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Lazarillo

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Everything posted by Lazarillo

  1. This is because the "heroic" ATs only originally got APPs, and the "villainous" ones only got PPPs. Furthermore, the original sets of APPs matched the original options available to their respective ATs. Defenders didn't get Ice Blast until much, much later. So Defenders had an Electric APP from the start because they had Electric Blast from the start, which was later proliferated to Corruptors, and Corruptors had no Ice set because they had patron-themed powers instead, including Mu Mastery, which was later proliferated to Defenders. I'm not saying I wouldn't be for more APP options, but for better or worse, there is a logic to why this specific option isn't available, at least.
  2. I like Illusion/Dark a lot. It's pretty ranged oriented, you stick the phantoms in the fray, then stand black and blast. And one thing to consider with Illusion/Psi is that a lot of Illusion uses Psionic-typed attacks, too, so you end up more likely to run into mobs that can stonewall you. Dark gives you more versatility.
  3. In fairness, I'd say the same about anyone who'd grind out the "content" they produced for it the natural way, too.
  4. I mean, it existed in the depths of the code when the game originally closed. At least one community has enabled it and completed the animations and whatnot (although it does feel like HC avoids implementing those sets to avoid complaints of ripping off or the like, however inaccurate that would be).
  5. It can help, particularly with Nightmare farming (which shouldn't have to be the most efficient way to get the badge, but is...alternate suggestion: make earning Dreamwalker not stupid), because if the third GM is one your group already has, you can quit without having to fight it, and save on time.
  6. Water Blast's major issue comes down to the implementation of Tidal Power in general. Not only, as noted, can a miss throw things off, but since new stacks don't replace/renew old ones, it's far too easy to accidentally end up firing a power with a lower combo level than intended in general (that Water Jet also has the whole lockout thing due to the original devs' grudge against recharge builds at the time prolly doesn't help, either).
  7. I already made one point in this thread, but what the hell, I'mma add another: Minimal/NoFX option for Clarion Destiny (and Barrier, I guess, but especially Clarion).
  8. Accounts for fewer contact missions than you might think, and doesn't keep them from getting left permanently unfinished in your tabs.
  9. Not the attacks. The animations. It'd be no different (presumably! Standard Code Rant applies!) from how, say, currently, a Succubus (from the Demons Lore pet) or Ember Demon (the MM pet) can hurl a fireball at stuff without having to use Pyronic Judgment, specifically. Are you unfamiliar with what Vorpal Judgment looks like, perhaps?
  10. You know how when you use Vorpal Judgment, it summons a shadow/skeleton "clone" of you to do an attack animation on each enemy? Duplicates could use similar animations, to make duplicates of duplicates for their attacks.
  11. To borrow from an idea I once saw for a multiplicity MM pet set and its "blasts", rather than have exact matches, set it up so that their attacks summoned more "duplicates", using the Vorpal style animations, perhaps.
  12. As someone whose main's "true power" is that there's a whole bunch of him (thus justifying having lots of alts under that name), this is something I've desperately wanted for a while. I've just been using Phantoms, but doppelgangers would be so much better.
  13. Lemme customize colors on a Fotunata. That's all I ask...
  14. My thoughts from a while back, just thinking you could make them a little more engaging to fight, as well as more diverse, just by uncapping the levels of certain mobs. I specifically mentioned the Thorn Casters, but this could probably apply to the boss-tier Madness/Ruin/Agony Mages, too.
  15. This makes me think of the whole Nemesis version of the Peter Principle, where the more of his upper management removed from a group, the less incompetent the group becomes.
  16. I especially like when he knocks one of the "guard" Rikti for one of his allies into the geometry, rendering the mission uncompletable.
  17. Given Thiery wants to be killed, I always find it far more satisfying to take him in for a nice cold cell.
  18. I mean, compared to what? Super Jump's bonus power is also gimmicky at best, and it doesn't give me cool psychic emanations when I turn it on.
  19. First time I ever heard the expression "brb bio", I was new to the game, and on Virtue. Given that it was the unofficial RP server, I kept thinking to myself, "wow, these people really are dedicated to perfecting their character descriptions!"
  20. Swap out Nemesis for Malta as the masterminds of the Roy Cooling arc. Cooling being "What do you mean you've never heard of Malta? They're a super secret conspiracy, everybody knows that.", some 20 levels before everyone's supposed to know that, among other things, was just, honestly, really bad writing. But given the eventual reveal that Nemesis was behind the Sky Raiders anyway, and that the mission which reveals such is a standalone that "hides" outside of anything you can even find in Ouroboros, it would've made for an alternate way to get all that information out, kinda like happens with a lot of the Rikti-related reveals if you do the RWZ arcs. Also, drop both the Reichsmann TFs, but especially the Barracuda SF. There's probably no salvaging those, from a lore/story perspective. An orbital strike is the only way to be sure. Oh, and related to that first point, maybe have an arc or SF or something redside that puts Malta more out in the open there, so when the newspapers start writing about 'em at level 40, it makes a certain amount of sense. Just a little gap-fill, in that case.
  21. This is where I'm glad I can teleport. I skip the rescue mobs, clear the mission, then go back and get all three of 'em, taking care to run away from them really fast after the rescue so that they stop following me. This is also how I bear with Serpent Drummer's second mission.
  22. Stone is good, good stuff, especially on a Broot. But I've played a Stone/WP and I'm not sure it's the best combo for the two because /WP doesn't really shore up Stone/'s lack of AoE very well.
  23. Honestly, I love Vorpal, but that's in no small part because the cone is frigging huge and you don't really have to worry about missing with it. It's fun to use my "everything in front of me diesis under arrest" button. That said, with the more narrow cones, it ends up being more of a wash. Like the one in Martial Assault that won't hit any enemy slightly above or below you on a slope.
  24. Nemesis kinda count as both, for me. I think the lore around them is neat and Nemesis himself is such a clever, outrageous villain. Plus, when you get down to brass tacks (pun intended?) he and his followers are so downright vile that clobbering them feels so very cathartic (same reason everyone loves beating up Council/5th). Unfortunately, they're utterly un-fun to actually fight, due to boring, repetitive power choices (15 "different" minions and 20 "different" LTs, in terms of names, but only 3 actual variations of the former and only 2 of the latter, and that's not even counting the also-identical automatons), and mechanics that provide lots of time-sink but little challenge (gotta love just sitting through that last worthless LT unable to do any meaningful harm, but being unable to hit it due to unpreventable Vengeance stacking). So I love what they are from the story and lore side of things, and hate them for squandering all that on being completely terrible in terms of gameplay.
  25. Yes, there's a significant "luck" component to costume contests, since they're basically entered under the assumption that one's own tastes are going to be compatible with the tastes of the one holding the contest. Very often, I find mine don't.
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