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Everything posted by biostem
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In theory, when a mission is part of a series or arc in AE, the system has to know what the next mission is. If that pointer could be made into a variable, then you could tie it to conditions; Defeated enemy X leads to mission 2a, while them escaping leads to mission 2b, etc. *Of course, given the game's code, this may not be such a simple endeavor...
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On top of their individual containment, controllers also have a wide variety of secondary sets that can include, among other things, powers that debuff an enemy's damage resistance.
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So what do these "friendly fire" powers actually do? Do they just make "tiny birds" appear around the target's head? What would be the point? If you wanted to force some kind of emote on someone else, and since it's being done voluntarily, just have the target enact the emote when so ordered...
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Masterminds' henchmen upgrades should be autopowers
biostem replied to temnix's topic in Suggestions & Feedback
A SoA "Crabbermind" is also quite powerful, gets lots of pets, and there's no upgrades to worry about... -
Masterminds' henchmen upgrades should be autopowers
biostem replied to temnix's topic in Suggestions & Feedback
Before I played a Defender, I assumed the buff powers for the teammates were permanent boosts. I would "buy" the powers and enjoy stronger, more effective teammates. Instead my character had to apply them manually as they appear. It's called game balance. Yeah, yeah - I know it isn't fun, but it is necessary. What would you be willing to give up to not have to recast the upgrades whenever you have to resummon your minions? -
The clever thing that some games do is have a "fast path" out of a mission once you've completed it; Either the boss drops a key to a direct path or there's a 2nd locked/secret exit in said boss room...
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PC Gamer Article on Homecoming's Deal with NC
biostem replied to Lunar Ronin's topic in General Discussion
My concern is that they see HC meeting its funding goals in relatively short order, and wondering how they could further monetize the game. At the same time, it reveals just what a volunteer staff can do compared to whatever NCSoft may be paying for the "professional" dev team on their other MMO titles... -
Villains seem to have it both ways, why can't we?
biostem replied to temnix's topic in Suggestions & Feedback
And how many attacks do they have at their disposal? Any inspirations or APPs/PPPs? Roll any AT, and when you factor those in, as well as IO set bonuses, (let's ignore Incarnates for now), and there's no way I'd trade in having 2-3 powers from different ATs for the entire sets I get as a player. -
The Bad Batch, season 3 (final season)
biostem replied to Techwright's topic in Comic, Hero & Villain Culture
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The notion that "you have buffs, therefore you are obligated to keep them on me" sickens me. Those with support powers, as others have already mentioned, are not your personal nanny, nor do said powers give you license to be reckless. Now, don't get me wrong - such buffs/heals/debuffs can greatly increase the margin for error, but it also seems people assume that means that said defender(s) will focus solely on them. It's sort of like the mindset that if there's a tanker then no enemy will ever turn their attention toward the blaster(s)...
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Tales Of The Empire (D+)
biostem replied to ThaOGDreamWeaver's topic in Comic, Hero & Villain Culture
Man... I wish they woulda adapted the story from TIE Fighter, but oh well... -
IMO, "The Matrix" would better be utilized as a setting, instead of solely following Neo's journey; I have to imagine, at least if "The Animatrix" is anything to go by, that there were other people who independently broke free of it and were able to, (at least partially), see it for what it really was...
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Pet names need to be able to be hidden.
biostem replied to Random Axis's topic in Suggestions & Feedback
The most I could ever see them doing is to replace specific MM pets with generic placeholders; While players can push them around, they still occupy space in-game and need to have some sort of indicator of where they are... -
I would love to be able to get D.U.S.T. solders as alternatives for mercenaries, and perhaps some Tsoo for ninja. If we're strictly talking about new sets, I'd love to see some sort of "horror/Cthulu" set using a combination of enemy models, like Drudges, Shadow Hounds, Hydra/Lusca tentacles, Rularuu enemies, etc...
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The Bad Batch, season 3 (final season)
biostem replied to Techwright's topic in Comic, Hero & Villain Culture
I'm not sure if I should put this in spoiler tags or not, so I'll err on the side of caution: -
Can you elaborate? Do you mean the "only deal as much damage as your typical AoE" part? I'm not aware of it having some mechanic that causes its damage to ramp-up the longer you wait...
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I wonder if they could implement a system whereby the longer you go without using your nuke, the more powerful it becomes - so you could fire it off like every 30 seconds or so, but it'd only deal as much damage as your typical AoE, but after the 1.5 - 3 mins mark, it'd deal significantly more, (all with no crash, mind you).
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Pet names need to be able to be hidden.
biostem replied to Random Axis's topic in Suggestions & Feedback
Not only are they annoying & intrusive, but from my experience, labels like these impose a performance hit far beyond what they rightfully should! -
Travel Only Option for Costume Auras
biostem replied to mypurplescissors's topic in Suggestions & Feedback
The problem is that there's a cooldown between being able to change costumes, and if you try to implement one where it rebinds the key on the fly, it can get messed up. There's tech already in the game that makes wings or jetpacks activate whilst flying, so it *should* be possible to do the same for auras. -
There are numerous statues that basically use player models scattered all over the game. I'd love it if, where applicable, we could use those textures for our player characters. Additionally, I'd love it if we could get some of the pieces that aren't currently available to us, like the shoulder pads found on the below statue in PI:
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kheldians My hopes for the Kheldian Rework - PeaceBringer
biostem replied to Laucianna's topic in Suggestions & Feedback
While I won't disagree that Kheldians were indeed very challenging to play at their introduction, I generally viewed them as a "jack of all trades, master of none" type of archetype... -
Travel Only Option for Costume Auras
biostem replied to mypurplescissors's topic in Suggestions & Feedback
I've asked for this as well. I'd love to have auras only kick-in whilst a travel power is active. If rocket boots can tell whether you're flying or jumping, then auras should be able to do the same... -
kheldians My hopes for the Kheldian Rework - PeaceBringer
biostem replied to Laucianna's topic in Suggestions & Feedback
I know the devs are loathe to implement mutually exclusive options for powers, (like what we got with SR's status protection power for Sentinels), but it'd be really cool if they offered versions of Nova & Dwarf that only provided the passive effects of the toggles, (so no form changing or extra powers), but kept you in human form, with these alternate powers also *not* locking you out of your other powers... -
New to MM - Thugs/Kinetics, is this a viable pairing?
biostem replied to Epistasis's topic in Mastermind
So I'll start by saying that I love the kinetics set. That being said, while your pets will benefit from the increased end and movement speed, they will not gain the recharge speed buff from speedboost. Additionally, kinetics doesn't offer a lot of mitigation, so enemies will still deal a lot of damage to your pets. You can look at the secondary as something other players will greatly enjoy and benefit from, but for soloing, I'd probably go with something else. As @Maelwys mentioned, you may want to stack additional mitigation to increase your pets' survivability. Finally, since many of the powers are centered on enemies, you'll want to make generous use of a forced movement bind, (goto-passive), to make sure your pets benefit from the heal, transference, and fulcrum shift... -
So I have this idea for a necro MM that was originally an insect that resided in a graveyard, and through various means, was changed into a humanoid. I'm trying to think of a good secondary to pair with it. I already have a necro/elec and necro/dark, so don't want to repeat either of those. I was thinking /nature colored in greys and browns would probably work well. Any other ideas or thoughts would be warmly welcomed!