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Posts posted by Alchemystic
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Another quick one.
Would it be possible to make it so that when you leave Praetoria you can continue on with your current alignment? Or perhaps even create new praetorian equivalent of the normal alignments based on your story? (These alignments would be pretty nice even when playing Praetorian content too!)
Warden = Vigilante
Crusader = Villain
Responsibility = Hero
Power = Rogue
(These alignments are just a 'best fit' sorta deal, their motives/morals may be different, but this works for the narrative at least)
Also, the option for 'dual origin' characters would be nice too. I have so many characters that wouldn't strictly fall into one origin, so it would be nice to have hybrid origins that properly portray your character. I'm unsure how this would (or should) affect characters in terms of gameplay, but I quite like the idea all the same. Besides! there's plenty of comic book characters with mixed origins, even a few in the CoH roster too!
Perhaps when you select your 'primary origin', a new tab opens up for your 'secondary origin'? Your origin symbol would then split in two, and your origin reads something like Science/Technology or Magic/Natural depending on your primary and secondary choice!
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19 hours ago, Ikmachek said:
Oh awesome. So my two cents
First, I love the option we got to turn everyone's name a different color in the chatbox, but the color is force-randomized. Could we get an option to pick what color our name would be in the chat box?
I would say perhaps the text should gain a similar border the target box (blue for passive, green for team, teal for league and orange for enemy).
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Also another quick suggestion; (though this can help for outside of RP, such as leagues and events)
Make it so that when you click on a character, their chat is highlighted a different color in the chat box. That way if you ever want to go back through what was said by a single individual it would be much easier for you to find what you're looking for. This also allows you to focus on one conversation too, allowing their chat to remain highlighted as you talk and allowing you to filter out the rest of the surrounding conversations.
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I wouldn't mind the inclusion or more emotes that are available exlusively to NPCs. There are so many in the open world and in AE that I just NEED!
Also, on the topic of NPC emotes, how possible would it be to have 'walk' emotes that function like the flypose emotes? I see plenty of walking 'styles' that would be really fun for use in RP. If not an emote, what are the chances of additional walk powers being introduced that change your walking style? (sorta like Beast Run and Ninja Run)
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Have a look at these topics to see if there's anything you might like, theres certainly some crossover of concepts!
As for hero patron power pools, I was pondering the idea a little myself, and used some of the Vindicators as inspiration;
Hellfire Mastery (Infernal)
Nanotech Mastery (Valkyrie)
Nature Mastery (Woodsman)
Spectral Mastery (Malaise)
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On 12/20/2019 at 12:54 AM, Tyrannical said:
Throwing Blades
You are trained with deadly throwing blades, armed with an assortment of martial weaponry to attack your foes from afar.
- Shuriken Throw: Taken from Martial Assault. This fits well for the low damage/quick recharge attack.
- Throwing Dagger: An NPC power used by a multitude of enemies, ideal for a moderate damage ranged attack.
- Trick Shot: Taken directly from Martial Assault. this ability works well as a nice AoE ability.
- Shrapnel Shuriken: A renamed version of Weapon Mastery's Exploding Shuriken. This works as a basic AoE power.
- Aim: Your basic blast set 'Aim' power.
- Masterful Throw: Also taken from Martial Assault. This works perfectly as a snipe ability.
- Fan of Blades: NPCs like Chance McKnight have a similar ability called 'Shurikens', which is a cone version of the standard Shuriken power. Though I would perhaps give it the Eviscerate/Ripper animation.
- Explosive Shuriken: Taken from Martial Assault. this power works well as a low-range/high-damage attack
- Blade Storm: The T9 for this set would likely be a mix of projectiles thrown in all directions, likely using the same animation as Typhoon's Edge.
Something I did a little while back!
More here;
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2 hours ago, Leogunner said:
You didn't answer the first part of the question though.
This seems like a semantics argument though.
And I wasn't talking about consistence with sonic powers or water powers.
Seems like no matter what I say you'll reshape your argument just for the sake of continuing it, so let's move on...
1 hour ago, Redlynne said:Right, which is why the IDEAL SOLUTION is to copy/paste Electrified Net Arrow from the Blaster Tactical Arrow into all of the Trick Arrow powerset
There has actually been some demand for this in the past, as well as putting Toxic Web Grenade on Traps.
Not for the sake of Oil Slick Arrow, of course, but to keep powers consistent, which i'm very much in support of.
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11 minutes ago, biostem said:
Well, you have Super Strength, then you have Street Justice. The latter is supposed to be the "low-level" generic punching set. Maybe what we need is a more Westernized take on martial arts - think a generic boxing set..
Before Street Justice was made, Martial Arts received alternate animations for most of its powers to look a little more generic.
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3 hours ago, Leogunner said:
Firstly, what "later explosives" are you talking about? What does "later" mean in that context?
Pretty much anything post-Cryptic
3 hours ago, Leogunner said:And you don't want consistency. If you wanted consistency, we would also need to implement nerfs to keep certain aspects consistent within the game's "logical power dynamics". You don't know what you asking for.
I don't mind if Sonic and the fire-damage Water powers don't trigger Oil Slick, but I'm sure other people would object so I dare not suggest it. And to be fair, the whole idea of 'explosive' powers doing special fire damage vs flammable chemicals is about as logical a power dynamic as you can get.
3 hours ago, Leogunner said:And it is a free gimme. Not a god damned one of you asked to CHANGE explosive arrow into a fire/lethal explosion (which, in and of itself is a gimme since that is less resisted but the smashing portion of the power does only half of what the lethal portion does) but rather just to add more functionality on top of it. Or adjusting the damage down for the added functionality...just asked for more stuff on it.
Oh no, imagine adding extra functionality to underperforming powersets!...
Rebirth is that way ---->
3 hours ago, Leogunner said:As for a remark being snide and snarky, it's because it's the only reaction necessary. You can ask for more and more stuff to your hearts content. So long as it's just extra unnecessary gimmies and acknowledged as such, who am I to tell you you can't suggest it? But I will say what it is.
I'm sure any GM will tell you otherwise
3 hours ago, Leogunner said:See? He get's it.
And you don't.
It's called sarcasm my dude.
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It may be a little more complicated than that, since certain mission maps (caves, offices, sewers) are all keyed to certain doors throughout the map, not to mention missions where you arrive by vehicle too.
As much as I'd love the ability to set my story arc throughout the many city maps, it would be pretty hard to accomplish, but perhaps AE may be looked at in the future as the HC team move forward.
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1 hour ago, Leogunner said:
Is called a trade off. Trade a ST damage power > get an AoE damage power.
Oh, you wanted more free gimmies? Ah, gotcha.
well hey they started changing later 'explosives' powers to deal fire damage, what I (and everyone else here) wants is consistency, especially for the purpose of logical power dynamics.
So no, it isn't a free gimme, it's just changing something to make sense, but I have a feeling 'sense' matters little to you when the opportunity to be snide and snarky is wayyyy more important.
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56 minutes ago, Leogunner said:
You're Archery. Just use Blazing Arrow.
I think the point is not wasting a high damaging power just to ignite the oil slick when a AoE power doing it would be more cost effective.
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12 hours ago, VileTerror said:
I'll express my shame if my earlier concerns about Jaunt contributed to the change of it no longer being affected by Global Recharge.
My melodrama was more intended to call attention to my feelings that Teleport from the Teleportation Pool needs to be improved, rather than saying Jaunt was too good.
same here.
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I think most typical explosives (M30 Grenade, Explosive Shuriken and a few others) should have a 'Special Vs Chemicals' effect that does background fire damage to Oil Slicks, Chemistry Labs and a select few enemies.
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Give us the opposite, make all other poison powers sicky spit!
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a fever dream in itself, really.
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3 hours ago, General Idiot said:
And now in the latest build Jaunt has two seconds longer cooldown and is no longer affected by global recharge. Was it really that amazing a power that it needed hit with the nerf bat that hard? Given you have to be running an expensive travel power toggle as well to use it at all, and it already had a cooldown, AND it already had reduced range compared to normal teleport... no, I really don't think that nerf was in any way justified.
Exactly the reason I moved discussion away from nerfing Jaunt and instead looking at changing other travel powersets so they bring something unique to the table.
It was clear people enjoyed Jaunt, so I didn't want to keep prodding for changes, when what really needs to be changed is the nature of old power pools in order to keep them current, hence the new discussion over in the Suggestions forum.
A recharge increase is fine, but the fact it's not effected by global recharge (especially in a powerset that offers recharge) is a bit of a weird move.
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8 minutes ago, Steampunkette said:
@ReplacementThe suggestion was to add an AoE Foe Hold to the Group Flight power.
That's not just cottage rule breaking. It's also supremely weird and borderline OP. Particularly for mez-stacking from a Control-based character.
the idea for the hold effect is that it would be a low proc chance with low magnitude and a very short duration, not a constant AoE hold that could be abused.
Occasionally a nearby foe would float up for a few seconds before being released, but stronger foes would likely not be affected.
The alternate idea I had was so it grants nearby foes the ability to hover (though not held) but impose a speed and accuracy debuff to them. Obviously, foes that are resistant or already have flight wont be affected as much.
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6 minutes ago, Replacement said:
Suggested adjustment (and I see now you've already edited this once): Append Whirlwind to Flurry instead. I would go with "If you are at least level 14 and have any other power from the Super Speed pool, activating Flurry will make Whirlwind available for a short while" or something.
Perhaps if you activate Flurry while Super Speed is active, it instead does an AoE attack akin to whirlwind.
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19 minutes ago, Steampunkette said:
I like your Teleport idea a ton...
Speed... nnn... Not so much. While Whirlwind is rarely taken, combining it with burst of speed neither makes sense nor feels balanced.
Leaping... kinda sorta almost cool with it. But both CJ and Acro are considered mandatory and chase powers, depending on AT. So it feels a bit too strong to combine them... unless we put them at Acrobatics' tier and put the double-jump at the lower level. Then I'd actually be pretty cool with it, since CJ would no longer be a Dip power. However this would make a lot of people very upset.
Flight: No. Just no. Flat out no.
Credit goes to @Vandenfor the Teleport Foe/Recall Friend idea.
I made a quick change to Super Speed so the whirlwind effect is instead 'combat mode' for super speed.
Leaping would likely have the 'Double Jump' power first and the 'Combat Acrobatics' power later for sure.
As for flight I was a bit stumped. Group Fly is rarely picked and I had no clue how to get it to seem more viable besides some sort of AoE effect on foes too. Repel is a no-no so I went with hold, but perhaps giving foes a really slow 'Hover' power with -Acc/-ToHit may work as they're helplessly suspended in the air.
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Following a few of the discussions in regards to the new origin power pools, there seems to be some demand to get standard travel powers in a state that makes them more viable compared to the new ones that are making their way into the game.
Most people seem to enjoy the idea of giving secondary functions to the existing travel powers, as well as merging two powers into one to create room for another, so based on this feedback I've thought up a few ways of making the current travel power pools more effective and rewarding.
TELEPORTATION
1 - Combine Teleport Foe and Recall Friend into a single power, much like how Injection and Enflame can target both allies and enemies with different effects.
2 - Give the powerset a 'Jaunt' like teleport that has a faster animation and no slow/hover effect when used.
SPEED
1 - Replace Whirlwind with a power that is almost identical to Burst of Speed from Martial Combat, allowing for short range damaging Teleport power with multiple uses before recharge.
2 - grant Super Speed a defense bonus, and while in combat the functionality of 'Whirlwind' would activate.
LEAPING
1 - Merge Combat Jumping and Acrobatics into one power
2 - Add a new power that works like Jump Jet and Steam Jump that also grants a jump speed bonus.
FLIGHT
1 - Rework Group Fly so it has a small chance to cause a low mag/duration 'Soul Storm' hold effect on nearby foes for a short duration. OR perhaps enemies gain the hover power, but a debuff to speed and accuracy as they float around aimlessly.
If anybody else has ideas, I'd like to see them! Anything to help make the current travel powersets more viable and with investing in!
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I think all of the base travel powers are going to need a bit of a close looking at with the new origin power pools coming out, that's for sure.
I'll make a post over on the suggestions forum with a few ideas on how we can make travel pools more viable.
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18 minutes ago, rebel_1812 said:
I would like to see some of the unimplemented pool powers added. Please see the wiki if you don't know: https://paragonwiki.com/wiki/Power_Pools
I am talking about
Adding more pool powers dramatically increases the number of build options and basically buffs every existing set.
Force of Will is already in game and Experimentation is on the test server right now....
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Spider Crab backpack options + others
in Suggestions & Feedback
Posted
The Arachnoid legs do indeed use the same rig as the crab spider backpack. I think the meat doctor backpack does too, but I could be wrong.
I think those are the only other two things in game that use the crab spider animation rig, besides maybe Lord recluse himself.