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CONTINUE...!?: Resurrection-set IOs
AspieAnarchy replied to AspieAnarchy's topic in Suggestions & Feedback
Wait, what? There are already several of those. -
CONTINUE...!?: Resurrection-set IOs
AspieAnarchy replied to AspieAnarchy's topic in Suggestions & Feedback
This is only true if it has a typical proc-rate; obviously, it would have an outstandingly low/slow one so it didn't. Yes, I recognized this was a very good proc, which is also why I put it in an otherwise-underwhelming set. -
CONTINUE...!?: Resurrection-set IOs
AspieAnarchy replied to AspieAnarchy's topic in Suggestions & Feedback
Why not? I managed to make each of them pretty distinctive from one another, wouldn't you agree? Nevertheless, there is still technically damage done by Howling Twilight - more importantly, though, you overlooked Power of the Phoenix (the resurrect-other from Thermal Radiation), and Rise of the Phoenix still as it originally was in certain "Epic" Pools (e.g. Controllers, Dominators, and Corrupters can all get it). There's also the Renewal of Light, the prestige/token-Hanukkah power, which as is cannot benefit from Enhancements, BUT given that the Prestige-Sprints can be enhanced if you acquire them, I would think that would mean other permanent Prestige-Powers could potentially be made enhanceable (and I don't see why not, especially since most people think Renewal of Light is inferior to Return to Battle, and doing that help could level the field). I wouldn't be averse to paring down the damage-enhancements a bit, though; what do you think? Are resistance or/and to-hit buffs more common? -
Well, when they see it in the same lineup as all the other Defender RANGED sets, their confusion won't last very long, will it? "Common Defense" is a nod to The Preamble to the Constitution of the United States - perhaps not as en vogue as it was in 2004, but I think that's pretty eloquent. Also, it ties in with the Defender Archetype to which it is exclusive, and drives home the point that this is what you brought along when Freaks, Lost, and Skulls inevitably come after you with their bananas and loganberries.
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I've yet to investigate servers other than Homecoming, but I am pretty sure there are others on which these are already a thing. A few notes: Some of these sets do enhance attributes that not all resurrection-powers have (much as many - too many, IMO! - Endurance Modification sets already do the same). If something says "Endurance" alone, that means "Endurance Reduction", as opposed to "Endurance Modification". I don't claim to be good at precise numbers, so instead I use a broader code of "+"es to indicate roughly how good the set bonus is. Also, I should explain my personal shorthand that will be seen below, although many might find it self-explanatory: "Physical" = Smashing and Lethal damage "Thermal" = Fire and Cold damage "Power" = Energy and Negative Energy damage "Life" = Psionic and Toxic damage “Jump-Start” (Resurrection, Uncommon) Image: jumper-cables - Healing/Endurance Modification - Endurance/Recharge - Endurance/Recharge/Range Set Bonuses: #2: +Power Defense #3: +Endurance _ _ _ “Revenance” (Resurrection, Uncommon) Image: a hand bursting from a grave - Healing/Endurance Modification - Recharge - Healing/Endurance Modification/Recharge - Damage/Resistance Set Bonuses: #2: +Life Resistance #3: +Damage #4: +Regeneration _ _ _ “Take A Mulligan” (Resurrection, Uncommon) Image: a poker-hand consisting of aces and eights - Healing/Recharge - Endurance Modification/Endurance - To-Hit Buff/Range - Resistance/Endurance - Damage/Recharge - Recharge Set Bonuses: #2: +Recharge #3: +Health #4: +Life Defense #5: ++Regeneration #6: ++Endurance Discount _ _ _ “Timely Intervention” (Resurrection, Rare) Image: one hand grabbing another from above - Healing/Endurance Modification - Recharge/Range - Chance for Instant Recharge Set Bonuses: #2: +Recovery #3: ++Range _ _ _ “Hard Reboot” (Resurrection, Rare) Image: a crackling computer monitor - Endurance Modification - Healing/Endurance - Healing/Recharge - Resistance/Damage - Chance for AoE Energy Damage Set Bonuses: #2: +Physical Defense #3: +Accuracy #4: +3 Pts. Knockback Protection #5: +++Power Resistance _ _ _ “Will To Live” (Resurrection, Rare) Image: a flower emerging from concrete/snow - Healing/Endurance Modification/Recharge - Healing/Endurance Modification/Endurance - Endurance/Recharge - Resistance - Range - Recharge/Chance to grant Temporary HP Set Bonuses: #2: +Power Resistance #3: ++Regeneration #4: ++Recovery #5: +Life Resistance #6: ++Healing _ _ _ “Triumphant Return” (Resurrection, PvP) Image: a wounded gladiator waving to the crowd(?) - Healing/Endurance Modification - Endurance/Recharge - Resistance/Recharge - Damage/To-Hit Buff - Range - Chance for Damage Buff Set Bonuses: #2: +Thermal Defense #3: +Range #4: ++Recovery #5: ++Physical Resistance #6: +Accuracy PvP-Only Set Bonuses: #2: +Movement #3: ++Damage #4: +Health #5: +Repulsion/Teleportation protection #6: ++Recharge _ _ _ “Strange Eons” (Resurrection, Very Rare) Image: 8 planets in conjunction(?) - Healing - Endurance Modification - Recharge - Recharge/Range - Damage/Endurance - Chance for Mystic Fortune Set Bonuses: #2: ++Power Resistance #3: ++Endurance #4: ++Damage #5: +++Thermal Resistance #6: +++Recharge
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I did say I did not consider myself to be good at specific numbers; the idea was that since it's only one type of defense, it could afford to be a little better. Well, you've heard of "Tankerminds", surely? Since you ask, this was intended (yes, with the Presence Pool) to make that more doable. This whole thing was not something I took as seriously as some other things; they were meant to be niche. However, I could revisit the idea to make them align more with things that the ATs are good at, but not best at (e.g. maybe immobilization for Blasters, healing for Controllers, etc - some, like "Omnicore's Mania", "Horus's Glory", and even "Dillo's Cosmic Defense" do already work well enough, I think).
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The idea here is more AT-exclusive enhancements; unlike the existing ones, they are all 4-piece sets, and instead of all just improving attacks (or mezzes) they all shore up things that the Archetype, broadly speaking, isn't known for. Like existing AT Enhancements, they can be Catalyzed into Superior versions with approximately doubled bonuses and such. Most importantly, despite being Archetype-Exclusive, they can be slotted into any appropriate power - including Ancillary/Patron/Pool powers a character of the correct Archetype may take. I don't claim to be good at precise numbers, so instead I use a broader code of "+"es to indicate roughly how good the set bonus is. Also, I should explain my personal shorthand that will be seen below, although many might find it self-explanatory: "Physical" = Smashing and Lethal damage "Thermal" = Fire and Cold damage "Power" = Energy and Negative Energy damage "Life" = Psionic and Toxic damage Finally, I hope you like my NPC homages! Without further ado: “Ricochet’s Vigor” (Healing, Blaster PIRATE): Image: close-up of Ricochet with her pink helmet and maniacal grin 1. Healing/Recharge 2. Healing/Endurance 3. Healing/Endurance/Recharge 4. Healing/Ranged Defense (grants static bonus to ranged defense - 4%/7% Catalyzed?) Set Bonuses: #2: +Physical Defense #3: ++Power Defense #4: +++Accuracy “Metronome’s Volatile Presence” (PBAoE Damage, Controller PIRATE): Image: Metronome looming behind some fighting Praetorian Clockwork - Accuracy/Recharge - Damage/Endurance - Damage - Damage/Chance for Burnout (as Super-Speed; uncommon proc) Set Bonuses: #2: +Recharge #3: +Control Duration #4: ++++Life Defense “Proton’s Frustration” (Melee Damage, Defender PIRATE): Image: Proton raising his fists in anger - Damage - Accuracy/Damage - Accuracy/Recharge/Endurance - Damage/Chance to Confuse (brief, weak effect, but proc rate is decent) Set Bonuses: #2: ++Power Resistance #3: ++Damage #4: ++Control Duration “Grym’s Otherworldly Glamour” (Confuse, Scrapper PIRATE): Image: Grym striking a noble pose - Accuracy/Confuse - Accuracy/Confuse/Recharge - Accuracy/Endurance - Endurance/Melee Defense (grants static bonus to melee defense - 3%/5% Catalyzed?) Set Bonuses: #2: +++Power Resistance #3: +Thermal Resistance #4: ++Debuff Resistance “Dillo’s Cosmic Defense” (Ranged Damage, Tanker PIRATE): Image: Dillo pointing, projecting an energy-ray up at the starry sky - Accuracy/Damage - Accuracy/Range - Damage/Range - Accuracy/Chance to Slow Set Bonuses: #2: ++Power Resistance #3: ++Range #4: ++Endurance Discount “Warrant’s Arrest” (Hold, Brute PIRATE): Image: Warrant smirking while holding up some handcuffs - Accuracy/Hold - Damage/Recharge - Damage/Hold/Endurance/Recharge - Hold/Chance for Regeneration Drain (i.e. target's regeneration rate is debuffed, your own is commensurately increased) Set Bonuses: #2: ++Health #3: +Movement #4: +++Thermal Defense “Crosscut’s Joie De Morte” (Endurance Modification, Stalker PIRATE): Image: Crosscut's mask, twisted into resembling a horrible, oversized grin - Endurance Modification/Damage - Endurance Modification/Accuracy/Endurance - Endurance Modification/Accuracy/Damage/Recharge - Damage/Endurance Modification/Global Endurance Discount (grants static discount to all endurance costs - 2%/3% Catalyzed?) Set Bonuses: #2: +++Physical Resistance #3: +Damage #4: ++Recharge “Deadpan Sarcasm of Dr. Graves” (Threat, Mastermind PIRATE): Image: Dr. Graves staring directly at the viewer, arms crossed - Threat/Endurance/Range - Threat/Accuracy/Recharge - Accuracy/Endurance/Range/Recharge - Threat/Chance for Negative Energy Damage Set Bonuses: #2: ++Health #3: ++To-Hit/Defense Debuffs #4: ++Life Defense “Mr Yin’s Untouchable Status” (Defense, Dominator PIRATE): Image: Mr. Yin standing arms outstretched atop a YinCorp skyscraper - Defense - Defense/Recharge - Defense/Endurance - Defense/Global Range Increase (grants static discount to ranges of ranged powers - 5%/10% Catalyzed?) Set Bonuses: #2: +Life Resistance #3: +++Physical Resistance #4: ++Accuracy “Omnicore’s Mania” (Resist Damage, Corrupter PIRATE): Image: Omnicore with a slightly bloody lip and determined expression - Resistance/Recharge - Resistance/Endurance - Resistance/Endurance/Recharge - Resistance/Mez Resistance (grants static global mez protection - 1.0/1.5 Catalyzed?) Set Bonuses: #2: +Accuracy #3: +Life Resistance #4: ++++Recovery “Fusionette’s Penchant For Peril” (Immobilize, Sentinel PIRATE): Image: Fusionette trying to climb out of a cave - Accuracy/Immobilize - Accuracy/Damage/Immobilize - Damage/Endurance/Recharge/Immobilize - Immobilize/Chance for Resistance Debuff Set Bonuses: #2: +Power Resistance #3: +++Movement #4: ++Damage “Arbiter Sand’s Ennui” (To-Hit Debuff, Arachnos PIRATE): Image: Arbiter Sands with a small frown on his face and a cup of coffee in his hand - To-Hit Debuff - To-Hit Debuff/Accuracy/Endurance - Damage/Endurance/Recharge - To-Hit Debuff/Negative Energy Resistance (grants static boost to Negative Energy Resistance - 6%/9% Catalyzed?) Set Bonuses: #2: +Health #3: +Endurance Drain Resistance #4: ++++Life Resistance “Horus’s Glory” (To-Hit Buff, Kheldian PIRATE): Image: Horus (Remember him???) floating in the air, arms and legs akimbo while radiating energy - To-Hit Buff - To-Hit Buff/Endurance/Recharge - Endurance/Recharge/Endurance Modification/Defense (yes, this one also enhances things that are only found in some T-H Buff powers) - To-Hit Buff/Resistance Debuff Aura (passive aura like is found in many Pet Damage sets, but this one is offensive and debuffs enemies within range - 2%/4% Catalyzed?) Set Bonuses: #2: +Movement #3: ++Recovery #4: +++Power Defense
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It is fully intended to be Defender-exclusive, though (hence by definition not Primary). It's meant for a particular character concept, as described, and not for anyone who actually wants to hit hard. RE Taser specifically, this would not be the same as Devices's Taser, which for one thing is way more potent; think of it more like the Defender/Corrupter "death-by-flashlight" version of Radiation Blast's Neutrino Bolt.
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COMMON DEFENSE (Ranged) Available to: Defenders Set Color: Pea Green-on-Concrete Grey Not every brilliant surgeon carries heavy weaponry, not every crafty witch throws fireballs, not every psychic mutant can produce deadly telekinetic blasts, and not even every laboratory accident gives one the power to fire radiation from one’s eyes – for those whose powers are limited to those of a subtler variety but want in on the often-violent life of a costumed adventurer, the Common Defense offers a wide array of simple but effective weapons. True to their nature and your relatively limited skill with them, they are not particularly accurate or strong and have below-average range, but they are very easy on endurance cost, tend to be quick to recharge, and offer an exceptionally diverse array of both damage-types and useful debilitating side effects. 1) Taser – Your electrocute a foe with your trusty taser, slightly reducing its endurance recovery and having a chance to for a weak, brief stunning effect. Damage: Minor Energy Recharge: Very Fast 2) Saturday-Night Special – Your firearm is a cut or two above the cheap “pop-guns” one finds in the hands of so many lower-level street thugs, but only just; as guns tend to do, it is likely to reduce the defense of any target who survives being shot. Damage: Moderate Lethal Recharge: Very Fast 3) Pepper-Spray – you spray your your target in the eyes with a nasty chemical compound, dealing only a minute amount of Toxic damage, but massively reducing its chance to hit and possibly stunning it as well. Damage: Minor Toxic Recharge: Moderate 4) Mini-Grenade – These small, simple, cheap explosives have only meager damage and area, but they can be thrown fairly quickly. Damage: Minor Fire/Lethal Recharge: Fast 5) Fire-Extinguisher – Weaponizing this high-end model of common safety-equipment results in a short, intense cone of gelid gas that damages and slows foes in range. Some may even be frozen in place, but will break out if attacked. Damage: Moderate Cold/Smashing Recharge: Fast 6) Power Boost - similar to Dominator Assault power 7) Bottle-Rocket – These nasty knickknacks land and explode in a targeted area, dealing relatively decent damage and blinding enemies in the area, and even those who are not blinded still suffer a hefty handicap to their accuracy. Damage: Moderate Fire/Lethal Recharge: Moderate 😎 Isotope-Dart – You’ve procured access to some nasty radioactive material, shaped into darts and fit for firing from any otherwise-typical firearm. Aerodynamic and nearly silent, these can be delivered as a sniper-attack, and one that, while not quite as accurate, takes less time than others to aim. Its insidious radiation will cause those struck by it to suffer reduced damage resistance. Damage: Superior Energy/Toxic Recharge: Medium 9) IED – These versatile homemade explosives can be placed on the ground as long-lasting traps, or tossed directly at an enemy; either way, the result is a fiery concussive explosion that will knock enemies back and burn them for some additional damage over time. Damage: High Fire/Smashing + Minor Fire (DoT) Recharge: Medium Example Character Concept: The Humble Dr. Stefan Fiat! (Heroic Empathy/Common Defense Natural Defender)
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20th Anniversary Q&A - Question Submission Thread
AspieAnarchy replied to Arcanum's topic in Announcements
To Whom It May Concern: Can you say in particular where the idea for Nemesis came from? It's one thing to say, 'okay, let's have a steampunk enemy-group, that's fun, people like that' - but it's quite another to choose to make the central figure of that enemy-group not just one of the Biggest and most effective Bads in the game, but one of, if not the, single most pivotal and lasting characters in your universe! ____ On a tangentially-related note, whose idea was Bad Penny? -
Yeah, I thought about the latter; it should. I just wasn't ready to do more work on it, but now that I've gotten feedback, I guess I can. I figure an earth/stone Buff set SHOULD be especially good at defensive buffs, so that was my thinking (as well as struggling to settle on just one); think of it like some of the Shield Defense powers, which also grant both. I'm trying to make it different from just a heal, is my thinking - and that may be where your complaint about too much resist-buff may be coming from. Other sets (e.g. Thermal Radiation, Pain Domination) heal AND buff resistance, and since protection is "preemptive healing", I figured I could exchange healing for more resistance buffing; since you make it so clear I overdid it, I accept that, but does my explanation make sense at least? I don't care to cut it, but sure, I can expand the resistance types it affects; my thinking was 'what kind of damage would a blast of scouring sand make someone more vulnerable to?' (e.g. not Psionic), but in hindsight I could include Smashing; the idea was also, if I didn't make it a universal resistance debuff, that would allow the resistances it DID debuff to be debuffed MORE; Semper Quid Pro Quo. I appreciate your remarks about how a Corrupter SHOULD be able to directly exploit its own debuffs; notice how I've generally tried to differentiate Corrupters from Defenders by making the former more debuff-focused (but not without the occassional variation/deviation)? I think it was one of the first things I came up with when conceiving of this set, too. Well, that's not too out of line, is it? Some Buff sets (e.g. Force Fields, Sonic Resonance) are meant to emphasize defensive buffs and give several; surely you'll agree this is still more eclectic than either of those. I do understand what you mean about Mineral Infusion (again, see my rationale), but Loam Layering and Stone Plating were specifically meant to be akin to the two defense buffs in both Cold Domination and Thermal Radiation; view Mineral Infusion not as a third, but as a heal that's been adulterated with +resist (like Alkaloid from Poison, but moreso). Yes, I felt a wall was kind of mandatory for an Earth-Buff set, glad you appreciate the idea! Like I said in my OP, it's meant to be big enough to block most but not all of a typical indoor hallway, so that makes it more useful indoors where fliers are more restricted anyway. Of course it just sits there and doesn't do anything; you've seen walls before, right? It's supposed to be good for those who can get tactically creative with it, like in various puzzle-games where you can accomplish all sorts of things simply by knowing the right place to throw a wall. You could, for example, use it to: - create a chokepoint to really restrict how many enemies can come at you at once - throw it up as an "Oh Shit Button" when you're forced to retreat, or to give you even a moment's respite while you use the Physician Accolade power to raise allies - not totally block, but simply reduce the amount of fire you're taking - divide and conquer! Yes, some enemies can fly, but many others can't! An aggro-draw mechanic might not be bad; seems like the sort of thing that could be tested for necessity and added during playtest if this were to actually be accepted by the devs. Notice how many Buff sets (coughcoughSTORMS!coughcoughTRAPS! - sorry, all this working with rock and dust must be getting to me!) already dabble in more fields than most other Powerset-categories do? Besides, this is still primarily a debuff, totally in line with existing things; it doesn't deal damage, mass-knockdown is a pretty tame form of "control", and otherwise its main appeal is the debuffs it leaves. I like it the way it is. Well, my thinking regarding DoT was it's like a condition - when you're suffering DoT, you'll see an icon of the DoT effect in your buffs/debuffs lineup, so I thought it could periodically remove such effects; if I'm wrong about how that works or what's possible, your "small damage absorption" idea is a good alternative (maybe better, I'll admit - means the power could take Heal/Absorb Enhancements). Think of it like Force Field Generator from Traps, but more specialized (and hence granting a bigger boost); perhaps more obviously, it's like Minerals from Stone Armor, but adapted to a Buff set; I did think about making it do something more, so if you think what it offers as is isn't good enough, maybe I will - hmm, maybe a weak taunt so it also actively draws fire? I wouldn't call it an "identity crisis", I'd call it 'multipurpose'. Yes, it only grants one resistance, but it's the only source of Negative Energy resistance in the set. It's situational. An immobilizing 'trap-field' may be gilding the lily when you're on a team with plenty of control, but sometimes you're not, so here you have some when you'd otherwise have none (not to mention its use when soloing - Defenders will appreciate being able to keep melee bruisers at bay, and Masterminds will be able to provide their minions with a convenient shooting-gallery!). If you can think of any other way to improve it or manifest the theme, I'm "listening". Glad you like it! This was one of my later ideas; think Invisible Woman or Magneto just striding through as their powers remake the world around them. It does more than grant resistance, though; what about the rest? I admit, I had some trouble coming up with how to do this right; what I'd REALLY have wanted to do is right there in the name, but THAT level of terraforming is beyond the game engine, so I had to compromise. What would you think if I made it more offensively-oriented? ...And a cyber-cookie if you can name the precise pop-culture inspiration for it! ;) I'm glad you approve; as for your "pets" complaint, bear in mind that both only SOME Archetypes would get it, AND there is most assuredly precedent for pets/pseodopets in Buff sets (e.g. Storm Summoning, Dark Miasma, Traps) - in fact, when designing it and picking its powers, I specifically modeled it after Dark Miasma's Dark Servant. Thank you for the thoughtful feedback!
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TELLURIC BOUNTY (Buff) Available to: Defenders, Corrupters, Controllers, Masterminds Set Color: Sand-on-Hazel You can direct earth, stone, dust, clay, and minerals to fortify those you favor, and bring low those you don’t. This set is slower overall than some other Buff sets, but offers a strong and diverse array of hampering debuffs, (mostly) defensive buffs, and a few surprises sure to either keep enemies on their toes, or to sweep them off. The ability to control and shape the environment is a strong suit of this set, offset by the shortcoming of being much less effective against airborne or teleporting enemies (and to a certain extent, less useful to airborne or highly-mobile comrades). 1) Mudball – You hurl a generous glob of heavy, gooey, blinding mud at your target, briefly immobilizing it, impeding its endurance recovery, and reducing its chance to hit. All but the most vigorous of fliers will be brought down and struggle to go aloft again. Recharge: Fast 2) Stone Plating – You encase your allies in sturdy but light stone, increasing both their defense and resistance to Smashing, Lethal, Energy, and Toxic damage. Recharge: Fast 3) Mineral Infusion (Defenders, Masterminds) – You fortify a single ally with vital minerals, briefly both granting temporary hit points, and increasing its resistance to Toxic and Energy damage. Recharge: Moderate OR Scouring Sands (Corrupters) – you assail foes in a cone with an agonizing sandstorm, greatly lowering their damage resistance. Recharge: Medium OR Plume of Dust (Controllers) – A mighty plume of dust erupts from beneath your target and every other foe in a substantial area around it, causing moderate slowing, reduced perception and chance to hit, and a weaker chance to render them choking and helpless. Recharge: Slow 4) Loam Layering – You insulate your allies in a layer of hard-packed soil, providing good protection in the form of resistance to Cold, Fire, Smashing, and to a much lesser extent, Energy and Toxic damage. Recharge: Fast 5) Wall of Stone (Defenders, Controllers) – You raise a thick stone wall to impede your foes and shelter your friends, about tall and wide enough to block most but not all of a typical hallway. Being a stone wall, it doesn’t move once created, cannot be moved through, and blocks line of sight, but you may dismiss (as one would a pet) it at any time. The wall can be destroyed by damage, and can neither be healed nor buffed save by other Telluric Bounty powers (including those not available to your Archetype); it has very strong hit points and resistances to all damage, but little defense. Recharge: Slow OR Quicksand (Corrupters, Masterminds) – as Controller 6) Mega Mudball (Defenders, Corrupters) – You blast enemies in an area with an explosion of mud, immediately knocking them to the ground and also leaving them with greatly slowed endurance recovery and reduced accuracy for a short time afterward; all but the strongest fliers will find it difficult to take to the air again. Recharge: Moderate OR Cleansing Clay (Controllers, Masterminds) – You bring forth a patch of clean, aromatic, invigorating wet clay in a targeted area; you and any allies gain a modest amount of damage absorption so long as you are in the area, while enemies in the same area suffer a small amount of slowing and become more susceptible to knockdown effects and endurance drain and debuff effects. Recharge: Slow 7) Mineral Orb – You raise a spherical formation of rare minerals to follow along near you; it can be targeted and damaged by enemies, but naturally is very hard to destroy; it can be buffed, but can neither be healed nor regenerate health. Its complex and mysterious properties serve to deflect incoming psionic power in a large area around it, thus granting you and your allies greatly increased defense against Psionic attacks. Furthermore, it causes irritating psychic feedback that is likely to goad enemies into attacking it directly. Recharge: Slow 😎 Fossils (Corrupters, Masterminds) – You dredge up a layer of ancient fossils, creating a large area in which all allies receive a small resistance and moderate defense bonus against Negative Energy damage, and in which enemies touching the ground face a periodic chance to suffer immobilization should it run afoul of one of the fossils; while the latter effect is not especially accurate, it is quite strong if it connects and even deals a bit of damage. Damage: Minor Lethal/Negative Energy Recharge: Slow OR Pave the Way (Defenders, Controllers) – You sculpt the earth beneath your feet and the structures and land around you for the convenience of yourself and your compatriots; so long as this power remains active, it generates a colossal area in which you and your allies gain increased ground speed and ranged defense, and to a lesser extent jump height and area defense, and your enemies suffer a lesser degree of the opposite. Recharge: Long 9) Move Mountains (Defenders, Masterminds) – You imbue yourself and nearby allies with the power of the mountains, granting the following benefits to all affected for a moderate amount of time: Increased maximum hit points and endurance, strong protection from knockback, knockdown, repulsion, pull, and defense and resistance debuff effects and boosts to all such effects when the affected themselves use them, and a further universal knockdown and/or resistance debuff “proc” to all attacks. When the effect wears off, you (and only you) will suffer some immediate endurance loss and a brief period of reduced endurance recovery, damage resistance, and movement speed; the penalty is small, but cumulative and a tiny amount longer for every other beneficiary. Recharge: Very Long OR Boulder of Doom (Corrupters, Controllers) – You unleash a spherical boulder to harass and terrorize groundbound enemies for several minutes. It can be targeted and damaged by enemies, but naturally is very hard to destroy; it can be buffed, but cannot regenerate health nor can it be healed save by other Telluric Bounty powers (including those not available to your Archetype). Boulder of Doom: Bruising Bludgeon – quick single-target attack deals minor Smashing damage but also debuffs resistance Bowl Over – melee cone attack that deals minor Smashing damage, knocks back, and may disorient enemies Invoke Panic – as Presence Pool Spring Attack – as Leaping Pool Fracture – as Earth Manipulation Boulder-Dash – greatly increases land speed, limits jumping ability Recharge: Long Example Character Concept: The Vengeful Cornerstone! (Villainous Thugs/Telluric Bounty Mutant Mastermind)
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Anybody else unable to play the game now?
AspieAnarchy replied to AspieAnarchy's topic in Bug Reports
Getting help on a different forum now; thanks. -
Also, I have only just updated my graphics driver from "as of 2016" to "as of 2018", and have not yet tried to see if that has improved anything, but now shall.... EDIT: OK! I just tried again, it hasn't gotten better (at least as far as the "is it at all possible to log into First Ward" test is concerned).
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I've already posted this in Bug Reports, but maybe that's the wrong place if I want help with an answer. Ever since the update, my primary computer's been completely unable to load in many Zones, causing a crash and a system complaint about RAM I'd never seen before - see the link above. Other zones are unreliable, and I know of at least one mission that functioned up until the last part, then crashed. I do have another computer on which the game works better (i.e. at all), but that's otherwise not as good a computer, and as of a day or two ago, I've started having nasty MapServer issues even on it, losing connection and getting spit out from time to time (including right before finishing missions). Any ideas?