
Nerva
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Oooh, would you mind if I took a crack at naming the powers here? 1st Henchman Power: Lesser Replication 2nd Henchman Power: Greater Replication 3rd Henchman Power: Create Simulacra 1st Henchman Upgrade: Strengthen Replicant 2nd Henchman Upgrade: Empower Replicant Swarm Pet: Mass Duplication Not sure what the attacks could be. They're kind of a sticking point for theming since the rest of the powerset is themed on, well, you. But your powersets are a big part of your theming. Narrowing it down though, it wouldn't be ray guns or assault rifles or pistols, since those are covered by Robots, Mercenaries, and Thugs. It wouldn't be dark magic (Necromancy), throwing weapons (Ninjas) or fire (Demons). Probably the best things to base the attacks off of are either Psychic Blast or Energy Blast; they're 'generic' enough, and Psi damage is already used to reflect damage from time-manipulation effects (for replicators using timelooping to call in duplicates).
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Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Nerva replied to Nerva's topic in Suggestions & Feedback
I do remember that, actually, but I thought they fixed that by making invulnerable states separate from just bonkers-high levels of resistance. If I'm remembering right, an enemy that's truly invulnerable is just flagged to be not subject to attacks, the game just skips calculating the effects of a hit calculation entirely. -
Asymmetric Power Effect Customization Options
Nerva replied to FaradayGauss's topic in Suggestions & Feedback
This would also have the benefit of being able to have your robot arm on the left arm, on characters with robot arms. -
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Nerva replied to Nerva's topic in Suggestions & Feedback
Wow, lots more good input since I last posted. Regarding Opportunity, I'm kinda thinking it needs to be kept simple. An inherent, in typical play for most ATs, is not something you have to think about directly or work towards. They have activation methods that will simply occur and augment existing powers over the course of ordinary play. Defiant increases damage as you use powers and lets you continue to use your most basic powers while mezzed. Rage builds up and increases damage as you give and take hits. Gauntlet slaps taunts on everything you smack. Scourge boosts damage on enemies below half health. Only one AT has an inherent that's even directly activateable, and that's Dominators' Domination. Even Stalkers' inherent isn't directly activated, although their powersets are designed around utilizing it. A more complex power needs to be part of their powersets, I think, and needs to be flexible enough to have different but comparable functions based on what powerset is in play. A lot of people call Opportunity 'fiddly to use' and I think the fact that it has to be manually activated and has multiple modes is a big reason why. You know, as a variant of my original idea, we could move it to the inherent. A Sentinel's damage - especially in teams - is its biggest weakness. What's the biggest difference between a team environment and a single environment? More enemies. So, how about this: Opportunity reflects a Sentinel's careful observation of the battlefield and ability to spot weaknesses in enemy tactics and formations. For every enemy in a long arc in front of the Sentinel, the Sentinel gains a stacking damage buff as they detect weaknesses in the enemies' teamwork and exploit them. The first stack of this buff provides the largest bonus, with each subsequent stack providing diminishing returns. Sentinels are also adept at creating opportunities for themselves and allies to strike. Any enemy hit by three single-target powers (in any combination) of a Sentinel in a row is Vulnerable and inflicted with an unresistable debuff to their regeneration and resistance to all forms of damage. Continuing to strike a Vulnerable target with single-target abilities extends the effect. A Sentinel can only force one enemy into Vulnerability at a time; applying the effect to a new target removes it from the first. Multiple Sentinels working together can stack multiple Vulnerabilities onto a single target. This would give the Sentinel a reason to team (they deal more damage in target-rich environments), a reason to have a defense set (surviving splash in target-rich environments), and a value to a team (Vulnerability procs on hard targets like EBs and AVs.) What do you all think? -
Well, I could understand doing it in Pocket D, since there's a badge for spending a certain amount of time there. But this guy's in Ouro. It'd almost make sense for day jobs, but you have to be offline to get those, IIRC, since they're based on earning Patrol XP. The only reason I can think of is that they've got a really hard-to-type password and just leaves the toon logged in rather than play it. Or it's not deliberate; I know I've accidentally left games running on my Switch without properly shutting them down on occasion. I just hope they're okay.
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No problem, glad to shed some light on things. Also, thank you for doing what you can to help keep the lights on here.
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Most of my costumes, rather than tell a story, are variations on a character. As he initially comes from Praetoria, Tiltowait has Loyalist-themed and Resistance-themed heroic costumes, as well as a villainous-themed costume that would be appropriate for a "Mad Tiltowait" - Tiltowait if he'd never developed a conscience or been properly socialized and was obsessed with destruction for destruction's sake. In Mr. Banefire's case, he's got a subdued business suit for general purposes, a more flamboyant and ostentatious outfit when he needs to make a statement, and a completely inhuman demonic costume that reflects his original form before leaving the Myriad Hells and coming to Primal Earth. There's also more... risque... appearances, both male and female presenting, for when other forms of persuasion are in order. Banefire is nothing if not a consummate tempter. While sex and gender are often malleable concepts for a demon like him, he finds resorting to carnal temptations crude and unbecoming, and so that strategy isn't one he'll use often.
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Ever thought about condensing IO set bonuses as a whole?
Nerva replied to kelika2's topic in Suggestions & Feedback
Strawman Argument at Wikipedia: "The typical straw man argument creates the illusion of having completely refuted or defeated an opponent's proposition through the covert replacement of it with a different proposition (i.e., "stand up a straw man") and the subsequent refutation of that false argument ("knock down a straw man") instead of the opponent's proposition." Strawman, Definition 3, at Dictionary.com "a fabricated or conveniently weak or innocuous person, object, matter, etc., used as a seeming adversary or argument" You are arguing a point I did not make, by removing context from a statement of mine. Therefore, you are guilty of setting up and attacking a Strawman argument. Please do not try to correct me until you know your facts, please, I can, have, and will call you on it. For that matter, the previous time I called you out, on projecting? Psychological Projection at Wikipedia: "In its malignant forms, it is a defense mechanism in which the ego defends itself against disowned and highly negative parts of the self by denying their existence in themselves and attributing them to others, breeding misunderstanding and causing untold interpersonal damage. A bully may project their own feelings of vulnerability onto the target, or a person who is confused may project feelings of confusion and inadequacy onto other people." You accused me of being embarassed to correct myself. I edit over 60% of my posts without hesitation. You accuse me of power-levelling my post count, when I don't even have a tenth of the posts you do. You've accused me of stopping reading midway through, when I have meticulously attempted to respond to every point you have tried to make. Yet you're the one quote mining my posts to set up strawmen, editing my quotes to be gibberish, and making only minimal effort to edit clear mistakes. You've accused me of everything that you are likely guilty of. That's psychological projection. I was willing to let it slide initially, because maybe you don't understand the words you're using, but after this much disingenuous attacking of my character as a person and a poster on this board? I can't assume good faith anymore. I am going to make one more attempt to convince you of how bad this idea is. And then, for the sake of my wellbeing, I am out of this thread and I'm going to let it rot. This is not a matter of 'cleaning up' or 'tuning.' This is straight up power creep. Diminishing returns don't mean anything when you can get the full benefit of your IO sets in fewer slots, and then shunt those slots you save towards filling a different cap. If I'm defense capped, the extra slots can focus on resistance. Or recharge. Or damage. Regen. Recovery. Literally anything else. There are too many caps to fill, no character can fill every last one of their caps on their own power. As a result, there's always some cap that's not maxed out that you can shunt enhancement slots to, if you have slots to spare. This is entirely why having slots to spare is so powerful! Yeah, sure, I could slot defense into Super Reflexes until I'm so far above cap it's ridiculous, but why by all the spiders in Arachnos would I ever do that?! If I could cut two slots out of every six-slot set I have slotted, lose nothing by doing so, and move those slots elsewhere, and stick appropriate enhancements in it, that's exactly what I'd do. It's a no-brainer decision! It doesn't matter if those slots shifted are used for procs, frankenslotting, the content is irrelevant. Because if you get them on a poorly-performing powerset, everyone else will get them even if they're on a powerful powerset. They will use those slots differently, naturally, since each powerset slots differently, but they'll still be using those slots to get stronger. No powerset exists in a vaccuum, and enhancement slots are build-wide. If a person doesn't need any more slotting in, say, Stone Armor, they're going to stick those slots into their melee set, or a pool, or an ancillary, or whatever. They're going to get stronger, simply because they have more free slots to work with. Point is this: a poorly-performing powerset is poorly performing because of either poor theory behind it, or inability to make good use of the slotting it offers. If you give them more slots, or let them save more slots, they're still going to use those slots just as badly as all of the others. Until you fix the underlying problems of those powersets, they're going to remain weak by comparison to other sets, because those sets use their slotting possibilities better! -
Ever thought about condensing IO set bonuses as a whole?
Nerva replied to kelika2's topic in Suggestions & Feedback
Strawman argument. I didn't say everyone would be packing in procs. In fact, it was one of several things I said people might be doing if this suggestion became reality. You are picking and choosing and taking statements out of context to try and discredit me. If you're going to argue my points with me, then argue the points I actually made, thanks. Okay. Let me give you a really, really, really basic example. Let's say your current build has a power that's six-slotted to get full IO set bonuses. This suggestion gets implemented, and you can now drop two slots from it. Do those slots have to stay in the same power? Do they even need to stay in the same powerset? No. Respecs are a thing. Those slots can go damn near anywhere else in the build you want. They can go into your other powerset. They can go into a pool power. At higher levels, they could go into an epic pool power. Letting strong powersets save slots - and they will save slots, just like weak sets will, and they will save more of them because they're more efficient with their slotting to begin with - means that they will still outpower you. The only thing that's changed is the baseline. In nearly any AT with a defense set and almost any combination of powersets, the most power is obtained by devoting enough slotting to become functionally immortal, and then throwing everything else you have into straight offense. Your idea would allow strong sets, who can already devote more of their slotting to offense than the average, to devote even more slotting to offense. And there's no upper limit to that, except the damage and recharge caps. Now, how about you give me an example of how a powerful AT & powerset combination wouldn't benefit from saving slotting as much as a weak one. -
Ever thought about condensing IO set bonuses as a whole?
Nerva replied to kelika2's topic in Suggestions & Feedback
Enhancement slots are the single most precious build resource in this game next to power picks themselves. Being able to save just a few of them has a huge impact on literally every build. Don't even kid yourself - if suddenly you could get six-slot IO set effectiveness with just 4 slots, every last person would be dropping slots from powers that just mule sets, frankenslotting extensively, and/or using the freed-up slots to pack in procs they'd normally skip over. Well-performing powersets are well-performing powersets because they can use their enhancement slotting effectively and efficiently; they don't have to take bad powers or unnecessary slots in mediocre powers, or dip into pools just to mule sets that patch up their holes. Allowing strong sets to suddenly save slots is going to make them that much stronger; they're not going to magically get less efficient at using enhancements. Nor will this idea magically strengthen weaker sets to compete on the same level as stronger ones; anything that a weaker set is benefitting from, the stronger set can also benefit from. -
All of my characters came about due to spur-of-the-moment inspirations and ideas, often from things I see elsewhere in the game. Most come about out of a central what-if question. Tiltowait exists because I enjoyed the Wizardry series, and then saw the reference to the Tiltowait spell in this mission from Fireball. And I had the thought, "What might an Animus Arcana based on a Tiltowait spell be like?" Tiltowait was the result. Mr. Banefire is your classic contract-writing soul-exchanging infernal demon... updated for the modern day. He's traded the pitchfork for an easily-concealed whip, the hooves and horns (well, maybe not the horns) for a well-tailored suit, and those who need him can find him in a phone book as a 'consultant' for a variety of fields; he's just as easy to contact via cellphone as he is by summoning circle and invocation. I came up with him by seeing things like the Cap Au Diable demons and the demons summoned by the Circle of Thorns, and I asked, "If one of those wanted to be less conspicuous among the general public, what would they look like?"
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To this I'd add: Mind positioning. Especially in Praetoria, a lot of mobs have AoE attacks. You might be able to survive them with minimal harm; your escortee probably won't. Can't begin to tell you how annoying it is for your escortee to get shot up by Resistance members because they were aiming at you with their energy-based cone-burst. Same with PPD with their energy-based cone attacks.
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Ever thought about condensing IO set bonuses as a whole?
Nerva replied to kelika2's topic in Suggestions & Feedback
You probably shouldn't post while drunk; you seem to have a bad penchant for projecting. There's no personal motive on my part against you; I just generally see this idea as blanket bad for CoH and I'm trying to explain why. I have very carefully considered your point. And what it amounts to is just cramming more modifiers into existing space. You claim it would fix 'old sets' when in reality, most 'old sets' do just fine in current content. It's just a few outliers - particularly among defense sets - that are seriously underperforming in overall play because they haven't evolved to keep up with the game's design. Your Kat/Regen scrapper illustrates my point on why Regeneration is underperforming, pretty much exactly. This character is 'doing okay' because you have Divine Avalanche, which provides a layer of melee defense and lethal defense on top of your regeneration. Your build is functioning because you used your primary set to cover up a hole in your secondary; but that doesn't mean the secondary isn't bad. The fact that you had to cover a hole with the primary to make it work only illustrates the deficiency. Let me give you an example of the right way to fix an underperforming set. When Super Reflexes started failing due to the preponderance of -def (nearly every goon with an assault rifle or a sword can inflict it), it was reworked to harden it against defense debuffs and layer some resistance under it, but only if the user's HP is already falling. It is now one of the strongest positional defense sets in the game. That's a good fix for an underperforming set. It's targeted, it identifies exactly what the set needs to function in the modern meta, and fixes just those problems, without compromising the identity of the set. Meanwhile, your idea would be a blanket, across-the-board increase of power for literally every set in the game. Doesn't matter if it's underperforming, doesn't matter if it's overperforming, doesn't matter what the ramifications are, MOAR POWAR. It runs the risk of snapping the existing balance of the game in half, just to 'fix' a couple sets that in reality need targeted reworks to evolve with the current state of the game. If your idea was implemented as described, the 'old sets' that you say are underperforming would still be underpowered. Oh sure, they might be able to cram in enough procs and single-slot-bonus IOs to reach proper survivability, but then again, all the other sets out there can now do the same thing too, but spend less space on it. In turn, that space they save gets crammed with +damage or +recharge or +recovery, and now the old sets are still underpowered because everybody else is ultra-survivable and hits harder, while the underperformers are just ultra-survivable. If we were to take your idea to the point of absurdity and compress things further, the gap would only widen further, because the only limitation to dealing more damage is the point where the game crashes. -
Correct me if I'm wrong, but I don't think they can, or want to do that. See point #21 on the FAQ. Donation windows are narrow, and they only accept limited donations; just enough to pay the bills and keep the lights on, figuratively speaking. Having the donate link be a sticky on all forums would be obnoxious, and could get them in legal hot water if some NC lawyer decided that they were trying to make a profit and used, say, a screenshot of that as 'proof.' I'm all for donating if donations are open, their goals aren't met yet, you have free cash, and you think donating would be a good use of it. But Homecoming has to be very careful about appearances in order to make sure that the flatulent legal vultures over at NC don't take notice.
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Ever thought about condensing IO set bonuses as a whole?
Nerva replied to kelika2's topic in Suggestions & Feedback
That's hyperbole if I've ever heard it. Regen's problem is one that no amount of slotting will ever solve. Its problem is that relies on recuperating after a hit instead of mitigating the hit as it lands. In CoH, it's best to either never take the hit in the first place, or minimize it as much as possible, instead of taking it on the chin and trying to recuperate before you get hit again. If a pack of enemies can kill you in five seconds from full health, it doesn't matter if you can fully heal yourself every six. Sure, you can slot IOs to gain defense and resistance, and they'll help, but you'd have to be able to slot so much of one stat that your powers are just mules for the IOs, instead of being worthwhile on their own merits. Your powerset isn't "regeneration" it's "invention enhancement set bonuses" at that point. Meanwhile, powersets that function properly in the current game world - those that can build themselves into good survivability by stacking a few set bonuses on top of existing defense/resistance stats - have options. They can build to a satisfactory level of survivability, then start slotting for damage, or recharge, or maybe layer a little more defense or resistance on there, just in case of debuffs. Even if you can only heal yourself to full once an hour, it doesn't matter if the enemies take an hour and ten minutes to kill you. Or if they're dead before the hour's up. That's how the strong will get stronger under your idea. That's how the gap widens. Point being, trying to fix bad defense sets by condensing IO set bonuses into fewer IOs and allowing you to slot more of them as a result is just a band-aid on a set that really needs a rework, and it just makes the strong that much stronger. -
Ever thought about condensing IO set bonuses as a whole?
Nerva replied to kelika2's topic in Suggestions & Feedback
Regen's a bad example. It simply needs reworked period to keep up with modern sets; in fact it's needed a proper rework for a long time back when Live was still around. In the modern meta, regeneration as a form of mitigation has largely fallen by the wayside unless it can also manage significant defense or resistance. Regeneration and self-healing, alone, are not wholly viable as a primary form of mitigation (but is quite powerful when layered under a primary form of mitigation, like defense or resistance). Compressing IO set bonuses wouldn't help regen any more than it'd help any other set. In fact, it'd widen the gap between regen and other sets as many of them have more diverse IO slotting options than regen. Sure, you could pack more defense or resistance onto regen. But you could also pack more regeneration and recovery, as well as defense and resistance, onto every other set. -
Ever thought about condensing IO set bonuses as a whole?
Nerva replied to kelika2's topic in Suggestions & Feedback
Having a wider variety of strong decisions is only beneficial to the game's health. It means that every power pick, regardless of which you pick, has real value, and has to be carefully considered. There's fewer powers, and fewer levels, where you can just go 'oh, this is a freebie' or 'oh, it's obvious what I should do with this one.' It might be irritating to have to consider everything so carefully, and weigh the pros and cons of taking or not taking a given power or slotting at a given level, but overall, the health of the character customization process as you level will be better, because there's fewer 'outright wrong' choices. Even things that might not be absolutely optimal are at least worth the trade-off compared to their alternatives and can be usable and useful. Even superheroes can't do everything! Sometimes, you have to accept a tradeoff. -
μετα is your username here, on the forums. It shows up in the upper-left of your posts, above your icon, and it also shows up in the upper-right of the forums when you log in. It'll be to the right of the "Wikis" button on the navigation bar at the top. I'm pretty sure the forum username accepts unicode input, and you're already logged in, so that's probably not the username you're looking for Your in-game username - which is separate from and can be different from your forum username - can be seen by going to the navigation bar at the top and hovering your mouse over "Account". A dropdown menu with "Game Account" will be shown. Select "Game Account" (or just click here) and it'll take you to a screen that will show your game account username, and prompt you to change your password; you don't have to change your password if you don't want to. In-game usernames don't accept unicode characters if I'm not mistaken, only alphanumeric characters, so you probably named it something different from your forum account username. Regardless, it'll be shown on the page I linked to. If you haven't set up a game account, then that page will start the process of making one; you'll have to fill out some information to complete the process. Your game account is attached to your forum account, but they can have different usernames and passwords for security purposes. Does that help?
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Can someone tell me how they made this character!:)
Nerva replied to dylliebug's topic in General Discussion
You are correct, we do not have that. -
Isn't it possible to just turn off a mob's AI entirely, forcing them to stand immobile on the spot and take it? I think that's how destructible objects are handled already. Y'know, a base item for this doesn't have to directly be the mob. It could be a broad-platformed 'hologram projector' that the mob stands on. You place the projector, and then click it to spawn a testing dummy on top of it that you can then beat the tar out of to your heart's content. No worries about physical alignment of the object, since it's never moved unless you're in base editing mode. If you're referring to alignment like "hostile to heroes" or "hostile to villains" you just have to ensure that the training dummy mobs are set to be universally hostile and thus attackable by everyone.
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I don't think this is possible in engine as it stands. If I understand what I know of the game correctly, Internally, every attack - be it melee, projectile, PBAoE, whatever - is handled by drawing a line between you and the target, and then playing an animation on both ends if a hit is scored assuming another animation doesn't override it. Even when you're punching an enemy with haymaker, at no point does your character ever truly 'interact' with the enemy. Only the 'invisible projectile' of your attack intersects with the opponent's hitbox. It's the assigned range of attacks, plus their animations, that give the illusion of making physical contact. Interactive animations actually don't exist. This is why you get things like homing boulders. If the game could draw a valid LoS line to the target and rolled a hit on the to-hit roll, that attack is going to hit, no matter what, no matter what happens from the point of the attack being determined and the point of the animation making 'contact' with the target. That target to could teleport halfway to Saturn and still get hit. Similarly, for long animation powers like Knockout Blow or Total Focus, an enemy could beeline out of range and halfway down the block, but if the attack was valid when the LoS line was drawn and the to-hit roll said 'hit' they'll still get mangled even if they're down the street by the time you physically swing.
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From what I can tell, there's no one singular source of superpowers in the CoH 'verse. Even discounting player-canons and the like, there's five Origins (Natural, Science, Technology, Mutation, Magic, and even then, those are just rough categories encompassing a wide variety of actual sources. A Peacebringer and a Warrior are both Natural origin, but couldn't be more different. Mu Mystics and Circle of Thorns magi are both Magic origin, but vastly dissimilar. The Hamidon and a Council Galaxy soldier are both Science origin, but have all but zero similarity otherwise. Given that there's so many different ways to obtain power, there's a number of people who could be, and possibly would be, brokering superpowers to the highest bidder. Just some examples of groups that super-empower their members that could be written to do this: Mentioned by Reisma just above me, Dimitri Krylov has been granting people superpowers. Also mentioned by Reisma, unscrupulous wealthy people have paid Dr. Vahzilok to have superpowered body parts grafted onto them, becoming Eidolons. This is the way Vahzilok makes the money he uses to fund his vile surgical science. Arachnos has entire projects - largely overseen by Black Scorpion - dedicated to super-empowering certain soldiers; the Crab Spider project does so through cybernetic implants, while the Mu Mystics teach long-forgotten Mu magic. Even the Widows and Fortunatas are trained to tap into latent psychic abilities laying dormant in human minds, and the Tarantula project combines full-body cybernetic replacement with psionic potential cultivation to produce psionic cyber-spiders. The Tsoo empower their members with enchanted tattoos that, combined with the right martial arts and mystical training, unlock superpowers in their members. They also deal in a drug called Rage, which has similar effects to Superadyne but interacts very badly with it if you try to combine the two. The Freakshow are all abusers of a drug called Excelsior, a hyper-regenerative and immunosuppressant that makes grafting their garage-built cybernetics to their body easy and (relatively) painless. Someone is giving superpowers to high-level members of the Family, such as the gravity control powers wielded by Family Consiglieres and the Super Strength demonstrated by Family Underbosses and Capos. The Trolls and Skulls engage in the Superadyne trade. The Destroyers in Praetoria both use and trade in Superadyne's Praetorian counterpart, Fixadyne. The Syndicate in Praetoria train their members in martial arts designed to unlock psychic potential, with their leadership being full-fledge psychics. Nosferatu of the Council is always looking to convert more loyal soldiers into Vampyri and Warwolves. Arakhn and Requiem of the Council has a vested interest in creating more Galaxy troopers to preserve the Nictus race and further their own goals. Dr. Aeon of Cap Au Diable might be interested in super-empowering individuals to test any number of experimental projects For that matter, Vernon Von Grun is a possibility as well Hellions and Skulls use dark magic to super empower their membership. Hellions through dealing with demons; Skulls through direct exposure to the Netherworld at the risk of death. The Circle of Thorns have been known to sell their services in demonology, as evidenced by Johnny Sonata's story arc in St. Martial. The way I understand it - and correct me if I'm wrong here - the best way to think of the Well is like... supernatural Kerosene. You add it to someone who already has superpowers, and their powers get crazy powerful; godlike powerful. You add it to someone without superpowers but has the potential for them, their superpowers instantly develop to godlike levels. There's two ways to access the Well; drinking from it directly, which grants a lot of power up-front but basically enslaves you to it, or accessing it indirectly, offering sacrifices of power to it (incarnate components) via an artifact unique to you (obtained in the Incarnate story arc) in exchange for its power, which grants you power slowly but leaves you free willed. It's definitely got a will of its own and an agenda that involves superpowered beings entering into conflict with one another.
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Tiltowait scares people. Not everyone - most people don't even know what a Tiltowait is - but for those that do, he's terrifying. Imagine someone with the personality of an overly friendly puppy mixed with an excitable ten-year-old coming up to you and saying, "Hello, I'm a strategic-scale thermonuclear weapon. Do you like explosions?" and being utterly convinced that they're completely serious. That's what it's like for most low-level spellcasters to be introduced to Tiltowait. Needless to say this has caused some problems. Like for instance, Tiltowait's first experience in Primal Earth was introducing himself to MAGI in order to get his paperwork in order. The moment Azuria realized that his desired superhero name wasn't a pseudonym, there was a very... heated discussion... as to whether he should be locked in a nice secure room in a MAGI vault with every precaution taken to ensure he remains serene and undisturbed. Fortunately, cooler heads prevailed, especially when Tiltowait explained that while yes, he's a living Tiltowait spell, he doesn't have the ability to smoke an entire city zone indiscriminately due to his transformation into a Personification. Even if he did, he wouldn't want to, because that would hurt or kill a lot of innocent people and he'd feel terrible about that. A living Tiltowait spell was borderline inconceivable. One with a conscience? Practically miraculous. There was a lot of tests, divinations, and scrutiny, both magical and mundane, to ensure that Tiltowait wouldn't be a threat to Paragon City. Tiltowait was a bit frustrated - mostly because it involved sitting around and being bored - but he shouldered the responsibility surprisingly well. He only fell asleep during a lecture once, got distracted by his curiosity only twice, and resisted several urges to blow up small, inconsequential things that his impulsiveness was telling him would be neat if they were in several pieces. For being so good about it, Azuria gave him a completely-ordinary lollipop. This is when the entirety of MAGI discovered that you don't give Tiltowait sugar. To his credit, Tiltowait didn't break anything irreplaceable, the hole in the wall was quickly patched, and he was quickly found by patrolling heroes in Downside after a noise complaint about repeated explosions rattling the windows of nearby buildings. Tiltowait was discovered terrorizing the Hellion population by blowing up guns, bats, knives, and magical paraphernalia wielded by the gangers. Jittery, but cooperative, he was fairly easy to convince to come back to the MAGI office. PPD reported a spike in Hellions turning themselves in to the police an hour or two later. There is a note in Tiltowait's official MAGI profile that he's not to be given sugary or caffeinated foods except as an emergency measure. Azuria has been adamant that it stay there, despite Tiltowait's insistence that he's better about that.
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A unique costume, one that has parts not available to the rest of the game, and inbuilt theming enforced is something that occurs in no other AT. Further I said it was a mechanic, not the mechanic. There's a lot of things that make an Epic AT an Epic AT, and I never insinuated that there was just one, or even that it was just this one. That, however, is a player option. You're not taking away a unique mechanic, you're simply choosing to not use it. Not taking shapeshift powers on khelds and playing them purely humanform would be akin to you deciding not to use the secondary powersets of Arachnos AT promotions, or making an early run to a tailor to customize a costume outside of your Arachnos uniform and then never using the uniform again. The ignored aspects are still there, they're still part of the interfaces, but you've just chosen to ignore them completely. And that is perfectly fine. What you're asking would strip that costume slot of everything that makes it different from every other costume slot, essentially removing the Arachnos Uniform slot from VEATs and from the game. The last three paragraphs explain why doing what you did, as a member of Arachnos, wouldn't necessitate the dumping of the uniform, according to the storyline written for the AT. Honestly they could've done more with it, such as missions where you had to wear that uniform to blend in with other Arachnos, kinda like how the Brick Johnson mission implies that you should look like a hero while going undercover as one, hence why you're given that new costume slot for that purpose. But just because there hasn't been more done with it doesn't make it worthless. That costume, to my knowledge, still has flags that no other costume does, which missions can then read and utilize. If I'm not mistaken there, then there's things that could be done with it. And if you want to 'dump the costume' that's fine. Go to a tailor, customize your second slot, save it, and repeat that with each empty slot afterward. Then never use the Arachnos uniform slot again and avoid any future missions that might switch you to it, if they ever come to exist. The only 'penalty' is seeing that costume slot continue to exist on your costume change menu, which can be avoided outside of tailors by using /cc commands, and even that could be fixed with an update to the costume menu, which is already necessary thanks to the VEATs' 11 costumes. Had you come asking for, say, the ability to see all 11 VEAT costumes in the costume menu, and the ability to reorganize or hide certain costume slots from view, I wouldn't be saying a damn thing about this. Hiding a feature you don't use or want to use is fine. Removing it as a feature because you don't like its existence and don't want to use it vehemently isn't. Now, as for how I responded to you? If there's one thing I hate, it's for people to wield their history on a board or within a community against me. You come to me trying to insinuate that you somehow know better simply because of your age or previous contributions, and then fail to argue your points? That ticks me right off. It's the worst kind of elitism and it's something I personally can't tolerate. So you wrote some guides on the epic ATs back on the original boards. Good on you, I hope they helped people. But it didn't need to be brought up, especially not at the beginning of your post, as though framing the entire interaction. It didn't feel like a joke, or even lighthearted ribbing. It felt like you were trying to use your history in the community to snub me or imply that I didn't know what I was talking about. I've been with this game as long as you, I just didn't participate on the official boards because I was a very insular person back then. And honestly? I hate having to even bring that up, because I shouldn't have to justify myself or my reasons for responding to someone. Your credentials shouldn't matter and neither should mine in a community of what are allegedly peers! So, now that that is out in the open, I'm done with this thread.
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I play all my characters like this. I prefer levelling through story arcs rather than farming or other 'big reward' options or repeatable content, and sometimes I turn off XP gain to ensure I can epxerience content firsthand instead of going through ouro. I wouldn't mind rolling a character on Torch for something like this.