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Akisan

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Everything posted by Akisan

  1. I'd support this if we could go the other way with this and add enemy groups to radios as well. It always seemed strange that other enemy groups don't show up on the PI radio. It's true you can fight most of these groups in Tips, but Tip missions usually have other complications that make them more difficult than an equivalent Radio mission. List I feel would make sense to add: Freaks (Show up in Tips) DE (already exist in PI. Side note - it feels like the spawn around Portal Corp is broken and should be 48-50 instead of low 40s) Nemesis (already exist in PI) Malta (shows up in tips) KoA (shows up in tips) Rikti (already in PI)
  2. I'd keep it at 5+. The Hollows does have some great arcs, yes, but Wincott, the first contact, isn't one of them. He's got a fairly short arc with a few hunts and a couple of glowie missions, and putting him and the second contact in separate level brackets would be wierd. On top of that, even the weakened 5-10 Trolls and Outcasts are somewhat tougher than the usual 1-5 Hellions and Skulls (more damage types, some defenses, some status effects). Oh, and speaking of the second contact, Flux: we don't want that guy's level lowered. Frostfire is encountered at the end of his arc, and Frostfire's quite the fight for level 10s going in (EB with 4 pets, double slow auras, a fairly long Hold, an extra boss in his spawn and he's in an ambush room). I've seen so many teamwipes in that room, and I can't imagine how bad he'd be at 4-7, when you just don't have enough powers to deal with that in your bag of tricks.
  3. An option to turn that landing sound effect OFF would be nice too. As entertaining as it is to pretend to be the Hulk or Iron Man as you crash down, several of my characters are quite a bit daintier than that, and should land fairly quietly. (One of the big reasons I gave up on Champions. Leaving craters everywhere got real old, real fast.)
  4. This would be great, as later Nemesis missions can have them show up instead of usual Lts. in spawns. Also fun would be a badge for sniping one of these guys while outside of their range, but that may not be obtainable on most non-blaster builds (which is a no-go for a badge)
  5. Fusionette is one thing, as, IIRC, the mission doesn't END when she goes down. (Which is good, because as suicidal as she is normally, it goes up to 11 if anyone runs any +perc. auras like Tactics). Funny you mention RWZ though, as I know at least one mission in the arcs there has you rescue several rikti... which "help" you... and are clearly as fervent as Fusionette... and fail the mission if they go down.
  6. More power animation options are always good, but the engine may be a bit clunky for adding options... Anyways, a couple I'd like to see: Magic options for the tech pool animations (especially Aid Other). Feels weird for a mage to pull out a big, black, beeping, green laser-emitting scanner to heal someone. And the reverse, tech options for magic animations (like the Day Job's Heal other). Again, feels weird for a robot to cast a healing spell on an ally. Granted, the example here is a temp power, but still...
  7. Possible names/flavor text: Conservation of Ninjutsu - Defeat 100 KoA Though you've defeated more than the rumored 100 total members of the Knives of Artemis, their numbers still seem endless. Is there more at play here? Hunter (/Huntress) of Artemis - Defeat 100 KoA in a single instance You've counted. There's more than 100 Knives of Artemis. Way of the Shinobi/Way of the Kunoichi - Defeat 200 (250?) KoA in a single instance (possible accolade power - hybrid style toggle +perc) There's no way there's this many of them. But checking back at previous skirmishes - there's no bodies, no evidence. But how? Feigning defeat, only to circle around to attack again? Cloned images, from some forgotten Jutsu? A masterfully-done misdirection? No way to know, and no way to tell. But you do know this - however they're doing it, it isn't slowing you down. Not sure if the 3rd badge is worth having that accolade power attached to it, but the +perc. could be very useful fighting further KoA since 1 in each group stealths as combat starts.
  8. Some of the newer missions Kings Row missions have NPCs that run out of the mission as the players get close, something like that would work as well. Plus, it gives you a sense of "rescuing" non-hostage NPCs as you progress through the mission.
  9. That's fair, and I certainly did that for a while on Live. But since I spend 99+% of my time on my main, and occasionally visit team leader's bases while in waiting for people in TFs/mission groups, it's not always practical to swap to an exploration toon for more elaborate bases. (And yes, I do ask before just hopping into someone else's base)
  10. Would it be possible to use Ouroboros to flash back to outlevelled tip missions? I've 2 reasons for requesting this: First, tip missions do contain bits of lore and other world building that isn't really tied in elsewhere (like Frostfire's redemption). Being able to go back and replay tips for this lore would be great. Second, I'm running a Hero-only badger (up to 1023 now). Certain redside enemy groups (like Consortium Guard or Scrapyarders) can only be found blueside in tip missions at certain levels. Now that I am 50, I can't complete that badge without finding a low-level team running tips or breaking the challenge.
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  11. While definitely a nice bit of utility, there may be a few issues/difficulties: Very few enemies can be rezzed, and only by a select few other NPCs. There's probably a "is-rezzable" flag somewhere that would have to be set for all pets. As far as I know, no player rez power can target any NPC. Making NPCs targetable with these could let you rez in-mission allies, which could be either an exploit or a feature. I'd love to be able to rez mission-critical, suicidal NPCs (looking at you, Lady Jane). More than a few pets simply despawn immediately after being defeated (like Dark Servant or Singularity). These would need to be given a body or other lingering, targetable remains for you to even be able to rez them.
  12. No way. It is true that /Kin is effectively useless outside of combat, but the other debuff sets don't fare well either. That said, /Kin is one of the few support sets that could probably be ported wholesale (Tsoo Ink men, anyone?). Other debuff sets might fare rather well with straight ports too, but a lot of the buff sets (especially Empathy) make for an almost useless pairing for a solo toon at range, forget in melee. You could probably get around this by making some buffs toggles (like Clear Mind) and others self-affecting clickies (Fortitude instead of Practiced Brawler), but many would have to be weakened to keep them from being straight better than some defense toggles (FF's bubbles come to mind). The idea I posted earlier is based around procs - like a mace tank's Clobber also applying /kin's Siphon Power, or a claws scrapper's flurry applying a weaked Empathy Fort to all nearby allies. Certain key armor toggles (like shield's Grant Cover) could also apply additional effects - like a 3 or 4 mag status protection to all nearby allies.
  13. Also against having zones changed to character level for a few reasons - There's a strong sense of progression for outlevelling zones, and moving up to new areas (even within the same map). Zones' spawns are somewhat weighted based on the sizes of teams in the area, as well as the levels of people in the area. If I'm on a weaker, solo character, and there's a bunch of teams around (so most spawns are large, 5-6 man groups), I can look around for a group of -1s or 2s so that I can handle the additional enemies in the group. Higher level enemies have better kits. Even SK'd to even level, a level 10 character is going to have a hard time against most level 50 mobs. You just don't have the tools necessary to combat the extra tricks mobs can pull (like Carnie's -acc, -end, or mez effects). There's a definite convenience factor in being able to just bounce through a low-level zone and not worry about accidental aggro. It's why I typically don't fully complete most zones for badges until I'm +4 to the entire zone. That said, totally for @Itikar's suggestion - a contact somewhere in the zone that exemplars you down to the zone's level for streetsweeping would be great to have - especially if it allowed you to run PuGs / radios / tips at that level.
  14. Melee/Support would make for an interesting new AT, but I'm not sure very many of the existing support powersets would even work with that setup. Granting the class Moderate Melee damage and weak to moderate defenses, and mixing the support onto procs/toggles in Scrapper/Stalker primaries and secondaries does open a few options though: Sapper: Applies weaker debuffs, some DoTs on melee hits. Loki was mentioned above, I could totally see this style slowly building up a bunch of Toxic DoTs along with a lot of -regen and some slow. Thematic toggles could further weaken regen, or also take a bite out of recovery. Saboteur: Apply strong debuffs / moderate controls on melee hits. Sort of like a swordsman who focuses on crippling his opponents before delivering the final blow (Instead of a Scrapper, where the swordsman would focus on overwhelming his opponent's defenses to go straight for the kill). Lots of -damage/def/acc and Immob/sleep on hit, with specific powers granting stun/hold/conf. Toggles would be more defensive, granting -perc or -acc. to enemies. Paladin (also mentioned above): Hits apply modest buffs / healing to nearby allies, toggles provide weak status protection (like Tactic's 3 mag Conf. protection). Buffs could be weaker, short duration, AoE versions of the usual support buffs (like Fortify's +tohit, +damage, +def). One of the big things that sets this AT apart from defenders/MMs/Controllers is that much of their kit does nothing outside of combat - you want to buff your allies, find an enemy to buff them with. For example, said Paladin above couldn't heal / remove status effects without attacking - you'll still want the usual support classes for out of combat top offs, or for preemptive buffs.
  15. While yes, we do have 1000 character slots, that doesn't really help here. If I make an alt just to go get one of the new challenge badges, I still don't have that badge on my badger. I'd still have to respec to get those badges that limit my flexibility for slotted enhancements.
  16. That build is for base editing & exploring, so it has Fly + Teleport, neither of which are on my combat builds. Fly is an invaluable tool while base editing, mostly because it gives so much more freedom with the camera (and thus with positioning items). You could use temporary powers for that, but after having a raptor pack run out on me on Live, figured it wasn't worth the frustration. Teleport is much less useful for general editing, but is great for exploring bases. I've seen more than a few bases that set up bars/grids/etc. that have easter eggs or other cool stuff behind them, and you can't get past the bars without Teleport. They're both useful enough that I used to have a Peacebringer that I used for both editing and exploring, back before we had multiple builds.
  17. Missed opportunity? Maybe. Probably not though. I remember the all-black (or worse, random colors), full-random costume days. We've come a long way, aesthetically, and while some people may want a "scrapheap" setting for a random room (or base), it may not be the best choice for a preset.
  18. More than just functional presets though - basic decorative stuff would be nice as well: Meeting/Ops rooms (maybe a room with string between corkboards for the paranoid vigilantes) Gyms/Pools/Fitness/Training Libraries Clubs/Restaurants Various sizes too, wouldn't make sense for a huge base to have a tiny 2x2, personal gym, or a small vigilante's personal hideout to have this massive meeting room.
  19. Archery/Ice/Fire Blaster main here, it definitely happens from time to time against AVs. Usually only when the tank isn't actively taunting (relying on just aura + gauntlet), but I have pulled AVs off of the tanks in Incarnate trials (best was pulling Pendragon during a Magisterium back on live, he stings a bit)
  20. In a way, we already have one of these text inventories (sort of), in the form of our Souvenir tab for our completed story arcs. We pick one of these items up whenever we've completed any story arc (even in AE, sometimes). Adding the ability to create, stash, or pick-up souvenirs from various in-game objects / other players would work well for this. As far as RP uses, that'll depend on the specific RP group, but there's a few things I'd love to use them for: Scavenger hunts. Go around someone's base, certain (listed) objects have a souvenir, bring back as many as you can find for a prize. Access cards (along with in-base doors and object permissions). If you have a certain item, base telepads/objects have additional functionality (so I can invite friends to see private areas in my base at their leisure). Actual souvenirs from a great RP session; something holding a summary that I could re-read and easily remember how much fun we had.
  21. Very helpful for finding hostages/last enemies, but my first thought on seeing that screenshot was: "I should be able to target those guys, and abduct one of them with teleport other". The ability to remotely scope and then remove key enemies from a group is a very stalker-ish setup, and I'd definitely be taking that pair on a couple of them. A few ideas for your pool: Sleuth / Treasure finding: A glowing highlight appears around the edges of all glowies on your current floor. This highlight is visible through walls/objects. Bloodhound: Reveals all hostages on the floor, but not the enemies guarding them. Similar to other powers in the set, they (or an outline of them) are visible through walls. Xray / Infra vision: The posted image/idea. See all enemies through walls, can target enemies as if no wall was in the way. (Still need actual LoS for most attacks though). An option to have walls still visible, just almost transparent (or wireframe, for tech theme) would be nice. Sense Weakness: Reveals a weak spot on your opponent, either increasing your chance to crit (all classes) or lowering their resistances for a few seconds. Outmaneuver: You can sense how your opponent will attempt to dodge, allowing you to hit them anyways. Reduces your target's defenses for a few seconds.
  22. Maybe not full, prefab bases, but prefabbed (slightly randomized?) rooms that you could mix and match to quickly make a basic base would be really neat.
  23. It would be nice to also have permanent, non-combat versions of the buff and/or lore pets. I'd also like the option to have more than one of the same pet following me, as it opens options like having 2-3 "charmed" redcaps following a witch, or a dozen spiders following a crazy spider lady (didn't see any cats, so no crazy cat lady).
  24. I'd consider having them be a reward behind the "Master of" or some other challenge setting, but that'd be a nice catch-22 for unlocking your builds. Off topic, but as for new badges for those, "old-school" runs or having them be up-scaled to incarnate levels could both be fun challenges.
  25. Increased stack sizes would definitely be nice, but while we're at it: I'd love to have the AH combine posts, e.g. if I post 4 Silver for 300, then later post 5 more at the same price, it would combine into a stack of 9 silver at 300 apiece (currently, I'd be sitting on 2 transaction slots, so I don't market individual common salvages). Different prices, of course, shouldn't combine, so you can adjust newer sales to the new market values.
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