Lohenien

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  1. This is the only way Sandman could come to a filmed medium and work out most or all of the series. It must be handled delicately because any changes will likely diminish the whole of the series in that medium. If Gaiman get's on board as a consultant, I'm game to see it happen.
  2. IIRC the new effect of FE is a 45% fire damage proc. That 45% is buffable by +damage effects like build up or inspirations.

    So a 100 damage attack, slotted 95% with damage IOs would deal 195 damage plus 45 fire damage.(total 230)

    The same attack, with build up active, would deal 275 damage plus 81 fire damage.(total 356)

    This is higher than the old 160% damage buff you would have with old FE and BU. ( for a total of 255)
  3. No. They have referenced a supreme being and most often link it to the Abrahamic god; though more openly so in the Vertigo line. The ties between various magical characters in the main DCU and the Vertigo line would implicitly reinforce this concept.

    Superman, as already stated, has been given Jesus like attributes and also portrays an ideal for people to strive for. Godhood is not something that mere people would truly strive for in this day and age, therefor Superman cannot be a god figure and maintain the root characteristics of the character. Given that a recent story just had Superman stopping an alien world from worshiping Lex ( or maybe it was him that Lex tried to make them worship. I forget), I would reason that Superman is not meant to be seen as a god by the events in Infinite Crisis. Such a dynamic would irrevocably change the character, and most likely be retconned asap.
  4. Quote:
    Originally Posted by Castle View Post
    Critters run away for one of two reasons: A power or script forces them to or their "grief" flag has been set to true.

    The Grief flag gets set to true when the enemy's morale breaks. Morale can break because a team mate died too quickly, or because they cannot attack their enemy effectively. So, if a group of softcapped players AoE nuke half a spawn down, the rest are pretty likely to run away -- a bunch of their team just died AND their odds of being able to retaliate are at minimal levels.

    I'm not saying there isn't a problem; I am giving you, the players, more information regarding how it works internally. You should also know that runners are a part of the game and eliminating that aspect of the game isn't really likely to happen.
    ahhh 'grief' flag ? Not sure if srs o.O ? For realz castle or is j00 f00lin us ?
  5. This is inconsistent with previous runs of the same map and there were no patch notes indicating such a change. Therefore there is no way to know if this is WAI.
  6. they do get credit for tip missions, im not sure about morality missions though.
  7. no the cap I'm talking about is the 1500 per mission cap, not the 9999 total cap.

    The per mission cap seems to be broken.
  8. try running arc # 440709 at +1/x8 and +2/x8 - clear the whole map and see what it gives you.

    When I run it, I only get 1100-1200 tickets and it tells me I'm at cap for mission.
  9. Lohenien

    Selling short?

    simple : dont. Wait and see how things turn out before trying to turn profit in this current swath of chaos.
  10. mighty morphin wins hands down - the opening theme to zyuranger gives me a sesame street feel, not an omgawesome feel.
  11. Try AE arc number 440709 - clear the bottom floor and get the glowie. Also use no damage inspirations on any run (since the drops may vary).
  12. I rebuilt it as 440709 - the map and enemy group became corrupted when GR launched.
  13. these merits will divert the players that dont like earning influence because they see it as an unreachable goal whereas merits gives them a time table.

    Never mind the fact that farming A-Merits is horrible for getting pvp and purple IOs, lazy people will do it because it sounds easier than big numbers.

    One IO a month vs multiple in a week - the logic, it doesn't matter to them.
  14. Like I mentioned before - I'd drop hot feet for burn and double slot it with Eradication and Obliteration quads, or one quad and one dam/end/rech triple.
  15. Quote:
    Originally Posted by Kitteh View Post
    As a buyer, I just set the ToD NE proc level 40 IO market at 10M.
    Think of it as my gift to the greater community.

    Ya can't blame me for what happens next.
    The proc had fallen to 10-13 million before the merge anyway - I know I had 30 of them that I bought at 20 mil when that was a lowball for it.
  16. A slight raise of a tanker's aggro cap would be nice - say 24 or 25 ( a full size spawn is roughly 17, so a full spawn and a half about). This way a tank could get any overflow aggro in densely populated spots. This allows a tank to out 'control' a controller by means of aggro generation, but the extra dps of 7-8 foes might be a bit above a typical tank's survival line. This is a good thing because that makes it risky for the non IO based tanks.

    IO based tanks will simply out survive almost any threat in the game that isn't tailored to 'cheat'.
  17. Superman is a mix of archetypal characters and ideas. He has powers beyond normal people and comes from an alien world forcing him to hide to live among us. However at his core the character represents the "invulnerable" American way of life, and portrays a moral ideal to strive towards. His flight is a way to literally have that ideal be just out of reach.

    Those qualities are the part of the character that is most often omitted when a similar character is created. The superficial similarities lack the underlying philosophical and moral impact of Superman and instead go for a more comic book sense of uber powerful being.

    Other copies take bits of the story and go a different way with it, such as Invincible and having the 'kryptonians' actually be an invading race.
  18. Quote:
    Originally Posted by Manofmanychars View Post
    Until you played Unlimited format. Then the Power 9 and its ilk dominated. This is fact. Look at tournament records for any format in which those cards were allowed. Balance means that there are no individual cards that are so powerful that not having them in your deck precludes any chance of victory in torunaments.
    I'm going to guess that you are not the spike type of player that is willing to go the mile needed to be competitive ?

    The vintage format in MTG is the format I play the most - because as you play the game, sets rotate out and you have piles of cards that aren't in the most often used formats. Thus vintage makes sense given an older card pool to work with.

    The thing with vintage is - most tournaments are not sanctioned by the DCI because of the power 9 being a huge barrier to entry. This is where the proxy environment comes in. Anyone can have access to those cards by using proxies ( which are often limited to 5-10 in a deck). Additionally, the power 9 are not mandatory as you suggest, and they do get beat by cheaper cards and strategies.

    I myself do not own any single card over 80$ in value, but my collection is roughly worth 5k spent over the last 12 years or so. I'm willing to go to most lengths to be competitive because I like to compete at the game. If you want to move up to a challenge you must be willing to accept the requirements, illusory or real, whatever they may be. Going pro is too financially restrictive for me currently, and typically requires more focused decks than a romp at the local store. I'm not going to complain about such things. I might prefer a yellow sky - but it is inevitably blue.

    The strength of the power 9 is a great example of what not to do. When Garfield originally created the game - he never envisioned how people would actually play the game, just how he thought they would.

    In an MMO - such power level issues can be addressed with patches, but in a card game this is not so. Thus it is highly important to do lots of playtesting with lots of different minded people to try and identify weaknesses and flaws in design prior to releases.
  19. Quote:
    Originally Posted by Manofmanychars View Post
    The reason MTG needs to have all those formats is because they murdered and soiled the grave of any appearance of balance that their game would ever have. That is bad.

    Rarity should not reflect the power of the cards, but rather the nuance of the card. So, the straigtforward but boring cards are more common, while the really tricky but entertaining cards are hard to find. A deck made up entirely of the straighforward cards should, if played properly, be able to beat one made entirely of the tricky ones. But players would want the tricky cards because it allows them, rather than having totally broken individual cards, to combine several cards into a totally broken combo. And the system should have the versatility that there are a large number of said combos, to prevent the game from devolving into three of four "pro" decks.

    Also: Johnny, Timmy, and Spike are WoTC's terms for the main player demographics of MTG, applicable to any card game, really.
    Different formats allow different kinds of balance. The only time they have really messed up is when they introduced the mythic rare card type and made them uber chase rares. Prior to that the game was solidly balanced.
  20. Quote:
    Originally Posted by Kitsune9tails View Post
    Three types of player? Please elucidate. Is one of the types "Mr. Suitcase"?
    The lead designer ( his actual position has varied but he has held multiple lead positions) of Magic the Gathering, Mark Rosewater, postulates three types of players : Spike, Timmy, and Johnny. Johnny is the creative and inventive player type, Timmy likes to go for the most powerful effects simply because they are big and shiny, Spike is the serious competitive player.

    Mark's Article on player types : http://www.wizards.com/magic/magazin...om/daily/mr11b
  21. Quote:
    Originally Posted by Manofmanychars View Post
    Rarity is not a gameplay balance, though. A gameplay balance does not expire, while rarity is a temporary condition. As soon as everyone has the max number of a certain powerful card, rarity, and any semblance of balance, goes out the window.

    In MTG's open tournament format that allows every card, the Power 9 or other similarily overpowered cards are pretty much the main focus of every "competitive" deck.

    So yeah, having a game be based around whether or not you can find the randomly-distributed "I win" card is a bad idea.
    There are multiple formats available - and rarity plays a part in some, but not all of them.

    The incentive to acquire more cards is an absolutely vital aspect of a monetarily successful card game. This success often coincides with player interest, but does have the side effect of being off putting to the very casual or very financially unwilling/unable. Some of that crowd may be the heart of the game, but with no circulatory system a heart does little good.

    This aspect of the game would be true of a collectible card game or a trading card game - but other kinds of games are self contained. Card games can be a bit of both, as Magic proves with standalone sets, various alternate format sets such as planechase and arch enemy. The decision to be strictly one or the other needs to be made fairly early on as it will effect design of the game, no matter how 'wrong' some people might proclaim it to be ( and incorrectly so).
  22. "Don't make "How attainable a card is" factor into any facet of card design under any circumstances. Ever. If you do, you're fundamentally designing a game wrong."

    The entire point of having rarity in a card game is so that more powerful effects can be seen less often and be more sought after ( encourages players to buy more packs).

    Otherwise people would have the COH equivalent of tier 1 nova attacks.

    As summed up so far this concept sounds to me like magic the gathering with planeswalkers as your avatar. I'd try to add more resource management ala civilization or something to give it more strategy than 'drop as many soldiers as you can muster and swing!' .
  23. The other travel powers besides fly ( Super speed, jump and teleport) such as alternate origin themed versions .

    Also I'd like an aura that is a blend of your costume pieces colors - so that when used with super speed - you get a proper 'blurred' image of your toon running at super speed.

    The whirling attacks and 'haymaker' attacks could use some alternates fo sho.

    Basically any attack animation that is repeatedly used could stand to have some alternates made.
  24. The damage should work out to be better than the fear version because mobs dont run out of the patch. I dont have exact numbers on me atm.
  25. Quote:
    Originally Posted by Fulmens View Post
    I'm kind of curious, myself, to know how much inf is going to get destroyed in the first big surge. I'm betting on something like 3 trillion inf (20 million x 150,000 characters) which would neatly match the amount of inf in the system, total, before the market gave us a reason to accumulate.

    Considering the fact that reward merits are needed for this - a typical TF for a level 50 toon might generate between 6-14 million. The actual inf. Removed may be in the 3 trillion range sure, but it won't all be from the current pile of inf. available. I'd say it will only burn half of what you might expect.