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Sakura Tenshi

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Everything posted by Sakura Tenshi

  1. Basic premise of this thread is asking what real life historical events or mysteries are your characters tied to if any or if you prefer to avoid such things to not 'step on the toes of others'? I would also like to start off by saying to those who want to post just because you see someone else using an event, there's no need to worry, just share the thing you had for your character. This topic came strongly to my mind because one of my two main heroes, Gaia Redeemer, is an ancient reincarnating soul and monster hunter, so he's basically gotten around history in more ways than can be imagined. Just a few examples I've used for him include: He's only been famous in two past lives, specifically as Queen Ametis of Babylon for whom the Hanging Gardens were built for and Ashur Bilit who was the first head of the Akkadian Empire. (i picked these figures partially due to their relative obscurity) He claims he wasn't, but he slayed a demon once in the back alleys of early Imperial Rome's markets, the demon exploded in a burst of flames upon death and the blaze quickly spread causing the Great Fire of Rome in 61AD. In another life, he Nikolai Orlov, and actually a cousin to Grigory Orolov, one of Catherine the Great's prominent lovers (which factored into his later execution) Lastly, his first life he claims to have been Adam of Eden, or at least 'a version of it', and Eden was despoiled by a serpent he's since learned to be have been an early nictus, the disaster caused created what's now known as The Eye of the Sahara. So what historical events do you tie your heroes and villains to? For extra fun, every hero or villain tied to either WWI or WWII who are not 'canon' to the game's lore, take a shot.
  2. interestingly, even that's not that big of a whole form what I observed as any AoE attack is going to by flagged as "ranged" or "melee" still, so like with s/l softcapped blasters, unless you have (presumably) locational AoEs like burn, rain of arrows, etc. it will still check against the Melee or Ranged portion and be negated than the missing AoE.
  3. it's actually got 'a lot' of holes in it. It only gives a buff to ranged and melee defense, no typed defenses and no AoE. (guess that's why my Titan Weapons guy was never bothered by it. Well, that and being willpower)
  4. I don’t know about the vengeance stacking not adding lethality but I like to play as high defense characters who have little in the way of resists so their stacked to hit buffs hurt. that said, what I find odd is how it all fits into the group lorewise. Nemesis’ army isn’t really said to be the type to inspire loyalty of individual officers when avatars of their master tend to be around every corner, but what’s really weird is why nemesis automatons have it when they’re not only robots, they’re expressly crappy robots who constantly glitch and show plenty of obvious signs of their inhumanity with few exceptions. but this is all off topic. And going back to fake nemesis, how about as a challenge, the personal forcefield heals the fake nemesis for half his total HP?
  5. Actually, they can't. I am with the OP that nemesis bubble is pretty useless, but rather than remove it I'd rather see it changed into something else, maybe at least make it so it boosts his Recovery and Regen, or better still, have him also summon some Nemesis Jaegers to back him up and attack while he gets breathing space? Hell, it would make more sense for him to have detention field. In general, Fake Nemesis just feel kind of disappointing as enemies, especially since the AV nemesis is exactly the same but with a bigger health bar.
  6. I feel your pain, see my earlier space station map suggestion. the interesting thing about a lack of windows in office spaces is that they do not even make just opaque windows you can’t see out of even though they exist in even the older warehouse map sets. I do see one of the issues being that city of heroes mission map Tilesets are permafrost by using procedural generator from a selection of parts, then a human dev went through and made sure the pieces completely lined up. From there one can extrapolate windows were not included because it’s too easy to have windows that “face out” in impossible ways. however, there are a few maps that avert this and do have windows, noteably, two are single room missions (Cleopatra and Odysseus’s office seen in Responsibilities arc and Mortimer Kal SF respectively with appropriate outdoor scenery, though the offices themselves are almost identical aside from praetorian propaganda), the other is the top floor of Marchand’s office in a villa inside Ouro arc. (Which was partially recycled for the new vigilante arc made by the SCORE team). the last big exception being the new Kallisti Wharf offices currently only viewable (and useable) in mission architect.
  7. try being an RPer where you have to remember just because it's a certain time for you, it's North American Eastern time in Paragon since it's set in Rogue Isles. (let's not talk about how wonky it is that the Rogue Isles and Paragon share time zones)
  8. This one one might be a bit far off in terms of 'doability', and slightly off topic, but one thing I'd really like to see if to take the bosses of each enemy faction and basically make EB and AV versions that you can fight in newspapers/radios and tip missions. Actually, related to that, let's throw in EB and AV versions of the generic heroes and villains (like Mangle, Desdemona, Savage Siren, Doc Quantum, Etc.)
  9. I mean, while it's understandable to want to keep NPCs unique, maelstrom's hair is HARDLY the only unique thing about him. He kind of has that fancy armor.
  10. another thing I'd do for a City of Heroes 2: Hazard Zones would be clearly defined by being levelless zones in which an endless series of large-scale zone events take place, representing the push and pull of the battle between authorities and outlaws in the area. There would be repeatable contacts who would give out a small array of mini-arcs, similarly scaled to be effectively 'infinite' in level that could help push things in favor of one's preferred side of the law, and allow street level heroes and villains to remain street level should they wish.
  11. My suggestion: add more P2W temp powers, specifically charges for temp powers you can get from mayhem and safeguard missions. Basically everything listed in these two boxes: https://archive.paragonwiki.com/wiki/Temporary_Powers#Mayhem_and_Safeguard_Missions_Powers Possible additions could include the minigun temp power and the heavy pistol from the Going Rogue missions. Also, the 'Deevolution' form shift power you have a low chance to get from the secondary evolution buff for pure giggles.
  12. Six months was a time frame held by a full development team of some fifty or eighty people who were all professionals and had in-depth orientation with the code. We have little of that, our team is smaller, volunteers, and figuring out the code even still. Next there's potential animation matters and coding new powers. Expanding on existing Incarnate powers is a maybe, but I don't see Genesis, Vitae, and Stance being something we'll see anytime in the near future.
  13. On the note of travel powers, one of my own ideas for a City of Heroes 2 travel powers included: fast travel waypoint system Not sure if the way points should be physical things in the world (like maybe public transport stops so those without travel powers could use it) or just locales you tag and interact with through the map. all travel powers would automatically possess a combat mode and a long ranged mode So basically one’s travel power is a three for one pick. The long ranged mode would work a bit like long ranged teleport does now with an interruptible wind up animation followed by your character flying, rushing, vanishing, etc. off, becoming invisible and phased out* while a menu offers you a selection of zones to choose from, possibly including the extra options of going right to your base or even the mission door. *this is mostly so you’re not just standing there like an idiot like with the present long ranged teleport while you select your target. This would also have a “spawn-in” animation appropriate to the power like speedsters appear in a flash, skidding to a stop over a short distance, flyers would drop down from above, super leapers would drop down and do the three point super hero landing, and so on.
  14. no arguments there, in the Kallisti weekly discussion I wanted to note them down as possible enemies to be included who could be fleshed out, but as mentioned, lorewise, the KoA are sadly not strong enough to be a faction of their own again anytime soon unless we make some story about the survivors who still hold out for the Knives of Artemis as an organization go recruiting. Actually that would be the perfect arc to flesh them out and expand on their roster.
  15. Alternatively they should have made it so KoA defeat animations showed them teleporting away or sometimes having hidden spawns where they teleport in to suggest you might avtually be fighting the same damn groups in every single mission.
  16. Especially weird that they never got a bow user, given Artemis was a known archer mythologically, and even barring that, archery and trick arrow would be perfect for an exotic (relatively) weapons for modern assassins.
  17. Nope, not really. This isn't helped for a small number of reasons, chief of which being that KoA mobs are really really REALLY boring and given how bad their caltrop spam tends to be were probably never intended to be fought with a large team (at least way back in issue 1). Add to that that the KoA were not involved in any new content after their introduction besides Tip missions until Dark Astoria revamp suggests the Developers of Live didn't really like them either. Topping it all off is that the KoA these days were largely either turned into Knives of Vengeance by the Talons or killed likely means they're story was likely to be closed for good in Paragon's lore. That said, I personally could easily see DA survivors being taken in and integrated fully into Malta as agents and possibly a few independant KoA vets who escaped DA's corruption and slaughter to become independent operatives of their own (like Shadow Spider).
  18. it could work, I mostly just liked the idea of what would ultimately be Statesman's end being a quiet one a man finally able to have peace and confidence the world is a better place than they entered it. And maybe because I'm unoriginal and like the idea of using a personal Story Arc to crib Assassin's Creed Revelations. Now, getting back a bit to the original purpose of this thread: did anyone else ever want to see something done with that cape just east of Talos and north of DA?
  19. Kind of agreed, I've mentioned in another thread actually that if I made a 'city of heroes 2' it would probably be more of a continuity reboot and I guess alternate universe with details mentioned here.
  20. Basically, in this thread, I'm mostly just here to share some crazy ideas that have cropped into my head to see what you guys think because they won't leave me alone and open the forum for other dumb suggestions you guys might have but also are not seriously committed to wanting to see in game. in general, a lot of these ideas aren't based around any real or sane mechanical balance, it's all about the idea of feel. Auto-defeat for control powers: This would be hell to balance in any respect, but the general idea is that in movies and cartoons or comics, when a badguy or hero uses something to knock someone out, bind them up, or whatever, that dude is out of the fight unless they're serious stuff, and even then. So basic idea is that against minions and lieutenants, if you can lock them down with a single hold type (and possibly only specific holds like stun, sleep, hold, and confuse) for 15 and 20 seconds respectively, they just drop, automatically defeated regardless of HP they have left because of the implied idea that in the time they've been mezzed, you were able to do whatever work you needed for a coup de grace. This also would let doms and controllers worry more about the bigger threats. Control powers no longer need line of sight (in PvE): basically as the name says, there's no balance reason and it probably wouldn't even help all that much outside of attacking from around corners or targeting someone and running back behind a wall, but the general idea is to let control powers feel like you are a master of the environment, that you don't even need to be physically there (sort of) to start kicking ass. I guess the major balance point here thankfully is that if it's just control primary powers, than it won't amount to much more than just being about to avoid an retaliation alpha strike since secondaries for doms and controllers are a thing and a big boost to both side's DPS (maybe if you want to really cheese a boss to death), but seriously, just imagine how cool it is to imagine an enemy trying to run through a hallway to reach you but the earth itself reaches up and keeps locking them down. Turn X-ray Beam and Laser Beam Eyes into snipes: Aha! it's not all about controller and dom primaries. Nope, in this case the idea is just to let laser beam eyes feel like a powerful attack. When superman or cyclops use their eyebeams, things end up hurting. By giving them a snipe aspect, they can still be slotted for ST ranged damage, you can have it so their in-combat damage remains the same, but when you're starting up a fight, it gets that extra oomph (albeit needing extra wind up time). Super Reflexes Elude changes: Oh boy, here's a fun one, the gist is to keep the crash and maybe even make the recharge time longer (and unenhanceable) but make it really worth it. In addition to the large buff to positional defenses, defense debuff, movement, and recovery, Elude now grants a substantial +50% ToHit buff and +100% to your accuracy along with a beefy 70% recharge buff. The idea is that you are moving so fast now, not only can you dodge attacks easier to dodge, enemies become easier to hit because your can see their movements and all that, on top of that, your movements just flow into one another much quicker. When Elude is first activated, it hits all enemies around the user with a wide area (like 45ft radius, no line of sight) with a massive slow movement and -recharge debuff (maybe as much as -80%, unenhaceable), to sort of give that 'Fox Quicksilver'/'300 cups of Coffee Fry' feeling where you're moving so quick, weaker opponents just seem to sit there and stand still while you batter them.
  21. That map also points south Faultline as the location of Hamidon spawn (or at least sighting of hamidon creatures) and mentions a Baumtown Airport* when no mention is really made in-game. Closest being a small arc from Crimson saying "a passenger plane is coming into town" but never says where specifically. Also, sometimes artwork like this and the people writing the lore are not given clear communication and just do whatever than acknowledge one another's work. I personally like the idea of Croatoa being at least three hours of train riding to get there since the whole idea is the place is extremely removed from Paragon and the ravages of the Rikti War (no warwalls, no signs of buildings having been damaged, and so on). But of course, assuming the train is going even 35mph, a three hour train ride would put Croatoa over 90 miles away from Paragon when Rhode Island itself isn't even 50 miles at it's greatest dimension (not to mention Paragon's geography defies a lot of Rhode Island's actual geography). All in all, it's just the sort of stuff that makes me dream of a remade City of Heroes where, among other things, the city layout makes a bit more sense. Of course I'd also be a cheap bastard and just move Croatoa up to Maine, mash in aspects of First/Night Ward and Dark Astoria (classic) and effectively turn it into Solomon Island from The Secret World, make it so Skyway City's 'highways' actually go somewhere and the zone effectively connects to every other zone in the game via it's highway system, make it so there's different styles of War Walls** representing Rikti design, human design, and in Atlas Park's case a pre-war design made by Positron, along with a bunch of other nonsensical changes. *Baumtown Airport also need not be that large of it's not actually a fullsized airport meant for commercial flying, I live near a fairly small air field which is still considered an airport but nothing larger than small, privately owned rotoprops and helicopters ever take off or land there. Similar to the air strip seen in Neutropolis and Cap Au. However if one were to make an airport in Paragon, could always handwave the smaller size with new super-science passenger liner airplanes needing less space to take off and land. **According to the lore, interestingly, it seems to say both Rikti and human sides erected Warwalls. https://archive.paragonwiki.com/wiki/Rikti_War#Invasion
  22. I mean, there is argument to want similar powers, because, yes, admittedly, many enemies added in issue 18 and onwards have some really cool looking powers that are beyond player reach for one reason or another. I mean otherwise I picked up on the sarcasm, Ashfall and ToV lightning storm is just awful for me to deal with because my favorite characters tend to be defense based and those attacks take up a huge area and deal damage while ignoring defenses, and the visual obstruction makes it difficult to get out of. Also, I want IDF Heavy Trooper Pack powers, dammit. I too wish to unleash @#$%loads of missiles on my enemies,
  23. I hate to be that guy, but one thing I want to point out to those who want Battalion to show up: how are we going to design the Battalion. The Live Devs hadn't gotten to anything more than concept design documents and never got to artwork, nevermind actual models. As of now the closest things we have to Battalion enemies are Well Echoes (possibly) and Neo-Shivans. A whole new enemy group might call for whole new modeling, art, and animation assets, resources and ability I'm not sure the team feasibly has.
  24. I am still hoping for them to be freaking removed from ToV and the powers changed out for something else because goddamn Ashfall is the worst.
  25. Thing is, we get plenty of development for Arachnos. Heroside has the Faultline Arcs, Aaron Thiery Arc, and the Miss Liberty Arc, and Redside Arachnos is shoved down your throat and up your @#$ from the Tutorial to level 50 and you can never fully get away from them except a handful of TFs and Arcs, most of which are newer stuff because the live devs realized 'oh, players don't like being facedown in Recluse's lap'. And the only time Arachnos is really written as a joke, as I can see, is Newspapers and Tip Missions. Well, that and Arachnos' ability to invade US soil with absolute impunity in flagrant ways that would get any other country nuked off the damn map.
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