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[QUOTE=Kyasubaru;2442075]Dark Armor also lets you turn into mist with Cloak of Darkness.[quote]
Good point! Let's see... Cloak of Darkness on its own is kind of a mist transformation. Cloak of Fear (or possibly Oppressive Gloom if I can't find an actual real reason to take Cloak of Fear) would work as hypnosis, or at least mental suggestion. Soul Transfer works well as a self resurrection ability (which is what it is) and doubles as a soul steal (which, again, it is). Dark Regeneration IS the set's soul steal. And I even have Death Shroud for a bit of a more obscure use of Darkness. Groovy!
Quote:I think you're very much on the money here. I'm not yet quite sure where I'll go exactly, but at this point it seems to be a choice between Katana and Dual Blades. I'd have to look through the Katanas, but I have two and a half of them to one Dual Blades, so we'll see. I'll probably go with a Brute. Ghost Widow's pastel darkness should actually complement his powers well.If you want to be like Castlevania's Alucard, I'd definitely go with DB/Kat/BS and Dark Armor. If you go Scrapper you could pick from the Blaze Mastery pool for his fireballs, or if you go Brute you could get GW's PPP for dark blasts.
Castlevania's Alucard is really cool, but when you come down to it, he's a sword-swinging MegaMan (which I suppose makes him Zero O.o), in that he's bound by game limitations to conform to the platforming nature of his game. And even then, I solved most of the inverted castle's movement puzzles either via bat flight, or by repeated Super Jumps, which actually count for flying in my book, the way they're used. That, and I spent a lot of time flying around bosses as mist and using the... Damn, the spell that teleports you and shoots fireballs. That goes through enemies and traps unimpeded. So he does a lot more, it's just that gameplay emphasises the double jump a lot.Quote:As for pools, if you're specifically going for CV Alucard, I'd go jumping. Yeah, he can fly as mist or a bat, but in CV you spend the majority of your time running and jumping. As an alternative, you could go full-out concept and do stuff like get Hover and only use it when you have Cloak of Darkness on, and get Super Speed and only use it with a wolf-form costume slot. If you went this way, you could fill the jumping hole with judicious use of Ninja Run.
Well, kind of, yeah. But I'm actually drawing on at least three, possibly four famous vampires when I list these. One is, obviously, Castlevania's Alucard. However, I'm also drawing on Hellsing's Alucard. I wouldn't try to make him with his dual handguns since I can't really make a Blaster into a fighter like he'd need to, but he brings the weird crap to the table. Demon hounds, devil eyes, Akira-style tumorous mutations. Oh, and utter psychosis, let's not forget. I'm also looking at Legacy of Kain's Kain. He's not a very typical vampire, but he CAN sort of fly/glide, is super strong, regenerates, can turn into mist an I think dissolves into bats when he dies, or at the very least when he "travels." And he's a Devil May Cry style fighter, too. I'm also looking at Vampire Hunter D's D, who's a Dunpeal (in the dub, but he's a half-breed, basically) and has enhanced strength, immortality, girlish good looks, a healing factor and, above all else, kickass sword skills.Quote:Of course all of these suggestions relate to CV Alucard, whom you mentioned a lot in your first post. There's about a million other ways to make a vampire, so deciding and focusing on a particular kind of vampire is probably a good idea.
I never really copy characters per se, as in I never copy a SINGLE character. Right now I'm looking for something of a mix of these four. They're all very similar in their approach to combat, but each is distinct in his style and visual appeal. I'd stay away from Bram Stoker's Dracula and vampires like him, simply because movies and stories about them are more thrillers than anything else, and thriller characters aren't as good a source material for an action game as action game/movie characters.
And to complete my cycle of unimaginativity, here is something I whipped up as a sample. For those who don't feel like opening the link, it's basically an all-black Occult Baron set with black tights top and bottom, a plain high-collar cape that's black on the inside and red on the inside, and a pretty-boy face with black hair tucked inside his collar. Yeah, it doesn't get any less original than that, but hey! If it looks good, I won't complain
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Say, here's one last question. I get the Lich and I get the others, but what do I slot my Soul Extraction for? Right now I have it slotted for accuracy, triple damage and a single recharge. Given that it's on such a huge timer and temporary anyway, shouldn't I just slap another recharge enhancement when I get that chance?
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I actually think I'll break character and NOT run a character against his grain this time around. I already have a bunch of good-guy demons and a bunch of bad-guy good-guys, so I think it's only fitting to make a vampire a villain. I don't have enough concepts I can actually make villainous anyway, so I don't want to recycle the only obvious villain I have as a hero. I might make him a Rogue, though... But for the moment, that limits me to villain ATs.
Also, before I move on:
Quote:Hmm... Treat it like flight positions, then? I could do that. I'll still fly naturally in-missions, but I can transform if I want to. Not bad. And since I'm going for an aristocratic vampire with this one, rather than the Twilight look, I won't actually have very many costumes to give him.Don't know about macros but maybe you could have a natural human look and when you wanted fly then hit the mac and transform into a more bat like look.
Controller won't really do. For one, it lacks the "kickass fighter" aspect no matter what I do, and for another, I actually don't so much want weather control as just turning into mist, and as only a sort of side order. Certainly the rest of Weather Control could fit under the "Spitting fire?" clause, but I'd rather reserve that for literally spitting fire. Like... BLOOD FIRE! I am so awesome!Quote:Well Sam you could go troller and do a Mind/Storm w/fitness,speed,fly,concealment,and psionic mastery pools.That way you get the mind/terrify and weather abilities that figure into so many vampire stories. 
Ahem...
A Defender is less subject to those problems, but is subject just the same. "Kickass fighter" is pretty much the one thing I can't do without and which is central to why I like vampires, so ATs that can't replicate that really won't work. Unlike a Controller, a Defender actually has focused offence, but is still not what I'd call a fighter. That, and Defender are hero-side only.Quote:Or you could go dk/dk/dk defender lotta options there,same pools would apply of course.
This rings true. I said I didn't want more Broadsword users... Mainly because I already have three, one at 50, two at 40, oh, and a Stalker at 20-ish... But I keep neglecting Dual Blades. I'll be honest here - they're not my favourite powerset. Too weak on burst damage, too formulaic. But then, I only have a single Dual Blades user among the four ATs that can use them. Katana, maybe, but Katana is... Kind of imposing. Plus I have two Scrappers and a Stalker with it, and again, one Katana is 50. Though, again, that's actually a pretty good idea.Quote:You could do a dm/bs/kat or db + da for a scrapper maybe regen just not so shiny unless your goin for a Edward Cullen look(
) w/dark mastery.
Tank, no, but the idea has merit. I've seen "vampire" discussions before, but they've all been unsatisfying, as they sacrifice too much of a vampire's unspoken cool factor for authenticity. One of the usual suspects always ends up being Dark/Dark, but I wanted to stray away from this for two reasons. First, I already have a Dark/Dark Scrapper, and while Dark Melee is a decent set mechanically, it's just really dignified enough to belong to an aristocrat, to be honest. Yeah, yeah, I know it has the Fear (hence, mind control) aspect to it, but it's basically just a lot of debilitating punches. I always thought Hellisng's Alucard looked silly when he breaks out into tumorous eyes, hell hounds and mouths on his hands, which is what this reminds me of.Quote:Maybe a da/dm tank.
Essentially, Dark Melee works best either for a stern fighter or for a demon of darkness. For a vampire, I want a weapon. That, and I can't get the image of Castlevania's Alucard fighting with sword and shield out of my head, which probably colours my perception. That, and D's big sword and wait a minute...
D has always been a cool concept, but for one reason above all else - that hat of his. We got a Magic booster pack, but did we get a hat like that for men?
Dark Melee, not really. Dark Armour, probably. Brute... Yeah, very much definitely. I've given it some thought, and I think one specific aspect of "kickass fighter" is what I want to achieve. It's something the vampire said to D, and as is usual for me, my concepts of feel come down to a single sentence: "Taking on a vampire at night is a task for morons and fools. Which are you?" Basically, I want a character that, taking him on is a mistake. Not someone who's constantly behind the 8-ball and has to survive on skill like a Stalker is, but rather a stand-and-fight fighter who can... Well, who can act like a level bossQuote:A dm brute w/either da/inv/wp or sr w/soul mastery. 
Same problem as with the Defender. They're just too easy to kill and don't hit nearly as hard.Quote:A dk corr w/storm or dark and soul mastery once again.
That actually fits a lot of the vampire myths. It's actually a point-for-point match for Hellsing's vampires, who tend to break out in "epidemics" of ghouls. Very much every time a vampire shows up, it's a whole infestation of zombies/ghouls that Alucard has to basically shoot full of holes until he gets to the vampire he's making them. That's essentially the entirety of the first episode of the latest OVA.Quote:A necro/dark or storm mm and GW again.
That said... I already have a Necromancer with those exact powersets, and Masterminds in general are very unkind to personal power. At best, I can sell him as a powerful sorcerer who hides behind lairs of minions and spells, but in the end, he's a frail old man. Certainly I've seen vampires like this in fiction, but in practice, I want a front-line fighter more so than a sinister mastermind.
I've always wanted to try a Dual Blades Stalker, if for no reason other than to do the Build Up + Assassin's Strike + Placate combo and laugh like a lunatic, but I think I need something a lot sturdier than a Stalker in this case. In fact, I'm not sure I'd even be able to play a resistance-based Stalker set. So far I've played Super Reflexes and Ninjutsu, and they really help me keep from breaking Hide. But a resistance-based one... I don't know. That never sat well with me.Quote:A dm stalker w/wp/regen/sr/or da lotta possibilities with that if ya think about it.
As a final note, on armour sets:
I think I'm pretty much sold on Dark Melee just for concept mandate, but... I'm not actually against the other sets. It'll have to be something that replicates regeneration, as I REALLY don't want to go Dark Melee, which basically limits me to Regen, Dark, Invulnerability and Willpower. I'm not really counting Fire, Electricity and Energy as they're more elemental and not as much what I have in mind, and I WANT a shield, but I don't want Shield Defence. Invulnerability does have healing, but in a lot of ways, it builds itself on out-and-out toughness, which may not be what I want. Regen I already have several times over, and while this has healing out the wazoo, it just lacks the draining of enemies. Willpower is an interesting choice, as it actually fits one of the key aspects of vampires - they can't be killed by ordinary means as long as they are fighting back. It also has a lot of regeneration. But combining that with a sword set doesn't really produce the image of a vampire, now does it?
Dark is a serious contender in part because it has a copy of Alucard's Soul Drain AND it has a bunch of debilitating clouds. It even has Cloak of Fear, which I've never, EVER been able to justify taking, but that might work as mind control in and of itself. Most importantly, it has one of the most impressive self-resurrect powers in the game, and to me that counts a lot. One of the key aspects of vampirism is that you can shoot them, you can cut them, you can crush them and you can essentially kill them as many times as you want. They won't die. True, Regen and Willpower do have their own self-resurrect powers, but they're uninspiring by comparison. Draining the life from the living and using that to return yourself to life is very much what seals the deal. -
I finally broke down and I might be looking at getting a new sound card altogether. I'm not looking at something ultra-expensive, but just more decent than that damn Xtreme Audio. For the moment, I seem to be looking at the Xtreme Gamer. Would that be a good choice?
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Here's somewhat of an abstract question for you. After playing through Castlevania: Symphony of the Night and basically swooning over what is probably Alucard's coolest incarnation in visual media (I really don't like Hellsing), this was just the natural next step - how can I make my own ripoff of him in City of Heroes? Of course, I don't want to remake Alucard, partly because I dislike cheesy ripoffs and partly because I don't actually want to make a new character at this time, but let's consider this a thought experiment on the broader question of how to make a vampire.
This comes down to what a vampire should be able to do, first and foremost, and with all the fiction we've had concerning vampires, from Bram Stoker's Dracula to the horrible Blade movies, what a vampire is and isn't has varied a lot over the years. For the sake of utility, I want to keep off replicating a vampire's weaknesses, partly because City of Heroes can't replicate weaknesses anyway, and partly because a lot of their weaknesses are just absurd, like not being able to cross flowing water or not being able to enter a home unless they are invited. Let's stick to what they CAN do and just ignore what they can't.
*Turning into a bat or into a swarm of bats. This is probably the most classic move short of sucking blood, and it's going to need to be available to any vampire wannabe character. Of course, we can't have that in City of Heroes, but let's think laterally here - a vampire typically turns into bats in order to disappear, or in order to reach unreachable locations, like inside locked rooms or on top of high ledges. With a bit of a fudge, that could actually fit into Teleportation reasonably well.
*Turning into mist. I've no idea when that first showed up, but both Castlevania's Alucard and Legacy of Kain's Kain can turn into mist to pass through grates. Alucard, furthermore, can stay in mist form to avoid attacks and move around enemies. Essentially, if you're quick on your fingers, you can "mistify" just long enough to avoid most attacks. In City of Heroes, we can't turn into mist, and I'd avoid going for things like Arctic Air or Steamy Mist just for the fact that this transformation is almost always used either for purposes of damage avoidance or obstacle avoidance, and covering yourself with mist is rather different from BECOMING mist. However, there is a power in the game which has both - Phase Shift. This power allows you to pass through doors, at least, as well as through other people, which combined with the other powers from the pool would achieve sort of a similar effect.
*Hypnosis. A vampire is almost always shown to have some degree of hypnotic power, unless he's going for full-on badass effect, in which case the power is simply never used. But older, more suave vampires will almost always be able to enchant the ladies and lead them around like a puppet on a string, and he's able to confuse and misdirect vampire hunters, at least. That I'm not really sure what to do with this, since that's pretty much Mind Control, and I don't fancy a controller for the job. Council/Column Vampyri do sort of a fudge of this by combining Dark Melee and Mind Control, but that's obviously not an option for me. I'm drawing a blank here.
*Kickass fighting. Less so in older stories, but newer vampire stories definitely have this. D from the anime of the same name is very much this, as is the vampire he's hunting in Bloodlust, who seems to have the ability to transform his cape's edge into a metal blade and cut people with it. Alucard is another good example in very much his every incarnation, specifically being a mean fighter in Castlevania. Along with his bag of tricks, he's just one tough bugger. Here, this sort of requires a fighter archetype, which is why I didn't want to pick a Controller or Dominator or some such. I want to say "just sword," but I'm hesitant.
*"Soul Steal." I'm calling this after the spell of the same name in Castlevania, which essentially hurts people while healing you off of them. This is sort of a common theme of vampires in video games, though, as biting on a person's neck works less well with wonky controls and suspect clipping. Raziel sucks souls from a distance, Kain draws people's blood out and shoots it into his mouth, Alucard has the Soul Steal and even our very own Vampyri use Life Drain (at range, no less). In-game, this is obvious - Dark Regeneration. You draw power from everyone around you and heal yourself while hurting them. Point for point exactly.
*General purpose regeneration. Basically, Vampires can't be hurt by ordinary means. Cut them, stab them, shoot them, they'll just heal it all back without any lasting problems. This seems to suggest Regeneration, and our very own Vampyri actually have Dull Pain for this express reason. But that doesn't actually seem to make it into any of the actual vampire games I'm aware of. Most vampires heal by drinking blood directly or from potions and cheeseburgers (seriously?), rather than just from standing around and, in fact... Most I'm aware of don't heal on their own AT ALL. In this case, I'm willing to go with the latter and just lump this into Dark Regeneration and call it a day.
*Sucking blood. Then there's... Well, this. That is what very much defines a vampire, but it's also the one thing that an action-packed vampire almost never actually does. And even when they do it, it's more biting people's necks off their spines than the stylish act of lowering a lady as though in a dance, biting her neck and covering it all with your over-large cape. What's more, since we lack grappling of any kind, we're essentially restricted to non-contact life-syphoning, which is basically Syphon Life. Or Dark Regeneration, which is the same mechanic only at range and on a larger scale, so I'm willing to lump this in there.
*A cap AND wings. It's interesting to note that all non-Blade vampires are obligated to wear a large cape that's black on the outside and red on the inside. It's true. It's right there in the handbook, just above the Romanian accent which never existed and isn't actually Romanian. They also often have the ability to transform that cape into a pair of bat wings and fly or jump with it. Kind of like Batman does, come to think of it. Even Castlevania's Alucard has that in his double jump, as his cape flaps like bird wings to give him an extra jump. That's not doable in this game, however, since we can only ever have wings OR a cape, and even costume changing doesn't quite cut it.
*Flight. Before I forget, this one is largely hit-and-miss. Vampires can generally dissolve into bats or mist in order to fly, but a few ones are just so awesome they can fly in human form. It's never really explained how they do that, and it's generally assumed they're just so cool that flying is the natural result of this awesomness. But it's fairly rare, and mostly restricted to game final boss vampires. Most live action movies lack this for reasons of budget (and lack of imagination), and it does tend to work against the "badass fighter" theme, so it's rarely ever allowed even in games or cartoons. One way or the other, though, that's easy enough to replicate via Hover and, push come to shove, Fly.
*Shooting fire? This may be more a game cliché, more a Japanese trope, as the Japanese tend to have a very loose interpretation of Western myths and religions, but it seems like a lot of really powerful vampires in animé and manga seem to have abilities that cross over into the "totally absurd." Kind of like how very powerful ninja shoot fire from their moths, teleport and turn into giant foxes. Hellsing's Alucard is the perfect example of this, having "locked" powers less typical for a vampire and more typical for some deranged psychopath's interpretation of what the devil would look like. As such, the door is open to giving such a character "exotic" abilities, such as laser beam eyes, fire blasts and so forth.
That's basically all I can think of at the time being. I'm not sure what AT/Powerset combo I can actually create this as, and I'm not even sure my view of what a vampire is or does is actually on the money. Which is why I put this as a question: How would YOU make a vampire in this game?
*edit*
If I'm making a lot of these threads lately, it's because I have a lot of free time at work. I have work to do, just at home, so I'm passing the time. Please, try to find it in your heart to forgive me. -
Quote:I haven't actually played a Defender before, but I know I'd LOVE it if my Masterminds could get an endurance discount when I lose henchmen. The thing is, even with the best-laid plans, things go awry, and when everyone is dead or dying and you're running on empty with the debuffs and heals, that's when an endurance discount can really, really help. That said, JUST an endurance discount doesn't seem like enough.Not completely true. (Well, about the "if you do your job it won't be needed." I agree very much that it sucks.) You can't plan for everything, some primaries do mitigation instead of prevention - and even if you floor tohit, there's still that 5% chance of getting hit... potentially with something *big.* And that doesn't even get into some of the powers that have an accuracy check themselves (see also Kinetics.)
On the note of Scourge extending to secondaries, I say "why not?" Scourge is a damage critical, so anything that does damage should Scourge, regardless if it's from a primary, secondary or a pool. -
Not necessarily go away, but just not have capes tied behind it. I actually rather enjoy the mission, itself, and I would hate to see it removed from the game. But, yeah, tying capes behind it was unnecessary and unproductive.
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Quote:No, no it shouldn't. A pound of good stuff with an ounce of crap is still crap, just like a pound of crap with an ounce of good. It's called adding value to the game. Your selfish view as a veteran damns the game for new players who don't know what's old and what's new and just want good content all around. These same new players are thrust into Atlas Park, playing content that was bad five years ago and wondering what's so great about this game.Yes, yes it should when the resources are limited. Money and time aren't unlimited resources and have to be put to the most efficient and best use. Posi has stated this many time and most recenty at HeroCon.
Yeah, there are alternate paths, but the first one that isn't five years old is Faultline, and by the time a new player gets to 15, he will already have had to go through some of the WORST content the game has to offer, including the misbegotten Positron TF, the mandatory hazard zone hunts, the endless fex-ex missions, the constant running around between multiple zones for no legitimate reason, the stupid stories and missions, replete with bad writing, cheap mechanics and uninteresting design. Currently, the worst the game has to offer is found in two places - 1-10 and 40-50. 1-10 is what new people first see.
So unless you expect that we, the ones who've been here for years and already seen it all, can support the game all by ourselves without caring for new players, then having GOOD content should be a priority, be it new or revamped old. This isn't a grab bag of everything where only quantity matters, forget about quality. It's about making a solid game where you can't point to any one thing and say "This sucks! Why haven't they fixed it yet?"
I'm sorry, but I just don't buy the "new to me" argument. -
Quote:Locking down entire mobs is a catchall solution that can deal with anything in the game short of a Night Widow. It's also a solution that almost no-one who can deal any respectable amount of damage can do. Scrappers, Blasters, Stalkers, Brutes and even Masterminds just lack the area effect control ability to just lock everything down. And locking down just one thing isn't effective, since they spawn multiple lieutenants so often.Malta: control/defense/-tohit. That's it; make sure stuff isn't hitting you. If you can't lock down the mobs consisting of TP'ing gunslingers and their unholy defense, operatives and their stacking alll-fight long duration stuns, the sappers and their bright blue energy vacuum, you will have a tough fight ahead of you.
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Quote:Ooh! Ooh! Want! Just make it so weapons pop up in your hands if you're already in range of the attack and let the draw animation play only when you can't actually attack at the moment. Please?I've actually looked at getting rid of weapon draw entirely, but even that is problematic. The system is very inflexible as far as different combat modes goes.

Obviously, Standard Code Rant applies, and I'm not sure you agree with the aesthetic of this, but in an ideal world, that's what I'd want to see. -
Old crappy content shouldn't be neglected in the futile search for the ultimate shiny. I still don't think it needed to retain the fed-ex parts, at least not cross-zone, but the new interior is DEFINITELY a major improvement.
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For those of us who don't have characters who could earn a cape but haven't, what changed about it? And does that affect the CoV-side cape mission?
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Quote:I wouldn't slot damage in him even if I could. He's not a damage-dealing pet. I'm not sure many of the old pets are, though I've not played with them much, so I don't actually know.The servant has 2 powers that deal damage, TT and Chill of the night. However both powers do terrible dmg and the Servant can't be slotted for damage anyway. Like I mentioned in my earlier post you can slot the Cloud Senses proc in him for lots of tasty AoE goodness.
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Repulsion Field, from what experience I've had with it, is a piece of garbage that seems to have been specifically designed to make people who take it weaker. It costs, on its own, more than any combination of other toggles I can think of, and can drain your endurance to NOTHING if you have a large spawn that persistently tried to get into melee range, and it does almost nothing since people will just shoot you to death. It's even worse on a Mastermind, since it's a form of self-protection that doesn't help you protect your henchmen. And since henchmen are your REAL self-protection, not protecting them is silly, especially when it costs you so damn much to not protect them.
Also, the range on Force Bubble is 50 feet. The ranges on Pulse Rifle Blast, Pulse Rifle Burst, Photon Grenade and Force Bolt are 80 feet and the range on Repulsion Bomb is 70 feet, easily longer than the reach of the bubble. How are you managing to not be able to fire your rifle blasts past the range of Force Bubble when they have a longer range? Secondly, the primary use of Force Bubble is to sweep enemies into a corner and jam them into a clump so that your Assault Bot can burn-patch them to death without them scattering, and if you jam them in a corner, you can approach past your bubble's outer wall since there's nowhere for the enemies to be nudged back to.
I've been over this before. People extorted the virtues of Repulsion Field and how it helped with enemies resistant to repel (I don't remember WHICH enemies), but even then, the thing ticks once every two seconds, which is plenty of time for people to run in and punch you or your bots in the face. Also, with so many enemies firing AoEs from range, a 9-feet-wide kinda-sphere isn't going to do anything to save you. Specifically since YOU shouldn't need saving in the first place, with your bots around you, Protector Bots bubbling you and your own Dispersion Bubble protecting your from attacks and adverse effects. -
As far as I'm aware, you can't edit default henchmen dialogue. You can, however, disable it entirely and use /petsay commands to add your own dialogue to your binds/macros. The downside to this is that it'll spam your pet channel, and the pet channel of anyone on your team, and this could be annoying. That, and you can't actually have it random, and alternating it is a complicated process.
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The plague of random hunts is that spawns are almost completely random, and if you have the poor luck to hunt something with no spawns points all its own, or something which doesn't spawn in the right level, you're SOL. Far as I'm concerned, we need to root hunt missions out of arcs as much as possible.
That said, yes. A place that spawns ONLY Carnies in Peregrine Island would be very, very appreciated. -
Quote:Ninja, as presented in the movies and American and Japanese animations, never existed, so arguing what is more realistic for them to be doing isn't very productive. What we can draw on is the fiction built around them, which has them as fighters, as fast runners, as high jumpers, and as wielders of all manner of clearly magical tricks. In fact, a lot of "ninja" anime doesn't have anything to do with the American idea of a lack hood and a black jumpsuit, choosing instead to put ninja in regular clothes, or sometimes incredibly cool but implausible clothes. And Naruto's ninja are anything BUT stealthy, with men wearing traffic cone orange or white, and women dressing in cleavage and high-heeled shoes. In fact, to this day people complain about the Genin not having face-concealing masks, even though the world's most famous genin never actually wore one at all.I was just thinking about that position. It actually hides your weapon and face. So it should be more like stalking movement, not like running. Ninjas are assassins so they have to stalk a lot.
Basically, you can pick up the American version of a ninja, which is a dude dressed in black with an uncharacteristically large sword who knows martial arts. For a Ninja Mastermind, these are represented by the Jounin. Or you can pick up the more anime variant, which as ninja less "black hood" and more sorcerer. In fact, the Tsoo Sorcerers and their various bosses are exactly what this concept translates to. My martial arts are so strong I can shoot fire out of my hands. Huh? For a Ninja Mastermind, this is usually the Oni - more sorcerer than martial artist. I'm not sure what the point of the Genin is, other than to portray the usual PRAY of a fictional ninja. They're basically low-skill, unarmed martial artists who win more on number and luck than they do on skill. And they're kind of like the ninja in your typical Karate Kid knockoff, or most American Ninja B-movies. So we have the concepts covered. -
Quote:To-hit debuff it is, then. I have been convincedThe lich does a magically delicious 9.38% base amount of "to hit" debuff with most of its attacks that have a to hit debuff attached to it. It does an even more delicious 18.75% base amount of "to hit" debuff with fearsome stare. Buffing the lich's base "to hit" debuff totals by 57.5% could go a long way toward resolving your minion durability issues, all by itself.

Specifically for the grave knights, the accuracy maths is specific to my preferences. My difficulty is set to -1x3, and changing it is out of my hands as I need a constant difficulty between all my characters. This puts enemies at even con to +1 to the Grave Knights (-1 to even con to me, and they're one level below me). At +1, base to-hit is 0.65, with Supremacy in effect that's 0.75, and with the 1.424 accuracy enhancement value (a level 50 Common is 42.4%), that's ~106%, which is over the to-hit cap for anything I care to fight. Granted, two enhancements can push them into a good deal more, so that they can hit high-defence targets, but accuracy is, in general, not a good way to beat defence, anyway. In fact, even if they go up against enemies +1 to me (+2 to them), their final to-hit is still ~94%, which is in the highest streakbreaker bracket, and is more than enough for me. To be honest, the difference in outgoing damage between 90% accuracy and 95% accuracy is minuscule compared to the difference the streakbreaker makes when going from 89% to 90%.Quote:I'd rather slot grave knights with 2 acc and 3 damage SOs, and then put a heal into the final slot. Their melee-based heal recharges in 10 seconds, and I've found that a heal IO in the grave knights helps them more than it does in the lich (a least, that's been my experience). A defense debuff SO is also a reasonable choice for a final grave knight slot, if you are sticking with SO slotting.
That is to say, I can get away with a single accuracy enhancement and double-slot heal on them. I probably will. The question with Zombies is a bit less simple, however, as if I shave off an accuracy enhancement off my Zombies, they'll only have good accuracy against enemies up to even con. Against +1 enemies, their accuracy will suffer, so them I might leave with two accuracies, three damage and one heal. We'll see how much I team, because I don't think I team much.
Honestly, I've never had trouble keeping my Lich alive, either, outside of total wipes. I've actually made it a point to remember each time I lose a Lich, because I can extract a more powerful soul, and I've only been able to do that something like 5 times in 30 levels, most of which has been wipe recovery or /releasepets when I level up and need to resummon. And, I guess, more debuffs in his attacks will actually help the Lich's survivability, as well, so it's a win-win.Quote:The lich actually does decent damage, and it is tempting to slot for damage as well (who doesn't love more DPS). But, his control and debuffing capabilities are quite strong, and so I emphasize them when choosing enhancements. I have so little difficulty keeping him alive, in most situations, that I've never once felt the urge to slot a heal SO in the lich.
On the other hand, I use my henchmen for damage first and foremost. I play the game to kill stuff, and that's what I focus on. I can provide my own support via my secondary, and wising up to the power of Fearsome Stare is a good way to go about it. Worse comes to worst, I can always Black Hole enemies until I resummon and maybe even rest, so I'll reserve survivability for my own devices for the most part. The henchmen deal damage, and the Lich has the only AoE I have (why don't I have Tenebrous Tentacles, myself?), so he gets damage. He doesn't have much (less than a Grave Knight, I think), but as long as he has enough to count, he gets damage slotting.
Unlike the Dark Servant, whom I'm not sure even HAS a damage-dealing power at all
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Quote:Well, Mastermind Henchmen in general are pretty dang fast. I can't really find a good reference for their speed, as I can't start the game at the moment, but from experience, they are easily able to catch up to my Ninja-Running Mastermind for the most part. They have a run speed and jump height buff specifically for this reason - so they don't fall behind. If they were running at player-level run speed, then yeah, I can see that, but they're considerably faster.However I would also like to point out that ninja run also looks good because of the speed that comes with it, which, we are proposing, the ninja would not have. For an idea as to how silly this might look, make a character set to max height scales and get them up to using ninja run, notice how the animation is slowed to pace with their steps but also the sense of how slow it is compared to how fast you're supposed to or need to be moving.
And, you know... Even if they weren't, why not MAKE Ninja run faster? I mean, it's sort of their thing, isn't it? Give ninja an inherent run speed buff and give robots an inherent fly. That way robots can make use of their kickin' foot jets and ninja can use the Ninja Run.
That's always the big problem most people don't see. First of all, NO-ONE runs around with a large bladed weapon even if they're not thinking. The weapon is heavy, and swinging it around like that is not comfortable. That's actually why you'll see a lot of more accurate portrayals have people carry swords like handbags - down low and fairy stationary. But even then, a LARGE bladed weapon is dangerous to swing around and point with, which is why a lot of samurai and ninja movies, games and cartoons will have the character run with the weapon held back behind their backs, or in fact with the weapon in the sheath.Quote:Now as to whether ninja run looks bad, I think I should point out to Zachery that when you're wielding a bladed weapon, or one of any sort, it can actually look rather silly to run with it bobbing about, nearly poking out your eye or swinging this way and that, ninja run offers something where you do not look like you're going to take out half your own team just be moving alongside them.
One thing the ninja run has going for it is it's very, very accurate to being used with weapons. Dual blades, single blades, shields and so forth. In fact, Ninja Run with a shield is exactly what I thought Shield Charge would look like, instead of the Shield Swat it ended up as. -
Quote:Actually, it's not overpoweredness in high amounts that I'm worried about. Castle is far too careful to let that slip through. I'm worried about underpowerdness in low amounts, in that such a thing has to be low enough to where even lowly minions can do you harm. And if it's low enough for that, a Gunslinger will just shrug his shoulders and ignore it completely. That's why direct addition and subtraction doesn't work very well - it doesn't have a good mid point where there aren't a lot of things overpowered or a lot of things underpowered... Or both. Think of it this way - a minion can hit you for less than 50 at times, while a boss can hit you for upwards of 500 in one hit. In order for this kind of subtraction resistance to matter in these cases, you need to go up to at least 100, which would render a lot of minions inert against you. If you go down low enough to where minions aren't castrated, you're looking at 10, maybe 20. At that value, a boss is doing 490-480 instead of 500. In scientific terms, that amount of resistance did you a "fat load of good."I do agree that Damage-Protection would have some overpoweredness in high amounts, but generally it should be seen as a small damage standard. I do think Invulnerability would still require Resistance to scale well, but having unenhanceable Damage-protection to make them immune to the weakest attacks possible makes sense within their power. If you keep assuming something like this will have high values then of course it's going to be overpowered.
You're confusing power with penetration. Bullets have fairly little power in terms of their kinetic energy, but because of how they are shaped and how this energy is concentrated, they have very high penetration. An armour-piercing round can punch through kevlar, but a baseball bat swung with the same energy won't even dent it. Think of it this way - the shooter is knocked back with as much power as the bullet has going forward. Most people don't have the butt of the rifle drill through their shoulder, do they?Quote:As for Defence not being entirely skill based, I also agree on this point. If an Stone-armoured character is partially covered in tough rock, it makes sense that there would be a chance that the opponent would hit something that doesn't actually damage the character itself. However in the case of Forcefield users, it 'usually' covers their entire body like a globe like someone mentioned before, weak attacks shouldn't be able to get through at all, but stronger attacks should begin to penetrate the forcefield as it's not strong enough to deal with all that force. So with this, perhaps Defence isn't entirely skill-based on the character's half, but a chance that the opponent will hit something that has no effect on the character.
To go back to forcefields, the field's shape is such that it's actually very well suited to resisting, say, an explosion. A bomb packed with high explosive carries a LOT more power and energy than a simple bullet (odd that bullets hit harder than grenades in-game, but that's besides the point), but because of how spread out its energy is and because of the spherical shape of the forcefield, the actual penetration of a bomb would be relatively low, especially if it doesn't scatter much shrapnel. By comparison, a high-calibre armour-piercing round has a lot less force, but it could, conceivably, punch through stone, armour, forcefields, energy barriers, kite shields and so forth.
In essence, if we want to work with penetration, we need to be careful which attacks penetrate and which attacks are just strong. Fireball, for instance, wouldn't penetrate well. Blaze is very strong, but it wouldn't have much penetration, as it's just a hotter fireball. Blazing Bolt, on the other hand, very much should penetrate, because it's a focused beam of... Something. It's not explained very well. Scorch wouldn't penetrate well, because it's a palm strike that sets things on fire. Cremate wouldn't penetrate well, because it's a fist strike. But Greater Fire Sword should penetrate VERY well, because it has a thin, sharp edge that can focus both the kinetic energy and the heat of the fire, punching through hard defences. That'd actually bring a good deal of extra depth to the game, as it won't always be just about finding the biggest attack (or the one with the most DPS or DPE) to hit things with, but actually finding one which can penetrate that Earth Thorn Caster's stony shell or slice through that Forcefield Generator's forcefield.
Right now, it comes down to accuracy, which leads us to silly things like large-scale area effects like Fire Breath having an easier time passing through armour. I am not a fan.
It shouldn't matter for dodging. It should very much matter for deflection. Stone helps stave off swords, guns and fists, but it won't do jack against radiation, ray guns or something as simple as a flamethrower. It'll just cook you inside your hard shell. Covering yourself in Crystals helps reflect, refract and absorb energy attacks, but that won't save you from a mace to the face. A fire shield is good at saving you from other people's fire, and it keeps you warm against cold attacks, but fire doesn't stop a sword to the head. Not without some lateral thinking, at least. Deflection is a key part of defence (I believe it should be a different mechanic altogether, but for the moment it is), so we can't ignore it.Quote:It shouldn't matter if a ranged attack is bullets, fire, ice or whatever. If your character is adept at avoiding ranged shots then they should be able to dodge them all.
Eh, I suppose I could see that, but honestly... At that level, it's entirely cosmetic, and it really just seems like more trouble than it's worth. I actually remember someone making such a suggestion years ago, complaining that each time he leapt off a balcony and got hit for 1 point of damage, he felt like his Tanker were going "Ouch! Ow! Ouch! Hey, that stings!" I suppose I can kind of see that, but... You're a tough guy. You're gonna' get plenty of little cuts and bruises, that comes with the territory. It's the ability to keep going despite that which makes you tough, so the 1s and 2s are to be expected.Quote:Damage-Protection is only overpowered if it's set high and enhanceable. What's wrong with being able to reduce damage by 5-10 points for certain types? If it was set as high as 50 or 100 points then I'd think it was overpowered, I would view Damage-protection as a minor supplement for Resistance and Defence, not an core mechanic.
It's not a bad idea in general, mind you. I've actually really wanted to divorce avoidance from deflection for a very long time, because I've always felt that some attacks should be accurate, some high-penetration, and only SOME of them both at the same time. -
Quote:"I don't like" shouldn't translate into "is not good." That's always useful to remember. And again, the Ninja Run doesn't attempt to look "cool" so much as it attempts to look "ninja." And it does that very well. Your having not watched enough anime to recognise this puts you at a disadvantage, but this run is practically characteristic of any anime (either animated or video game) ninja that I can recall off-hand.Well I like european and american cartoons and comics. Anime is too odd, illogical and strange lookin and I'm too old for that. Personally I hate almost all things in anime, but if someone likes it... Its not my business. Still liking anime is not any default thing of the world.
Hell, grab a copy of Ninja Blade and watch Ken run. It's that run to a T. -
After getting a spare moment to install Silverlight, I have to say that's pretty neat. Good work
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Quote:Ha!There's an US flag icon up near the top. That will change to the US version of NCstore.
The UK-to-US flag does nothing to change the PlayNC store (I still get offered Euro versions of everything), but it DID change my Ask a Question interface, and now I'm offered just plain old City of Heroes. No "Europe." That'll do.
Thanks a bunch! I actually used to try those flags before, but since they didn't do jack to the PlayNC Store, I thought they just weren't working
Thanks, I'll go file a ticket with support now. -
Quote:Actually, the simple fact is the War Zone Architect building should have been inside the Vanguard base, not out in the middle of nowhere where it won't get any traffic or business.It even has Vanguard turrets and HVAS units guarding it, how is that a good use of resources?
The co-op AE should have been in Pocket D right from the start.
In fact, and I've suggested before, I'd like to see the Architect moved to the Vanguard base and the old building in the War Zone left deserted and shot out. Broken glass, scavenged machinery, non-functioning elevators, maybe partially-collapsed roof. It IS a war zone, and building a tall, all-glass skyscraper in the middle of it is a monumentally dumb idea, so I'd really like for the developers to acknowledge that by admitting to the obvious results of it. It kills two birds with one stone, too. It retains the Architect station, only it's underground now, and it gives us another landmark in the War Zone, which is a zone of very, very little variety, practically speaking. It's just Boomtown with Rikti in it. A bombed-out Architect building would do a lot to help. -
Quote:Oh, I've seen plenty of people holding the same feeling, and much as I appreciate the sentiment, it's just not enforceable on the Internet. The moment you set foot online, you are setting foot out of your house, off your property and into the public domain. There are still ways to remain private, obviously, but steps need to be taken to ensure that, because it's not the default stance. Neither the game nor a team is like the sanctity of your own home, by virtue of you being in a shared, public space. People who feel that it should are always going to be disappointed, because even WITH all the measures there are, you can never completely wall yourself away from other people. The game uses a persistent word for the express reason of putting people inside a shared experience. As someone who hates shared experiences, I can tell you that you can go a long way towards avoiding other people, but you can never hide from them completely.While *I* agree with you that his example is silly, some people actually see it that way. I've seen people say it before and there are others here in this thread. Some people really believe that reverse-invites are a huge imposition, and if they hold that belief there's not much you can do except be aware that they exist and you might run into one. Too, some teams aren't just loose bands of people, but buddies or a tight SG group, who are not interested in even unwitting intruders, and they forget that it's not blaringly obvious.
Well, certainly, and it's kind of the way I usually team. Just a bunch of friends hanging out, half-playing and half-chatting. We're not looking for strangers. But I've never had a problem with refusing self-invites. "We're not looking for more team members at this time." is usually sufficient to politely (yes, that IS polite) turn down people. I mean, it's true. We're just hanging out, and we're not looking for anyone outside that group of friends right at this time. If the person insists, I've no qualms about cutting them off, because he has no right to demand a spot on MY team, but few people ever do.Quote:I personally never reverse-invite myself, but I don't care if I get asked. My response is always one of two: "We're full.
" (if that's the truth) or "Will ask." I don't like leading so I'm never the one to make a decision like that, but I certainly will pass along the message. I always try to treat others as I myself would like to be treated. (Usually the leader really is looking for more, by the way.)
In the end, it's a question of using your words. In a public space, you're gonna' get people talking to you. Instead of being offended or scared, just use your words to solve the problem and, if the person isn't receptive, just ignore them. Unlike in the real world, here you can pretty much make another person just about not even exist, so there's no reason to be upset at anyone.
