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Everything posted by biostem
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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?
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What they could do is create a variety of "elemental master" power sets that carefully curate which specific attacks are available at each tier/rank, then work in some sort of set mechanic that provides a bonus for either varying the elemental attacks or following up one attack with another of the same type, (or whatever they deem fitting). In a way, storm blast already kind of does this, what with you being able to project winds, hail/ice, and lightning.
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Just for clarification, are you saying that those NPCs may be present and visible for one player, but not present/visible for another, at the same time and even if both were standing right next to each other, or are we talking within an instance where only 1 such player is present?
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I think both of your suggestions could best be addressed by adding more top, eye, mouth, and other such options for regular, full mask, hats, half-helmets, and even the existing full helmets...
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Can the game have a contact be present for one person by absent for another? I don't know if there's a system in place where a contact is available or missing "globally" for all players. It would be interesting if they could implement some sort of "significant other" system, where you could get missions from, and missions to rescue, said "significant other". I imagine such a system/interaction would have to be handled via a special solo-only instance - maybe you place a door to your significant other's bedroom or office, or something, and usually they're there, but sometimes they're gone and you find a note or clue that they've been abducted, which triggers a mission to rescue them...
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On some of my 50s, I noticed I lose the recharge bonus when I join something like a Yin TF. To address that, I've attuned those LotG uniques to regain said bonuses...
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I believe that this is a throwback to the vague terminology that the devs initially used for power values. Further, (and please understand that I'm not saying it couldn't use an improvement), outside of unique IOs, many sets can provide comparable bonuses, so it wouldn't make sense to give each and every one its own name...
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I had this idea some time back for a "survivalist" powerset, where you'd have to prep before battle to create your throwing knives, arrows, spears, traps, med packs, and so on. So in essence, while you could craft stuff mid-battle, you'd be vulnerable in doing so...
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Who new a thread on Nature Affinity would turn into an English lesson?
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I don't think we need to stack the same array of debuffs around on powers, especially if the intent is simply to do so to allow IO set muling. Frankly, I don't care what IOs people do or do not use, but aspects of powers should not be added or taken away to facilitate slotting IOs...
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I bounced between Champions Online, Rift, Neverwinter, various Fallout games, some console gaming, and so on.
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I'd also love some ring or other jewelry options, (bracelets, wristwatch, those connected bracelet to ring things, etc).
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Oh no doubt, but I was thinking more about being able to change the color of the vents & ports, for both the high tech and steampunk variants. Some of the robots upper arm options suffer the same issue; They have silver/grey/white vents/sockets and black wires/cables that cannot be changed at all...
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As it is a wiki, you can contribute and do just that.
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This either of the below links, hopefully they can help you out... https://homecoming.wiki/wiki/Launch:_Jumping_Speed/Increased_Jump_Height https://cod.uberguy.net/html/power.html?power=boosts.crafted_launch_d.crafted_launch_d