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Everything posted by Andreah
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Future plans to add to horizontal progression
Andreah replied to hardicon's topic in General Discussion
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. -
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!
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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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I do this a lot on teams. But I haven't been on much lately, so it wasn't me that time. :D
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It seems to me someone could use two accounts and do some in-game testing on this. Hover both characters in the air and then use teleport macros to move to positions on a three-D grid and test. I think it's fair to assume three-axis symmetry, so one would only need to test one octant. As an alternative, look at the source code and see how it tests for proximity. My guess is it would sum the squares of coordinate differences between the caster's location and the target's, and compare that to the square of the power's range. That's a Euclidean distance norm which gets you a sphere. I wouldn't discount the possibility it uses a variation on Manhattan Block distance metric -- which would get you a cube or rotated cube.
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My most disliked top 3: 1. Layer Cake -- rough to navigate, has a lot of group that often have to be cleared, and it's a commonly encountered map. 2. Corkscrew Cave a.k.a., "Klein Bottle Cave" -- There are times I simply cannot find my way through this and abandon the mission. 3. Council Pool Room -- usually have to systematically re-search it for some mob or other whom I missed the first time. And the second time. And maybe the third time, too.
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I'd make a "Feats of Strength" power-pool, and move [Rage] into that, and then offer a mutually exclusive similar power as a toggle in the pool called "[Determination]" that gave a time-averaged damage boost at a level fair to not having Rage's crashes. Then we could put a few other cool things in the pool, too. What I love about the game: The breadth of the comic-book setting that allows for so many different character concepts AND the synergy of the many powersets that makes almost any random team a formidable group of Superheroes.
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Design an enemy group (Speculation/ Wish fulfillment)
Andreah replied to Billbailey96's topic in General Discussion
Using an AI to help structure and format the results, and even using it as an iterative sounding board for ideas helps quite a lot. I caution against using the AI's too much, because they're not very imaginative or clever on their own. So far. -
Design an enemy group (Speculation/ Wish fulfillment)
Andreah replied to Billbailey96's topic in General Discussion
1980's style skin-heads could be cool. Good low-level adversaries. Give them a opposite-ideology rival gang of communo-anarchists, and they could do street-fights council v. fifth column style. I imagine my "Infernal Hellions" could do the same against the Circle of Thorns. -
Design an enemy group (Speculation/ Wish fulfillment)
Andreah replied to Billbailey96's topic in General Discussion
An extension of the Hellions group; a splinter off-shoot, that scales up into 40-50 and incarnate threats. I drafted an outline of the group and had chatGPT format it and flesh it out. This is a fire heavy group, and as such they need to have secondary damage types and special attacks to not be trivial for maxed fire defense/resist builds. 🔥 Enemy Group Name: The Infernal Hellions Enemy Type: Magical Cult / Devilkin Hybrid Level Range: 40–50 Zone Presence: Peregrine Island, Grandville (offshoot), new Hellion Strongholds in Hazard Zones Special Tags: Magic, Fire, Demonic, Controller-Heavy, Stealth Elements, Group Buffs 🔥 Core Theme: "We are not possessed. We are perfected. We chose the flame." The Infernal Hellions are not your old street punks. They are fire-worshipping zealots who embraced a ritual of self-immolation and were reborn as devilish hybrids under the guidance of their dark matriarch, Inferna Regina. Every one of them chose this path—making them terrifyingly devoted. They blend the reckless chaos of the original Hellions with the structured cruelty of infernal military discipline. Combining Circle of Thorns-style summoning with Hellion-style flame aggression, they aim to transform Earth into a plane of fire and devotion. They literally seek to create Hell on Earth. 🔥 Hierarchy & Structure 👑 Archvillain: Inferna Regina Archetype: Fire Control / Dark Blast / Leadership Aura Abilities: Emberheart Sigil (AoE Confuse/Control) Charm of the Flamebound (mass Dominate-style Hold) Covenant of Ashes (mass Heal + Rez allies) Hellfire Queen Aura (team-wide +ToHit, +DMG aura) Tactics: Summons elite flame spirits; buffs all nearby Flamebound; devastating in groups Visuals: Volcanic red succubus-derived armor, long horns, glowing infernal runes across her skin, floating, 🔥 Elite Bosses (Inferna Regina's Named Lieutenants – appear rarely) 1. Ash-Blood Rhozan Type: Demon Brute Power Sets: Fiery Melee / Willpower Abilities: Flaming Axe cleaves, AoE Fire Smash, Unyielding Demonic Aura Lore: Demon of conquest, bound by infernal pact 2. Cindersong Yvette Type: Infernal Pyromancer Power Sets: Fire Control / Empathy Abilities: Fire traps, Confuse songs, AoE healing flames Lore: Former Hellion arsonist turned flamewitch musician 3. Molgrim the Maw Type: Demon Tank Power Sets: Fire Armor / Super Strength Abilities: Cone Devour (drains HP), Fear Roar, Knockback Slam Lore: Infernal devourer, bound within a cursed suit of iron 4. Scoria Hex Type: Infernal Glyph Blaster Power Sets: Fire Blast / Dark Miasma Abilities: AoE glyph mines, Fear Blasts, Fire/ToHit debuff zones Lore: Graffiti mystic who uses art to channel hell 🔥 Standard Enemy Ranks 🔥 Bosses (5–10% of spawns) 🔸 Flamebound Ascendant Power Sets: Fire Melee / Fiery Aura Description: Former high-ranking Hellions who survived the Rite of Ash. Heavy fire hitters. Powers: Fiery melee combo attacks, Burn patch, Fire Resistance Aura 🔸 Hellion Pyrewalker Power Sets: Fire Control / Thermal Radiation Description: Channelers of flame spirits and keepers of the Emberheart Sigils Powers: Flame cages, summon burning spirits, buff allies' damage/resistance 🔥 Lieutenants (20–30% of spawns) 🔹 Ashveiled Stalker Power Sets: Claws / Super Reflexes Stalker Description: Stealth assassins who burn the shadows they walk through Powers: Stealth, Toxic Fire Strike, Quick Strike with -DEF proc 🔹 Infernal Enforcer Power Sets: Fire Blast / Dark Armor Sentinels Description: Standard ranged specialists; powerful but reckless Powers: Fireball, Fear Burst, Shadow Lash (ranged cone with -ToHit) 🔹 Covenant Binder Power Sets: Leadership / Thermal Radiation composite of archetypes Description: Chanting lieutenants who project infernal blessings Powers: Buffs team with +ToHit and +Damage, can Rez 1 fallen ally 🔥 Minions (60–70% of spawns) 🔸 Hellion Emberblade Power Sets: Fire Sword / Brawl Scrapper Description: Low-level melee units with flaming machetes Abilities: Fiery Slash, Ignite Weapon (DoT) 🔸 Flame-Kissed Acolyte Power Sets: Fire Blast Blaster Description: Basic ranged attackers, often chanting or laughing madly Abilities: Fire Bolt, Fire Ball 🔸 Pyre-Blood Zealot Power Sets: Dark Melee / Resistance Aura Brute Description: Suicide-charging berserkers who glow with unstable fire Abilities: Infernal Lash, Deathburst (fire explosion on KO) 🔥 Special Units (Rare Spawns / Boss Events) 🔹 Hellspawn Warbringer (Boss-tier demon summoned mid-battle) Large fire demon that appears from Emberheart Gate portals during Inferna Regina or Rhozan fights AoE fire damage, stuns, and resists crowd control 🔹 Sigil of Binding (Environmental Object) Glowing rune that buffs nearby Infernal Hellions Destroying it weakens their regeneration and damage output 🔥 Gameplay Design and Strategy Control + Fire Synergy: Expect Fire Cages, Burn patches, AoE fear/confuse from mid-tier units upward High Team Buffing: Leadership/Thermal Radiation synergy from lieutenants and named bosses Dangerous On Death: Many units explode or debuff on defeat, encouraging tactical engagement Summoning Mechanics: Pyrewalkers and Delilah summon flame spirits or lesser demons as support Thematic Map Ideas: Infernal temples, subway sanctums turned lava-cathedrals, Emberheart Sepulcher dimension -
This is the way. Some streamer did this a while back, and called it "The Iron Man/Woman Challenge", or something like that. It just takes a few self-imposed rules. Here's the link: Their rules aren't hard to follow, and though they're designed for streamers, anyone could follow them.
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Issue 28: Legacy, Page 2 Release - Twitch Drops & Double XP Weekend!
Andreah replied to Arcanum's topic in Announcements
Streamers often play with viewers, and that can be a lot of fun -
Harvest of Shame and Tears
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If Your Characters had a Patron Pool...
Andreah replied to Sakura Tenshi's topic in General Discussion
"Critter Storm" -- bats, butterflies, locusts, frogs, rats, baby turtles, mosquitos/flies, faeries, cogs, tiny racing cars, mini-drones, roaches, fireflies. -
In lieu of respeccing, one can use an alt-build.
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Both Black Hole and Dimension Shift remain "Please kick me off the team" powers.
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You can also enable chat logging per character, and the saved chatlogs in your homecoming folder will contain all the NPC chatter you overhear in-game.
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Homogenation - Should all powersets be the same numbers wise?
Andreah replied to Troo's topic in General Discussion
Powersets should be within a stone's throw of each other within the same role. The problem we have is a few Archetypes share the same powersets in the same role. The answer there is to radically differentiate or retire one of the AT's. This endless balancing will go nowhere on its own. -
About the relative difficulty of fights in this game vs. others
Andreah replied to temnix's topic in General Discussion
I can routinely heavily challenge teams doing PI radios at +2 to +4 x8, just by aggro-ing extra groups and bringing them to the team quickly. Ordinarily, I try to pace this at a rate that the team can handle, but it is not difficult to overwhelm them with numbers. A team of eight can, in principle, aggro 8x17=136 mobs at the same time, this can quickly lead to a TPK for even a strong team if they're not working together tactically at a high level of skill. -
I will nominate the ruined hospital maps (like the one Mother Mayhem and Malaise hide out in). Junk and curtains scattered in the hallways everywhere, that even my superpowered character can't brush aside! :O
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About the relative difficulty of fights in this game vs. others
Andreah replied to temnix's topic in General Discussion
You can get those in hard modes, certain special situations with particular team compositions, and in custom AE missions designed for difficulty. And I think that's okay, because those situations in comic books aren't common. -
About the relative difficulty of fights in this game vs. others
Andreah replied to temnix's topic in General Discussion
Yup, it's not, and I like it this way. It's what makes me feel like a superhero. -
I agree. Once a player is at level 50 you can easily earn thousands of inf per second just playing through missions. Spending time trying to maximize returns off of things like low end enhancements, recipes, and salvage just isn't worth the distraction. I post all that for "1" and don't care if it sells at that price and I lose 5 inf as a fee. It's a "round off error." I'm simply getting rid of it as fast as possible without actually deleting it.
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This is the real problem, imo.
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Absolutely none of them are Villains in Paragon City. They're Rogues or Vigilantes, both of which have in-lore explanations for why they are allowed to roam the blue side.