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Major_Decoy

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Everything posted by Major_Decoy

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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)
  6. 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)
  7. 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
  8. 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.
  9. On topic, it probably wouldn't hurt to see more humans in leadership positions, but that's just the impression that I get.
  10. How much crime is there in the rubber suit?
  11. I'm not sure if that'll make it seem cattier or more scottish.
  12. I am totally in favour of making his speech as heavily cat pun accented as possible, but I am not familiar enough with it to do it myself. I was hoping for a bit of community support in fleshing this out. Ideally he'll be the second most annoying character in City of Heroes.
  13. [Nemewsis] Hear meowt, for I am Lord Nemewsis! Flea the vicinity of ZONE, for I shall conquer it forthwith! [Nemewsis] The Prussian Brew Russian Blue Paw Prince of Automeowtons marches on ZONE next! [Nemewsis] Lord Nemewsis demands the immediate surrender of ZONE! Take shelter if you value your lives! [Nemewsis] Citizens of ZONE! Surrender to Nemewsis or be annihilated! [Nemewsis] I shall make an example of ZONE. Prepare yourselves! [Nemesis] Imbeciles! I shall pacify ZONE myself! [Nemewsis] Did you in ZONE really think you could best Nemewsis? Then you are easily deceived. [Nemewsis] Nyahah! You fools in ZONE have only defeated one of my robotic duplicates! Lord Nemewsis shall purrvail! [Nemewsis] Do not feel at ease, VILLAIN ZONE, as Nemewsis shall return! [Nemewsis] Lord Nemewsis does not retreat for long! I shall soon return to HERO ZONE with my full strength!
  14. Oh, we didn't have "no idea" We had the ability to use powers unslotted and toggle stuff on and off. You could run dull pain and time how long it lasted and how long it took to recharge. We had no idea what anything did prior to using it but after using it we could work it out. Part of the argument for actual numbers was "This information is already all available, just not in game." But it's clear that they did some things to change the text boxes, after all, each of the text boxes does correctly reference the name of the power. "This is an attempt to remove your opponent's head from his neck with your battle axe. This attack is fairly quick for a large weapon..." (and it's aimed at center mass from the look of the animation. I suppose it works as "beheader" if you get a macro that yells "DUCK!" before you swing and "No, duck INTO the blade" after you miss the neck.)
  15. "Chop deals heavy damage with your battle axe, although it is much slower than gash" Activation time 1.2 seconds, recharge time 8 seconds. "Gashes your opponent with your Battle Axe doing Superior Damage." Activation time 1.27 seconds, recharge time 10 seconds. Meanwhile, Beheader is the fastest recharge, lowest damage attack? I get that it's only an attempt to your opponent's head from his neck, but it seems a fairly half-hearted attempt. You might as well call taunt Beheader. "Oh, you can't ignore me, I'm making my axe move towards your neck"
  16. You can absolutely roleplay that with the current game, it's not like great wealth or political influence have any influence on game play and neither does you weakness, so it's pretty balanced.
  17. I feel like they're worse for Dominators. I mean, at least controllers have a whole secondary that might not be superfluous. I kind of like the idea of giving anything that has purple triangles specific lockouts on attacks. So like, if the Envoy of Shadows has a mag 3 hold on it, even if it's not held, it cannot use Greater Fire Sword. A Mag 6 hold will also prevent the use of the DoT aura Shadow. A mag 6 confusion keeps it from using Healing Flames. A Mag 6 stun gets rid of Fireball. Something like that. It can still move, still attack, but controls are still doing something.
  18. This seems like the weirdest game to have this kind of complaint about. I've made two characters on the same archetypes with the same power sets just because you can make drastically different builds just by skipping certain powers, taking different power pools, slotting different sets, etc. Even if you keep all the powers and slotting identical, there are people who ran through praetoria as kind of a mirror of their primal characters. Edit: I suppose it's different approaches for different people, but the character that gets created will play the same content differently even if it has the same power sets.
  19. So, with that in mind, what I'd do is something like: Every Tanker should get one mag 4 stun and one mag 4 hold. Drop Build-up, give tanks a PBAoE Commanding Call or something like that, taunts the enemies and gives everyone a to-hit buff, damage buff, and +special, kind of like a combination Call to Justice and Power Boost. Every Brute should get one mag 4 immobilize and one mag 4 fear. Drop build-up, give a PBAoE Battle cry with something of a reverse repel effect to draw enemies in closer. It should also increase the brute's accuracy and damage (but not as much as build-up) and reduce the brute's endurance costs. Every Scrapper should get a -damage debuff and a -to hit debuff. I'd argue for somewhat powerful ones with short durations, so if you can time it right before big attacks you'll notice your difference in survivability. They could keep build-up, but since stalkers already have build-up, maybe give a power that leans more into criticals.
  20. This is actually something about the initial design of tankers that was lost in the way the implemented new sets and later power set proliferation. Tanker sets: Super Strength has holds, stuns, and knockback. Mace has stuns and knockback. Axe has knockback. Energy Melee has stuns. Ice Melee has knockback, holds, (and some -recharge) Stone Melee has knockback, holds, stuns Fiery Melee only has extra damage. But of note, Tanker sets are focused on the "classical elements" and tend towards having controls. Scrapper Sets: Broad Sword has -defense, some knockback, and parry Claws has some -defense (not much) Dark Melee has some -accuracy, an immobilize, and a heal. Katana has -defense, some knockback, and divine avalanche Spines has damage over time, an immobilize, some knockback, and some -recharge. Martial Arts has stuns and knockback. With the exception of Martial Arts, Scrapper sets tend to have more debuffs. (and no elemental sets) And, I think, that where Cryptic failed with differentiating Tanks, Scrappers, and Brutes is where they succeeded in differentiating Stalkers. The only real changes they made when proliferating sets is in changing out confront for taunt. This is probably budget and time concerns, but it's made comparisons as simple as "who does the most damage?" because there's not really any other metric to compare them on. If tanks had actually been melee controllers, and scrappers had been melee debuffers, and brutes had been oranges on pogo sticks, we'd be having entirely different arguments now.
  21. And this is all about single attribute enhancement IOs. Two dam/Acc IOs will provide a better bonus than one dam and one acc. So even if you don't want to bother with set bonuses, there's a benefit to frankenslotting.
  22. What I like to do is I have a bunch of low level attuned set enhancements and once I get to level 22 or 30 or so (depending on the character) I respec and take those low level enhancements and e-mail them to myself to use them on the next character that hits level 10. It's really convenient, they level up with me so I don't need to worry about keeping my enhancements up to date if I level 5 times on a task force.
  23. Perhaps unsurprisingly, all the references aside from Seinfeld and Friends are British.
  24. Are you currently incapable of ignoring entire topics? If I don't want to read a joke thread, I don't click on it.
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