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Andreah

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Everything posted by Andreah

  1. I think is pretty close except there are a few huge stealth-wealths. People with huge amount of inf banked who've never gone to the forums or discords or etc. I'll add another category of wealthy -- the inf-poor but asset-rich. The ones who save away hamis-O's and purples, uniques, LotG's and whatever else like they'll stop making them tomorrow. They do this to kit out their hundreds or thousands of alts, from whom if they liquidated the pricey enhances from just the alts they haven't played in a year would crash the market. I know of two people like that. Constantly cash poor, but with well into the hundreds of billions value of assets if marked to market.
  2. "Force Multiplier" by Black Viper and the Midnight Choir pCloud music link: https://u.pcloud.link/publink/show?code=XZ9u0W5Zo3jf6mtHLuHuHStrgPUCjYutppgk
  3. It's simple. "Here" is human language. "$loc" is not.
  4. I agree Inspirations are a core mechanic. I also think they could use some work. They're necessarily limited by the size of the tray, but I'd like to see them limited very slightly by applying very short cooldowns (a few seconds) by type and size. These cooldowns could be made level dependent too, such that they're almost instantly back up for lower level characters, but are a little less fast for higher levels. E.g., 1 second for levels 1-10, 2 seconds for levels 11-20, and so on, up to 5 seconds for levels 41-50. This way you can't blow through your entire tray to become a god for thirty seconds.
  5. I have honestly never seen this on my server. The only times I have ever people levy requirements for build is when they're doing 4-Star hard modes.
  6. I would go the other way and slightly increase Inf drops from mob defeats; maybe by 5% or 10% -- just to combat that slow deflation we have. I don't think this is a serious problem, but imo our deflation is from a lack of inf in active circulation, not an overabundance of supply. A lot of that inf gets eaten up by market fees or goes into those non-circulating Scrooge McDuck Money-Bin stockpiles of Inf. Another way to combat it would be to lower market fees, but that might have other side effects (such as magnifying flipping which many people dislike). Finding a way to get wealthy Scroogers to spend their Inf in ways that put it back into other players' pockets would help, but honest, I'm keeping my Money Bin -- it's so pretty! Again, the deflation is slow enough it's not really a problem, and there are plenty of firebreaks already.
  7. I try not to use it. I'll be charitable and say the UI is 'counterintuitive', and on a native 4k monitor, it's too small to read. Fortunately, a player can get perfectly fine performance out of a build put together organically.
  8. I believe combat level difference between the caster and the target also plays a part.
  9. I have no end of trouble managing my custom.windows, which I use extensively. They reposition themselves at login, become open or closed without respecting their state the last time I was logged in, they jump when you touch them, they flip header tabs from top to bottom, or vice versa when being moved AND button then activate while under the mouse drag. The buttons cannot be "locked" and will drop off a window if one clicks "too long". My "best practice" advice is to keep a back-up of your custom.windows file and the, when using them, move windows slowly and deliberately, click on button slowly and deliberately, and never click without immediately releasing the click without moving the cursor. If they weren't hugely and Transformatively Useful, I would hate them with all my being. Instead, I have a dozen of them.
  10. I'm at the point where my tray is usually just full of [Ultimate] and maybe a few team break-frees on the far right, and everything else is rejected.
  11. I have my keypad number-keys to select my teammates by position on the team roster. I can be next to anyone on the team in two keystrokes.
  12. I do the same. It starts freaking me out if they get jumbled out of order, too.
  13. Are we all getting instant free tier-4 incarnates yet?
  14. You might also look in the HC Discord, there's a few sections where people list advertisements for SG's. If you find one that's interesting, you could direct-message their point of contact to ask about it.
  15. I get what you are saying, but I wouldn't consider new alternatives to be "progression", as they're fundamentally zero-sum.
  16. If it's not listed on the "Other" tab of the Costume Creator under "Prestige Costumes", then it can't be recolored. If that's the case, it's probably because it's a full costume transmog and not just a visual effect over your normal costume.
  17. I've had quite a few more, including grad-level general relativity, and I also think it's bad science, or at least not very interesting science. @Jacke's post was on-target.
  18. Much as I'd love to see them added, too much power would come from it. IMO, they'd have to be useable inside specific new incarnate content designed for them and I don't like that idea even more. I already think we limit too many things to special circumstances and it makes little sense to me, other than as a mechanical haks in-place because we couldn't fix the underlaying design problem.
  19. We'd just do a one-time reset of everyone back to vet level 99 when this would go in. That'd be popular, too! :D
  20. I've been cooking the idea for these new stat accolades in the back of my mind as a form of horizontal progression for a long time. I get that some people have a lot of alts they feel are "complete" or "need to have complete", but to me, full horizontal progression is something we do for mains, or at least main-badgers. It sucks if one is a obsessive completionist, but that's how the world would work with new, extensive, horizontal progression of any kind. However, my idea is itself limited to nine or so new accolades. These would grant the individual stat bonuses which today can be purchased from START via the three kinds of temporary amplifiers. These are desirable, yet limited, and have been in the game since Live. However, the stats gained from these new accolades would be fully permanent and set-up to not stack with the existing amplifiers. So, for example, if you got a +to-hit stat bonus from a new horizontal progression badge, the to-hit from the Offense Amplifier badge wouldn't apply to you. These new badges would be arranged roughly in order of the desirability of these stats, and require a veteran badge suitably far along with a variety of other game-content related badges to earn it. The intent is that, once one has been granted all of these badges, it would be from having done a considerable variety and breadth of the content of the game. We could even break some of these granted stats from the amplifiers up into pieces to create more, but more incremental, stat badges. We could also create new veteran level badges (e.g., at levels 150, 200, 300, 500, 600, 700, 800, 900, and 1000), and use these as the veteran badge requirements for these new stat accolades. Those levels are achievable without farming for players dedicated to their characters as mains. We'd have to confront the real issue with any new horizontal progression -- it'll introduce power creep. I've largely dealt with that here by making this a way to acquire bonuses that are already in the game, but which are expensive and temporary. Still, it would be wise to have a more general way to counter player power-creep from wide horizontal progression with NPC power creep, too. Maybe look at new "enemies buffed" challenge settings (with , or situational combat AI improvements, special ambush spawns, and so forth. That's a subject for another thread though. Maybe sometime I'll get an AI to sketch out a complete plan for new accolades to get an idea of what it might look like, but I doubt there'd be enough support or dev interest to actually do this -- in fact, I expect more than a few of you to hate it. :D
  21. "My name is K4Z-0, you killed my father, prepare to die."
  22. Especially, imo, one that is THE ICONIC superhero powerset.
  23. I'd like to see a bunch more accolades with small, permanent stat boosts on them. Tie them into substantial sets of badges you get along the way and at end-game, especially those that encourage running content.
  24. Unless you have so much recharge you are stacking Rage, and stacking it multiple times over. Then it's just constant crashes. The better it is, the worse it is. Stop the madness!
  25. I just want the rage crash to be removed and rage balanced so that the overall DPS of the set is about the same. The thematics and feel of the crash are so bad I can't stand to play the set, even though I dearly want to. Ideally, give me a self-buffing toggle power which is exclusive to rage -- you can take one or the other, but not both. OR, we could even remove Rage from the powerset and put it into a new Epic pool -- call it "Personality Defects", or something. Here's a few new powers I'd fill that pool out with: Personality Defects Epic Power Pool 1. Rage (Existing): Concept: The quintessential "explosively bad temper." Mechanics: Functions largely as it currently does in Super Strength: a potent temporary damage and To-Hit buff followed by a significant self-debuff (reduced Defense, drained Endurance, weakened attacks). Thematic Fit: Perfectly embodies a personality defect that, while powerful, comes with considerable drawbacks. Its "crash" is its defining feature, making it a high-risk, high-reward choice for players willing to manage its downsides. 2. Obsessive Focus: Concept: A character's inability to let go of a task until it's perfectly done, leading to enhanced precision and efficiency. Mechanics: Toggle power. While active, grants a moderate Accuracy bonus and a small Recharge Speed bonus to all powers. However, it applies a minor debuff to Run Speed and Perception (representing being "lost in thought"). Thematic Fit: A common "defect" that can be highly beneficial in specific situations. It allows for focused burst damage or faster cooldowns, but at the cost of mobility and situational awareness, requiring strategic activation. 3. Unshakeable Confidence: Concept: An almost delusional self-belief that makes the character impervious to doubt and psychological manipulation. Mechanics: Click power, moderate cooldown. Grants a substantial, but temporary, Status Effect Resistance bonus (especially against Fear, Confuse, Hold, Sleep) and a small bonus to Damage Resistance (Psychic/Negative Energy). Thematic Fit: Represents arrogance or an inability to be swayed, translating into powerful mental fortitude. This would be invaluable against control-heavy enemies or specific boss mechanics. 4. Compulsive Hoarder: Concept: A character's irresistible urge to collect and protect valuable items, even in the heat of battle. Mechanics: Auto-power. Every X seconds (e.g., 20-30 seconds), grants a small amount of Endurance and a minor Defense (All) bonus, which stacks up to Y times (e.g., 3-5 stacks), lasting Z seconds. If the character takes a substantial hit, all stacks are temporarily lost. Thematic Fit: A "defect" that passively benefits the character over time by "collecting" personal resources. The loss on critical hit adds a layer of vulnerability and highlights the compulsive nature--a moment of shock interrupting their careful accumulation. 5. Some fifth power I can't think of right now. My imagination already hurts. And of course, we'd need a replacement for rage to fit into the Super Strength powerset: Titan's Smash: Concept: A display of overwhelming physical power, allowing the user to forcefully control the battlefield with sheer strength. Mechanics: Type: PBAoE Stun/Taunt. Description: The character strikes the ground with incredible force, generating a localized shockwave that disorients nearby foes and taunts them to attack the hero. Effects: Damage: Distance-based damage done to nearby targets starting from extreme damage for the one target closest. Stun: Very briefly stuns enemies in a moderate radius around the target at high-magnitude, interrupting any attacks in progress. Taunt: Generates a high amount of threat on all affected targets. Self-Buff: Grants a few seconds' bonus to Defense (Smashing/Lethal) or a small amount of Temporary Hit Points after activation, representing bracing for the incoming attacks. Recharge: Moderate. Thematic Fit: This power perfectly aligns with Super Strength's identity. Instead of a volatile buff, it's a utility/control power that demonstrates brute force. It provides good damage, a bit of crowd control, a lot of threat generation, and a moment of defensive hardening, enhancing the role without relying on a self-detrimental mechanic. It emphasizes physical presence and control, making the player feel like a dangerous, attention-demanding presence on the battlefield, and doesn't excessively overlap either Hand Clap (with space-clearing knockback) or Foot Stomp (with greater damage potential to more targets).
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