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Normal Thomas

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Everything posted by Normal Thomas

  1. Teleportation Melee Super Speed Melee Magnetism Control Probability Manipulation
  2. I'm on Everlasting and, funny enough, right after I made my post I saw someone announce it in LFG that they were running Frostfire.
  3. I liked the scrappy pre-Safeguard travel powers, pre-inherent Stamina Hallow experience. Low levels are too streamlined these days. Frostfire was such a fun rite of passage. I'd be surprised if anyone still runs teams for that content.
  4. I like this suggestion. I think it makes sense for Scrapyard to, essentially, impart some of his power to the strikers.
  5. I'm not a fan of intangibility powers. I will give you some credit however in that having an intangibility power that be used on friend and foe and be changed by other powers in the set is rather novel but I think that I, among others, generally view intangibility powers to be skippable. While people see value in an easy "skip" power but I'm of the opinion that player's should have more competitive power choices and feel like they're making a sincere choice when having to give something up for Fighting, Leadership etc.
  6. I like the concept but I'm not too keen on Dimensional Veil. I think I'd just replace it with a hold with a -def effect. Otherwise looks like a solid set gameplay and concept wise.
  7. Cataclysm is a good name. I was thinking of a magic spell in a JRPG (Lunar Eternal Blue) that you get call "Catastrophe" which is casts 3 different element spells back to back. For this set I'm thinking would be a water/ice based attack followed by a fire attack followed by a lightning/air attack and then end it all with an earthquake/ground fissure or a meteor. Probably a lot to animate and a lot of work to put into a set but I think if a set is being added to the game it should be more than just "a blast set with _____ damage" "melee set with _____ damage" or "a support set with ______ particle effects" you know?
  8. I still run my old school villain and hero so I guess it's still around. I'm on Everlasting if you want to run either a classic hero or villain. I basically run with those rules, stricter in some areas and looser in others.
  9. This is a cool idea but I'd definitely opt for the second iteration. The title made me think of the dual pistols change ammo mechanic but with the four classic elements. Also I'd probably make the nuke unique like it'd be all four elements back to back.
  10. I definitely notice a lot of PuG players are quiet and go with the flow types, even if the situation does get out of hand.
  11. I want Wind Control really bad but I don't want it to be overly bland/recycled. I understand there's recycling that goes on in any set (how many unique activation animations are there really?) but I would want the set to look/feel/play unique.
  12. I always saw Gravity Control as the closest stand in for a magnetism control set. I feel like based on his Marvel Vs Capcom appearances maybe an electric assault set would do best? Still, excellent point on how nothing really fits him right. I'd say best you could do is Grav/Elec/Mace Dominator (Mace for Personal Force Field). There's no good analog for probability manipulation so I'd say Scarlet Witch and Longshot can't be done totally right. Longshot is probably easier due to his reliance on weapons. Warlock. I know a lot of people have mentioned shapeshifters but I feel like he's a little different from the usual shapeshifter due to his technological nature.
  13. Gonna add Jump Kick. No one has time for that much animation.
  14. I was looking to make some custom power icons for power set ideas I've been cooking up. I didn't see any guides when I searched so I thought I'd ask if there's anyone willing to reveal the tricks of the trade.
  15. Can I keep my current Illusion controller? He's fine as is. I could see adding some kind of -perception or placate effect to group invis but that's it really. The only way I'd see the powerset being overhauled were if it were ported to any other AT. So if you wanted a Mastermind set that totally broke the usual rules of Mastermind sets I'd be down. Changing the Controller AT Illusion Control? That's not something I want and the developers usually follow the cottage rule on things so its very unlikely to change.
  16. /jranger is a comment people will make a suggestions, this is the urban dictionary definition: Now as far as your comment that we don't decide what does and doesn't make it into the game, that is true. It is ultimately up the devs. But I can't imagine an idea to buff an already great power in some very niche scenarios is going to win the developers over. But, as I said, not my call.
  17. Phantom Army is great where's at. Gonna have to give suggestion a /jranger
  18. Some combination of traps and trick arrow does sound like a neat idea. I think I'd go for a healing grenade as opposed to healing syringe bullets though.
  19. I'm thinking the same thing. Wouldn't the damage have to have a melee, ranged or AoE type as well? But, if positional damage resistance could be implemented it would spice up gameplay a bit.
  20. I do think there needs to be additional Hamidon enhancements that fill a niche that the invention system doesn't, just to make min/maxing all that more challenging and interesting.
  21. Personally I just wish it was possible to have Trick Arrow powers shoot out of dual pistols/assault rifle/beam rifle. I do suppose at this point you'd have to make a completely different set though.
  22. It's been a minute since I've played classics. Anyone free next week to play some classic heroes or villains? My current projects are around lvl 20.
  23. I was thinking of this thread a couple of days ago because I had an idea for a Strength Manipulation secondary for Blasters. I recall an early CoH beta video where Super Strength was a secondary for Blasters so now I am kind of curious if such a thing could be made into reality on our server. Admittedly my power selections and level placements are sloppy so I am very interested in hearing feedback 🙂 Strength Manipulation - Punch: From Super Strength - Resist Physical Damage: from Invulnerability - Haymaker: From Super Strength - Handclap: From Super Strength - Rage (??): This one I am really torn on because I don't think rage would work for Blasters? But I do also feel the set needs to differentiate itself and I am not sure what to put for the Build Up power. - Physical Perfection: from Energy/Body Mastery. The "sustain" for the set. - Footstomp: From Super Strength - War Cry: Anguishing Cry from Pain Domination (same animation) but with -dmg instead of -res (so PBAoE -dmg and -def) - Knockout Blow: From Super Strength
  24. I'd rebuild Force Fields and Regen from the ground up with the absorb mechanic in mind. These sets should be way cooler than how they actually play out (as in like, I can skip most of the powers lol) And before anyone says it, yes, I would nerf Regen. Thank you. More dynamic combat. At the very least, less animation rooting. Obviously, keep the game from being twitch based but make it more action-y. A more measured Incarnate system and invention system. Still get cool end game bells and whistles but you gotta make tough choices on how you want to be powerful. Make mezzing more interesting and useful. And on the player end less annoying to deal with. I'd make all the archetypes designed around an inherent power, more like the Villain ones. Make power proliferation less a choice of modifiers and more a choice of powers.
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