Red_Addiction

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  1. Guys I am very happy about all of this feedback, even though it feels mostly negative. I do however have many responses to your arguments.

    Textilian, in regards to
    [ QUOTE ]
    -Regarding "Invocatio De Potentia (Special buff)," I would never pick this out of the set. When I play, I want to know exactl y what a power is going to do at any given time and be able to play with IO slotting enhance different aspects of it. How would you deal with slotting for this power, by the by? While I'm thinking about it, it doesn't really fit in with the rest of the set, buffing ones allies. I'd probably move something like this to a secondary set.

    [/ QUOTE ]

    This Power is not a support power for "buffing ones allies". It is a self buff, just like Aim in the blaster primary sets, Archery, Electrical, Energy, Fire, and Ice. Or like Amplify in the Sonic Blaster set. SELF BUFF, with the only difference that you only get one buff instead of (+Dam, +Acc), but it will be stronger and last longer than the former. Lasting longer will come into play to help plan what insp u will need. Think of it as a Mystic Fortune buff for yourself.

    [ QUOTE ]
    -Good heavens, why would anyone take another secondary, ever? It's got two holds, a heal, a +regen, enemy debuffs, an immobilize, and pet dragons. I'd say it needs some rebalancing.

    [/ QUOTE ]

    As for the rebalancing, that all depends on your numbers, & since the primary set is pretty much all offensive with no holds or buffs. Then the secondary has compensated to being support. My Trick Arrow set has very similar powers, only I removed a couple of the -resistance debuffs and replaced them with a heal and a regen. Because everyone is always saying TA should have a heal. Not to mention, these are only ideas. It would be up to the devs to decide how to balance it.

    To Jack_NoMind, in regards to:
    [ QUOTE ]
    There are some fairly 'magical' looking weapon for customization, including the Dark Nictus sword and the Rularuu weapons. I'd also argue that the Talorsian weapons look fairly magical.

    I mean, other than 'glowing' and/or 'rune-covered', what would make a weapon look magical to you?

    [/ QUOTE ]

    Talsorian weapons look like Tech weapons in my opinion. See above where I wrote "I'm not talking about taking a normal sword and calling it a "magical sword" obviously." And as for the Rularuu weapons I agree they "look" fairly magical, but they still do the same exact thing as the other versions of the swords/bow. I said I want a magic weapon, not a magical looking weapon. That means anything a wizard or witch would use. Wands, spellbooks, runes, etc. And since when could we actually use that Nictus Sword? Isn’t that for MA Custom Critters only? And that still does not take into account of the 6 melee weapon sets vs. the 2 range sets. We need another ranged weapon set!

    Intesentorqueo Acerbitas is very different, but Dual Blades introduced a new aspect to melee that was different than anything they have done with another power.So did the Kheldian powers when you transform to a Nova or Dwarf. You talk like something different is a bad thing. I think it would be great. And it doesn’t seem very outrageous to me. You just apply the toggle effect to a DoT blast formula, and make the animation continuous. As for the prompt, we have a prompt when we are about to exit a mission, you just take that formula and modify it to have a Targeted AoE formula. This seems complex but they use aspects that are already in game. They have just never been used together.

    I also disagree about a mixed power set being bad; it would be great to see something different and interesting introduced into the game. This would take something from every type, and roll it into one. It would be like a team balancing powerset. Say you had a 7 man team, but you would like a little extra damage, as well as a little more -regen, for a task force maybe. It would be a good way of getting a boost to everything. And it would not be too powerful because I just took ideas from my TA and Dark and Storm, and just mixed and matched.

    BBQ_Pork, I completely agree with you about the Assault Rifle set, and devices. They highly rely on tech or natural origin. Not to mention Peacebringers are Natural ONLY, and Warshades are also single origin based. And I don't play villains much but I would assume the same for people with the Widows and Spiders. And if people wanted to cause a big enough stink about the whole "limited origin" stuff I am hearing, then I suppose you could throw in a tech wand. Not to mention that it could be debated, magical abilities would be "natural" to someone like a Shaman, so he could take a bone wand and a natural origin. So it is not as conceptually limiting as you think if you get creative with it, regardless, so what there are already conceptually limiting powers out there. This set will just add creative balance to the "conceptually limiting" powersets we already have. Not to mention there are many different types of magicians and wizards. There are your Merlin/Gandalf type wizards. Harry Potter type wizards. As well as Necromancers, Shamans, Stage Magicians, and your modern day witches and wizards that could just wear normal clothes. Maybe your concept isn’t even a wizard at all, it could be a normal little kid who found a wizards wand. There are many possibilities.

    It would not have to fit in order (Primary/Secondary) I was just thinking in reference to a Blaster or Corruptor, primary for a blaster could be secondary for a defender and vice versa for the secondary set. The same goes to what would properly apply to villain sets. In that aspect it is no different than Tankers, Scrappers, and Brutes all having Dual Blades. Or for that matter it is no different than Corruptors and Blasters having Fire Blast, or Defenders having Electric or Energy Blast. It would be up to the devs to decide who gets what.

    And as for everyone’s positive comments, thank you very much. I agree this could be very cool. But like I said it is just an idea/suggestion. Doesn't mean everything would have to work out EXACTLY the way I outlined it. I for one, would be very happy to see even half of this used. My main Concept at hand here is a magic wand & wizard staff weapon. I want a new ranged weapon set!
  2. The colored text was made for organizational purposes because it is a large post. I wanted to highlight different sections. I could read it no problem. But to eleviate off topic color discussion i just decided to change it. *POOF* my text is now all white.
  3. After buying the Super Booster II: Magic Pack. All I can say is "MORE!".

    I really like everything you did with the pack, the fortune buffs are cool, the costumes are sweet, so I am all around happy with the booster but I want to see a magic theme powerset. I have outlined my opinion with arguments that support it.

    1. Melee characters have much more options than ranged characters for weapon customization.
    Don't get me wrong, I really like melee weapon customization, but blasters/ranged heroes just don’t have as many weapon options. Tanks have The Battle Ax, and War Mace. Scrappers have Broadswords, Katanas, Dual Blades, & Claws. So there are 6 weapons for melee heroes. Blasters only have the Assault Rifle and the Bow, 2 weapons. So there are 3 times as many weapon sets for melee heroes, not to mention the lack of customization options for the bow and rifle. Blasters need another weapon based powerset!

    2. Magic Origin weapons are a minority in comparison to Technology and Natural weapons.
    In all honesty...magical weapons are nonexistent. I'm not talking about taking a normal sword and calling it a "magical sword" obviously. All of the weapons in the game are either some type of gun, or a natural weapon like a sword, mace, or shovel. There are 2 different options for pipe wrenches. I very rarely see a player even using one of those wrenches. There are 117 weapons for hero powers that are based on technology or natural weapons. See here: Weapons on ParagonWiki
    The only magic themed weapon available is the Temp Power/Veteran Reward Blackwand. This is a great power when you are level 1, but in higher levels it grows weak. Magic themed weapons are strongly lacking in comparison to technology and natural weapons.

    It is with these two strong points that I suggest a ranged Primary and Secondary Powerset. The powerset would have a variety of different types of powers to reflect the ability to conjur/evoke different spells like earth, air, fire, water, light, dark, energy, electricity, cold, etc. And the names could be altered from Latin for a touch of that magic abracadabra flare. Here are some ideas I concocted.

    Primary Set: This would include offensive powers obviously, blasts and a power up.

    Ventuus Expulsum (Wind burst): Ranged (Cone), Minor Damage (Smash), Foe Knockback
    *Animation note: Character points wand at target and clear blast distorts the air (like glass) to hit the target knocking him back.*

    Livetiistriktem (Lightning Strike): Ranged, Moderate Damage(Energy), Foe -Endurance, Foe Knockback, Self +Endurance
    *Animation note: Character raises one hand toward the sky and points his wand at target. Lightning comes down from the sky like "CC Emote Lightning" then strikes the target.*

    Incendia Conicalus (Fire blast): Ranged(Cone), Moderate Damage over Time(Fire)
    *Animation note: Character swings wand horizontally back and forth while multiple flares shoot out in a cone towards the targets.*

    Atrum Cusedictio (Dark blast): Sniper, Extreme Damage(Negative), Foe: -To Hit
    *Animation note: Character reaches back and then extends hand forward with force pointing his wand at the target (as if to throw something) throughout the animation a dark orb grows at the end of the wand then decimates as a stream of dark energy shoots out of the wand*

    Luminarium Exertus (light blast): Ranged (Cone), Moderate Damage (Energy), Foe: -To Hit
    *Animation note: Character points wand and a bright light emits from it. Similar to Kheldian energy. Though with a warmer bright yellowish tint instead of light blue.

    Terra Penetra (earth blast): Targeted AoE, High Damage (Lethal), Foe Knockdown
    *Animation note: Character points wand at the ground near him/herself, causing a cracking line to form heading toward the target. When it reaches the target a cloud of dust/dirt raises up while pieces of sharp rock shoot out of the ground and stab enemies within the area of effect. *

    Invocatio De Potentia (Special buff): Self Special +Damage +Accuracy +Recharge +Recovery
    This buff would be similar to how other blasters have Aim. Though unlike Aim, it would cause random effects the same way the Mystic Fortune has random effects. (So instead of buffs +Damage +To hit, it would have a set of 3 or 4 random buffs and would grant one of them.) The effect would be stronger and last longer than buffs like Aim, but on the downside it would be interruptible and have a longer recharge, so you would have to use it before battle. Buffs could include but are not limited to +Damage +Accuracy +Recharge and +Recovery.(Take some liberty here, what would be cool? Maybe also some +Movement Speed, or Invisibility, there could be a number of possibilities here)
    *Animation note: The character would extend his arms out at the side, and let his head back, standing in an open submissive kind of pose. And an aura would draw into him from all around as if he were absorbing energy. The type of aura would vary depending on the buff that is rolled. Auras should be unique, magical, and last for the duration of the buff.*

    Intesentorqueo Acerbitas (magic blast): Toggle, Ranged, High Damage over Time (Lethal),
    This attack would toggle on/off, and have a somewhat special type of range. It would be a single target power, you would not be able to use any other powers while this power is on (like rest but you would not be immobilized). The range on a normal Toggle is like 15 ft. around self for example (unless slotted with range enhancements). The range on this would be around target like 50 ft. or the length of a typical ranged blast but less than a sniper range. You must be within range to activate this power, and if you move close to the range edge you will be prompted with a warning until you are in a closer range again.
    *Animation note: Character points wand and waves it in a tight circular motion. The blast would use a reddish clear distortion look (glasslike similar to Ventuus Expulsum but with a red tint) but it should have a spiraling pattern as if it were twisting and turning. The character would continue to hold this pointing/waving motion as long as the power is on.*

    Valdeagon Esplotuus (Magical Blast): Point Blank Area of Effect, Minor Damage over Time(Energy), Extreme Damage(Energy), Self –Recovery
    *Animation note: Character raises wand in the air holding it up with both hands as he draws energy from his environment and his surrounding enemies hurting them, thus growing a large sphere of energy above his wand, then quickly slashes his hands down toward his sides while the energy drops down around him and violently expels out to blast all surrounding enemies. Energy should be clear with glasslike distortion and a deep red tint. It should swirl and contort its way to the wand and around the sphere, then swirl down the character to burst out in numerous straight sharp simultaneous blasts.*

    Secondary Set: This will include defensive powers, heals, holds, and dubuffs.

    Petraverto (stone hold): Ranged, Moderate Damage over Time(Smashing), Foe: Hold
    *Animation Notes: Character points wand at target shooting a clear distortion energy. Target stands in the held emote, but he is covered in bitmap texture or something making him look like he is carved out of marble or stone.*

    Arcessohostilis (Summon enemy): Ranged, Foe Hold, Attract
    *Animation note: Character points wand, and enemy becomes held in a pose with his arms held against his sides, his feet together, dragging toward you. This would be like the opposite of Repel.*

    Vigoratusectii (heal): Click: PBAoE, Team +Heal
    *Animation note: Character waves his wand above his head in a circular motion. A sparkling green energy spirals out to the area of effect. Sparkles should look kind of like fireworks or like there are little glowing orbs in the energy.

    Defeminis Emoveil (defense curse): Ranged (Targeted Area of Effect)–Defense, -Resistance, Team +Defense
    *Animation note: Character swiftly raises wand in the air then slashes it downward. A purple (defense) aura is stripped away from the enemy and spreads out to the surrounding teammates.*

    Vineacarpo (Plant Immobilize): Ranged (Area of Effect) Immobilize, -Endurance, -Recovery, -Fly
    *Animation note: Character shoots a green energy at the ground near target, and vines grow up from the ground similar to Roots.*

    Riigenatus Emoveil (-regen curse): Ranged (Targeted Area of Effect), Foe -Regeneration, Team + Regeneration
    *Same animation as Defeminis Emoveil, but the aura is green.*
    Atterosultus (weaken attack) –Damage, -To Hit
    *Animation note: Character points wand at target waving it slightly up and down while a yellow and red aura come out of the target. Then character pulls wand backwards and the red and yellow aura shoot out into the wand as the two colors twist around each other.*
    Tempestas (rainstorm): Ranged (Targeted Area of Effect) Foe: Knockdown
    Creates a puddle of water that causes enemies to slip and fall. Also creates a target similar to Oil Slick. But instead of being able to light on fire once, it may be hit with electricity numerous times. Applying the damage of that electrical attach to everyone in the area of effect.
    *Animation note: Character raises both hands and wand at an angle toward the sky. Rain falls from the sky and creates a puddle of water.*

    Spiritusorcius (conjur pet): Summon 1-3 Small Dragons (depending on your level)
    Dragon: [Breath Fire: Ranged(Cone), Moderate Damage over Time(Fire)] [Claw: Melee, Minor Damage (Lethal)] [Heal: Click: PBAoE, Team +Heal]
    These dragons would look like your traditional fantasy/magic dragons (opposed to dragon humanoids that can be made in the costume creator). They can breathe fire, claw enemies, fly, and use the pain domination heal Nullify Pain.

    These ideas are open to some variation. Please let me know what you think of them. I would be very happy if the Devs put a powerset like this in the game. I know it has some unique abilities, but so does Dual Blades for melee toons. So please take that into consideration. I also think a Magic Power Pool would be good. The travel power being Broom Flight or a smoky Teleport (like the smoke in the CC Emote). But the other powers in the pool could be magic team buffs like leadership or a second pet power like summon Fairy. Maybe some kinf of rune power. I would like to know what other powers you think should go in the pool!

    Also for the weapon customization, there should be an option whether to have a long staff, or a short wand. And they should have the ability to change different pieces of the wand or staff. Like the handle, the shape of the end, and the jewel that goes on the end. Wand/staff types could include a crooked stick looking wand, an ornate carved wooden wand, a sleek metal rod with some minor embellishings, a wrought iron wand with some pointy ends or finger guard, a bone wand, this could be a single bone like a femur, or a set of bones like an arm with a hand, or a spine with an animal skull on top. Different jewels will be interchangeable on the wands also, a polished stone, a rough jagged stone, a cut stone, or even stones that are carved into shapes like a talon, a moving eye like the rularuu weapons, or for a necromancy type wand a beating heart.

    So what do you guys think of this powerset?
  4. For Christ-chex sake, there are so many freakin awesome things to talk about with the MA, and you guys are still stuck on farming. Nothing needs to be done about it because the craze will subside after the serious players get bored. And who cares if some noobs dont know their powerset, that is their problem. If you are teaming with one of them, and they aren't pulling their weight, then kick their inexperienced bum to the curb and grab someone else. I think I'm more tired of reading about your problem with farms, than I am of the farms themselves. Lets get pass this and onto some more interesting issues. Like bugs, so the stuff works the way it is supposed to, and things we would like to see added/changed, to improve the quality of the MA itself. Maps we want to see, custom critter options, enemy costume options, the way that objectives interact with each other. If farms are such a big problem for you, then create an anti-farming thread and discuss it there. *SIGH*

    Something I would love to see added, is the ability to create AVs that are larger than the typical custom criter size. Like 10 ft, or 15 ft tall. And stronger as well, somewhere between the abilities of an AV and a Giant Monster. If a good team can take on an AV fairly easily, then a good team plus a handfull of Allies should be able to take on something bigger!
  5. I really like the Mission Architect, it is fun to create arcs. I can spend hours searching information about whatever theme arc I am making. For my arc The Return of King Minos, I read pages and pages of information. So I put a lot of research and creativity into my arcs.

    That said, there are a couple of things that I feel would make the MA much better. 1st, the ability to place objectives, decorations, and spawns where we want them on the map. In other words make a map editor similar to the base editor.

    2nd, is the 100k size limitation. I understand the reasoning behind this, but I was really looking forward to creating two large custom groups (because I love making groups), one of which would be enemy, one would be ally, and having them battle it out like a huge war in the last mish.

    3rd, is the inconsistency of available maps and costume options. There are lots of cool choices in the costumes, but I want to be able to create custom characters using the Sybil style costume from the Cimerora, and the Cabal style costumes. Take things like that into consideration and apply it to some of the other groups whose costumes are found lacking in the MA editor. For maps, I feel there could be a better variety, there are tons of caves and warehouse maps. But it would be nice if we could use the Pocket D map, Cimeroran outside maps and inside the fortress, unique maps like the caves from some of the trials, like the one with lava in it. There are surely other maps that players would be interested in. We already have enough cave/warehouse/office style missions in the game, lets branch out a little for more unique maps.

    4th and final complaint, the high amount of bugs in the MA mishes. Like in the large graveyard map you are allowed 20ish destructable objects, but they arent always all there. Sometimes you will be missing one or two, then you can't finish the arc. Also allies and rescue captures seem to complete shortly after you enter a mish. So if I had an ambush set to go off after an ally is found, it happens shortly after I enter the mish, and they rush to me at the entrance instead of waiting for me to go to the location where the ally is standing.

    Now that alllll of that is said, I still think that i14 is a great issue. It just needs some special attention to a few key areas. And I agree the farming/PL thing sucks, but I think we have established that so lets talk about some other issues! The AE thing is huge right now because it is new, so after a while people will get bored of it and then teaming, tf's, and other social activities will be popular again. The same thing happened when Ouroboros was released.

    Great job on I14 guys, lets get those bugs and issues addressed shall we!
  6. I agree that the MA is awesome. But I was a bit dissapointed when finding out we were not able to edit maps the way we edit SG bases. I thought we would be able to pick where items were located, where bosses spawn, and add decorations etc. Is there any possibility that this feature might be added later? I really wanted to create Daedelus' Labyrinth for my arc The Return of King Minos.
  7. I would love to see more cape ptions like this with high collars, would be good veteran set or something. Maybe one that flares up high in the front and low in the back, and/or vice versa. Im all about soctume diversity, one options is never enough

    You know what would be a great powerset to go with these? A wizard wand/staff power. It could be like a mace, but ranged blast instead of melee!
  8. I used that to create a costume bind so when I hit 0 it changes from one costume to the other, while toggling on or off a power, and saying a cool spell, and it actually works!

    /bind 0 "$$cc_e 0 ccPrestoChango$$powexec_toggleon Dark Embrace$$cc_e 1 ccPrestoChango$$powexec_toggleoff Dark Embrace$$cc 1$$say Verto ut sumptus!"

    It is pretty sweet, thanks Work_Ethic
  9. That is exactly what i needed TY
  10. I was looking for a way to bind the costume change emotes, so that you dont have to open your costume window everytime.

    I found plenty of regular costume binds but none of them applied to using the emotes.

    What I am looking for is like /bind 0 em "lightning$$cc 0"
    or something to that effect, i dont know how to write them, it gives me errors please help?
  11. One thing i hoped i would be seeing more of in COH is the type of activity like in the Midnight Club, where you stumble across a clickable object like a book on a shelf (like a glowy that doesnt glow). And you have to find all of these mysterious hard to find clues to get a badge. And it actually stimulates you to think instead of "go to this place, defeat this dude, rinse and repeat". Will those kind of objects be an option in the MA?

    I would love to create a complex puzzle arc, or something like a scavenger hunt riddle type of arc.

    Something else I have not seen yet: I know we have lots of maps to chose from, but can we add objects, walls, rooms, buildings, stuff, etc. to maps similar to the way the base editor works?
  12. Well despite all the rants and various arguements that ive heard, i feel that this is a very good step toward broadening the games target market. Finding new players can only help the company, there in, helping the game. The more revenue they bring in, the bigger the game can get, there is no point in limiting a companies potential just because individuals have some rediculous peevs with myspace. If you have a problem with the myspace page, then simply dont use it! It will take nothing away from the challenges of devs to fix bugs because they are 2 completely different things. Having a good networking tool (which is all myspace is really meant to be) would be a good thing for this game to spread the word, increase subscriptions, and put that money to use for the greater good of the game!