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So, I decided Bio Armour has too many effects that can't be suppressed. I've revamped him with Dark Armour, but I'm having the same kind of problem, so many of the toggles have effects that are too obvious. It's a shame, I feel like Dark Armour would be perfect, what with its invisibility and mental controls. I might have to just go back to Willpower. A shame, I have so many characters with that as it is.
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I know... I just found it strange they would allow all the other powers to have no effect... but not Dark Embrace. Be nice if they made that change.
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So... I was looking at creating a character (based loosely on Martian Manhunter). I thought I'd give him Dark Armour (partly because it's a set I've never used), because it offers the invisibility Manhunter has, and has some defenses that seem to affect the minds of his enemies (stuns, fear, etc.). However, I found that even though I selected Minimal FX, there are still powers that generate the cloudy schmutz around the character (starting with Dark Embrace), which more or less have to stay on at all times. Were they planning on making it so the minimal FX setting actually neutralizes all the effects?
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Yep... but that's why I put this in suggestions!
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That's correct. For example, I have a head boss called Malephar, Lord of the Brass Men (he's kind of based on Darkseid). I created a villain group called Brass Men, which includes his minions, called Brass Men), and so far, just one Lieutenant, but a NAMED Lieutenant (based loosely on Brola). He's supposed to be unique, but not as powerful as his other unique henchmen (who all appear as Bosses, with one Elite Boss). The problem is that if I put the Brass Men in the mission as the base group, the Lieutenant will spawn in several groups. I realize I could start separate groups for all the special characters, but I kind of wanted them all in one group. Also, I have a couple of missions where I have groups of Supervillains patrolling (a couple of the missions are set in Mercy Island, and I wanted to simulate the PC villains that might be wandering around). To accomplish this, I have a group of supervillains... but all of them are supposed to be unique... and they aren't. There will frequently be several of Baron Muerte accompanied by several of Armoron, and several of Red Blight... or what have you. If they were marked as unique, the game could have different characters in each spawn, instead of repeating one or more of them.
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So... a problem I've been having with the Architect is that it keeps spawning multiples of characters that are supposed to be unique. For example, suppose I create a specific named character who is ranked as a Lieutenant. There's a good chance he'll appear in several groups of enemies, all over the map. My suggestion is that there be a way to designate unique characters AS unique, so there can only ever be one of that character on any given map at any given time (ie. he can respawn, but only if he's not already somewhere on the map). Not sure if that's easy or impossible, but I wanted to put the suggestion out there.
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I did figure out a fix. Select the Options tab and select Configuration. On the window that opens, kind of in the middle, increase the font size for Power Selections to 9.25 (one click of the up arrow). That fixes it.
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I'm now using version 3.4.6 On the left side of the interface, where the primary and secondary powers are listed for selection, the first tier powers are underneath the dropdown menus, and can't be selected. Is there a fix for this?
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I've sent inf to myself many times, so I know the email works. I expect I just typoed when I filled in the recipient field on this occasion.
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So I recreated my Illusion Controller as a Dominator (suits his character better), and sent the 4 million or so influence by mail from the old to the new... or so I thought. The email never went to my @handle, and I have no idea where it went. I assume I typoed the email, is there a way to find out where it went? Is there a way to get it back? 4 million is small potatoes to many, but it's a fair bit to me. Nothing crippling, but it stings a bit. It would be nice to get it back. In any case, I think there should be some way to find where our emails have gone, perhaps a recently sent tab?
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I suspected as much, but figured I'd ask, thanks.
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I'm thinking of things like Mutation (Radiation secondary), Vengeance (Leadership), etc. These powers are used when a teammate is defeated... but does that include the pets?
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I've been trying to use it as a primary damage source on my Red Skull homage, but it's just not working for me. The character feels incapable of doing much of ANYTHING. His damage, and that of his mercs, is nearly nonexistent, and he seems to have little to debuff with, though the Radiation secondary does help some (though its heal is minimal and range is nonexistent, its debuffs are adequate).
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Focused Feedback: Dominator Illusion Control
Ultimo replied to The Curator's topic in [Open Beta] Focused Feedback
Is there some way to transform an existing character to use new sets? I have a character based on Loki that I'd love to give this set as a Dominator; he's currently a Controller, but the Dominator secondaries suit him far better. -
Brainstorm? Is that a test server? How do I access it?
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Well, it's been a while (I decided to post in the original thread rather than starting a new one, since the point remains the same), and I'm still struggling with the character. Right now he's still Mercs/Radiation, but I'm still finding that underwhelming. I've added in the Experimentation pool, but I'm finding THAT underwhelming too. Really just struggling to get the character in a position where he's fun to play and seems capable. Poison has a really, REALLY weak single target heal with a moderate cooldown that the character can't use on himself. His debuffs seem really weak, and seem to be single target, with diminished effects on nearby targets. It doesn't seem to have anything that does any actual damage. Radiation has some reasonably debuffs that affect larger areas, and an area effect heal, but the character has to be next to the mercs, and the heal itself is also really weak. All this is exacerbated by the fact that the mercs are SO weak themselves. Almost any Warrior enemy will immediately oneshot them, and most other enemies will leave them nearly dead in one attack. If several foes attack at once, all the mercs could be instantly wiped out. I'm not sure what else to do with him. I've looked at Traps, but haven't really tried it much yet, because it lacks the conceptual connection, wherein the Skull uses poisons, toxins or corruptive effects.
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Certainly Vigilance works on your Defender. When he's solo, he'll get a damage buff. Taunting enemies who can ONLY attack you isn't helping you. Increasing the size of an AOE you don't have isn't helping you. None of the other powers require you to take a specific power to get the benefit of the inherent (ie. the AOE). Honestly, I don't understand the resistance to this.
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And again, that's highly situational. Which other class only gets a benefit from their inherent SOMETIMES? Does the Scrapper's critical hit ability only affect certain powers? Does the Defender's Vigilance only work after L20?
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Only if you have AOE powers... which most Tankers don't get until MUCH later... and the benefit is very minor. It's a highly situational benefit at best.
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So, I've always thought Tankers kind of get the short end of the stick with regard to their inherent power, Gauntlet. Every other class gets a benefit from their inherent skill both when grouped but ALSO when solo. Only Tankers don't. The ability to taunt enemies is pointless when solo. So, I've been brainstorming, trying to come up with something balanced that can tweak the power so it has some benefit for the solo Tanker. I thought I'd come here and see if anyone had any other ideas, or if they liked mine, which is: When Tankers attack enemies who have been taunted, they get a small endurance recovery boost. This would allow the Tanker to sustain his attacks more effectively, which would be beneficial in groups, but ALSO when solo, without greatly increasing damage output or survivability. What do you think? Is this good, or would you like to see something else?
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I actually chose to dig into his history a bit, he's Herakles of Thebes.
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I decided to go with Invulnerability, it's got to be concept over all.
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I've recreated him using Radiation Melee and Bio Armour at the moment. I found Kinetic Melee a little too fancy, and Psi Melee was really static. I've kind of liked Rad Melee so far, but we'll see how it goes. The psi stuff can come from pools, I think.
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So, as usual, I'm creating a character based on a mythological character, this time Herakles, the son of Zeus. In the myths, Herakles iconography is the club and the lion's skin, so I've decided to make him a Brute, War Mace and... I'm undecided what else. My first thought was to give him Regeneration, but that's more because I have no characters with Regen... and was interested to try it out. But it's not quite the right thing for the character. The skin of the Nemean Lion grants Invulnerability, so I could just give him that... but I have several characters WITH that already, and it feels a bit redundant. I may end up going with that anyway, but I thought I'd ask what the community thinks. Creating Herakles for the game, based on the MYTHS, not on any other source material, what power sets would you give him?
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I thought perhaps I should also describe the character's origins. That is, he's based on Martian Manhunter, but he's not meant as a copy. His powers and look will be similar, but here's his backstory, in broad strokes. I have another character based on Green Lantern, called the Stellar Ranger. The Stellar Rangers were like the Jedi, a force for good in the universe, but they became corrupt under the rule of a new Chancellor. Some fled out into the galaxy, including one who came to Earth. Pursued by the Chosen, former Stellar Rangers dedicated to the Chancellor, they fought and killed the fleeing Ranger, but a human fighter pilot (whose plane was brought down during the fight), took up the fallen Ranger's gauntlets and defeated the Chosen. My new character is a bounty hunter from a race of bounty hunters. He's one of many out there searching for these fugitive Stellar Rangers, and his search brought him to Earth. Thinking that the human Stellar Ranger was actually the one he was hunting (when he was actually hunting the one who died), he comes into conflict with the new Ranger, causing a lot of damage, and leading the Chosen back to Earth. To make up for his mistake, he joins forces with Earth's heroes to drive back the Chosen and the Chancellor. So, he doesn't necessarily have to be natural origin, or Martian or anything like that... and his powers might be SLIGHTLY different, perhaps with an eye toward capturing enemies. Anyway, just thought that might be helpful.