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BasiliskXVIII

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Everything posted by BasiliskXVIII

  1. Nope. You can get Sister Psyche or you can get Yin, either works. Same with old Posi and Posi 1/2
  2. When you have a list of people you want to make sure are ignored at all costs, and a list of people who are just annoying loudmouths or maybe just people having a bad day, having two lists - one that's a perma-ban and one that's a timeout would be a good way to handle that. I don't want to temp ban the people who being hateful. But being able to temporarily sideline the people who decided to use LFG as a place to discuss their preferred way of cooking steak? It's not offensive, but I'm not here for that discussion, I'm looking for people to run a WST.
  3. You've made a point to say "A timeout feature is not necessary because there is the ability to remove and add people at your own discretion." That, whether you want to admit it or not, is either a misunderstanding of the usage of intent and value of a timeout, or it's a bad faith way of saying "this doesn't affect me, therefore it isn't necessary." I'm choosing to assume the former. There is no one on the planet to whom "oh, gee, you mean I can write a note and choose to go back at a later time to remove them from the list" is some kind of revelation. Believe it or not, most of us have encountered pens and paper before. This is saying "I can walk up these stairs just fine, why should anyone need a ramp?" If you're fortunate enough to be the kind of person for whom the ignore list is a barrier from only mild annoyances, then congratulations. But for others, it can be a shield against genuinely hostile or upsetting behaviour. Expecting them to simply clear their ignore list sporadically is asking them to voluntarily compromise their own comfort and safety. And yes, there's definitely people on this game for whom "I blocked them because they were being hateful" is common enough behaviour that they couldn't identify who was blocked for that reason and who was blocked for another reason. When the suggestion is "we want to be able to do X without a workaround", replying with "here's a workaround to do X" is not a solution, it's a dismissal. I think you’re misunderstanding the request because you’re treating ignore purely as a convenience feature. In reality, it functions as two systems at once: a convenience system for muting annoyances, and a safety system for protecting against actual hostility or harm. The goal of the suggestion is to let players manage those two uses more independently and effectively.
  4. So just to be clear—you don’t use the ignore system, you admit you don’t understand the need for the feature, and you openly don’t care whether it gets implemented. And yet, somehow, you still felt the need to weigh in, explain why no one should want it, and offer an entirely unsolicited lecture on personal note-taking habits. You’re not engaging with the suggestion—you’re just policing the act of suggesting itself. If a feature doesn’t affect you and you have no insight to offer, maybe consider that the most helpful thing you can do is not comment.
  5. If nothing else, what would be a nice feature is an easy way to ignore with a note. We have got a player notes feature which is mostly only accessible if you're face-to-face with that person. Having an option to bring up their player notes page from the friends and ignore lists would be a good way to split the difference. Why did I ignore this guy? Let me check the note I left myself in the function already coded into the game explicitly to allow that exact functionality. "Oh, this guy said hateful things in chat about my ethnicity/sexuality/alignment." "Oh, this guy has the worst possible takes about Star Wars." One of those is worth a second chance to free them from the list. The other absolutely does not.
  6. In this case I'm talking more about the process of earning them. I'm ok with there being a hero and villain version of the badges, even though I do actually have a hero for which "Arachnos Agent" would work. I just don't think you should only be able to earn the badge as a Rogue/Villain if there is a heroside equivalent strapped to it. Also there's a few Crey offices in Paragon. I'm surprised the one at [-2481.7 4.4 703.2] in KR hasn't been given the "Crey Employee//Crey Test Subject" day job. It's got a lot of open space beneath the building that seems ideal for a day job location.
  7. I haven’t seen any recent suggestions on this, and a quick search didn't find anything relevant, so I thought I’d bring it up. The “Crey Test Subject” badge (hero-side) is the counterpart to the “Crey Employee” badge (villain-side), both earned by logging off inside the Crey building in Nerva Archipelago. If you do this as a Vigilante, the day job time accumulates normally—but you won’t be awarded either badge unless you flip fully to villain to receive “Crey Employee,” then flip back to get “Crey Test Subject.” This seems like a relic of how the system was originally built. At the time, the game didn’t have the ability to handle alignment-aware badge names, and it would’ve been strange to see a hero rewarded as an “Arachnos Agent” or a villain as a “Shop Keeper.” But now that the game does support alignment-aware badge equivalents, this limitation feels unnecessary. What makes it even stranger is that the day job power does apply regardless of your alignment. So you can be a Vigilante parked in an Arachnos base, earn the Arachnos Agent day job power, but not receive the Arachnos Agent//Cannon Fodder badge—even after the time bar fills. It’s inconsistent and makes alignment-flipping via Null the Gull feel like a workaround for outdated logic. This isn’t a big, flashy issue—but it is a time sink, and it makes the Vigilante and Rogue alignments feel clumsier than they need to. Since the badge system already has parallel entries for both sides, could these restrictions just be removed? Let the badge be awarded based on alignment at the time the bar fills, and let characters earn the proper badge without the extra step of flipping sides. It would make the system feel smoother and more modern.
  8. There is -Healing Resistance, which the Destiny Incandescence incarnate power grants. Its effect is +healing in practice. I don't know if any other powers in the game offer it.
  9. Agree with this. It was fun for the first while, but especially playing on a small server, almost everything became focused on it. It's been all but impossible to gather a team for any content that isn't the Mapserver Event, and I think only one MSR managed to fire over the two weeks it's been running for lack of participants. I'm happy to have things going back to normal.
  10. I always thought they looked like a raw, plucked chicken.
  11. I could do this, but I find my time playing the game is a lot more fun when I don't have to deal with the market.
  12. Neutron radiation is a specific type of radiation caused by free neutrons being emitted, but they are not a necessary element of all radiation. Alpha, beta, gamma, x-rays, radio can all be produced without needing to have a source of neutron radiation accompanying it. And neutron activation is just not going to happen from anything that you'd call a "Radioactive Blast" set. Neutron radiation dissipates too easily in air to be dangerous at long range, and even if we're talking about Radiation Melee or Radiation Armour, it could only happen in extremely precise circumstances: There has to be a significant flux of free neutrons—usually from a sustained nuclear reaction, like inside a reactor or from a bomb. Your average radiation source, including most radioactive decay, doesn't emit enough neutrons to do this. The material being bombarded has to be susceptible—that is, made of elements with nuclei that can absorb neutrons and become unstable. Not every material reacts this way. For example: Cobalt, zinc, and aluminium can become activated fairly easily. Carbon, oxygen, silicon, and many common soil components? Much less so—or not at all under typical conditions. Water, in particular, is highly resistant, which is why it's a popular choice as a coolant. The exposure must last long enough—neutron activation usually requires prolonged bombardment, not just a quick burst or zap. Short-term exposure to neutrons in low or moderate doses won't meaningfully activate most materials. To put it this way: The Enola Gay was a big aircraft made of aluminium and it dropped a nuclear bomb - a rich source of neutron radiation. Despite all this, it did not become neutron activated. Maybe if there were some drawn-out hour-long fight scene where Captain Neutron Radiation parks himself on top of a field of Tesla Model S cars for the entirety of the fight could neutron activation start to become a concern. But put his buddy Captain Gamma in his place, and that fight can last years and you never have to worry about anything picking up a radioactive charge. Now, I don’t care what you do with your character—if it’s important to you that they turn every place they visit into a glowing radioactive playground, then hey, it’s your story. Have fun with it. I just want to be very clear about what radiation actually is in real life. It’s not a magical, lingering death aura.
  13. Those historical cases are interesting and horrifying—but they don’t contradict the point I’m making. Radiation dose ≠ radioactive contamination. Yes, people can absorb terrifying amounts of energy from radiation and suffer fatal effects. That’s not in dispute. But the original thread premise was about lingering contamination—the idea that a Radiation Blaster is leaving radioactive fallout in their wake. You can deliver hundreds of millions of eV to the soil, air, and water. You'll kill whatever's living in it for sure, and you'll probably vapourize/melt it, but except in very specific circumstances, once it's cooled to the point where it won't harm you, it's not going to be any more dangerous to you than the next patch of soil which wasn't irradiated. In fact, it might be safer, since it's now been sterilized. The victims you mentioned weren't radioactive themselves afterward. They weren’t contaminating the ground they walked on. They absorbed radiation—just like patients in radiotherapy do—but they didn’t emit it after the fact, and they didn’t turn into walking hazmat zones. Radiation isn’t glitter. It doesn’t stick to things and spread by default. If it did, we wouldn’t be able to safely use medical or industrial radiation at all. So yes, radiation is powerful. But that doesn’t mean Rad Blasters are leaving glowing craters everywhere. It just means they hit hard—which, to be fair, is kind of the point of the powerset.
  14. I just feel like I've walked into a thread where the premise is "How do people playing super strength characters justify being heroes when they're leaving dangerous pockets of kinetic energy around, waiting to launch people into the sky." And I'm the only one like "that... that's not how any of this works." While everyone's enthusiastically agreeing that, sure this could be a problem, but that you can just ignore that part.
  15. And again, you’re framing this as if it’s just a quirk of the setting or a concession to comic-book logic, when in fact the real world already works this way. Radiation exposure doesn’t make things radioactive—except in very rare, specific conditions like neutron activation. Radioactive contamination happens when radioactive material—not just energy—gets spread around. So unless your blaster is spewing clouds of Strontium-90 dust or some other uncontained isotope, there’s no reason to assume they're leaving behind persistent contamination. If the power is just high-energy electromagnetic radiation (gamma rays, say), then it's about as likely to cause nuclear fallout as turning on your microwave. This isn’t special pleading for a fictional setting—it’s just how radiation works.
  16. If you're producing radiation—that is, emitting high-energy particles or waves directly rather than using something like enriched uranium to decay and generate it—then residual radioactive contamination isn’t really a concern. Despite what pop culture often implies, radiation doesn’t make things radioactive just by hitting them. There’s an exception for neutron radiation, which can induce radioactivity in certain materials. But that’s a specific interaction with specific elements—usually metals, not concrete or drywall—and it requires sustained exposure. Neutron radiation also has an incredibly short range in air and is easily blocked by skin or a few centimetres of plastic or water. It’s wildly inefficient as an offensive weapon. So the biggest actual hazard is likely heat—radiation can scorch, melt, or pit materials it hits. That’s more of a contact or collateral danger than something that "lingers" in the environment. If radiation did leave everything it touched dangerously radioactive, then walking into a room with an X-ray machine would be a death sentence. It’s not. Now, if you're firing gamma radiation, which is extremely penetrating, there could be a concern with long-range misses—those beams don't just stop when they hit air. But in-game, the visual effects show radiation blasts dissipating after a certain range, implying there’s a controlled decay or limited emission distance (say, 60–80 feet). So even that concern is clearly accounted for in-universe. TL;DR: Unless you’re flinging fistfuls of uranium around, a Radiation Blaster isn’t leaving behind a hot zone. They’re just burning and battering with focused energy—and maybe giving safety inspectors a reason to carry a thermometer, not a Geiger counter.
  17. I tend to think of most of the radiation blast sets as being less beams of radiation than it is using the radiation to produce and throw ionised plasma instead. In the most general terms, it behaves more like plasma—poofy clouds of gas and visibly glowing pulses of stuff being thrown around. That is in opposition to real radiation, which is invisible and tends to travel in straight lines. Plasma dissipates and isn't going to be causing problems with stray radiation if you miss a shot. It's not gonna be safe by any means, but it's not any worse than a fire blaster. Let's face it, just about any of the random heroics going down in the city probably would come with a body count in the real world. One minute you're fine, walking down the street, and the next you have Captain Density super-jumping blindly through the city and landing on you. A Spines Scrapper somersaults through a crowd and takes out a toddler and a flock of pigeons, Mercs and Thugs MMs sending so much lead through the air it looks like a mobile recreation of the D-Day landings... You kinda have to suspend disbelief.
  18. Sorry, I forgot to take my mind reading potion today. Maybe they haven’t unlocked Clarion yet, or maybe they’re expressing their own experience imperfectly — something fairly common among, you know, human beings. That doesn’t make them wrong, just not a perfectly efficient communicator. All I can really speak to is my own play experience, where powers like Clear Mind increasingly feel like relics of a time before IOs and Incarnate powers and XP boosters to get to 50 in an afternoon made them substantially less valuable. In the rare cases they’re actually relevant, the problem’s usually solved by my own build or someone else’s. And in the places where it can really come in handy, like a low-pop MSR that's getting stun locked by Rikti, it's almost impossible to use. It’s not that the power is worthless — just that it doesn’t carry its weight in most modern builds. I don't know if I'd say that the OP's suggestion is necessarily the path forward, but I do feel like it could use something, whether that's an AoE toggle, or even just being able to AoE cast it to hit multiple targets like the FF, cold and thermal shields got.
  19. Not necessarily, if the opportunity cost for taking it is too high. There's a lot of powers that live in that bubble of "This effect would be nice to have, but it's hard to justify picking up something that I will use one team out of twenty when there are three others to choose from that will be useful in every fight." CM and comparable powers like Thaw are particularly difficult to justify if you're doing a post-50 respec since their function is generally done better by the Clarion Judgement power.
  20. I'd go through and deal with all the little niggling annoyances which still hang around from live: Regen Paragon Protectors' MoG changed to match the player version. T9 Armor "godmode" powers lose their total crash, reduced to 25% Endurance instead. Fix mobs like War Wolves and Red Caps ignoring boss scaling notoriety settings when transforming. Add mez protection to Kheldians in human form Offer some kind of tool to allow players to fix mobs stuck in walls that doesn't involve using TP Target. Remove Longbow Eagles' "afraid" mode. Rework Regeneration to bring it back in line with other defence sets. Ban everyone who make a "nerf Regen joke". Make some way to bypass enemies' "affect only self" powers like PFF on Fake Nemesis to make them stop turtling up, only for them to stand there stupidly waiting for it to wear off. That's all I can think of right now. I'm sure there's more.
  21. It’s a Special Edition Mother Ship Raid, and we’re putting influence and IOs on the line. 50 MILLION influence to the player who lands the killing blow on the Rikti Dropship A FULL SET of Overwhelming Force IOs to whoever takes down U'Kon Grai That’s right—come for the XP and mayhem, stay for the prizes and bragging rights. This is your shot to make the scoreboard actually mean something. When: 8:30 PM Central (1:30 pm UTC) Where: Rikti War Zone Bring: Damage, endurance, and spite Win: Wealth, power, and the love of your peers (or their jealousy, your call) Whether you're a badge chaser, a damage junkie, or just here for the loot—get in, get loud, and maybe walk out rich.
  22. The Doppelgangers are essentially the same as creating a custom enemy type in AE with your primary and secondary. The Sentinel armour sets aren't there, so they draw from the standard armour sets used by Scrappers, Brutes, and Tankers. I'm pretty sure Stalkers are the same way-they get a kind of Hide as an inherent, but their primary and secondary is still the tank/scrapper/brute version, rather than the one for stalkers that gets shuffled and gets powers removed to accomodate hide/placate/AS.
  23. Ghost Falcon's contact info says he's in "Perigrine" Island instead of "Peregrine" Island.
  24. I do think some are easier than others, mind you. For example, Beasts don't think get major model changes, instead picking up a breath aura which wouldn't be nearly as difficult to transfer to others (though admittedly there's very few NPCs using the same "beast" skeleton to swap for. Thugs and Mercs would also be a lot easier to transfer over since their costumes are just basic humanoid, and model changes are simply handled by adding costume pieces. That said, I don't think Devouring Earth would be a fantastic choice for beasts. Players have a very specific idea of what Devouring Earth "feel" like, and I think even if we assume that it's mostly straightforward to simply use completely different models, which given the animations for the pets assume a quadruped, it probably wouldn't be (your pets would behave really weirdly any time they went to do anything) it wouldn't at all feel like Devouring Earth do, with specific resistances per enemy type, emanator pets and the like. That said, I do think it would be nice at the very least to get the vanity pets as an alternate option for the beasts MM. Sure, they're just palette swaps, but going with black wolves vs. grey or a black panther vs. a lion would be nice alternatives, since the colour tintable options only change the colour of your "scream".
  25. There's also Enchanted Impervium, which is a separate salvage drop. The exact reason it is enchanted and its properties are currently undefined, so as far as we know it could take the position of just about any fictional metal. Possibly multiples if there are different enchantments.
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