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Quote:Define "much of an issue." Getting a character to 50 is still a big deal to me, because it doesn't happen all that often and is the sign that I must really really like that character to play it all the way to 50. It still takes me months to get from Level 1 to 50. Probably 5 or more, on average.Quote:Pfft.
It takes a year or two on average for me, and I play a lot.
I can get a lvl 50 in a week or two and I often don't play the game at all but yeah, I turn off XP so I can farm. Farm content, farm merits, farm tickets, farm badges etc. So it takes longer to get to 50 sometimes.
Speaking of turning off xp, I wanted to try Night Ward on my 29 Rad/Dark Blaster so I turned off xp and farmed First Ward first, doing the whole arc that leads up to NW. My difficulty is set at -1/x4 no bosses which is just enough mobs to get loads of inspirations (and salvage to sell) but when I got to the last mission, it didn't get me to lvl 30.
I still started the intro into NW, doing the mission to free Katie but...it seems those Night Ward mobs don't have a lvl 29 equivalent so...the mission turned out to be +1/x4 >_>
That sucked so bad, it's traumatized me and I'm actually a bit afraid of those mobs nowI scared to go in NW
Anyway, sharing aside, I have expressed the desire for 'linked alts' for a while now. Basically they're alternate characters (build, AT, incarnate powers, etc) but with shared/linked accounting status (name, inf, auction, badges, etc). The question isn't is it balanced but how it'd work. Would I only have to log into one and there be an NPC that basically logs one out and another in? Or would I have to log out myself and pick the character from the list?
Either or, I feel it'd kind of harken to my days on FFXI. While the game itself was a painful mess, it did have the ability to roll an avatar and that avatar would be able to do anything; level lots of crafts, be a lot of different jobs and basically be you in the community. But I'd hardly count our alt-friendly environment as such since no one can see your global unless they search for it and it's difficult to actually pin a specific character to a specific player since there's nothing to feel common to.
Not that I'd want to duplicate that feel exactly, but I feel less and less like I have an in-game presence the more alts I make. The closest thing to such a presence is having an account on the forums. -
Quote:I think the snipe mechanic was targeted wholly at players that either have and use their snipe currently or wanted to take the snipe but didn't have the room in their build for it.
Either you think the fast-snipe mechanic was targeted (in part) at support ATs, or you believe that the developers didn't think it through. Either explanation is possible, but not both.
Even with the change, I don't feel if a player's build didn't have the power slots to take snipe before, that this will suddenly require their build to shift. It *will* make it tougher of a choice to skip or take the snipe somewhat, though.
And I say this fully aware that not all Def or Corr take Leadership now and fewer take and fully slot Tactics. Just because a support AT *might* be able to leverage insta-snipe with pool power selection doesn't mean they'd want to or even have the room to or even desire the damage the insta-snipe provides.
Remember, snipes are single target and cost damn near as much as a targeted AoE attack.
Quote:It's only a problem if Defenders/Corrupters can beat Blaster damage by [I]leaps and bounds???
Beside that, usually support ATs aren't focused on DPS which further widens the difference between them.
IMO, even if your defender or corruptor leverages insta-snipe more, it's only because you're supporting the team while doing it. Support have a tough job, you see. They have lots of things to be concerned with in an encounter so giving them an offensive toy to play with is, more or less, making their job just a bit more fun (if they so choose to use it). Saying Blasters should benefit more or equal sounds, more or less, like one expects Blasters to have *ALL* of the toys and have *all* of the fun and equal or more fun on top of all the fun they have now since they have no one to worry about except themselves.
I'm not speaking on the devs' behalf, this is all just my opinion of the reaction to these buffs but I feel they seem fine and better than the alternative (just make the snipes standard attacks) because that would certainly require a change in everyone's build rather than being optional.
If they change the requirement, I have no qualms with either. I wouldn't want it to be trivially easy though, but it'd be nice if equivalent -Def on the target also triggered the insta-snipe. Since -def is the same as ToHit buff, and it'd give -Def a useful purpose in the course of the game.
Quote:The truth is that the conditional nature of the buff, if it is intended to be a major single-target-damage buff, is unfair to everyone involved, even Defenders and Corrupters. If the buff is supposed to represent a marked improvement to blast sets' single-target DPS, then it will potentially stand in the way of a more generalized improvements, improvements that would apply to builds that cannot (for whatever reason) leverage insta-snipe consistently or even regularly. For example, if the insta-snipe mechanic is supposed to give Devices a justified extra boost, then that's great -- but what about Devices characters without a snipe? I guess they're just SOL.
But Corrupters/Defenders still have an advantage with respect to leveraging that insta snipes. And I don't understand why.
Secondly, it's already shown that your stance against this particular change isn't quite there. That this will stifle other justified changes to sets? Well, short ranged blasts are getting a buff...Voltaic Sentinel was talked about getting a buff...nukes are getting a retooling...they even talked about Devices in the threat about the coffee talk and specifically about Time Bomb being retooled. Dual Pistols is having animation work done and the devs mentioned, if the changes to snipes push performance up by a wide margin, the sets without snipes will get a buff to keep them competitive.
If you have concerns or complaints about the snipe change, why bother with arguments like 'this might keep other things from being changed'? That's already been proven untrue. -
Quote:In the coffee talk that demonstrated insta-snipe, an orange ring appears around the snipe power when the corresponding ToHit requirement is met. All you need to do is have the power in your tray and when you get enough bonuses, you'll see the power is lit up.Obviously, you must think I'm a giant FREAKING IDIOT, if you really believe that I would argue that players should never have to adjust in combat. The point here is that, short of monitoring your ToHit bonus constantly in the power attributes' window, there's no obvious way of knowing whether your snipe will be fast-cast or slow. The very functionality of the power can vary dramatically based on circumstances that are not only beyond the player's control, but that are also arbitrary and unintuitive.
You don't have to monitor your attributes to see that you have insta-snipe available.
Quote:Irrelevant, but thanks for sharing. I'm over-dramatic? Interesting you'd say that, after you said the following:
I said your stance seems more weighed by emotion and bias. To me, these snipe changes don't sway me one way or the other. It doesn't make them great powers and if it were deemed that blast set snipes *MUST* be very potent and a never-skip power, I feel the devs may have swung and missed. That is to say, I'm not particularly for the ToHit requirement but I'm not against it either. I can see things being changed, like the amount of ToHit, the sources of ToHit (make it so BU gives insta-snipe without needing to slot for ToHit or at least not as much investment as it would currently take) or change the requirement all together. But as they are now, the changes aren't unevenly weighed against Blasters because Blasters were not the target of the buff. People that take snipes were the target of the buff.
Quote:So on the one hand, I'm clouded by unreasoning bias because I think the Snipe changes should take into account the over-arching balance of the ATs in question -- but on the other hand, you're arguing that Defenders and Corrupters deserve perma-fast snipe more than Blasters because Blasters already have more high damage attacks.
The only over-arching balance concern I'd even be worried about is if this change improves Def/Corr DPS leaps and bounds beyond Blasters. Beside that, the only thing the changes should account for is whether the snipes become a more fun tool to use than it currently is.
Quote:Self-contradiction. For the record, I think the Snipe change -- really, any change that goes across ATs -- should be presumed by default to give even benefit to those ATs. If the idea is to buff the power sets, after all, then it should buff those power sets evenly. -
Quote:And I say, people that are unwilling to alter their power usage to the circumstances of an encounter should *NOT* be balanced around and the devs should toss their grievances aside when balancing the game.From a qualitative standpoint, the idea that anyone should have to alter their single-target attack cycle on the fly based on something as volatile (and opaque) as external ToHit buffs (or debuffs) is -- well let's just say it's less than attractive.
The devs should be focused on making a GAME and a GAME is not repeatedly pressing the exact same button configuration over and over again until you get to the point you have to push an arrow key...which even then is looked down upon by so many for no apparent reason but some foolish hunger for fast rewards.
If I could, I'd spit on the quoted opinion and kick sand in its face...Just saying
Quote:There is virtually no precedent for such developer-enforced convolutions; you might be capable of a better attack chain with Speed Boost, for example, but your attacks function the same way regardless of your team's recharge buffs, whereas a Blaster who accidentally activates a slow snipe when he intended to activate a fast one -- well he ends up losing DPS, which is his presumed specialty, because he has to cancel the lengthy animation or get interrupted by his opponents.
So that there, that argument of yours, is *NOT* supported by the developer's goals.
Quote:Tactics is not an off-the-wall power pick for a Defender or a Corrupter.
Quote:Support ATs have the best scalars in the game for the Leadership pool, after all. With the possible exception of VEATs, support ATs are the most likely to have already selected Tactics, or at least to have already bought into the Leadership pool.
Or maybe your point is that Defenders will have to give up a more worthwhile power pick to select their snipe? That is probably true, but it's only true because support ATs generally have a much larger selection of compelling powers than Blasters do. That's not a disadvantage.
And you think the Blaster version of Electric Blast is less deserving ... why, exactly?
In order for a proposed balance change to be objectionable, it doesn't follow that it must be game breaking. It doesn't even necessarily follow that a given balance change must be objectionable in a vacuum, because no balance change occurs in a vacuum.
The point of the changes to blast sets is, they are to help blast ATs. Defenders and Corruptors are included in that and the snipe changes are meant to be a buff for them too. They're still a buff for Blasters, but then Blasters have never needed a high damage single target attack...they have other options for something like that and adding another option, while helpful, isn't their only option. Corrs and Def don't have other options...they only get their 1 attack set. Which isn't to say the snipe changes are for them or they deserve more damage, it's just the snipes will actually make more of a difference for them...similarly to how insta-Assassin's Strike helped Electric Melee and Spines a lot more than it did Martial Arts and Energy Melee.
Your perspective is corrupted because you think the snipe changes are suppose to have weighted buffs for different ATs depending on their state in the game. That is not what the snipe changes are for. Arbiter Hawk even said during that coffee talk that these changes were aimed to make snipes more fun and usable for people that like snipes (paraphrasing: it was more like 'these changes are to make snipes fun'). Although he did not say such: By extension, these changes aren't to buff everyone but to buff people that like and use snipes. Most likely, those aren't the twink min/maxers looking for the highest DPS...that's probably why, if they aim for exploiting the new shiny, the returns probably won't be worth the cost of investment and will be dropped by those min/maxers in the long run.
Other changes to blast sets (sets without snipes were mention, Dual Pistols was mentioned, Electric Blast's Voltaic Sentinel was also mentioned, we now know nukes are crashless) are in the works too. What the goals of those changes are is another question ripe for the next online coffee talk.
Well at least you admit my argument as superior. Thanks! -
Quote:Yeah, I don't think the majority of the posters in this thread comprehend what the OP is asking for (no surprise...I didn't either).I'm not sure I understand yet what's being described.
If what you mean is that one character slot could essentially host two characters with the same name and badges, but a different AT, powersets choices, and IOs, then I probably would use it. That actually wouldn't be any more or less overpowered than having alts.
But yeah, some *variant* on what the OP is asking for would be something I've been asking for myself, or like FredrikSvanberg said, if I could just name characters in slots 4-7 of server X as [insert name]. I'd be happy with that, so long as I can have my character and use his name for my other characters on the same server. -
Quote:And changes are in the works to improve their survivability.Really just what under the sun do you mean by EXPLOIT ?
In terms of the existing conversation EXPLOIT = USE.
What most people that play blasters are upset about is that the snipe changes are fricking useless to them. Their builds are already twisted like pretzels to get survivability they desperately need and trying to fit in a power that ISN'T SITUATIONALY USEFUL BUT DOWNRIGHT UNRELIABLE, just isn't something they can manage.
Also, don't pretend you don't know what the term 'exploit' means in the context of a video game.
And I say exploit, Strato, because it's a meta buff that the player wishes to collect on even in situations where the buff isn't needed. Like double stacked Rage, perma-dom and the like. It's not a game exploit, but it's a gameplay exploit: an attempt to overpower the game even when one isn't required to.
I don't have beef with anyone that wants to go with double stacked rage or perma their hasten, but that's not what those powers were designed for (which isn not the point I'm making) which can trivializing the content and/or bypass other balancing goals of that or other powers/ATs.
It's up to the devs to decide what's an exploit or not, but anyone can see when something is a gameplay exploit...like when someone repeats the same unblockable move over and over in a fighting game...it's just cheap and dumb but the game leaves you the option to be cheap and dumb. -
I would pay to have multiples of my characters sharing the same name on the same server.
Bonus points if they can also share badges and supergroups (yay, I can have my own lair *AND* be able to afford it to look good!?) -
Quote:Actually, now I think I know, after reading my post, why people seem adamant about arguing the snipe fix. It's not because they can take advantage of the changes without needing to change their builds, it's that they can't EXPLOIT the changes by twinking their builds.Holding up that change, big or small, as the ignition factor against the change seems dumb when you inherently *DO NOT* need to change anything to take advantage of it.
Key words there: EXPLOIT and twinking. -
Quote:Hmmm let's see then. An 80' tier 3 blast (after the changes) that doesn't EVER interupt, animates just a bit slower than fast snipe and does just a bit less damage and all it needs is 6 slots and its ready to go.
-or-
Take a power I don't really need (Tactics), use 3 (or more) slots I can't spare, and endurance that I would rather use for slinging pain, change my slotting on Aim and Build up potentially costing me more slots I can't spare all to take a power that will give me 70 feet extra range, a tiny bit of extra damage and animate faster than my tier 3 only part time? Kind of a no brainer there.*OR*
Or or or...(okay, just hear me out on this...it'll be long and may be rather confusing so bear with me here...)....you can just take the snipe power, slot it as a regular attack and....use it. No change to the rest of the build or powers chosen.
I mean, Snipes are great tools to use for pulling solo...I know I have recently on my Rad/Dark. Sure, you can slot a ranged attack for range to get the same effect or you can 'joust' some distance after a ranged attack, but snipes are still good for when you only one to deal with some of the foes or one of them and want breathing room before they turn and shoot back at you. And even then, if you have Aim, you can occasionally get a quick snipe in mid-combat for some extra fast and good damage.
Then, if you join a team with a SoA or defender or corruptor or tanker or whoever that has ToHit buffs for the team, you suddenly have always-fast-snipe for no extra cost but to take and slot an extra attack. And beyond all that, all those yellow inspirations that you may tend to ignore or just chomp on to get them out of the way (or combine them into something else) suddenly have more a purpose as they can also get you a quick sniping attack.
Seriously, I wonder if some of you people arguing about the snipe changes have any perspective at all. I'm actually looking forward to testing these changes and have rolled multiple new corruptors and blasters in preparation and most of them (namely, not the Arch/Dev) will not have perma-snipe solo...even the corruptors. Why anyone would see this as some travesty is beyond me as, with these changes, more likely than not, you will see more players throwing around ToHit buffs because now they actually matter. Whether it's achievable solo or not seems wholly irrelevant since it's going to require a change in the build to make work (how many Defenders run overslotted Tactics now anyway?). Holding up that change, big or small, as the ignition factor against the change seems dumb when you inherently *DO NOT* need to change anything to take advantage of it. -
Quote:My post wasn't explaining why Doms were buffed, only that Seeds of Confusion on old style doms wasn't as obviously strong as on new style doms. IOs buffed everyone. Its effects on domination was only an outlier for solo perma-dom. Perma dom was possible before IOs.Not spot on at all.
Here we go --
The reason why Dominators were buffed was because they were a very sub-par AT to play outside of IOs.
Quote:It is the IOs who made a totally different AT. I and others have been making that point for a very long time. It is a fact.
Now, Doms are powerful all the time. Their damage is high without circumstance and their control adequate to eliminate threats and aid a team greatly with a checkmate button when things get hairy.
Again, IOs buffed everyone and its effects on Doms was just that it gave the devs reason to eliminate the duality nature for equality. If IOs altered Doms, it wasn't because it buffed them more than anyone else but rather gave reason for shifting the theme of the AT from what it once was.
Quote:No one, no one was asking for a Dominator nerf in ANY power, before IOs came out. When IOs came out, then came the cry for TK and holds to be nerfed in PvP, perma doms were a different AT outside of IOs... guess what? THEY STILL ARE A VERY DIFFERENT AT OUTSIDE OF IOs now.
First thing you should do if you want to nerf it, strip that toon of all his/her IOs. Go play it without IOs, and for that matter, from incarnates too.
Tater, you don't think IOs make THAT MUCH of a difference? Fine, strip your Domis of all their IOs. Now, go play them, and come write on the forums how UBER and cool your Domis are, any of them.
Quote:Same reason peeps had been crying that Brutes were too OP and this and that. Gee, all that crying came after IOs too.
Go strip an ss/fire brute of all those IOs... to say that will suck is an understatement.
You might be spot on, but just on the wrong "spot".
IMO, I'm not requesting the devs nerf this or that, you won't see me PMing devs to get them to listen to my opinions to fix whatever the forums are complaining about. However, I *WILL* speak my mind about the game and I (and many many others) feel Seeds of Confusion, among other powers (Drain Psyche, Rage, etc) are out of line. I don't care *IF* you whine and complain about 'don't nerf me!!', if a power is obviously outside of the scope of balance, you're a two-faced liar if you think everyone should just whistle and pretend nothings wrong.
People like that make me sick. If you see someone is in need of help, is hurting or being cheated you don't just stand by and let it happen. You just. Don't. -
If you have to ask...
...uh, well are you interested in that stuff or something? -
Quote:He did beat Mr. Roper from Three's Company...Nope. He got beat by Gandalf the Grey, Gandalf the White, Monty Python and the Holy Grail's Black Knight, Benito Mussolini, The Blue Meanie, Cowboy Curtis, Jambi the Genie, Robocop, Terminator, Captain Kirk, Darth Vader, Lo Pan, Superman, every single Power Ranger, Bill S. Preston esq. III, Ted "Theodore" Logan, Spock, The Rock, Doctor Octopus, Hulk Hogan, and Mr. Rogers.
...and almost Bruce Lee. -
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And the confuse IOs has Coercive Persuasion which has a proc for 'Contagious Confusion' which is basically a chance to cast confuse around every foe affected by the power it's slotted in, resulting in higher mag confusion.
Frankly, for mez effects, I tend to categorize them into several groups. You have 'Controller Mez', 'Ranger Mez' and 'Melee Mez'. Of course there's room for overlap but...
Controller Mez = Holds, Sleeps, Confusion and wide area mez
Ranger Mez = Immobilize, Knockback/Down and Hold
Melee Mez = Knockdown, Stun and Taunt
The reason you don't just straight up give every mez +mag IOs is because practically *every* set has mez in it. If you give IOs to buff mag like that, you turn everyone into controllers/doms able to 1-shot mez bosses. Sure there are some sets like Stone Melee that can 1-shot mez stuff, but those are the outliers and built around having superior control.
But yeah, if they are going to add a +mag IO for mez sets, I'd only advocate it for Sleeps since that's what I'd consider a controller mez. If there were +mag IOs for stuns, suddenly Dark Armor would be better control than most controllers/doms. -
Quote:And I'm incline to think the same way. Most of the upheaval about the Tanker <> Brute balance concerns tend to float around the specific circumstances rather than the actual issue of if they are or not...like people feel Peacebringers are so horrible but they do a good portion of damage with lots of survival options and without the necessity of investing an arm and a leg to do any of it...
I also don't think Tankers are underperformers that need more damage. But like lowering the resistance cap on Brutes, I also don't think raising the damage cap on Tankers would have much effect outside of very specific situations. It all sounds like much ado about nothing to me.
Or, for the life of me, I don't see why people are hammering Stalkers' performance. How big a difference is there between them and Scrappers and yet Stalkers are primarily focused on ST rather than AoE and spend more endurance for their ST prowess all while being less survivable on paper.
All in all, it's a wash because nothing is going to be balanced exactly the same way because everything should or does have options and capabilities supplementary to their primary focus. You have to consider *ALL* of the AT's points not just the arbitrary similarities like damage and resistance caps.
Quote:I read some of the posts from that other thread. In fact, I was reading at the very beginning and fell off at some early point.
I know that there is a lot of valid and healthy discussion going on here and there, but I just am flat out tired of any kind of tanker buff resulting in a brute nerf. I wish that there could be a thread of tanker improvements that entirely does not mention brutes a single time.
Yes, scrappers are mentioned in that other thread. Though I have no numbers to support it, it seems like they were mentioned more than I have seen in any other recent tanker buff thread. But I am just tired of tanker buffs=brute nerfs arguments.
Quote:When you're talking about buffing an entire AT, it's almost impossible to do so in a vacuum, without referencing other ATs. Once you compare to another AT, and assuming one is superior to the other, and a bit oversimplistically, your two options if you want to fix it are buff one or nerf the other. So you're rather unlikely to see a thread that doesn't include the nerf option.
I'm not convinced of the basic assumption that the ATs are out of balance, though.
Same as a possible buff for Tankers, something to make the job of Aggro manager or possibly give the good tankers another avenue of protecting allies or even outright building mechanics to make them stand out in end-game/trial content. No, they probably won't measure out to as much damage as a Brute in such circumstances, but it'd make a player stop and think twice "Should I really roll this as a Brute over a Tanker?" namely for the options given up. -
Yay I love these kind of threads
Carry on. I enjoy when people throw out anime characters if only because they're so stupid hax usually in a weird way. -
Quote:I'm surprised you used Refrigerant but not Freon, although I'm not sure if Freon isn't safe to use because of copyright issues.Those are good costumes.
My usualy approach to these things is to throw out as many options as possible, since I don't really know that what I like is what you'll like. So forgive me if I toss out a lot of not very good options here.
1. Dr Cryo (no period), Doc Cryogen, Doctor Cryogen, Professor Cryogen, Doctor Nitrogen, Professor Nitrogen, Doc Refrigerant, Cryogentleman, Doc Cryogenic, Doctor Cryogenic, Sir Cryogen, Sir Cryogenic, Professor Cryogenic. All of those are available, some work better than others. A cryogen is a liquid refrigerant such as liquid nitrogen, and cryogenics is the study of the production of low temperatures... I don't think those are very obscure, and you can use the word Cryonics for this as well. Personally of those I found free I like Doctor Cryogen, although I realize that the ideal four-color comicbook name on these lines would probably be Doc Cryo, which is taken.
Cryonically-Frozen is also available by the way. ^_^ There's not enough letters for "Cryonically-Frozen Brain". Probably not a good name anyway.
If it's safe, Dr/Prof/Doc/Professor/Doctor Freon. Of course, Freon is one type of refrigerant originally manufactured by DuPont and is known for it's non-toxicity and widely used in refrigerators and air conditioners. -
Not sure why, but when I saw #2, the name that popped in my head was Headmaster Dragon. Not sure why but *shrug*
I don't have any thoughts on the others. Sorry. -
Quote:In the matrix, the oracle could tell things about what would happen while the one, someone obviously more powerful, could not.If anything it annoys me more because my character is demonstrably stronger than her. That just goes to show that there's absolutely no possible reason she should be able to read my mind. And yet she does.
Like I was mentioning, combat prowess doesn't always equal plot prowess and vice versa.
Unless there's a mission demonstrating your fortunata reading his/her foes' minds into defeat, who's to say who's better at reading thoughts. Reading thoughts is not a combat oriented skill and therefore is not intrinsic to your character's powers because no such mechanics are available in this game.
That isn't to say I'm saying you don't have a leg to argue on, I'm just saying it's a plot-driven point all the same that our characters are in the same 'I always win' plot point position. -
Quote:Because, when IOs came out in i9, Dominators were the only AT with Plant Control not to mention Dominators were practically a different AT back then...they had lower ranged and melee damage mods, Domination didn't recharge so quickly, it wasn't as easy to build and things like mez protection, being usable while mezzed and the ability to perma it were things that were added features later.I have to agree with the comments made above, and I again invoke this fact -- NO ONE WAS CALLING FOR A NERF ON S O C BEFORE IOS CAME OUT.
All in all, Seeds of Confusion on old style doms, while a decent signature control power but only moderately above performance compared to the other sets the AT was released with.
The ability to use and abuse domination along with the proliferation of the set and the empowering of Doms helped highlight just how out of line SoC is.
It'd be kinda like if old 'only crit on slept or held foes out of hide' Stalkers got Titan Weapons. It probably wouldn't make any waves in its performance beyond the steep limits of the AT. With all the changes they have now? I'd say Titan Weapons on a Stalker would be *the most* effective melee character, bar none. -
Quote:Personally, I'd like some solid negative sort of like how we have hard light and solid ki blasts.Personally, I'd like to see Negative Energy that isn't dark/death/gloom related. Currently, Warshades are the only source of Negative Energy that isn't "drawn from the Netherworld."
EDIT:
Correction: Leviathan Mastery's Spirit Sharks are Negative as well, but we don't have a whole set of that.
Even the Warshade's energy seems somewhat gaseous. Of course, coloring Rad or Energy using the dark palette works visually...
If I were to add to the powers' concepts, I'd promote two sets: Light Steams = Energy and Fire damage with basically laser-like waves (mechanics pending) and Death Sickles = Dark and Lethal damage that take the shape of sharp angular blades of darkness (mechanics pending).
You can probably recolor either to fit various concepts like shadows or even 'sharp wind' in the case of the dark example. -
Quote:And if nothing else, concept wise, Orbital Satellite Beams for tech guys.Not sure we're allowed to reference other video game examples, but THE signature example for me is shown in the link below. Hopefully the fact that the referenced game is over 10 years old means I'm in the clear. Interestingly, the second part of it looks somewhat similar to our Energy Blast in terms of the particles, but the intro and overall presentation are very different.
http://www.youtube.com/watch?v=RpzzeH94Cxg
The critical element for me is the coming out the sky part. If alt animations can handle that, that might be a step, but I'm under the impression they can't. Plus knockback from above/below would seem strange. -
Quote:Understandable...but all things considered, Penny Yin came about doing the same thing. Are we going to hate any character that comes along and claims the title of 'Most Powerful [insert]' or are we looking at the circumstances? While Katie may be a particularly strong, headstrong and obnoxious psychic, does that really undermine your Fortunata who can wade through fields of apparitions and come back to tell the tale (while little lady Katie goes *kaboom*(read: dies))?See, I hate Katie Douglas for completely different reasons...
One of my first playthroughs of First Ward was on a highly trained psychic character (a Fortunata), and it just flat out pissed me off that the way she was written (Such as being able to read the PC's mind with absolutely no effort) absolutely trivialized my character's own power(s).
That just annoyed me so much that I hate her, even on characters who's minds she actually WOULD be able to read.
Ironically, I've been playing First Ward myself namely because I've never gotten around to playing Night Ward and since the one I had planned to play it outleveled it before I ever knew about it, it took a while to come up with a character story reason (and a new character) that explains this.
Playing through FW on a magic robot, I find Katie cynically humorous. Beyond that, with the interaction of the Apparitions possibly affecting the resolve and actions of everyone, Katie herself has the main strength of being a good telepath and a skilled teleporter but she's hardly a fighter (combat prowess, not fist-fighter). I'm okay with that. Some people play 'plot device' because it can make things easier to explain and she dabbles in that field while being somewhat funny while doing it and doesn't take away from my characters who fulfill their own position as 'plot device'...but then that's a whole other beef I'd have with the story...that we can't lose. Even if we had the tech to write such branches into every story, it's the pain-in-the-*** playerbase that would get on my nerves with relentless whining that they don't want their heroes to fail.
Anyway, tangent off: It's fair and all to hold your opinions of the game and the story and the writers. But if you're looking for a remedy or a ray of sunshine to the every gray skies of lore and storytelling, it's near impossible to find and/or keep. I find, looking at media with the eye of a critic can really ruin your outlook on a lot of things. That's why I don't particularly care to critique people's stuff, their art, their writing or whatever if only because it feels like you have to be intentionally *looking* for something to comment on or critique rather than enjoying something for what it is.
A lot of people can and still have fun and/or enjoy things like games and movies, but I find I cannot. I watch a movie, laugh at the funny, cheer at the important good parts, love the action parts and then when it's over, put it down and walk away. I find myself enjoying the old content for what it was (although a lot of time it's more telling than showing) but at the end of the day, it was an excursion designed to burn some time. Burning more time complaining about it feels unproductive to me. Granted, I love discussing stuff and having a back and forth about such things (I can definitely see how Katie could be hated or how her dialog wouldn't work with certain types of characters) as that's more an interaction with those you're discussing with. But it's hard for me to go out of my way to really say if something's good or bad which is different from liking and disliking.
Another tangent: I found Dark Astoria to be 'meh'. I guess it's easier to feel it's so awesome because they put more at stake, but that doesn't automatically make things better. -
Bump because I feel more discussion needs to be had on a Thrown Weapons set.
Quote:Sorry, the power names are actuallyPiercing Rounds and Piercing Beam are powers in Dual Pistols and Beam Rifle respectively.
Piercing Shot/Ray, is there already a power this can be compared too? I'm sure I quite understand all of the idea behind it so if I had something to compare it to that was similar, then it might make more sense to me.
Basically, they're moderately powerful attacks (a notch lower than high damage powers like Blazing Arrow and Power Burst but a notch higher than mid damage powers like Aimed Shot and Power Blast) that also have a narrow cone that can hit up to 3 foes, most likely if they're standing in front of or behind the target you're aiming at.
With the new changes to Blast sets, I'd actually propose giving the set a crashing nuke of the PBAoE variety. I say that because, when all nukes that crash are changed in the upcoming update, crashing nukes will have the penalty removed while normalizing the recharge and damage. Basically, if you consider the tier 9 a crashing nuke now, after the update, it will end up crashless and hit harder than current crashless nukes however it will recharge slower.
I had an idea in the other thread to make the nuke like Shield Charge: a teleport nuke. If it were, it'd be usable at 'range' but do its damage in a PBAoE. Another change to crashing nukes is that, PBAoE crashing nukes will have faster recharges than ranged crashing ones...so Inferno will come up a bit quicker than Blizzard.
So, playing the angles, I'm aiming to get the best deal for this set's nuke -
Quote:I don't think it's splitting hairs. Street Justice is more splitting hairs than anything and that set was still made.
Eh, making a 'Light' powerset I think would be splitting hairs. Next we'll get a 'slightly less bright, but otherwise just like light' set.
If a new 'light' powerset were made, there is a lot more that can be done to make it different and attractive as a new set:
Theme:
-Holy, divine or just 'opposite of negative', is all up to interpretation of the user. But you can accomplish either and any of those with mechanics like doing extra damage to 'undead', lowering negative resist and damage or other types of effects vs those opposite the light.
-As such, a damage type can help set the theme.
-How such a set is targeted (is it AoE or ST and other effects mechanics) can make the set unique.
Looks:
-Already expressed how Energy, Rad, Beam are different in looks. A new set can simply look different. Tell me you'd be fine had the devs never bothered with Water Blast and let us keep going with Energy Blast being water. To put it simply, a new set will *LOOK NEW*. The particle fx and sounds will be of a higher quality than Energy or Rad (not that those look bad, but held up to Water, they don't look nearly as pretty).
-We don't have laser light or even 'emitted light' (like the Carnival of Light's staff PBAoE power). We can use a lot more non-hardlight looking light and you can pass them off as other stuff like heat beams or even shadow beams.