Issue 15 need new powersets
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dual smashing weapons? How about tonfas?
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Tonfas simply rock. I would love a dual tonfa brute inspired by Talim. Hawt!
Words to the wise aren't necessary- it's the stupid ones that need them.
"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality
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A chain/whip set would be sweet. Course I've been saying that for 4 years now so...
Dual pistols as a complete set for blaster/defender/corruptors would be cool as well.
The ability to "create" your mm pets. Pick the power set you would like or a new one if it has to be. Then pick your pet from list in game or create like the AE option for creating villain groups. That'd be a fix all for everyone. You want clowns, I'd like snakes, also a set of thugs that didn't wear business suits or be tattooed out. Why must soldiers be soldiers...couldn't my "army" be a group of my red neck NRA buddies in hunting gear or a mess of grannies with guns.
Oh you make mm pets creatable and everybody will have a mm and everybody will have alot of fun.
MM set is just so freaking cool to be pidgeon holed into running zombies for dark set or ninja for ma open it up. Let us have the ability to skin them even at current scales. I hate the Uni and will never play ninja set because of his look alone. Now if I could change how he looks or soldiers or zombies or thugs I for one would buy a couple more slots to do that. (I realize robots are robots are robots) but the rest seems that you could tweak em if you wanted to...
Sorry gotta ranting there, would be happy with whip/chain set sigh.
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The problem would be lag. I mean major, major lag. If they did it via a non customizable list, though, that could work. similar to weopons customization, I guess.
Would be nice to have a set with all of the robot powers, but have them actually be advanced alien warriors, or have ninja powers but have them be a bunch of IRA agents instead.
Of course...if they did clowns, then the gang war animation would have to be changed. A small little car would need to drive up and they'd ALL have to climb out of that.
Just sayin'
excrement flavored animations...
eww...
Poo Flinging powerset for i15...great...
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
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Of course...if they did clowns, then the gang war animation would have to be changed. A small little car would need to drive up and they'd ALL have to climb out of that.
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They should have done this with Carnies. It would have been epic!
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
Different pets for MM's i want de snowmen, like Winterlings, then winter hordes, then one big winter lord All id really want then id be satisfied, maybe cold as a secondary for a MM as well
I would much rather have more end game content than new power sets. That's one of the things that are killing the game; very little end-game content. I know the AE could partially remedy that. But it's not the same as dev provided content
Well, AE is only just starting to rebound after being swamped by farms and what-have-you. So hopefully some of the better story arcs out there will get the light they deserve.
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The ability to "create" your mm pets. Pick the power set you would like or a new one if it has to be. Then pick your pet from list in game or create like the AE option for creating villain groups. That'd be a fix all for everyone. You want clowns, I'd like snakes, also a set of thugs that didn't wear business suits or be tattooed out. Why must soldiers be soldiers...couldn't my "army" be a group of my red neck NRA buddies in hunting gear or a mess of grannies with guns.
Oh you make mm pets creatable and everybody will have a mm and everybody will have alot of fun.
MM set is just so freaking cool to be pidgeon holed into running zombies for dark set or ninja for ma open it up. Let us have the ability to skin them even at current scales. I hate the Uni and will never play ninja set because of his look alone. Now if I could change how he looks or soldiers or zombies or thugs I for one would buy a couple more slots to do that. (I realize robots are robots are robots) but the rest seems that you could tweak em if you wanted to...
Sorry gotta ranting there, would be happy with whip/chain set sigh.
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The problem would be lag. I mean major, major lag. If they did it via a non customizable list, though, that could work. similar to weopons customization, I guess.
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Yeah, "minion customization" would be a pretty cool idea and would make things more interesting. I glanced at another user with Thugs and they just didn't seem thuggish at all to me. Personally, I'd love to tweak my Mercenaries.
Exactly...I mean I find myself creating toons that fit with the powers available. I remember the 1st few when the stories would flow and you'd grab a set to correspond. Well after 4 years its impossible not to rehash or reborn characters because of lack of powers. I've finished all but ninja MMs and would love to run another they are an incredible set very fun. Problem is I made the zombie guy, the soldier guy, the robot guy to rerun them just seems silly.
I know its petty to complain about looks. Have a buddy that intentionally makes drape toons just because he knows I pay so much attention to detail when I make a guy, and he likes teasing me about it.
No I don't know how lag would be effected. I mean I have a 5 mission arc with all created enemies and it doesn't lag at all why would 3 more???
Anyhow a boy can dream.
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No I don't know how lag would be effected. I mean I have a 5 mission arc with all created enemies and it doesn't lag at all why would 3 more???
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I don't think AE would get hurt buy custom minions. I think that regular zones would (possibly) be lagged if everyone had direct customization to their minions, as opposed to a template option.
How about a shapeshifting power? We have a lot of wolf, cat and dog types running around, how about an actual shapshifter? With the new costume emotes coming out for everyone in issue#15 you could change into your type of beast and incorperate some melee powers like the claws or something. Maybe a growth power, where you increase your density and strength as you get bigger and gain lvs. Your range attacks for meele could be greatly increased.
or perhaps stretching....I am just trying to get some "new" in game power ideas going here....
Deeds not Words....
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How about a shapeshifting power? We have a lot of wolf, cat and dog types running around, how about an actual shapshifter? With the new costume emotes coming out for everyone in issue#15 you could change into your type of beast and incorperate some melee powers like the claws or something. Maybe a growth power, where you increase your density and strength as you get bigger and gain lvs. Your range attacks for meele could be greatly increased.
or perhaps stretching....I am just trying to get some "new" in game power ideas going here....
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All things that the Devs have tried to figure out before. The Blood of the Black Stream was an AT that was being developed that were supposed to be shapeshifters. I believe that one of the issues involved was realistic animation of animal skeletons. To do it properly, you can't just make a "generic quadruped" and expect it to look right. A wolf and a tiger move very differently. I wrote up an alternate idea for the Blood of the Black Stream in S&I a long time ago, but I think I need to revisit it and trim it down.
If they can nail down power customization, Stretching may be an option. The previous technical hurdle to Stretching was that they could not resolve how the attack looked at the origin point (your costume) and the terminal point (the target). This is why Spines isn't customizable. The Spines you throw via Impale will always look the same when they hit the target, regardless of how they look on you.
Growth was one of the potential powersets from the survey that resulted in us getting Dual Blades, Willpower and Shields. They warned us that there were technical hurdles with Growth that would increase its development time if it had won the poll. I would think the largest hurdle would be how to render the character and attacks while in close quarters, since so much of the game takes place in instances.
Granted, these three lines of inquiry were abandoned while the Dev team was a mere 15 people. Now that the staff has been ramped up again, it is entirely possible that the only oft requested features that are still completely off the table are raising the level cap and an autolevel feature.
New story arcs coming soon (ARC IDs will be aded when I finish the arc):
So, you want to join the Hellions? (level 1-14 Villainous arc)
Sparks & Steel (level 5-20 Heroic arc)
and
So you want to join the Skulls? (level 1-14 Villainous arc)
I agree with the subject line.
A MM set that let you create your minions with an MA-like interface and spawn 3 minions, 2 lieutenants, and a boss would pretty much be the best thing evar.
Start as easy, first buff makes them hard, second makes them extreme.
THAT would result in an MM I would play.
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2) Going Rogue is not i16. Issues (i numbers) are free expansions; Going Rogue is a commercial expansion like CoV. If the rumoured powersets (dual pistols and "demon summoning", whatever that is) are "real" and part of GR, they may not appear in the rest of the game (w/o the expansion, of course) until much later.
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To be fair, the two aren't mutually exclusive. CoV was a separate paid game, yes. It was ALSO, effectively, i6. Following that precedent, I suspect we'll see Going Rogue coincide with one Issue release or another. It's entirely possible that that will be i16 where we see the integration of Going Rogue to the rest of the game. Of course, we also have no idea of timeline; it's also possible it will be i17 or i18. However, I think it's pretty safe to say that there will be an Issue release at the same time.
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2) Going Rogue is not i16. Issues (i numbers) are free expansions; Going Rogue is a commercial expansion like CoV. If the rumoured powersets (dual pistols and "demon summoning", whatever that is) are "real" and part of GR, they may not appear in the rest of the game (w/o the expansion, of course) until much later.
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To be fair, the two aren't mutually exclusive. CoV was a separate paid game, yes. It was ALSO, effectively, i6. Following that precedent, I suspect we'll see Going Rogue coincide with one Issue release or another. It's entirely possible that that will be i16 where we see the integration of Going Rogue to the rest of the game. Of course, we also have no idea of timeline; it's also possible it will be i17 or i18. However, I think it's pretty safe to say that there will be an Issue release at the same time.
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To be REALLY fair...all the expansion pack is is a serial code that gets applied to your account to allow you access to the new material. No different from the super booster codes or the mac-pack codes. Just they are calling it an expansion pack because its bigger than just a super booster. Issue 16 (or whatever issue they are on then) will go out to everyone and have all the information for the client to run the new stuff in the expansion, just without the code applied to the account, the account won't have access to the new content. Everyone's clients are the same...so when it comes out, everyone will get the client information for new stuff with the expansion pack...but its the codes on the account that change what people have access to. Going Rogue could be in the client ready to go now for all we know...at least some of it...no way to know for sure without internal knowledge of the code and game files. Just without the access codes to get to it we wouldn't know :-D
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Going Rogue is not i16. Issues (i numbers) are free expansions; Going Rogue is a commercial expansion like CoV. If the rumoured powersets (dual pistols and "demon summoning", whatever that is) are "real" and part of GR, they may not appear in the rest of the game (w/o the expansion, of course) until much later.
[/ QUOTE ]Might I interject, that we don't know that the new powersets will be part of GR. We only know they will very likely be in the game when GR goes live, as the signiture chars of it are showcasing those powers.
My guess is that Demon Summoning and Dual Pistols will be part of the issue that corresponds with GR, and not require the paid expansion to play.
All that is planned fails. All that is born dies.
All that is built crumbles. This will always be true.
But memories remain, And that is beautiful.
Hopefully, with the advent of dual pistols, they won't make the default Praetorian mob as lethal resistant as say longbow or arachnos?
I mean, it's fun that we got YAN smaethal set, but perhaps we could have customizable weapons in a not highly resisted by common mobs damage bracket?
I've got my stalker Artimis Setelana. She has 317 badges last I checked. Yay!
Also 2 servers worth of alts, 3 of which aren't catgirls. Mew.
The Paid Box Expansion should be called "Trade Paperback Editions"
"I accidently killed Synapse, do we need to restart the mission?" - The Oldest One on Lord Recluses Strike Force
wishes i15 had base luv too...
I could really go for some new tools.
Ignoring anyone is a mistake. You might miss something viral to your cause.
I want a Yo-Yo powerset.
Each attack will be a cool new move with my yo-yo. And there could be a hold where you get tied up with my yo-yo string.
My nuke could be where I spin it around at max speed and strength. It won't break because I have the strongest yo-yo in all the land (Crey made it).
It think it'd be cool!
Yo-Yo Melee is clearly one aspect of the "playground Assault" powerset scheduled for the City of Children expansion.
Pogo Stick: +Jmp, +Def
Yo-yo strike: moderate smashing dmg, stun
Yo-yo swipe: Moderate dmg Foe Knockdown
Hoola Hoop: PBAOE minor damage, foe knockdown
Spitballs: ranged heavy dmg, Foe slow
Wet Willie: Foe taunt
Throw Voice: Foe Confuse
Nerf bat: Enemy -dmg, self + dmg
Indian Burn: Extreme fire DMG, foe fear.
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Hopefully, with the advent of dual pistols, they won't make the default Praetorian mob as lethal resistant as say longbow or arachnos?
I mean, it's fun that we got YAN smaethal set, but perhaps we could have customizable weapons in a not highly resisted by common mobs damage bracket?
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That's why I'm a big advocate of pistols having different ammo types. Council marksmen and Malta gunslingers have incendiary and cry rounds. Poison or toxic rounds wouldn't be out of whack for a super hero MMO. I could see an "electro-tracer" or taser round that does energy damage. The only damage type a pistol should not have is negative energy.
The other problem is we can't really have a flaming or energy sword powerset, since we sort of have those already (in fire melee, ice melee, and the talsorian blades).
I would like to see a "mystical martial arts" powerset; think Ryu/Ken/Akuma from Street Fighter - some punches, kicks, a flying spin kick, fireball, flaming-fist uppercut, etc.
I wonder if a "backpack" powerset would be too overboard; think of all the things that come from Crab Spiders. Your backpack would be a customizable costume piece, and it'd include melee attacks, ranged attacks, or both. The attacks could be fairly generic - like a fire attack, ice attack, energy attack, and there could be high tech, steampunk, and arcane looking backpacks.
Radiation melee and armor should be added. Electrical control and buff/debuff sets should be added. Dark control needs to be put in. Toxic blasts should be added.
I'd like to see something like a Lycanthropy armor set; it'd start w/ a bunch of passive abilities which improve yoru overall performance slightly; think thigns like fast healing, quick recovery, high pain threshold, resist physical damage, some sort of heightened senses, and it'd culminate in a full werewolf form that'd be like granite. Although, one could argue that you can just make a werewolf form as an alternate costume and choose w/e powersets they thought fit best.
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I'm surprised they don't lazy out and do something like 'dual mace.'
Just lethal > smashing, use same animation but with batons, and there you go!
(Actually, come to think of it... that WOULD be kinda neat...)
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If we were going to do some sort of dual smashing weapon powerset, I'd definitely go with more Escrima flavored animations.
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Not to mention it, much less mention it a dozen pages after it was first posted, but I've thought this would be an interesting way to implement Staves. It's a splitting weapon, which depending on the attack can be joined and used as a staff, or split and used as two clubs. When running it can be held in one hand, and you can avoid some of the animation problems with having a whole power set of two handed weapon animations.