OneWhoBinds

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  1. Meh... I see her as a Psionic Control/Mental Assault Dominator that took the Sister Psyche and/or Clockwork King Patron Power Pools.

    No, I'm not joking about those sets.
  2. Quote:
    Originally Posted by Oathbound View Post
    Yes. I read the power list thoroughly. I still wonder if that's going to be enough to differentiate the sets, given just how similar the rest of the powers are.
    Wait... was more released about Bio-Armor than the names of the powers? Where?
  3. Quote:
    Originally Posted by Lazarillo View Post
    I'd heard of the new armor set and Water Blast, but I missed this one. Definitely sounds more interesting than those other two, as well. My only beef is that I'm not a fan of Controllers, and none of the other ATs for it have good "earth" or "plant" powers to go with it.

    Hmm, maybe an Archery/ Corruptor? Twig blast!
    ...what kind of 'Plant Blast' set could you use. Because I, for one, wouldn't want another rehash of Spines/Thorns, but I can't really think of anything else.
  4. The Blue-Side Carnival or Shadows arcs. I have deliberately skipped them after completing them the first time. And I have no desire to play these arcs ever again.

    It's the same reason for both of these arcs - Carnie Hunts. Outside of instances, Carnies show up all of... Two places, I think? Both of them in Peregrine Island, and neither of these points with any reliability. Yet both arcs require a frankly stupid amount of Carnies be hunted down in these locations.

    It's what... 90 for Madeleine's arc, 115 for Harveys? If the Devs are going to throw those kinds of numbers at us, they should at least have made places where Carnies ALWAYS spwan...
  5. Quote:
    Originally Posted by Notty Ninja View Post
    How do I switch sides?
    Well... first you need to have access to the 'Going Rogue' system (VIP players have it automatically, Premium players will need to buy it.)

    Then you need your character to reach at least level 20. (Although if you just want to run the patron arc and then switch back, I'd wait to do this until level 35, when the patron missions open up.)

    After level 20, enemies will start occasionally dropping 'Tips.' These are one-shot missions with a little more story to them, and each tip comes with a moral choice (which dictate the particulars of the mission you run.) For a Blue Side to Red Side shift, you are going to want to run Vigilante missions at first. After ten missions of one alignment (please note, you can only do 5 tip missions in a 20 hour period) a special Morality mission will drop (which doesn't seem to count for or against your regular tip mission count.) Completing this mission will change (or affirm) your alignment.

    Now that your character is a vigilante, you can go to the Rogue Isles. There you need to start the process over, but you will only get one choice (Villain) of morality drops. 10 more tip missions and a Villain Morality mission will drop. Complete that, and you are now a villain.

    So this will take you four days to make the shift. Do note that, if you have any Hero Merits, you should spend them BEFORE you start this process. Otherwise, you will lose them when you switch to Vigilante.

    Once you have unlocked the Patron Power Pools, just repeat the process (this time going to Rogue, then returning to Paragon city and moving to Hero) to switch back.
  6. Quote:
    Originally Posted by Tyger View Post
    The classic, no longer possible, event message for a certain zone event:

    "Zombies have appeared in Dark Astoria"

    Well duh, they've been there for years
    Alas, for our loss...

    Oh well, at least we still have "Supernatural Activiy dected in Croatoa" to fill that niche...
  7. I'm not sure if this qualifies as 'Ironic,' but it was a stand-out moment to my memory, as one of the only time I can honestly say that the RNG being on my side...

    I was working my Tanker through the Freaklympics story arc. In the finale, while working my way through the level, I drop a particular group of enemies, and the last one to fall (and Enforcer Smasher) drops a bar of Impervium.

    Hey, I'm all good with getting some rare salvage, and am about to move on, when the Enforcer Smasher gets back up (as Freakshow are wont to do. I could just imagine him saying "Hey! Give that Back!")

    Naturally, I promptly knock him back out, and as he falls this time, I get a Military Cybernetic salvage. (Which made me pause and think... did I just rip his arm off as a souvenir?)

    Regardless of how it happened, I will always thank that Enforcer Smasher whose name I don't know, for being a particularly profitable enemy to defeat.
  8. Quote:
    Originally Posted by cursedsorcerer View Post
    Source? I have heard that they will have Battalion in I25, but I have not heard anything about a new zone in I24.
    Again, may just be me reading between lines that do not exist, but Positron put in his anniversary address:

    Quote:
    Then, of course, will come Issue 24 and the new content it will bring (some of which deals with the fallout of a post-Tyrant Praetoria, for those that are curious where we are taking that story arc).
    Couple that with rumors of dealing with more Preatorian Hamidon and Praetorian Devouring Earth (No, I don't know where those rumors began, myself) and I have to suspect that I24 will introduce one final Praetorian zone, with higher-level content.
  9. Quote:
    Originally Posted by Oathbound View Post
    Actually all spines attacks have an immobilize.

    Aside from Impale, they're just all 0.33 magnitude, or 0.67 mag with a 50% chance to proc. Without ridiculous stacking you're never going to notice them.

    They last fairly long too (9+seconds) it's just that you'd have to stack it four times just to immobilize a minion, seven times to immobilize a lieutenant or ten times to immobilize a boss, so chances are you'd defeat anything long before you were able to actually immobilize it.
    Exactly.

    All Spines attacks also have a 8% Speed and Recharge Debuff... which I at least I noticed on the tougher enemies... even if I never felt it did enough to justify having it.

    IIRC, Castle said that changing Spines would likely involve removing those effects... and I say good riddance (Well, I want to keep the Immobilize and -Fly in Impale, but the rest can go.) Just don't touch my Toxic DoT, and maybe speed up the Single Target attacks (I'm also in the camp of 'give Ripper the Fury Swipes animation. And then give Fury Swipes that one-two punch animation used in Energy Melee/Ice Melee/Claws) then refigure the appropriate Damage. I think more people would be pleased with the resulting changes.
  10. Street Justice don't really favor Brutes or Scrappers. Neutral choice.

    Shield Defense, on the other hand, strongly favors Scrappers. Their higher Base Damage gets far more out of AAO than Brutes do.

    Go for the Scrapper.
  11. Quote:
    Originally Posted by BrandX View Post
    How does the changes to Stalkers account for the cottage rule? o.O It still works like before if you want it to, and now works even better when out of hide than it used to.

    No cottage was broken.

    Can't say anything about Gravity Control, as it never really caught my attention.
    The 'Cottage Rule' wasn't broken for any of those. Or for any of the changes to power sets like Energy Aura, which were even larger.

    And remember, the 'Cottage Rule' is actually more of a guildline. If the Devs can alter a set so that the powers (and, more specifically, how the powers are slotted) don't change, they can avoid upsetting players by forcing Respecs on them. But they can - and will - throw the 'Cottage Rule' out the window if they can't find a better way.

    Path of least resistance, and all of that...
  12. Quote:
    Originally Posted by Angelxman81 View Post
    Is this official? Source?
    Not official. This is just me reading between the lines. (So I will freely admit I could be seriously off base here.)

    But, as I understand it... the Devs pretty much have I24 and I25 planned out. And since, (again, to my understanding,) I24 will include a new (final?) Preatorian zone, and I25 will introduce the Batalion, I doubt they will have the resources to devote to proliferation until after these issues have been released.

    Quote:
    Originally Posted by BrandX View Post
    Spines is better than most people realize, so I'm not so sure, does it really need changed?
    Short answer: Yes.

    Long Answer: Spines is a mess of trading off damage for pointless secondary effects, and inflicted with excessive animation times and recovery times. Seriously, outside of Impale, I have yet to see an enemy actually get Immobilized (or if they did, it didn't last long enough for me to notice, which alos means it didn't last long enough to matter,) and the slows involved are negligible to the point of uselessness. Spines needs to be rebalanced - the mess of secondary effects cleaned up, the animation times fixed, and probably some animations moved around.

    And let me go out on a limb now, and say something I'm sure a lot of people don't want to hear: WHEN Spines gets ported to Brutes and Tankers... I very much doubt Quills will be included.
  13. Freedom:
    Rick Vicious

    Liberty:
    OmniStar
    Ms. Paramount

    Guardian:
    Commander Victory

    Pinnacle:
    Magnus Defender
    Rockin' Roller

    Exalted:
    iCandy
    Dr. Sin
    Foredoomed

    Victory:
    Hot Number
    Nova Girl
    Tracershot
    Lady Courage

    Some previous ones that I can no longer lay claim to include Burning Passion, Citizen Zero, Arcane Outlaw, and Mourn

    Yeah, I'm one of those that doesn't suffer from AltaholismÂ… I enjoy every moment of it.
  14. Meh... if you really think we need a more powerful Green, just have it give a +Regeneration buff as well as the heal.
  15. To make Snipes useful... the Devs need to make Snipes useful AS Snipes.

    Personally?

    Yes, they need more damage. If there was some way for Snipes to critical if the target hasn't been alerted to the character's presence... that would be a great.... But I'm not sure there's a way to do that. Either way, they need more bang for their buck.

    However, there is something I think they need even more: Debuffs. Both to the target hit, and to any enemies around the target.

    All the targets should have the Demoralized effect... or at least a good chance of being affected by it. But the target itself, if not defeated, should have additional effects... I'm leaning toward -Damage and -Resistance to represent that they just took one heck of a big hit. (If the Devs are truly ambitious, these effects could be tailored to each set... but I doubt they would put that much effort into it.)

    I know that would make the Snipes more interesting to me, at least.
  16. Quote:
    Originally Posted by PRAF68_EU View Post
    I wonder if Spines will get proliferated to Tankers and Brutes to go with Bio Armor? I've always wanted a /Spines tanker.
    From my understanding, I doubt we'll see any further proliferation until after I25... and I don't think they will wait that long to release Bio Armor.

    Furthermore, Spines is going to be one of those that needs a lot of work. Kinda like Energy Arua, the Devs will need to rework the existing versions as well as proliferate it.
  17. I too, wrote my reply under less than ideal circumstances, having only just gotten up.

    That said, let me see if I understand your proposal.

    A /Devices player, on chossing Trip Mine, Time Bomb, or Gun Drone, will get two different, individually slottable powers out of it?

    If that is so... the not only No, but absolutly not!

    No, this isn't 'Just Like Swap Ammo or Staff Mastery.' This is like the Kheldians... but they were designed with a mechanic like that in mind. Ignoring the issues regarding having enough slots for these powers, this would be a lot of work for the Devs, with the only real reward being opening a floodgate of whining players, clammoring for additional powers to be added to their favorite sets.

    No. No. NO!

    One power. One set of slots. You want to give a single power alternate mechanics while keeping a single function, give me a mechanic or situation that the game can use to switch between them, like Momentum in Titan Weapons, or how the new Assassin Strike works.

    But adding new powers is in no way, shape, or form, the right way to fix this, or any, set.

    (Also, remember that any change made to either Trip Mine or Time Bomb will need to be reflected in the version in Traps. Changes will need to be done carefully, to make sure Traps doesn't become Overpowered while trying to get Devises up to par.)
  18. I will be waiting until we can see the sets to finalize what I will be doing with them.

    That said... a Beast/Nature looks quite interesting, and I have a tentative idea for a Water/Ice Blaster.

    Bio Armor... I really don't know. I'll wait and see what the powers are actually like, rather than just rely on their names. and guessing.
  19. /unsigned.

    Not that I don't think that Devises needs help - it need a good deal of work - but I don't think this is in any way what the set needs.

    The issue is that Devises was designed with something in mind... and it fails to deliver on that. This was the stealth set, what was supposed to make Blasters into Snipers and trappers. Everything about the set just screams that it is either there to let the player remain unnoticed, or to let the player stay out of melee range. Yet it fails to deliver on either of these.

    Frankly, it needs a lot more work than some arbitrary doubling of the top tier powers. The lower-tier powers need just as much work.

    Also, what possible reason whould we have to using an immobile Gun Turret pet? The thing is already annoying enough as is, as it doesn't last nearly long enough to justify it's insane Endurance cost. What advantage could be gained by making it stationary? That strikes me as even less useful to a steamrolling team than /Devises currently is.
  20. Okay... you're going to need to explain something better.

    How is this 'Stacks of Intuition' thing supposed to function, when all the powers that consume the Intuition are toggles?

    Do they all benefit? If they don't, how do you determin which one gets the benefit of insight? (Ignoring the obvious answer, as makeing these toggles mutually exclusive would also destroy any real attaction to this set.) Is Intuition consumed automatically? Do the bonuses from Intuition persist, or do they fade away?

    Frankly, my suggestion would be to change the Insight power. Instead of clearing the Fog or War, and marking enemy positions (how would that work on a zone map, anyway?) change Insight to being a self-buff click power. Lasts 60 - 90 seconds, consumes all Intuition into buffs to the toggle powers. That would be less of a mechanical nighmare to work out, I think...
  21. Quote:
    Originally Posted by Leo_G View Post
    And I suppose you do not feel there are any issues with sets like Energy Blast's knockback? I don't think there's an issue with knockback itself so an option to eliminate it is *NOT* the solution. Options to mitigate it? I think it's doable.
    ...you suggested adding powers to a completed set, to inlude mechanics like 'foced uncontrollable player motion' in lieu of knockback, while adding a purely non-combat utility mechanic to the set. And you call this 'Mitigating the Knockback Problem?' I call it 'Trying to Fix Something that Isn't Broken by Adding a More Annoying Gimmick.'

    Quote:
    And just like Energy Blast's knockback, there's really nothing wrong with Force Fields either. It works just fine...yet you think there needs to be something to 'fix' it? Well what about Trick Arrow? Or Sonic Resonance? Electric Blast? Or Ice Melee? There's plenty of sets some deem 'need help' in some eyes and work fine in others.
    Okay, in and of itself, there is nothing wrong with Force Fields. But like... well, all the other sets you mentioned in that passage... it's been showing its age for quite a while. Remember that "What Powersets need Help" thread? I'm sure you do. And gee... Force Fields, Trick Arrow, Sonic Resonance, Electric Blast, and Ice Melee all came up multiple times durring it. There is a reason for that.

    Quote:
    As for needing to add trees to all sets? Not necessarily. The newer sets can already function diverse enough. It's the old sets, when new sets that start to tread into their themes (like Street Justice is to Martial Arts...Ice Blast was the only set on the block with any significant cold damage but that won't be the case when Water Blast debuts) would it begin to warrant adding a bit of flare. Because the old sets have little flare at all.
    Yeah... you have more faith in our fellow players than I. Me? I forsee this reaction:

    "Wait! Broadsword now has ten powers? Energy Blast has thirteen? But what about Titan Weapons? What about Super Strength? All sets need alternate powers!"

    That's a far more likely scenario. If the devs go for this, they better be ready to expand all current and future power sets to the new model... and I just think it isn't necessary.

    Quote:
    That all said, I find it a bit humorous that when others actually put forth this idea of expanding powersets, people acknowledge it's a lot of work but still an accepted interest. When I try to suggest it, and try to put a system to it, it's suddenly a waste of time. Lol the idea is basically a pass on the Cottage Rule, giving sets that could use a tune up an option for versatility as well as visual options (that just might be recyclable to the other powers they replace!).
    First, my opinion is my opinion.

    Second, would I LIKE to see some of these changes? SURE! But is it practical? Heck NO! I am pointing out that what you are ultimately suggesting is a complete overhaul of how powersets work in the game. And frankly? I find it more likely that they will work on a CoH2 before tackling such a massive reworking that you are proposing.
  22. You know... all of this seems like a whole lot of work to fix things that aren't broken. (Excepting, maybe, Force Fields.)

    Especially when you start adding power tree selections to some sets. Because if such choices get added to ONE set, the Devs will need to add them to ALL sets.

    So no. I'd like alternate animations for the weapon sets, and yeah, Force Fields is one of those sets in need of a Dev Tune up, but these drastic changes are not needed.
  23. I'd go with a Dark Control Controller or Dominator, myself. The Umbra Beast looks far more like the menacing 'Thing following me' than any of the Beast Control pets.

    As for a secondary... /Storm, /Time or /Dark for a Controller; /Dark or /Psi for a Dominator.
  24. Quote:
    Originally Posted by SlickRiptide View Post
    Don't even get me started on that. I prefer to just enjoy the calibre of the writing of the Aaron Thierry arc and ignore the stupidity of the whole Arachnos invading Paragon City part of the story. When the developers write dumb stories because "Hey, it's comic books and comic book villains do that!" and players defend it because "Hey, it's comic book land and we shouldn't have expectations that our game would exceed the lowest levels of schlocky comic book plotting!" then there really isn't much you can say about it beyond /facepalm.
    Oh, but didn't you realize? The governors of the Etoile Islands authorized their collective Militia to... AID the people of Paragon City in the wake of the Galaxy City disaster. Sure, the Arbiter in charge of the operation was perhaps a bit... rougher than the US Citizens were used to, but they really only meant to help.

    At least, that's what the politicians that Arachnos has bought and paid for will say. That's their story, and they are sticking to it.

    I never really found it hard to come up with pseudo-legal reasons for groups like Arachnos to operate openly in Paragon City where they do. In Faultline, they 'obviously' are only acting as security/work crew for the 'Rich Investor' from the Rouge Islands that has bought up much of the ruined property in Overbrook.

    Honestly, the same holds true for Longbow's presence in Nerva and Mercy. We've already established that Longbow is essentially a PMC, and it is canon that they are part of the larger group called Freedom Corp. In Nerva... Freedom Corp obviously owns that land in Agincourt. And in Mercy, well, they are probably using the same excuse for Arachnos in Faultline - they are providing security for property owned by someone else, and are just doing what they believe is necessary to complete that contract.

    Yeah, it's all bald-faced lies, but it provides a legal fiction to prevent all-out war.
  25. Generally, you will find Clockwork on the rooftops of the buildings around the borders of the zone.