Reppu

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  1. Or use, gasp, inspirations?!

    Or team.

    Quit comparing your shiny new toy to Stalker's shiny new toy.
  2. Quote:
    Originally Posted by Techbot Alpha View Post
    -entirely in your opinion.

    I, for one, am very glad they DID make City of Villains. So, eh.
    In my opinion? Surely you jest! I speak for EVERYONE!
  3. I posted my take on it: City of Villains was a mistake. I'm not sure what glorious insight you were expecting.

    Flat out: City of Villains should have never happened, so this conversation would never be taking place. The game is built for heroes, and is dominated by heroes.
  4. City of Villains was a mistake, anyway. Villains shouldn't exist in City of Heroes~! Definitely one of the worst design choices was to make City of Villains.

    Like the archetypes, but playing a 'villain' in this game is just silly. You're all just adorable, insignificant kittens! I prefer my lore villains that I can beat up, instead of the players who play their villains as "Winners".

    Don't you know your destiny is to lose? Play your role right, and roll over and play dead. Really hate when the dogs start whining at night about 'unfair conditions'. Whoever gave you all a voice was a fool.

    Now have a chewy bone and go back to being my punching bag, 'villains'.




    (TL;DR - City of Villains was a mistake in my eyes, because this was bound to happen. Not surprised, not going to complain. Heroes are what sell this game, end of story. Not villains.

    And yes, the above post was sarcasm.)
  5. Quote:
    Originally Posted by Leo_G View Post
    Something must be wrong with me. I'm agreeing with Reppu and not even trying to make some crude innuendo with it.

    Wait...it might be coming, give it a sec....

    Nope.

    Not only that, but the buffs to the secondaries *are* exclusive to Blasters but since it's not what people wanted, they're going to complain about it not helping.

    *shrugs*
    I'm also fairly positive most people don't realize Blaster Secondaries are where the majority of their damage came from, which is the true reason why Devices has been so poor. Blaze and Bitter Ice Blast are exceptions to the Primary Power Pool being inferior to the Secondary Power Pool, with some other minor exceptions, and generally AoE.

    In fact, it's funny. Blasters only really stand any ground due to their Secondary, as with Corruptors. Defenders with their Primary.

    Their Blast sets? Garbage. Quit pretending this problem is Blaster Specific, because while Blasters are in a rough spot, it's catalyst also by their inferior damage Primaries. The buff to their Secondary is superb, and the Snipe Change will help cement their single target domination.

    Ice Blast, Dual Pistols, Water Blast, Sonic Attack, and maybe one other set I might be missing? Dead. Dead and Buried. The snipe change is massive, despite what anyone might say. Absolutely massive. These four sets are absolutely dead in the water, and Water Blast dead on delivery.

    Hopefully this is addressed in i24 beta.
  6. I read this thread, and go "Huh, so they're doing the smart thing and buffing Blast Sets, because Blast Sets in general are weak as hell. It's a good thing this isn't blaster specific."

    Then I see "OMG THEY ARE BUFFING BLAST SETS IN GENERAL BLASTERS ARE DEAD AGAIN."

    Then I go "You all do realize Defenders and Corruptors are only good because of their Primary and Secondary respectively, right? Nobody cares about their damage in most scenarios because blast sets suck."

    I don't get this community. Quit asking for it to be Blaster Exclusive or more difficult for the other two Blast ATs to benefit from it. >_> It's almost like none of you realize how bad Blast Sets are, and it goes BEYOND the Blaster AT.
  7. I can agree with that. All together, I can just flatly say Staff Fighting was a bit of a let down, mostly due to the lack of weapon models. Partially the performance.
  8. Quote:
    Originally Posted by PleaseRecycle View Post
    There are three other attacks in the set that can take a fury of the gladiator, all of which are worth using in their own right as well.

    Sky splitter might not be very good if all it did were damage. As you know this is not all that it does so I'm not sure what else needs to be said. Get back to me when total focus grants permable slotted health and stamina, or significant resist all, I guess?

    In fairness I will say that stalker staff does not get many of the benefits that other ATs' versions do. This is why I had to raise my eyebrow when all of the pre-release hype was about how it was clearly best for stalkers.

    Actually, in even more fairness, let me append a bit more to my addendum there. From what I can gather, Reppu's staff character is a stalker. They get a whole other single target attack instead of innocuous strikes that has better DPA than any other attacks in the game in assassin's strike. Compared to that? Sure, sky splitter is crap, especially since stalkers only get form of the body and thus cannot take advantage of the fantastic buff that sky splitter provides under form of the soul. She may have a little method to her madness. Suggesting that a non-stalker skip sky splitter, however, is silly.
    I'd still suggest it anyway, and it's hardly silly. It's worse than Total Focus, and arguably using Eye of the Storm to set off Form Procs is superior due to the -RES EoTS Generates. Even that isn't the best way to go about it. Sky Splitter is just a terrible attack. It's the same DPA as the much faster Serpent's Reach, and Serpent's Reach itself is fairly lackluster.

    There is a reason why people state Staff Fighting is one of the lowest ST primaries in the game; because it has no High DPA "Power Hits".

    WOULD I skip Sky Splitter on a non-Scrapper? Probably. Not a Tanker at least, but on a Brute or Scrapper, I'd consider it. Sky SPlitter will never be a DPS gain in any capacity. Maximizing your uses of Precise Strike will always be the superior option. And arguably using both Mercurial and Innocuous with Heel/Gladiator procs (which do stack with each other!), would probably be a net game over Sky Splitter.

    Since Innocuous and Mercurial share the same DPA and proc capacity, hmm... that's an idea. -40% Res... yeah, that'd definitely whip Sky Splitter.

    The attack is bad. There's no debating that. But some ATs have no choice in taking it, or don't mind taking it (IE: Tankers).

    But I can admit 75% Regen and 50% Recovery from Form of the Soul is pretty nice, but is it worth the damage loss all the time?

    Eh.

    Maybe.

    But it's still skippable, which is the point. And Eye of the Storm can do it with a -RES component if you want. But that's not really that much of an alternative, either, aside from a possible Gladiator proc as well.
  9. Quote:
    Originally Posted by PleaseRecycle View Post
    Don't skip sky splitter on a brute. Reppu's crusade against it makes up for its brevity, thus far, with its fanatical intensity. There is one skippable attack in staff fighting and it is mercurial blow.
    Please try to be civil and classy when responding to posts from me. I did stress that Sky Splitter is likely worth keeping if he desires to set off the Form procs, but Sky Splitter itself is a terrible attack. This is an accepted opinion of anyone who crunches the numbers of the set; Sky Splitter is by far the absolute worst attack in the set, and results in a net damage loss for most ATs that utilize Form of the Body, including both Scrappers and Stalkers (Stalkers more than Scrappers).

    Brutes likely aren't nearly as bad off since Form of the Body on them has reduced values due to their damage scaling. And he's likely using Form of the Soul anyway, which... arguably doesn't want to be 'popped' either for Sky Splitter, but at least it's WORTH popping in comparison.

    That all said, the ability is a horrible. It is lower DPA than Total Focus, and the community largely has agreed slow attacks like Total Focus are bad and are generally skippable in most sets that have them.

    But, if you believe an attack worse than Total Focus is good...

    Shrug.


    PS: The math was done and Mercurial's Blow ability to use the Heel Proc makes it a deceptively good attack. The only power in the entire set that can use one of the best procs in the game, after all.
  10. Quote:
    Originally Posted by ketch View Post
    Unless Mid's and City of Data are in need of correction, Dark ranks fairly well in its activation times for both its single target hold and immobilize.

    From fastest to slowest single target immobilizes:
    Ring of Fire*/Chilblain (1.17 sec) > Entangle*/Shadowy Binds (1.2 sec) > Crush (1.33 sec) > Electric Fens (1.67 sec) > Stone Prison (1.93)

    *Ring of Fire and Entangle both have higher base damage than Chilblain and Shadowy Binds, respectively.

    From fastest to slowest single target holds:

    Char ( 1.07 sec) > Dominate (1.1 sec) > Blind/Dark Grasp (1.67 sec) > Gravity Distortion (1.83 sec) > Block of Ice (1.87 sec) > Strangler*/Fossilize (2.07) >Tesla Cage (2.17 sec)

    *Strangler has higher base damage than Fossilize
    You do need to take in account Arcanatime for any of this. It's not hard to toggle on. But, you're right in that regard. Dark's are a bit faster than many. This is what I get for posting that on little to no sleep.

    Either way, their DPAs (Arcanatime in mind) are not very impressive regardless, and Dark has no other secondary blast. As I said in the past on Haunt, it's simply "making up" for Dark's lack of a Personal Blast that a few other Control Primaries have. Which is why I strongly say it is NOT as deceptively high ST as people may think due to having MOAR PETS.

    In the end, I also disagree that the cone-based AoE makes it any better AoE than any other primary. The cone itself does do fairly better damage than many of the AoE Immos, but it's still prone to Cone Targeting Shenanigans. A bit better built-in AoE, but definitely no where near Plant or Fire.
  11. Skipping either of your AoEs is honestly not a good idea. Staff Fighting's major perk is it's high amount of AoE damage in exchange for it's pretty lackluster ST damage.

    If you had to skip something, it depends on if you're going to build for Global Recharge. You can probably skip one of the following, depending on taste:

    Mercurial Blow (Can take a Heel Proc, but otherwise a Meh Attack)
    Serpent's Reach (Can't take the Heel Proc, but hits harder. It's better DPA than Mercurial but it's slower and has a longer recharge time, obviously)
    Sky Splitter (A terrible attack, but if you actually want to set off your Perfection stacks, it's this or Eye of the Storm. Either way Sky Splitter is absolute garbage, but it has the same DPA Serpent. But at least it hits pretty hard?)

    Pick one, take everything else. As a Brute, you probably want to set off Perfection stacks I imagine, so you may a swell keep and use SS. If you're going for a Low Global Recharge build, I'd probably kick Serpent over Mercurial, as it's easier to use multiple Mercurials in a chain.

    Do not drop any of Guarded Spin, Eye of the Storm, or Innocuous Strikes. They are pretty much why you're in Staff Fighting, and giving up anything (Stalkers aside) for them is ruining the point of your STDPS sacrifice for AoE Dominance.
  12. You can't really disagree with the fact it's ST Immo and ST Hold are two of the worst of the entire AT. That all said, YMMV otherwise but of the "Top ST Sets", it can't contend with them for personal damage. Which means Haunt is only really offsetting it's lack of a personal damage ability (IE: Spectral Wounds, Hot Feet, Lift, Propel, etc etc), and the fact the ST Immo and ST Hold are terrible.

    Umbral Beast is just a standard single pet. Decent damage not much else.

    So, I must strongly disagree that Haunt lifts it near or above any other set. No personal attacks, and two of the worst ST's in the AT.
  13. Haunt has a major issue in that the pets are prone to dying fairly easily, and only have a single attack. While Imps are much like this, Imp Brawl is by far superior to Shadow Punch. But, Haunt is definitely not bad (For Controllers).

    However, Dark has one big shortcoming in comparison to this: Their ST Immo and ST Hold are two of the worst for DPA in the game. By far. Slow animation and low base damage = ugh.

    Haunt helps offset this, but it can't be ignored Dark's personal damage is fairly lackluster. It strongly relies on it's pets to deal the bulk of it's damage, but on the flipside it also has the major lack of personal damage.

    Illusion gets both.

    Also, the Cone vs. the T.AoEs of the other AoE Immos? AoE Immos are Radius 30. This is MORE than large enough to hit an entire spawn. The only way you wouldn't is if the spawn was somehow spread extremely far away. In being a cone, it is more likely to miss things due to the cone dipping downward due to bad targeting metrics, etc.

    Dark is a good set, but you're ignoring the weaknesses (Personal Damage, Pet Squishiness).

    Quote:
    Originally Posted by MentalMaden View Post
    Slightly tangential (and I know we are talking primary only) but I was wondering how much the addition of dark servant and it's aoe immob changes the damage output of Illusion.

    In other words, how much does this particular choice of secondary "improve" the primary when looking at damage output and would you think its one of the more significant pairings that boost production for a primary. And are their other pairings that significantly change the way a primary performs.

    Sorry for the tangent.
    Terribly unreliable. You have to trust it to line the cone up properly, and Dark Servant tends to sit ontop of enemies, thusly missing many of them with that cone. It would definitely help, but it further cements Illusion in "Unreliable results".
  14. Quote:
    Originally Posted by Biospark View Post
    Your results match mine exactly. In the early days, using flash to set contain before Fireball seemed like a good idea, but in practice, I have more fun and more success just staying behind my Phants and throwing Fireballs. An AoE immob would be icing on the cake.

    Back to your original rankings though, Illusion seems like it could be bumped up the list. Once you put some effort into maximizing the recharge on PA, along with their damage, they are a tremendous amount of damage. This is something that every player would do IMO.

    I could, however, be mixing up my feelings about the strength of Illusion because of how PA also taunts, adding personal safety to the controller and cannot be killed, adding reliability as a pet. Illusionists don't have to work as hard to defeat a spawn as say, your average Mind, Earth, Plant, Fire or Ice controller would.
    ... Stalagmites into AoE Containment into Fireball Death for Earth?

    Seeds of Confusion and that's all you NEED to do for Plant, but you can also do those deliciously high damage roots, Carrion Creepers, and Fireballs?

    Flashfire into AoE Containment into Trolling with Hotfeet for Fire?

    I'd argue that those three sets have so much control and their added AoE Containment that, well... yeah. They're probably going to defeat a spawn far easier and far, FAR faster. Well, maybe not Earth, it depends on RNG there. But Fire and Plant? DEFINITELY.
  15. I take damage resistance with a grain of salt, except Psionic Damage and Lethal Damage. Smashing is surprisingly not that heavily resisted, and amusingly enough it has plenty of things weak to it (Robots!). While most things aren't resisting Psionic, the sheer amount of Psionic resistance on a given enemy that is resistant to it, hurts a lot.

    As for Mids and Spectral Damage, it's something I'll calculate in-game when I'm feeling up to it (IE: Not right this moment), but!

    GD (1.98) > Lift (1.188) > Propel (2.224)
    = 5.392
    Alternatively, Crush into L + D is a kill also, and animates a bit faster at 1.584, thusly...

    = 4.996 using Crush over GD.

    vs, to be safe because GD or Crush > Lift > Propel IS a kill on a Minion, for certain...

    Illusion: Blind (1.848) > SW (1.32) > (Fire) Blast (1.42) > SW (1.32)

    = 5.94

    Slower than both chains.

    If B > SW > Blast is enough to drop a minion, then it's 4.62. Faster, but not terribly in the case of Crush over GD.

    If I were going to consider using Crush for Containment - (Which, on Bosses and such you also need to consider as well. If you are only strictly considering Illusion at Perma PA levels of destruction, this is likely an unfair assessment. Gravity's best chain is a very, very recharge light investment. If we're going strictly at the Super High End and Perma PA is always considered, Illusion is generally hard to beat for every other Primay. Again, I feel Perma PA is an unfair assessment: It is extremely expensive for most secondaries to accomplish.) - I would probably consider, on Bosses, leading with Crush, and simply not using GD until the second rotation round. It does hurt Lift and Propel slightly, but doing Crush into GD is a bit "Meh" to me. Depends, and I'd have to test if I liked it.

    I have the option to lead with Crush on a Boss and going from there (Or an AV). Illusion does not, and needs to do two rotations to begin to use containment on Bosses, and is never going to Containment an AV aside from Triangles Down issues (Again, ignoring team-based control, which is unfair for this debate).

    Moreover, we can't entirely count out Singy here. Singy DOES use Crush and GD, allowing me to NOT need to use one or the other on a Boss to Containment right away. Honestly, with the changes to Singy and Gravity? Singy is not a bad damage pet anymore. At all. For straight up damage, Singy beats Phanty (although Phanty has an AoE), including considering the Decoy.

    When it's all said and done, I think we can probably assume Gravity is going to win in an AoE Skill Speed, at least in a sense the AoE damage of Gravity is reliable enough to know where it's going, while Illusion is prone to the Army and the Phantasm doing whatever the heck they want.

    I did bother to just log in and check Spectral Wounds. Lift does beat it (both in factoring and not factoring Spectral Damage mechanics), but it is better than Propel by about 14 DPA. Enough to acknowledge, definitely, but still better than Blind and such.

    I think I can agree to the following:

    Gravity Control is more Reliable in ST and AoE, and is not nearly as expensive to bring to it's peak of power. Illusion Control is less reliable due to a bit of AI controlled damage being in it's main kit, but performs exceptionally when enough of an investment is given to it. Illusion more than likely wins in raw STDPS at Perma PA levels, while AoE is a bit harder to determine due to it relying almost entirely on how PA and Phantasm decide to play.

    In prime enviroments, Illusion is likely the superior performer, although the lack of AoE Containment is most definitely a 'thing'. All in All, it's just a factor of reliability and expense.

    Illusion is most definitely a powerful set, no doubt. But I strongly think Gravity is pushing higher and higher now.

    Also re: Imps - Those things explode so quickly, but are very much little damage dealing monsters.
  16. GD would only need to be used once every 10 seconds, to reapply the Impact effect. Now, there's one other important thing to note if your analysis: Illusion's personal damage drops significantly on AVs due to the inability to apply self-containment with Purple Triangles going. If you have another source of immo... well, no. We'll ignore the Team Setting for obvious reasons.

    I do not think I can agree with the logic that the 4(5) pets makes up for the lack of AoE damage. You cannot control where that damage is going, and it's worse when it comes to a situation involving the need to focus a target down, and your pets are doing whatever they feel like at the moment. Such wild-card uncontrollable damage should not be praised, but penalized.

    The damage is significant, but it is prone to randomness.

    Moreover, I'm curious about this 'Speed' thing you're talking about...

    Gravity: GD (1.98) > Lift (1.188) > Propel (2.224) > Fire Blast (1.452) |Cut Off Here To Add Up Time| > Lift (1.188) > Propel (2.224) > Fire Blast (1.452) > Repeat From Beginning

    Total Time with GD: 6.774
    Total Time on Second Rotation with out GD: 4.794
    Combined in Two Rotations: 11.538

    Unfortunately with 200% Global Recharge and 100% Slotted in Lift, there is a very brief (1.452 Animation from Fire Blast to 1.5 Recharge on Lift, not Propel DERP) gap that prevents L > P > L > FB > L > P > L > FB, etc etc. A bit more global recharge would fix this, but the above of GD > L > P > FB > L > P > FB > Repeat is fine.

    Illusion: Blind (1.848) > SW (1.32) > (Fire) Blast (1.42) > SW (1.32)

    Total Time: 5.908
    Combined in Two Rotations: 11.816

    Your proposed chain is less than second faster with GD involved, is more than a second slower when GD does not need to be used on the second rotation, as it is only needed once every 10 seconds.

    When considering two full rotations, Gravity is faster by less than half a second. Gravity is the faster attack chain.

    Moreover, unless Mids is wrong ( Since Servers are down and I'm too lazy to hit up Beta ), SW is strictly inferior to Propel and Lift, especially the latter.

    PS: When you said Lift and Propel waste damage on Minions, Illusion vastly wastes damage on AVs and other bulky enemies due to Spectral Damage. This goes both ways. If Illusion is having all four (five) pets focusing on AV, it's likely going to beat out Gravity in ST damage... but... hrm. This may be worth testing. And let's keep in mind this is only applicable to Perma PA, which is not the easiest thing in the world to obtain! But if we MUST look at absolute high end, I would NEVER say the 4(5) pets of Illusion is enough to offset it's inability to provide AoE Containment and AoE Damage from that Containment and Fireball, as it is FAR too random.
  17. I have to admit, I'm not sure if I agree where Plant is. Yes, Seeds of Confusion adds plenty of damage for the AoE Scene, as does Roots (and Carrion Creepers is hard to gauge for that), but both it's Single Target Hold and Immo are fairly lack luster, Carrion Creepers and Seeds are also pretty useless in the GM scene, and well, yeah. Amazing AoE, struggles with ST.

    With this in mind, I feel Gravity is "too low". While Illuison has Phantom Army, Phantom, and Spectral Wounds? Gravity's Lift and Propel are worth/almost worth a Aux Pool Blast. Meaning setting up your Immo and going nuts means you're basically firing off 3 Aux Pool Blasts while everyone else gets 1 (sans Illusion) and then has to use their terrible Immo/Hold for damage.

    That reason is why I feel it might actually be the better of the ST Focused Primaries. Fire is definitely good, but Fire's Immo and Hold aren't nearly as good as Propel and Lift. While the three Fire Imps definitely beat Singy in damage, Singy is also infinitely less likely to be slaughtered in any type of engagement (Singy is known for tanking spawns, afterall).

    Hot Feet is very solid, but it also provokes you entering Melee, which causes some issues of "Ranged AT forced into Melee HRM". Needed to say, I think Gravity is not getting a fair shake here.

    Fire Imps may be the superior damage pet, and Fire Cages + Hot Feet beats it's AoE Immo, but Propel and Lift are roughly equal to Aux Pool Blasts, and combined with, say, Fire Blast and Fire Ball? Gravity has 4 of the best attacks a Controller can have.

    To that end, Illusion's Damage does suffer, as noted, with it's lack of AoE Immo AND a Single Target Immo. Setting up containment for it is very hard. And while it is an amazing AV/GM Killer (with the proper secondary), it begs to wonder just how Gravity really compares now adays.

    The rest of the analysis seems fine, but I do strongly feel Illusion is too high. It is entirely ST focused and has no ability to properly AoE, and it's ST focus can be diminished GREATLY in bigger enemy spread fights. I point this out because you rated Plant so high purely for it's AoE, and Illu purely for it's ST. Gravity has strong ST now (and arguably some of the strongest of the primaries), while also at least having an AoE Immo to help with Fireball.

    It, at the very least, beats Illusion is AoE, and it's really hard to say where it's ST Lies.

    Would throwing down the Immo for AVs, followed by the Hold to set up Impact for 10 seconds, and then working in Lift, Hurl, and an Aux Blast put it ahead of most other sets? Again, that is practically 3 Aux Blasts to everyone elses 1.

    But, numbers. I'd definitely say Gravity really jumped up a bit with it's adjustments.
  18. Quote:
    Originally Posted by Techbot Alpha View Post
    Fixed that
    Eh, true ;P Probably why you shouldn't have so many different writers.

    ... Then we look at Spiderman.

    ONE. MORE. DAAAAAAAAAAAY~!
  19. And yet many people roleplay "Not Incarnate Incarnates", so that's a dead horse nobody wants to smell anymore. Just let people do what they want and roleplay Incarnatehood however they want, despite the in-game definition of it being rather set-in-stone.

    Roleplay is Roleplay.
  20. Quote:
    Originally Posted by PRAF68_EU View Post
    1) ST damage. The devs have said they really don't want ST damage going much higher, so a significant change in this area seems unlikely.

    3) Mitigation via CC. I don't believe the argument that this steps on Dominator's toes holds water, since they stamp all over Blaster toes in terms of damage.
    These two points) Blaster ST damage isn't that high. Not remotely Scrapper worthy. They COULD increase it to be Scrapper level, and thusly not on Stalker level. 1 has NEVER held water with the community, because we knew better than to swallow this. Blast set ST is pretty middling. Why CAN'T they be competitive to melee?

    3) Dominator damage is only so high because they don't roll over and die. This is more of a 4 issue than 3 issue. They have the lower modifiers, and they do deal less straight-up damage. They just have better sets and design. THAT isn't the Dominator AT's fault, but the failure the Blaster AT is.

    And the crappy design of Blast sets.
  21. Quote:
    Originally Posted by Issen View Post
    ...I think I get your point. You use higher difficulties to point out differences between what sets and ATs can do. But that still feels more like a function of the difficulty rather than the shortcoming of the AT.

    But I'll default to your judgment on this, since I'm not the math-whiz a lot of folks are. I make personal calls based on feeling rather than the math, so if your math tells you this stuff, I'll believe you.
    A lot of it comes down to the following: The Blaster AT is one of the only ATs that cannot comfortably sit at a higher difficulty multiplier (not modifier, anything above +0 doesn't really count for 'balance' in this case), and yet gains nothing unique in exchange for this.

    Most of the other ATs, with most of their powerset combinations, can do something like, say, +0x6 with very little issues, even pre IOs (Depending on enemy group).

    A Blaster has a far, far harder time. And with no benefit to offset it. Their damage is lesser than the Melee ATs, Dominators are on their heels often for Damage, Controllers with proper builds are too. Corruptors do Enough and erupt with Scourge, and Defenders bring their superior supportive numbers.

    Blasters struggle, with nothing unique to warrant it.
  22. I thought Superadine increased androgen levels to the point 'Female Trolls' all became Male Trolls...

    ...

    Ohhhh.
  23. Quote:
    Originally Posted by Cerulean_Shadow View Post
    For the life of me, I cannot find the bubble helmet. I looked under Helmets, Standard, and just about everything else. Is there a guide somewhere that tells us where all this stuff is?
    "Detail 2" on the Head section.
  24. Quote:
    Originally Posted by Paladin View Post
    I'm really quite focused on the neutral pieces, and the female pieces without masculine counterparts. Sashes, Carnival Masks, Circlets, Crowns, the Princess Hat, Shoulder Pets. Hats and masks are easier to spot as not having male-character counterparts than delving into the creator and noting the additional options of "version 2" that female characters have in designs versus male characters.

    I'm with you that most male characters wouldn't go the full road and wear dresses, fishnets, etc - how many mesh wearing heroes do you see (with the exception of those emulating a chainmail look?) But there are some stark neutral sections missing from the male's wardrobe that only seem to be growing as more sets are invented.

    That's enough derailment of this fine thread from me, though - I'll be reading your reply and then bowing out of the thread except to discuss the great costuming work Dink has done. Thanks for your thoughts on this.
    I could strongly agree that Neutral pieces should be ported, and both genders should retain their more "Obviously Male" and "Obviously Female" exclusivity. Certain things should simply be what they are; 'designated' to a gender.

    I can hope for further movements toward the neutrality, but let's all appreciate the fact the Female Costume Pieces finally received that after a few years of blatant "Comic Book Cheesecake" service. It may be a while for this to apply to males, but the difference isn't terribly, terribly extreme at least.

    Although I guess I could use more beefcake male pieces... hmmm...

    A few years of over sexualized male pieces would be fair, then the port of female pieces!