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biostem

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Everything posted by biostem

  1. Aid self is a pretty potent heal. I just wish the capstone power also removed the interrupt from it, as the extra click power is kind of irrelevant, IMHO.
  2. Think of it more in terms of "did you take any damage?". From there, you can rationalize things however you want. For instance, with shield defense, said shield could be absorbing the damage before it gets to your character, it could be deflecting it, (again before it gets to you), with the other resists depicting how even the damage that gets through or passed the shield is still reduced in magnitude, or maybe just the training & conditioning necessary to properly wield the shield has also toughened you beyond a normal person...
  3. You are not the moderator, and whether or not I respond to a topic is my prerogative. Maybe if you could articulate your ideas better and actually listened to feedback, you'd get somewhere. All you're proposing is to use some magically-inspired FX or animations...
  4. I wonder if they could take buildup and rework the mechanics a little; Reduce the damage buff it grants, and instead, have it max out your fury bar and hold it there for the duration of the power, (on top of making it easier to raise up).
  5. Maybe, just maybe THIS time you will include something that hasn't been rehashed countless times already. Magic/Arcane/Sorcery is not a "type" of power - all those things describe is an energy source, - no different than how a bullet uses gunpowder or a beam rifle might use a fusion power pack. Replace that fusion pack with some magic crystal or artefact and you've got yourself a magical powerset.
  6. A few more I've run through Krea:
  7. Another I think turned out rather nicely - "The Pyre Warden":
  8. What's that text under the image that you quoted me as saying? I didn't write that...
  9. If I had to guess, it's a holdover from a time when game devs wanted to make damn sure you knew when domination was ready for use or while you were under its effect(s). Yeah - seems like a huge oversight, but are any inherent powers tintable? The only other one that comes to mind is vulnerability from Sentinels, which IIRC, is not tintable, either...
  10. Lies! (Mine doesn't have a window and what's with all that light?)
  11. ------- The Joke -----> ------------------------ ------------------------ ------------------------ ------------------------ --------- You --------->
  12. I mean, it's really not that difficult; If I want a name, free it up, but don't you dare free up any of my names, (even if I haven't logged into them for years), because I need those!
  13. I think that when the original devs proliferated the regular ATs over to both sides, it kind of ruined the damage-survivability-aggro balancing act that existed. Stalkers should be the most "bursty" damage-wise, scrappers the most consistent, tankers the bottom, (I'm ok with their increased AoEs), and brutes should deal the most damage overall, but should require some work to get there. I think reworking the mechanic by which fury is generated and how full of a bar one can reasonably maintain should be the first priority. Maybe further reduce the secondary effects of those powers, (sort of opposite of what defenders get), but raise the resultant damage bonus that fury grants, perhaps allowing them to reach 100% more easily - say 5 foes or such...
  14. My understanding is that Null the Gull was really kludged together by the original devs, and the current ones are loathe to go messing around with it further. If that is indeed the case, then a regular menu option would be preferable.
  15. I wonder how difficult it would be to add an option that simply says "If there is a minimal/No FX option for a buff applied by another player, use that option whenever such a power is cast on me"...
  16. I don't think the problem is going to be rectified by turning a brute's fury bar into some sort of extra/temporary HP. I think the solution is to give them back their damage.
  17. Check out the 'petsay' command - it can be used with text or emotes!
  18. The question is how to you provide for such circumstances while not unduly burdening newer active players who simply want some of the shorter or more desirable names? Maybe give each player a number of tokens that flags certain characters as immune to the name policy...
  19. Well, we're active players, for one thing. That by itself should trump anything that inactive players have to contribute. But. as I'm sure others have pointed out, asking someone to check in once to even twice a year is not too much to ask, (maybe even 3+ times).
  20. It's a weird conundrum; If you got the name you wanted first try, there'd be no discussion, so that's moot. OTOH, of course someone is going to argue to have a name released that they want! All that being said, it seems to me that any and all policies should be in favor of active players over potentially returning ones. I don't think it's an extreme stance to take that people should play their characters periodically in order to keep their name9s)...
  21. My comment was somewhat meant to be tongue-in-cheek. That being said, I think missions where you need to defeat X enemies in a certain zone or specific part of that zone should reward players who actually contributed to said defeats.
  22. I kind of feel like XP should be limited to line of sight and/or possibly requiring each character to do *something* - whether that mean using attacks, buffs, or otherwise contribute in some way...
  23. I mean, if they can get 8 different powers to come out of a beam rifle, then I see no reason why they couldn't do an eyeblast-only set. That being said, I would much rather see them spend the development time on creating a variety of eyeblast animations to fit all the various animation times to be used as alternate animations for other powersets...
  24. I was messing around with different colors and patterns, and just kind of stumbled upon a combination of pieces that I really liked: "Lyte"
  25. The problem is that you'd have to essentially rewrite all powers to accept such enhancements and to have variable target types, (like ally-only to enemy-only for that healing power you used as an example).
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