Tired Angel

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  1. Ive just thought of another one - my Earth/Sonic Controller Kitten is High.

    His Earth powers aren't actually controlling the ground it self but is actually controlling Radioactive Kitty Litter. I have recoloured it with the lava effects and have the lava a bright blue to represent the radioactive part and coloured the earth to have a similar colour to Kitty Litter
  2. Quote:
    Originally Posted by Lord_Thanatos View Post
    I think that's the whole point of Inherent powers, you get them automatically. You don't choose to get rest, sprint, ninja run (if you have to bought the booster) walk, you just have them when you are the correct level. Which is the whole point of the change.
    I have to agree with Thanatos about this - the fact it is inherent is that you don't have to pick it like rest, sprint, brawl.

    And Castle was happy to confirm the details we have about inherent Fitness and everyone is talking about the three extra powers we are getting (there is 900+ post thread about it with the main discussion being inherent fitness) and Castle hasn't come and said thats not how it works.
  3. Quote:
    Originally Posted by Vox Populi View Post
    Well like I said, I knew it would be an unpopular idea. I just find Melee/Defense ATs taking more Melee and Defense powers to be redundant and boring, and I worry they may replace Fitness as "must have" for a lot of players.
    Boring maybe (well actually yes - I know I sometimes drop a more interesting power for Tough or Weave) but redundent no.

    On ATs that are meant to survive incoming damage through defence boosting that effectiveness is never redundent.
  4. An alternative way to play around with the idea of no Fitness is use the current version and just put any slots you would use in it in a power like Sprint, Brawl or Rest. It won't give you specific numbers in terms of regen and recovery but allows you to play around with what powers you can pick when and what slots you would have available.
  5. Quote:
    Originally Posted by GuyPerfect View Post
    Has it been confirmed that all the Fitness powers are just going to be forced on you whether you want them or not? I was under the impression that they'd be selectable powers just as they are now, except all of them available to all characters starting at level 2.
    How it will work is that characters that already have the Fitness pool won't get the inherent Fitness (which comes in at lvl 2) until the respec and remove it from their build. All characters that don't have it will automaticly get it.

    And although I haven't got it yet I really want to try out Soul Mastery on a couple of my toons! As soon as I found out they would be getting Darkest Night I was REALLY happy
  6. Just wanted to say thanks to everyone who came to Defiant's Tanker Tuesday - there were 12 of us in total so we ran two teams doing Posi TF prt1

    Big gz to the team led by Virt (on her tank Kris P Bacon!) who managed to finish first!

    Despite the ruin mages in the last mission I had great fun and hope everyone else did!

    And look forward to see all the Union tankers next week
  7. Quote:
    Originally Posted by NuclearMedicine View Post
    Hi all,

    I just popped in to wish you all the best with your Tanker Tuesday EU kick off tomorrow! I was trying to get a Euro account going to try to join you for this, but not sure how that's going to work out. Best of luck and have fun!
    Thanks very much NM! Hopefully it will be success

    Quote:
    Originally Posted by Prof_Radburn View Post
    I,ll come along see if there is space for a late arrival to this thread
    Hopefully see you a bit later Prof along with everyone else
  8. Bane Wolf - this is my Science Dark Melee/Willpower scrapper. He was experimented on as a child by the Crey who had managed to get hold of some Council Nictus Fragments. They managed to create this Galaxy/Warwolf Hybrid. His Dark Melee abilities (which I have tinted slightly purple) are actually his Galaxy Nictus abilities and the Willpower is there to represent the strength of the Warwolves.

    Angel Divine - this is my Fire/Energy blaster. His powers have all been coloured bright white/yellow. He is actually meant to be weilding light energy in either concentrated strikes (e.g. Energy Manipulation) or burn them (Fire Blast).

    Psychic Whisper - this is my Sonic/Pain corruptor. He has been retconned from being a Sonic/Mental blaster and his Pain powers have been coloured slightly pink to represent that he is using his mental powers to heal people or hurt people (he is a mutant so his powers have evolved).

    Chiller Insect - in both incarnations of this character (originaly Ice/Earth tank, now Willpower/Ice tank) his ice powers are actually a chilled secretion that he produces naturally.

    Rendraka, Apocalyptic Jester, Devil Divine - in these three cases there Radiation powers have been recoloured and are actually just magical energies which they control.

    Jade Dragon Disciple - This Plant/Kinetic controller has had his Kinetic powers changed so they are a bit more earthy/planty colours as it is actually life force energy he is manipulating rather than kinetic energy specifically.

    Halloween CarnEvil - This Mind/Fire dom has had her fire powers recoloured in various different ways. Although it is fire it is actually not really and is a psychic projection of fire, her psychic powers strong enough to make people believe they are being burnt and actually cause physical pain/damage.
  9. Quote:
    Originally Posted by Dz131 View Post
    Any guns, rifles or just advanced weaponary. somehow lvling up makes the bullets hurt more.
    Or you could have just upgraded the mechanics in your gun, used a stronger alloy in your swords, improved the burn rate on your flamethrower etc etc etc
  10. Quote:
    Originally Posted by seebs View Post
    Was in a group with a /DP defender, someone said "switch to healing bullets!"

    I still suspect there are people who think that Trick Arrow actually has a power named "healing arrow".
    Hehe - I can just imagine you shooting someone in the back with a healing arrow. If they survive the shot then they get healed

    "What doesn't kill you makes you stronger!"
  11. Quote:
    Originally Posted by Scene_EU View Post
    \o/

    can we bring tankerminds?

    (j/k)
    Hehe - nah that would have to be a Mastermind Monday event which would have the warning "May cause lag and graphic crashes" :P
  12. Quote:
    Originally Posted by Alkirin View Post
    Personally, I'd take tactics first, then assault, then maneuvers.

    With slotting in tactics, you can free up space in all of your pets that won't need as much Acc. Assault is a very welcome stack of damage that you'll notice immediately; and maneuvers is something you'll likely not notice until later - where those few extra points will do more for you.

    Popular slotting in tactics is Adjusted Targeting.

    Zombies should be slotted with 1 acc and all damage. It's all they're good for.

    Grave Knights...About the same. If you're a fan of their knockup, toss something in for that too.

    Lich is good to frankenslot towards whatever he does that you want to improve. Don't need damage on him, but he fears, holds, heals, and debuffs plenty.
    Just as a note - you can't take Tactics until you have taken Assault or Manuevers. So I would suggest Assault and then Tactics.
  13. Tired Angel

    Agree/Disagree

    Quote:
    Originally Posted by Leese View Post
    Hm, makes a sort of sense if you're stealthing everything.

    If you're only killing the boss room and skipping the majority of enemies, you'll need to do more missions to hit 50. Thus the stalker will need to do more content to get to 50 then a non-stealth character.

    Is that what the OP meant? I have no idea.
    Thats what I thought the OP meant to

    And on top of the every character can take stealth every character can switch off XP and do missions without out leveling them
  14. Quote:
    Originally Posted by ClawsandEffect View Post
    The only problem with it is the fact that the Fire Sword powers (Fire Sword, Fire Sword Circle, and Greater Fire Sword) are all part fire damage and part lethal damage.

    If you were to offer an alternate animation for the sword powers, you'd either have damage types not matching up with the animation, or you'd have a superior attack by using a different animation (because lethal is much more frequently resisted than fire, pure fire damage will do more damage on average)
    They can maybe make the animations some sort of swipe animation which may suit the Fire/Lethal damage combo rather than an alternative punch animation.

    Plus you can have the Foot Stomp power without actually using your foot now so there is some precedent about how powers don't actually have to match the animation.

    Edit - I actually quite like the fire sword animations and think it would be cool if they made sword options for the Fire and Ice Melee sets as well as non-sword options
  15. These threads popped up all over the place before GR was released and after.

    What some people seem to forget that some people just find some ATs more fun than others.

    I don't particularly get much fun out of scrappers, brutes I am slowly getting into in the right situation but tankers I love playing all the time!
  16. Just a bit of a bumb to remind everyone that Defiant Tanker Tuesday will be next week, Tuesday 21st September at 8.15(UK)/9.15pm(Central European). I will hopefully be advertising on the Defiant global chanenls in the next few days!
  17. Quote:
    Originally Posted by Muon_Neutrino View Post
    Finally, a tank has better taunting ability than a brute. They both have taunts in their auras, but tanks get an AoE splash taunt in their ST attacks while brutes only taunt the target they hit.
    On top of that isn't the actual Taunt power more powerful on Tanks than it is on Brutes?

    IIRC the Taunt on Tanks causes all that it affects have a range debuff on them while the Brute one only the initial target does. Or am I imagining that?
  18. Quote:
    Originally Posted by Techbot Alpha View Post


    That is for washing out that mouth of yours

    Unlock with defeats...pah!
    Nemesis rifle, unlocks with the Unvelier badge! Worst thought out bit of 'reward' design ever!
    Unlocks...pfft!
    I didn't say it was a good idea! lol
  19. As I said in my previous post here are some screenshots showing how the animated tails don't work with Trench Coats. Here are two pics or the original demon tail





    Not the clearest pictures but you should be able to see how the non-animated demon tail is behind the the coat with minimal clipping

    Now here is the same toon with the animated demon tail



    It pokes through the back of the trench coat and when it moves causes a lot of clipping.

    So I think the non-animated tails should stay!!
  20. I would love the resistance pistols too - maybe the devs are waiting for when I19 comes out and everyone will have access to Praeotira and they will make them unlockable with the resistance defeat badges
  21. Quote:
    Originally Posted by GavinRuneblade View Post
    The point is they still have -tohit, and if they run they only run for a few seconds before cowering.

    Some won't attack, that's mitigation. Some will attack but miss more often, this is the best mitigation a brute can get. And if they run they don't run as far.

    This is pure win with the only drawback being the end cost.
    Quote:
    Originally Posted by _Deth2_ View Post
    I used to think the same thing, but the reality is, with CoF, even when they do get hit by Death Shroud, their attack rate is greatly reduced.

    One thing that is nice about CoF is that there are a number of beneficial IO sets that can be placed in it.

    As for the end costs, yes, it is a bit expensive, but mitigating the end usage on a DA is far easier than most people seem to think. Seriously, unless you are running Stone Melee or Super Strength, it isn't even worth bringing up.

    As for the problem with Fury generation, if you can't maintain fury with the recent changes, even running both OG and CoF, you have some serious problems.

    That said, I wouldn't run both, tried that on my DA/DM tank while I was leveling it, just for giggles, was kinda overkill. Plus I hate the drunks milling about you get with OG, mostly because they tended to wander out of range of the aura so they didn't stay drunk.
    Very good points Gavin, Deth - I hadn't thought of it like that!
  22. Quote:
    Originally Posted by Noble Savage View Post
    This perfectly sums up why I'd be in favor of legacy updates. You guys are providing lots of great edge cases to consider--keep 'em coming. We want to be extremely cautious when touching old stuff, and to make sure that everyone walks away happy.
    Just my own personal thoughts would be that taking anything away will make someone unhappy so going with Option 2 still makes sense to me.

    I read what you said menu work takes up a lot of time but if CoX is not going anywhere for the time being and you plan on adding costumes via boosters/Issues then the menus are going to get very full anyway. So personally I think it would make sense to start looking at creating subcategories for the menus sooner rather than later and that will help with this problem and stop it occuring in the future.

    And also please, please, please do not take non-animated tails away. I didn't get a chance to go in game last night but will post some screen shots ASAP to show how the non-animated ones work better in some cases (in my opinion that is!)
  23. My personal thoughts on Cloak of Fear is that it isn't worth it.

    I just think that if you are running Death Shroud (the damage aura) anyone that is affected by CoF will have their fear status broken each time Death Shroud ticks so what is the point?? At least with Oppressive Gloom they will stay stunned while being chipped away at by Death Shroud.
  24. Quote:
    Originally Posted by Noble Savage View Post
    Possible grist for the mill:
    --non-animated tails were left in Costume Creator when Animated Tails were added. Do any of you use the non-moving ones at this point?
    PLEASE do not take non-animated tails away because the animated tails stick out of the back of trench coats and other jackets. I have a few toons where this looks terrible and the non-animated ones work nicely because they are tucked away under the coat tail.

    Edit - and for this point and the points people have already made about how the change to metalic cossie pieces (I know personally I find them harder to use now with non-metalic stuff, it just doesn't work as well as it used to) I am going to vote for Option 2.

    If the only argument for Option 1 is a cluttered menu system then maybe that needs to be looked at as a development point.
  25. I did a mock build for my Fire/Fire tank last night looking at if Fitness was an inherent (any slots I would use in it I just put on Brawl out of the way) and I was quite happy with what I came up with.

    I managed to pick up Tough earlier, Blazing Aura earlier, RotP earlier and fit in Build Up and Hasten. I moved a few slots around but overall I think I am looking forward to this change