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Everything posted by Player2
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Exactly. Restrictions are not fun. Maybe some people feel they need some structure to their fun, but ultimately that's a personal preference and not a rule that should be applied to everyone.
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The solution to this problem is for people to stop demonizing people who want to farm AE. Yes, I understand that at present it's a server load issue and the Homecoming team wants to discourage it. But listening to people whine about how AE ruins the game for them and AE farmers are bad for reasons of X, Y, and Z only make it so that people who create those farm type missions be discreet with their missions. If they could advertise them as farms without some people getting bent out of shape for others using them or even that they just exist, then everyone would be able to find the missions that's right for them. Farmers could find their farms and story-driven players could find what they want, and everyone could be happy. I'm going to go out on a limb here by "attacking" people, but EVERYONE who whines about farms: STOP. YOU play the game the way YOU want to. If you encounter someone playing a different way and you don't like it... so what? Ignore them and do something else. Go find other players to team with and enjoy the game. You may not be able to understand what enjoyment they get out of playing that way, but maybe they don't care for or understand your preferences. Are they wrong? If you say yes, I say shut it. Everyone play the game however makes you feel happy. Because if you're not enjoying yourself, why bother? However, we do have to co-exist. And trying to establish one way as the right way or the better way is just an opinion. You're entitled to it, but the moment you try to shove it down someone else's throat, then YOU ARE WRONG. Don't bother trying to change my mind. I'm all about freedom, and while I don't share everyone's point of view, I respect their right to live and play however they want so long as it doesn't harm anyone else. And no, someone getting to 50 in a day with a group of experts and not knowing how to play their character spoiling a team experience for you does not actually hurt you. It's an annoyance, but you have tools to remove such people --or yourself if need be-- from your team and move on without ever having to interact with that player directly again. So stop whining about AE and bad players and anything else about how you think the game should be played and just be freakin' grateful to have the game back at all.
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An unnecessary complication. Why bother?
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Not all auras are about showing a progression of power. Besides, not everyone wants to follow that idea of starting as a nearly powerless nobody and working their way up to Superman status. Maybe they want their story to be they are already full of power, enough to blow up a whole city, but just don't know how to channel it yet. Do you think it would have made Ghost Rider in the comics seem more believable if he started as just a leather-clad skeleton and after he "hit level 30" he was suddenly able to surround himself with the Hellfire that was the source of his power? Besides, there are low level enemies with auras: Circle of Thorns with their glowing eyes... Oh my gosh, they can blow up the city at level 5!! Don't be ridiculous. Also, bright, shiny light does not necessarily indicate a measure of power. So who cares if someone is glowing brightly? If they're level 5 and glowing and that bothers you, then don't team with them. Go ahead and do your own thing, and leave everyone else alone.
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No! I always found it rather irritating that you had to earn a cape. What, people are allowed to dress up funny and run around enforcing brutal justice but they better not dare to wear a cape because of some outdated implausible excuse that was initially given to justify why there were no capes at all in the early days of the game? The idea was that when Hero 1 was lost, Statesman and all the heroes took off their capes as a sign of respect? Then when they finally could add capes, you "earn" it by completing some mission? If people WANT to follow a tradition, that's fine. When you enforce it, it's not a tradition or a sign of respect. It's the beginnings of tyranny, which has no place on the side of heroes. And then let's look at the utter absurdity of applying that to the villain side of things. We play ruthless lawbreakers... and the rule we have to follow in the Rogue Isles is that Arachnos makes the rules. And they limit capes to people who have completed a mission why? And you have missions where you even fight against Arachnos, demonstrating that their rule is not absolute, so why would anyone restrict the attire that they wear by not wearing a cape? No, story reasons are extremely stretched, and they had no place in restricting us from capes outside of story reason either. It made some people feel good. I say fine, give them a shiny badge for completing the mission. Do not restrict my creativity for story or outdated game mechanics reasons.
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You've Awakened my curiosity. Wyvern would you people do this?? You should be Outcasts from this form for such wordplay. Until something gets done, we're all Prisoners of your torturous game. I'm surprised no one has complained of an ache in their Skulls. But we shall Resistance you by not joining in. I'll bet you didn't Seers that coming.
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I can't remember which group, but one of the enemy groups in City of Villains had energy blast with golden ray of light type beams instead of the effect that players have. It wasn't just a recolor, it also didn't have the bubbles of energy around the attacker's hands or on the target impact. Would love to see that available as an option for energy blast.
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I would suggest that one option that doesn't exist in any other set but could feasibly be pieced together from other sets would be to have a blast that is the opposite effect of propel that drags the target to the blaster, and does it so quick & painful like that it causes damage. From there, the blaster could then use whatever melee range attacks they have available. As for mechanics, I see it as something like a combination of Telekinesis and Teleport Foe plus DOT damage. In essence, it would be similar to teleporting the foe to you, but should look more like Telekinesis in reverse, dragging them painfully toward you as they try to resist (and this being what causes the damage). It should be able to be slotted with KB enhancers, but the knockback is actually knocking them forward toward the blaster. Yes, it should be able to affect bosses, EBs, and AVs (I believe Teleport Foe does not), but only as much as Telekinesis is able to... meaning you really need to stack up your KB effect on some to overcome their resistance. An initial strike use of this power shouldn't necessarily be effective on more powerful foes, but as it builds on them (and drains your Endurance), it should be able to kick in. Why a blaster would WANT to drag an AV closer is beyond me and out of my swim lane. Just saying, I could see that. Why should this power get damage when Telekinesis does not? I'm going to go for the simple game balance answer of: Because it's a blast set power, not a control power.
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Terrifying.
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Windows Snip tool also works.
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One more for today... Just moved on to the Excelsior server: Halloween Girl Dark/Storm Corruptor ...because I thought a necro mastermind would just be too cliche.
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Crazy Train SS/Invul Brute
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Thanks. That's good to know.
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Yeah, but I want the environment as well, not the indistinct, off-kilter city in a hazy shade of red
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Must have been a different Disco Man. All mine are on Excelsior.
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Is it possible to adjust the camera angle to move downward while still looking straight ahead rather than downward at an angle? Getting a good screenshot of my character from head to toe seems like it has to be from a distance because the camera zooms in on the head at the middle of the screen, so I'm wasting half my screen space with nothing useful.
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Sunder is an Axe/Will Brute Mind Brain is a Mind/Psi Dominator Powerbeam is my delightfully retro Energy/Will Sentinel And then there's this guy. No, not Freddy... the guy with the fro. Disco Man is an Illusion/Kinetic Controller... but you guessed that, didn't you? 8)
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Build your own that look just like C.K.'s?
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This is both a great and a bad idea. Bad because there are plenty of factions to choose from, and how do you choose which gets represented and which don't? Especially when you get into the whole alignment thing and suddenly you've got heroes leading villain pets around and villains leading heroic pets... It's always best to keep player options as neutral as possible. Mercenaries are generic and could easily be working for either side. A good necromancer? I suppose, but he won't get along with the Banished Pantheon and their undead. Ninjas? Sure... just not Tsoo, because they've got their own agenda. And so on. That said... I could see a nature/elements set based on creatures from the Devouring Earth group as player pets. Maybe reshade their textures so they're independent of that faction. Another good possibility is the Clockwork. Because they're machines, they could be reprogrammed or otherwise influenced to serve an agenda outside the main body of Clockwork. Hell, we can all have one of those if we want one anyhow with the prestige power buff pet options. How about Zig Prisoners? You could be their liberator and they've sworn their loyalty to you? Another untapped resource I think would cool would be monsters. No, not giant monsters --the Halloween monsters. Zombies, ghosts, vampires... that sort of thing. It can be an undead alternative to standard necromancy. Witches... yes, we've got witches in the Halloween monsters and witches in Croatoa, but the wonderful thing about witches is there can be multiple covens. Player witch pets would be a small coven controlled by the player character. Same thing with werewolves... player pets are just part of a small pack. Maybe the tier 9 power could let the player turn into a werewolf kind of like how stone armor transforms player into a granite form. There's some precedent for faeries out there with Croatoa. For pets, we could go with red caps, the little faerie prestige buff pet model, and those little glowing orbs of light (wisps?) I've never paid much attention to the Coralax, so what's the story with them --could they be divorced from the whole of that NPC faction as a group of mutant sea monsters? Maybe with some reshading of their textures they could be repurposed into a generic creature from the black lagoon type group of pets. And finally, I'll say it again... I brought it up several times on the old forums, but what about illusions? Illusion is the one control set dominators don't get for some reason, giving controllers a monopoly on that kind of power. Maybe bring the illusion pets into a MM set. Your buffs would just be upgrading their fearsome auras, and the set also boasts a couple of useful ranged attacks for the player to use. That's my two cents.
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Personally, I would love to see the pool power sets expanded on. I know that before NCSoft closed the doors, there were plans for other pools beyond Sorcery, including: Experimentation Force of Will Gadgetry Utility Belt Oh how many of us wanted that utility belt... Beyond that, I remember there being talk of an Air Control powerset for Controllers and Dominators. I would love to see that realized.
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Suggestions on Mind Control (and other powers?)
Player2 replied to Ghostpilot's topic in General Discussion
I like everything I read here except for removing the repel cost of telekinesis. I actually LIKE that, because I can herd a particularly powerful foe where I want it, such as into an AoE effect or whatever, but usually just AWAY from me. Definitely would like to see the Endurance cost come down a little on it, though. As for your Total Domination replacement idea, and moving Mass Confusion down, I'd be all for it. Mind Control has always been under-powered compared to other control sets, especially in how the confuse effect robs you of XP. -
My issue with Sentinels is that the part about Blasters that made their squishiness so apparent was their often melee range secondary attacks. With the Blaster secondaries gone, the aggro has seemed less of a concern and so my need for defensive capability from the Sentinel secondaries comes off as less than thrilling. I feel like Sentinels could have been better off if they had combination melee & ranged (like Dominator secondaries) as their primary set.
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Character: Dreamstrike Account: Player2 Battle cry:"My light shines brightest in the darkness!"
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I recreated my old blapper character (fire/energy) under the new Sentinel AT, and I have to say that you guys really scored bonus points with me on that. Although I loved the old blastery badassness, they were so squishy and I was torn between seeing the vision of my character be a wimp or not being able to blast. I may not be able to pseudo-tank like a tough scrapper, but with my fire/fire sentinel I no longer dread drawing a little aggro. Thanks for the walk down memory lane and giving me the opportunity to try something new at the same time!
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Martial Combat for blaster secondaries seems new... and a few others in that category, as well.