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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) -
Quote:And I'll concur with this as well.To be honest, I do not think the median was the primary point that Arcanaville was making. Rather, the fact is blasters do not get the best +damage buffs. That was the primary point. Blasters do not get Rage. They do not get AAO. Until recently they did not get Soul Drain. They don't get Accelerate Matabolism or Fulcrum Shift (not even just a personal version).
But if you do want to go median, then you will also need to start including the other offensive benefits armored ATs get besides +damage.
Arcana's intent with that post was to demonstrate that, BU and Aim were never very good dmg buffs. It was why they offered so high and lossless a bonus, because they aren't that great in general circumstances.
IMO, I think sets like Street Justice, Titan Weapon and the upcoming Water Blast have it right, a buff that, while not great, is coupled with a strong set-specific bonus on top. BU and Aim are just standard buffs but Combat Readiness and Build Momentum are standard buffs *AND* improve their special attributes greatly and IMO again, outstrip whatever standard features BU/Aim manage.
That isn't to discount burst damage though. I think Stalker Kinetic Melee (and hopefully the new ATO) got it right with instant-recharging BU. It basically turns the prospect of using BU into a set speciality as using it means it's extra feature is recharging it again. This can facilitate using more bursts or emphasize a single burst all with the same mechanic. -
Quote:Personally, I think you're right. Burst damage just isn't a metric people on the boards elaborate on. I've always been of the thought that Burst was what helped even out Stalkers and Scrappers. Scrappers got the DPS while Stalkers got the Burst and changes to Stalkers should have focused on magnifying and facilitating burst damage. Had Assassin's Strike's quick animation been reversed so it was faster in hide rather than out, it would put the emphasis on burst damage and the tools that helped them achieve it. With the current changes, it favors DPS. Not that it's broken the AT, it just made them Scrappers who focus on DPS. People say Stalkers still have burst damage, but forget damage stops being 'burst' when you do it all the time. 3 attacks + AS will outstrip using AS from hide for practically any melee set and is a far more efficient use of BU. This devalues any type of 'burst' one would achieve with hidden AS.Arcanaville:
I have a counterargument, but not enough math to support it. My gut feeling [flinch] is that burstiness is disproportionately valuable[1]. If a perfectly even stream of damage buff was just as valuable as a short, intense burst, every Blaster should value Assault higher than BU and Aim combined. [2]
Maybe burstiness is only of significant value to Blasters. [3] Maybe Blasters make suboptimal use of their bonus damage because they need it to make up for the lack of defense. Maybe the perceived benefits [4] are not enough to overcome the advantage of one or two REALLY good powers like AAO.
[1] Every casino loves a gambler who goes on gut instinct, don't they?
[2] "should" and "does" are dramatically different things, of course.
[3] It is interesting to watch Scrappers react to "really dangerous" enemies- I'm thinking Sappers in the good old days- because all of a sudden quick mezzes, burst damage, etc. is VERY important. It's like Blasters are, every minute of every fight.
[4] Burst bonus can be applied moving between spawns, it can augment an alpha or otherwise be strategically applied to the best attacks, and its advantages are magnified by the downtime between fights. AAO has essentially all of these advantages, of course.
So yeah, burst damage is an undervalued or even ignored metric of dealing damage. Few actually try to facilitate actually *killing* the foe in a few shots vs averaging a kill speed over a large number of foes. One is focused on now while the other basically retroactively measures performance as a whole. One can outperform DPS metrics 'now' and underperform 'later' but for the calculations used, no amount of burst outweights that period of underperformance. -
Curious, can anyone name the other map-types we have?
Like how many unique cave-types do we have vs how many skins over those maps such as the 'big cave' which is reskinned with the bone/flesh in Dark Astoria to look like the entrails of a large creature.
Are the Oranbega map-types unique? I know they reskin/recolor those.
Off the top of my head, I can't think of much. Council map-type (with Fifth Column reskins), Sewer map-type, 'narrow cave' map-type and such.
Now, I *do* feel the devs could add more unique map-types but they can also reskin more than just office maps as much as they do. Reskin some warehouse maps some more, make vertical map-types to reskin, etc. -
Then I wonder why no one commented on the thought then. I figured it was a perfect compromise as that is the only other debilitating effect of mez (the detoggle and/or suppression of effects and the need to retoggle). Without that, mez is merely a duration where one can't use powers...and *that* is partially overcome by the fact Blasters *can* use 3 out of the 18 powers from their prim/sec.
So yeah, I already don't mind being mezzed or chain mezzed on my Blasters. I have adapted. But it really limits viable strategic builds if powers are constantly suppressed or have to be turned back on constantly...it's practically pointless to try using offensive auras if mez is around. Currently on my DP/Fire/Ice, if my damage auras get shut off by mez mid combat, I simply leave them off as they take too much time during combat to reapply. After everything's dead? Yeah, if I remember...During combat? I might end up wasting the effort.
I'm also curious about the effect of increasing Blaster's innate endurance and what effect that would have on their attacks, recovery and powers that crash END. I figure, at lvl 50, having a base of 125 max END would be sufficient. It would have to scale by level, only having 100 up until perhaps lvl 10 where it then starts scaling up with each level. Then accolades/powers that buff max END would boost by the modified amount. I'd be curious if, with powers and slotting, a Blaster could achieve 150+ END and if they could bypass the END crash of nukes by simply having more END than the crash takes.
Nukes cost 20.8 END and IIRC scales to -100 END by the amount of foes present. With just that, a lvl 50 Blaster would be left with 4.2 END and no recovery at lvl 50. It'd synergize well since one simply had to make sure they had full END before and pop a blue pill right after and would never be reduced to 0. For all ATs but Blaster, the crash would reduce them to 0 instantly. -
Quote:Well, I did make a suggestion that Defiance not only allow you to use your first attacks while mezzed, but also that none of your persisting effects (primarily toggles) be suppressed while mezzed.
But it kills melee for different reasons. That's all part of it, but the bigger issue is that it detoggles them, stripping most of their protection away. They get mez protection to prevent that from happening at all.
So we have attack while mezzed, and mez protection. And then we have the controller version, which is alpha mez them before they can mez you. Are there any other ways to reduce the threat of mez besides those three?
It doesn't quite help all Blasters but it can aid the majority defensively and offensively: those who run tough/weave, those that run epic shields, those with damage auras/debuff auras. So that even while mezzed, they can still affect foes with certain powers and defend themselves with certain powers.
Consider it a compromise between having mez protection to mitigate detoggle and using control to mitigate the enemy. A Blaster wouldn't get straight up immunity to a certain level of mez, but they still have strategies to hinder the foe, attacks to throw and/or armor to protect themselves. Or think of it conversely, with mez protection/mass foe management, you have to worry about mez bypassing it and shutting you down completely while the Blaster will often succumb to mez but not have to worry about being shut down completely.
You can even take it a step further: Stalkers use armor (stealth) to highly enable single target attacks, making them 'masters of single target annihilation', so let Blasters use persisting effects to enable their damage (mitigating mez) making them the 'masters of toggles'. For every toggle that drains endurance, the Blaster gets a scaling mez resist per toggle. Every secondary but Energy Manipulation has a toggle in it and Devices has *2* (but lacks BU) as does Fire Manipulation (which only has immobilize and -movement for mitigation) which seems fair.
So yeah. The points I would put to boost Blasters (all points, not just one):
-Rank scaled Overpower for ST mezzes. Higher chance of +1mag mez on bosses and higher.
-Defiance added to so no persisting effects (particularly toggles) are suppressed or detoggled while mezzed. Can still only use the tier 1s and 2 from primary while mezzed.
-Defiance also adding a scaling +mez resist while the Blaster is mezzed per toggle they are running that costs endurance.
Besides that, I'd probably look into making Blasters the only AT with modded maximum endurance. As of now, all ATs start and end with 100 points of END unless a power is used to buff max END. Just like Tankers, who are ranked with the best max HP mod of any AT, Blasters would do the opposite and have higher END. This would have several effects: their recovery would be naturally higher, the dmg/END ratio would shift in their favor...while not giving them dmg it would however make powers proportionally cheaper, they could theoretically run more toggles or run the same amount of toggles with less of a drain to them, it may have an effect on END crashing powers. -
What I find funny is, you essentially go through 4 pages just to come to the conclusion of "She's using magic"...
But then I can be pretty cynical about these things.
I still think it would have been more interesting to explore the magic-smith character to broaden the main character's story. -
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Quote:Cool story.[snip]
Creativity isn't just creating in a void, it's also writing around the roadblocks that might spring up between the initial inspiration and the final story.
I'd have to agree but I don't feel it's the only approach. Creating a character around a name is a valid creative approach, it's just not always a *successful* one *here*.
But for limitation's sake, I just name my characters whatever I want and 'call' them something different for the game. Among the other limitations of the naming system, I often make multiples of the same character with altered powers. They're not clones or time travelers or something, they're the same exact person who has all those powers. My Kat/SR is also a MA/SR and a TW/WP and a DB/SR. What do I name him? Quick-Strike. What do I have to call him? Well 3 more other names so it really doesn't matter.
I will say though, there are creative limitations with our current system and pretending they're not limitations doesn't make it true. It's not all about creativity, but if one willingly accepts the game's limitations or at least tolerate them. -
Quote:A voice a reason! Thank you Doctor Roswell. May I call you little green? Maybe little gray?You had me until this last part. I like the suggestion of adding a statue of Statesman to the city somewhere, I support the idea of it happening, I hope it eventually ends up making its way into the game. But I don't demand it be implemented, I don't insist it has to happen, and if it doesn't ever come to pass, that doesn't somehow prove anything with regards to some vendetta people assume the current dev team has against Jack Emmert. It's not my place to make those kinds of judgments. Putting the statue in would indeed be, to a point, a demonstration of "no hard feelings" toward Statesman. Not putting it in wouldn't be a demonstration of the opposite. It wouldn't be a demonstration of anything.
If we never get a Statesman statue, all that "shows" is that the dev team decided to put their time, effort and budget into... whatever it is we end up getting instead.
Personally, I have no particular investment in any of the big-names of the game insofar as to feel some sort of insult that what is or isn't done for the characters of Statesman and Sister Psyche has some emotional grudge attached. If a statue or memorial is erected or if they were removed from the active license of this game are not exclusive moral conclusions to me.
If there was a reason to remove the characters, a statue doesn't act as some peace offering or sign of 'no hard feelings' so much as demanding one be an act of defiance to their decision of removing the character in the first place.
If the devs truly felt hostile about the character removal, they could have simply deleted all instances of mentioning him and be done. But they didn't do that, did they? Or even just mention him dying off camera? Signature Story Arc could be considered a type of memorial right now. But many of the wishes for a memorial in this thread sound like backhanded attempts at getting even with the current devs for some reason.
Calling it like I see it. -
Thanks!
Just to sum up, the points of this suggestion are to help:
-Getting contacts in a non-immersion breaking fashion. Having the contacts actively call you works well though so no big deal if available contacts aren't introduced with this.
-Showing what activities are happening around the city that you may not have participated in. Primarily for immersion, but it may help to establish a time-line of contacts. You'd read a report on a contact you outleveled and know you either need to use Ouroborus or remember what level you missed it at.
-Break ties to Paragonwiki. Not putting down the site, I use it all the time, but one shouldn't need to use a 3rd party site while in-game to realize whats what with your contacts and missions. -
Quote:Might be rather gamable though.I was thinking along the lines of Shock and Awe. The first AoE the blaster launches (ie: while not supressed) locks every thing down for 5-10 seconds. (Holy crap! What was that! Duck! BLASTER! Run Away!)
While every thing is in a panic it can't move or respond BUT....
They would have to change the way the alpha response works against blasters to make it useful. The mobs would have to notify AFTER the initial mez and damage hit or it wouldn't do anything to help.
But I like the meat of the idea of a reverse Burn-Out effect because it can be a form of mez protection if you think about it. Whatever causes the shock and awe effect would basically shut down any toggles they're running, any mezzes they were gonna use or were about to use again because they're almost recharge starts recharging back at base, a slew of nasty effects like a Master Illusionist summoning a hoard of Lt illusionist will suddenly be unable to if the Blaster or Stalker hits them hard enough. -
Quote:I operate a mouse with either hand which sometimes helps when I use my tablet pen since I hold pens a certain weird way, the function button on the pen is awkwardly positioned...so I use a mouse (or tablet function buttons) when I need to click stuff.Why is this man holding his mouse with his left hand and operating a computer without a keyboard attached? *edit* Or a power cable?
I also only have 1 monitor (cause I'm poor) so tablet goes on top, keyboard and mouse go on little keyboard draw thingy in desk that slides out.
And the power cord just might not be visible like most of the other wire connectors on the back of the computer in that picture.
I'd sooner ask why he's holding the mouse like that as his fingers aren't placed to click anything. -
Well, I'd primarily point this idea into a more comprehensive newspaper/radio-type set-up in that, like paper/radio missions, leads to contacts but this would basically be cutting the whole "do x number of missions + mayhem mission" attached. Personally, after doing 1 set of paper missions to get a certain mayhem/safeguard for that level range, I don't want to have to deal with repeating the paper missions again.
For people that love to just do back-to-back paper missions for xp, that's fine, but I usually do them for the contact.
Beyond that, the explanation of the contact's missions in the contact selection screen is often vague. You only know what types of enemies/origin will be in the contact's missions...it tells you nothing of what problems they have...frankly, paper/radio feels like a kludge...you're just sent off to some guy you don't know dealing with some group...oh, and he gives [insert origin] enhancements too.
It really takes away from the atmosphere of the action.
That said, I wouldn't be opposed to arcs involved that are specific to this feature. Like your idea about solving a missing persons case, you might not even have a contact for it, but use a database or other research to find the mission.
Another idea: you have missions where you uncover missing files to which, when added to current data, lead to more missions like, in a Council Base, you recover a file on a certain Malta operative who has been destroying databases of many organizations. A strike team is being formed to take him out but you might be able to get there first and uncover the missing data/whatever they're trying to cover up.
Without the mission, there will simply be no mention of it in the government databases and with it, you get whatever the plot and resolution is. -
Quote:Right, I guess the sum of those two paragraphs is "No, it's not a new system and perfectly implementable with an extra UI option if not extremely easy to add in just an afternoon."It's attaching a free rename token to a character upon creation. That's exactly what it is on an essential and technical level. There's no functional or technical difference. You're asking for a free rename token on every character. And since if they did it for only new characters people who cry bloody murder, they'd have to do it for all characters.
Which is the same exact thing as typing "Generic Hero4vw001" into the creator, then using a rename token on them later.
Quote:The thing is, it's not less server resources for a Dev to Generic you and attach a token to that character than it is for you to just use a token; they work exactly the same way.
I never said it would be less server intensive nor even the same exact amount of resources as current. What I said was the cost attached to buying rename tokens is most likely related to the resources involved with changing the data server-side.
And all that was said for was why I don't ask for the price itself to be cheapened...because I don't know how much impact that is on server resources/token cost.
Although I didn't say it, I implied that the actual consumer cost of the tokens is too high therefore I won't pay for them. That isn't saying the price is too high and therefore should be lowered. That's saying the price is too high *for me* and therefore I won't buy them.
Quote:If the rename tokens are priced based on server resources, attaching them to characters upon creation is only going to cost resources.
My aim is, the extra resources involved with a placeholder name is implemented as a QoL addition for the game just like adding a Tailor option to trainers was a QoL feature added that most likely costs resources per character rewriting their costume data in an open area of the map instead of an inclosed instance.
Quote:I don't think you're trying to get free stuff. I honestly believe you think you're asking for something different. The issue is, you're really not asking for anything different and don't see that.
It can't be exploited as it's just a rename token, as you've said, attached to a generic'ed name. You're not getting a 'free rename token', so much as you're given the option of naming your character later.
There are no ulterior motives. I've read articles of people playtesting/reviewing the game and many times they comment how long it takes to get through character creation. The game has so many options, it boarders on tedium and even seasoned players ultimately spend over an hour making their characters. The only motive is the option to speed the process up so one can get into the game and play. Certain picks, like Archtype, powersets and origin cannot be put off as they are required before setting foot in the game. Costumes, body types (if the option is purchased), powers within a powerset and names, however, can be changed later. My suggestion is a strict QoL addition to make the process speedier, less tedious and help eliminate some remorse when creating characters so you'll less often need to delete and reroll (another point of tedium eliminated).
And finally, you yourself has explained how there is no new tech or systems involved.
Your only point of contention is that it costs resources, which is something we all know. If you're saying it costs too much resources, then you'd have to do your homework. AFAIK, measures are enabled so that massive renames by hoards of lvl 1 characters won't overload the systems. This is evident when you receive an error attempting to change your name so apparently, the server can deny renames at that point in time if needed.
Quote:At that point, it's better to argue to get freebie rename tokens.
Quote:Or suck it up and buy one.
Quote:What makes you think the costume creator wastes server resources? And who said anything about spending hours in the costume creator? Once I have my costume made, I save it locally, then log out and go about thinking about names or using a thesaurus and come back with a short list of names and variations of names. One of them always works.
What you're saying is, I should take the option of not playing the character I wish to make and instead break their creation into smaller portions. That's fine, but still limiting. What if I don't want to log off and go scouring books, looking through thesauruses, and a variety of other things *not* involving actually playing the game?
And your other option basically amounts to "You want to be impatient? Spend $10"
And you feel this is all reasonable?
In conclusion, I never disagreed with making the rename tokens cheaper. I just disagreed with *me* asking for them to be cheaper just because I think they're too expensive. For me, I'll answer with my wallet and just not buy them. If the tokens are indeed priced too high then eventually they will drop in price. But most likely they will never drop low enough for me to find it's worth the cost...like I said, I practically don't put any value in my characters' visible names. If I'm not simply stuck trying to think of a name because the one I thought of was already taken, I'm probably frustrated/eager to play and level the character and just pick whatever simple hyphen name. -
Quote:Technically, yes it is asking for a free rename token. Essentially, it is not. What can you do with a rename token? You can pick and choose from any character on any server at any point in their leveling career and change their name.Right, that's the same system as the rename tokens!
They don't give you a random name in those cases, but a chosen name (either "Generic" or the original name of the character) with a random number attached, then they give you a rename token on that character.
There's no need to implement that as a generator, just type a random number on the end then buy a rename token and you've got the exact same thing.
So your idea is functionally equivalent to getting a *free* Rename Token on every character, which I don't really agree with. So when you say:
That's essentially what you're doing, you're asking to get a rename for free, which is as cheap as cheap comes.
Placeholder name, you don't pick a name that you might not like and have a rename token on the side to change it later, you'd get some name like: Generic Hero4vx001 and the option to fix it later.
Even ethically, it's is not asking for a free rename token. It's asking to play the game while you think of a name. Please realize this and don't rationalize it as some petty excuse to get free stuff.
Quote:I actually think Renames are prohibitively expensive. This might be by design because they don't want many of them happening. But if that's the case, your idea isn't any better; the process to rename a character on the server is the same if it's a rename token or a forced rename with a token attached, like when being Generic'd. They're still altering the data record of your character in the same way.
Quote:Are you implying that people never took the original Teenage Mutant Ninja Turtles comic seriously?
Four mutant turtles with Italian names raised an trained by a rat that was the pet of a ninja master.
And that from that comic we got how many movies an cartoons and spinoffs?
It just goes to show there is no such thing as a bad name or concept.
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Quote:It's not a whole new system. GMs use it to generic your name. Swapping servers uses it when the name you have is currently taken. It's basically just a "I'm in the character creator for 3+ hours already, now I gotta spend another hour or more trying to think of a name since mine was taken?" solution.No. I think that's making a simple problem more complicated when we already have a rename system in place.
I'd rather support making Rename Tokens cheaper or granted as VIP awards or purchasable with Merits or something like that. I'm fine with any of those, really. But since we already have a system by which a character can be renamed, the Right Thing To Do is make that option more accessible, not invent yet another whole system to accomplish the same thing.
Now I had once suggested replacing server transfer tokens with 'server service tokens', which basically work as either a transfer or a rename, you choose when you select to use the token, and those be given as VIP rewards...I'm not going to suggest server transfers or renames be made cheaper, however. I have no basis to claim if the cost of such tasks on the game's system is negligible enough to warrant cheapening them...not to mention, it sounds whiny requesting something I want to be cheaper. If we want it, it should cost an appropriate amount so that the game makes money. Now, if marketing finds their sales of such tokens are very low and attribute it to the cost being high, *then* yeah make them cheaper.
The only thing I'll do in that regard, and this goes to anyone buying most things on the market and in-real life, if you don't feel something's worth the price, don't buy it. And that's exactly what I do for renames, inventory upgrades, costume slot upgrades and other stuff that's up that I don't feel are worth it.
That said, I feel my 'placeholder name' is a decent compromise and implementable with minimal work.
No thanks, but I guess you'd have to ask if people take the name seriously then. -
Quote:I'd agree, none of those names grabs me. If anything, that little list there all sound like joke names and Meson Inferno sounds rather like some of the generic names I throw on my characters.This is what I was saying about not all names suit all people... out of that list of names, only Meson Inferno would grab me. There's nothing wrong with those other names, they just don't suit my style. As someone mentioned above, the vast majority of character names I make I try to visualized splashed across the top of a comic book cover.
That isn't to say those names are bad, but nothing you'd expect to see on the cover of a manga or comic.
Quote:I'd love it if every name I came up with was available all the time. That'd be awesome. But it's not the case. Yeah, I spend way too much time mulling over character names and it takes forever to find the right one. And I hate that.
But I'd hate it more if everyone could run around with the same name. I think having the names be unique is the lesser evil here. -
Quote:Technically, it is. If the search function were built to accommodate such circumstances, give options to further seek out individuals besides just name and/or aided you with special features, then what you mention wouldn't be the actual problem. It would be the laziness of people that would then be the problem and you're not going to solve that.It has nothing to do with search functions, just that if you saw someone run by with a popular name and the global wasn't visible because you find it ugly and immersion-breaking you'd have no idea who you were trying to invite. That's not a search function issue at all.
If you could search through player lists and also see their Bios/portrait, for instance, or if there were a special function where it can pull up globals of individuals you recently encountered (since you have to load their costume data and what-not). Then there's always the point of actually *talking* with the character. "Are you suchandsuch with the soandso costume?" -
Quote:Not really the point though. Each hybrid tree makes an AT closer to the type it's emulating...melee makes a character more sturdy like a melee, control makes a character more controlly, support gives them team utility...Command only improves on powers *IF* you have them.Okay I understand the concern but these days if you are in Incarnate and your even TALKING about adding any additional Hybrid power.. Who doesn't own at least 2 pets?
But then, why not make Command toggle a pet and the passive a boost to all pets (even allies' pets) while giving a small stack to recharge for every pet around?
This means, by choosing the Command tree, you actually get another but temporary pet...maybe a doppleganger of yourself...and a large boost to your pets while toggled. This also means, with just the passive, you're gaining benefit from nearby pets (maybe up to 10 stacks) which could include pseudopets, and helping all pets nearby.
I, personally, like the idea of a kind of Pet Hybrid tree. It could be like another niche version of Support. I think it could work.
Come up with more trees! Some people were talking about a Stealth tree, what about a Ranged tree or something? -
Quote:If that is what happens behind the scenes or not, thankfully it is never made a point of in the game. Your character does not dial up 'the well' and order a Nerve Radial Paragon, with extra pepperoni. No, you collect or learn things as you go along.Your base origin doesn't change, but that also doesn't change the fact that being Incarnated means being fed power by a massive, basically magical entity.
Feeding on the well is only figurative. You're not consuming anything. *THAT* part *IS* left vague for a reason, thankfully. Exactly what you're doing to obtain the well's attention is what's the important plot point here.
Quote:If you wanted to stay 'all Natural', then you don't get Incarnated. It's that simple. It's the path to Godhood. Anything you do as an Incarnate is implicitly because "the Well is pumping me with power". It is inherently not Natural. Neither is any origin to begin with of course, but Incarnation is going beyond your unassisted limitations by getting power from the Well. Remember all that story stuff about how at some point after Cimerora the last Origin seemed to have died out? How there used to be another Origin? Remember what that was? Oh right, yeah, it was Incarnate. Which is what you are now.
Incarnate is a status. A title. One doesn't have to reject their character's origin for it and this is coming from someone who uses 'the well' lore and doesn't try to correct it for my personal preference.
But you can't just 'become' a God. You either always have been or you never will be one. The path to Godhood lined with godlike power leads just to that: being 'godlike'. But being 'like' a god isn't actually being one. -
Mmmm, new mez: Shock or Life Passing (before eyes)
Attack any foe and by taking a certain % of their HP away within so-many attacks (I'd say maybe 2), they trigger the Shocked/Life Passing mez. This trigger is similar to the 1-shot code for players but works by % dmg taken which varies by rank (so maybe 75% or more of a minion's HP in dmg, 50% for Lts and 33% for Bosses...EBs and up are immune). This is a 1-time trigger that, after its duration, cannot be triggered again for the lifetime (which shouldn't be long) of the critter.
Shock/Life Passing = a momentary (3 sec) immobilize/no-act mez of infinite magnitude, a reverse Burn Out (putting all powers in the 'recharging' phase) and a chance to trigger an 8 second irresistible ToHit debuff or mag 6 confuse.
Function = Death is a 100% debuff while Near-Death is less so but helps you on your way to the 100% debuff. Anyone can use this tactic but higher dmg ATs would be capable of this on a grander scale, specifically, Blaster who often have high burst damage, wider AoEs and therefore a better chance of triggering this effect. Stalkers and Scrappers would mainly generate this on fewer/single targets. Corruptors and Defenders would be able to trigger this with empowered nukes. Coordinated strikes would be rewarded. -
Quote:Then fix the search function. Enhance it. Don't make a ****y search function and invite feature an excuse...if the idea is bad, point out why the *idea* is bad, not how ****y game features make the idea less likely.Yeah, because "Fire Arrow@Dancing Squid" looks so four colour and superheroic when i see them run by me. (Edit: How did they pronounce "@" back in the four colour days anyway?)
Or... you hide the "@Dancing Squid" from view and then when you type the name to invite the "Fire Arrow" you wanted it goes out to four different "Fire Arrow" characters.
"No problem, just make it invite whatever "Fire Arrow" is in the zone at the time."
Excellent suggestion. The Fire Arrow(@Dancing Squid) that you wanted to invite already hopped a tram to Skyway while you were typing. Luckily Fire Arrow(@My Teeth Are Sharp) and Fire Arrow(@Herpaderp) are still in zone to get your invite.
See? Global naming is simple and easy, especially all the coding to implement it into the current game structure. Takes just a jiffy. (No, it really doesn't.)
As for the transfer token answer, yeah, I just remember when we first got freedom and the server transfers were first issued, I holded off for a while thinking I can use them just for the very purpose of changing character names. I never got a 2nd the next coming month which made me believe the free ones didn't stack so I've been using them to transfer characters over to new servers either with a bigger population or where the name I want is available. So I've been using them *halfway* as expressed. -
Quote:Hey! I like Cryonic. But this is my judgement of choice for my storm summoner sorceress. She's always been imbued with all elements of the natural storm, so wind, water, rain, sleet, ice, lightning, thunder, snow and fog/cloud. She gave up her power over lightning so cannot use direct shocking attacks but her power over thunder lets her call Lightning Storm clouds. She also gave up her power over wind sheer but can manifest typhoons using combinations of her other powers. The timeline of the character says she eventually gives up her power over rain and snow as well but she'll never give up her power over ice which is her strongest and deadliest of powers. I actually have 2 tier 3s of Cryonic and waiting for the components to get her the tier 4...I plan to have both tier 4s on her to swap as she sees fit.Cryonic: That's pretty much a no. It doesn't look all that impressive (Sorry, ice daggers as a godlike power? Blizzard's ten times better.) and it's very element-specific to cold and snow. Pass.
Quote:Ion: Possible. It has that "Zeus Lightning" sort of look, almost like Xanta's calling down the thunder, as it were. It's a good choice for divinity and it could b explained as the various armour pieces gathering energy and releasing it.
Pyronic: As always, Pyronic is AWESOME! It looks awesome, I love the practical effects, but... I'm just not sure how I can explain it. Like ice, fire is specific. I guess you could say the same about electricity, but "lightning" has a broader mythical connotation jut on its own.
But enough about Dragoon, for Xanta, I smell a possible angle with your magic smith friend. What's his background? Does he have any enemies that would try to break her magic artifacts or steal them? What type of magic does the smith know? I ask because maybe his powers can be 'elaborated' as being either demonic or divine in nature...well, maybe not demonic, just *really* 'arcane' and the most arcane thing ever is fire...everyone knows that
But yeah, maybe after an incident, he had to put a bit more power into Xanta's equipment or perhaps a battle with one of his detractors unlocked a latent power in the magic ensorcelled armor and therefore, when [insert trigger] (I'd say when around others with strong incarnate power) power builds up and she is later taught/learns how to release the build up as a mass of divine or arcane power.
If that were the case, I suddenly have more interest in Xanta and her equipment and her past acquaintances
Quote:Void: Can't really figure out a good way to explain a black hole, honestly. If we can figure out some way to make it look physical, maybe? But just Void base seems hard to explain. It's not specific, it's just weird.
Colored dark red similarly to his Energy Drain, and it fits his abilities without needing to expand further.
I think the point comes to the character though. For some characters, Judgement powers won't fit their concepts, you don't have to force it unless you have an idea what you want. My main Kat/SR was going to get Void as a kind of 'cut into reality' type attack but instead, I just started amassing more Alpha incarnates. He's suppose to be super adaptable so it fits him that he'd be able to adjust his body to better fit his situation.
But starting now, I'm starting to make new characters with the premise of incarnate abilities. I think of super strong powers they may have before making them and leave that open for incarnate powers in the future. This makes it easier to fit for later if you desire. Of course, you probably created Xanta before incarnates were released as a Broadsword character, right? Yeah, same with my Kat/SR. No Judgement fits him so I use other powers instead. -
I thought you were saving us the sob story.