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Everything posted by biostem
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So one of my favorite PnP game verses is Rifts, (more for the world-building and art - the actual game mechanics are a mess). Anyway, I like the concept of the Naruni - interdimensional arms dealers, in particular their "Repo-Bots". I'd love to see what other folks can come up with. The image is in black & white, but I imagine the 'bots would be some shade of black/dark grey/blue/etc. Thanks for your consideration! For reference:
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Perhaps interspersing some attacks in with the control primary would alleviate things...
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Gravity wouldn't be so bad, but other control primaries would definitely be a slog.
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Power Suppression in Icon and Facemaker
biostem replied to Obsidius's topic in Suggestions & Feedback
I tend to save any costumes I like, and I'll frequently go through the process of creating a new character just to the point of creating a costume just so I can save it and use it on a character that I made previously... -
Each mastermind primary set has pets with different powers - ninja use hand-to-hand attacks and some shurikens, robots use lasers, etc. It's kind of like the difference between you rolling a blaster that uses fire attacks vs one that uses an assault rifle - the attacks deal different damage types, have different recharge times, have different secondary effects, and so on. This really depends upon the archetype (AT) and power set. For instance, fire-themed sets tend to be all about the damage, but a fire-using blaster will tend to have more AoE attacks than a fire-using stalker. During character creation, when picking the powerset you want, click the (i) in the upper right, and you can see details about each power in the set. An inspiration or "insp" is basically a short-duration and instant boost to one of more aspects of your character - red for damage, green for health, blue for endurance, light purple for defense, orange for damage resist, darker purple for temporary status protection, and so on. You just click the inspiration to use it. You get a free respec every 10 levels, and you can unlock a 2nd build at level 10 as well. Enhancements (enhs) improve specific aspects of your powers - so slotting more accuracy enhs makes your power more likely to hit, damage makes it deal more damage when it does hit, endurance reduction makes it cost less energy to use, and so on. There are some fundamental differences between how each AT works, even between similar ones like brutes and scrappers, (for instance, brutes have a mechanic called fury, which causes you to do more damage as you attack or are attacked, while scrappers simply have a chance to deal double damage with every one of their attacks that they use). Some ATs excel at healing/buffing their allies, while some are experts at locking down enemies, etc. Origin doesn't really matter that much - it determines which free starter power you get, (like the taser or apprentice mage's bauble), which specific dual- and single-origin enhs you'll use, and there are some storylines that lean toward one origin or another, (you don't actually get any bonuses when fighting like or different origin enemies to yourself, though). Hope that helps, and apologies in advance if I've missed anything...
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This one really perplexes me, since many costume items already have 2 color selections available. Maybe it's because most, if not all, of the other face options only allow 1 color choice? Seems like an odd limitation to impose. Perhaps that's why so many of the faces seemingly already have some makeup applied?
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For this one, I kind of imagined how an acrobat or tight-rope artist might come out with a cape/cloak on, that they would discard for the actual performance. I kept the general color scheme you had set: raven nevamore 1.costume
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So I went off in a bit of a different direction with this one. I hope it's to your liking: kiss of anubis 3.costume kiss of anubis 4.costume
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Here's my attempt at 'Satana'. I decided to go in a different direction with her, and add a touch of color as well: satana 1.costume
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Here's something I came up with. I kept the skintone reddish, but went with silver & gold for the armor, to reflect his more heroic nature: dark thermal demon 1.costume
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I don't think it's just you. It is annoying that, like you said, the closest you can get is chain or barbed wire. I'd imagine that even a small selection of pendants attached to said chain/barbed wire, would go a long way to expanding our options. Similarly, something like a selection of buckles/bangles *other than* the pad lock for the chain, would do wonders for character customization options.
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OP, I gotta be honest with you here - maybe mind control isn't the best primary for you. Try gravity, plant, or darkness.
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Male or female? Hero or villain? More or less human in appearance?
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Some Tweaks to Give Trick Arrow a Point
biostem replied to DougGraves's topic in Suggestions & Feedback
As someone else pointed out to me, flash arrow cannot deal damage, otherwise it would remove the "no aggro" effect of the power. I say make entangling arrow into electric net arrow, like blasters get for tactical arrow, thereby addressing that issue. As for glue arrow - maybe it could be changed into some sort of toxic/bio-sludge arrow, that in addition to the slow effects, it could impart -regen. Maybe also add a toxic DoT to boot. -
So I've tested some of the powers, and I must say, at least from my limited experience, that Project Will has a painfully slow animation, (though its recharge is a bit faster than Arcane Bolt's, so that's nice. It's really no substitute for a bona-fide primary or secondary attack power, (which I suppose is the intent). As a plus, however, it isn't quite as obviously tied to magic as sorcery's powers, (no floating runes, etc).
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Well, the name was more to keep in line with the regular archery set, but sure, that's fine. Makes sense. Sure! Hmm... I wonder how difficult it would be to implement something akin to a rain of arrows that deals moderate to heavy energy damage, while also applying a smaller radius, less potent version of transfusion and transference, emitted from all enemies hit?
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I generally agree with the larger point you're making, but I just want to dispute this point - CoH was *never* meant to be played by children, much less unsupervised ones. I'm pretty sure the ToS/EULA require you to be an adult, (legally speaking), in order to even be able to accept said terms, so this argument falls flat, as far as I'm concerned.
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Your point is taken. I was just thinking that I didn't want every power to be a gas canister or grenade. You could just as easily explain it as launching explosives at your enemy's feet, and the blast sends them skyward. One part of my thinking is I liked the idea of a location-based power that persists for a short while, and emits the effect intermittently for that duration, instead of a "fire it off then it's done" sort of affair. I was also thinking that, since trick arrow lacks any buffs, that strategic arrow could sort of buck the trend...
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The thing is, how do you define "playing... wrong"? If you mean that you aren't taking advantage of the feature of your powers, (for instance, the range inherent in most of a blaster's primary powers), then yes, playing a melee blaster "blapper" is playing the AT wrong. If, however, you define "playing... wrong" as "not accomplishing the primary purpose of your chosen archetype", then a blapper *is* actually playing said AT correctly, as a blaster's primary role is damage and killing enemies quickly; If you're able to accomplish that, while in melee, without dying, then you've played your character correctly. OTOH, if you define "playing... wrong" as "not having fun while playing", then play any AT however you like, and you've been successful!
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Gotcha. Thanks for the info.
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Simply put, this is a control set that utilizes specialized arrowheads in order to dominate the battlefield. The powers are thus: 1. Anchoring Arrow - You fire a specialized arrow that wraps your enemy's feet in strong steel cables and buries itself into the ground, thereby immobilizing them and dealing minor smashing damage. 2. Taser Arrow - You fire an arrow with a specialized stun module attached, which deals moderate energy damage to your enemy and holds them. 3. Fistful of Anchoring Arrows - Cone immobilize, similar to the 1st power. 4. Flashbang Arrow - You launch an arrow with a flashbang attached, which deals some initial smashing and energy damage, and disorients foes in a targeted AoE. 5. Neural Inhibitor Arrow - You launch an arrow with a specialized device attached, which interrupts your targets' mental processes in a small AoE, thereby confusing them. 6. Neural Amplifier Arrow - You launch an arrow at a targeted location which emits a beneficial field, thereby improving the regeneration and recovery of you or any friendly players that stand within its AoE. 7. Dampening Field Arrow - You launch an arrow with a special device attached, which drains the abilities of any enemy that stand within its AoE, thereby reducing their damage, attack rate, regeneration, and possibly even putting them to sleep. 8. Cryogenic Field Generator Arrow - You launch an arrow at the targeted location, which pulses with intense cryogenic energy, thereby encasing any enemies that pass by in ice. Targeted AoE hold, moderate cold damage. 9. Gravitic Inversion Arrow - You loose an experimental gravity-reversing arrow at a targeted location, which pulse intermittently, thereby knocking enemies who get too close high into the air. Deals moderate smashing damage. Please let me know what you think. Thanks for reading!
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The problem, IMO, is that, with IOs, enhancement slots can act as powers...