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There are ways to put /kin on a MM without it being stupid overpowered. As much as I'd love to see it, even if just once,
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No reason to drop Fulcrum Shift for a MM. a */kin MM would still lack the control a fire/kin has with aoe holds and immobs that make it so effective.
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a 8 man MM team with all /kin would be... very broken, broken on the level that a fire/kin is already.
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and having that on the same on the red side is bad how?
Poison Pill -
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At this point, they can't just shoehorn the best powers of the Blaster Manipulation sets (for example: Conserve Power, Boost Range and Power Boost) into any of the Villains sets. Archetype design, Energy Manipulation and APPs are the things that are causing the imbalance you bemoan, not "the heroes are getting our good powers."
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So just add Conserve Power, Boost Range, Power Boost/Build Up, Temp Invulnerability, Force of Nature and Indomitable Will to each of the Patrons. This way each patron has ten powers to offer. Also eliminating the can't repec out of Patron Choice problem.
Problem solved.
Poison Pill
[/ QUOTE ]Add Foc Acc and you got a winner!
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Done, and Hibernate for an even dozen per Patron. -
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At this point, they can't just shoehorn the best powers of the Blaster Manipulation sets (for example: Conserve Power, Boost Range and Power Boost) into any of the Villains sets. Archetype design, Energy Manipulation and APPs are the things that are causing the imbalance you bemoan, not "the heroes are getting our good powers."
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So just add Conserve Power, Boost Range, Power Boost/Build Up, Temp Invulnerability, Force of Nature and Indomitable Will to each of the Patrons. This way each patron has ten powers to offer. Also eliminating the can't repec out of Patron Choice problem.
Problem solved.
Poison Pill -
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Storm Masterminds will Rule.
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I agree. And it amkes me wonder if this means the next MM primary will have something to do with the elements.
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Ninja/Storm FTW!
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Yes. Won't it be wonderful when your melee pets have even more reasons to stand around and use their ranged attacks?
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No, it just means that Scirocco is mandatory for /storm MMs.
Poison Pill -
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How likely is it that they will listen when most PVP/Villain flavor posts come
off like a screaming child in Wal-Mart?
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Probably cause it worked for Heroes. -
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AWWWWWW come on, any chance we can get poison in there for controllers. Thermal is just almost an exact copy of empathy with a tad of sonic lets get something new. Besides it themes with plant nicely anyways PLEASE.
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No, Poison stays on the red side and Empathy will stay on the blue side.
Poison Pill
*unless you trade me some crack* -
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Just out of curiosity, how does that relate to safeguard style gurneys?
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Having a NPC/Object come to the player. You could then trigger a location choice based on your mission/contact list. Then run a animation of you exiting the flier at that location.
Poison Pill -
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War Witch is adding gurneys (ala the Safeguard missions) to the front of the zone that you will go to if you are overcome and hit ye olde hospital button.
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Hmmm, so my idea of VEATs calling the Flier to transport them isn't out of the realm of possibility.
Poison Pill -
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Why on earth would they be unlocked without a 50?
Only if you could unlock Khelds without one!
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I remember reading something that Emmert said about lvl 50 epic unlocks was a mistake, and I assume that most of the devs feel the same way.
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We had to do it this way for the first Villain EAT... parity in unlocking the EATs across both games and all that.
Future EATs (if we dare go in that direction) will have different methods of unlocking (obviously, since the "get to 50" is already done).
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Does that mean a MM based VEAT?
Poison Pill -
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So, was I reading it right that each AT will get one primary and secondary power from its corresponding AT? If so that's awesome!
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Every AT gains at least 1 powerset -- Masterminds only get a Secondary, no new Primary. Brutes get 2 new Primaries, and 1 secondary. Everyone else gets 1 Primary and 1 Secondary.
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Which are............
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We will be releasing more details of each of Issue 12's features over the course of the coming weeks building up to the launch of the Issue. So, hang tight! We'll have all the goods and details for you in the future!
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Oh my, I pulled a hat trick today: BaB, Posi and Lighthouse.
At least that gives time to get the last five level on my Warshade.
Poison Pill -
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So, was I reading it right that each AT will get one primary and secondary power from its corresponding AT? If so that's awesome!
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Every AT gains at least 1 powerset -- Masterminds only get a Secondary, no new Primary. Brutes get 2 new Primaries, and 1 secondary. Everyone else gets 1 Primary and 1 Secondary.
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Which are............ -
Jay, is this the reason you couldn't add glowing eyes to the pre-order helmets?
Poison Pill -
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Part of the next free expansion, Issue 12: Midnight Hour, is the inclusion of new Villain Epic Archetypes.
Please use this thread to discuss that aspect of Issue 12: Midnight Hour.
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Alright, a few questions:
Do we get the Crab mechanical spider arms?
Do we get different powers than those listed for Arachnos troops in ParagonWiki?
Do we get some Arachnobots with MM controls?
Are we still stuck with the PPP?
Does the branching work like the Kheld forms where you can switch at anytime?
Poison Pill -
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Disappointing.
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Disappointed, not a super-arachnoid just a biped.
Reserves, final judgment until I can view the powersets.
Poison Pill -
*applies Elixer of Life to thread*
*waits to get puke picture of Hertz* -
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Sister Flame, Hero 2 and BabyMage, COH:The Next Generation?
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You left out Positot.
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and Fort -
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If the devs get power lists like This:
http://i184.photobucket.com/albums/x141/xyvaz/LR.jpg
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Nub he took his pistol attacks and poisonoison trap.
Although, it does show how to fix the PPP by giving 10-12 powers to choose from instead of four.
Poison Pill -
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We have a "life at level" stat in seconds. This is how long a character spent at a particular level, logged in. While not a perfect indicator of levelling speed, it's an excellent starting point.
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Are you excluding the time heroes spend loitering in Atlas? -
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We'll have more details when that patch goes to public testing on the Training Room, but as I understand it, we won't be changing the actual xp needed per level. That would have the kind of repercussions you speak of where someone could just level without doing anything. Rather, I believe it has to do with increasing common ways that people get XP in the level ranges the team is targeting (defeating critters, for example).
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W00t! Freakshow now rez three times -
Real Numbers
Please include tracking pet damage as part of that feature. Either in the combat logs or a pet log.
Poison Pill -
Hmm, didn't realize there was such a demand for farm pads.
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We have lots of room to grow, check out our Jobs listing:
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If I could telecommute from DFW. -
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Again, it seems like a balancing factor for how good MM's can be in Bodyguard. And it seems a little too convenient to cite 800-HP MM's while citing 1600 HP for supposedly overpowered blasters and 2409 HP cap for scrappers. If you assume one has accolades, assume the other does too. MM's can get a decent amount of HP with set bonuses and accolades, so don't give the low estimate to make the case look more need-worthy.
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Full disclosure: I'm currently around 1000 HPs.
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Setup during the 10-second countdown would be nice, but it would hurt MM's who have slow PC's and thus don't make it into the match for the full countdown, plus it'd probably be very difficult to set up, especially with how the arena "disables" all powers in use at the start of a match.
It seems to me like the only ways to "fix" this, aside from calling on the MM to utilize some skill and accolades in order to survive the initial attacks, are ways that would greatly skew the fight in favor of the MM.
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Sorry, any case for helping MM's seems to make no sense, especially after 1) seeing how survivable they can be with all their pets up and 2) hearing how amazing certain players on /poison MMs already are in fights.
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Granted, I can hold my own and by no means am I push over under the current system. However, the point of the arena is for player A to fight player B at full force. There is no satisfaction of whacking a tank that does not have a single toggle up. Taking out stalker that is no hidden. Whacking a petless MM is not a challenge. Rez'ing and not being able to move or resummon pets while the opponent sets up for a two shot makes the current arena kind of pointless.
Poison Pill -
[u]Arena[u]
17. Almost impossible for MM's to recover after 1st death. MM respawns and is unable to resummon pets while opponent attacks/debuffs. There is no challenge in killing an 803 HP MM without pets.
18. MM's Initial setup with cannot be completed before opponent attacks. An opponet can easily get to the MM before second set of summoning animations are completed. Best case setup with Hasten and Force of Nature is still ~41 seconds. MM's need to enter Arena with six pets and equip/upgrade during the self affecting power time.
*summons Ex Libris*