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megaericzero

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Everything posted by megaericzero

  1. 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.
  2. 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.
  3. 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.)
  4. 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.
  5. I'd imagine people generally aren't keen to let someone just stand next to them emitting painful flames, darkness, icicles, etc.
  6. 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.
  7. Totally. Paragonwiki says like issue 3 it was changed.
  8. I'm guessing they're talking about how Unyielding used to be called Unyielding Stance and immobilized the player while on.
  9. 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.
  10. 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.
  11. 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.)
  12. 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.
  13. 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."
  14. 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. 😛
  15. 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.
  16. 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.
  17. Seconded. Thirded. Fourthed on this. Also the distinction between mez protection and mez resistance.
  18. 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.)
  19. Well that and Devices is part of the manipulation category while Traps is part of support/affinity.
  20. 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.
  21. 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.
  22. 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. 👍
  23. "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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