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Sakura Tenshi

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  1. Sure, would work for people wanting to make Warhammer 40k Space Marines, though also imagined it for mecha characters.
  2. In addition to all these lovely ideas I want to add PAP transformation: Embiggen! I makes your character about 50%-100% taller than max character height!
  3. Then we’re in agreement that the story arcs do not necessarily violate the conduct guidelines than because of differentiation between game-universe and real world?
  4. I think part of it is the difference between things and acts strictly in game and it’s universe vs talking about doing them in real life through the game. For example, using the game as a communication network for drug dealing operations.
  5. I mean, the level 30 secondary power is summoning a pair of disruptor bots, plus there's PPP pet summons. That being said, I'm always a fan of playing 'pet masters who are badass as their pets', and wolf spiders would be a fun backup summon too.
  6. As I play three sets with click based next protection and also deal with hasten, it would be nice.
  7. Adding a few more things to this list I was reminded of: Integration Change power name to Homeostasis because biology reference Also add any available debuff resistances, but mostly regeneration and recovery debuff resistance Heightened Senses Change it from typed defenses to positional Yes, this would screw up a lot of builds and balance but man has this always bugged me!
  8. I mean, thematically then, why is SR able to resist sleep, confusion (which comes from Focused Fighter), or stun? Why doesn't Practiced Brawler protect against fear? But even that aside, mechanically, Practiced Brawler is the only mez protection that does that and only that every other power that does mez protection also has an extra effect beyond the protection*, then there's the fact that, as mentioned, placates are an incredibly annoying issue with SR (really high defense builds in general but SR does kind of stand out) because placates themselves bypass your defenses to autohit but the followup attacks from opponents are not so you both can end up staring at eachother while the enemy whiffs at you until they get a streak breaker. *Running down this list: Kuji-in Rin also grants psionic resistance and movement speed boosts. Active Defense adds defense debuff resistance Environmental Protection grants typed defenses and bonuses from adaptation stances. Obsidian Shield grants psionic resistance Static Shield protects from teleport, resistance to end drain and recovery debuffs, and psionic resistance Entropic Aura provides resistance to defense debuff, teleportation protection, and is a taunt aura and reduces recharge rate of enemies while boosting your own Fiery Aura's mez protection is spread out across multiple toggles plus burn which all have additional effects. Wet ice protects from Slow and Defense Debuff Unyielding increases resistances Fallout Shelter grants resistance to slow as well as toxic and psionic damage. Integration boosts Regen (also, I wanna rename it Homeostasis because biology reference) and Resilience adds resistance to all damage types. Rooted increases regen and reduces defense debuffs and Minerals also gives psi defense and +perception Indomitable Will adds psionic defense Bane and Crab Spider mez protections are passive with other additional effects Widows also use Indomitable Will and have Foresight which boosts psionic resistance and recharge rate So why can't Practiced Brawler protect from Taunt and Placate?
  9. @Rudra https://homecoming.wiki/wiki/Arachnos_Soldier_(Power_Set) https://homecoming.wiki/wiki/Arachnos/Soldiers#Wolf_Spider_Huntsman Player Arachnos Soldiers don't get Shotgun powers and Huntsmen NPCs do not get Burst, Heavy Burst, or Single Shot. And while I wasn't aware Aeon SF Crab Spiders did get Omega Maneuver, it does sort of undercut your point because it shows what powers the VEAT SoAs get and what the Arachnos NPC mobs get are very much dependent on the whims of the developers. The only case where the powers are copied are where they are literally copied in the Doppleganger system, which itself is full of flaws and limits. Also, maybe you should have just said 'I feel SR is too powerful and doesn't need any buffs' instead of trying to make it entirely about thematics? I still disagree and have arguments against your point but it's a finite argument instead of one about fluff.
  10. @Rudra Okay, but on a mechanical and balance level, do you disagree with SR getting Taunt/Placate protection? I did suggest the roundhouse as an alternative animation for kick, though with jab I felt it could only replace since the animation would end up changing the power from one tick of damage to two. a) Yes, I’d be fine with that and seems a bit like a matter of doppelgänger tech itself needing some debugging if SoA ones are able to basically select some of the otherwise mutually exclusive powers. b) also fine albeit seems like a weird situation since NPC Huntsmen and low level arbiters use their gun as a shotgun and grenade launcher. Though I don’t see why normal arachnos npcs would get full auto. It’s not like high level crab spider mobs can drop Omega Maneuver or Widows can actually use Link Minds.
  11. Another thing where I doubt the efficacy of these changes, much less expect them to be added, but they've been in my head so I wanted to get them out, so here we go. Super Reflexes Practiced Brawler: Add 500% resistance to taunt/placate. It would add a unique thing Practiced Brawler would add as a mez protection (it should be noted that all other armor sets, the mez protection usually comes with something extra, like /nin's psi resist and even /shield defense offering defense debuff resistance), it would help with an issue where Placates from mobs are auto-hit, but none of their other powers necessarily are, so you can end up in just a staring match as they whiff for several long moments and you can't even target them, and conceptually it could track for the theme of someone with super reflexes and a practiced brawler can shrug off such distractions and hold focus on enemies. General: Maybe in some power or another add a +tohit and +acc buff. I admit this is more on thematics than necessarily about balance or buffing the set. Just figure it'd be an interesting lean into another aspect of having super reflexes: being able to track targets in addition to dodging them. Empathy Clear Mind: Make into a targeted Ally AoE Resurrect: Also make into an AoE (probably a PBAoE one for this). Just bring Empathy up a notch to help it as a healer powerset. Arachnos Soldier New power - Full Auto (level 26): I admit, the reasoning is pretty flimsy as I just think it'd be fun to let Wolf Spider/Huntsman builds have the buff of tier 9 attack power and go full dakka. War Mace New Power - Change Build Up into Overpower: To give War Mace something unique, I had this idea inspired by Baldur's Gate 3's 'overpower' ability for bludgeon weapons. In this case, Overpower would largely just be the same as Build Up with two small changes: 1 being that it would last a bit longer, say 15 seconds, but also while active, all attacks deal an additional small amount of smashing damage on auto-hit, so even if the attack 'misses' you're still chipping away at a foe. Good for when Captain Mako or a Paragon Protector pop Elude. Shatter: As an and/or to the above, maybe add a -res component to Shatter. I had imagined this originally because I thought Bane Spider Soldiers got Shatter Armor as well but apparently, rechecking the wiki, only Blaster gets it in their Patron Powers. Still, I like -res, especially if you're using a smashing/lethal power set. Martial Arts Eagle Claw's: Make it a short-ranged, self-teleport so the flying kick is now, well, flying. Also the punch version can just be a big lunging charge. (plus, imagine how it'd pair up with crane kick sending people away then following up) Power Pools Fighting - Boxing: Change the animation into the 'one-two' punch used by Energy Melee's Barrage and Claws' Slash (because the low gut jab looks lame to me). Fighting - Kick: Change the animation or include alt animation that uses Thunder Kick's roundhouse snap kick. (Because the push kick looks lame to me.) Super Speed - Flurry: Gains synergy with fighting pool powers, Boxing decreases Flurry's recharge speed significantly, Kick increases stun effect from Flurry, and Crosspunch adds a chance to chain Flurry's hits to additional targets.
  12. Probably been said, but I’d kind of prefer them to do things to better distinguish the three sets, even if not in animation terms than in more details of the powers. Like it’d be nice to swap out one of Warmace’s heavier attacks with Shatter Armor or tack on a -res effect. as for broadsword, I just wish the thrust attack from the Stalker quick Assassin’s strike could be worked in some how. Especially since I wanted to make a Roman soldier once and as a history nerd I can tell you that gladius COULD hack but their best use was stabbing.
  13. I suppose I am alone in my lack of love for the GFFH, but also never realistically would expect them to just be removed from the game.
  14. @Rudra As I've said, it's a bit of personal preference on my part and my logic is, why would Demons need to actively work with Hellions when They're pretty useless idiots, at least for the level most demons seem to operate There's far more effective allies who can still be manipulated around those levels They honestly pretty happily give away what the demons would want from them (their souls) while apparently not needing much in return. Also, it's the Twinshot Arc, it does seem to imply though that GFFHs also aren't noticed as fiends by the Hellions either.
  15. @Monos King Oh, yes, I do agree. The idea wasn't that they'd be proper sniper-type enemies. They'd operate more like the Hitman as mentioned where they just tend to run away from melee when they can, though they could end up with one more trait of actual snipers and be basically immobile. Also, conceptually the idea was mostly about the Hellions grabbing weapons they could for firefights and thinking what are some common weapons people actually would own at home and could grab, in this case, a hunting rifle, and thus also use it to round out the Lieutenant tier. (Gunner is the balanced attacker, Buckshot has AoE and mild control from KD, Gunslingers would have higher DPS with more attacks but weaker ones, so this one is the very slow, but accurate and slightly more damaging) I also agree about not giving them the full actual player powers. I had intended for them to be nerfed versions and largely just use the animations because they were the best I could think of that might work with the Slammer's sledgehammer and and the Chopper's axe (kind of weird too, I thought chopper's used their axes two-handed). Definitely could stand to have better options. Notably there's also an issue with the slugger because I'm suggering a mace animation when slugger's use their bats with two-hands like an actual baseball batter. Understandable. I'm not much of a theorycrafter and not that great on balancing. That said, I hope you would agree it'd be kind of cool for there to be a shared boss between Skulls and Hellions who use both fire and darkness. As for the comments about axing existing mobs, specifically strikers and assailants, for me that's partly because it's a major source of ranged -def in the current skulls from an extremely common enemy. Which, as someone who plays mostly characters that rely on defense, is just a personal grievance. As far as axing death dolls/walkers and GFFHs? Ehhh, I guess that's an agree to disagree. If nothing else, maybe change the GFFH's appearance and ditch the whole 'succubus GF' angle for just someone who got lucky at Ouji Board roulette.
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