Jump to content

Alchemystic

Members
  • Posts

    1482
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Alchemystic

  1. 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.
  2. 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!
  3. 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).
  4. 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.
  5. 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)
  6. 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)
  7. Something I did a little while back! More here;
  8. Seems like no matter what I say you'll reshape your argument just for the sake of continuing it, so let's move on... 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.
  9. Before Street Justice was made, Martial Arts received alternate animations for most of its powers to look a little more generic.
  10. Pretty much anything post-Cryptic 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. Oh no, imagine adding extra functionality to underperforming powersets!... Rebirth is that way ----> I'm sure any GM will tell you otherwise And you don't. It's called sarcasm my dude.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. Give us the opposite, make all other poison powers sicky spit!
  16. 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.
  17. 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.
  18. Perhaps if you activate Flurry while Super Speed is active, it instead does an AoE attack akin to whirlwind.
  19. 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.
  20. 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!
  21. 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.
  22. Force of Will is already in game and Experimentation is on the test server right now....
×
×
  • Create New...