Seldom

Shady Shyster
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  1. Quote:
    Originally Posted by Psylenz View Post
    Good discussion. I don't care if it's caltrops range as long as there isn't interruption - notice ok, but interruption is the bad bad part.
    Eh. It's supposed to be a trap soft control power, not just a control power. If they let us use a power that doesn't have to be toe-bombed, can put foes to sleep, and slowly sap them, I'm totally cool with it being interruptable to compensate. Not every single part of the power can be changed, and interruptable traps have a precedent. Everything about the power makes it seem that it's meant to be used outside the heat of combat. Taking out interruption means that there's no risk to using it as a slap-dash sleep.

    That said, the 5 second interrupt could be reduced to 4 seconds. (same as trip mine)
  2. I'd borrow some of the ball/windup animation from kinetic melee:burst,(only the part where it's like the character forms an energy ball by hand) substituting a slime gob for the energy. Then instead of the downward slam, have an underhand pitch, and a splatter where the gob hits the ground. The interruptable period would be held in the 'forming blob' portion.

    For reference, check out 0:12-0:14 of this video: http://www.youtube.com/watch?v=59kX4hrnAZI

    I'd keep the base range to 40 feet, maximum.
  3. Quote:
    Originally Posted by Psylenz View Post
    Let's talk about the delivery mechanics. I think we have a good concensus as to the effect. How would we like to set it up? Throw it like caltrop? Set it like traps: PGT? One of the biggest sticking points of the Poison tier 8 power is that it triggered so rarely. I am not married to any one idea if the trap area looks like Traps: PGT, or static field, or TA: glue arrow AoE, or tar patch.
    Well, I mentioned a ranged approach to the trap earlier. This is for two reasons: a trap must be near the enemy to trigger. I know the devs probably do not see toe-bombing to be a proper use of trap powers but having to set a trap point blank even makes setting a trap in the open problematic. Having range means even using a trap preemptively, they are capable of being around a corner our further from aggro range. Secondarily, it's for theme. every other poison power is ranged. Having a power that is placed at the poisoner's position is completely different position-wise.

    The trap qualifier of the 'ranged trap' equation keeps this from being an out-and-out AoE control. You must plan placement and enemy position well enough to get it to function. Of course, if you make the range too far, it does become an aoe control, because you just toss it from across the room to an enemy's position, it goes off instantly, and nobody's the wiser. Hence why I'd give it only limited range, with a shorter interruption time. This way you still have to be careful working with it, and it still is better before battle, keeping to the 'prepare for the enemy' theme.
  4. I may be mistaken, but I've heard brute's spin is better than the scrapper version, so good it's almost in the 'unskippable' category.

    Scrapper: better burst damage, though claws is won't let this shine as brightly, but does show up with critical hits. The higher damage mod makes follow-up more potent in scrapper hands. Invulnerability keeps foes from running, which enemies are prone to do with scrappers. (as they lack gauntlet)

    Brutes: needs to work for damage. On the plus side, claws helps here with fast attacks that fill fury fast. Follow-up less useful for brutes, due to lower damage multiplier. They have higher HP and res caps, so they get more mileage out of the S/L resists and dull pain. They have gauntlet, but that's not going to do much more than invincibility. Oh, and unstoppable is actually meaningful on brutes, as it helps them overcome their lower armor modifiers to reach tanker-level caps.

    Honestly, in my opinion this is one of those combos that plays to the strengths of the brute archetype. But if you prefer scrappers, go that way.
  5. Quote:
    Originally Posted by Thirty-Seven View Post
    No character who has Incarnate powers is "Natural" anymore. They are Incarnates and empowered by the Well which, I would surmise, is akin to some sort of magic.

    While I understand your point, I think it's worth noting that while an incarnate's powers are probably all going to be superhuman/extraordinary in scope, it would make sense to have incarnate abilities in the same theme/direction as the character's usual abilities. Hence why two of the suggestions are distinctly both superhuman and physical, themes not currently covered by judgement. Sprout's suggestion is similar to the photonic suggestion I made. While it may rub some the wrong way that some are still asking for armament/tech/etc. themed powers, these can be thought of as incarnations in a different way: the character has advanced by inventiveness/position/personality/etc. to command weaponry normal folks only dream of.
  6. Quote:
    Originally Posted by Vanden View Post
    As a player of energy-user characters, this does nothing for me because the energy doesn't come from my character.
    Hm. It may be a manner of taste, but the suggestion did mention the character causing the blast to come down. Or do you mean you would prefer a direct energy blast, rather than a character causing an energy blast from the sky?
  7. For me, it really came down to finding what I wanted on my crab, and then working on priorities. My priorities were: ranged attacks first, survival for backlash, then a tie between pets and buffs. (Buffs help pets solo, and teams when not.)

    The only 'Must have' powers, in that you will suffer more without them, are as follows:
    • wolf spider armor or crab spider armor upgrade for mez protection. No reason to not go crab.
    • combat training: defensive
    • tactical training: maneuvers
    • fortification
    • serum

    Have all the above tools enhanced and active, you will be tough to kill. I'd put in the 'definitely check it out' bin venom grenade, call reinforcements, suppression, and heavy burst, but in reality grabbing attacks with the above survival tools make you pretty darned effective. With the powers and mods available, there are no 'bad' attacks for crabs. Just ones that will work better than others for what you want to do. Melee? AoE? Range? Mixed range/AoE? These are where you have to play a bit.

    The other nice thing I've found is doing a dual build with SO's or invention origins. It lets me experiment with toys I'd like, then if I really enjoy them, I consider grabbing them on the main build.
  8. Here are some quick ideas for additional judgement abilities:

    Fleet Judgement:

    PbAoE, smashing damage

    The character vanishes for a few seconds, as flashes of their presence whirl about them- (using the same flashes of a character form as seen in dual pistols) a wind whirls around them, as they speedily assault all enemies in the area. The blurring effects that whiz through the area would be tintable. Effects: chance of KU, higher chance of critical hits. Character is untouchable during power effect. SFX: Rushing wind, perhaps a sonic boom, and impact noises from hit targets.

    Notes:

    The idea is for the character to be moving with blinding swiftness, attacking nearby targets faster than the eye could follow. The theme is meant for character with superpeed, high agility, high stealth, and/or lack of projectiles. It's supposed to be for the physical superhero that lacks super strength, but is more based upon reflexes. Functionaly, this also has the side possibility of being a defensive power as well, given the brief untouchability.

    Seismic Judgement:

    Melee+PbAoE, smashing damage

    You target a single foe, and hit them with and earth-shattering blow, pounding them into the ground. Near foes with take part of this damage, and it will extend outwards, but the further targets are from your target, the less damage they receive. The power causes the ground to break all around the target and its area. Effects: KD, chance of stun SFX: Rumble, crash from punch.

    Notes:

    This covers the super strong and stoney characters, and offers the highest single-target judgement damage. If possible, the KD would be unresistable. Power requires for the caster to be on the ground, and the impact crater and jutting rocks from the punch could stay for a little while, just for flavor.

    Psionic Judgement

    PbAoE DoT, psychic damage

    You cause waves of deadly psychic energy to spread, damaging the minds of all nearby foes and causing mental instability. Unlike other judgement powers, this damage is not up front, but the power activates continually for a period from your character. Effects: chance of confusion, -recharge, chance of placate

    Notes:

    This power is for the mental manipulation-style character. It also offers a more control-centric approach to judgement with its confusion, but is also a bit riskier as the effect will continually damage foes in smaller damage, and requires you to stay nearby for full effect.

    Photonic Judgement (or: death ray)

    Locational Aoe, energy damage

    The character targets an area, then causes a enormous, blinding ray beam to blast down from the sky, obliterating foes in the vicinity. Comes with two animations: a 'rain' animation, as though the caster is causing the blast, and a 'targeting' animation, using the 'surveillance' wrist-mounted targeting computer animation. After the ray has stopped, the power leaves a red-hot singed patch on the ground that does minor DoT to enemies. Effects: -tohit, extra range, no aggro. (the lack of aggro only available at high levels) SFX: thunderous ray blast hum, impact zapping noise when the beam hit the ground.

    Notes:

    This covers the energy-based character, more 'cosmic' type characters, light-using characters, as well as the gadgeteer, scientist, or technological themed character. This would also be the longest-range judgement power. It also offers the only judgement power not to alert foes- but that effect is only available at higher levels, and has an increased recharge and lower damage for powers of equivalent rank. (Though with heightened range.)

    Anywise. Just a few thoughts, thangs I thought would make the incarnate pools cooler.
  9. My friend is...

    My friend is by my right
    My friend is mean to me
    My friend is sad
    My friend is gay
    My friend is suicidal

    as opposed to:

    My friend was...

    My friend was on that death star
    My friend was molested
    My friend was abused
    My friend was sexually abused as a child
    My friend was murdered

  10. Why can't I....

    Why can't I lose weight
    Why can't I lyrics
    Why can't I sleep
    Why can't I get pregnant
    Why can't I hold all these limes
  11. A quick thought to assasin strike buffing, kind of making a roundabout from the 'unresistable' avenue.

    What if the setup for AS caused the target to apply a non-stacking -res to themselves? This means that the assassin strike hits harder, but the debuff doesn't reveal the stalker because the critter is debuffing themselves, not the stalker. This is, admittedly, stolen from bruising, but I think it makes sense as an indirect way to ensure damage. In addition, it bypasses the purple patch, as the critter is self debuffing, rather than comparing stalker vs. critter values. As higher rank foes gain higher and higher debuffs, it also achieves a desired scaling effects as well. The tougher the foe, the weaker they make themselves.

    Just a thought.
  12. For experience getting teams, playing a corruptor/brute at level 50 gets a fair many invitations from strangers. Masterminds, not so much, but here and there. (Especially if I mention I have forcefields) Basically, if I'm playing an archetype or powerset that people use as a go-to to help them, I can get onto teams. But this is during busy weekend times- weekdays at odd hours, it's hard to get things going so well, even with initiative. But that may vary server to server.
  13. Quote:
    Originally Posted by Deus_Otiosus View Post
    ....I think you have your answer then.

    And the best solution when you can't find a team is to start one, there are other player's in your situation who can't 'get' a team.

    So be the one to step forward and start one, recruit in both your zone as well as any global channels you belong to.
    This is not always good enough, honestly. I've many a time logged in to redside and actively invited, sent tells, asked on global channels, all to no effect. There are times where all of these fail due to complete lack of players interested in either villains or teaming with other villains. It has happened, and is common enough in my experience.

    Teaming takes willing teammates.

    Also, when in-game friends are playing blueside (which they enjoy more) it's a tough call to go solo or PuG redside if the people whose company you enjoy are elsewhere asking you to join them.

    "Just make a team, then" is not always the right answer. It assumes the lack of motivation from the player, and assumes there are always willing team members available. Both are assumptions that are not always true.

    Thank goodness for Roguedom.
  14. Quote:
    Originally Posted by Infini View Post
    Oh assumptions based on limited information...
    My sincere apologies. I confess my response was partly reflexive to a more common thread of complaint, those who complain about PSW (and at times /psy) being junky after the 'downgrade.' This was incorrect and unfair of me, I should not have jumped to conclusions.
  15. Quote:
    Originally Posted by Infini View Post
    Yea I rarely see things get stunned by PSW. Then again I rarely use it nowadays, too. If they don't up the damage a bit it would be nice if it was 100% chance to stun.
    *blinks* So if in /thorns, spine burst could both stun and give -recharge, you wouldn't use it? Or Ice sword circle in /ice? or combustion in /fire? (with a faster cast)

    I understand it's not what it used to be, but you take a tool and use it for what it is. In any other set, it would be a good power. In it's own set, it still is.
  16. Eh.

    25% on a crowd means with a large mob some will get stunned. This is on top of a whopping -50% recharge that is guaranteeed. If mitigation doesn't matter, that's your thing, but in /psy it's there by design, and such things are always taken into account when values are balanced. It's also darned handy in an attack that hits 6 more targets than almost all other secondary powers, blunting some of the return fire.

    It's certainly a darned fine power, and when viewed as part of the set, doesn't really beg for attention. But that's my view, good luck on getting it changed.
  17. 10 target cone, vs. 16 target PBAoE with a VERY strong chance to stun. *shrugs* I don't have a problem with it. To be honest, this isn't a matter of Psy shockwave being not good enough, but Scream getting a buff on top of a buff. If I recall correctly, they gave it the overall domination boost, then added even more to offset the long animation.

    The powers team deliberately looked at those two powers, and purposefully made them as they are. They function quite well in my experience, so I'm wondering why they should change their minds and mix this up again?

    Edit: using whirling hands as a comparison is a misnomer. I know it has bad rep in energy melee, but the dom version is as good as any dom PbAoE, and a different power.
  18. Seldom

    56 Billion inf ?

    heh. I have two characters carrying a 'mere' billion. Therefore, I represent 1/28th of all the money held by players and their characters in-game.

    I have my doubts.....
  19. Just thinking about how long this has been around, it's a very different game from when it began. A better one, actually, in almost every way. In theme with the anniversary, what seven additions to the game have you enjoyed the most? I'll start!
    1. Tailors. Deleting a character just to change their boots? Not fun.
    2. Global friends lists. In a game that's best enjoyed with alts, this was a wonderful change.
    3. Inventions. Look, I know some hated the idea of 'loot,' but this allows me to differentiate or expand on how my characters play...and bring things to a character their powers and pools never could. Win!
    4. Power Customization. I can be a pretty, unique snowflake! ...Or I can make disparate primaries/secondaries cohesive. Or recolor powers to completely re-brand them to be something new. It's all good!
    5. Dominators. Yes, other villain archetypes too, I guess, but this one takes the cake. It took a great many tweaks and changes, but I love how they play now more than ever.
    6. Inherent Stamina. You can now easily access all of your primary and secondary, as well as a few pools without a problem. Also, pre-20 is SO much smoother.
    7. Supersidekicking. Aside from SF's and Incarnate stuff, you can team with any alt you want on a hodge-podge team without a problem.
  20. /fire can easily be eaither ranged or close. firebreath, flares, fireblast, blaze give you solid range, while putting in incinerate and combustion is your close range. (Both of the close are DoT, so they do a good amount of damage but not in a burst.)

    Since you are Plant, it also matters less. Opening with seeds, most foes fight amongst themselves, and your roots (an immobilize with pretty good damage) is targeted, so you can jump in without worry, or hang back if you wish.

    Stealth is easy to grab, and is nice to get close for seeds. That way the instant they see you, they stop caring. That said, it's hardly necessary.
  21. Quote:
    Originally Posted by Amy_Amp View Post
    ...If you use Burst from Hide, things will be alerted to you before the animation fires off....
    True, long animation. That said, the crit damage+build up makes it worth it to me.
  22. Quote:
    Originally Posted by Dark_Inferno View Post
    cool. Kinetics/Ninjitsu it is.

    btw does "Burst" crit?
    Yes, it does. Though an assassin strike can be fun, I actually prefer the BU>burst from hide against crowds. looks cool, works cool. What's not to love?
  23. Seldom

    Stolen artwork?

    A fun tool for monitoring and tracking images online:

    http://www.tineye.com/

    I've used it, as has a photographer friend. It's a 'reverse' image search, so you enter the image and it finds where on the internet the image pops up. If it's your work, and on a site you don't want, you can then contact them and/or take action.

    Usually an email is enough-most places that use images without permission are counting on not getting caught amongst the sea of internet data. When they get caught, they usually back down pretty fast.
  24. Fire blast has always been the go-to set on any ranged At that can get it- just because it has big orange numbers.

    Me,? I like the depth some extra tricks bring. The most obvious performance gauge is lots of stuff dying. But when questionable waste matter hits the fan, having a stun, kb, sleep, immobilize, heal, or any of those various tricks other blast sets bring is more than worth it.

    ...Not to mention secondary effects.

    Case in point, sonic attacks. Stacking -res debuffs building up as damage stacks toward higher and higher scourging?
    !
  25. Achievement: confused a Hero on the LRSF!

    Disachievement: he immediately used an AoE, waking all the other sleeping heroes....Yay?