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Everything posted by biostem
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I mean, I'm sure it's happened at least once before, but I imagine it'd more likely be "I'll bring my cold corr" instead...
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I don't think this is needed; It may make things look neater, but you know what AT you're selecting and you can view all the powers in a given set before locking that character into anything, (not to mention being able to look at the specific numbers and animations), so it's not like anyone is going into this blind...
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IOs, unlike SOs or DOs, have their bonus based upon their "absolute level", instead of their relative level - the notion of -3 to +3 doesn't really apply to IOs, (other than determining which you can slot). I have created an alternate build for at least 1 level 50 character that only used 53 SOs, and while they're functional, the lack of set bonuses does lower their level of performance vs other builds on the same character that *do* make full use of IOs...
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I give this suggestion my deepest condemnation - a slice of pineapple pizza!!!
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For me, I generally come up with a look I like, then try to associate powers to that look that I think fit said look, but only then, if I enjoy how everything came together, do I really delve into the character's backstory/biography. In the few instances where I have a concept fleshed out ahead of time, does the look tend to come about more easily.
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Give Double Jump more functionality (Sub Power of Super Jump)
biostem replied to Mystoc's topic in Suggestions & Feedback
Hmm.. what if SJ had a PBAoE knockdown effect if you land from more than a certain height, (if that's even mechanically possible)... -
Give Double Jump more functionality (Sub Power of Super Jump)
biostem replied to Mystoc's topic in Suggestions & Feedback
TBH, I'd rather that double jump, well, allowed you to make a single additional jump, instead of the odd continuous upward motion like jump pack provides. Basically, I'm imaging how the double jump ability in games like Castlevania SOTN works... -
I'm not against your suggestion, but you may be best served posting here.
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Thanks for the feedback! Her name is "Rose Alloy" because she's got metallic skin, which is a reddish-pinkish color, nothing more.
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I can't seem to get off of this particular design kick, but I think this one also turned out nicely - "Agent Alabaster":
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I do not believe there is, but you could color each power green and blue, respectively...
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Introducing: Hardcore Paragon / Rogue Isles
biostem replied to venetiasilver's topic in General Discussion
I find it odd when someone posts something in a very matter-of-fact way, without couching it, or even providing a modicum of "flavor text", then reacts condescendingly to others who point that out. Regardless, you play how you want, I'll play how I want, (assuming no violation of the ToS/RoC), and I'll continue to provide my oh-so-valuable commentary! -
Introducing: Hardcore Paragon / Rogue Isles
biostem replied to venetiasilver's topic in General Discussion
Arbitrary restrictions given as though there was some actual authority behind them... CHECK! -
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It may seem counterintuitive, but staff fighting has some flashy moves that could kind of be interpreted as "I can swing this around like I do because of my super speed"...
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Because the hooved feet use the character's skin color, it is difficult to match it to pants very well; It would be great if there was an option to apply a color to them like you would any other leg options...
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Is there a general 'how to build Scrappers' tutorial or guide somewhere?
biostem replied to ThaddyKane's topic in Scrapper
It was originally stalkers-only, (in a slightly different form), but was propagated to sentinels and scrappers either in the SCORE days or when HC took over/was made public..., -
Love this one, especially how you managed to use that Roman-esque chest piece, yet not look like your typical "I'm wearing Roman armor" character!
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Maybe they could do something like if you do not defeat any civilians from levels 1-10, you get badge A, from 11-20, badge B, and so on; So you may miss one particular level range's badge, but can still work toward the next level range's...