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Everything posted by biostem
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I don't think it's so much that they are hard to "get right" - I just think they don't perform too well, (unless you're really good with binds or by playing the IO/set bonus meta-game), if you don't play them along the lines of how the devs originally envisioned them - basically, tri-form with heavy reliance on said form powers, (and their requisite slotting). It's not like we're talking about a defender skipping some of their blasts or a blaster foregoing their melee attacks - trying to go for only 1 form + human, or human-only, (while, again, certainly possible), is a much bigger hurdle to overcome...
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The 'stigma" isn't about people like you, who likely have a lot of experience with the game and know what they're doing; It's with the "AE babies" that only know the inside of a farm, with virtually no practical play experience or how to play their character(s), (perhaps only knowing how to apply SB or some other buff, if even capable of that much).
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If you can rationalize it, that's what your character's origin is. Heck, taken to its most fundamental level, you don't even need to go that far - just pick w/e origin you want and carry on. On a more fundamental level, though, here's how I'd rationalize it: 1. Are we talking about "actual" psychic phenomenon, or just the outward effects/end results of powers that have that appearance? If so, even a robot or such could exhibit such effects. 2. If the character is of a particular race/species where the psychic powers in question are not normal to "baseline" members of that race/species, then I'd chalk it up to science, mutation, technology, or magic: a. If the character has some genetic anomaly or aberration, and it wasn't brought about by some specific exterior effect, (maybe just a generic "stressful experience"), then I'd say they were a mutant. b. Were they part of an experiment or involved in an accident, typically involving some chemicals, maybe some sort of gene therapy, or perhaps exposure to some sort of energy source, (accidental or intentional), then they're probably of a science origin. c. Do they get their powers from some sort of special helmet or piece of gear? Then it's probably a technological hero, (unless that gear works off of magical properties instead).
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Which Missions Do You Auto-complete? Or... "I'm too old for this..."
biostem replied to tidge's topic in General Discussion
The only time I've used the autocomplete feature is to skip one of the "kill all" missions in one of the initial patron arcs, so I can unlock the PPPs a bit more quickly... -
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Captain America: Brave New World
biostem replied to Excraft's topic in Comic, Hero & Villain Culture
Well, I mean, it wasn't powered or anything, and if it was indeed made of vibranium, I can't imagine it'd need a lot of maintenance. Maybe there's some concern over the possible existence of monitoring equipment and/or some sort of kill switch, like how the woman from the Wakandan guard was able to easily disable Winter Soldier's vibranium bionic arm... -
Captain America: Brave New World
biostem replied to Excraft's topic in Comic, Hero & Villain Culture
I wonder what happened to the vibranium suit he had at the end of Falcon & The Winter Soldier. It seems odd that the Wakandans would make him return it, (like they did for Riri's suit), since they provided it to him themselves. Maybe it wasn't deemed "appropriate" by Ross, and as a condition of working for him, Sam has to wear the assigned uniform... -
Maybe try: /macro KiZ "powexecname kuji-in zen$$targetcusomnext alive mypet" You may need to press it twice, but it should target the nearest living henchman then activate the power... *You can also try targetcusomnear instead, if you are at all concerned of targeting a pet that's too far away.
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This ranged blast set deals cold and negative energy damage. Most Stasis Blast attacks apply a debuff called "Stasis" each time an enemy is struck by them. Stasis stacks up to 3 times. If an enemy has 1 stack of stasis on them, they suffer a movement speed and defense debuff. If they have 2 stacks of stasis on them, they suffer an immobilization effect as well as a recharge time debuff. If they have 3 stacks of stasis on them, they suffer a hold effect. Applying a 3rd stack of stasis on any target applies a "Stasis Lock" debuff on that character. Stasis Lock prevents your attacks from applying further stacks of Stasis on any targets, until the debuff wears off. For the sake of simplicity, assume that the powers use energy blast animations, unless stated otherwise. 1. Stasis Bolt - Minor cold/NE damage. Applies 1 stack of Stasis. 2. Stasis Blast - Moderate cold/NE damage, Applies 1 Stasis. 3. Stasis Barrage - Ranged cone dealing moderate C/NE damage, Applies 1 stack of Stasis to all targets hit. Uses Nightfall's animation from Dark Blast. 4. Stasis Pool - Location AoE that deals a C/NE DoT and slows targets crossing its AoE. Consumes stacks of Stasis from targets crossing it to extend its own duration. You may only have 1 Stasis Pool out at any given time. Uses whirlpool's animation from water blast. 5. Stasis Renewal - Self +DMG +Tohit, (lower values than similar aim powers), causes your Stasis Blast powers to temporarily deal 1 additional stack of Stasis, and if you have "Stasis Lock" on yourself, it cancels that debuff. 6. Stasis Sniper - Ranged, high C/NE damage. Applies 2 stacks of Stasis if attacking from out of combat/when using the slow snipe version, or 1 if in-combat or using the fast snipe version. 7. Stasis Explosion - Ranged AoE dealing C/NE damage. Consumes stacks of Stasis and applies a knockdown effect upon doing so, (must consume at least 1 stack to produce the KD effect). 8. Stasis Inversion - Deals minor C/NE damage. Applies 1 stack of Stasis. If the enemy had at least 1 stack of Stasis already on them when this power is used, (and before the power applies its own stack, if applicable), it applies a +spd +recharge buff to you. Uses siphon speed's animation. 9. Stasis Nexus - Large PBAoE dealing heavy C/NE damage and consumes all stacks of Stasis within its AoE. Applies 1 stack of stasis to any target with no stacks already on them, (this would have to be checked before clearing all stacks and before checking for any of the other effects this power can apply). Applies a -RES debuff to any targets with only 1 stack of Stasis on them. Applies a C/NE DoT effect to targets with 2 stacks on them. Applies a hold effect to targets with 3. *Just to be extra clear, the T9 would check how many stacks of stasis all targets in range had, determine which effects they should suffer, THEN clear/consume all such stacks, or apply the singular stack of Stasis to enemies who had none on them to start with.
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Say what!?
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This calls for some...
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New Dawn's Paragon AT is pretty sweet!
biostem replied to Captain Fabulous's topic in General Discussion
Just out of curiosity, what happens if you took some shield defense powers and tried using either dual pistols, dual blades, or any weapon that uses 2 hands? -
Do we have any example of a power stretching objects as variable as a player character's model? The easiest way of implementing this would be to have the stretching limbs be a sort of "energy construct", kind of like how energy blast actually has some geometry to the projectiles, apart from the particle effects. The downside is it wouldn't truly be your character's costume that is stretched and distorted to pull off this effect. I'm starting to sound like a broken record, here, but it isn't the ideas that as bad, it's how to actually implement them that's the issue...
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New Dawn's Paragon AT is pretty sweet!
biostem replied to Captain Fabulous's topic in General Discussion
For me, the issue was that the slotted/passive abilities weren't quite as character-defining as armor sets are in CoH, (while serving a similar purpose), and since only some powers actually have a cooldown, once you get that "best attack", there's virtually no reason to use anything else, (besides your energy builder, a self heal, or perhaps another utility power that might be able to do stuff at the same time you are attacking). -
New Dawn's Paragon AT is pretty sweet!
biostem replied to Captain Fabulous's topic in General Discussion
Freeform characters over at CO have all but killed any desire I have to create alts over there - I can pretty much create the exact character I want, and with practically no tradeoffs. Of course, the kind of grindy nature of gear there doesn't help, either... -
The thing is, in trying to install that pathos, you are removing agency from the player, and that, (while it may be necessary in very specific circumstances), is not the case, here. Why can't our characters just wipe them out completely? Why can't they come up with any other solution? IMO, it's no different than forcing a player to act a certain way in a cutscene, even though they don't have to in all other situations...
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One of the biggest annoyances for me, (and maybe it's due to the conditions surrounding CoH's operation when it was still live), but there's a significant lack of "taking a 3rd option" in missions - there didn't seem to have been any thought, effort, or both, put into allowing a way for things to still play out so they "fit" with the current timeframe, without our characters kind of helping the Council. It'd have been nice to be able to try and undermine both groups, only to find out your efforts have actually forced them to come together, thereby leading to the same outcome, only without you directly aiding one side...
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What AT and Power sets would you use for a living racecar?
biostem replied to Octogoat's topic in Archetypes
Maybe take speed of sound, (so you also get jaunt to represent sudden bursts of speed), possibly along with adrenal booster, if the build allows... -
Hmm... what if they simply offered additional paths to attaining certain badges - for instance, complete any 6, (or 7 since you need to do both Posi 1 & 2), TFs from some curated list to qualify, instead of the specific 6/7 needed currently...
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What AT and Power sets would you use for a living racecar?
biostem replied to Octogoat's topic in Archetypes
That's a pretty creative approach to take! Too bad you can't also go dual blades, because then you could have had them be the forks for the wheel, (which is what I'm assuming you're using the shield as). Still, great concept! -
Spiderman definitely leverages the element of surprise, or at the very least, misdirection, so while he's not assassinating people, he doesn't typically just stand there and slug it out, either... One of the reasons I love the scrapper & sentinel versions of ninjitsu - it skirts that middle-ground!
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Right - I was trying to think in terms or how a scrapper might employ super strength vs a tanker or brute - the former is more likely to throw a hubcap or wheel, while the latter would just launch the entire car, (even if they were capable of the feat) - purely from a stylistic choice...
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Maybe change hurl boulder into a slightly quicker to animate, but less damage ranged attack as well - like you throw a hyper-fast small rock instead...
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Maybe what we need is an "enhanced strength" set for scrappers - exactly the same as SS, just renamed and with tweaked damage/recharge numbers, and possibly some other set/power mechanics... 😏
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These 2, in particular, are truly inspired!