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Quote: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.And I said that doesn't address the complete situation, in the rest of my post.
Quote:What your suggestion does is:
1. Eliminate the prerequisite for Tough, on the assumption the devs would allow that.
Quote:2. Create a prerequisite for Kick that didn't exist before for players that wanted Kick.
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.
Quote: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. -
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. -
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There needs to be a new Walk power that gives you teleport so long as you're not targeted.
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Quote: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 thingI 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.
2: Ouroboros is a thing.
Quote: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. Quote: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.
Quote: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.
Quote: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.
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.
Quote: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.
Quote: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.
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.
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.
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.
Quote: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.
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
Quote: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.
Quote: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. -
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.
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Quote:1: That's your concept, not everyone else'sThe 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.
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.
Quote: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.
Quote:As far as I'm concerned, pool powers should never have been made out of "common" things to begin with.
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.
Quote: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.
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.
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. -
Quote:Now this is just straight out false.That's a bad argument since "concept" is something Boxing and Kick don't deliver at all.
Quote:Boxing is little more than a souped-up copy of Brawl, which every character has and kick isn't much better.
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.
Fighting allows a character to engage in melee combat where they might not have before.
Quote:Now compare this to Boxing and Kick. They enable the concept of a person who can kick and punch, and basically brawl well...
Quote:Which pretty much every character in the game can already do,
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.
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,
Quote:and Shield Defence has this as part of its basic concept.
Quote: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.
Quote:They're just slightly bigger versions of what every hero already has.
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.
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.
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.
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.
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. -
Quote: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.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.
Quote:Originally Posted by Samuel TowA bunch of stuff -
Quote: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.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.
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Don't we have that face-plate as an option now?
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Quote:I think bio armor needs some customization options in general so maybe just go in that direction for the "Big glove armor"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.
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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. -
Quote: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.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.
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Yeah, never mind to that as well.
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Quote:Some people find use out of it, you don't, that's different than in inherent flaw in the way something works."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.
Quote:Again - this is a manufactured problem. Redraw and in-set gimmicks make out-of-set attacks inherently less good even for similar stats.
So, basically some set combinations and ATs will get greater benefit out of these powers than others. Big deal? -
Quote: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.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.
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. -
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. -
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?
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I might have missed it but is there any mention of a Free For VIP costume set in there?
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I think he might just be hovering and using one of the "Hero Stances"
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Quote:Unless they beat them, say, before they became as much of a threat as they are now.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.
Maybe this even encouraged them(The Battalion) to become stronger. alterntively. The Battalion of The Rikti Dimension might have been pushovers. -
I was under the impression that the Rikti turned themselves into the Rikti as we know them to beat the Battalion.
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Quote:I wouldn't say that's true for all or even most Silver Age styles.People just want a bit of deffinition. For instance. Tights in the comics still have a sort of "this is clothes" feel to them.
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 :/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
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