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Everything posted by biostem
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I think it's a matter of how you look at it; I basically treat it like a ranged damage aura. It doesn't replace a full-fledged attack, but for a defender or corruptor, that may need to focus on buffing/debuffing/healing, it's a nice way to keep some dps going...
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Ghost Ship: Introduce a little chaos
biostem replied to Techwright's topic in Suggestions & Feedback
What if you needed to contact the ship to gain a temporary buff/debuff that allowed you to actually harm the spectral pirates or something - like you need to be "slimed" in order to interact with other such ghostly apparitions... -
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Looks like "Lorem Ipsum" text IMO...
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I'd love to see your take on a Hercules mech or a Fake Nemesis! Oooh! I bet the Nemesis Jaegers would turn out really cute!
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A few thoughts: Many melee-AT APPs add control powers, like a single target hold or a cone/AoE immobilize. Take suppressive fire from dual pistols, drop the damage down to single hold levels, and give it a hold effect, (treat it like the cryo ammo version if that's simpler). Take empty clips and call it something like "pin-down" and turn it into a cone immobilize, with the damage and recharge adjusted accordingly. Add a targeting drone/focused accuracy-like power, (maybe call it sight-in or something appropriate). You can then add bullet rain for the AoE damage power, and hail of bullets as the capstone power, (maybe lower the damage, keep the +def when using standard ammo, and perhaps even add a -res effect).
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I wonder if you could have a stationary pet that both emitted a taunt aura/effect AND applied an effect like hurricane or arctic fog, (with the specific effects adjusted for balance and such, of course).
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You could, quite amusingly, have a pistol attack where you target an ally to heal them. You could handwave it anyway you want, and it'd be very funny to heal people with bullets!
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This doesn't really seem to fit the theme, otherwise the others seems fine.
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Well, katana & broadsword simply have a special attack power that grants a temporary defense buff, so all you need do is use that power sometime in your attack chain to gain the benefit. Similarly, radiation melee has a toggle that you activate to provide the effect, and you use the heal power as needed. Savage melee is the only one I mentioned that has an actual mechanic to it; Some attacks build up stacks of blood frenzy, which is what gives you the recharge and end cost reduction buffs, while others consume those stacks to gain some additional benefit. Frankly, though, I tend to *not* consume the stacks, as I prefer the aforementioned buffs, (the powers that consume blood frenzy gain a highlighted circle around them when you can gain their effects, so it's pretty easy to notice).
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Katana and broadsword have some nice +def powers that pair nicely with SR to up those defenses even higher. Savage melee is one of my faves and has a really nice +recharge +end discount mechanic. Radiation melee offers a self heal and a damage aura, which can really fill in some gaps that SR may lack...
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City of Heroes: A Legendary MMO with an Unwavering Fan Base
biostem replied to The Drawing Desk's topic in Art & Multimedia
CoH was in the sweet spot when the subscription model was alive and well, where high speed internet was available enough and computing cheap enough to provide for a large player base, yet this notion of having to "put in the time" to play for long stints and kind of figure things out for yourself was still present... -
I don't think real life/real people should be included in such contests. That being said, some sort of seasonal contests that replace in-game billboards and ads with player-submitted content could be really cool...
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Maybe -end/-rec powers need some sort of sliding-scale mechanism, kind of like what elec blast got - only maybe giving a chance of applying a debuff or something instead of extra damage...
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Are you certain said MM pet isn't in passive mode? If they're in defensive mode, and the enemy isn't attacking them, I don't think they'll retaliate, either. Now, if they are in aggressive mode or in defensive and have been attacked by said enemy, but aren't fighting back, then you have a point...
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MMs really need a way to "collapse" their minions onto themselves then redeploy them as desired. Some sort of "hard leash" whereby they get forcibly dragged along with the MM is also needed. I really love the AT, but they are just so cumbersome to play...
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Right, which is why I suggested drawing from the example of toxins by having it grant 3 click powers, all sharing the same cooldown, that grants some temporary additional damage of the appropriate type. I edited my OP after you replied to say that the pistol attacks themselves would benefit from the other ammo type for the duration of those click powers. Sounds good to me.
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I'd love to be able to round out my scrappers with some good old small arms. To that end, I propose the "Pistol Mastery" Ancillary Power Pool: 1. Dual Wield 2. Suppressive Fire 3. Empty Clips 4. Swap Ammo* 5. Hail of Bullets *For swap ammo, it would be really cool if it could also affect your primary powers. If that's too complicated, perhaps it could do something like the toxins power from blaster's plant manipulation - granting 3 click powers that share a cooldown, granting a temporary bit of bonus damage of the appropriate type, (cold, toxic, fire, etc). The pistol attacks would benefit from the different ammo type for the duration of that click power. If not, maybe each of the mutually exclusive ammo type toggles could also grant a small tohit buff and have their end costs increased accordingly...
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No, what I'm saying is, as far as your character is aware, you are destroying a real, albeit not yet completed, generator, and only after destroying it and and taking a closer look, do you realize that it was a fake. But, hey, sure, it could also just be bad writing...
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I think you are confusing "not yet completed" from a mission briefing/intel standpoint with what the opposing factions has actually fielded. In other words, as far as you and your team are concerned, those are 7 totally legitimate generators and you are there to stop them before they become fully operational. From the enemy's perspective, it's all a ruse and many are fake/dummy generators to keep you from destroying the real one and/or to buy them some time; Chalk it up to the fog of war/bad intel and all that...
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Couldn't a "dummy generator" be made to appear as though it were working, when in fact it isn't producing any power at all?
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I get what you're after, but I don't think dual blades would work as-is. At the very least, you'd need the typical "maintain" power. Maybe drop the combo mechanic and just utilize some of the DB powers as stand-alone's, with a few control-esque powers mixed in. This is very rough, but perhaps something like: 1. Stare-down: Ranged, single target fear that also applies a tohit debuff and greatly reduces the target's movement speed. 2. Power slice: As per the dual blades power. 3. Ablating strike: As per the DB power. 4. Build up 5. Typhoon's edge: As per the DB power. 6. Warrior's spirit: Toggle, self +acc, +recovery, absorb, resist fear & knockback. 7. Sweeping strike: As per the DB power. 8. Intimidating challenge: Works kind of like a scrapper's challenge power, only it also deals some psychic damage and applies a tohit debuff. 9. One thousand cuts: Per the DB power. Perhaps, instead of a combo system, this set could apply a special effect if an enemy has been stared down or intimidated, (like a -res effect or an added chance to knock the target down).
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Besides there already being a sorcery power pool, what do you envision being different between a mutant or a magic user flinging fireballs? Runes? There are auras for that. Maybe a mixture of elemental attacks? Storm blast kind of does that, (though I wouldn't be against sets that mixes earth, air, fire, and water a bit more).
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Can you tell us anything about this character? Any "must-have" items/colors? What are their powers? Origin? Does any of that matter as far as new costume suggestions go?