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Sakura Tenshi

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Everything posted by Sakura Tenshi

  1. Totally random note: if I recall, each time we are sent to rescue Percy, he normally gives us some vital info. it actually gives me the headcanon that while kidnap-prone, Percy is pretty good at gathering intel, if only because no villain group in paragon bothers to lock hostages up in secure rooms and instead just stand around them menacingly while otherwise freely discussing their plans.
  2. Not sure about a specific circumstances, but another badge I felt saddened we never got was: Sic Semper Tyrannis Perhaps you'd get it from defeating Tyrant in the Magisterium trial a certain number of times?
  3. Gonna be honest: I don't think there's actually a wrong answer here. Either or will work, but they will draw in different crowds. Personally, I would prefer new missions and zones*, I grow wary of Paragon, the Isles, and even Praetoria and would love it if we could go to some place out there and more exotic, some place far from song fences, war walls, and perpetually gloomy skies, even if only in individual mission instances. However I am keenly aware this is the most difficult path, but I think in general it might attract the largest amount of people. Some simple things like maps set in deserts, snowy regions, or tropical islands could be a good start. Difficulty is a bit of a tricky thing, both because of how diverse builds and teams can be (difficult for one is not so for all) and because of the limitations of the systems we work with. 'easiest' way I could see is to try to add Ouroboros style 'limiters' to other content. Fighting while debuffed, enemies are buffed, etc. Some more intricate ones could include finding a way for enemies to be buffed with one or more level shifts. The most difficult (and in my opinion rewarding) way to boosty difficulty though is to look over various enemy groups and consider new mobs, new powers, etc.
  4. pretty sure there's also the Harvey Maylor Arc. But, yeah, that's like, three missions. Probably could be one more.
  5. Probably Veridian is a clone of Crimson seeing as Crimson was created back in issue 1 with the addition of Malta and Veridian was introduced in issue 6 with the addition of Grandville.
  6. I think that might be a side effect of Veridian is actually a palette swapped Crimson. Like take crimson, make him white and give him a green suit. This applies to the Combat model as well it’s kind of surreal.
  7. My thoughts for necromancy - Overall, zombies should be the 'utility' set, where they sacrifice direct defenses for debuffs, controls, and general weirdness. This would be done through the following: Zombie Brawl now deals minor negative/smashing damage but recharges basically instantly. It's real strength comes from having a strong -damage, -accuracy, -recharge, -endurance, -recovery, and -movement debuff that lasts for 5 minutes and stacks. So you have three and eventually more zombies out, enemies won't be able to do anything under the weight of the horde. Zombie's now only have one ranged power: a 40ft cone with a strong -res, -def, -regen, and -max HP and deals moderate toxic/negative damage. doesn't recharge as fast as the brawl (they can fire every 10 seconds), but like the zombie brawl debuff, it lasts ages and stacks forever, and the strength is just respectable enough to mean by the time the first stack is disappearing, even Reichsman's resistances would be in the negatives. Every upgrade power, the basic Zombie Horde zombie gains a the ability to summon another zombie. (so you end up with 9 minions total by the second upgrade). Now you can't actually control these 'lesser zombies', but they follow the lead of the one they're slaved to, have all the same powers, and will be resummoned by the 'prime zombie' after about a minute if they die. The drawback is, the zombie horde now has 0 resistances and defenses, the idea is that they exist to overwhelm with a wave of debuffs and shore up their HP through siphon life spam, and even if/when they do die, the zombie horde has left lasting debuffs on your enemy in stacks that will leave them suffering for a long time. The Lich now gains Heart of Darkness, Haunt, and Fade, but would lose dark blast, increasing their utility and control at the expense of direct damage. pure optional thing: Replace grave knights with 'Ghouls' Ghouls basically are Halloween event zombies that use Ghoul animations and savage melee/assault attacks that deal lethal/negative damage Ghouls would passively have ninja/beast run speed and jump bonus. Their attacks would be Savage swipe, maiming slash (base attacks), Shred, Savage lunge (equip powers), Vicious Slash, and dull pain (upgrade powers) Yeah, none of this is done with much actual balance in mind. I realize having basically five additional pets from lich and the zombie horde summons a bit much. Nevermind 5 minute long debuffs.
  8. Off the cuff and in a vacuum from other great ideas that have been posited here and in the past... Overall I feel like Mercs should be the jack of all trades and set the standard of MM primaries. A little bit of everything but no mastery. Some ways I might do this would be: Replace the cones on Soldiers’ Full Auto with targeted AoEs. This might help increased damage output consistency as it takes too much micro management to get AI controlled pets to make full use of cones. cut the recharge time in half for Soldier’s full auto, spec ops flash bangs, spec ops web grenades, spec ops snipe, and Commando LRM. replace spec ops web grenade with the new toxic web grenade to give some damage diversity, similarly add some minor toxic damage over time to spec ops tear gas Medic Medkit now is a targeted AoE to give it some additional strength. (I don’t know how strong the heal is, I do assume it’s weaker than protector bots heal) commando’s flamethrower now leaves ignite fire patches All mercenaries now have a scaling damage resistance to smash/lethal up to 24.75%, and all other damage types up to 17.5% (representing a mix of body armor and training) gag idea: the Commando is now replaced with special Allied agent Tanya Adams. She carries dual pistols, C4 charges, and is immune to control powers. her dual pistols deal damage based on the target enemy’s rank and on a percentage base. (Minions and underlings take -100% HP, lieutenants take -20% HP per shot, bosses take -15% per-shot) against Elite bosses and stronger Tanya will instead place a C4 charge on them and run, the C4 charge will explode after 1.5 seconds dealing extreme (approximately tier 4 core incarnate judgement damage) fire/lethal damage to the eb/av/GM and all enemies around it.
  9. Part of the problem with mercenaries’ damage isn’t so much numbers (I mean, it kind of is and being lethal damage which is commonly resisted in large amounts) but also because they use narrow cones and the AI isn’t designed to optimize their targeting, also low target cap on said AoEs. as for what Mercs should be, in my head I’ve always thought Mercs should be the Mario MM set, at least of the original MM sets. They would not excel at anything but would have good overall damage output, utility, and damage protections. But for that to be trie bots, zombies, and ninja would need a look.* *again in my own ideals these sets would specialize in resilience (bots), utilities (zombies), and raw damage (ninjas)
  10. Fox and raccoon tails should be easy enough by applying new color patterns to existing wolf tail options. but new models might not be animated due to the lack of animatiors. A static tail might work for deer tails, not sure how well for horse and squirrel tails.
  11. @Rishidian Well, this isn't really a suggestion thread so much as just hypothetical ideals. I mean for the purposes of this thread you could, like, make some costumes in game, post the screenshot here, and give them a bunch of random powers that no lorepet, NPC, or player has.
  12. as I've learned it, while you primarily do want to thrust with a spear, when you're not in some kind of bigger formation, twirling and using both ends is an acceptable tactic. At least in East Asian Martial Arts. That said, in my ideal world we'd have Staff fighting (what we have now) Spear Fighting (a lot more thrusts, might steal a few things from FFXIV's Dragoon alongside For Honor's Nobushi (who, while she does do big swings and uses a naginata, she's got weapon customizations that are just normal spears and her light attacks are all thrusts and jabs) and Valkyrie. Also can be wielded paired with shield defense) Glaive Fighting (Sort of a titan-weapons-lite-like polearm set. lots of AoEs and arcs meant for glaives, guan dao, naginata, pole axes, and even scythes if you wanna be edgy or make Ruby Rose) But I'm also a guy who'd want to tweak katana's animations and mechanics a bit, turn into into a proper longsword set with a lot of european style customizations and make a new katana with more animations taken strictly out of kenjutsu forms. And make dedicate 'shotgun, sniper rifle, and automatic rifle' to leave the franken gun to rot like the foul, offensive abomination it is.
  13. In light of the discussion of the weekly topic, it's brought to mind the idea that it'd be sort of hard to make lore pets that would truly make everyone happy, since everyone's got different concepts and ideas. But we're not restricted in imagination and discussion, so let's talk about what your characters' ideal lore pets might look like. From actual summons to just calling in friends, or even a simple reskin of existing ones, let your imagination run wild here! On the simple end of things, I think if I could customize Gaia Redeemer's lore pets, all I'd do is reskin his Cimerorans to represent medieval/renaissance warriors. So replace the Praefectus with an Armiger from the Black Knights and the Immune Surgeon replaced with a plague doctor, which admittedly would call for basically some new costume pieces like a hat and proper mask.
  14. I'd love it if we could get a proper, normal freaking spear.
  15. To be honest, much as I do love mech pets (I honestly wish the Assault Bot was like, twenty percent to one hundred percent bigger), I think some some lore pets for the same faction might need to be broken up to allow for people who want BIG, BEAUTIFUL BOTS and those who might want something more grounded. To be honest you could make three separate lorepets out of PPD alone (PPD normals, PPD SWAT, and PPD 'Mechs' which would include hardsuits and robots) just for an example. No reason we couldn't theoretically make a 'Vanguard Sword' lore pet path that includes an HVAS boss pet.
  16. @Black Zot It doesn't seem too hopeless as many do seem to recognize part of the problem is the lack of Incarnate content and might be willing to accept expansion on challenge and difficulty. As I mentioned in my own post, I feel like more than a few of the base level 50 enemy groups (not necessarily incarnate themselves) could stand to be reexamined, and similarly much of the content as well, though to what extent they should be is difficult. I want to say a key to enemy group difficulty should be diversity in their mobs, but that in of itself makes them all rather samey wouldn't it? I get why, but it does bug me that the ONLY thing that makes some groups challenging is 1 or 2 tricks and the rest are just cannon fodder. For Nemesis it's the dependence on stacking vengeance, for Carnies it's Master Illusionists and Mask of Vitiation, for Rikti it's stun spam, Malta isn't nearly a threat without their Sappers, Longbow has Nullifiers, and then there's those who lack any 'gimmick' and just end up real fodder. (council, PPD, CoT) And the only decently designed groups in the base 50 without incarnates would be Arachnos and the IDF who do actually use diverse tactics to deal with all sorts of players and playstyles.
  17. What you like To be blunt? I like my characters feeling overpowered as hell and forget everyone who wants to have the power to shut off everyone else's Incarnate powers "because the game is too easy" or wants the present powers to be nerfed. This goes a bit into the next section, but part of the problem with incarnate powers is not the system itself so much as that the Live Devs hadn't finished much of what they had planned, this means we are in need of new content, and the level 45-50 leveling experience was in need of review (even before incarnates became a thing) with mob upgrades. Notice the Banished Pantheon's incarnate versions show up in the level 50 mission from Unai Kamen making it a lot more challenging, so it could be presumed some other level 50 mobs could gain the benefit of their incarnated upgrades. Those are the kinds of things we need to consider instead of just 'nerf/remove incarnates', and while it's a much harder route I think it would be worth it with a bigger pay off so we're not fighting entire mobs who only are a threat because of a single gimmick and possibly not even then. What don't you like Thematics are my biggest issue with Incarnate stuff, even if I'm playing a character as a legit incarnate (I don't know if I ever have) there's still a lot of options I wish we had but we do not, mostly this is an issue I have with Interface (which I feel could stand to be just a bit stronger/split up into two so we can use endurance drain and energy damage to have lightning weapons, etc.), Judgement (which could use a straight toxic attack, also 'weapon based casts', though that's understandably a difficult thing to ask), and Lore (which could just always use more pet options). Oh, I also feel like Support hybrid is ridiculously weak both in magnitude of it's buffs for pets or players as well as it's limited range. Balance of the sets The crafting system Don't have too much to say on these two points, as balancing goes, I do wish Interface was a bit stronger (like, damage and debuff procs could be 100% chance, though I wouldn't mind Reactive's kind of pitiful -10% res debuff cap brought up to at least -15% for reasons), broken into two parts (the damage and debuff proc effects, maybe make the damage portion just a single burst instead of DoT?) to open up concepts, but most of all: interface (can you tell this is my overall favorite?) feels like something that would have been nice as part of the base game. A way to top off customizing your powers. But that's all another issue. My other wish would, if nothing else, allow us to window individual incarnate tabs so we can keep track of what components we need to craft than hop back and forward. Resizing the windows would also be nice. Where you'd like to see them go? Well, as mentioned I think first we need to focus on updating the level 45-50 end content to help maintain challenge as well as expand actual incarnate content. My own proposal was a 'Incarnate Croatoa Zone version' since Celtic myth is ripe with OMGOPPLZNERF powered figures or even more simply dive into Norse Myth with Odin opening up Valhalla to us so we could battle legendary heroes and villains of the game's lore and mythological lore. But I feel like we've done a lot of magic themed content so Battalion it is, but as a strictly science and tech based alien group and not a 'magitech' group like the live devs planned. But for the actual system, I'd like to see lore pet and judgement options expanded and some things adjusted. I think we could make debuff/controls on judgements and interface far more appealing if they were made to be irresistable giving more value to them. Hit tower buffed Recluse with ion? He's locked down for about ten seconds. Period. Reichsman hit with radial void judgement? He deals 30% less damage. Period. Reactive resistance debuff? debuffs 10% of an enemy's resistance at max stacks. Period. In this game, damage is often king because stronger enemies have inherit resistances and can even ignore our controls and debuffs makes options that sacrifice damage for debuffing are going to be passed over. But if those debuffs were legitimately strong to being able to change a fight's course over a longer term than the burst damage, it might seem like a better choice. for developing new abilities, while black scoripion had mentioned what was roughly planned in a post mortem AMA, I was honestly not impressed, though my own ideas are both far more unnecessarily complex and far less fleshed out. And actually only cover Genesis and Omega powers as I don't have ideas for Vitae and Stance. The most complex idea was Genesis being something unique based on your AT, only two options: radial and core, but being AT specific they were meant to assist core aspects of your archetype either adding to their inherent power (an idea was for scrapper Radial to increase your chance to crit while core would increase crit damage or something like that, Stalker radial path would turn their ST placate into a targeted ranged AoE effect or core making their Assassin's strike crits deal irresistable damage). My idea for Omega was that it was meant to augment one of your previous Incarnate choices and bring it to new levels, the radial path allowing that Incarnate slot to gain the full benefit of both radial and core paths of the same level (so, yes, this means omega lore augment would involve summoning three pets) or chosing the core path would basically boost the effectiveness of your chosen power by an undecided amount. (like maybe fore Interface proc it doubles the duration of the effect and doubles the amount of stacks you can place on an enemy) And that's about all I have for now, I will mind you I am not terribly great at balancing concepts and a lot of these ideas were brought together independently and might massively unbalance things if done together.
  18. I don't disagree with you, but it is an awful lot of work. Though it's easily safe to say in-universe the War Walls would mess with Paragon's ecology pretty severely. They're massive, perpetual lightsources, block out a majority of wind coming off the ocean or anywhere else, and probably trap smog inside the city.
  19. Shadows. The primal earth group is the carnival of shadows.
  20. Kallisti Wharf does use some First Ward Buildings, namely the cleaner ones, actually. I get what you mean but if you look around First Ward and Praetoria proper, you'll actually see a number of building designs exclusive to one another but both find their way into Kallisti.
  21. my own thoughts on an 'emergency fix' for Full Auto, perhaps in addition to target cap increase and overall damage increase, to make up for the long cast time, and to sort of match how Hail of Bullets works, I would propose Full Auto also gaining a decent -tohit and -recharge debuff that it inflicts on enemies caught in the cone to reduce retaliatory fire. From an in-universe stand point, this would be represented as the overwhelming suppression fire laid out by full auto causing enemies to choke on their counter shots and struggle to aim under the hail of bullets.
  22. Let's share ideas that might be neat for future seasonal content, whether it's small stuff or big, share it here. Signature Costumes: Taking a bit of a page from Final Fantasy XIV's Halloween event, this idea is to basically make costume temp powers of signature characters we could buy with salvage or perhaps even turn into a reward for some of the other events. Now the extent of the costumes is admittedly something up in the air in my mind, perhaps it might be fun to go all out and let a player not just assume the appearance of a signature character, but even their powers as well, in which case we can throw open the gates a bit to include Mark-VI "Victoria" bots, Titans, and some others for fun and thrills. Or maybe it should be a purely cosmetic and restricted thing, so when you adopt these costumes you can't really access any power besides maybe walk. Last idea is for them to work like normal costumes, in which case they might need to be limited to strictly humanoid characters like Statesman and Maelstrom. Summer Fireworks Nights: Basically, if you're American (or Japanese), nothing says Summer like arbitrary explosions in the sky. This would require some repurposed art assets, but the idea would be that from mid-july to Mid-August, every time night comes to Paragon, the Skybox is now has super-sized versions of the fireworks emotes (along with maybe some new fireworks effects) that occasionally blast into the sky. Or this could be turned into a special zone event of some kind. (which might simply the skybox thing. Oh, maybe it could be held in Kallisti for Heroes and Villains to enjoy!) Summer Splash-fest: This might be the most involved one, but basically a PVP mini-game that involves players getting unique powers in the form of water guns and bombs to douse eachother in a special arena. Refill your armaments by diving into the pool and capture zones from the opposing team! Those are the ideas off the top of my head, two of the three for summer since there's really not much it's got going for it. Share your ideas here!
  23. there's an interesting hook for why they'd have to do that: In the signature story arc, Recluse reveals that he was able to reclaim control of Warburg at any time, and indeed, expressly allowed Marshal Blitz to take control of the island and break off from Arachnos because it meant the Etoile Isle were no longer considered a Nuclear Power by the UN. But, with it being outed Arachnos has not only conventional nuclear weapons, but chemical and bio warfare WMDs, they'd be under much much much closer scrutiny than before. If you really want to extrapolate on this, the awareness of Nuclear (and biological and chemical arms) leads to investigations that leads into a lot more things Arachnos wouldn't really want public to be VERY public (namely the Arachnoids) and for various global powers, this is all the straw that breaks the camel's back and the Etoile is under massive sanctions, if their sleeper agents so much as stir the country would face massive retaliation on a scale even Recluse would rather not deal with (super hero setting, just imagine how many world leaders have black hole generators somewhere. Or play a Command & Conquer game for an idea of super weapon possibilities), and Recluse reluctantly has to clean up and bite his cheeks, he, Red Widow, and Ghost widow are patient enough to weather this. Mako and Black Scorpion? No, they signed on to get carte blanche on murder and terror, so they basically spark ANOTHER civil war that weakens Arachnos further, ultimately topped off with all these agents of 'good' (or at least order) hanging around Scirocco (and Ice Mistral) giving him the perfect chance to switch sides and the Mu go into their own squabbles on who should lead and if they should remain with Arachnos. This leaves Recluse, Red and Ghost Widow with a massive mess to clean up with Arachnos under massive scrutiny they can't actually deal with and a civil war they can't suppress compared to Marshall Blitz's. The double edged sword for Recluse is that these U.N. peacekeepers and can be pointed to groups like the Council and Nemesis in the Isles, distracting them from always watching Recluse and alleviating pressure from the broken arachnos. But the more he accepts help, Arachnos finds itself in debt and Recluse's own followers end up seeing him as weak, so he needs to play a careful game.
  24. Better than Lord Recluse and Arachnos who get rammed up and down both ends of your anatomy from 1-50 and you are reminded with every bit of Redside content you're serving 'The will of Arachnos' one way or another.
  25. You get a hint that the Redcaps are sort of the grunts (or at least heavies) of the larger Unseelie Court with the occasional spawn of Unseelie around Halloween time. That said, Redcaps are plenty nasty (at least mythologically) to have done something like this almost entirely on their own for sick amusement. I do think that Croatoa and Celtic myth would make a great background setting for Incarnate Content, my only reservation is that with Mot, we've had a magical threat, praetorian could be seen as a Technology threat (I guess with elements of science), so maybe next incarnate/max level arc could focus on something more mutant or natural origin as a nemesis goes?
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