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Crasical

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Posts posted by Crasical

  1. 2 minutes ago, Arbegla said:

    Not to point out the obvious, but doesn't Dwarf have mez protection? And can't you shapeshift while mezzed now?

     

    Yep.  I just didn't want to turn into a space crab (and take the power, and re-toggle all my humanform armors, and slot all the crab attacks....) for when I got mezzed. Hence, the advice of 'don't play warshades as humanform or human/squid biform.'

    Warshades are weird and not really the topic here. 

  2. As I said, I got a lot of warshade-specific advice before we got down to 'Just take Rune of Protection, I guess'.
    It was "the last option on the list for a warshade".

     


    And this isn't a topic about warshades, so I'll try not to get off track.

    But the problem was that it was the last argument: "There's mez protect in this power pool, go take that if you want it. We don't need to discuss if warshades need native mez protection or not, because this option exists."

    • Confused 1
  3. 8 minutes ago, Monos King said:

    I don't see how this change fixes your problem. Are you suggesting because it was nerfed, now additional attention will be given to mez protection options where they are lacking? I don't see why this would transpire as a result of runes nerf, nor why this couldn't happen while rune was stronger.

     

    Essentially it's that I agree with Powerhouse:

      

    4 hours ago, Captain Powerhouse said:

    I know many of you will not agree, but RoP was an incredibly strong power, to the point where RoP it was often taken by players who disliked the Sorcery theme and didn’t even use the other powers in the set. Some even consider it to still be too strong even with the reduced duration.


    It isn’t the main reason for the duration reduction, but “just take RoP” being part of the standard mez protection discussion was not an insignificant factor in this decision. Like most things, this is one that we wish had been done a lot earlier, but we’re a small team and can't get around to do everything on our list of goals at once. The primary reason this is being done now, is because we were working on the revamp.

     

    I feel like the fact that people could say "Just take RoP" was a roadblock in the discussion. I mentioned that I was having trouble leveling my warshade, particularly mezzes knocking off my Inky Aspect, so that the minions would un-stun and beat me up. Aside from the warshade specific answers (Don't play Humanform or Squid/Human biform, get powerleveled to 50 so you can use Clarion), I got "Just take ROP".
    For theme reasons, I didn't want to have giant flashy magical runes swirling around my alien hybrid. But that was where the mez protect was, so I got told 'Just take RoP'.

     

    I don't think the primary source of Mez Protection as a pool power in the game should be in Sorcery, for theme reasons, for it being the only real source of it from a pool, for it requiring you to take some pretty 'meh' powers to get to.

    So, in direct answer to your question: Yes, I think that the Runes nerf needed to happen otherwise it was going to sit there and block discussions about how characters should get mez resist, and how mez should even work in the game. I think that it's at least a start to a discussion about where to go from here, and it did require the Runes nerf to happen first.

    • Like 3
  4. I remember reading about a custom archetype, the Synergist, I think it was? 
    Dominator Assault primary, secondary was a mix of supports/buffs, but the first power in the secondary was the T3 pet summoning power. The intent (I think) was to wade into the fight alongside your bash buddy, I thought the idea was *really cool*, 

    It's the first time I've seen a new post-shutdown archetype that got my brain bubbling with possibilities.

  5. I'm considering backburner-ing my Warshade on the grounds that I'm not having fun playing him, but I do really like the costumes and backstory, so I might recycle them into a dark something. Maybe a brute?

     

    1) How is dark/dark on a brute?
    2) Can you color Dark to get that kind of ominous purple nictus glow?

  6. This feels weird, but I don't necessarily dislike it? Technically Fighting exists but doesn't invalidate Martial Arts or Street Justice or Super Strength, so having a minor 'I GOT A GUN' power pool shouldn't shatter the fabric of reality or anything.

     

    What I'd do is look at the pre-existing Force of Will pool for a starting place: Swap out [Project Will] for [Slug], [Wall of Force] for [Buckshot], and [Weaken Resolve] for a [Pummel] (from the Soldiers of Arachnos Set) variant. To replace Unleash Potential, I'd look at Medicine's [Field Medic] power, and start thinking of a variant: Something that gives a minor boost to Slug and Buckshot just for owning it, and can be clicked for something (A recharge boost for the two gun powers, so you can go on a brief shooting rampage?)

     

    Not sure what the last power would be, though. Nothing seems quite fitting.

     

    Alternatively, putting Burst and Heavy Burst instead of Slug and Buckshot gives you a rapid-firing weapon instead of a shotgun.

     

     

    A major problem that comes to mind is this gives you just one more way to bump your head up against the maximum number of weapon props a character can have, which Is (I think) 3, getting more bugs the game and makes one of your weapons disappear.

  7. On 3/16/2021 at 6:10 PM, Katharos said:

    I'd really like some clarity on the logic used here. Between the last attempt at a ninjitsu mobility nerf and this one, it's starting to look something like a fixation. If "they would be absorbed into the new stacking mechanics" is the true reason, why isn't sentinel bioarmour's athletic regulation getting a look? It's much stronger than nin's mobility, since it's an autopower granting movement speed debuff protection and defence debuff resistance with fly speed, which shinobi-iri doesn't get, and it's in what's absolutely the top sentinel defence set. Not that I think any sentinel sets need a nerf, but it seems like, if the concern with shinobi-iri was really the stacking, athletic regulation's exclusion deserves an explanation. 

     

    Seconded. Moving the movement to the click feels like a kludge way of resolving the 'stacking' problem, which feels like a non-issue. Yes, if you have better movement powers than Shinobi-Iri, they will get overriden. So...okay? I would prefer that over having the mobility be on a click, even if one stacks and the other doesn't.

    Considering that Ninjutsu was on the block for adjustment last page, too, this is starting to feel like someone's single-issue fixation. I'd like some feedback.

    • Like 3
  8. 1 hour ago, Arbegla said:

    For example:

     

    Tsoo is Magic/Science (Ancestors/Sorcerers are inherently magical, Ink men are Magically imbued with Science ink)

     

    Family is Natural/Tech (Mobsters with high-end weaponary)

     

    Council/5th Column are Science/Mutant (Genetically enhanced soldiers, the Vampyre, and Wolves)

     

    Freakshow are Tech/Mutant (Tech is obvious, Mutant is from the drug they all take that changes them genetically)

     

    So that leaves Warriors as Natural/Magic (Natural warriors, that occasionally use Magically enhanced items, but nothing inherent)

     

    You reached the correct conclusion, IMO, in that Warriors are Natural with a splash of Magic, but I don't think the rest of it is right.

    Tsoo are not science origin at all; nothing about their ink is chemical superscience, it's just straight up enchanted. You could argue Natural Origin for some of their base-level mooks that are just ninjas with no magic ink yet (The 'Enforcers', rather than the Ink Men), but there's a problem with that....

    The Family are uncommonly skilled and hardened criminals, so Natural, right? They're Dubiously tech and more Science, since their bosses use pure, uncut superadyne to get superstrength or gravity powers. 

    Council are Science (And Tech), with their supersoldiers, nictus hybrids. Tech for the robots, and so forth. They're not Mutants (You are born with mutant powers, not receiving them from outside serums or accidents, that's Science origin.) But, you also get a lot of extreme training regime for their soldiers (Apparently the mid-tier agents are SEAL-quality commandos). So, natural again....?
    Freakshow are Tech/Science. Drugs and cybernetics. Again, not mutant. And there's nothing in the game that says Excelsior changes you genetically, as far as I know. 

     

    So the problem I'm seeing is that 'Natural' pops up a lot as a possible descriptor for enemies: The Tsoo, Family, Council, all have enemies that are just trained goons without explicit superpowers. And that kind of poisons the ground for The Warriors being 'The Natural Origin Villain Group'; because other groups are treading that area, and they DO have a magical edge, their bosses are super-tough because of Odysseus' magic vase, not due to super-training and determination. 

  9. Info taken from the Paragon Archive:

     

    The Warriors are a fierce street gang in Paragon City. They operate primarily out of the Talos Island and Striga Isle zones. Their membership is wide and varied, and they don’t seem to discriminate based on ethnicity, race, or religion. The one common trait that all members share is the ability to fight and to fight well.

     

    Give 'em female members. They only care about your martial prowess, after all.

     

    The Warriors take their inspiration and colors from ancient Greek soldiers, emblazing their jackets with the image of a crested hoplite helm. They also wear ornate bracers, and many sport detailed tattoos depicting ancient battles. However, their camouflage pants, torn vests, and combat boots are all trappings of modern urban warfare. As a final touch, perhaps symbolizing the glorious crests of their heroes, they all wear red headbands.

     

    They're a mix of street gang, paramilitary, and ancient Greek. They think of themselves as soldiers, Warriors (hence the name). I think that losing the camo and combat boots will detract; but giving them more tattoos and scars will emphasize them being brutal urban fighters. More ancient armor bits is also a good point, making them out to be a blending of new and old, modern and ancient, will improve them. Despite them being violent pragmatists, they seem to prefer ancient weapons for 'honor' reasons; so no guns or ammo belts or things like that. Giving them some javelin throws from the Cimerorans instead of/in addition to their bows would work.

     

    The Warriors’ martial skills are also seemingly enhanced by some exposure to magical energies. Nowhere is this enhancement clearer than among the bosses, although some suspect that the lieutenants and even some of the street soldiers have also benefited from a magical blessing. The Smasher Elite, Slasher Elite, and Hewer Elite are not only expert fighters, but are magically tough and resilient. Inexperienced heroes may be surprised the first time they land a powerful blow to see the Warrior laugh it off and strike back just as hard.

     

    They are just straight up magic. They're not wizards, but they use artifacts and are slurping from the magic urn that Odysseus got somehow. Magic weapons and armor are good, wands and staves maybe not. They might be evil.

     

    The Elite rule the roost and run the day-to-day activities of the gang. Although they commonly engage in many base gang activities, like extortion, robberies, and protection rackets, their focus is primarily on the buying and selling of mystical artifacts – running the magical black market, as it were. This often puts the Warriors in conflict with the Circle of Thorns. The Warriors seem to have neutral or even positive connections to the Outcasts and Hellions, however, two other gangs focused on the trade of magical artifacts. The Warriors have had a long-standing rivalry with the Trolls and the Freakshow, but their greatest enemies are the Tsoo, who constantly threaten to usurp their territory and drive them out of Talos Island.

     

    Maybe explore a little how exactly the Warriors get all these artifacts. Are there a class of Warriors (Athenian rather than Spartan) who are non-combat craftsmen (Like the Tsoo tattoo masters?) Are they stealing most of it from Oranbega (Anti-wizard strike teams, warriors prepped to kill ghosts and demons to bust into the Circle of Thorns' lairs and steal their trinkets?) There's some interesting lore space to explore here.

     

    Do:

    • Add female members
    • Keep the 'urban resistance soldier' part of their motif
    • Emphasize their use of magical weapons and armor. 

    Don't:

    • Give them guns
    • Like 10
    • Thanks 2
  10. I just hopped onto my Ninja characters (Katana/Ninj Scrapper, and my DP/Ninj Blaster) and messed around. Pertinent information:

    You can put a +stealth IO into the cool new Infiltration power. This gives you boss-avoiding (>54 feet) stealth radius AND non-combat-supressed mobility. It's an extremely cool 'Ninja' power. 

     

    If you do this, you can't toggle on Shinobi-Iri or the blaster version, Shinobi.

     

    I really liked liked the old version of Shinobi-Iri; I had a stealth IO in it and it let me sneak into a mob and Golden Butterfly or Lotus Drop the spawn and get backstabby crit bonuses, and it let me run and flip around like, well, a ninja. 

     

    Now? Kuji-in Rin has half my stealth, and my in-combat mobility, and it takes +res IOs, so I guess I'm going to slot it more heavily and maybe I don't want to take Bo Ryaku anymore and just get my KB resist from IOs.... 

     

    and Infiltration is just laughing at me because It does the cool thing that I used to be able to do but I can't use it now because it detoggles Shinobi-Iri.

     

    It feels messy and bad, even before factoring in the whole 'I can't detoggle my stealth to deal with hostages anymore' factor that got mentioned upthread.

     

    Please let Shinobi-Iri keep its movement bonus. Please give Shinobi (Blaster Version) A movement bonus. It makes you feel like a cool ninja. Having to toggle on sprint or whatever just isn't the same. 

    EDIT: Specifically, I know the stealth power conflicting is a 'Will Not Fix' for this patch, so don't do this and leave Ninjutsu in a lurch until the next page.

    • Like 5
  11. I've never been very good at these 'asking for build help' posts, so I'm just gonna lay it out as best I can:
    Water/Poison corruptor, intending to go /Dark for epic pool. Experimentation and Leadership secondary pools. 

    I started looking at IOing him out, shoved Thunderstrike and Artillery where they'd fit, plus Malice of the Corruptor, stuck the +def IOs in Antidote and ended up with 33% Ranged defense. 

    However, that defense won't help him in melee, which is where a Poison character needs to live.

    And I don't know how much I trust dehydrate, venomous gas and oppressive gloom to keep me alive in the scrum. I'm not sure if I should drop Dark Consumption (long recharge but I have been having end issues) for Dark Embrace (32% smethal resist, which doesn't seem *great* but maybe I'm underestimating it.)

    So yeah, idiot check me: Does this even make sense?

     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    The Cartoonist: Level 50 Science Corruptor
    Primary Power Set: Water Blast
    Secondary Power Set: Poison
    Power Pool: Experimentation
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Villain Profile:
    Level 1: Aqua Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(43)
    Level 1: Alkaloid -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(15), Prv-Heal/Rchg(21)
    Level 2: Hydro Blast -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(3), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(31), Thn-Acc/Dmg/Rchg(37), Thn-Dmg/EndRdx/Rchg(43)
    Level 4: Water Burst -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(7), Artl-Acc/Dam/Rech(27), Artl-Acc/Rech/Rng(40), Artl-End/Rech/Rng(46)
    Level 6: Speed of Sound -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(50)
    Level 8: Envenom -- Acc-I(A), TchofLadG-DefDeb/Rchg(9), TchofLadG-DefDeb/Rchg/EndRdx(9), TchofLadG-DefDeb/EndRdx(48)
    Level 10: Weaken -- Acc-I(A), DarWtcDsp-ToHitDeb/Rchg(11), DarWtcDsp-ToHitdeb/Rchg/EndRdx(11), DarWtcDsp-ToHitDeb/EndRdx(50)
    Level 12: Dehydrate -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(13), TchoftheN-Acc/EndRdx/Heal/HP/Regen(13), Thn-Acc/Dmg(34), Thn-Dmg/EndRdx(37), Thn-Acc/Dmg/Rchg(46)
    Level 14: Tidal Forces -- RechRdx-I(A), GssSynFr--Build%(15)
    Level 16: Whirlpool -- Artl-End/Rech/Rng(A), Artl-Acc/Dam(17), Artl-Dam/End(17), Artl-Dam/Rech(27), Artl-Acc/Dam/Rech(39), Artl-Acc/Rech/Rng(43)
    Level 18: Water Jet -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(19), SprMlcoft-Acc/Dmg/Rchg(19), SprMlcoft-Dmg/EndRdx/Rchg(25), SprMlcoft-Acc/Dmg/EndRdx/Rchg(34), SprMlcoft-Rchg/Dmg%(40)
    Level 20: Elixir of Life -- RechRdx-I(A), RechRdx-I(21)
    Level 22: Antidote -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Tactics -- EndRdx-I(A)
    Level 28: Experimental Injection -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(29), Prv-Heal/Rchg(29)
    Level 30: Adrenal Booster -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Geyser -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(40)
    Level 35: Poison Trap -- Acc-I(A), Erd-%Dam(36), ScrDrv-Dam%(36), Obl-%Dam(36)
    Level 38: Venomous Gas -- HO:Enzym(A), HO:Enzym(39), HO:Enzym(39)
    Level 41: Oppressive Gloom -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(42), AbsAmz-Acc/Rchg(42), AbsAmz-EndRdx/Stun(42), AbsAmz-ToHitDeb%(50)
    Level 44: Dark Consumption -- ScrDrv-Acc/Rchg(A), Obl-Acc/Rchg(45), EffAdp-Acc/Rchg(45), PreOptmz-Acc/Rech(45)
    Level 47: Soul Drain -- Obl-Acc/Rchg(A), ScrDrv-Acc/Rchg(48), Arm-Acc/Rchg(48)
    Level 49: Soul Transfer -- RechRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Quick Form 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Scourge 
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
    Level 1: Combo Level 1 
    Level 1: Combo Level 2 
    Level 1: Combo Level 3 
    ------------

     

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  12. Inspired by https://forums.homecomingservers.com/topic/26664-if-your-alts-formed-a-team/ here's a hypothetical: What if, instead of your alts forming a team (like the end of the LRSF vs. the freedom phalanx); your main got an ITrial dedicated to them? Think of the fight against Anti-Matter, the unique mechanics of the orbital laser, disintigration, time stop, entanglement, and so forth. What sort of unique powers would your character possess?

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