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Frankly, I don't take level into account at all. I take character into account. Same with psychic powers.
My main, for instance, goes primarily with what the lore says- which means he's an ice-powered glass cannon who lacks defense.
He also has no protection from psychic abilities whatsoever, with the net result being that his constant (If questionable) friend, despite being much lower-level than him, can (And frequently does) pull all sorts of psychic shennanigans with him, including at one point possessing him to stare off a necromancer who was threatening him.
Note, my main is a level 50 (+1) and his friend is level 27.
On the other hand, he also can (And has) RP'd freezing people in ice. Even people who have "status protection" powers.
So yeah.
ETA: I've also got my own non-official powers set up to follow game mechanics whereever possible, and that includes with stealth.
He has the "Second Sight," and can't turn it off. It's a major feature of his personality and his character. It also enables him to see invisible things.
Except, for some reason, when those invisible things are his enemies- in other words, villains in a PvP zone, which are also the ones I can't see. In battles, his Second Sight is far too overwhelmed for him to pick out details like that, he's lucky to be able to keep track of his surroundings at all.
ETA ETA: Also, he can't See Natural or Tech powers, since they have little to no magical signature, and he can't See the power of the Well of the Furies, meaning any other Incarnates who use stealth are much more likely to escape his notice. -
Cancelling previous notification as pertains to the RP invasion of the VIP server.
I'm strongly considering not feeding any more money to City of Heroes. I'm not rewarding the Freedom market system. The Freedom market system is bad behavior. If I found the Freedom market system on my carpet I'd rub my dog's nose in it while reprimanding him in a stern voice. -
Quote:My problem was precisely the opposite. I'd gone through both trials fifteen bajillion times, crafted T4s of every single ability slot and converted everything else I got to iXP, and /still/ hadn't unlocked my Lore OR my Destiny slot.This must be the issue then. I am a recent returnee so have no experience of the trials prior to the current iXP rates. But with the current system I would happily state that its impossible to unlock an incarnate slot through the trials and not have enough incarnate salvage to craft something. Unless of course, you deliberately convert everything to iXP so the slots open really quickly.
My experience is that I have crafted the common enhancement before the slot is open. -
Precisely what I said. That wasn't snark.
It's rare for me to see somebody actually go to the trouble of explaining why a morally good character is running around with human bodies realistically. Usually it amounts to either "There's nothing wrong with using dead people as tools" (WTF?), "The dead people deserve it" (Bzuh?) or it's just glossed over altogether.
This was actually a genuinely altruistic, sympathetic motivation for keeping dead people around. I was impressed. -
Quote:Yes, but they're AoE debuffs that center on a single target and go away if he dies. The only anchors who are consistently the last ones down are EBs, AVs, and GMs. And Ill/Rad is one of the controllers you see soloing AVs and GMs all the time. Which was my point.No, they are AoE debuffs. They affect foes in a 15 ft radius around the anchor. Ill/Rad can be very, very effective on teams killing groups even though it does not have, until the APP sets, any real AoE damage. EF + an AoE damage power (like Fireball) can add some decent AoE damage, especially if you can double the damage with Containment.
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More attacks is a meaningless advantage if they don't result in more damage, and since we're only in a three-way-tie for damage output, I'm gonna go with 'no.'
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Quote:Well, it's tough to say, since we don't currently have any overtly single-target-oriented blaster sets...Finally, although I couldn't test this since nobody was teaming, I'm not sure how well a ranged ST focused set will work when teamed.
*Whistles off innocently* -
Quote:That makes no sense. "People still play/invite blasters because they don't care about what's better or worse. Therefore, blasters are no better or worse."This thread has been ridiculous for a while now.
Sinple fact: People still play Blasters becuase people still ENJOY playing Blasters.
These are the same people who don't give a damn when you tell them they should delete their favorite character because it's gimped and serves no purpose in the game anymore.
You'd probably be surprised how many teams welcome Blasters for the simple reason that they don't particularly care who is playing what. The game is not rocket surgery, and if you let go of some of the anal-retentive "The team MUST have this exact make-up" attitude, you might find that you can have fun playing it with any mix of characters imaginable.
Blasters are NOT superfluous. They are just characters like everyone else, no better and no worse. -
The thing about Rad's debuffs, as I understand them, is that they kill on tough single-target fights. Usually when I hear about the unmitigated curb-stomping slaughter of Ill/Rad, it's in reference to their exceptional ability to solo AVs through a combination of massive debuffs, and the unusually (For a control set) high damage of Illusion.
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Quote:Eh. I think some powersets are a little bit specific to be ripping off (Spider-Man's webshooters, for instance) but I agree. Throwing cards at people isn't Marvel's idea, any more than using claws as weapons is.Gambit from X-Men right there.
Here's a thought, CoH; take powersets from Marvel, DC, and any other comic/manga production studio. That should add thousands of new powersets; problem solved :P
(I love that Marvel tried to claim intellectual property on a concept that is ubiquitous to virtually every land predator since there have been land predators. I'm waiting for them to sue because Super Strength is clearly a ripoff of the Hulk and The Thing.) -
Quote:Hmm. I sort of went the opposite direction with my Fortunata, who is pretty much a punch-card member of Arachnos who is unflinchingly loyal to them as a pragmatic business practice rather than any sort of zealotry.I tend to roleplay my Arbiter like a Priest of the Arachnos religion, one with the belief "If you serve Arachnos, you serve Arachnos. If you fight Arachnos, you make it stronger through conflict, thus you serve Arachnos. All serve in one fashion or another"
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Is Statesman willing to prevent evil, but not able? Then he is not a superhero. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him a superhero?
...Except for Wolverine fanboys, Batman fanboys, and Deadpool fanboys, evidently. -
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I never get crashes at wentworths, but good lord, it's laggier than a turtle guest-starring on baywatch.
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Good man.
Other things I considered: Angel, specifically the Grigori, or Watchers, the caste of angels that were cast out of heaven, not for rebelling against God with Lucifer, but for rebelling against God in favor of Mortals.
The reasons I never actually managed this were twofold.
One: Couldn't come up with appropriate powersets, because it's kind of a bunch of powers in one. Made a few token efforts, but meh. All fell flat.
Two: Frankly, fallen angels have a reputation for being broody, emo, and byronic, and I already get enough of that with my main, thanks. -
Yes. Enough drama, ONWARD TO CHICANERY!
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I'd be more than happy with them removing the stacking bug if they then added things like lot-selection and three-dimensional placement options.
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Quote:That's fair. Honestly, I just threw in damage because I thought that most powers of this nature did damage, so nerfing that damage would be acceptable. This thing was not meant to be a damage-dealing set.Regardless, it got me thinking about a controller set to match it, lol. I do like your idea, but some of the moves need some tweaking. Controller AoE mez powers deal little to no damage, so your AoE hold and stun having moderate damage would be out-of-sync with the rest of the control sets, making it way more powerful.
Quote:The cone fear + damage made sense to me because Mind Control already has something similar. Plus, with all that damage while still having lots of solid control and AoE control powers, multiple pets seemed to be the last nail in the "overpowered" nameplate, heh. If the set keeps so many hard-control effects, you need to pick between the damage or the multiple pets. It would get out of hand too easily if the set got both.
Quote:That being said, I think it's a great set idea, and I would love to see them build it to go along with the time manipulation set. Even kinetics would be fun with this. Then you'd have both time AND the laws of physics on your side, lol.
And as mentioned, two weak pets have pretty consistently been weaker than one strong one, as most control sets get. My thought here was that these things would not do much damage, but instead create more mitigation with a control and a debuff plus their resistance.
This set is meant to be a low-damage, high-mitigation set from the outset. So frankly, yeah, reducing the damage on the pets and the controls would be well in-line with that. -
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Quote:*Sigh*No car! No horse!!! They have said many times that they will not make them. The city is to crowded for such things.
Stick to what ideas they asked for, something that can be used with a common stance.
You're right. They did say there'd never be vehicles.
I guess we'll have to put that in the "Never gonna happen" closet with color customization and two-handed weapons.