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Player2

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Everything posted by Player2

  1. The Radiant Sentry Not especially thrilled that her blazing comet chest emblem got changed to a blocky diagonal rectangle thing... but otherwise she looks pretty good.
  2. My retro girl hero, Powerbeam...
  3. American Heartbeat looks fantastic...
  4. I'm not saying anything is named wrong, I'm just saying that that all blaster secondaries don't need to be named Manipulation; and obviously Martial Combat didn't set the precedent (Devices did)... I just think that it just cements it.
  5. Here's another side by side comparison of original and Krea enhanced... except original above and Krea below because the images are too wide to do side by side.
  6. ...and with that commentary on Super Strength as a blaster secondary, here's my take on Strength Assault secondary for Dominators: Throw: Ranged, Moderate DMG(Smash) Punch: Melee, Moderate DMG(Smash), Foe Knockback Hurl: Ranged, High DMG(Smash), Foe Knockback, -Fly Foot Stomp: PBAoE Melee, Moderate DMG(Smash), Foe Knockback Haymaker: Melee, High DMG(Smash), Foe Knockback Frenzy: +Dmg, +Special, Delayed Self (Weaken, Special) Hand Clap: PBAoE, Foe Disorient, Knockback Great Throw: Sniper, Extreme DMG(Smash), Foe Knockback Knockout Blow: Melee, Extreme DMG(Smash), Foe Hold Throw would use the animation and projectile effect of the Halloween Rock power... like a tiny version of the Hurl power. Punch is a basic strong melee attack and a direct port from Super Strength. Hurl is a stronger ranged attack and a direct port from Super Strength. Foot Stomp is a direct port from Super Strength. Haymaker is a direct port from Super Strength. Frenzy is a new power that combines the effect of Rage and Power Boost. It is a long duration bonus to damage like Rage, although at lower value to compensate for the longer duration. Instead of a ToHit bonus, the Dominator gains a boost to secondary effects like the Energy Assault -> Power Boost effect (but again at a lower value). Like Rage, this power will have a crash effect where the Dominator suffers reduced Defense, drained of some of your Endurance, and substantially weakened damage. Hand Clap is a direct port from Super Strength. It's a little higher up the attack chain the Foot Stomp because of the extra control effect of Disorient associated with it, which will have synergy with the dominator's primary attacks and Domination inherent power. Great Throw is a sniper version of Hurl and like the impact of Gravity Control -> Propel, only the target takes damage but all enemies close to the target are subject to the Knockdown effect from the impact. It utilizes the random object pool that Propel uses but with the same animation for Hurl... as the dominator reaches down to the ground and viola pulls the random object out of the ground where it was conveniently buried. Why was a car buried in the floor of an office building? Don't think too much about it... it's comic books! Knockout Blow is a direct port from Super Strength. It is the top tier attack because of its damage and extra Hold effect which will have synergy with the dominator's primary attacks and Domination inherent power.
  7. I feel like the Martial Combat set a precedent that not every Blaster secondary needs to be a "Manipulation" set. This could very well be Strength Combat or Strength Attack... but not Strength Assault, because that needs to be a Dominator secondary with a mix of Super Strength melee attacks and thrown attacks (including the Super Strength staple of Hurl).
  8. With talk about replacing Rage with another power and rebalancing the attacks to make it viable for scrappers floating around, this could be viewed as an opportunity to fix Super Strength (for tankers and brutes) later. As in do it different for the scrappers/stalkers and see how the set plays out with changes. If it goes well, then look at that data as a means to address issues with the brutes and tankers version of the powerset.
  9. Another Krea enhanced piece... This one came out almost perfect... but it replaced the toe area of her boots with actual toes.
  10. One of my classics...
  11. But it isn't up all the time. Not unless you build for recharge to ensure that it's up. And then if something debuffs your recharge, boom not only are you slow but suddenly weak. LAAAAAAME. Also, thematically, it still does not have a no FX customization option, so I have to see the glow of it. So no to you on all counts.
  12. The name is unimportant. But lets go back and look at some of those examples I cited. The point is they're always at their maximum strength, not "Meh, my damage is adequate but let me power up my Bunny foofoo go go time..." So call it Rage or whatever nonsense you want, thematically Super Strength is not all that super and revolves around requiring its booster seat to sit at the grown ups table. And even if they take away the glowing aura of the power being active, there's also the issue that you have to also then devote effort to Recharge to make it perma or you suffer the power's crash effect and briefly become weak as a kitten... again, not very super and doesn't really fit with most published characters have Super Strength. Thematically it's crap. Mechanically it's different but people have always and continue to complain about it. Name is... not so important, but it needs to go. And if Rage as a long duration buff is what keeps the powerset from scrappers (and potentially stalkers), then I think replacing & rebalancing might be the way to go.
  13. KREA lost my new fortunata's glowing eyes, but otherwise she looks amazing.
  14. Another KREA enhancement, this time with my dark fairy... I can see her toes!
  15. I notice his thumb is a little off on the right hand, but otherwise I really like this one and decided to try out KREA. Here's my enhanced version of the recent Battle Bikini character that I posted in the costumes thread:
  16. New players use the tutorial? I was under the impression that they jumped right into the game, putz around solo in the starting zone a little bit, then start asking to join teams in higher zones because they expect it to bring more rewards. Also... the savvy newbies have learned to ask for invites to farms.
  17. Five power established... both single target and AoE immobilize and hold... plus a good pet idea, because most control sets include a pet. Control sets typically lean into the hold an immobilize, then have a smattering of confuse, disorient, sleep, and slow effects, so let me suggest a few ideas: Entangling Webs: A targeted AoE like the Wide Area Web, but it has a stronger -SPD and also adds a -ToHit and -DMG debuff because the entangling effect is hindering both aim and ability to lean into the attacks with one's full force. Blinding Web: Single target confuse and -ToHit as the controller covers the opponent's eyes with web, causing them to lash out at whoever but also because they're blinded their accuracy is affected. Suffocating Web: Ranged Cone that applies -SPD and -Recovery because it webs up targets and also covers their breathing passages, making it harder to recover Endurance while affected. Just need one more idea to round out the set with nine powers.
  18. Mage Blast and Sorcerer's Staff will definitely draw the ire of some individuals that will rail against anything implied as magical forcing or pigeonholing the set into Magic origin only, but I think a better name than Staff Blast is needed. Unfortunately, the only example that comes to mind of a non-magical ranged staff blasting attack comes from the Stargate series, and while the weapon is called a Ma'Tok staff, it is primarily referred to in the show's lore as a "staff weapon." I can't think of anything suitable to better describe the set than simply "Staff Blast" that won't make the anti-magic people criticize. Now, on to the mechanics. I like the idea of mimicking the Dual Pistols -> Swap Ammo power, but it's limited to 3 toggles with bonus damage type & effects. Likewise, the Staff Fighting melee powerset has a 3-toggle alternate effects system with its Staff Mastery power. I think you're asking for too much flexibility with 4 toggles. I think it might be an easier sell if you drop Aspect of Lightning and make the default attacks energy based with fire, ice, and negative as the extended bonus damage/effects.
  19. Exactly. The amount of super strength characters without rage far exceeds those with it. Basic super strength is a staple of the comics... but they made this powerset almost dependent on taking the Rage power. Top tier super strength heroes without rage include: Aquaman Colossus Cyborg Hercules Iron Man Luke Cage Invincible Shazam (and his family) Spider-Man Starfire Superman (and every other Kryptonian) The Thing Thor (and every other Asgardian) Wonder Man Wonder Woman And while some super strength individuals may throw a tantrum or go on a rampage from time to time (Homelander, Juggernaut, Rhino, etc), they are just as strong as always and lashing out in anger... not getting stronger because they are in a rage. The entire faulty premise of the super strength powerset is based on the Hulk. And yes, people can and do play without using or even taking Rage, that's a hindrance they are taking for thematic reasons because the set is faulty. When City of Heroes first came out, there was only super strength tankers, and we accepted a lot of shortcomings (lack of custom weapons, every invulnerable character glowing like a star, etc) back in the day because overall the game was great. But when City of Villains was released, we got brutes which fills the niche of raging quite nicely... but because only villains could be brutes, tanker super strength remained the same. But when we got Going Rogue and the ability to have any AT on any side, they really should have fixed super strength to not have it be dependent on rage. I said dependent again, so to clarify, I mean to keep the powerset competitive with other melee sets in terms of damage output. I have two non-raging super strength tankers, and I dislike that my damage is weaker than it should be, but thematically I'm against glowing brightly (or darkly) with rage to empower my damage and there are numerous examples of comic book, cartoon, movie, TV show, video game, and other mediums that justify super strength being strong without rage while only a handful of examples (mostly centered around the Hulk) that justify having rage. It is a continuing failing of this game to live up to the comic book genre.
  20. Javalin power, thrown for distance like a track and field sporty thing and not for damage.
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