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biostem

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Everything posted by biostem

  1. Well, this can be looked at from two angles; Within the game world, knives, guns, and the like are probably the most common things that one would expect to encounter, (whether a hero or a villain), so protecting oneself against such threats seems logical. From a meta-perspective - yes, no single damage type should be that much more advantaged, (without a hefty "cost" for that advantage), which is why I kind of lean toward a general "discount" for S/L attacks. Perhaps they should also get their recharge times shaved down just a hair, too...
  2. A lot of that was likely before facing the realization of what a relatively small studio could do in the time and financial restrictions made available to them. As has been stated many times before, the game's code is kind of a mess, so making a broadsword power suddenly do fire damage is probably a lot more difficult than it seems like it should. Heck, even Champions Online, which came out several years later, couldn't get quite that amount of customization down, (and that's not mentioning the balance nightmare that is freeform characters). In a pen & paper game, the GM can tailor/limit what powers or enemies you face, to your specific group, but in a game with hundreds or thousands of people playing simultaneously, and having to provide content suitable to them all, it's much more difficult.
  3. I've tried many different MMOs since CoX's original run ended. None had all aspects of what I love(d) about this game, but here are some that embody some of what I like, (to varying degrees): 1. Champions Online - Close, but the setting just isn't as interesting to me. 2. DC Universe Online - Pretty fun until you get to the "end game" portion, where a lot is gated if you're a free player. Has an odd setup, (from a CoX player's perspective), where you pick a power set and a weapon as separate aspects of your character. 3. TERA - It's a fairly sandboxy-feeling game, IMO, and can be quite fun. It can get very grindy later on, but is still worth giving a try. 4. Neverwinter - Though not superheroes per se, certain classes have a more visceral playstyle to them than other, (I prefer Barbarians, (formerly Great Weapon Fighters), and Rangers).
  4. Except that if you have abilities to conceal yourself and your allies/the hostage, why shouldn't you be able to take advantage of them to aid in getting said hostage out?
  5. Here are two newer characters I've created: Shadowdweller: The Gold Clad One:
  6. Having 'Sure Footed' be a teleport power doesn't really make sense. It's supposed to reflect an innately improved sense of balance and situational awareness...
  7. I'm not against the idea per se, but then you'd end up leaving the other powers, that didn't get those bonuses, out to dry...
  8. Ooh! I did not know that. Thanks!
  9. Maybe I'm missing something here, but how do you change to a male costume on a female character? Could you pull off a Ranma 1/2 character using that method?
  10. It's one of those sticking points that really need addressing; For the most part, those hostages are invincible, so just have it where you only need to free them from their captors then make it back to the exit safely, or give them much much higher perception to see through player stealth.
  11. Well, IMO the whole "momentum" mechanic in Titan Weapons kind of offsets that. I could adding a bleed effect to lethal attacks, but then you're stepping on fire's toes as the element that deals additional DoT. A -res effect is sonic's thing, (so maybe we could use a sonic melee set in that case). They tried to give war mace a disorient effect and axe a knock effect, but those aren't reliable enough IMO. Maybe sets that utilize a physical weapon could gain an "impact" effect to reflect the fact that you're actually being hit with an object, (though then you'd realistically need to include ice melee as well). *shrugs* There's just so many ways you can go with this...
  12. Just brainstorming here, but since many of the MM sets pair nicely with similarly themed secondary ones, what about this: Temporal Mastery: 1. Chronoton Blast: You project a narrow beam of disruptive time, which cases minor energy damage and both slows and reduces the defense of the target. 2. Summon Minor Temporal Echo: You pull a lesser warrior from some point in time to fight for you. These would be kind of like the Banished Panteon husks, in that their appearance could range from age of sail/colonial-era musket users to sci-fi soldiers, wielding basic ranged weapons and with minor s/l resistances. 3. Chronometric Disruptor: A more powerful time disruption beam attack. 4. Stabilize Echo: 1st upgrade power. 5. Tachyon Wave: A cone attack with properties similar to Chronoton Blast and Chronometric Disruptor, with an added chance at knocking down the targets. 6. Summon Greater Temporal Echo: You call forth a stronger warrior from out-of-time. The first of these summoned would utilize energy-based attacks, but could vary in appearance from a wizard to a cyborg. The second would be similar, but utilize negative energy/darkness abilities. 7. Temporal Storm: This would be a location-based power which could randomly freeze enemies, fling them into the air, or pin them in place. Enemies passing through this region are also slowed, have their regen debuffed, and take energy damage over time. 8. Masterful Temporal Echo: You rip a champion out of time, in order to aid your cause. These warriors all posses enhanced strength and durability but could vary greatly in appearance. For this power, I was thinking it'd be awesome if you could randomly summon a signature hero or villain that use super strength. Since these are mere "echos" of the true character they're based on, they wouldn't posses their full range of powers, so you could call Statesman, Lord Recluse, Back Alley Brawler, Black Scorpion, etc.
  13. Well, you'll see things like Hellions trying to start fires or breaking into cars, and there's a zone event where Trolls have a rave, so some of this type of stuff already exists in-game. Perhaps they could have something like you see a random "lookout" hanging around outside of a storefront, and upon defeating them, that entrance becomes active and you can go into a small instanced area to put an end to said robbery...
  14. The "pro" is that it permits a character who would not use technological means of flight to still benefit from something already available in the P2W vendor.
  15. You are certainly entitled to your opinion, but I disagree that "feature creep" will "kill the game". You may not be arguing to add features to the game - instead, you are arguing to enforce the status quo. Neither are inherently bad positions to take, provided you can actually support your position. If all you have are opinions... well that's not going to make much headway.
  16. IMO, lethal and smashing damage sources should be "cheaper" to use, since they're generally from very mundane sources. Perhaps all s/l attacks should receive an end cost discount.
  17. It's time-gated in 2 senses of the term; 1. you need to get the inf to buy it, (a relatively small amount, admittedly), and 2. it only lasts about 30 minutes each purchase. Regardless, the power(s) are already in the game. Whether using it has the graphical element of a Sky Raider Jetpack, a Goldbricker Jet pack, or, (what's being requested), no jet pack, what's the difference to your game play?
  18. Providing an option for a time-gated temp flight power without the jetpack graphical element is hardly "degrading the systems the game was built around".
  19. Makes sense. Perhaps it could have lower base values and an energy cost about on par with combat jumping's. That'd mean you'd have to invest pretty heavily to make it a full travel power replacement, but perhaps it could *not* suffer from suppression, as a bit of a counterbalance.
  20. Making the lunge power not cause you to put away your weapon would be difficult; From my understanding, you'd need a version of the power created for each and every corresponding weapon power. I agree that 'throw' is kind of bland. Perhaps it could have a chance at stunning or disorienting the target...
  21. The basic idea behind this power pool is that it centers around movement and general feats of agility & strength. Overall, it's pretty mundane, but features some very useful, (albeit situational), powers. 1. Throw - This would be a basic ranged attack using a rock, ball, or maybe a discus, dealing minor smashing damage. 2. Lunge - A fast attack that propels you forward at your target. It'd deal minor damage with a tiny chance of knocking your target down. The main point of this power is to help close the distance to your target, (but it'd have a much shorter cooldown than powers like Spring Attack, be only single target, and be target-based instead of location-based). 3. Free Running - Basically an enhanceable version of ninja run, (possibly also with a resist to immobilize). 4. Sure-Footed - A click power, (can be made permable), which grants protection to knockback/down and hold. 5. Excellent Specimen - An auto power that grants a slight buff to run speed, flight speed, jump speed/height, and some extra HP. Your thoughts? Thanks for reading!
  22. The problem, as you touched on, is how do you reward non-combat activities? Theoretically, for instance, the stealth powers "reward" you by being able to sneak past enemies and complete missions faster. The medicine power pool provides heals and buffs, which are really only attractive to ATs/sets that don't already have access to them. Leadership provides buffs to your teammates and yourself. Due to the nature of how defensive toggles can stack, tough and weave become really attractive to those wishing to push the envelope/maximize their defenses. What would be interesting, (although likely to involve a lot of work), would be to add things like a surrender mechanic, where through the use of various presence-like powers, you could get enemies to give up without a fight and/or to disclose leads to other quests or tips to where other enemies/missions may be. Another approach to take would be to have abilities that allow you to confiscate enemy weapons to grant yourself temporary powers, disguises, and so on...
  23. Here's an idea - A truly hard mode that imposes a much lower defense and resistance cap on players, and a reduction in the value of debuffs that can be applied to enemies. You'd probably also need to reduce the amount that healing powers & regen can benefit the player as well.
  24. Like the 30 mins ones? Sure why not.
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