Free-form power selection suggestion
Please post a link to even ONE redname that ever said that Power Customization isn't going to happen.
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The OP is a fine idea. It is not up to you the players to judge that the idea cannot happen due to developer time constraints. Heck, some of the work is already done, we can sort of design our own powersets in AE for critters.
I am not really for this idea. I like the AT system and am plenty happy with the choices we already get. If we were ever allowed to design our own stuffs, I'd prefer a system that kept us within the constraints of each AT.
It would take an incredible amount of work to implement, likely sucking up the powers team time for two issues or more (Power Customization took BABs and team almost a year to complete, and we still don't have customization for Power Pools almost two years later)
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It would also take a shift in philosophy on the Dev team. Freeform selection was in the alpha versions of this game, and was ultimately nixed as it was far too easy to create both unplayable characters and overpowered characters. The AT system and current power structure which have served the game for the last seven years are a direct result of the Dev team scrapping the freeform system. Inherent Stamina was a philosophy shift, true, but not one that could have led to breaking the game.
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They are on record that they envision people having multiples of the incarnate powers so they can swap in and out of them as their needs change (with some minor time limits).
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Actually a free-form power selection system might work for a superhero MMO like this if the Devs decided to go with a points based advantage/disadvantage system similar to how the Champions table-top RPG works. That system has worked pretty well for 30 years because it prevents characters from being overpowered by balancing them with significant vulnerabilities.
But of course there'd be two small problems adapting that to CoH:
1) As others have said it'd probably be less effort to create an entirely brand new MMO at this point than it would be to retroactively make a free-form system like that work here. This by itself is more than enough to kill this idea.
2) People who play MMOs almost universally hate anything that could be considered a character weakness or disadvantage. Basically no one would accept having to assign their characters a form of "Kryptonite" that could hurt them. People who play table top RPGs are generally mature enough to accept these kinds of things. But in a MMO? No, it'll never happen. Remember how completely whiny people were when they had to deal with Kheldians being vulnerable to Voids/Quants? It'd be like that times 1000. Such a MMO would fail in just a few months tops because 95% of players would instantly balk at it.
TL;DR version: a totally free-form power system for a superhero MMO sounds like a good idea on paper. But it reality it'll probably never happen successfully without -some- level of structure that an AT/class system provides.
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Yeah but how are you at making a useless character? You know the type.
"I'm a pure Healorz. I have no offensive abilities or buff/debuffs. I just stand in the back and spam Healz while mooching off of everyone else." |
Give me your soul, you wretched waste of skin! MOAR BODIES!!
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Right after you post a link to one redname saying that design your own powersets isn't going to happen.
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Heck, some of the work is already done, we can sort of design our own powersets in AE for critters. |
One of the best features ever added to the game. Yes, it took a lot of work and dev time, but it was very much worth it, IMO. "Oh noes, it will take time" is not a great argument against an idea. |
Going with freeform power customization, honestly, would basically have to be "Start with a brand new game."
2) People who play MMOs almost universally hate anything that could be considered a character weakness or disadvantage. Basically no one would accept having to assign their characters a form of "Kryptonite" that could hurt them. People who play table top RPGs are generally mature enough to accept these kinds of things. But in a MMO? No, it'll never happen. Remember how completely whiny people were when they had to deal with Kheldians being vulnerable to Voids/Quants? It'd be like that times 1000. Such a MMO would fail in just a few months tops because 95% of players would instantly balk at it. |
Always remember, we were Heroes.
Post? How about "They tried it in alpha and scrapped the entire idea?" I think that counts for more than a post.
And look at what that leads to. Penalties for making characters that are too easy. Nerfs for exploiting cannon fodder. And overpowered NPCs. And it took that much time, and has no *mechanical* impact on the game. My blast isn't more powerful because I color it pink with green highlights, or choose an alternate pose. I don't get more defense by having blue shielding auras. Going with freeform power customization, honestly, would basically have to be "Start with a brand new game." |
/This.
Post? How about "They tried it in alpha and scrapped the entire idea?" I think that counts for more than a post.
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And look at what that leads to. Penalties for making characters that are too easy. Nerfs for exploiting cannon fodder. And overpowered NPCs.
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Going with freeform power customization, honestly, would basically have to be "Start with a brand new game."
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I know it is easy to see potential drawbacks and challenges and throw your hands in the air and say its just not possible or just not worth it. I don't think that way. Even if the dev resources could never get around to this idea, that does not mean it is not worth exploring, especially as a player discussion. You bring up some good concerns, those would need to be addressed.
However, are you really saying you would not like the freedom to design your own character if it could be done in a balanced way? You would rather be limited to only choices made by someone else? Explore the potential benefits of the system as well as the potential negatives. Looking at just the positives is bound to lead to a problematic system. Looking at the just the negatives is a problematic attitude.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
True, but they never even tried the idea of Power Customization and yet still did that eventually.
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Changing the color of your powers has NOTHING to do with freeform power selection. They are not even remotely similar. Your character having blue fire has zero effect on how the game works. None whatsoever.
You keep saying that they did Power Customization, so why can't they do this, while sweeping under the rug the fact that the two things have NOTHING in common in terms of their affect on the game.
Being able to have blue fire powers and being able to choose any powerset combination you want are 2 COMPLETELY different things. Saying that because they did one there is no reason not to do the other is just flat out ridiculous.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
True, but they never even tried the idea of Power Customization and yet still did that eventually. They also made some powers that totally immobilized you when using them. Neither of those points mean a lot 9 years later, just like the fact that they failed to make a good classless system a decade ago is not relevant, since almost everyone who would be involved in designing one now is different. If ever there was a good time to re-open discussion on the topic, now is it. I agree there are huge hurdles that can be discussed, I do not agree that those hurdles are reasons to not even bother thinking about the concept.
Sweet! Mistakes we can learn from when designing a new system. This kind of data and real world insight is a huge plus while exploring the concept. You frequently have this belief that if you are incapable of doing something or incapable of seeing how it could be done, so is everyone else (and if you do not actually believe that, you come across that way a lot). There are definitely ways a freeform system could be done right in this game. In a good freeform system there would not be any reasons to eliminate the current powersets. Just because you could add freeform options does not necessarily invalidate the current system. Done well, a Storm/Electric defender would be able to co-exist with a freeform (De)Buff/Attack set. I know it is easy to see potential drawbacks and challenges and throw your hands in the air and say its just not possible or just not worth it. I don't think that way. Even if the dev resources could never get around to this idea, that does not mean it is not worth exploring, especially as a player discussion. You bring up some good concerns, those would need to be addressed. However, are you really saying you would not like the freedom to design your own character if it could be done in a balanced way? You would rather be limited to only choices made by someone else? Explore the potential benefits of the system as well as the potential negatives. Looking at just the positives is bound to lead to a problematic system. Looking at the just the negatives is a problematic attitude. |
Why do you keep bringing this up?
Changing the color of your powers has NOTHING to do with freeform power selection. They are not even remotely similar. Your character having blue fire has zero effect on how the game works. None whatsoever. You keep saying that they did Power Customization, so why can't they do this, while sweeping under the rug the fact that the two things have NOTHING in common in terms of their affect on the game. Being able to have blue fire powers and being able to choose any powerset combination you want are 2 COMPLETELY different things. Saying that because they did one there is no reason not to do the other is just flat out ridiculous. |
Standard Code Rant applies in this situation.
Third: I never said anything even remotely like the following, but I'll respond to your supposition anyway, since it is interesting to think about.
You keep saying that they did Power Customization, so why can't they do this, while sweeping under the rug the fact that the two things have NOTHING in common in terms of their affect on the game.
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Being able to have blue fire powers and being able to choose any powerset combination you want are 2 COMPLETELY different things.
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Saying that because they did one there is no reason not to do the other is just flat out ridiculous.
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And the final reason I keep bringing it up is because people keep bringing it back up to me. If you promise to stop talking about Power Customization, so do I.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
I love the concept, at its core, but I am used to how things are and do not want to Redo every single one of my characters. This would be akin to the changes made to SWG and we know what's happening to that game come December. The player base is used to how things are and this sweeping change would upset quite a few players. The vocal majority here on the forums represent a small portion of the game's populace. Most don't even read the patch notes for an update and dive right in at launch.
No, what is suggested here would be great for a new game not the current. We're at the 7 year plus mark and to shock the player base now would be catastrophic to the brand name with new MMOs on the horizon. Keeping the loyal base content with new powers, defined within the current setup, is a safer step. I like the idea for something new, but I would prefer this game as it is.
I think a free-form thing could be made for existing archetypes but on a limitation basis.
A blaster could only pick powers from existing blast sets. He could not take tanker or scrapper primary or secondaries.
If I make a Blaster and I want power bolts as my tier1 primary and full auto as my tier 9 primary I could do that. What I could not do is mix in a footstomp from the brute or tanker choice of powers or anything outside of blaster sets as a tier 9.
If I made a scrapper I could thunder kick as my tier 1 primary and siphon life as my tier 5 primary.
Friends don't let friends buy an ncsoft controlled project.
I think a free-form thing could be made for existing archetypes but on a limitation basis.
A blaster could only pick powers from existing blast sets. He could not take tanker or scrapper primary or secondaries. If I make a Blaster and I want power bolts as my tier1 primary and full auto as my tier 9 primary I could do that. What I could not do is mix in a footstomp from the brute or tanker choice of powers or anything outside of blaster sets as a tier 9. If I made a scrapper I could thunder kick as my tier 1 primary and siphon life as my tier 5 primary. |
Each AT has their primaries locked in:
Stalkers/Scrappers/Brutes: Melee
Tankers: Armor
Defenders: Buff
Controllers/Doms: Control
Blasters/Corr: Blast
Mastermind: Pet
Makes sense, since they tend to hinge on the AT's concept.
After that, we introduce secondaries that mix up the AT a bit but keeps the AT's theme in mind:
Stalkers/Scrapper/Brute: Some armor/control like 'Mental Trickery' (can't think of a better name off the top of my head) that has some standard armor powers and offensive controls from mind control. Sacrifices some passive mitigation for active mitigation.
Tankers: a mix of ranged and melee, maybe close to an assault set (or heck, just hand them assault sets >_>) Can't be that powerful, they're still running on tanker damage, so some good range mixed with solid melee sounds all right.
Defenders: Melee. Probably need to use their ranged mods for all the melee attacks (heck, the melees do the opposite) and maybe swap out 1 or 2 powers (including confront/taunt) for a bit of self mitigation/mez resistance.
Blasters: Control/armor. Rather than Manipulation which seems to be control/melee, introduce some sets that is primarily control and add a little mitigation (in 2 or so powers) that they can supplement with their epics further down the pipeline.
Etc. etc.
Reason is, this can be balanced on an AT by AT basis rather than full-freeform which will have instances of overpowered littered throughout certain choices in the system.
Basically, if the ATs currently can have a semblance of balance thanks to their strict structure, you can simply expand on the ATs capabilities a bit with new sets just like we do now. And since we'll be getting power sets to buy in the new free-to-play gameworld...
Hell, I'd play to finally get my hands on Martial arts on defenders. Oh, I'd IO the heck out of her...she'd be better than a scrapper, I tell ya.
And I'd bet many would pay for some armor on their blasters...They want a gunkata character? It'd be on a blaster...or a corruptor...I could see a corruptor's secondaries losing out on some of their buffs/debuffs (making them even worse at it than Defenders) while giving themselves armor...That'd be fun....
I see this kind of thing come up quite often, both here and for other games - that a classless system is better than a class based one. And while it *might* be true in pnp (though even there I'm not convinced), I've played a fair few computer games, both on- and offline without classes, and not one of them has even close to the variety of playstyle that CoX does. Why? One word, balance.
Currently, in CoX, there are...772 combinations of primary and secondary powersets, unless I've screwed up my calculations - likely, but even so, it's not going to be that far out. And overall, they're reasonably well balanced. Not perfectly, but there are few glaring outliers.
If we were to have "free" choice as to powers, then taking any 18 powers (hence matching the number available to primary and secondary, I'm ignoring pools and APPs cos it's complicated), then there would be around 700 powers available (maybe I've slightly overestimated), giving around 1.3x10^51 possible combinations. Thats 13 followed by 50 zeros for those who don't get maths. Or 1.7x10^48 times as many as there are now. Now you have to balance every single one of them. Frankly there's only one way to do so - make all of them effectively the same, with only cosmetic differences.
CoX works, and has such great variety in playstyle, not just between ATs, but within them, especially with support ATs, because it can balance on a powerset level, rather than a power level. Super Strength can have a seemingly overpowered ability in the form of Footstomp because it has no other AoE. If you could take Footstomp, Fire Sword Circle and Lightning Rod in the same build, then they'd have to be much weaker, else the character would be stupidly overpowered, thus removing what makes Footstomp interesting. Force Field defenders can softcap a team's defense because they can't heal what little damage that gets through. Let them take heals, even weaker ones, and you've again broken the balance. Thus FF powers would be weakened. Every unique or standout power would have to be normalised, hence destroying variety even as you try to create it.
tldr: /unsigned
Hmm, I got excited thinking about that so thought I might try some theorycraft...
Controllers:
The first thing to pop into mind is 'Blast/Buff'. Controllers never made sense to me...an AT with the power to manipulate minds, ice, fire, etc...but didn't have the talent to form a ball of ice/fire in their hand and toss it? Well, maybe later when they get epics...But consider this an example set. Note that nothing in this set works with containment which is fine since Repulsion Bomb, Thunder Storm and other powers in current Buff secondaries don't get containment damage.Corruptor:
-Artillery Set
--Burst
--Caltrops
--Triage Beacon
--Acid Mortar
--Slug
--Forcefield Generator
--M30 Grenade
--Seeker Drones
--Time Bomb
Slightly less drastic an example...
-Support Quiver
--Snap Shot
--Entangling Arrow
--Flash Arrow
--Glue Arrow
--Aimed Shot
--Poison Gas Arrow
--Fistful of Arrows
--Disruption Arrow
--EMP Arrow
Notice that this AT would get the same attack choices as Mastermind would from their primaries...
Get rid of some of their secondary's support for self defense. Sounds like a perfect match for them.Stalker/Scrapper/Brute:
-Icy Insurrection
--Infrigidate
--Ice Shield
--Snow Storm
--Frozen Armor
--Frostwork
--Arctic Fog
--Glacial Armor
--Sleet
--Energy Absorption
Notice, in relation to a Defender whose buff will always be completely intact, a Controller or Corruptor using a variant secondary would buff far less than even an equivalent corruptor at the cost of going a separate direction. Consider this if you want a supporting character that can also deal damage and can still solo in a straight-forward manner.
One thing that always annoys the crap out of me is how armor sets are often initially designed with Tanker/Scrapper/Brute in mind and the Stalker version being an afterthough. Well, for these variants, they would most likely be *FAR* better on a Stalker than on the other 2. Because of the way self mitigation is structured, you'll always get better results for a character with more HP or higher caps. With active mitigation, it favors a non-DPS playstyle...that is to say, a Brute would probably rather choose a set with toggles/clicks that simply help him survive and for good reason. A stalker already scratches to keep himself alive, active mitigation supplemented with passive relies far less on better HP and more on burst effectiveness.
-Mind Trickery
--Hide/Quick Healing
--Mind Over Body
--Mesmerize
--Indomitable Will
--Confuse
--Precognition (Heightened Senses)
--Dominate
--Revive Mind (Resurgence)
--Strength of Mind/Will
I have to say, on a Brute/Scrapper, this is far inferior than the regular WP set. Even on a Stalker, without reconstruction, you'd be hard pressed to get as much passive mitigation from this. But that doesn't stop this set from being overpowered for the AT...it is, for Stalker...just far and away more powerful than even Ninjutsu, IMO...but then Ninjutsu isn't that much of a passive mitigation set.
You fail to realize that this was beta tested by the devs before the game launched and they decided it was a horrible idea.
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Wait, this is the Dev group responsible for those and many more "things" that have been changed over the years. Well mayhap's that Dev group was not as omniscient as some of you make them out to be.
I'm not much of a worshiper, whether it's devs or rules, don't much matter to me. Saying something should not be done, because it's not presently done that way, or because someone says that someone of authority said it's not possible, or not worth the time, are ludicrous arguments to me. I'm pretty sure that there were folks telling the people who were figuring out how to harness fire, that it was impossible; also that the present way was good enough for their pappy, thus it's good enough for them, and/or that harnessing fire was going to blow up in their face (Which is actually true, depending on how people look at things.).
I like the idea of some form of freeform power structure within CoHv (I would love to make a melee debuff/buff Corr, like I can for custom critters.). I have no clue whether the OP's idea is workable or not, but to say that because the Devs from 8 years ago could not get freeform to work, means this Dev group cant either, is ludicrous. It is also dismissive and disrespectful to this Dev group. This is not the same Dev group, both in personnel, and most importantly, experience.
True, but they never even tried the idea of Power Customization and yet still did that eventually.
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They looked at how the powers were coded in the game, looked at their team at the time, and said (very honestly) that if they DID do it at that time, the art team would not be able to give ANYTHING else for at least a year. They don't need to "try it" to know that it would have taken a HELL of a lot of work for them at that point.
When did we finally get it?
When they had more people and more money so the entire department would not be tied down.
They also made some powers that totally immobilized you when using them. Neither of those points mean a lot 9 years later, just like the fact that they failed to make a good classless system a decade ago is not relevant, since almost everyone who would be involved in designing one now is different. If ever there was a good time to re-open discussion on the topic, now is it. |
And then let's have you try to balance it. Go ahead. Ignore the *experience* the devs had in alpha - it doesn't matter that it was a different dev team, they saw what the PLAYERS were doing.
Then try to fit it in "somehow" in the existing game.
Then try to figure out what we WOULDN'T be getting while they churned this out and tried to cobble it onto the existing game.
You frequently have this belief that if you are incapable of doing something or incapable of seeing how it could be done, so is everyone else (and if you do not actually believe that, you come across that way a lot). |
I point out the (numerous) flaws because people suggesting it seem completely unaware of or unCARING of the problems. There's a difference. And that's why I said "You may as well start a new game from scratch." Suggest it for COH 2. Or better yet, write your own - and see what happens. See just how vanilla and boring you have to get to have any semblance of balance, either solo or in teams. There's a reason MMOs end up with classes by the time they go live. COH isn't the only one to try to get away from it early.
However, are you really saying you would not like the freedom to design your own character if it could be done in a balanced way? You would rather be limited to only choices made by someone else? |
By using these pre-BALANCED sets, I don't have to worry about making a character incapable of soloing because (say) my made-up "Melee/debuff" set can't close with anything more threatening than a Skull minion without getting held and killed.
And by knowing the baseline capabilities of characters in general (or specific ATs,) the devs are free to work on more challenging content (as opposed to "Well, is this unsoloable by so-and-so's custom character?")
Know when I'll take the freedom to design my own character? When I'm playing a PnP game with a live GM who can alter things on the fly for the individual characters and specific party makeup. That is NOT doable in an MMO.
Your absolutely right; after all this isn't the Dev group that made the mez protection toggle of one of the Armor sets, root the player when they turned it on. Nor is it the Dev group that did not allow the player to turn all of their toggles on at once with another Armor set. Nor is it the Dev group that told us that we did not need, nor did we really want to know power stats.
Wait, this is the Dev group responsible for those and many more "things" that have been changed over the years. Well mayhap's that Dev group was not as omniscient as some of you make them out to be. |
They didn't throw it away on a whim. They threw it away - and had to take the hard task of rewriting it and creating a class system - because they pushed it out, the players tried it and *it didn't work.* How hard is that to understand?
And if you don't think it would be abused and horrible to even TRY to balance, well, I suggest you just look around at what the min/maxers do NOW. Then imagine they have no constraints, or at best far fewer constraints. And imagine the impact that would have on the rest of the game.
I don't argue against this (and for the status quo) out of any love for or faith in the infallibility of the dev team. I cuss them out roundly at least once a week for something broken or something that hasn't been fixed in years (like tonight with the last Rikti portal room and the vanishing/hidden landscape and NPCs that hasn't been fixed since issue 9.) I'm arguing against this because the status quo WORKS. There hasn't been a (non-story-based) AT class added since COV launched. Do I see the potential in a melee/(de)buff? Sure. I'd love to see it... AS AN AT. Because the class based system works. It works for players, and it works for the developers in being able to set expectations of performance (of both the AT and powers AND the content) - which comes BACK to working for the players.
Players manage to hobble themselves NOW with the guarantee of tools available to them. I've seen melee in the 30s and 40s with no status protection, refusing to take it over another attack because it was a "boring power." But it's *available* to them as a melee in *every single set.* I'd hate to see what these same players would do with - what was that number, several thousand? - power choices just sitting there.
It astounds me that people think this is a realistic suggestion. As a though experiment hypothesis, I really have nothing against it. Honest. But as an actual suggestion?
Let me put it like this: The first video I ever saw of City of Heroes was back in Y2K, the year 2000, and it was a gameplay video of a working game with powers and graphics. As I understand it, the game was slated for a 2002 release or thereabout, before the developers had to rip out their existing powers system and institute Archetypes, instead. This set them back a year to two years, and that's a full development team working on JUST releasing a title. No support for an existing title, no making updates or fixing bugs. JUST working to release a game, and it delayed them by at least a year.
And now we're talking about retro-fitting what didn't work back at Release into a game with over twice the powers, many, many, MANY more powers-related subsystems and the subscribing, paying players of which expect and demand regular updates... And we don't see how shutting down development of everything else for a year or two is a problem? Take power customization, for example: When BABs first spoke about this, he explained that it was doable, but would require the art team's full attention for two or three Issues totalling about nine months to a year during which time we wouldn't see any new art additions. That's no new enemies, no new costumes, no new powers, no new locations, no new props. THAT was considered unacceptable several times over at the time. How unacceptable do you think this would be? How about "very?"
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I've never been a fan of free-form or points-buy build systems, myself, just to give a little context. I like my choices to be simpler, and a class system does that. I also like my choices to be large and immediately obvious. Not just a ranged character who's only kind of ranged but also kind of melee and kind of a controller, where you have to strike the exact balance between all things and if you're off in one direction you start dying but you never know exactly why. If I pick Melee, I want melee, not "somewhat melee."
If we need more options, then these can be added to the existing system as either more ATs, more powersets or more regular and epic power pools. Sure, there will always be things you can't make in a class-based system, but if the system offers enough choices, there won't be all that many.
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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but to say that because the Devs from 8 years ago could not get freeform to work, means this Dev group cant either, is ludicrous. It is also dismissive and disrespectful to this Dev group. This is not the same Dev group, both in personnel, and most importantly, experience.
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I was saying they shouldn't even try to make it work.
The suggestion is, essentially, to take the past 7 years of balancing the game and throw it out the window in favor of bringing back a character creation system that was originally scrapped because it Did. Not. Work.
Why did I say balancing the GAME instead of just balancing the powers? Because the game is balanced to allow any AT with any power set combination to solo at default difficulty. Remove constraints on power set choices, and you will quite frequently find characters built as "pure support" that have no attacks at all aside from Brawl. Why is that a problem? Because they still have to be able to complete a mission on their own.
To put it bluntly: Trying to shoehorn free form power selection into a 7 1/2 year old game that has never had it, is a horrible idea. It will tie up the ENTIRE dev team for the better part of the next 3 years trying to find some semblance of balance in there, during which everything they are working on now will come to a complete standstill. No new content, no fixes to problems no anything (except maybe a few new story arcs, because the writers will need something to do)
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
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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Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
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Or, in other words, pretty much what the PvPers accuse Issue 13 of being.
My characters at Virtueverse
Faces of the City
If you want a Tankmage, roll a Kheldian.
/thread
The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
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The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)
Virtue Forever.
My post on this from elsewhere:
With a single Primary and Secondary, but not anything clashing.
In fact the code to do this is ingame already, the AE Custom Critter Creator.
Add that to the Current Character Creator for that special AT for the rest of the options...
Body, Costume, Powers, Register...
And you have a Freeform custom character.
NB:
With the earlier pick anything double primary/double secondary it was fun to make an AR/Merc's MM, 12 attacks, 6 pets, 2 pet upgrades and a gimped Serum.
It made a great AE mission SuperSoldier and the Merc Medic was kept busy.
Sadly this AE option is nerfed now (Forced 1 primary, 1 secondary.), but Imho MM's should also have ranged attacks as secondary powersets.
This ranged secondary would up their damage output and surviveability but would offer them no defense or resistance to incoming damage.