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Everything posted by biostem
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I've played every controller primary set until the late teens/early 20s, (at least). I've gone this route a few times, but I just hasn't been that satisfying to me; The sorcery attack takes too long to animate, IMO. I've chiefly dipped into the fighting pools if I want to go this route, but even then I feel like a severely handicapped scrapper...
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Hello fellow 'troller players! I mainly play brutes or MMs, but also enjoy gravity controllers. For me, that set is very straightforward to play, sets up containment pretty easily, and has many direct attacks that I can play almost like a blaster. I've tried other sets, but find them much slower and plodding. I'm not knocking controllers in general, as I've seen them do pretty incredible things! I'm trying to expand my repertoire of played sets, but just can't seem to get into any of the other 'troller sets. Any advice or suggestions? Thanks in advance!
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Well, my only concern is that there's only the 1 animation for the black wand...
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Here's an idea: What if we added a variant of dual pistols, but with a more "mystical" bent. Use the swap ammo mechanic, but with a twist; Dark ammo, Lightning ammo, and Psi ammo. These different types would have effects similar to their related blast sets, (tohit debuff for darkness, end drain for lightning, -recharge/sleeps/disorients for psi). You could use the exact same animations, only varying the visual effect on the enemy to reflect the ammo/damage type...
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Costume addition please - plain neck piece
biostem replied to Ferrus_Xeno's topic in Suggestions & Feedback
Agreed. It'd be nice if they could port it over for males to use. This piece, (I think it's called "Victorian" or "Steampunk"), would also be great to have ported over: -
Costume addition please - plain neck piece
biostem replied to Ferrus_Xeno's topic in Suggestions & Feedback
It's not a perfect solution, but there's a gunslinger face option for females that works well as a collar: -
I would love to see the neck ring from the cosmic corsair backpack made into its own piece, apart from the backpack, (perhaps in the shoulders category):
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This was a tough nut to crack. There just weren't the specific pieces needed. Regardless, here's my attempt: cain-hurst 1.costume
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Well, Daredevil's signature weapon is that combo/multi-billy club weapon, but he also fights with his hands and fists, so it's a tough call there, (probably hands & feet). While, IMO, he certainly uses stealth and shadows/darkness to his advantage, he can also hold his own in a straight-up fight. The thing is that he's not really heavily armored and lacks any kind of healing factor, so a stalker may better epitomize his hit-and-run style.
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Here's my attempt. I hope it's not too armored for your tastes; I tried to imagine how a "street-level" hero would equip themselves in Paragon City... ground 'n pound.costume
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Very clever! Cheers!
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Here is my attempt. I added a little red for contrast, but by all means, feel free to change it however you like. Cheers! albedo fiera.costume
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Here's another I created; I built off of some previous combinations of parts I liked, and I think it came out rather nice - "Up 'n Atom": Up 'n Atom.costume
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Which specific armor powers you pick would, most likely, be chosen to fit the specific support set you're building around; dark armor -> darkness affinity, radiation armor -> radiation emission, and so on. You would then tweak the exact values to be in line with how those armor powers would work in conjunction with the support set. For instance, perhaps you'd pair SR with force field, but maybe you'd keep dispersion bubble, and allow it to stack with focused fighting, focused senses, and evasion, and use it instead of practiced brawler, for staus protection.
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I never said you'd put the buffs/debuffs/heals into the armor toggles. The support sets would largely remain unchanged, save for a few adjustments to allow the armor toggles into the sets. What you would end up with is a support AT that lives in melee and is more effective with the secondary effects of said melee attacks. Please re-read what I originally posted...
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Being dismissive of others' critiques doesn't usually endear you well to your audience; It is a fact that there are powers that are sub-par, when measured by various different criteria. It's great that you want to be optimistic that none will exist in this new AT, but that simply won't be the case. I'd rather not shoehorn so many abilities into the attacks. Modifying the support sets to include a few armor toggles would, IMO, be the more elegant option...
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Not all defenders heal, but they must take at least 1 of their 1st 2 primary powers. The same goes for blasters. The difference is that whether you skip the 1st or 2nd ranged attack power a a blaster, you aren't fundamentally missing out on a function of your AT, like how a Sentinel does. Sure, someone of this hypothetical AT could skill the armor toggles, but then they'd just be playing against their AT, similar to a petless MM. My issue with the proposal is that, for instance, what if a sub-par effect is paired with a great melee attack, or visa-versa? Imagine if a powerful effect were paired with shadow maul? That'd be a difficult power to rationalize taking. I'd prefer my attacks be attacks, and my other powers be focused on their respective effects...
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I'm not a fan of having a particular secondary effect tied to specific effects, like how Sentinels must take their T1 attack in order to get the offensive opportunity effect. What I would do would be to intermix armor toggles, (modified or otherwise), in with the support sets. For instance, maybe drop shadowfall and black hole from darkness affinity, and combine tar patch and darkest night into 1 location-based aoe that slows, debuffs damage resistance, debuffs damage dealt by the enemies, as well as their tohit. That would free up 3 slots, in which you could place dark embrace, murky cloud, and obsidian shield. As for the melee attack sets - what I'd do would be to give them higher debuff values to those attacks, kind of like how defenders' blast sets have better debuff values, but their melee damage would be lower.
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I can't speak for others, but I frequently have different color variations of the same costume on many of my characters; I wonder if an implementation like that would be possible, as a kind of shortcut or middle-ground. I'm not saying I wouldn't love more costume slots, but perhaps some sort of "palette swap" option would be an alternative, if more slots isn't an option...
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New Weapon & Shield Models Request Thread
biostem replied to Shadowsleuth's topic in Art & Multimedia
I really like the idea of magic sigils/runes that Shadowsleuth suggested. I wonder, though, if they could implement it in such a way that you could also use the various symbols that we have, as floating/glowing shields... -
Gun and Sword Power set - Make it happen
biostem replied to plainguy's topic in Suggestions & Feedback
I think a single pistol set could be differentiated enough from dual pistols that it'd be worthwhile; Focus on slower, more carefully placed shots that hit harder, instead of DP's flashy rapid-fire attacks. Similarly, a single-handed blade set could be centered around fencing-like thrusts and parries, instead of the more sweeping slashing moves broadsword or katana/ninja blade have. To make it fit together, have each use a different hand, and allow the other weapon to be drawn/held while you're using each. You could create a ranged attack set, a melee set, and a hybrid assault set using these... -
I know I made similar characters before, but I wanted to go with something a bit more "out there", so to that end, I present "The Cosmic Chiropteran": cosmic chiropteran 2.costume
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