Jump to content

A.I.D.A.

Members
  • Posts

    303
  • Joined

  • Last visited

Everything posted by A.I.D.A.

  1. No thanks. /jranger ^ that's pretty much exactly what it is, yes. Cancer suggestion. Kill it with fire.
  2. My suggestion changes nothing about the temp powers' costs, it only eliminates the need to return to Atlas Park to buy more charges. If you take your Envenomed Daggers GM hunting and blow through 15 charges to put a dent in the Giant Monster regen, it won't matter whether you bought them from Atlas Park or paid for them through the power activation costing inf when you throw it. You're still paying 1,667 influence per shot. Do we need to make them cost more? In the case of Envenomed Daggers, almost certainly, they're extremely cheap for the DPA and -regen they bring to the table. In the case of the others . . . ? Probably not. Either way, thanks to this thread for reminding me to buy my stalkers some hand grenades and plasmatic tasers, to make up for the low amount of AoE.
  3. What if the perma versions cost inf on use equal to the cost of a charge? For example, the revolver costs 5,000 for 30 charges, so each charge costs 166.6-repeating inf. What if the perma version could be acquired for free, but deleted 167 inf every time you shot it, and couldn't be used if you didn't have enough? That way, you can have a thematically-appropriate, unenhanceable side weapon, without having to dip back to Atlas Park to replace it every three missions, and pay for exactly how many charges you use. Alternatively, keep them the same, but have each one come with a power that summons a vendor that sells new copies of the power it came with.
  4. Other un-colourable powers that probably should be colourable are the Dual Pistol ammo types. More cosmetics always good.
  5. You can, but the OP wanted to keep the movement behavior, and only remove the toggling of auto-run from the bind. For reference, unless I'm remembering wrong, you'd use . . . /bind MOUSECHORD ++forward . . . with two +'s, to re-enable the autorun behavior in case you change your mind.
  6. Wanna see your costume, turn off the power. The translucency is an essential gameplay cue -- if I'm transparent, I know I'm stealthed. Gonna have to put a big fat /jranger on this one.
  7. Why no vacuum-cut / crescent wave / sword beam?
  8. Disingenuous argument. Don't do that, it's a bad look. But yes, with two quick trips to Null, they can in fact do just that. But it's only because both of those alignments still exist through all levels of the game. There are no Loyalists or Resistance members in Primal Earth. And patron pools are not Lv. 18~20 things. They're ancillary/epic pools and those happen at Lv. 35 -- a level by which Praetorian characters have been Primal for 15 levels.
  9. What happens to the characters who have it and then lose their alignment coming to Primal Earth? Etc, etc. I think there's a long laundry list of reasons why the requirement for a non-permanent alignment would be a bad idea. Do you want these to be accessible at Lv. 18~20? Because the default 'path' Praetorian characters have sends them to Primal Earth after the Lv. 20 arcs. A few people might stay longer than that, and level extremely slowly using random content they've outlevelled until it stops granting XP, but they are not the norm by any stretch. The New Praetorians' arc starts around Lv. 35, however, in Brickstown, and like the OP said, pools based on them would make a whole lot more sense. Especially if it gets us Aurora Pena's psi-whips as a pool power.
  10. Yes please. In a game this old, clipping is basically guaranteed. More cosmetic options is always good, even if they clip. Also, obligatory "Ghost Widow hairstyle when?"
  11. Alternate animations / projectiles are always neat. Maybe have an alternate animation option where the arrow is shrouded in an energy projectile, and allow colour-tinting / light- and dark-mode of said energy projectile, etc. Soul Noir archery, for a revenant / vengeance-themed archer, perhaps. Or maybe an option that deletes the arrow projectile in favour of a thin 'arrow' of electricity. Or one that has a trail of energy rings behind the arrow, like some kind of high-tech magnetic power-bow.
  12. The only things in this game that need buffs are enemy groups 🙂 Some player archetypes need nerfs, but throwing buffs around to rebalance after previous ill-advised buffs is just more and more power creep. The fact that we already have had some power creep isn't a good reason to make it worse. That's like saying, "Well, I've already spilled some milk all over my kitchen floor, better dump the rest of the carton out too, and leave it sit for five days." Doubling down on mistakes does not make them somehow become non-mistakes.
  13. Sensible balance has nothing to do with "i24 purist servers" and everything to do with sensible balance. Brutes and tankers receive varying levels of extra survivability in comparison to scrappers and stalkers, and so they should trade off in the damage department proportionally. Ideally, in terms of damage capability among the melee-set archetypes (those that select from melee power sets for their AT attacks, like Electric Melee, Katana, etc.), scrappers and stalkers should be equal at the top, with brutes in second and tankers in third. This is because that is the inverse of these archetypes' capability to build for durability. Tankers need to invest very little to cap their chosen armour set's strong point, and brutes need to invest a bit more to reach that parity. Scrappers and stalkers are more fragile than brutes, and should accordingly deal more damage. This isn't a very hard concept to grasp, but people definitely seem to either have a hard time grasping it, or pretend to have a hard time grasping it while they complain about the defensive character they made needing to outlast enemies rather than overwhelm them with hard and fast damage. Tank players want to have their cake and eat it too, and modern game design, not only on Homecoming, but across multiple games and genres, seems inclined to give it to them. It's the wrong design choice, but it's the common one these days. The fact that post-buff tankers deal about the same damage in AoE (when the vast majority of game content is AoE smackdowns) as scrappers, is an aberration of balance. It's a bad decision. There is not enough single-target focus in this game to make "scrappers shine on AVs / single hard targets" a valuable enough distinction.
  14. Walk back the tanker DPS buff to about the halfway point between pre-buff and current state. That's the answer. Tanker players may scream and cry, but it's better for the game overall. They needed some more damage, but not nearly this much more damage, and because they got it, brutes now feel superfluous.
  15. Thank you. Do they have a compiled version on there, for people who maybe don't want to install a whole-ass IDE?
  16. It's swift with some recharge. That's all it is, that's all it needs to be. At this point, you're just complaining to complain. In no way is Super Jump a 'slow' travel power, and if it were, then a thematic passive in a single defense set is not the way to address that. Turn on your infinite mid-air jump toggle and Samus your way over buildings. Have fun with Super Jump instead of complaining that Super Reflexes includes built-in Swift but not built-in Hurdle.
  17. Arc widening affects the damage formula accordingly, so it would have to deal less damage to compensate for the increased arc. If you treat it as a single-target power, essentially, it's still a semi-decent pick.
  18. That may be, but it's not a very great thing to see at the end of a pronoun list, as a trans person against whom object pronouns have been used as slurs for a long time. Regarding your edit: Yes. So, so many reasons. But I know bait when I see it, so I'm just going to say that I dislike when people double-down on bad-faith arguments (yours was started from a false premise, and proceeded through four pages as though that false premise were true), and call this thread a day.
  19. Super Reflex. Get all the defense you'll ever need in-set, and stack the stack-spending resist buff from Staff, with the scaling resist buffs in Super Reflex and the global IO.
  20. Don't do this. 'It' is not a pronoun you can ever respectfully apply to a person. 'It' is for objects. You've done that twice in this thread alone.
  21. Not if, like the existing jetpacks, it's slower and time-limited (and costs influence to buy more total time when it runs out). People don't take Fly or Mystic Flight for the lack of a backpack visual, they take it for the speed, and the fact that it's usable forever without dipping back to Atlas Park to 'refuel.' There is zero reason not to add Minimum FX for the existing jetpack, the OP is requesting a completely cosmetic option, and you're just kneejerking with a bad interpretation that you had to try to purposefully reach.
  22. I think the idea with the OP is that jump height affects the maximum jump height but not how quickly you ascend, while jump speed affects lateral movement while you are mid-jump, but also does not affect how quickly you ascend. I don't think it's really a necessary change (it couldn't hurt anything but dev time is probably better spent elsewhere), but technically, the OP is pointing out an accurate thing.
×
×
  • Create New...