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Sakura Tenshi

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Everything posted by Sakura Tenshi

  1. Playing an ITF again since this game's closure, I've learned a lot about the historical roman army, and now looking at Cimerorans, my inner history nerd rages at the number of Centurions and camp prefects in a mob. (also that they erroneously are using the title 'immunes' which is supposed to mean they're non-combatants when those are more Auxillia). And so if I could make some dumb changes to this game, I'd be renaming the Cimeroran Traitors as: Legionarii (is fine) Centurions now become Prima Pilus or Prima Contuburnium (a made up rank and still not numerically accurate but one more accurate than having a centurion every third dude) Preafectus Castorum are changed to Legio Praetoria (explanation being that Romulus has 'promoted' his best fighters as praetorians and though has assigned them as part of the regular legions, likewise they'd also get purple instead of red) Immunes Engineers are now just Auxillia Engineers Immunes Surgeons are also fine. And that's an example of a dumb, pointless change I'd make.
  2. The debuff resistance I brought up as one of it's strong points (especially having played /nin), I did neglect to mention most of the other things, and I did say SR does what it does well, but when it doesn't, that scaling damage resist honestly is going to feel more like a joke than some saving grace. When the RNG stops favoring you for a moment, or god forbid if the enemy has a lot of auto-hit attacks (like the Talons of Vengeance have with their damn prophetess) you really really feel SR's limits, and I'd go so far as you say you're going to feel it more than with Shield Defense which has +max HP and actual resistances it can fall back on, it's going to be felt more than Praet Clockwork against a willpower character. In otherwords: SR's only sin is specializing a bit too much in a game where some of the better performing sets are more well-rounded. I should also note I'll only argue SR would underperform on tanks because of their built in role, scrappers, brutes, and stalkers aren't married to being unkillable but rather killing other things quickly, a tank doesn't necessarily have that option (at the moment) and with SR, the more you have piled on you, the bigger the chance you're going to start bleeding is. But, it's been ages since I've played my SR scrappers and brute from live, and my only example on this server is an BS/SR scrapper I have on redside. So, maybe things are different even outside of IO set availability. (which, I sincerely stress against focusing on as I believe this game is still balanced around SO builds)
  3. >mfw unrepentant weeb especially as a 16 year old >Loved kenshin I'll just let you figure it out from there what my first character was.
  4. Having played an SR character from live, the big thing with SR is that his has a lot of positional defense and... Actually, that's honestly it. Even other issue 0 sets offer more in terms of survivability options like Invul, dark armor, stone armor and ice armor offering resistance, defenses, AND a self-heal. Fiery armor offered more offensive options along with resistences and a a self-heal and a self-res. And having branched out from SR to /nin, willpower, shield defense, rad armor, and bio armor, I can tell you SR does what it does well. It's defenses don't fold like a paper tiger when looked at funny by anything with -Def, it has +perception and -perception resistance which, ho boy, lemme tell you: try tanking when you can't see anything to taunt, and it has confusion protection (my bioarmor guy tried to run the Villain Side New Praetorian arcs. Fighting Awakened was a freaking nightmare). But I do feel SR could be better as a powerset, and especially as a tanking set, because others just... offer more.
  5. Necroing my own thread a bit, also because I realize I never posted the other half. Some mission maps that would be nice to see which could still probably run on existing assets would be: -Nemesis Tech Labs/Factories. We have a Nemesis base thanks to the RWZ arcs, but surprisingly it never really comes up again, and admittedly, the textures and such are limited, so assets might need to be drawn from the Clockwork maps and even the Antikythera mechanism chamber from the Signature Story Arc 2, both of such things would need a slight retexture to match the aesthetics of Nemesis. Also some bits from the older warehouse tilesets could help, mostly the conveyor belts. Otherwise I think this could all be a reskinned Praet Tech tileset making full usage of the bio experiment pods, prisons, and possibly retexturing some of the power sources. -Longbow/Arachnos/Council/Fifth Column/Nemesis/Generic Paramilitary/Science Submarines I think this could theoretically be pulled off using some of the smallest versions of the Cargo Ship interiors, remove a lot of the cargo and place individual levels of roughly Office height to give more area and floors to explore (separated by elevators/doors) and change up the spawn entrance location using an upside down sewer hatch door. The useage of load doors would be needed since to do the top rooms and give a sense of a rounded space, we could flip a cargo ship map upside down so the rounded portions become the ceilings. (at least the rounded portions we can see). And finally from there it's just filling it up and texturing with the appropriate factional assets and perhaps a few taken from the Frigate interiors. If a 'viewport' were to be included, perhaps a special observatory room(s) (which would need all new map geometries and such) could be made to provide a limited view outside, which could be as simple as a blue-tinted abyss with bubbles floating up past it or as elaborate as a mockup sea floor (though that might need new assets) These last ones would call for new map geometries to be rigged up, and potentially some new texture and object assets. -Council/Fifth Column/Nemesis Airship Biggest trouble with this one would be that the actual navigable mission space would only be a small portion to something set within a skybox high above the 'generic cityscapes' seen outside of the warwalls. Though it could be simplified by just making a 'cloud layer' floor with glimpses of a distant land texture map below (see Bioshock Infinite for example) or even just open water. -Proper space station It annoyed me to no end when the Maria Jenkins and Tina MacIntyre missions were redone and Anti-Matter's space station was still just a generic praetorian tech map. This one would hopefully be simpler as it would involve using existing tech maps but the tricky part, would be creating new geometries where you could plausibly look out and see the skybox from the Shivan meteor or Space Island maps. It wouldn't need to be all rooms, just a few key ones that plausibly would be on the outermost points of it. If one were to go allout though, a proper space ship could be done though would likely be done similarly to the Airship suggestion. -Apartment Complex/Hotel Interiors The biggest issue I can see here would be lag from a lot of small assets, but the basic idea would be to make a few interiors of multiple stories surrounding an open foyer with some off shoot spaces and odd accessible apartment/hotel room. I think the assets are there, we have them in the base editor, but, once more, geometries. Relatedly -Generic Mansion maps Once more, we have the assets now, it's just a manor of making some mansions feel large (like the Dr. Kane trial) and are not either run down or lead into some weird lab or cave. That's all for now off the top of my head that I can give some elaboration on. Maybe I should see if I could learn to map edit for the team if only to put my money where my mouth is.
  6. I think this could mostly be mitigated in that you can only choose primary, secondary, pool, and ancillary powers, but not which powers specifically. Alternatively, instead of specific powersets, we could only choose a broad theme (naturally with power overlaps) and from there they can even get power combos normally impossible as a player. So if you pick a 'fiery powers' theme you could start with them only using a bit of the fiery assault mixed with fiery armor, but come incarnate levels they're laying into you with every single possible fire power in the game. Such could even be a way to not necessarily need to give them a full suite of incarnate powers down the line (maybe just the judgement). Drawbacks with this could include the obvious fact that not all powers are as broad as fire, such as Assault Rifle, even assuming we can throw in SoA attacks like Single Shot, Heavy Burst, and so on, they'll still have less than others, and then there's just those powersets that would need all new powers given to them to keep them in the running like Katana or broadsword.
  7. Honestly, this would make papers and tips become pretty damn awesome. Coding nightmare aside. I'd love to give my heroes and villains their own foes and even their own lackeys outside of AE.
  8. Sadly, i'm not sure if this is possible without either giving all lethal attacks something like Savage melee's bloodlust which is an external boost of +recharge or reducing their damage output. I remembered hearing from somewhere once damage and recharge rates are hard coded to be basically inversely proportional to eachother. Why the live devs thought that would be a great idea remains a mystery. Maybe a time saver on balancing?
  9. So, what it all boils down to is that basically all factions that predate issue 18 probably need to be looked at for massive update in powers and such. It sounds utterly insane and impossible but holds so much potential! I've always thought Rikti should get some version of Phalanx Fighting and mentalists and Priests should have leadership buffs since they're supposed to operate as a psychic network and thus read incoming attacks. Then steal the IDF's generic '30% resistance to all' since Rikti Battle Armor is supposed to be some of the most advanced on earth.
  10. Random thought: if I could change knockback, more than anything else, I'd make knockback/knock up due additional smashing damage based on how much if overcomes a target's protection against such things. It always felt silly sometimes when you knock a baddie back, especially off a ledge, they get back up and their fine. But this way you send them flying (like say you have mag 10 KB and they have 0 protection) and they are going to sting from it.
  11. Yeah, an sorry, but trying to make four different physical types of damage is pretty out there. DnD has the extend of it with slashing, piercing, and bludgeoning (how do you even define puncture from pierce?) and I'm personally happy with Lethal and Smash. If you really wanted to get nitpicky about things, you could argue wall bullets should be lethal/smash damage since bullets expand on impact, or you simplify it further ala how City of Titans intends to with "physical" damage rolling smashing and lethal together and deliberately leave things vague for overlap for players to work it out.. (though I feel CoT should consider at 4th positional and 4th damage type just to give it a bit more diversity)
  12. One difficulty option I'd like to see is to have end mission bosses of various 'generic' missions potentially scale up. Like fighting EBs or even full AV versions of boss critters in Tip Missions and Radios/newspapers. Admittedly, part of this is because I'd like to see this backported to AE so we can get some 'generic AVs/EBs' in enemy factions, even if it means we'd have to live with getting our rears handed to us by AV Flambeaux.
  13. Thing is, Chris, just because that's realistic doesn't mean it's fun or good for gameplay balance even. If were were to push everything strictly to realism in a super hero game of all things, assault rifle, dual pistols, and archery should just not even bother existing as powersets (and heck, when do people armed with these things actually do anything in comicbooks? And don't bring up hawkeye and green arrow, they're either using special super tech arrows or doing jack all in fights, and notice how Black Widow has more success punching things than shooting them), and from a gameplay perspective you're creating 'trap choices' to punish players who don't know the meta, which any RPG designer except Monte Cooke of Wizards of the Coast will tell you is awful game design. And if you really want to get into the 'realism' aspect, then what about heroes or villains who learn to bypass armor consistently by targetting gaps and weakpoints. (know what shrapnel running rampant inside a machine's parts can do? ask a tank) There should be more things that are actually weak against lethal damage (like fleshy targets and badguys who clearly don't bother with bodyarmor of any kind), overall resistance to it should be reduced, or lethal centric powersets should to be buffed in some way to make the lack of damage worthwhile. Otherwise you just punish players for following a concept. I speak as someone whose main back on live was a katana/SR scrapper, and it really really REALLY stank like a skunk towards end game because the only things weak to lethal were carnies and some banished pantheon (the zombies), and that last one got removed for the incarnate/level 50 versions of the mob later.
  14. Exactly my thoughts on the bottom (actually mentioned it earlier). It's a lot to ask for, but I would love a day to come when i actually debate between picking up one of my primary or secondary offensive powers or jumpkick because 'it's so much better now and can be just as useful in it's own way'.
  15. Why, yes, that is a mother@#$%ing Jojo reference.
  16. I'll restate that I don't mind getting some powerpool picks having costs, I just want to actually feel excited about picking up kick and jab as much as I would be for tough and weave, or that after getting those I'd actually feel picking up cross punch would be worth it in exchange for one of my primary and secondary powers or an ancillary power.
  17. Our wisdom flows sweet, taste and see. TRANSMIT-Initiate Oranbega Signal-RECEIVE-Initiate Nietzche Frequency-DOWNLOAD-Bram Stroker Lexicon-LAST SEASON ON CLEARANCE-Initiate Messiac Complex Protocol-THE ABYSS GAZES BACK-Initiate Sisyphean cadance-The Iron Spectrum-WITNESS-Gaia Redeemer A man walks down the street, it's a street in a strange world, maybe it's the third world. But it's not his first time around, sweetling. You too saw him once in ages past, but you wore another face as did he. It was streets illuminated by a Prometheus named Ermeeth in his city of magic and circles. This was not the first time your paths crossed, sweetling, it would not be the last. Initiate Genesis 2:4 The first sweetling began like many of you, an ape swamp, oohooh-ing and ahah-ing between the festivities of his fecal matter and omega-3 feasts from the fetid, writhing buffets. But tiny killers and barometric catastrophes drove them from the brackish bayous of Africa and in search of greener pastures with his fellow Adams. In time with their Eves they found garden of a valley, lush with tasty flesh of flora and fauna your kind so loves. Paradise they called it in the modern rolling of oral appendages, ‘Eden’ was what left their tongues. But a snake lurked in the garden, and the rest of the story is written in the lattice of your DNA, burned into the memory of his, but the ending has a twist neither of you saw coming! The serpent despoiled their homes and despoiled the wives, the sons, the brothers, the mothers, the fathers, and every relation in between and imaginable, the horror of bodily fluids and charred bodies ended only when a surviving Sweetling of the first age appeared before him. But blackened was his fragile heart and revenge he swore upon both Heaven and Hell. Silly sweetling, you can scream all you want, there is no one who will listen above of below. But the Adam knew this though, and thus, begged to his savior to teach him in the ways of carnage and blood. But Lilith rebuked him, seeing the taint of rage in his soul. For ten years Adam followed the footsteps of Lilith, begging for her tutelage, and for ten years he was denied. Ten years he hoped to glean the secret of her strength which let her fell great beasts with the ease of flint murdering fragile saplings. On the tenth day of the tenth month of the tenth year, the precursor turned to ask Adam what he would do with the power she wielded. In typical Martian bravado he swore to slay the enemies of mankind, and that’s when Lilith led him to a burning grove, cut down by his fellow man, where fragile spirits of Tellus lay dying in pain. “Mankind needs protection, but so to do all children of Gaia.” saith Lilith, and on she led him, to show him the horrors man was capable of even then. And in the eyes of starving wolf cubs he saw his son stolen from his mother’s teat to pleasure a snake’s bifurcated cruelty. In the entrail rent bears he could see his wife’s pain as she was rent bifurcated. In the diseased waters, laden with the dead did he see his paradise, his eden’s blood flow free. And in this suffering, he saw himself, he saw enlightenment. His first lesson taught, Lilith led Adam to a cold place at the throat of the world, a great cauldron once where fire wept in millenia only Lilith could remember. Down a narrow opening she guided, deeper and deeper did they spiral, our future sweetling’s soul rent from his body, the numbness took his sense of touch, the sting of ashes and brimstone stole his taste and smell, the howling winds deafened him to tinnitus before the modern machine, and the darkness stole his sight. For three days and three nights, a curious number, is it not? They walked this trail, going ever deeper until Adam awoke from the disembodied nightmare to a golden grove flourishing atop an immaculate machine in the shape of a tree. At the center of this grove was a great lake, small it might be it spread oceans wide and Lilith instructed her student to drink from it’s honeyed waters. His hands cup beneath the shimmering surface, he imbibes the potent cocktail that burns in his blood. Burns in his soul, and in the high he sees the all-mother above him, rising from the water of the lake in an image of romance. “Turn back now, tragedy only awaits you.” She says and shows him the myriad of hells he will endure. “I will not!” Adam shouts in defiance. “Turn back now, disgrace and shame only await you.” She says and blinds him with visions of his innumerable rejections by those he is sworn to help. “I will not!” Adam gasps in defiance. “Turn back now, and live full happy lives.” And Gaia shows him the joyous possibilities of his infinite circle of reincarnation. Of families, of peace, of warm nights in warmer embraces. “I can not!” Adam cries out as the memories of the serpent, the sins of his fellow man, and his own failings break him more than the wisdom of the all-mother. “You know the suffering, you know the disgrace, you know what you give up. Then drink once more.” She says, offering her the royal jelly of her teat from her own palm, guiding it to his lips. The last Adam died that night in the center of the earth. And born was a servant from the womb of Yggdrasil. Time Passes - The cub is parted from the kind huntress, and bears his fangs and claws anew, jellied orbs seeing the new spectrums in the All-mother’s Golden hues. He remembers kneeling to Tielekku when Hequate and Ermeeth knelt with him, clad the flesh of beasts to protect himself. He read from an ancient order’s archives in Babylon before they moved what remained to London. He practiced wards under the eyes at the top of the pyramid in Egypt before the Pyramid was rebuilt beneath New York to share home with Rikti. He studied the art of fists and chaos with monks whose lips were sewn shut before their silence spoke-not in Seoul. He remembers watching the Sky Ships of Mu rain Hell from above before a spined aureole made it rain from below with double spoken deals. He remembers the Amazons, mutilated bosoms and phalanxes shoulder to shoulder with unlawful hybrids. He remembers when the city of canals flowed with unmentionable fluids and deus vult that the enthralled remove their porcelain masks to face their shame while the resolute monk vanquished succubus in human flesh and frills. He remembers when the city of lights died as red standards blocked out the amber twinkling and the funeral mass was held among buried bones to test the effects of black lattice seeds. He remembers it all as fresh as the day it happened. INITIATE-present day frequency The old wolf stalks the streets of his ancient home, again and again, grinding blades on concrete and dulling them on flesh and bone. He lives this endless waltz of war, death, and rebirth. Will the circle be unbroken this time too?
  18. Well, the idea is not to give the benefit to the whole set but individual powers have a special debuff in addition to the usual -def and such so they have a wide range of tools for many tasks.
  19. Probably with the exception of Titan Weapons. I mean, I love it, but dear god it would be broken if all titan weapon attacks had their end cost reduced by more than 20% That aside, another possibility that we already see a bit of with sets like Street Justice and dual blades (and debatably Staff fighting and dual pistols) is to go through and give Lethal and smashing damage focused sets more utilities to their attacks. Like the bleeding wounds inflicted in the Attack Vitals combo of Dual Blades or the sharpness of Katana's Lotus drops could apply a moderate -regen debuff, Focus Chi could not just boost your attack power, but also briefly boost your own regeneration and recovery, War Mace could gain some -Res from some of it's harder hitting attacks, and so on.
  20. If I'm to be perfectly honest: I'd rather buff some of the 'less desirable' pool powers to actually feel like you're making a good choice and not just using it as a stepping stone to get to something better. Let people be EXCITED to pick up boxing and kick and really WANT to get cross punch as much as they want Weave and Tough. Players should actually have to think if they really want Hasten or would rather pick up Flurry, jumpkick should feel just as tempting a choice as combat jumping, and so on. Those might be exaggerations, but you probably get my point, Sorcery and Force of Will actually have a lot of good power picks in the whole pool or at least something that doesn't feel like you're wasting a power pick just to get something better, so it seems even the live devs were hoping to improve power pool picks to feel less like a set mule at best and a chore at worst and more like something that would actually be part of your character's playstyle. Here's a possible suggestion for Flurry, kind of power-creepy, but this is more for thematics: Flurry gains a recharge bonus with each other super speed power you pick, and not small ones either, say, +25% recharge bonus for each pick. Maybe have flurry itself also gain a limited (like, two to three more targets within melee range of the original) chaining damage. (sort of like you're rapidly moving between opponents to smack them too)
  21. I can agree with this. Unarmored foes like the hellions, skulls, non-brick outcasts, tsoo (who should probably rely more on defense for mitigation), Circle of Thorns, etc. Similarly, I'd also like to suggest some enemy factions actually have a weakness to psionic damage besides clockwork. For a damage type the live devs felt was 'too strong and exotic', nothing besides is really weak to it, but a lot more resist it. My own logic for what should be weak to psychic damage would be to look at enemies with a compromised will and state of mind. So Carnies would be hit hard because they've surrendered much of their will to the amusement of Vanessa DeVore, Paragon Protectors have had their minds messed with beyond recognition even as clone servants, trolls and freakshow have willingly imbibed drugs that mess with their brains, so these kinds of foes just have weak wills and are easily victims to psionic assault.
  22. I actually did a write up way back on live for an alternate tier 3 pet for ninjas in the form of the Kunoichi. Admittedly, she was still pretty mystically aligned but not quite as blatant as going from a bunch of trained assassins to a fire demon. rough idea was: Base powers - Quick Strike*, Body Blow, Focused Burst (Or masterful throw) Defenses (jounin level defenses versus Melee, Ranged, and AoE) Upgrade 1 - Smashing Blow, Alkaloid Upgrade 2 - Burst, Weaken, Shadow Fade** In my mind the Kunoichi was meant to be both support and attack, using alkaloid to heal, Shadowfade to give both her MM and fellow ninjas stealth and much needed additional defense, her attacks could debilitate incoming damage, and ultimately weaken would be used to give an indirect mez resistance to the ninjas and further reduce incoming damage. I think these days I might consider giving her Street Justice instead and let her ranged attacks be the cooler shuriken attacks and rely more on poison for support. *The Kunoichi's version of kinetic melee attacks always deals -damage debuff **Basically it's Shadowfall but as a 60 second long click buff with a 180 second long recharge.
  23. Please, no more cramming blatant magical entities into what would otherwise be a perfectly decent natural origin MM primary? I still hate ninjas because you have perfectly good, badass ninjas and then suddenly a freaking 'demon' in a damn tokusatsu mask. (He's also not even a warrior of 'wind and fire' just fire!)
  24. I've only got a rough concept at the moment and I'm starting out with how the powers will look fully upgraded. Tier 1 pet: The Levy Levies are the backbone of a feudal war machine, lacking in armor and the strength of a dedicated warrior, they must work together and with their comrades to win the day. Armed with a Shield for defense and a warmace which will break even the toughest armors, they are not to be underestimated. Levy powers - Bash (modified for higher chance to disorient), Crowd Control, Shatter Armor (damage reduced, modified from Banespider), Phalanx Fighting, Grant Cover, Gambison (minor +res v. smash, lethal, fire, cold) The idea here is that The Levies are actually the source of support for a knights MM. On their own they're pretty laughable, but but with the ability to stun, knockdown groups, debuff res, and buff the defenses of eachother, they make for a crucial part of any attack. Tier 2 Pet: Man-at-arms You can summon a pair of Men-at-arms to fight for you in battle, they're armored in sturdy chainmail shirts, kettle helms (wide brimmed steel hats, possibly with a mail curtain around the back), articulated plate gauntlets and greaves. As their main weapon they carry the Halberd, a reliable and versatile weapon capable of hacking, stabbing, and hooking opponents and their weapons, and for those who escape the reach of their halberd, they keep a powerful longbow to pick off runners. Man-at-arms powers: Mercurial Blow, Precise Strike, Innocuous Strikes, Sky Splitter, Aimed Shot, Snap Shot, Blazing Arrow, Mail Armor (Moderate Res vs. Smashinng, Lethal, Fire, and Cold) The Man at Arms are meant to be sort of all-arounders and the primary source of ranged damage, though ultimately prefer melee. I'm not 100% happy with this though, as Halberds would handle a bit differently from staffs and there's only so many options in the attacks. Also not sure if the archery should be swapped out instead for a crossbow, either as an upgrade or just straight out. tier 3 pet: The Champion Your champion is your strongest servant, a one-man-army on the battlefield and a hero to your lesser knights. Clad in fullplate armor and armed with a greatsword, they are a shining beacon to your army, and a nightmare to your foes. (uses excalibur or black knights titan weapon, his version of titan weapon attacks deal lethal damage) Champion Powers: Charge! (targetted AoE Shield charge attack, teleporting the champion to an enemy), Defensive Sweep, Titan Sweep, Follow Through, Whirling Smash, Rise to the Challenge, High Pain Tolerance, Knight's Armor (Moderate Resistance vs. Smash, lethal, Cold, Fire, and Psionic. minor defense vs. Melee, Ranged, and AoE) To put it simply, the Champion is the powerhouse of the group, he sacrifices ranged damage means for a charge attack, and making him a greater beast would be a permanent momentum buff on his attacks, allowing him to cleave through mobs while keeping them on their backs. This is, all very roughshod, and admittedly I don't know what gimmick it should have like Demons' diversity, Thugs' stacking buffs/sheer numbers, and Beast's pack mentality.
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