Samuel_Tow

Forum Cartel
  • Posts

    14730
  • Joined

  1. In the order of importance to me, I'd like to see:

    1. Two-handed animations for Broadsword, something which looks heavy. Possibly for War Mace and Battle Axe, but their weapons don't look as two-handed as some swords do.

    2. A better version of Sniper Blast, one that's not a "bullet beam," preferably. I'd like to see either a Hercules Titan style solid beam (in other words, more like Blazing Bolt) or a Dragonball Z style giant flaming blue fireball.

    3. Better versions of Zapp and Proton Volley. Zapp's current animation sucks so bad it looks broken and Proton Volley's animation IS broken.

    4. Custom colours for pool powers. Obviously.

    5. A few different animations and effects for Teleport and related powers. More specifically, I want to see the inky "Smog" teleport that Galactic Football's Shadows use, or the Zeratul Blink.

    6. New running animations for Super Speed, possibly including a MegaMan-style "air dash" look. A few new running animations, in fact.

    7. Mouth-independent blasts for Sonic Blast. Preferably fist-based, like what the Shocker had in the 90s Fox Spider-Man cartoons.

    That's all I can think of at the moment without going off-topic and into customizing things we shouldn't be, like basic running and jumping animations.
  2. Quote:
    Originally Posted by AzureSkyCiel View Post
    Well put Sam, but this line nearly made me burst out into laughter and wake everyone up in my house.
    Well, she was the only super-strong yet not super-tough character I could think of off-hand and I didn't want to break my thought to go google-diving I'm not familiar enough with comic books to give more examples, unfortunately, but I can name a few cartoon and video game characters who perform super strength antics, yet aren't characterised by being slow, lumbering and brutish. I'll just need some more time to put together a list

    Something else I wanted to mention, however, is that with its alternate animations, Super Strength is, in fact, not a slow, lumbering brutish set, or at least doesn't look like one. Swapping the animations for Jab, Punch and Haymaker removes most of the "Hulk SMASH!" vibe from the set and replacing Foot Stomp removes the need for the character to appear heavy, which is what has kept me from using Super Strength on lighter characters in the past. Swapping Knockout Blow doesn't really change much, other than the need for the character to appear more like Popeye the Sailorman.
  3. I just noticed a pretty serious problem that I can't really put into the proper format, so let me get straight to the bug description:

    I THINK females are prevented from using powers while resurrecting, while males are not. I'm talking specifically about resurrecting after using an Awaken. When I play a male character, I can easily hit an Awaken, a Break Free and then start consuming Respites and Catch a Breath-s, whereas when I use an Awaken on a female character, I am prevented from doing ANYTHING until the "getting up on your hands and knees" animation finishes.

    If I'm fast enough on the draw, I can activate a Break Free before I get locked out of doing anything, but that still doesn't change matters, because even when I use Break Free, I still cannot use greens or blues.

    This discrepancy between the Male and Female models is very, very serious, because it gives male characters a significant advantage in being able to awaken while under heavy fire by consuming several Respite inspirations as they're getting up, whereas females can only awaken if enemies aren't around, or they risk getting re-killed before they can heal themselves. This is an advantage based on the model which should not exist, and from the looks of it, doesn't seem like it was intended to exist.

    It took me a while to figure out why it was happening some times and not happening other times, but I just realised that it depended on the character model no more than 15 minutes ago.
  4. Some time ago, cityofheroes.com began routing me to the EU version of the site, I guess because I had a European IP or something. It was annoying, but solvable. A few days ago, something changed about this. The main site now routes me to the US version of the site, but now none of the main menu scripts work, meaning that I can't expand any of the menus. I can still get to the forums by going to boards.cityofheroes.com, but the main site has become completely unusable to me, including for things like checking server stats, which is a sub menu of News.

    At first I thought Java had somehow stopped working on my home PC, but here I am at work with a PC I haven't touched since before I saw this problem, and I still can't access any of the main menus. What gives?
  5. Quote:
    Originally Posted by brophog02 View Post
    Redside died. Just accept it.

    The day the markets were announced to be merging is the day the vast majority of this playerbase had no reason to play redside anymore.

    Pity, it had some good content.
    O.o

    The markets are the chief reason people AVOIDED red-side.
  6. I remember most instances by heart, but even then I still go out of my way to visit every room and every corner. I like being thorough, I guess.

    There aren't as many maps as there seem to be, but there are more maps than people think. Especially in the blue labs, there are many maps that look and feel the same, but actually aren't. There are different "sizes" of maps to the same basic layout. For instance, one size will have a dead end at one point, but the larger map with the exact same corridors will have a large "destructible lab" room at that dead end. Or one cave map will be simple, one will be the exact same but with a jail on the side and another will be the exact same, but with a portal room on the other side, instead. It's like they took one basic layout and made three or four pre-fab maps on it.

    The reason so many of us remember so many of the maps is because we've not had new maps for YEARS. I'm not even talking about new tilesets or tileset pieces. I'm talking about new layouts. Have you noticed that there are some rooms you ALWAYS enter from one side and never from the other? For instance, that huge CoT cavern with the rope bridges over the chasm below and the winding platform path down the side wall. You ALWAYS enter this room from the entrance that has the exit rope bridge to the left and the "portal" rope bridge to the right. You never, ever enter from the other side, because all layouts that have it put that entrance to the side you're coming from.

    I know almost all map layouts at this point. And I should, it's been six years running the same tilesets over and over. When they added new ones years ago, I was honestly LOST several times. And this isn't because the new tilesets were confusing, it's just that I was so used to knowing where everything was that it was disorientating to see something new. This is how i SHOULD be. Come on, guys! Make more tilesets! Is it honestly that hard to reshuffle the pieces you already have into more pre-fab maps? This is something that should be randomly generated at run-time, and we have a handful of prefabs? Really. At least go out and make, like, 20 new layouts per tileset. I know that Standard Code Rant obviously applies, but I don't see why this should be so difficult.
  7. Zilch. I might (rather, will) make hero ATs on villain-side, but that'll be from the get-go. I don't have the habit of making characters who are not what the game says they are, so I never made "not a hero" heroes.

    I am, in fact, doubting whether I'll make any of my heroes into vigilantes, either. My view of what a vigilante is might not exactly match up to what the developers see as a vigilante.
  8. I intend to switch over exactly one character - a Demons Mastermind whom I wanted to make as a hero, but ended up making a few months ago.

    Beyond that, I intend to take at least one Blaster villain-side, to plug up the HUGE POWER GAP there. Villains need an AT that deals loads of wide-scale damage without having to rely on cheap gimmicks to somewhat measure up, and Blasters are just that.
  9. Quote:
    Originally Posted by GreenFIame View Post
    Beside's Scrapper are light wait fighters not big brutes or Tanker, It just won't look right or feal right.
    Says who? Scrappers are fighters. Period.

    You know, it sickens me that the same insane old arguments from six years ago keep getting rehashed. "Oh, but Brutes are this and Scrappers are that." Here's a suggestion: let ME decide what my characters are. As long as the set fits within the confines of the AT's intended approach, let me have it. I'll handle the RP side. Scrappers are defined by hitting things that move until things don't move no more, and being able to survive long enough to do it. That's all there is to them. This idea that they're "agile" fighters or "light weight" fighters or "skill" fighters or what have you is completely fictitious and nothing more than an intolerant expression of some people's conceptual vision of what an AT should represent.

    ATs are not conceptual constructs. They are mechanical construct. From the beginning of the game, their only purpose has been to ensure people have enough of the right kinds of powers to be able to contribute and at the same time NOT have the kind of powers that would make them overpowered. This is literally the only reason why the game went from a "points buy" system of free power selection to AT-restricted, powerset-restricted power selection. It was intended to prevent us from gimping ourselves and prevent us from overpowering ourselves. These conceptual explanations ARE NOT part of what the AT system is intended to be.

    ATs come down to a simple question: What do you want to DO? It has nothing to do with concept, it has nothing to do with story, it has nothing to do with "skill." If you want to hit things, you pick an AT that has "melee" somewhere in its powersets. If you want to hit things with a particular approach, you pick an AT that's designed to hit things in that way. If you want to shoot things, you pick an AT that shoots things and THEN worry about what else you want it to do. If I want an AT that shoots things AND hits things, I go Blaster. If I want an AT that shoots things and debuffs them, I go Corrupter.

    Brutes, Scrappers and even Tankers are pure fighters. Brutes have the Fury gimmick, Tankers have a focus on survivability and Scrappers are "direct" fighters with no gimmicks to their name. Just stats. It's ludicrous to try to translate these gimmicks into what what concepts the AT "should" depict, when for every RP argument you make, I can make an RP counter-argument. That's the nature of conceptual RP.

    Ideally, the game should let us pick the approach we prefer and STILL give us the visuals we like anyway. If I want to play a Scrapper because I don't want gimmicks and am as such willing to trade off some survivability for it, then why shouldn't I be able to pick Super Strength? Suppose I want to make Naruto's Sakura, who's super strong but in no way a brutish tank, and is in fact very easily hurtable. Why should I not?

    It's all a matter of options and choices. An AT should be unique by how it plays, not by what powersets it has access to. If you think certain powersets are incentive to play certain ATs, you are wrong. I do not want to play Tankers, and I WILL NOT play Tankers, but if Ice Melee and Ice Armour were available for another AT, like Scrappers or Stalkers, you bet your lunch money I'd play them in a heartbeat. I played an Ice/Ice Brute in Beta, before I was asked to delete it.

    Any AT should have access to any powerset it's eligible for. Players should, thereafter, be trusted to sort out their own concepts, because players are smarter than this. If any powerset is given alternate animations on proliferation should have those given as power customization, and should have them ported over to all other versions of the powerset. If I want an agile Brute or a lumbering Scrapper, then that should be my choice. AT is a meta-game concept that one player has no business "defining" for another.
  10. Quote:
    Originally Posted by Fleeting Whisper View Post
    EDIT: Although, speaking of nekkid and CoH, I did stumble across CoH/Rule 34 a while ago. It was just screenshots in someone's SG base using a catgirl and poorly-done texture mods, but I was surprised to find it at all. I suppose Rule 34 is true after all...
    That shouldn't be surprising, really. People draw a lot of art of their characters, it should be expected that they'd draw that, too. In fact, I managed to catch a pic on the Foundry that, rather than catching my eye with its erotic themes, actually caught me with "Hey, I know those arms! And I know that belt! And, come to think of it, I know those wings, too!" Posting about it here, I eventually did find out who owned that, which has made one person's avatar a lot more interesting to look at, knowing what's cropped out of it.

    ---

    On topic, I enjoy the game in three different ways:

    1. Focus and familiarity. Nothing turns me off the game faster than distractions and character-swapping. My ultimate goal is to find a character I can settle into and play almost instinctively, one where I know what all the buttons do and where they are, how all the powers work, one that I have a "feel" for. The more familiar I am with a character, the more fun I have. Sure, novelty and wow factor count for a lot, but they only last me a few days. If I can manage to stick with a character after that, then I can have fun with the game for a LONG time.

    Distractions like TV, chat, music and Spoony's v-logs, while they help carry me through those rough patches when a character starts feeling stale, are just a sign that I'm getting bored. If I can't be interested in the actual game enough to want to focus on it and instead choose to watch TV rather than play, I know I'm getting bored. If it goes on too long, it ruins my fun.

    2. Fiction and artwork. When I'm not playing City of Heroes, I'm writing stories for potential City of Heroes characters (like this one), and the way I do them, they take up a LOT of air time. I tend to write them either as short stories or as episodic stories, and I know for a fact that an "episode" takes me a solid block of time three to four hours long to write, which depending on how often I update, can rival or even exceed the time I spend actually playing the game. In a sense, writing is even more fun than playing City of Heroes, because imagination and wondrous stories is what I play the game for. If I can shift my head into writing gear, then the stories I play out in my head tend to impact me more than the stories in the game that I've seen dozens of times, anyway. It's what inspires me to write them.

    Artwork is a bit of a misnomer, however. I can't draw for crap and I can't really justify the hundreds of dollars I'm told professional artwork would set me back (even if I did sink $100 into the Galactic Enforcer set a month ago...), but if I could, I'd spend a lot of my time doing that. I have more than a few characters who would make for REALLY cool artwork, if only someone with actual talent would take them up. Doesn't stop me from fantasising about it, though.

    3. Concept characters. This is where #1 and #2 come together. I love my focused gameplay and I love my stories, but it's when they come together as cool, appropriate characters that I really rediscover my love with this game. There are certain characters I have that play as I envision they should, and who look AMAZING. These are the kinds of characters that, whenever I play them, I keep telling myself "I can't believe this is happening! This is so cool!" Getting a character's costume so perfect that it clicks instantly, and his or her powers so precise that they feel like an incarnation of the raw concept just makes the game come alive like, honest to God, no other game could.

    Now if only I could get my muscular female texture, broader spectrum glowing colours and a two-handed sword and I can die happy.
  11. Samuel_Tow

    Fire (story)

    Sol: I did not know that. I had always assumed dragon warrior rites were a test of skill, not wisdom.

    Zane: They are both. While it is true that a dragon warrior is required a show of strength to even be accepted into the academy, only those who show responsibility in using their powers are eventually granted a warrior's order.

    Rasif: Ugh! When did you two become buddy-buddies?

    Zane: It must have happened while you were too busy being grouchy.

    Rasif: Ha-ha. Very funny. I might be a little grouchy because I didn't get any sleep thanks to your yapping all night!

    Sol: Zane, you have mentioned responsibility before. What did you mean?

    Zane: Well... This is somewhat of a controversial subject, even among the high court, but Irrania, at least, firmly believed that the strength and resilience each dragon is born with is not a gift, but rather a responsibility. As far back as recorded history exists, dragons have always been the mightiest of all living creatures, second only to the demigods of old, and some of the older masters still believe that it was always our duty to safeguard the world from destruction.

    Sol: It sounds like a noble sentiment.

    Zane: It was... In some way, I suppose this is why I fell for my sweet Irrania so. I was so rotten when I was young, seeking only more power, that I may have my way, that I may not be afraid. But she... She was different. So strong, so brave, so... So amazing! And yet she did not seek personal gratification. Irrania was our goddess and saviour. She cared for us, protected us, and she always taught us to fight with honour and dignity.

    Sol: Your mate must have been a great dragon.

    Zane: She was more than that. Even though our elders shunned her, she never gave up on us. I was never strong, but when I was around her... I was not afraid. I would have willingly laid down my life to protect her... I should have laid down my life to protect her. My dear Irrania should not have had to die alone...

    Rasif: Are we there yet?

    Sol: Enough, Rasif! Can you not be considerate for just five minutes?!?

    Rasif: Wow, hey! What's up with you all of a sudden?

    Sol: ...

    Zane: It is all right, Sol. I should not dwell in the past, not when we have pressing problems in the present.

    Rasif: ...You're pathetic!

    Zane: I beg your pardon?

    Rasif: When I first met you, you were roaring and yelling and threatening, just a like a dragon should! Now look at yourself. You're reduced to a wimp crying over his lost love and talking about his feelings! What happened to you, Zane? You used to be impressive. Now you're just... Sad!

    Sol: Rasif!

    Rasif: Yeah, what's it to you, anyway? What, you're suddenly his best friend or something? Why do you keep butting in to chastise me?

    Zane: I can address this, Sol.

    Rasif: Yeah, I'm breathless...

    Zane: Rasif, I no longer yell at you because you are my friend. I used to be very much like you when I was younger. I always used to struggle against the odds of a large, apathetic world, looking out for myself and myself alone. And I can tell you - this is not a pleasant like to live. Irrania saved me from my own personal bitterness and opened my eyes. I can only hope that, one day, you will find someone who can save you, just the same.

    Rasif: O.o

    Zane: When Sol released me from my curse, I was angry. That monster Mordrog stole five centuries of my life and left me in a world where everyone I loved was long dead, and where I was all alone. I was so used to my dear Irrania being there for me... But then, at some point, I realised that I was not, in fact, alone. I had friends. Sol, the man who rescued me, and who stood by me through thick and thin. And even if you feel otherwise, Rasif, you are my friend, as well.

    Rasif: ...You. Are. Amazing! What are you talking about?!? For god's sake, I tried to have you killed and your corpse sold to mercenaries, and you call me a friend? What is wrong with you?!?

    Zane: And I seriously entertained the thought of eating you back then, myself. But that was then. This is now.

    Rasif: God... How... No, this just makes no sense! Look, I'm not your friend here! I never was! The only reason I stuck with you guys, besides you tying me up and dragging me along, was for the bounty on Reinhardt's head. Once I have that, I'm gone! I don't care about you, your kind or your feelings!

    Zane: I no longer believe that, Rasif. I know you like to say these things, I know you like to act tough and uninterested. But I still believe that, deep down inside, you are a good person. Even if you refuse to admit it.

    Rasif: I can't believe this... How can... Ugh, fine! What about Sol, then? How can you keep believing that guy? You think he's human? Well, I got news for you! He's not! He's at least 150 years old. You didn't mention that, did you, buddy!

    Zane: Sol?

    Sol: ...

    Rasif: Yeah, that's right. I didn't spend 500 years under Mordrog's curse like you did, oh no. Sol first found me over a century and a half, and you know what? He hasn't aged a day since then. Humans don't live to be that old and still look like they're in their thirties. Still want to trust him, huh, Mr. Gullible?

    Sol: Zane, I...

    Zane: Yes, I do.

    Sol: ...

    Rasif: Hah, see, you can't... Wait, what?

    Zane: I trust Sol, and I do not need to know about his past, his nature or his plight. His actions are evidence enough for me.

    Rasif: Wha... Ack! No! No! This... How the hell can you trust that guy when you know there's something more going on about him than he's saying? He could be working for the prince, for cryin' out loud!

    Zane: Whatever Sol has to hide, he has been upfront about having to hide it. I do not need to know my friends' deepest, most personal secrets in order to trust them, Rasif. If I did, then it would not be trust, would it?

    Rasif: ...What the hell are you talking about?

    Zane: You cannot go through life alone, Rasif. You cannot always doubt people, you cannot always suspect. Sometimes you simply have to trust people, even if that means exposing yourself.

    Rasif: I can't? Then how did I manage to do just fine for the last century and a half, huh?

    Zane: I have heard a lot of your tales, Rasif, but I never once heard you mention a friend. You spoke of allies, most of whom you have double-crossed. You spoke of enemies, you spoke of strangers. But you never mentioned a single friend. The only one who consistently recurs in your stories is Sol, the man who always bails you out of your own messes and the man who you always end up betraying. You have survived, Rasif, just as I have for the past half a millennium. But this is not a good life you keep leading.

    Rasif: You don't know what you're talking about.

    Zane: Come, now, Rasif...

    Rasif: Go to hell, Zane! I don't need your pity, and I don't need his help! I'm only here for the money. Soon as I have that, I'm gone. Don't try to be friendly with me. In fact, do me a favour and just don't talk to me until then, OK?

    Zane: Rasif...

    Sol: *shake head*

    Zane: I see. Very well, Rasif. If money is what you want, then money is what you will get. I just hope it is worth it.

    Rasif: Hmph!

    Sol: ...

    ---

    And so, our heroes travelled through the thick fog of the dense mountain forest. Reinhardt would not be able to provide any answers, that much was clear to everyone, yet they still pursued her ever so diligently. Sol's motives were clear - to save the necromancer from the grim fate which was no doubt in store for her. But how would that interact with Rasif's own motives, which were the reward for Reinhardt's head. And what of Zane, himself? Would his trust in his allies prove justified, or would he suffer betrayal for his ideals?

    As the meeting drew closer, they all steeled themselves for the battle that was certain to come. Surely crown prince Rupert had sent his mercenaries to kill Reinhardt now that she was starting to ask questions and demand more money. But what of the necromancer, herself? Would she cooperate, or would she make the fight even harder than it already looked? With each of our heroes having his own distinct, even contradicting objective and Reinhardt undoubtedly having her own, the atmosphere was tense as the clearing in question came in sight.

    ---

    Sol: This is it. This clearing over there is where dead drop should be. I cannot tell exactly where it is, but we should be able to see Reinhardt when she comes to collect it.

    Rasif: About time! And let me remind you, Sol - I need her captured. You want her alive, so help me catch her alive. But don't get any bright ideas about helping her escape. I know your history with this woman, and I don't want you running away with my money, got it?

    Sol: You will have your money, Rasif. That much I promise you.

    Zane: I do not think I am very well hidden here. My black scales are really obvious against that white snow.

    Sol: We are under the effects of my local invisibility spell, Zane. With how thick the forest is, you should have nothing to worry about.

    Zane: It is a good think the forest is enchanted and all of those trees I knocked down on our way here have regenerated, then.

    Sol: Now let us just keep quiet and wait for Reinhard to arrive. Remember, my invisibility spell hides our forms, but not our voices.

    Zane: *looks at Rasif*

    Rasif: Go to hell, dragon boy.

    Zane: Ugh... What happens if Reinhardt does not show up or arrives days from now?

    Sol: She will be here. I detected her essence several hours ago, but the enchanted fog here prevents me from tracking her movements more precisely.

    Zane: So we wait, then?

    Sol: Yes, so we do.

    ---

    And so they waited. An hour passed, and still their target was nowhere to be seen. Just as Rasif was starting to get impatient, however, a shadow appeared at the edge of the forest on the other side of the clearing from our heroes. Fortunate indeed that it had not have to pass by their hiding spot on its way.

    Just like that, Reinhardt arrived. She appeared to be approaching a small rock poking out of the snow towards the centre of the clearing. She was understandably cautious, looking around as she walked, but she did not appear to be aware that she was being stalked. Everything was going according to plan, until a loud voice rang from the forest

    ---

    Sol: Reinhardt!

    Reinhardt: What the...

    Rasif: Sol, you idiot! Why did you warn her!

    Reinhardt: Sol? How the hell do you keep finding me?!? Oh, of course, silly me. It's the dead drop seal, isn't it? I should have known. After all, you were the one who taught me how to cast that spell, and I'm sure you overheard me talking about it with my benefactor.

    Sol: Stay where you are, Reinhardt. We are not going to harm you. We just need to talk.

    Rasif: Stay where... You son of a *****! You double-crossed me!

    Reinhardt: What's the weasel talking about?

    Rasif: What I'm talking about, corpse-lady, is that I placed a sealing rune under the snow right around that rock you were heading for, and he's trying to trick me by keeping you out of it! But I won't let that happen!

    Reinhardt: Oh, you had a trap waiting for me, did you? Well, how gentlemanly of you to warn me!

    Sol: Rasif, I did not know about the rune. I was not aware you were able to place such large runes remotely.

    Rasif: What? But then why did you...

    Sol: What I meant was for her to not run away when she saw me.

    Reinhardt: A-ha-ha-ha! Some things never change, I guess. Oh, Sol, I missed you and your inept sidekicks. Speaking of which, where's your giant lizard thing?

    ---

    Just then, the ground rumbled as a massive creature stood on its feet. With a massive crack and shudder, the trees shattered into splinters as a titanic black body forced its way into the clearing. The ground shook from its heavy footsteps, even through the thick snow cover. Zane had finally decided to introduce himself, and had done so in a way as dramatic as befits a dragon.

    ---

    Zane: I am still here, Necromancer!

    Reinhardt: I... Was talking about the mutant green iguana Sol used to travel around with, but I guess if you want to respond to "giant lizard thing," who am I to argue?

    Zane: Oh...

    Reinhardt: So why do you keep following me around, Sol. What do you want from me?

    Rasif: We're here for your hide!

    Reinhardt: *head tilt* Is he for real?

    Sol: Why is there a price on your head?

    Reinhardt: Well that's a stupid question. Why's there a price on your?

    Zane: There is a price on your head?

    Sol: It is a long story.

    Rasif: I should have know...

    Reinhardt: Yeah, you can share life stories later. I'm kind of in a rush here, so how about you guys tell me why you're here and we can all go about our business?

    Sol: Your benefactor is crown prince Rupert, and we have reason to believe he will try to kill you when you go to collect your money.

    Reinhardt: Come again?

    Sol: We need to...

    ---

    Suddenly and without warning, a deafening roar ripped through the air as a massive heat wave washed over our heroes. Within an instant, the forest all around them was ablaze in a firestorm. So intense was the fire that the massive ancient trees which surrounded them exploded from the heat and crumbled into dust. Within a matter of seconds, the fire had spread for a mile in all directions, engulfing the forest as it went, stranding our heroes within the small clearing, bathed in intense heat as the snow under their feet melted away.

    This kind of fire was unnatural, especially in the cold of the mountain. Something had started it, something powerful, something ancient. Something which wanted our heroes, all of them, not just the necromancer, dead. This was no ordinary fire. This was the kind of fire which those who have witnessed it will never forget. It seethed with malevolence and bloodlust, lashing out at our heroes, as if trying to grab onto them with and embrace them. But below our heroes lay a large barren rock hidden under the snow, a rock where trees could not grow and which fire could not cross. It seemed, for a moment, as though our heroes would be safe, at least for a moment.

    But then the nature of the foe revealed itself. From the ashes of the fire, dark shadows rose up. It was as if the cinders themselves stood up and took the shape of men. These walking golems of ash and coal then stepped out of the fire and walked forward in unison, encroaching on our heroes. They marched across the stone, and they carried the malicious fire with them, their footsteps burning even the bare stone underneath.

    ---

    Reinhardt: God damn it, Sol! What the hell did you get me mixed up in this time?!?
  12. Samuel_Tow

    Fire (story)

    Zane: You have got to be kidding.

    Rasif: Now you're starting to irritate me! I told you, I'd recognise that voice anywhere. And I'm telling you: that was crown prince Rupert that Reinhardt was speaking with!

    Zane: That... Makes no sense. Why would the human prince be dealing with wanted mercenaries? Was he not the one who placed the reward on her head?

    Sol: In hindsight, it does make sense. I kept wondering how the king's forces had been able to mobilise and send out dragon hunters so quickly and with so little debate. It has been four centuries since a dragon has last been sighted in these lands, and there has not been a major, public sighting of mystical creatures in at least a century. If prince Rupert is involved, however, and he does indeed want you dead, then it makes sense for him to push for this to happen more quickly.

    Zane: How do you even recognise the prince's voice, Rasif? I doubt a swindler like you gets invited to royal dinners very often.

    Rasif: Oh, now you're just hurting my feelings, dragon boy. Just because I choose to look like this in front of you doesn't mean I can't put up a pretty face for the high society!

    Zane: Riiight.

    Rasif: Ha! Shows how much you know. I'm a shapeshifter, remember? I can change into anyone and fit into any environment. It so happens that I did a few jobs for the queen about twenty years back.

    Sol: Carmilla!

    Rasif: What, seriously? You knew the queen?

    Sol: I have met the woman, yes. We crossed paths before she managed to swindle king Henry into marriage. She was an evil, spiteful creature worthy of the Inferno, itself.

    Rasif: Tell me about it. Ugh... I still get chills when I think about her!

    Zane: Wait, wait, wait! You both knew the royal family? How did you never mention anything about that?

    Sol: There is little to tell. I met Carmilla when she was leading a band of marauders harassing the villages of the plains. I encased her in ice and handed her off to the authorities.

    Zane: That is all? How did she became queen if she used to be a criminal?

    Sol: Magic, I assume. She was a spellcaster.

    Rasif: More trickery than magic, actually. I managed to snoop through her confidential documents when I was working for her, and it seems she forged her royal ancestry. Not really sure how she did it, because her documents looked pretty authentic. After that, seducing king Henry was simple. The guy's a womanising idiot, and Carmilla had a silver tongue. In a lot of ways.

    Zane: ...

    Rasif: Anyway, at the time I'd stolen the identity of a minor duke from the provinces and was living the high life when Carmilla found me out. That woman had a sharp eye for impostors. Instead of turning me in, she forced me to work for her. Nothing too nasty - just information-gathering. She had me trick my way into people's personal archives and dig up dirty secrets she could use to blackmail the rich and powerful. I guess that's how she ended up becoming queen.

    Sol: I do not remember you working as a spy for the queen, Rasif.

    Rasif: Yeah, about that... Remember that time I came to you with about a hundred bounty hunters on my trail?

    Sol: Yes, I do.

    Rasif: Well, I kind of... Ran away from the capital. And I may have accidentally swiped proof that the queen was not who she claimed to be.

    Sol: That would explain the royal decree, yes. But let me ask you this: why did you not share this proof with me?

    Rasif: Well, I was going to, but I kind of sort of made a deal with the mercenaries. They told the queen I was dead and they got to keep the proof. I think they intended to blackmail her with it, their leader was an ambitious fat guy. I think she had 'em strung up from the castle walls within the week, but hey! Better them than me, right? So, yeah, by the time I'd resolved to share it with you, the scroll was gone. Sorry.

    Sol: *head shake*

    Zane: I still do not understand how any of that ties into the prince. Did you work for him, too?

    Rasif: God no! I wouldn't go anywhere near that demon child if I could help it. I mean, Carmilla was evil, sure, but at least she valued her assets. Little Rupert was just sick. He was something like ten or twelve at the time, but man! That kid was not right in the head!

    Sol: I have heard some very disturbing stories about the prince, myself.

    Rasif: Yeah, I know the stories. You ain't heard half of it. Once, the kid ordered his guards to arrest me behind his mother's back. So they took me to this dungeon where, like, ten people were strung up with chains to the wall, and it looked like they'd been whipped to death. The kid told the guards to leave, and he was just starting to get creative when his mother stormed in, slapped him on the face and ordered me released. Carmilla I was always cautious of, but prince Rupert just scared me.

    Sol: So the stories of him torturing animals and people were true?

    Rasif: Like I said - the rumours were nothing. I never saw the dungeons, but I found papers of prisoner transfers to the palace, and there were thousands of them coming in, but I never saw any being transferred out. That sick little momma's boy felt like he owned everyone. And Carmilla didn't help matters. She always let him do whatever he wanted, but at the same time she'd always treat him like a little kid. He shut up in front of his mother, but he'd always explode and kill people - literally kill people - whenever she left.

    Zane: So this is the human kingdom's crown prince? Why am I not surprised?

    Sol: You should be. The human dynasty used to be proud and noble, determined to lead humanity towards a brighter future. But it all fell apart after the great war, after Mordrog's madness broke the world in so many ways. When King Eric the Mighty fell in the last stand for the old capital of Muir, he left a void in the human world that none of his successors have ever been able to fill. Eric was a great man and a great hero. The simple-minded fools who inherited his throne have only driven this kingdom into misery and depression.

    Zane: That is... Kind of a dark thing to say all of a sudden. Are you all right, Sol?

    Sol: As well as can be expected. It makes no difference now, either way.

    Zane: Are you sure that...

    Rasif: Forget him! He's always moody. What do we do about this problem with the prince wanting us dead?

    Sol: There is nothing to do. Infiltrating the capital is out of the question, and even if we were able to, it would probably be a trap.

    Rasif: So, what, then? We go home and write a book? Not my style, Sol. I still have a reward to collect.

    Sol: Yes, you do. We know Reihardt will be heading to collect her money from the Shinku mountain range, and while I cannot track her, I can track the warded stashes she uses for dead drops. I know the spells she favours, so it should be easy to find her.

    Rasif: Oh, I see. That again, huh? You listen to me, Sol, and you listen good: I'm not here because I like staring at your blank face all day. I'm here for the bounty on her head. As long as you're fine with helping me get that, then fine. But if you're thinking of screwing me over by "saving" her from Rupert's men, we're going to have a problem.

    Zane: *snarl* Sit down!

    Rasif: *gulp*

    Zane: You have some nerve laying threats like this, Rasif, especially since you cannot back them up. If you have a problem with Sol, discuss it, but do not go around acting like you are some kind of big bully. Because I do not appreciate big bullies.

    Rasif: *head shake* You are so far gone if you trust that guy so blindly, Zane. He doesn't care about you, or me, or even the kingdom. You know why we're chasing Reinhard? Because he wants to "save" her. You keep sticking your neck out for him, you're gonna' get your head chopped off sooner or later. I've been there.

    Zane: Thank you for the concern, but I can take care of myself.

    Rasif: Yeah. Keep telling yourself that.

    Zane: ...

    Rasif: ...

    Sol: We should make camp here. Just over that river is the edge of the Shinku Mountain Range. It is dangerous to travel at night beyond that point.

    Zane: Dangerous? Have you forgotten you have a dragon with you, my friend?

    Sol: Let me rephrase that: unless you fly over the tree line and guide us from there, we will get lost at night, and thanks to the Tarfield Observatory on Mt. Shinra, you will be spotted immediately. We should only move during the day.

    Zane: I see. Let us make camp, then.

    ---

    And so, our heroes settled in for the night. It should have been a night like any other, for the three had camped out together for months now, but something was different in the group this time. Dissent was brewing over old subjects never settled as the long companionship was starting to take a toll on everybody's patience, not helped in the slightest by the tension of their latest revelation. For the first night in a long while, the smiles were gone from our heroes' faces, and the calm security of a friend's company was eerily absent.

    The campfire burned in the darkness of the forest, crackling to a calming tune. A bright moon shone through the tree tops and a slight breeze create a calm, almost enchanting atmosphere. Yet in the calm of the night, one man still stood away, looking into the flame. He looked, but his eyes were focused into the distance, into the old memories and old events.

    ---

    Sol: ...

    Sol: ...

    Zane: You have seemed... Troubled of late, my friend. Are you truly feeling well?

    Sol: I am fine, Zane. But... Thank you for asking.

    Zane: You are welcome.

    Sol:...

    Zane: ...

    Sol: I knew her before. Before... Before it all changed.

    Zane: Who did you know?

    Sol: Eva...

    Zane: Eva?

    Sol: Eva Fridrich Reinhardt, the lost little girl I rescued from slavers nearly 20 years ago.

    Zane: Reinhardt? That Necromancer we were chasing?

    Sol: She was not a necromancer back then. She was not even a mystic. She was just a lost child whose parents had been murdered and their daughter stolen. Part of a debt collection, as I later learned. The poor child had gone almost completely muse from the experience.

    Zane: ...

    Sol: That is how I first crossed paths with Carmilla, in fact. She had assumed control of a local band of marauders after seducing and murdering their leader and was using them to have her way with the local population. They murdered many innocents, including women and children, and they held many slaves. But most of their other slaves were grown men and women. When I freed them, they simply fled and hid. But Eva had no place to go, nobody to turn to.

    Zane: So you took her with you on your travels?

    Sol: Yes... I had little choice in the matter. There were no people left in the province to take care of her, and I could not bear to simply leave her in a military camp, where Lord knows what would have happened to her. The kingdom is not what it used to be.

    Zane: I see. So that is why you sounded so worried that she had taken up demonic magic when we met her in the graveyard?

    Sol: I thought she was dead, Zane. I thought I killed her. But seeing what had become of her... I did not know whether to be happy or horrified. So little makes sense any more.

    Zane: Could you not try to talk with her? We should meet her soon, and...

    Sol: No. No, it would make no difference. She will no longer listen to me.

    Zane: Forgive me if this is too personal, but... What happened between you two?

    Sol: *distant smile* We travelled the world together, "doing good," as she put it. In fact, Eva was with me when I first dispelled Rasif's curse, though he is unlikely to remember it. She was very different than she is now. Despite what had happened to her, Eva was always cheerful, always energetic... She was a good person, then.

    Zane: Then what happened to her? I mean no offense, Sol, but the Reinhardt I fought in the graveyard was not a good person.

    Sol: No... No, the necromancer you fought is not a good person, because she is not the same Eva I once knew. And it is all my fault. I did this to her.

    Zane: When you "killed" her?

    Sol: No, long before that. I did this to her when I agreed to teach Eva to cast her own spells. Eva had always been a good person, but she always lacked the power to fight for her ideals, so she always sought peaceful solutions. That was all she could do. But when I gave her that power, it... Changed her. Eva became much more forceful, much more violent in her actions. She always meant well, but she never had the wisdom to wield such power. I should have known better than to teach magic to a child, but...

    Zane: You liked her?

    Sol: Heh... I suppose you could say that. I admired her. I admired her enthusiasm, I admired her honesty. In some way, I wanted to be like her - brave, bold and willing to believe that if you just tried hard enough, things would always work out. I guess I needed someone to tell me that it was all going to be all right in the end, even if it was just a powerless young woman who had no means of making things alright. I know it is pathetic but...

    Zane: Sol, listen to me! I know you have your faults - we all do - but of all the things I could accuse you of, "pathetic" is not one of them. I owe you my life and my freedom. It is because of you that I know what became of my people and my family. When you first found me, I was nothing but a hateful, desperate wreck with no purpose in life but to pass the days until I would eventually die. Not only did you give me my life back, but you gave me back my purpose, and all of this without ever asking for anything in return.

    Sol: ...

    Zane: Even if you do not believe it, you are a great man. I have heard so many of Rasif's stories, heard of how many people you have saved, how many lives you have restored. Sol, few can even dream of being so great.

    Sol: Zane, you... You should not trust me so completely.

    Zane: I do not care what you may or may not have done in the past, my friend. It does not matter to me. I know that I trust and respect the person who stands before me. For me, that is enough.

    Sol: I... There is something I need to tell you... I'm...

    Rasif: Oh, for cryin' out loud! Would you love birds keep it down over there? I'm trying to sleep here!

    Zane: Hey, mind your own business, Rasif!

    Rasif: Eh, bite me! You've been yapping for hours, and I can feel your damn booming voice through the ground! Just confess your love to him and go to sleep already!

    Zane: Why, you...

    Sol: ...

    Zane: Ah, forget it. Sol, did you want to say something?

    Sol: Hm? Oh, no, nothing. Just... Thank you.

    Zane: You are welcome.

    Sol: I mean it. Thank you for the kind words, my friend. It means a lot to me.

    Zane: I am just glad you decided to share. I cannot remember you doing this before.

    Sol: Heh, you could say I felt as though I could really trust you.

    Rasif: God damn you! Go to sleep!

    Sol: Shall I place a silence spell on him?

    Zane: Please do!

    Rasif: Hey, bite me!

    Sol: Please do!

    Zane: A-ha-ha-ha!

    Sol: Sorry, I could not help myself. *smile*

    Zane: No, it is nice to see you smiling for a change.

    Rasif: OK, I'm taking my sleeping bag up to that hill. When you're done kissing up to each other, wake me up. Or better yet, don't. Just call me when you're ready to go tomorrow. Or is that today now?

    ---

    And so our heroes rested for what little remained of the night, preparing to make an early start at the crack of dawn. And though tempers appeared to have ever so slightly returned to normal, the tension about their upcoming confrontation had not eased a bit. Very soon, they would meet with Reinhardt for the third time, and this time, a confrontation was inevitable. But when the moment of truth arrived, would their alliance still hold?

    And what of prince Rupert? Could a member of the royal family truly be involved with the Seekers? And what of the Seekers, themselves? What had become of them after their initial sighting? Were they even real? It seemed that with each revelation, still more questions came up.

    Would they ever find answers? Or perhaps the better question is: why do they even care? Time, it seemed, would tell.
  13. Quote:
    Originally Posted by bjooks View Post
    Open up more back options, even if they aren't attached to a traditional node, but instead wherever the current backpacks/wings attach. I did expect some movement toward this to be included with GR, but that appears to have been silly wishful thinking at this late date. It's kind of tragic that after 6 years and with a second new game/expansion is on the way, we've still not heard if we'll ever have this option.
    This is something which has always puzzled me. Why? Why do so many other things, fiddle with so many seemingly more complicated problems, and yet never so much as touch back items? We've been asking for these from the very beginning! And I'm not just saying that to exaggerate. I've been here since 2004 and I know how long I've been asking for this. Why is that such a big problem?


    Quote:
    Revisit the philosophy of "lockable costume parts." Since unlockable parts don't show up in the costume creator until you earn/craft them, it looks to new players that our game doesn't have some real super hero basics -- no capes, no wings, no trench coats. I'd unlock those three at least, for everyone at character creation. If the Dev position on unlockables doesn't change, then we need some explanation in the Costume Creator itself that certain costume basics must be bought or earned at a later date.
    I agree with the spirit of this suggestion, as I've said many times before. There are plenty, PLENTY of things to put as unlockable rewards in the game. I simply don't feel that costume pieces are good in this role. The more freedom I have when making a new character, the more likely I am to make it. And the cooler a character looks from the start, the more likely I am to stick with it.
  14. Quote:
    Originally Posted by Olantern View Post
    The current pet issue for advocates of costume reform seems to be replacement of "color masks" with unique textures. (See Samuel Tow's post above for an explanation of the difference between the two.) If I were the playerbase (which I am, I suppose, in a way), I wouldn't get my hopes up about that.
    I'm going to say right now that removing colour masks as clothes outright removes both one of the easiest ways to add more tops with skin (can we get that for males, please?) and also makes any prospect for getting multiple skin textures completely impossible. You know how you can have a muscular or a smooth chest for men? Well, you can only have a muscular t-shirt, because the t-shirt is its own texture and there's only one variant for it.

    Secondly, it's unnecessary. Textures for tops are only really worth it for full pieces, such as the full tights category. Textures for something like the Sports Bra or the Athletic shirt or, heaven forbid, the Eden top are simply not needed. These things look like seamless fabric, and that's what they should look like. I'm not opposed to textured versions of them, sure. As long as I can still use the basic pattern.

    Finally, I spotted something yesterday that I think demonstrates the engine's capability to overlay different textures onto the same model. You know those Science goggles with straps all the way around the head? Those look like the straps on them are actually textures overlaid over the actual skin texture, rather than objects positioned above it. Can someone have a look at those to confirm?
  15. Samuel_Tow

    So... Stalkers.

    Quote:
    Originally Posted by Talen Lee View Post
    What you were saying, basically, is 'think like this flavour of stalker for ways to expand the stalker.' I advise against that.
    I disagree. Stalkers need their own flavour. We already have more than enough melee/defence ATs to the point where we don't know what to do with half of them. As Kain said, "it is the errant who are removed," and in this case it's only Stalkers who are seen as underperforming. That's not to say they should be rethought, or even simply changed. It is to say they nee their own flavour, which in turn leads me to several of the relatively few concepts I can think of who use stealth as a fighting technique, rather than stealth as a sneaking technique.

    In fact... I think that's a good way to put it: If Stalkers' gimmick is stealth, then I want to see them use their stealth to fight with, not just to sneak with. Stealth in combat is what Stalkers are missing. If I can find a good example of stealth in combat in other games or other fiction, then I feel that's a good thing to share. That's the sort of thing that could make people go "Oh, I see what you mean now." I can explain this till the cows come home. Giving a pre-existing example will still be better.

    Quote:
    Pulling down AS' animation time to one second sounds kinda sassy... but I also think I'd be very sad to lose some of the ASes. They do look cool...
    They're also at least 50 dead air. As a point of fact, Assassin's Strike powers are almost exactly like what Martial Arts attacks were back in I1: one third slow pose, one third holding that pose and then one third attack. What happened to Martial Arts was that the three were all rolled into one smooth action, with the pose flowing into the attack by skipping the pause altogether. Look at things like Crane Kick and Cobra Strike and you can still catch the pose-hold-strike structure that they used to have.

    I don't envision losing the Assassin's Strike animations at all. I envision losing the dead air pauses and possibly speeding up the posing stages somewhat. You can shave half the duration off those powers without losing almost anything, and that's just by cutting the pre-hit and after-hit pauses. At the very least Assassin's Blade has what feels like a full second of dead air after the attack while the character ever so slowly reassumes combat stance.

    What's more, I feel like elaborate yet fast and smooth attack used more often in battle would add much more to the aesthetics of the sets that have than the current more deliberate versions do, because you see them so very rarely, at least as compared to most other powers.

    Quote:
    Now, I think that the Stalker as a Scrapper With Tricks is a novel one, but it's better exampled by a set. Part of why I don't like scrappers getting Ninjutsu - it would be a bag-of-tricks set, and because of the loss of hide, on a scrapper, it'd get another trick.
    To be honest, I don't want Scrappers to become any more like Stalkers any more than I want Stalkers to become more like Scrappers. We're not talking Fighter vs. Barbarian vs. Paladin vs. Cleric here. Our ATs are segregated by function, not concept. Once upon a time it was said that Stalkers were the "hit and run" AT to the Scrappers' "stand and fight." And while I don't condone any tactic which involves running away (as that's a colossal waste of time and efficiency), I would still very much like to see Stalkers' ability to hide from their enemies expanded to allow them to rely on it much more easily.

    Frankly, I don't know how that could be achieved in-game, exactly, but I want to see hidden criticals initiated mid-combat a lot more frequently than Placate currently permits. Allowing Stalkers to blindside pursuers with Assassin's Strike, rather than having to rely on the much weaker criticals of their other attacks is one way to achieve this. If I could hop around a corner for 6-8 seconds and pop an Assassin's Blade, instead of, say, Soaring Dragon, that would make me MUCH more willing to re-hide.

    Generally, I want to see re-hiding made into something I WANT to do, rather than something I NEED to do when I have no other options.
  16. Samuel_Tow

    So... Stalkers.

    Quote:
    Originally Posted by Talen Lee View Post
    Not compared to CoX ATs. But compared to the stealth ATs of other games, the stalker is gonzo crazy-go-nuts. Its initial design, those fundamentals that we're running up against here, was to push the envelope of what like it had been created in other games.

    Does that help you understand why the AT works the way it is?
    Yeah, I understand why that was originally done the way it was. A lot of ATs suffered the same preconceptions, not least of all Blasters, but those were improved and brought closer to capitalising on their own strengths. Stalkers, by contrast, were merely driven farther AWAY from their AT gimmick. They indeed feel as though they've been designed by the same "fragile" expectations of ye olde MMOs.

    Quote:
    As far as stalkers go in game, you probably want to avoid trying to impose a specific flavour on the game. You want to put things in that are interpretable in a variety of different ways. Limiting flavour is a bad idea, you know?
    I'm not talking about flavour of concept. I'm talking about flavour of AT mechanic. Stalkers should not be Scrappers. If a person wanted to be a slightly stealthy fighter, Dark Armour can do that. In fact, any Scrapper can do that with the Stealth pool. Stalkers should offer something more than that. A different playstyle. Stalker playstyle should be as different from Scrapper playstyle as Blaster playstyle is.

    If I had my way, Stalkers would be more damaging than Scrappers, but would need to employ a whole bag of tricks to achieve this, and no "running and hiding" is not a trick. It's a waste of time.
  17. Samuel_Tow

    So... Stalkers.

    A fast-casting, uninterruptible assassin's strike would go a long way towards giving Stalkers that leg up on Scrappers in terms of damage. As I've said before, Assassin's Strike on its own has pretty decent damage. Lowering its cast to something more meaningful would give Stalkers another stable attack to scrap with, as well as a good attack to capitalise on their hidden status, even in combat.

    I never understood why Hide is so fickle. It's not like the AT is badly overpowered and it needs to be balanced by annoyance. In general, I hate balancing mechanics that dangle huge damage in front of you, only to yoink it almost every time because you just can't have it. What is with the stigma against "snipe" attacks that makes them HAVE to be practically impossible to use in combat?

    I find it completely inexcusable that the Stalker's gimmick is designed such that you can only use it once per combat, and even then only if your team lets you open. Hiding and blindsiding should be how Stalkers FIGHT, not merely how Stalkers OPEN.

    *edit*
    In fact, you know what I picture when I say the above? Remember those ninja in ninja anime, and how they'll get hit, only it turns out the enemy hit a log and the ninja is actually behind him ready to stab him in the kidneys? That's how I picture Stalkers fighting. Less Hitman 47 and more Strider Hiryu.
  18. Quote:
    Originally Posted by Lightslinger View Post
    I've always assumed the Storm will have something to do with the "end" of CoX and the beginning of CoX2.

    No real evidence or anything, just a hunch and the idea of a huge hyped up event to jump start a new game seems pretty cool.
    This makes no sense from a business standpoint and would amount to financial suicide, or at the very least shooting yourself in the foot. You don't cut the strings on a successful game which generates profit on the off hope that people will buy and resubscribe to a brand new game which will probably not have a lot of what some people liked and will probably add more that other people won't like. Sequels to MMOs simply do not work, not unless they decide to do some kind of combo subscription and keep both games alive, which is... Infeasible while they're still planning expansions.
  19. Quote:
    Originally Posted by Dr_Darkspeed View Post
    I still think that The Coming Storm isn't one thing.
    This would contradict the letter-writer's claim that it IS one thing. In his letter to the player at the end of Jenny Aldair's arc, he claims that there are, in fact, two parts to the Coming Storm, but he explains that one of them is Ouroboros, itself, logically suggesting that the rest of the actual storm is, indeed, just one event.
  20. Quote:
    Originally Posted by SuperOz View Post
    I'm talking about such things as more visually impactful costume parts as we've seen in such things as the Valkyrie, Cyborg and even Roman sets. These tend to have a more three-dimensional aspect to them and are enhanced by reflective surfaces and so on. If there was one thing I appreciated in Champions Online, it was that parts felt like...well...parts. Not just daubs of paint or patterns, but objects of substance that gave depth and complexity to the character. But how far can this go?
    To each his own. As far as I'm concerned, most of the Valkyrie and Cyborg parts suck big time, and the Roman sets are... Well, Roman. There's a place for depth and complexity of costume design, but that should not come at the ignorance of the place simpler designs have. Far too often, I've seen people make the same mistake I used to back in the day, which is to say use as many items in as many categories as they can, colouring them in as many colours as they can manage. While that's not necessarily a bad thing if that's what the concept calls for, such as an overly-intricate future tech robot, it can actually be a detriment costumes which don't need to be overly-elaborate.

    Now, I know what you're thinking, besides how awesome I am. You're thinking: "But Sam! You already have the ability to make simple, stylised costumes! Why not add more complexity next?" My reply to that would be that we can do complexity, as well, if one looked for it. My biggest fear here is that our costume editor will turn into something resembling any U3 engine character ever made, which is to say a mish-mash of textures, random shapes and needless geometric complexities. I just don't think that's a good place to shoot for. As an addition to the costume editor, then sure. Why not? But not as a reimagining of what costumes in City of Heroes should be.

    I've never been a fan of hyper-detailed, ultra-complicated designs for characters. The Transformers movies brought that realisation home to me. I love to see giant robots punch each other in the face, but when they're all made of so many cogs and wheels and pistons and shiny metal that they dissolve into just an amorphous pile of scrap metal in my eyes, that just saps so much of their coolness. Unless that is your intent, you shouldn't shoot for more complexity of design than he eye can see. You want to draw people's eyes to the intricacies of your costume, not cause them to just glaze over and see "stuff."

    I can see higher-resolution versions of old details being added. Lord knows the old Sports Brat top for women is just a garbage of misaligned pixels. But I will still pick that over Angelic Plus almost every time. Angelic Plus looks like lace underwear, whereas even the basic Angelic can look like tights, cloth and, yes, even body paint.
  21. Samuel_Tow

    Fire (story)

    Rasif: We need to move faster. We're running out of night time!

    Zane: It is midnight in autumn. How are we running out of night time?

    Rasif: Ha-ha-ha. Pick on the little guy. Very funny. What, so we shouldn't move faster, then, Mr. Know-It-All?

    Sol: Quiet. My spell can conceal our forms, not our voices.

    Rasif: Oh, what?!? You're hushing me, but you don't say anything about Thunderfoot over here? Seriously, Zane, can your footsteps be any louder?

    Zane: I am doing the best I can. Is it my fault that these humans chose to build their roads out of compacted cobblestone?

    Rasif: See? See? He's making a racket! Why are you only hushing me?

    Sol: Quiet!!!

    Rasif: ...

    Sol: I can muffle the low rumble of Zane's heavy footsteps, but I cannot do anything about you shrill voice.

    Zane: *snerk*

    Rasif: What the... No! NO! My voice is not shrill!

    Zane: Well... It kind of is.

    Rasif: Oh, you should talk, dragon boy! Your voice sounds like a landslide! A really slow, really loud landslide!

    Zane: I am a dragon. Of course my voice is deep. We are very large creatures so it's natural that...

    Sol: Quiet! Both of you!

    Zane: ...

    Rasif: ...

    Zane: ...

    Rasif: *this is so your fault*

    Zane: *you are the one with the shrill voice*

    Rasif: *nuh-huh*

    Sol: Look! If you two do not stop whispering back there, the spell WILL break! Just keep quiet. We are almost there. I can sense the tracking rune is close by.

    Rasif: ...

    Zane: ...

    Rasif: *this is so your fault*

    Zane: *rolleyes*

    Sol: There! The tracking rune is in that building across the street. It feels like it is... On the second storey, on the North... No, North-Easter side of the building. We need to walk around.

    Female Voice: *inaudible speech*

    Rasif: I can hear voices, but I can't tell what they're saying.

    Male Voice: *inaudible speech*

    Zane: Who is she speaking with?

    Sol: Zane, can you lift us up to the window?

    Zane: Very well. Climb up on my back. And Rasif - watch where you are standing. My scales are more sensitive than they look.

    Rasif: Your scales are made of stone, you big baby.

    Zane: Tread carefully up there, or I eat you.

    Rasif: If I had a penny for every time you said that...

    Zane: *glare*

    Rasif: Fine, whatever. I'll watch where I step. God you complain!

    Zane: Look who's talking!

    Sol: I think I can hear her. Quiet, you two.

    Reinhardt: Oh, don't patronise me! You didn't warn me I would be facing a grandmaster of magic, and now you have the gall to complain?

    Voice: If you had simply done as you were told, everything would have gone as I explained it.

    Rasif: Why does that voice sound familiar...

    Reinhardt: If I had done as "I was told," I'd have wasted a good three quarters of my energy just gating, and you're not paying me well enough for that.

    Zane: Who is she speaking with, I cannot see another person in the room.

    Sol: Do you see that glass sphere on the table? It seems Reinhardt has charmed a gipsy's crystal ball to serve as a psychic focus. How very crafty of her...

    Voice: Your greed tests my patience, Miss Reinhardt. Do not test my patience. It is bad for your health.

    Reinhardt: Oh, honey, I didn't know you cared! And here I thought you were just using me to do your dirty work. In that case, do you mind if I keep this little trinket I got from the dragon tomb?

    Voice: Are you threatening me?

    Reinhardt: What do you think? My price just doubled, and that includes this job, too. If you want to see your little gem, then I need the thousand gold pieces you promised, as well as another thousand bonus for having to deal with Sol and his little pet...

    Rasif: *snicker*

    Reinhardt: And that annoying dragon!

    Zane: *toothy grin*

    Rasif: *scowl*

    Voice: Who are you to be making demands of me, woman! You shou...

    Reinhardt: "Woman?!?" Now you listen here, sunshine, and you listen good! I get my money by the end of tomorrow, or I step on this little jewel, and I walk. You get me?

    Voice: That would be most unwise.

    Reinhardt: Oops! I just dropped it on the ground. I sure hope I don't accidentally step on it, o clumsy me.

    Voice: Very well! You will have your money, deposited as usual. AFTER you deliver the package to the dead drop.

    Reinhardt: In your dreams, baby boy. I get my money first, then you get your trinket. I have no use for it, and you don't seem like you'll miss a couple thousand gold pieces. It's win-win! As long as you play nice.

    Voice: ... So be it. This much money will require time to put together. Expect your payment in the Shinku Mountains dead drop within the week.

    Reinhardt: A week isn't good enough, sunshine. The deal was for today!

    Voice: The deal was also for a thousand gold pieces. Doubling that will take time. Don't worry. You'll have your money.

    Reinhardt: I better! ... And one more thing: Sol said something about "Seekers." Would you happen to know anything about that?

    Voice: The Seekers are a myth. That is all there is to it.

    Reinhardt: You don't seem surprised. How do you even know Sol, anyway? You didn't react when I mentioned his name.

    Voice: You will have your money, Miss Reinhardt. I suggest you confine your interests to that. *static*

    Reinhardt: "Confine my interests," huh? No such luck, mysterious man, because now I know you're broadcasting from the capital city of Dunai. Classy!

    Zane: Is she talking to herself?

    Rasif: Dunai? Son of a... I know that voice!

    Sol: Keep your voice down!

    Reinhardt: Hah! And to think that gipsy woman was right all along. Her crystal ball really can track mystical energies across great distances. Best hundred gold pieces I've ever spent. I should visit flea markets more often. They're so...

    Undead: ...uuur...

    Reinhardt: What? Where?

    Undead: ...uuur....

    Reinhardt: What the... How did... Hmph! Very smooth, Sol. Very smooth. Why don't you show yourself.

    Zane: Rasif!

    Rasif: Sorry!

    Reinhardt: In fact, why don't I do it for you, knowing how shy you are and all.

    ---

    Reinhardt did a simple, waving hand gesture and murmured a single, cryptic word, and in an instant, great fire shot from within the building's walls, spraying stone and flaming cinders in all directions. A deafening explosion towered towards the heavens, illuminating the night sky in a brilliant yellow glow. But while loud and colourful, this explosion's actual force was underwhelming, not even enough to knock a man off his feet. A hastily-summoned crystalline mystic shield protected Sol from the flying debris, and though Rasif cowered in panic, a massive black scaly wing protected him, as well. Zane, as was expected from the pride of the dragon warriors, had reacted swiftly to protect his ally. As for the dragon himself, he was safe. Immune to fire and well protected from physical damage, he was in no danger of harm.

    When the fire subsided and the smoke cleared, our heroes beheld a curious sight. The building Reinhardt had taken refuge in remained almost intact, save for the fact that it was now missing its roof and second storey. However, unexpectedly, the only the walls had gone, while the furniture, carpets and even the pottery on the shelves remained untouched. And Reinhardt herself still stood where she had been, arms crossed with a self-satisfied grin on her face. It soon became clear that whatever magic she had used, its purpose had not been to kill, or even to destroy.

    ---

    Reinhardt: Nice fireball, huh? I've had a lot of practice with explosive runes. It looked like the flames went high enough to be seen from that guard tower over there. Knowing the guards here in Waris, they will be here in around ten minutes

    Zane: What is the point of this exertion, necromancer? Are you trying to intimidate us?

    Sol: She is trying to make it so we cannot fight her, or we will be exposed to the guards.

    Reinhardt: Clever boy! You should listen to him, toothy. If you provoke me, I can easily dispell that invisibility charm you have going on, and I know that even Sol isn't good enough to recast it before the guards arrive.

    Zane: Do this, and I will reduce your body to ashes, human.

    Reinhardt: And we wouldn't want that, now would we? You don't want to get exposed and killed by steam cannons and I don't want to die by dragon fire. So why don't we just go our separate ways and not die? That way, everybody wins!

    Sol: Who were you speaking with Reinhardt?

    Reinhardt: Wouldn't you like to know? Though I suppose that, since you listened in, you already know I don't know who that was. It's just some rich person who contacted me about a year ago.

    Zane: What do you know about the Seekers?

    Reihardt: Were you not listening in, sweetheart? Nothing. The first I heard about them was from you when you oh so rudely interfered with my job.

    Sol: How did you end up taking up Necromancy? All the Necromancers of the old order were dead long before we met the first time.

    Reinhardt: Questions, questions! Are you trying to interrogate me, Sol? Because you're not very good at it. In fact, why don't I turn the tables on you. How did you find me here? I know for a fact you cannot track me through a gate.

    Undead: ...uuur...

    Reinhardt: What tracking rune?

    Undead: ...uuur...

    Reinhardt: And you didn't think to tell me this before?!? You useless, worthless worthless corpse!

    Undead ...u...

    ---

    In the middle of its tortured moan, the undead creature burst from the inside, as though from internal pressure. Its body tore into many small, slimy bits and disgusting liquids, spraying in all directions and soundly drenching all present. There was a very good reason why Necromancy have never been a widely-accepted branch of magic in high-society sorcery.

    ---

    Reinhardt: God damn those stupid things! It's no wonder they keep asking for brains...

    Rasif: Eeeew!

    Zane: You! When did you get over there? Is that my... Is that my crystal ball?

    Rasif: It WAS your crystal ball. Now it's our crystal ball. You see? That's what happens when you throw people into swamps - they get even.

    Reinhardt: Give that back or I will...

    Zane: *growl*

    Reinhardt: Smooth, Sol. Smooth. Fine, take it, for all the good it will do you. I already learned what I needed from it. Oh, and as for your little tracking rune - that is, the OTHER tracking rune you just put on me - don't think you can fool me twice. Oh, speaking of which...

    ---

    Suddenly, a fire erupted from beneath Reinhardt. It shot up with great ferocity, engulfing her body like liquid and burning ever brighter and ever hotter. No more than a second later, it flamed out in a loud puff, and Reinhardt was gone. The undead she had left behind collapsed to the floor like marionettes without strings. In just an instant, Reinhardt had escaped once more. But there was something else which would present a much bigger problem.

    ---

    Guard: Draaagon!

    Zane: What is going on!

    Sol: Confounded! The feedback from Reinhardt's gate disrupted my local invisibility bubble. They can see us now! I should have seen this coming!

    Rasif: Do something!

    Guard: This way! There is a dragon here!

    Rasif: Kill him!

    Sol: No! He alone is not dangerous.

    Zane: Can I not just fly up and over the walls?

    Sol: You will be shot down by the steam cannons mounted in the rampart turrets. These are not like the ballistae you have face before.

    Rasif: What about that digging spell you used before, Sol? Can't you get us out that way?

    Sol: It can only bore through loose soil. It will not work on this cobblestone.

    Rasif: What do we do, then? I don't want to be killed by guards! Scratch that, I don't want to be killed, period!

    Sol: Give me a minute...

    Zane: I have an idea!

    Rasif: Oh no...

    Sol: What are you...

    Zane: No time to explain! Just hold on tight! This might be rough!

    ---

    There are certain sights people associate with dragons: a black shadow in the sky spewing fire, a large creature in a dimly-lit cave towering over a band of adventurers, perhaps even a mighty beast out into the open, harkening back to an old age. What Zane did next was nothing like these. As much as people were surprised to suddenly find a dragon in their city, their surprise was tripled to see this enormous creature galloping through their streets on all four legs, ramming through fortifications and checkpoint gates with the massive, sturdy horns on its head. Zane's massive footsteps sent the ground shuddering with every leap, shaking people out of their beds, overturning carts and punching deep craters into the packed cobblestone. Human cities were simply not built sturdy enough to sustain a dragon's charge like this.

    Zane passed by many guards on the way, but their arrows could never hope to penetrate his heavy bony hide. The feared steam cannons had already turned inwardly onto the city, but they were unable to fire at a creature which weaved its way through the narrow city streets. The gunners who manned them dared not fire on their own citizens. The many reinforced gates the city guards used to seal off sections had all been closed, and while the metal in the doors was sturdy, the masonry which held them in place proved to be no much for being gored by a massive black dragon.

    Sol and Rasif, in the meantime, hung on for dear life upon the bucking back of this titanic creature in motion. As Zane did not need them to fly, he had folded his wings back to provide some shelter for his friends, both to protect them from archer fire and to keep them from flying off his back. Even so, his sharp, coarse scales bounced the two around, tore their clothes, as a point of fact, gave them both a severe case of road rash. But it could not be helped, for it was either this or prison. Or, in fact, worse.

    At the end of the dragon's charge was the same massive city gate which our heroes had originally used to enter the castle city. This, one would think, would not be so easily rammed through, for it was made of high-quality metal and dense wood, and it was anchored to the great walls of the city. But the might of a black dragon is legendary. Straining his muscles for everything they were worth, Zane launched into one final charge, running as fast as he could. He delivered to that gate an impact so severe it shifted the very walls of the castle from their foundation and snapped the dozen or so steel hinges that held it in place. The buckled metal flew out into the darkness, somewhere out past the castle moat, shattering the drawbridge which rested against it into splinters and sawdust. Such was the force of this dragon that it knocked people off their feet throughout the entire city, and the noise was heard for miles around.

    Once past the outer walls, the rest of the escape was easy. Zane was easily able to leap over the castle's large moat and, moving with speed one would not expect out of such a huge creature, dashed for the nearby forest before the tower gunners were able to swivel their heavy cannons back towards the outside. A few cannons did indeed manage to turn and fire in time, but by that point the dragon was far enough out of range that their accuracy was simply unreliable. Yet still the thunderous impacts of their heavy shells and fierce concussive force of their high explosives was fierce to behold. Fierce enough, Zane finally realised, to threaten even a mighty dragon.

    ---

    Our heroes escaped from the castle city of Waris with their lives, but they did not do so unnoticed. They had indeed gathered very valuable information, of that there is no doubt. But at what cost? The trail of destruction Zane had left behind in Waris, not least of which being the complete collapse of a large section of its mighty wall, was certain to redouble people's efforts against the dragon.

    But, at least, the danger had passed for the moment. Our heroes could once again set up camp and discuss their next course of action. Rasif seemed to recognise the voice of Reinhardts' mysterious benefactor, at least. Who could that possibly be?
  22. Quote:
    Originally Posted by Memphis_Bill View Post
    Oh, and you made the "made sense" argument:

    ... in this game? Really?
    Duuude! If you quote me, try to put a link to the post you took that from. I have no idea what I actually meant when I said that
  23. Quote:
    Originally Posted by Carnifax_NA View Post
    Right, so you're saying that because I think it's ok for attacks to occasionally fail to do their fixed amount of damage to an object, therefore I want my character to also have a chance to have a stroke? Because those two things are exactly the same, aren't they?
    If I have a chance to miss a perfectly clear shot when I'm supposed to be a crack marksman, why do I not have a chance to trip and fall on perfectly level ground? Again, why one but not the other? Specifically since people tripping over their feet happens in real life and, yes, even in video games. Why is it OK to fumble a shot but not a step? Why is it OK to fumble a shot but not a jump? Why is it OK for me to miss a clear shot at an immobile target standing in an empty field, but it's not OK for me to accidentally emerge from a teleport inside-out?

    Why overfocus on missing, yet ignore all the other fumbles we could, and often SHOULD be making, such as weapons jamming, dud explosives, bungled spells, tripping over our own feet and so forth? Is it because stupid misses are already in the game but tripping over objects lying on the ground isn't? How would you feel if each time you stepped over a street curb, you had a 5% chance to fall down? How about each time you jumped, you had a 5% chance to land on your butt instead of on your back? How about each time you swung a sword, you had a 5% chance of the sword flying out of your hands and over the edge of the rooftop?

    Because all of the above are just as likely as a super-powered, computer-assisted, magically-enchanted master sharpshooter aiming his rifle at the ground and missing. Yes, it could happen. Should it? What does it add?

    Quote:
    This is called "logic" you say?
    I did? Where?
  24. Samuel_Tow

    Ranged/Armor AT!

    Quote:
    Originally Posted by Umbral View Post
    I wouldn't be adverse to the recharge being unaffected by buffs or debuffs (which is one of the reasons I qualified that statement with "if"), but when you look at the general opinions on those powers that already do so (OwtS and SoW, namely) they're not generally that popular. Of course, that could just as easily be due to the fact that they're set to have a comparatively low uptime ratio and a long base recharge and "weak" effects (when compared to true god modes with more substantial crashes). Either way, it's an issue that would need to be addressed, though if recharge isn't going to be enhanceable, I would expect there to be multiple enhanceable attributes to "make up" for the lack of enhancing what would otherwise be a "needed" enhancement (i.e. multiple of +res, +hp, +regen, +def in each power).
    I dare say a lot of that hatred comes from people's want for these powers to be perma, or at least close to it. In other words, people want to use these powers very often, when they are by design emergency responses. This creates a contradiction between design and player intent.

    I'm sure having most of your survivability forced to be up only part time will be irritating to people, but if that's the point and a required functionality of the entire AT, I suspect people would be more willing to accept it. Of course, this is all limited by how willing people are to accept an AT that doesn't JUST melee or doesn't JUST kite, but if they can accept this kind of switch and work with it, then the powers uptime should be acceptable.

    Quote:
    IIRC, the animation from TI can be interrupted, but the root cannot. In other words, while you may be able to continue running if you activate it while you are running, you wouldn't be able to activate another power while you're activating it. The same thing happens with Recon, which means that, regardless of whether you can continue moving or not, you're still incapable of making attacks for the time frame of the power's activation.
    I can actually confirm that the power has no root. Of any kind. I can use it and immediately attack pretty much as fast as I can click. I can activate Temporary Invulnerability and immediately queue up Unyielding. Unyielding will not queue up at all. It will simply play instantly, overriding Temporary Invulnerability's animation. This has been the case for pretty much as long as I've had an Invulnerability character, which would be... I don't know. I2?

    Quote:
    Another option would be to make it so that you have a suite of different powers that all share a cooldown. You could take however many different powers within the set, each with different effects, that all force a cooldown of all of the click powers within the suite so that you can only use one at a time. Each power could have a separate enforced cooldown (such that power1 causes all powers to recharge for 15 seconds while power2 causes all powers to recharge for 1 minute). If the devs really wanted to, I'm sure they could even have multiple suites of powers, such that you would be dealing with 2 different "clicks" to cycle as you saw fit (one focused on damage mitigation and another focused on damage recovery, with each power having a different secondary effect, potentially).
    You know, reading this inspires me to suggest a different technique. You know how Swap Ammo alters the chance for certain effects to occur (basically toggling them from 0% chance "off" and 100% chance "on")? Why don't we use this? This Assault/Defence AT would have one toggle: defence, but that toggle would not do anything on its own. Instead, all of its effects will be coded to activate only when you take specific passives. Not sure how that would work with slotting, however...

    Either way, what I'm looking at is less an AT that has different, mutually exclusive toggles to toggle-manage and more an AT whose defence simply shuts off for a while after it has been used, forcing the AT to back off and blast. I'm not entirely certain how that could work mechanically, but I'm more than convinced that a mechanic NEEDS to exist to force (or at least strongly coerce) the AT to swap roles between melee damage and ranged damage. If we don't have such a mechanic, we end up with people just going Blaster or just going Scrapper and basically bastardising the AT. And probably gimping themselves, to boot.

    You're smarter than I am. Can you come up with a way to achieve this?
  25. Quote:
    Originally Posted by Warkupo View Post
    I'm not sure If I would argue that Broadsword is more mitigation focused, as I consider the secondary effects of the Axe and Mace sets pretty mitigation-y. I'm not willing to throw their DPA's vs their mitigation effects into a blender and come out with a formula right now to really back that up, though. I will say that parry is one hell of a move, though.
    I'm only speaking from personal experience. I know that once I lean on the Parry button, my survivability skyrockets more often than not. By contrast, War Mace's stuns are... Unnoticeable, shall we say, and while Battle Axe's knockDOWN is impressive when it triggers repeatedly, my experience hasn't been very positive. It's nice, but it's not a functionality I feel saves me very often. Then again, my Sword wielders are all Scrappers and my Axe and Mace wielders are all Brutes, for obvious reasons. That's likely causing this discrepancy.

    Quote:
    At different Magnitudes KB becomes KD. Saying it has primarily KB attacks is incorrect. Swans and ducks are similiar too, but unless I'm telling a nursery rhyme, not distinguishing between the two is likely to lead to some confusion.
    If it says "duck" on the label, I don't care if it's an egg. It's a duck. Unless it's otherwise relevant - which it isn't while we're not discussing the shortcomings and benefits of knockback, and we're not - I intend to call the functionality by what it's always been called by the game and what it's being called by the developers, as opposed to the shorthand that the players have insisted on calling it. I also refuse to call enemies "mob," player characters "toons," inventions "IOs," the Architect "MA" and so forth. Argue all you want about it. This will not change, unless you happen to be God.

    Quote:
    There, I quoted you so you don't forget what you wrote. I know it's hard using that back button, or maybe I just don't understand the love affair with quoting. The only indicator I have from your paragraph is that you don't think the animations are alike, and since you didn't expand upon why you thought anything else was different (yet), the best I could do is explain that, no, the animations are all exactly the same (save for parry and that stabbing animation), as that was the only falsity I could see in your paragraph.
    Ugh... The reason I put "slash" in quotes is because I was referring to the power Slash, which has its own description, effects and attributes. Though, in hind sight, I should have capitalised it. I'm also fairly certain that's from a post I edited later on, explaining I was in a hurry. And I was. I was actually late for an anniversary birthday celebration. I realise that's no excuse and is my own fault. Again in hindsight, I should have pulled the rushed version of the post and replaced it with the edit, instead of appending the edit at the bottom. My bad.

    Quote:
    If you want to use radiation blast with the energy blast animations, I'm not going to try and stop you.
    And you should. You can't make compromises like this, or the entire point of having distinct powersets becomes moot. Why should Ice Blast do cold damage? Suppose I want to use Ice Blast animations with Fire Blast attacks? It can be done, but should it? Suppose I don't want to use Claws, but instead want to use Martial Arts attacks with the Claws animations? I could. But I shouldn't.

    This is not Champions. This is not a "design your own power" system. This is not that kind of game. Unless you're prepared to rip out the powersets system and start from scratch, you should not let people play one powerset with another powerset's effects. This corrupts the reason for having powersets to begin with, and that's an incredibly dangerous prospect.

    I still fail to see an actual reason why this is so important. If Battle Axe didn't exist, then maybe, fine. But Battle Axe exists. Why not use that?

    [qupte]As for the stabbing thing (again), striking someone in that manner with any object is going to hurt. It is not always going to stab (though any object at a high enough velocity, like say what a super human wielding a holy relic might be capable of, is going to pierce through an object.) but it is going to hurt. If you don't beleive me, have a relative or close friend 'stab' you in the face with a baseball bat with as much force as they can muster. It'll be a fun science experiment and is a good way to pass a week or two.

    Also it's called a jab when you use a blunt object.[/QUOTE]

    And we're back to this nonsense. An axe is a bladed weapon, but it is not a piercing weapon. Are you SERIOUSLY suggesting that the set's single most devastating attack - that is to say, Assassin's Strike - should be performed in the one single action that an axe is NOT designed to do? That's like Assassin's Blade being a hit with the sword hilt. Or worse yet - a kick.

    And yet again, you're ignoring what I'm saying probably for the FOURTH time. I don't want more weapons sharing animations. I want LESS weapons sharing animations, because this allows for each weapon's animation to be appropriate to the weapon itself.

    I've been involved in many "polearm" threads. My opinion there is the same as my opinion here. If you have a polearm that both slashes and pierces, then you need to restrict yourself to polearms that can do both. This means no spears as they can't slash, no scythes as they can't pierce (not with the shaft end, anyway) and DEFINITELY no staves as they can do neither. If it's a staff powerset, then animate it like a staff. If it's a halberd powerset, animate it like it's a halberd. If it's a spear, then make it a spear. If it's a Scythe... Well, I hope your imagination is working overtime.

    Easily the worst, most repulsive thing I can see in this game, visually speaking, is weapons being used as weapons like them should not be CAPABLE of being used. Stabbing axes, cutting maces, bashing swords, piercing hammers... All of that is INSANE, and I would be highly, highly, HIGHLY disappointed if those were to be added. I'm not joking here.

    My hope is, for the fourth time, that at some point, power customization will reach weapon sets, and then Swords, Axes and Maces can have their own unique attacks that both set them apart AND play to how the respective weapons should be used. The fact that Sword, Mace and Axe have almost all the same attacks is a PROBLEM, not a SOLUTION. Please do me a favour and read it this time around.