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Chris24601

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Everything posted by Chris24601

  1. Well, sea turtles are well and good, some returns can be more sensible with barely more effort than saying “sea turtles.” That said, the lady in question is NOT one of the ones I’d expect to see return... and in fact was probably killed off in the first place... due to a variation on the “One Steve Limit” rule. Put simply, if there’s a version of a Praetorian character on Primal Earth, then one or the other either did or was in the process of being either put on a bus or having a bridge dropped on them (or both) so that only one would be left going forward. As a prime example of that, look at the combo of the new KIng’s Row arcs (only partway completed) and the New Praetorians arcs. In the former, Back Alley Brawler, who’s mostly been relegated to auxiliary Atlas Park trainer ever since Galaxy City got blown up, was crippled (also worth noting, his powers are supposed to be entirely training and he was pushing 60 back in 2012). Meanwhile in the New Praetorians arc we see Marauder get redeemed and his actual super-serum powers (making his age irrelevant) restored. I’m pretty sure that, if not for The Snap, future issues would have seen BAB’s retire and Marauder more or less replace him. Given that she’s only a trainer and turns up only in a villain mission or two I also think Aurora Borealis might have been eventually phased out for the Praetorian version as well. Only versions that were extremely different from each other seem able to co-exist (ex. Pendragon and Hero-1/the Honoree). In a version going the other direction, Metronome (the Praetorian Clockwork King) took over Anti-matter’s satellite to assist the humans of Last Bastion on Praetorian Earth, meaning he isn’t around to replace Primal Russel. So in that respect, several post-Underground Trial arcs/missions happening to feature the Primal version in a more “neutral-ish” role probably means the death was deliberate move to remove a very similar doppelgänger and the villainous version being chosen because they’re the one easier to write future missions about.
  2. I've got a couple character concepts that took several iterations to get right. First was a "solo-series" version of my Thugs/Traps MM. I started out trying to do Dual Pistols/Devices Blaster, but the perma-stealth sustain (which didn't display in the power preview or I'd never have taken it) killed it for me. I then tried Dual Pistols/Martial, but the Sustain came equipped with a taunt which made it no fun... so I re-rolled AGAIN with Tactical Arrow as the secondary and the plan to use only the non-arrow powers (upshot, eagle-eye, etc.)... and the fact that due to system limits on two weapons (so the two pistols) the bow was invisible and made it almost like I was throwing the specialized arrows out using some type of launcher. That kinda worked. Ultimately though I had to break out of the Blaster AT blinders I had on, which took me rebuilding another character entirely to finally get the definitive version... a Traps/Dual Pistols Defender. The other one I struggled with started as a Grav/Storm Controller just because I wanted to do a new take on my Live Chaostroller... but it didn't fit the character concept so I tried a Storm/??? Defender instead. I did a version that was Storm/Rad for a bit until the mitigation was getting me killed (did I mention this was in Praetoria?), so I then did some tests of Storm/Elec and Storm/Water before finally settling in to Storm/Dark... which with brightly colored Noir alternate animations is pretty much exactly what I wanted, especially once I got the AoE immobilize in. It was the jump from Controller to Defender on that character and that two of my real life friends started the game by rolling Blasters and a desire to support them that finally broke my other character's "blaster-lock" and got me to roll them as a Defender that actually did what I wanted the original to do. The only other one I really did a re-roll on was a Savage/Bio Scrapper that I wanted to use a lot of stealth on, getting re-rolled as a Savage/Bio Stalker that did everything the scrapper did, but with better integrated stealth in the concept.
  3. I suspect its because they were added at the same time as Praetoria, which ended at level 20 with an alignment choice to go from Resistance/Loyalist to Hero/Villain. Having lower level alignment missions would be nice, but so would just allowing the previous tier(s) of missions to be played. The big problem is there's only eleven missions per level band with one (12 for 40+) for a given alignment. This wasn't quite as noticeable when you were limited to 5/day and advancement through 20-29 and 30-39 were quick enough that you weren't going to repeat too many and incarnate stuff required you doing entirely different content to advance it, but it gets VERY noticeable now that you can run an unlimited number per day and incarnate leveling is just doing any content. All that said, my radical overhaul would be to re-jigger the Praetorian content to create a smoother overall process for a Praetorian only playthrough. Step 1) Tweak the levels in Praetoria; right now its super-easy to outlevel Nova Praetoria and Neutropolis without even using an XP booster while Imperial City lags slightly. Changing the levels to 1-10 for Nova Praetoria, 10-15 for Imperial City and 15-25 (with the Rift to Primal Earth mission still opening as early as level 20 once you complete one of the four arc chains) would clean up a lot of that. Step 2) Move the exit points for the Praetorians into Paragon City/Rogue Isles to one of the Vanguard Annexes. Inside the Paragon City Annex would be Tina Macintyre (or a replacement) with JUST "The Praetorian War" arc re-leveled to 20-30, Maria Jenkins with all her missions re-leveled to 30-40 and Mistress Eva (First Ward starter contact). The Rogue Isles would have contacts with villain/rogue rewritten versions of Tina and Maria's arcs and Carter Mordesen (villain First Ward contact). Step 2A) Tweak a bit of the First/Night Ward dialogue to make it clear that events there are happening contemporaneously with the Tina and Maria arcs and add a closing mission/arc that takes you from the conclusion of Night Ward to the start of the arcs in Step 3 without having to have picked Hero or Villain first. Step 3) A new set of zones accessible from the Annex would be available starting at level 40. These would be mirrors of the Praetoria 1-20 zones with forces swapped out to the time of The Praetorian Invasion (ex. IDF and War Works on the streets instead of PPD). These would be War Neutropolis (40-45), War Imperial City (45-50) and War Nova Praetoria (50+). For content, each of the Incarnate Trials would be re-written into story arcs (one per trial) with mission doors in the respective zones (i.e. the Lambda Trial arc would be in War Neutropolis, the TPN Trial would be War Imperial). You would be diverted to Dark Astoria and its arc at the appropriate point. Step 4) Move both the Marchand/New Praetorian and Mr. G's arcs to Kallisti Wharf and make them level 50. The rationale here is that the zone matches the graphic quality of the Praetorian content a lot better than Brickstown/St. Martial do and with a story arc version of the Praetorian conflict available that can be soloed to experience it, it makes sense to move the arc to after the war arcs. The end result should be a reasonably seamless path from the Precinct 5 tutorial zone all the way to incarnate content while focused entirely on the Praetorian crisis (with Primal heroes and villains able to hep in at level 20, about the time that missions like Roy Cooling's arcs start setting up the big war with Praetoria... in that case upgrading the Mediporters to deal with the jamming the IDF intends to use that is mentioned in the later arcs in Praetoria) and its aftermath.
  4. While I understand the general sentiment of others, pineapple does actually go really well with certain other toppings (and awfully with others). It’s ideal compliment is ham and/or grilled chicken with either a sweet plum tomato sauce or a Hawaiian barbecue sauce and stick with the basic mozzarella instead of adding sharper and more flavorful cheeses. The idea is to bring out the sweet and tangy of the pineapple and sauce with the non-greasy ham/chicken as a salty compliment. It is also better on a thinner dryer crust where the bread isn’t weighing down the meal with a lot of extra starch/carbs and doesn’t take so long to cook that the pineapples break down into formless mush. It’s horrible with pepperoni, Italian sausage, onions/peppers, spicy tomato sauces and sharper cheeses... which is where it’s bad rap as a pizza topping comes in. The sweet fights the heat and makes both less appetizing. Deep dish where the longer cooking time breaks the pineapple down doesn’t do it favors either. Basically, if your definition of a pizza requires thick crusts, pepperoni/spicy toppings and flavorful cheeses then YES, pineapple is bad. But if you’re a bit more flexible then it can actually be really yummy.
  5. My favorite thing about the Wards is they give a Praetorian an extended stay before they have to leave for Primal Earth. And let me tell you, if you’re a Resistance who ultimately goes hero, doing the portal mission AFTER Night Ward and seeing both Katie (who remembers you again) with other freed Seers and Noble Savage standing there having nice send offs feels way better than how things get left in First/Night Wards. Similarly, if you make sure to use whatever means to hit max level for Night Ward before leaving you’re right in the level range to start the Praetorian Portal Corps missions, then do the New Praetorians arcs and wrap it up with the Last Bastion arc and you’ll have gone from 1 to 50 doing nothing but Praetorian-related content.
  6. Better suggestion; make all the Arachnos costume parts into general use pieces so you can have as many or as few Arachnos costumes as you desire and non-Arachnos ATs who’s concept is being employed by Arachnos can incorporate Arachnos costume pieces too (heck, you can already put a crab backpack on). P.S. and I don’t know what tools are required, but could we get the widow leg color map adjusted so it lines up on the inner leg?
  7. Characters have more than enough power picks and slots that building for “tank only” or “buff only” is a gimp build and actually holding your team back. If all you’re using is taunt you’re taunting maybe half what could be achieved if you were also using your attack powers. Likewise, the ultimate in damage mitigation for your allies is inflicting the “dead” status effect on a target and a good defender knows when popping off a blast is more useful than spamming a heal on a group that’s already topped off on health (particularly if that blast has a useful debuff attached to it... ex. /dark can nerf a target’s to-hit into the floor with a couple shots, particularly if the attack is slotted with some to-hit debuff instead of straight damage). This isn’t a “holy trinity” MMO. Defenders and Tankers don’t have attack secondaries for show; they’re intended to be used.
  8. It’s an easy one to fail though because it’s timed and the setup is literally that Amanda Vines will pay you to not get involved. So take the mission and then run something else until the timer’s up and then go collect your reward from Marshal Grumpypants for doing nothing. I mean, seriously, you’re being PAID to do nothing. That is living the Rogue dream right there! As to Patrons, Plan A for me is to just skip them unless I desperately need one of the Pools. If all you’re after is the pools then do Black Scorpion. As mentioned, for the only arc you need to do for them you’re basically stealing from/taking down other bad guys. The later arcs get more heinous though. If you’re going to play through the entire Patron arc though, go Scirocco. He’s basically a well-intentioned extremist. Taking down Serafina isn’t exactly heroic, but she’s messing with people’s free wills and it’s not like you can actually kill her so it’s just “there” on the good-evil scale. Similarly, while the internal monologue implies you’re stopping Scirocco from using the Mallus Mundi because you wanna stay evil, the fact of the matter is that taking away people’s free will (even if that will is to choose villainy) is pretty horrific so I’d like to think it’s something even a hero would choose to do. His third arc is basically stopping the rise of an evil goddess so no moral qualms there and the last arc is the same for all the patrons putting Project Destiny to bed which means thwarting the long term schemes of one of the setting’s biggest villains and walking away free and clear from it.
  9. Overall a pretty good list, The main changes I'd make to it are; - The two rogue arcs have been mentioned but I'd add them to the list for completeness sake (with the note they're expressly Rogue only). - Scratch Billie Heck from the list unless you like kidnapping mobsters' daughters and turning them over to their rivals to make "examples" of. - I'd add a note to drop Jezebel Jones before starting her "Johny's Squeeze" arc as that involves kidnapping and later murdering someone because they knew too much. Not very roguish there, but her other arc is pretty good. - Shadow Spider's arcs are beating up Agents Indigo and Crimson... not my cup of tea, but super-spies aren't exactly innocent bystanders either so your roguish mileage may vary. - I'd add Marshal Brass (15-19) with a note that you can choose to deliberately fail the final timed mission for his arc at which point its just a paid investigation arc which is right up a rogue's alley. - I'd also make a note that the Vanguard arcs (35+) can be played by anyone and rogues can certainly run with the idea they're being paid handsomely as a government contractor for their services (and frankly, what's a better way to say "I'm a Rogue" than working for the government at ludicrously inflated rates... you're effectively stealing from entire countries LEGALLY and the heroes can't touch you).
  10. Tactical Arrow has totally ruined Trick Arrow for me. It’s got; - Net Arrow, but electrified (so it could actually ignite an oil slick) - Ice Arrow, but does cold damage - Flash Arrow - Glue Arrow, but deals toxic damage. - EMP Arrow, but no crash and better recharge. Sure, there’s no acid, disruption or oil slick arrows, but it gets a whole bunch of survival self-buffs, can slot much more interesting sets and the Blaster AT makes up for the lack of damage resistance (at least for soloing). The simplest fix to Trick Arrow to start would be to just normalize the set by using the Tactical Arrow variants of Net, Ice, Glue and EMP for it. This also gives the set a way to ignite the oil slick on its own (electronet energy damage). The next fix I’d suggest is to change disruption arrow from a stationary debuff zone to one you stick on a target that moves with it. This makes it a lot harder for a specific target to just run out of the patch (so you can keep it on an AV even as it runs around) and means that it will stick with the mass of a spawn you’ve aggro’d even if you started from a distance. Add a -Regen effect to the Poison Gas arrow that persists even if the Sleep is broken (the ONLY reason I’d even keep the sleep part is the cottage rule). I’d also increase the AoE of Acid Arrow. Even though the first change would allow you to ignite it anyway, I’d like to see a toggle option added to Oil Slick Arroe to allow it to just automatically ignite when the toggle is on, saving you an activation.
  11. Might be doable just with alternate animations, but I’m not sure how well weapon sets play with those so it might need to be its own power set, but... Tactical Grenades: Literally just Tactical Arrow with grenade animations in place of the bow. The reason is simple and two-fold... First, you can only have two weapons as part of your costume. If you’re Dual Pistols, the bow is invisible (but the arrows are not) so all of the bow attacks look ridiculous. Using a grenade means there’s no third weapon. Second, grenades are more generic and don’t have redraw issues when combined with other blast sets. They thematically work better with Assault Rifle and Beam Rifle and are easier to fluff as other things (they can be magic flasks for a Magic origin character) for other sets and are easier to justify pulling from utility belts or similar as a supplement to your primary attacks vs. whipping out a bow. Finally, if we’re in for a penny, may as well go for the pound... if you can use a grenade animation for them... you could also do a forearm launcher animation too for those who want a more “power armor” look. So there’s my suggestion... Tac Arrow and Trick Arrow variants using grenades or arm launchers to better allow their use with a broader range of concepts.
  12. Water Blast is FANTASTIC for going full bore while still feeling like you're being non-lethal and just trying to get them to "cool off" in situations like this. Yeah, high pressure water can actually do a LOT of damage in real life, but given that you're basically water-bending it feels like something you can really control the power level of and the fact that all of its knock attacks are all relatively low mag down or up (vs. back) it feels like you're self-regulating the flow so you're just doing enough to knock them down rather than hitting them with a blast of water solid enough to send them flying through the air.
  13. Yeah, water jet has a 10 second cooldown on its 3 stacks Tidal Forces use. Double Use every 10 seconds is already quite OP... add a third with their aim power also giving three stacks it’d be over the top.
  14. To be fair; on live it used to take 22 missions over 4 real world days (plus grinding for the 5-6 tips per day) in order to go from villain to hero. The Null the Gull and unlimited tips per day were added mainly due to low population numbers on the SCoRE servers and were maintained on Homecoming. I don't mind the tip mission requirement for alignment change from rogue to hero, though I do appreciate Null being able to set my initial Red-side alignment to Rogue as that much better reflects how I play my toons even if it doesn't actually have a mechanical effect until level 20+. I WOULD mind if unlimited tips per day were taken away as the Rogue tip missions are about the only thing I can stand in terms of post-35-ish Red-side content (after I'm done with Hardcase in St. Martial it gets really hard to find Rogue-friendly story arcs outside of those tips so a cap at 5 per day means I'd just definitely take all my toons Blue at that point rather than keep one Rogue intact to help out some friends who are playing through Red-side; I'd Null one hero to Vigilante before any such change went live and that's what my friends who are trying out Redside would be stuck with once we hit level 35). I don't think I can stress how unpleasant I find playing villains. I can tolerate Rogues by limiting myself to a curated list of story arcs and Rogue tip missions (doing 10 Rogue to Hero missions, then 10 Rogue missions and the Rogue confirmation mission helps break up the monotony a bit)... but that's the extent of my ability to enjoy Redside. Which is why I suggested the notion of "Red-side Heroes" as about the only thing that would keep me Redside... I'll do "fighting for justice in a corrupt society" (that's the draw of Praetoria for me... just wish it continued past level 20 without the hard reboot of narrative direction with First/Night Ward).
  15. And it’s also worth noting too in the distinction that vigilantes are still considered “heroes” in the generic sense. They aren’t locked out of any blue-side content for being a vigilante (as opposed to Rogues who can visit, but only have radio and tips that turn you Hero available sans teaming). They just have a differing set of priorities (protect the innocent vs. punish the guilty) and both priorities have a role in achieving justice (allowing villains to go entirely unpunished leads to villains feeling there are no consequences for their crimes). The same can be said of Warden and Responsibility; both play a role in trying to protect Praetorian society from its worst excesses. You can see how close they are both in the fact that both are the mission chains available to either faction (where as you MUST be Resistance to take Crusader missions and MUST be Loyalist to take Power missions) and in the moral choices available at the end of each zone arc. Warden moral choices are invariably about protecting individuals (remain Resistance/Warden) vs. protecting society (go Loyalist/Responsibility) while Responsibility moral choices are invariably about protecting society (remain Loyalist) vs. protecting individuals (go Resistance). Honestly, the most interesting thing to me is how it shakes out in the post-Praetorian War arcs; where Responsibility and Warden NPCs end up basically on the same side (and in Paragon City) while you see Crusader and Power NPCs turn up in the Rogue Isles (including generic Crusader mobs joining Arachnos in Recluse’s tower in Grandville). Also telling on the “two sides of the same coin” front is that the final morality choice for Responsibility involves an NPC who basically embodies the “Responsibility” faction in Praetoria deciding to “go Resistance/Warden” on learning Emperor Cole’s true plans. Similarly, even if you remain Loyalist, Marchand (who is Responsibility) urges you to go to Paragon City and be a hero in an effort to avoid the war by proving not all Praetorians are villains (and that going Red will do nothing but empower yourself). Honestly? It makes me wish we actually had two more alignments on Primal Earth... call it a “Red-side Warden”; a hero who protects the innocent in the Rogue Isles while evading the legal authorities (i.e. the utterly corrupt RIP and Arachnos); and a “Blue-side Power”; a self-serving powered person who cares only about their own fame and glory (akin to The Boys).
  16. The key distinction for me is that most of the Warden missions involve rescuing people from the corrupt regime while many Responsibility missions are about taking out threats to the false peace of Praetoria... including executing people because going through proper channels wouldn’t be effective (ex. Washington choosing to execute Cleopatra because she’s Resistance because he believed Praetor White would try and shield her). There are several Blueside missions that involve you going outside the law for the greater good. One particularly memorable Crey arc even has you hunted by the authorities for a time because you’re getting too close to uncovering the Countess’ true identity. So disregard for the letter of the law isn’t the hero/vigilante divide. The tip missions on the other hand make that divide clear; choosing hero for the tips always prioritize saving people over actually stopping the bad guy, vigilante missions always prioritize stopping the bad guy over saving people. Warden missions similarly prioritize saving people (even from their Crusader allies at times) while Responsibility missions prioritize hunting down those responsible for endangering people. That’s why I categorize Warden as more hero aligned while Responsibility feels more vigilante aligned. It’s not a perfect match because of the underlying structures (Paragon City by-and-large has reasonable authority figures so heroes can operate mostly within the law while Praetoria is clearly a crapsaccharine tyrannical dystopia where saving people more often requires going around or outside the law), but the Praetorian mission targets relative to the tip missions (the only place we really get a distinction between a hero and a vigilante) fits a LOT more closely than the other way around.
  17. For me it always mapped as; Warden = Hero. Oppose oppression, but care about the means used. Crusader = Villain. Most of their missions boil down to hurting innocents to achieve their political goals. Loyalist = Vigilante. Try to do the right thing, but are willing to do grey things for the greater good of keeping society intact. Power = Rogue. You’re out for power, fame and wealth and saving people is a means to that end (many rogue tip missions and the like focus on getting people to pay you for saving them or to gain the item you procured). None are a perfect match, but that always felt like the closest fit... the two extremes (hero/villain) in one faction and the two intermediates (vigilante/rogue) in the other because that allows for different interactions than otherwise and gives both factions a reason to go either Blue (warden/responsibility) or Red (crusader/power) at the conclusion of the main Praetoria arcs. One of the big “tells” on this, at least for me, is who you get to have farewell conversations with in the mission that sends you to Primal Earth. Hero Resistance is all Warden story NPCs. Villain Resistance is all the Crusader NPCs. Similarly, Hero Loyalists meet up with Responsibility NPCs and Villain Loyalists meet the Power NPCs.
  18. The fact that you can’t see yourself when using the sustain power for blaster devices led to me re-rolling them as a Tac-arrow secondary (the power preview in the character builder didn’t include any fade out, just a blue aura... so it was annoying to get to level 20 and have your character just disappear). It kinda worked out because I was already dual pistols so the bow was invisible and you just saw the arrow appear and launch and I eventually used the Resistance gloves to justify it being hydraulically launched from your right gauntlet; but I would have much preferred devices for variety. Similarly, my stalker hides using the equivalent of Jedi mind tricks so having them remain visible to me would actually be more thematically appropriate.
  19. Oh and regarding the “NCSoft Bad” and “Gimme Shinies” post above... NCSoft is made up of people and those people change over time. The NCSoft of today is not the NCSoft of eight years ago. Their priorities then are not going to be their priorities now. The people making the decisions now aren’t the people who made the decision then. There’s also a big difference between shutting down a game with the thought that the IP might be useful elsewhere and that the market would move to their other properties... and licensing an IP that’s laid fallow for nearly a decade to be used in a market in which they have no interest in even trying to compete in. As to things like growth and wind control and all those other “shinies”; Apple just ended compatibility with 32-bit programs. The next iteration of Windows is almost sure to follow suit as the last 32-bit systems are nearly a decade old at this point. All those shinies aren’t worth a thing without a system to play it on. It may not be glamorous, but the Homecoming team did the work to upgrade the client to 64-bit architecture that ensures new players on new systems can actually play the game (and older players aren’t locked out forever because their old machine finally died). Cleaning up the fundamentals like that is the sort of responsible use of resources that will keep Homecoming running long after flashes in the pan offering poorly tested shinies have faded away.
  20. Nah, the interesting part was they put the most traditionally heroic types (Warden goal of overthrowing the evil empire without endangering the population) with the worst possible monsters (the Crusaders are willing to blow up hospitals full of innocents and set off a neutron bomb under the city just to make Cole look bad) and then put the folks struggling to make the least bad of a bunch of awful choices (Responsibility) with the ones who only care about the fame of being a super (Power is basically The Boys). Thus, each faction is a study in contrasts; The Resistance is “What means are justified?” and the Loyalists are “What do you do with your power?” By the end the Responsibility Loyalists and Wardens are basically on the same page that Cole’s invasion plans have to be stopped (and fit naturally into Blue-side) and Crusader and Power, while their overall goals don’t align, are naturally better fits for the Might Makes Right philosophy of Arachnos and the Rogue Isles. As to Red-side, I’ve done several characters who make it to about level 35. Prior to 35 there’s enough content that is Rogue-focused that I can work with the setting as a fugitive or jerk-with-a-heart-of-gold type who robs from the even worse and tries not to get any bystanders hurt. Past that, particularly once you reach Grandville, the only Rogue options left are basically tip missions and newspapers (beat up or rob another villain). There’s no way a Rogue (at least as I envision a Rogue) can justify not shooting Westin Phelps in the head after being given their first assignment from him. Bottom-line for me; if you want me to be interested in late-game Red-side then I need more arcs that let me stay a Rogue; an Ocean’s 11, John Wick, just about any comic series where a villain is the protagonist. The biggest problem with a lot of Red-side content is you’re basically being written as the antagonist during acts one and two of a three act superhero story instead of as a protagonist of a full three act story... basically you’re presented as a monster (ex. the lackey mission in the Graves arc; the Skull agrees to help you and be your minion only for you to turn him over to a serial killer not two-minutes later... this is particularly jarring if you’re playing a rogue-ish Thugs MM as the Skull was perfect recruitment material for your gang of misfits). Even better from my PoV would be to start adding actual hero missions on the Isles and full-on villain missions in Paragon City. Let the players who really want to play a Batman type have the rundown urban decay and overtly corrupt police forces and corporations of the Isles along with the worst villainous scum to fight. Let the villains who prefer to plot crimes against the rich targets of Paragon have missions beyond just the timed mayhem missions and other instances to explore there. But as written currently, I start into Rogue tip missions as soon as they’re available and leave the Isles behind for Blue-side after I get done with Hardcase and unlocking the Patron powers.
  21. Why no disabled people? Have you seen how inexpensive a set of cybernetic legs are from the technology origin shop? Heck, there’s magic stores you can just walk into and buy powerful enchanted talismans that boost all manner of things. So the “everyone (or at least a fair percentage) is actually super” argument actually has some merit to it.
  22. This is because every architect in Paragon City and the Rogue Isles was replaced by a member of the Circle of Thorns. They designed every building in the City and Isles to force hapless mortals by their erratic paths through their office buildings to enact eldritch rituals that empower the Circle and their demonic minions. At least that’s the only sane reason I can think of for the layouts. The layouts are too crazy to even be.a Nemesis plot so the only remaining reason is “a wizard did it.”
  23. Spectrum for the boots is at the very bottom of the texture lists for the basic, stiletto, flat, folded, etc. boots rather than a separate boot type.
  24. For me, all of my toons monitor; -Regen Rate -Recovery Rate -Endurance Consumption -Last Hit-Chance -Inf Depending on the toon I will also montor; -Current Hit Points (if the toon regularly rides that edge... regen rate and the basic bar are usually enough) -PVE Stealth Radius (if the toon has stealth) -Hold Protection (if mez protection isn't steady state; ex. a clicky or Blasters with the stacking ATO proc) -Damage Bonus (if the toon has a non-permanent means of buffing it) -A relevant defense bonus (if the toon is defense focused and has elements that will cause it to vary)
  25. Think more Alucard from Castlevania (hmmm... maybe I should go fire mastery instead, but can I shoot three fireballs at once?). Basically traditional vampire powers minus burning up in the sun (at least no more so than your usual ginger ); superhuman speed and strength, fast healing, limited transformation like growing claws/fangs or turning to mist (hide+flight+a cloudy aura), some hypnosis (i.e. placate) and channeling the power of their blood (boosting strength/damage, speed/defenses or endurance). In the level 30+ range this will also include some blood sorcery (pulling blood from nearby people to heal, trapping opponents in bloody tentacles, etc.).
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