Concept Hero/Villian
The epic power pools add resistance in their shields. Corruptors still don't have access to fire resist, but the rest seem to be covered.
I am 100% behind this idea. Give everyone a resistance to their Attack element, with a weakness to the opposing element.
Fire and Ice
Energy and Negative Energy
Psychic and Toxic?
Lethal and Smashing?
Obviously, a little rough. But I just don't get why my Corruptor, who has a gagillion volts of raw electricity coursing through him, can still take full damage from Freakshow Juicers, or why my Fire/Stone Brute should take full damage from fire, and not tremble in fear of Ice. Every classic hero/villian has a weakness, but for that weakness they gain an equal opposite strength.
At most, make it optional, since not everyone would want to deal with such a downside.
The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)
Virtue Forever.
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While, overall, I'm not against this suggestion, I think the idea needs to be applied carefully.
Any advantage/disadvantage system leaves itself very open to "min/maxing."
For example, if your flaming Corruptor were highly resistant to Fire, then Hellions bosses would pose almost no threat to you. In order to make it so that some of the content does not become trivial for your character, the amount of resistance should be relatively small (maybe 5-10%) and not enhanceable. IO Sets and Patron/Ancillary Pools will provide protection only if they exceed your "natural" resistance.
The reason why advantage / disadvantage systems can work well in pen and paper games is that you have a GM who can take all of these things into account. If the GM feels that youare getting more than your "money's worth" out of the advantage, he can either play up the disadvantage you took to balance it some more, or deus ex machina some of the advantage away (i.e.; Superman's "vulnerability" to magic - electricity isn't usually a problem, but Captain Marvel's "Shazam!" lightning can kill him). An AI doesn't have this freedom, so every eventuality needs to be planned for and programmed in advance.
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This will make being a non-melee AT just a little more viable...
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I wasn't aware that they were "unviable."
My Dark / Cold Corrupter needed to work a little harder against Circle of Thorns Spectral Demons and Knights, but I didn't feel like I was helpless or getting shortchanged. Even though their Negative Energy damage was doing full damage to me while they were resisting mine, the fact that other enemy groups later in the game are vulnerable to Negative Energy damage made up for it. And before the accusation that "my team must have kept me safe" is thrown out, most of her journey was made solo. Most of my teaming was done during the 47-50 range (I joined one Liberate TV farm for two runs to get me to 48, and ran Story Arcs with a team for the rest), and most of that against Nemesis and Longbow.
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)
Never heard the term "fight fire with fire"?
There are already ways for some Fire users to gain some resistance to their type of damage. Temperature Protection is available to Fire/ Tankers, /Fire Scrappers, /Fire Brutes and Ice/ Tankers. Also, Blasters and Controllers both have access to Fire Shields in their Fire Mastery Ancilliary Pools.
Also, when you think about this not every fire user is necessarily going to be resistant to fire. What if my character is just a normal guy who throws flaming baseballs with protective gloves? Sure, my hands are protected but my body isn't. What if my character is a robot that is equipped with flame weapons? That doesn't automatically mean it's going to be built so that it's systems can't fry if they take hits from fire directly.
These are the kind of things that in the old Champions PnP could be written as Advantages and Disadvantages. In this game you have to leave it kind of open for concept and just the pick the appropriate AT and powers for your concept.
In your case you want to work yourself up to level 41 and pick up Fire Mastery. Then you will be up to spec with your concept.
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Never heard the term "fight fire with fire"?
There are already ways for some Fire users to gain some resistance to their type of damage. Temperature Protection is available to Fire/ Tankers, /Fire Scrappers, /Fire Brutes and Ice/ Tankers. Also, Blasters and Controllers both have access to Fire Shields in their Fire Mastery Ancilliary Pools.
Also, when you think about this not every fire user is necessarily going to be resistant to fire. What if my character is just a normal guy who throws flaming baseballs with protective gloves? Sure, my hands are protected but my body isn't. What if my character is a robot that is equipped with flame weapons? That doesn't automatically mean it's going to be built so that it's systems can't fry if they take hits from fire directly.
These are the kind of things that in the old Champions PnP could be written as Advantages and Disadvantages. In this game you have to leave it kind of open for concept and just the pick the appropriate AT and powers for your concept.
In your case you want to work yourself up to level 41 and pick up Fire Mastery. Then you will be up to spec with your concept.
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Just RP it.
I mean really, if you stuck with just the powersets you can get, you're way to limited. :/
BrandX Future Staff Fighter

The BrandX Collection
Biggest problem is that... Well, what is an AR Blaster resistant to? Bullets? How would that work? Or an Archery Blaster. What would he be resistant to? And before you say "their secondary," what if their secondary is Devices? And Blasters are just one of the ATs with more obvious elements as powersets. Scrappers, for instance, get primarily weapon sets, and Controllers get non-element-specific sets like Illusion Control, Plant Control and and so on. And it's even worse when a set is of one "apparent" element but is, in terms of in-game systems, of an entirely different one. For instance, Radiation Blast is... Well, radiation. Except it isn't. It's typed energy, the same as Energy Blast. You'd think Earth Control would be... Well, earth. Except it's not. It's primarily smashing, when it does damage at all.
Then there's the other problem. Say you're a Fire/Energy Blaster. What are you resistant to? Fire or energy? Or maybe fire AND energy? What about the poor soul who picked Fire/Fire, then? How come he's only resistant to fire?
And then there's the question of exactly what each element should be resistant to. Would fire really be weak to ice? After all, when you're cold, you want to warm up, and what better to warm you up than fire? So you'd think fire would be EXTRA resistant to ice. But then wouldn't ice be resistant to fire, too? When you're too hot, you cool down, you'd think ice would have extra resistance to fire. But why not have it the other way around? Fire melts ice, so ice is vulnerable, and ice puts out fire, so fire is vulnerable. There really is no clear way to say. And that's with at least semi-realistic scenarios. Once you get into energy vs. negative energy or psi vs... Well, you get the idea.
It's like an old discussion that happened on the matter years ago, when someone suggested technologists should be weak to magic and magicians should be weak to technology, with the explanation that these effects were "unfamiliar" to them. Except, depending on the fiction you read and watch, there are many instances of magic being almost completely superior to technology and only susceptible to other magic. And then, like in Arcanum, technology is actually actively strong against magic because it dulls its effects, and an electrically-charged armour was all but complete protection against magic. Then there are people like Mage Hunter Zakhura, who's a magical character specifically specialized at killing other magic users. Hence, the "Mage Killer."
Of course, there is also the question of balance. In a perfect world, one disadvantage would suck as much as another. In our world, however, having a weakness to Ice is barely more than a non-issue, whereas having a weakness to, say, energy is pretty much crippling. Ice is almost non-existent in this game as a damage type. It's used, yes, but so infrequently as to be laughable, whereas things like fire, energy and, of course, smashing and lethal are practically everywhere.
Any system of advantages and disadvantages (which I'm not a fan of to begin with) needs to be balanced against what effect it would have in the actual game world, not just balancing effects against each other. And as the world isn't exactly static, I don't see this as a very strong form of balance.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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You really have to remember that you are playing a fiction that has it's own rules. Once you click on the Launcher, you are suspending disbelief in order to enter the world of Heroes designated Paragon City. In this world there are rules, and if your 'concept' does not fit; it is the concept that is in the wrong. You can either drop the concept, or work within 'Da Rules' to make it acceptable to yourself.
As with any fiction, 'Da Rules' are as arbitrary as an individual's thought processes and as set in stone as Gravity (the law not the powerset). How do you know that the physics of the universe of CoX allows that a Fire Blaster is resistant to the element he wields? Apparently it does not... so work within that paradigm to make it work if your own paradigm says that a Fire Blaster simply MUST be resistant to fire. Or conversely, use the gray matter turning to jelly between your ears, and give yourself a valid reason why you actually are resistant to Fire, just not the fire that is currently dropping your health like a rock.
Behemoths throwing regular fireballs at you? No theyre not... that's Demonic Fire, and it isnt anything like the regular fire that you hurl and are naturally resistant to. Thus you take damage from it. Their are examples in the real world. Back in the day, a warship might be resistant to fire lobbed by an enemy. then this ship was exposed to 'Greek Fire', and burnt to the waterline. I could give you myriad reasons why any 'element' of the game would be different enough to make your 'Concept' of resistance reasonable and your lack of resistance to what appears to be the same thing reasonable. It's all a matter of how you suspend your disbelief.
It's quite simple, costs no Dev-time to implement, and will never glitch in the middle of battle to get you killed. PLUS it doesnt mess with my own paradigm where a Fire Blaster is not resistant to fire. You hold your fantasy; I stick to mine, and unless we want to get in a big debate about it (and waste time which would be better used thrashing baddies), we both walk around secure in our own little fantasies.
In the end, we all have our concepts of what is right and wrong for our toon's concept; they may never agree, but we can all get along with just a bit of creative thought. Get creative.
Ninus Lvl 50 Bots/Dark/SM Mastermind Badges: 1384 @Ninus on Global
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I feel like the easy answer here is additional power pools.
I can pick up Tough for Smashing/Lethal resistance to make my Invul character ungodly against appropriate enemies or to just give my Ice Dominator the illusion of Kevlar. And all the patron power pools give me protection against smashing and lethal, so why doesn't a damn one of them give me protection from fire?
If it's not overpowered for me to be able to pick up Tough, I see no reason why I shouldn't be able to pick up Resistance to any damage type as a power choice.
It doesn't even need to be tied to your element. The Fire user might be more resistant to ice because it melts before hitting him. Just give me the option to spend a slot, even if it's not till 41 or 44, for fire resistance.
(Yes, I'm very annoyed that none of the Patron Power Pools give fire resistance. It's silly and wrong. I love the idea for being able to just pick up fire resistance)
NPCs: A Single Method to Greatly Expand Bases
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And then, like in Arcanum, technology is actually actively strong against magic because it dulls its effects, and an electrically-charged armour was all but complete protection against magic.
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That worked both ways, actually.
Tech malfunctioned around magic. Magic malfunctioned around tech.
Dawncaller - The Circle of Dawn
Too many blasted alts to list, but all on Virtue.
One of the biggest issues I have with CoH/CoV is that the character is the sum of their powers and really nothing more.


I have a Fire Corrupter who is literally on fire but she can still be burned by normal fire and has not way to defend herself against any fire.
Can fire harm fire?
Also, while my Fire Corrputor should have a resistance (or even a immunity) to fire, I should be vulnerable to Ice and Cold. Instead they affect me as does fire with no real way to protect myself.
My Blaster has the same issue, the Human Torch is a Blaster, but he is immune to fire. It would be expected that someone who throws a element should have some resistance or even immunity to the element they are throwing.
But in the game only Tankers, Scrappers, Brutes and Stalkers can get any resistances. The other AT's get nothing.
There are no Pool Powers that help this and I feel that this is major issue. Why should melee AT's be the only AT's with resistance to elements when other AT's who use the elements for fighting are fully vulnerable to it?
I would like to ask that based upon your power choice (Fire/Ice/ etc) that you automatically get a small % of resistance to the element of your power. If you choose Assault Rifle then you get bullet proof vests which lower you physical damage and so on.
This will make being a non-melee AT just a little more viable, especially when dealing with the element you are throwing around.