opprime28

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  1. Hey Mr. Thanks for the replies, btw.

    1st, typed defense would be boosted just like it is with weave, manuevers, etc. Like all defense except AoE, would be boosted with the lower percentage. AoE is the only one that gets a slightly higher one, because of it's thematic fit. I actually DID address its slightly higher defense percentages compared to other tier 1s in my first post and why that is the case, but only in one sentence at the end so I can see how you missed it. It's definitely a toggle, with an end cost similar to hover or combat jumping. This is less than manuevers, because manuevers is a team buff, which, btw, is a pure defense power available at level 6, offering only 1% less defense buff. :-)

    Interrogate is somewhat lackluster, sort of like Flurry or many other tier one pool powers, but I can see places where I would definitely be glad I had it, especially when soloing or doing task forces. A dark armor scrapper could make very nice use of it on, say, a manticore TF. And while the game shows you the FINAL objective once it's time, being able to go straight to them all without fighting mobs in between and searching around could be very valuable. That being said, I totally agree on it being a situational power.

    I originally had an idea for an enhanced "stealth" power at the tier 3 power, which let you mimic a mob's appearance (similar to the halloween costumes) that essentially let you walk through missions without aggroing unless you attack. This could include fooling Rikti drones, bosses with +percp, and even the ability to click glowies. Then decided that that was moving away from detective/investigative work and into a "espionage" pool. The enemy intel power would be a toggle targetted AoE.

    Subversion IS sort of like smoke bomb, but with a lower mag and half the duration, similar to how the presence pool mimics some of dark's powers at lower mag and shorter durations.

    By the way, Im open to ideas on powers for this kind of set if you have any. This is really just for discussion anyway. Toss them out!
  2. Quote:
    Originally Posted by DMystic View Post
    I think Leadership actually simulates the effects you want, and then in RP it's from being investigative. Besides if you are a detective and your helping others out why wouldn't you share your intel with those who are risking their lives with you?
    Actually, only the 1st power is in any way similar to anything from the Leadership pool, and even then it's solo, not team oriented.

    Think of it like Batman or the Question or Rorscach. Each of them is good at what they do because they are keenly aware of their enemies and able to deduce their enemies weaknesses, strengths, motives, and methods. This gives them the advantage by allowing them to stay "one step ahead" even when they're behind. Do they sometimes use this to help the team? Sure. But being primarily solo movers, like most detectives, they aren't focused on helping friends so much as get the job done. Shaking down bad guys for information and knowing the details of a location before you enter it (the tier 1 powers) are crucial aspects of most comics detectives. Likewise, being skilled fighters who can identify and use an enemy's weaknesses agianst him is a core aspect (the tier 2 power) and finally, knowing how to get out of a situation when they may be overwhelmed, often by fooling the bad guys, is another key aspect. None of those except the defense bonus are really related back to the leadership pool, EXCEPT maybe the +damage, but that really doesn't fit what's being described here. Likewise, you're still ignoring the ability to find "hidden" objectives and also get yourself out of the really bad situations.
  3. Quote:
    Originally Posted by Mr_Right View Post
    Unfortunately, the most similar power to this is actually Weave, from the Fighting Pool. And that power is a Tier 3 power, require two other power picks and the benefits it gives aren't even as good as the ones you proposed.
    Actually not only does weave offer significantly higher defense (it runs between 3.5 for the LOWEST archetype up to 5% for the highest) it also offers heavy resistance to immobilize (48%-73%.) So in essence this is offering a lower defense to all but AoE, with only an equal defense for AoE, and no immob resistance. The 3.5%-5% defense suggestion was meant as the median defense buff, running higher or lower depending on archetype.

    Manuevers offers anything from 2.28% on its lowest archetypes to 3.5 at its highest archetypes, but buffs an entire team as opposed to single target. Hover offers between 1.8% and 2.5 defense but also offers the unlimited vertical movement, which is no small benefit (think sniping, travel, combat, etc.)
    Combat Jumping offers the same as hover, only it also adds in a mag 8 immob protection and a 200% increase to jump height and an increase to jumping speed. Again, in no way a small matter when it comes to combat.

    So in essence you're trading benefits to vertical movement and speed in combat for an additional 1-1.5% defense, or trading 2.28% defense for the entire team for 1.5% defense for yourself.

    That being said, I originally had it set at 3% and then 4.5% but felt, after comparing those percentages to the powers above, it wasn't enough.
  4. Ok, so I know people have suggested a tracking or detective pool for quite a while, to fit with the concept of a Batman/Dick Tracy type comics characters. Well, here's my take on what could work to serve as a unique, thematically fitting power pool for "detectives."


    Investigation

    Location Recon:
    You've done your homework, and as such, know the details of the locations your foes hide. This gives you added defense against your enemies, especially when it comes to your surroundings. (self + 3.5% defense all types but AoE, 5.5% AoE defense) Available level 6.

    Interrogate:
    Your incredible powers of interrogation allow you to convince a defeated foe to reveal the location of your key mission objectives. This power can only work on a recently defeated foe. (similar to the Reveal accolade, only it displays the locations of glowies and bosses on the mission map. This power does NOT remove the fog of war.) Available level 6.

    Enemy Intel:
    You've memorized the details of almost every enemy you may face. By concentrating, you can recall their weaknesses, exploiting them in combat. Targetted AoE foe -res 7.5% (must be level 14 and have either Interrogate or Location recon before selecting this power.)

    Subversion:
    When things get tight, your superior insight into your enemies (along with careful pre-planning) can allow you to cause dissention and confusion among them. This may make some momentarily stop their attacks, and some may even turn on each other as they try to regroup. PBAoE Placate (mag 2), 10% chance for mag 2 confuse. Recharge 60 seconds, duration 8 seconds. (Must be at least level 20 and have two other Investigation powers before selecting this power.)




    That's my take on it. You have everything the good detectives from comics have: the ability to get valuable information from your captives, awareness of your enemies and their surroundings, and the ability to identify and exploit the weaknesses of your foes when things get sticky. Most of these offer unique benefits which, in the spirit of great comics detectives, primarily help the individual player as opposed to the team. The only power I was a little unsure of was Location Recon; with that, I wasn't sure whether to have the added AoE defense (because you can identify traps and obstacles) or give it a mild protection against fear, sleep, and holds (since your mind is so sharpened to real threats), but thought the latter might be over powered for a tier 1 power pool power. While the current incarnation offers slightly higher defense than other tier 1 or 2 pool powers, it hasn't got the added movement benefits of combat jump or hover, and unlike Manuevers, doesn't affect your team, so the added defense is understandable.
  5. Ok, then how stealth is supressed in Mayhem missions. :-)
  6. Yeah, I pretty much thnk the best we'll get is an "Atlantis" style zone where all our running based travel uses the swim animation and functions like the Hami-goo, allowing for greater verticle movement. Other travel powers would likely remain unaffected, though they may take on the swim animation as well. I'd also suggest a mild movement speed decrease in water, myself.

    Any missions, etc. would likely take place "in doors" with air, etc. The walls may be glass, displaying the ocean around you, but having missions take place "under water" poses some serious problems with powersets like fire, ice, trick arrow, dual pistols, etc.

    Now, you COULD do the work to make it so that some powersets are simply "weakened" in a water based zone, the way you supress stealth in RWZ, for example, and then add in a very minor -speed component or a very minor increase in animation times for other powers, to keep it all balanced (the minor animation time increase would work, since being surrounded by water WOULD slow down your martial arts kick, or the way you swing your war mace, etc.) I would have each mission START for a brief second with a "watery effect" where everything is blurry, the way that flashback missions start with the sepia tone of an older photograph, and then have it fade. Sets the tone, then lets gameplay resume. I think you'd need to add some sort of "breather" bubble, kind of like the bubbler in the respec TF, that allows us non-fish people to function somewhat normally below water unless you did the things mentioned above.
  7. opprime28

    One Shot TFs

    Quote:
    Originally Posted by Samuel_Tow View Post
    Um, care to actually quote me on any of that?
    Sure...


    Quote:
    Originally Posted by Samuel_Tow View Post
    Furthermore, I highly suspect we disagree on what "good" arcs constitutes when it comes to the Architect. I haven't played too many [arcs], I will admit, but I've tried to almost exclusively play high-rated arcs that people have been raving about and praising very highly. I have never been more disappointed in my life.


    You just said you haven't even played very many arcs, and the ones you HAVE played are the ones that were "rated" by the very people you seem to suggest have destroyed the AE.


    Quote:
    I don't recall you saying anything of the sort, but I could have missed it. I know for a fact that I never responded to anything like that, because I have no idea what that even means. You can't put "special issue comics" in a video game, because "comics" are not a game infrastructure. You have to employ them as SOMETHING, be it arc, TF or multi-part mission.
    Here, I'll repost it for you since you couldn't scroll up to find it.

    Quote:
    Originally Posted by opprime28 View Post
    You know, one thing I think about this is that it's really just more of a personal opinion/philosophy differnce than actual "disagreement."
    ...
    Pretty much EVERY contact and TF currently in the game right now focusses only on already existing, commonly faced, thoroughly explore villains. Do we REALLY need to know more about the Council, the Circle, the Freaks, the clockwork, arachnos, etc? We face them repeatedly from level 1-5o, alwys getting more "bits" about them from existing contacts. This makes sense since the contacts function like your monthly issue, where you lear a little bit each time the batman faces an enemy, and the enemy is fleshed out over time.

    I'd love to see TFs function more like special issue/one shot team-ups where something fresh and new pops up that needs previously unteamed heroes to work together. It's the equivalent of the foil embossed, abashadly "it's fanboy marketting" comics that come out once or twice a year. It's fun, but it's not usually the main driving force of the comic storyline.

    Raids like the CoP, Hamidon, Rikti Invasion, etc. should be the Galactus style mega-crossovers. And frankly, we need more of these, too. :-P
    And for the record, you not only responded to it, you quoted from that post in your response, which immediatly follows the post. As you can see, I was saying I'd like the contacts serve the purpose of truly driving the ongoing storyline, since you have more time and scope, just like in monthly issue comics. I'd like TFs to function in the same way special issues do, generating a new excitement and fresh new feel. This is no differen than when YOU said you'd like them to mirror Manga/anime-style storytelling. You can't put "episodes" into a game either, but I was intelligent enough to understand the comparison you were making. I assumed you were with mine, as well.

    Quote:
    Forget reading what I write, which you clearly didn't. Do you even read what YOU write? No, I don't do many TFs, and that's not because I don't want to. I want to, but the TF system in itself is screwed up.
    Yeah. So tell me which part of what I wrote was wrong? You don't run many TFs? Check.
    You have a hard time following TF storylines when they're run? Check. You'd prefer TFs not have crucial lore? Check. You still want them to be about established groups? Check.

    Quote:
    I don't do TFs because they require multiple people on the team, and when you have multiple people on the team, with only the team leader ever getting the full story (i.e. the debriefings), they are impossible to follow. Do you want to dispute that?...I'd like to be able to attempt to do these by myself, with scaling enemies and all that, but without the TF reward. Maybe then I'll be able to see the story without massive changes in TF dynamics.
    You know, you could always form the TFs yourself, as the leader. That way you control the reading. Just a thought.


    Quote:
    I don't like the OP's idea because it suggests something I do not want to see. You've phrased the same thing five different ways, but you present it as five different ideas that I've somehow brought different arguments.
    I'm not sure why you're having trouble reading, but clearly you are since I've only suggested one thing, and gone on to explain how that one thing could address the issue in a way that SHOULDN'T harm your...unique...gaming style.

    Quote:
    You say the same thing in every post here, and I repeat the same thing, myself.
    To that, I would agree, except for the times you seem to contradict yourself in your repetitions. Most of those you've gone on to explain satifactorily, though.




    Quote:
    Cut the malicious arguments, please. I don't want one-shot TFs no matter how you describe them. I want TFs that expand on existing factions in new and interesting ways. If you want basically more of the Architect, then "whatever." I don't.
    I don't really mind that you don't want it, but your dismissive attitude to the OP, describing his idea and mine as "wastes of time" and "filler" and touting your own concepts as superior. It just screams more "arrogant" than actual, well thought responses to a suggested concept. I have both undergrad and graduate degrees in writing, so it's not like I don't appreciate a good story. Trust me on that. But I don't think that's "all" there is to this game, and if it -is- I would disagree with your tastes in a good story, because there are much better game-centered storylines out there. Not slamming this game, just saying if that's your number 1 and only concern, you may want to try some other venues. If it -isn't- then you have to recognize other people have other desires and concerns besides epic storylines as well, and respect that.

    For me, I'd much rather have both simpler, fun content coming out AND complex, more jaw-dropping content. I was thrilled when the new contacts came out with the doppleganger missions, because even though they were short and quick, they were fresh and new. I'd love to see some things like that coming out every issue, even if it meant that the storylines weren't ties directly to existing canon. It looks like the OP and I aren't alone either. We get it, you aren't interested. Cool.

    Quote:
    You made yourselves a puppet show. Congratulations. I don't remember where I was a year ago, but even if I were present, I would want nothing to do with that sort of thing, especially with trying to redefine a concept as embarrassingly out-of-place as the "origin of powers" notion. I'm glad you had fun - more power to you. But if this is the kind of "fun" you have in mind for the broader public game, then I have to say "do not want."


    Actually, we had exactly the sort of system you're supposedly looking for. Existing game concepts, characters, and storylines were woven together with a new addition, in an ongoing story that was "deep" enough to last for 35 levels and still have several unforseen twists and turns, all that fell in line with in game lore and backgrounds (specifically, the Destined Ones of Arachnos, the Mu/Circle backstory, the Cimerorans, The Legacy Chain, The Midnighters, Longbow, Manticore and Sister Psyche, and the 5 differing power origins.) Not sure how "puppet show" applies to this anymore than to what -you're- doing, but meh.

    I'm fine with what you not being interested in the OPs suggestion. My main beef is how you keep claiming some sort of inferiority of the concept to the current TFs, when it's simply a matter of taste. Just as you find "filler" boring, I find most of the game's factions, many of whom are simply rip-offs of existing comics factions, to have been explored thoroughly enough. I'd like to see some new, fresh, yet still well written threats emerge. I'd also like to have both well thought out arcs that require time to run and offer enough story to spark thought created AND things that are simpler, but still fun, unique, and offered more often. I don't think it needs to be either/or, as I said before.

    And, as I said about 5 posts ago, it's simply a difference of opinion. We don't need to sit here and argue with each other personally. We've both stated what we'd like to see more of, less of, etc. I think the OPs original idea has merrit. You don't. We both have our reasons, based largely on our own personal interests and play styles.
  8. The only issue is how that would affect redraw. Would you have to "redraw" your gun when you fire an AR shot then fire off a Serums shot?
  9. opprime28

    One Shot TFs

    o.O

    I'm really confused.


    At one point you said you DON'T want one shot TFs because a TF should drive the established storyline of the game along and one-shots would be filler and waste resources.

    Then I suggested they could be mini-tfs, even possibly Dev created AE arcs, that don't take up massive resources but still supply fresh, interesting, non-crucial content while we wait for the big stuff.

    THEN Your reply was that you'd just end up with garbage like the AE is filled with, and thus didn't approve.

    Then I pointed out that the AE has a TON of well done arcs that are every bit as fun and interesting as normal, in-game arcs.


    Then you said that you don't really use the AE. You've only touched it a handful of times.

    Then I pointed out that they could really function more like special issue comics do, in my opinion, which are more for kicks than anything else. These have their purpose just like the ongoing storylines do, and the more established TFs, raids, etc.

    Then you said that you don't really run TFs, but if you did you'd really not want them to hold crucial information that drive the story forward because in case you missed out on it. Plus, you said you can't follow their stories anyway. But they should still be about the same old villains, because...um...otherwise you wouldn't care about the TFs...which you don't run.


    ??


    So essentially, you don't like the OPs idea because you read manga, and you wish this comic-based MMO, firmly establishing itself as the MMO of the western comic book super hero (primarily silver age, at that), were more manga-like and only had one contact, who gave out a single arc consisting of missions that led you from 1-50. Should it be black and white, too, and should the missions run in reverse? Otherwise none of your reasoning in this thread is consistent or really makes any logical sense except "I don't like one-shots."

    By the way, where were you a year ago when I was part of a static SG that used a mixture of the AE and in game contacts to run a single, ongoing storyline for us from 1-50. We actually made it to the mid-30s before scheduling changes made it end. It was a fun way to make the game feel fresh, and still adhere to the "canon" of the regular contacts while getting an entirely new storyline about the true "origins" of powers and how that affected our characters.
  10. opprime28

    New Vet Reward

    Level 10 IOs offer better percentages than an SO? SOs are 33%, you don't hit "equal" with the enhancement values until around level 25, if I recall.
  11. opprime28

    One Shot TFs

    You know, one thing I think about this is that it's really just more of a personal opinion/philosophy differnce than actual "disagreement."


    Pretty much EVERY contact and TF currently in the game right now focusses only on already existing, commonly faced, thoroughly explore villains. Do we REALLY need to know more about the Council, the Circle, the Freaks, the clockwork, arachnos, etc? We face them repeatedly from level 1-5o, alwys getting more "bits" about them from existing contacts. This makes sense since the contacts function like your monthly issue, where you lear a little bit each time the batman faces an enemy, and the enemy is fleshed out over time.

    To me, TFs should feel like the special "team up" issues in comics, where suddenly Wolverine and Spiderman are fighting side by side against some unique threat. You can read this and get a fun kick, or skip it and not miss a ton in the storyline. This CAN be against an already established set of villains, but it should show them in a really new, unseen way (usually teamed up with another set to pose an even greater threat), not just explore their background a little more or another typical "we're building a super-weopon! muahahaha!" plotline.

    Raids and zone events would be the equivalent of Galactus or Darkest Night or the Infinity Gauntlet, etc. Those are BIG, typically one baddie stories that are short but deal with a threat that dwarfs everone else.


    So I'd be fine with seeing more contacts going deeper into faction backstories and driving the ongoing CoH lore foreward. To me, that's what contacts are for, the "monthly issues" storylines that do that. I'd actually like to see some of the original contacts redesigned (and a few have been, like Posi) to do this in a more advanced way.

    I'd love to see TFs function more like special issue/one shot team-ups where something fresh and new pops up that needs previously unteamed heroes to work together. It's the equivalent of the foil embossed, abashadly "it's fanboy marketting" comics that come out once or twice a year. It's fun, but it's not usually the main driving force of the comic storyline.

    Raids like the CoP, Hamidon, Rikti Invasion, etc. should be the Galactus style mega-crossovers. And frankly, we need more of these, too. :-P
  12. Anyone know off hand if there's a way to rename this thread? I'd like to add (Poisons alternative) but can't seem to find out how.
  13. opprime28

    One Shot TFs

    Actually, we may agree on the highest rated. I HATE the humorous arcs in the AE with a passion, which is why always skip that option in the search function.

    Ive also found almost all of the guest writer arcs to be horrible, but have found very many fun, well made player arcs. I'd say MOST of the completed, full arcs (as opposed to 1 mission stuff) rivals or beats many of the in game contact arcs, and there's not running around 7 different zones to "talk to" someone! :-)
  14. /signed.

    simple idea. HUGE QoL enhancement.
  15. opprime28

    One Shot TFs

    So your experience with the AE has been drastically differen than mine. Since I use it quite a bit, and it SOUNDS like you don't, Im gonna assume that I'm more experienced at what's actualy available in the AE. Half of your complaints can be washed away simply by properly using its search function, for cryin' out luod. That being said, it's all opinion and taste, so it's a wash. Neither of us is "right," we just disagree.

    I WILL say that Ive played quite a few finished arcs in the AE that actually are BETTER than many of the contacts and arcs we have in the game, which isn't suprising since many of the arcs and contacts we have in the game were here at launch or in the first several issues. If I had to choose between having nothing to do but those same, tired contacts and arcs Ive already run hundres of times each for six-12 months while 12 developers worked on big, high quality, jaw dropping new content, or every three months having new contacts or mini-TFs published to run while I wait the 6-12 months for -11- developers to publish the next big, high quality, jaw dropping new content, I'd take the latter any day.

    And it's funny to me that the very thing you said makes the new TFs worth the wait and so much more desireable than smaller mini-tfs or one shots (new unique maps, new game mechanics, deeper storylines) is EXACTLY what you say was he problem with the new 5th column TF (terrible fight mechanics, bad writing, and igrnoriing current game lore.)



    anyway, for me...


    /signed
  16. opprime28

    One Shot TFs

    Quote:
    Originally Posted by Samuel_Tow View Post
    Considering the entirety of the Architect is a giant waste of time that most people only ever used to farm and powerlevel anyway, I'm still unconvinced.
    Um...that's neat, but it's opinion. And opinion that really could be easily proven misinformed if not flatly wrong. THOUSANDS of arcs have been published since AE launched, and most of them aren't farms.

    And you DO realize most people "farm" the ITF, LGTF, etc, all of which are part of your praised ongoing, in game storyline, right? Hell, I run the thing probably 5 times a week. Does that suddenly unconvince you that ongoing storylines and content is a waste of time?

    Quote:
    The architect is a design tool intended for players to use, and as such the effort involved in it is intentionally minimised. When developers made professional content, they do more than slap some text in a few text boxes and drop a few costumes out of the editor. They run complex scripts, with each new TF more elaborate and interesting than the previous ones, with each new enemy group more interesting and more pretty.
    I'm sorry, but that's not addressing what was suggested above.

    Oh, also...wasn't the latest TF released the 5th column TFs? Didnt those enemies already exist? Did that somehow make it a "lesser" TF?


    Quote:
    What you're talking about is a developer basically sitting down to make a TF in the Architect, which... Really isn't as impressive as you make it sound. I mean, there are good Architect arcs out there (if you can find them among the dreck), but they're not the kind of thing I'd expect the developers to go out and make. In fact, they have specifically stated that they'll NEED to outdo themselves in order to compete with what we would be making with the Architect. I assume that statement was made before they realised that all we wanted to make was Meow Farms, but the point stands.
    If you don't see the immense ways that some of the popular AE arcs influenced Going Rogue, then we need to team up in the AE sometime. That being said, I think you -missed- the point. I wasn't saying making TFs was easy, I said it didn't -have- to be a massive draw on resources. Mini-tfs or new dev-made AE TFs would satisfy many, many people if they knew that they were coming out in a semi-regular basis, and still allow the "real" content of things like true TFs and Going Rogue, etc. to occur. I'm about as avid and experienced a player as this game has, and even -I- get really bored and tired running the same contacts, missions, and TFs, waiting for a new issue so (usually) -1- new tf or contact, etc. comes out. It may be an AWESOME 1, but it's -1- and soon becomes just another thing that gets kinda old. I'd rather see a -small- amount of resources going toward constant -little- things to keep me occupied while I wait for the nice big stuff that DOES move the ongoing storyline along and makes me say "wow." Mini-tfs or AE TFs would be an easy way to do that.

    Quote:
    This development team has made it a very clear point that they don't want to half-*** content and churn it out on a conveyor belt, despite the fact that they COULD. Players have shown that THEY can, so the developers ought to. Instead, they've been trying to make content that's better than anything players could do, and that just takes more time and effort.

    Maybe you can make an argument that they're wrong and that they SHOULD just make a bunch of simplified "go there, kill that" missions and flood us with new content, but that's entirely separate from asking that TFs be made and all the artwork and maps made for them then be entirely scrapped and never reused.
    See, I don't see it as an "either/or" like you seem to. Even with limited resources, you can devote a small amount to doing small things. As I pointed out, if a creative person can churn out a decent, well written, suprising and fun arc in the AE in a couple of days, a single decent developer could do so as well. Meaning coming up with 3-4 a year would be a MINOR use of resources. Now get rid of the AE aspect and add in some unique maps and artwork, and you STILL have a relatively minor resource investment for the return you'd get in ongoing player satisfaction at "never" running out of new things to try.

    Just my opinion, but I would like to see both implemented.
  17. Quote:
    Originally Posted by MondoCool View Post
    The idea is that your raw determination and the look in your eye is enough to scare the bejeezus out of some lesser enemies.
    That might be the idea, and I'm not saying it's a bad one, but Im just not seeing the usefulness of a mag 2 PBAoE fear on a power that has as long a recharge as Conserve Power (600s) and lasts 90 seconds. I mean, most mag2 powers have a very short duration, and most bosses (and luits if you're fighting anything above you) would remain unaffected. So every 10 minutes you'd be able to briefly fear any minions in melee range of you for a few seconds. It seems almost pointless as a secondary effect. To me, I'd much rather see it give either a minor +recharge or a +tohit alongside the end reduction. Both fit equally well, conceptually.

    I do have SOME concern over your numbers for Battle Meditation, as well. All blaster secondaries except Devices get a +100% damge, +15% Build Up power which lasts for 10 seconds. This has NO negative effects except that it costs 5.2 end to activate. Devices, the one deviation, gets a toggle that offers a permanent 14% Tohit buff and a massive perception increase instead of the damage buff, with no negative effects except a heavy end cost. Your power, which I -love- conceptually by the way, offers the following:

    1. Increase your +ToHit (+10%), +DMG (+50%) at the expense of -RES (-20%), -DEF (-10%),
    2. Increase your +RES (+10%), +DEF (+10%) at the expense of your -ToHit (-10%), -DMG (-25%)
    3. Increase your +Recovery (+50%) at the expense of your -Regen (-50%),
    4. Increase your Regen (+50%) at the expense of your recovery (-50%)

    In essence, not only would you be expending the endurance of a toggle like Targetting Drone, but you're being gimped in some pretty massive ways for LESS of a damage or accuracy buff than any other blaster secondary set. Sure, you can also boost your defense, etc, but like Build up in other secondaries, In Energy Manipulation, powerboost can increase your defense or resistance based powers MORE than the buff you're getting from Battle Meditation, and without the massive -tohit and -dmg components. Drain Psyche can boost your regen -and- recovery more, etc.

    I think the concept is fine, but I think the numbers here are off. The "penalty" is too high for the benefit. You could reduce the penalties to half what they currently are and still avoid what I think you fear: being overpowered. Most blasters would NEVER walk around willing to permanently deal 15% less damage than normal (as opposed to your 25%) just so that they have higher defense and resistance, since they're primarily damage dealers. Most I'm -sure- wouldn't go long term with a 10% defense, resistance, or 50% recovery rate decrease just to get a smaller damage boost than is offered by Build Up. I'd say cut the "penalty" aspects way down, to half what they are now, or I don't know if this power is really "workable" (the same argument people make about targetting drone, even now that it's been buffed.)

    If you want to keep the numbers as is, however, what I think would work BEST with this power for playability is to swap it from a toggle to a click, giving it a longer recharge than build up or power boost (say, 90 seconds as opposed to their 60), and then having it last for 25 as opposed to 10. That's long enough to use it in any given pinch long enough to really be useful, which is what this power seems more suited for. That way you avoid the heavy end use of a toggle and the "gimp" factor seems to make more sense. In a pinch you're willing to trade damage and tohit for defense to get out of there, or trade regeneration for recovery fighting these malta, or to snipe that guy from a distance and really hurt him you're willing to trade some defense and resistance for that added second of damage. Even then, I'd either up the benefit or decrease the penalties of this power, though, IMO.


    Overall though, I really DO love the concept and think your set sounds really fun.
  18. While not saying +dmg isn't nice, I know many Doms who were THRILLED that Earth assault included Power boost, and will take an Ice assault over, say, thorns, specifically because it offers power boost. The +secondary affect is really nice on a dom, and would stack much better with the swap ammo power.

    That being said, maybe they could make it a power build up clone, giving a boost to all three.
  19. Not bad. Two siuggestions...




    -Get rid of the slow option in secret venom and replace it with -regen. This would be MUCH more useful in big fights, while kinda pointless in everyday combat, since the bigger critters tend to be the ones you need to cut regen down on, not the smaller ones.

    -I'd actually get rid of Sharpen in exchange for Power Boost. It's much less useful, I think, for a dominator, especially when this set only has 3 melee attacks (you've got two powers that aren't attacks at all.) Power Boost would help with the effectiveness of your unique "swap ammo" style power and also help with dominator's weaker mag primaries.


    Overall, great idea though, and would fit really well in the Dominator camp.
  20. /signed

    I'd tweak a few powers (I'd throw in a smoke bomb similar to /devices but with a chance to placate as opposed to the second set of throwing knives, and I'm a little confused by the +fear added to conserve power. I think maybe I'd swap that for +recharge aspect to it, which fits better conceptually. I may also switch either storm kick or Thunder Strike with a sword/knife based attack, to finally satisfy everyone who wants that in a blaster secondary. This would fit conceptually and also keep it balanced.

    Overall though, I think you have a great idea.
  21. opprime28

    One Shot TFs

    Mega, I think you just shot your own argument in the foot.

    The AE shows that creating one shot TFs WOULDN'T be as massive a waste of time as we used to think. Creating custom enemies with all new bios and backgrounds would take a decent, semi-experienced developer a day. Now balancing would take a little more time, but since this is a one shot TF, not critters you'd find roaming zones, you have a lot more control (very specific level ranges and situations) so it would, again, MAYBE take one person a day. What would take time for this would be the creation of new maps and cut-scenes, and debugging those maps.

    Still, I think it would be worthwhile. New TFs DO generate a lot of "buzz" when they come out, and give players something to do with both new and old characters. A semi-steady flow of TFs (3 a year, so one every four months) would be a great way to keep the game feeling fresh while taking up what I would THINK would be minimal resources.

    There IS a compromise, I think. Once they add in a few new features to the AE, they could have Dev Designed "AE" Task Forces/arcs which offer the option for full rewards (and I suggest offering full rewards for the guest author arcs as well.) Make these Dev designed AE arcs longer (give them up to 10 missions instead of 5, etc.) and special, and make them "cannon." In other words, make them worth running for both story AND "progression" of your character. It's fairly easy to come up with an cannonical reason why you're using the AE to accomplish "real world" tasks. Hell, I had a static VG where we went from 1-50 (we made it to 33) Redside following one single, ongoing storyline, and we used the AE (along with a few select in game conctacts) to do it. The specific AE we used was a "front" for our employer (the Omen Organization), and we had a special access interface which allowed -us- to use it as a means to transport into and out of areas, avoiding detetcion. Walla...suddenly it made perfect sense why we were using a virtual hologram system as a way to get to our real world missions. In all honesty, it was really fun to follow a single storyline focused on our own characters from 1-38, all tied directly in to cannonical, in game content.

    The Devs could set up an AE terminal in Pocket D that has been "hijacked" by a secetive hacker who is the permanent contact for their arcs. This hacker occassionally sends out a message letting heroes/villains know he has a new challenge for them. Call him the Loremaster (play on dungeon master) and make him a riddler-style guy threatening some lame consequences if his game isn't completed (or something equally stupid,) and suddenly you have your reasoning why the AE arcs by devs and guest authors has become a cannon feature. Offer full rewards, make the arcs a little "bigger" than normal arcs, and walla- a constant stream of new, easily produced content for players. Hell, this idea is lame but it only took me 5 minutes to come up with. Im sure given a few days the devs could come up with a much better in-game reason.

    Something like that would get players back in to the AE in a non-exploitive way and also be VERY minimal in its eating up of resources. Just a suggestion.
  22. Thanks Mr Right.

    You're right about Ally/foe for immunization. Ill update that after I type this. Also, I like the idea of a power that would somehow increase the mez duration/ decrease mez resistance of enemies, but I'm not sure if it can currently exist in game mechanics. If it could, which power would you add it to? It's actually not a bad idea for a power, especially for controllers who took this as a secondary set. It would need to be fairly weak, though, to avoid becoming overpowering.

    This is definitely a "niche" set, kinda like poisons, which is what it's meant to replace for Defenders/controllers/corruptors. That being said, a lot of people make more military style/natural characters, and for a defender that would fit right in. This could be a perfect set for someone making a military medic (AR/Serums or DP/Serums) or an electric/ or plant/ controller. It's also versatile enough (especially if given the choice between wrist mounted dart shooter and handheld) that it could fit almost any other superbeing concept as well.
  23. Quote:
    Originally Posted by Aett_Thorn View Post
    Travel powers aren't really meant to be used in missions. Sure, they CAN be used there, but their main functionality is to let you navigate the broader world much quicker.

    Using them in tight caves isn't really a good use of them, and shouldn't be, I think. That's what the more basic travel powers (Hover, Combat Jumping, Swift, Hurdle, Sprint, etc.) should be used for.
    My only disagreement with that is Superspeed. The entire idea of a speedster is that you're moving so quickly you're hard to hit. The +stealth component of superspeed is one way to utilize that. It lets you "wizz right past" enemies without being seen, which is core to a speedster. That is AS useful of an ability in door missions where places are packed as it is outdoor missions, if not moreso.

    Though to do this you'd need to have flight keep Hover's +defense bonus, which I could see as problematic. Maybe they should swap flurry for "fighting speed" as the tier 1 speed pool option. This could let you keep the sleath aspect of super speed or give a +def bonus while giving you a more minor increase in run speed, and would fit nicely in line with other power pools (hover +def, combat jumping +def, etc.)

    Now if you'll excuse me, I need to go dodge the onslaught of rapid slaps to the face from the 15 people who took "flurry". :-P
  24. This would be the updated version based on current feedback.

    Quote:
    Serums

    Using the latest in medical (and some still experimental) technology, you've created an assortment of serums to help heal and strengthen your allies. Some may even be used to weaken your foes.


    Amino Shot: +Heal, +res toxic
    You inject your ally with a small but powerful mixture of amino acids which immeditaly heal some of their wounds. The target is also left with some resistance to toxic damage for a short while. (17.6% heal, +15% RES Toxic)

    Nanite injection: +Hp, +res Toxic
    You spray your ally with a cluster of bio-organic nanites which cover his skin, increasing his ability to absorb damage. His maximum hit points are increased and he becomes highly resistance to toxic damage. (+ 44% HP, +20% RES Toxic)

    Immunize: +resist Disorient, Hold, Sleep, Immob, Confuse, Fear, slow, Toxic.
    You immunize a foe against several known afflictions, making them highly resistant to status effects like disorients, holds, sleeps, immobilizes, confusion, fear, slows, and toxic damage. (Mag -10.35, +10% Res Toxic.)

    Stimulant gas: +Recharge, +Recovery
    You can release a small cloud of stimulating vapors. This cloud temporarily increases the recharge and recovery rates of your allies as their nervous system becomes more efficient. (PBAoE + 35% recharge, +35% recovery.)

    Adrenal Shot: Ally Rez, special
    You inject a powerful shot of enhanced adrenaline into a fallen Ally, shocking their heart back to life. They will revive with full hit points and endurance, increased regeneration and recovery, and be resistant to status effects for a brief while. Some allies may react oddly as the Adrenaline wears off, causing them to become violently ill for a brief moment. (Ally Rez, special (15% chance for 1 second hold after 90 seconds.)

    Cellular reinforcement: +res, +dmg.
    You emit a field of magnetic energy which reinforces the cellular walls within the bodies of you and nearby allies. This strengthening of tissues and skeleton temporarily increases a body's resistance to damage and also the amount of damage their attacks do. (+12% Res, +20% Dmg)

    Nerve Gas: Foe -Dmg, -Recharge, slow.
    You fire a small dart at a foe which, when activated, releases a targetted cloud of nerve gas on your enemies. This gas will weaken your foes, overloading their nervous system, slowing their movement and attack rates. Any attacks the foes are able to execute will have a decreased chance tohit and will do less damage. (Targetted AoE, Foe -20% DMG, -50%spd, -50% recharge.)

    Advanced Nanites: Foe -RES, -DEF, -Regen,
    You surround a single ally in advanced bioorganic nanites. Unlike your other nanites, these small organisms are designed to attack any foes in melee range of their host, weakening the resistance, defense, and regeneration. Due to their experimental nature, you only have a limited supply. The nanites have a weak nature, only affecting a small area around their host, but they can be deadly to those enemies in their range. (Targetted Ally AoE, Foe -22.5% Res, -30% DEF, -20% Regen.

    Oxygenation: +Damage, +Tohit, +regeneration, +recovery (special)
    You inject an experimental liquid oxygen directly into the bloodstream, drastically increasing an ally's cardiovascular efficiency. As a result, their damage, chance to hit, and regeneration rates are all greatly increased. When this power wears off, thier body will become tired, decreasing thier damage and recovery for a short time. (note, an ally must "accept" this power for it to affect them.) (+50% DMG, +18.8% Tohit, 200%Regen, +200% Recovery for 90 seconds, -20% DMG, -50% recovery for 20 seconds)



    Totals:
    -----------------------------------------------------------
    Ally with all but tier 9 / Foe with all
    -----------------------------------------------------------

    Dmg +22.5% (-20%) | -20%

    Tohit |

    Regen +50% | -20%

    Recovery +35% (-50%) |

    Heal +17.6% |

    Recharge +35% | -50%

    Speed | -50%

    Resistance +12% | -22.5%
    -Toxic Res: +45% |

    Defense: | -30%

    Status Res +10.35 |

    +HP: +44% |



    -----------------------------------------------------------
    Ally with all including tier 9
    -----------------------------------------------------------

    Dmg +70% (-20%) |

    Tohit +18.8% |

    Regen +250% |

    Recovery +235% (-50%) |

    Heal +17.6% |

    Recharge +35% |

    Speed |

    Resistance +12% |
    -Toxic Res: +45% |

    Defense: |

    Status Res +10.35 |

    +HP: +44% |

  25. That works. I was actually thinking it would be 60 seconds (30 second duration), similar to sleet or freezing rain (which it most closely resembles). The only problem I now see with that is that those are LARGE area of effect powers, and this is a targetted one, meaning this could miss and you'd be down for 60 seconds. I guess in function, it's more like Acid Arrow, and I can see getting rid of the -Tohit.

    The updated description then would be:

    Nerve Gas: Foe -Dmg, -recharge, slow.
    You fire a small dart at a foe which, when activated, releases a targetted cloud of nerve gas on your enemies. This gas will weaken your foes, overloading their nervous system, slowing their movement and attack rates. Any attacks the foes are able to execute will also do less damage. (Targetted AoE, Foe -20% DMG, -50%spd, -50% recharge.)

    Oxygenation should be amped up as well if it's the tier 9. How about this:

    Oxygenation: +Damage, +Tohit, +regeneration, (special)
    You inject an experimental liquid oxygen directly into the bloodstream, drastically increasing an ally's cardiovascular efficiency. As a result, their damage, chance to hit, regeneration, and recovery rates are all greatly increased. When this power wears off, thier body will become tired, decreasing thier damage and recovery for a short time. (note, an ally must "accept" this power for it to affect them.) (+50% DMG, +18.8% Tohit, 200%Regen, +200% recovery for 90 seconds, -20% DMG, -50% recovery for 15 seconds)


    In essence, your tier 9 would allow you to make an ally incredibly damaging for 90 seconds (similar to painbringer or Noxious gas), but at the cost of a long recharge and a small "crash" for the recipient after 90 seconds. The crash would be hard enough to make you feel "weakened" while not completely taking you out of the fight. As such, it would require you to "accept" the power just like, say, a fortune or a ressurection.