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Not having played a character with Titan Weapons until now, I wasn't aware of the Momentum mechanic. I am finding it a bit awkward, though, because I'm often making attacks without Momentum active, without realizing it's not. At present, there's a notification in the top right corner indicating "Momentum." It's kind of easy to miss, it's not in a part of the screen we're generally looking at, most of the time we're looking at the enemies or the UI bar. My suggestion is to make a notification on the UI bar, as follows: Certain powers are only usable when Momentum is active, such as Crushing Blow. Such powers are usually dimmed grey, and only light up when Momentum is active. They also get a coloured ring around them, letting you know the power is now available for use. My suggestion is to put a coloured ring on ALL TW powers when Momentum is active. So, when Momentum is NOT active, powers like Crushing Blow would be dimmed with no ring, and could not be used. Powers like Defensive Sweep would be coloured normally with no ring, and could be used, but slowly. When Momentum IS active, Crushing Blow would light up with a ring, and Defensive Sweep would get a ring around it, indicating it would be accelerated. I feel this would be more readily noticeable when in combat than the notification in the top corner.
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Bosses, Elite Bosses and Arch Villains in AE Stories.
Ultimo replied to Ultimo's topic in Suggestions & Feedback
Did you read what I said? Suppose you've set your difficulty so there's no bosses, and AVs appear as EBs. Enemy bosses, EBs and AVs, will get scaled down, appearing as Lieutenants, Bosses and EBs, respectively. This is NOT the case for allied NPCs of those ranks. So, suppose I'm making an AE story which includes a character called Ultimo, who is built as an EB. If he appears as an enemy, he will appear as a BOSS, not an EB. However, if he appears as an ally, he will remain an EB. This presents a problem if he's set to betray the player, because now the player is facing an EB, even though his settings SHOULD have made him a Boss instead. It also presents a problem since the EB ally will trivialize the content of the mission, being excessively overpowered, relative to the other enemies. Again, if enemy AVs, EBs and Bosses are scaling down, allies should too. -
I've posted elsewhere about this, but I thought I should make an actual suggestion about it. Basically, when you make an AE mission, enemy Arch Villains, Elite Bosses, and I think Bosses too (not sure on this one) get scaled down to the next lower level, if you've selected no bosses in your difficulty preferences. So, an enemy created as an Elite Boss would appear as a Boss, instead, for example. However, something I've encountered is that ALLIED AVs, EBs and Bosses, DO NOT get scaled down in the same way. This presents a problem when these characters are supposed to help you because they completely trivialize the opposition (since EB and AV damage is SO far over the top), or when they're supposed to START as allies, then BETRAY you, since you'd now be facing an enemy you're not strong enough to fight. So, my suggestion is this: Have allied AVs, EBs and Bosses scale down the same way enemy ones do.
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Ya, the Atomic Manipulation powers have a couple of such things, holds and immobilizes... which synergize quite nicely with Energy Blasts, actually, as it prevents foes being knocked BACK as much, which teams like. I understand too, that I'm surrendering utility, but the reality is that Defenders are just difficult to enjoy because they feel so WEAK. Yes, I have more stuff I can do, but when I'm solo (which is most of the time), I'm just hitting enemies with wet noodles. It's just not much fun.
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Knockback is an issue too, which I've mentioned in the past. My thinking is, if it's undesirable, do something to MAKE it desirable. My thinking is to make knockback do damage, relative to the AMOUNT of knockback done (ie. if you're knocked flying through the air, it should HURT to land, or hit a wall, or what have you). Throw some damage decals where you land, a bit of debris, and stuff like that, for appearances' sake. That way, knockback enhancers might become more popular too.
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So tonight, I took on a Tip mission on my L21 Dark Control/Dark Miasma Controller. It was the mission where you go into a Longbow base and take control of "Crazed Wardens" to wipe out the base. Pretty straightforward, and I've done it on many of my characters with little difficulty. Until tonight. I went in, and did what I usually do. Confuse on one guy, let it recharge, confuse the other, then Hold the third, and clean up with Sorcery's Arcane Bolt and Enflame. However, to my confusion, the enemy were immune to my controls. Confuse did NOTHING. Dark Grasp, Living Shadows... no effect. Add to that, they were doing rather huge amounts of damage. My character has a bit over 400 health, these MINIONS (Longbow Riflemen) were hitting me for 174 damage in one shot. Two or three of them, and I'm just dead. Every group, it was the same. The first Warden (he was Super Strength and Invulnerability) was basically oneshotted by one of the groups with two Officers, after which they all came after me, despite my invisibility. I tried Howling Twilight, to disorient them. It has no ToHit, it hits automatically... but they all ignored it. What attacks I made either missed or were deflected. Literally ZERO hits for the whole fight. Twilight Grasp to heal myself - Deflected. Just no way to fight back. BOY it was frustrating. Controllers who aren't allowed to control their enemies are just POWERLESS. No way to fight them. All I could do was suck down a dozen purples and bulldoze through. No fun at all. Anyway, rant over. Thanks for listening.
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I've actually changed my settings from Balanced to High Performance, and that seems to have fixed it.
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Tried it, it now works perfectly. Thanks all, that was the other shoe I needed.
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In terms of performance, Super Strength seems... ok. It's a bit reliant on Rage and KO Blow, but it's ok. Middle of the pack, I think. It would (should) be a bit better, but the performance is a secondary concern, for me. Even if they added the cosmetic stuff (cracks, debris, etc.) and rearranged the powers a little so that Hurl, at least, comes substantially earlier, that might be enough. I think I'd change Rage into to toggle, and rename it to "Gloves Off," or something like that, the idea being that the character stops holding back. This would increase damage, endurance costs, and make knockback unresistable.
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So, I've posted about this before, I'm posting again to see if the community can come up with some ideas for Super Strength. Don't get me wrong, the set works... adequately. The thing is, not much about it suggests the character is actually STRONG. I'm not talking about DAMAGE (at least, not only that), I'm more concerned with presentation and effect. So, the first thing to do is identify what separates super strength from NORMAL strength. It's not the act of punching people. ANYONE can do that. Characters with great strength perform FEATS of strength, like holding back a train, or lifting up a car. Things that people with normal strength can't do. As it is, there's only one or two powers that do this. HURL is the best one, because the character rips a chunk out of the ground and throws it at enemies. Everything about that suggests STRENGTH. Hand Clap is one that suggests strength too. Foot Stomp also does suggest strength, creating a shockwave in the ground is pretty strong. But that's it. All the other powers are just punching things, and not in any way that suggests STRENGTH. Strong characters HOLD things firm so they can't move, or they MOVE things that shouldn't be movable. Things like cars, trains, vault doors and so on. Now, holding things might not be doable given the game engine, but MOVING things is easy, via knockback. Indeed, one of the signature effects of Super Strength IS knockback. I'll say more about this momentarily. There's also the cosmetic things. Fighters with Super Strength tend to cause a LOT of collateral damage. This can be achieved with debris particles (dust and rubble flying around) and decals on surfaces (cracks and whatnot). It's notable that there's not a MARK on the ground when I use Hurl. I rip a chunk out of the ground, and it doesn't leave any mark at all. So. What can we do to make Strength seem STRONG? First, I'd rearrange the powers somewhat. Hurl should come earlier, and it should be a small AOE. Second, RAGE should be changed. When active damage should be increased but knockback should ALSO be increased, and made unresistable. Note that this would allow Super Strong characters to knock around even ARCH VILLAINS. Giant Monsters should be immune, regardless. I'd also like to see the damage increase reduced, and the base damage increased, to reduce the reliance of the set on this one power. Finally, we should get some damage effects on the environment, cracks and debris on the ground and nearby walls and such. What say you all? What are your thoughts? How would you tweak Super Strength to better resemble STRENGTH?
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So... Since the settings in the game options are expressed as a percentage, I'd need to convert those numbers to a value between 0 and 255 first... then plug those into the RGB converter? So, 100% red would be expressed as 255 in the converter, 27% green would be 69? I'll try that.
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That's the thing, my pc is fairly decent, I can run Star Citizen with no difficulty, Red Dead 2, anything. 32GB of RAM, and all that. It's baffling that I'm having issues with a 21 year old game.
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I'm just going by what the converter website tells me... it's all a bit Cryptic, if you ask me. https://rgbcolorcode.com/color/converter/
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Ok, I'm having something of an issue, perhaps someone can suggest a solution? I have several characters whose chat bubbles have been recoloured. For example, the Black Ghost's chat bubble is black with reddish-pink text (to match the colour of his powers). When I type in chat, the bubble appears correctly. However, most of my characters, including the Black Ghost, have a number of keybinds (I use the numpad), to let them say something quickly during battle (for example, Lord Dire, based on Dr. Doom, has one I hit when someone tries to melee with him, saying "Fool! Dire does not engage in petty fisticuffs!") To do this, I use the command /bind numpad1 local "DIALOG!" This means when I press numpad 1, the character will say the text in the quotes. However, the chat bubble in such cases is white, with black text. It does NOT match the colours I selected in the options for my regular chat bubble. Someone explained to me how to change this. To begin with, you need to convert the colours from RGB to HEX. That is, in the options menu, you choose Red, Green and Blue percentages for bubble and text. To change these percentages to a hex code, I go to a website that allows you to input the percentages, and it provides an appropriate colour in HEX format. For example, the reddish pink colour of Black Ghost's text is 100% red, 27% green and 34% blue. Inputting this to a converter yields the HEX code, #641B22. This gets put into the bind command, so it looks like this: /bind numpad1 local <color #641B22><bgcolor #000000> "TEXT!" This should, on pressing Numpad 1, produce a text bubble saying the text in the quotes, in that reddish colour on a black background (#000000 is black). However, the issue I'm having is that the reddish colour is too DARK... and I'm not sure how to make it lighter, to match what the normal chat bubble looks like. Ok, long explanation for a relatively simple question. Is there some way to brighten the text in the bound chat bubble? Something in the Hex code, perhaps? I've attached a video to show you what I mean. As an additional aside... you may notice the occasional stalls and freezes while I'm trying to type during this video. This goes on CONSTANTLY with this game lately. Anyone have any suggestions how I might fix that?
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I know what you're saying... I can defeat enemies with a Defender, but it "feels" really weak, because he's doing so little damage. The Blaster at least feels powerful, even if he's a bit more limited in other ways.
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In theory, it sounds like it's perfect... but it doesn't PLAY that way, at least not for me. The visuals for the blasts are good, but they don't hit much harder than a wet noodle. The visuals for the defenses however, are VERY invasive, and there's no minimal fx setting. I've been playing the Blaster version of the character lately, and I'm enjoying it rather more than the Defender. With Atomic Manipulation, he's got a couple of controls, which is useful. He can't heal anyone, but his damage is MUCH better. Yes, he's squishy, comparatively, but that's in character too. Silver Surfer is forever getting his butt kicked by everyone short of Aunt Petunia.
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So, I have a Blaster who is using Atomic Manipulation. The first two powers have an interaction where, if you put one of the powers on an enemy already affected by another of them (eg. Electron Shackles and Positron Shell), it will initiate a combined effect called Gamma Ray (I'm not entirely sure what that effect does). The issue is that I can't seem to recolour the Gamma Ray effect, which appears as a puff of green smoke (or some such, the usual radiation effect). The powers themselves are coloured pale blue and gold, so the green puff is decidedly out of place. Is there some way I don't know of that will let me recolour that puff to match the powers themselves? If not, may I suggest that such effects be made tintable, like the rest of the power set.
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Too much schmutz on the character. I've tried bio with several characters now, and just can't get past the visuals, even on "minimal" fx. Same with Stone Armour, Dark Armour, Atomic Armour and so on. "Minimal" seems to mean something different to me than it does to them.
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Just did Positron 2 with the Defender, and I'm STILL not quite feeling it! Part of the problem continues to be his inability to stay out of melee range. His heal is PBAOE, which means I can't heal allies unless I'm in melee range, where I don't want to be, and his Choking Cloud is PBAOE as well. That did help him with survivability in close quarters... But the Defender makes me want to find a ramen stand because a wet noodle hits harder than my energy blasts. Which takes me back to the BLASTER, Energy Blast/Atomic Manipulation. He certainly hits a LOT harder, but he's just so SQUISHY...
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Well, a year later, and I'm STILL having a heck of a time trying to play... Constant stalling, stuttering, rubberbanding... I've recently got a brand new, top of the line modem, so my internet isn't the issue. It's just so frustrating.
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I've gone with two different characters. The first is a Scrapper, Broad Sword/Shield Defense. She's called Valkyrjur (since Shield Maiden is taken), the survivor of a village overcome by a coven of witches, made immortal by accident by the boss witch, whom she has pursued throughout history. The other is a Scrapper, Street Justice/Super Reflexes. She's called Palaestra, the originator of Greek Wrestling, and former lover of Hermes. Taken to Olympus for her protection, she was sent back to Earth when the Gods withdrew from mortal affairs. Immortal now, from partaking of Olympian Ambrosia, she's come to Paragon where her skills and power isn't out of the ordinary. At least, that's how it is for now. Thanks to all for the input!
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I feel it's a shame threads like this are necessary. If they would implement a "Name@Handle" system, like many other games have, it would allow everyone to name their characters as they please.
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I suppose I could do TWO characters, one with the shield maiden theme, sword and board, and another with the strength and speed...
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So... I've been fiddling around with a couple of characters lately, and I'm just not sure which direction to go... so I'm here once again to see what people think about an homage character I've made. The character is based on Wonder Woman... but the difficulty is that there have been SO many variations of the character in the comics and films. Back in the old days, she was strong and fast (not anywhere NEAR as powerful as she's being depicted these days), and that was about it. Easily represented with Street Justice and Super Reflexes. Then, in the 90s or so, she started using a sword and shield, something that's been carried over into the movies. Sometimes she's depicted just using the sword, sometimes just the shield. Even these days, she's sometimes depicted using neither, just being strong and fast. So I'm kind of torn. I'm not sure which version of the character I want to build around. Ideally, I'd be able to do all of the above... which would mean going Broad Sword/Shield Defense, but much of the time not using EITHER of those sets, relying instead on Pools for attacks and defenses. What do you all think? Is it viable to make a character based around the pools? I mean, she'd be missing out on both her Primary and Secondary sets, almost entirely, much of the time. I'm older, so I lean somewhat toward the older, original depiction of the character... but MY version's backstory depicts her as a former shield-maiden from Norse times... which means sword and board. Just kind of torn.
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So, I made a character, a Blaster with Energy Blast and Atomic Manipulation (he's based on Silver Surfer). The powers are all coloured with very light blue and gold, making them almost white with a bit of blue and gold tinting and Kirby Dots. The problem is with Atomic Manipulation. I slap Electron Shackles on an enemy, then Positron Cell, and it creates this effect where the words Gamma Ray pops up with a puff of GREEN schmutz (supposedly radiation, I assume). The problem is the puff is green! The powers are blue and gold, why is the puff green? Is there some way to recolour that?