-
Posts
1152 -
Joined
-
I've got a Plant/Storm as one of my mains, and, while I can't entirely argue the 'fire and forget' thing, I happen to be rather fond of my killbox. He's also ungodly powerful- I mean, absolutely ridiculously so. I have to run on x8 to even notice the mobs, and there are times when I've pulled three or four x8 spawns down on myself solo without even realizing it until after I've wiped everything out.
And, while there is a certain 'confuse, root, pets' feel to things... you actually have a surprisingly deep toolkit. With confuses, knockback, slows, pets, along with a pair of stronger-than-you'd-think debuffs (and the usual hold and immobilize in ST and AoE variants)... and a weak stun and useless sleep... you can throw down a startling amount of control while doing enough damage to have what a PUG teammate described as 'a disturbing killspeed for a controller' -
Quote:You'll... have to forgive my persistent confusion, but why would I want the yellow text narration to go there? It's almost exclusively how your contact is acting, with a few snippets here and there describing actions that are taking place outside of the mission that would be impossible to do within (like transitioning from the Asylum back to the sewer map from mission two). It would be very strange to have it turn up in clues inside the mission, well after it happened :/
A mission start clue. A clue you get when the mission starts. You accept the mission and the clue shows up in your clue window. Compare to mission end clues, which I'm pretty sure were used in this arc.
Quote:Seriously, about the first or second thing they did every spawn was stare me. Made me think the mean girls were mind controllers a couple times before I realized there was one hiding around a corner.
Quote:Huh. Maybe it did but just missed? The particle effects are kind of tough to distinguish from Tar Patch and the other things.
Quote:Well, it's not like Diabolique warned her. Passing on something that'll kill you if you're "not worthy of it" is one of those classic passive-aggressive maneuvers. "But I thought someone as smart as you would know that the sword possessed its user with a rage demon, and then give it to one of your little soldiers to go crazy with on Unbelievable Man. I never expected you'd be fool enough to use it yourself. Ohohohohoho!" sort of thing.
Quote:Is Ninjitsu still bugged that it always gives you a damage boost? He was hitting me for 900 lethal and I've got about 50% resist.
He wasn't even really hurt when I went to carve him up, so I can only assume he beat the entire spawn of Mother Mayhem's children, wandered over to her when he was chasing down stragglers, and then wrecked her in literally 10 seconds. I came down the elevator and saw Mother Mayhem spout her "attacked", "hurt", and "dead" lines in that span of time.
Quote:Never seen "The Shining"? Danny's imaginary friend was named Tony and when he "talked" Danny would crook his finger and wiggle the tip around. I can only imagine my contact's gray overtones coming across in the same kind of gravely kid voice.
Quote:Well, riddle me this, Scarecrow: if the hero is supposed to be a cool dude who justices monsters and doesn't afraid of anything, why are you trying to set the mood?
Children are afraid of the real things that happen to them every day that the adults ignore. Okay, so I should feel like the governess who grabs the fireplace poker, goes down into the basement, beats the hell out of those chain-rattling fools, then dumps the body on the lawn.
This arc is by your own admission Castlevania in the shock/suspense/Castlevania model - after a short introduction I have a general outline of what's going on and what I should be doing to stop it.
Suspense is one of those things that doesn't really work unless you go all the way with it. In an arc that ultimately isn't about suspense, any attempt at building up an oppressive atmosphere is going to be kind of a sham in the end, like a children's play where the blustery main character hopes he doesn't get attacked by monsters, pretending not to see them gallivanting around in a backstage spotlight.
And fireplace poker or not, Susan still treats the 'chain rattling fools' with a certain amount of caution; if she were to slip up in her duties, the kids would end up paying the price, which is something that she will not allow. Fear for a third party is still, I think, legitimate fear.
And I'll keep an eye on the fear minion thing; I'm really wondering what happened with you. If there's been an AI change, I'm going to have to rebalance the entire thing >.< -
... looking at the login pic from a compositional standpoint, I could swear the thing was lopsided; the two eyecatches (despite the thread title) are the first pouch on the left (well, Statesman's right) and the glowing star. Both are significant blocks of non-dominant colour, making them stand out sharply, and the problem is that as a result of that, the eye is naturally drawn to that little bit of red-and-blue space between them.
Given that's States' external oblique/abdominal muscles, it... doesn't communicate a lot. Even less than his crotch, probably. -
Ugh.
I don't think I'd care quite so much about this change except for the fact that I found out about it by joining up with a couple of new player friends to run Monty's arc, and, as they had already rescued that redheaded idiot, figured we didn't need to bother with running that stupid mission again (yeh, twenty-some times is enough, I think). So my wife and I joined in on mission [censored] two, got brutally slaughtered over and over and over and over by the mapful of Nerva Spectra Daemons and Ruin Mages (yay for running it at level 20 >.<), Lady Jane promptly got herself killed once we finally managed to clear the however many spawns had decided to camp out in the intersection (at least three teamwipes later), bored our way through the rest of the missions... and found that the Latin student wouldn't talk to the two of us that had joined on mission two!
Son of a..!
Yeah, screw you too, Midnighters. Hate this mission chain, tired of doing it every single time I want to do the ITF on a new character, tired of suicidal imbeciles that I'm supposed to rescue, tired of the lore getting screwed over because the devs got lazy about the big reveal... bah. -
For that matter, why couldn't Penny contain Sissy's psychic energy long enough for something to be done other than just shooting her? Penny's supposed to be even stronger than Psyche, so, uhm... yeah.
And... did Manti somehow forget he had stunner arrows or something? Or is... well...
Positron: I have bad news... my powers have been malfunctioning for years, and I've got malignancies in both lungs and my thyroid. I'm not sure what to do...
Manticore: Ooh! Ooh! I know!
*starts unlimbering bow*
Positron: No, Justin, you can't shoot me through the heart. That's your answer for everything.
Manticore: Hey, I've saved the entire city twice with that trick! -
Huh. While I do genuinely appreciate you taking the time to do this, I have to admit, a lot of your beefs with the missions were... kind of unexpected. You've drawn at least a couple of conclusions that I'm looking at and going "... what." As in, I honestly am not sure where you got the idea from. I'll see if I can't respond to them as I go along...
Quote:I'm not actually sure what you mean by this; I can't stop parsing it as you telling me to put it where it already is >.< Either that, or that you think I should try to cram it into that tiny text box that pops up at the start of the mission, which kind of breaks the narrative flow. You'd have somebody you hadn't been introduced to and had no idea who they were telling you things :/Hmm. That big whack of bold yellow text seems like it might make a nice mission start clue, as it doesn't come from the contact necessarily.
Unless you meant that I should try and stuff it into the mission description box (the thing that pops up when you click on 'Small Fears' in the AE menu). I actually had a part of the opening narration in there at one point, and got... well, I'm remembering it as a lot of complaints (although it's been a while, so I'm not sure) about it.
Quote:Okay. So there's a minion here with Fearsome Stare and a stealth power. That, uh... that's not good. Fear is a debilitating status effect and very few power sets get any kind of resistance to it.
Quote:After I spring him, the counter in the navbar stays at 2? kids throughout the whole mission. That's... that's not a lot of help there, navbar. As it is I feel like I broke the mission when I freed the last kid on the top floor.
Quote:The optional boss is, well, optional, but he's got build up and perma-Deceive.
Quote:Despite some talk about going through to Praetoria in the last mission, this one seems to take place in an abandoned hospital on this side.
Quote:...no, seriously. First and second floors are both empty, except for a single patrol. Did something go wrong?
Quote:The monstrosity isn't so bad, considering -- just a miasma dark blaster, apparently without Blackstar
Quote:Mother Mayhem comes back... and gets chumped by one of the warring groups of fear monsters. Seriously. I come downstairs and she's getting shivved in a corner by Pain. I'm almost entirely certain that was a coincidence, as it runs back down the hallway to a reset position once she bites it.
Quote:Though this rating hasn't changed, because, well, Praetoria has changed. It used to be pretty simple: Tyrant was worried about his various Praetors turning on him so he played them against each other, and as a result both he and they were weaker and more given to your average Saturday morning cartoon mishaps, like the old "ancient fear demon in the research notes" trick.
But things have gotten a little more complex. Mother Mayhem and Diabolique have a much better reason to be at each others' throats than just infighting, and Diabolique doesn't even need to get a fear demon from another dimension to raise an army of fear warriors. If you can, play through the First Ward content, you'll see what I mean.
Also, I've played through at least a good chunk of the First Ward content (although I'm fairly certain not all of it), and I haven't seen Diabolique so much as mentioned :/
Quote:and then she carves a hole through to our reality through sheer force of will to get away from it all.
Quote:The fear demons are still pretty nice, but I really would like to have seen some kind of Praetorian map instead of just the asylum for the last battle. The asylum's so cramped it's just a chore to navigate.
Quite bluntly, that map was the only reason Mama M was included in the story at all- CoH has a sad shortage of 'scary' maps, and this is one of the few that matched the (admittedly simple) story I had in mind. Given that, it was a short step to Mother Mammaries' involvement, and her insanity made for a believable reason for her to have grabbed at something she didn't really understand, but thought sounded desireable, tying everything together neatly. I do not want to go to some generic bloody boring Praetorian lab map. I know the Asylum is cluttered and overused, but I did it first, dammit. Small Fears dates back to i14's beta. I chose it because it fit the story.
... sorry. Bit of a sore spot, there. I really don't want to have to rewrite the entire arc because one mildly irritating map is overused by other people, nor do I want to have to rework the entire third mission, since changing the map would break all my spawn points and turn it into 'fight #494737203485739 through the same damn lab'. Plush office. Whatever. Also, like I said, mood.
Quote:Also, you could stand to break the parts of mission setup that I do for myself -- the ones that show up in bold yellow text -- out from the briefing itself and into mission setup clues, as the contact isn't really providing them.
Quote:Sometimes MA seems like it's bugging out but really operating as intended, like with the counter for rescues in the first mission not going down,
Quote:or the last mission being completely empty but for a couple of patrols.
Quote:(It also kinda reduces the impact of the powered-up fear demons when we only meet a handful of them before it's time to throw down with the end boss.)
Quote:And Mother Mayhem getting mowed down in the last mission before I even had a chance to engage her is rather darkly amusing, but I can't believe it was intentional.
Quote:So there's a minion with heavy stealth on it that will try to fear you as one of its initial attacks. If your build doesn't resist fear, and there are very, very few who do, you can only make one attack or briefly run away about every ten seconds.
As a random aside, has stealth actually started working properly in AE again, then? Because for the longest time all my 'stealth' critters were as clearly visible as my own toon was while stealthed. Kind of transparent, but hardly hidden.
Quote:Also, seriously, one of the custom bosses mowed down Mother Mayhem before I could even process what was going on. They may be pitched just a little too high.
Quote:Overall there are just too many viewpoints crammed into the briefing. Our kid contact, his little finger Tony, and the narration that describes the actions we take.
Quote:That, and, well, I've gone into this before. There are three types of horror in video games: shock, suspense, and Castlevania. It's really hard to do anything other than Castlevania in the Mission Architect, and talking up suspense in the mission briefings when the missions themselves are mostly straightforward brawls just kinda rings hollow.
... apologies if that came off as bitter. I'm just getting rather frustrated at this point because you appear to be demanding certain things before you'll accept this arc as 'horror', but the second any attempts at these things- setting the mood with claustrophobic, gloomy areas, monsters that endanger you in 'unfair' ways or just pop out of nowhere, empty hallways that you're expecting something to attack you in, or even just trying to write towards a certain feel- inconvenience you in any fashion, or apparently even just kind of annoy you, you penalize me, sometimes quite heavily.
... and speaking of horror, I don't think I ever directly say that you, as the hero, should be afraid of any of this stuff, merely that there are things going on that frighten the child contact.
Quote:Canon has changed under a lot of arcs, not least the ones set in or partly in Praetoria. I don't expect everybody to necessarily keep up with it, but in this case taking the current Praetoria into account might be beneficial.
The plot never goes into any detail about Praetoria beyond 'Mother Mayhem is from there, has an asylum there, and is bugnuts', and 'she got some magic from Diabolique in some vaguely-defined fashion that isn't relevant to the plot'. And that's about it. Oh, and the BAF is mentioned to exist and it apparently has paper documentation and garbage. And cardboard boxes -_-;
*sigh* I'm grateful that you took the time to take another look at this, but I really don't understand some of your dislikes and criticisms. Some of it, yeah, I get it- differing personal preferences and such. I'm fine with that. Other things, though, are just strange to me. I still can't figure out how you came to some of the conclusions that you did- never did I say that Mother Mayhem and Diabolique were in conflict, I never even hinted that Diabolique had somehow tricked Mama M into letting Phobia loose or sicced the fear demonness on her herself, you keep insisting that Mother Mayhem's Asylum isn't in Praetoria for some reason, you want to move the narration that describes your interactions with the contact and a few minor events that happen outside of the missions... somewhere... you even seem to think that the demon was summoned in the BAF, when the BAF is only mentioned in passing (without any relation to the demon whatsoever, it's just a clue that Mother Mayhem is present) even though the demon is repeatedly and clearly described as being in the Asylum... I really don't understand.
Quote:Also, peeling Fearsome Stare off the minions would make battles a lot less frustrating but not really up the difficulty much.
Not unrelatedly, the customs appear to be displaying new behaviours. I've never seen them... or heard of them... going as mez-happy as they appear to have against you, if you're going to drop gameplay to ONE star because of it (well, that and not liking the last map).
... yeah. Not even sure what to say at this point. Thank you for running it again, and taking the time to think about it. That is appreciated. I'm not quite as sure I appreciate some of the penalties to the score, though. It's hard to accept penalties that either don't make sense to me, and even harder to accept ones that happen because you seem to have read in something that wasn't actually there and decided you didn't like it. -
Whoo... when you do a review, you do a review. Thanks for the thoughtful and thorough (and decidedly kind) writeup!
Quote:Heh. Guess I didn't think of it that way. School buildings are alarmed, so it didn't even occur to me that they wouldn't show up (yeah, can you tell that my dad worked for a school board while I was growing up, responding to just such alarm systems?) Anyways, that's an easy fix, and already done, in point of fact.Note: As is, the police are actually a bit of a shock – and I am left wondering how they even knew to come? It might be a bit helpful to add an “on mission accept” clue mentioning that I’ve radioed the police for some backup while I was on my way… I *would* definitely put it in a clue, rather than in the mission dialog – I very much like how the dialog stays very atmospheric.
Quote:Note: A few suggestions … the clue the child gives you says he tells you what he does at the door – I’d leave off “at the door” since you don’t really have to escort the child to the exit (and you aren’t at the exit at the time). It’s a very minor nitpick, and I’m aware that you can at least assume I’d lead the child out – but you can assume that anyway, and leaving off that little phrase will prevent the small chance of confusion the clue might cause. Also, Jake does mention that he “couldn’t tell me he was in the school too because he didn’t want the monsters to know I was coming.” Honestly, this doesn’t make much sense to me – I’d automatically *assumed* he was in the school, otherwise why would it be a psychic projection of him, and not the actual child running up to me on the street? He doesn’t really tell me anything when I rescue him – but I assume that’ll come in the mission debriefing anyway, so maybe the clue should just include the thanks for the rescue and a mention that he’ll tell me more once we get out of here.
In that vein, if possible (and based on how you’ve got it set up, this might *not* be possible) … I’m wondering if that second rescue would work better as a non-combat ally… that’d have Jake follow you around in case you stay in the mission to continue fighting things – gives a slightly better feel that you’re in the process of “leading him to safety”, even if you don’t have to actually take him back to the entrance (which is much appreciated).
As for Jake becoming a non-combat ally... it's an interesting thought. I'm honestly not sure if I can do it, and at the moment, I've run out of time. I'll come back and edit this post once I'm free again. Thanks again for the review!
EDIT: So, continued, heh. Sorry 'bout the delay, just life being life.
Quote:Note: To be honest, it’s here where I think the story gets weakest … although it’s still very good. It not completely clear from the clues or dialog exactly how or where I found the dimensional rip… granted I can assume I stumbled across it down there, or Jake showed me where it was, but a bit of text making it more clear would be better… even perhaps “extending” mission two to have a final room “glowy” that serves as the rip become the objective after I defeat Mother… an objective that reads “Look for how Mother Mayhem got here…”
It did strain credibility just a bit for me to think Mother would get away too … I think that needs to be explained just a bit more realistically than “my back was turned.” She’s an extremely powerful and dangerous supervillain; I *wouldn’t* turn my back on her unless I was dang sure she was completely subdued. Maybe there’s some way to work in there something along the lines of the PPD put her in a transport wagon bound for the Zig, under very heavy guard. But when it gets there, the wagon is simply filled with a bunch of very confused police “guarding” an empty crate or something. Then, when I return to the rift, I see the evidence that somebody’s already passed through it.
So... on reflection, rather than adding extraneous objectives, I just had the rift pop up right where she was- basically she just teleported out, solving both how you found it and how she got away. Pity we can't use that particular boss defeat animation so that I have to use text instead. Ah, wellHonestly, that's more or less how I'd planned it from the start, aside from thinking more 'hero turns away due to Jake distracting them, Mama M hops through the rift' rather than just her *poof*ing out. Not a major difference, but something that's good to have cleared up.
Quote:Note: Either that’s a nice touch – a new faction that looks like the old, but has more dangerous powers – or they’re using more dangerous debuffing powers that they weren’t using before…
I did notice the ‘patrols’ mentioning feeding on ample supplies of ‘madfood’ and commenting on how much of it there was … which seems strange given how empty the asylum appears. Perhaps a few “rescues” could be inserted with the monsters standing over the collapsed bodies of asylum inmates?
If you took screenies of the beasties in the first couple of missions and then the ones in the last mission... there's actually a fair bit of difference. Most, if not all, of them are actually physically larger by at least a foot or two, and they all have more 'monstrous' features and weapons. It's a touch that I'm honestly kinda proud of, and one that less people than I would have expected catch.
Quote:Note: I know I’ve probably got to sound like a broken record by now, but flight gets *really* annoying on boss-class (and higher) foes … the customs already have a nasty tendency to run, and flight just makes tracking them down a miserable ordeal. Conceptually I have no problem with her being able to fly – but from a “fun” standpoint, it’s, well, not fun.
Quote:Note: By and large they feel a *bit* overpowered, but not too bad. I think it’s actually the “tar pits” those Phobophages are throwing down. Not only is it a *nasty* resistance debuff, it is also a very powerful slow – and its on a minion with a stealth ability. So you often don’t even see they’re there until right a they are throwing it (and oh my do they like to open with that power), and they’re almost always present in the spawn. So a lot of the fights involve me moving in slo-mo under multiple debuffs that put my resistances and defenses in the toilet toward bosses that (thanks to my debuffed resistance) are effectively doing double damage with autohit attacks – oh, and my self heal takes longer than normal to come back.
In any case, my first impression would be to remove the tar patch… that power seems to be the one causing the most problems. Oh, and did I mention you can’t jump while you’re in one, which can be really annoying on a map with as much ground clutter as the Asylum.
I'd rather ditch those powers than Tar Patch, since I like the visual effect and think it adds nicely to the atmosphere. And, hopefully, with those gone, Tar Patch won't be such a camel-back-breaker.
Quote:Note: I’ll probably sound crazy for saying this … but that almost seemed anti-climactic. I almost wish destroying it at least “forced out” a weakened version of Phobia that I still needed to finish off, or something similar?
Anywho, thanks so much for the review- helped me squeeze one or two more bugs out of things, and it's always great to read what different people think. One random aside... how did I manage to get 5.063 stars on it..? -
Huh. Serious wow on my part. I was surprised to win once... to win again, and against that kind of competition, is kind of mind blowing. What pulled my little arc clear of the pack?
-
Hey Glazius- if you're willing, I'd be curious to see what you thought of my "Small Fears" arc (12285) that you ran ages ago, now that I've revamped it heavily.
-
Wellp, should you happen to be interested, here's my Plant/Stormie as he is on live for comparison; bear in mind, of course, that this is what works for me. Well, aside from the last three powers, which are pretty much just mules. I had initially taken World of Confusion to back up Seeds and take out Bosses faster, but given that it appears to do pretty much nothing, I ignore it now. Thinking about swapping out Stealth for Psionic Tornado and switching the slots over, but not sure, since I'd lose a bit of recharge that way.
Your latest build looks pretty solid, although I'm not sure I'd bother with the proc in Thunderclap- the animation is so long that there are a lot of more profitable things you could be doing with your time, and I suspect that the proc might be more expensive than just the vanilla stun enhancement.
Anywho, best of luck with your walking wrath of nature- mine has been non-stop good times
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Skein: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Entangle -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(15), GravAnch-Hold%(15)
Level 1: Gale -- Acc-I(A)
Level 2: Strangler -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(5), UbrkCons-Acc/Hold/Rchg(7), UbrkCons-Acc/Rchg(11), UbrkCons-EndRdx/Hold(17)
Level 4: Roots -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(5), Ragnrk-Acc/Dmg/Rchg(7), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(19), Posi-Dam%(23)
Level 6: Hover -- Zephyr-Travel(A), LkGmblr-Rchg+(13), Zephyr-ResKB(45)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(29), CoPers-Conf%(29)
Level 10: Snow Storm -- EndRdx-I(A)
Level 12: O2 Boost -- Mrcl-Heal(A), Mrcl-Heal/Rchg(21)
Level 14: Fly -- Flight-I(A)
Level 16: Freezing Rain -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(17), AnWeak-Acc/Rchg(31), AnWeak-DefDeb/EndRdx/Rchg(40), AnWeak-Acc/Rchg/EndRdx(43), Achilles-ResDeb%(48)
Level 18: Spirit Tree -- Mrcl-Heal/Rchg(A), Mrcl-Heal(48)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(46)
Level 22: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(45), EoCur-Acc/Hold/Rchg(45)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(27), HO:Nucle(27), RechRdx-I(31), Posi-Dam%(34), ImpSwft-Dam%(36)
Level 28: Thunder Clap -- Amaze-Stun/Rchg(A), Amaze-Stun(37)
Level 30: Steamy Mist -- LkGmblr-Rchg+(A), Aegis-Psi/Status(31)
Level 32: Fly Trap -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Acc/Rchg(33), S'bndAl-Dmg/EndRdx(34), S'bndAl-Build%(34)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37)
Level 38: Lightning Storm -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(42), RechRdx-I(42)
Level 44: World of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(48), Mlais-Acc/EndRdx(50), Mlais-Acc/Conf/Rchg(50), Mlais-Dam%(50)
Level 47: Stealth -- LkGmblr-Rchg+(A)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 50: Musculature Core Paragon
Level 50: Diamagnetic Partial Radial Conversion
Level 50: Pyronic Partial Core Judgement
Level 50: Storm Elemental Radial Superior Ally
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(25), P'Shift-EndMod(25) -
Looking forward to hearing what you have to say on the return playthrough, Coulomb... and, for that matter, what you thought of the first playthrough, given that you didn't review it that time
-
I dunno... I think the amazing rubber Spiderwoman/Gambit take the 'worst cover' award. That was all kinds of awful. Wolvie vs. Cap is just crummy action blocking and really weird faces.
... what's wrong with Cap's nose, anyways?
*sigh*
I suppose I don't really care that much anymore. Ever since I realized that there was little to no hope of any real story progression at DC and Marvel, I basically gave up. -
Quote:... how do people get 'SKIN IZ TEH DEBBILZ!!!' from 'I dislike the bare skin involved in this costume because it is visually unappealing when considered as a part of whole', anyhow?Which is precisely why there are so many threads about Back Alley Brawler and his obscene costume.
Her costume is far more conservative than others and it's been labeled poorly simply because she's a woman.
Heck there are people opposed to what they're seeing simply because they don't want the young character from the stories they remember to grow up.
Speaking for myself, I'm... labelling the costume poorly?.. because I disagree (respectfully, of course- David's art skills are admirable) with some of the design decisions that have gone into it. Superheroes have traditionally gone the route of a very iconic style- no matter how visually busy Batman's costume may get, for example (Arkham City, I'm looking at you here -_-), it still conforms to an instantly recognizable iconography- pointy ears, scalloped cape, and a bat-symbol. You can put those on a zarking egg and still have a recognizable Batman motif. Ditto a lot of the classic superhero costumes- Cyclops, all you need are the blue-and-gold tights and the visor, Spidey the red-and-blue with the eyes, the webbing, and the spider-symbol...
I don't know. The costume could work with some minor tweaking- I like Punky Yang conceptually, but the leather-armour-belly shirt just looks so incredibly silly to me that I have a hard time getting past it. Maybe a jean jacket..? -
Can't say I ever have converted clothes, GG. My last attempt at sewing resulted in a restraining order- I have to stay 50 feet away from any and all sewing machines at all times
More seriously, I still don't like the bared midriff, strange questions regarding the interrupted zipper aside- it's one more colour in an already busy costume. Overall? I actually quite like it. But she either needs more skin (for example, making the leather-ish... bellyshirt-thing... short sleeved could work, or maybe like the initial impression a lot of people had, that those actually were bikini briefs on bare legs... although I'm not sure that would be appropriate for Penny's character as presented thus far...), or else less skin, doing away with the silly bared midriff entirely.
At least (and this should go without saying, but eh, this is the internet), in my opinion. -
Plant/Storm/Psi controller. Complete endhog, but once you get some recharge into your build, you will be happily mauling everything in sight, supporting teams, or, more often, wandering off from the team because you want the toys all to yourself
Also, comes with mez protection. I have a hard time playing a non-psi-epic 'troller now, just because of that fact. -
... okay, the comment that the exposed belly is, in fact, a fashion statement has my brain fixating on a single thing. Given the fragment of zipper on the bikini briefs, I'm sitting here going 'wait, she chopped the mifriff out of her uniform? Isn't someone likely to get annoyed by her defacing it like that? And how did she get such a perfectly smooth cut? Or did she sew a new waist into the thing without bothering to remove the zipper or something?'
-
*shrug*
In all honesty, the first thing I thought when I saw that silly bare midriff in a larger pic was 'please cut along the dotted line'. That bellybutton might as well be a bullseye. Nothing against skin, really, but the leather belly-shirt thingy is just... kind of stupid looking.
The rest of the costume? Yeah, I can go with that. Underwear on the outside has a long and rich tradition behind it, after all
Although I'd tend to agree that the white leggings look a bit out-of-place, colour-wise. A dark gray to match the top would give a more cohesive visual, I think. -
So... looking to dust off my old namesake bubbler, and finding myself having a hard time getting him to where I'd like him to be. The best I've managed to come up with is the build below; I play him as a sort of oddball hybrid Defentroller, doing my best to leverage the drains and holds to keep the incoming damage down once I've got my buffs up and running. Probably because after years of blasting, defender damage seems downright anemic
Aiming to have the strongest bubbles I can manage, strong drains, and decent damage.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Wall of Knight: Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Electrical Blast
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def(5), RedFtn-EndRdx(7)
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Dmg/Rchg(34), Thundr-Dmg/EndRdx(34)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33)
Level 4: Ball Lightning -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(7), P'Shift-Acc/Rchg(21), P'Shift-EndMod/Acc(27), Posi-Dmg/Rchg(27), Posi-Dam%(29)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(46)
Level 8: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(11), RedFtn-EndRdx(13)
Level 10: Short Circuit -- P'Shift-EndMod(A), P'Shift-End%(25), P'Shift-EndMod/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(36), P'Shift-EndMod/Acc/Rchg(37)
Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(17), RedFtn-EndRdx(17)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19)
Level 16: Personal Force Field -- LkGmblr-Rchg+(A)
Level 18: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(23)
Level 20: Boxing -- EndRdx-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37)
Level 26: Aid Other -- Heal-I(A)
Level 28: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(37), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(45)
Level 30: Aid Self -- Heal-I(A)
Level 32: Force Bubble -- EndRdx-I(A)
Level 35: Voltaic Sentinel -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(43), ExRmnt-Dmg/EndRdx(43), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(45)
Level 38: Thunderous Blast -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx/Rng(40), Det'tn-Acc/Dmg(40), Det'tn-Dmg/Rchg(42), Det'tn-Dmg/Rng(42)
Level 41: Thunder Strike -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(45), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(50)
Level 44: Charged Armor -- ResDam-I(A)
Level 47: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc/Rchg(48), P'Shift-Acc/Rchg(48)
Level 49: Shocking Bolt -- Lock-Acc/Hold(A), Lock-Acc/Rchg(50), Lock-Rchg/Hold(50)
Level 50: Nerve Core Paragon
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(25)
Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-End%(19), P'Shift-EndMod(21) -
*shrug*
There's 'overcoming a challenge' and there's 'attempting to convince 10-20+ random strangers to engage in tedious, annoying behaviour so that you can get a specific collection of pixels on your virtual trophy wall'. My playtime is far more limited than it used to be, and my handful of attempts at Strong and Pretty were enough to basically turn me off MoITrial badges for good. And from what I understand, that one's not even all that hard to get... with time for practice and repeated attempts. Something that I don't exactly have an abundance of at the moment.
Some of the badges I don't have yet (just hit 1000 the other night) are simply things I haven't gotten around to yet. Possibly incredibly tedious things, but that's not a big deal- if I want the badge, I do the things. But badges that require mass coordination of people doing things that run counter to the actual goal of what most of them are there to do (unless, of course, it's specifically a badge run...) is... uhm... well, let's just say 'challenge' isn't the first word that comes to mind. -
*shrug*
Been energy blasting since i3. I ran across a simple little rhyme at some point that seems to work at getting the tanks' panties unbunched- "If it's flying, it's dying." If I knock it back, it's going to be dead before the second bounce, or else I'm not doing my job :/ -
Hmm- I might be biased, but I'd save that stealth slot in Combat Jumping and just run Superspeed and Steamy Mist, and use Hover for positioning. Then again, I'm a hoverblaster from way back, so take that as you will. Of course, if you had that free slot, you could stick it into Seeds and get the Purple Contagious Confusion proc... *evilgrin*
I can't speak as to the effectiveness of the procs in Freezing Rain- I went the debuff route intstead- but one of the procs in Carrion Creepers raises an eyebrow. I'm not entirely certain that the Posi's Blast proc will work properly in there, but that's based on hearsay rather than anything solid in my own experience, so, once again, take it as you will.
Also, Spore Burst is painfully useless to a Plant/Stormie- you will, quite frankly, be flinging about so very much AoE that anything that gets put to sleep won't be that way for more than a split second. Unless it's mostly there as a set mule, I wouldn't bother.
You will feel that lack of slots in Stamina, even, I suspect, with Ageless. Plant/Storm is an endurance-hungry beast. Afterburner isn't that great an 'oh crap' button, given that it's only a 15% boost to your defense.
Again, I might be biased, but I love, love, love having status protection. It is a major part of the reason that my controller is such a wrecking ball- he can't get taken out by one errant mez. So yeah- psi epic all the way. I also went musculature core, for the damage, the immobilize boost, and the defense debuff boost (Freezing Rain, baby!).
Oh- and I wouldn't put the chance to hold in Roots, at least if you're planning on relying on Seeds as heavily as I do. You don't want them held, you want them immobilized and beating one another to death :3
And, well, for comparison, here's my (rather expensive, but undeniably effective) build- hope some of this stuff helps.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Skein: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Entangle -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(15), GravAnch-Hold%(15)
Level 1: Gale -- Acc-I(A)
Level 2: Strangler -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(5), UbrkCons-Acc/Hold/Rchg(7), UbrkCons-Acc/Rchg(11), UbrkCons-EndRdx/Hold(17)
Level 4: Roots -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(5), Ragnrk-Acc/Dmg/Rchg(7), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(19), Posi-Dam%(23)
Level 6: Hover -- Zephyr-Travel(A), LkGmblr-Rchg+(13), Zephyr-ResKB(45)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(29), CoPers-Conf%(29)
Level 10: Snow Storm -- EndRdx-I(A)
Level 12: O2 Boost -- Mrcl-Heal(A), Mrcl-Heal/Rchg(21)
Level 14: Fly -- Flight-I(A)
Level 16: Freezing Rain -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(17), AnWeak-Acc/Rchg(31), AnWeak-DefDeb/EndRdx/Rchg(40), AnWeak-Acc/Rchg/EndRdx(43), Achilles-ResDeb%(48)
Level 18: Spirit Tree -- Mrcl-Heal/Rchg(A), Mrcl-Heal(48)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(46)
Level 22: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(45), EoCur-Acc/Hold/Rchg(45)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(27), HO:Nucle(27), RechRdx-I(31), TotHntr-Dam%(34), ImpSwft-Dam%(36)
Level 28: Thunder Clap -- Amaze-Stun/Rchg(A), Amaze-Stun(37)
Level 30: Steamy Mist -- LkGmblr-Rchg+(A), Aegis-Psi/Status(31)
Level 32: Fly Trap -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Acc/Rchg(33), S'bndAl-Dmg/EndRdx(34), S'bndAl-Build%(34)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37)
Level 38: Lightning Storm -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(42), RechRdx-I(42)
Level 44: World of Confusion -- Mlais-Dam%(A), Mlais-EndRdx/Conf(48), Mlais-Acc/EndRdx(50), Mlais-Acc/Rchg(50), Mlais-Acc/Conf/Rchg(50)
Level 47: Stealth -- LkGmblr-Rchg+(A)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 50: Musculature Core Paragon
Level 50: Diamagnetic Partial Radial Conversion
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(25), P'Shift-EndMod(25) -
Congrats, Tubbius! And I've gotta admit, I'm more than a little anxious... and greedy :P... to see if Small Fears makes it into the final running...
-
*grin* I went psi on my Plant/Stormy. Not having to take any time out for mezzes is rather nice, although I should probably swap out World of Confusion (intended to use it to supplement Seeds on bosses, but it's rather useless) for the AoE.
But, that might just be me- I tend to play him rather oddly. Fast, hard, and creating a zone-o'-death every minute or two, moving on as everything in the vicinity dies. -
... am I parsing the OP correctly if I paraphrase their original post as 'I don't mind the villains winning, just please don't make my character a dumb*** so that can happen'? Frankly, the heroes grabbed the idiot ball with both fists in the last couple of SSAs, and have been busily beating their own brains out with it ever since. Manticore especially. The last couple of SSAs make him look like he's got such a raging inferiority complex that he shouldn't be allowed to own a capgun, much less a massive arsenal of superhero gear.
Then again, the writing for the last couple has been... odd. It's like our characters have suddenly popped out of the game and into the comics, where the Phalanx are the last, desperate bastion against evil, not just the tip-top of a massive heap. There's a couple of lines to the effect of them 'not being the only ones any more', but the words ring a bit hollow when compared to their actions. I doubt Malaise could have done much if he had been locked down by a dozen psi-cops, for example, or if the Midnighters had been on hand to magically defuse him and had been able to block the Dirge of Chaos... They had options, they simply didn't explore them the way they should have, perhaps out of a misguided feel that this was 'family'.
I don't know. I don't dislike the SSAs, at least not the way some posters seem to, but I really do feel like a guest star in them- like Aurora Borealis just kind of said 'hey, I know a guy...' when the problem came up.
Also, let me comment that I'm squarely in the 'self-defense' camp for Sister Psyche. Malaise might not have been trying to inflict physical harm on her (iffy, given that Aurora Borealis flat-out says that if her evil twin/fragment would attempt to murder Psyche if she couldn't take full control- and quite bluntly, if you're going to play that card, you'd better let it swing both ways- Psyche didn't lay a finger on Malaise, she just erased the part of him that had been projected into her mind), the destruction of her original personality is just as much murdering her as if he'd stuck a knife into her. Read the souvenir- Malaise says that he's planning to 'remake her as a completely different person'. If that had worked, it would mean that Tilman wasn't coming back. As in 'She's dead, Jim.' Given that Psyche wound up in a coma after killing Malaise off, it sure sounds like it was supposed to be a last-ditch desperation thing, not something done in cold blood.
And really, until we can get Sister Psyche out of a coma, she's not going to be undergoing an inquiry, given that she's, well, comatose. I'm hoping that the devs have the stones to show her undergoing some consequences for killing Jean off, even if it was self-defense. Of course, given how... irregular... her dealings with him always were, it might get a bit weird. Some of that was just sloppy writing, mind- I could swear I remember reading some bits that said that Malaise actually suffered dissociative identity disorder, and Sister Psyche was forcing the 'good' identity into dominance, while other times it just says that Sister Psyche healed the damage that his own powers had done to his mind. *shrug*
EDIT- and as to the 'all the co-op content is heroically flavoured'... I hate to be so gauche as to bring numbers into things, but the fact remains that hero-side is where the vast majority of the money is coming from. The bean-counters would probably beat the devs to death with filing cabinets if they tried to make villainous-flavoured content that made the heroes into suckers, for fear of alienating the significantly more profitable blueside players. At least 'saving your own butt' is a more villainous motivation than 'haha, sucker' is a heroic one. -
Eh, I don't know about 'cheaper'- the first one had a fairly hefty FX budget, and, well, you saw how far that got them. I didn't necessarily hate the first one, but I wasn't especially interested in anything involving a sequel, at least until I saw the trailer- solid-looking stunt work, the Rock, and Bruce Willis? Not necessarily 'MUST SEE IN THEATRE!', but I'm at the very least mildly intrigued.
*shrug*
We'll see how it goes, I suppose.