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Stormwalker

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Stormwalker last won the day on March 12

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  1. My experiences with the City of Heroes RP community on Live were generally very positive (and again, I have no objections to ERP being a thing - to be completely honest, I did a little bit of it back in my Virtue days myself - as long as it stays out of the public channels), but... there were definitely times back then when it got pretty out of hand. So, I'm pleased to hear that isn't happening on Everlasting.
  2. This would be pretty cool. I'd like that a lot. Another thing I'd wish for (but which is admittedly a less realistic possibility than your idea) is to have an alternate redraw animation where your weapon appears in your hand with teleport fx (even though it would need to take just as long as the conventional redraw to not be unbalancing, it'd still look cool). Mostly because as a Phantasy Star series fan, I like the whole idea of nanotransitors and being able to just have your weapons appear in your hand when you need them. Unfortunately, I suspect that the amount of code that would be required to do something like that would be even more than was required for sheathed weapons (which is still one of my very favorite additions HC has made to the game).
  3. Agreed. Speaking as someone who frequently takes Robotic Drones on certain characters for concept even though mechanically they are not great, I just want more concept-fitting options.
  4. Having to take powers to progress deeper in the pool is part of the intended cost of the later powers in the pool. And Cross Punch is specifically balanced so that to get the most effect from it, you need both Boxing and Kick. If your second option (removing either Boxing or Kick) was eliminated, this would have two negative effects: It would break builds that use all three Fighting attacks, since one of those attacks would no longer exist. It would weaken Cross Punch, by removing part of the synergy that strengthens it. Also, some characters take Boxing or Kick for concept reasons, and the option of taking whichever one suits a character's concept should not be removed just because you want to free up a power slot.
  5. Bats would be good, yeah. Speaking of magic origins, I want Fairy/Pixie lore pets, too. They could even use the existing models from the Fairy pet prestige powers.
  6. Honestly, I don't think the rename is even needed. Just expand the weapon customization options. I once proposed on Live bokken and shinai options for Katana and those were rejected on the grounds that they aren't the correct damage type. Which, at the time, OK, that was in line with the devs' rules for weapon customization, but even then I thought it was ridiculous that a Katana scrapper couldn't fight with the training version of their own weapon. But somewhere along the way, those rules got thrown out, and now we have plenty of weapon customization options that don't match the damage type. So there's no reason blunt options shouldn't be available for bladed sets if they fit with the animations.
  7. Most of those powersets have no conceptual justification for a damage aura. That's why they don't have one. For example: Adding a damage aura to Dodge would mean that suddenly my Natural Martial Arts/SR scrapper who is merely a very skilled martial artist and has no superpowers whatsoever would suddenly be doing damage to enemies that just happen to be standing there next to her. This would pretty much break her character concept. Also, from a balance perspective, the sets that have damage auras are weaker in other ways to compensate.
  8. There are builds out there that use all three of Boxing, Kick, and Cross Punch, and some even use all three of them in the attack chain.
  9. For the record, if there were account-wide Accolades, I could actually accept the idea, on the grounds that: A player would only have to earn it once It would solve the existing character problem. You'd only be able to get the (way too good) reward once. I still think it goes a bit against what badges are supposed to be, but I could live with it. If the devs ever implement account-wide Accolades, then perhaps this idea could be revisited in that context. Though, there is still the problem of the amount of code that would be needed in order to actually track all of those conditions. However, I don't see that happening anytime soon based on other comments on that subject.
  10. This is also a very good point.
  11. Here are the problems I see: The effect is very overpowered (3% def OR 3% res would be too much. Both is vastly too much). The reward is also far too much. No accolade in the game offers anything remotely like this. The requirements to earn it are extremely problematic: First, it's pretty much designed to punish players who have already done all the hard work on previous characters and want to have a bit easier experience playing through the game. Note that I am saying this as someone who does not PL. But I do send my new characters some seed money when I create them, and they of course have access to my enhancement storage. That's the privilege I've earned by having already gotten characters to 50 the old-fashioned way. Trying to deny players this privilege by stacking extremely overpowered rewards on a condition of not exercising this privilege is just punishing players who don't play your way. The game does not have any way to track these conditions. It would require an immense amount of new code to implement. As @Rudra has already covered, this creates significant problems with existing characters not being able to get it (and your suggested solution for this creates fairness issues). I'm not opposed to badges for "doing it the hard way". That's fine. I'm not that much of a badger to begin with. I am opposed to extremely powerful abilities being attached to those badges. And I'm opposed to spending enormous amounts of developer time and effort on something that is targeted at only a small portion of the player base with a very specific playstyle.
  12. Thanks for all the suggestions. I'll look into my options. If I take slots out of Ki Push, I'll lose my ranged soft-cap, but if I drop Throw Sand, take Suppressive Fire, and steal a slot from something else where I can, I should be able to 5-slot Suppressive with Overwhelming Force or 3-slot Artillery and add two pieces of something else (to make up for Artillery's limitations as a set) and get that ranged defense back. Should work out, I think.
  13. So... this build is a little outside of my usual realm, and while I feel like the performance on it will meet my expectations, I also feel like there are probably some things I can do to improve it that I haven't thought of because Blasters are not my strong suit in terms of building (though this build is definitely better than some of my old ones! Looking for any specific feedback. Concept: Gun Bunny is a mutant bunny-girl whose powers included enhanced reflexes, superhuman coordination and precision, enhanced speed, enhanced leaping (she is a bunny-girl, after all) and local space-time manipulation. She can use the space-time manipulation to do things like make her bullets curve in the air, teleport short distances, and deflect solid objects (in a manner that behaves very much like a forcefield, but technically is not), and bend light to disguise her presence. She wields a pair of carefully-tuned and extremely precise automatic handguns for combat, though she could be deadly with pretty much any weapon she chose to pick up. Gun Bunny is highly intelligent, but she is aware of stereotypes around bunny-girls and will frequently obfuscate stupidity to exploit those stereotypes for advantage. Note: The spatial manipulation was not originally part of my concept for her, but as soon as I took Bullet Rain and saw the way the bullets curved, I realized I would have to revise her concept to justify that. That said, I like what it enabled me to do with the rest of her powers, so it works. Powersets: Dual Pistols: She's "Gun Bunny" for a reason. Martial Combat: This partly represents her training, and partly her use of her mutant powers. Leaping: She's a bunny-girl, it's a given. Speed: She's superhumanly quick. Fighting: She has excellent coordination and has been extensively trained in combat Concealment: She can use her spacetime manipulation powers to bend light and create an optical camouflage effect. Force Mastery: She can use her spacetime manipulation powers to deflect and repel physical objects Build Goals: Soft-capped Ranged Defense: The goal was to obtain this without using crappy sets like Thunderstrike or Artillery Decent Melee and AoE Defense: Enough that with a single purple insp she can become very difficult to hit from all positions when needed. Strong S/L Resist: By blaster standards, anyway. Taking Force Mastery made this almost automatic. High Slow Resist: She's not at 100%, but 80% feels pretty solid Respectable Offensive Output: Achieve all survivability goals without excessively compromising offense. There is no procbombing here, but most of her attacks have 1-2 damage procs set. Questions/Concerns: I'm not at all sure about my slotting in Reaction Time and Inner Will I'm not really sure what proper slotting for these powers is. Reaction Time seems significantly different from other blaster sustains I've used. Is it worth slotting for Slow or Absorb? Is the gimmick of turning it off for a recharge boost worthwhile, or should I just leave it on? How useful of a heal is Inner Will; is it worth significantly slotting? Should I take Suppressive Fire? At a glance it doesn't seem worthwhile, since to make the Hold useful I'd need to switch ammo types. Plus, finding slots for it would be difficult. I put in Throw Sand largely because it looked like I could get some use out of it with only one slot. Is that worthwhile? I'm not high enough level to have this power set so I haven't tried it. Here's the build. I'm interested in your feedback. Gun Bunny - Blaster (Dual Pistols - Martial Combat).mbd
  14. Yeah, my feeling on MM henchman customization is that it's such an obvious win that if it were easy it would already have been done. However, the devs may certainly feel free to prove me wrong if they want to, because I'd love to see it.
  15. To put this in other terms... the more difficult you make it for the moderator to determine your intent, the more likely you are to be moderated. If the moderator has to think, "Was this an insult or not?" there is always the possibility the moderator will come to a different conclusion than the person making the post. If nothing else, it's safer to avoid posting something which requires the moderator to make that determination to begin with. And speaking as someone who has worn the moderator hat before (albeit not here), my job was much, much easier when I didn't have to make so many of those judgements because people were clearly being respectful. TL;DR: "Be excellent to each other", or in its much older form, "Do unto others as you would have them do unto you."
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