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Weapon Customization - SPEARS!
Sakura Tenshi replied to Quasar Seraph's topic in Suggestions & Feedback
My issue with spears being a customization for Broadsword is just that the only thrust attack Broadsword even gets is for Stalkers. -
Weapon Customization - SPEARS!
Sakura Tenshi replied to Quasar Seraph's topic in Suggestions & Feedback
Kind of bugs me because shadow Hunter and i think some animus arcana actually do have spears for staffs but, sadly, due to how this game works I feel like even if an NPC uses the exact same attack animations and all that as the player, them having a unique weapon model does not mean it’ll translate to players. -
As someone who has felt like there are a certain recurring number of posters who seem to poo-poo my suggestions, but also realizing it is a bit of confirmation bias, I had wanted to contribute a bit more to this thread but it sort of blew up and I wanted to focus on pitching another idea. That being said, this is a public forum, literally, anytime you post ideas or suggestions for the game you assume the inherit risk of said ideas being scrutinized and do need to accept that as a possible outcome. You can try to convince them and they may not like it (I remember suggesting placate/taunt protect for practiced brawler, since all other mez protections have an additional function and was just told ‘boohoo. Willpower conceptually deserves it more’) and it’s in their right to not be swayed. Does it mean your idea is just bad? It could well be and is something to consider. Could it be that they’re wrong and just want this game to be a museum piece? Also possible. It could even be malevolent cabal of cats stealing people’s accounts. But at the end of the day, it’s part and parcel to this board of the forums and we have to learn to deal with it. besides, what are naysayers really going to do besides say ‘no’? This isn’t like 4chan where they can Sage it to try to push it out of the feed, and I feel like no sane moderator would take up these people on the naysayer’s suggestion to nuke whole threads because they don’t like an idea.
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Sakura's Shotgun ranged set: Shotgunnery
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
Kind of? I mean, sometimes I do like just 'spray and pray', the real issue I have with Assault Rifle as it stands is that it's not really an Assault rifle, it's a frankenstein of multiple firearms into one hideous beast. And yes, Rock Salt is kind of my personal baby because I love the idea of a 'less lethal' munition that's honestly so terrible it'd still qualify as a war crime, but I'm actually just a mild gun nut with no actual firearms of my own. Lastly, I do like that idea of an interruptible melee and 'bite the barrel' since it's kind of exactly how I imagined No Mercy looking, I based it a bit in my head off a skill in Secret World's Shotgun skill tree.- 4 replies
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- powerset suggestion
- blaster
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Bit of a foreword As the title says, this is a bit of a conceptualization for my idea of a Shotgun based ranged powerset for Blasters, Corruptors, Defenders, Sentinels, and even a modified version for Dominator Assault. I confess that aside from increased character conceptual freedom, there's not too many big positives immediately obvious for such a set with Assault Rifle, Dual Pistols, and Arachnos soldier already in game for ranged lethal sets, the only big positive, which might be a negative to some, is that it shouldn't need any new animations. I also want to note that while I didn't want to use names which would imply the type of shotgun used, as this would likely use the same weapon customization options as Assault Rifle and other such set, I opted to just go 'we ball', also, I can see this as a VERY AoE heavy ranged set. Blaster, Corruptor, Sentinel, and Defender version Snakeshot: (Ranged, DMG Minor Lethal, Foe Knockdown, Rech: 3.5 sec, Special) - A modified cartridge meant to dispatch with pests and vermin than people dealing minor damage, Underling tier enemies are hit for double damage. Sabot Round: (Ranged, DMG Moderate lethal, -Def, Rech: 6.5 sec) - A shaped slug inside of a shell, it possesses greater range and accuracy though lack the pure stopping power of other shotgun round. Slug: (Ranged, DMG high Lethal, Foe Knockback, Rech: 8 sec) - Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but it deals more damage, is longer range, and can knock down foes. (pretty much taken from assault rifle) Buckshot: (Ranged (Cone), DMG moderate Lethal, Foe Knockback. Rech: 8 sec, Special) - Fires a cone of Buckshot pellets and can knock some foes down. Deals bonus damage to targets within 15-feet. Rock Salt: (Ranged (Cone), DMG minor lethal/toxic, Foe Sleep, Rech: 10 sec, Special) - You blast your enemies with a shell of rock salt, dealing little damage but causing them to writhe on the ground in pain. Rock salt shot is also extremely effective against true undead. (The 'sleep' animation for this would be the Ghoul Tantrum emote on a loop until hit,. figured it'd be sleep than hold since I felt once reminded they're in a fight most enemies would start to power through it. Also thought it'd be interesting to have a power besides ghost slaying axe that dealt extra damage to true undead since we have attacks that deal bonus damage to robots) Aim: +Damage +ToHit (I kind of panicked on ideas here) Flak Shot: (Ranged (Targeted AoE), DMG moderate Fire/Lethal, Foe -fly, -jump, knockdown, Rech: 16 sec) - You fire off a round with a shrapnel explosive that forces aerial foes to ground. Dragon's Breath: (Ranged (Cone), DMG high DoT Fire, Foe Fear, Special, Rech 20 sec) - A special shotgun shell that unleashes a single gout of flame that engulfs and ignites opponents, burning them over a long period and sending them into a panic. Further, enemies on fire have a chance to inflict minor fire damage overtime to additional foes they stand too close too. (Based a bit on real dragon's breath rounds and a meme thread (Warning, NSFW language.) Slam Fire: (Ranged (cone), DMG Superior DoT Lethal, Foe, -damage, -accuracy, -recharge, knockdown, Rech: 75 sec) - Unload eight consecutive shots from your shotgun in quick succession over a wide cone. The volume of flying lead shot knocks enemies down and disrupts their aim and fire reducing their accuracy and damage. Dominator Shotgun Assault Snakeshot: (Ranged, DMG Minor Lethal, Foe Knockdown, Rech: 3.5 sec, Special) - A modified cartridge meant to dispatch with pests and vermin than people dealing minor damage, minion tier enemies are hit for double damage. Buttstroke: (Melee, DMG moderate Smash, Foe Disorient,) - A smash with the butt of your shotgun with a high chance of disorienting. Both Barrels: (Melee, Damage High, lethal/fire, foe Knockback, Rech: 8 sec) - Unleash two shots in quick succession at point blank range) Flechette Shot: (Ranged Cone, DMG high DoT Lethal, Foe -def, Rech 10 sec) - You fire a shell loaded with sharp razors, slicing up foes and inflicting high lethal damage over time. Power Up Spinning Strike: (Melee (Targeted AoE), Heavy DMG(Smash), Foe Knockdown) You execute a spinning attack that first strikes with your fist and finally your heel hitting your foe and all enemies immediately nearby. Spinning Strike deals Heavy Smashing damage and has a high chance to knockdown foes. Skeet Shot: (Sniper, DMG extreme Lethal, Foe Knockback): Using a specially shaped slug, you take aim with a long distance shot with your gun. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage. No Mercy: (Melee, DMG superior smash/lethal, foe Knockdown, Rech: 24 sec) - With a sweep of your shotgun you knock your foe to the ground and unload your shotgun while they're prone on the ground. (Animation wise, I imagined sort of a trimmed down version of the buttstroke that just has the forward sweep, followed with the DP executioner shot) 12 Gauge: (Ranged Cone, DMG Superior, lethal/fire, foe knockback, Rech: 16 sec) - You fire a shotgun shell mixed with burning phosphorus, setting them ablaze. I admit, I'm not a theorycrafter, so damage and recharge could us adjustment. And to be honest, the original idea for a Shotgun blast set would have involved a toggle that switches between full bore and full choke, changing some single target attacks into cones, but as I wrote out more, there didn't seem to be enough Single Target attacks to exactly justify it, and I kind of panicked. Though the main blast set itself does contain a number of powers I think are kind of interesting for some of their niche specialties like anti-air, anti-undead, and anti-underling tier.
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- powerset suggestion
- blaster
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@Troo and @Forager You want the actual difference of a ninja blade and a katana or the in-game one? Because the in-game is really just that ninja blade is sheathed on the back instead of the hip. Also the default model is a slightly smaller, straighter blade.
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Tanker Ninjutsu: include Kage Bushin, indestructible clones that just hold aggro. Instantly best tank set.
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My top desires are for some more casual clothing options: hoodies (zipper and pullover types) and turtleneck sweaters/jumpers varsity jackets t-shirts with overhang past the hips. similarly, maybe some basketball jersey type tanktops. better t-shirt textures for women. (Same with Tanker top) Flipflop sandals for all bodies (I think girls have one), can be normal thing type or the strapped hiking variety. a bunch of more hair styles but especially for guys (just adjust Maelstrom and Foreshadow’s hairs and give it to players, they’re plenty unique outside of their hairs!)
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I think stalker theme can be a lot more flexible than we first realized, myself included. Of course we always think of the ninja, but you know another type of sneaky executioner type of villain? Slasher movie antagonists. Appear out of nowhere, butcher someone in a gory manner, and vanish with seemingly no trace. And many times they seem a lot tougher than normal for the duration that do appear (Jason, perhaps?) thus, you can have invulnerability stalkers or regen stalkers you can't keep down. Its why I think Titan Weapons, Battle Axe, and War Mace are perfectly acceptable stalker sets.
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à la carte Builds challenge - The Cherry Picker
Sakura Tenshi replied to Troo's topic in General Discussion
Way back on live I imagined a 'Classic Villainous Mastermind' set, which went something like Single Shot (Blaster Beam Rifle) Soldiers (Mastermind Mercenaries) Charge Shot (Blaster Beam Rifle) Equip power (Any mastermind set) Refractor Beam (Sentinel Beam Rifle) Jounin (Mastermind Ninjas) Seeker Drones (Defender Traps) Assault Bot (Masterind Robotics) Upgrade power (Any mastermind) I do realize I broke the rules a bit with using actual beam rifle attacks and not quite in the same tier, but I was more trying to get it in line with an otherwise normal mastermind set. But the idea is that you have your basic soldier mooks, then the 'elite' ninjas, and finally your 'Secret, ultimate weapon' as the pets. I kind of winged it for the level 18 power because I wasn't entirely sure what would work best. -
How would you 'fix' Rage & Super Strength?
Sakura Tenshi replied to Troo's topic in General Discussion
Eeeeeehhhh. I’m not much a theory crafter, but I guess if I were told to go nuts, I’d make it so while rage is active, Knockout Blow and maybe Haymaker became melee targeted AoEs to help with Super Strength’s lackluster AoE. But I really don’t think it actually NEEDS it. -
Don't get me started- Oh, too late. I do agree Redside's popularity probably suffers a lot from the overly oppressive and gloomy aesthetics, and while I get that sort of was the point when it was designed, it does undercut a desire to hang out there. There is also writing issues of just "there's all kinds of ways to be a villain" but that's a story for another time, but it does contribute with Arachnos' shadow cast over the player from 1-50 and even endgame with zero reprieve. (No one complained about the Freedom Phalanx, to my knowledge, because most people didn't even start in Galaxy City) Arachnos bases are absolutely hideous and highly impractical, for one is the schizophrenic flooring which seems unable to decide between non-slip grates and honeycomb metal grating (and while forcing female personnel to wear stillettos? Really?) or the fact that the bases are filled with random drops and rises in elevation with no means to ascend or descend that doesn't involve jumping your own body height, the massive, ugly pipes sticking out everywhere with no apparent purpose (seriously, what's Lord Recluse directing through them? Sewage? Incarnate juice?) that even extends outside of Arachnos bases, and honestly I wonder Lord Recluse took over his own country just to escape OSHA. So, my ideas for an actual solution, which I won't be so crazy as to call a full suggestion as it would involve some heavy work and map changes and even story adjustments would probably be something like: Villains start out in a small 'town' built around the Ferry port, giving quick access to other places similar to Atlas Plaza's tram accessibility. For a bit of a gag, newly rolled villains spawn right in the water. Being implied Arachnos booted you out of a flier and into the ocean in a literal 'sink or swim' test. The plaza should have proper buildings, albeit look a bit rough like Kings Row or so, but still livable and have a direct connection to Mercy above, preferrably something more like a road ramp (afterall the new starting plaza is a small town built around docks) instead of just those tiny lifts. Mercy itself should probably be cleaned up a bit to look nicer as it's the area Arachnos has directly invested in and where they're letting the 'elites' of Mercy island live on So you basically end up with a kind of clean trisectional of Rogue isle society: the new Docktown basically being 'middle society', Mercy represents the upper strata, and then you have the ruined urban sprawl of the rest of Darwin's landing, broken up further with Fort Darwin and the Water Treatment plant area. Other suggestions for improving Redside are kind of bias, but focus on my two favorite zones and are a lot more vague: Tidying up St. Martial and Nerva Archipelago, including updated buildings and vegetation Change the sky box from the normal Rogue Isle overcast to the Praetorian skybox for more the 'tropical island' feeling
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Not exactly hated for objective purposes, but there’s a hallway/room of tech labs that has the diagonal columns, ending in a door, and I notice there’s a huge among of spawns crammed in close to one another making it hard to take them down one by one if you’re solo and in bigger teams can actually result in faceplants.
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Design an enemy group (Speculation/ Wish fulfillment)
Sakura Tenshi replied to Billbailey96's topic in General Discussion
Carnival of Shadows be like: Are we NOT a joke to you?