SpecialDelivery

Apprentice
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  1. I was considering picking up a few packs and trying for the new gun. I love coming up with new looks for my bots mastermind. A friend said he got it but that it was unavailable for the bots mastermind...

    Any reason why this new gun isn't available for bots? It looks like it would work just fine?
  2. The idea of non-humanoid characters sounds good to me. I don't know if it would have the restrictions of being just a cat or dog or any other specific animal, but I could see an adjustable frame that could be used for similar purposes.

    However the OP actually wanted pure animal forms. Although I'm certainly not opposed to any new content that may eventually find its way into the game, being a cat or dog (specifically) doesn't appeal to me.

    Now a monkey...
  3. Quote:
    Originally Posted by EmperorSteele View Post
    They'd probably need to make them limited in some fashion, like cap how many you can use at a time, but otherwise i'd go for something like this!
    Inspirations are already limited by their duration. To keep from being overpowered, a Recharge Inspiration would just have to be kept at a reasonable number. Something like 1%, 2%, and 3%. You figure if someone really wanted to load up on them they might get like 12% for small inspirations and a whopping 36% recharge for big ones, which may seem like a lot, but you have to figure it would only be for a short duration and then you'd be out of inspirations. If they test it and the normal duration (which I think is a minute) is too long for that much recharge, simply shorten the duration to like 30 seconds.
  4. I think this would be a great idea. It would definitely be a welcome addition at some point.
  5. Quote:
    Originally Posted by Carnifax_NA View Post
    There was already an opportunity to do this when it was given Energize and given to Tanks and Scrappers and they didn't do it. I think they have another pseudo-cottage rule about not swapping about live mid to high level powers for some reason because the same sort of thing occured when Super Reflexes went to Brutes with the AOE Defense toggle.


    It's a good idea but one seemingly falling foul of an internal rule of theirs.
    Yeah, I was kind of hoping that it had just slipped their mind when they were implementing Electrical for hero side, and that maybe they'd get to it soon...
  6. I was wondering if the powers in Electrical Armor for Brutes could be changed to be similar to Tanker/Scrapper order. Specifically if Energize and Lightning Reflexes could be switched around so that Energize came at level 20 instead of 28 for the Brute.
  7. Thanks a lot! Gave me some very good laughs.
  8. Quote:
    Originally Posted by Psyte View Post
    Because if all I want is the powersets early, I can do a pre-order, get the code, redeem the code, then cancel the pre-order getting my money back. I know a fair number of people who've done this for betas for Star Trek Online, Aion, etc. I'm reasonably sure retailers are getting tired of this, and NCSoft does need to work with their retailer partners, like it or not.
    According to the original post, it is not an actual pre-order, it was worded as being a pre-purchase.
  9. Quote:
    Originally Posted by Scootertwo View Post
    Let's see

    Pre-order $30
    plus the box in July. $40

    total $70 plus a free month actual cost= $55

    for me this is the toughie.
    Pre-purchase $30
    Upgrade to the Complete Collection in July $10 (guessing)
    Paying for the month of July $15 (subscription fee)
    Total = $55

    Essentially it would be the same price for all the goodies. Main difference would be if a person wanted a boxed version or an electronic version.
  10. I wouldn't mind seeing a few more "non" people to fight. I have no idea what this would take to implement or how long, but someday (perhaps in the future) this would be a real plus to the game.

    Keep up the good work!
  11. I definitely would like to see this or something similar implemented. Great idea!

    /signed
  12. Quote:
    Originally Posted by Sailboat View Post
    'Cause Scourge works really well. The parts of Scourge this thread suggests improving are pretty minor. I just would hate for that to bump more needed fixes. Have a nice day.

    This is a suggestion forum last time I checked and as such I was offering a suggestion. If something needs looked at before Scourge then so be it. However, why post it in this thread? There are a few posts in existence that deal with Vigilance, either post in one of those or start a new one.
  13. Quote:
    Originally Posted by BackAlleyBrawler View Post
    Well that and the 'stabbing-head-with-shield' factor.

    FYI, we have seven combat modes:
    • Combat - unarmed combat mode, used by most powers
    • Weapon - weapon in right hand. Broadsword, Mace, Axe, Arachnos Mace, etc.
    • Dual Wield - Dual Blades, Dual Pistols
    • *Lefthand - used by lefthand weapons. Archery and Katana
    • *Claws - used by...hang on a sec...oh right, Claws.
    • Shield - Shield and Shield Weapon combat mode
    • Gun - two handed rifles. Assault Rifle and Robotics Mastermind
    *Lefthand and Claws are a subset of Dual Wield. They generally share animations with Dual combat mode.

    So really looking at 12-16 animations per power, counting the varients for Male, Female, and Huge for Gun combat mode and doubling everything for Flight. To put that in perspective, that's basically a powerset. That's also not counting the massive bloat that would happen to our sequencers from having 5-7 versions of every power animation.

    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.
    Thanks for the information, it is very much appreciated.


    Quote:
    Originally Posted by Vanden View Post
    No! No! Better idea! Resolve to invent a time machine and also to travel back in time to December 1st, 2009 to give your past self the time machine, so you can travel back in time to when the system was being made to make sure it's more flexible! If you do that, your future self should appear with the time machine as soon as you make the resolution!
    According to current popular theory, a time machine would not be able to travel back before the time machine had been invented. This is most unfortunate I know. Hopefully it will one day be proven wrong.
  14. Quote:
    Originally Posted by Bill Z Bubba View Post
    It's a question of whether it's worth the time, and thus the money, to accomplish a task.

    In this case, we've been told multiple times that the answer is, "No."

    Try to keep that in mind next time you feel it necessary to share your baseless judgments with the rest of us.

    You call it baseless judgment, but I call it like I see it. Your response, rather than showing me the error of my ways, just goes to strengthen the impression I've already received from reading countless other posts.

    Also, where are you getting the information that "we've" been told multiple times that the answer is "No" when it comes to adjusting or changing weapon redraw??
  15. Seems like more and more I see threads with good ideas that get shot down with the same basic excuse, "It's too much work!".

    I understand some of the developers have made an attempt to show the kind of work involved with this game. They give how many animations it would take, the kind of time such animations would take, etc. Somewhere along the line many players jumped on this band wagon and every time a new idea comes up it is met with reasons why things can't be done.

    I'm sure some people think that they're "helping" or just "being realistic", but sometimes it seems like they're just looking for reasons to shoot down an idea. If this same mentality had been used when the idea for this game was first thought of, I dare say that it would never have come into existence.

    I'm sure there are plans in place and the developers have a system to determine which ideas are feasible based on existing work loads. I'm sure it's true that the amount of time to animate something combined with the number of people that use it play a significant factor in whether it gets done or not.

    That being said, we as players do not have the data to determine that information and unless a red name specifically says an idea is not feasible, perhaps we should not be so quick to give our wonderful technical advice.
  16. Quote:
    Originally Posted by Redlynne View Post
    Accelerating the animation would be fabulous. The delay time to *actually* move is disconcertingly long. You can fall a LONG WAY after clicking teleport before you actually STOP FALLING (which has ground impact damage implications).

    I for one would not mind a rebalancing of the power in which shorter animation (and shorter delay before moving via teleport) also reduced endurance cost and range per teleport. That way the time and endurance to move a given amount of distance stayed the same ... but the teleport power would feel more responsive (as a result of being more clicky).

    Faster, shorter hops at the same endurance cost per foot travelled.
    I guess my thought with the toggle was that it would not be so endurance heavy. All other travel powers use toggles and they seem fine when it comes to endurance, even allowing them to be left on for short battles.

    However, lowering the endurance and streamlining the animation would be a big step in the right direction.
  17. Just an idea for the Teleport Travel Power. Not really sure what the logistics would be for changing it or if there are even enough people who would care, but figured I'd throw it out here and see.

    Instead of a click point click system for teleport, have it be a toggled ability. While toggled it could allow you to simply click where you want to teleport for the entire time that it's active. It would also eliminate the forced hover time, since the hover would always be on unless you click the toggle off, thus giving each person the ability to choose when and where they're sitting in the air not moving.
  18. SpecialDelivery

    Underwater Zone

    Quote:
    Originally Posted by Forbin_Project View Post
    Just in case someone doesn't feel like checking out the links Sam provided . . .

    How about instead of an underwater zone where you're literally in the water, perhaps just underwater bases and bubble type zones. It would still be cool to be hundreds of feet under the water and perhaps see some nice scenery or even a few fish swimming around.

    Something like this would also not require the animation issues discussed.
  19. Quote:
    Originally Posted by Sailboat View Post
    Defenders' inherent gives them an endurance discount on all powers, including secondary and pool powers. It's unfair that Corruptors only get Scourge and can only use it on some of their powers!
    My interpretation of this message was not that the poster thought "Vigilance" was overpowered or that "Scourge" was not as good. I believe the poster may have just been reiterating the point that many Archetypes "special" abilities apply not only to their Primary Powers but also to their Secondary Sets as well.
  20. My apologies. It has been a while and I should have double checked the numbers for the Defenders Trip Mine and Time Bomb.

    Total possible damage for Defender:
    Caltrops = 125.12
    Acid Mortar = 9.34
    Seeker Drones = 13.90 per drone - max. 2
    Trip Mine = 126.51
    Time Bomb = 180.73

    Total possible damage for Corruptor:
    Caltrops = 125.12
    Acid Mortar = 9.34
    Seeker Drones = 13.90 per drone - max. 2
    Trip Mine = 194.64
    Time Bomb = 278.05

    Total possible damage for Blaster (excluding "defiance" modifiers):
    Caltrops = 125.12
    Trip Mine = 194.64
    Time Bomb = 278.05

    Defender debuff/buff values (that differ from Corruptor):

    Web Grenade - -62.50% strength to recharge for 15.00s on target (Ignores buffs and enhancements), -62.50% run speed for 15.00s on target, -62.50% fly speed for 15.00s on target

    Acid Mortar - -26.60% resistance to all damage for 20.00s on target (Ignores buffs and enhancements) -26.60% defense for 20.00s on target

    Force Field Generator - +13.30% strength to all defense for 4m 0s on target unresistable

    Seeker Drones - -6.65% tohit for 40.00s on target, -26.60% strength to all damage for 40.00s on target (Ignores buffs and enhancements)


    Corruptor debuff/buff values (that differ from Defender):

    Web Grenade - -50.00% strength to recharge for 15.00s on target (Ignores buffs and enhancements), -50.00% run speed for 15.00s on target, -50.00% fly speed for 15.00s on target

    Acid Mortar - -20.00% resistance to all damage for 20.00s on target (Ignores buffs and enhancements), -20.00% defense for 20.00s on target

    Force Field Generator - +10.00% strength to all defense for 4m 0s on target unresistable

    Seeker Drones - -5.00% tohit for 40.00s on target -20.00% strength to all damage for 40.00s on target Ignores buffs and enhancements
  21. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Yes and no. Giving scourge to Traps would require making new pseudo-pets. Currently both Trip Mine and Time Bomb do the same damage as the Blaster variants so if they redo them to add scourge the devs would likely decide to lower the damage to Corrupter levels (which would reduce damage by a third).
    I'm not convinced that lower damage would be the result. After all, Defenders, Corruptors, and Blasters all share the same damage for Trip Mine and Time Bomb. Comparing Defenders to Corruptors for Traps, Defenders get an increase to most buffs and debuffs while keeping the same damage as both Corruptors and Blasters for these two powers.

    Defenders get an increase to their buff and debuff abilities, why not allow Corruptors scourge on their secondary powers?
  22. In addition to the already mentioned archetypes, Blasters also get the benefit of their "defiance" ability for all of the secondary power sets.
  23. Quote:
    Originally Posted by ReclusesPhantom View Post
    Those are support powers. They're not meant to deal damage, but to debuff etc.
    The simple fact is that the powers I mentioned already do damage. I was simply asking to have the scourge effect added to them.
  24. Quote:
    Originally Posted by Ad Astra View Post
    And naming just a few Corrupter powers that would NOT get Scourge under your proposition:

    ALL Radiation
    ALL Thermal
    ALL Pain Domination
    All FF
    ALL Kinetics
    ALL Sonic

    All Cold except Sleet (Tier 8 secondary power)
    All Dark, except Dark Servant (Tier 9 secondary)

    That seems a bit unbalanced for those sets that wouldn't get Scourge, doesn't it? And those that wouldnt get it until level 35 or later?

    Whereas Traps & Storm would get them early on and would get multiple additional chances to Scourge?

    /unsigned.
    Actually Fallout in Radiation, Power of the Phoenix in Thermal, and at least Liquefy in Sonic would also benefit from scourge. I also mentioned Howling Twilight in Dark.

    You're right that some secondary powers would get scourge abilities in them sooner or get more of them, however you're trading damage for buff/debuff/heal abilities just the same as people do now. As I also mentioned, Gale already has this ability, but I don't see where people would take Storm Summoning over other power sets just because of this.

    Also on a side note, Corruptors don't have FF as a secondary.
  25. This is a fairly straight forward suggestion that hopefully I don't complicate.

    Stated simply: Any Corruptor Secondary Power set that deals damage should be allowed the scourge ability. Scourge, for those that are unsure, gives a power the chance (specifically 2.5% chance per every percentage point targets health is below 50%) to do double damage.

    Now granted there are not a lot of secondary power sets for Corruptors that actually deal damage, but the ones that do should have scourge. After all, that is a Corruptor's "special" ability. To be fair, there does seem to be one ability that does allow scourge. The power Gale from the Storm Summoning line does give the scourge ability. This makes the absence of scourge from all other Corruptor secondary powers all the more strange.

    Naming just a few of the Corruptor secondary powers that do not get scourge are:
    Storm Summoning - Freezing Rain, Tornado, and Lightning Storm.
    Dark Miasma - Howling Twilight and Dark Servant
    Cold Domination - Sleet
    Trick Arrow - Acid Arrow
    Traps - Caltrops, Acid Mortar, Seeker Drones, Trip Mine, and Time Bomb

    I thought that perhaps since some of the abilities mentioned are considered "pets", such as Tornado, Lightning Storm, Dark Servant, Seeker Drones, etc., that perhaps there was something against pets. However the Voltaic Sentinel's Electrical Bolt is allowed to scourge. Although Voltaic Sentinel is from Corruptor's primary power set Electrical Blast, this still at least shows it's not a problem with pets in particular.

    A quote from the Corruptor description includes this statement, "As your foes are weakened, your (scourge) ability kicks in, increasing your damage to an enemy as their hit points drop." It specifically states an increase in your damage, making no distinction whether the damage comes from a primary or secondary power set.

    So to summarize, please give the Corruptor's Secondary Power Sets that do damage the ability to scourge.