Thunderwolf

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  1. I see it being a common request, but didn't see it on the first couple pages.

    I do not see why it would be a bad idea, unless you kept your level, but starting over at level 1, I don't see any bad sides to it other than the possible work required by the devs, this seems to be something that would either be incredibly easy to code, or incredibly time consuming.
  2. I always though it would be cool if you could do a second build with different powers, maybe even a different AT, you wouldn't have to keep your level, so you would switch to different powers and have to level from lvl 1 again. Or maybe have your second build start at level 20, and to balance require you to be level 50 to unlock it.

    I don't see how this would be unbalancing in any way, you wouldn't be able to mix and match powers from different ats, it would be like 2 different characters, but would be a great way to breath new life into old farvorites, or to add more depth to your characters back story.

    I can see thematic reasons for this with going rogue, for example, my dark melee/shield brute could go over to hero side then make a second build as a super strength/shield brute or even tank because he decides not to use his dark powers anymore.

    Another example for thematic reasons would be an iron man like character with all his different armors.
  3. Thats what I was hoping for, thank you.
  4. If I have more than one "Chance for smashing damage procs" do they override each other or does it work just the same as having one chance for smashing and one chance for energy, etc.
  5. I took the second tier blast on my robots mm, it has a decent chance to knockback so it can be useful at times. Dual wield and empty clips also have knockback but I don't think the chance for it happening is very high.
  6. I would be happy with blade melee, but I would rather get Martial arts as a secondary for blasters, kinda in the same vein as energy manipulation, lots of self buffs and melee attacks.
    It could be something like crane kick, dragon's tail and eagles claw for melee, focused accuracy, conserve power, no build up, maybe against all odds from shield defense
  7. No I want a buffing set with melee attacks and a ranged set with a stealth set.
    Its just to give an example of the at, since when did WoW create the idea of a paladin or rogue?
    Just because you don't like WoW doesn't mean you have to hate everything that uses a word from it.
  8. Know one yet knows if there will be new ATs for going rogue, what ideas do you have for new ats, I think the best ideas are to look for character concept holes with our current ATs.

    Here is my idea:

    Crusader:
    Primary Set: Melee Damage
    Secondary Set: Buff/heal
    Description: The paladin, the commander, the leader, the crusader is always in the frontlines supporting his team.

    They should have tank level damage and health and have controller level buffs, no debuff sets available.

    Spy:
    Primary Set: Manipulation/Assault(similar to blaster and dominator secondaries, a mix of control and ranged)
    Secondary Set: Stealth/Defense
    Description: The rogue, or trickster, the spy is all about sneaking into enemy territory and mixing things up.

    They should have defender level damage and tank level defense and scrapper level health, they use tactical powers to control the battle field and are very hard to kill, lots of soft control like kb and slows, unlike the existing assault/manipulation sets they will mostly have ranged attacks..

    Tyrant:
    Primary Set: Melee Damage
    Secondary Set: Pets
    Description: The Tyrant rules with an iron fist! He has a huge army of followers of which he leads into battle himself.

    They have above tanker level damage, blaster level health and mastermind style pets, possibly take out one or both of the pet upgrade powers and put in a self defensive power.

    Destroyer:
    Primary Set: Ranged Damage
    Secondary Set: Melee Damage
    Description: The true glass cannon, the destroyer does just that, destroys, he seems fragile but the chances of getting close enough to test that theory are slim.

    They have blaster level damage, defender level health and no defensive or control like powers, maybe an inherent or power in every set based on speed.

    Enforcer:
    Primary Set: Debuff
    Secondary Set: Control
    Description: Enforcers control the battle, they cannot do much in the frontlines but they can ensure a victory for a side of their choosing by working in the background.

    Their damage and health are both very low, their debuff values are less than a controller, their inherent increases their debuff strength on mezzed enemies, their primaries are only debuff sets.
  9. A lot of this has probably been said by others but here is my feelings about the MA. There is a rant at the top and a summary of my suggestions at the bottom.

    I was very excited about the MA, I tried it on test when it came out a little bit to see how it lived up to my expectations, the enemy group creator certainly did, but the mission editor itself fell short, I didn't really try to create anything complex on test, but thought up many ideas, now that it has gone live, I feel even more disappointed.

    The main thing I wanted to do with MA was flesh out my heroes and villains, give them back stories etc. The limits of the MA limits my creativity greatly with this. The file size limit is the worst of them. With the current file size limit it is only really possible to have 1 fully fleshed out custom group, meaning either you can only have 1 custom group, or gameplay suffers greatly. A lot of ideas I had were of opposing sides where your character is caught in the middle. I tried to make one of my ideas, but I had to take so much out, it just wasn't very fun to play anymore.

    Also, when want to play someone elses arc, I would much rather fight custom characters they have made then regular in game enemies.

    Another problem is mission events and objectives. These are very limiting, very little options for npcs to interact together, and very little control on objectives. It sucks that we can only choose front middle back for locations of things, but there should at least be an option to set one object to always be before the other. For example, I had a mission where you had to stop a robbery, there was supposed to be a boss guarding a collection item, and both were set to back, but most of the time it seemed the item would be way before the boss.

    Finally, the ability for storytelling is very lacking, I would really like to have npcs have more interactions with each other, possibly a cutscene editor.

    I think this is part of the reason that all people do now is run MA farms, its very hard to make unique missions or have good storytelling. If cost is the issue for the size limitation, make us have the option to pay more for more space, maybe have limited mission slots but with a bigger size than currently and allow us to buy more mission slots, or have an "architect" subscription that gives us more slots and bigger file sizes for $5 more a month or something.

    Here is a summary of suggestions:

    <ul type="square">[*]Increase file size by 3x-5x(to allow at least 3 fleshed out custom groups, a custom contact and possibly more missions in an arc, 10 would be good, add a payment option for bigger filesizes if cost is the issue.)[*]Have events able to interact with each other(For example, have dialog options for allies when coming into contact with other objectives, like say something when you aggro the boss.)[*]Either allow us to manually pick objective location or add a priority option(for example choose to make a boss have a higher priority than a collection so even if they are both set to "Back" position, the boss always appears first)[*]More storytelling ability(for example a cutscene creator would be great, and doesnt seem that hard to do, and different contacts between missions in an arc)[*]Map creation like the base editor(don't see why they wouldn't add this, possibly a technical issue?)[*]A copy character button that would automatically create a character based on the one you are playing (I know there is a load costume button, but being able to copy powers and everything in 1 button would be cool, have difficulty selection and maybe this can be the way to have arachnos and kheldians.)[/list]
  10. Easy way to fix elec melee:

    Get rid of build up and add a Rage type power, but get rid of the tohit buff and put in a recharge buff instead, maybe like 10% recharge. It makes sence thematically, it can be called "Supercharge" or something.

    I think build up is one of the more boring powers in alot of powersets, I love when they have something different, rage, soul drain, etc.