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Everything posted by megaericzero
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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.
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Overhaul Kinetics for Masterminds
megaericzero replied to Lunar Ronin's topic in Suggestions & Feedback
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 -
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.
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Water Blaster Secondary Power Set
megaericzero replied to UltimateWeaponizerXL's topic in Suggestions & Feedback
Manipulation set tier 1 powers are always either a single-target ranged immobilize or a single-target melee knockback. -
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.
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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.
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Galaxy City always felt like more of a home to me than Atlas Park. It would be nice to have it restored as a starting zone, though that's probably more involved than we know, depending on how much of its information was removed from the game files when the zone was cleared-out.
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Blaster Epic Pool Def/Resist Toggles
megaericzero replied to Icecomet's topic in Suggestions & Feedback
Sorry, the thread's a bit TLDR for me but have you considered factors like Arsenal's shield being passive but less potent or Dark's resisting heat/cold/energy/negative but NOT the standard smashing/lethal? -
Given the game's backend hijinks, would it surprise anyone if the cape was created by an auto-power? 😛 (I mean... the Freakshow disguise exists so...)