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Ice themed Interface incarnate ability
megaericzero replied to Sharh's topic in Suggestions & Feedback
The only other thing that comes to mind would be healing received, which is probably not going to be applicable to most enemy groups. For Cimerorans and Nemesis it might be interesting. Disorient also appears to be available on the control side of things. -
Ice themed Interface incarnate ability
megaericzero replied to Sharh's topic in Suggestions & Feedback
Maybe -Max End, fear, or sleep? (Not all three, just throwing out multiple directions.) Diamagnetic already has a -regen branch, reactive has -resist, and slow - while fitting - would perhaps be redundant for characters with existing ice sets. Existing thematic matches like dark to spectral, fire to reactive, etc. seem to have a different secondary effect so people who want to be purist in their theme don't get hit with a redundant secondary effect. (Well, except fire going reactive and taking the fire damage proc option.) -
Ice themed Interface incarnate ability
megaericzero replied to Sharh's topic in Suggestions & Feedback
+1 for an interface ability that can proc cold Maybe also options for smashing and lethal while we're at it? -
"This door will require you to enter your Resistance password." "Yes that's... why I have it...? 🤔"
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There was a push later in the game's life to modernize a lot of things, including the enemy groups. You should see what they did to the Skulls. 😛
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Emote request - Bunny Ears/Peace Sign
megaericzero replied to Foxy's topic in Suggestions & Feedback
It would also need to detect what kind of glove you chose so that it renders the right color or skin tone, to speak nothing of textures and patterns and the duplicate fingers as part of the fist, as well as not render on things like hook hands. -
Make Storm Kick give defense to all
megaericzero replied to gameboy1234's topic in Suggestions & Feedback
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Am... am I missing context? The set already has Mud Pots.
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My guess is that the game's graphics engine is programmed to not render particle FX for pixels that are occluded by a polygon, regardless of its texture's opacity. Hence why capes with transparent bits - such as the scarf and tattered options, which still use the same rectangular base and are just masked out in spots - block aura and power visuals. Which is to say I'm also guessing those masks are rendered as power FX rather than actual model changes.
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Sorry. That was more meant to re-rail the thread in general since we were circling the invulnerability and costume bullet points. -- Continuing with weapons and non-weapons: Fire/Ice/Stone Melee (and Manipulation, etc.) alternates for no-sword/mallet and all-sword/mallet.
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I think a better example of alternate stone armor would be the time Tony fashioned a makeshift Iron Man suit out of literal rocks and rope. Jumping back to the thread topic: my pie-in-the-sky wish is for non-weapon sets to be able to incorporate weapons and their associated animations. For example, Fire Blast but all my attacks are flaming arrows or Electrical Melee striking through a [legally-distinct medieval weapon].
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I'd like Energy Blast to get alternate FX options to use Force Field's bubbles or kinetic/gravity's visuals in place of the existing molecule design. Can't speak for the others but it would be nice if stone - outside of granite - to have options that look more... consciously-designed? Sculpted? More intentional than the wild asymmetry rock armor currently has, at least.
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Well that and they weren't story arcs or badge missions.