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Everything posted by megaericzero
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[Let's Brainstorm] The Last 4 Incarnate Slots
megaericzero replied to ThatGuyCDude's topic in Suggestions & Feedback
Random thought for the suggestion that further incarnate powers should have to pick between existing slots: Perhaps a rework where you can only have six active at a time (the current number of slots available) but freeform where each slot can have any power (just not duplicates of the same category)? This way if a mastermind wants to play to the strength of their archetype, they can forfeit Judgment to get Genesis instead of giving up Hybrid; or if a Blaster wants to double-down on glass cannon, they can neglect Destiny to take Omega. To rework the level shift so people aren't missing out on any: remove them from the existing slots (Alpha, Destiny, Lore) and instead have it so the first of any t3/t4 incarnate slotted anywhere gives Alpha's level shift while the second and third t3/4 of any incarnates give the other two incarnate shifts. EDIT: For simplicity's sake, perhaps the UI still shows the full tree but you no longer unlock the slots themselves and instead have an "incarnate level" that starts at 0 when you ding 50 and increases up to 6 (cap) as you increase your incarnate level? The UI then just tracks how many abilities you have slotted - regardless of which slots those are - against the counter and greys out the remaining slots when you reach your current cap. So when a new up-and-coming incarnate has room for only one ability to start, they can decide to slot whatever they want - Vitae, Omega, Hybrid - as long as they have the materials to craft it. -
Some things "I" think would be cool additions
megaericzero replied to Drow2100's topic in Suggestions & Feedback
Kitsune and nekomata? -
[Let's Brainstorm] The Last 4 Incarnate Slots
megaericzero replied to ThatGuyCDude's topic in Suggestions & Feedback
Heart react for the reference alone. ❤️ Good point. I think some of the characters in the DA arcs actively shift to higher levels mid-combat (and can con above 54), so there's that possibilitiy. Definitely wouldn't want to put characters in a place where we have to come up with excuse after excuse on why they're depowered; I hate when media does that. -
[Let's Brainstorm] The Last 4 Incarnate Slots
megaericzero replied to ThatGuyCDude's topic in Suggestions & Feedback
IIRC, there were mentions of other slot and ability ideas sprinkled in the dev AMAs. A couple of proposed Genesis options were Tar Patch +RA* and Sleet + AM. * dunno which RA they meant when using this abbreviation One slot would've let us "swap one stat for another." Omega seemed like another decisive finisher with examples being "make enemies fight for you for a time and then explode" and "nuke enemies with your magnificence." I want to say there was also "instant recharge on all powers for a time," "pbaoe level shifts", and "doppelgangers of yourself" (perhaps like Trapdoor?). Someone please correct me if I'm wrong. There's also some power names (which probably weren't meant to be taken seriously) in Mender Ramiel's incarnate introductory arc that we could use for slot/ability names - Divine Core Oscillation, Limitless Radial Freem, and Paradox Core Eternity. (Where Divine, Limitless, and Paradox would be ability names while Oscillation, Freem, and Eternity would be slot/tier names.) As others said, we don't need the power creep. (But I hate leaving patterns unfinished so I do like the idea of completing the system anyway.) An idea I think would be cool, personally, would be for the tier 3/4 Mind and Vitae slots not to have incarnate shifts but instead turn the Lore and Destiny incarnate shifts into regular level shifts, and Omega to apply an incarnate shift that becomes a normal level shift if you have all other slots at tier 3/4; that way a fully-incarnated (or nearly fully) character becomes a level 50+4, turning them into an Arch Villain / Hero-level combatant. A nice little ribbon to tie it all together that your character is now on-par with signature characters. That's just me, though, and way overpowered on top of everything else the system already does. I've also spent way-too-much time thinking about what the missing slots can do. In the interest of not stealing the thread, I'll just link my ideas for Genesis and Vitae. (Please treat these as just throwing out ideas as fodder for the discussion rather than asserting them onto this suggestion.) -
Suggestion: Text consistency for Stun/Disorient
megaericzero replied to Shocktacular's topic in Suggestions & Feedback
We're asking for similar things. Where you're asking for two redundant terms for a single mechanic to be consolidated, I'm asking for two different mechanics that are erroneously sharing one term to be clarified. Especially since mez protection already has its own term; the game just doesn't use it in power effect summaries. -
A MM style class where your minions spawn confused
megaericzero replied to gabrilend's topic in Suggestions & Feedback
The idea sounds completely counterintuitive for multiple reasons. Trolling/griefing was already addressed. Henchmen are already notorious for dying, especially at higher levels; now they're not even fighting for you until they are low on HP. Your summon powers mean you have less attacks (and your main attacks are melee, given the provided template) making it even harder to damage your own henchmen. If you lose even a couple of henchmen in combat, your options are retreat or actively give the enemy reinforcements when you're already in a pinch. Add on top of that the fact that the player themself has to actively be their own hindrance in all of this - they have to summon things that try to kill them, they have to bring their own henchmen to low HP - and the whole thing reads as just "Masterminds but we punish you for playing the game." -
Presence Set - Provoke Rework
megaericzero replied to Purrfekshawn's topic in Suggestions & Feedback
The character is currently in its mid-20s. I don't have enough recharge to sustain AOE CC yet nor enough damage to just burst down foes. In case there's any confusion, I do have Terrify. I've also skipped Confuse and Telekinesis for personal reasons. This build is... it's a choice, to be sure. Essentially Mind/Pool and skipped what are arguably two of the most potent, set-defining powers in Mind and playing it like some sort of really bad Blapper. I am aware how ludicrous it is. 😛 -
Presence Set - Provoke Rework
megaericzero replied to Purrfekshawn's topic in Suggestions & Feedback
Well, yes. The AOE is probably more useful at 50 once I'm fighting larger groups. There's much more to the game than the endgame, though, and having/keeping tools that are useful for people as they're climbing the ladder is important. -
Presence Set - Provoke Rework
megaericzero replied to Purrfekshawn's topic in Suggestions & Feedback
I'm not Glacier Peak so I can't speak for them but, if you want an example, I am currently (like the past few days) solo leveling a Mind/Emp controller (long story; self-imposed challenge) and I found the st fear more useful than the aoe. The character (currently) fights in a very methodical fashion and it's more useful to me to have the higher uptime on single targets rather than once per group. -
Suggestion: Text consistency for Stun/Disorient
megaericzero replied to Shocktacular's topic in Suggestions & Feedback
Seconded. Thirded. Fourthed on this. Also the distinction between mez protection and mez resistance. -
Option to Disable Auto-Targeting of Next Valid Target
megaericzero replied to Sunsette's topic in Suggestions & Feedback
Are you clicking the power multiple times when you go to fire it? To my knowledge, it would take one click for your client to switch from a dead target to the next-nearest living one and a separate click to actually queue the power. Sound suggestion either way. (Also, can we get an option to re-enable this behavior for Levitate? I rolled a new Mind Control character the other day and noticed Levitate no longer does this, presumably because of the update to interact with Telekinesis.) -
Some things "I" think would be cool additions
megaericzero replied to Drow2100's topic in Suggestions & Feedback
Well that and Devices is part of the manipulation category while Traps is part of support/affinity. -
Some things "I" think would be cool additions
megaericzero replied to Drow2100's topic in Suggestions & Feedback
Hello and welcome to the forums. This subforum had a rather lengthy discussion about the topic of an Arcane Blast set recently over in this thread, and very recently too. The topic also comes up periodically, among a handful of other suggestions. Of your bullet points, I like Knights as set for Masterminds. Sounds cool. -
100%
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Random gimmick power thought: A "paradox strike" with higher base accuracy (or ignoring the "ranged" vector like Mind Control) created by reverse causality - your attack lands before you throw it, so the opponent doesn't actually see it coming. Similarly as a sucker punch if applied to a Temporal Melee set.
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Time Blast sounds interesting. Maybe -regeneration instead of (or in addition to) slow, as you halt your enemy's metabolism? (Or is -regen too broken as an attack set's secondary effect?) It's also funny that this thread is metered-out over a year's worth of time, given the subject. That is a weird dig to make but power to you. 👍
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"Turns out Hamidon has a price. Get the portal ready - we're going to buy back Praetoria!" "Croatoa just needs some economic stimulation."
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Hello and welcome to the forums. This gets suggested pretty often. +1 for this suggestion.
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I believe the original mention of Statesman was to give him as an example of popular heroes, not to say he should be (re)added as an NPC. EDIT: What Ceddd said ^^^
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Hostages have a sound effect like glowies do?
megaericzero replied to Zephyr Star's topic in Suggestions & Feedback
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You're right! People have been asking for that kind of stuff for a long time. Henchman customization, arcane traps skins (especially triage beacon and force field generator), etc. We're very much circling the drain at this point. Sorry about the thread hijack, tiggertoga. Again, welcome to the forums.
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✋ Erm, I'm pushing back on it, too. Which is why we keep suggesting it be added as a power customization option - so it does affect the power visuals.
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An alternative to the Random Number Generator use in game
megaericzero replied to MsSmart's topic in Suggestions & Feedback
Right. If someone can keep track of when their table is rolling over and knows whether they've gotten more desirable or undesirable numbers since the last rollover, they can extrapolate the probability of the upcoming rolls. You could also potentially poke at it with things like Secondary Mutation - you'd know when you got the low roll because you turned into a monkey. Again, not that it would be easy. I suppose the biggest counterargument is that the sheer number of evasion checks happening in TF/trial content would continually roll your table over, making tracking it moot. At that point there's also so many people, though, that tables are also probably moot since you would average as a group anyway from the sheer number of people doing things that need rolls. I never took statistics in school, though. Probably should've. 😛