Oedipus_Tex

Legend
  • Posts

    3840
  • Joined

  1. For normal content, I vote Psi for the anti-mezz toggle, unless you pick Clarion as your Destiny power.
  2. I think when you look at this kind of thing there is more to be considered than just how easy it is to get rewards. That's part of it, but IMO not the whole picture.

    The ITF has historically been one of the most popular Task Forces. I believe this is for a couple of reasons:

    - For the most part, the ITF is not out to overrun or kill you. The end bosses were originally considered extremely difficult, but not really for their ability to kill you instantly.

    - Elite bosses are mixed in with regular mobs, so its very rare that one character dominates to the point that no one can get a shot in.

    - There are multiple valid strategies for running it. You can speed run it, but don't have to.

    - The rewards are decent but not completely out of alignment with the rest of the game. Unlike the trials, the ITF does not suggest that the player is hobbling his or her progress in each moment s/he spends NOT running it. The trials in comparison are guilt trains.

    - You can get up from total failure and still win, even if it takes multiple tries. There is no constantly ticking timer that throws you out of the TF for taking "too long."

    - Because it's set in a time warp, repeating it actually makes sense. The iTrials, Keyes among them, makes absolutely no sense whatsoever in the context it's presented, as something you have to run over and over.

    - Probably most important: There are a fairly low number of enemies in the ITF who will mezz or seriously debuff you. Most of the enemy abilities are buffs for themselves, not debuffs. Getting mezzed in this game, compared to anything else I have ever played, is absolutely brutal. I personally actually trace a large number of design decisions and resultant game imbalances back to the nature of mezzes being too strong, in particular in the fact that they turn off armor. The ITF is an oasis of mezz- and mostly debuff-free content.

    - The defense debuff is perfect. It's enough to make the enemies potentially dangerous but because they have to tap you a few times first, its rarely instant death. You often have time to react.


    I'm not saying the trials need to be exactly like the ITF. But at least when I think about what would serve as a good model, it's the first thing that comes to mind.


    [Also, I've said this elsewhere, but seriously: IMO the Destiny power was a huge mistake and intimately linked to why the trials are so gonzo. Destiny is outrageously overpowered, so in response the trials have to make us scatter. Players always think they like overpowered stuff until it ends up making the old stuff too easy and the new stuff ignore the overpowered ability. Queue Keyes Island. If this power stays the way it is I expect additional trials to be just as killswitch-y. They are pretty much cornered on that end.]
  3. IMO bragging about your skill at completing iTrials is like crowing about how great you are at Daikatana. Yes you can succeed at it once you memorize the missions and learn to herd cats/NPCs/players but you certainly don't have to master it to know it's not for you.

    And yes, Keyes does provide infinite potions/inspirations so you can heal back up, but I was hoping for a game where potion popping wasn't integral to the strategy.
  4. Quote:
    Originally Posted by UberGuy View Post
    I am completely wierded out by people saying folks avoid Lambda. It's the shorter of the two trials, and I consider it easier. People I play with, and with iTrials (as opposed to other content) I have to PuG a lot, generally succeed Lambdas more readily.

    I'll readily conceded that the combat risk is higher in Lambda than BAF. As long as you don't let the 9CUs get out of hand in the BAF, the IDF in Lambda are scarier than the WarWorks in the BAF, and I consider Marauder more dangerous in combat than Siege and Nightstar standing next to one another. All that said, I find people better able to deal with Lambda than BAF. While folks need to listen and pay attention in both trials, they don't have to particularly coordinate in the Lambda trial, other than to avoid splitting up too radically. I haven't found people failing to follow direction to be nearly as likely to lead to failure on the Lambda than I have on the BAF.

    I have a weird relationship with the BAF and Lambda. I think that if the BAF were designed as a regular Task Force for 8 people that I'd enjoy it a lot more.

    Lambda is pretty fun on some of my characters and murder on others. To me it pushes "thall shalt have invisibility" on squishy characters far too much. Right now I consider invisibility pretty much mandatory on a squishy toon running these trials.

    Rather than BAF or Lambda I would have preferred a system similar to radio miissions where you do tasks that are BAF or Lambda-like but with a variety of enemy types and on maps that vary. The item gathering stuff is not altogether bad so much as it, like all the elements of the trials, is very scripted and become somewhat lifeless once you memorize the locations of everything.
  5. The hospital timer is there so that you can't instantly rejoin the event.

    I actually think a much better solution would be to remove the hosp door timer entirely, and put a 20 second timer on being able teleport to the hospital after dying. More or less the same result but with moved timers, and some opportunity to use Resurrection powers.
  6. I can't stand Masterminds, both to play or really to even have around on the team. Too much irritation and clutter. If I'm on a team and more than 1 Mastermind joins I usually excuse myself (without explaining why). If I do bother to stick around I try to outrun them so I have to be around the pets less.
  7. I'd probably duo Cold Domination before Traps or Sonic Res.
  8. Keyes is unfortunately a bit of a lost cause to me. I won't say I'll never do it again, but it is definitely not something I want to get involved with again soon. Maybe if I was guaranteed at least a Rare drop. But that's only because the standard random roll for salvage bit makes me so irritated with the game that just writing about it makes me want to rage quit. I'll just say that running this thing 3 times and getting an Uncommon every time just reinforces my negative opinion of it and the incarnate system overall. It's not so much that the mission itself is horrible as that this style of mission is unsuitable (to me) to be mainline task. If it were just some sideshow like the Cathedral of Pain I wouldn't really care how it worked.

    PS so that I'm not totally negative: the new low level sewer mini-raid is quite good and by far my favorite of the trials thus far.
  9. Lack of AoE is largely a Dominator thing. That part gets better in the epics. Psi Assault makes up for that some but most others just have fidgety cones and very long animation 15ft pbaeos.
  10. I have a non-answer response to the question: more than glamorous or disgusting, I think villains need to be entertaining. This is also where I break with a number of other posters in terms of the importance of realism in story lines. Super-heroic stories almost never present the realistic consequences of violence, so any hope of presenting realistic violent people is lost. I don't consider this entirely a loss. IMO it is possible to "characterize" without necessarily being "realistic," in the same way it's possible to cartoonize a person rather than produce an exact portrait. Actual evil actions are less important than the idea that the villain is up to no good. This is what allows Universal Studios theme park to build a Dr Doom slingshot ride without having to apologize to victims of actual crimes. The character is a "fun" representation of the concepts of fear and destruction, not a literal example.

    Like I wrote in the other thread, to me comic villains (and City of Heroes characters) are child-like. Villains plot to destroy the city/world less because a real person would actually do that (though some would, because notoriety itself is sometimes its own motivation) than it is it provide a vehicle of conflict and entertainment. I guess that puts me on the side of "glamorous," but the term I'd use would be more like "childish flamboyance." Villains perpetrate images of evil rather than actual evil.

    Real life villainy is nothing like what is represented in comics or movies; it is both too depraved and too boring. In real life, you are considered a villain if you intentionally murder an innocent person one time. In comics and movies, entire cities can be bloodlessly wiped out by the villains and the story still end happily because a single father rides a cropduster into the responsible spacecraft. Even horror movies, crime dramas, and police serials rarely linger significantly on the victims of murder, unless the victim is special in some way, even when the word Victim appears in the title of the show.
  11. Quote:
    Originally Posted by Another_Fan View Post
    Anyway core wars as a paper and pencil game meets your criteria in spades. There are also the entire families of space exploration/conquest games that derive from the old starfleet battles model of gaming. Some are not a great examples because they may have singularities where performance/cost blows up but the better realizations avoid the problems.

    Really most of the things you are talking about here as problems seem positively baffling. Most of the problems implementing open systems as beer and pretzels games, is the beer and the argumentative nature of the players.

    I apologize but I still don't understand. IMO Arcana was spot on about the issues facing game developers designing powers systems. I think that you are underestimating the difficulty of translating something that works in a war game (assuming it does work) to what works in a single-character centered RPG. It leads me back to my original question: if all developers had to do to implement such a system flawlessly was copy a war game, why haven't they done it? I'm going to invoke a game design version of the Standard Code Rant here: game design, not just programming, has a blind challenge curve.

    Of the items on Arcana's list, the item that has the most significance to me is the one about players knowing what exists in the game. In a game where the encounters can be predicted, it is almost impossible to prevent players from min/maxing to that encounter, or to some kind of general style of encounter. What prevents this in other circumstances is that the player is unable to determine how often any particular ability will be critical, so all abilities still have weight; in fact, a smart GameMaster will often insert opportunities to use "useless" powers to facilitate this exact result.

    As a case in point in City of Heroes, we know going into it that Intangibility is rarely useful. It's not necessarily because the idea of Intangibility itself is flawed, nor that the implementation is flawed, but could be because the game rarely presents us with any circumstances to make it useful. However, if every mission you ran featured assassin robots that were unkillable and otherwize unmezzable, this type of ability might actually be critical. Likewise, -Defense is "worse" than -Resistance in City of Heroes not because it is actually worse but because the enemies you face are not hard to hit, a fact known to players from the start.

    A lot of players think open power systems are possible if you just "balance the powers." But it is never the case that powers operate in a vacuum. "-300% Regen" is a meaningless statistic unless we know that the main fail point for team tends to come from the Regen of ArchVillains, who almost always appear at the end of Task Forces, and that -Regen itself is in short supply. I could completely alter the balance of numerous power sets in City of Heroes while never touching those sets at all by simply dropping in a readily available temp power that provides -500% Regen for 30 seconds, with 20 charges. Or I could just make fewer encounters with ArchVillains, provide players the ability to obtain NPC "hirelings" to aid them, and on and on.
  12. How extensively are you planning to IO this character out? If not much, Kinetics would be my preferred option. Most of the stuff in Kinetics is tameable with SOs, not so much Cold Domination. Heat Loss has a 360 second recharge on -Resist that lasts only 30 seconds, and Benumb has only about 50% uptime. Outside of AV fights Cold on SOs mainly just provides shields and casts Sleet a lot. Sleet is good and all, but also available to Dominators as an APP power at the same level (as of issue 21). Almost all of Cold's reputation, IMO, rests on what it does to AVs, and even then mainly only after extensive slotting.

    Anyway, in a situation with 2 Kinetics characters, often the optimal solution is to split up and mop up different sides of the map even faster.
  13. Synapse: 23 +1 = 24
    Back Alley Brawler: 44
    Manticore: 20 -2 = 18
    Sister Psyche: 28

    Statesman: Dead
    Citadel: Dead
    Numina: Dead
    Positron: Dead[/QUOTE]


    Again, all attacks now do 2 damage, heals heal for 1.

    Enjoy the bloodlust.
  14. Now that we're down to just 4 contenders, here is a slight change in the rules: all attacks now use Build Up, so do -2 HP. Heals still only heal for 1 point of damage. This should make it easier/possible to finish the game.
  15. I don't have an Ice/Icy but I do have an Ice/Fire with a build like the one below. The only difference on live is I don't have the 3% PVP IO slotted, so I'm not actually soft capped to Range.

    To control endurance, the character has multiple incarnate abilities. Cardiac + Barrier for trials usually, and Spiritual + Ageless for general play.


    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Solar Icecap: Level 50 Magic Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(15), BasGaze-Rchg/Hold(17)
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5)
    Level 2: Frostbite -- GravAnch-Immob/EndRdx(A), GravAnch-Hold%(5), GravAnch-Acc/Immob/Rchg(17), GravAnch-Acc/Rchg(21), GravAnch-Immob/Rchg(23)
    Level 4: Fire Breath -- Dmg-I(A)
    Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/EndRdx(7), CoPers-Conf%(7), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19)
    Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Acc/Dmg/Rchg(23)
    Level 12: Ice Slick -- RechRdx-I(A)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(19)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx(36)
    Level 18: Aid Other -- Heal-I(A)
    Level 20: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(25), Numna-Heal(25), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36), Numna-Regen/Rcvry+(46)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(34), RedFtn-Def(43), RedFtn-EndRdx(48), RedFtn-Def/EndRdx(50)
    Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(50)
    Level 26: Glacier -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(29), UbrkCons-Hold(29)
    Level 28: Consume -- Efficacy-EndMod/Acc/Rchg(A)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(46), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(43), RedFtn-EndRdx(50)
    Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40)
    Level 41: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(43)
    Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Rise of the Phoenix -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(48), Erad-Acc/Rchg(48)
    Level 49: Fire Shield -- GA-3defTpProc(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(21)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1400;680;1360;HEX;|
    |78DA6593594F135114C7EF74B1D2BD6C056B6D29A5459042658BD1C4180A8AA1095|
    |0F049AD933281496ADB4C6BA24FE2F2EC3770FD0A6AF483B83CE8273022B8458D31|
    |E3E9FF5C4A9399B4F777E7ECE79EB9F99B39AF10DB678512982BABF57A3157BDAE5|
    |7D446D570E6D54DBDE42D54CBAA115F2C6925B5E61242445B06C5B96AA56154CB19|
    |52EEEF6307DA73F5BA7AA3DCC82CE89A716BFF2DB458D9D20CADD2C8EC6FDCCB550|
    |A51A869DA860FDBBCB6A197F48A16C0DB92A66E68467D4BAFB17641DFDC6AE895CD|
    |C87C4D2FD19BA115F36ABDD14CD14ADD4765A6E83F6D17F231EDE28D8D6A17B6F78|
    |0FF2D107C07FCB4B5EC6CE221212B6C8F01C713608602296CE050D66CD0AC03C155|
    |A0BB00F4AE00BF68E5D4A6B047116196DE9D08613A9D976175E81A43050E5F615C0|
    |5DC45204107EE622FC5358A409D8CDFA4EFE014CE0E2ED9FD14F072E5DE4780FF19|
    |D0CB7D9CA22A3CB2300F071AA4143E1629BE8FC8DAF901F8436B406A02D2384470D|
    |845949C42324E2809558C445DB2C1AE15A529EA5B65AC038305C61A307609089157|
    |8FF4EAE981E8980718F002237E603C0064DD80425E61D97CF8367B6D33EE00C9BB4|
    |0FA1E7BDD074E53F3FD7288FDF368F1C802E33C70F4022307FCA53582A99B22F200|
    |DF899DF246B95A110D2B4DD1190A1A93A5C476E118DF637C657C0306BE337EF0C74|
    |38112B2ED04B73DC6AD25B9FBA4AFBDFB2C77FF8F7C8764AE219E798A679EE229A7|
    |78E669FE02D23CF3000D6A58B63D3C89F4C7A718D38C19606416F093F9A8341F7D8|
    |E08275E305E325E0163AF81109967E4D5C9ECE094C63F333EF11523830979661327|
    |ED386047EBBAD18F1E913890982316ED844592B548262D92298B64C9225976B4EEB|
    |55020E908B6AEAEB9E326ADD2AEDD6D975CA44D5A7CB118ED1D4814258E53EA66AC|
    |74D1CA1AF33FF2E2F206|
    |-------------------------------------------------------------------|
  16. I don't have an Ice/Icy but I do have an Ice/Fire with a build like the one below. The only difference on live is I don't have the 3% PVP IO slotted, so I'm not actually soft capped to Range.



    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Solar Icecap: Level 50 Magic Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(15), BasGaze-Rchg/Hold(17)
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5)
    Level 2: Frostbite -- Posi-Dam%(A), TotHntr-Dam%(5), GravAnch-Hold%(17), ImpSwft-Dam%(21)
    Level 4: Fire Breath -- Dmg-I(A), HO:Nucle(23)
    Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/EndRdx(7), CoPers-Conf%(7), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19)
    Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Acc/Dmg/Rchg(23)
    Level 12: Ice Slick -- RechRdx-I(A)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(19)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(36)
    Level 18: Aid Other -- Heal-I(A)
    Level 20: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(25), Numna-Heal(25), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36), Numna-Regen/Rcvry+(46)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(34), RedFtn-Def(43), RedFtn-EndRdx(48), RedFtn-Def/EndRdx(50)
    Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(50)
    Level 26: Glacier -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(29), UbrkCons-Hold(29)
    Level 28: Consume -- Efficacy-EndMod/Acc/Rchg(A)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(46), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(43), RedFtn-EndRdx(50)
    Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40)
    Level 41: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(43)
    Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Rise of the Phoenix -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(48), Erad-Acc/Rchg(48)
    Level 49: Fire Shield -- GA-3defTpProc(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(21)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1400;684;1368;HEX;|
    |78DA6593594F135114C7EF74B1766F290888B5A59416410A952D461263802A86262|
    |0E2935A27650293D46933AD893E89CBB35FC0B83EF805D4E8077179D04F6044708B|
    |1A63C6D3FFB9149299B4F3BBF7ECE79EB9C5EBB30121364E0A253C5351EBF5D26CF|
    |5AA6EA88DAAE92EAA6B7A39B05CADA86672BEAC95D59A4708116F199466AA46C3AC|
    |5672A4DC592776B5A7EA75F55AA5912BE89A796367179D37D63553331AB99D856FB|
    |14A21966B9AB61AC4B2A8ADEA65DDD0C2D82D68EAAA66D6D7F51A6B0BFADA7A4337|
    |D67AE66A7A9976A6562AAAF54633452B75179599A1FF8453C8C7728A370EAA5D38D|
    |E03A1B740E41DF0D3D1B273880784BC703C025C8F81490AA4C840CA6BD6DC579A88|
    |AC389A687FA63403FDA20DE7B414671C7607A6092EA79822B91B312CB7FB229CF65|
    |D61A8C0FE4B8CCB80AF04A4E8C43DECA5788610B08DF19BF45E4EE5F672CDBE2740|
    |804B0F3C04424FB90C6EE43855E1672FE1E7407D9422286B0E7E44D6B60FC01F7A8|
    |7A5262C8D1971F289CA30D134440912C5647FB1259C4DD739C60AD0B7CC380F0C5F|
    |00A2E4D521BD3A3A203AEC077A03C06008180903791FA09057A7ECBDF3267B6D306|
    |E01E9DB40F60E7BDD054E50EFDDECE5EA9E4387070B8CD3C0A1338C59E02FBD7B30|
    |754BF4DCC377E2A4BC71AE56C43B31F1690A9A90A524B6E098DC667C657C037ABF3|
    |37E002E0A94926DA7B8ED616E2DCDDDA7837BBBCF73F7FFC8B75FE6EAE7916778E4|
    |191E7286479EE50F20CB230FD3A00664DB0363487F649C31C1980406A78010990F4|
    |9F3A1E78870F405E325E31530CCD7204AE6397975729B38A591CF8C4F7CC5C86054|
    |9ED9E831270ED8D5BA6EF4A347A47625D6A04D3B6A93E46D92319B64DC2659B0491|
    |65DAD7B2D1448BC91D60DB6367DA455F66AB7F64ACED2222BBED88CB677258A92C4|
    |29B5339662CD3707FF0F8FE2F2F0|
    |-------------------------------------------------------------------|
  17. Is there a way you can make Spines look mechanical? For some reason the concept of Spines/Energy Aura strikes me as unusual and intriguing.
  18. Mind Controllers and Corruptor/Defenders with the Psi APP can potentially stack a Mag 12 hold in seconds with Dominate>>Time Stop>>Telekinesis>>Dominate. If I'm not mistaken that will hold most standard Elite Bosses.

    [Nope I'm wrong, you only need to Overcome Mag 6. So, any hold with Time Crawl'ed Time Stop will do it, but only for the short duration of the extra Mag 1 in Time Crawl.]
  19. When people attack stuff like it this it really makes my shoulders sag.

    I think we need to leave the decisions about what is worth development time to the developers. I think it's fine to say whether you'd be personally interested in the feature, but when it turns into a paraphrased version of "this is a bad idea and should never be allowed to happen," to me it's just trolling. There is a big difference between "I'm not interested" and "this should never happen" and IMO it's a shame more Suggestions forum posters don't observe that distinction.
  20. I would definitely go for this if resources allowed it. I don't know how much work it would be (and neither does anyone else).


    Quote:
    He is talking about different animations or "slightly tweaking" or "duplicated" animations, which, as I've pointed out, won't work. It would require entirely new animations, just as Bubbawheat mentioned.
    I don't think you understood what he is saying. He is saying to re-use animations from gun sets as the base. You seemed to read that as him saying they could just stick a gun in the character's hand and use the archery pose, which is not what I assume he meant.
  21. Quote:
    Originally Posted by Tormentoso View Post
    Does the proc cause agro?

    Nope.
  22. This has been a longstanding question of mine. When a power has a radius of x feet, how exactly does it figure out which enemies are inside versus outside the area of effect?

    - Does the enemy get hit if any part of the collision model is inside the radius?
    - Does the enemy get hit if the foot registry point is inside the radius?
    - Does the enemy get hit if an arbitrary center point is inside the radius?
    - Something else?

    There are actually some potentially significant combat implications depending on which is true, especially if this also applies to players. In particular, does resizing your character model to be smaller mean you take up less area and are thus less likely to get caught in AoEs, but also need to stay closer to teammates in order to be aided?

    I do know that the /loc command appears to use the locations of the character's feet to determine your location.

    Related to all of this is the question: when you throw a targeted AoE at an enemy, what is the height of the center point of the resulting sphere? The feet of the target you throw it at? A centerpoint? The reason this is significant is that if it's the centerpoint, it means throwing a Fireball, for example, at a very tall target standing near shorter ones actually reduces the size of the damage area. In fact, if it applies to players, to a very limited extent most Tankers would want to make their characters very tall so any AoEs that hit them register slightly higher off the ground and are less likely to catch teammates at the sidelines.
  23. I'm just going to repost my comments from the Feedback forum here. Basically anything on a Controller currently pairs well with Time, because Time is a Tank Mage set. This post was my second response to a challenge to prove that I could soft cap a Time Manipulator without using IO set bonuses (I couldn't on a Controller, but read on). Note I'm not saying this is either well balanced nor necessarily a complete crisis, although the ability to use Power Boost with Farsight is a bit surprising.

    ---------------------

    Take a look at a Controller. Power Boost + Farsight grants a base ~24 defense to everything (achievable with SOs on a Controller); you need just 21 more to soft cap all positions.

    Assuming 2 regular lvl 50 IOs: Hover (3.37) + Manuevers (3.93) + Combat Jumping (3.37) + Weave (6.74) = 17.41%.

    So technically I lied when it comes to Controllers. SOs gets you to "just" 41.41 defense to everything. You need one 3% defense IO to get you to 44.41%. Realistically speaking, you would probably also drop either Hover or CJ (so you can take Hasten), and slot one more easy defense grab IO set to soft cap. Or just not worry about it and go with ~41.04% defense to all (Hasten instead of Hover and 1 slotted 3% IO), which is probably what I will do unless there is a change. I mean, why not, since we have not even looked at what the -ToHit toggle is doing yet.

    For comparison, a Super Reflexes Scrapper with all of its powers except Elude and 2 defense IOs in each slot, along with a similar configuration of Hover + Manuevers + CJ + Weave comes out at 43.8% Defense to 3 positions (2.39% ahead) and 14.6% in everything else (26.81% behind). It's possible I made a mistake on the Scrapper build and the numbers should actually be higher. I hope so.

    There is no armor set in the game that can compete directly with Time Manipulation combined with Power Boost in terms of numeric armor values. Defense debuff might lower some of that, and the character won't have as many HP, but remember we're comparing a buff/debuff set to an armor set. None of the other buff/debuff sets have defense debuff resistance either. The set is anything but underpowered.

    [We also really don't want to talk about what is going to happen when we start IOing this set. Here's the preview though: it becomes able to soft cap to multiple positions in incarnate content. And will likely be walking around with +50% perma base recharge (the equivalent of having a second account character with Speed Boost following you around.)]
  24. From what I have seen of it, I consider Time a very solid competitor for Radiation Emission. Time is not an AV killer (althought not necessarily bad at it) but is a very solid AoE control and buff set in the vein of Dark Miasma. IMO Time fills Illusion's AoE hole a bit more reliably than Radiation. Specifically, the radius of Time's powers is fairly consistently 25ft. Very few debuff sets can boast the same.

    The power I think that will be a bit of an adjustment for players is Time's Juncture. I think a lot of people are looking at that right now and thinking that to use they'll need to stand on top of enemies all the time. My impression of it is that for Ranged characters it is an optional debuff in the vein of Hurricane, and will only really be critical for the sets that are already heavily PBAoE. For Illusion the synergy is interesting because Spectral Terror also has -ToHit.

    FWIW Farsight is extremely powerful, especially right now when it can be boosted with Power Boost. Against +4 enemies where the team really needs defense, Farsight + Time's Juncture is better defense than Radiation Infection. Rad Infection also only has 15ft range and tends to drop frequently due to the anchor dying.
  25. Quote:
    Originally Posted by Another_Fan View Post
    Yet most of the war games I have played have managed it, same for trading games and that goes way back to when we played them on teletypes, and glass ttys.

    I don't follow you. Are you saying that all the developers of a single-character centered RPG need to do is copy the open power selection system used in "most" war games? If so, then no, it won't work, or someone would have done it with success. I also don't know what "most" of these war games you are referring to are.