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Posts
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Joined
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I prefer the old sounds for consistancy and most of the early powers sound awful and not very powerful. I love the evil noises the old sound effects made, was very sinister. They sound flat and boring, the crackle of the older sfx made them punchy and energetic. Im not fussed with what REAL electricity sounds like but when I roam around repeatedly electrocuting victims in a super powered game I'd prefer it to have more impact.
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Thanks for the replys
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Is there a way to View the player note window of a player when they are not online?
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First off why would you even report someone who did nothing to you. Obviously mommy and daddy never told you being a tattletale is wrong unless you have been hurt in some manner.
[/ QUOTE ]The kind of person who uses the word 'tattletale' is the kind of person whose mommy and daddy said 'Get away with whatever you can.'
Some of us were raised to respect rules and principles, and to think that when a person agrees to a behaviour, they should actually do it.
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True that. -
Was on test and a wolfspider in cap AE building said something like;
'I heard theres a secret entrance that allows you to get into other people's missions without being invited'
PvP MArcs? -
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CoHGO
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CHVR is easier
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What does CHVR stand for?
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Id caution a guess as 'City of Heroes, Villains and Rouges' -
This is Ms Mayhem. She has an Impervium body Skin to bone, even her hair, so i focused on getting her as tough as possible and getting as much Psi Defence and Resistance as possible. Pretty decent survivability all round. I love Invulnerability.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Ms Mayhem: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: Resist Physical Damage -- ResDam-I(A), ImpSkn-Status(11), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam(23), ImpArm-ResPsi(23), Aegis-Psi/Status(45)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 2: Temp Invulnerability -- ResDam-I(A), ImpSkn-Status(3), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam(29), ImpArm-ResPsi(36)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(27)
Level 6: Dull Pain -- Heal-I(A), Heal-I(7), RechRdx-I(7), RechRdx-I(13)
Level 8: Unyielding -- ResDam-I(A), ImpSkn-Status(9), ImpArm-ResDam/EndRdx(15), ImpArm-ResDam(15), ImpArm-ResPsi(40)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- DefBuff-I(A), DefBuff-I(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Resist Elements -- ResDam-I(A), ImpSkn-Status(31), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam(34), ImpArm-ResPsi(34)
Level 18: Resist Energies -- ResDam-I(A), ImpSkn-Status(19), ImpArm-ResDam/EndRdx(19), ImpArm-ResDam(27), ImpArm-ResPsi(40)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 22: Health -- Heal-I(A), Numna-Heal(31), Numna-Regen/Rcvry+(33)
Level 24: Stamina -- EndMod-I(A), P'Shift-EndMod(25), P'Shift-End%(25)
Level 26: Invincibility -- DefBuff-I(A), DefBuff-I(37)
Level 28: Rage -- ToHit-I(A), ToHit-I(36), RechRdx-I(37), RechRdx-I(43)
Level 30: Taunt -- Acc-I(A), Taunt-I(31), RechRdx-I(46)
Level 32: Unstoppable -- ResDam-I(A), S'fstPrt-ResDam/Def+(40), RechRdx-I(42), RechRdx-I(42)
Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(36)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(50)
Level 41: Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(42), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 44: Hurl -- HO:Nucle(A), HO:Nucle(45)
Level 47: Tough -- ResDam-I(A), ResDam-I(48)
Level 49: Weave -- DefBuff-I(A), DefBuff-I(50)
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Level 1: Brawl -- RechRdx-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet -
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Insect Blast
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As in blasting someone with insects? Like, throwing a caterpillar at them? Am I missing something here?
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LMAO
'Take that!'
*Throws a handful of ants*
'And that!'
*Hurls a box of Flys at their feet*
'And prepare to die with me using my T9!'
*Smashes a Bee hive at his own feet* -
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Sloooow Doooown. Match the speed the NPCs use powers, you almost never run out of end, this only really works well for ATs with Armour Sets though. Tag Team/Leap Frog with a friend, let you team mate get into one mob then when they are out of end you hop in and vice versa. Hit and Run with High Damage Low survival ATs. Pull, a lot, like all the time, seriously. -
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All this talk about this AT replacing that AT and this or that AT becoming obsolete is ABSURD!!!!
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I agree.
It's powersets replacing powersets that we should be worried about!
Assault Rifle is doomed! Dual Pistols is going to replace them all.
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It might if its got as much variety and a BU or Aim. -
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Yes I aim high, its usually the quickest way to kill things. '
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Aim small, miss small.
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If you have to shoot it more then four times, your already dead. I'd be happy with almost anything they bring out, just think this would deliver on the expectation of a paid expansion. -
Nice, good to see we still have optimists out there <Add Sarcasm>
Im sure if they were going to do that it wouldnt be a Paid Expansion -
Copied from the other Thread. This is how I think it will go down as a whole.
'The logical way this would be done is as follows;
This is a paid expainsion, the Devs have never brought out anything that you have to pay to get that you cant access from level 1, or at least level 5. Ao it stands to reason this will essentially be a new starting contact, endgame contact and anything in between for thoses that buy it.
As it is a paid expansion there will be a limitation to those that didnt pay for it, therefore will not be able to access it. Think the VIP section of Pocket D, now make it probably about 3+ City Zones big (at various stages of Morality) with Good and Evil on either side.
There is no reasonable reason any swapped toon would keep their previous faction's Accolades, badges, infamy, Title or Inf. Point of Fact, it would just make the Badgers go crazy.
Seeing as you CAN always swap back I would imagine any of these things 'Lost' in the swap would be active when you return. Meaning you would only have acess to Villain stuff as a Villain and Hero stuff as a Hero, but nothing will be lost.
With the swap over I would sumise that you would start as level 1, like you just swapped to your second build, and have to retrain to your present level. Which would give you access to 2 builds Hero side and 2 Builds Villain side. As there there is no easy way to merge the economys I caution a guess that this would be the way to go.
This also would mean reformed Villains would lost Patron Powers and have Epic Pool selections instead and Heroes lose Epic Pools and will have Access to Patron Pools (and have to go through their arch to get them heh).
So I would guess this would be a Co-Op'ish area, they might add a PvP Zone to seperate the 2 sides of the fence. But I would Doubt they would make it mandatory for a side swap. They would probably have a Neutral Zone where there is an uneasy truce and where the actual transition from one side to the other would occur.
I'd say Dual Pistols and Demon Summoning would be avialable for everyone though, no reason to limit it to the people who buy the expansion, Id guess they will proliferate Thermal Secondary to MMs for Demon Summoning, a more team focused version of Devices for Fenders maybe and probably proliferate a few more just to make things more enticing to try all sorts of ATs while Side Swapping.
Thats how I'd do it, given the constraints of the game. Who knows maybe they have been secretly working on this for quite some time and done a rebuild of the FX Engine so Power Customisation is possible. This sort of thing would blow CO out of the water.
Yes I aim high, its usually the quickest way to kill things. ' -
Rad Melee/Rad Armour Proably wouldnt be too hard to make *looks at Shivians*
Dark Control could be easily based off of alot of GW's powers and as stated Dark Assault could be made of Dark Melee and Dark Blast powers like they do for ever assault set. *Dreams of Domi Versions of Dark Servant ripping stuff up*
Pistols will never be a Melee set, no matter how much you want it or desperatly attempt to rationalise it. But it could be added as a 4 tier pool/epic power set pretty easily.
Thermal is almost a sure thing for MMs seeing as they are getting Demon Summoning, MMs with fire blasts, upgradable fire imps, behemoths and behemoth overlords or somthing like that only fits they get Thermal.
I always thought a Manipulation/Pet At would be pretty awesome for heroes rather than focusing on the pets it focuses on the Hero. Have it work in reverse to MMs where the player gets bonuses for having Pets in 'suppremacy' Range and gets a short duration buff for pets that die within that range. Call it an Avenger, high damage Melee Attacks from Maniplulation set and have the hero take damage for all the pets that get hit. like they are trying to keep them alive and not the other way around. Be interesting at least. -
The logical way this would be done is as follows;
This is a paid expainsion, the Devs have never brought out anything that you have to pay to get that you cant access from level 1, or at least level 5. Ao it stands to reason this will essentially be a new starting contact, endgame contact and anything in between for thoses that buy it.
As it is a paid expansion there will be a limitation to those that didnt pay for it, therefore will not be able to access it. Think the VIP section of Pocket D, now make it probably about 3+ City Zones big (at various stages of Morality) with Good and Evil on either side.
There is no reasonable reason any swapped toon would keep their previous faction's Accolades, badges, infamy, Title or Inf. Point of Fact, it would just make the Badgers go crazy.
Seeing as you CAN always swap back I would imagine any of these things 'Lost' in the swap would be active when you return. Meaning you would only have acess to Villain stuff as a Villain and Hero stuff as a Hero, but nothing will be lost.
With the swap over I would sumise that you would start as level 1, like you just swapped to your second build, and have to retrain to your present level. Which would give you access to 2 builds Hero side and 2 Builds Villain side. As there there is no easy way to merge the economys I caution a guess that this would be the way to go.
This also would mean reformed Villains would lost Patron Powers and have Epic Pool selections instead and Heroes lose Epic Pools and will have Access to Patron Pools (and have to go through their arch to get them heh).
So I would guess this would be a Co-Op'ish area, they might add a PvP Zone to seperate the 2 sides of the fence. But I would Doubt they would make it mandatory for a side swap. They would probably have a Neutral Zone where there is an uneasy truce and where the actual transition from one side to the other would occur.
I'd say Dual Pistols and Demon Summoning would be avialable for everyone though, no reason to limit it to the people who buy the expansion, Id guess they will proliferate Thermal Secondary to MMs for Demon Summoning, a more team focused version of Devices for Fenders maybe and probably proliferate a few more just to make things more enticing to try all sorts of ATs while Side Swapping.
Thats how I'd do it, given the constraints of the game. Who knows maybe they have been secretly working on this for quite some time and done a rebuild of the FX Engine so Power Customisation is possible. This sort of thing would blow CO out of the water.
Yes I aim high, its usually the quickest way to kill things. -
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Dev's screw the pvp aspect of this game to please the PVE players. PVE player who try pvp would get simply own. How I like at it is you going to get some A-wipping before you start to be decent pvping. Having a toon with Single Origin suck badly... so no equal there. IO's and Accolades would still benefit a player.
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My head hurts . . . . .
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'Ooo, He card read good' - Homer Simpson
Im not quite sure what your saying Elf, you like i13/14 PvP or not? You think IOs ruined PvP or not? You think that Accolades are essentiual for PvP? Are you hungry?
I think I got a bit of it, you think Castle destroyed PvP to lure PvE players into the PvP game. I think the aim for the Devs should be to reduce the differences between PvE and PvP, from i12 to i13 the differences only got that much bigger. Which in turn lost them alot of their PvP community and almost didnt lure anyone from PvE.
PvP'er want a fast paced game, cause even though its a semi Exploit by Kiteing (Jumping to move while you animating to avoid the rooting period of powers). I think bringing this level of PvP and even PvE abiltys would close the gap between PvE and PvP.
That and the laundry list of suggestions I posted above, Powers and ATs need their strengths to be useful in either game otherwise we end up with City of Blandness and the few that have pull well ahead of the pack. Which ends up being no fun for anyone else but those that have the capability to Purple out their latest FotM Toon. -
Oh come to think of it, even AS could be made with in built diminished returns, where its critical component is like 40% of Targets Current HP, Enhancable to 60% of Current HP +Normal Damage. So a good 1st stike but loses impact after that. Decrease its range back to 5 feet to make it the 'Up close and personal' death strike.
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I recently had another good stab at Zone PvP on my Elec/EA stalker, never been that great at PvP but im far from a fool. A friend of mine was on his Prize 600 billion inf blaster, Sonic/EM. Ive invested a bit into sets myself, mainly for the PvE game and mainly to the point of Soft Capping my Defence. So upon entering a PvP Zone im whacked with -20% or so Defence off the bat, seemingly when I attack or am not in a hidden state i lose ALL defence associated with Hide, not just the bonus AoE Defence. Thats 9.5% Defence in PvE, so I lose 1/5th of my Defence just by attacking in PvE, Please change the quick info on hide as this doesnt not relflect what happens in game, either that or change Hide so it doesnt Suppress all of the defence while out of hidden states. I always gathered the only the AoE Defence would be suppressed, according to Combat Attributes it suppresses all of it.
So Im thinking 57% Energy Defence smacked Down to 35%ish just for being in a PvP Zone, Harsh. But thats ok Elusivity will save me, even if i lose 5 or so percent while attacking. Turns out it did not. My friend invested a great deal of inf on getting a 2.10 Accuracy Modifier with a hefty Tohit Bonus outside of BU and Aim to boot. so he smacks me with Total Focus with a 95% to hit, while my rebutle with a Built Up Thunder Strike yielded 56% Tohit and missed.
Now I wasnt angry at him for doing as such, but I was angry that this could even happen. Energy Aura is, for all intents and purposes ment to be the strongest armour Vs Energy Based Attacks, hands down (Yes even Elec Armour).
So when faced with a foe that has nothing but Energy Attacks, when Ive invested inf time and effort to making my Def as high as possible, should expect this foe to have difficulty hitting me. Now as I understand it a base modifier of 2.10 is difficult to achieve, so good on those that do. This is beside the point that PvP now seems to leave all expectations at the door and serve you with 'Hit with High DPS and Kill or Die'.
Good efforts to salvage PvP guys but I think your heading in the wrong direction. Make everyone equal then make small adjustments for strengths. Tanks should be able withstand a beating from more than 2, but less than 4, players for a sustained period. Blasters and Stalkers should dish out fast Damage and Death Etc etc.
Look at Comics, thats what we want for PvP, we want a decent sustained fight thats fast paced and delivers on the Super Powered Aspect. The Transition from PvE to PvP can be overwhelming right now, thats something that should be addressed in the form of almost anything that happens either side of the door should be expected to work reasonably well on the other side.
Use a combination Protection/Resistance again, have armours be able to withstand 4-8 Mag Mez', Stacking did get ridiculous back in i12 but it was still fun for both partys mostly. Any Mez'er should easily be able to 2-3 Stack a Mez, then make them double duration you have now, so theres a lasting effect and a reason to use anti-mez Buffs to bail out that Tanker that just got 4 Stack Held by 2 Domis.
Sustained and challenging Fights, get rid of or at least reduce Healing Decay. Make Healing and Self Damage Effects (Energy Transfer, Enforced Moral, Absorb Pain Etc) be based off of the Targets Max HP. Say the Heal does 20%, it will always heal 20% of the targets Max HP, reguardless of what the target is. This keeps the Squishys Squishy and the Tanks Steel plated. Also makes those self Damage powers that much more dangerous to use for anyone that use's them. Side note on Absorb Pain, be funny to work the Damage off of the healing targets Max HP (Absorbs the Pain on a HP Capped Tanker, Ow!).
Add instant unslotted Health and Stamina to PvP to get into a more Comic book style of combat. Trading blows and blasts at close range. Adjust Movment Suppression for a 60 Foot Combat Radius/Zone. So its still fast, but not to the point were escape is a sure thing if you try for it.
Where available, have short Activating powers remove rooting and have an over ridden Casting-while-on-the-move-Animation, make anything you definatly want rooted interuptable for the activation time rather than enforced rooting. This would make people stop to use the powers or it doesnt work also instantly makes Taunt that much more usefu l(Want your blaster friend to hit that Brute with a high damage attack? get the tant to taunt him so he has a few seconds for a 'Free Shot' with little chance for an interupt). While still having quick attacks to run-and-gun with for fast paced action. Cause thats what I gather most of the PvP community wants, with ofcourse a compromise thrown in to solve the over riding of Rooting periods.
Refocus the averaging of Damage, Resistance and Defence to the ATs strengths (so everyones close to the average but say a Fire Corr Blasting a Fire Aura Tank would be difficult at face value)
Make True Travel powers have an irresitable end cost multiplyer (polar opposite of conserve power) while they are active
Add unenhancable run speed increase to hasten with resistance to slow effects as the 'Combat' equivlant of Super Speed
Make Team Teleport the 'combat' vaiation of Teleport leaving it unsuppressed with reduced radius, range and End cost but have both range and radius increase with Range enhancment, remove the hover component when used with the same proximity triger for Grounded and add a resistance to teleport for like 4 seconds
Add a defensive and offensive stance toggles (with duration Timers like Phase Shift). Defensive granting 4 Mag Protection to Mez, 10% Resistance and 5% Elusivity but reducing Global Acc, Damage and Mag of Offensive Mez by half. Offensive granting Bonus 0.25 Global Acc, 25% Damage and 25% Mez Duration but reducing Mez resistance, Resistance and Defence by half.
Stuff like that, make PvP fairly easy to traslate to and embody the sort of combat we grew up with in comics. Heck you could probably make alot of this for PvE as well. Id like a more average damage for my fenders and tanks, Blasters and scrappers will still out proform them in damage, more so with Defender/Troller Buffs. -
GG Guys, the Ranged attacks for Melee sets seems rather redundant with your Zero Policy on farming anouncment, I liked the idea to be honest but it has been poorly executed in a knee jerk reaction to farming. Someone, credit to them cant rember who it was, posted a great idea in making a Ranged attack mandatory but giving us the choice on what one. Cause right now my custom Martial Arts/Mental Manipulation, Tech based Critters throw Shiriken and my 'as close as can be' Custom EB of my WP/EM tank is blasting away with a blue power blast when his story doesnt really alot for Energy blasts (dont worry, wont bore you with the details).
I would love to see the system remade so we can select a base set then add or remove from there. Where a Melee Critter has no ranged it would be made invalid untill a ranged attack is added, even if its an immob. Another idea might be to unlock all critters to the 1-54 range so exemping and SKing is always needed, this would eliminate large potential for abuse and open the system to more flexibility for those that use it correctly.
Everything that the Devs have done since release, and even before, is reaction to abuse and cripples the system for those that use it correctly. I've almost given up on my arcs because of the ugly, unthematic (to the way im using the powers) and forced additions of ranged attacks to Melee sets. I agree with and see why they were added, just would like a better implimentation with more flexibility.
EDIT: didnt quite finish one sentence lol -
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HERO con attendees are still getting a pass in beta? I thought that was only for i13- but I could be wrong?
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Hero Con attendees will be getting into Issue 14's Beta "Soon"...fuzzy date is that by this time next week Hero Con attendees (+ some additional folks) will be in the Closed Beta. It may be sooner, but within a week.
That's as close of an update that I'm allowed to give right now.
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So ripped off...Bring Hero Con to Australia... -
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Whatever, bottomline here is if this is to become the standard operating procedure then no doubt the devs will alienate newer members. Or if such things as this become purchase required they would alienate the not so well off people of our community.
This particular issue, bypassing 2 requirements for a travel power at 6, however isnt gamebreaking or grossly unfair (I never said it was). But it sets a dangerous precedent that could easily jump to a game breaking seperation of 'The Haves and The Have nots'.
Even if they gave everyone this reward as a new addition to the game, I would still be here making the same proposal. When you drasticly change things like this, people start to expect it more and more.
And by limiting it to the exclusive few it only creates hate & jealousy from the 'Have nots' and isolated narrow minded 'Haves' that would defend every inch of it without listening to a reasonable counter-argument.
I have nothing further to add beyond my objection to one of the two requirment bypasses and full endorcment of whatever comes from this, even if it remains the same.
Good day and thank-you for reading. -
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You can buy the Jetpack Booster for 4.99 and have a travel power available at level 1. The pack will expire after 30 days, plenty of time to have earned the permanent travel powers on a number of lowbie alts. Why aren't you whining about how unbalancing that is? Is it because it is available to you while the 60 month reward is not?
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No, Im suggesting a different delivery than what was announced. the intent of the reward remains in the core of my proposal; an early travel power. However the only difference im putting forward is to not allow vets to ignore a power pick.
Who needs to buy a jet pack with real money these days anyway? thats ridiculous. -
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AGAIN.
Using what you think *might* be unbalancing perks in the future doesn't validate your position that the 60 month perk is unbalancing NOW.
AGAIN, you can get the functional equivalent at level 5/6 after a safeguard/mayhem mission. The Temp would last until you could get your own chosen power at 14.
60 month Vets had to work with Character after Character from I1 to I7/I8 without the ability to have a travel power to work The Hollows, KR, or Port Oaks with. Newer players benefit immensely from all the changes previously mentioned that were made to make this game even more accessible.
This is a nice perk that, in a post I7/I8 world, is not unbalancing. The prerequisites for the Travel Powers are pretty much so useful that people wouldn't skip them anyway.
Stop the Vet Hate.....
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look champ I dont care how long you've been playing or what 'Hardships' you had to endure during your time playin a game. this isnt about vet hate, quite the opposite in fact, if i really hated Vets i would outright oppose Rewards of any sort and flat out demand this reward be dumped entirely.
Travel powers, like all pool powers, have requirments that MUST be met to have them. All Tier 3 pool powers are available at level 14 (requirment one) so long as you have at least one of the Tier one or Tier two powers from that pool (requirment two).
Now what this reward is doing is ignoring not one but two requirements for the power selection. which sets a precedent for other potentially more game breaking additions/changes. For instance, what if you could buy stamina at level 6 for 5 bucks per toon? sure not the best example but the point is simple.
I believe 60 month Vets deserve an early travel power, im not disputing the intent of the reward. im disputing the delivery, ignoring the rules of the game is steping into a dangerous area is all im saying. And if only they allow the level requirement to be bypassed we all walk away feeling good about it.
60 month vets get an early travel at 8 and non vets will have to at least be happy that 60 month vets cant bypass a power pick. everyone happy.
And id like to point out "AGAIN" that the temps are unenhancable and generally terrible compared to pool equivilants. They are also available to everyone, including 60 month vets, so we all can deal with having them until our travel power (at level 8 or 14, either or). So there is no point mentioning something that is accessible to all and subpar by comparison in everyway as an excuse to allow this precedent of imbalance. -
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Dear newer players,
Your advantage is that you have started playing when the game was in a more advanced state than it was in the beginning.
You didn't have to deal with the same buggy missions, early-level travel issues, the lack of radio/newspapers and the lack of a difficulty slider. You didn't have to wait for the level cap to be raised to 50. You didn't have to wait for capes/auras to be introduced, or or for any number of new costumes/pieces. You didn't have to wait for APPs, PPPs, HEATs, VEATs. You didn't have to wait for respecs, the markets, or IOs. In short, you didn't have to wait for a countless number of quantitative/qualitative changes which have improved the game over time.
Veterans did have to wait for many if not all of those things. Anyone who will be eligible for the 60-month badge any time soon will have waited for every single one. So sure, argue all you like that the fees vets have paid were "for five years of fun, and they would have paid anyway!" Just do keep in mind that the game is a much better product now -- and I don't believe it's a stretch to conclude that the participation of those very vets is a large reason for many of the game's improvements over the last five years.
That's your perk.
The 60-month badge is not as big a deal as some are making it out to be. Travel powers are optional, nowadays, more so than they ever were before -- and at least for some people, the usefulness of the pre-requisites is among the main reasons they take travel powers at all. Temp powers are marginally inferior mechanically, and certainly inferior conceptually, to normal pool travel powers, but they also don't cost power picks (and perhaps more importantly, pool picks).
Saving a power pick or having more flexibility in the early part of a build if they choose to take a travel power is the extremely long-time vets' perk. Take it from someone who's been around awhile; you've gotten the better part of this deal.
Sincerely,
Level Six Flyer.
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Granted, but the underlineing fact is this allows you to bypass not one but two requirements to get a travel power. Im willing to accept one bypass but not two. I dont think this is unreasonable, to be able to get your travel power at 8 with the Tier one requirement at 6.
My point is if this is let slide then what next; Allowing 6 year vets access to tier one and two secondarys at level 1? Giving Vets free Fitness? The point is this sets a standard for potentially imbalanced decisions making, so I implore you all to consider the compromise I have proposed. -
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Just so you know, because knowledge is power. Robes, skirts, and other shoot that goes beyond the knee looks like trash. I have tried to make a long skirt but it just doesnt work out to my high standards of fine quality. If I think it looks bad that means you; the players, will loathe it even more.
What I have going on for the magic set; that is done and complete, is a compromise. I wouldnt call it a robe per say, its more like a cloak of sorts. I dont know when marketing is going to release pics and crap, but I think that you guys will like what I did.
Magic is a pretty broad theme and trying to wrap it up in a single costume set was a bit of a task. I ended up breaking what I had in mind in to male and female sets. I try to please the masses but I know somebody out there is going to say oh man, why didnt he include this, or that? and to that I say tough nutz.
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Oh sexy one, why not make them like the trenchcoat (like a cape) from a different anchor point? Robes and long garments often flow like that.