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megaericzero

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Everything posted by megaericzero

  1. The level of contempt people have about the new Striga arcs got me interested; I hadn't had a chance to play them yet but the sheer revulsion some posts have about them got me curious enough to dust off an old alt in level range and start this morning. I only had time to get through the first two contacts so far. As far as Oberst Straxt goes... what was the gripe? He's part of the 5th Column but his actual missions and dialogue didn't have anything offensive that I picked up on; you're just an errand boy picking up crates of what sounded like void rifle pieces. He could've been a Wolf Spider with the same missions. I saw something about Peebles in the thread so guess I'll circle back around when I get a chance to finish the other three contacts. -- The recurring suggestions in this thread to mark each villain arc as Rogue or [irredeemably] Villain and shuffling the linear contacts so they don't swap between the two types sounds good along with hopefully adding enough content to go 1-50 on one path or the other on a given character. To Rudra: I like how you reframe context yourself, in-character and/or as the narrator of your own story. It's a creative solution to "whoops, I took / have to take a story arc that doesn't fit with my concept!" and an extra immersive layer of roleplaying. -- EDIT: Okay. I finished the Striga arcs. Ragana and Orpheus didn't really stand out aside from the interesting alternate complete condition on one of Orpheus' missions. I'm guessing all the vitriol is reserved for the finale of Tatiana's arc. If it's that you're able - and only able - to do it as a rogue, I can see the complaint there. If it's about what you do, I would think that's par for the course of a villain (the actual alignment) - rough up the good guys, sew chaos, etc. Personally, I quite liked it. The dialogue in the Striga villain arcs as a whole were sometimes awkwardly scant and robotic but not glaringly so and the brevity is much appreciated. All-in-all a fun experience and I hope that villains (again the alignment) get more content like Orpheus' mission with the branched win condition and Tatiana's arc and dialogue. (My sympathy to the rogues who wouldn't have gone in if they could've known they wouldn't want their character doing the last mission.)
  2. On the whole, I agree with you. In terms of why it doesn't already, whatever dev(s) were in charge of power icons back on live seemed to be of the mindset that powers used primarily to buff yourself - even if they draw from PBAOE - should have the "self" designation (no ring). For example: Invincibility, Rise to the Challenge, Soul Drain, Energy Absorption (Ice Armor). It's interesting that the manipulation version would come with a ring. If I'm not mistaken, Vanden's icon fix pack gives these icons their PBAOE rings. Might be worth looking into.
  3. Thanks for listening to the discussions and adding features to the renewed keybind behavior, especially /show_bind_all and /show_bind_all_file! 👍 -- If it helps, Starhammer, I find that the game temporarily overwrites the binds it needs for base-editing keys when you first load the base editor UI during a play session but that loading any bind files reverts them, so if you have a rotating set of bind files that switch off often and during base editing that may be what's happening. For instance, a bind that swaps files when you toggle a travel power for maneuverability while editing. (At least, that's been my experience in the past and I haven't done any substantial base editing since P7's release so it could have changed.)
  4. Rudra beat me to it before I could take screenshots. Here's a pic of three different use cases where I fashioned them as a faux elevator, some cars, and - most fittingly - a blue police box.
  5. Looks like it just replaces the skyline backdrop with a flat gray. I'm more looking to replace the reddish backdrop to the UI boxes. Thanks, though. I really appreciate the help.
  6. But... what will set TA apart if Heal Arrow isn't it's unique power!
  7. Er, right. I'm with you. I'm just counterpointing Saiya's assertion specifically that rage is thematically intrinsic to super strength in media. Mechanically, lump me in with the "just swap it with Build Up and rebalance the raw damage" crowd. (For porting to Scrappers/Stalkers; leaveit alone on Tankers/Brutes.)
  8. That was my point. Characters have been shown to receive a temporary boost from being mad - super strength or any other superpower - but these characters are not defined by consistent rage. I would argue those further exemplify a Build Up-style burst of strength than a Rage-style one.
  9. I wouldn't go so far as to say the two are intrinsically linked. There are plenty of characters that - while they can get a temporary boost from being mad - are not defined by strength and rage. Thor, Superman, Wonder Woman, Colossus, All-Might, and so on.
  10. Right. I get you. I was explaining that I'll stick to legacy nomenclature when I see more value in doing so than not. Strength Combat, Strong Combat, Strong Attack, etc. sound clunky and unappealing compared to Strength Manipulation, to me. That said... Blade Manipulation (as a cousin to Dual Blades) (I'm not a fan of set gimmicks, and even less a fan of DB's version of combos, so I haven't included any.) Power Effect Pinning Strike (Ranged) Foe Minor Damage (Lethal), Immobilize Power Slice (Melee) Foe Moderate Damage (Lethal), -Defense Blinding Cut (Melee) Foe Minor Damage (Lethal), -Tohit, -Perception (This should be a single-target "accuracy/tohit debuff" icon but I don't know if any exist.) Refresh Blades Self +Damage, +Tohit Typhoon's Edge (PBAOE) Foe Moderate Damage (Lethal), -Defense Lucky [Auto] Self +Defense (AOE), +Resistance (Sacles w/ missing HP) Vengeful Slice (Melee) Foe High Damage (Lethal), Knockdown Dull Pain Self Heal, +Max HP One Thousand Cuts (Melee Cone) Foe Superior Damage (Lethal), Chance to Knockdown Another set that lends itself better to blapping than traditional blasting. In addition to dual blades, Pinning Strike and Refresh Blades lend themselves to characters in media who carry multiple sets of disposable blades and toss them as attacks or as they break. Ideally this would pair with a Thrown Weapons blast set - which I have thought up before but strays from this thread's premise of recycling existing assets.
  11. Is there a particular pattern difference to Combat sets compared to Manipulation ones? If it's just nomenclature, I'm a lifelong lover of wordplay and a stickler for adhering to patterns. Most sets named something-manipulation, on face value, are ambiguous between whether it means "manipulating that element" or "using that element to manipulate your enemies." Playing into that, I purposely chose Strength Manipulation as it can be read into as manipulating your own body (light body mastery / shapeshifting) in addition to using super-strength to manipulate the battlefield. FWIW I would've also picked Arsenal Assault's name to be Rifle Assault because it's an easy way to illustrate it's related to Assault Rifle and still fits the existing Dominator secondary naming pattern. Sonic Attack stands out to me as a set from live that could've just been named a blast set. That's not to say we can't have exceptions - Martial Manipulation would've been a very awkward name, plenty of melee sets are simple and self-explanatory (Claws, Martial Arts, etc.), Mastermind primaries don't even have a unifying term used in their names, and up until recently the same was true of support sets though Affinity seems to now be their thing. I'm more of an "exceptions prove the rule" kind of person, though. Then again, I'm also a lover of bad dad jokes so the line between thoughtful double entendre and "please, Dad, I'm starving - stop saying 'hi, hungry; I'm dad'!" is .... it's blurry for me. 😛 Not to say that I'd chime in to say someone named something incorrectly - go wild with whatever names you want; just that you'll find when I propose set names they'll be pretty predictable.
  12. Would anyone happen to know the path/name of the texture file that produces the muddy red backgrounds in the character creator? I'm looking to make them invisible and I've found the corners and sides of them but the middle doesn't seem to be part of the same directory (texture_library\GUI\CREATION\HybridUI\CharecterCreationUI under stage1b.pigg). Same story with the gloss top for the thinner text bars in the ID screen. I'm really hoping the red backing isn't a hard-coded red box with no associated texture file.
  13. Thanks! I'll try there.
  14. Gonna side with TheMoneyMaker and Rudra on this. All sets should be available to all archetypes that sport their category (eg: Melee, Armor, Blast, etc.) Alter or swap-out some powers as needed for flavor or balance but, ultimately, don't gate them from an archetype because you perceive that archetype as the "skilled," "powerhouse", "savage," or "sneaky" one. This most often comes up with regards to Stalkers and Money addressed it well overall.
  15. Personally, I like the name Staff Blast because it does what it says on the tin. We don't need to name Assault Rifle something like "heavy arsenal" or Dual Pistols "[variable] ammo blast"; often times WYSIWYG is the best nomenclature. And, as someone else said, Staff Blast actually more concept-neutral than Aether.
  16. Because someone in this thread about Super Strength said Strength Manipulation (Not to step on the toes of PoptartsNinja and Normal Thomas; I saw in the index page of this thread that they've already proposed the idea. I'm more of a minimalist when it comes to ports, so transplanting Super Strength over as a manipulation set with minimal phenotypical changes is more my speed.) Power Toss (Melee) Foe Minor Damage (Smashing), Knockback Punch (Melee) Foe Moderate Damage (Smashing), Chance to Knockdown Challenge (Ranged) Foe Taunt, -Tohit Haymaker (Melee) Foe High Damage (Smashing), Chance to Knockdown Intense Rage Self +Damage (Special*), +Tohit * acts as Rage to anything in Strength Manipulation but Build Up to everything else in terms of duration/potency; removed the crash since this means only Punch, Haymaker, and Knockout Blow will benefit from the longer-lasting buff and that requires you - a Blaster - to be in melee range; probably halve the duration/recharge compared to Rage, making it more like Build Up with 50% longer recharge as a tradeoff for the added utility within its Manipulation powers Hand Clap (PBAOE) Foe Knockback, Chance to Disorient Dull Pain Self Heal, +Max HP Power Boost Self +Special Knockout Blow (Melee) Foe Extreme Damage (Smashing), Knockup, Chance to Hold This version, I feel, lends itself well to Blappers - coming with Dull Pain as a self-sustain and Challenge (whose name is free now that Presence no longer has it) as a cousin to Taunt/Confront with a -tohit instead of a -range.
  17. Welcome to the [Suggestions & Feedback] forums, Crusader. Personally, I'd prefer a rework to power customization that lets Assault Rifle come from your body in lieu of implementing another munitions set just for visuals but your proposed set has interesting features. Power Cycle might not be a popular sell only for the fact that people dislike effects applying after long animations (eg: Kinetic Melee) and the self-immobilize on archetypes that are largely trying to avoid letting enemies close in on them. That said, the endurance effect is quite potent and plays to the set's gimmick of toggle-able AOE damage so it does probably need those balances. As for Suppressive Fire, Missile Storm, and Reactor Beam, it's a very interesting concept to have your AOE(s) be toggles that continuously apply damage at the cost of being unsustainable. It might be redundant to have all three do it, though. At least if they're all going to be AOE damage. Maybe one could be single-target damage and one could be CC or debuff. Might I suggest swapping Missile Storm to tier 9 with the toggle-for-AOE-damage effect - making it the nuke - and Reactor Beam to tier 7 as the toggle-for-single-target-damage effect a-la Iron Man's unibeam / [whatever you'd call that maneuver he attempted in Endgame with all the lasers pointed at Thanos]? Similarly, Suppressive Fire could become a partial CC/mez with something like slow movement, immobilize, or -tohit as enemies are unable to focus on shooting/running to you. You may also want to add self-immobilize to the damage toggles because being able to deal constant damage while moving is really good against melee-centric enemies as well as a time limit on the toggles so even a super END-discount build and/or incarnates can't just sustain themselves indefinitely. I also like the sell that the powers can be tinted so it can look like artificial constructs. I'm guessing Crusader meant "a walking armory doubling as your armor" in terms of animation rather than actually applying an armor over your character.
  18. Hello. Could anyone please point me to the pigg file and path or name of the textures that produce these muddy reddish backings in the character creator (and the white glare on these thin bars)? (Screenshots below.) I've been slowly chewing away at the creator UI but these specific ones don't seem to be lumped in with the rest of the textures in that section. I'm really hoping the backing isn't just a hard-coded translucent box with no associated texture. I'm seeking to make it invisible. (Wasn't sure what section to post this in so figured off-topic was the safest.)
  19. Sounds like it may have been feasible, in part, by forcing a specific number onto specific powers that are in the same spot for everybody, so the leveling/respec/enhancement UI doesn't have to worry about any variability. Just a guess at how/why they could do that.
  20. I'd imagine people generally aren't keen to let someone just stand next to them emitting painful flames, darkness, icicles, etc.
  21. Looking at tackling the Omega slot differently from Cap, it would be interesting to take what the dev AMA laid out and expanding on that. Perhaps looking to existing incarnate and other really powerful characters (lore or mechanically) for some abilities. (You can skip to the next yellow text; this next chunk is just me thinking out loud.) To start with the dev AMA (as listed on Paragonwiki) : "Q.) Do you have any insight as to what the Omega Incarnate Slot might be? The others seemed badass enough already. PBAoE kill everything? A.) Jeff Hamilton would know. I don’t remember if this was Omega or not, but I know one of the latter tiers did allow you to nuke minions through your magnificence. There were also abilities that let you trade off one stat for another. (Hosun) A) I’ve said this in a couple places but the primary trees which had been sketched out on paper were Arete (instant recharge on all powers for a period), Majesty (cause foes to instantly fight for you and then self-destruct), Infinity (summon doppelgangers of yourself), Transcendence (immune to everything and can attack into Phase), and Fulfillment (major PBAOE +Level Shifts) (Tim)" Guessing from the wording that the part about trading one stat for another meant a different Incarnate slot so ignoring it. Watering the descriptions down, we have: another big damage aoe, insane recharge, some sort of confuse with a delayed explosion, clone pets, self invincible, and a level shift team buff. It's a stretch but some of these can be likened to existing characters/abilities (again, mechanics or lore) such as Statesman/Imperious' Hammer of Justice and/or Zeus' Lightning Bolt (big damage), Hamidon's infection - Will of the Earth, the Unity Plague, and so on (fight for you then explode), Trapdoor's bifurcation (doppelgangers), and (I did say this was a stretch) Tyrant's vying for power allowing him to deputize the other Praetorians to incarnate-level toughness (pbaoe level shifts). As I type this out, I realize you could also relate the "immune to everything" as Recluse's combined web buffs from the STF. Another couple of somewhat-signature things from in-game are Ghost Widow's insane-mag hold and her suped-up version of Dark Regeneration from the STF as well as Reichsman's Aura of Domination (damage + end drain + tohit/rech debuff). Also, from Mender Ramiel's arc, the buff labeled Paradox Core Eternity which says complete invulnerability after time travel (but we'll ignore the time travel requirement). So with that in mind: Even just given what the AMA listed, the effects of these hypotheticals are drastically different from each other moreso than any existing slots. With the above spread, some possible Omega abilities could be... Arete: Hasten's final form (which is technically included in Mender Ramiel's Incarntes-sampler mission since it caps all stats) Apex (custom name): a second Judgment if you decide to take it (looking to States/Imperious' two signature attacks) Fulfillment: now everyone's 50++++++++++++++....! (looking at how the Well empowered Tyrant's generals) Infinity: summon clones (like Trapdoor, perhaps including his self-buff mechanic for the number of clones present) Majesty: incarnate-level mass confusion + turn the minions into bombs (looking to Hamidon's ability to infect people) Nexus (custom name): a pbaoe heal with an insane hold for survival/cc (combining GW's insane hold and self-heal from the STF; probably not mag 100 but something crazy) Paradox: untouchable (not sure what else to pair it with since it's a binary effect) Transcendence: "immune to everything" and attack phased foes (perhaps immune means to debuffs and mez, to differentiate it from Paradox's untouchable? - potentially looking at Recluse's web buffs from the STF for inspiration) Zenith (custom name): psi damage aura with recurring end drain and tohit/rech debuff (taken from Reichsman's Aura of Domination) Just some thoughts.
  22. Totally. Paragonwiki says like issue 3 it was changed.
  23. I'm guessing they're talking about how Unyielding used to be called Unyielding Stance and immobilized the player while on.
  24. 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.
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