Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

megaericzero

Members
  • Posts

    542
  • Joined

  • Last visited

Everything posted by megaericzero

  1. As an option, definitely. I'm not opposed to it as long as I'm not forced into it. I just want to chime in as one of the (crazy?) people who uses the game behavior of your character turning to face their foe for AOEs as a feature, heavily.
  2. Pulverize, Jawbreaker, Shatter... Who is wielding this wand? Mash Burnedead?
  3. The change would have an impact on combat. Being able to anchor it to an ally means not having to re-anchor it every mob as long as you keep your endurance up, and your ally can reposition as requested. I don't personally think they'd need nerfing but, given the track record on power changes, it seems safe to assume the devs consider the current status quo precisely balanced and any improvement to efficacy or efficiency - no matter how minor - would be met with a trade-off on some other aspect.
  4. That is an odd response to give. I didn't say anything about the code. If it's an immersion issue, allies also aren't debuffed by standing within those same debuffs' areas of effect. The same as not taking damage from friendly Fire Ball or Rain of Arrows; the same as not receiving negative effects when they're the anchor for location debuffs activated via /powexeclocation. My guess is the counterpoint will be that powers like Darkest Night need to physically pour out of the anchor's body from inside, thereby they can't evade the debuff.
  5. Some questions: Where can that inf be used - stores, the market, traded/emailed, etc? What happens if someone deletes a character with an outstanding debt?
  6. Thrown weapons would be nice to pay homage to characters like Moon Knight or Dio Brando. The version I suggested a while back looked pretty much the same as Steampunkette's, especially leaning into being "ranged claws" with lower damage but also low cast time. Personally, I'm not fond of every new set being suggested with Swap Ammo or builder/spender.
  7. As long as it's an optional feature, doesn't matter to me. I just wanted to point out: Imagine playing an MMO and talking to people you elected to group with. 👀
  8. But you just dismissed two alternative suggestions that wouldn't force it on people. 🤔
  9. What happens to recipes that use that type of salvage exclusively? Do they only cost INF now?
  10. Feedback about how to run this subforum should be posted in the dedicated Website Suggestions & Feedback subforum. ☝️🤓 For the record, I'm being facetious.
  11. Not every power has a unique animation. COD doesn't list animation names AFAIK but Energy Punch appears to have the same cast time if not outright the same animation as Brawl, for instance.
  12. ADHD is a helluva-- squirrel!
  13. Longbow would probably be more than happy to donate some mylar balloons to float up into The Tangle. 👀
  14. No thank you. Back when it used to just be continuous repel, I'd be inclined to agree. In its current state, though, it has a specific distance it keeps enemies from you, which means you can control it and sweep up mobs it didn't catch, including back-stepping.
  15. Each of the mastermind ancillary/patron pools has a tool to help, since you mention trouble at high levels. Dark Mastery → Dark Pit Electricity Mastery → EM Pulse Energy Mastery → Force of Nature w/ bodyguard Fire Mastery → Bonfire Ice Mastery → Flash Freeze Patron Pools → School of Sharks / Web Envelope / Electrifying Fences / Soul Tentacles (not as effective but prevents enemies from closing the gap) Soul Mastery → Oppressive Gloom
  16. I see it if the player had agency over which buff they're taking, and by extension its tradeoff.
  17. It could be interesting to have a foil Outcast with the opposite two branches' powers called something like Lodestone; give him seismic blast and electrical affinity powers, either Gremlins or both Voltaic and Galvanic Sentinel, etc.
  18. Manipulation set tier 1 powers are always either a single-target ranged immobilize or a single-target melee knockback.
  19. Existing enemy groups could definitely stand to get a look-over when new power sets are added. For instance: Wyvern now that Tactical Arrow exists, the Cabal with Storm Blast (and potentially Sorcery), and Malta (not that I'd want to make them harder) with Arsenal Control, Legacy Chain with Seismic Blast... IIRC, Super Stunners were appended to the Freakshow at, or around, the time Electric Control was added.
  20. 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.
  21. 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.)
  22. +1 for an interface ability that can proc cold Maybe also options for smashing and lethal while we're at it?
  23. "This door will require you to enter your Resistance password." "Yes that's... why I have it...? 🤔"
  24. 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. 😛
×
×
  • Create New...