and the ability to make a single other target intangible (and thus able to be attacked) So you're suggesting that the set should Ignore all attacks outside of the one target, grant regen to the player, and single out the one target completely? I can't agree with that, Leo. It's BROKEN so long as you keep it a toggle power. Make it into a click with a 10 second duration, build up, +regen, +recovery, +Resistance (all), and +def (all) for all I care. But if it's a toggle it's simply -too- powerful as a damage mitigation tool.
Outside of all the other stuff you said, I feel it's pointless to drone on about it further but I'll point back to your comment about suggesting unique ideas as 'fine and dandy but...'
No one seems to have an issue with Willpower and how it can wade into a mass of weak to moderate enemies and stand around all day without worry of defeat (please, someone crunch the numbers on that. How much danger is a WP brute in a group of +0 minions and Lts? How many of them does it take to defeat him and how long?). Or the Shield Scrapper that gets absurd levels of damage with a huge AoE attack to swing around with it.
So what's wrong with an armor set specifically designed to handle single targets rather than masses of them? It's what a Stalker does best and why I proposed it as a set for that AT. Just like the masses of weaker targets pose no threat to the WP tank or the masses are simply fodder for the Shield Scrapper, a hard single target would be snipped by the Phasing Stalker. It's what it does well and would seem overpowering if only it's advantage were considered rather than everything the set provides. I bet if we never got WP or Shields and I told you the numbers and tactics of them now, you'd probably say they were overpowered too...and they just might be....but then fighting hoards of enemies with masses of AoE is 'the fad' of the game so should seem far above focusing on that hard boss. -
Quote:It's because you have some skewed sense of balance and overpoweredness that hinges on intangibility being some kind of omnipotent god mode yet fail to measure exactly what utility such a mode costs. Of course you're going to ask repeatedly, because you want an answer that supports your opinion. Well I only have answers that defy your opinion. So it's probably pointless for me to press on any further.And yes. I did read the whole thread. I'm asking you (repeatedly) to explain how we can make an Intangibility power more useful/effective/attractive than the pool power for a scrapper set to use -without- making it overpowered.
But have you contemplated the other side of the argument? The side where opinion says intangibility is a *burden* and phasing is *useless*? That such type powers can and will be skipped because their utility doesn't outweight the power slot? I have, and that's why I propose multi-layer utility for it. That's why shifting in my idea improves regen. It's why I proposed the ability to 'un-phase' mobs that phased themselves as a means to aid the team. And it's why phasing a single target to deal with it alone is a possibility. You can use one, all or none of the above and the set can still function.
But the primary reason for the suggestion is because such a mechanic is underutilized. No one likes phase because the few powers in the game that do it aren't very useful. If the mechanic were spread more throughout the game, with more enemies that phase themselves or others with more powers that accept intangibility enhancements is the time and place the suggested set would be useful in. -
Quote:More likely than not, you're phasing a target to separate him from his allies because he's too dangerous to face normally. It's most likely a boss or elite boss or a defensive Lt. Just like any other control power, it's built to make the enemy easier to fight head on.
As for your "Phantom Aura" set I've got to ask why +Res would be useful when you're able to Phase Shift. Or, given the other powers in the set, why it isn't utterly broken to do so. In your set going Intangible added in a +Res to damage types. You gave the Defensive set the ability to shunt a single target into intangibility AND apply a -ToHit while using a defense based set. So you're taking on one foe while no others can hurt you (phase shifting the target, then turning on your own phase toggle) gaining a bonus to resist damage from that target AND lowering his ability to hit you?
Also, in a team environment, if you're grabbing a target and making him untouchable by the rest of your team except you, you'd better handle it yourself otherwise you're just slowing them down. Both the bonuses while phased and the debuff (probably only minor to moderate) will make that so.
Quote:Are you suggesting we make it better by ALLOWING the Intangibility defensive set grant the user the ability to hit people who AREN'T phased?
Quote:The alternative is making an OP single-target slaying ARMOR SET judging by your Phantom Aura set design. The later revamp didn't help the problem, either. Your set would allow a player to single out a foe, fight them with impunity as their allies helplessly threw themselves at your untouchable character, lather, rinse, and repeat. It's reward with absolutely -minimized- risk. The Defensive sets are designed to stand up to punishment from multiple targets in the higher levels, not to single one guy out to gut him like a fish while being completely immune to any form of retaliation from his allies.
Yes, you can single out an enemy, and beat him while his buddies are helpless to aid him (if they can't phase themselves) then rinse and repeat. But it will be slower than a petless MM soloing because most likely the foe intangible power will have a moderate to high recharge.
That said, I never claimed the set I proposed was great or balanced but it's unique. And those that have discussed it aren't really worried about the whole 'can't touch this' status because, on a melee character who will wipe out entire spawns in a matter of a 30sec window, the utility of it all is more than suspect. -
Quote:Exactly how useful is that, though? What are the benefits of doing this? To puff out your chest and boasts that you can 'tank' an AV forever?
Anyway... You're still neglecting to argue against the fact that you could toggle it on Mid-Fight and LEAVE IT THERE. Permanently. Forever. Leaving an AV to stand there swinging at air for however long. No other powerset has the ability to ignore all damage and danger completely for a limitless (or nigh-limitless) period of time every 90 seconds.
Quote:Also, Arguing that "It's ten seconds a Brute can't swing!" in the post directly after arguing that "Longer Duration is better" is kinda counter-intuitive... Is it worse or better for a brute?
Quote:But okay. By all means: Design a solution to the perceived problem! Give me a different Tier-9 which works, Add in a Phasing power lower in the roster if you like. This goes for you, Leo and Monkey, too! Rather than tell me you don't like it, offer a solution that we can work on together. Forward movement of the discussion rather than lateral arguing.
You kind of have to read the whole thread though as the idea was added to and changed by various posters (and the fact I didn't know much about the issues of phase when I first made the OP). The discussion seemed to be going toward the utility of being able to Phase, not it being overpowered.
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Quote:This argument is useless. A stalker can walk nearly all zones without being harassed from level one. That anyone, Tanker or no, can walk around a zone and not be attacked is no more a balancing point than an endurance-less 100% invis.
On the first count: Being able to be intangible for any length of time the player chooses is broken. It means a player at level 1 can toggle it on and run through level 50 zones without being struck. Ever.
Quote:It means a total armor toggle, utterly undefeatable by NPCs of any stripe. Fighting an AV? Taunt, Toggle, wait 'til it attacks a teammate to de-toggle. Taunt, toggle. Continue. Renders the AV/EB/GM powerless to hurt the party (save through AoE attacks which, generally speaking, do less damage than melee or ranged attacks). If it's got a long recharge: Taunt, Toggle, wait 'til the team is under attack, detoggle and rely on your other defenses/party heals until it recharges, taunt, toggle, repeat.
Quote:Remember that this is a defensive set used by Stalkers, Scrappers, Tankers, and Brutes.
Now... If you can't escape your foe in a ten second pell-mell run, then there's already something wrong with how you play. So it's usefulness as an "Escape" button is still valid. Ten Seconds of Regen and Recovery buffs while not attacking or being hurt should account for most of your hit points returning by the time it detoggles (assuming your teammates have those powers or you have Health and Stamina) which makes it an excellent "Hold the Phone" power with the taunt keeping aggro (mostly) on you. However it doesn't lock you into 30 seconds of waiting around.
So I disagree that it's "Worse" than the pool power, and contend that with a seven second "Taunt" effect it is, in fact, -far- better.
You're putting far too much weight on the enemy not being able to attack you and not enough weight on you not being able to hit back...you know, the job of Stalkers, Scrappers and Brutes?
And a Tanker that just taunts every now and then and phases is less effective than a Tanker that just simply taunts. Remember that. -
For one, the toggle on off utility is already built with a disadvantage. You can't do anything with it on. And for two, the OP never said the recharge of the intangibility toggle. It could have a decent rech so toggling it on/off isn't as simple as you'd think.
PS: the tier 9 you suggest is *worse* than a pool power which at least lasts 30sec. That's not good. -
So your argument is "You can taunt and then go intangible. Broken!" but then suggest a tier 9 that does exactly that but with one click of a button? I fail to see your logic.
Quote:This would not only break an already broken pvp system, but would reduce it to nothing but intangible characters going into pvp zones, since you could break away into intangible status at any point, whenever you want, if things go bad. That is bad.
Solution to the PvP woes: -Inventions temp powers and PvP purchasable temp powers that grant phase shift. Done and done.
There's a reason the devs implemented the Phase attacks Phase rule in PvP. No one will be 100% safe with just intangibility. -
Quote:I'd be hard pressed to decide where resources are ultimately better used for. Personally, I'd rather they just add a slew of animations to the existing sets (like plasma blade animations for all Fire Melee, cryo-blade for Ice Melee, Pole-axe/scythe animations for Battle Axe, Hand Cannon for Sonic, etc) than 'wasting' resources on new sets that have esoteric concepts like 'Demon Summoning' and 'Kinetics'.Possibly but it would really just come down to rehash of existing power sets. Far better to use the same resources to create new power sets for the existing archetypes.
Obviously, much of that is an exaggeration. I *want* new sets but that doesn't mean proliferation, animation re-works or alternate animations will somehow 'get in the way' of said new sets. Our devs are awesome. They can do it all ^^
Quote:So again we come full circle. The option already exists in the game and given the chance to release five new standard archetypes in City of Villains, which was released in conjunction with Enhancement Diversification, the developers did not present us with a ranged/defense option.
Now that I think about it, Kinetic Melee may even be another option to fill in the ranged/defense gap!
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-Show me where the option already exists?
-Kinetic Melee is not ranged. It's melee. -
Quote:Because I have a differing opinion that opposes the common direction of the thread and I don't feel like coming back to defend my positions constantly.But that's the whole point of this thread.
I'm confused. Why refuse to comment on what the thread is about?
But changing the very foundation of enhancements miffs with way too many other things besides the issues this thread is concerned with.