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We need some work done on the SG costume/color editing screen.
Not only do alot of my costumes not have the right parts in that screen (which may be more of a costume bug in general), but there are some parts you can't change the colors on at all. Wings and kilts come to mind. -
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Gents, I'm not saying we will never take the time to revisit this, or other, existing content. I'm just giving you the down low on what the current status is. We know you want everything and it can be hard to understand why we aren't doing something when the reason is not visible to you. We have a lot working behind the scenes and know that you will appreciate it when it does come to fruition.
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I don't want EVERYTHING... Just most of it.
That joke having been said, however, here's a reminder: With new Powersets come new characters. As you add in new Powersets, you'll have people going back to the old content again, and it would be nice if it works properly. Don't wait too long before going back to deal with this stuff, okay?
By the way, I like the Positron TF as is. It's like a young hero's first taste of the downsides of being a hero. -
Add me to the list of those upset by this.
I've managed to make it into the Eden trial once and only once. It was incredible! To allow this to remain in its current, hard to use mess is a tragic mistake.
I'd like to comment on the sewer trial, but alas I can not. I know about five people that have done it, but nobody else wants to touch it and now I know why.
I'd like to see the rewards fixed, but I'd also like to see these Trials fixed so they're easier to access. -
Wish:
Hot tub and pool from Faultline.
Door wall decoration. Just to suggest that there's other parts of the base, such as personal rooms. -
Melee: I voted for Psionic and Energy Blade. Both are damage types underused by Melee. We allready have two sword sets, and I think it would be unfair to have Dual Blades take away from Katana's status as the "cooler" of the swords. And while street fighting could be fun and fit some characters, there's only so far brass knuckles and a broken beer bottle will get you against superpowered threats. Any serious 'street fighting' character is likely to rely on Martial Arts training before too long.
Defensive: I voted for Willpower and Growth. Force Fields, Density Increase, and Vibration (sonics) can all be granted by Defenders/Controllers. I say to leave them those jobs. Nobody gives good Psi defense, though, which makes Willpower a natural pick. And Growth... well, that would just be fun to play around with. :P
Final: Staff power set, please.
Also, if you do go with Energy Blade, don't use the ones the Carnies use. We need the BIG sword for this set. Go play some FF 7 and take a look at the Buster sword. And if you do want Dual Blades, combine that and Energy Blade, and make it two huge blades. (If it's energy and has little mass, why not?) FF 7: Advent Children has about what I'd be wanting from that. -
Well, let's see...
Biggest problems were needing someone from the other side to clear your second mission and needing to help clear the second mission for someone on the other side, and the number of times you had to face Snaptooth to get all the rewards.
Let's compare it to the winter event, which alot of people are saying they enjoyed more:
5 missions / 1 mission: With the winter event, you could get right to it and do the important part of the event. And while the 5 mission setup might give you some variaty in what you're fighting, look again at how the winter mission was set up. You start out on the snow, fighting Tuatha. Then, you move to snow and ice (so fun!) fighting snow beasts, then to caves fighting Red Caps, then snow and ice against snow beasts again. That one mission was actually like several micro missions all hooked together, and in a fun way.
3 stage boss with ambushes / EB boss: The three stage Snaptooth is a neat trick, but it can go from fun challenge to annoying really fast, especally with the waves of Redcaps that come to help him. In the winter event, he starts tough, and has limited backup. The fight can be intense, but it's fast enough to not become a drag.
Rewards: In the winter event, you got badges with something extra. Two reasons to earn each reward. Not so with this event.
Forced grouping / optional grouping: This became a real pain. If you want to do something like this again, I would suggest putting an NPC in the missions to represent the other side. You've got plenty of heroes/villians to choose from in the safeguard/mayhem missions, throw them in as Flower Knight-type pets to get things done. That way the missions can be soloed.
Ski lodge / Pocket D: The Ski area added extra space to Pocket D, allowing people to spread out more. This made it easier to do normal Pocket D things (lots of RP there on Virtue) without people there for the event crowding you. Though, to be honest, I hope the Ski area comes back for good in I9. It was a great place to have fun and RP. -
He didn't say "Yes", he said "Maybe".
Still though, it makes sense. They allmost have to do it once the turncoat missions are in. Otherwise, you'll run into all sorts of problems when you go to get your costume changed after you change sides.
"You're a hero now, so we have to break all the bones in your legs and reshape them so that they look 'normal'. Nothing personal, it's just that Paragon City doesn't allow things like clawed feet." -
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What besides tough and weave got increased? Were the increases really even worth noticing?
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AoE Holds/Imob/Sleep powers had their End costs upped.
However (and I hate to say it because I don't like it), that was something that needed to happen. -
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I've alluded to this in a couple of places, but I wanted to describe something we'll be doing for Super Reflexes quite soon...
Super Reflexes Auto powers (Agile, Dodge, and Lucky) now add some minor damage resistance. This Damage resistance starts at 0%, but improves as the caster loses HP. The Resistance kicks in at 60% HP (when HP bar first changes color) and markedly increases at 40% and 20% (again, when the bar changes color). We have not yet determined the exact values.
This change is in addition to the recent modification that gave most Defense Primary and Secondary powers resistance to Defense Debuffs (self Defense powers).
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Thanks for the thought, but I don't think it's going to work. "Minor damage resistance" isn't going to save us when we're dying from something that's easily smacking us around, and anything more than a minor +DR isn't fair to users of some of the other sets.
I think you would be better off to boost the defense of the Auto powers, and give them something extra for flavor.
Agile: This could boost jumping just as Quickness boosts run speed.
Dodge: Some things you want to get hit by. Dodge could boost the amount of healing the character gets from healing powers (think of it as positioning yourself better for the healer to get a clear shot).
Lucky: There's more to being lucky than just not getting hit. Lucky can increase the chances of getting an Enhancement or Inspiration when a foe falls. (If Enhancements would be too powerful, leave them out. More or more powerful Inspirations would still be a benefit to this character.)
This would make the power set different from anything else out there, especally the Agile and Lucky ideas. Anyway, that's just some thoughts from while I was at work today. I don't know how well they would really work, but I like it.