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Posts
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The only toons I have on Freedom are a Peacebringer and a Warshade, both mid-teens to mid-twenties. Whenever I consider rolling a Kheldian on my home server, I log into one of those to remind me of why I don't play Kheldians. So...
I'm with the majority here: I'll log in about ten-to-6 (since I'm on Central time), find myself a quiet zone (I'm thinking Kings Row, Dark Astoria, or Boomtown), wait 'til the hour arrives and the badge is granted, and then either switch servers or log and head out on the town for the night, since it is Friday.
I wish the residents of Freedom the best of luck, and I hope the Devs reach their goal of 2500. -
Hmm. I decided to solo Dominatrix from Maria Jenkins last night on my Ice/Ice/Cold blaster, and I definitely thought something was up. Halfway through the fight, I popped a break free because I was tired of being immobilized, but the few (and short in duration) times that she managed to Hold me before the break free, I thought there might have been a brief hole in my attack chain.
I can't confirm or deny though, since I was solely focused on killing her before she killed me. -
What Grey Pilgrim said. Of course, the reason Blasters have so few secondaries is the same reason Masterminds have so few primaries: the sets are unique. No other Archetype has "Manipulation" sets. True, many of the Manipulation sets use existing powers, but there are always a few totally unique powers within them, and the power sets as a whole have to be created from scratch. Whereas, if you want to give a Defender (for example) something new, the Devs need only tweak the numbers on Fire Blast and/or Thermal Radiation and proliferate them.
Blasters are due for another secondary (and even though I don't use them I think Masterminds could use another primary, but that's off topic). I think we should be top priority on the "ATs due for new powersets" list.
-Preferably, I'd like to see a Rad. Manipulation or Sonic Manipulation (to match their primary counterparts, though Sonic Manipulation is harder to imagine).
-If they decide to port over Dark Blast, I would prefer they do so while also introducing a Darkness Manipulation set.
-A secondary utilizing martial arts is also highly desirable since, for right now, Devices is really the only fitting power set for Natural origin Blasters. And who doesn't like gun-fu?! -
Everyone's brain is wired differently. For some, in terms of mouse movement to direct camera angle, we tend to think in terms of a joystick: pull back on the mouse to look up, push the mouse forward to look down. For others, the mouse movement is akin to if the mouse were placed directly on the screen: you would push the mouse up to look up, move the mouse down to look down. It just depends on what the player finds comfortable.
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-If you receive a yellow-colored message, it is a tell, or private message, from a specific player. To reply to this, press the "Backspace" (or on Mac keyboards, "Delete") key. It will automatically pull up the necessary prefix script in the chat box to reply to the last player who sent you a tell.
(I was playing nearly a full month before I learned what that was and how to respond to it, haha)
-I highly recommend a Blaster or Dominator (depending on where you start) as a first character. You will learn how to stay alive without relying on defensive powers (using line-of-sight, inspirations, hard/soft control, etc.), and you will still put out enough damage to make you feel "super" from level 1.
-Enhancements will make your powers better. Slot up the powers you use the most first. If you are playing any archetype marked for "High Damage," favor Damage and Accuracy enhancements for the first few levels.
-Build the character you want, and ignore people who criticize you. If a power sounds fun you are unsure about it, worry not, there are multiple ways to get a respec (a way to go back and change your characters powers and enhancements). -
Attention theatrical producers of the world: go read up on the fiasco that is "Spiderman, Turn Off The Dark." Then stop trying to put superheroes on stage!
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Welcome back to the game! Don't let the amount of new stuff overwhelm you, just take it one day at a time. Though, my advice would be to roll a completely new toon, to experience the game from the bottom-up, rather than jumping on a lvl 50 character (if you have one or more) and attempting to reverse engineer everything.
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/signed for those fixes.
But as others have said, I could also get behind the "raise the damage" alternative (balanced across the individual ATs, of course). At least on Blasters, when they pop that nuke, the rest of the team should either be standing there drop-jawed or saying, "Psh, showoff..." -
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Quote:These two posts together sum things up rather nicely, in my opinion. Jophiel's reasoning, in particular, strikes a chord in my mind, and I think relates back to earlier concerns (upon i20's release) about blurring the lines between ATs. People want to feel like they are making a difference, and believe me, I KNOW how much of a difference support/control ATs can make on a mission team. But in the fast-paced, blow-em-up environment that is the iTrials, the easiest way for someone to feel like they have an impact is to do just that: kill everything, fast. Thus, the gravitation toward damage archetypes.These days everything gets blown apart so swiftly that playing support/control types in the "end game" doesn't feel as relevant to me. My stone cages (or whatever) has barely finished animating before the mobs have been torched into fine ash by stacked Judgements. Aside from the AV battles, I don't feel like I'm making much of a difference. Even then I don't know how much difference I'm making due to the debuff resistances but at least they're alive long enough for me to do things to them.
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Quote:I agree that insanity would play a good part of it. However, as long as I am quoting his lines in the movie, I would cite his monologue to Harvey Dent in the hospital as a fitting explanation of why he does what he does. I'm not discounting your opinion, as you make a valid point. But, given the right set of circumstances, it is plausible that such a person could exist.I beg to differ. I wouldn't define that as evil so much as I would define it "bat-guano insane." No one "just wants to watch the world burn." The Joker has nothing to gain from his actions. To me, he's a shallow character that's unbelievable. The portrayal in the movie was incredible, and I thoroughly enjoyed it, but it just doesn't make sense.
Quote:To ask all of you, then:
If you were to "pull one over" on the hero of your choice, who would it be? A member of the Phalanx? Statesman's snotty brat of a granddaughter or one of her Vindicators? Or one of the generic heroes recently given characterization and life in the tip missions?
I am not sure if you are making a "Villainous" arc where you beat an NPC, or if you are creating an arc where the player is up against someone truly nefarious. But either way, if I wanted to leave the player or NPC feeling like they had actually lost (which, in and of itself, is strangely enthralling because it fills us with the need for redemption), I would write an arc where the character, upon completion, is left in a lose/lose situation. It is your story, I should not write it for you, so I am purposefully (and with great difficulty) not giving any examples of how to do that, haha. -
When I look in mainstream movies, the worst villains (in my opinion) are the ones who put the heroes in a morally challenging position.
Examples:
1. Ozymandius from Watchmen: He never sees himself as the villain. In fact, he is essentially trying to save humanity from itself. But his actions, which he considers morally sound, are not what most would consider to be morally sound. And in the end, he puts the heroes of the story in an impossible position: Either reveal what he has done to the world, thus putting it back on the brink of nuclear war, or keep it a secret and live with the knowledge the the entire world has been tricked.
2. Joker from The Dark Knight: Unlike Ozymandius, Joker is an absolute. As stated in the movie, "Some men just want to watch the world burn." So he did a lot more of the classic "evil for evil's sake." And he has some fantastic, villain defining lines, such as the interrogation room,Quote:Then again, later in the movie,Kill you? I don't want to kill you! What would I do without you? Go back to ripping off mob dealers? No, no, no! No, you complete me. Quote:Oh, you. You just couldn't let me go, could you? This is what happens when an unstoppable force meets an immovable object. You are truly incorruptible, aren't you? Huh? You won't kill me out of some misplaced sense of self-righteousness. And I won't kill you because you're just too much fun. I think you and I are destined to do this forever. -
I am definitely all for this idea. As many have mentioned, I have often had a character concept in mind that would be specific to one side, but which would really fit as an AT from the opposite side. So... /signed.
The only reservation I have against this is the names of the Archetypes. To me, it would feel slightly strange to be starting a hero under the classification of "Corruptor." But that is purely syntax, and in a game where you can make a Dark/Dark/Dark hero, and fire skulls from your fists, it makes little difference. -
I thought Henry Cavill was set to play Clark/Superman in that version. I don't necessarily agree with that casting, but I can see it. That being said, I would totally rather see Tom Welling reprise the role. He is definitely suited for it.
And yes, I agree. I don't want it to end, but I also think they are smart to end it themselves rather than go until they cannot continue. I am crossing my fingers that another good super-powered-being show takes its place in the not-too-distant future. -
I have followed this show since since it started (I think I was in 7th grade at the time...whoa). It has gone from the show I absolutely refused to miss every week, to a show I hoped to catch, back to a show I refused to miss, and finally has become a guilty pleasure. I am glad that they are choosing to end it, rather than being forced to end it due to cancellation. 10 years is a great run, I'm excited to see how it ends.
UNFORTUNATELY, I won't be home to see it!! I'm going to have to wait until Monday when it is posted online. I'm sincerely hoping I don't miss anything by having to watch it online and missing the actual broadcast.
Anyone else looking forward to it? Know if there are any special announcements being made? Your thoughts in general? -
The only set I have found to be strange while hover blasting is Dual Pistols. It does not mesh visually, and it can be difficult to line up your AoE powers. Plus, you really want to be on the ground for Hail of Bullets anyway. Every other primary can manage fairly well.
For secondaries, Energy Manipulation (the one that has Boost Range) is certainly a good choice (you get Build Up very early on) but is by no means necessary. If you are going to be hover blasting, I would avoid the melee attacks of whatever secondary you take. Your strength will be power from distance, and floating in and out of melee range to use your punches will likely just slow down your damage output. All of the secondaries have enough utility powers other than the melee attacks to be useful.
Since you say that you don't usually play blasters and want to try a primarily-ranged based toon, I suggest choosing a secondary with a ST Immobilization as it's Tier 1 power (essentially, any current secondary except Energy Manipulation). Lean toward Ice, Electric, Mental, or Fire, since Devices "Web Grenade" does not do damage. All of the others provide good mitigation for the early levels, with some nice DoT effects. And since you sound like you will be picking most of your Primary attacks, the fast recharging immobilizations of the above sets will supplement your toon very well. -
Quote:MicroMachine, you are preaching to the choir. I completely agree with you. I could care less how a floating disk/board gets beneath my feet, as long as my character is surfing through the skies on it!I think the problem of "realism" is best dealt with through imagination: I didn't "conjure" a rock, the ground just responded to my commands so quickly that you didn't see it fly up to me. Or maybe I formed it from the dust in the air. Or maybe I'm made of rock and the flying part is actually me just adjusting my body to repel the earth enough to project me along. Or the "earth" I control isn't *Earth* and I reach into a separate dimension for the constructs and powers I invoke. There's a million and one ways to imagine its use. Outside of the fictional world, you could just not use the emote if you're that high up in the air, but rather have it keyed someplace convenient so you can activate it when you take off, then nothing would be “conjured”. There'd also be the option of just not using the flypose period - much like they would be not using it today - if it destroys some definition of the character so much.
I think these are better ways to implement this kind of thing than trying to account for each and every character's - not even player's - "realism" concerns.
Sadly though, I think our opinion on the matter is the minority. To a good chunk of the player base, an implementation like the version I described may be perceived as rushed and half-done, and there would be a big push for actual animations to be put in for the summoning of a disk/board/boulder/ice slide, etc. I have no problem with the aforementioned method, but based on the past, I think if it was done that way we would end up with the proverbial mouse receiving a cookie and therefore wanting some milk. -
Quote:Before I postulate: I know nothing about the technicalities of how this works.I know how they are invoked in the game, my question was more toward how the animations work and if it was feasible that process could be leveraged for new customizations. For instance, right now, each of the fly emotes locks your character into a specific pose for as long as you're moving and flying. Can the animations of these poses be set so that, for instance /em flypose9 locks your character into the specific pose of riding on a flying piece of rock? My question is more toward the ability of the technology involved with the animation to change to incorporate things other than the character model (which it does with other non-fly emotes) thereby setting up new opportunities for flying poses. I'm guessing this is probably a dev question.
That being said, based on what we have in-game, I imagine it would not be overly difficult to design some new emotes and code them in such a way that they could be additional fly poses. I remember when the lotus sitting position was changed to allow it to activate while hovering, so in theory, the Devs know how to make an emote ground-specific, flight-specific, or a hover-capable crossover (such as /em lotus or /em stancehero1).
The issue that I can see arising lies in the formation of these new poses. Rather than just a new position (say, the Iron Man flight pose with your hands down by your sides as part of your propulsion, still a pose I'd like to see in the game) what your talking about is adding another graphic on. Granted, this is probably as easy as most other emotes, where the additional emote graphic is just conjured out of thin air, but I think the issue would be the realism of it. An ice slide animation is easy to justify: you are in flight and you form an ice slide beneath your feet. But for flying on a levitating chunk of earth? That might look a little strange if a big slab of bedrock conjured out of the Steel Canyon sky.
Based on what we see in game, your idea is plausible, and probably quite possible. But if (and hopefully when) the Devs decide to input multiple flight type variations, they probably want it to look somewhat realistic, considering how defining travel powers can be for many characters. -
/signed as usual. Any time this comes up, I'm always for it. If an Archetype has access to both a primary and secondary of the same element/style, there should be an Ancillary power to go along with it. So blasters need a Mind Mastery or whatever...
And just to comment on your Frost Mastery, I say they add Hibernate to it anyway. I know it is a selfish reason, but I do not want to be required to take my Cold/Ice defender over to Villains JUST so I can get Hibernate... -
Quote:Gold glasses I had as Booster GoldWho's the blue guy behind Spawn? Sandman or Heath Ledger's Joker? Oh, and the guy with the gold glasses?
The rest I think I got:
Flash, Capt. America, Superman, Spider-Man, Batman, Spawn, ?blue guy?, Catwoman, Mar-Vell, ?gold glasses guy?, Green Lantern, Wonder Woman, Martian Manhunter.
Blue Guy looks like Nightcrawler to me. -
/signed.
I would like to see the coat bottoms curl around front, and come with a few more styles (straight down, for example, rather than flared in anyway). -
As far as I know, the servers are ordered top-to-bottom based on increasing server load, with the heaviest loaded servers (Freedom and Virtue usually) at the bottom. The top slot was reserved for the server on which you were most recently active. Any further re-ordering (like what you are talking about, based on amount of activity per server) would probably require some more complicated algorithms, since every player would have a different order to their server list. It is probably easier to have a uniform way of ordering the servers, to avoid problems. After all, the more complicated something gets, the number of possible problems increases. I cannot say for sure how difficult it would be to do what you are talking about, but the above is my guess as to why something like this has not already been implemented.
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Yes, of course. And I suggest the OP does just that if he is still looking to craft certain abilities. (There is the inf. cost that's involved, but my opinions on that are off topic for this thread.) My point, however, was that if the Devs had decided to keep shards as the universal component while keeping everything else in place and not creating Threads, many players would have had a head-start in the slot-acquisition process and/or power creation process.
An example: Replace "Incarnate Thread" with "Incarnate Shard" in every current conversion that involves Incarnate Threads. Upon i20 going live, there are players who could have unlocked at least the Judgment and Interface slots simply by converting Shards to Incarnate XP. I'll bet there are players out there who would then have enough to craft abilities for those slots too. Within 10 minutes of logging on after i20 going live, you would have people with new Incarnate abilities. (I know people had T4s very soon after because they ground their way through trial after trial, etc. etc.)
Long story short: it seems the Devs simply wanted to place a slight hindrance on the population of players who had amassed a large amount of Shards between i19 and i20. -
It is a good idea. I am not sure if I would personally purchase it, but I can see where a lot of people would use this. The only issue I see is the drip aura. Off the top of my head, I can't think of a single instance where there is visible blood and/or gore in this game, so I think you'd be hard pressed to get an aura like that, or any body details that were too graphic. That's not to say that they aren't worth having, but I don't think they fall in the 'T' rating.
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It is possible that this was a bugged animation that they are now returning to normal, similar to how Power Thrust from Energy Manipulation temporarily took on the "KA-BOOM" sound effect a while back. I can't say if that was what happened because I honestly don't know, but if it was recently returned to the old animation, it was probably a fix.