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biostem

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Everything posted by biostem

  1. You're not wrong, but whenever discussing these proposed ATs, we need to think in terms of what can actually be accomplished. I mean, when you get right down to it, all player characters are "slaved" to the commands of the player...
  2. Honestly, the idea was sort of an outgrowth of this notion I got when playing MMs, where I feel the T1s are a joke and would rather have 1 single powerful minion/henchman. Yeah - the issue would be that there really isn't a mechanism by which you can readily swap a PC for an NPC and visa-versa. I wonder if a more pragmatic approach would be to allow the player to select which of the 2 you'd want to directly control, then have the other simply follow MM-like commands, (you could have both the close-quarters and ranged sets as your initial primary selection, with the type you select locking out that category for secondary set choices, like how choosing shield defense locks you out from certain melee sets). Perhaps the inherent ability would be a power that simply teleports you to the other character's location, then 1 to recall them to you, or some sort of general "help me out here" power, which causes the other member of the dyad to do something, (like the close-quarters character could taunt your target, while the support character uses their support power(s) on you).
  3. Something similar to this idea has probably already been suggested, (there's nothing new under sun, as it were), but here's my take: AT Name: The Dyad Primary Powerset: Close-quarters Combat Secondary Powerset: Close-in Support The "Close-quarters Combat" set consists of a mixture of melee attacks and armor powers, while the secondary set consists of ranged attacks and support powers. This AT would actually consists of 2 entities; One having the primary powers and the other having the secondary. I'm not sure at this point how pool powers would be handled - maybe just given to both characters, (though that may be too good - perhaps only share travel powers between the 2 characters, with other pools having to be assigned to one or the other). The special ability of this AT is that you, the player, only directly controls 1 of the characters at any given time, with the other being able to be issued mastermind-like commands, (but there's no bodyguard mode nor any supremacy buff). As long as 1 member of the dyad is alive, the character as a whole can remain fighting. You would have to use an awaken or some other rez power to revive the other member of the dyad if they are downed, (perhaps rest could be adjusted to also rez the other member of the dyad, as there isn't really a summon power for them - they just exist alongside each other). There would be a special inherent power that allows for easy switching between which specific member of the dyad you are in direct control of at any given moment. Your thoughts or feedback are welcomed!
  4. It's interesting - my "Crabbermind" has the RES IO that grants 4 pts of KB protection, but against some of the new Council, he gets knocked around, whereas he didn't before. I think one of their updated mobs or powers does the "FREEM!" thing with extra KB... You could always just take hover or toggle on flight, though...
  5. There are definitely powers that don't feel like they're doing anything, since they don't provide immediate feedback like a heal or damaging power does. This comes up a lot whenever we get folks asking for damage dealt or other such leaderboards for various in-game events. What these discussions tend to ignore is how, for instance, any extra damage that gets dealt due to you applying a damage resistance debuff, or how a player is able to keep fighting because they've been granted various buffs, is ignored in such instances. What I think players need to focus on is determining what aspect(s) of the game they find most enjoyable, then build a character that caters to said play style. Me, personally - I like "no nonsense powers", which do what they say on the tin, as effectively as possible. Sure, some flash and pizzazz is nice, but after however many hours you'll be playing that character, does the wow factor fade?
  6. I just clear the tray after a respec. On that note, I find it odd that some powers, like the prestige sprints, automatically get placed into your tray when you claim them, but powers like inner inspiration or the support pets do not.
  7. rhymezone.com thesaurus.com
  8. Since you mentioned mainly playing solo, the question as to whether you'd be better served playing a scrapper or brute can be answered by telling us about your play style; If you fight some groups, then maybe stop for a bit to do other stuff IRL, then a scrapper would be better so you don't lose out on any fury you've generated. If, instead, you tend to binge-play, for longer uninterrupted periods, then a brute, where you can go go go without distraction may be more to your liking. The only other factor, (which is kind of related to the previous one), is whether you want to eventually take any stealth powers, because I feel that also leads more to playing a scrapper. All that being said, if you do plan on ever teaming, and if you have room to take taunt in your build, then the ST "punchvoke" and AoE taunt, with its -range, might make playing a brute a better choice long-term...
  9. Wouldn't there be a paper trail for them transferring items, though? I suppose they could use a go-between or a 2nd account, then delete it afterward, but I have to imagine, if there was the will to do so, that the devs or a mod/GM could see who your stuff was traded to, then ban the other account(s)...
  10. But so are dominators, (at least, originally).
  11. I don't know if it's the same animation, but the one from the immobilize from the ninja secondary for blasters also has a cool animation for a dart attack.
  12. OK, but only if they make it ignore recharge reduction bonuses. 🤣
  13. But we *need* 2 pizza emojis and that Finland flag. And don't you even THINK of replacing the moose!
  14. Defenders are a force multiplier. The problem, I think, is that you're playing a character whose primary that rely fairly heavily on "anchor debuffs" and a secondary whose secondary effects aren't all that noticeable. In a protracted battle against a few tough targets, you'll really shine. For the remainder of content that teams typically bulldoze through, not so much. As for "folding like a tower of cards", all I can say is to take a defensive armor toggle from an APP/PPP and, when able, slot IO sets that grant additional defense. Since defenders also get the best bang for their buck from the leadership pool, I'd take some powers from there as well. Again, time and resources permitting, getting your hands on 5x luck of the gambler global recharge IOs will also help you out a bunch!
  15. Short of things like colorblind friendly alternate color options or visual indicators for things like the directionality of "glowies", I'd say that making the game accessible is down to a player's ability to learn/use macros & binds or get their hands on other specialized hardware. Also, some way of disabling or mitigating flashing/strobing power FX would be nice...
  16. I would imagine that it'd depend upon how such "suppression" was implemented; If it just disabled costume/power FX/auras on other players, then it would/should only disable those. I guess, in a broader sense, it'd depend upon how much of that "glory" you attributed to said aura(s)...
  17. Can it even be called "theft" if you invite someone into your home, show them where the fridge is, basically tell them they can take whatever they want, then come back to find they've emptied it? Rude? Sure. An a-hole thing to do? Absolutely. Theft, though? Not really...
  18. For me, the biggest issues with AV fights, (especially prolonged ones), are running out of end and lacking a heal. I really like radiation armor because particle shielding grants a significant recovery buff, which can easily be made permanent. It also has a good heal and gamma boost further enhances your recovery and regeneration. As for which melee set to take, I think you have a lot of options, but I'd tend to avoid S/L or sets that lack any real heavy-hitting ST attacks...
  19. I will say, though - that along with this, there should be an option to suppress other players' auras, (only from your perspective, not for them or others that want to see said auras, of course) - especially since some path auras as extremely intrusive...
  20. Frankly, most, if not all, of the toggle power FX should be made available as aura options to players. Since players can change the color of their powers, with many such toggles also having a "No FX" option, any notion that power FX should be plainly visible and/or restricted to specific powers, has gone right out the window...
  21. So when you say "making the upper legs invisible", do you mean just not drawing them, but they'd otherwise still exist on the player model?
  22. That would require altering the player models in ways that would probably have consequences elsewhere...
  23. I gotta fire my publicist...
  24. Yeah it's a weird looking enemy, for sure:
  25. Hmm... What if this set sort of had a mechanic where, as you attack, you build up "charges", which each provide a defense and end cost bonus, (similar to savage melee), and at the same time, some powers consume these "charges" for other effects - like maybe a heal, a temporary damage boost, and so on.
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