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Everything posted by Sakura Tenshi
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Not really a suggestion since, I feel like that requires actually having a more solid idea of if it even should be done or not, but rather this thread is meant to be discussion: There's some of us who have played the Soldier of Arachnos Archetype, and rather than invest terribly heavily into Crab Spider (pink unicorns in their rarity, honestly, though I can understand why) or Banespider powers, some people choose to stick with the gun and only take a few powers from the banespider primary pool (mostly build up) and generally embrace being an automatic weapon wielding grunt. I cannot be certain, but I feel like it's a much more popular choice than one would think and while the Live Devs probably never intended or even wanted players to go that route, it became sort of a fun thing for people to do, but it does show that Huntsman/Wolf spider builds were never intended to be a legitimate thing with their dismal power selections. So to make to the point: should the 'Huntsman' path be looked at by the team (if at all possible) to make it more 'viable'/'fleshed out' than it currently is? And if so, what ways? (my first thought would be to just slap on full auto as a primary power and call it) Or if you don't think so, why not? I also want to apologize if I should put this specifically into the SoA subforum, just kind of hoped for a broad range of discussion and ideas.
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Favourite/most hated enemy group
Sakura Tenshi replied to FenrisWolf44's topic in General Discussion
Hell, you want really hilariously bad, there's a thread that points out all of Requiem (you know, an ITALIAN Military Fascist who helped serve Germany in WWII) is wearing American military badges on his chest. -
@srmalloy Honestly does make me wish we had a few more missions too where we start out in a warehouse and actually find “secret” entrance into a villain’s lair. Same with offices. Said areas could either be populated with the villain group (with a popup explaining them removing their disguises or something) or going the extra mile could use like refactioned dockworkers or just civilian NPCs with some powers like street justice and SMGs.
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Favourite/most hated enemy group
Sakura Tenshi replied to FenrisWolf44's topic in General Discussion
Narratively, Freakshow are the perfect hired thugs for so many organizations, especially clandestine ones. Freakshow are all willing to basically try anything at least once and will work for anything: money, anarchy, weapons/tech, some radical new cause. Mechanically is where they feel really repetitive and boring, especially for their slap-dash aesthetic. Freakalok remedy this a bit but it feels like the baseline Freakshow should have flamethrowers, chemical sprayers, nuclear radiation emitters, additional arms, improvised rocket launchers, the odd laser gun mounted to their cybernetics, and so on. (And Noise tanks need to be part of the regular mob or at least added back to the Yin arc) Relatedly it bugs me how all three major Freakshow leaders have basically the same power sets with only their melee different (or for being leaders they only sport a cybernetic arm). For pure aesthetics, the PPD win out just for their SWAT and Hardshells alone (I wish psicops and power armored cops were part of the 40-50 ppd too). and finally for favorite faction for mechanics, I’m going to say Incarnate Tsoo (normal tsoo is also pretty damn awesome. Also my favorite overall). Good mix of powers/damage types/effects, and I’m a sucker for martial arts themed enemies having started back on live with a katana scrapper. Always was fun fighting one of their Katana guys and thinking “Let’s have an honorable showdown!” Edit: oh, I forgot my least favorite(s). All together it’s KoA, Tuatha De Dannan, Red Caps, and Fir Bolg. Which sucks since the concept behind all of them is kickass, but any mission with them is painfully repetitive, they feel so freaking wasted in terms of potential, and in the case of the Tuatha, they’re badly misrepresented (I overheard one talking about serving “Dannan”, their goddess is “Danu” a single Wikipedia search would have been all you needed, Live Devs!) as I mentioned, I think part of why I hate these groups is because I know I could love them. But theyre trapped in a hell of boringness and in the KoA’s case, we’re ultimately killed off in the story as an organization. -
Devs, Super Reflexes in need of an update....
Sakura Tenshi replied to Blackjoy's topic in Suggestions & Feedback
@Cancrusher In an ancient Nordic Myth, Thor, Loki, and Thialvi were challenged by the giants in three fields. Thialvi, boasting being the fastest thing alive challenged the giants to a race, for which their king summoned Huggi. When all was said and done, Huggi outraced Thialvi easily and the truth was, the opponents of Thor and his companions were not what they seemed. Huggi was, in fact, Huginn, thought itself and 'nothing is faster than thought'. Super Reflex characters just disagree. @Blackjoy I can sort of agree Super Reflexes could use some looking into, but as for what specifics is where we diverge. Elude - While I agree with the reduction to end crash, I would actually suggest instead changing it to: Elude now lasts 30 seconds, it recharges in 180 seconds, the cooldown cannot be reduced. Elude now gives a more modest +20% Defense buff with an additional, whopping +40% Defense Debuff protection, and keeps its +Recovery and movement speed buffs. And here's where the new stuff comes in. Elude now gives a +40% recharge bonus for its duration and as well as a +50% ToHit and Accuracy buff (when you are moving so quickly, its easy to hit things moving so slow) Elude now casts a strong -50% recharge, Run, Fly, and jump speed debuff, and a -35% ToHit debuff to all enemies within a 60 ft. around the caster without needing line of sight. (these debuffs cannot be stacked from the same source) The idea to this change is to basically let an SR player have a sense of being Quicksilver in Days of Future's Past, living in a moment of slowed time where enemies might as well not even be moving. Admittedly, numbers to the above may need serious adjustment as I'm not a theory crafter. I do agree about Evasion, admittedly, and would personally prefer to somehow move it to the level 20 slot where Brutes can get it. For Tanks, I would like to see it buffed into a better taunt aura though. I would say in addition to it's AoE bonus maybe each enemy gives the tank a stacking bonus to ToHit or Recharge, while enemies inside have a chance to suffer a mag 2 confusion lasting only 1 or even half a second. The idea being that the confusion represents letting your enemies hit one another with their attacks as you dodge around them. For a secondary layer of defense/mitigation, I might suggest just giving the passives maybe an additional +3% resistance that can be affected by enhancements. Alternatively, maybe try to sneak in a decently strong -Rech debuff. (maybe into that above mentioned change to Evasion?) As for Practiced Brawler lacking Fear protection? I admit, it annoys the hell out of me too since a lot of controls can be said to be some actual restraint on the character while fear implies your character suddenly devolves into a sniveling coward. BUT! A lot of mez protection in sets lack Fear protection actually, or confuse protection, sometimes knockback, and sometimes a combo of those three (Fire armor, looking at you. Holy crap, it doesn't even have stun protection!). There are only three sets that have total mez protection: Willpower (makes sense for the set theme), Shield (thematically the shield is a protective ward), and scrapper/sentinel Ninjutsu (which only get that from the passive KB protection power tacked on) That's three out of fourteen armor sets in the game. Though Practiced Brawler is kind of anemic in terms of effects, as it ONLY gives its mez protection while others have secondary effects (Invul's gives Damage resistance, Shield gives Defense Debuff Resistance, etc.) I might propose a secondary effect for PB being to give them nigh immunity to taunts and placates, there's only really three enemies that make use of it, but when they do come up, it's annoying, especially placate for SR as the enemy that's placated you can't hit you to end it and if they're the last one standing you might be staring at eachother for a bit. Thematically, a 'practiced brawler' might be able to ignore distractions such as taunts and placates. -
On the note of powers, I just find it a little surprising since I was sure VEATs possess a number of powers actual Arachnos don’t like Heavy Burst, Venom Grenade, Psychic Wail, and Omega maneuver. Also wouldn’t this mean if the live devs came to see some Arachnos mobs as too overturned, a nerf to them would nerf VEAT characters?
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Man, awhile back I had wanted to make a water/stone armor sentinel and name them Yellow Stone. Well, guess right now you could do water blast/seismic manipulation blaster.
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Regnarj/ by which I mean I massively agree. My own fortunata wants green psychic attacks.
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As long as the axe AS power is called “Assassin’s execution”. I will say stalkers with heavy weapons might seem odd but work for the archetype of being a slasher movie stalker villain .
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The real reason longbow exists is because the live devs didn’t want to make Wyvern and Legacy Chain go up to 50 much less figure heroic enemy groups to rep the other three origins (could have been a good chance to have Crey be a heroic force in the Rogue Isle where they use advanced science to help people there) and so they just took Council, reskinned them in candy cane tights, and gave them reskinned tsoo for bosses.
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Admittedly, the nature of temp powers is that they're almost never meant to be as useful as powers you would actually could have via powersets. Though, I don't think the heal off the power each is based on (I think the idol is siphon life from Dark melee and nictus fragment is drain life from dark blast) aren't actually that great at self-healing to begin with.
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Well if you look at one of my earlier posts I don’t intend for ranged attacks for all scrapper power sets, for another thing, just because I want one attack to have a distance ability does not mean I want scrappers to eclipse blasters or even sentinels in ranged damage output, what I want is to improve scrapper taunt ability in a way that’s also in line with their main function: design damage, while also adding uniqueness to scrapper melee sets (consider that we have four ATs that pull from the same melee power set pool). Next, it’s highly egregious to think such a thing would make blasters and sentinels obsolete, especially since scrappers don’t have access to dual pistols or beam rifle. Lastly, blasters are capable of soft capping their defenses and even gaining mez protection through their ATOs and incarnate abilities, have access to many melee attacks, and can attack from about any distance, your argument could easily flip to “why ever play scrappers, brutes, or stalkers when blasters exist?” Oh, also, if all it took was a few ranged attacks to instantly invalidate blasters and sentinels than that should have happened back in live with APPs since claws and spines already have two ranged attacks (also later kin melee and staff fighting to a lesser extent) hmm, I actually might just mess around with a meme build on test now just to see how a “ranged scrapper” might do.
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well, the original poster seemed to just want gap closers. I’m the one who asked for a ranged attack for scrappers. That being said I never really supported mez protection for blasters (Kheldians on the other hand…) so it could be said the parties are different. That also being said, scrappers already can obtain ranged attacks through Epic power pools, though said attacks lack a taunt component, I also admittedly imagined the ranged attacks as being a little bit weaker than said EPP options (but especially in relation to laser beam eyes which I think should be turned into a snipe but that’s another arguement)
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This is purely random and a bit of a hijack, but my own proposal was not just foe teleports, but also targeted self teleport gap closers and just plain old ranged attacks, depending on the power set. And I figure I’ll throw up here specifically what powerset would get what in my head. Rush Gap closers: Broadsword (lunging thrust style), Staff fighting (also a lunging thrust), claws (probably could bring back the old swipe animation and make it an aftertrail thing for a berserker rush look), Titan weapons, battle axe, war mace (just straight up overhead swing and charge. Alternative idea for battle axe would be to first throw the axe at the foe and you basically rush in to pull it out), street justice, ice melee (just turn into a giant icicle and crash into a foe) Ranged attack: Katana, martial arts, (straight up weaboo sword beam/ki blast), dual blades (we have air cutter from syndicate we can use), energy melee, radiation melee, fiery melee (probably just lift a ranged attack from the blast sets) teleport foe types: Electric melee (magnetism!), dark melee (suck foes into a void, alternatively maybe give this to dwarf form kheldians), psionic melee (telekinetic grab), spines (basically shoot out one long spine and pull someone towards you.), kinetic melee. I think I might be missing a few, I didn’t want to give another ranged attack to sets that already have those (claws, spines, staff, and kin) some might be better with another type and probably most people will reject these ideas outright. Just mostly want to say my piece, namely that I think confront sucks as is, this could be a good way to make scrapper melees unique from brutes and ranks, and I’ve wanted my weaboo katana air cutter attack since live, dammit!
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I always figured it would just be using teleport as a cheat tool for forcing movement. This would also mean teleports would need to be reworked in terms of their effectiveness, but I think that's still a small order for the potential to have very literal 'pulls'. Though it might also require some animation and effect cheating as well to complete the illusion.
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Honestly, if I were to update the Nemesis Army, I'd probably just steal a bunch of stuff from the games Iron Harvest/Scythe. Hell, the PMZ Smialy Walker even looks like a Nemesis War Hulk with the glass cloche replaced with a tincan.
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I actually suggested something similar awhile back, though it was specifically for scrapper taunts to function as either a ranged attack, a “teleport to me/pull” attack, or similarly a charge/gap closer like you’re proposing. My idea was to expressly promote uniqueness both in melee sets for how to deal with a ranged foes and create some uniqueness from the tanker a brute versions of the same melee sets. It was met with much the same critique and resistance, my favorite response for why it should not happen was “Some powers in sets should be skippable, it makes builds more flexible.”
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My water/dark corrupter is a fallen god whose whole story is about how he’s been forced to bond to a cast-out Skull and the two are clearing their way to the top to take their perceived “rightful place” because a delusional sense of self-importance with just enough validation to be somewhat justified in their outrage over being cast down is a fun villain story. Along with the conflicts which will grow between divine patron and mortal host.
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New Statues (Low Priority Suggestion)
Sakura Tenshi replied to Sakura Tenshi's topic in Suggestions & Feedback
So, this is sort of my shot for an idea of Dauntless to be converted into a statue. I don't think there's a lot of information on him besides having been Galaxy Girl's sidekick for years, so while the model is meant to look a little on the younger side, I sort of see it as how he would often be remembered. Also figured if Galaxy Girl was (probably) an eng/eng blaster, it might make sense if Dauntless was a tank who supported her by shielding her both literally and figuratively. Tried to keep it kind of kitchy and golden age. Not sure how well any of this would translate into a stone-textured, mono-colored stature. Costume file contained below as well. Dauntless01.costume Edit: And here's an idea I had for the original Tin Mage. The idea was to make him bulkier and clunkier looking than his successor, his mage raiment being just a hat and cap. But bottom line is, in contrast to Dauntless, I could see Tin Mage MkI here remaining pretty distinct even as a monocolored statue. TinMageMkI01.costume -
Samurai Oni Facemasks without helmets
Sakura Tenshi replied to direowlbear's topic in Suggestions & Feedback
@SwitchFade Well, no, it wouldn't necessarily be done historically largely because menpo were part of the head protection of a samurai's armor. So wearing it without the rest of the helmet wasn't so much not done because of being verboten or something, more just because there's no point protecting only one third of your face when the first thing you'll usually want to protect is your head. That said menpo actually also lack a bib throat protector in this game. I've made a full list of stuff I'd like to see related to samurai gear in the costume piece request thread in art and media. -
Samurai Oni Facemasks without helmets
Sakura Tenshi replied to direowlbear's topic in Suggestions & Feedback
Actually the oni mask is from the martial arts pack, the lion faced samurai menpo is the actual samurai face mask but the oni mask, for points and purposes, works better. Also /signed and so you want to be the Ghost of Tsushima too?