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Sakura Tenshi

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Everything posted by Sakura Tenshi

  1. I don't mind ranged scrappers, though I have noticed 'sentinels are unexpectedly tanky' is a surprisingly common sentiment among my circle. That being said, my own biggest complaints with Sentinels and how I'd want to fix it would be as follows: increase the range on AoEs: I personally feel the 40 ft. range limit on all AoEs is painfully unnecessary. Now mind you, there's probably good balance reasons for this, especially if the tier 9 is a targeted AoE for the set as a means of shrinking the difference between a sentinel who has slightly more safety with their strongest attacks having ranged and those which are PBAoEs. But, I'd personally like it if all Sentinel attacks had a 60 ft range to them. (also, this is a little too late to happen, but now that I mention it, kind of wish Sentinel versions of all blast sets had Targeted AoEs/cones for their tier nines to furthur distinguish them from blasters, corruptors, and defenders) Changes to Opportunity: Hot take on this is that I sort of like the opportunity stance system for the most part, what I don't like is that its activation is tied to the tier 1 and 2 powers, limiting build options. I would personally prefer it if it was two separate inherent buttons sort of like domination with no activation time or animations so (as presumably was the intent with tying the activation to attacks) attack chains can still flow continuously and without interruption. Also, I would like it if opportunity lasted just a bit longer, this is largely because I often find myself using Defensive Opportunity to keep my endurance up, either by using the endurance gain to negate the consumption of Single Target attacks or using AoEs to actually refuel. Actually when I put it like that opportunity still doesn't seem so good as it basically makes it a choice between 'do actual damage through a questionably useful resistance debuff' or 'continue to do any damage at all because end consumption will remove all your DPS otherwise'. I also realize my outlook right now is massively biased as I have limited experience with sentinels as well.
  2. I mean, if we really wan't a -res effect, could always just make part of it 'surveillance'.
  3. I mean, I can't add more than others have, I do think maybe change out something for maybe sniper rifle and/or heavy burst. But in general I'd actually kind of like firearm focused Pool powers instead, maybe by default they run off melee modifiers since their base purpose is to let melee characters have ranged options (something the live devs seemed like they were relaxing with the release of the origin pools) and also just allow some characters to explore certain RP concepts, even if non-optimized. my own idea would probably have the pools be: Gunslinger (single pistol pool) Assaulter (SMG pool) and I guess those are the big ones. I'd also like to see maybe like a single knife/blade melee pool to let ranged classes enjoy shanking someone.
  4. I just got Tuxedo Cat, my staff/ninjutsu scrapper to fifty, and it's well past time I worked on a build for him, and so far, this is what I've thrown together and would like some input if I could make this a bit 'cleaner' I guess? My big thing is having incarnate softcap (50% defense in positionals) with a bit extra preferred as sort of 'defense debuff resistance', but another goal I was aiming for was something to liberate me from being stuck in form of soul all the time. Don't get me wrong, Form of Soul is nice, at three stacks it's a whooping 50% end reduction, but I'd like to be able to switch over to form of body and even soul sometimes. A friend recommended picking up Cardiac instead of Agility, but I'm a little torn. Anyway, without further ado, the build itself. | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1669;742;1484;HEX;| |78DA6D94594F135114C767DA29B4A52CB5B48050A11564B550F5C1B0682288B2D49| |0D4F82496810E3086B44D5B1278F41BB88617D71783EB07717D3471376A04157079| |D297F174CE9FCE24E34D9ADFB9FFB3DC33A77726B634E47978ECDC6141AC185C907| |3B9447C262B67324AD6195BCCCB79359D1268B94F2E2E29C974D3A09C2FA56D703B| |28115316142512CFCBB3B38961756E3EAFA6E6EA8ADE21655649E594C809357556C| |DE71685F289747A21B21D58A9EFC61539A96473F36AC6B3BDCF90D3AD6FE2194549| |7A8F66D499C8917472391193737925BB5C4B4DF4D1EF6548C0D21CC273BB204425A| |1EB19F894B9F709F8187CC474B4539AA8E7DA05BFA86BB66AB08A29F998AF4208A5| |73C42B92AEB55F66765C022F8217985DE799AF29D7CEB9927DC0A66BCE7EA6BB8FD| |9DE0B1E6496506F0EF4E6406F25E8AD04BD39D1DB5BAA5FCAB19A93F25C6261A389| |AE4E81CF004BC957869A65A8E9414D0F6A55A0F61BAA598EE72DBFC5CF517193597| |503BCCE0C5C03AF325D744E25E70A9538FB23D5F3A29EF701C7EDB80FDE6356DF05| |EF30A3AB4C37D5F321D7B7C1FF5DED7766F33766EB57701D5C63DAE8B6FAD18B5FA| |325D849A9E1298835FB50AD9B2991AF8E7D52DD6FD6766E825BCC865FCCE84F6619| |7557CF39B6FA42E120C50498DD7F38E6133D7D103720D8CBDAAE3EB01F1C60860E3| |13F534E23D775342A3C89A62438034E33433238C5F4504F614C2C2CF38DDA3D0526| |C033CCE649F034D34B3368C10C5AC6B8973DA3E0303882191C670628A78D738436D| |CAC38B93A31F94EDC82DB74A52298556485CFEB1E25A19538C20C53AD1ED4EA415E| |83547CCB0B979CFEC546A9F8EE6A631D45AFD66189ECB128518BB2DFA21CB028E31| |665422A7E130451575C55C5375DDB709357347BB70C45144FE1FB12E2096E5AA27F| |9815CCEA4BC078D23593BD1E30A6F1AEF03580FEDE647F307D2526DC851ED89E34D| |9B2C99E36D9FACAD6500F105EF80CDBE737ECFFAD55BA895134B1E233ECBF0123EF| |1F48933834| |-------------------------------------------------------------------|
  5. I feel like lethal/fire is more fitting for most explosives. But I'm pretty sure that's not accurate to how explosives necessarily work in the modern era.
  6. I feel like Redside content is higher quality in general, there's still just not enough of it, also the 'unlocking contact' is actually a good idea, but it can get annoying since some of the things to unlock them can mean you miss them in the level range, and they are some of the cooler arcs. A prime example of this is that, even discounting the Shadowshard, blueside still has more than double the TFs than Redside (which probably strangles WSF selections). And I admit, there's a bit of a gravity effect going on: more people I know play mostly blueside, so I spend more time blueside. Yes, aesthetics is another factor into things though: Redside zones are incredibly ugly. Yes, they're meant to be, but just because you make something terrible on purpose doesn't make it less terrible. Especially with Arachnos' bizarre fondness for unnecessary, exposed utility pipes (like, seriously, in Recluse's victory, Villain controlled zones ADD THEM to existing buildings with functional utilities already, it's apparently a fetish), Arachnos' nonsensical base layouts (even council make sure there's stairs and ramps to every damn level), and the perpetual gloomy skies. Praetoria shows us a world run by villains (because, let's be honest, no matter how you feel about loyalist faction, the praetors were ultimately villains) can look pretty and ironically be somehow more open to flagrant crimes (seriously, you can start icing seers, PPD, clockwork workcrews, right in the magisterium.) Lastly, there is the matter of 'there's a million ways to be a villain', though this is softened with rogue and straight villainous aligned content.
  7. So, sort of getting back on topic, Personal force field aside, I'd like it if Fake Nemesis (or at least Nemesis AVs/EBs and GMs) had more attacks. I think the overall animations exist for some of my ideas. >Nemesis Staff Slam: basically a downward strike version of the melee attack, like how that uses stone melee's stone mallet, this would use heavy mallet's downward swing animation >Nemesis Staff Bolts: Nemesis raises his staff with one hand towards the sky, the gears spark and begin shooting bolts of lightning at targets as a PBAoE, the animation is used by CoL members I believe. >Nemesis Force Stomp: Basically foot stomp, except instead of the normal shockwave it releases a forcefield barrier 'repelling' enemies away. Edit: on some reflection, I notice nemesis mobs in general have very limited attacks leaving them with long gaps in between. Combined with most of said attacks being AoEs, I do wonder if it was a deliberate choice to limit Nemesis' offensive abilities due to stacking vengeance.
  8. 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.
  9. 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.
  10. 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)
  11. 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?
  12. 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.
  13. 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.
  14. 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)
  15. 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.)
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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).
  25. 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?
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