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Emperor Cole

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Posts posted by Emperor Cole

  1. Love that we got the opportunity to ask some questions, some that I had have already been asked but to the ones I didn't see:

     

    1. What's the deal with the Angels of Mercy in Night Ward (I'll attach some photos) are they agents of the Well, low ranking members of Dimensionless, or maybe something else entirely?
    2. Were their any plans for Black Swan? She was one of the last Praetorians remaining who hadn't had her story closed. I'm aware that Praetorian Fatigue caused a lot of plans being canceled or postponed but if there was anything in the works for that I'd love to know.
    3. Why was Reichsman not given for the position of Champion by the Well of Furies? He seemed to fit the description pretty well.
    4. What was the deal with Praetorian Hamidon being so much more of a threat than the Primal version? Was he stronger or just more driven or both?

    I'll post some more if I think of any.

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    • Like 4
    • Thumbs Up 7
  2. Quote
    • Temporary WarWolfWhistle.png  Arachnos Mini-Blaster | Longbow Mech (Proposal 1)
      • 1 charge
      • Summons Weak Pet class mini of Recluse Victory Heavy EB Pet -> Summons a boss class version of the RV Heavy EB Pet
      • Infinite Duration                    
    • Temporary WarWolfWhistle.png  Arachnos Mini-Blaster | Longbow Mech (Proposal 2)
      • 1 charge -> 10 charges
      • Summons Weak Pet class mini of Recluse Victory Heavy EB Pet 
      • Infinite Duration -> Long Duration

    The RV pets are terrible and bad and are entirely unbecoming of victory in the highest level PvP zone. The pets awarded should either follow the model of the Vanguard HVAS pet next to exactly, or at the very least come with a great deal of charges. I invite anyone to read the detailed info on these pets; they are the absolute weakest temporary pet summons and I verify this as someone who has all of them. If the power came with enough charges to act as something that could be shown off, this would not be entirely unacceptable. But coming at just one charge, the powers fail in both function and flare. They should either be strong or be good for brags, and currently, they're neither.

     


    •  

    First of all, this needs to happen. Secondly, another Temporary Power that I believe should be changed is [Manifold Resonator]. The temp power says that it will make you intangible and you'd slowly phase back into normal reality, but it doesn't do any of the effects it says. Idealy, the temp should have you intangible and you are to slowly phase back into normal space in a span of 30 seconds.

    • Like 1
  3. 3 hours ago, Monos King said:

    Glue Arrow Interaction with Cold Damage

    • The visual below is awesome (especially with the fire in the Oil Slick) and imagined a sort of master of the elements idea. I think it'd be cool if Glue Arrow interacted with cold damage to create a Slime Pit, which just lowers recovery or something of that nature. It would come with a new effect over the glue.

    Love this idea. It should have a watery effect on top of the glue area.

  4. On 7/30/2020 at 12:18 AM, Keovar said:

    The NPCs hanging around the AE area of Pocket D all seem excited to play through various events, but most appear to be average civilians.  This makes it sound like they’ll be playing with simulated superpowers.  Maybe something like the Deadlock vignette in which you fight Back Alley Brawler could work?  There seem to be a lot of people making origin stories for their own characters, but unless you can actually play as their character, how much sense can it make?  

    I actually made a thread on this exact thing.

     

    • Like 1
  5. 2 minutes ago, Crater Kate said:

    When buffing sets, I think it's important to consider what the set is good at or supposed to be good at. Luckily, Mercs already excels at something and if we go all in on that strength, I think the set becomes great, if not OP! It's a simple fix, and doesn't even require something as complex as adding more minions.

     

    So what is it that Mercs excel at that I'm talking about? What is Mercs' claim to fame? Why, SHELL CASINGS of course!

     

    Mercs is all about little brass doohickies flying everywhere as your soldiers kill nothing and die instantly. But killing nothing and dying instantly doesn't matter because OH MY GOD LOOK AT ALL THAT BRASS. I actually workshopped out this problem a little, and came up with a formula that I used to derive my conclusion:

     

    n = F = P

     

    Where n is the number of shell casings on screen, F is the net total fun YOU are having, and P is the set's absolute amount of power. It might not be apparent at first glance, but with a little math, you can determine that the more shell casings you have, the more fun you are having, and therefore the stronger the set is! So here is what I am proposing:

     

    One bullet makes TWO shells.

     

    I know, this idea might make me a radical. There is going to be a realist who comes along who tells me bullets don't have two shell casings, then Bopper is going to come along and tell me that shell casings don't actually improve damage and certainly don't improve survivability, but I am not going to be able to hear them because I'll be knee deep in brass.

     

    One bullet, two shells.

     

    Make it happen.

    Frankly, absolute genius. Nothing left to say.

  6. 11 hours ago, Duloth said:

    The one place where being able to get missions regardless of level, and it auto-scaling, is the most useful? Praetoria. Playing all of the Resistance or Loyalist arcs(and most of them are good enough for you to want to) would get you past 20 by a longshot.  

     

  7. On 5/7/2020 at 7:35 PM, Galaxy Brain said:

    Lich

    Almost to the extent of raising spirits, the set is noteworthy for its Lich, known to be a former necromancer in its own right. But it is observed to become an arguably disappointing T3 pet given it is more of a limited controller than a heavy hitter. Its lacking damage and need to wait until the final upgrade to gain its one truly substantial debuff, Fearsome Stare, leaves the supposedly mighty summon hungry for more.  In its current state, the Lich isn't quite the husk of itself it could be. Let's try to fix that.

     

    Lich Mod 1: New Attribute: Containment (Controller)

    Available from Default Equipment 

    Simply put, the damage the Lich deals can be increased on targets that are under a control effect. This has several synergies within it's own set (Tentacles being the big one), but also with powers found in your Secondary and Epic sets, as well as with team mates.

     

    Lich Mod 2: Inherent Resistance

    26% N/C/T > 30% N/C/T Resistance

    Available from Default Equipment 

    The Lich is squishy, and being the powerhouse magic caster it should most certainly have higher supernatural and rare damage resistance compared to the rest of the pets.

     

    Lich Mod 3: Dark Blast > Petrifying Gaze

    Available from Default Equipment

    Moving this power over Dark Blast gives the set some more control right away, and while Dark Blast may be gone it will more than make up for it with it's other changes!

     

    Lich Mod 4: Torrent | Damage amped to match Dark Blast in an AoE (30.59 base at lvl 50), double the endurance cost

    Available from Default Equipment

    For example, turning Torrent into a proper AoE attack that also applies KD and -ToHit. The endurance cost is increased on the Lich, which will require some monitoring, but the output per endurance from this power after holding or immobilizing targets will boost the set's AoE potential up nicely.

     

    Lich Mod 5: Petrifying Gaze > Unleash Soul   

    +New power that it activates at <25% hp. Detonates itself for powerful negative Energy damage in a 15ft PBAoE, destroying itself and applying a Mag 3 stun to anything that survives. This can use the animations from the Dominator /Dark Assault PBAoE.

     

    Base Damage: 114.4 at lvl 50

    Target Cap: 16

    Activation Time: 4s.

    Available from Dark Empowerment

    A new power designed to give Necro some burst AoE damage, this mini-nuke can change the course of a fight if it's going south by triggering the Lich to unleash it's inner darkness and wipe the field / stun everything in it's wake. Especially powerful after the Lich probably has sent out Tentacles, the self sacrifice helps to balance the shift in power that this new Lich brings to the table and can easily give breathing room (well, if they breathe?) to the rest of your horde to finish the fight as you re-summon. Not to mention, once it does, you have the option to bind his soul back onto the material plane. Ghastly indeed.

     

    Lich Mod 6: New Power:  Soul Extraction, non-interruptable. 

    Available from Enchant Undead

    Lastly, while the Lich gets a self-detonating nuke version of Heart of Darkness, it also gains a brand new power in it's final upgrade: Soul Extraction. Combined with the Extraction you yourself posess, these situational abilities will handily increase the damage potential of necro, and the Lich itself. Ghosts summoned by the Lich are bound to the Lich, and will perish along with it in combat. 

    Aside from the inability to be interrupted, this is a 1:1 clone of the version you have access to: the same base ghost stats, recharge and endurance costs. The main difference being that they inherit the slotting given to your Lich, and it may not exactly prioritize summoning during a fight. But still, getting to 32 and being able to snowball into an undead army will be a sight to see!

    This entire selection is beautful. Currently, my most recent character I'm playing is a Necromancer. I recently got my Lich, and despite the fact that he looks cool and seems great in theory, he's no where near as good as he could be. A former Necromancer being summoned back from the grave to do your bidding is such a great idea and yet they are so pitiful. Everything in this section is making the Lich as he should be. 

    • Like 3
  8. 16 hours ago, Noyjitat said:

    Ops idea at the very least should be an option. Personally I only use ouro to rerun missed arcs and if you're on a team and everyone doesn't want to stay the entire time you can't invite more people when they quit. One of the other servers scaled up all story arcs so you don't have to even worry about this now and ouro is still there for re-running favorite arcs if you should decide to do so as well as earning ouro-badges so I really don't see what the problem would be. Except for a few select villain groups nearly all npcs have 1 - 50 versions that exist except for a few such as: outcasts, trolls, hellions, clockwork and lost which technically become rikti and clockwork become psychic clockwork. All they have to do is give the enemy groups that are missing high level versions the stats and extra powers and everything is good. I'd also be okay with the contact exemplaring you so long as you could still invite other people at anytime during the arc.

    Agreed. Many of the NPCs, as seen in the A.E. NPC Catalog, already have 1-54 versions, which also makes this easier to be implimented. Fighting greys wouldn't be much of an issue either. 

  9. 1 minute ago, Snowdaze said:

    That is the original reason why Ouro was put in. I hear you, and I understand what you are saying. But it is a problem of your own making. It is entirely possible to do every mission from almost every contact (I think there might be mutually exclusive contacts in Praetoria) on a single character, if one is inclined to use the tools they currently have.

    Plus ultimately almost all of us make more then one character, it's really just an opportunity for you to do something different on a new character.

     

    I still think this is an unnecessary Suggestion.

    Agree to disagree.

  10. 19 minutes ago, Snowdaze said:

    And to the OP Emperor Cole, according to the details of your original post, you "abandoned one"... you could have left it active and finished the arc.

     

    You can finish a mini-arc, but once you're outside of the range, the contact is gone and you can't complete the arc.

  11. 1 hour ago, Galaxy Brain said:

    Pet IO "Tax"

    Possibly the most controversial.

     

    There are currently two major pet ranks. "Pet" and "Henchmen". Henchmen are the types of pet that Masterminds cast, with varying strengths between the Minion, Lieutentant, and Boss types. Pets are the class summonable by control type ATs. Henchmen, however, are substantially less equipped.         

    I still really like the idea of giving the equips the aura buffs. If I had a suggestion, I would like to see selecting the equip powers unlock the res and def buffs as an aura as that would be more convenient to newly respawned pets. Much needed regardless, +1

    • Like 2
  12. 4 hours ago, SurfD said:

    This is not ambiguous.  It means exactly what it says.  It does not mention MISSIONS at all.  It does not mention MOBS IN MISSIONS at all.  It mentions only one thing, the contact.  Out leveling a contact is not ambiguous.  It is well established that once you exceed a contact's level range, they simply pass you on to another contact in the next range and then stop talking to you entirely unless you have an active story arc.  Not out leveling a contact literally means exactly what it says: You can still get missions from a contact once if you have exceeded the 5 level block range they exist in.  That is all.

     

    And yet you immediately go hareing off into "but what about the level of the missions" and "but the Mobs might eventually turn grey" arguments. AGAIN.

     

    I am sorry reading comprehension is difficult for you, but there is no ambiguity here.  You simply insist on overthinking the question and then blaming everyone else when they point out that you are over thinking it.

    Guys, don't bother replying to SwitchFade anymore, I don't want the thread to go off-topic.

    • Like 1
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  13. 28 minutes ago, SwitchFade said:

    Regardless of reason in practice this is not going to happen for a few reasons.

     

    Contacts and the missions they give are level range specific, due to the enemies in that range. Because of this, eventually you are going to move beyond the range where say, hellions, are a challenge.

     

    As discussed in numerous other threads, enemy factions cannot be arbitrarily scaled up to 54, or down to 1, not only does this break lore and timeline, but the foes would be ridiculously over/underpowered.

     

    Conversely, there are story arcs in the game that do not get locked out once you start them, but you outlevel the foes. The result, if you have experienced it, is for example a level 42 hero fighting lvl 17 MOBs.

     

    The sum is, the game does not have the architecture for this and the time necessary to actually do this would be prohibitive. Not only that, it would mean changing more than you would think, resulting in the inevitable issues and bugs.

     

    Sorry, I have to say no vote, not because the idea is bad, but because the execution would require far too much investment for far too little return and break many other things.

    @SurfD Oh I know, I'm not  saying we should get XP. I'm personally completely fine with attacking Grays and getting nothing to finish the arc. It's just weird we can't go back and do the arcs once we're 50, and that in order to do it as we go now we have to pretty much cease teaming altogether to focus on that one arc or else you'll be leaving the range for the arcs or just be wasting time being in a team you get nothing for because XP is locked. I don't think many people are actually looking at the leveling process as game chronology anymore. Maybe some people do, but I always thought it was pretty clear the timeline of like incarnate content anyway, and that midling stuff non 50 isn't really important to overall timeline in most cases.  

     

    Quote

    The sum is, the game does not have the architecture for this and the time necessary to actually do this would be prohibitive. Not only that, it would mean changing more than you would think, resulting in the inevitable issues and bugs.

     

    Sorry, I have to say no vote, not because the idea is bad, but because the execution would require far too much investment for far too little return and break many other things.

     

    I think that's a possibility, which would be fine, but we can't know that for sure until it is tried or a developer comments on it.

    • Like 1
  14. 4 hours ago, Grouchybeast said:

     

    If this were to become a thing, it would be nice to add another tab, so that the options are active, out-levelled and inactive.  I really wouldn't want to have to scroll through a massive list of old contacts offering me grey-conning one-off warehouse missions whenever I attempt to find a current contact.

    That's a good idea.

  15. 36 minutes ago, TraumaTrain said:

    The suggestion here is okay. I think a better suggestion that would accomplish the same thing is a half XP mode, either clickable from the options menu or acquired from the P2W/T4V.

    Well, the goal was just to be able to not lose missions and stories once you've already unlocked them. I'm also ok with removing the level gate on contacts altogether, although that's not what I'm trying to get pushed here. Like, a level 50 that had Azuria but never finished her missions through to the end could go back and do all of those missions. I do feel like there should be an upside to following the natural progression of things though, so if the level-contact progression stays then I don't think the level 50 that goes back should get to be introduced to new contacts. Just not losing the ability to complete an arc once the contact is already unlocked/gained.

    • Like 2
  16. The idea of this thread is pretty simple: If you unlock a contact, you can't outlevel them. Let's say that you're doing two arcs at a time and you abandon one and you finish the other. The only problem is that while you were finishing one, you outleveled the other one and now you can't do the other one anymore. This is extremely irritating to deal with. Some might say that the reason this isn't implemented is because you would have too many contacts. Their are two easy solutions to this problem. You can either finish the arc or there can be a new feature implemented to hide contacts as another option when you right click them. Either way, this would only benefit the player and stop with the annoying issue of losing your contact while you're doing it. 

    • Like 7
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