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Everything posted by blue4333
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Topic as per title! I always right click --> info people randomly whether in teams or just hanging out in the City/Isles. Snooping around in their power choices and io sets was something that I did. I was wondering if it was considered okay to give advice on power choices? I saw a Mastermind without their pet upgrade powers and I was going to /tell and give them a headsup but I didn't. Is there a right place and right time to give unsolicited advice or is it a bad idea in general?
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Is telling unhappy people they can go play other servers really the option here? Considering that the other servers have a peak of less than 50 -100 players and Homecoming is pretty much the only server with population. Shouldn't we weigh the criticisms and see how we can propose things to improve? Because honestly it comes off as a group think if we just keep saying “HC has a slow but steady approach and other servers are just randomly experimenting until it works”
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I was playing my Poison/DP defender the other day and I had a random idea. What if we introduced an "invisible" Left weapon option to give the set the illusion of using one pistol, instead of creating a brand new powerset or new animations to fulfil certain concepts that we have? Here's why it would work: 1) Pistols 2) Executioner's Shot 3) Piercing Rounds These powers use exclusively the right handed weapon in their animations - so no issue there hopefully. Here's why it wouldn't: 1) Suppressive Fire Swaps between left and right pistols in its animation Maybe 1) Dual Wield 2) Empty Clips 3) Bullet Rain 4) Hail of Bullets The animations for these powers might look off with an invisible left pistol, but it shouldn't be too noticeable. Alternatively - add in a second Gold Bricker belt with 2 holsters 😉 Let me know your thoughts!
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Honestly creating a taunt global IO usable by all ATs would probably stop enabling the messiah complexes that Tanks have.
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As the title says, would like to have Ghost Widow's FX as an alternate option for Dark Blast. It looks really good when tinted and is a nice seperation from the typical fuzzy dark blast or the pom poms of death!
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Spatial Control seems similar to Gravity Control in terms of overall framework and design.
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To add more about my initial post, I'm completely happy with the current state of Domination and the mini-achievement of attaining enough recharge of Domination. Also to the point of posts that say its more on the player than the archetype, I have a Vet Level 87 Mind/Energy Dominator as my "main". Throughout my experience playing him, I do feel a lack of identity and also impact in a team. Correct if I'm wrong but I do believe that the purpose of a Dominator is to lock down enemies and then pew pew them to death. But the thing is, compared to the other ATs in the game (e.g. Controllers, Blasters, VEATS), the role of a Dominator seems trivialized. Controllers are able to lock down foes but also provide a force multiplier to teams while Fortunatas are able to do the same thing albeit without Domination. Even certain secondary sets for Blasters provide soft if not outright hard control. What am I asking is if Dominators need a buff for the AT itself to find its value proposition for both players to pick the AT for a team or a new character. I feel that Dominators need more OOMPH right now. Not sure if it's to add more beneficial effects to Domination or adding a scaling damage increase to the Domination bar.
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Getting rid of permadom will greatly hampen Dominator survivability. Without buffs/debuffs that a Controller has and damage to kill before getting killed, Dominators are pretty much sitting ducks when their controls are recharging. Not to mention the assault sets encourage melee.
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Yep yep, I really agree that the current state of Domination is a hassle when we are not able to auto fire both Domination and Hasten. It's a shame because Dominators would suit many concepts e.g. Psychics, Mages or pretty much most elemental/reality manipulators out there.
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As the topic stated above, do you guys feel that Dominators need a buff? Given that Controllers provide team multiplicative effects with their buffs/debuffs, Dominators do sub-par damage and do not have nukes. How do you guys feel about Dominators and their role?
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Leading by Example! The Commander (Pet/Armor AT)
blue4333 replied to dangeraaron10's topic in Suggestions & Feedback
This might feel like Sentinel v Blasters 2.0. Especially when masterminds can tank when IO’ed and ATO’ed. -
Captain Mako uses powers from Claws and when he activates them, his hands open up to extend his claws. Can this be ported over to player characters as a usable costume? Not sure if it will fall under gloves or Weapons - Claws though.
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Another meme combination would be a Invuln/Super Strength Tank or the Brute variant of SS/Inv. It's a combination that has been overly done.
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Been playing my max leveled Super Reflexes stalker for sometime now and it’s been really frustrating chasing after mobs (EBs and AVs) that run because they are unable to hit my stalker. So here’s my suggestion, a global IO that adds taunt to all attacks but on a magnitude that is on a Scrapper’s aura level or even less. This should allow mobs to retain their interest in fighting in the absence of any ATs with a built in taunt. While I realise that there’s a pools power set with a taunt, it takes up an additional power set and using a taunt power frequently hinders effectiveness and might pull aggro from Tanks/Brutes in teams. Let me know your thoughts!
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Empathy defenders that take the entire medicine pool along with no powers taken from the secondary other than the first mandatory power. Oh and they usually have the flight pool and are of Magic origin.
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Plant Manipulation has the spines FX that appears on certain powers i.e. Vines, Strangler and Toxins. While I get they are needed for the melee powers like Skewer and Ripper, the spines kinda get in the way of concepts that don't fit with the spines. Is it possible to have a minimal FX option for these powers: Entangle, Vines, Strangler and Toxins?
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Hello, I've been playing a Necro/Dark Mastermind for sometime now. I feel that Necromancy lacks the oomph of other sets. I have some thoughts on how Necromancy can be changed to make it more engaging. 1) Pet Resistances Given that the pets are already dead, they should have resistances across the board (keeping in line with the typical zombie archetypes). I was thinking maybe having 20% baseline resistance to all but Psionic and 25% psionic resistance would give the pets more survivability as well as fitting the already-dead fantasy. 2) Tier 1: Zombies What kind of self-respecting necromancer only has 3 rank-and-file zombies with them? Would it be too crazy to change the total number of pets summoned by the T1 to 5? Oh and also, give them the Rikti monkey death toxic fart cloud. 3) Tier 2: Grave Knights It's weird to see them juggle ranged damage attacks and not run in with their stronger melee attacks. I would remove the ranged Dark Blast and Gloom, and reduce the recharges of the other melee attacks to compensate. 4) Tier 3: Lich As the flavour text of the power suggests that the Lich was a necromancer, I was thinking we could move it along that line and give the Lich the Haunt power from Dark Control. 5) Soul Extraction This power adds a lot of hassle as it can only be used on dead pets; which seems counter productive having to resummon and upgrade dead pets just to receive a slight damage increase. Giving the power reduced recharge and allowing it to target dead enemy mobs instead reduce the need to keep looking out for dead pets and enhance the set's necromancy feel. These are my thoughts on the set. Do let me know your opinions~!
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Because there appears to be an arbitrary line of what counts as player experience. On one hand, you have the P2W temp and prestige powers that are made available at lower costs, the incarnate system is made less tedious by having Incarnate XP dropped outside of Incarnate content and Incarnate Threads/Emp Merits provided upon level up. Not to mention Base Building being made free. Wouldn't these go against the reasoning behind the whole Zone Travel revamp (aside from the exploits that is)?
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To an extent, yes but why do you need 3 powers (LRTP, Base and Ouro) to move from one zone to another? Not to mention the costs (time and inf) involved in unlocking the first two. I have two suggestions. Option 1: Condense everything into LRTP (includes Ouro and Base) Option 2 Scrap LRTP and make Ouro the travel hub.
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Or making Ouro the new "base/travel hub" with portals to all the zones. It keeps the number of loading screens to the same Zone - Ouro - Zone and as the Ouro portal power can be disabled as and when needed, there probably won't be a way to exploit this. This will also cut down the need for other powers (Base teleporter or LRTP) which clutters and overwhelms newbies with options.
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That is not an accurate comparison. This whole travel situation is about player convenience. A accurate comparison would be for example, removing capes/auras and forcing every player character to go through the missions. Or regressing the whole incarnate system back to what it was on Live (eg. removing Emp Merits and Threads every vet levels). I would say that a poll for the player base would be less tone deaf than maybe comparing the use of the base command as "cheating"
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Mind Control needs some alternate FX. While I think the spirals work well for some character concepts, I think some new alternate FX might be much more interesting. For example, some of the Fx from the Awakened or the MoM trial could be reused. Thoughts? 😀
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I have been playing around with the Icon Tailor and using the NPC costume pieces here and there. I was wondering if allowing us to use those pieces on Live servers would be easy as simply flagging them as usable. Granted that some costume pieces don’t belong in the right slots, e.g Mender shoulderpads showing up in the belt slots, I think it would still be much more beneficial to allow us to create whatever we want regardless of clipping.