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weewoozesty

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Posts posted by weewoozesty

  1. Actually I was just thinking of a power lineup for a spear stalker that has most of the same attacks except for a unique Assassin Strike.  "Throw Spear" and the usual things a stalker set gets.  Maybe instead of a build up the stalker applies poison to the spear that adds some toxic damage over time to the spear.

     

    And maybe a spear version for brutes that is more of a "Gladiator" style spear set where it's got CC based attacks such as thrusting at the enemy's leg and has another attack that throws a net at them to apply a slow/-recharge.  It could make it an interesting set for brutes to tank with it in their own unique way.

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  2. 4 hours ago, AspieAnarchy said:

     

    For Stalkers I think it would be inappropriate; I'd be all in favor of 'anything goes' if this were a freeform character-design game (funny story, my first-ever post on the Live forums was a request to get rid of Archetypes entirely - as fate would have it, I never checked back into that thread, and can only imagine what assortment of incredulous/snarky/patient-but-frustrated reactions I must've received), but since instead we have Archetypes, I'm against indiscriminate proliferation.

     

    As for Brutes, I had a reason, but the details escape me at the moment; possibly something to do with both feeling a tad inappropriate (as a lesser version of above) and triangulating this against other Melee sets I'd been working on that Brutes would most definitely get, but would not be universal either.

    I feel like a spear stalker would need to be a completely different type of spear set such as a spear hunter.

     

    While a spear brute should be fine as far as I know.

     

     

    I just want a spear/polearm set that acts like a polearm/spear set.  Not a staff with it's own unique style pretending to be a polearm set.

  3. I've only lead one league in my entire time on here and I went pretty OCD on it.

     

    First I gathered the initial team 1 with the requirement that they all be level 50.


    I then instructed the original team on their jobs leading the league.  When they had to log out, check on who on their team is level 50 to promote them after letting them know whats going on.  Worked great for a good while.  AFK leeches/mooches were teleported into dumpsters and kicked.  *Takin out the trash*.  That way fresh people asking were able to join.

     


    It was a fun experience leading a League and keeping it organized.  But it struck me as one of those things that's only fun once then makes you hate the position the 2nd or 3rd time.

  4. This would be very easily remedied by giving them a run speed boost.  No difficult fix.  As I've noticed that the pets keep up perfectly fine when kinetic speed boost is stuck on them.

     

    If that is not a gigantic clue into what they need than I don't know what is.

     

    Give them their own built in run speed boost.  I shouldn't have to bog my mastermind down with kinetics just because im tired of my pets not being able to keep up.

     


     

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  5. 1 hour ago, Rudra said:

    The pets would have virtually no survivability with the support secondaries to keep them alive removed. Even if the MM has a Tanker's taunt aura with every attack. And to make up for the new AT having armor sets as either its primary or secondary, it would lose Bodyguard Mode. ... which at least would help the pets survive since they wouldn't be taking any portion of the character's suffered damage any more....

    Thats why I was thinking it would be a different type of pet.  Maybe even one from scratch.  A "Dynamic Duo" kind of pet.  A strong single pet with a melee/theme to it with armor.

     

    As you level up you can upgrade the pet.

  6. I was going to suggest a pet/armor type of class.  The pet sets use melee weapons/attacks with taunt attached to them like tank versions etc.  Somebody that instead of having to buff and support the pets, tanks for the pets and the pets support the main user.

     

    But this can work too.  Atleast to allow the server to dip it's toes into the water to get used to the idea.

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  7. 1 hour ago, Grouchybeast said:

     

    I think this would be a nice way to do it.  I assume that Null couldn't be ported as-is to non-coop zones anyway, and would need to have his menus edited appropriately (I'm not sure what happens if you change alignment to full hero in a villain zone, but probably nothing good).  Since there would need to be editing done anyway, adding it to the trainers would presumably be the same work, with the bonus of not needing to place a new NPC in every zone.

    Thats why I was thinking that only some of null's options would be set to the trainers.

     

    I dont think allignments in an enemy zone would work.  But travel power settings and stuff of that nature should be fine.

  8. Personally speaking, I think Null The Gull's settings regarding travel powers etc could just be moved to the zone trainers.

    Biggest reason being that while for some archetypes being in a group fly isn't that big of a deal.  For others with specific power sets it really screws them over.

    Seismic Blast for example is completely destroyed by any type of flight powers.  

     

    So my solution is simple.  Put the travel power related Null The Gull options on zone trainers.  I like speedboosts buff effects but absolutely hate the speed portion of it as i find it makes navigating certain mission lay outs painful.

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  9. 4 hours ago, MHertz said:

    It should really be renamed altogether. I propose we call the set “stickbonking.”

    I just want the Halberd that is in Staff to be given to Titan Weapons.  As it stands the halberd skin for the weapon does not feel or behave like much of a polearm/poleaxe.  While Titan Weapons would to some degree with the thrusts and sweeps etc contained in the set.

  10. 50 minutes ago, InvaderStych said:

     

    Precisely. And anyone can do so. Here's the thing:

     

    Combat Teleport targets out of the box in exactly the same way that Shield Charge targets out of the box.

     

    The power you described here:

     

     

    ... is literally Combat Teleport.  The thing you want already exists. And believe me, it's awesome fun. Highly recommend the power, even just the vanilla version. It's better bound to things like "target" "camera:max" or "cursor," but it exists and can teleport a player directly to a target or targeted location.  It is also fractionally faster than Jaunt/Translocation, and the new Warp set is pretty sweet on top of that.

     

    There's no need to revamp a set to create a power that already exists. 🤣

    Point taken.  I sometimes forget combat teleport even exists as I'm just used to using regular teleport to zip around the battlefield as I play my game extremely zoomed out.  And almost at a top down view. Unless im in a closed in area.


    The other thing I can think of as a secondary would be a power that temporarily boosts the power's stealth radius and allowing even stronger stealth for a few seconds.  Allowing you to slip by enemies etc un noticed even by drones etc.

     

    Something like this could be like other secondaries that while not able to conventionally can actually stack up with other powers of it's type.

     

    Like the super jump ability's jump speed increase being able to effect not just the power it is paired with but other jump powers if you desire.

     

    It would give people a reason to take it.  And would be in a way a side power that coulld benefit stalkers, device blasters, and illusion controllers even more.

  11. 10 hours ago, InvaderStych said:

    That is already a thing.  Just use a targeting bind or macro.  There's no need for an additional power.

    Yes, but usually the point of the travel power secondaries etc is that they do the function of another power to some degree without having to take another power.

     

    As I mentioned before, Mystic Flight gets teleport, Jaunt gets paired with a speed power and stuff of that nature. 

     

    Yes you can make a macro, heck you can make a macro for pretty much anything.  But the server should not be balanced or developed around macros.  

  12. What about an ability that automatically teleports you to your target.  Like shield charge and savage leap do.  But it deals no damage.

     

    Just a power to phase your way into them.  Sure you can just take Teleport with it.  But if you have other secondaries which are effectively just stuff that does what others do.

     

    Fly getting teleport, jump getting speed, fly getting fly.  

  13. 21 minutes ago, gameboy1234 said:

     

    A lot of times on hard content I just don't summon the pets.  They're too hard to control, to hard to move around (especially their movement abilities are lacking, Group Fly doesn't fix this, they need speed), and the damage usually isn't quite enough to justify the difficulty dealing with them (the rest of your team will be doing far more damage).  The pets get left behind, get stuck on small objects and in corners, they fall off ledges and aggro the wrong groups, etc.  On a fast moving team you don't have time to manage that.  It's easier (and better overall) to just not summon and follow the team around yourself.

     

    So basically on hard content I use my secondary only.  I think the goal of MMs at high levels on hard content should be to make sure the secondaries bring enough to the team that it's worth it.  Most of the secondaries are worth it, I think, a few may be questionable.  Traps is hard to use on a fast moving team, FF can be nice for squishes but probably doesn't contribute much overall to a strong team.  Some thought on those sets by the devs might help out.

     

    There's always special cases where you can summon during a relatively long static fight, but much of a time the pets will just kind of be a hindrance.

    Yeah, it's why i often take Kinetics with my masterminds it doesn't offer much defense to the pets but in hard content I wont be using much pets anyways and at the very least, Speed Boost allows your pets to keep up with you.  Kinetics is always a massive contributor with the team due to Fulcrum Shift, Speed Boost etc.  Imo, Kinetics are always one of the most loved things to have in your group.  Mastermind, Defender or Controller or even Corruptor.

  14. On 11/2/2022 at 6:01 PM, Spaghetti Betty said:

    Yes, this really works. Everyone toon I start gets Amps (at lvl 1 they are 1k each and you can buy 8 stacks) and 2x XP then immediately bumps diff to x8.  Go into City Hall and find the legacy contact for your origin. Even if the powersets you pick have no AoE, Sands of Mu and positioning will destroy lvl 1 mobs. First door mish will put you around lvl 5, next one will put you around lvl 8. If the toon you started has early access to an AoE this process is even faster.

    Can speed it up even more by buying the prismatic tazer and hand grenade if needing some more AOE.  Really speeds things up.

     

    Only 5000 for about 20 hand grenades and a set of tasers.

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  15. This suggestion is for the Crabs etc more than the Widows.

     

    Please for the love of god let us put "No redraw" on the Gun.

     

    Simple suggestion.  They use a gun, and then they dont.  But redraw on the guns in this day and age is annoying.  And to top it off.  Let the veats have their gun on their backs like gun blasters etc.

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