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  1. Part of the charm of CoH/CoV is that nearly any combination of powersets is viable. Players who want to choose powersets based on a character concept rather than game mechanics can do that and still have a character that's fun to play (even if it's not optimal). Making mandatory/global increases in the difficulty of the game might make some powerset combinations that are currently viable quite frustrating to play. Another part of the charm of CoH/CoV is that nearly any combination of ATs is viable on a team. There is no holy trinity. A team of all scrappers is viable. A team of all defenders is viable. Tankers aren't needed, and defenders aren't needed, and controllers aren't needed, because nobody is needed. For a lot of players, the endgame is alt-making. For some players, the endgame is PVP. For both these groups of players, being able to level a new alt quickly is a good thing. If adjusting rewards to give players an incentive to do harder content would mean making it harder to level a new alt, I'd be opposed to that adjustment. If the devs have the time and inclination to add options to make the game more difficult, I totally support that!
  2. That's a good explanation of the weakness of Mind Control on controllers in PvE. I built this toon mainly for the theme: all-mental, all-natural abilities. None of the dominator secondaries seemed to fit. (Psionic Assault feels supernatural to me.) I'm also considering bringing this guy to PVP kickballs, where controllers, defenders, and corruptors with either Empathy or Pain Domination are in demand (or so I understand) and Mind Control is considered a viable primary (or so I understand). It solos decently with procs on Dominate, heavy use of confusion powers, and sparing use of the group holds/sleeps/fears.
  3. I've been enjoying my new Mind/Pain toon (currently level 39). It's a completely different playstyle from every other toon I've built. When soloing, Confuse and Mass Confusion are the most important powers. Creating as much chaos as possible is the goal. Locking everything down is safe but inefficient. The self-buff from the Pain set is more useful than the self-heal. I skipped Levitate, Telekinesis, and Share Pain. Maybe I should have taken Share Pain in place of Soothe; I figured Soothe would be a better fit for a low-damage primary.
  4. Want the game to be harder? There are so many ways! Go to Ouroboros and run Flashback arcs with the difficulty cranked up. Do the same with strike forces (or "task forces" as blueside people call them). Create AE missions with challenging enemy groups (e.g. defender super-teams) Play with self-imposed limitations, e.g. run a petless mastermind or use SO enhancements only Having trouble finding people to join you for extra-challenging missions? Maybe that's because most players enjoy steamrolling missions. (Player behavior is stronger evidence of player preferences than a forum survey that gets responses from a small, unrepresentative sample of the player base.) Why should the volunteer devs running Homecoming change the game to suit your preferences, rather than the preferences of a large majority of players? Instead of asking the Homecoming team to do work that most players don't especially want them to do (and might adamantly oppose), find the users who want to use the advanced difficulty settings that already exist and arrange to run missions with them. Let the rest of us enjoy the game as it is. Don't ruin our fun.
  5. One of the reasons I love this game is that it's friendly to casual players. People can play suboptimal builds and make tactical mistakes and still have a good time. It's fun when a team steamrolls AVs because everyone knows how to play efficiently. But I can still enjoy a team that takes a long time to finish a task force, as long as everyone is being supportive of each other. Advice is useful and often welcome, but tone is so important. The one thing that will make me stop enjoying a team is snippy comments in team chat (whether directed at me or at someone else).
  6. Thanks, plainguy. I clearly need the lions at this stage of the game (the toon is at level 23 now). Your post makes me think that I might want to keep the lions at level 50, and possibly create a secondary dog-only build. (Of course I could always just run missions without summoning the lions!) I will clearly benefit from endurance-related Incarnate powers...but that is a long time away. I guess my big remaining question about this build is whether it's viable to take Mu as an ancillary power pool, to get defense from four regular power pools, and to skip Hasten. I'm sacrificing some buffing / debuffing power in exchange for thematic consistency and high S/L/E resistance.
  7. I have a concept for a mastermind that is a K9 cop for the Rogue Isles Police. His "wolves" are actually Siberian huskies. His warm temperament makes his dogs, his allies, and people in his custody feel safe. To anyone violently resisting his authority, his temper can turn hot. He carries a technologically advanced stun gun. There are a lot of powers I've skipped for thematic reasons. It would be odd for a police officer to have tame lions, and it would be very odd for him to summon birds to attack people in the style of a Hitchcock movie. Emotional energy is powerful, but it can't resurrect people. Taking Mu Mastery rather than Chill Mastery so the cop could have a stun gun dictated a lot of choices. Within those constraints, I've designed the build primarily for smashing/lethal defense. I didn't get to the soft cap, but I did get up to 42%. Melee defense is softcapped, and S/L resistance is hardcapped. To get there, I had to do some pretty weird things, like skipping Hasten and six-slotting Boxing as a set mule. Is this build going to be playable in the late game, or have I made this toon ridiculously weak by skipping the lions and taking Mu instead of Chill, which (as far as I can tell) necessitates skipping Hasten if I want to get anywhere near the S/L softcap? I could add lions to the build, cook up some story to justify them, and leave out Tactics. I'd probably take the enhancements slots from Forge and give the lions Superior Command of the Mastermind. If I gave up on the stun gun and replaced Mu with Chill, I'd have to rethink the build completely. Edit / update: I think I have to take lions at least while I'm leveling up. I've put Tranquilizer Dart in my tray so that I have a second (minor) direct attack. Removed earlier comment about dogs attacking doors; I'm still learning how MM controls work. Villain Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Pavlovich: Level 50 Science Mastermind Primary Power Set: Beast Mastery Secondary Power Set: Thermal Radiation Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Mu Mastery Villain Profile: Level 1: Summon Wolves -- SvrRgh-Acc/Dmg(A), SvrRgh-Dmg/EndRdx(3), SvrRgh-Acc/EndRdx(3), SvrRgh-Acc/Dmg/EndRdx(5), SvrRgh-Acc(5), SvrRgh-PetResDam(7) Level 1: Warmth -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(11), NmnCnv-Heal/Rchg(37) Level 2: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-EndRdx/Rchg(9), UnbGrd-Rchg/ResDam(9) Level 4: Super Jump -- Jump-I(A) Level 6: Train Beasts -- RechRdx-I(A) Level 8: Combat Jumping -- BlsoftheZ-ResKB(A), LucoftheG-Def/Rchg+(43), LucoftheG-Def(46) Level 10: Cauterize -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(11), NmnCnv-Heal/Rchg(21) Level 12: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(15) Level 14: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(34), SprBlsCol-Rchg/HoldProc(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48) Level 16: Tough -- TtnCtn-ResDam/EndRdx/Rchg(A), TtnCtn-EndRdx/Rchg(17), TtnCtn-ResDam/Rchg(17), TtnCtn-ResDam(19), TtnCtn-ResDam/EndRdx(39), TtnCtn-EndRdx(50) Level 18: Fortify Pack -- DefBuff-I(A), RechRdx-I(34) Level 20: Weave -- RedFrt-Def/Rchg(A), RedFrt-Def/EndRdx/Rchg(21), RedFrt-Def/EndRdx(36), RedFrt-Def(36), RedFrt-EndRdx(36), LucoftheG-Def/Rchg+(37) Level 22: Thaw -- ResDam-I(A), ResDam-I(23) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx/Rchg(25), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(40), RedFrt-Def/Rchg(40), RedFrt-Def/EndRdx(40) Level 26: Summon Dire Wolf -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(27), SprMarofS-Acc/Dmg(27), SprMarofS-Acc/EndRdx(29), SprMarofS-Acc/Dmg/EndRdx(29), SprMarofS-EndRdx/+Resist/+Regen(31) Level 28: Forge -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(33), GssSynFr--Build%(33) Level 30: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(43), LucoftheG-EndRdx/Rchg(43), LucoftheG-Def(46), LucoftheG-Def/EndRdx(50) Level 32: Tame Beasts -- RechRdx-I(A) Level 35: Heat Exhaustion -- RechRdx-I(A), RechRdx-I(37) Level 38: Melt Armor -- DefDeb-I(A), RechRdx-I(39) Level 41: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-EndRdx/Rchg(42), UnbGrd-Rchg/ResDam(42) Level 44: Electrifying Fences -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(45), EnfOpr-Acc/EndRdx(45), EnfOpr-Immob/Rng(45), EnfOpr-Acc/Immob/Rchg(46), EnfOpr-Acc/Immob(50) Level 47: Electric Shackles -- Lck-%Hold(A), Lck-Acc/Hold(48), Lck-Acc/EndRdx/Rchg/Hold(48) Level 49: Tactics -- ToHit-I(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19) Level 1: Alpha Howler Wolf Level 1: Howler Wolf Level 1: Pack Mentality Level 26: Dire Wolf ------------
  8. A lot of the people we call "heroes" in this game are not particularly heroic. Good ends do not justify sadistic means.
  9. Since I prefer to play rogues, rather than villains, I'm okay with having villains as the primary targets in redside storylines. I consider Longbow a villain group. Heroes don't use flamethrowers.
  10. I'm sorry I missed the meet-up but glad we connected later on. I was playing my mid-level rogue Time/Sonic, Jailbird Joe. My schedule is erratic, especially during the holidays, but I hope to join the group for some defender awesomeness.
  11. I'm new-ish to Everlasting (my 50s are on Indominable). My experience so far is that it's hard to get a full redside team together, but it's often possible to find a small team with good banter. If there are active rogue-aligned or purpleside supergroups, I am interested! Bios in RP Classifieds.
  12. This thread is a great idea! I have a pair of toons on Everlasting who could use a supergroup or other roleplaying contacts. They are based on the same non-canon story. Both are mid-level (as of 2019-12-15), but I'm developing them for endgame content. Of the two, I am more excited about Joe, because Time Manipulation and unreliable narrators are awesome. Global Handle: Bastille Boy Name: Turnkey Tom Side: Redside. Can run occasional blueside missions. Alignment: Rogue. Formerly villain, but guarding imprisoned heroes has reformed him. Origin/Archetype: Natural Defender Powers: Empathy/Sonic Bio: Some young villains dream of conquering the world. Tom had a more modest dream: a small house, a steady job, three weeks' vacation a year, and a fortress with a few hundred defeated heroes in cages. The Rogue Isles Police Department was hiring. They needed more prison guards. Tom had two useful qualifications: an imposing presence and a powerful command voice. He was hired. After starting the job, he was dismayed to discover that he has empathy. His moonlighting isn't for the money. It's to let out aggression he won't let himself show in his regular job. Desired RP Focus: Moonlighting. Reliable narrator: Tom tells the truth about his day job (though he's discreet about some details, especially when heroes are present). RP/mission limts: Cannot attack the RIPD. Can only run blueside missions occasionally, due to limited vacation time. Really wants to use his sonic attack powers. SG Status: No SG yet. Interested. Preferred First Contact: No preference Name: Jailbird Joe Side: Redside. Can run blueside missions regularly. Alignment: Rogue. Formerly hero, but correctional officers have corrupted him. Origin/Archetype: Defender; primary powerset is Science origin Powers: Time/Sonic Bio: Joe didn’t understand why he was sent to the Zig for protesting. All he did was yell at people. He didn’t understand why Arachnos busted him out of the Zig and called him a “chosen one.” He had no powers! Alone on the streets of Mercy Island, he tried to survive by stealing. Soon he was behind bars again. The Pen was very different from the Zig. Most of the prisoners seemed weirdly happy. The food was good, the guards weren't hostile, and there was a generous work release program. Was that the whole explanation? The warden pulled Joe aside. “Doing time is easier if you can control it,” he said. He handed Joe a bottle of pills. If you see Joe on the streets of the Rogue Isles or Paragon City, the RIPD knows where he is, how much money he’s about to make them, and when he’ll be back in prison to get his drugs. Desired RP Focus: Hired help. Unreliable narrator: Joe isn't supposed to tell the truth about his living arrangement and his "work release." His cover story is always changing and never convincing. He knows that perceptive people can figure out he's been in prison, so he usually claims to be an ex-con. He knows that fights go faster when he shouts, but he doesn't understand that his voice causes his opponents physical harm. RP/mission limits: Cannot attack the RIPD. Won't get along well with truly vile villains. Must wear a mask in Paragon City. Will have an anxiety attack if he goes to Brickstown. SG Status: No SG yet. Interested. Preferred First Contact: No preference
  13. I love writing character bios. When I'm writing them, I often wish I had more than 1024 characters. But when I'm running missions, I usually don't read bios that run the full allowed length. I do check my teammates' bios out while waiting for a mission to start. There usually isn't time to read walls of text. There is time to read a few sentences. I have no opinion about what the devs should do, or indeed about what other players should do. I do think it's a good idea to keep your character bios short if you want to maximize the number of people who read them.
  14. When I create new toons, I try to strike a balance between finding powersets that suit my playstyle and having a compelling origin story. I'm most often drawn to backstories that involve a non-magical origin. There are some top-tier powersets I've avoided because I can't think of an origin story I find compelling. Once I've chosen powersets, I generally take all the powers in them, unless there's a gameplay reason to skip powers. The one exception is mind control. If my character is a hypnotist or a psychologist, with totally natural origins for their powers, I don't see how they'd be able to make people levitate. I always take travel powers, but I do choose them thematically. I only take fly and hover if the character's powers have an origin in magic, high technology, or exotic physical science. If they got their powers in the gym or the psych lab, I give them combat jumping and either super speed or super jump.
  15. That is remarkably close to what I had in mind.
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