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Everything posted by Ultimo
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Ya, I went with Street Justice, and threw in Flurry.
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I think I'm leaning to sticking with Super Reflexes, based on what I'm seeing here, and the fact that the character already has some levels. So, let me put the question... if you were creating a character based on Saitama, how would you go about building him? I mean power selections, not considering the use of IOs.
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I do have a character based on a character my brother created some decades ago who did project webs (he had wings and shot webs, so he called him Wingerweb). To recreate him in the game, I gave him Plant Controls and coloured them white. Unfortunately, there's no such powerset available to a Tanker.
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My thinking exactly. It SHOULD be prettty simple to do, there's already wall sections in there, just make them larger and then make some with doors. Make them in each wall style. Done.
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Ya, but juryrigging like that shouldn't be necessary, and the sections then don't match the actual walls of the base. I'm suggesting sections that match and fit properly.
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So, I'm trying to build one of my bases (I've been working on several), and one of the most common issues I have is that there are no wall sections I can put in that have doors. There are wall sections available, but they're all too short, even for a room with all the floor and ceiling sections filled, and none have doors in them. The result is this: My suggestion is to have some wall sections included that are the correct width and height to fit those openings, in each style, with and without doors. Even better if the doors are functional, like in some of the Praetoria maps. I imagine this has been suggested before, but I didn't see it after a brief search, so I thought I'd put it out there just in case it's been lost to time.
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I decided to use the tech arachnoid maps, they looks spooky and have what could be interpreted as the remains of an ancient city here and there.
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I realize that's kind of what it does, but that's just one power. I'm suggesting adding that effect to ALL the powers, and replacing Power Siphon with something else... perhaps a life stealing power, to act as a heal? I realize the casting times are long, that's why I suggested making each power add a stacking buff that would speed things up. I hadn't really considered the casting times, but I see no reason that couldn't be improved via buff... unless the casting times are hard coded into the powers? If so, then adding a stacking damage buff would get ever more payoff for the longer casting times. Again, I'm just spitballing. I never claimed to know much about the set, and even went so far as to point out that I had limited experience with it. I just threw my idea out there as a starting point for others to build on, or offer their own ideas. You don't like my idea, that's fine. Make your OWN suggestion. And see if you can do it without being disagreeable.
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I've been thinking about Kinetic Melee (I only have one character that uses it), and I keep seeing people comment that it's in rough shape. I'm curious to know what people might suggest to give it a bit of a buff. Maybe someone can suggest something that will inspire the devs! My thinking was that kinetic melee is based around kinetic energy. What if the power set gained a stacking buff to kinetic energy with each usage of the powers, possibly while stealing that energy from enemies that get hit? This could take several forms. 1. Damage could be increased/reduced, as the energy of the blows would be reduced. 2. Recharge rate could be increased/reduced, as increased energy would allow for more speed. 3. Endurance cost could be reduced/increased, as the energy to use the powers is provided by the movements of DOING them. Any of these, or some combination, might make the set a little more effective. What do you think? What do you suggest?
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Ya, that was originally what I thought, but it pulls out a mace to cast the Web Envelope (and the other abilities).
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So, I have a character I've been kind of wrestling with. I originally made him on Live back in the day, his inspiration being Spider-Man. My original thinking was to make him a Tanker... Spider-Man goes through most fights constantly taunting his enemies... and who does that better than a Tanker? The original build was Super Reflexes/Martial Arts. The version here leans into the Leaping pool for the jumpy attacks, which seemed very in character. The thing is, there's nothing to contain foes, as Spider-Man does with his webs. I thought about the Earth Mastery epic pool, but I'm not sure about it. The character isn't specifically spider-themed, so it doesn't have to be webs, he's just insect-themed. Anyway, I thought I'd poll the forums, and see if anyone has any suggestions. He's fine as he is, but I'm feeling a bit of conceptual angst, and just thought I'd soothe it.
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What I find with all those pieces is that: 1. They don't match the walls. Unavoidable, nothing does. 2. They don't reach the ceiling, which means putting additional ones ON the ceiling, which results in... 3. The clipping pieces cause a peculiar kind of distortion where each piece seems to be trying to be the visible piece. It's not really the solution I'm hoping for, but there may not BE any such solution.
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So, I've been designing a base that's meant to be something like the X-Mansion, or Avengers Mansion, or what have you. I'm kind of happy with how it's working so far, but there is an issue. There are many alcoves that are meant to be ROOMS. Ideally, there would be wall segments I could fill the opening with, that have normal sized DOORS in them. Obviously there's no such thing in the game... so I'm wondering if anyone has any suggestions? The base entry code is "MetaMansion-30895" if anyone wants to look around... I'm delighted to get some feedback.
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Energy Aura is too flashy... can't abide the effects. I do have it on a different character though, and I've found it... somewhat lacking. That character is in his 20s now, he might need to be reslotted.
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So, I've been leveling a Ninjas Mastermind for the first time, and I'm finding the experience... underwelming. I paired them with Kinetics, since the Kin heal is best with melee pets. What I'm finding is that they're really squishy, dying in the time it takes my heal to recharge. They also don't act like Ninjas, and neither does the Mastermind. I know other MM pets got slight revamps recently (Mercs are awesome now), so I think Ninjas could use a bit of love too. Some ideas: For the Mastermind himself... perhaps something other than just a bow? Perhaps have one bow attack, one sword attack, one blinding powder? For the Ninjas... they should ALL have the capacity to be invisible. The Oni could turn into wisps of smoke, perhaps? The Ninjas need to do more damage if they're going to be so squishy. One thing that seems common with Ninjas in the comics (eg. Wolverine, Daredevil, etc.), they tend to use attacks and things that bind or hamper their enemy. Wolverine is constantly filled with arrows on ropes and the like. They also seem to be really NUMEROUS. Perhaps there should be something like Gang War for the Ninjas? In any case, I think that Ninjas could use some love. What do you all think? What would you do to improve them? Not just performance, but presentation?
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I should probably say, the character is (loosely) based on Saitama. The objective is to create a character who has a minimal set of attacks that do substantial damage, while being more or less unassailable himself. I'm not terribly familiar with Saitama though, so I'm going by what little I have actually seen. He's fast, of course, as most of the time, enemies can't even hit him... but also durable (I've seen him take attacks, and his head just bobbles around with him barely noticing). This says to me he needs to have some Resistance, as well as substantial Defense. Ninjitsu does provide some Resistance... The resistance to debuffs is something I hadn't noted... Certainly something to consider. Given that his arch-nemesis is mosquitoes, who might be considered a debuff, perhaps less defense against debuffs is in character...!? 😛
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So, tonight I was tinkering with a SR Scrapper character, and got into a conversation with someone who suggested that Ninjitsu might be a preferable set. Opening up Mids, I found that Super Reflexes provides around 30% Defense to Melee, Ranged and AOE (SOs only, and no pools, for the sake of comparison). This requires the use of SEVEN powers (21 enhancement slots, total). Ninjitsu provides just shy of 22%, using only TWO powers (4 slots total). It also provides 11% Resistance to EVERYTHING (another 3 slots, taking the total to 7). Looking at this, I'm beginning to wonder why I would take Super Reflexes? Is there something I'm missing? I mean, the 22% Defense is lower, but with Combat Jumping and Weave, and possibly Maneuvers, it goes up to more than 30%. Plus, it has a stealth power that takes it up to 27% while he's not attacking, as well as a heal and an endurance heal. What I mean is, one or two additional powers, and Ninjitsu leaves SR kind of in the dust. Or am I misinterpreting things? Any thoughts?
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So, I'm working on an AE arc, and I wanted to have the final mission happen in an ancient ruined city something like HP Lovecraft's Elder City in Antarctica (think, dark, dusty corridors of smooth black stone). I've been trying to find a map that has that kind of look, and haven't come across one. Does anyone have any suggestions? Also, I wondered if there was a way to make an objective spawn only after a series of boss objectives has been completed (ie. there are 7 bosses you have to defeat in order for the final boss to appear)? At present, I seem able to link the final boss to only ONE other boss objective, which would mean he spawns before the OTHER bosses are defeated, if you happen to fight the linked boss first, which is not appropriate for the story. I need him to spawn after ALL the others are defeated.
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While true, I'm more concerned with the NPCs than other players. The issue is that so many of the higher rank enemies do so much damage, just with basic attacks. For example, one enemy I created is an AV. That meant he spawned in my mission as an Elite Boss. I gave the player several NPC allies to help fight him. He attacked my test character (a L32 Tanker, Super Strength/Invulnerability) with a relatively medium attack and did enough damage to oneshot him (since it was a DOT, it gets around the no-oneshot system in the game). That's against a TANKER, the most durable class possible. He's going to just oneshot every player he attacks. To me, there's no fun being had unless you have some kind of chance to fight back. That means reducing the rank of the character to reduce the excessive damage, or using only the lowest power attacks. Doing the former means making the character a Boss, since EBs and AVs both do excessive damage, which means the enemy is too squishy. Doing the latter means they're dull to fight against because he has no variety in his attacks. This is the problem I keep butting up against. I just thought perhaps there was an option I hadn't thought of.
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Part of the issue is the disparity between the ATs. For example, an enemy that will oneshot a Controller might be fine for a Tanker. My thinking is always to make enemies that are soloable by ANY class... so I build for the Controller. Yes, the Tanker will be more survivable, but he's SUPPOSED to be. No enemy should be oneshotting any character intended to be durable. So... a-tinkering I will go. I'm working on a story arc now, keep your eyes peeled for The End of Days.
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So... in my seemingly endless quest to make enemies that are fun and balanced to fight against, I've decided to come and ask what other designers do. Basically, the issue I have is that if I make an enemy that is supposed to be kind of equal to the hero, so they can have a good one on one fight (like Spiderman vs Kraven, for example), I have to make them either Elite Bosses or Bosses... but I can't find a balance point. If I make them Elite Bosses, they have the durability to be a good fight, but they do WAY too much damage. If I make them Bosses, they do reasonable damage, but they're just too squishy to put up a decent fight. The result is that I'm kind of stuck deciding which way to go. In the past, I've made them Elite Bosses, and then only given them lower damage powers. This results in enemies that lack many important or dynamic abilities, making them kind of dull to fight against. Even as Bosses, sometimes these kinds of powers are too strong to make for a reasonable fight. This brings me to the forums, to see how other designers make their custom bad guys. What do you recommend? (And yes, I've asked about this kind of thing before. I'm not complaining that enemies are doing too much damage (even though they are), I'm asking how other designers work around the issue. Try to keep flames to a minimum. Better still, to yourself.)
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Why are you lying? I've posted builds in the past. I've taken advice in the past. This is exactly the kind of thing the OTHER thread is about.
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Messi! He's a good kitty.
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My thinking is that the animations are already in the game, so surely it can't be all that difficult to make them available to Dual Pistols. Agreed, the timing might need to be adjusted, but that also can't be too difficult. Of course, as I mentioned elsewhere, it's not really for me to say what is or isn't easy to do. I'm just putting the idea out there (again, it seems).
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I've tried to make dual pistol characters, but I just can't. The animations are SO ridiculous and unnecessary (and Bullet Rain is such an absurd power... bullets falling from the sky? What? PLEASE.), that I just can't stand it. However, there IS a pistols set that looks fine. Masterminds have dual pistols but don't go through the ridiculous acrobatics when firing. Perhaps we can get the animations from Mastermind Pistols (from the Thugs set) added to Dual Pistols (for Blasters and others) as alternate animations?