StratoNexus

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  1. Quote:
    Originally Posted by _Pine_ View Post
    I need travel powers for Winter's Gift Slow res proc.
    And the Stealth proc too!
    Quote:
    Originally Posted by StratoNexus View Post
    A travel power that did not go away when you EXd and could slot travel IOs could be cool. Since it stayed with you at all levels, you could respec out of the normal travel power. It would be non-battle (or you could make them immune to suppression and then they would be in-battle as well), but still be a power increase.
  2. Quote:
    Originally Posted by Memphis_Bill View Post
    Pick your travel power at 4. Done.
    I am suggesting something new, not something we can already do. Do you get the difference?
  3. Quote:
    Originally Posted by Agent White View Post
    Mmm, even the arcs still paint him as kind of grey, like he was supporting some of the Destroyers drug habit, but only because they were old war buddies and there was (at the time) no cure for the stuff.
    Oh, yeah. How could I not think of that as a gray area thing. I mean he kept drugged out psychopaths on the streets to help instill fear and control the populace while maintaining power over his "buddies" as their supplier.

    Hell, he was redeemed with that act alone!
  4. Quote:
    Originally Posted by Marut View Post
    Of all the other Praetors, Marauder actually seems to me to be the only one that might have a shot at redemption. The other Praetors are all driven by self-interest, while Marauder had established an area of peace and safety for a large number of people prior to Cole's arrival.
    Are you still level 6 in Praetoria? I mean, I don't want to spoil stuff, but a lot of what you may have read about the Praetors (especially on that GR website) were lies. You could call them significant stretches of the truth as well. Massive embellishment. Excellent spin.
  5. Quote:
    Originally Posted by Arbiter Hawk View Post
    The way it works is by applying mez protection to your character of exactly the magnitude of mez currently affecting you, plus one. It does give you mez resistance (which reduces duration of future mez) and mez strength (increases the duration of any mez you have), as well as a small to moderate heal. The power is powerful, but since it can only be used while you're CC'ed, under half health, or under half endurance, it needs to be potent when used in those limited conditions.
    He later stated that it does have a top end limit (maybe mag 10), so you won't be able to use to to break free from things like GW's hold or AM's Timestop.
  6. Quote:
    Originally Posted by Granite Agent View Post
    The other thing I noticed in the vid was that the AOE radius on Burst of Speed seemed really small and the damage seemed lame. Couldn't tell if that was a hacked character issue or what. But it seemed surprising.
    The radius was plenty large, but the damage is low, primarily because you can hit it three times in a row. Hawk mentioned cutting it by a third from what the formula would give, but then adding some back. Since it is primarily a utility power, I would almost prefer it to have no damage (instead possibly confusing enemies for 5ish seconds), but I do like the idea of letting things like double hit or interface work with it.

    Since /MC has Burst of Speed, it seems like it could work well with most primaries, even getting more use out of cones than other sets with a PBAoE focus. That said, sets with spherical AoEs still have the advanatge: Arch, Fire, Rad, Pist, Water, and Elec. I believe Hawk said the duration of Reach was longer than Build Up, so that could better synergize with Rain of Fire (actually lasting the entire duration), but if there is no clear indication of when it procs, that could be hard to control.

    Slows are handy with Electric's end drain, because drained enemies tend to flee. If Reach can be made to transfer to VS, that would be a great combo.

    Edit: Added water, duh on me.
  7. Quote:
    Originally Posted by Obitus View Post
    Salvage, recipes, inspirations -- all of those drop more frequently for soloists. The design intent is (I think) that teams kill faster, and that therefore teams should give you more-or-less the same amount of drops over time, but in practice that's not usually how it works out. Not even close. You can quite literally build a solo character around Inspiration use -- but a team character not so much.
    Now that you mention it I seem to remember when inventions were introduced people asking for the devs to use something like the team bonus XP formula to increase recipe drops when teamed.
  8. Quote:
    Originally Posted by Mad Grim View Post
    So you're not saying to change the current secondary to be all melee, you are instead saying that they should be given ANOTHER secondary, something no other AT has. Because Melee vs what they have now is completely different. So you'd have an AT with two secondaries, making it even harder to balance.
    No, he might be saying just to port SS as is as an additional blaster secondary set. Actually, he seems to be saying they could have just done that from the beginning. It is likely he acknowledges it shouldn't be done that way now, but it could have been done that way in 2003.

    Since it is likely that is what they did back then, it is probable testing discovered that didn't work so well, which is why they changed it up to add some utility powers to the secondaries. Interestingly, they didn't add enough utility, which is why we are where we are.
  9. Quote:
    Originally Posted by Kederren View Post
    Not so. There is no shared loot. Every "kill" grants an.
    independent drop check for each member of the team
    So why do my inspire drops plummet when teamed?

    I don't know what all drops are affected by teaming, but inspire drops are demonstrably, clearly, exceptionally reduced on a team.
  10. Quote:
    Originally Posted by daveyj3 View Post
    arbiter hawk said something about alternate animations not being soooo complicated or time consuming to add but zwill didnt like him saying that and they tried to low key it because if only all the players KNEW!!!!!
    Animations that already exist, of course. The key is the animations need to be the same length. New animations require more effort. But if the new Storm Kick animation is 52 frames and the one MA has is 36 frames, they are not interchangeable.

    Quote:
    Originally Posted by Premonitions View Post
    Really they could just port the PSI and Sonic animations to most "elemental" blast sets and you'd be able to shoot all kinds of stuff out of your eyes.
    FX work would need to be done as well, other wise you would lean forward to shoot stuff out of your eyes, but the flares would come out where your hands would normally be for the other animation.
  11. Hair with the witches hat from Croatoa would be nice.
  12. Quote:
    Originally Posted by Zyphoid View Post
    This is pretty much what Synapse has said every time we have had the conversation. :/

    Still, more alternate animations would be nice.
    Animations are costly and I think in general they want us to pay for them. I am not sure if it is feasible for them to release Animation packs.

    Spend 200 PP, get 8 alternate animations for Super Strength sounds good to me, but there may be technical and UI issues with that.

    So if that is not feasible, making the new animations and tying them to new powersets allows them to reap the benefit of selling them.
  13. Quote:
    Originally Posted by Moonlighter View Post
    Please take your tanker agenda to a more appropriate thread.
    Hey now! He is also proposing SS and Rage for blasters. He is welcome here!
  14. Quote:
    Originally Posted by Trickshooter View Post
    That's why I'm not sure the image set-up is as literal as some people are assuming.
    I don't think it is literal, but I am worried that Marauder is standing in a central location with two others whom I would consider of opposing beliefs.

    I would be thrilled for Marauder to be featured more in game, I love his look, his dialogue and his attitude (like I love Alan Rickman's villains or Jafar or Maleficent). I could even see him as a Rogue, not a pure Villain. I just don't want to stomach him as redeemed (or at least not yet, I could enjoy a story line that redeems him).

    Quote:
    Originally Posted by Hyperstrike View Post
    Yeah. But there's a lot to be said for internal consistency.
    We missed that boat already and I am not going to shed tears anymore. I'll figure it out. While I appreciate many people wish the devs had done it, it is too late to right it without making other areas problematic. After all, for years, I could have been fighting Praetorians at level 1 (and sometimes I did, all hail sidekicking). Ever been Master of Olympus at level 4? I have.
  15. Quote:
    Originally Posted by Nalrok_AthZim View Post
    They are primarily a Ranged Damage AT. Kind of hard to argue that when the game itself puts them in the 'from afar' category.
    I am going to wait to see what I24 has in store. Up to this point, I have very strongly argued that blasters were a hybrid, both melee and range. They will still be that, but the emphasis on the range part has amped up in recent years and the future seems to be emphasizing range as well (but always in motion is the future, difficult to see).

    I am glad to see they are not abandoning the hybrid nature (both /dark and /martial are strongly melee based, and I am happy that /martial has more options for a ranger than /dark), but I am also unsure if they are properly supporting that nature in other ways.
  16. Quote:
    Originally Posted by BrokenFace View Post
    I'd rather LOOK cool than be cool
    Perception is reality.
  17. Quote:
    Originally Posted by Legend_Light View Post
    Yes, we need slots that offer non-combat advancement.
    What non-combat (mini) games would you like to boost instead? It is not like CoH has a lot of stuff outside of combat.

    Incarnate Marketing?
    Incarnate Crafting?
    Incarnate Ski slopes (and other games of balance and twitchyness)?
    Incarnate Gladiators?
  18. Quote:
    Originally Posted by Johnny_Butane View Post
    And yet, when I use that exact same argument for Tankers, you disagree.
    People suggest tankers are a ranged AT and you have to try to prove they are not?
  19. Quote:
    Originally Posted by Trickshooter View Post
    I'm not sure it makes sense for any character between levels 1-49 to see any of those three characters hanging out in Atlas, since for their 'personal timeline', those three characters are still hanging out in non-exploded Praetoria.
    I think the devs have made it pretty clear that the world will be moving forward in ways that affect even level 1 characters. Personal timelines are becoming less relevant than the world timeline. We will need to pretend things ourselves about how the older stories fit in.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    I know Marauder has done bad things, and will continue doing bad things. I also don't dispute he's an animal. However, he strikes me kind of like Grunt from Mass Effect 2 - a wild, violent beast that CAN be controlled by someone strong enough to pull his leash. Yes, Marauder has violent tendencies and a complete disregard for other people, but he doesn't strike me as having any kind of "need" to hurt people like so many in the Isles. He doesn't have any "grand master plan," and thus can probably be convinced that what's beneficial to him is to behave, and he just might.

    This is why I don't like making "victims of circumstance" villains - because they can be redeemed if you swap circumstances around. Yes, Marauder is extremely violent and ruthless, but give him a solid taskmaster to direct his aggression towards the right enemies and I'm sure he can get used to not stepping on the little people in time. He's Cole's top dog of war, and like any dog, he can be trained to bark only when ordered to.
    His own personal tendencies slide towards selfishness and self-glorification. He could certainly change and conveniently for him most, if not all, of those that truly knew of his atrocities are dead. But he was not just a victim of circumstance. While he is indeed like a wild animal, he still has a human mind that comprehended his actions, and just didn't care (and even relished the violence and carnage).

    And he very much does strike me as someone who occasionally needs to unleash a little aggression for fun; he takes delight in hurting others.

    Is he still like that today? Has all the suffering he has seen as well as age caught up with him? It is possible. But it worked out well giving Wade and Malaise the benefit of the doubt.
  21. A travel power that did not go away when you EXd and could slot travel IOs could be cool. Since it stayed with you at all levels, you could respec out of the normal travel power. It would be non-battle (or you could make them immune to suppression and then they would be in-battle as well), but still be a power increase.

    You could do some cool things with the tiered system as well. Each tier could add another slot, so eventually you could put up to 4 IOs into the power (or tier 2 and 3 could add two slots, and tier 4 one slot, to total 6). You could increase the amount of control and friction as you slide up the trees (imagine Fly with the control of Hover). You could add some short duration Fly speed after an Incarnate TP. You could add Jump Height to an incarnate SS or run speed to an Incarnate Super Jump. Obviously, speed could increase as you moved up the trees. You could add stealth and/or -threat to some of the trees. +perception could be a nice travel power add (moving so fast, you need to be more aware).
  22. Quote:
    Originally Posted by EvilGeko View Post
    No. But because of the potential to buy influence this way, I don't think they will. But who knows?
    Hmmm. I thought that might be viewed as a feature. Many other games seem to specifically add stuff to their real money market that can be sold to other players for in game for in-game currency (it may also be an incidental side-effect, but one they are well aware of). That seems to fall under the type of convenience item CoH has been willing to sell.

    Selling something on the market that can be bought by other players for in-game money doesn't seem out of line with how the ATOs exist.
  23. Quote:
    Originally Posted by PRAF68_EU View Post
    Will it work with pseudo-pet based powers, such as Bonfire and Carrion Creepers?
    Does Double-Hit work with those? Although even if Assault: Radial does wok, that doesn't necessarily mean this new power will.
  24. Quote:
    Originally Posted by EvilGeko View Post
    WOW!! That's great news, great. I was very uneasy about these but if they are earnable in game, then my objection falls out.
    It is possible they will simply allow you to buy them with real money and sell them on the market.

    Does that count as earnable in game?
  25. Quote:
    Originally Posted by Hopeling View Post
    I could easily see Envenomed Blades going either way. We'll find out once it hits beta, I suppose.
    Hawk specifically mentioned Envenomed Blades used the base formula and that it would synergize well with longer recharging powers.

    Quote:
    Originally Posted by PRAF68_EU View Post
    Do snipes get an orange ring when Fast Snipe is available?
    Yes.