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Steampunkette

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Everything posted by Steampunkette

  1. Simple suggestion: Remove the CHANCE to knockback in powersets that give a chance. Make it always knockback. Don't change the damage of those powersets, mind you. Or the Endurance Costs or the Recharge Time of those powers. Just make them -always- knockback instead of having a 30-80% chance, depending on the power. It'd be a slight survival increase for the powersets that do use KB, but thanks to group-gathering efficiency of teaming, it'll slow down the process slightly by reducing the amount of team-damage done in the extra half second of getting back into range. But it will also mean that the entire enemy spawn (or at least all targets hit) gets bounced across the room by an Energy Sweep, so at least the efficiency-lovers will have their groups still packed tight, just 5-10ft further down the hall, or against the wall in a tangle jumble of limbs. There. I fixed Knockback!
  2. This isn't "assumed". This suggestion came up on the Live Forums more than a few times. I'm paraphrasing the Live Dev response to the idea. It was a massive technical hurdle that they even got the one slot in that they accepted the UI being broken forever after i12.
  3. Basically impossible. GETTING the Arachnos Costume Slot was an amazing kludge that broke the game's UI in a bunch of new and insteresting ways! See, when the game was live, you normally could only get 4 additional costume slots at levels 20, 30, and 40 from the 3 tailors and the Halloween Salvage got you a 4th. Much later they added in an additional 5 you could purchase in the store. But when Arachnos Soldiers went live, you didn't 'Lose' your first slot to the Soldier/Widow Costume. It granted you an extra one but it didn't -show- that because the UI couldn't. So you'd do the 20, 30, and 40 missions and it would look like your character had room for no more costumes because of the 2 costumes you got at level 1. But you could still get a 6th costume slot unlocked turning in Halloween Salvage. You just couldn't see it or edit it, so whatever was in your first not-Arachnos costume slot was added to that one, and you could only swap to it using /cc 5 I -think- at this point you can get up to 11 costume slots. But I don't know if the CC command has a 10 argument. I -imagine- it does. But it'll still be locked away and uneditable if that's the case. They could not get an "This slot is Canon Arachnos" toggle in place to allow you to do multiple Arachnos outfits, so they broke things to give you the extra costume.
  4. Pets, Pseudo or Otherwise, are entities in the world. You wouldn't be able to attach them to the PC. Generally speaking a pseudopet is spawned either on the location you're standing or with a ground targeted AoE. ... and it just occurred to me this would be ridiculous not only in implementation being at best semi-effective... but also comically bad. 😄 So for the sake of argument let's say it is a Pseudopet that is somehow stapled onto the Tanker's spine. Just straight up riveted in can't escape. You taunt. Your pet taunts in a PBAoE Pulse or whatever. Due to proximity, it's always going to be trying to steal your aggro every time it pulses. The NPC AI is going to have a field day trying to figure out who to hit when every tenth of a second there's a priority swap between the two of you if you're wearing a Taunt Toggle aside from the pet. Ultimately, I don't think it'd work. At best you'd be WoW Style "Totem Tanking" with maybe a damage-split between you and the pet if it could be rigged.
  5. Spread the damage as much as you want. If an enemy has 8 magnitudes of health and you do 3 magnitudes of health with your AoE you're still gonna need to hit that one person 3 times to kill him. Hitting him twice, then some other dude twice, then him again, then the other dude, again, means it took you twice as long to take him down. Hitting him three times doesn't help, either, 'cause you've still got the other 16 of him to hit, too. You can spread it around, but if a total 5,000 damage is needed to kill 2 groups, spreading the 150 you're doing to multiple targets doesn't matter: You've still gotta put out 5,000 total.
  6. 1. The NPCs would attack the Pseudopet instead of the Tank. Or just continue to their second target if the first target cannot be targeted (Like a tanker going intangible, aggro is lost 'til they come back) 2. To what end? Being able to tank 2 groups at the same time doesn't actually -get- you anything, since you're still capped on targets for damaging powers. You grab 2 groups with one flailing helplessly at an immortal pseudopet instead of you, and the blasters take twice as long to kill the two groups as they would one because it's still two groups.
  7. 1. -I- am the one that brought up Problem sets, Rylas. Several posts ago. Again, you keep skimming posts or not really reading them. 2. I keep talking about the problems with the anti-KB pushback because it remains a point of contention. 3. I've never said anything about robbing players of choice. Strawman. Stop that. Final words from me: This idea is too much work for too little reward. Does not fix the central issue because lots of people won't bother with it. Will embolden "lrn2play" bullies to appeal to authority. Will lead to further threads to "Fix" knockback with emboldened authors 'cause "The Live Devs -and- the Homecoming Devs tried, so clearly it's a problem! They just need help getting it really fixed!" There are better ways to fail to fix this perceived problem which have less impact on the development team's limited resources. If we're going to faff about with it, at least we can get some new IO Sets out of it. I'm outie. Have fun!
  8. ... The amount of cognitive bias, here, is strong. You keep Strawmanning to try and make me look like I'm wishy-washy. You stop that! There's 6 sets where it's a "Problem". But there's other sets where there's 1 or 2 KB powers, which I've mentioned previously in this thread. To do an -entire- revamp for your toggle to actually function you'd need to change on the order of 70ish powers, total, spread out across 87 sets (89 if you wanna get fancy with it). And in the process you'd be neutering the functionality of powers like Force Bolt or TK Thrust whose sole goal is to get one dude away from the caster. Even if they only focused in on the 6 "Problem Sets" that's still a lot of powers they'd have to go in and manually add a Caveat Power Use line which applied the KB Debuff and the KD implementation. And each of those lines they'd have to do based on the quantity of KB in the power itself. And all of it so the people who dislike KB can circumvent the KD IO. And to do a KB to KU or KB to Repel or KD to KB or KU to KB toggle would take about the same amount of work. The Repel to KB toggle would be comparitively easy since there are, what? 6 Repel powers in the entire game? As to the "Less than you claim" thing: I've never claimed there were thousands. Even hundreds. Or dozens. Only that it is a problem and following through with your suggestion would make that problem worse through appeal to authority arguments... Which is what already happens thanks to the KB to KD IOs. AGAIN you Strawman. What you're asking for, here, is a disproportionate amount of work to result and a disproportionate negative response to result. I've tried to explain that as best I can. You'd be far better off asking for DPS Sets that have KD IOs as part of that set, perhaps even suggesting a few sets and bonuses.
  9. KB to KD is already a choice people can make. KB to repel isn't. KB to KU isn't. KD to KB isn't. You're not increasing choice. You're increasing ways to make the same choice. Would you like to order the cheeseburger through the menu at the counter or the touchscreen at the table may seem like a choice, but you're still only able to get the cheeseburger. And setting it up that way makes it seem like ordering a Hamburger is the wrong idea. Much less the Chicken Sandwich. And, again, 6 powersets out of ... shit... you count 'em... https://paragonwiki.com/wiki/Primary_Power_Sets https://paragonwiki.com/wiki/Secondary_Power_Sets 87? That's not including how the Crab, Bane, and Wolf spider powersets kind of overlap kind of don't. You could probably argue 88 or 89 by including Widows. Is less prevalent than I feel you claim... it's likely more of the Baader-Meinhof phenomenon applied to negative experience.
  10. The person who made the "UNGIMP PEACEBRINGERS" Thread -LINKED- that thread right above the post you're complaining about. Same person. And then specifically went on a little side-discussion ABOUT how Peacebringers in particular are gimped by the proposed issue. Are... are you just not reading things? And no. I'm not trying to extrapolate a vocal minority, friendo. You can just pick up that strawman right now. I've said that the arguments won't end 'cause there's people who actively quit teams when there's KB. And people who demand others stop KBing in ways they don't like right on these forums. I've also said that implementing a wide-area-web-grenade of 'Anti-KB Toggle" would further embolden people of that mindset to appeal to authority. I've never presented an "All KB Players will be Persecuted!" thing. As to the powersets: There's, like, 6 powersets where KB is a "Problem". Energy Blast, Energy Assault, Kinetic Melee, Peacebringer Blast, and Storm Summoning. Any other set that has knockback in it either has it in 1 or 2 powers that aren't exactly key or has one power where it's key but that knockback is very important for that set (Like Energy Manipulation's melee KB to keep people off the blaster, or Force Bolt from Force Field for the same purpose) If you don't like knockback or slotting for KD then just don't play those powersets. It's not some ubiquitous thing that every AT has in freaking ABUNDANCE that makes it unavoidable. "More Choice" is still misleading. You're not adding more choices. You're adding more ways to remove knockback from the game. It's the same choice as the KD IO with less cost. The Live Devs were like "Hmm. They're going to kill these mobs faster 'cause of less scatter, that should cost them a tiny amount. I know! Let's use one slot (which means maybe one set bonus and a minimal power modification cost) in exchange for the KB to KD" and you're saying "The cost is too high!" That's not more choice. That's the same choice at bargain bin prices. For us, anyhow. The Devs would be paying through the nose in mind-numbing tedium. More choice would be suggesting a Knock-Up toggle. Or a "KB To Repel" toggle. Or maybe IOs that do the same. Creating different effects to give people options to what they want it to do. How about instead of suggesting a Toggle, which I've already explained would be a massive pile of needless work which creates the perception of KB being WRONGBADFUN, you could suggest a few new IO sets for Melee, Ranged, and AoE Damage which have the KB to KD IO as the 6th IO in the set and give a variety of other set bonuses along the way. Then you could reasonably reduce the cost for yourself since you'd still need the IO that swaps the effect, but at least it'd still be part of a set you were interested in using and provide a Set Bonus? That'd also be a lot less work for the Devs.
  11. The thread that was linked above my post was "Ungimp Peacebringers" by RedLynne. So yes. There are people who think KB "Gimps" Peacebringers. And yeah. Knockback creates a different playstyle than added DoTs. Similarly tohit debuffing creates a different slotting strategy than defense debuffing. Not every powerset is going to be perfect for every player. Or fit their playstyle. I, for one, vehemently dislike Dual Blade's 'Combo System' because I feel forced into a very narrow attack chain design wherein I -have- to take every power for every combo or else I feel like I'm doing it wrong. I also dislike Contamination's spread so Rad Melee is out for me. Fire Control's gone because of it's focus on damage instead of control. Etc. Etc. Etc. If you need a scalpel use a scalpel. I just think it's kind of weird to ask for a hammer to be sharpened into a scalpel so you can use it, instead. It's a hammer... it shouldn't even be -in- an Operating Room!
  12. Oh. Also "Distracted" won't work. There's not character-function for "Aggroed on Me". All Aggro managed inside the NPC AI. It's a neat concept, but it's functionally impossible.
  13. As far as the game is concerned a map is a map is a map. Any instanced map is just another map instance to the server. Just like AP2, 3, and 5. You just don't have clearance to access that map unless you've got the mission flag that unlocks the door. The knocback mez-grant power is probably the easiest way to implement it, but it puts the choice of whether anyone's powers knockback their enemies into the hands of whoever purchases the power. Even on an instanced map that could mean one person being in control of 7 other people's powers. There's literally no good way to handle Knockback except to simply accept that it's a thing. If you don't like it in your powers, slot the KD IOs even though it'll cost you in other ways, and be ready for other people who are going to knockback. Some people are going to do it wisely. Others will do it foolishly. The only other alternative is to just remove all KB from the game. And that would be a -miserable- shame. KB creates one of the few senses of real 'Power' in a game that is otherwise just a few people swinging or throwing things at each other 'til someone drops.
  14. That protection could be seen as griefing. Particularly if it's enough to reduce the KB to 0 and results in an Energy Blaster using a Nova in the middle of a spawn that doesn't budge and then kills said Blaster in the following 1.22 seconds. (That would never happen to a PB, their Damres is too stronk!)
  15. Taking away a Brute's ability to AoE aggro is a bad idea. If you do that they're just a "Ramp Up Scrapper" for the most part. Aggro functions as a checklist inside the NPC AI. Any character generates aggro by attacking, debuffing the NPC in question, or healing themself or allies. In fact even existing in the vicinity of an NPC that is actively aggroed puts you on the list, but at a low level until something changes. Whoever is at the top of the list has the Aggro and the NPC will continue to attack that one person until they are unable to (such as the player breaks Line of Sight) or that person dies. In either case the NPC then moves down to the list to the person with the next highest aggro. This continues until the NPC or all PCs are dead and the aggro list is empty. Taunting immediately places you at the top of the aggro list, multiplying your current threat level on the target by 400%. So if you've got 200 points of damage on the target and taunt it gives you 800 points of damage for aggro purposes. You get the idea. All of that said, you're definitely right on the Facts that you listed about Brutes and Tankers. Personally I like the Unresistable 20% Resistance Reduction, or the 500% damage cap. Either option would make Tankers -much- more valuable on teams 'cause they could either increase the team's total throughput or have their throughput increased to a significant level by buffing. Either option increases the Tanker's value without significantly impacting their soloing ability or anything of that nature. That said, increasing throughput through an unresistable 20% debuff would only improve the value of a single tanker on the team (since Bruising doesn't stack). The 500% damage cap option, on the other hand, provides much more incentive to have multiple tankers.
  16. Oh, not at all! It's more of a "Knockback doesn't 'Gimp' Peacebringers. PBs with knockback are actually quite effective, even in teaming situations. Here's an example of that bone hard truth."
  17. It would probably make the powers animate awkwardly because there's only so many clock-cycles in a given power's activation... but it's possible. Maybe. So long as there's an absolute floor of 0 on Mez Protection. If there isn't an absolute floor on Mez Protection and you had a total -1 Mag Protection Debuff the result would be that you go flying backwards through the air until the debuff worked off... Then again, maybe that's part of -why- control powers were designed to be binaristic and there aren't any "Protection Debuffs" in the game. You have to admit it would be hilarious to give a Random Contaminated on Mercy Island a -100 Mag knock protection as you knock them back at level 50 (increasing the relative knock scale thanks to level scaling impacts of powers) and thus rocket the dude into orbit using one of the slanted fallen buildings, there. But that's if the engine is even capable of doing negative magnitudes of protection. Which I'm not certain it -can-. The Live Devs set it up to be a straight mag check on absolute values, after all. There may not be the ability to create a Protection Penalty in the system, with attempts resulting in logic errors.
  18. Eh. *shrug* I think Corruptors are just fine how they are. Just need to make sure to take the Degenerative Incarnate to Scourge faster is all. The point of the thrust was: You can't compare Masterminds to Dominators 'cause they do things so differently. You can only compare ATs that do similar things.
  19. Wouldn't work. It would need to reduce the target's KB Protection by 10 (or more) and hit with the KB -after- the other effects have landed. Otherwise you'd be hitting someone with Mag 10 KB Protection with a .67 knockback (having no effect) THEN reduce their KB protection by 10 (Having no effect unless another KB hits them in the moment)
  20. That's not -entirely- true, though... I mean sure, you can't decide "Which is best" between Dominator and Mastermind but that's because you're comparing Aubergine Stew to a delightfully challenging Brie. They do such different things that you really can't compare them. Meanwhile you can compare, say, A Corruptor and Defender. Or Defender and Dominator (So long as the Defender Primary Powerset you're comparing uses Damage Mitigation rather than Force Multiplication, in which case it's back to Stew and Cheese, they go great together but really can't be compared in any meaningful way) You are correct, however, in that the Resistance Caps are a thing in the Post-IO world. Heck, they're a thing in the SO world if you've got a Sonic Defender or Fire Corruptor hanging about. I was referring to the actual values their powers give them. A Scrapper or Brute is going to wind up with the same 22.5% resistance from a given power, modified by SOs. Though, really, Resistance matters about as much as Quantum Computing to Ducks as soon as you get into softcapping defense values which anyone can do. Honestly, the best possible solution to most game design issues would be to put in a few Defense Caps for every AT including Brute. Then Tankers would be able to earnestly be the -best- at survival... But I doubt anyone would be willing to go that far... If they were: Tanker Cap: 45% Brute Cap: 42% Stalker/Scrapper/Dominator/Instigator: 40% (Yeah I know Instigator isn't an AT but I can dream, dammit!) Everyone Else: 38% But you'd have to ensure there was an "Overage" level so Scrappers who have 50% total still benefit from it when it comes to defense debuff and cascade failure situations. THEN we could get rid of some of the ridiculous ToHit Bonuses of Incarnate Content that got inflated beyond reason 'cause IOs meant everyone and their sister had Softcap...
  21. That's not a bad understanding of the differences in the ATs but there's one big thing: Scrappers and Brutes have the exact same defensive values. Brutes only have more HP. Meanwhile a Brute at maximum damage buff on an attack that deals 100 points of damage (Before AT modifiers) throws 656 damage with that attack (.75 base AT multiplier makes it 75 x 8.75). Meanwhile the Scrapper has a 1.125 scale instead of .75. So when they're capped out at 500% damage they're throwing 675 damage. Before Crits. (112.5 x 6) So Scrappers still -do- more damage. A lot more when Crits are included. It's just that a Brute's bigger health pool and inherent Damage Buff generating ability makes them more likely to get higher on the Damage Bonus Scale than the Scrapper will, all other things being equal. But 2 Fulcrum Shifts and a How's your Father and the Scrapper deals more damage than a brute with the same (Maxed out) buffs. That said, I generally prefer to play Stalkers and Brutes over Scrappers 'cause they just don't seem to offer me a lot. They're the standard AT that hits hard and gets hit well enough. Stalkers hit hard -and- get nifty stealth mechanics and such. Brutes hit hard -and- get to tank. I'm surprised there's no push to 'Fix Scrappers' like there is for Tankers, frankly...
  22. So. Personal story time. I play a Kheldian, Humanform, with no KD IOs and I spend most of my time blapping. That is I use Incandescent Strike, Radiant Strike, Gleaming Blast, Radiant Strike, Incandescent Strike as my main single-target attack chain. Yeah, I spend a tiny bit of time running over to the target after the Radiant Strike or Gleaming Blast knocks them back (Unless they're AVs in which case it doesn't matter) and then continue the chain until they're dead. Oh, also my AoE chain which is what I'm mostly doing to big groups is Solar Flare followed by Nova which wipes out all the minions (Because they're in the Nova's AoE even while flying through the air from the Solar Flare when I click the power) and leaves me with lieutenants running into melee. I just bounce back for a Proton Scatter and Luminous Detonation then go back to Single-Target chaining the boss 'till they get on me again. By the time the Boss is dead so are all the LTs and the minions died in the opening salvo. Could I do damage marginally more efficiently? Probably. But it's enough damage to get the job done and do it fast enough that I can PL my husband's characters from 1 to 22 in about 3 missions on Peregrine Island and 20 minutes. (I could probably do it faster if I did AE Farms but I just never enjoy those as much for some reason... Also we only go to 22 in PLs so we can enjoy leveling the character up and RPing after the character's defining powers are gathered and SOs are slotted) Could I make it easier for a PuG to fight alongside me? Maybe, but can run over to the left side of the room to fight a group at +4x8 solo while 2-3 other people do the same to a group on the right side of the room and the remaining 4-5 people do it to a third group. Honestly that's -far- more efficient with any group that finishes their spawn running over to help clean up the dredges of the other two spawns. Also: Triform PBs are a lie. You're not a triform you're a Dual-form that has to go to Human-shaped for RP sequences. Just slot the living heck out of your Dwarf and Nova forms, slot Inner Light however you like and make sure to grab Restore Essence because those are the only two "Humanform" powers that really matter. Everything else is needless because you'll either be Tanking or Blasting with no middle ground in Dwarf and Nova respectively. Your Humanform Powers are really just there for set-muling.
  23. #1. The Stalinesque Rewrite of history thing was pretty clearly meant to be a joke... Also I removed the "Forum Gulag" from that joke 'cause I figured I was going too far, but apparently Poe's Law is alive and well! #2. You're not adding choice. You're just adding another way to remove knockback that costs less on a personal basis than the method to remove knockback that already exists. What that does is create -perception- of correctness, which is all a lot of people need to appeal to authority. "Well the devs made a way to remove knockback so you should remove knockback from your personal playstyle" Which is -exactly- what happened when the KD IO came out. #3. My "Extreme Hypotheticals" is literally happening in the KB to KD threads all over the boards where people who hate KB quit any team that includes people who don't have the KD IO in all their powers and kick anyone of the same ilk from teams they're in charge of. These aren't hypotheticals they're real examples of player behavior. And that's the subset of people who both hate KB -and- use the Forums to communicate. There's also lots of personal stories from people who use the forums and like KB about how they got kicked from teams or griped at or whatever. #4. Yes I'm glad we agree it would be tedious but it wouldn't be Copy-Paste. Each power has it's own knockback value with some being larger than others. You'd need to find the power's individual scaling gradient (if it has one because some powers have flat KB values and others have increasing KB values) and apply that specific scale to the "Remove KB" tag applied at the end of the power. #5. It still wouldn't fix the arguments on the forums. Magnitude determines distance. A Mag 100 KB will fling you across the map if you have no KB Protection Mags but a Mag 2 will just throw you a short distance.
  24. The way the KB to KD IO functions is to explicitly replace the Knockback Value of any power it is specifically slotted into to .67 mags. It can do this because it's an internal power process (I.E. one that is tied to a specific power) To make the toggle work you'd be doing an external rather than internal power function. That means you'd need to go through every single power with Knockback in it and find the KB Mag for that power and create an "If KB2KD Toggle is Active Reduce KB by (Magnitude the power typically creates) and add KB Mag .67" value tied to it. Kind of like how every Scrapper Power has an "If Fiery Embrace is on this power deals Q more Fire Damage) tacked onto the end of it and any attempt to look at Scrapper Powers while customizing your kinetic/invuln Scrapper shows a fire effect on an invisible target being hit by your powers. That's the difference between an internal and an external power change. It would fix the "Problem" but it would only do so through an absolutely BONKERS amount of tedious work to the ultimate effect of "Save some people a few KB/KD slots" Because you'd STILL have the massive forum arguments unless the Devs turned it into an always on Autopower because some of us wouldn't use it and some people would complain, loudly, about it. And if they did turn it into an autopower? That'd just shift the complaints to the other side of things. "KB was Awesome why did you take it away!?" threads -everywhere-. The only real difference would be those who hate Knockback would have the implied agreement from the Devs that Knockback is WRONGBADFUN and the idea that they should be able to demand people turn their toggle on when they're on the same team as a RIGHTGOODFUN player. Which is what happened when the KB to KD IOs were added to the game in the first freaking place! I've had more than a few people on Everlasting ask why I don't slot KB to KD in every freaking power and any build I put into the build guides that isn't KB free tends to get at least one comment about sacrificing some survival or damage output to make things easier on the scrapper who can't be bothered to press the W key for half a second to move over to the badly mangled physics mess that was a warwolf peeking it's back-end out of a wall while it spasms for 8 seconds trying to right itself. Nothing is going to be good enough for certain players 'til all Knockback is removed from the game and a Stalinesque history-rewrite is implemented where the fact that KB ever existed is a taboo no one discusses.
  25. Okay, well, technically the character is an Alien but not a Nictus IC and throws beautiful galaxy colored energy blasts that dissipate into accretion disks but that's neither here nor there. I decided I wanted to make a largely control-based Warshade who stunlocks entire crowds before murdering them while being essentially immune to damage. This is what I came up with: http://www.cohplanner.com/mids/download.php?uc=1571&c=704&a=1408&f=HEX&dc=78DA7594D94F135114C6EFB403B5505A4A2950BA402B4B0BB4D0A8CF4625A208910497C73AD0214E520BE95004A30124C6DD575C9E35F1C5C4A8D12717FE0CC5E51F50501F5DC6C33D9FB4B171D2E677FB9DFB9D7BE69CE98CCE0FBA1E0D2DEF158AFB404E33CDCC49AD609ED6B2BA637CD2D0F393BAA0CB71A44821ADE0A075DBDF0D99A353537ADE34E6F4D4F13313052D97D94F096623DBF141FD9FF8BE6241133563D3D3B9D4F88CAE673D7239A2D366B218335EF9FB707ECE308D092367CC2EB8A472D098CDEBA6295AE8F8347D975D0297A58ADB846E55D856C13B4CF52E788F59DCF228D223C41E5AA455B1E282447914F89B90AF05795A90A71579E6C863E73CAA3D408BB02AAA5BC1207347080C332F91A70AE754BDB4CBB36B5E81AF99AE37E01AF32C791CEC511C51213537384F31276A70A206376AA8470DF5A8A101355C214FAD52233DB5A3AACCD330CC6C3C043EB44936DD675E264F1DEAAE7BC267773C059F31BB9F832F98E7C8E3416D1ED496406D09D496406D3DA8ED1A79BC38C77B8AF3F468E004B36F12CC3263D41C1F9F63F3F5B21601FBC005CAEBC7CCFD7E9EF979D29AE5D42DA519FB5AC1EB140BA08EC022EF8F2C81CBCCE845708579833C417882E851123D4AA24749F4A81F3D5A6BA2DB668F08E3EC5B94A70D79DA7E70FFDB7F82BFC0DFCCA8C5BC499E183CB10DD6766E825FC16FCC8EEFCC25F2742AD55B9EAA4ECCA70BF3E9C27CBA309F6ECCA71F352E92372E5459771C9A97E6D08B7BE9458FAFD2BE14EA4AADF3F3DCFF8199FE04BEB7CBDCE98FCC0BE419409E013CE72175FB7F4E1FBA44BB54E4F4AC9E8AE8408592AE50765528BB2B94E19262136FB96FA177E03A73442D7B9F38591B53B7DF274291999CF5F4B660C53A465127A24E64F94C7F4805599424DFF546B976823BFAA55C8BF3BECD726D95F359FFBBD4668AF3666BA86CFD38565A3FF095D6B1C6D2FA0FD386078F This is how her powers look. Cool, right? Anywho. I wanted to find out what Y'all think. I know I could do more damage with the Eye Beams than the Piddly Blast, I just like how it looks much more. Also she will have Fluffies. Just being near her means violent death for most NPCs.
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