Tygrrfang_EU

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  1. "Know that City of won't be affected, the game is alive and at it's peak for quite some time now and is set to stay as a leading title of Ncsoft, regardless of what some might think.
    "

    Now I love City Of as much as anyone else but to be honest. I don't give a damn about it at the moment. For me COH is all about the community and the rednames are a huge part of that. I really don't like the idea of a coh future without rockjaw and all of the other awesome ncsoft europe guys.
  2. Tygrrfang_EU

    i13 Architect

    I want an invasion of giant aliens from the 9th dimension :P

    Oh and donuts!
  3. Tygrrfang_EU

    i13 Architect

    NAh no extra money just them heroes have finally stopped leeching off the state and started doing construction work :P
  4. Tygrrfang_EU

    i13 Architect

    One little phrase got my attention though: "Zone Refinements".

    Wonder what they are going to be refining after 13 issues. Would be kinda funny if that was their term for a remake of boomtown :P
  5. Tygrrfang_EU

    i13 Architect

    pre-order helmets and booster packs are completly different.

    The helmets you got as a BONUS for pre-ordering cov where as the booster packs you have to pay specifically for.

    The only booster pack I can think of atm is the wedding pack and none of that has turned up as a vet reward.

    Not to mention the pre-order helmets were always going to be given out at some point. I remember reading a post on the us forums around the release of cov saying that the helmets would be given out in the future.
  6. Tygrrfang_EU

    Storm Control

    One problem with that set is the powers that do sleep and damage over time. Mainly cause sleep is interupted by damage, so the power wouldn't sleep them atall tbh.
  7. Tygrrfang_EU

    Mission Creator

    I agree with floatingfatman that the name of the creater needs to be hidden. However the downside to that is that if you find a storyarc you like you cannot find their name and find others by them.
  8. Tygrrfang_EU

    Metal Armour

    Actually, Yes ^_^

    However I will still argue it isn't flawed but different. Cryptic may not have used toggles like this, doesn't means it's flawed just different.

    As for your other gripes with the set, namely the +recovery and theme for the set. I can see your point and I sort of agree. As you suggested a +recovery toggle would be a good way to solve the end problem and my new build of the set reflects that.

    The original idea was more metal skin than armour(aka colossus).Basically you form really thin, small layers of metalic armour like skin. These layers help absorb some of the damage thrown at you. Maybe forcefields would work better, not sure on that.
  9. Tygrrfang_EU

    Metal Armour

    [ QUOTE ]
    [ QUOTE ]
    Yeah, mainly to make up for the fact you won't have all the toggles till lvl 26. Also the toggles build up on each other.

    [/ QUOTE ]

    I'd suggest looking at existing powers then, before trying to design your own. Auto powers never give large amounts of anything and they certainly should not give more resist than toggles. Your concept is deeply flawed if you think you need that.

    It's also flawed in the idea of adding +recover to overcome the toggle-heavy nature of the build. Take Dark Armour: it is toggle-heavy and the way you deal with that is to slot up Stamina and don't run all the toggles at the same time. It requires thought and some skill.

    And why should having metal armour make you recover endurance faster? Thematically it makes no sense. If anything, wearing big sheets of metal will make you get tired faster.

    [/ QUOTE ]

    DA is indeed toggle heavy. However only 3 of them toggles are dam resists.

    With this set it is 5 toggles for dam resists, 6 if I turn the auto into a toggle.

    Because of the way the toggles work turning 2 or 3 off in a battle is not a good idea. Slotting could easy the problem but not by much.

    As for the +recovery, I did give a short explanation about it, which I am assuming you saw.

    The main idea behind the set is each toggle builds upon the resistance from the toggle before and adds new resists. Indeed the idea needs alot of work, but isn't that one of the reasons for this section of the forums?

    Not just to shoot down peoples idea with "oh that's flawed, look at other powers, learn to play dark armour". If this set has big holes suggest a way around then.
  10. Tygrrfang_EU

    Metal Armour

    As far as novel goes. Toggles giving back half of their end cost, and also giving you regen. Not to mention the toggles build upon each other to offer the full resists to each type of damage (not been done in any other set as far as I know).
    As pointed out above the auto gives the most res of all the powers. It may not be a hook but all of these differences will seperate it from the other sets play wise.

    As far as being too much like invun, the above set has no def power apart from the tier 9 which is more like granite armour than anything in the invun set. Invun uses res and def, this is just res. Also the look of the set would set it apart from the other sets up to this point.
  11. Tygrrfang_EU

    Metal Armour

    Yeah, mainly to make up for the fact you won't have all the toggles till lvl 26. Also the toggles build up on each other.

    Not to mention you only have 15% smashing and lethal resist untill tier 6.

    Now I could moves some of the resists to the other toggles, (which I may do). But at the moment I just feel that 10% auto makes the set more suvivable in the early levels.
  12. Tygrrfang_EU

    Metal Armour

    Metal Armour:
    The idea behind this set is to make a toggle heavy set which provides good damage resistance. The first problem with a toggle heavy set is endurance issues, while I could just add a quick recovery style power, Scragic (A SG friend) came up with a better suggestion. Give each toggle a +recovery and maybe even a +regen. This was a very interesting idea and could easily be explain, the armour absorbs some of the damage. This absorbed damage is converted into usable energy and used to increase the heroes’ energy and health. Now obviously the +recovery and +regen is going to be pretty much nothing, because otherwise it would be overpowered. So I was thinking the recovery aspect to be about ½ to ¾ of the end cost of all the toggles. The regen rate I am not sure about was thinking of maybe having it equal an un slotted health.

    Below is a list of powers. However I have yet to think of names for them so just the effects are shown.
    (All figures are based on this being a primary power set for a tank).

    Tier 1:
    Auto: Self +res (All),
    Your have a very thin metal covering below the top few layers of skin.
    (Un slotted: 10% res to all damage types)

    Tier 2:
    Toggle: Self +Res (Smashing / Lethal), +recovery, +regen,
    You cover yourself in a thin sheet of metal which absorbs some of the damage done against you.
    (Un slotted: 5% res to Smashing /Lethal)

    Tier 3:
    Toggle: PBAOE, Minor (DOT Lethal), (this is the tanks and brutes taunt aura).
    You cover your armour in spikes of various sizes. Hitting anyone that comes into range.

    Tier 4:
    Self Heal, -regen, -recovery,
    Your metallic armour repairs itself. However while repairing and for a short time after, it will not be able to channel any of the damage being dealt to you into usable energy.
    (Basically using this heal will remove the +regen and +recovery bonus of all the toggles for 10 seconds. This means you will be back down to your basic regen and recovery, Stamina and health will still count)

    Tier 5:
    Toggle: Self +res (Hold, Sleep, Disorient, Knock back, End Drain, Immob), +regen, +recovery.

    Tier 6:
    Toggle: Self +Res (Smashing / Lethal / Energy/ Fire / Cold), +recovery, +regen,
    (Un slotted: 5% res to Smashing /Lethal)
    (Un slotted: 10% res to Energy)
    (Un slotted: 5% res to fire / Cold)

    Tier 7:
    Toggle: Self +res (Smashing / Lethal / Energy / Fire / Cold / Toxic), +regen, +recovery.
    (Un slotted: 5% res to Smashing /Lethal)
    (Un slotted: 10% res to Energy / Toxic)
    (Un slotted: 5% res to Fire / Cold)



    Tier 8:
    Toggle: Self +res (Smashing / Lethal / Energy / Fire / Cold / Toxic / Psionic), +regen, +recovery.
    (Un slotted: 5% res to Smashing /Lethal)
    (Un slotted: 30% res to Psionic)
    (Un slotted: 10% res to Energy / Toxic / Cold)
    (Un slotted: 5% res to Fire)


    Tier 9:
    Self +Def (All), Self -SPD -Recharge, -Toggles, -end.
    You combine all of your armours into on thick armour which will block any attack thrown against you. However because of the hulking mass of the armour your speed will be reduced. Also all your armours have been melded together so you loose any benefit you gained from them. When the armours finally separate it retracts back into your skin, leaving you defenceless and without any endurance. However you will have normal recovery and can reactivate the armour as soon as your feel strong enough.


    Resists un slotted:

    Energy: 40%
    Psionic: 40%
    Smashing / Lethal: 30%
    Cold: 30%
    Toxic: 30%
    Fire: 25%
    Negative energy: 10%
  13. Fast forward sounds cool, but does almost exactly what Temporal Shift does but without having to have an enemy nearby.

    If it was to be put into the powerset it would have to be either tier 9, to replace Temporal Shift or as tier 8 and move Time Drain to tier 9.

    Either way Fast Forward and Temporal Shift cannot be in the set together. It would be too powerful.


    By the way, what do people think of the current tier 8 and tier 9? Are they ok or a little too overpowered?
  14. I bet this has been suggested before, but just had the idea for this set yesterday and thought I'd see what you guys think. This set is in early development and is probably alittle too powerful.

    Temporal Displacement:

    Tier 1: Unnatural Aging:
    Toggle, Ranged, foe -Res, -Dmg,
    You accelerate the targets aging process making him weaker.

    Tier 2: Retroactive Health:
    PBAOE, Team +Heal,
    You manage to alter the timeline around yourself to go backwards a second or so.
    This reinvigerates you and close by team mates, Enabling them to regain some hp.

    Tier 3: Advanced Warning:
    Ranged, Ally +DEF (Melee, Ranged),
    You give your team mate the ability to catch glimpses of the future. This enables them to see some attacks coming at them
    and avoid them.

    Tier 4: Temporal Stasis:
    Ranged, Foe Capture (special)
    You shift an enemy out of sync with our timeline, rendering him unable to attack or be attacked.

    Tier 5: Cloak Of Time:
    PBAOE, Team Invis, +DEF (all),
    You slightly shift yourself and any team mates around you a few seconds out of synch with our reality. This make you really difficult to see, however any actions close to an enemy will cause you to resync with our reality.

    Tier 6: Temporal Reversion:
    Close, Ally Rez, (Special),
    You rewind time around a fallen ally, bringing him back from the dead. However doing so takes alot of effort and will weaken you, slightly lowering your damage.

    Tier 7: Temporal Deceleration:
    Ranged, Targeted AOE, Foe -Speed, -Recharge,
    You create a pocket of time moving at a much slower pace than the rest of the universe. This area of slow time will slow any enemy
    that enters it.

    Tier 8: Time Drain:
    Ranged foe -regen, Team +Max HP,
    You shorten the enemies lifespan, causing his regeneration rate to drop. You transfer the temporal energy to any team mate close by, thus increasing their life span.
    (This power may be alittle OTT, thus I am thinking of adding a -regen or -recharge to the player)

    Tier 9: Temporal Shift:
    Ranged (Foe AoE), Foe -SPD, -Recharge, -Recovery, Team +SPD, +Recharge, +Recovery, Res Slow (special),
    You use your mastery of time to slow an enemy down and make them feel tired. You then pass this speed and energy to your team mates.
    This power is so powerful that you cause a slight jump in your own timeline. Thus affecting your regen rate and you lose a small amount of hp.
    (Again this power is a little OTT, while it does have a downside, I am considering making the downside a forced phase shift
    instead of -regen and hp loss).
  15. Actually they won't just do that. Mental Manipulation has a power or two made for it. Also if I remember correctly the dev's said it was easy to make, thats why it was done. So aslong as the powers arn't too complex they could design a new one or two.
  16. So something like this:

    Dark Manipulation:

    Tier 1: Dark Tenticle:
    Single target, Ranged, Moderate DOT (Negative), Foe Immobilize,
    (Uses the tenticle animation of midnight grasp, player raises his/her hand at the enemy and the tenticles appear)

    Tier 2: Shadow Punch:
    Single Target, Melee, Moderate Damage (Smashing / Negative), Foe -To-Hit,
    Slightly Beefed up version of Shadow Punch, Increasing it from minor damage to moderate.

    Tier 3: Touch Of Fear:
    Single Target, Melee Fear,
    Same as the Dark Melee power.

    Tier 4: Smite:
    Melee, High Damage (Smashing / Negative), Foe -To-Hit,
    A more powerful version of the dark melee power.

    Tier 5: Dark Torrent:
    Ranged (cone), moderate DMG(Smashing / Negative), Foe -To-Hit,
    Uses the torrent animation, basically a more powerful version of torrent, However it loses the knockback.

    Tier 6: Soul Drain:
    PBAOE, Self +DMG, +To-Hit,
    Same as the dark melee version except that the damage has been removed.

    Tier 7: Nightmare:
    Ranged, Foe sleep.
    Trap an enemy in his nightmares, however attacking them will cause them to wake up.

    Tier 8: Dark Consumption:
    PBAOE, Self +End,
    Same as the dark melee version except the damage has been removed.

    Tier 9: Midnight Grasp:
    Melee, Superior DMG (Negative), Foe Imoobilize, Foe -To-Hit,
    Same as the dark melee power.
  17. I agree drain psyche is very powerfull, however the most I have ever gotten out of that is 17hp/sec. Which wont make the blaster last too long if he is getting all the agro.

    Siphon life on the otherhand can be slotted to give the following:
    End cost: 8.53,
    Recharge: 8 seconds,
    Hp recovered: 20% of max health.

    regaining about 200hp every 8seconds on a blaster is silly compaired to a small regen of 17hp/sec which depends on big mob sizes anyway. The exact argument you used for soul drain works for why drain psyche is no where near as OTT as a self heal would be.
    As for compairing what dark and mental have against each other.

    Mental manipulation:

    Confuse (AOE),
    Fear (single target ranged),
    Immob (ranged single target),
    Self +regen, +recovery,
    Knockback,
    Stun,
    Minor (DOT),
    Moderate (DOT),
    2 x moderate damage,
    1 x minor damage,
    1 x high damage (AOE),

    Proposed dark manipulation:

    Immob (ranged single target),
    3 x –To-Hit (Midnight grasp, Smite, Siphon Life),
    Stealth (Shadow Cloak),
    defence (all) (Shadow Cloak),
    +perception (Shadow Cloak),
    +resist Imoob (Shadow Cloak),
    Self Heal,
    Dissorient (AOE),
    PBAOE build up,
    PBAOE +End,
    2 x Moderate Damage (AOE),
    1 x High Damage,
    1 x Minor (DOT),
    1 x Moderate (DOT),

    This is using the powers as they are at the moment (however I have adjusted the damage on midnight grasp to moderate just like most blaster tier 1’s). This is also without a tier 9 power, which means dark manipulation is giving more bonuses than mental without it’s “Best” power.
  18. Ok, I said in my previous post this set seems overpowered. So here is what I'd suggest for this powerset. Now I realise this still may seem overpowered, however in my defence I haven't spent much time working all the figures out yet.

    Dark Manipulation:

    Tier 1: Dark Grasp:
    Single target, Ranged, Moderate DOT (Negative), Foe Immobilize, Foe -To-Hit,
    (Uses the tenticle animation of midnight grasp, player raises his/her hand at the enemy and the tenticles appear)

    Tier 2: Shadow Punch:
    Single Target, Melee, Moderate Damage (Smashing / Negative), Foe -To-Hit,
    Slightly Beefed up version of Shadow Punch, Increasing it from minor damage to moderate.

    Tier 3: Touch Of Fear:
    Single Target, Melee Fear,
    Same as the Dark Melee power.

    Tier 4: Smite:
    Melee, High Damage (Smashing / Negative), Foe -To-Hit,
    A more powerful version of the dark melee power.

    Tier 5ark Torrent:
    Ranged (cone), moderate DMG(Smashing / Negative), Foe -To-Hit,
    Uses the torrent animation, basically a more powerful version of torrent, However it loses the knockback.

    Tier 6: Soul Drain:
    PBAOE, Self +DMG, +To-Hit,
    Same as the dark melee version except that the damage has been removed.

    Tier 7: Nightmare:
    Ranged, Foe sleep.
    Trap an enemy in his nightmares, however attacking them will cause them to wake up.

    Tier 8: Dark Consumption:
    PBAOE, Self +End,
    Same as the dark melee version except the damage has been removed.

    Tier 9: Dark Rift:
    Close (AoE), High Damage(Negative), Foe fear.
    You concentrate and create a small rift between the netherworld and our world. This results in a small explosion and
    the release of a number of unspeakable horrors. Enemies will take some damage from the explosion and may cower in fear.
    However more experienced enemies may not give into their fear. (Uses the Quasar Animation). Thinking a mag 2 fear.

    -------------------------------

    I still feel this is overpowered, however I'm having a hard time finding powers to use. A secondary blaster set, with a fear, sleep, PBAOE build up
    and +end, makes me nervouse. But the only way I can see of fixing it is to replace the sleep or fear with shadow maul, This is something I wouldn't want to do.
    The cast time is too big for a blaster, not to mention the set would start to get alittle damage heavy (if it isn't already).


    My only other idea is this one:

    Dark Manipulation:

    Tier 1: Dark Grasp:
    Single target, Ranged, Moderate DOT (Negative), Foe Immobilize, Foe -To-Hit,
    (Uses the tenticle animation of midnight grasp, player raises his/her hand at the enemy and the tenticles appear)

    Tier 2: Shadow Punch:
    Single Target, Melee, Moderate Damage (Smashing / Negative), Foe -To-Hit,
    Slightly Beefed up version of Shadow Punch, Increasing it from minor damage to moderate.

    Tier 3: Death Shroud:
    PBAOE minor dot (negative).

    Tier 4: Smite:
    Melee, High Damage (Smashing / Negative), Foe -To-Hit,
    A more powerful version of the dark melee power.

    Tier 5ark Torrent:
    Ranged (cone), moderate DMG(Smashing / Negative), Foe -To-Hit,
    Uses the torrent animation, basically a more powerful version of torrent, However it loses the knockback.

    Tier 6: Soul Drain:
    PBAOE, Self +DMG, +To-Hit,
    Same as the dark melee version except that the damage has been removed.

    Tier 7:Touch Of Fear:
    Single Target, Melee Fear,
    Same as the Dark Melee power.

    Tier 8: Dark Consumption:
    PBAOE, Self +End,
    Same as the dark melee version except the damage has been removed.

    Tier 9: Dark Rift:
    Close (AoE), High Damage(Negative), Foe fear.
    You concentrate and create a small rift between the netherworld and our world. This results in a small explosion and
    the release of a number of unspeakable horrors. Enemies will take some damage from the explosion and may cower in fear.
    However more experienced enemies may not give into their fear. (Uses the Quasar Animation). Thinking a mag 2 fear.



  19. I'd say it's a good idea but needs abit of work. It's alittle too overpowered in my opinion.

    This set would give blasters: A dissorient / fear aura, A power that gives them End back, A self heal, A PBAOE build up, A damage / debuff aura and stealth.

    No blaster secondary offers all of that. Infact no blaster secondary offers a way of getting hp back.

    Dark Manipulation would be an awesome idea, but having all these powers in it is a tad OTT.
  20. How about a random button on the character select screen. Which will randomly choose a character and log you into the game with them.

    Will solve my problem of picking a hero or villain to play as.
  21. "most notably in Issue #12 when the ability for players to make both Heroes and Villains was unlocked. That meant that players who bought City of Heroes could create Villains of their own and those who bought City of Villains could do the same. The Issue #13 expansion takes that a bit further."

    Ok maybe jumping to conclusions but.. Like this says NCsoft is now allowing everyone to do heroes and villains no matter what version of the game you own. The end of that quote says taking that a bit further. Could this be going rogue? Would make sense giving everyone access to heroes and villain and powerset prolif is a big step in that direction.

    Maybe this is what was said about "enables us to do more things to the IP". Might just be reading too much into it.
  22. I only have one question. If they had let you have the shark tank, would you have equiped them with lasers?
  23. Love the inconsistency "This action has been taken because we at NCsoft Entertainment take these sales" and then they later call themselves "NCSoft Interactive, Inc.".. So is it NCSoft Interactive or NCSoft Entertainment? Maybe we should send an email back asking them :P
  24. had this happen a few times, but the character was never removed from the character select list, it was just moved to the 2nd or 3 pages of slots.