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And now, the thrilling conclusion to my proposals: it's... WARSHADE MASTERY For many ATs, this will be the third dark-themed APP. Too much? No way! Much like the Peacebringer PPP, I propose the Warshade PPP be granted the iconic travel power from the full archetype. Single target holds show up in a disproportionate amount of APP sets - thankfully, Warshades already have one, so I don't have to propose a brand new one. However, Gravity Well is melee range. I'm copying it as is for now, but I would suggest that the APP versions be turned into ranged versions instead. Warshades also don't have an AoE immobilize, so I've opted to use Gravitic Emanation as a substitute for those. If a new AoE version of Gravimetric Snare were to be created, and used instead, I would not be heartbroken. I feel the same way about Ebon Eye that I do about Glinting Eye - that is, they are replaceable by similar powers from the same set if necessary. Likewise with Gravity Shield and Shining Shield - I'd replace the visual from Gravity Shield with Penumbral Shield (which does not have a bubble) despite the Smash/Lethal resists being more appropriate for APPs (and I also advocate for these versions giving Neg resist as well for the same reasons as given for Shining Shield in the Peacebringer section). Just like with the Photon Seekers addendum, I am using Dark Extraction as the pet only because it already exists, and it could easily be replaced by a more standard pet (likely an Unbound Nictus look-alike). Arachnos Soldier & Arachnos Widow Ebon Eye (Ranged, Moderate DMG(Neg), Foe -Rech, -SPD) Shadow Step (Ranged (Location), Self Teleport) / Gravitic Emanation (Ranged (Cone), Minor DMG(Neg), Foe Disorient, Knockback, -Rech, -SPD) Dark Detonation (Ranged (Targeted AoE), Moderate DMG(Neg), Foe Knockback, -Rech, -SPD) Sunless Mire (PBAoE, Moderate DMG(Neg), Foe -Rech, -SPD; Self +DMG, +To Hit) Dark Extraction (Summon Essence: Ranged Moderate DMG(Neg)) Blaster: Gravity Well (Melee, Superior DMG(Neg), Foe Hold, -Rech, -SPD) Shadow Step / Essence Drain (Melee, Moderate DMG(Neg), Foe -Rech, -SPD; Self +HP) Gravity Shield (Toggle: Self +Res(Smash, Lethal)) Gravitic Emanation (Ranged (Cone), Minor DMG(Neg), Foe Disorient, Knockback, -Rech, -SPD) Stygian Circle (PBAoE, Self +HP(Special), +End) Brute & Tanker: Ebon Eye (Ranged, Moderate DMG(Neg), Foe -Rech, -SPD) Shadow Step (Ranged (Location), Self Teleport) / Gravitic Emanation (Ranged (Cone), Minor DMG(Neg), Foe Disorient, Knockback, -Rech, -SPD) Dark Detonation (Ranged (Targeted AoE), Moderate DMG(Neg), Foe Knockback, -Rech, -SPD) Stygian Circle (PBAoE, Self +HP(Special), +End) Dark Extraction (Summon Essence: Ranged Moderate DMG(Neg)) A case could be made for putting Shadow Slip (the Fold Space for Warshades) in the Stygian Circle slot. That could be very cool, or it could be considered unfair to Warshades and Teleportation pool selectors. Controller: Ebon Eye (Ranged, Moderate DMG(Neg), Foe -Rech, -SPD) Shadow Step (Ranged (Location), Self Teleport) / Stygian Circle (PBAoE, Self +HP(Special), +End) Gravity Shield (Toggle: Self +Res(Smash, Lethal)) Dark Detonation (Ranged (Targeted AoE), Moderate DMG(Neg), Foe Knockback, -Rech, -SPD) Dark Extraction (Summon Essence: Ranged Moderate DMG(Neg)) Corruptor & Defender: Gravitic Emanation (Ranged (Cone), Minor DMG(Neg), Foe Disorient, Knockback, -Rech, -SPD) Shadow Step (Ranged (Location), Self Teleport) / Stygian Circle (PBAoE, Self +HP(Special), +End) Gravity Shield (Toggle: Self +Res(Smash, Lethal)) Gravity Well (Melee, Superior DMG(Neg), Foe Hold, -Rech, -SPD) Dark Extraction (Summon Essence: Ranged Moderate DMG(Neg)) Dominator: Dark Detonation (Ranged (Targeted AoE), Moderate DMG(Neg), Foe Knockback, -Rech, -SPD) Shadow Step (Ranged (Location), Self Teleport) / Stygian Circle (PBAoE, Self +HP(Special), +End) Gravity Shield (Toggle: Self +Res(Smash, Lethal)) Sunless Mire (PBAoE, Moderate DMG(Neg), Foe -Rech, -SPD; Self +DMG, +To Hit) Dark Extraction (Summon Essence: Ranged Moderate DMG(Neg)) Mastermind: Ebon Eye (Ranged, Moderate DMG(Neg), Foe -Rech, -SPD) Shadow Step (Ranged (Location), Self Teleport) / Gravity Shield (Toggle: Self +Res(Smash, Lethal)) Dark Detonation (Ranged (Targeted AoE), Moderate DMG(Neg), Foe Knockback, -Rech, -SPD) Black Dwarf Smite (Melee, Superior DMG (Neg/Smash), Foe Disorient, -Rech, -SPD, -Fly) Gravity Well (Melee, Superior DMG(Neg), Foe Hold, -Rech, -SPD) Had to reach a bit for a melee attack from Warshades, but the animations should work fine and look awesome to boot! Scrapper & Stalker: Ebon Eye (Ranged, Moderate DMG(Neg), Foe -Rech, -SPD) Shadow Step (Ranged (Location), Self Teleport) / Shadow Blast (Ranged, Moderate DMG(Neg), Foe Knockback, -Rech, -SPD) Dark Detonation (Ranged (Targeted AoE), Moderate DMG(Neg), Foe Knockback, -Rech, -SPD) Gravity Well (Melee, Superior DMG(Neg), Foe Hold, -Rech, -SPD) Dark Extraction (Summon Essence: Ranged Moderate DMG(Neg)) Sentinel: Gravitic Emanation (Ranged (Cone), Minor DMG(Neg), Foe Disorient, Knockback, -Rech, -SPD) Black Dwarf Smite (Melee, Superior DMG (Neg/Smash), Foe Disorient, -Rech, -SPD, -Fly) Gravity Well (Melee, Superior DMG(Neg), Foe Hold, -Rech, -SPD) Unchain Essence (Ranged (Targeted AoE Special), Superior DMG(Neg), Foe Disorient, Knockback, -Rech, -SPD) Shadow Step (Ranged (Location), Self Teleport) / Dark Extraction (Summon Essence: Ranged Moderate DMG(Neg)) Likewise, I had to reach for a PBAoE attack for the standard T4 Sentinel APP slot. And that's all I have for you! I was about to write up a proposal for a Positron-inspired Radiation Mastery set, but Vanden already did a great job with that. The only thing I'd do differently is include a pet, as is standard for PPPs so far - likely a Longbow Officer or Warden. No sense reinventing that wheel!
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The most radical departure from the form that I will propose today, and the idea that motivated me to write this all up in the first place. A redside contact mission (Dr. Shelly Percey: Steal a Nictus from the Council) inspired me to make these proposals. My Spines/Regen Stalker was granted temporary power versions of Shadow Step and Gravitic Emanation, and it was completely gamechanging for that character. That got me thinking - why would a Kheldian opt to choose only an average civilian to bind with? I could easily imagine a hero, nearly at the height of their power, forming a bond with a Kheldian during the course of their career. Therefore, I present to you a double feature... PEACEBRINGER MASTERY I think it's pretty unprecedented to have a travel power in an Ancillary Power Pool, so I've provided alternate options in case people don't like the change - but the travel powers are so core to those ATs that it seems unfair to not provide them as an option to the sets. What would happen if someone uses Energy Flight and regular Fly at the same time? One would probably just detoggle the other, like using a jetpack while using Fly. To be clear, I am not suggesting this be an either/or selection that players can make - I am suggesting that the sets can be implemented with the more conventional alternative if the proposal is too radical for traditional sensibilities. In every case, my preference is for the travel power option. Unfortunately, Pacebringers don't have much control in their sets (unlike Warshades), which forced me to lean heavily into Pulsar as the AoE control option and propose a new ST hold in the form of Gleaming Grip, which can probably be created using existing Peacebringer particle effects. Even though I have all of the squishies using Shining Shield as their armor, I personally prefer the visuals of Thermal Shield (without the bubble), so I'd have the Thermal Shield visuals be either a replacement or an alternate option. Shining Shield's mechanics are still preferable because it gives Smash/Lethal resist - but perhaps the modified versions should give additional Energy resist, as many APP armors give more than S/L resist. I'm happy to replace Glinting Eye with any of the Peacebringer ranged ST attacks, but Glinting Eye is very cool so it got my pick most of the time. I am aware of the issue many players have with knockback, and I would advocate for the APP versions of any attack that includes knockback be set to knockdown by default instead. However, I am copying the effects as already presented for this write-up. Photon Seekers is the pet of choice only because it already exists. If it was replaced with a new pet that worked more like the APP summons we already have, that would probably be better. It could be a ball of light, like a Kheldian form of the Unbound Nictus (which conveniently looks exactly like a Peacebringer using Light Form), or it could even be one of the Peacebringer PPD Transcended NPCs encountered at level 40+, or even some new Bright Nova or White Dwarf pets. Arachnos Soldier & Arachnos Widow: Glinting Eye (Ranged, Moderate DMG(Energy), Foe -DEF) Energy Flight (Toggle: Self Fly) / Proton Scatter (Ranged (Cone), Moderate DMG(Energy), Foe -DEF) Luminous Detonation (Ranged (Targeted AoE), Moderate DMG(Energy), Foe -DEF, Knockback) Pulsar (PBAoE, Foe Disorient) Photon Seekers (Summon Drones: Ranged Special, High DMG(Energy)) Blaster: Gleaming Grip (Ranged, Minor DMG (Energy), Foe Hold, -DEF) - New Power Energy Flight (Toggle: Self Fly) / Pulsar (PBAoE, Foe Disorient) Shining Shield (Toggle: Self: +Res(Smash, Lethal)) Proton Scatter (Ranged (Cone), Moderate DMG(Energy), Foe -DEF) Essence Boost (Self Heal, +Max HP, +Res(Toxic)) Brute & Tanker: Glinting Eye (Ranged, Moderate DMG(Energy), Foe -DEF) Energy Flight (Toggle: Self Fly) / Pulsar (PBAoE, Foe Disorient) Luminous Detonation (Ranged (Targeted AoE), Moderate DMG(Energy), Foe -DEF, Knockback) Conserve Energy (Self End Disc) Photon Seekers (Summon Drones: Ranged Special, High DMG(Energy)) Controller: Glinting Eye (Ranged, Moderate DMG(Energy), Foe -DEF) Energy Flight (Toggle: Self Fly) / Conserve Energy (Self End Disc) Shining Shield (Toggle: Self: +Res(Smash, Lethal)) Luminous Detonation (Ranged (Targeted AoE), Moderate DMG(Energy), Foe -DEF, Knockback) Photon Seekers (Summon Drones: Ranged Special, High DMG(Energy)) Corruptor & Defender: Pulsar (PBAoE, Foe Disorient) Energy Flight (Toggle: Self Fly) / Radiant Strike (Melee, Superior DMG(Smash/Energy), Foe -DEF, -Fly, Knockback) Shining Shield (Toggle: Self: +Res(Smash, Lethal)) Gleaming Grip (Ranged, Minor DMG (Energy), Foe Hold, -DEF) - New Power Photon Seekers (Summon Drones: Ranged Special, High DMG(Energy)) Dominator: Proton Scatter (Ranged (Cone), Moderate DMG(Energy), Foe -DEF) Energy Flight (Toggle: Self Fly) / Inner Light (Self +DMG, +To Hit) Shining Shield (Toggle: Self: +Res(Smash, Lethal)) Light Form (Self +Res(All DMG but Psionics, Disorient, Sleep, Hold, Immob, Knockback, Repel)) Photon Seekers (Summon Drones: Ranged Special, High DMG(Energy)) Mastermind: Glinting Eye (Ranged, Moderate DMG(Energy), Foe -DEF) Energy Flight (Toggle: Self Fly) / Shining Shield (Toggle: Self: +Res(Smash, Lethal)) Proton Scatter (Ranged (Cone), Moderate DMG(Energy), Foe -DEF) Solar Flare (PBAoE, High DMG(Energy), Foe -DEF, Knockback) Gleaming Grip (Ranged, Minor DMG (Energy), Foe Hold, -DEF) - New Power Masterminds getting an armor power in their APPs is inconsistent, though it is more standard in their PPPs. Shining Shield could be substituted for Proton Scatter or Solar Flare just as easily as for Energy Flight if the "travel powers in the APP" thing catches on. Scrapper & Stalker: Glinting Eye (Ranged, Moderate DMG(Energy), Foe -DEF) Energy Flight (Toggle: Self Fly) / Gleaming Blast (Ranged, High DMG(Energy), Foe -DEF, Knockback) Luminous Detonation (Ranged (Targeted AoE), Moderate DMG(Energy), Foe -DEF, Knockback) Gleaming Grip (Ranged, Minor DMG (Energy), Foe Hold, -DEF) - New Power Photon Seekers (Summon Drones: Ranged Special, High DMG(Energy)) Sentinel: Pulsar (PBAoE, Foe Disorient) Radiant Strike (Melee, Superior DMG(Smash/Energy), Foe -DEF, -Fly, Knockback) Gleaming Grip (Ranged, Minor DMG (Energy), Foe Hold, -DEF) - New Power Solar Flare (PBAoE, High DMG(Energy), Foe -DEF, Knockback) Energy Flight (Toggle: Self Fly) / Photon Seekers (Summon Drones: Ranged Special, High DMG(Energy)) Sentinels have a very standardized APP/PPP power progression, but the last slot is less standardized. Therefore, the more flexible slot is where I decided to put either Energy Flight or the pet. Coming up, the thrilling conclusion!
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Next up, its... MENTAL MASTERY Some archetypes already have Psychic or Psionic Mastery, but these days almost every archetype has a psychic powerset available to them (or, in the case of Masterminds, some psychic-adjacent powersets like Empathy and Pain Domination). For those archetypes that already have a psychic themed option, they'll have both - just like any archetype with access to both a dark themed APP and the Soul Mastery PPP. Mind Control lacks an AoE immobilize, so instead of postulating some kind of new AoE version of Subdue, I've elected to use the already existing Mass Hypnosis as a substitute for all the AoE immobilizes I see in APP and PPP sets. An AoE Subdue could certainly be created. If this were a Praetorian-based Patron Power Pool (the illustrious quad-P!) a Seer would be the obvious choice for a summon. However, this is based on Prime Earth blueside - specifically Penny Yin. Which means out summon of choice is the Psychic Clockwork! Arachnos Soldier & Arachnos Widow: Psionic Lance (Sniper, Superior DMG(Psionic), Foe -Rech) - from Psychic Blast Mass Hypnosis (Ranged (Targeted AoE), Foe Sleep) - from Mind Control Drain Psyche (PBAoE, Foe -Regen, -Rec, Self +Regen, +Rec) - from Mental Manipulation Anguishing Cry (PBAoE, Foe -DEF(All), -Res(All)) - from Pain Domination Summon Duke (Summon Cannon Duke: Ranged Moderate DMG(Psionic) - New Power Blaster: Psi Blade Sweep (Melee (Cone), High DMG(Psionic/Lethal), Foe Disorient, -Rech) - from Psionic Melee Dominate (Ranged, Moderate DMG(Psionic), Foe Hold) - from Mind Control Mind Over Body (Toggle: Self +Res(Smash, Lethal, Psionics)) - from Psychic Mastery Mass Hypnosis (Ranged (Targeted AoE), Foe Sleep) - from Mind Control Telekinesis (Toggle: Ranged (Targeted AoE), Foe Hold, Repel) As Blasters already have access to Psychic Scream in their Mental Manipulation set, I've opted to bring in Psi Blade Sweep for the little extra AoE damage slot I see in most Blaster APPs. No other Blaster powers grant Insight, so for the sake of simplicity I decided to omit that part of the power from this version of Psi Blade Sweep. Brute & Tanker: Mental Blast (Ranged, Moderate DMG (Psionic), Foe -Rech) - from Psychic Blast Mass Hypnosis (Ranged (Targeted AoE), Foe Sleep) - from Mind Control Psionic Tornado (Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockback) - from Psychic Blast Dominate (Ranged, Moderate DMG(Psionic), Foe Hold) - from Mind Control Summon Duke (Summon Cannon Duke: Ranged Moderate DMG(Psionic) - New Power Controller: Mental Blast (Ranged, Moderate DMG (Psionic), Foe -Rech) - from Psychic Blast Mind Over Body (Toggle: Self +Res(Smash, Lethal, Psionics)) - from Psychic Mastery Psychic Scream (Ranged (Cone), Moderate DMG(Psionic), Foe -Rech) - from Psychic Blast Link Minds (PBAoE, Team +To-Hit, +DEF(All), +RES(Psionic)) - from Psionic Mastery Summon Duke (Summon Cannon Duke: Ranged Moderate DMG(Psionic) - New Power Corruptor & Defender: Mass Hypnosis (Ranged (Targeted AoE), Foe Sleep) - from Mind Control Mind Over Body (Toggle: Self +Res(Smash, Lethal, Psionics)) - from Psychic Mastery Power Boost (Self +Special) - from Energy Manipulation Dominate (Ranged, Moderate DMG(Psionic), Foe Hold) - from Mind Control Summon Duke (Summon Cannon Duke: Ranged Moderate DMG(Psionic) - New Power Dominator: Link Minds (PBAoE, Team +To-Hit, +DEF(All), +RES(Psionic)) - from Psionic Mastery Indomitable Will (Self +Res (Disorient, Hold, Sleep, Fear), +DEF (Psionics)) - from Psionic Mastery Mind Over Body (Toggle: Self +Res(Smash, Lethal, Psionics)) - from Psychic Mastery Psionic Tornado (Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockback) - from Psychic Blast Summon Duke (Summon Cannon Duke: Ranged Moderate DMG(Psionic) - New Power Of all the Mental Mastery variants, this one seems the most similar to an APP that the AT can already access, but the option of having a pet makes this an attractive option. Mastermind: Mental Blast (Ranged, Moderate DMG (Psionic), Foe -Rech) - from Psychic Blast Mind Over Body (Toggle: Self +Res(Smash, Lethal, Psionics)) - from Psychic Mastery Psychic Scream (Ranged (Cone), Moderate DMG(Psionic), Foe -Rech) - from Psychic Blast Mind Probe (Melee, High DMG(Psionic), Target -Recharge) - from Psionic Assault Dominate (Ranged, Moderate DMG(Psionic), Foe Hold) - from Mind Control Scrapper & Stalker: Mental Blast (Ranged, Moderate DMG (Psionic), Foe -Rech) - from Psychic Blast Psionic Lance (Sniper, Superior DMG(Psionic), Foe -Rech) - from Psychic Blast Psionic Tornado (Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockback) - from Psychic Blast Dominate (Ranged, Moderate DMG(Psionic), Foe Hold) - from Mind Control Summon Duke (Summon Cannon Duke: Ranged Moderate DMG(Psionic) - New Power I've noticed that a lot of the Scrapper/Stalker PPPs have two different blasts at T1 and T2 - this setup probably made a lot more sense when snipes didn't have the quick mode. Sentinel: Mass Hypnosis (Ranged (Targeted AoE), Foe Sleep) - from Mind Control Mind Probe (Melee, High DMG(Psionic), Target -Recharge) - from Psionic Assault Dominate (Ranged, Moderate DMG(Psionic), Foe Hold) - from Mind Control Mass Levitate (PBAoE, High DMG(Smash), Foe Knock Up) - from Psionic Melee Summon Duke (Summon Cannon Duke: Ranged Moderate DMG(Psionic) - New Power Mass Levitate could easily be replaced with Psychic Shockwave from Mental Manipulation for a more conventional choice, but Sentinels already have access to the very similar Psychic Wail. As with the Blasters' version of Psi Blade Sweep, Insight has been removed from this version. Coming up next... my pièce de résistance!
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I've been thinking about some low-hanging fruit in the form of blue-side Patron Power Pools lately. I wanted to design these power pools in the same vein as Tyrranical's Eco-Friendly Powerset Recycling thread, reusing as many powers as possible (which is consistent with the Ancillary Power Pool design from live, from my observation). I've done my best to replicate the "standard" progression of other Ancillary Power Pools. However, some themes are lacking powers that fit perfectly (such as no AoE immobilize in any set that uses a Bow) so I have tried to match powers that at least have a similar concept. The order of powers within the set is certainly up for debate. Within the existing sets, similar powers may show up in seemingly random orders. Take Blaster APPs and PPPs, for example: in the APPs, Blasters may get an armor power at Tier 3 for most sets, or Tier 1 for Munitions Mastery or Tier 4 for Force Mastery. In the PPPs, they get those armors at Tier 2, or Tier 4 for Leviathan Mastery. I tried to match the ordering of powers as best I could, but the inconsistency means that these powers could go in pretty much any order and still be reasonable choices. So, without further ado, I present... BOW MASTERY The Bow Mastery set draws from Archery, Trick Arrow and Tactical Arrow whenever possible. Other "natural origin" type powers like Willpower are also fair game. The obvious choice for a single target hold, Ice Arrow, is already available on Trick Arrow and Tactical Arrow users. That means Blasters, Corruptors, Defenders, and Masterminds that would normally get a ST Hold in their APP don't get one in these sets. I think Soaring Dragon from Katana will look pretty good when used with a bow - The animation should line up properly, considering that both the katana and the bow are held in the left hand. However, the possibility that the animation looks screwy when the bow is used in an unintended way is certainly a possibility - if that is the case, then Soaring Dragon could be replaced by a new power that does a standard Brawl animation with the left hand with a bow in it to make a passable bow strike. I'm choosing to give Body Armor as the armor power of choice because I'm a dirty Munitions Mastery user. It also seems the most appropriate for the powerset. The summon of choice is the Wing Sting Agent from the Wyvern enemy group. The non-flying variant could also be used, but the jetpack variant is cool, so I picked it. How would Bow Mastery work with Shield Defense? Unfortunately, it might have to be unselectable by characters with Shield Defense, in the same way that melee sets like Claws and Katana are disabled. Arachnos Soldier & Arachnos Widow Aimed Shot (Ranged, Moderate DMG(Lethal)) - from Archery Glue Arrow (Ranged (Location AoE), Foe -Rech, -SPD) - from Trick Arrow Explosive Arrow (Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback) - from Archery Poison Gas Arrow (Ranged (Targeted AoE), Foe Sleep, -DMG) - from Trick Arrow Summon Agent (Summon Wing Sting Agent: Ranged Moderate DMG(Lethal)) - New Power Blaster Body Armor (Auto: Self +Res(Smash, Lethal)) - from Munitions Mastery Disruption Arrow (Ranged (Location AoE), Foe -Res(All), -Max End - from Trick Arrow Poison Gas Arrow (Ranged (Targeted AoE), Foe Sleep, -DMG) - from Trick Arrow Resurgence (Self Rez) - from Willpower Moment of Glory (Self +DEF(All DMG but Psionics), +Res(All DMG but Psionics, Disorient, Hold, Sleep, Immob, Knockback, Repel), +Rec) - from Regeneration Brute & Tanker Aimed Shot (Ranged, Moderate DMG(Lethal)) - from Archery Glue Arrow (Ranged (Location AoE), Foe -Rech, -SPD) - from Trick Arrow Explosive Arrow (Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback) - from Archery Ice Arrow (Ranged, Foe Hold, -Rech, -SPD, -DMG) - from Trick Arrow Summon Agent (Summon Wing Sting Agent: Ranged Moderate DMG(Lethal)) - New Power Controller Aimed Shot (Ranged, Moderate DMG(Lethal)) - from Archery Kuji-In Toh (Self +Regen, +Recovery, Res(Psionic, Fear)) (from Ninja Training for Blasters) - from Ninja Training Body Armor (Auto: Self +Res(Smash, Lethal)) - from Munitions Mastery Explosive Arrow (Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback) - from Archery Summon Agent (Summon Wing Sting Agent: Ranged Moderate DMG(Lethal)) - New Power Now your Trick Arrow Controllers can shoot the trickiest arrow of all: the pointy one! Corruptor & Defender Sharp Eye (Self +ACC, +Perception, Res(To Hit Debuff), +Special, +Regen, +Rec) - New Power Body Armor (Auto: Self +Res(Smash, Lethal)) - from Munitions Mastery Soaring Dragon (Melee, High DMG(Lethal) Foe -DEF, Knockup) - from Katana Resurgence (Self Rez) - from Willpower Summon Agent (Summon Wing Sting Agent: Ranged Moderate DMG(Lethal)) - New Power Sharp Eye would be a click power with the same bonuses as the power Eagle Eye from Tactical Arrow for Blasters. Dominator Fistful of Arrows (Ranged (Cone), Moderate DMG(Lethal)) - from Archery Kuji-In Toh (Self +Regen, +Recovery, Res(Psionic, Fear)) - from Ninja Training Body Armor (Auto: Self +Res(Smash, Lethal)) - from Munitions Mastery Acid Arrow (Ranged AoE, Minor DoT(Toxic), Foe -DEF(All), -Res(Special), +Res(Heal)) - from Trick Arrow Summon Agent (Summon Wing Sting Agent: Ranged Moderate DMG(Lethal)) - New Power In place of Acid Arrow, I am also open to using Disruption Arrow, also from Trick Arrow. Mastermind Aimed Shot (Ranged, Moderate DMG(Lethal)) - from Archery Body Armor (Auto: Self +Res(Smash, Lethal)) - from Munitions Mastery Fistful of Arrows (Ranged (Cone), Moderate DMG(Lethal)) - from Archery Stunning Shot (Ranged Disorient, Minor DMG(Smash)) - from Archery Summon Agent (Summon Wing Sting Agent: Ranged Moderate DMG(Lethal)) - New Power Scrapper & Stalker Snap Shot (Ranged, Minor DMG(Lethal)) - form Archery Ranged Shot (Sniper, Extreme DMG(Lethal)) - from Archery Explosive Arrow (Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback) - from Archery Ice Arrow (Ranged, Foe Hold, -Rech, -SPD, -DMG) - from Trick Arrow Summon Agent (Summon Wing Sting Agent: Ranged Moderate DMG(Lethal)) - New Power Sentinel Glue Arrow (Ranged (Location AoE), Foe -Rech, -SPD) - from Trick Arrow Soaring Dragon (Melee, High DMG(Lethal) Foe -DEF, Knockup) - from Katana Ice Arrow (Ranged, Foe Hold, -Rech, -SPD, -DMG) - from Trick Arrow The Lotus Drops (PBAoE Melee, Moderate DMG(Lethal), Foe -DEF) - from Katana Summon Agent (Summon Wing Sting Agent: Ranged Moderate DMG(Lethal)) - New Power The Lotus Drops in this set would use the bow as a melee weapon in the same way that Soaring Dragon does. Next up... a real brain teaser!
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APP proliferation day 1: Radiation for everyone! ☢️
Fade replied to Vanden's topic in Suggestions & Feedback
Dangit, I was just about to write up this very idea! -
issue 27 Focused Feedback: Custom Weapon Expansion
Fade replied to The Curator's topic in [Open Beta] Focused Feedback
There's a lot to love in this update! I do have the same concern as @brattycommissar2 though, I've had a beam rifle/munitions mastery blaster for awhile that has been using the tommy gun model for my beam rifle on some costume slots. Hopefully we can get those assault rifle models ported to the beam rifles in the same way that many of the beam rifle customizations have been proliferated to assault/munitions rifles. Unrelated, my arachnos soldier will be very happy with the new assortment of guns he's allowed to use! -
On Seismic Blast's power Rock Shards, using the "Lava" customization shows projectiles that are clearly meant for the "Crystal" version. The shoulder effect and the crumbling rocks falling off the player model all show the correct lava texture, so it's just the projectiles that seem to be in error. Difficult to see (and even more difficult to screenshot!) but the screenshot shows what I'm seeing. This was tested on both the Blaster and Corruptor versions of Seismic Blast, but only in the costume creator so far - I haven't yet made a character to test it with in real world settings. Despite the title, I'm not 100% sure if its using the wrong texture or if its supposed to be using a different model for the projectile piece. The regular and "Color Customizable" versions seem to use a lumpier rock as the projectile compared to the sleeker crystal projectile, but that could just be a trick of the eye.
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And is there any chance that you're logging off in an area that gives a day job bonus to XP gained, such as police stations (and your friends are not)?
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That would make sense, but we weren't attacking it while its health regenerated. We got it to roughly 20%, and then (mostly) stopped attacking it, and its health crept back up to 100% before we beat it back down again. During that regen process the texture was swapping rapidly.
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During a Market Crash tonight, our team got the Crimson Prototype down to about 20% health before we had two of our teammates disconnect. While we waited for them to get back into the game, the Crimson Prototype's HP regenerated, and we noticed some odd behavior. Crimson Prototype's texture seemed to be rapidly switching back and forth (a few times per second) from a pristine version and a battle-damaged version, shown in the two pictures. Video evidence would have shown the effect better, but I was not well-prepared enough to get that ready.
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Very cool to hear! Let's say "great minds think alike" on this one 🙂
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Of all the new content that the Homecoming team have added to the game, I find that the most ingenious are the exploration tip missions- guides to getting difficult-to-find badges that are integrated into both the game systems and the narrative of the world. Theoretically, you can now get all of the exploration badges in the game without needing to use an outside reference like the wiki or an addon like Vidiotmaps. What I realized last night, as I worked on receiving the Atlas Medallion on another alt for the umpteenth time, is that the same convenience of exploration tip missions isn't also present in the history badges. The history badges illuminate a lot of Paragon City's... well, history, and a few are prerequisites for actual mechanical advantages, so I think they should get a similar treatment to the often hard-to-find exploration badges. The tip missions are great for exploration badges - beat up some local bad guys, receive a little contextual reason to visit a location and get an exploration badge for your trouble. I don't think that same format works as well as a reason to visit and read the history plaques, but I have another solution in mind. What I'd like to see implemented are a series of mission-giving contacts, one for each history badge, stationed in the various universities throughout the city (and Rogue Isles, and even the Praetorian zones for badges like Headjuiced and The Last Word). Each one could give missions to go to the various plaques, just like the exploration tips, but instead of plucking a history lesson from the clutches of a bad guy you just arrested, you'd talk to a thematically appropriate citizen. For example, a professor teaching Civics found in the library of the Founders Falls university could give missions that talk about the Might for Right Act, and direct players towards all of the plaques for the Expert badge. Ideally, these contacts wouldn't have any prerequisites, may or may not show up in the "Find a Contact" feature (I'm interested in hearing opinions about this part), and importantly wouldn't be required to get the history badges - someone running Vidiotmaps or using the wiki should have an unaffected experience if they don't want to use any new features. I think writing some missions that direct players to the history badges would be a nice way to experience some of the lore of the game. Perhaps even more importantly, they'd give players an in-game way to engage with those badges, rather than practically requiring the use of a third party resource. But how do *you* feel about this "historian contacts" idea? Would you use a feature like this? And should the contacts give one mission per plaque, or should they give one single mission that asks you to go to each plaque sequentially? Tangentially related: I'm not the first to ask for the following, but I don't remember where I saw the following suggestion before - otherwise I'd link to it directly. I'd like to see the requirements for the accolades (both history plaques and exploration badges) taken out of the Echo maps and moved to other spots around the city. The actual locations for these plaques are sort of arbitrary, so even plaques that say "On this spot..." could be placed in other zones and the story stays intact. Perhaps the old spots could become new history badges, and a historian contact could be placed in Ouroboros to guide players to any time-travel-required spots? It would sort of be a meta-history badge in that regard.
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A few people here have had opinions along the lines of "I don't want to be incentivized to do content I don't like". I can understand the desire to have the most optimal play also be the most enjoyable one. However, the game already incentivizes doing unpopular content. Players aren't (often) doing Dr. Quarterfield TFs for the sheer joy of it - they're doing it for the tall stack of merits at the end. A lot of players choose not to participate in that TF except for during its time in the weekly rotation, and many also don't touch it at all. All of those choices are completely valid, and each individual has to make that calculation for themselves. But the entire Weekly Strike Target system is based around the idea of getting players to explore the less commonly played content, and the easiest way to do so is through rewards. And more rewards means more people giving the content a chance when they otherwise wouldn't have. And more people redside means that people who would like to play redside but can never find a team can finally have one. And so on and so forth. I also dig the idea of more rewarding redside content for a thematic reason: Villains do their villainy for selfish personal gain. It makes sense that the most efficient way to gain resources would be to take them from others. More rewards on the redside lets bad guys be bad guys, and lets blueside-only players actually make the choice to be a "good" guy for selfless reasons. Now, the exact method of reward might be tricky - 2 merits per mission seems like a lot, but does 1 merit per mission feel like enough of a reward to get people interested? The specifics might need some tweaking, but the idea is good enough to consider. Also, let's do this for goldside as well. A lot of missions on goldside have interesting stories that feel like they're meant to be experienced solo, but punishing mechanics that feel like you're supposed to bring a full team.
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Here's my two cents: Spanky's Boardwalk is a very cool but very underutilized area of Talos Island. It's always been one of my favorite areas of the city - not for the reality of what it is, but for the possibility of what it could be. I would really love to see it get a bit of a touch-up alongside the Warriors, with a bit of added detail to bring it in line with some great zones added after the game's release like the Faultline revamp. It seems like an ideal base of operations for them, and could be the location of any new contacts, new mission maps, or both. Plus, as Supertanker added: Thematically it fits with the The Warriors movie.
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Both of these would work pretty well, and I definitely have no problem using the camera:max option for that, but a cursor-targeted bind would be ideal for that and also ground-targeted attacks in some situations where I don't want to click on somebody.
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I came to the forums today to try to find this very same functionality. I'd find it very useful for a teleport bind - I use "T" or "Shift+T" for activating my travel powers, and it would be great to be able to just tap T, T, T to teleport long distances instead of needing to press T, Click, T, Click, T, Click. I couldn't think of a more first-world problem to have, but it would be convenient if it was possible.
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Weekly Discussion 83: Task/Strike force revamps - in detail
Fade replied to GM ColdSpark's topic in General Discussion
I didn't think I was spoiling anything, sorry about that! But evidently the Clockwork King is weak enough that you can miss him even when you play through the TF. -
Weekly Discussion 83: Task/Strike force revamps - in detail
Fade replied to GM ColdSpark's topic in General Discussion
Here are some of the qualities that make a task force "good" (in my opinion, of course): Unique content: The best TFs offer something you can't see in the game anywhere else, be it mechanics, maps, enemies, temp powers, or what have you. They don't even have to be super fancy, like the Duray fight mechanics at the end of Admiral Sutter's TF with the air support creating zones of death, but something that sticks in your mind as "the TF that has [X]". For me, Admiral Sutter's TF isn't the Duray fight TF, but the "broken highway map" TF, with special appearances by the "all of those ships out in the middle of the ocean" and "running through the tunnel in Talos that leads down to the ferry" maps. Tell the story with mission mechanics: On a team - which is either strictly required or expected of a task force - most players don't have access to the contact's dialog window. Those that do are expected to keep the team moving and don't want to hold up the other players so they can read some text that nobody else can. A lot of that text can be seen by looking at the "More info" of the mission, but nobody has time for that while beating down hordes of ne'er-do-wells. The best TFs tell their stories not through that text, which is usually missed, but through the mission structure themselves: all that unique content I mentioned in the previous bullet, along with (preferably short) cutscenes and NPC dialog. Climactic AV battle: The reason we all showed up together was to take out one tough baddie, and many of the TFs that I remember fondly have an archvillain in that sweet spot of tough-but-not-too-tough. Length: Brevity is the soul of wit or whatever. Most of the best TFs in the game were released as development continued over the 8 years of the game's life cycle, and a lot of them show up at higher levels, such as the Statesman TF (Miss Liberty TF nowadays), Lady Grey TF, and Dr Kahn TF, but the one that I do more than any other and doesn't seem to get old is the Imperious Task Force. Here's how the ITF stacks up to those bullet points I listed: Unique content: Nowhere else in the game do you fight Romulus Augustus, and there aren't too many other places where you fight the Cimerorans or even the Nictus anymore. I believe the shadow cysts are unique to the ITF these days too, along with the Cyclops and Minotaur Elite Bosses and 3 of the 4 mission maps. Tell the story with mission mechanics: Without looking at the mission text, I know that our first mission involves saving the seers, culminating with a Sister Psyche look-alike in a cool temple on a hill. This leads us to breaking a bunch of shadow cysts that seem to spawn unbound Nictuses (Nicti?) and are protected by the Cimerorans. From there we head to a gigantic battle with Cimerorans that are hiding a very cool giant robot they clearly shouldn't have, along with the 5th Column (their return after years of hiatus in the original game). We break a computer that controls multiple waves of robot minions and fight Romulus for the first time and Requiem for the first time in a long time. Finally, we head to what looks like Romulus's fortress to find him fused with the power of a Nictus and we give him the ol' one-two for justice, saving the day. Climactic AV battle: Very much so. Romulus is powerful and has unique abilities, but doesn't take a year and a half to beat him like Reichsman can with the wrong team comp. Length: 4 reasonably short missions means I haven't gotten to the point of exhaustion yet. And now let's take a look at Synapse, a frequent candidate for revamping that comes directly after the very successful revamp of Positron's TF(s) in the level order: Unique content: There's quite a bit of salvageable unique content in this TF. The Clockwork King and his unique Clockwork-filled warehouse map might show up elsewhere in the game, particularly at high levels, but for most of a character's career they will only see those features here. Plus, only the Synapse TF spawns the giant monster Babbage, which is a fun community-building exercise when you shout it out on global channels and get some people from outside the team to help you out and wish you luck on the final mission. Tell the story with mission mechanics: We fight some Clockwork, and then we fight some Clockwork, and then... I think someone on the team runs around a little bit? And then we go to Boomtown and fight some Clockwork, and then to Skyway where we fight some Clockwork, and then the cool Babbage fight leading into the final mission with the Clockwork Court. All that stuff at the beginning is a bit of a miss on this one. Climactic AV battle: We do the Clockwork King dirty on this one. He melts so fast that most of the time I miss him, and he doesn't even spawn in a special spot on the map if I recall correctly. Length: We have a lot of very similar repetitive very similar repetitive missions here at the beginning. Plus a lot of very similar repetitive missions at the beginning. But overall I think Synapse is very salvageable. What could we improve in it to get it closer to ITF quality? I'm glad you asked! A lot of people advocate for trimming down those early missions (which, did I mention, are very similar and repetitive?) and I don't disagree. Most of the end stuff is good, especially that Babbage spawn, and I wouldn't even necessarily reduce the number of zones you have to go to (though maybe we should make sure the Boomtown mission door is always near the entrance to the zone). I think the most important thing to look at is the Clockwork King, though. He should be the most memorable part of this TF: we see for the first time here that he's not just a robot, or a guy building robots, but a psychic brain in a jar*! That's cool as heck! Aaaand he's down. I didn't even get to see him because my team ran ahead. Let's give him more of a spotlight: at least a cutscene where he says some sinister stuff, like Dr. Vahzilok gets in the Posi 2 revamp, and I'd buff him in combat a bit as well. He needs a bit more HP so you don't miss him entirely, maybe a psychic attack or two to hammer home that part of his story, and I'd personally throw in a Clockwork minion ambush that he summons when he gets to 50% HP - nothing too serious, as this is still a level 20 TF, but a little bit of a surprise kicker. And let's give him his own room to stand in, at least! *I don't recall if we learn he's a psychic here, but the brain-in-a-jar bit was news to me the first time I ran this TF. I picked Synapse here for the breakdown because I think it has the most obvious potential, but I think every TF in this game has something of value to show after a bit of polish. With these values in mind, looking at Citadel and the Shadow Shard TFs would make them more popular and less chore-like when their turn in the Weekly Strike Target rotation comes up.- 88 replies
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I also experience this with my electric controller, two simultaneous hits of jolting chain (from me and one of my Gremlins or just from both of my Gremlins at the same time, which happens quite often) toss enemies around the map.
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This might not be a bug, so apologies if this is working as intended. The Spiked Shield shoulder piece on Huge characters seems to have some geometry weirdness - it's very stretched and goes beyond the top of the shoulder quite a bit. This is true for both the symmetrical Shoulders slot and the separated Left Shoulder and Right Shoulder slots. I remember it being different before the i27 update, but unfortunately don't have any screenshots to compare to. I did take a screenshot of the Male character model with the same costume part to show approximately what I remember the piece looking like before, but it is also possible that my memory is faulty on this one.
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Tailor steals my influence, gives me the wrong pants
Fade replied to Take One's topic in Bug Reports
I had the same problem a few weeks ago, so the good news is you're not insane (about this, at least). -
I found that to be true with just having Prestige Power Slide toggled on as well.
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A quick update: I closed the game and restarted it, logged back in and tried some more customizations, and after turning it off and back on again, not only did the customizations work fine, but I was also refunded the influence charged in the faulty attempts. It seems my bug report might have been a bit premature, but I was getting frustrated here and wanted to commiserate with someone!
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I'm having an issue with customizing my powers (specifically my non-primary or secondary set powers, such as Hasten, Prestige Power Slide, and my Incarnate powers) in Icon. It seems that I can go through the process of loading a customization set saved from another costume and finish the editing, but my effects will not be changed, but I will still be charged the influence cost. The screenshots provided will show the following (assuming they're large enough to be legible - I had to resize them to fit the upload requirements, sorry!): The first image is me selecting the powers to be changed, and Icon confirming that I will pay ~3 Million influence for the changes. The second image shows me with unedited power effects (Hasten). The third shows the unintentionally reverted power customizations and that I was charged the influence for the previous attempt. The customization options were working for my first few costume changes, but now I've tried with multiple costume slots and the changes won't go through.
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Energy Blast visual FX bug caused by Alternate Snipe animation
Fade replied to Emerald Fusion's topic in Bug Reports
I've noticed something similar on my /dark Dominator. It seems to be an issue with the alt animation paired with quicksnipe. Activating Moon Beam with the alt animation somehow sets many of my other attack animations to their "alt" variants, despite the fact that I didn't select those variants for those powers. Also, when I'm experiencing the bug with those attacks, sometimes flying (with Mystic Flight, but I imagine it would be true of other methods of flight too) keeps looping the beginning of /em flypose1, the transition from normal flying to the flypose. The animation errors persist for awhile after I use the snipe, but I couldn't say exactly how long.