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Posts
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Quote:Why would you not want it in a "perfect" game? seriously, now this just feels like railing against other people liking different things than you. In a hypothetical situation where everybody was satisfied you'd still argue against others being satisfied for no discernible reason?o.O Why exactly do we need all that in a perfect game? And I'll still disagree. They don't need every costume item available to all body types.
In a perfect game, I wouldn't want them wasting time making skirts for men, when the vast majority of players wouldn't use them, when they could be spending time on other things the vast majority would use. -
Quote:Agreed, basically it's the idea that two similar but extremely different ideas are equal. The Male gunslinger=saloon girl idea is offensive because it implies the roles are static with one role for the males and one for the females. and yes, if you change it to "Western" that dichotomy still remains. In the future, which, by the way is the most important part of threads like this, I'd hope the devs get that.Or a little of both after making some sound judgement calls regarding the branding. i.e. if you make a princess, also make soft unarmored princely pieces with royal cloak, spotted fur collar, various crowns and doublets for him.
If you make a saloon girl, balance it out with a wild west gambler
My example may be a bit severe, but it is to illustrate what I think is at play here. For me it is not gender inequity in terms of unique looks or skin vs. little skin (though this is still an issue), it is about the implied roles. If you make a pack of "soft" costume pieces that implies roles inside the saloon, spread it across both genders. (i.e. bartender/male gambler.) (Would have loved those arm garters for him BTW.) If you make a rugged pack that implies action out amongst the tumbleweed, again, spread the opportunity evenly across both genders. Hence: "chaps for girls."
But the "gunslinger pack" is as if they made a full "firefighter set" which consisted of a full firefighting outfit for him and a burn victim set for her. The two are thematically adjacent. But they miss two big points: some people with female characters might want to make female firefighters while other people with male characters might want access to all those wonderful icky burn scarred skin textures and scorched clothing items.
Female gunslinger outfit with a breadth of more period references at http://www.westernemporium.com/ladie...st_outfits.php
The trail cook, ranch owner and rancher outfits all say "rugged" to me. Meanwhile, with this pack while we get rugged for him, we got a combination of the saloon girl and soiled dove for her.
Don't try and sell us two completely different things as part of the same idea. If you give us saloon girls, give us bartenders. If you give us Wyatt Earp, give us Annie Oakley. I might really really like the baron Jacket, and I might really want it for females, but that's only because they didn't get anything close to it for females.
If men got, say the Steam Punk Jacket and Women got the baron jacket, I don't think I'd be affected quite as much, particularly when that doesn't fall along classical gender lines the way this gunslinger pack does. -
The huge male model(and the gender inequality it inherently brings with it) is really one of those unpleasant artifacts from the early days of the game. I'll be happy to see it go in a possible sequel.
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So if my Dark blaster steals aggro from the tank I can Blame it On the Goose?
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that is completely against how the alignment system works.
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I'm a bit disappointed that they seem to just be making Stalkers more Scrappery but that's probably just because I thought long and hard about my idea and would really like it brought to light.
Quote:I agree here, click hide would make me a very sad stalker. And I am NOT a very sad stalker :P
The rest though I think is VERY VERY interesting ideas, almost so interesting that you should kinda PM a dev of these changes, even though I realise they'd likely turn down the idea!Quote:No, no, no a million times no. I have contacts in the russian maffia I will ask to kneecap anyone who makes hide a click power.
Auto maybe. Click? no.
dear god no.
1: Every Secondary gets it's own Stealth power (but not a "hide", perse) in hide's place, or as the tier2 for some sets.(Nin, dark and energy obviously get a tier 1 stealth right out the gate, the others.. maybe?) with an added control or debuff when stealth/invis suppressed in combat. The idea being that when "discovered" you spring a trap/do something to distract.
2: Inherent Click Hide has a long duration(again, a bit longer than hasten) and a quick re-hide aspect. Meaning, You pop your inherent clickable hide power, then take out a mob, maybe three or four seconds after you stop getting hit/hitting dudes you become hidden again and can go after the next mob. if you move quickly you should be able to take out three mobs in your average mission before you have to pop hide again, though at base levels it probably hasn't recharged by then. And again, it's slottable and can be affected by global recharge bonuses to where it can be perma'd on levels similar to Hasten's ability to be made perma. -
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What I WANT is soloable, but still fun content, that, HOPEFULLY, lets me go down the incarnate game system without exploring the incarnate lore. A Means of taking on greater and greater challenges and seeking enhancements to increase my own abilities, based on my origin.
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Basically I'd
- Change the inherent nature of the "Hide, Buildup, Assassin's Strike, Placate" system
- Add Debuffs and controls to the primaries and secondaries.
- radically change the intended playstyle of stalkers
- Remove Hide from every secondary pool
- Make it an inherent power
- Change it from a Toggle to a slottable click with a recharge rate slightly more than the average of buildup, and duration closer to hasten. keep current stats
- Give every Assassin's strike unique effects secondary effects.
- Replace the hide with a tier1 with some minor protection and heavy control aspect, click, toggle, or auto, depending on the set
- Increase the secondary effects of every primary to exceed Scrapper, tanker, and brute levels
1-3:I think Stalkers could identify themselves amongst their melee damage contemporaries by becoming the "Fight smart, not hard" AT currently there's a bit f that, AS means they only attack when the situation is ideal for them, /Nin already has aspects of this idea built into it
The inherent Hide would be there to make hide more valuable, and increase the sense of sneakiness desired for the stalker AT. Instead of the always on, perfect stealth of current hide, you'd have the option to throw up perfect invisibility for a limited time to apply it intelligently, or use it to rush through creative slotting and IO sets to be on perma, players who preferred constant Hide could manage it, but it wouldn't be the only definig aspect of stalkers, and most importantly, People wo don't want it wouldn't be forced into it.
4: It makes sense that my Dark Stalker spawns fear on his enemies when he successfully AS's someone, dark powersets are always about fear. But why does my Elec stalker do it? And Not a stun or weak hold? Wouldn't it make more sense if the electricity jumped from the body of the downed enemy and shocked his companions? if Kinetic melee created a pulsing knockdown effect? If Em released a stunning pr blinding explosion of energy and light? I just think there should be more overall variety in the sets when it comes to this. If it accomplishes the same thing, preventing enemies from attacking immediately after AS, why not make it so me and the next stalker are actually different in a meaningful way?
5: as part of my general idea to add survivability by encouraging "active" defense, Make the new Secondary tier 1 something that's more control than protection. A Toggle that has a high percentage proc to stun for elec, an auto that procs fear, a click that emits pulsing sleep. Something
6a: This is where it gets serious. Making the Primaries do more of their natural secondary effects creates a signifigant variety amongst stalkers, more -def for weaspon sets more -end for Elec, this is important for two reasons
- The increased secondary effects can either directly via -end or -dam or indirectly via DoT- or -def contribute to the survivabilty of the stalker while solo,without increasing HP or Defense
- This makes a stalker more valuable to a team, when he's laying on the debuffs.:
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I love that Joker's Goons are Juggalos. hilarious.
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Questions:
1:Could someone hypothetically use Only Hover and Afterburner to get around the city at a reasonable rate?
2: Does afterburner allow for flight poses? -
"Clearly Pamphlet Guy was the best man for the "silent Shivan Auction""
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest. -
Quote:Basically the idea is a one-man kung-fu explosion.Sounds good with the holds, but I'm lost on the playstyle you're going for. You said you want as much AoE as possible. That gives me howl, shockwave, sirens song, and thunderstrike, and static discharge. Thunderclap for mitigation. But you also want to blap. It seems like you'll have a lot of AoE stuns and knockback (KB going against your blapper desires). I love the idea of doublestacking the stuns but the AoE knockback in thunderstrike and thunderclap defeats the purpose. I'm thinking maybe EM pulse. But really, there are a lot if ways for me to go. Should I go for damage, recharge, mitigation, or defense? In what order of priority. What attack chain would you like. What are your must have powers? I have an idea of how I'd play it, but you'll probably have a completely different idea theme wise. I picture going into a mob, em pulsing for an initial stun, thunderclap to double stack the stun, then powersink. You may be different. If you make a mids of the powers you want I can really run from there.
Offensively speaking, Two Single-Target melee(discounting pools prerequisites), and two hard-hitting ranged attacks as the mains. AoE with the cones and the AoEs of elec. like thunder-strike and lightning clap(maybe spring kick)
I don't need travel powers at all in this build so Super-Jump, Super Speed, Flight, and Teleport can be ignored save for the value of the other powers in their pools.
I definitely think mitigation is the way to go simply because I'm probably not going to get enough defense/resist to make it work without some kind of "active" protection I just think the Single-Target holds would'nt hold enough enemies to keep me alive long enough to kill them(but don't disregard the Defenses entirely)Damage I figure can come naturally from just being a blaster with basic consideration taken to directly enhancing the powers themselves, as opposed to damage set bonuses or procs.
Quote:Originally Posted by Cool DudesVery cool builds/ Mu mastery
Here's a rough-ish power-selection mids for both Elec
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well I don't feel like some of the ST holds of hold much value in this idea, though I know how important "active defense" can be in this situation, I just have a hard time figuring it in. Other than that go nuts
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Money's not as big of a deal for me. I'm not a super billionaire but I have patience and I'm somewhat good at marketeering to where I can get close to a billion in a short time, plus I'm willing to wait on reward rolls and drops and the kindness of friends/strangers. I basically just want to see what's possible with the idea right now and can move forward from there.
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So forever and a day ago I posted my build asking for critique and got some good advice. Based on what you've suggested here's what I've come up with
Notes
*I thought about Defense and looked around for some resources to be better informed. From what I can gather, smashing and lethal are the most commonly encountered damage types(which some of you have said), which would make sense, so I tried to soft-cap those first. I wanted to soft-cap energy as well, thinking that Energy(duh) electric and Radiation powers use that damage type and it'd be the third most common. After that I went for Cold and Fire. i was able to Soft-Cap everything but Negative and Psychic
* I like Fury, and I like Power Siphon. I like fast-paced combat and I like being rewarded for it with more power. So I picked my entire primary to be able to hit more often and at range, because I hate having to slow down and chase enemies or trying to jump up and hit flying enemies. When I used Repulsing Torrent and Energy Torrent I had two ranged attacks, plus a nice way to mitigate alpha strike as well as spread around decent damage, but I effectively had two of the same power, except one of them didn't build Power Siphon, so I went with the KM attacks so that I can disrupt a mob, hit a problem enemy within a mob if he didn't go down the first time, jump in, hit burst, then hit maybe two melee's before Concentrated strike can be used to finish off the biggest enemy there in one hit.
*Keeping with the above, I like fighting fast.
I wanted my "Important" Clicks, hasten, Power Siphon, Energy Drain and Energize, to be up as often as possible so I went for recharge bonuses, mostly to serve hasten but obviously it works for the rest,and my attacks just as well.
*I hate running out endurance, simple as that.
So the new build is up for critique
VVillain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Mobilise: Level 50 Science Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Energy Aura
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Quick Strike- (A) Trimuphant Insult - Chance to Disorient
- (3) Trimuphant Insult - Taunt/Recharge
- (3) Trimuphant Insult - Taunt
- (7) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
- (7) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
- (11) Pulverizing Fisticuffs - Accuracy/Damage
- (A) Red Fortune - Endurance
- (11) Red Fortune - Defense
- (13) Red Fortune - Defense/Endurance
- (13) Red Fortune - Defense/Endurance/Recharge
- (15) Red Fortune - Defense/Recharge
- (15) Red Fortune - Endurance/Recharge
- (A) Steadfast Protection - Knockback Protection
- (17) Steadfast Protection - Resistance/Endurance
- (17) Steadfast Protection - Resistance/+Def 3%
- (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
- (5) Winter's Gift - Slow Resistance (20%)
- (5) Winter's Gift - Run Speed, Jump, Flight Speed, Range
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (19) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (23) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Red Fortune - Endurance
- (23) Red Fortune - Defense/Endurance
- (25) Red Fortune - Defense/Endurance/Recharge
- (25) Red Fortune - Defense
- (27) Red Fortune - Endurance/Recharge
- (27) Red Fortune - Defense/Recharge
- (A) Smashing Haymaker - Accuracy/Damage
- (29) Smashing Haymaker - Damage/Endurance
- (29) Smashing Haymaker - Damage/Recharge
- (31) Smashing Haymaker - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (A) Reactive Armor - Resistance
- (31) Reactive Armor - Resistance/Endurance
- (33) Reactive Armor - Resistance/Endurance/Recharge
- (33) Reactive Armor - Resistance/Recharge
- (33) Reactive Armor - Endurance/Recharge
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Chance for Smashing Damage
- (34) Obliteration - Damage
- (34) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (A) Kinetic Combat - Damage/Endurance/Recharge
- (36) Kinetic Combat - Damage/Recharge
- (37) Kinetic Combat - Accuracy/Damage
- (37) Kinetic Combat - Damage/Endurance
- (A) Endurance Reduction IO
- (A) Mocking Beratement - Recharge
- (37) Mocking Beratement - Taunt/Range
- (39) Mocking Beratement - Accuracy/Recharge
- (39) Mocking Beratement - Taunt/Recharge/Range
- (39) Mocking Beratement - Taunt/Recharge
- (40) Mocking Beratement - Taunt
- (A) Mocking Beratement - Recharge
- (40) Mocking Beratement - Taunt/Recharge/Range
- (40) Mocking Beratement - Accuracy/Recharge
- (42) Mocking Beratement - Taunt/Recharge
- (42) Mocking Beratement - Taunt
- (42) Mocking Beratement - Taunt/Range
- (A) Performance Shifter - Chance for +End
- (43) Performance Shifter - EndMod/Accuracy
- (43) Performance Shifter - Accuracy/Recharge
- (43) Performance Shifter - EndMod/Accuracy/Recharge
- (45) Performance Shifter - EndMod/Recharge
- (45) Performance Shifter - EndMod
- (A) Kismet - Accuracy +6%
- (A) Pounding Slugfest - Disorient Bonus
- (48) Pounding Slugfest - Damage/Recharge
- (48) Pounding Slugfest - Accuracy/Damage
- (A) Doctored Wounds - Recharge
- (45) Doctored Wounds - Heal/Recharge
- (46) Doctored Wounds - Heal/Endurance/Recharge
- (46) Doctored Wounds - Heal
- (46) Doctored Wounds - Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Regenerative Tissue - +Regeneration
- (48) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Energy Manipulator - Chance to Stun
- (50) Energy Manipulator - EndMod
- (A) Adjusted Targeting - To Hit Buff/Endurance
- (50) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (A) Panacea - +Hit Points/Endurance
- (50) Performance Shifter - Chance for +End
Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (A) Mako's Bite - Chance of Damage(Lethal)
Level 1: Sprint- (A) Springfoot - Endurance/Jumping
- (A) Interrupt Reduction IO
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Set Bonuses:
Trimuphant Insult
(Quick Strike)- 1% (0.02 End/sec) Recovery
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Quick Strike)- MezResist(Sleep) 2.2%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Kinetic Shield)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Dampening Field)- 1.5% (0.03 End/sec) Recovery
- 22.49 HP (1.5%) HitPoints
- Knockback (Mag -4), Knockup (Mag -4)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Super Speed)- 5% Resistance(Cold)
- 6% JumpSpeed, 6% JumpHeight, 6% FlySpeed, 6% RunSpeed
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Power Siphon)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.11 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Power Shield)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Body Blow)- MezResist(Immobilize) 2.2%
- 16.87 HP (1.13%) HitPoints
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Combat Jumping)- 10% (0.62 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Energy Protection)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
- 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
(Burst)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Smashing Blow)- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Repulsing Torrent)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
(Focused Burst)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
(Energy Drain)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.11 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Concentrated Strike)- 8% (0.5 HP/sec) Regeneration
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Energize)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Overload)- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
(Superior Conditioning)- 1.5% (0.03 End/sec) Recovery
(Focused Accuracy)- 2% DamageBuff(All)
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So I'm coming up with a concept build, and I want advice on how to make it "work" as best as it can.
The basic premise is someone empowered by the Spirit of a Raiju To become a Henshin hero, Thus Sonic for thunder and electric for lightning. I also want to play as much with the games distance and Area mechanics as possible just to make the combat feel more "real" to me, so I'm trying to squeeze a lot of Aoe out of it. In addition, toku heroes tend to use martial arts a lot more than esoteric "powers" hence the "blapper" idea. All of this probably sounds very stupid but If someone could help me with putting together a decently capable blapper with this info, one that can survive long enough to kill the things around it, I'd really appreciate it. -
Quote:Think of it less as an abstraction of "Punch" and more an abstraction of "Use martial arts at" What is he doing? that's up to you. Could it be a punch? Sure, and that's the easiest, most universally understood form of "use my natural hands and feet to do something to you to cause harm" that anyone can understand, so that's what the game uses to represent "use Hands and feet at" but it could also be anything within that umbrella.Actually, this is a stupid argument to make, because even abstract combat visuals are not the same thing as the story being told. Yes, when your Martial Arts character is punching one of the Aspects of Rularuu, the combat animations are an abstraction of how that punching is happening. What is not an abstraction is that your Martial Arts character is punching what amounts to a demigod.
Quote:Now, I'm open to the argument one could be such an fantastic martial artist that it's actually useful for them to punch a demigod, but I contend that a martial artist is well beyond any conventional meaning of "natural" at that point. Whatever the true origin of their power, they're now achieving something so superhuman that it's not much less far out than throwing fireballs or lifting things with your mind.
Animations aren't the whole story.
Quote:Then, ultimately, why worry about whether it's a Pistols Blaster or a Rad/Mental Blaster? People who have concerns about concept are inherently likely concerned with the presentation of what that character is doing in the game world. The question is how deeply they get concerned with it, and what they're willing to accept. I think limiting ones definition of "natural" to something like Olympic-grade athlete levels of "power" is overly limiting. CoH's presentation allows for "natural" to be way more far out than that.
edit:
To expand on this. Put simply, this is an issue of limitation, which I don't think anyone likes. Currently if you're a controller or dominator your only options are to use powers that all look like shooting different colors and shapes of light at enemies. There's nothing available for players with concepts that don't involve that. If all we could do was punch, that would be just as bad for people who want to shoot colored,shaped light. There isn't much more distinction besides "Shooting lights or not shooting light." that can be made with the game's engine, and in the Realm of Control and assault, there's nothing there for those who don't shoot colored light. -
Yeah there tends to not be a lot of love for the "batman" sets because of the "but you punched a giant robot!" silliness, which is a stupid argument to make. One that goes out the window the minute you see a homing boulder thrown by a troll follow you all the way across Skyway City and up an elevator. The visuals are at best an abstraction of what's presumed to be going on, used only as a basis to help everyone taking part to have a better idea of the concepts at work. i'd hope my SS Brute has more than six punches performed the exact same way over and over again in his repertoire. Surely he might throw soembody somewhere or crush something in his hands at some point. The suspension of disbelief shouldn't stop at if the powers work and/or why they shouldn't. I often see this argument and it just seems like seriously specific denial at work.
The equivalent would if there was no fire, Electricity, ice, Darkness, radiation, just one "blast/melee/armor/buff/control" set with one visual that players encouraged each other to pretend was all manner of things it wasn't.
There really should be enough of them across the board. The value of such sets is vastly misunderstood. Simply put, any set that, by it's visuals, doesn't require explanation, can be used in any way, by anybody. I don't have to explain Broadsword, Martial arts, devices, trick arrow, Assault Rifle, Traps, Shield Defense, e.t.c. what they are is right in the name and the visuals.
I can be a mutant/Magician/Science experiment/Cyborg that shoots lightning because of his Mutation/ spells/sciency stuff/ tesla coil arms and also has a gun/can punch dudes/has a bow/has a sword. If he shoots lightning and uses mind control. I'm going to need to have a reason for that*, because those are two different things sure, coming up with those kinds of things is very fun, but sometimes you just want the one power or you want to go with a mixture of power and skill, or you want a lower scale of power represented, or a very specific, and maybe esoteric power set. You just want to shoot fire from your hands, not shoot it and be covered in it or shoot fire and regenerate, or shoot fire and also ice. The game makes us pick two powers, and rightfully so, but both sets don't have to be "power" sets
To fill the gaps we currently have for non-Powered sets we'd need
1 a Control set based in Gadgetry,(or maybe ventriloquism?)
2: an Assault set based in weaponry
After that, anything else is just expanding on what's there.Control and assault are the only Set types that have nothing close. An MA set would be nice, but it's loosest concept, "unpowered secondary for a blaster", Already exists in devices, like it or love it(and I'd love an MA Secondary) Melee ATs as a whole are all sewed up in regards to having that gap filled by something as are buff/debuff which have two options available to them. Control and assault are the odd men out in this situation.
*In so much as concept matters to me, the people I'm with, whatever, if you don't care about concept....... why do you care about this discussion?