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Quote:Great, then you don't *need* a buff aura to get anything accomplished in a battle since we have no survival issues.I disagree here. At this point in time there is no reason why a stalker can not stay and scrap during the fight. The whole hit and run play style is what got stalkers a bad rep in the first place. So aside from AVs 1 shotting we really have no survivability issues because we have a lower threat than scrappers/brutes.
My point was not that being mobile = hit and run. It's simply that, I should have the freedom, as a Stalker, to move to any point on the battle field and not have to worry about proximity affecting my abilities be it needing to move away from certain attacks, moving to a certain target that *ISN'T* huddled around the taunter, targeting an objective, positioning yourself for greater effect of a power or if the situation is dire enough, run away.
If you can't *SEE* melee strategy beyond 'soak up mob aggro and scrap' or 'run like a b****', then there's your failing.
Quote:They could have just as easily removed the taunt aspect of those powers and said in the description how you must be near the mobs to get the benefit of it. CoF is crap due to the insane end costs for what it does and the lower accuracy, OG is ok but to really leverage it you need a set that stuns too otherwise its just minion protection.
And I can leverage CoF perfectly fine with a bit of -ToHit slotting, some defense powers and Intimidate, thank you very much. It's not my fault you're stuck in min/max land, where Stalkers must one-shot the world and Scrappers and Brutes must bow before them and their undeniably higher damage. -
Quote:I personally like sets that don't require you to have foes around to function. When foes move/run, when you must move/run, when foes get knocked back or if the enemy is simply out of range, these are situations where requiring foes around you is a detriment. I suppose if all you do is farm, yeah, Stalker WP is crap...It was the same garbage excuse that they used when they ported the watered down version of WP to stalkers. Now they have the technology to surpress toggles like with dark armor there is no reason why they could not get shields at this point.
But it's got more survival than Ninjutsu. So I guess Ninjutsu is garbage too.
And even with suppressing toggles, I wouldn't want Invincibility, RttC or AAO on a Stalker but a situationally independent equivalent. CoF and OG are completely different as they are control effects, not self buffs. Those buff auras *are* opposed to Stalker playstyle...because Stalkers must keep mobile, work with as little aggro as possible and most importantly, not need to worry about toggles removing their ability to use Placate effectively. -
Quote:I'm with you, rian. It's rare for me not to justify practically every part of a character down to their backstory, powers, affiliations and personality. I kind of held back on my beast tamer carnie MM because there just wasn't a good enough costume that screamed 'carnie'. I need a loincloth to give her a beastmaster feel tho...but the steampunk belt/sash thingy kinda works. And everything, right down to the Ghostslaying Axe she uses, is part of her character.i got ya, its just that for me i tend to write my character's personalities into their swords. heck, i am specifically holding back costumes for lady b until she unlocks the rularu sword and rommy's blade, to me the swords are important, as is their background. yeah anyone can use a specific sword, but its a superhero game, so i'm going to try and make the weapon match the character. a scimitar user is going to be middle eastern, a gladius will be linked to a roman character, et cetera. thats why im so excited for the titan weapons, its a different set of weapons for me to theme the character with.
Granted, I do have some characters that are less tied to their weapon (like the DB/Fire brute) but it's more likely that I just imagine the character with wider capabilities than the system will allow a character. If I could make 1 character with a Stone Melee/Shield Defense on build one, Fire Melee/SD/Levi on build two and Titan Weapons/'Bone Armor'/Soul on build three, that would basically be the capability of 1 character...but I can suffice with just making 3 versions...Wish you could keep the name, though...
...hmm, could that be a suggestion? Link multiple characters/badges/builds to one character name? You'd still have to start over at lvl 1 with the different build, but you'd basically be under the same name on the same server...that'd be nice. -
Quote:That's stupid, dumb and idiotic logic. Who ever said you needed to 'stand in a mob' in the first place!?Simple:
The majority of players in the game are not soft-capped to defense.
The majority of players in the game cannot take their stalker, stand in the middle of a mob, and scrap scrap scrap.
The majority of players in the game who have stalkers have to play stalkers via the designed hit-and-run tactics.
That's like saying a blaster needs to stand in a mob just to use melee attacks. Not only do they not have to *stand* around a *mob* of foes, they don't even need to be the center of aggro to do it. Heck, stalker has a power that *REMOVES* aggro so you can be attacking a target that's hitting someone else.
Quote:This means you, the player, have to stay in melee range in order to keep pulling these attacks off to build up the momentum to generate the faster animations.
It is very likely that this kinematic advancement is an extension of the technology used for the combo-system in Dual-Blades.
From the Dev's perspective it doesn't matter if the hard-core IO booster players can run their stalkers like scrappers, and thus sustain the attacks to drive higher animations.
The developers have to build power-sets to cater to more than just the hard-core players.
The result is that Titan Melee, as it has been described by the developers, does not fit the mechanics of gameplay as leveraged by the stalker. -
Quote:Because variable attack speed isn't a damnable mechanic that is deemed unplayable for stalkers. I should know, I have a lvl 50 Spines stalker and a lvl 40 EM stalker. They are slow and they don't speed up.Stalkers are supposed to be the masters of burst damage (again I think scrappers do it just as well if not better...), how does a set that is based on ramping up attack speed over time fit with the burst damage concept?
It just doesn't, so I can see the devs pulling another shield defense on the stalker AT.
The reason shields was pulled is because of the multiple PBAoE effects (enemy aura for +dmg, ally +def and ally self +def). For an AT not meant to sit around next to allies, it's understandable but I think it can be made to work or changed so it doesn't so heavily rely on being planted next to stuff.
So explain to me exactly why you think momentum is anti-stalker. I'm not the only poster not understanding your rationale. -
Quote:Personally, I see the cottage rule as an oath of trust. That whatever the mistake, good or bad, you can trust the devs not to pull the rug out from under you. I'm not familiar with Star Wars Galaxy, but I'm sure this rule is a legacy of that whole debacle that upset a whole player base and probably ruined the game because of lack of trust.The cottage rule is a copout for the developers. It has always been a copout. It will always be a copout.
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The truth is that the rule proves that the devs have a big ego and aren't willing to admit they made some mistakes and fix them.
The rule shows the devs are lazy and would rather shovel 'new' yet not polished material down our throats without going back and cleaning house (or in this case, an archaic cottage)
The rule shows that the devs don't care about quality and follow a design philosophy of quantity over quality.
Yes, the cottage rule may keep some stinkers around, like Black Hole/Dimension Shift, but the cottage rule is probably what's standing in the way of balancing Super Strength and Rage/Footstomp or the, IMO, overpowered Seeds of Confusion.
Quote:In the end the devs are useless and very very rarely admit they made mistakes or fix them. It took how long to finally get them to make the shields AoE? Or how about fixing MM pet's AI (oh wait). Vigilance change took a miracle and a half and even getting the devs acknowledge that PBs and WSs aren't measuring up anymore is impossible. They just act like anything they aren't focusing on now isn't important.
Curious, have you ever been married? How many divorces have you had? -
Quote:And if you consider the fact that Assassin's Strike is usually within a certain window of animation speeds (Kinetic Melee has the shortest I believe while certain weapon sets have the longest but it's only by like a fraction of a second difference), it's actually a *boon* to have a high damage attack that will always be a certain speed to start out vs needing to build up speed with weaker quicker attacks to use the high powered ones effectively.Im also curious about this. Build up, assassin strike, fight, fight, fight, placate, assassin strike, fight, fight. Dont see anything that would interfere with titan weapons.
If you really have to wonder, look at Kinetic Melee and Power Siphon vs Build Up. Yes, PS will get you better DPS and higher damage potential, but being able to just click BU then your strongest hit (which will probably recharge BU again) can and *IS* an advantage when the former has to use small weak attacks first to ramp up to that higher potential. -
Quote:Thanks for contradicting yourself and therefore invalidating your own argument without my help. I hope, in the future, you'll finally understand the error of your ways...
This goes contrary to the stalker-mechanic of hit-and-run.
Now, admittedly, very little of the team-game these days is played through hit-and-run. The mechanics of what Stalkers are supposed to do doesn't really fit well with the rest of the game design goals, such as the requirement that no content be in-completable with a specific archtype.
Ah, who am I kidding. You're je_saist, it's like your job to harp on while being totally wrong -
Quote:This....makes no sense. Opposed to desired Stalker playstyle? Do you two even play stalkers? Because it really sounds like you have no clue what you're talking about.How would this work on a stalker? I mean stalkers are supposed to have a more staggered attack style (Cough USELESS ASSASSIN STRIKE Cough) and that is one of the main reasons they get the cool utility powers replaced with build up.
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PS: I actually just started wondering about the flying animations to go with this set.
Depending on how that looks, I just had a concept idea for a flying ant wielding a giant club. Could be fun. And I don't have enough insect characters. -
Quote:You're setting yourself up for disappointment with this set, SamSome days I forget that I'm excited about the new Titanic Weapons set and I get lost in unimportant squabbles over small details. However, whenever I remember how giddy-excited I am about this set, I also remember that if it turns out to be what I think it will be, I may have a LOT of characters to reroll. As such, I want to ask you guys for a bit of fairly general concept help, and hopefully a fun discussion.
Things are never as good as what we hype them as, so just better not to hype at all.
Quote:1. Can you think of any concepts that make sense with conventional Weapon sets, but don't make sense with Titanic weapons?
Quote:2. Do you have any weapon characters? If so (assuming the set contains all classes of weapons), which ones are you leaving as is, and which ones are you remaking into Titanic weapons? Why?
Leogunner (AR/Traps corruptor): Guess what he looks like
Demon Revolver (DP/Fire/Ice blaster): 2 demons on one character slot.
Phoenix-Arrow (TA/Arch defender): haven't played her in a while but I'd imagine she's waiting for defenders to get Rise of the Phoenix in the epic pools.
Datou-ich (Axe/WP brute): I was looking for a unique japanese name for a 'one-hit kill' character but I think that means more like 'one defeat' or something. I made this guy back when Axe was proliferated to Brutes and will reroll him as Titan Weapon and change the name to something meaning 'one swing' or something to emphasize that his subsequent attacks aren't individual hits, but one continuous swing that kills the target.
Gemini-Blade (DB/Nin stalker): Her schtick is she learned a technique to multiply the strength of a weapon x2 if she's holding an identical version in her off-hand. Basically, she gives the middle-finger to the age old dual wield penalty and fights with 2 double-powered single-hand weapons. Pacted with her brother (the one above), if one had to fight both together it wouldn't be pretty.
Nickle-Mage (DB/Fire brute): I recently made this one for the effects. Bright vanguard blades on a black background of burning fire patch looks cool. Conversely, covering his body in dark flames but standing within a bright white burn patch looks awesome too. I could foresee remaking him as Titan Weapon depending on how the vanguard version of TW looks like but even then, I wouldn't re-roll, it'd just be the character but using a different type weapon. I'd probably switch between the two, but honestly, I like him just the way he is.
Kerberos Wulf (Claws/EA/soul brute): yeah...not rerolling him. A were-wolf guy fits claws too good.
Dread Dragoon (Fire/SD/levi brute): bah, the only character I've ever rerolled. I could kinda see rerolling him as a TW character but his concept hinges on being the 'Shield of Body' to my trifecta of shield users. On the offense side, the swords fit well into a 'theme' of his powers and the fire breath fills out his dragon look to a tee. That said, I could imagine stripping the character of his 'Ossifynturian Dragoon Soldier' build, limit him to his Draconian Necromancy build in Fire/SD mode then roll him again side-ways as the Dragoon build but probably only if they add a sufficient 'bone' option to TW's weapon options. After all, one of his many concepts is wielding weapons forged of pure dragon bone and such weapons are massive.
Nightmare Strike (Spines/DA/mace stalker): I've resolved to roll this character again if they have a giant scythe option. If not, no need to roll with that concept as it hinges on him finding a scythe and becoming half-possessed by its power. I'd have both characters because he's only controlled when he resorts to using it but has the mental strength to break the hold when he doesn't need it.
Tiger Squall (Kat/SR/body scrapper): Technically my main. I renamed him when they released the beast pack since his concept is he's got an ailuranthrop curse which shifts him into a were-tiger. Concept-wise, he's resolved to never use a live sword (a brown impervium katana looks decent enough as a bokken), but when transformed, the only thing he ever wants to use is a good cutting blade. Since he's got 3.5 phases (human, tiger, half-tiger, uh...bigger tiger-man), I figure now that I got a decent costume for the last .5 phase, it'd be fitting for him to run with a massive sword. It wouldn't be the first time I've rolled another version of him (I've got various elemental Magitech armor versions of him) so really considering this. Might really depend how TW looks with Ninja run.
(if I have any other weapon characters, I haven't played them in forever and probably gave up on them...but that'd only include a few other Axe and Mace users)
Quote:3. Has hearing about Titanic Weapons given you any new ideas? Has it given you a new spin on old ideas?
Quote:Finally, there's a new character concept I've been working on and unable to make. I was trying to do a shameless ripoff of War from Darksider, only to find that such a character wouldn't be interesting to play powerset-wise. Now that I have a Titanic Weapon to give him, my physical embodiment of armed conflict who is given form and strength as conflict occurs may actually happen in the actual game. I'll have to think of a more complex story for him if it comes to that, though.
When TM was announced (has anyone commented on the two short-hands for these sets? TM = Time Manipulation = T upside-down-W = TW = Titan Weapon) I instantly thought (Dual Pistols and Psionic Mastery combined!). I imagine it'll be like that corny bullet turning Angelina Jolie movie
The reason Stalkers got BS was because it was easy. As long as TW doesn't do something dumb and awkward that completely alienates Stalker playstyle, I'll be particularly peeved if Stalkers miss out on this. If it fits with Scrappers, it fits with Stalkers. -
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Quote:Those people that roll energy blast because of the cool anime characters...curious, do those anime/DBZ/street fighters have knockback?I dont think many people roll energy blast for the knockback. Energy looks cool and is fun to use and many anime characters such as characters in street fighter games and dbz use energy attacks.
It's my theory that, the energy blasts look cool by relation of these characters because of the knockback.
Quote:This again would be an optional feature just like everything else on null. If you don't want to turn off your knockback nobody is forcing you to do so And it gives you a wider variety of powers to use that you normally wouldn't use as much while teaming.
Not to mention balance. Gale is a huge cone that recharges in 8 seconds, 5 of which the enemy is on their rear. If you don't know how strong Gale would be with KD or KU instead of KB, imagine having a portable corner for your Gale everywhere you go. Or Tornado vs AVs. -
Quote:Go stand next to a Scrapper (Phalanx Fighting)?Heck, on a SD tank, even without Maneuvers you would still be within a hop skip and a jump to soft capping: 42.8%.
I'm not sure how you'd be able to manage 2.2% or more positional defense bonuses... er wait. nvm.
That said, if we're getting rid of ATs, I'd vote Dominators. Because I love dominators and always try to team with them when I (rarely) find one, but I don't have nearly enough doms in my roster to express my enjoyment of the AT. So they should be removed because I won't know what I had until I lose it and so the devs can see me cry T_T -
Quote:It's a stylized thing. I enjoy a pretty broad range of things, subtle and sleek, over-emphasized, techno, normal/casual, not a huge fan of generic superhero though (patterned tights with maybe a belt, mask and cape). That said, certain things just look better for certain characters. Not sure why you don't like the greater fire sword, it looks regular sized on the Huge Model, especially if you make the character look as big and tall as possible whereas the regular fire sword model looks Gladius sized (which isn't inherently bad, but may not be what works for the character's theme). But even then, I actually use both models on my Fire/SD brute on different costumes.I don't like ultramegasized gear. Heck I don't even like the greater fire sword. I don't like WOW pauldrons (shoulders). They look silly in my personal opinion. That's my opinion. Ultramegasillysized gear really get's some people excited... kinda like monster trucks, and giant robots I guess...(insert joke here about the inverse size of certain body parts and the size of the item for compensation).
Quote:So, Meh. I'm less than thrilled. I would rather have had a new class/archtype which would contain hybrid ranged and melee weapons--Call it the Avenger Class.
Quote:A full whip set for blasters or scrappers would have been interesting.
Quote:An offensive shield set would have been interesting-- ability to throw the shield, and various ways of slinging it around by it's strap, or using it to smash a foe with both hands...thrown in a couple of kicks and punches... what's not to like?
1. Although I think the reluctance of giving Marvel fuel for another lawsuit was merely a joke, I believe the mechanics themselves wouldn't allow it. If you could throw your weapon, then you wouldn't be able to customize it otherwise you'd need seperate animations for the round shields, the tribal shields, the round shield with a star on it, the round shield with a snake on it, each individual roman shield, etc. etc. etc.
2. It'd be dumb. Picking up a shield and *not* protecting yourself with it? Why not make an axe defense set where you hold the axe and it makes you more resistant but you don't hit anything with it, while we're at it...How goofy would a Shield Attack/Axe Defense Scrapper look, honestly?
Quote:Web slinging could be a great set: web balls, group nets, individual nets, single strands: whip, lasso, trip, bola, flail...
But that's just my opinion, a web set might be kinda cool.
Quote:Lots of people have been asking for a staff/spear set.
A power-gauntlets set could be interesting.
I could keep going but there are entire threads full of good ideas (and some bad ideas) for power sets that I would find preferable to Ultramegasillysized Weapons. I guess we're going the Final Fantasy route, it's nice some people are pleased.
The premise I'm not quite wrapping my head around here is, you're okay with backing something so totally 'meh' as 'Power Gauntlets' which I can only assume is using some glove options to shoot bullets/beams/grenades from...but then when it comes to Titan Weapons, you dismiss it as 'Ultramegasilly' when, quite easily, the set could also use Spears as an option...which is also something you back.
I'd actually be surprised if they didn't have a type of axe-type implement attached to a pole as a weapon option for Titan Weapons. It's just too easy to imagine and design.
Quote:Now as to my objections about Time Manipulation *somebody else brought this up too.
To do Time Manipulation right is very hard. Real time manipulation would allow you to move back and forth in time to change events or the results of combat. They can't do that. That would be so overpowered it would be absurd.
Quote:So what can they do? Speed and Slow. They can make things move faster and make things move slower. Sounds a lot like Kinetics with a few minor twists.
So here's what they can do:
Slow individual or group attack rate, movement speed, and regen & recovery.
Speed individual or group attack rate, movement speed, and regen & recovery.
Hold an individual or group (i.e. stop time for a group)
Slow individual or group and reduce their defense
Speed individual or group and increase their defense
Unfortunately I don't see how they could manipulate resistance and damage (although they could play around with the idea of entropy--it would be hard because entropy would need to be item based) . They couldn't do anything with aging because that would be too permanent and therefore overpowered.
Bottom line is there is nothing that this set will offer that is not already done to some degree by the primaries in the defenders or the secondaries in the controlers/corrupters. I.e. this set is rendered moot by the fact that it's going to be more of the same.
Is there a power set out there that is not already covered by the current powers? Probably but Time Manipulation is going to be a rehash...and that's just my opinion.
IMO, Kinetics can work for time manipulators, but it works better for fate manipulators. Since Kin is more about the damage and endurance, it's more offensive. Time manipulation might be vastly more defensive. -
My 3 Kinetic Melee characters:
Inv/KM Tanker: He's my flagship force manipulator. Although his build isn't complete (and I only got him up to the mid 30s), it seems to complement extremely well. His main focus is defense bonuses and recharge, not because they're min/max choices but because his playstyle is to use Power Siphon all the time. This couples well with Dull Pain and with foes nearby, he can have capped defense and decent resists too. Vs AVs or the like, without lots of minions in range, he's got -dmg instead of just plain defense. All in all, he's suppose to be more defensive than offensive which he is and I really enjoy his sturdiness.
KM/EA Stalker: I haven't played him since they changed CS to recharge BU when used from hide. But before that, he was adequate. I didn't really have a build for him but I love his aesthetics (his powers are all pink/purple to simulate psionics/telekinesis).
KM/Elec Scrapper: Love her aesthetics and she's quite good for AoE thanks to Power Siphon pumping up that damage aura. It's kind of counter-intuitive to build for recharge though if CS will instantly recharge PS occasionally, but I find it's not as useful as it sounds. I usually use CS right after PS then again after I cycled through my attack chain. She might get PS back and keep the chain going or she might not. There's almost no use using CS some time when PS is right about to recharge, which is a shame, it's a hard hitting attack. Also, -ToHit sux.
From what I've heard, a KM stalker is a great choice. If you make a scrapper version, one with a damage aura would couple nicely with the huge damage boost from PS. But then it's all about the customization, IMO. So much can be done with KM I had to force myself from over using it. From non-powered kinetic martial arts, to telekinesis, to pixy dust...it's pretty versatile. -
Going to comment here because we're here enjoying a discussion, right?
Quote:Firstly, yeah, to say something is graceful would imply it is light and/or fluid which BS definitely isn't. If you know me, you know I do not care for BS's animations...the sounds are nice but the animations are whack. As of currently, for a graceful sword wielder, Katana or Dual Blades would fit the bill way better. As Sam said, that extra arm does practically nothing and the actual strikes are less than convincing not to mention the body movements...It just doesn't work in my head.now i know bs animations arent exactly the most graceful, but they still fit a light on their feet swordfighter more than titan weapons will, by the current assumed theme, will. plus, i dont see a number of the bs models looking convincing with titan weapons. all of the chinese swords are fairly light, in real life, so a animation that would work for the 3 existing blades would look silly and overwrought with them, also the standard longsword and the kopesh. it really boils down to an issue of animations theme , a heavy weapon should very likely look like it weighs a lot and is being used by a character of titanic strength, broadswords are generally useable one handed.
As for Titan Weapons not fitting either...well, we don't know that. I'm more inclined to believe the animations will flow at least 50% better than BS so even though it may start out 'slow', at least it fits part of the theme of graceful which = fluid. BS does what? Not fluid...not fast...not light...it just doesn't.
Secondly, I'm hard pressed to label the theme of a set right out. Similarly for Stalkers, I actually play my MA/WP as having enormous Strength (actually a form of Kinetic manipulation combined with absorbing force and being dead so absorbing extreme amounts of trauma wouldn't really *kill* her). All in all, she uses enormous bursts of power, not precision. Translate this to Titan weapons...the momentum may not be the weapon being heavy or needing to build up speed. It could be something else entirely. Basically, what I'm trying to say is, TW just may be more graceful a single weapon than BS. The only thing I'd say would help fulfill the theme would be to add 'regular-ish' sized swords...These swords would still be big, just maybe not ridiculously fat like the Buster Sword. Just a nice sized greatsword would fit the bill.
Quote:Someone raised a question to me last night, and I wanted to pose it here as well, as I couldn't come up with a decently answer for myself: Now that we'll have access to Titanic Swords, what reason is there to keep our regular Broadsword characters? Obviously, Sword/Shield characters HAVE to remain sword since I doubt Titanic Weapons will be usable with a shield, but beyond that?
So answer me this question: In your opinion, what instances can you think of where a Broadsword character would be appropriate, but a Titanic Weapons character with a sword wouldn't be, outside of Shield Defence? -
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Quote:I don't think the devs ever said anything about 'momentum' improving damage, just speeding you up.Who is to say that momentum won't end up being a bar that fills similar to fury or domination with different plateaus at which the speed of the animation and damage increase?
So that at 33% momentum you have a +25% damage and animaitons that are .33 seconds faster and moving up to 50% that.
I could also see it taking a trivial number of attacks to reach moderate momentum, perhaps 3-4 and then scaling up much like the changes to fury a few issues back.
Since the devs have stated that Titan Weapons won't be making it into issue 21 I don't even think the closed beta testers have an idea of how the set is going to play yet.
That said, I predict it'll be a more lax combo mechanic in that, there's no bar or anything, just your weapon attacks 'stack' like DBs attacks do to make combos except they won't rely on specific attack sequences.
Basically, hit tier 1, the attack is put in your buff bar and your attacks are a bit faster. Hit tier 3, put the icon in your buff bar and you're a bit faster. Maybe the momentum only goes up to a certain speed (like 3 stacks) but you can stack the momentum up higher so that, when you have to stop to move or click something else, your momentum won't completely bottom out.
Continued speculation, I think it'd be unique if the tier 9 was *REALLY* powerful. The balancing factor being the tier 9 will *drain* some of your momentum and the attack itself is *REALLY* slow to animate. So you could just start out with the tier 9 but take 4-8sec animating it, or you can ramp up to it and drag that animation down to 2.5 but eat into your continued momentum. -
Quote:HmmWhenever I play Dynasty Warriors, Guan Yu is my favorite character. My friends frequently say they know the second I've arrived to help them because all of a sudden a bunch of enemies would go flying past their view do to my running introductory swing of that beautiful weapon. I wonder if there is any way for them to build in some detection for length of time running around (even in circles) prior to an attack as an alternative to the Charging Strike mechanics?
Titan Weapon tier 7: Blade Smacked (PBAoE self toggle), anything that gets near you will most likely run into your weapon. Only active while running with weapon drawn or attacking. -
Quote:Meh. While a Shape shifting *AT* (doubt you'd see a power set for this) would be interesting, it's never going to be what people want unless it's extensively customizable. That is, color the actual shifted character model with accessories and auras, color the powers, choose *what* powers, so on and so forth. As is, the current shape shifting classes should simply be expanded on and the lore enhanced to explain new shapes along with extending customization to them. Without that, what's the difference between this and being stuck with ugly old granite armor?I'm not knocking Titanic Weapons because I luv me some weapon sets but on a pure speculation level, I was thinking the Devs would go with some sort of form-shifting or power-shifting powerset because it would be wholly unique to the game.
For example, an animal form-shifting power where you get to transform like Khelds into a defensive form, a range form, a melee form, AoE control form and the like. Keeping in mind the graphics limitations of the engine, the forms wouldn't be too large or elaborate such as four-legged rhino or something. You could do it with elements too. A fire range form, fire tank form, fire control, etc.
Or something like Ultra Boy from the Legion of Superheroes. I've always been the opinion that best balanced powersets were the more "clicky" ones like /regen and /ninja. Each power, mostly, is of a limited span that had a specific purpose in a battle. So for the "Ultra Boy" powerset, with a heavy damage melee, a range form, a heavy resistant form with no damage, etc. and then you would be constantly switching forms to deal with each situation with each form having its own weaknesses. Others more creative than me have explicated these powersets before.
I guess what I'm saying, very long-winded like, is that with Freedom coming I thought the Devs would be coming up with new powersets that would blow people's minds and nothing like the standard combos we've been seeing since Day 1. Remember, the Khelds came out of left field too. I'd never imagined when I started CoH that we would have something akin to Warshades and their abilities in game. We don't have to be limited to the standard combo/combo pattern in creating powersets.
Again, that being said, I am looking forward to making my Sephiroth clone with a gigantic long katana
As for the prospect of new/unique sets, I'm more keen on using the mechanics we have or could have to utilize new and interesting powers and sets. I could care less if it's a new weapon, a new pool or whatever, but we could probably use Warshade 'corpse' tech in some interestingly thematic set, or the Swap Ammo tech for a control or armor set, or Fiery Embrace's new added base effect for some new pet set or Combos for *something more*. It doesn't have to be a complete rippoff either, just adding extra flavor to other things. Boy would I like a *ranged* power that used the jumping mechanic (like Chain Induction) that didn't require Incarnate. Jolting Chain, yes, but perhaps a debuff instead. A contagion of sorts...or even a jumping heal.
Quote:As far as I'm concerned, we can always use more weapon sets and, beyond that, we can always use new props for the old weapon sets. I've said it before that I'd pay money for this, and it looks like the development team will make me put my money where my mouth is. And I couldn't be happier for it.
But even so, since we can't just add to the current sets but instead make new sets, we're kind of stuck needing a new set for the plethora of different weapon types. So will we have to wait for staves? Spears? Will we ever get them? They aren't wielded in the same fashion so need new animations...but if they become new sets, then we'll have to create effects for their powers and balance them.
All in all, I think they could simply work around this and *make* Titan Weapons into the staff set too, the mechanic of momentum kind of works for it too... -
Quote:Good, then don't. The Ninja Run + Shield combo for my monkey Martial Arts Scrapper is perfect for him and him aloneI actually have only three shield characters so far, and unless we proliferate weapon sets across ATs, that's all I'll ever have. To my sensibilities, using a shield without a weapon just looks goofy, so I've only ever made a Sword/Shield Scrapper, an Axe/Shield Brute and a Mace/Shield Brute. That's all I COULD make.
Occasionally he drops to all fours but only with his vanguard shield.
Quote:It's probably been said before but I'm really hoping that there is a scythe in this weapon set!
That said, I hope they take the Kinetic Melee route and give the set a bleh/meh attack/utility power that will then be replaced for AS...and I wonder what the AS will be named...Assassin's Clobber? Assassin's Crush? Assassin's OMG it's coming this way!!? -
Quote:Not to mention it doesn't suppress when attacked. But I guess if that was kept, it'd basically be a duplicate of Energy Cloak/Cloak of Darkness for unsuppressed combat invisibility. Not sure if the power was balanced to do such a thing.You'll probably get some resistance on this one. For one thing it's handy to suppress enemy-affecting toggles while stealthing without having to re-toggle those powers.
Then there's Brutes. Because of the way Fury is implemented, it notifies nearby mobs to the Brute's presence. Entering OAS is the only way to avoid that.