
Major_Decoy
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Why is there no Armour set in the game?
Major_Decoy replied to Scarlet Shocker's topic in General Discussion
There was a brief period of time on open beta, when they were testing "you can choose either the tier 1 or tier 2 power of your secondary power set at level 1" function where you could create a Shield Defense/ Dual Blades tank. https://i.imgur.com/ELJDUqn.gif -
Why is there no Armour set in the game?
Major_Decoy replied to Scarlet Shocker's topic in General Discussion
For that you just need to have shields as a customization option in dual blades. -
Letting go of Def and giving in to the concept
Major_Decoy replied to hoodedKitsune's topic in General Discussion
But -30 dam and 90 resistance stack in a way that -20 tohit and 69 defense don't. -
Staff Weapon Cosmetic Addition: Event Horizon
Major_Decoy replied to mad_foot_sr's topic in General Discussion
Spaghettified -
Fix tanker cones to have larger range like pbaoes have
Major_Decoy replied to WindDemon21's topic in Suggestions & Feedback
I feel like that's something that's a hold over from when there were no target caps. When there's no target cap, of course spreading the power over a larger area does less damage per target but it can hit more targets, so it's balanced. -
Staff Weapon Cosmetic Addition: Event Horizon
Major_Decoy replied to mad_foot_sr's topic in General Discussion
I am in favour of adding an "event horizon" into the game, but as a staff that's infinitely long. It still has the same range as normal, but it just clips through everything. -
That is part of the reason that Origin enhancements could have made sense. A natural character would get better at throwing knives by throwing knives. If they wanted to get better at aiming, they'd practice for accuracy, if they wanted throw more blades in a set amount of time, they'd go for speed (recharge), you'd just practice and there's only so much time in the day, so you can't improve everything. A technological character would devote time improving the knife. And this makes sense for stuff like knives and natural vs. Technology. But a science based character, like Captain America, would also get better at throwing knives by practicing throwing knives. So would wolverine. You have a knife. That's technology. You can slash or stab with it, that's natural, you get better at slashing or stabbing by practicing, that's natural. You have a bonus to accuracy from the drugs you take, that's science. You refine the method to deliver the drugs to your bloodsteam using a modified insulin pump, that's technology. You summon the ghost of a martial artist to possess your body, that's magical. You train your body so that it's more flexible and stronger when you are possessed, that's natural. All of this is a different game. It doesn't work in our system.
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That is fair. You can already make footless characters, so clearly, what we need is the ability to make characters who have feet but not legs. Then we'd still be able to see the animations.
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Because you're getting more exposure to magic. Like, the first time you hear a piano played, you might not know if the person playing it is any good, but as you listen to more piano music, you can get a better idea of the skill of the player even if you never touch a keyboard. And I am aware that you can revoke the powers and get one of the others (or none at all), but you cannot currently customize them, and you don't really get better at using them. I mean, to-hit buffs will make them hit more often, but that's pretty much it. Edit: if they were inherent and you could get better at using them, they could be customized, but they could no longer be revoked or changed. If they're made powers like the incarnate powers, then they can be customized and you can get better at using them.
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I don't even use science origin enhancements anymore. How is "Leveling up your science" any different from "leveling up your magic" The origin you pick at character creation has no impact on game play. This suggestion allows it to have some small impact, but it's not something you're locked into. No one would need to reroll a character because they want a different origin power. Maybe "origin" isn't the right word, because it's something you're developing during game play rather than something you pick at character genesis, but Science, Technology, Magic, Natural, and Mutant are the "power origins" Edit: Also, the current temp power origin powers cannot be customized in any fashion. I thought it'd be a fun way to add customization options to them, and maybe do things like "Well, my spines tanker has lethal and toxic damage, so maybe it'd be nice if I could develop mutation to do fire damage instead of toxic damage" Like, as you continue down the natural tree you might be able to choose between a pistol and a throwing knife, and they'd have slightly different capabilities.
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Honestly, I'd make an argument, but you can already make a headless character that uses eye beams. (it looks alright with Ebon Eye and Glinting Eye, but X-ray beam looks off)
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So, about when we become incarnates, whatever origin you were, you kind of become "Well Origin" I would like to propose a system, starting at level 1, similar to incarnate powers, but for the standard origins. When you start as a Science based character you start out with a tranq dart. What I would propose is that you also your tier 1 science unlocked and without any upgrades, tier 1 science is identical to tranq dart. (but by making it work similarly to incarnate powers, the appearance would be customizable) You could then level up your science by 1) using tranq dart or 2) defeating science origin enemies like Vahzilok. (this would also be how you unlock different origin powers if you feel it would be more thematic for your character to use a different origin than the one they were created with. Yes, I'm science, but I'm getting pretty good with this cantrip) And you could switch out between different origin powers, but you have a cool down similar to the incarnate powers. I think the origin powers should only impact the origin power you're using, so as you tier up your origin powers, it makes tranq dart better. Eventually, it'll be like having six slotted brawl. (Maybe, balance is hard)
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Thoughts on Making a Good Shield/ SJ Tank?
Major_Decoy replied to Arnabas's topic in General Discussion
So, Pathogen's Warehouse, if I remember correctly, is 20-30 content. Even if you had a build goal you would be having trouble with stamina if you're doing this level appropriate. I think vahzilok tend to have smashing resistance and not lethal resistance, so Street Justice will be weaker. When you say you have Stamina 3 slotted, is that 2 End Mod and 1 Power Shifter: Chance for +Endurance? Because that's definitely recommended slotting. If I only have room for two slots, I'll do performance shifter and 1 end mod. I enjoy my build. I will not claim it is a great build, but it is pretty sturdy. There is definitely room for improvement, but it's not too expensive. The stats are shown without any procs active. I did not go with six slots of Superior Avalanche because when Shield Charge's knockback procs and Avalanche's knockback procs, enemies actually get knocked back. Major Decoy - Hero Tanker Build plan made with Mids Reborn v3.7.14 rev. 1 ────────────────────────────── Primary powerset: Shield DefenseSecondary powerset: Street JusticePool powerset (#1): FightingPool powerset (#2): LeadershipPool powerset (#3): ConcealmentPool powerset (#4): FightingEpic powerset: Energy Mastery ────────────────────────────── Powers taken: Level 1: Deflection A: Luck of the Gambler: Defense/Increased Global Recharge Speed3: Luck of the Gambler: Defense3: Luck of the Gambler: Defense/Endurance5: Unbreakable Guard: Resistance5: Unbreakable Guard: Resistance/Endurance7: Unbreakable Guard: RechargeTime/Resistance Level 1: Initial Strike A: Mako's Bite: Accuracy/Damage7: Mako's Bite: Damage/Endurance9: Mako's Bite: Damage/Recharge9: Mako's Bite: Accuracy/Endurance/Recharge11: Mako's Bite: Accuracy/Damage/Endurance/Recharge11: Mako's Bite: Chance of Damage(Lethal) Level 2: Battle Agility A: Luck of the Gambler: Defense/Increased Global Recharge Speed13: Luck of the Gambler: Defense13: Luck of the Gambler: Defense/Endurance Level 4: True Grit A: Steadfast Protection: Resistance/+Def 3%21: Gladiator's Armor: TP Protection +3% Def (All)23: Gladiator's Armor: Resistance23: Preventive Medicine: Chance for +Absorb25: Preventive Medicine: Heal25: Invention: Healing Level 6: Active Defense A: Invention: Recharge Reduction27: Invention: Recharge Reduction Level 8: Against All Odds A: Invention: Endurance Reduction Level 10: Taunt (Empty) Level 12: Phalanx Fighting A: Shield Wall: +Res (Teleportation), +5% Res (All)27: Reactive Defenses: Scaling Resist Damage Level 14: Kick (Empty) Level 16: Tough A: Impervium Armor: Resistance/Endurance29: Impervium Armor: Resistance/Recharge29: Impervium Armor: Endurance/Recharge42: Impervium Armor: Resistance/Endurance/Recharge42: Impervium Armor: Resistance42: Impervium Armor: Psionic Resistance Level 18: Grant Cover A: Luck of the Gambler: Defense/Increased Global Recharge Speed31: Luck of the Gambler: Defense31: Luck of the Gambler: Defense/Endurance Level 20: Rib Cracker A: Superior Gauntleted Fist: Accuracy/Damage31: Superior Gauntleted Fist: Damage/RechargeTime33: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime33: Superior Gauntleted Fist: Damage/Endurance/RechargeTime33: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime34: Superior Gauntleted Fist: RechargeTime/+Absorb Level 22: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed34: Luck of the Gambler: Defense34: Luck of the Gambler: Defense/Endurance Level 24: Combat Readiness A: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 26: Shield Charge A: Superior Avalanche: Accuracy/Damage36: Superior Avalanche: Damage/Endurance36: Superior Avalanche: Accuracy/Damage/Endurance36: Superior Avalanche: Accuracy/Damage/Recharge37: Superior Avalanche: Accuracy/Damage/Endurance/Recharge37: Armageddon: Recharge/Accuracy Level 28: Spinning Strike A: Superior Frozen Blast: Accuracy/Damage37: Superior Frozen Blast: Damage/Endurance39: Superior Frozen Blast: Accuracy/Damage/Endurance39: Superior Frozen Blast: Accuracy/Damage/Recharge39: Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime40: Superior Frozen Blast: Recharge/Chance for Immobilize Level 30: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed40: Luck of the Gambler: Defense40: Luck of the Gambler: Defense/Endurance Level 32: One with the Shield A: Impervium Armor: Psionic Resistance43: Unbreakable Guard: +Max HP50: Aegis: Psionic/Status Resistance Level 35: Shin Breaker A: Mako's Bite: Accuracy/Damage43: Mako's Bite: Damage/Endurance43: Mako's Bite: Damage/Recharge45: Mako's Bite: Accuracy/Endurance/Recharge45: Mako's Bite: Accuracy/Damage/Endurance/Recharge45: Mako's Bite: Chance of Damage(Lethal) Level 38: Crushing Uppercut A: Superior Might of the Tanker: Accuracy/Damage46: Superior Might of the Tanker: Damage/Recharge46: Superior Might of the Tanker: Accuracy/Damage/Recharge46: Superior Might of the Tanker: Damage/Endurance/Recharge48: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge48: Superior Might of the Tanker: Recharge/Chance for +Res(All) Level 41: Conserve Power A: Invention: Recharge Reduction Level 44: Physical Perfection A: Performance Shifter: Chance for +End48: Power Transfer: Chance to Heal Self50: Numina's Convalesence: Heal50: Numina's Convalesence: Heal/Endurance Level 47: Tactics A: Invention: Endurance Reduction Level 49: Vengeance A: Kismet: Accuracy +6% ────────────────────────────── Inherents: Level 1: Gauntlet Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 2: Swift (Empty) Level 2: Hurdle (Empty) Level 2: Health A: Panacea: +Hit Points/Endurance15: Numina's Convalesence: +Regeneration/+Recovery15: Numina's Convalesence: Heal17: Miracle: +Recovery19: Regenerative Tissue: +Regeneration Level 2: Stamina A: Performance Shifter: Chance for +End17: Performance Shifter: EndMod19: Power Transfer: EndMod21: Power Transfer: Chance to Heal Self Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 1: Prestige Power Dash (Empty) Level 1: Prestige Power Slide (Empty) Level 1: Prestige Power Quick (Empty) Level 1: Prestige Power Rush (Empty) Level 1: Prestige Power Surge (Empty) Level 4: Ninja Run -
Any particular reason to skip Power Transfer: Chance to heal? There is a ten second lock out timer, so you don't get much for having more than two or so slotted, but it's supposed to provide more health/second than regenerative tissue. Though, I wonder if the changes to heal resistance impact these numbers.