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biostem

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Everything posted by biostem

  1. Even if we rule out some sort of tech animation option, simply replacing the rune with a generic ball of energy would, IMHO, both permit options for magic characters that don't necessarily cast runes, and allow non-magic character to RP it. I mean, we have options for mystic flight and translocation that omit the runes...
  2. Trying to mix tiers would, IMHO, overcomplicate things. You're already "paying" for the convenience via the downgrade in inspiration tier...
  3. Basically, I've found myself sometimes wishing I had a particular inspiration, even at the cost of taking a medium or larger inspiration to get a smaller one of the type I want/need. Since it's technically a downgrade, how about allowing us to convert 1 medium or larger standard inspiration to another of a lower tier?
  4. Maybe use some of the kinetic melee animations, only have them generate or utilize the tidal power mechanic...
  5. They do a funding drive each month, but I don't think you can setup a recurring payment. I think you can set an alert for when the dev/GM posts about it, though...
  6. Woohoo! Was able to get in! Thanks HC devs et al!
  7. Here's my attempt: vibrance4.costume
  8. If we're talking about characters which sort of embrace the concept of a "mastermind" in the comic book sense, and not necessarily how the sets perform in game, then I think something like ninja/dark or ninja/traps would best fit the bill.
  9. So we have flight + TP & SS + TP. How about a SS power that also grants flight, or SJ + TP?
  10. Why couldn't you have an ice or water user extinguish the flames? Or a sufficiently advanced tech character is able to decipher the underlying mechanism of the barrier and dismantle it, or a mutant whose powers happen to be of a similar energy as the barrier can absorb or disrupt it. Or any character just grabs a nearby fire extinguisher. You seem to think that all magic characters would have access to similar knowledge or abilities, which they simply do not. A magic origin brute may not know how to break such barriers, nor would all science origin characters know how to concoct some sort of fire suppressant. You are limiting people's options with these suggestions, not expanding them... The origin simply means how your character got their powers or where they come from - not what form those powers take, how said character uses them, or how much knowledge your character has regarding that origin. A person who simply utilizes a mech suit may not know how the underlying technology works or how to apply it, outside of being a really good pilot. A science character may have gotten their abilities as the result of an accident, but have no knowledge of chemistry, physics, or any of the sciences. An "origin story" is not the same as the specific details regarding the macguffin or event that garnered the person their powers or abilities...
  11. Like assemble the team or the team mission transporter?
  12. Instead of trying to expand the various illusion powers into full fledged pets, why not just expand the phantom army into the three tiers of pets, each with different levels of powers and abilities; The T1s could use fire, ice, and (expanded to now include), electricity melee attacks. The T2s could be ranged attackers, perhaps with a control ability mixed in, and the T3 would lean more heavily into the control and debuff abilities, perhaps with a mixture of the elements. The 1st attack could be spectral wounds, the 2nd attack could be a variation on the "blind" power, but just dealing damage and with no or a very brief hold effect, and the 3rd attack could be something like psionic tornado. The set's special ability could be to summon a spectral terror, or maybe even a "true" phantom army, (only with a shorter duration and/or longer recharge).
  13. When you say "team transport", are you referring to powers like the jetpack, or do you mean group flight and team teleport? I'm curious why you couldn't just tell them to buy the jetpack from the P2W vendor or such, before the TF, and call it a day, (offer them the info to get it, if they need)...
  14. I'll tackle this when I get home later, but glad to hear it's the first type! Oh, and were you thinking male, female, huge? 🙂
  15. Are you looking for a character that is genuinely bright and cheerful, or one that is kind of eye-bleedingly garish and ironic? I've made several of the former before, but just cannot stick with one whose appearance is, for lack of a better term, "obnoxious"...
  16. No origin should be locked out of any mission. Brutes are not the end-all-be-all for damage. HOW a character focuses their abilities is a lot different than where those abilities originate from. Either way, within the context of CoH, there is absolutely no reason why a character couldn't access extradimensional energies via technology or through some sort of incantation or pact; To reiterate, HOW you get your powers is irrelevant - it is to what end you focus them that matters, (and there is a plethora of ways one can rationalize any origin possessing any power). You seem to be of a mind that only magic characters can break a magic barrier, or only tech characters can hack a computer - that is simply not the case if you have a good imagination or are creative...
  17. So if, for instance, a magic blaster did more damage than a technology one, most blasters would end up being of a magic origin. If a mutant controller had higher mag or longer duration holds, most controllers would end up being mutants. Unless all the origin did was provide different power FX, with no other mechanical difference, it would skew how players select their origins. Whether your attacks come from a power suit or through harnessing your chi, there should be no mechanical difference in-game. The ATs already take care of the difference in function.
  18. But we're not talking about "everything", now are we? Drop the hyperbole and address the concerns. We have different powersets and archetypes. THOSE should be what defines your character, with origin simply being a bit of flavor...
  19. Any mechanical difference between origins will either be meta-gamed by people wanting a specific effect over another, or it'll clash with someone's backstory/bio. Frankly, I'd prefer it remain as non-impacting as possible. I'd rather see any such efforts put toward more power customization, like an option for some sort of tech-glyph for arcane bolt, or some sort of crystal or magic item for aid other/self...
  20. You're gonna take your mittens and you're gonna like them!
  21. Members of The Knives of Artemis have awesome mini-tactical packs with sword sheathes!
  22. Here's my take on this idea: Go with a bio armor/savage melee tanker. Take hardened carapace as your level 1 power, environmental modification as your level 2 power, (to cover status protection), and the T1 savage melee attack will grant you stacks of blood frenzy, (which you will never consume), for the recharge and end discount bonuses. I'd then take all of the fighting pool, all of the speed pool, all of medicine, and experimentation, then probably energy mastery for the epic... EDIT: Taking all of the presence pool may be a better option than medicine, for this build...
  23. Well, the robots drop in crates, which probably reached terminal velocity...
  24. Frankly, when you're talking about gameplay mechanic changes, you need to approach it from the perspective of how such a change could be exploited; Expect the best, but prepare for the worst, and all that...
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