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Lines

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Everything posted by Lines

  1. This is exactly where my head was going. Crowd control is irrelevant when the crowd is so well behaved. These different mob reactions could make crowd control - including knockback - much more significant to a team.
  2. Enemy defence and resistance trends are dissimilar to player character defence and resistance trends. For instance. No enemies are weak to toxic, but this tends to be the players' achilles heal. Galaxy Brain did an excellent breakdown of this. Negative is the most unresisted and common weakness amongst enemy groups. Psionic is fairly middling. In all honesty, I wouldn't give it too much thought, though. It's not like a lethal-based powerset is significantly gimping themselves, and I have plenty of fun with my psionic characters.
  3. It's less about summoning new mobs, more about doing something about the currently gormless group 20 feet away who haven't spotted their friends getting beaten up.
  4. The design of any new areas should have all the care and consideration of a real architecture/urban development project. It would mean taking into account the needs of the stakeholders, the residents and the city. A chinatown area, for example, should avoid being a mockery or fascimile but aim to be an authentic celebration of a culture and a response to an existing demand. At the same time, we marry this with the corrupt, dark underbelly of Paragon City and its crime syndicates and illegal influences. I think there's a lot of room for some great passive storytelling in how we design these sorts of areas of the city by playing out good versus evil all around the environment. Slightly off topic, but if we ever get our hands on the right tools, my first project would be transforming the whole of the north end of Boomtown into a clockwork kingdom.
  5. There could be some limits in place. The one alteration I'd have to the suggested methods is to not try and make the taunt penetrate the environment and allow LoS to remain a factor. That way, at most, only the current room could potentially be aggro'd by this mechanic. An obvious one is to limit the range of the taunt, so that once a certain proximity has been cleared out then nobody else will arrive. Another might be to flag mobs at random as vulnerable or resistant to this particular taunt, so that not the whole group responds. I'd rather see a change done directly to the AI rather than a 'hack' solution with a pseudopet, but I have no idea what either entails.
  6. I disagree on both counts. Absolutely, the existing lore would influence the city, but the lore is there to warrant this. And I'd be very excited to explore more variety and unique landmarks and environments in the city. For example, a Boomtown redevelopment could have Tsoo funding and take some cultural cues in the architecture. European architecture from the Rogue Isles and The Family may also start taking a hold. St. Martial is also a good spot for culturally themed architecture, in a Vegas sort of way. Once there are methods and tools for world design, this is the sort of thing that volunteer teams of 3D artists who don't mind a lower poly count than usual could collaborate on. It's happening, slowly.
  7. *Quietly reorganises inspirations into colour spectrum order*
  8. Gotta agree with Snarky. Some of the endgame content is a ton of fun when there are interesting mechanics and some coordination needed, but most of it is so fast and easy to the point of being a bit dull. You're not missing a whole lot.
  9. I'd love this. Something that would add a little more engagement to combat. You either take them all on, or use the map and some tactics to divide and conquer. I think the enemy AI does need a stern talking to. As it is, those lemmings way too happy to appease the metagame
  10. You think MM pets would be any better?
  11. Eat it, Run Escape
  12. This is the first I ever knew it was +ToHit. That makes so much more sense.
  13. Replacing it with an activated power that sucks in enemies, debuffs them and has a fairly large cooldown could be a fun idea. But then we'd be missing out on the defence bonus from Hurricane. There are other powers that could do that.
  14. Mate, you have a perfectly sound suggestion that people happily discussed, but then you got super worked up about one particular facet of it. This thread doesn't need to be locked, you just need to join the discussion instead of arguing in a corner by yourself.
  15. I'll be honest, I'd much rather see the primal stuff as a powerset available across some of the existing ATs, as you've presented them, rather than as an AT in itself. Even if shapeshifting were ever realised, I think it could work within the current ATs. I'm curious about the state of these powers. I don't suppose you'd consider putting an index in your OP with links to each proposal post from you and others? It would be good to formally keep track of these.
  16. You sound like fun.
  17. I use Hurricane often on my MM, treating it like a ST debuff. Once we're down to just an EB or AV, I'll switch it on, try and push them against a wall (or let them resist the repel, which is usually the case) and let it debuff the bejeezus out of them. It doesn't need to get any better, and I wouldn't want to nerf the debuffs in favour of repositioning mobs. It's a good power.
  18. 16 that we know of.
  19. There are unused areas of the city that could be themed in such a way. I'm thinking the residential part of Independence Port in the top right, for instance. All this depends on us being able to get new assets into the game. At that point, I know I'll be trying to mess about with the city.
  20. Since left and right are relative, this is a dumb question. Obviously you start with the northeastern-most twix.
  21. Who said 6 years? We're about to celebrate the game's 15th anniversary. I can't imagine there are very many machines on the market that would struggle to play this. Even computers that aren't specifically for gaming will be fine. What sort of budget are you talking? You'll still want a machine that won't give up on you.
  22. I always skip the playstyle tab and switch straight to archetype, where they will all be listed. It's a pretty redundant feature, since the description tells you about each archetype. Those descriptions could easy include a line to the effect of 'suggested playstyles: ranged damage / crowd control / pet summoning'.
  23. I'd say it's less about giving advice - do or don't, nobody minds - more about expecting to be thanked or recognised for it. Be a good teammate because it's good to be a good teammate, but for no other reason.
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