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biostem

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Everything posted by biostem

  1. Even the Kheldians are mostly recolors of existing powers, with a few new ones built just for them. I wonder how much of the VEATS was decided upon from a practicality standpoint and how much for thematic/creative reasons...
  2. I wonder how good or bad the animal/beast heads would look if you also permitted hoods or hats with them, along with all the different horns and head accessories that entails...
  3. Unless I'm mistaken, VEATs can still go through the alignment missions and become heroes. On top of that, you blatantly defy your patron in at least Black Scorpion's arc, so using Arachnos' training and resources for your own benefit doesn't seem all that out of line...
  4. I think what we need is a bikini chest detail and skirt/shorts option, which can then accept a multitude of different patterns, in order to really make the most of this suggestion...
  5. I really like the large rock formations and overgrowth in Eden.
  6. The issue is whether "have a break free or mez first" is really enough options to be considered "adapting". Blasters, at least, also retain use of their 1st 2 powers, even while mezzed, so it's not as big of a deal for them. I'm not saying enemies shouldn't have mez powers too, but perhaps them being able to mez players indefintiely shouldn't be allowed. IMO, NPC mez powers should be severe but short-lived, (like no more than 1-5 seconds), and their powers should have recharges far in excess of that duration. I agree that the difficulty could be tweaked, but perhaps debuffs, instead of hard controls, are the answer...
  7. I'm not big on circumstances that change/replace your character or powers without your say-so. That being said, some sort of voluntary event, (a la a player-controlled monkey fight club), sounds like it'd be a lot of fun!
  8. The thread title threw me off a bit, but after reading the post - sure! Add animal print EVERYTHING!!
  9. There's difficulty that requires the player to think and adapt, then there's difficulty that is just frustrating and annoying; This suggestion is the latter.
  10. I would rather see the animations used, but made into lethal damage - possible mixing in some pistol attacks, to give us a real "high adventure" assault set. Then you could stick to just the whip attacks if you want to go the dominatrix route, or include the pistol attacks for a more Indiana Jones vibe...
  11. If I'm looking at things correctly, there are 4 whip animations; corruption, lash, crack whip, and hell on earth. If we then add some sort of thematic click self-buff or non-whip-animation-requiring power, then we got ourselves a power pool, which would be available to everyone! To that end, here's my suggestion: 1. Whip Strike - Uses corruption's animation, only without the projectile, (thus it'd only have the same range as the other whip power - about 20' IIRC). Deals lethal damage with a small chance to knock down the target. 2. Lash - As per the same-named power, only dealing lethal damage, with a small chance of knocking the target down. 3. Crack Whip - Again, per the one found in demon summoning, only dealing lethal damage, with a small chance to knock down all targets caught in the cone. 4. Entangling Whip - Uses the hell on earth animation, deals smashing damage, applies a movement speed and jumping debuff, while also applying a mag 2 hold to the target. 5. Empowered Whips - Similar to dual pistol's swap ammo ability, this would give you 2 mutually exclusive toggles, which alter how the other whip powers work. Those would be: A) Flaming Whip - Adds fire damage and a DoT component, but you lose the knockdown effect. Entanging whip would lose the hold effect. (A fear effect may also be cool here, but it may be too good) B) Electro-Whip - Adds energy damage, some end drain, and a chance to stun the target, instead of the knockdowns. Entanging whip would lose the hold effect.
  12. Doesn't the rage crash apply like a -9999% damage debuff? If so, I can't imagine that a pool power ultimate could possibly overcome that. Best solution woulkd be to get a screenshot of a combat log while you were under the effects of both a rage crash and unrelenting...
  13. It would be an interesting twist if this new "Found" faction was being assisted by a Rikti, who successfully transformed back to a human form themselves - would put a spin on things, as they *were* actually being assisted by an alien...
  14. Stalker dark melee loses both dark consumption and soul drain, which is a huge drop in performance, IMHO. Stalker energy aura has higher base values than the other ATs, IIRC, but gets only a flat +recharge buff in its status protection power, instead of the stacking one per nearby enemy, that brutes & scrappers get.
  15. So I've read @Croax's guide on Stalkers, and while I understand the points brought up, what I'm trying to figure out is which combination best captures the "essence" of the AT, and which provide the best and/or most consistent performance in higher level play. I have unlocked Incarnates on tankers, controllers, defenders, blasters, and sentinels, so I'm familiar with those ATs, but I want to work on a stalker as well. Thank you for any advice you can provide! *Note - I'm not really big into playing the IO set bonus meta-game, so please keep that in mind when offering up your suggestions. Thanks again!
  16. But the concept of a character going into a berserker rage, followed by a subsequent recoup time afterward, is pretty "baseline" as well...
  17. I mean, even if a power had less than a second recharge time, you'd still have to wait for the animation to play out, so what we're really talking about, in practical terms, is "as close to perma as possible"...
  18. Then you seem to have found a solution that works for you. Congrats! Aren't you being a little hyperbolic, here. I mean, if you're playing a video game anyway, then you probably don't have "real issues" that need your attention, (or at least, I hope that's the case). Have you considered taunting the enemies and just waiting the additional 8-seconds or so, or filled that time with some of the prestige attacks or perhaps other powers at your disposal?
  19. I mean, neutrino bolt for defenders, (haven't checked on corruptors), has like only a 2 second recharge and animates pretty quickly. If you wanted to max out its recharge, you could get that down to about 1 second. I'm not sure on its exact animation time, but it's pretty quick. Permitting 2 attacks would seem like a better option, IMO...
  20. Nu-uh! brawl -> origin power -> shadow maul -> nemesis staff -> undead slaying axe -> rest
  21. There has to be some overhand chop animation that could be used, here. I'm not at a computer w/ CoH to check, ATM, though...
  22. There are many factors to consider, but I can provide an anecdotal one that may shed some light on things: I have a 50 kin/son defender. My main attacks are basically shriek and shout, (each 6-slotted with the Defender AT sets). Between the set bonuses and siphon speed, I can pretty much cycle between those 2 attacks nonstop. I will use howl and siren's song if I need a bit of AoE punch or control, but otherwise it's just those 2 attacks...
  23. I hope that you wouldn't have these homeless as the enemies you fight. As @Thrones intimated, it's unfortunate that you basically strip The Lost of their power in the name of "saving" them. It would be cool if you wrote an arc centered around a group that was trying to rehabilitate some member of The Lost, and finding a way to reverse the physical changes while retaining the power-granting ones, perhaps with an eye toward community outreach and possible hero work. It'd also be interesting if the usual actors, (Crey, perhaps Arachnos, and maybe even some corrupt PPD or Freedom Corps members), were trying to weasel their way into this program and hog the results to themselves...
  24. Darkness is nice because poison lacks a self heal, and life drain is simpler to use than dehydrate. You also benefit from a greater tohit debuff as a defender, and the immobilize is useful to keep enemies at range, (and clustered together for poison's small AoEs).
  25. How you you apply a damage cap that only affects 1 power? Isn't "damage" a global cap for each character, based upon their AT? I suppose you could add a check that says "is this character already affected by rage, and if so, do not apply the +dmg component to any subsequent applications of the power"...
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