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Blastit

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  1. I kinda would like to see CoH April's Fools Edition where character sliders, costume options, auras and power set choices all modify your base stats. I'm not convinced it would have longevity as a game but it could get pretty funny.
  2. I don't think the FX for melee sets is "magical" so much as it's, well, comic-book effects. Have options to turn them off for stylistic reasons, by all means, but it's not actually magic.
  3. The regular ATs are supposed to be flexible and allow for a wide range of explanations as to what the powersets actually are. A fire set can be recoloured to represent any odd chemical or mystical reaction, for example. An AT is supposed to express a particular playstyle or small range of playstyles and as long as a set accomplishes that you're good. That's why having options between eyebeams or no eyebeams is just fine, some wiggle room is necessary to allow for a large range of non-playstyle concepts of how the powers even work. The EATs, by contrast, were designed with a singular explanation for what their powers are and what they fundamentally do. The idea was that if you were more specific you could create powers that simply wouldn't fit into most concepts. Shapeshifting to alien hover-squids and lobster-ogres is about as specific as it gets and therefore are some of the most unique powers in the game. Putting in wiggle-room here just waters down the vision and that's what annoys people. They want the integrity of artistic and design vision to be preserved. So if you like Kheldian stuff but don't want to do shapeshifting? Let's add Peacebringer and Warshade ancillary pools to the normal ATs that you can unlock via a trial or storyline. That'd be pretty cool.
  4. Maybe they can add a run and jump speed reduction enhancement to the game?
  5. Fire armour with very faint graphics kinda works. It burns, it burns!!
  6. A general gaming session, I guess. Not sure how much it really matters on a team but solo it's possible you could complete fewer things in an hour of play on some ATs than on others. To some degree that's originally intentional but w/e
  7. Dark Melee coupled with the defensive set of your choice does a lot of work. Willpower, Invulnerability, Super Reflexes, even Ice Armor all work for your undead types. Fire sets recoloured a ghostly green/blue can work too. Then you've got Mind Control, Dark Miasma, Necromancy and so on. Hell, something with Super Strength and Super Reflexes plus a nicely chosen costume would be perfectly suitable.
  8. You get to flop people around a bunch so you get a lot of breathing room for healing. I've only minor experience of it on an invuln/stone tanker, though, nothing high-end with sets and such.
  9. There's the same issue with masks. They're a little translucent for whatever reason. I'd love to have proper opaque options so I fully support this.
  10. Metal armour would be nice. You can pull from all sorts of metals for it. Lead, quicksilver, whatever strikes your fancy.
  11. It's a mystical thematic thing. It isn't meant to make physical sense. You're missing the forest for the trees.
  12. I think part of the idea behind the hero and villain powers being much better is to compensate for rogues and vigilantes getting access to both Paragon City and the Rogue Isles. They're not meant to be weighed against each other in a vaccuum. There was a bit more population and more appeal to being able to cross over to do whatever back then so maybe something else can work now.
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