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Posts
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Joined
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year or two back....need to edit the link to my webpage in the descrip...that webpage is more or less obsolete
http://www.youtube.com/watch?v=sPt665_1agA -
Quote:1499 BruteThat can't be enough times.
Tanker base is 1874 to hit the cap requires x1.88 in mods.
Brutes base is 1499.
1499*1.88=2827
I am pretty sure nothing that modifies HPs is different between a brute and tanker, so something in your calcs is in error (unless I am missing something).
High Pain Tolerance on a level 50 Brute adds 149 unenhanceable and another 149 enhanceable. On Tender she has 71.6% enhancement.
So she has +149 and +255.684 for a total of 404.684
She has +1.88%, +1.5%, +3% and +1.13% health bonuses from IO sets for a total of +7.51% health, basing off 1499 that's +112.5749
added to the High Pain Tolerance that's 517.2589 for a toal of 2016.2589 in calculations, and I think there are a handful of unlisted variables accounting for the last 2 hit points that show up on her stats.
For the tank version
1874
High Pain Tolerance increases 187 unenhanceable and 187 enhanceable
using Tender's 71.6% enhancement again, that's +187 and +320.892 for a total of +507.892
with the other health enhancements that's +648.6294....
huh....yep 2522....bleh wonder where I miss typed the first 3 times....yay embarrassing math error
In any case, the last segment of the matter pretty much remains the same for all powersets of tanker and brute. A brute at capped HP, capped regen, capped resistance and capped defense will still survive a significantly less time than a tanker at the same caps.
At that point it isn't about power set anymore. That's just the way it is. -
Quote:I checked three times.I am on the side that says tankers are more survivable than brutes in meaningful ways.
My response to your post is this.
One, Willpower is likely the powerset that emphasizes tanker advantages most.
Two, are you sure those brute HPs are correct? It seems unlikely a tanker hits the cap while a brute with the same build remains at a measly 2000 HPs. -
Quote:Ah, I see. Yeah, in that regard I can note that my brother once out tanked a fire/fire brute in an Eden trial while playing a Dark/Inv scrapper.Right, thats not the portion of the post I wished to address. What I wished to address was that a tank can not survive herding a whole zone now. I am in the camp also, that brutes are just as survivable as tanks in most situations ,although I have lead some brutes into, lets just say abnormal situations, to let them know they are not as survivable as I am on my tank. SO, labeling herding a zone as a "abnormal" situation, then a brute couldn't do it either.
It should be noted that when he plays tanks he's probably the best I've seen in my eight years here and he takes Inv to unbelievable heights of survivability.
Said Fire brute apparently went off into a corner and pouted. -
Quote:Still not referring to the portion of the post which addresses the topic at hand, namely the survivability of a brute compared to a tanker.I should have phrased my response as such,
A tanker in todays version of COH would be unable to survive taunting an entire zone.
I have been tanking since issue 3. I remember herding Striga to get my wolf badge. I know how easy it was then. I know my limits now in todays COH (INV/SS), and while the aggro cap is not at the limit of what I can do, a whole zone is out of the question. -
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Quote:not really, there's a general move away from physical prints since its easier to have all your books on digits and carry around just one laptop, e-reader or tabletThere's been a general shift away from Tabletop games, hell I can remember back when HMV (a movies and videogame retail store) would stock non-gamesworkshop brand miniatures and a slew of tabletop RPGs in one corner.
Now very few brick and mortar stores will stock things like that anymore, hell I only know of one store in London that stocks non-GW brand miniatures these days (called the Orcs Nest) whereas before you'd see them in every little Friendly Local Gaming Shop.
another failing of WotC's being that they decided to stop using e-books entirely -
I've been writing up some example organizations for the setting and decided to do an "upright" (mecha) military unit for the example US unit. But I don't want to just cobble together a structural model for this. I'll include the organizational write up I have so far after a brief summary of standard build philosophy for US military on uprights.
US military philosophy on uprights is to use them as quick response units that alternately support or are supported by infantry that can be deployed in quick fashion (helicopter cavalry, etc). They prefer to have a limited number of models that don't require too many different kinds of facilities to build and can be equipped for different tasks as appropriate. So weapons are usually external and "handheld", with some built in back-ups.
I know that they use battle uprights and scout uprights, but as said, they prefer to limit the number of models to a select few and try to get as much use out of each model as possible.
uprights are 12 to 15 feet tall...so think Zeus titans or Siege in size...Zeus titans might be about right for how clunky the 1960s uprights were...
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Establishment: January 3rd, 1961
Type: Military
Influence: US military
Racial Makeup: 100% humans
History:
The 6th US Army Upright Battalion began as an experimental volunteer unit envisioning the use of uprights as infantry support vehicles. The concept was already on the drawing board along with three other units when Burma began its Indian and South East Seas offensive in 1961. When the volunteer call went out for the new program, they found themselves with a large number of citizens from the Asian territories of Shandong and Okinawa. In the end, perhaps as much as forty percent of the new units were drawn from these two territories.
A rumor going around at the time was that the US and the CRCMP would be taking this opportunity to attack the northwestern territories of the Empire of Myanmar. Perhaps even making an effort to liberate those regions that had been under Burmese control for over a decade. However, this was proven false when the US and CRCMP instead only sent a fraction of its ground forces to support India. It was like someone had decided that the Four Pillars and Burma would have a quick sparring match to gauge their respective levels of power.
The earliest American uprights, the Boxers, were awkward and slow by modern standards, but were still more immediately mobile than existing armored vehicles as well as capable of getting in and out of a larger variety of terrain than existing vehicles. They werent able to carry as much firepower as the heaviest tanks of the era, but could match the guns of other armored vehicles and the lighter tanks. The decision to use them as infantry support was made based on these decisions.
The 6th began as a group of soldiers who their attached infantry units looked at rather doubtfully. The common ground pounders ended up calling them the TS guys in reference to a popular US comic book character at the time. Likewise, many people at the time were still doubtful of the Asian territories as embarrassing relics of a past imperialism that should have been shucked off already. Some even wondered if the citizens there could truly be considered American given they had different cultural norms and had only been in the union for a short time.
Initial experiments with the unit were promising, but limited and they began to enjoy a better reputation with those conventional units they worked with. The uprights were able to get into jungles that stymied tracked and wheeled vehicles and significantly harder to target for existing anti-armor weaponry. The result was an mobile attack force that could be used as a harassing flanking or herding force for the bulk of the infantry. They might have stayed a limited curiosity if it werent for the results of the Bihar Breakthrough in early 1962.
The Burmese had previously recalled their own uprights from battle and it was assumed that they had decided the machines werent useful enough to invest in. This was proven false when a large defensive force in the Indian state of Bihar was liberally picked apart by a smaller force of Burmese that made significant use of heavy tanks escorted by and supported by the previously recalled uprights, many of which had been refitted for specialized roles. The battle started the main push of Burmese forces until they occupied a much of eastern India.
The 6th began to see more extensive use as it became clear that Burma had started mass production of their upright designs. Political decisions left the allies fighting a defensive war for the most part, with offensives having to go through several stages to be approved. The plans for any proposed offensive went through so many civilian layers that various commanders were certain that any offensive planned was well known to the Burmese in advance it going into operation. Eventually, these limits were worked around when it came time to plan the defense of Rajasthan at the extreme western border of India.
Similar to what the Burmese themselves had done, the allied forces pulled back their own upright units and decided to take a risk by introducing another experimental tactic in addition: helicopter cavalry. Likewise, the new units were supplied with new advances in squad level anti-armor weaponry. Some thoughts were put into specializing the uprights of the allied forces as the Burmese had done, but for the most part, it was decided that a single all around design capable of being equipped for different circumstances was an overall better bet.
When the Burmese came to Rajasthan, expecting to sweep through then on down the rest of the peninsula south, they found the 6th along with fourteen other upright units from the allied countries. While it started in that one state, the conflict soon spread to the neighboring states growing into what is the now referred to as the Last Line, or the River of Steel and Blood. After three months, the Burmese forces began to pull back to Northeastern India and consolidating their hold on a third of the sub continent.
As the Burmese began to pull out, elements in the Indian populace and government began pushing for the Pillars to step out of affairs and leave it to them. The US similarly had a developing anti-war sentiment that was demanding an end to what they termed imperial interference. Likewise, the trade pipeline between the NAA and CRCMP had by this time been completely moved to other, less vulnerable countries and their own interest in the matter was becoming less.
While the fact that the allied forces stopped the Burmese advance from taking all of India is considered an overwhelming success, most military personnel of the time consider it a massive politically induced failure to put an end to Burma on the spot.
The very prominent activities of the 6th during the whole of the war led to them being something of an icon of heroism. Predominately their reputation existed in the Asian territories of Shandong and Okinawa, with some carry over into various Asian countries that participated. On mainland US, the accomplishments of all US military of the period was stained by the imperialist perception some radical civilian elements had of the entire affair. Several soldiers of the 6th ended up moving to Shandong and Okinawa even if they hadnt been born there. While others continued in the military and a handful of the others simply seemed to vanish from public and official record.
In 1965, Okinawa territorial government used the local reputation of the 6th and their young legend to encourage a campaign that had the local citizens pushing to achieve official statehood. The main strength of the campaign was based on their growing position as a financial hub in partnership with Seoul and Tokyo since Hong Kong and other major Asian trading centers had long since been in Burmese hands, but the Heroes of the Last Line were a recognizable symbol for the local citizenry to relate to.
Okinawa succeeded in their application two years after the campaign started, in 1967. Shandong used similar tactics with the 6th, but did not succeed until 1981. Some people have stated that the US government was reluctant to confirm a full state right on the borders of Burma while others have suggested that the rural nature of the area made it less of a jewel needing securing than Okinawa.
While the US military did not officially participate in the Warsaw invasion of Afghanastan from 1973 to 1979, the 6th is rumored to have engaged in a handful of classified black ops operations against Warsaw uprights of the period. If this is true, they were limited to single squads rather than the full Battalion. US involvement in the situation was largely in terms of intelligence and information gathering through the CIA. Afghanastans primary source of military aid had come from the NAA, again because the Warsaw was now threatening the pipeline of trade that the NAA had with the CRCMP.
From 1979 onward, the 6th was involved piecemeal in small time conflicts here and there around the world, but continued to be the flagship unit in terms of upright development and tactical experimentation. Since its inception, it has continued to be considered by Shandong and Okinawa as their unit and a disproportionate number of Asian-States recruits continue to apply to be a part of either the 6th or one of the helicopter cavalry units they were largely associated with. The main US army discourages this and prefers to keep the active personnel of the unit from a widespread pool of volunteers.
They did not see full action again until late 2001 when US declared war on Czechoslovakia in retaliation for the attempt by agents of that country to set off a nuclear explosion in New York City. Some in NATO and Europe had assumed that after forty years that the original heroism of the 6th had to have faded, but failed to consider that, as had happened in 1961, a flood of enthusiastic volunteers packed the unit with the same sort of aggressive spirit that they had in the Burmese Aggression. Several young pilots of the 6th began to make a local legend for themselves.
The 6th has been in and out of rotation in Eastern Europe since before the German War and the Czech War merged into one conflict which has dragged on for ten years. They are currently pulled out of the action zone in the favor of a younger unit while they themselves are being equipped with and trained in the latest upright advances.
Structure:
<request suggestions and advice>
Relations:
A number of members of the original 6th moved on to join Avalon as a sort of unofficial liaison between the independent organization and the United States. As time moved on, this connection matured to the point that the command staff of the 6th is on the committee involved in dealing with Avalons research division and making decisions on directions for upright development. Some elements of the 6th who know more about the hidden powers in the world suspect that one or more of the other upright units in the US Army have a similar relationship to the Path of the Golden Dawn.
Other than that, the TS Guys remain a dual icon of American and Asian heroism in South and East Asia. The Japanese, CRCMP and Korean film industries tend to default to the 6th and associated infantry divisions when they want to show good American soldiers in contrast to normal American soldiers. Every film industry seems to operate under the belief that the 6th unit is more than 90% ethnic Asian and operating under some bizarre combination of whatever local warrior tradition there is with American individuality and initiative. Media originating in Shandong and Okinawa are usually more accurate, but they are generally overshadowed by the larger entertainment industries in the world.
The medical exams of the US military prevent the majority of non-humans and even many human psychics from enlisting, but units like the 6th exist as an unreachable goal for a large number of American non-humans. Faustians and Heralds alike are prevented by the rules Yomi and Nirvana have about interfering in mortal government and politics even though many of them are still essentially normal mortal humans who could get past the checks. As such, the 6th generally don't have many psychic encounters except with the occasional akira and those are rarely powerful enough to worry the pilot of an upright. -
Quote:Well, the AE function in this game being a woefully under utilized development in the right direction, video games are still mostly limited to watching, listening to or reading a story. To create a story, tabletop games are still the best bet.
Every time I contemplate this, my mind begins to sing snippets of "Video Killed the Tabletop Game".
Granted, I include PBEM, PBP and Skype games as tabletop games since they still involve a group of friends interacting. -
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Quote:Aggro cap is the same for all classes: 17.Im curious, is the aggro cap the same for brutes and tanks? If so, that seems like an obvious place to start for balance between the two. The tanks job is to keep aggro, the brutes job is...i gues to do damage and survive? Anyways, seems like a no brainer to me.
Reducing brute caps and what not would be alright with me but i don't think it would be a good idea. No point in pulling brutes down to make tanks happy. It should have been done in GR beta but thats in the past.
Beyond that enemies stand around looking stupid. You can kind of stretch this by switching targets and causing new ones to go stupid, but in a team situation that's more causing different ones to switch targets....not something you want.
Tankers already aggro better than anything else. Their taunt is limited to five targets like everyone else's, sure, but their gauntlet is also an AoE with a limit of five targets. Meaning that while every punch from a brute is going to be aggroing one target, every punch from a tank can aggro as many as five. If you switch targets in addition to that, you can aggro quite a few enemies.
Were the aggro cap to be removed, and we returned to the bygone days of tanker vs zone, you'd be able to see that tankers can get larger hordes, faster than brutes. As it is, the aggro cap sits far below the max effective aggro ability of both brutes and tankers resulting in their abilities appearing to effectively be the same.
Though having played both brute and tanker, I have to say that the tanker of the same set still aggros faster and holds aggro better. As to survivability.
Looking at my SS/Will Brute Tender Bar and flipping her AT, I get the following.
Tender Bar (SS/Will Brute)
HP: 2018.9
Regen: 38.96 hp/sec (outside of a group), 61.52 hp/sec (one enemy), 102.16 hp/sec (10 enemies)
Defense: 10.15% Ranged, 12.03% Melee, 7.65% AoE, 19.43% Psi, 20.3% S/L, 23.03% F/C, 28.03% E/N
Resistance(Strength of Will): 65.98%(89.65%) Smashing, 53.48%(79.65%) Lethal, 8.81% (20.63%) Fire/Cold/Energy/Negative/Toxic, 32.86%(44.69%) Psionic
The total mitigations (not accounting for the -tohit in Rise to the Challenge, notes on that later) for this build:
vs enemies with 50% tohit rates (Strength of Will):
79.79%(93.85%) of smashing damage is avoided or blocked
72.37%(87.91%) of lethal damage is avoided or blocked
50.81%(57.19%) of fire/cold damage is avoided or blocked
59.93%(65.12%) of energy/negative damage is avoided or blocked
26.9%(36.41%) of toxic damage is avoided or blocked
58.95%(66.18%) of psionic damage is avoided or blocked
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Tender Bar (Will/SS Tanker)
HP: 3534(cap)
Regen: 68.2062 hp/sec (outside of a group), 107.787 hp/sec (1 enemy), 178.8204 hp/sec (10 enemies)
Defense: 12.72% Ranged, 14.59% Melee, 10.2% AoE, 25.91% Psi, 24.15% S/L, 30.7% F/C, 35.7% E/N
Resistance(Strength of Will): 83.96%(90%) Smashing, 73.96%(90%) Lethal, 11.75% (25.75%) Fire/Cold/Energy/Negative/Toxic, 43.83%(59.59%) Psionic
The total mitigations (not accounting for the -tohit in Rise to the Challenge, notes on that later) for this build:
vs enemies with 50% tohit rates (Strength of Will):
91.71%(94.83%) of smashing damage is avoided or blocked
86.54%(94.83%) of lethal damage is avoided or blocked
65.94%(72.02%) of fire/cold damage is avoided or blocked
74.76%(79.27%) of energy/negative damage is avoided or blocked
33.82%(45.64%) of toxic damage is avoided or blocked
72.93%(80.53%) of psionic damage is avoided or blocked
**************************************
Comparison
Max Hit Points: Tanker version has 75% more hit points
Regeneration: 75% more regeneration
14.94%(1.04%) more overall mitigation in Smashing
19.58%(7.87%) more overall mitigation in Lethal
29.78%(25.93%) more overall mitigation in Fire/Cold
24.75%(21.73%) more overall mitigation in Energy/Negative
25.72%(25.35%) more overall mitigation in Toxic
23.71%(21.68%) more overall mitigation in Psionic
Assuming team members that can buff you to the maximum levels of resistance and damage, the Tanker still has 75% more HP and 75% more regeneration
To make things simple, I'm assuming 100, 150 and 200 damage per second getting through defenses somehow:
200 damage per second
Brute max regen: 20.63 seconds
Brute single target regen: 14.58 seconds
Tanker max regen: 2 minutes 46.86 seconds
Tanker single target regen: 38.32 seconds
150 damage per second
Brute max regen: 42.2 seconds
Brute single target regen: 22.82 seconds
Tanker max regen: indefinite
Tanker single target regen: 1 minute 23.72 seconds
100 damage per second
Brute max regen: indefinite
Brute single target regen: 52.47 seconds
Tanker max regen: indefinite
Tanker single target regen: indefinite
All the above survival time numbers are regardless of defense and resistance and assume an amount of damage getting through those mitigations.
The tanker with the same build stays alive longer against a single opponent with minimum regeneration than the brute does with maximum regeneration against the same DPS.
Let's go a step further and say that someone has maxed out their regen and the brute has somehow hit their maximum HP as well from something like a Rebirth Destiny power or two. They both have the same 2500% regen cap.
So now we're looking at 3212.7 hp at 337.33 hp/sec and 3534 hp at 371.07 hp/sec.
We are now looking at maximum hp and maximum regen for both tanks. We're assuming max resist and defense, but it doesn't matter given we're working with assumed damage getting through. 200 enemy dps is no longer sufficient for either, look at 400, 500 and 600 dps.
At this point it doesn't even matter what power sets they have since they have been brought to max levels by external means.
400 enemy DPS gets through:
Maxed Brute: 51.26 seconds
Maxed Tanker: 2 minutes 2.16 seconds
500 enemy DPS
Maxed Brute: 19.75 seconds
Maxed Tanker: 27.41 seconds
600 enemy DPS
Maxed Brute: 12.23 seconds
Maxed Tanker: 15.44 seconds
I did not account for the fact that the brute Rise to the Challenge has a higher -tohit than the tanker (3.75% vs 3.5%) however, that is immaterial to the regen comparison since soft-capped defense is assumed and the enemies are already at their minimum 5%. I'll alter my spreadsheet later to take into account damage and tohit debuffs and recharge debuffs later.
But the look back again at the differences in single target survival time with the WP brute vs WP tanker.
What this means is that the WP Tanker is good against a single target dealing heavy damage for a significantly longer time than the same brute. More than twice as long, in fact.
I was going to compare my fire/fire tanker to a brute version of herself, but I think the point has been made. -
I'll be happy when I've gone through every mission in the game at +4x8 difficulty with my family team and done each and every one with no death whatsoever.
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Quote:Despite my dissatisfaciton with the comics, I have to say that I've enjoyed most of the movies and TV showsNow there's no need to torture the poor boy. Show him 70's Spidey and then ask is it awful or outdated or both? Also try to find the live 70's Spiderman from Japan.....where he had a car and a giant robot.....
80's Cap.....yeah I'd call that a flop. The 90's Cap movie is best filed under W.W.N.S.O.T, along with Dolph Punisher and Hasselhoff as Nick Fury (WE WILL NOT SPEAK OF THIS)
Superman 1 and 2, Superman Returns, Michael Keaton Batman, the Chris Nolan Batmans, Spiderman 1 & 2, Captain America, Iron Man 1 & 2, the second Hulk movie and the 90s Spiderman and X-Men cartoons were great. The DC cartoons that started with Batman and have continued were awesome.
Thor, Daredevil, Green Lantern, the TV Flash, Hulk and Spiderman, Thomas Jane's Punisher, X-Men: Evolution and Batman Returns were all enjoyable.
The X-Men and later sequels of the Tim Burton Batman suffered very much from "too many characters" syndrome where the writers and studios tried to stuff as many merchandizing ideas as possible into the story, making it bloated with characters so that they did not have enough time to develop any of the characters properly and thus also straining the plot development.
Spiderman 3 suffered from the same problem with the addition that they decided to force Venom on a director who had originally taken the job with the provision that he wanted nothing to do with Venom. Of course he's going to "ruin" the character, I would too given I think its a hopelessly cliched character best related to Lobo as a joke of characters that were popular at the time.
But yeah, other than the tv shows and movies, DC and Marvel for my mind has been twenty years of bad fanfiction. Which is nothing against fanfiction. I use fanfiction to develop setting, plot and character ideas because it's easier to do writing when there are some ready made pieces for you to use. But bad fanfiction is....well....take the worst novel you can think of and have a thousand monkeys transcribe it. -
3rd edition solved a lot of the problems inherent in the system for ages (level limits, class choice limits, multiclassing limits, THAC0, convoluted saving throw system, etc). Unfortunately the way they did multiclassing brought in some severe problems of its own, mostly due to the infamous dead levels that would have people switching classes just to avoid that.
4e solved the multiclass issue and also solved some long term balance issues. The "it's a table top MMO" complaint always made me roll my eyes because....well...DUH...MMOs are basically direct descendants from tabletop RPG. They use the same basic mechanics and character advancement threories.
For other people the biggest complaint was "there's no rules for roleplay" which again has me shrugging since I've never believed roleplaying rules accomplish much, the roleplay is the responsibility of the player, not the game and D&D has always focused almost entirely on just the combat/physical action system and let the players determine the setting and social interaction.
Then there was "there are only 4 classes" or even "every class is the same", which is rather silly, looking within the various roles there were distinct differences between how different classes in the same role played. An easy one for me to point out was that paladin as a defender was better for a single powerful enemy than it was for a large group of enemies. Fighters, on the other hand, were generally the best for that large group of enemies and were almost as good at the single enemy tanking. The reason you'd take paladin was the inclusion of same ranged damage and healing abilities that the fighter lacked.
For me, my complaint was that it was very miniature dependent. Sure you could get by with a sheet of graph paper and some chits, but the powers were such that a simple thematic imagining of the area didn't feel like enough. I loved to play it when I only had to worry about my character and any summons they had, but running it was a headache when I had to deal with the other miniatures/placekeepers too.
However, the biggest problem D&D as a franchise has is that while it is still a strong franchise, it is no longer the only franchise.
HERO System, GURPS, BESM, Shadowrun, White Wolf and numerous independents like Fate systems have both brought new gamers into the genre and sapped some of D&D's audience. D&D is now looked at as a gateway game. It has more of a reputation for being mainstream among gamers and when I think of families playing, I think first of D&D and HERO system.
The main comment I hear when people are choosing not to play D&D is actually "we always play D&D let's play something else".
This is NOT a situation that D&D can fix by simply changing mechanics and setting around.
In fact, their frequent changes are starting to get them looked at as being unsatisfied and impatient with their gamers.
Look at what they did with Forgotten Realms, pretty much tore it apart. Their generic points of light setting was excellent in its simplicity, but they took a loved setting and introduced massive changes to it. Always a risky choice. Many FR fans reverted back to the old version of FR in response. And that setting is probably another reason fewer people took to 4e.
But again, the main reason D&D is not played as often anymore is because its not the only game in town anymore.
If they just let things be and watch as the gaming market grows, this wouldn't be a problem.
They could keep putting out splash books for d20 modern, 3.x D&D and 4e D&D and people would buy them because they're good reliable systems for people, and as long as they kept up all four lines, people would be happy. Most gamers play and purchase multiple game systems anyway, so its not like they won't be able to sell to the same people that play White Wolf or HERO system.
Constantly dropping lines and changing the brand is going to lose people. -
Quote:not needing Vengeance is even more terrific for the teamOffenders attack with their secondary powers instead of just spamming heals and topping up buffs. Team contribution goes up and you're not deadweight auto-running Healing Aura or Heal Other.
This is quite unfortunate since Fallout does crazy damage and debuffs, Veng is fantastic for the team and they're followed by Mutation, which is a sizeable buff as well. TP Bombing ftw. -
Teryl Rothery played Janet Fraiser on Stargate SG-1, a rather down to earth and practical character.
She also did the voice Kodachi Kuno in Ranma 1/2
http://www.youtube.com/watch?v=XH0IG0M8uiM -
I lost patience with most of the two big names over a decade ago and then found I thoroughly enjoyed Gold Digger and various other independent American mangaka as well as the Japanese manga.
Marvel and DC got too recycled for my taste...the story never progressed, it was just the same stuff over and over again. When it looked like there was progression it would be reset to 0 by some dues ex machina often involving such words as scarlet, crisis and/or witch.
Just got fed up with it.
Also, the vs list is merely the conflict and is missing Man vs Self. Conflict is only one aspect to the story, not the story in and of itself. There are generally accepted to be 36-distinct plots.
That said, I do subscribe to the opinion that all stories are the same story just from different points of view and focusing on different portions. -
Quote:Well, running on ahead of the team wouldn't be something I like in a team member. Granted I prefer to stay in my static teams. Proper formation pretty much insures a nearly painless mow. Excellence is getting through the mission with no one's health dropping out of green and perfection is no one's health dropping below maybe 75%.Oftentimes death is unavoidable, for example, when a scrapper or blaster goes running off far ahead of the team. In this case, it is not the death that denotes the failure, but failing to take advantage of the opportunity that death represents to deliver some big hurt on the next pack of bad guys.
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that's it in a nutshell
this is it more detailed: http://tvtropes.org/pmwiki/pmwiki.ph.../UncannyValley -
given I'm in the camp where any death is a failure on my part, I won't respond to the idea of actually planning to use vengeance or fallout
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It would be nice if you could activate the weapons options on various costumes for power sets that don't normally need ranged....
I know the slot in the costume developer already exists
the problem would be that every power would need animations to accompany the weapons option
however, I think it would be nice to be able to focus bolts of power through a magic sword....or fire concussive energy from a beam weapon (classic energy blast)....or deal electrical damage with a spear (electrical melee with a electrified spear/staff)
the basic mechanics would stay the same, only the visuals would be different, this might result in some character drift from one power set to another, but overall people I would think this means people would be able to move their theme character to the play style they want
likewise having a weaponless option for other power sets would be interesting....which would be kind of like a telekinesis thing for an assault rifle or dual pistols with no weapon....or another superstrength variant for titan weapons with no visible weapon
oh well, these suggestions aren't likely....but would still be nice -
Twelve Labors of Heracles written down by some guy named Bullfinch
Okay, I know that's not a comic book, but while the comics were a sort of "okay, that's cool" sort of thing, myths and legends filled most of the space comic books are supposed to take in people who pay attention to this genre -
give Elite Bosses and Archvillains access to more powers...maybe one or two extra powers from a third power set for EBs and up to four from an extra power set (maybe two) for AVs
Also, allow us to make AE content for incarnates...ie, a toggle somewhere that says basically "allow incarnates to operate" -
Quote:Likewise, this might make it more likely for me to play my brother/sister dual blader character where both costumes are essentially two different people with similar training but having both their accomplishments tied to the same character.I could go for this. Sometimes I have two concepts that share the same exact power sets. So one of them ends up not getting made.
I might restart this concept, not sure...kinda lost interest about when I looked at frosty's mission
might reroll them as stalkers since the mistake that they're the same people is supposed to come because they're both sneaky and hard to see... -
I would like control over eye color in even normal faces including the ability to have different colored eyes...heterochromia is a very interesting trait that we are unable to give our characters.
That noted, I'd like to say that the older faces are generally more aesthetically pleasing than the newest ones....
Steampunk, Medusa, Vampire, and Imperial Dynasty in particular are rather ugly. While the older faces simply look like video game faces, these newer ones look like cardboard cutouts of photographs. Technically more realistic, but creating a rather severe descent into the uncanny valley that makes me cringe and worry about whether or not my character has been reading the necronomican or something.
Too bad it's far too late to have a choice of facial parts as well as the sliders, ie: pick nose number 10, eyes number 4 and mouth number 11....THEN apply the sliders
Also, take away the human ears when people choose cat ears, rabbit ears or the like...or rather give them the option to remove the ears....I hate it when I create a character and my hair options are limited to "what do they have that'll hide those ears"....granted, I know I only have one bunny-eared character, but it is still annoying....
that said...an actually tufted rabbit tail rather than that ball, and maybe some rabbit feet
further: deer-stalker caps....pipes....bee-catcher guards....actual headless options so we don't have to approximate it with the brain tank.
more options that result in the right side being different from the left...there's a word for that which is irritably escaping my search right now....It'll probably pop into my head when I shut down and go to bed or something....