Premonitions

Legend
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  1. Quote:
    Originally Posted by Arcanaville View Post
    And I said that doesn't address the complete situation, in the rest of my post.
    The only way to address the "complete situation" is to eliminate pre-reqs altogether. Which seems to be both extremely unlikely and a bad idea.
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    What your suggestion does is:

    1. Eliminate the prerequisite for Tough, on the assumption the devs would allow that.
    Yes, that is the point
    Quote:
    2. Create a prerequisite for Kick that didn't exist before for players that wanted Kick.
    I, even as such a person, don't see this as being a big problem.
    Right now people who want just boxing or kick have no obstacles to what they want, while people who want tough or weave have boxing and kick.
    My idea would shift around who get's the problem, certainly a "problem" but I don't think it would be as big a problem as Forcing them to take an attack to take a Defensive toggle. I suppose it's a cost assessment thing.

    Is the inconvenience to people who want kick great enough that they'd actually feel it in this proposal?

    Is the benefit gained by giving this to people who want Tough enough that it merits the inconvenience to the Kick-wanting people.

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    3. Do nothing for people who want to take Weave, and end up taking a power with limited incremental utility to their builds, since they will still have to take either boxing or kick to satisfy the two power prereq for Weave.
    This falls back into the "eliminate prerequisites" idea.
  2. I would definitely like this feature as described. Would it be possible to allow the "alternate enhancements" feature to only work for individual enhancements within a power to accomplish something similar?

    Create the build, Then Flip out the enhancements you already have to to their empty, "Alt" slots so that I would know to "only" get the enhancement still showing. Once I have collected the full set for the power, I would then flip to the "Alternate" option on the whole power, thus indicating I don't need to get any more I.Os for that power.
  3. Quote:
    Originally Posted by Lord_Kalistoh View Post
    You know, WoW is rated the same, and that game is way more violent and sinister than this, although the graphics make to believe the opposite. I don't think more aggressive faces would make the rating go up.
    Plus, you know, demons & Zombies
  4. There needs to be a new Walk power that gives you teleport so long as you're not targeted.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    I don't mean to be an ***, but what you're asking for isn't really possible in this game even as you've described it, not unless you level-lock the character to 20, at most. Because once you reach level 50, there are no "street level thugs" any more.
    1: I see this as a flaw in the game design, and newer content allows me to do it further, which is a very good thing
    2: Ouroboros is a thing.
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    You're already fighting aliens with energy weapons, you're already surviving rockets to the face, you're already fighting psychics and monsters and giant robots, and that's the mere MINIONS. Any one of the Praetorian War Works, even the BCU minion, is around 10-foot-tall and armed with an energy cannon, a personal shield, a flamethrower and energy gauntlets. Every IDF soldier is clad in full body plate armour, every Seer wields intense psychic energy.
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    Super Sentai series rely on having basic goons for the unpowered heroes to fight, but City of Heroes doesn't have that towards the end game. I should have known right from the start that you were trying to go for the "unpowered pure natural human" concept right from the start, I just didn't expect you'd want it half-and-half.
    Yesss you should have known I was one of those EEEVIL people who wants somethign you don't want.

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    Yes, you can fake it, but even then you're having to overlook A LOT what the game throws at you. Take on a basic Malta mission with your unpowered character, for instance - take a single shot in the chest and you die. You don't need a boss for this - every errant minion is armed with an assault rifle, and they tend to come in whole squads at once.
    he's a blaster, this is already kind of true.

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    What you're arguing here isn't the Fighting pool, it's the place of non-super heroes in the game, and that boat simply sailed a long, long time ago. These days if you want a Casey Jones level hero, you really can't go much father than 15 or 20 at most. That's when you're fighting goons mostly armed with clubs and hatches and occasionally a pistol, with actual super powers being restricted to just the bosses. But even past level 10, you start fighting Outcasts with a full range of elemental attacks, Column and Council soldiers with automatic weapons and explosives and super-strong invulnerable trolls. Casey Jones was awesome, I don't deny it. But he also always trailed the pack, with the actual super-powered martial arts turtles leading the way.
    I'll be sure to tell most Golden Age heroes, Batman, Moon Knight and others that they don't belong in a super-hero game. Being a super hero isn't just about a childish power fantasy.
    Edi: no, What I'm arguing for is conceptual flexibiity and the ability to add melee capabilities into a character who might not have them. please read the rest of my post before being.. well. Sam.
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    I get what you're trying to do, honestly. Even if I think you're having to bend a LOT of rules and pretend a LOT of things aren't what they are... Why are both Kick and Boxing so crucial to this? They're hardly the only pool powers that look like basic attacks. Air Superiority works just as well, Jump Kick isn't super and even Flurry can pass for just fast punching. If you REALLY want a "sup-build" made of non-super attacks, you have more than just those two.
    Because Fighting is one pool while you just told me to take three? doing this does not in any way horribly affect my build or effectiveness.

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    And again - you're playing a "blapper," which doesn't make me assume you're using pool attacks so much as it makes me assume you're ignoring your primary. If you want both melee attacks AND electric powers, I'd suggest going for Electric Blast/Martial Combat when that comes out and picking Force Mastery for the Temp Invulnerability shield for which I believe you can turn off the graphics. But that would imply having to use your Electrical Blast powers to depict electricity and your Martial Combat attacks to depict your melee.
    Actually the concept is "Thunder" which in the interest of being unique I've applied as both the Loud booming sound of Thunder(and the roaring of the beast mixed in) and the actual lightning. He's, mostly a blapper but I don't completely ignore the sonic attacks either. So unless they create a sonic blast Pool power, I'm out of luck.

    Quote:
    I can see what the system does for you, but you're really stretching it here. This strikes me as people making "petless" Thugs Masterminds back in the day because they couldn't have Dual Pistols otherwise, or people taking Dual Pistols Blasters and building them like Scrappers with set bonuses. IF you can bend the system and manage it, more power to you, but you're playing a severely unsupported character and you can't really use that to insist that the system should support this. And I mean that - you're trying to play two distinct characters within the same build, and the game was simply never designed to do this.
    Really I'm trying to play a mostly Melee Focused blaster with some extra attacks.

    Quote:
    In fact, what you're trying to achieve is a variant of the "secret identity" system people have been suggesting on-and-off, topped with characters played against their AT and the "pure natural human" character that still exists in the high-level game. That's a lot of deviation to insist that it be accounted for, especially when you have better ways to depict them and when what you're asking for is probably a nother AT entirely from what you're actually using.
    I'm not asking for anything, I've made it, it works, there's no real problem. Except your attitude.
    Further, if they created a "Transforming" AT I probably wouldn't use it simply because I've never been Unsatisfied with my character' capabilities. What I have right now works just fine ofr my needs and what I'll have when i24 drops will be even better.

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    Why does this even need to be a Blaster to begin with? For the "roar" being a sonic attack? There are so many other powers you can depict this with, not least of which being Lightning Rod. Hell, it was even suggested to me to use a Void Judgement recoloured to approximate a battle cry back in the day.
    This goes back to my "one trick" argument. Having one sonic attack doesn't cover the idea. It might as well be a craftable temp power. Having my Current repertoire of Howl, Shockwave, Scream,Screech, Dreadful Wail, and Shout means my character doesn't have "That one Roar" but has "Thunder Roaring powers"

    I like how I have to do all this pretending that ice is fire and what not but you can't pretend that my "natural" character can't fight Malta or similar characters. And that somehow this i a problem with me
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    But at the end of the day, you're asking for the Bruce Banner/Incredible Hulk duality, which City of Heroes has simply never supported.
    Thank you for telling me what I want feel free to also tell me what I think.

    Quote:
    Originally Posted by Samuel_Tow View Post
    I want to make something clear, by the way: I'm not against supporting as wide a range of concepts as possible. I just don't believe pools are the right way to break AT constraints. Talk of new ATs has been had, and this, to me, is where that should be directed.
    Wouldn't making new ATs not be "breaking AT constraints" at all? Just adding new limitations. Any combination of primary and Secondary they can create would have it's own limitations and pools are a great way to supplement that.
  6. Quote:
    Originally Posted by Arcanaville View Post

    I would be happy to hear it. But "just let people take whatever they want and skip boxing and kick" doesn't.
    I didn't say that. I said if the pre req order was shifted only slightly, people who wanted tough would be able to take tough first, and people who wanted boxing could take it first. Kick would take Tough's previous spot, and Tough would take kick's current spot. If either party wanted to go further into the set, they'd have to take further powers.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    The thing is, I don't actually want to take Fighting, for pretty much the reasons I outlined. I always figure... Wait, isn't my character ALREADY good at fighting? Isn't that what the giant sword and the invulnerability to physical damage already constitute? Nope, must be good at bobbing and weaving, and being "Unyielding" doesn't teach you that. Again, same as Fitness - having to specifically be fit as a fighter just seems redundant.
    1: That's your concept, not everyone else's
    2: fighting and fitness is kind of a multifaceted thing, For example. Being able to run fast doesn't mean you can punch fast. And this is just within the realm of reality. This doesn't involve the specifics of someone's magic rocks or special super sci-fi weapons or what have you, which may be doing all the "heavy lifting" in certain areas whilst the character performs other things to compensate or perform.

    Quote:
    But I don't foresee what happened to Fitness happening to Fighting, so in my mind it's just better to simply give an "entry" option that's not an underpowered attack.
    The fact that the attack is underpowered isn't really a negative to it being an attack so much as it is a reason to buff it.

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    It doesn't have to be Tough or Weave specifically, just something else that's not an attack, like what happened with Presence. Don't like the choice between two taunts? OK, now it's a choice between a taunt and a placate. All of a sudden it IS a choice.
    I think it needs to be tough or weave(considering a "Sixth power" is off the table) because otherwise we're eliminating a power that serves an important function for quite a few concepts to better serve the desires of other concepts when simply switching things around a bit balances things out between the "I only want the defenses" crowd, the "I want the melee attacks" crowd and the "I'm good with the set as a whole" crowd.
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    As far as I'm concerned, pool powers should never have been made out of "common" things to begin with.
    These are only "common" for a given interpretation of the idea, namely that every single character in the game is at the same peak of physical fitness, mental state, and skill level. Some people put certain weakness into their character concept. In fact the archetypes and power mechanics pretty much codify that, a Claws/Super reflexes Scrapper hits hard(scrapper damage), and is nimble(Defense) but can't take a hit well(the times Defense fails)
    Before you start about base run speed being equal and whatnot, I can easily work a concept wherein a character is "cheating" to keep up but inherently is not as fast as others of the same archetype and powerset.

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    They should all have followed the example of the travel pools and modeled themselves around an aspect of super heroics that just doesn't make for a full set.
    I think Super Speed and Teleportation can be made into a full melee combat set fairly easily, Super Leaping and Flight maybe not so much, unless we start interpreting things very loosely, I.e. Flight being part of a general "Wire-fu" set that includes gliding and such.

    Quote:
    Being "fit" or being able to kick doesn't strike me as one of those. For as much as I dislike the idea of a "sorcery" power pool... Maybe that's where we should have gone all along - esoteric stuff that doesn't fit inside powerset frameworks.
    Physical Fitness
    Kicking(and also punching!)
    "Sorcery" as a concept could have easily have been pretty much any kind of set.
    Anything can be made into a full set by the proper minds.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    That's a bad argument since "concept" is something Boxing and Kick don't deliver at all.
    Now this is just straight out false.
    Quote:
    Boxing is little more than a souped-up copy of Brawl, which every character has and kick isn't much better.
    And? One punch does not a fighter make. Brawl isn't really a "Fighting" power so much as a "This character has hands/a foot/the butt of their weapon" power. Further, Having Boxing+Brawl in and of itself means your character is capable of a one-two punch combo now. Instead of slapping up agaisnt an enemy with whatever limb is available, they are now... well... boxing. Boxing Poorly, most assuredly, but boxing nonetheless


    Quote:
    Compare this to... Let's pick something less obvious than teleportation. Let's compare Kick and Boxing with something out of Leadership. Leadership powers give you something above and beyond what most powersets have as part of their concept - they allow you to help others by being a good leader.
    They allow you to help others by delivering mostly invisible buffs that can be interpreted any sort of way. An ability a character may or may not have had before.

    Fighting allows a character to engage in melee combat where they might not have before.

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    Now compare this to Boxing and Kick. They enable the concept of a person who can kick and punch, and basically brawl well...
    More accurately, they enable the concept of "having attacks and/or defenses that aren't your primary"
    Quote:
    Which pretty much every character in the game can already do,
    Again, Brawl is the "has hands" power not the "Is a skilled melee combatant" power you seem to think it is. Being able(if you so choose) to string together a melee attack chain elevates a character from "has hands" to "Is good at melee combat(to whatever degree)" because it then allows a character to engage in melee combat in a fashion similar to an actual melee focused character. Whether the numbers are, will be, or should be the same is irrelevant. The point is I can go into melee range and function versus going into melee range doing nothing, and then dying.

    If a character is said to be skilled in melee combat, they should be able to engage in melee combat.If a character is said to be skilled at ranged combat, they should be able to engage in ranged combat. If they are said to have a bit of both, they should be able to do both equally and if they are said to do one okay and another one amazingly good, they should do one just okay and another amazingly good.

    The same is true of all types of powers. Having one trick in something isn't "being good at the thing that trick represents" it's having one trick. Let's say we have a power that gives two ranged blast powers and some other tricks. Taking one of those range blast powers doesn't really make you "proficient" or even "kinda good" with, say, a shuriken. One power isn't skilled, two is closer, four is decent, and nine is expertise.

    Fighting has two(soon to be three) distinct melee attack powers, not a full chain, but close enough that brawl or a travel-power attack can form a full chain and thus allow a character who lacks melee attacks to explore the "is capable in melee combat" concept.

    This sort of thing isn't like saying your ice controller can create an ice swan. It's a thing that can be put to the test in-game. If you character concept dictates that they know karate, Shoot trick arrows, and use two pistols expertly, those are all things that your character should be able to display in some fashion.(So long as there are no balance issues)

    Quote:
    and which no less than four classes have multiple power-sets expressly devoted to depicting. From Super Strength to Martial Arts, from Street Justice to Marital Combat, all of these sets revolve around being good at fighting.
    This doesn't really negate having a more broadly applicable representation of the idea. What you're saying is "if you want to punch, just roll a scrapper/brute/tanker/stalker!"

    But I don't think this mindset is conducive to creative freedom. By this logic, Ancillaries are inherently pointless.

    "If you want an armor power, roll a melee class, if you want a blast power, roll a ranged character."
    "and if I want to punch and kick on a ranged character?"
    "tough luck"

    The fact that the powers do not serve your needs specifically are not an inherent flaw in the powers themselves.

    Quote:
    Moreover, many sets imply this without strictly saying it. Most weapon sets imply a certain degree of brawling prowess just because that's essential in melee combat with a weapon in general,
    Ehhh, not really? There are quite a few weapons-based disciplines that start with and only teach the use of the weapon, I.E. They focus on fighting with the weapon and don't teach much about grappling or unarmed striking.You can have an expert swordsman who isn't all that great at hand-to-hand.

    Quote:
    and Shield Defence has this as part of its basic concept.
    I don't think I've explored shield defense enough to really comment here but the same logic applies re: other ATs and character concepts using the powers to explore the concept

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    I'm not just arguing for taking Tough and Weave without having to pick Boxing and Kick. I honestly don't think Boxing and Kick add much of anything in terms of concept.
    I swear to god I have such a headache right now.
    Quote:
    They're just slightly bigger versions of what every hero already has.
    Even if I give the idea that every single hero already has personal defenses and melee attacks any weight, the "slightly bigger" aspect would still be the most important thing here.

    If you want to add the idea that your character either by choice or by chance, is above the standard in this area, taking away Fighting's ability to actually fight would eliminate this function
    Quote:
    I feel the same way about Fitness, to be honest, and I feel the same way about most of Fighting. At this point, every player character can be seen as relatively decent at brawling.
    By you. A Controller without the fighting pool cannot accomplish even a smidgen of what a Martial arts or Street Justice character can. Do they need to be direct equals? Of course not, but if we're going to claim that all characters are inherently melee combatants, they should have the potential to engage in actual melee combat. Brawl, to me isn't "good at brawling" it's"can't do anything else, might as well flail wildly" it's even described as a last-ditch effort.
    Quote:
    Not EXCEPTIONALLY good, obviously, but that's what actual powersets are for. Power pools just make you moderately good at something, and all of us can punch armoured trucks to pieces and take repeated shotgun blasts to the chest. The boat on "little" powers has sailed.
    Not everyone is trying to be Goku. I very specifically want to be "moderately good" at a thing my archetype isn't supposed to do anyway while being amazing at something else. If I wanted to do the stupid "Kung-fu makes you a god" thing, I'd roll a Scrapper. If I want to be an Amazing archer who also isn't a glass-jawed limp-wristed pansy I'll put some punches, kicks, and defenses into his repertoire. It makes my character more versatile and powerful, conceptually, since now he is both amazingly talented with his bow and also not a guaranteed goner when you snap it in half and throw it in the lake.
    Quote:
    To me, the most conceptually rich of the power pools are things like Flight, Teleportation and so on, but even things like Stealth and Leadership have their uses. Sure, if you're playing Energy Aura, you kind of already have a superior copy of Stealth, but what's in the set can expand this via Grant Invisibility even for the stealthy ones. Even if your character is a Mastermind and this has supremacy, Leadership still makes sense because it depicts a Mastermind who focused on being a strong leader as opposed to arming his men with strong firepower. And even then, that's mostly an exception.
    I don't think they are more, anything, just different.

    Quote:
    But punching and kicking? Basic attacks? I'm with Arcana here. Unless you happen to be playing a very specific build of Controller, "attacks" are the one thing everyone has more than enough of, and in-set ones are usually better, especially for certain ATs like Stalkers and Assassin's Focus or Corrupors and Scourge. Or Blasters and Defiance. Or Tankers and Gauntlet.
    Okay let's explore the idea that "Punching and Kicking are basic attacks" nothing wrong with that. Except It's very likely that your character doesn't have these basic attacks. Ignoring Martial Arts and Street Justice for a second, An energy melee or dark melee character has no real means of regularly engaging in basic combat.

    They can only string together super-powered attacks. Ranged Characters can't use "basic attacks" at all(barring the new Martial Combat and that doesn't help characters who still need a secondary that isn't MC for their concept)
    I'll use my main.
    Meet Volt Tiger:

    He is a Magic Origin, Sonic Attack/Electric Manipulation Blaster.

    He is a Tokusatsu (Mostly Kamen Rider but I took bits from lots of others)Inspired Blapper. Now, when I say "blapper" I'm sure you assume I use Boxing and Kick in his normal attack chain, and that is my point, but I don't, and it's not.

    There's a whole "Pseudo Heisei"/Super-1 Thing going on between his Primary and Secondary.

    His Story is Thus:
    Tyson Law is a man with an angry spirit. For whatever reason he has always had a violent streak. A healthy upbringing and a good heart have guided him towards a heroic lifestyle, but He has a constant fear of what he could become. His brother's cool head,and his Heroic nature kept him in line and gave him hope.

    Before, during, and after the Rikti war he operated as a street level urban vigilante in the mold of Casey Jones. Wearing a simple mask and calling himself Steel Tyger, he beat petty thugs senseless every day. Even after his brother's death at the hands of a mysterious plot-device illness, he carried on as a unsung hero of Galaxy City.........

    During the Shivan Invasion, Tyson encountered an old man. While fighting together he revealed himself as the legendary hero Volt Tiger, and passed on his mystical Raiju Talisman before being destroyed in a final strike against the Shivans.

    Now gifted with the ability to transform into the Volt Tiger and use the Thunderous Roar of a mighty and feral god-like beast, he grapples daily with both his own violent nature and the constant influence of the Raiju itself. In order to hold the beast at bay, lest it take control of him, or worse, escape into our world, he uses his power sparingly, not unleashing a thunderstorm on a simple bank robber. By continuing to go out as Steel Tyger when necessary, and fight as his normal self, he keeps his brother's memory alive and retains his focus.

    And now for his concept and How his power relate:

    As I said, Volt tiger is a Henshin Hero. Common aspects of these types of characters are that they are, if not completely powerless when untransformed, significantly weaker. The other is that they will often fight lower level minion type enemies untransformed until it is necessary to change to take on an escalated threat.

    Tyson Law is a veteran hero and has melee combat capabilities, but he was never at the "Super Kung Fu" level of, say a Martial Arts Scrapper, it's why he was basically an unknown un-registered crazy person for so long.

    By comparison, Volt Tiger has the destructive power of a Thunder Storm at his finger tips. He is a human explosion(or maybe a Kalishsplosion)

    I can't really play this character with his Primary and Secondary while in his human form, otherwise what's the point of all the posing and catchphrases and random color-coded explosions and costumes and stock footage if he's exactly the same in both forms? It goes against his very concept. I could just not play the game and pretend he's busting purse snatchers while I'm logged out, I suppose. But pretending to pretend to be a superhero sounds slightly more ridiculous and sad than everything I've typed thus far.

    Crafting within his overall build a "Sub build" made up of fighting pool powers allows me to operate in his "normal" form up until I see a boss or some such at which point he can transform and begin to fight in earnest.
    Being able to fight "unpowered" with attacks that aren't his "super powers" communicates the "veteran street brawling vigilante" aspect of his background. This is even more true if I take care to direct him towards the sort of content that fits him in this state, crime.

    It also plays on the "eternally tempted to destroy" thing. Both in the character's ear and in my own mind is the constant reminder, whenever the Kick, Boxing,Cross Punch,and Brawl+a few temp powers combo seems unfit to a task "Just click that macro and we can just blast our way through this" pops up. The experience brings me into the nature of the character in a way few things have. It's why he has become my main as of late.
  9. Quote:
    Originally Posted by Arcanaville View Post
    Synapse said the same thing: a sixth power would be problematic. On the other hand, I don't want to take either Boxing or Kick away from players who want those powers.

    So I suggested he just make Tempered Focus automatically unlock for anyone who took Boxing *or* Kick.


    There are no obstacles, only opportunities.
    This just feels like trying to crack an egg with a time machine. It's a very cool idea,just seems like the primary "issue" here of people needing to take the offensive powers to take a defensive power would be best served by simply putting Tough as a tier one power. It(Tempered Readiness) could be worked in as an "alternate" fighting synch for the defensive powers(possibly adding something to rest and sprint much the same way Boxing,Kick,and Crosscut buff Brawl)I definitely agree that boxing and kick can't go,though.
    Quote:
    Originally Posted by Samuel Tow
    A bunch of stuff
    I have so much to say in response to this but I need to wait a few hours
  10. Quote:
    Originally Posted by Golden Girl View Post
    That's why I mean it's strange - players who want to play gray don't actuaƶyl get any gray content until 10 levels after they can switch - like a Vigilante at 20 finds that they're still either doing full-on Hero content, or now have access to full-on Villain content, while a Rogue at 20 discovers that they continue to have access to full-on Villain content, while now getting to play full-on Hero content - if the new gray arcs started at 20, Vigilantes and Rogues would get them as an instant unlock once they'd turned gray, which would flow much better - they'd see instant results for their actions.
    While there are probably design reasons for this decision, I like to think that much in the way you have to have been an established villain or hero(I.e. level 20 or higher) to "turn" you'd have to have been a rogue or vigilante for a while before people would consider you "grey" enough for their "questionable" work.
  11. Don't we have that face-plate as an option now?
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    I want to repeat an OOOLD suggestion of mine that never saw the light of day. Well, two suggestions, in fact:

    1. Giant gauntlet as a "shield" option for shield defence. I'm talking something big enough to encompass most small gloves completely. Examples of this exist in spades, from War's left gauntlet that he blocks with to something as classic as Lion-O's magic gauntlet which holds the sword of omens and, crucially, which holds the Spirit Stone and generates a forcefield with which he blocks incoming attacks. I'm not well enough versed in comic books, but I'm sure there are plenty of examples of characters using metal gloves to block with. Say... Didn't Wonder Woman use metal vambraces for that?

    This glove doesn't need to animate its fingers, and can be drawn in a perpetual static fist. That makes sense, considering that a character with a shield out right now has his or her left hand clenched in a perpetual fist, so no open-palm animations are relevant and thus the glove will never need to be animated, itself. I've seen the power system gain the ability to mess with our costumes before, via the ooold Freakshow Disguise that actually does attach a pair of giant metal gauntlets to our hands, so this should be possible. Speaking of which, the first glove I'll ask for is the Freak Swiper glove.

    Now, a couple of things can be argued. Firstly, that we already have giant gloves in the costume editor. While that may be true, we can only have those asymmetrically only on the RIGHT hand, whereas it's the left that typically guards with a shield. Secondly, There's no way to guard with the glove itself, because Shield Defence mandates a shield out at all times. Lastly, I want this glove to show up only when the shield is drawn. All of these make a glove as a power prop plausible, and it's something we can customize via weapon customization as we customize shields already.

    2. I want all of the same, but for both hands and as a weapon option for Claws. Once upon a time, BABs went through all Claws powers and ensured they used a closed fist animation, making "finger claws" impossible to do, aside from the fact that we lack fingers. To my eyes, a gauntlet big enough to cover at least an entire Tights/Bare glove, with claw-like fingers would do the job. As before, the "fingers" don't need to be animated, since we never interact with anything with Claws out and the claws disappear when we fire off other powers. As such, the glove's claws can always be stuck in a perpetual "clawing" gesture, with the hand open and the fingers pointing out and down.

    ---

    In both cases, clipping becomes an issue, since we have absurdly large gloves in the editor already, and making one which would be bigger than those by enough to always cover them would make the gloves unwieldy big. I get that. There are two ways I'd suggest solving this. Either just... Ignore it and let us take care of clipping on our own, or simply make the gauntlet scape up in size with the size of the glove holding it. Either would work, since it would empower us to pick what looks good and avoid what looks bad without forcing you to throw away the baby with the bathwater. If at all possible, I might suggest simply replacing the entire glove option with that gauntlet, but I don't know how that would work.

    I bring this up because Bio Armour already does this to a large extent by covering up our hands and our feet. It clips with some bigger gloves and boots and it is kind of bulky, but it still looks very good. If that was made, surely a few extra weapon models for Shield and Claws can be tossed in, as well.
    I think bio armor needs some customization options in general so maybe just go in that direction for the "Big glove armor"
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    OK, after reading this a few times, I think I see what you're saying. Don't Kick and Boxing have different secondary effects that can help different builds? Yes and no. Technically speaking, Boxing has a minor stun, which I assume means it takes stun sets, and Kick has a minor Knockback, which I assume means it takes knockback sets... Which I've never seen anyone actually buy on the Market but let's ignore that for a moment. I honestly don't think this difference is meaningful because of all the people I've ever seen comment on it, approximately all of them have Boxing.
    The effects of the powers themselves would be meaningful, less so the ability to slot enhancements(not that that's not important). If someone wanted to stack stuns or leverage knock back, they'd pick one or the other. The fact that they aren't that different is mostly why they need to be adjusted, which the "Synergy" thing is supposed to address.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    "Worth taking" would be if it worked within the gimmicks of sets that have those, honestly. About the only pool attack that I personally find is useful DESPITE not making use of those gimmicks is Spring Attack, and only because it's incredibly powerful. I don't foresee the same happening to Kick and Boxing.
    Some people find use out of it, you don't, that's different than in inherent flaw in the way something works.

    Quote:
    Again - this is a manufactured problem. Redraw and in-set gimmicks make out-of-set attacks inherently less good even for similar stats.
    I loves me some gimmicks but It kind of needs to be said that lots of sets don't have gimmick and other sets don't have "gimmicks" that would be built up by any kind of attack anyway(DP,BR,Time, Nature Affinity,) The fact that you keep trying to argue that the "Melee attacks and defenses" powerset be rejiggered to be "Mostly defenses and I guess maybe a melee attack because Sam values those defenses more" is just.. off. It's Like requesting Super Speed Have actual super speed taken out just so you can have more hasten

    So, basically some set combinations and ATs will get greater benefit out of these powers than others. Big deal?
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    It's a "cost" if you want to be pedantic, but it only in the same sense that taking a day off to be with your family is a cost of time, or watching a good movie is a cost of money. Ultimately, the process of picking one power and not picking another can be perceived as a cost, but this is only good game design if what we get for this cost was actually worth it. When I pick a power I enjoy using, then there is no "cost" associated with it, because I don't experience the negative emotions associated with having paid - I only experience the positive emotions of having gotten something I wanted.

    This isn't the case with junk powers, and that's the problem. You're asking me to pay a cost for something that is itself a cost to pay for the ability to pay a cost for something I actually want. Surely the flaw in this design should be self-evident. Maybe it is just to me, because I have a... "Romantic" view of gaming, in the sense that I expect every part of a game to be fun. I don't disagree that balance is needed and I don't expect that I should be allowed to have everything, but what I do hope is that even the tough decisions should still be fun. I don't pay good money for good games in order for them to hurt me or treat me with tough love. To me, both the "good" and the "bad" of a game should still be fun, because both the good and the bad are part of the gaming experience.

    I will never agree that negative emotions should be used as a balancing factor, which means I don't believe people should ever be made to do something we don't want to do. I get enough of this from real life. That doesn't mean there can't be tough choices or big challenges in a game, just that "sucks to be you" and "tough cookies, deal with it" shouldn't be part of their official design.
    This isn't a good argument for shifting around the power order or combining Boxing and Kick so much as it's an argument to make Boxing and Kick better, which they are doing. Whether the changes are enough to improve them remains to be seen.

    Edit: Just because YOU don't like Boxing and Kick don't make them Always "double costs". They where, maybe, less than great melee attacks, somewhere close to a tier 1 and not as good as the attacks you might find in a melee primary(or secondary) which is kind of the point of the fighting pool. Tough and Weave aren't as good as having an actual defense or Resist primary to choose from either.
  16. This is a thread to collect all the cool things you've figured out how to do in the costume Creator. This isn't for favorite costumes or individual pieces or characters. But very specifically things you are able to accomplish via Creative use of clipping, shading, scales and colors to cobble together things we might not have in the creator at the moment, or just certain ways things go together that many people don't know about.

    Stole this idea from Flashtoo but it's soo cool I needed to share.

    How to Strap Your armor and Back Pack to your character.

    Want to give your character a back pack, but can't stand to have it floating back there with no visible support?

    Want to Give them a fancy Chest armor, and finding yourself Running into the same problem, but backways?

    Want to have BOTH but can't stand the idea that your character was impaled through the chest to keep them in place?

    Well Have I got an idea for you!

    Step 1:
    Under "tights" or any of the robotic arms options, Select the "Leather Straps" texture like so:

    Step Two:

    Select a Pattern that Covers the entire chest, stomach and back, and Such as Tee or Tanker, and color it as you choose

    Step Three: Apply your Chest armor

    Step Four: Apply your back pack or wings.

    Step Five. Enjoy your new, fully supported and carefully fastened equipment.
  17. Hopeling has it right. This is the first Post-Freedom issue release without one, then? I don't think there was an official statement about Free for VIP costume releases. I know they promised a Free For VIP powerset for each issue before Freedom dropped, but was there any official word on the costumes?
  18. I might have missed it but is there any mention of a Free For VIP costume set in there?
  19. I think he might just be hovering and using one of the "Hero Stances"
  20. Quote:
    Originally Posted by PRAF68_EU View Post
    Actually, it says "their last action was against the Battalion". It does NOT say they won (although I assume they did).

    It does not say HOW they won. However, one thing is certain: it has NOTHING to do with superior technology. The Battalion are a cosmic level threat, completely beyond any technology, just as incarnates are beyond tech origin heroes. If this wasn't case, it wouldn't be a Coming Storm, it would be a Coming Light Shower.
    Unless they beat them, say, before they became as much of a threat as they are now.
    Maybe this even encouraged them(The Battalion) to become stronger. alterntively. The Battalion of The Rikti Dimension might have been pushovers.
  21. I was under the impression that the Rikti turned themselves into the Rikti as we know them to beat the Battalion.
  22. Quote:
    Originally Posted by BrandX View Post
    People just want a bit of deffinition. For instance. Tights in the comics still have a sort of "this is clothes" feel to them.
    I wouldn't say that's true for all or even most Silver Age styles.

    Quote:
    Patent Leather doesn't (to me) have that problem and it's just as old.

    Note I'm talking about the leg options here. I find the Patent Leather top to be terrible :/
    I liked the Patent Leather top that said I'm swapping it out for the new zip-up leather bodysuit top and have been replacing it with Defense for a while now..... XD
  23. Quote:
    Originally Posted by Bullet Barrage View Post
    Those were announced at the last Player Summit. So, no.
    The conversation had with Noble savage basically ended with him concluding on making parts like those and that was before the most recent player summit.