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Tath99

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  1. What I would love to see: Radiation Control. Venomous Infestation Mastermind. (Summons Spiders, Snakes and Swarms.) Clockwork Mastermind. (Summons Elec & Psi capable clockwork.) Radiation Control is my daydream set.
  2. Absolutely. I completely agree! Something like this would be an inventive and fun addition to the server. Lore Opportunity: (Someone recovers DNA from the dead Hero Atlas making these powers possible.) 😉
  3. Only this specific mission. I tried resummoning pets. Pets died to the enemies before ever having a successful attack roll. I tried logging off / rebooting & rejoining the server.
  4. Break up the Drug Convention in Brickstown at level 32. It was the mission of my duo partner who is 32. My Mastermind Hero is 24. The enemies were Crey, level appropriate, but no evidence of being debuffed. The bad rolls just happened, as if the randomness of dice rolls had catastrophically failed. **Important** Further Testing: This bug is reproducible on this mission even when difficulty is set to -1. ALL Mercenary attacks miss. Went to another mission map (one of my own) and the issue went away until we re-ran this mission. Reunion Server / Brickstown -- in case that is relevant.
  5. I just suffered a catastrophic bug for my Mercs / Traps Mastermind. Exemping up to join another Hero on a +0, x1 mission. Soldiers & Spec Ops are both double slotted for Accuracy (x1.76 Acc). On joining mission, and attempting to fight foes, all pet attacks suffered floored accuracy (approx 10% chance to hit -- despite being x1.76 Acc and +0, x1.) Very strangely ALL random rolls to hit -- were failures, as if the random number generation had completely failed. NOTHING was hitting except the separate caltrops power. Odd. Very odd. (The other player was still hitting, but my hero could not.)
  6. Really? Care to quote your source? You can't. There isn't one. There is no requirement for support sets to "directly increase killing speed."
  7. This argument is flawed. Force Field increases survivability - and therefore increases team damage indirectly. Having additional defence empowers team-mates not to be dead in the next ten seconds. The next ten seconds will see team-mates, in all likelihood, pushing offensive power buttons as opposed to defensive ones of their own. Dead team-mates are a DPS loss. There is no requirement for sets to be identical. Unless someone is lazily pushing a PvP balance requirement onto a PvE rebalancing...
  8. Let me clarify what I think the scenario could be. Akin to Peacebringers & Warshades: A costume change allows the creation & deployment of new power trays. New powersets could be created which exemplify a new alien race, a werewolf, etc. Let us say you decided to make a Werewolf shapeshifter set. Your character at creation is a skinny normal Joe in human form. Activate the set and skinny Joe becomes a different model / size / costume. All Shapeshifter sets might be a Secondary set, representing their physical / mystical / natural / scientific qualities. eg. Toughness, Resistance to Immobilize, Regeneration, etc. The option might be to leave the opposite set open for powers from another archetype. Thereafter you have a template for introducing new alien races and concepts.
  9. Currently, these summoned 'assistants' appear and follow their creator lagging behind them, occasionally in a manner which is counter-productive. i.e. You need to target the Galvanic Sentinel to cast Rejuvenating Circuit, and the sentinel is behind and out of view requiring a 180 turn... Would it be possible to add code that allowed (as appropriate): Automation: Changing the follow code: to allow The Sentinel to automatically follow and then advance beyond its creator. Quality of Life Macro on Power creation to tray: to allow player control of Advancing Sentinel position (relative to own position & facing). Limited access to pet controls (move only) for these sentinels. I am aware that a resummon is available but add the suggestion in the hope any solution might have wider suitability for other powersets and future fine-grain control of sentinel like pets.
  10. Hi All, The introduction of Aether Particles and the return of Halloween costumes, to me, have sparked my curiosity into the possibilities of shapeshifting heroes. How far away is Homecoming from making shapeshifters a playable reality? How would it work? Could / should shapeshifters see the introduction of new origins? Could / should a story (lore) be created to explain their appearance? What powersets do you imagine? What concepts spring to mind, when you think shapeshifter? Werewolves, Aliens, Magic-word transformations, Power-stealing, all spring to my mind. Is this something the community at large would like to see?
  11. In game: when I enter a building and end up in a sewer, or a cave. Mission doors used to be tied to the map type didn't they? I'm not going mad right? *twitch* *twitch*
  12. Force Field Bubble: "I'm not locked in here with you. You're locked in here with me!" -- Rorschach. Force Bubble becomes two powers. The first power remains as original and represents the ability of force fields to keep foes at bay. The second represents the ability of a Force Field stopping foes from escaping. Let us call it Force Bubble Entrapment. Force Bubble is a toggle power. Force Bubble Entrapment is a clickable power. Force Bubble Entrapment: Enemies enclosed within this Force Field trap are trapped within and specifically targeted: All targets within are auto-hit with a +special [Force-Bolt] tag. Force Bolt cast at an enemy within the Force Bubble Entrapment becomes a chain attack. The Force Bolt gains a damage buff per enemy count within the field (those tagged with +special.)* The Force Bolt knockback is converted to knock-down. For added visual effect, the Force-Bolt is 'faster' within the trap field. * Note: A damage buff bonus rewards team-play and the concept of capturing as many enemies as possible within the trap. This offers an alternative playstyle to Detention Field: which remains an emergency button for the big hard-hitting foe you or your team need a break from. This idea is proposed to reinforce the idea of a Force Field representing a hard barrier: an inside and out: a domain of mastery for the Force Field wielder. It also represents the idea of a synergy between the lowly Force-Bolt and the later Force Bubble -- with the Force-Bolt becoming more potent as the capstone power is taken.
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  13. Detention Field on my Force Field Defender. Dimension Shift on my Gravity Controller. I think powers that tactically take enemies out of the fight, on my terms, are great.
  14. Further Repulsion Field / Force Bubble Comment: To further restate the current Live design of the Repulsion Field / Force Bubble synergy. Repulsion Field especially & Force Bubble are absolute aggro magnets. This allows a cunning Force Fielder to /use/ this to lure enemies close and Field / Bubble 'tank'. For the benefit of themselves and their team (albeit at risk if you try this with a Defender's HP). Making wholesale changes to the powerset must be done carefully so as not to remove or damage this playstyle (Repulse & Push) for the benefit of the team. You Repulse enemies rushing at your hero and when the threat or hits get too much Force Bubble or Personal Force Field can be deployed, with really persistent threats targeted with Force Bolt. Please: Any changes should not damage this quick and reactive playstyle!
  15. I would choose Dual Blades -- and choose an unusual appearance for the blade. The character wields the same blades that were used against him.
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