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Sakura Tenshi

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Everything posted by Sakura Tenshi

  1. Well if you look at one of my earlier posts I don’t intend for ranged attacks for all scrapper power sets, for another thing, just because I want one attack to have a distance ability does not mean I want scrappers to eclipse blasters or even sentinels in ranged damage output, what I want is to improve scrapper taunt ability in a way that’s also in line with their main function: design damage, while also adding uniqueness to scrapper melee sets (consider that we have four ATs that pull from the same melee power set pool). Next, it’s highly egregious to think such a thing would make blasters and sentinels obsolete, especially since scrappers don’t have access to dual pistols or beam rifle. Lastly, blasters are capable of soft capping their defenses and even gaining mez protection through their ATOs and incarnate abilities, have access to many melee attacks, and can attack from about any distance, your argument could easily flip to “why ever play scrappers, brutes, or stalkers when blasters exist?” Oh, also, if all it took was a few ranged attacks to instantly invalidate blasters and sentinels than that should have happened back in live with APPs since claws and spines already have two ranged attacks (also later kin melee and staff fighting to a lesser extent) hmm, I actually might just mess around with a meme build on test now just to see how a “ranged scrapper” might do.
  2. well, the original poster seemed to just want gap closers. I’m the one who asked for a ranged attack for scrappers. That being said I never really supported mez protection for blasters (Kheldians on the other hand…) so it could be said the parties are different. That also being said, scrappers already can obtain ranged attacks through Epic power pools, though said attacks lack a taunt component, I also admittedly imagined the ranged attacks as being a little bit weaker than said EPP options (but especially in relation to laser beam eyes which I think should be turned into a snipe but that’s another arguement)
  3. This is purely random and a bit of a hijack, but my own proposal was not just foe teleports, but also targeted self teleport gap closers and just plain old ranged attacks, depending on the power set. And I figure I’ll throw up here specifically what powerset would get what in my head. Rush Gap closers: Broadsword (lunging thrust style), Staff fighting (also a lunging thrust), claws (probably could bring back the old swipe animation and make it an aftertrail thing for a berserker rush look), Titan weapons, battle axe, war mace (just straight up overhead swing and charge. Alternative idea for battle axe would be to first throw the axe at the foe and you basically rush in to pull it out), street justice, ice melee (just turn into a giant icicle and crash into a foe) Ranged attack: Katana, martial arts, (straight up weaboo sword beam/ki blast), dual blades (we have air cutter from syndicate we can use), energy melee, radiation melee, fiery melee (probably just lift a ranged attack from the blast sets) teleport foe types: Electric melee (magnetism!), dark melee (suck foes into a void, alternatively maybe give this to dwarf form kheldians), psionic melee (telekinetic grab), spines (basically shoot out one long spine and pull someone towards you.), kinetic melee. I think I might be missing a few, I didn’t want to give another ranged attack to sets that already have those (claws, spines, staff, and kin) some might be better with another type and probably most people will reject these ideas outright. Just mostly want to say my piece, namely that I think confront sucks as is, this could be a good way to make scrapper melees unique from brutes and ranks, and I’ve wanted my weaboo katana air cutter attack since live, dammit!
  4. I always figured it would just be using teleport as a cheat tool for forcing movement. This would also mean teleports would need to be reworked in terms of their effectiveness, but I think that's still a small order for the potential to have very literal 'pulls'. Though it might also require some animation and effect cheating as well to complete the illusion.
  5. @Teirusu Well, in my own idea (which I might as well plug) I had intended for the taunt to remain part of the component, mostly to just shore up some of its poor utility with additional utility, and most importantly, damage and unique trait.
  6. Honestly, if I were to update the Nemesis Army, I'd probably just steal a bunch of stuff from the games Iron Harvest/Scythe. Hell, the PMZ Smialy Walker even looks like a Nemesis War Hulk with the glass cloche replaced with a tincan.
  7. I actually suggested something similar awhile back, though it was specifically for scrapper taunts to function as either a ranged attack, a “teleport to me/pull” attack, or similarly a charge/gap closer like you’re proposing. My idea was to expressly promote uniqueness both in melee sets for how to deal with a ranged foes and create some uniqueness from the tanker a brute versions of the same melee sets. It was met with much the same critique and resistance, my favorite response for why it should not happen was “Some powers in sets should be skippable, it makes builds more flexible.”
  8. My water/dark corrupter is a fallen god whose whole story is about how he’s been forced to bond to a cast-out Skull and the two are clearing their way to the top to take their perceived “rightful place” because a delusional sense of self-importance with just enough validation to be somewhat justified in their outrage over being cast down is a fun villain story. Along with the conflicts which will grow between divine patron and mortal host.
  9. So, this is sort of my shot for an idea of Dauntless to be converted into a statue. I don't think there's a lot of information on him besides having been Galaxy Girl's sidekick for years, so while the model is meant to look a little on the younger side, I sort of see it as how he would often be remembered. Also figured if Galaxy Girl was (probably) an eng/eng blaster, it might make sense if Dauntless was a tank who supported her by shielding her both literally and figuratively. Tried to keep it kind of kitchy and golden age. Not sure how well any of this would translate into a stone-textured, mono-colored stature. Costume file contained below as well. Dauntless01.costume Edit: And here's an idea I had for the original Tin Mage. The idea was to make him bulkier and clunkier looking than his successor, his mage raiment being just a hat and cap. But bottom line is, in contrast to Dauntless, I could see Tin Mage MkI here remaining pretty distinct even as a monocolored statue. TinMageMkI01.costume
  10. @SwitchFade Well, no, it wouldn't necessarily be done historically largely because menpo were part of the head protection of a samurai's armor. So wearing it without the rest of the helmet wasn't so much not done because of being verboten or something, more just because there's no point protecting only one third of your face when the first thing you'll usually want to protect is your head. That said menpo actually also lack a bib throat protector in this game. I've made a full list of stuff I'd like to see related to samurai gear in the costume piece request thread in art and media.
  11. Actually the oni mask is from the martial arts pack, the lion faced samurai menpo is the actual samurai face mask but the oni mask, for points and purposes, works better. Also /signed and so you want to be the Ghost of Tsushima too?
  12. Oh, wow, GM response, I must say I didn't expect this. Biggest that comes to my mind I suppose is just the four statues in the Hero One Memorial, perhaps they could represent other members of Omega team like the original Tin Mage? Maybe one for Dauntless (Galaxy Girl's sidekick in Skyway). I admit I didn't exactly come in expecting a response to this request, much less having ideas for some looks either. Maybe it could be something for the community to pitch in on, though I'll try to include some appearances myself in this thread. Or maybe revive my old NPC revamp thread.
  13. So, something that occurred to me when I was doing some Exploration badge/accolade collecting was how samey all the statues in Paragon are, and that's understandable. But it feels like there should be a few places maybe with some more unique looking ones, particularly like the Omega Team memorial. So the big question is: about how hard would it be to basically make some special character models/costumes and then basically convert it into a statue? I can see the biggest problem would be for any capes as you can't just do a texture change, you'd basically need to convert the character model into some other format and remove bones. Still, just thought I'd put it out there.
  14. well, that there is the kicker: what qualifies as a good idea to some is a bad idea to others, but why one finds an idea is bad should be given a little explanation. Now a good example is the Kheldian arguement, you’re right kheldians can be pretty strong, but I feel like the issue is their baseline strength is really weak compared to other ATs and IO builds should not be a night requirement (notice also I am making a bit of an erroneous assumption your kheldians are fully built out with IO sets). My other issue is that I find form shifts to be terribly boring as they have very few power options (and I do get you’re theoretically supposed to pick an alt form and jump back and forward between it and human form) and could stand to have a few more powers.
  15. Agreed, it’s the CoX community equivalent of replying with a smug anime girl picture on 4chan. At least even snarky green text responses usually point out the flaws in an idea.
  16. Ehhh, I was on the fence about it, but the simple fact is knockback into knockdown price only make that change for the power they’re slotted into, not to mention that while it encourages set usage, it basically funnels your to very specific set bonuses while denying you others potentially. Now there’s even those who might say “don’t pick something knockback heavy then” and I say “what about those who have or those who otherwise like those powers?” It’s some Monte Cooke school of game design where some character options are designed to be traps that leave a character build not only less optimal but even less fun. the only thing I will note is that there could be technically hurdles to this option. edits: on the note of power creep, I sort of feel that is not a good arguement to make. Should we make all melee powers have knockback to balance out how overpowered melee ATs are? Or give blasters are hard defense cap? secondly, if I could have it my way, I’d keep knockback but would want the knockback to deal bonus damage to enemies based on the strength of the knockback. Similarly I’d also like fall damage on anything Lieutenant rank and weaker to be tripled and fatal because it’s a comic book staple to defeat nooks by ledging. But that’s just me.
  17. I won’t disagree that the Council could use some new things both to distinguish them from the Fifth Column, make them current with Current game difficulty, and because when issue 24 originally dropped the storyline was hinting for massive changes to the council and other factions anyway. Still, I don’t see the powers of the Carnival as terribly fitting for the Council. Rapiers, chakras, fire breathers, burly mallet guys, illusionists and psychic ring mistresses don’t seem like they’d gel well. I’d pitch what I would think and like to see but it’s hard to put into words much less convey whole phone posting.
  18. Thing is, the Arachnos Archvillains all have such unique looks you could easily give a few things to players and they’d still retain a lot of their identity. Ghost Widow, despite being a widow has unique coloration alongside her flowing hair (when you try to color Arachnos widow garments the same the white is more silver and the black is more purple) and she’s the least unique of the five. Recluse has his back legs (of which he has eight instead of just four more), his helmet and the face underneath, his armor, his cape, etc. But that aside, if you take a closer look, that’s not “shoulder fur” recluse has. That’s back hair. It extends from the top of his shoulders down along the back and ending just around the back edge of the shoulder blades and has the Arachnos emblem in a metal medallion pressed into the center, and beneath all that his cape flows out above the small of his back or so. (A rather odd place too) the other technical hurdle is that, though they look way better than a lot of issue 0-1 NPCs made the same way, Arachnos AVs are basically solid models than a collection of costume parts. So that fur is stuck at that exact height for that exact body width for a “male” body. at that point it would theoretically be easier to just model a new costume piece altogether.
  19. yeah, always bugged me that all three freak show AVs are the same radiation power-using guys with a single melee attack that matches their arm taken from Lieutenant tier freaks.
  20. Well, I do sometimes envy the other servers myself, mostly in terms of costume parts they've gotten (and Thunderspy extending all enemy group level ranges). But I understand why it is not necessarily a good idea to just copy and paste from their stuff to ours, even outside of inter-server politics there's always devils in the details. I also understand each server is trying to prioritize different things. I will be honest and admit that I played devil's advocate for Thunderspy on 4chan after they made an honestly absurd number of changes that had even the anons questioning the wisdom of it, I told them that as we are right now as a greater community, each server is going to try to offer something different either to attract players or even just what the host thinks should have been done back on live, and in a game that prides itself of allowing people to craft their own experiences, what better way could that unfold than for even servers to offer new experiences. Rebirth is offering a largely vanilla experience from back when the game was in Retail. Thunderspy and Cake are taking a more sandbox approach, and our own seems to work more towards middle of the road, but one thing I've seen here I haven't heard about on the others has been that we've been adding new story content. So, in summary; I am envious of some of the things others have, but I will always be grateful for what we have here and have little motivation to go to those other servers. But, I also firmly believe, much like the old Plan Z stuff back on the titan forums, it's important for there to be multiple servers. And that being said, had I the ability and resources, I'd love to have my own little private server too, more to experiment and mess around on to pitch ideas of code to see if anyone else will pick up on them. But mostly try to make a bunch of new map tilesets. (Nemesis/5th column/Sky Raider Airship maps, Council/Nemesis/Fifth Column/Arachnos/Longbow Submarine maps, office spaces that kind of make sense...)
  21. @ZorkNemesis I think the reason why Praet Clockwork and their derivatives tend to lack resistances is because they're greatest asset is just being absurdly cheap but functional enough for their purpose. As warworks, they were just upscaled and given more powerful weapons and it was called a day because even if a piddly level 20 primal hero could smash a dozen of them, there's a hundred thousand more ready and waiting in the wings and more were made in the time it took to take down a dozen. Then again, we might also sometimes need to assume there's a level of resistance any foe has to make them a challenge at level with our characters. You can see fifth column and Council soldiers clearly wearing chestplates, and likewise Arachnos grunts have body armor but none of them have resistances (besides the Huntsman boss)
  22. So basically this thread is about damage resistances in PvE mobs or rather weaknesses. Lots of enemies are distant to something but only so many suffer from weaknesses, and I know reworking resistances and such is a daunting, long term project, I do want to just talk about things anyway and hear everyone else’s thoughts. tl;dr: not a suggestion, but just a thread to ask what weaknesses folks think some enemies should have or weaknesses you find interesting in existing groups. Part of this was brought in when I noticed how many enemies either have no resistance to Psionic damage, or a whole lot of resistance to it. Clockwork are the only ones actually weak against it, and I thought maybe Trolls and freak show would also have a psionic weakness, probably even a minus resistance to confusion. After all they embrace drugs that compromise their state of mind heavily and leave them blindly violent. (Though on the flip side some might argue they’d be too dumb to be bothered by mental assaults)
  23. I’ll /sign this idea. In general a lot of enemy groups suffer from a lack of diversity as they progress in levels, and I don’t mean the The Family needs to start hiring minorities and women (I mean, maybe they could and should but that’s not what I’m talking about). The CoT feels rather egregious being masters of ancient magical arts. Relatedly I would like to add to this by suggesting Madness Mages, Agony mages, Ruin mages, Hellfrosts (actually I think those did get added), and succubi* should be added to the level 50 boss roster as well. *okay, maybe succubi could be reduced to Lt. seeing as they only have four abilities, two of which are controls (a hold and a placate, the latter being why I’d like to see them at end game levels for added challenge).
  24. I don’t know about making a proc into an inherent, if nothing else, the chance for mag 2 fear that lasts for a very short duration seems just as, if not more so useless. if I were to suggest a change myself (which I will because I’m like that), I would probably go a significantly more complicated route and turn the VEAT inherent into.. Survival of the Fittest: Arachnos’ Darwinist teachings instill nearly sadistic sense in its best soldiers. Anytime you defeat an enemy you will be healed for a small amount of HP depending on the strength of your Target and recover an amount of endurance. (2.5%hp/5%end-minion, 5%hp/10%end-Lieutent/boss, 20%hp/100%endurance for EBs and stronger) numbers would probably need adjustment but the idea would be to let Arachnos Soldiers continually try to rack up kill after kill. Sort of inspired by the Bounty Hunter and Body Count feats from For Honor.
  25. Most scrapper taunts are one in my opinion. I actually proposed a bit ago that one way to improve them would be to turn Scrapper taunts into ranged attacks, gap closers, or 'pull-to'. So like Katana would go full weaboo and basically have a version of claws Focus without KD, Electric melee could pull an enemy from a distance towards the user through magnetism, or Claws, already possessing two ranged attacks instead gets a single target lunge that teleports the user right into the opponent's face. Otherwise I think a lot of people have covered the basics, but the big thing that makes Scrapper Taunt seem worthless to me is that I'll see some people grab 'useless' powers for RP concepts sometimes. But Scrapper taunt? Nope, never.
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