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Posts
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Joined
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Missed that shot, I'll have to go back and look. Another strong episode. This series is hitting it out of the park pretty much every time.
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Quote:I told you so.3700 issues i have of DCU New Earth...yeeeah I'm sad...
So JL starts with 5 years in the past and Batman is hated? i can't wait to here how they fit 20+ years of comic history into 5-8 years.
They have an out with Batman, sort of, with him now having been active before Superman. I still don't see how he could have gone through up to 3 Robins and still be an urban legend. The truth is that all of that stuff could have happened, or at least all of the stuff that anyone cares about, but that the time frames for those events, where they were specifically stated, could mostly be shorter, since that's not what really matters about them.
I doubt they'll give any specific amount of time that he's been active, but I'd cringe if they tried to say that it was 5 years or more prior to Superman. It just doesn't make sense in the new continuity. -
I believe one of the other reasons was narrative. Having him go from Metropolis to Africa to save Lois by hopping there would have been quite a ways into the realm of the absurd in a 10 minute short.
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I haven't heard anyone complain about losing all of their powers, but I have seen one person mention that all of his Incarnate powers disappeared during a BAF. The second thing that Snow Globe mentioned has happened to me and a few others. I started lagging a bit during a Prisoner phase of a BAF, then suddenly was being displayed as not part of the League or the team. I crashed soon after and came back. Missed an Astral or two but got a Very Rare.
I've also seen a return of a bug with trials where the Accept/Decline window's sound plays, but the window itself doesn't pop up. It had happened to me and to a few others in the first week or so of Trials, but not again until this last weekend, where it happened to me on two BAFs in a row.
Trials may have lost most of their server lag, but they seem to have gained a few new bugs and seen the return of some older ones that had disappeared for months. -
Quote:To be fair, his creators didn't either, since nuclear weapons hadn't been invented at the time.Quote:Quite true, also after having rewatched Batman/Superman Public Enemies, I wonder if Captain Marvel could take a nuke, since Batman blasted him with a missile and he was on the ground but back in the form of Billy Batson who was wounded. (still funny though when Batman tries to wake him and says "Say something!" "SHAZAM!")
Warning, 81 year-old Spoiler Alert!
Looking at Hugo Danner's story, though, I would assume that a nuke would have killed the very early version of Superman that seems to be an analog of him, since Danner himself was killed by a lightning bolt. -
Quote:It was happening in the comics at about the same time, both in the early 1940s. Superman for the first 3 years or so may have been vulnerable enough to be killed by a nuke, but we really don't know. I don't recall anything giving him a significant injury even back then.In the 60s, Superman could literally sneeze planets out of orbit (physics be damned), but the 1940s Superman could have been hurt via a direct hit from an artillery shell...and was just barely faster than a speeding bullet/more powerful than a locomotive.
I have been checking out the old Max Fleischer cartoons, and I think the power creep started there. In one cartoon, Superman has trouble with a King Kong expy, and in another he is more powerful than a magnet capable of pulling planets out of orbit. I think the cartoons is where 'graceful leaping' gradually morphed into flying as well. -
Quote:Pretty much every incarnation of Superman can take a direct hit from a nuke. Even Byrne-era Superman, about the weakest status quo he's ever had, was specifically stated in the Who's Who entry with input from Byrne to be able to survive a nuclear blast at point-blank range. The only way that I could see for him not to survive is a time like immediately after his return from the Doomsday fight and "death", where he had been effectively-dead, then held in containment and had all of the energy that he was absorbing siphoned away by The Eradicator.Depending on the Age, ie Golden, Silver, Modern, then some forms of Superman could. Indeed, Dark Knight Returns showed it happening, albeit it making him look like a skellington
I think Captain Marvel, Captain Atom, possibly Firestorm? He could transmute it?
And Batman of course, cos, well, he's Batman
As was mentioned above, Firestorm has survived nukes. One of those during Ostrander's run effectively altered his matrix, replacing Martin Stein (believed dead at the time from cancer moments before the blast) with the Russian hero Pozhar. The new Firestorm immediately absorbed/reversed the nuclear blast. -
More like 3 years. You get a reward token for every month subscribed after Freedom launches. It takes 37 to get all of the previous 8 tiers and all 3 of the new Tier 9 VIP level filled. With the one that everybody, including free players, get, and excluding any yearly tokens, which they initially said that we were going to keep getting after Freedom launched here, but later have seemed to back off from, it will take exactly 36 months of subscription without ever buying points.
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In some ways, this series is shaping up sort of like a single-player RPG. There's the main quest, searching f0or the Book of Omens, that keeps being derailed by side quests to help out the characters that they come across. It would be neat if, after the side quests are done, and they get to the Book of Omens, some representatives of those that they had helped along the way make a cameo appearances to aid in the completion of that main quest.
I've always been a sucker for those "It's good to have friends" moments in RPGs. -
Sam already filled you in on the story details. I'll just add that it's a mission from Maxwell Christopher in the 40-44 range, and that the implication is that there are more than just the one that you fight.
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Quote:The thing is that Nemesis automatons were literally always in the realm of stupid-tech. You're first introduced to them in either Issue 0 or Issue 1 content, and among the first examples that you run into are telepathic Rikti automatons that the Rikti apparently can't distinguish from their own kind. That's already about as far out as automatons that can at least mimic the appearance of Demon Summoning, and it's been there from the start.And there are many other examples of failures to understand nuance in prior writing. For example, also in Issue 10, we encounter Nemesis automatons which are functionally identical to Positron and Manticore. And these automatons actually make sense as dopplegangers. After all, what is Manticore but a fairly skilled and athletic guy with high-tech arrows? Give such (perhaps stolen or reverse-engineered) arrows to an automaton and program it to use them, and you have a reasonable facsimile of Manticore. The same goes for Positron. If you could sufficiently miniaturize a "fission cell" of some sort and place it within an automaton chassis, it might well be able to manifest many powers functionally similar to those Positron uses. Certainly the automaton would quickly degrade, frying its circuits from the inside; and it would be highly dangerous to be around, but it could quite conceivably pull off the doppleganger ruse for a time.
Sadly, though, our current writers seem to think that this concept works equally well with any and all powersets and origins. So now we have Nemesis automatons which summon demons and magical flaming whips, manipulate the fabric of space-time, and so on.
What was once quite a fun and good contrivance is now borked. -
Quote:I'm not handwaving anything. Everyone but the most common minion is using the same exact shoulders. Any move to make a distinction there would require a new piece. I even agree with you that the current Thorn Casters have some definite differences with the Mages that are lacking in all but the Death Mage in the revamp, calling them drastic might be overstating things. I even suggested adding something in the shoulder line to help distinguish them even further, and possibly restoring the back detail that the Death Mage kept, with an update, that the other Boss Mages lost. It's not even a disagreement with you, and it's not a strange tangent, it actually logically follows from your argument.You seem to be arguing strange tangents, and handwaving away the fact that the current minions and bosses actually look visually distinct while the updated ones do not, and the death mage looks visually distinct from the other bosses and the minions, which means its possible for the bosses to look distinct without violating the artistic boundaries the artists have for the costumes.
So just to be direct: the current minions and bosses are visually distinct: they have radically different silhouettes even if the difference can be described on paper as just a few parts. The proposed update radically reduces the visual difference between minions and bosses for all but the death mage. That's an undesirable feature both in artistic terms and in gameplay terms. The death mage is an example of a visually distinct boss, and while it may not be the best model to use to create that visual distinctness across all the bosses, its being noted for the fact that such visual distinctness is ipso facto possible given the current artistic guidelines for the CoT update.
However, and here's your tangent, there is actually a far more drastic difference in silhouette between the Thorn Casters and the upper-level Mages that they appear with now in the revamp than there is in the old one, it's just that it's in the legs now. Check them out. The old ones are identical, not nearly-identical, but exact matches in form, from the waist down. You can't say that the Agony and Death Mages look like the Thorn Casters from the waist down now. But (here's the part where I bring that tangent back into agreeing with you) I don't think that's enough. It's not where my eye is drawn, and it looks like you made no notice of it, either. Our eyes are drawn to faces, so distinctions above the waist are more noticeable and useful to us in distinguishing between different models. This is why I think that, at the very least, the Agony Mage needs some kind of back piece similar, but possibly a little smaller than, the one the Death Mage has, and that Boss Mages in general could benefit from something more up above the waist. -
Quote:He has the same shoulders as virtually everyone else in that shot. It looks like only the generic robed Minion doesn't have them. Since they're nearly-ubiquitous, one would assume that only one type of spiky shoulder was made. Perhaps that could be changed to provide something a little more ornate for just the Bosses, not necessarily bigger spikes, but an extension toward the neck and hemline of the robe.Well, I don't agree it can't be helped in theory, because clearly the Death Mage didn't get that memo: he's radically different looking. I'm not suggesting all the bosses look like the Death Mage, but I am suggesting the artists are clearly creative enough to stay within their "thorns for everyone" motif and still distinguish the bosses in some way, both from the minions and from each other.
What sets the Death Mage apart is the tall spikes that look like they come out of his back, which is a feature shared by all Boss-class Mages currently. I'm not sure why he gets to keep them and the others don't. Giving them to the other Bosses would help to distinguish them from the Thorn Casters (though only Agony and Death Mages actually spawn with Thorn Casters) and preserve a consistency of appearance across the Boss rank. -
Quote:Right. I edited mine to agree with you about a shorter hat. I still think the differences in them, aside from that, are pretty minimal, even on Live, and the one new area of obscuring looks like it can't be helped that much, since the new aesthetic is spiky shoulders for all.Well, the differences are kind of exactly as much as I think, because I double-checked in-game first before posting. Those two are easily distinguishable because the boss hats are much taller and only the bosses have the exaggerated spikes. The difference now is very minimal for every boss except the Death Mage. In my opinion the Bosses should look different from the minions in at least one or two overt visual ways beyond just color scheme.
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Quote:Not as much as you might think.2. There doesn't seem to be enough distance between the thorn caster minions and the bosses. The original group had a visual progression of formless robes for the minions, the robes with exposed head for the LTs, and the spiky robes with head dress for the bosses. Here the minion looks kinda close to the LTs, but the caster minions look really close to the bosses. I think that is an important visual cue that will be lost in combat. The casters should probably get shorter, less impressive head gear than the bosses to visually distinguish them.
Thorn Caster:
Death Mage:
Currently, the differences between Thorn Casters and Boss class Mages are color scheme and shoulder/face accessories. That hasn't really changed with this revamp. Well, the hats on the Mages are currently a bit taller, too, so maybe a shorter hat is in order to keep the silhouette balance of power. -
In Options/General, in the E-mail section, set the option to hide all unclaimable items to Enabled. That will fix this problem.
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King of the Hill is an Adult Swim program. While they share a channel, they do not share management, and are considered two networks essentially using a time-share on the same channel for ratings and advertising purposes.
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No, he was cleared after Egghead died. He was retired from being a hero at that point. I just wonder about Wasp and the Torch because I don't even recall them interacting during the series.
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Hawkeye and She-Hulk were doing some back and forth banter during the Secret Wars series, I suppose the writers took it from there. Human Torch and Wasp, though? I have no idea where that would come from.
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Quote:I wasn't worried about cancellation, since they apparently ordered a second season. A couple of bright spots for the series are out there. Namely that it, along with Brave and the Bold (both reruns) are back on the schedule this week, and that Teletoon is set to premiere Young Justice next month, which probably means that a good chunk of the supposed 26 episodes are done or nearly done. Hopefully, we'll see the remaining episodes starting in November, at the latest. Plus side of that is that the wait might be reduced between seasons 1 and 2.Well at least it has an action figure line. So they can't cancel it based on that.
Edit:This actually got me interested, so I visited Greg Weisman's blog. He confirms that there are now 9 more episodes in the can and ready to air, 3 more in post-production, 4 in production, and one in late-stage pre-production as of August 1. He also confirms that the initial 10 episodes confirmed for season 2 are in various stages of pre-production, and that they have been given the greenlight to begin breakdowns for the next 10, although they have still not been given the order for them as episodes. -
Should we start taking bets on how CN will mishandle this series?
Maybe they'll show seven more episodes and put it on hiatus with no news about a return from hiatus for the remaining 17 episodes for over five months, and vague promises of a second season next year.
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Quote:That's part of the point. The other part is that if you keep up a VIP subscription, even if you never buy a single point, you will earn rewards three times as fast, since the tokens are given out monthly, and seem to each correspond to a veteran badge and associated rewards, based on the chart from a Ustream chat that is notably linked in this post by Snow Globe.The whole point of the Paragon Market/Paragon Reward system is that you can pay to catch up. Every $15 or so you spend advances you another month/token in the system. And if you buy Paragon Points in bulk, they're likely to be cheaper.
That means that Freedom will make it easier for a new player to get all of those badges and rewards, though we'll have to see just how many Tier 9 VIP rewards there are, and how fast they cycle through, to see if you can realistically catch up on those. -
Quote:I'll be doing much the same. It also looks like this set will have better confuse duration enhancement in the IOs themselves, since they don't have the unnecessary (to me) range enhancement in them.Mind Control/Mass Confusion: 6-slotted with Malaise's (the purple set is in Confuse).
Even:
Damage bonus (2.5%)
Defense bonus (3.13% R/1.565% E/NE)
Gain:
Recharge (8.75 - 6.25 = 2.5%)
Accuracy (9%)
Confuse (3% - 2.5% = 0.5%)
Status Duration (other stuff in addition to confuse)
edit: and the Chance for +DMG, too.
Lose:
Recovery (2.5%)
I'll be making that swap. That's a win for me.
Edit: Looking at the numbers that we see, these appear to enhance the same as a level 50 set, so Schedule A is 26.5% for a dual, 21.2% for a triple and 18.55% for a quad. That's 89.75% Confuse duration (pre-ED) versus the current 74.2% (also pre-ED) of Malaise's Illusions. 66.25% Accuracy versus 74.2%, which is a bit of a loss that I doubt I'll notice. Even for my purposes, which will probably be to skip the proc/Recharge, a very good increase in Recharge of 71.55 versus the anemic 47.7%. 66.25% End Reduction versus 53%. Mostly win on those values, with less than 8% loss in Accuracy on a character who is 95% or better on +4s anyway, unless they have psi defense, and the loss of 15% range enhancement. -
Wow. Welcome back. I did my own math on it and 1826 means that you took a break of exactly 5 years. 5*365=1825+1 for the only leap year in the last 5 years (2008)=1826. That's a long time and an interesting coincidence all rolled into one.
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I'm so hopeless at formatting stuff to fit on those, so I never bother. When something is really important to me to share, like the link to the first month or so of patch notes I dug up on the Wayback Machine, I sent the link to an active contributor (pretty sure it was StarGeek) to post up and make it fit the style of the others.