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Communistpenguin

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Posts posted by Communistpenguin

  1. I could be completely off about this, but every time I play my Archery blaster, I feel like all the powers are shorter range than they feel like they should be? If that makes any sense? I'm not sure how much to increase it to, but some increase is warranted I feel. 

  2. So this has probably been suggested before, but it would be cool if we got a new power pool that lets us see enemies or glowies on the maps. The tech for this exists, as the last mobs pop up during missions. Personally, I would definitely consider picking up this pool on alot of my toons. I also like that it is a non-combat power pool that adds flavor to characters. I tried to make it so we can track things without it removing all difficulty and I chose toggles so that your minimap isnt always flooded with icons. 

     

    Aura of Ill intentions: Toggle power. When active, your aura allows you to locate enemies within X distance of you. Enemy mobs show upon the minimap within X foot radius of you.

     

    Aura of the Silenced Voice: Toggle power. When Active your aura reveals those in need! Hostage NPC's show up on minimap within X foot radius of you. 

     

    Aura of Vision: Toggle Power. When Active, your Aura reveals The items that you seek! Mission objectives show up on your minimap within X foot radius of you on your minimap.

     

    Mastery of Auras: Auto power. Through your dedication, you have mastered your auras. You have increased the Radius of your aura by Y feet.

     

    I used X and Y for the distances, because I don't know what an appropriate distance should be. I imagine that they would be low endurance toggles that you could slot for end reduction or range maybe?

  3. You joke, But I have thought of a MM set based around the animus from nightward would make a cool set. Swords and spears for the tier 1, Maybe elemental for tier 2? and maybe a spell tome for tier 3?

     

    Though I would go with magic wand attacks for the blasts. 

  4. 11 hours ago, TheZag said:

    I can see some potential here if on death they spawned an uncontrollable henchman.  Similar to posse from thugs that you dont directly control but you get 1 if a t1 dies, 2 from t2 and 3 from t3.  They shouldnt last very long though and there should be a cap on how many can be active at once.  I dont think having them die and spawn into your next lower henchmen would work since nothing will happen if the next lower tier is still all alive.

    If we went with the uncontrollable henchmen route, I would say have every hydra spawn 2 more hydra of a lower tier rather than just the original summons. Especially if they don't last very long. This would also solve the body guard mode problem Rudra brought up. I would then Amend my original suggestion, and say that the additional spawns NOT be killed by resummoning. So "The Many Heads of Hydra" combines with "Revenge of the fallen" and fast recharge times for resummons could make this set a nice spam/debuff set.

     

    If the death spawns go away after awhile on their own, I wouldn't worry about a cap. You could probably design a softcap based on resummon time of the original henchmen. Though I could be wrong. 

     

    As for Henchmen strength, I am not a numbers guy. I would assume any actual attack values/hitpoints/defense etc would get hammered out to be balanced with the other MM sets. Though with the theme of the set being disposable henchman, I would say they should not be tanks. 

  5. Ive had plenty of fights where my minions get wiped out extremely fast. Also, having that ability doesnt exactly hurt you, I mean, even if you never have your minions killed, would having a bunch of hydra as a mm be worse than say Mercs or Ninja? Plus having 2 lesser summons happen upon death really works thematically imo. 

  6. 32 minutes ago, Rudra said:

    So... you want a MM set that summons minions instead of lieutenants?! And why the downgrade upon defeat? As fast as MM pet summons recharge these days, wouldn't it behoove the MM to just resummon the pet rather than have weaker pets? Interesting theme, but pass on the mechanics.

    Im using minion as a generic term of a thing that you control. Not specifically in regards to a game mechanic. As to why have them summon more hydra upon their death, havent you run into a situation where your minons get killed off extremely quickly? This would give you a little breathing room. Instead of having all your mobs killed, you would just get a bunch more of slightly weaker minions, allowing you to resummon at your leisure. 

  7. How about a Hydra MM primary. However, the hook for this set, is as each hydra minion is defeated, it summons 2 of a lower tier Hyrda pet. Resummoning the original pet kills them. So the Tier 3 pet would be a Man o' War. If he is defeated, he summons 2 Proteans. If the proteans are defeated, they summon 2 spawns. If the spawns are defeated, they summon 2 of the tiny hydra that are in the DFB trial. So for the set:

     

    Spit:  (Ranged) Toxic, Damage over Time, Foe -Fly

    Call Spawn: Summons 1-3 Spawns

    Spew:  (Ranged) Toxic, Damage over Time, Foe -Fly

    Many Heads of Hydra: Enable your Hydra to summon weaker versions of themselves upon defeat

    Tentacle Spray: (Ranged Cone) Toxic, Damage over Time, Foe -Fly

    Call Protean: Summons 1-2 Proteans

    Summon Tentacles: Summons 8 temporary Hydra tentacles to fight for you

    Call Man O' War: Summons 1 Man O' War

    Revenge of the Fallen: Your hydra are granted a small pbaoe toxic and -res attack on their death

     

    For maximum fun have ALL the hydra summon more hydra after their death. For example, if you have a full summon of all minions you would have 1 Man O' War, 2 Protean, and 3 Spawn. Now lets say your Man o' War dies. It then summons 2 additional protean, so you now have 4 protean and 3 spawn. Now lets say that all 4 of your protean die, well now you have 11 Spawn. Now if all of your spawn die, then you have 22 of the tiny hydra from the DFB trial. This is probably way overpowered, btu it would be lots of fun. 

     

    For a more balanced set, do not allow the death summoned minions to spawn additional minions. 

     

    The sets biggest strength would be the ability to survive a alpha aoe, since even if all your minions die, you still get new ones AND you debuff and damage any mobs around them. 

     

    It would also pair thematically well with poison.

    • Thumbs Up 2
  8. 2 hours ago, Rudra said:

    It already shows who deposited it. (The 1st person at least.) How would the game check for usable as opposed to not usable? The only filters you are asking for that I see actually being able to be implemented, is level and type.

    Simple, If you filter by useable, it doesn't show any enhancements that are red. Maybe change the name to... level accessible?

     

    Heck, maybe add all the io types as a filter as well. The goal is to make the bins easier to search, so if I turn on the "heal" ios, then only they would show up etc. Also, if you sort by level, maybe it will help fic that stupid bug where the io list resorts itself if you choose multiples of the same thing. 

  9. Could we get sorting filters for the IO bins in bases? Suggested Categories:

     

    Level

    Type (damage, acc. end, etc)

    IO set

    Generic IO

    Useable

    Not Useable

    All

     

    and Maaaaaybe also who deposited it? For me that would be a pointless category, but I could see some people wanting it. 

    • Thumbs Up 1
  10. 11 hours ago, Glacier Peak said:

    I think Storm Summoning is one of the rare sets that were created for Issue 1 and haven't needed any(?) changes since then because it has worked so well. I am adamantly against any changes to the set either on Corruptor or Defender. I haven't tried it on other ATs, so I don't have an opinion for those.

    There have been a few minor tweaks to storm IIRC. For example, there was a short period of time where people slotted freezing rain for damage, and it was apparently OP enough to get nerfed. They also nerfed the amount of repel Hurricane does. O2 boost was given resistance to stun I think, and I think steamy mist was given resistance to confuse? I wanna say there were a few other small tweaks, but I cant recall.

    • Like 1
  11. Hey could we get recipes to craft the vanity pets? I know we can buy them from the Pay2win vendor, but I thought it might be nice to get a recipe for them if we don't want to buy them. Or alternatively/also maybe have them rewarded for doing related tasks. Like maybe award the mini mekman for completing the Hernando Hess TF. 

  12. 3 hours ago, jacknife2058 said:

    The problem you have here is that the proposed set basically plugs the entire CC vulnerability built into the ATs that don't have CC protection. It's also very "Self" oriented, which is not consistent with the existing pool sets, not a single "Target non-self friendly" power to be seen.

     

    A more consistent example would be:

    1. Combat Stimulant - Melee Range Ally +Recovery, +Regen, +Recharge 20s - 60s cooldown

    2. Sidearm - Ranged, Minor Dmg(Lethal), Foe -Def

    3. Forced March - Superspeed clone travel power

    4. Stable Footing - Self +Res(Knockback, Repel) 30s - 120s cooldown

    5. Battle Hardened - Self +Res(Fear, Sleep, Slow, Stun) 30s - 300s cooldown

     

    Even then having two status protection clicky powers is probably excessive.

    i think most would skip stable footing, you can get kb protection in a io, so that kinda balances out having two status protection powers. I would definitely get this pool on some of my toons if i could. The stun protection would be great for when you fight malta. Also I like OPs tackle power better than forced march.

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