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Suggestion for Big Changes! => SOUNDS!

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first of sorry for my bad eng. (if you cant understand, please delete my post)

can we update sounds?

voice update = we need diversity. too much hero too little voice actor. Maybe voice changer, voice effect etc.. can fix the problem?

voice update for ai = pls! They cant talk..

sound fx = headache! too much noise! comparing vfx it is rly cheap :(

music = change it completelly and pls dnt use different background music for every region.. cuz when i change region, it changes instantly.. you can use uniq background musics for raid, limbo etc.

i want to play with sound on.. but im closing it for only this game (comparing other arpg).. i feel like : game and sounds are rly different from each other...


MARVEL HEROES COMMUNITY ~ PLAYABLE HERO RANKING! ~

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Hey everyone! It's Sersi here. About a year ago I did a poll where I let the community vote for their favorite female heroes! This year I want to do something similar but this time around I only want to include characters that are playable in Marvel Heroes. So pretty much any of the 59 heroes on the front page are eligible for this ranking. ( Alternate costumes and team ups do NOT count. )

For this ranking, the voting is simple. You'll give me a top ten list of your favorite heroes playable in game. (NOTE: THIS IS NOT BY GAMEPLAY! THIS IS ABOUT HOW MUCH YOU LIKE THEM AS A CHARACTER! Number one on your list will receive ten points to their overall score, while number ten on your list will receive one.

IN ORDER FOR YOUR BALLOT TO COUNT IT MUST BE A FULL TEN HERO LIST WITH DIFFERENT HEROES FOR EACH NUMBER

~DEMONSTRATION~
1. Spider Man (10 points)
2. Green Goblin (9 points)
3. Rogue (8 points)
...
...
...
...
...
...
10. Venom (1 point)

IMPORTANT All votes will be considered eligible until WEDNESDAY, OCTOBER 19th after of which any lists I receive will not be counted towards the overall scores. Please take note of this date for the last time I had a ranking I had some complainers who thought the poll time was too short even though I told them to get their lists in quickly and even bolded the date. Though in my opinion, this caters back to the fact that a certain hero didn't get high enough in the community vote, and they were just venting their aggression.

Vote away and have fun! Once the votes are tallied I'll create a separate thread where I'll reveal the order of the heroes complete with graphics created by yours truly.

SweetAsLemons!

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So I logged into tonight to make sure I got my daily log in after a busy and hell day. Had a lot going on and haven't been able to play as much as I've wanted to...

All of a sudden, I got a message that I've been gifted an Avengers boost by @SweetAsLemons.

Thank you so much man! You Rock!

Jubilation Lee as playable character (in the future)

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Dear developers think about playable character Jubilation Lee (Jubilee). She deserved it.

List Your Most Wanted Characters for ADVANCED PACK 4 (Updated: August 17th)

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Have a few reasons for restarting this thread. Most obivously, Beast is chosen so a lot of votes went to him for nothing. (my bad for starting early I guess) Also I didn't do a well enough job to detect people unknowingly or knowingly voting multiple times. I plan to work better for that.

- Vote for 7 and only 7 heroes. (Last time I made a mistake counting any amount of heroes that were voted by the voter but that just breaks the balance)

- No Namor or anyone who is not in Marvel universe.

- Be nice and respect anyone's choices please. And enjoy.

Link to the old thread incase you are interested:
https://forums.marvelheroes.com/discussion/256600/list-your-most-wanted-characters-for-advanced-pack-4-closed/p1?new=1

Fixed Lucky Draw?

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So was the fix to somehow disable lucky draw on alt accounts?

I got the draw on my primary, but no draw on my gifting account (looking back I did get the draw on my gifting account) or either of my daughters accounts.

Are you guys screening by IP or STEAM ID now or something?

Difficulty slider and achievements for green, red, cosmic terminals?

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This has probably been answered before, but my search-fu is weak. Instead of sending me off to the mountains to train under a waterfall I hope someone can help.

For achievements like Daredevil's to defeat Electra in every game area, will Gaz just retire that achievement and zero out the points, or will they keep it but change the requirements for new players to "terminals with difficulty 1" (for green) "with difficulty 5" (red) "difficulty 11" cosmic?

I'm wondering whether working on any achievements that mention terminals is wasted effort.

Unofficial: Costumes That Need VU/MP/Bug Fix (In-Progress)

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Thread to keep track of costumes in need of VU (Visual Update)/MP (Material Pass)/Bug Fixes.

I'm focusing mostly on the VU aspect (Let me know if I have missed one), but if you want to report a costume bug, screenshot & a bug description are more than welcome!

Angela:
None (That I know)

Ant-Man:
None (That I know)

Black Cat:
None (That I know)

Black Panther:
Black Panther Armored Panther Costume-VU
Black Panther Classic Costume-VU
Black Panther Vibranium Armor Costume-VU
Black Panther Wakandan Tech Costume-VU

Black Widow:
Black Widow Classic White Costume-VU
Black Widow Original Costume-VU

Blade:
None (That I know)

Cable:
Cable Armored Cyborg Costume-VU
Cable Black Ops Costume-VU
Cable Classic X-Force Costume-VU
Cable Modern Costume-VU
Cable War Baby Costume-VU
Cable X-Force Legendary Costume-VU


Finally finished ARMOR event

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Got 12th title and Kitty Pride Excalibur costume ....

Stopped Playing?

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I used to play MH daily then I started to hear rumblings of incoming major changes to the game.

I began thinking that maybe I was wasting my time until the changes come in. Plus I generally do not like huge changes if I already like a game.

It did not help that I started playing another game a ton lately which made it much easier to stop logging in to MH.

Obviously I also stopped spending money on the game since I am not logging in any more.

Now I just am not sure if I should start up again or wait and see if I like the sound of the changes once they get into the game. Maybe I will just play some Civ 6 when it launches and wait out the changes.

Are you all still playing as much or has the announced changes reduced your play time?

Will I be good enough to unlock the Holo-Sim title?

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I'm about to attempt the completion of 50 waves inside the ambiguous Holo-Sim.
I would very much like to unlock the amazing Holo-Sim Grandmaster title.

The highest that I've ever gotten was to wave 31 several months ago.
I've only done five waves since then. During the Agent Coulson access files events.

I will try it on my level 60 cosmic prestige Black Widow with 9510 omega points.
Hopefully I have the patience and focus to finish this. I'm feeling nervous about it.

Anyways, wish me luck. I'm starting it now. Chances are I won't be able to complete it.

Announcing Our Biggest Game Systems Update Ever!

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Greetings!

Are you ready for the biggest systems update in the history of Marvel Heroes 2016?

I am TheArtofRawr, Lead Systems Designer for Marvel Heroes 2016, and it is my special privilege to tell you about some of the exciting new developments we have under way. We’ve been quietly cooking up a storm here on the design team, and we will be revealing a host of great upgrades across many systems in the coming weeks. Did I mention that this will be the biggest systems update in the history of the game? Well, it is, and we are quite excited about what’s in store. Over the course of several game updates (and associated blogs explaining them in more detail), we will be modifying or retrofitting these core game systems:

  • Hero Power Updates

  • Item Updates

  • Omega System Updates
  • Personal Difficulty Slider

Today, we wanted to take a moment to share with you about the flagship for this fleet of upgrades – the Hero Power Updates.

Overview

“Quality of Life” updates have been the topic of discussion for almost the entire lifetime of Marvel Heroes. Over the years, we continually update Heroes as we develop new ideas and new technologies. This was done most notably for our “Level 52 Reviews,” and we’ve executed others for some heroes on a more occasional basis. But for this update, every Hero is being updated at once, in one single patch.

That’s right. Every single Hero in the game will be receiving a design update. All. At. Once. Naturally, we are spending more time on this project than most of our previous updates. In this post, we will be discussing three systems involved in this endeavor: Power Points, Talents, and Traits. Let’s start with Power Points.

Power Points

One of our main design goals for this suite of Hero updates is to offer more meaningful choices in character builds, and we want players to be able to understand and make those choices easily. In other words, we want to enable you to more quickly dive into playing your Heroes the way you want to play them, without spending a lot of time “balancing your Power Point checkbook.”

With that in mind, we’ve made things as direct and simple as possible. Powers will now have the benefits of maximum Power Points allotment incorporated directly into their base stats (scaling with your level), rendering Power Points obsolete. With this change, all Powers will be fully viable immediately upon unlock. When you unlock a Power, you don’t need to re-allocate Power Points to try it out at full potency. With this system, just slot it on your Power bar and go to town!

But what about Items? With the removal of Powers Points from Heroes, those types of bonus are being removed from all items, and all of those items are being updated with other types of bonuses to ensure that their relative power stays fairly constant. There are many other exciting additions in store for Items, but more details regarding that are coming in the Items Update blog, so stay tuned!

Talents

One of the most successful features in Heroes is Specializations, which you may recall are modifiers to Powers that can radically change the way a Power functions, both mechanically and visually. In this update, we’re taking that notion a step further by introducing Talents. Instead of one or two Specializations, every Hero will have 5 sets of Talents. The combination of Talents you choose from each set will result in all new customization possibilities for each Hero.

So with the update, Talents have effectively replaced Specializations, ensuring all Heroes have an enticing number of progression and customization options available, though the details of what their Talents do will vary wildly from Hero to Hero.

Talents will unlock as you level your Hero, offering choices over time as you learn the nuances of your abilities. They can range from passive bonuses, to mechanic changes, to completely removing a Power from your Power tree and replacing it with a new one. These Talents occupy the Hero’s third Power tree, with all Active skills being migrated to the first two trees.

Traits

Traits are passives “native” to a Hero at level one and remain constant throughout their progression. These serve to help reinforce the theme of the character by outlining their power set, and also serve as itemization vectors by giving you an idea of what item affixes you should seek out. All Heroes will have one Defensive and Offensive Trait. In the last year or more of Hero updates, we’ve been trending toward this system already, merging passives together so the source of passive power for a given goal (DPS or survivability) is visible in one place. Traits are the new expression of these passives, but are in a common location for all heroes, easing the understanding of a new character.

Defensive Traits contain the defensive “archetype” of a Hero, which was established in the Defense System Update last year–a bonus multiplier to two scaling defensive layers (Defense, Deflect, Dodge), and a bit of those ratings to get you started. They also house the Melee or Hybrid damage reduction mechanics normally found in defensive passives. Lastly, each Defensive Trait will also contain one flavorful affix for the Hero, reinforcing the character theme.

Offensive Traits contain a new offensive “archetype”, similar to the defensive ones that were set up last year. Each Hero will have two Attributes selected for them, and all damage output will be increased based on how high you are able to scale those two Attributes. This means that Heroes will be able to itemize for the Attributes that are flavorful to the Hero and be rewarded for doing so. While Fighting will still be the baseline best for pure offense, characters like The Hulk should probably itemize for Durability and Strength since he will get much more damage as a result, which makes the most sense for the character. The values for Attributes will also be changing with this update, with the goal of making all Attributes useful for all Heroes, so you don’t mind if you end up focusing on something other than Fighting.

Offense Traits will also contain a flavorful offensive affix based on the Hero’s former offensive passives. Critical Rating will not be included as part of these Traits – instead, all Heroes now have a base chance to critically hit at level 1.

Finally, some Heroes may also have a Mechanic Trait, which serves as a better method of explaining alternate Primary Resources, Secondary Resources, or just complicated mechanics that deserve a dedicated Power to explain them. These Mechanic Traits only serve to establish how a Hero's unique mechanics work, and do not confer any actual stats or effects.

Examples

Let’s take a look at some concrete examples. First off, the Human Torch:

Torch’s new Offensive Trait encourages him to itemize for Energy and Speed, which are his best innate Attributes (and the most iconic for someone of his Power set), and his Defensive Trait has combined two former passives into one, increasing his Deflect and Dodge ratings.

In the center of those lies a Trait to explain his new Mechanic, an all-new Primary Resource called Heat.

Heat is a new type of resource unique to Human Torch. By default, no powers ever spend heat–you can use anything, anytime, unrestricted (much like Deadpool or Hulk). Heat starts off empty, and builds up over time when any enemy is burning from Human Torch’s burn effects. When Heat reaches maximum, Torch enters an Overheat state, and most of his powers will now spend heat to perform additional effects. While Overheated, Torch moves faster and leaves behind a trail of fire wherever he goes, but cannot generate more Heat while in this state. After Heat has been completely spent, Torch returns to normal and begins building up towards Overheat again.

Below the Traits, Human Torch now has 5 sets of Talents, which can augment powers, change his Heat mechanics, passively provide bonuses, and much more. Let’s take a look at a couple:

Flame Wave transforms Scorching Wall into a different power, which sends forth a wide wave of flame, coating enemies in fire. This is a talent for those who may not enjoy Scorching Wall’s static placement and who prefer a more active playstyle.

Human Torch’s Fiery Uppercut has been upgraded in his Talent Update to Flame Tornado - a powerful mid-range attack, with a far greater radius than its former punch version.

If Flame Tornado is a power you enjoy using, consider augmenting it with the Cyclone talent, which spawns a moving Flame Tornado for a short duration, incinerating enemies at it travels.

By utilizing Talents to tailor your Hero to your unique preferences and playstyle, you can customize your Human Torch to play very differently than someone else’s Human Torch.

As mentioned before, new Ultimate powers are also on the table as part of a Hero’s Talent Update. Here’s a preview of one of my personal favorites–Luke Cage’s brand new Ultimate power.

Lastly, we’ll show you some of the changes to a Hero who has been on the lower end of the hero quality spectrum for a while: Loki.

Loki has received more updates than most Heroes given his age and length of time from his last patch. He’s been granted a brand new first tree, incorporating many magic sources from the Nine Realms - not just Jotunheim. New spells, sourced from the magics of Muspelheim, Asgard, and Hel help to round out Loki’s power kit. One example is Spirits of the Dead, a spell which conjures dark magic spirits from Hel to seek out enemies.

Spirits of the Dead, among other powers, enchant his sword–Laevateinn–with magic, creating an all-new potential Melee build for Loki.

If fire is more your style, try out the Searing Embers talent, which transforms Spirits of the Dead into a Muspelheim-fire-flinging version of the same power, which hits multiple enemies at a time.

And of course, enchants Laevateinn with a fiery effect.

And to top it all off, Loki’s Frost Giant Form has been replaced with a new Ultimate, utilizing the grandiose power of the Norn Stones to devastate enemies.

As you can see, we are talking about an extensive set of changes for this update, and many Heroes have received all new mechanics as a result, which takes us to our next talking point...

Streamlined Design

While we’re in the process of such a broad update, this is a perfect time to streamline a major base underlying system to enhance the usability of these brand new Talent choices, while simultaneously shepherding our Heroes into a far better state of balance.

In the last year or more of Hero designs, we have been using a combination of shared cooldowns, Power effects that do not stack (damage over time, buffs, debuffs), antirequisite Powers, and Specializations that lock layers behind them in order to put a skill cap on Hero Power rotations. To put it simply, we do not feel that needing to press more than 8 active buttons in a rotation is enjoyable for the vast majority of players, and it needlessly adds complexity without adding any real depth. It also makes balance impossible when some Heroes have access to far more layers of damage than others in a given build. Let me explain that last bit with a design question:

“Ignoring melee/ranged differences and mobility, purely theoretically - If Doctor Strange uses 11 different power buttons, and Colossus uses 6, should Doctor Strange deal more damage?”

Either answer to this question is unhealthy for the game’s balance. If the answer is yes, Doctor Strange will always be strictly better than Colossus. If the answer is no, then Doctor Strange has to utilize more brainspace and perfect skill in order to get the same output as Colossus, since his maximum damage potential is only realized if he uses all 11 buttons given to him. Real balance becomes nigh impossible to attain so long as this problem is present. We want to make awesome Powers for every Hero, but we don’t want you to feel like you have to use every single one in order to be at maximum effectiveness.

The solution was clear, and has been clear for some time, but it could only be paired with a very large-scale Hero design change such as these Hero Talent Updates. The restrictions we had been trying to install on a per-Hero basis needed to be a clear part of the game’s mechanics, so we can freely design Heroes without trying to solve core game issues in the Powers system.

The intended play dynamic from the Hero Talent Updates is to choose and slot eight Powers that you enjoy and want to use, and five Talents that will support those decisions. This will get you to the meat of the game much faster than tediously assigning Power points and scrolling through multiple action bars during combat.

With those things in mind, we have removed the second and third action bars, but in the same breath, removed almost all cases of shared cooldowns, non-stacking effects, Specializations locking Powers, and antirequisites. You have full freedom to choose the 8 Powers you want to use, and the Talents to create your build in total. We’ve already removed Travel Powers as a Power bar slot, and in this pass, have also done the same with Cleanse Powers. Movement Powers (such as Dashes and Teleports) will now immediately free you of crowd control effects, so there is no more need for a dedicated active slot for Cleanse effects.

The Hero Talent Updates project is being spearheaded by @MichaelMayhem and the Powers design team, who have a solid track record of performing Hero updates in the past. As we proceed forward, he’ll be answering questions and detailing some of the upcoming changes to specific Heroes.

When Is It Coming?

This is just the first of many holistic, game-wide upgrades in the works, each aimed at engendering more meaningful choices for each Hero and reinforcing visceral gameplay. The sum of these changes will unequivocally be the biggest update since launch! In the coming weeks, we’ll be sharing a lot more dev blogs like this about the other updates on the docket. Next on our list: Items!

As for the actual Hero updates themselves, we plan to open up a Test Center build with many (if not all) Heroes available to test in October. This timeline may change, but we wanted to give you some insights about what is in the works. Keep an eye out for the next dev blog to find out more details!

-Rawr

The Update and Marketing

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This update will be huge. Actually, it may be the biggest change we will see in this game. If MH is to bring new players, the update should be advertised well so it doesn't go under the radar of gaming news outlets, reviewers and so on. I know the devs wouldn't give out their marketing plans because they are confidential, but I still want to know that somekind of advertisement campaign is in the workings. Maybe even advertise it as an expansion (although we know it's not really).

Semi-annual Nextwave Thread.

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Who are they?

Tabby Smith:

The Captain

Monica Rambeu

Elsa Bloodstone

Aaron Stack

Special mention, Fin Fang Foom

I need them. All of them. Especially Machine Man and Elsa.

[New Hero Suggestion] - Quake

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Daisy, Sky, Tremors, Quake. In the TV show she really kicks Language! and had few metamorphosis of character like a hero should have. Her apearing in the game and different version of her in comics gave even more reasons to make this suggestion. I hope she will rock your world.

Quake

Introudction

Early Life
Daisy Johnson, alias Quake, was at first believed to be a mutant with seismic (earthquake-producing) ability, her powers come from her status as the illegitimate daughter of Calvin Zabo, the supervillain known as Mister Hyde, and a woman with Inhuman lineage. Before taking the Hyde Formula, Zabo still had tampered with his DNA. Calvin had regular "business" with a prostitute named Kim Johnson, who immediately gave her up for adoption. Daisy was named Cory Sutter when she was seven months old, at the time her foster parents adopted her. When Daisy became a teenager and stole two CD's, her vibrational powers accidentally awakened as a result of her mother's Inhuman lineage, having caused an earthquake.

S.H.I.E.L.D.
She was taken in by S.H.I.E.L.D., and interrogated by its long time executive director, Nick Fury, who told her of her true parentage. He offered for her to join S.H.I.E.L.D. so they could train her in proper use of her powers in exchange for loyalty to him.

Secret War
Daisy held true to his demand, even after the Fury's defection from the agency during the events of the Secret War. She was given a "Level 10" security clearance [at age 17 – youngest agent to gain that level], the highest level and proved to be loyal to Fury, even when he was forced to leave S.H.I.E.L.D. after a number of international warrants were set out for his arrest for his unauthorized Secret War against Latveria. Thus, she was taken off active duty by Fury's replacement, Maria Hill.

Avengers
Daisy later teamed up with the Avengers. She helped to defeat the powerful mutant rebel leader Magneto by inducing a vibration in his brain that made him lose consciousness. She stated in this appearance that if the superhero team the Avengers let her join, she would adopt the moniker "Quake".

That is great start and summary provided by Marvel Wikia. You can find more story there.

Powers and Skills

Inhuman Metabolism: Daisy possesses certain physical skills superior to those of the finest human athletes. Her Inhuman metabolism affords her slightly greater reaction time, endurance, speed, and strength than the human race's most perfect physical specimen, Captain America.

Vibration Manipulation: Daisy is able to generate powerful waves of vibrations which can produce effects resembling those of earthquakes. Her training under Fury enables her to target her vibrations with pinpoint accuracy, causing targeted objects to Language! themselves apart, from the inside out. This is shown in her being able to prevent the detonation of an antimatter bomb implanted in the body of Lucia von Bardas by destroying its power supply, and exploding the heart of Wolverine while in his chest, to halt an enraged attack on S.H.I.E.L.D. Director Nick Fury. Daisy has recently been shown to be able to use her powers without her gantlets, with the same amount of control as if she were wearing them.
Vibration Immunity: She is immune to any harmful effects of the vibrations she creates.
Psi-Shields: She also has or was given a form of psychic shielding.

Skills:
A superb hand-to-hand combatant, skilled all-around athlete, and excellent marksman.
She was a leading espionage agent, adept at undercover assignments.

Power Trees

  • Clearence Lvl 10
    All SHIELD training and percs related to it. Hand to hand combat, standard military guns and some more classified technology.

  • Quake
    Shaking the ground, shaking enemies, shooting vibrations through them or hiting them with waves of preasure.

Clearence Lvl 10

9mm Ranged, Basic lvl 1

  • Take down enemies like on shooting range when you were just a kid.
    Two handed grip, fast single target attacks.
    Dmg X
    High crit chance
    Regenerate X spirit on enemy deafeat

Tactical roll Movement, Mele lvl 1

  • Roll, position, shot. Repeated until it became perfect and automatic.
    Jump and roll to take better position for the next attack.
    Dmg X – low
    +X Dmg for Xs

CQC from the best Melee

  • SHIELD fighting techiques, combined with lesson from all the teachers that you have met, aplied in the most efficient and graceful manner.
    Fast attack speed.
    Dmg X
    If used when sweep kick and high kick are on cooldown your first hit is a special one [additional animation] that allways crits.

Bike Travel

  • It ain't Lola but it's land speed is just what you need.
    Travel speed 1000

Precise shots Ranged

  • You will stop wether you like it or not. If not after first shot frough tibia then after bullet locked in your hip.
    Medium attack speed [all 4 shots as one use of power]. Shoot four times with your 9mm. Busting both knees and both elbows. Shooting both hands, leaver and lung. Shooting colar bones ...
    Dmg X
    Slow
    Weaken

Sweep kick Melee

  • Not all at once guys.
    Kick low knocking enemies of their feet. Circle around you.
    Dmg X
    Knockdown
    If used immediately after High Kick it have fluid animation transition and gets +Xdmg and leaves enemies vulnerable, cooldown on both powers.

Nano-poison granade Ranged, Area

  • High tech granade made for entrences for stealth take downs. It doesn't make sound when droped to the ground and almost none when it shoots out it's needles. Then pain and sickness start to end with paralysis.
    Granade explodes with tiny needles aplying poison in many spots on the body almost not noticable. Poison starts working after 1s and deals dmg until it paralises enemy.
    Dmg X 2/s – After 1s
    Stun Xs at the end [1s before the end of the dmg]
    Cooldown short

Sniper shot Ranged

  • It's not allways a time and place for your powers but hopefuly you have this puppy.
    Charged power, Piercing shot. Shoot powerful rifle to hit your enemy no matter where he hides.
    Dmg X, less to each enemy after first.
    If fully charged:
    +85% dmg
    +85% dmg to enemy with your dmg over time
    Cooldown

Crushing ball Ranged, area

  • New experimental weapon made for you. Focuse your vibrating enemy on this handsize ballshaped object and throw it above enemy heads. Ball stops in the air and 4 thin arms/wires extend from it. Everything under the radius of those arms gets bombarded with your shock energy beating them to the ground like giant piston of preasure. Hiting over and over again. Ball comes back to your belt after that needing to recharge.
    Dmg X 2/s
    Knockdown
    Super slow movement in the area.
    Weaken
    Cooldown on the bigger side

High kick Melee

  • Kick to the head solves more of your problems than you ever though it could.
    Half circle in fron of you [larger than Sweep kick].
    Dmg X
    Stun
    If used immediately after Sweep Kick it have fluid animation transition and gets +Xdmg and leaves enemies weaken, cooldown on both powers.

Quake

Preasure Ranged lvl 1

  • Like standing near the biggest speaker at the councert ... or more acurately a starting jet.
    Long narrow cone. With two hands in front of you [rotating clockwise and rotating back] send your waves through enemies causing dmg with each hit of preasure. Almost like channeled beam.
    Dmg X 2/s
    Slow

Vibration bolts Ranged

  • You remember when you trained shooting cans from the fence with your powers. Now you could kill a fly in mid air or send your bolts through walls.
    Piercing bolts of vibration causing dmg to anyone in the path. Bolt reverberate existing injuries. Medium speed attack.
    Dmg X
    +X% dmg to anyone with dmg over time

At your feet Area

  • Luckily no amount of vibrations cause you any problems because this trick would be painful.
    Direct your shockwaves to the ground near your feet making it shake with force enough to knockdown enemies.
    Dmg X 2/s
    Dmg X 2/s after you finish area stays 2s
    Knockdown

Beat drop Ranged, Area

  • When after kicking the doors down the kicking part apears to be a polite thing.
    Focus your energy to release it with a masive shock at once.
    Wide medium-short cone, nice dmg with impactfull animation.
    Dmg X
    Vulnerable
    Cooldown short

Personal Shock Melee

  • Taser with enough strenght to make superhumans go to sleep.
    Grab your enemy or put your hand on his chest and shake everything in him.
    Dmg X
    Dmg X 2/s
    Cooldown short.
    Everytime you use shock power while this power is on cooldown, counting down stops for 0,5s. This effect have 1s cooldown [so each 0,5s of cooldown the cooldown can stop.].

Shake in your boots Ranged, Area

  • It's not fear that shakes you out of your boots.
    You Language! enemies in the target area. If you do this for at least 2s the effect persist for Xs.
    Dmg X 2/s
    Dmg X 2/s lingering
    Weaken

To the core Ranged

  • You have enough control over your power that you did put enough preasure on Wolverine's heart through his adamentium ribcage that he stoped being a problem. I mean after his heart exploded.
    With pin point accuracy start vibraiting heart or other vital part inside your enemy dealing masive damage. This takes 1s in which each 0,5s deals more dmg.
    Dmg X 4/s with each 0,5 dealing more dmg last tick allways crits
    Stun 2s+
    Cooldown on the bigger side

Backflip shake Melee, Area

  • Get out of this mess. But first deal with him.
    Jump away doing a a backflip with a kick to your enemy. In flight after the flip start shaking the area you jumped from and continue when you land for a briefe moment. Area shakes for Xs after you stop
    Dmg X kick
    Dmg X 2/s shaking area.

Lensing-Amplifier 2.3 Ranged

  • You mount your gauntlets inside a device that look like granade launcher combined with a small machine gun. Normal grib but, no magasine, no trigger but two slots for hands on the side, one close one further and a tube like ending. Present from the R&D [Fitz and Simmons]
    Charge your powers and relaese them in a wide line. Everything you put inside comes in this single moment hitting more focues and with more impact.
    Dmg X
    Knockback.
    If fully charged:
    +100% dmg
    Knockdown after knockback.

Stop! - Signature, Ranged, Area

  • When first you unleashed your powers it was a devastating wave of uncontrolled passion. Now you mean it.
    For 0,5s you realese huge amount's of energy to stop everyone. Wall of vibration throws everyone of their feet and back. It destroys all projectiles. Almost half of a circe in front of you.
    Dmg X
    Knockdown
    Knockback

Ultimate

Bring the house down

  • Oh I'm ready to bring the house down. They don't call me Quake because of my FPS skills.
    Start shaking the ground under your feet to make masive earthquake. Waves coming from your hands are so strong that enemies can't come close and their projectiles are destroyed near you. Earthquake lasts for Xs after you end channeling.
    Dmg X 2/s
    Strong knockback near you while channeling + destroys projectiles.
    Some kind of buff or benefit after channeling ends.

Talents

Defensive
Inhuman Heritage
+Defense +Dodge
+Hp/5
X% chance to protect yourself with your vibration deflecting projectiles for Xs. Cooldown

Offensive
Fury's training
Offensive Traits: Energy, Speed
+dmg, crit, crit dmg, brut, brut dmg
You never give up:
+X dmg for Xs when you drop below 50% hp, cooldown – the least
+X dmg for Xs when you drop below 30% hp, cooldown
+X dmg for Xs when you drop below 10% hp, cooldown – the most

Examples:

  • 9mm stops being basic power and gains even more +Crit chance and +Crit dmg. Vibration bolts become basic power loosing some dmg and gaining +spirit when you hit enemy with dmg over time.

  • CQC from the best don't have combo with Kicks. If used after X ranged powers it don't cost spirit and don't interrupt spirit regeneration.

  • Precise Shots become Heavy fire using assault rifle rain fire in a line shooting 3 bullets at the time. Really Fast attack speed. More dmg to further targets. Small knockback. Don't pierce.

  • Sweep Kick don't have combo with High kick. When used immediately after the roll you jump back to the starting positon doing a sweep kick on landing and you gain +Xdmg to ranged powers for Xs.

  • Nano-poison Granade becomes Neural Disruption Granade you throw granade that releases blue mist in the area. Long stun with irresistable component. Big cooldown.

  • Crash Ball becomes Quake to the base you signal SHIELD to shoot target spot. After 1s delay big energy shot hits the ground / quick and intensive rain of bullets from smaller ship. One or the other randomly.

  • High Kick don't have combo with Sweep kick. When used immediately after the roll the first activation have different animation and allways crits.

  • Preasure slightly wider cone, more spirit cost, besides slow knocks back.

  • At your feet becomes Tremors ultimate of TU, hover on your vibrations causing pretty big and powerful quake. Cooldown.

  • Beat Drop becomes Daise [Daisy – Daze] You Language! enemies in a large Wide medium-short cone with frequency that dazes them and leaves open to your attacks. Low dmg, stun, vulnerable. Enemies take more dmg from your Clearence Lvl 10 powers for the duration.

  • Personal Shock becomes Shocking fighter Hit enemy in front of you with fist full of vibrating energy. For Xs your melee powers get +X dmg from vibration. Cooldown.

  • Shake in your boots becomes Local Quake Shoot the ground in the target area with your powers making it shake for Xs dealing 2/s. Vibration make enemies weaken. You can have 3 localaside quakes at the time.

  • Backflip Shake become Vibration Leap Jump to target area using your powers direct down to make you jump higher and furhter. Dmg X on the way, Dmg X on landing – more. Small Cooldown.

Costumes

Team Up costume - Default

S.H.I.E.L.D. uniform

S.H.I.E.L.D. uniform - battle damaged variant

Secret Warriors

Secret Avengers


Ultimate

Agent's of S.H.I.E.L.D.

Marvel Avengers Aliance - game one but nice one

Costume - 2 versions. One have shoulder armor, cleavage and shades. The other don't

Age of Ultron

Orange

I didn't find cool picture of Sky from Agent's show. If someone finds one PM me :)


I didn't know how to divide her powers but one full tree of tremors and the other one for SHIELD stuff I think is a good split. There are options for more melee build, for ranged and for hybrid with different combinations. She could be fun to play :)

@WiccaWonder

Oh and I did some Taskmaster suggestion for his review: Taskmaster - suggestion of talents and powers

If you have a suggestion on what hero I should do next message me.
List of my Hero Suggestions is Here and allways in my signature.


What incentives would you suggest/promote to get people to pay for the first time?

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This isn't a rehash of the coupon conspiracy although it is inspired by the discussions. But the gist is to get people to discuss good ways that Gazillion could get people to spend for the first time.(incentives to bring back players or get players that haven't spent in a long time to spend is a different beast).

NOTE: These suggestions require tech improvements to the store.

1) Non giftable welcome pack(one time purchase and there could be many to choose from)- My opinion is that the best way to ensure that the benefits go to first time spenders (and not dummy alt accounts) is to ensure anything they buy in the incentive package isn't giftable. Otherwise the system would be gamed. The welcome pack should offer a great deal on a few heroes bundled with their stash and general stash.

2) Cash shop that provides credit for things already owned - I'd suggest that the devs in charge of the store look closely at the Heroes of the Storm shop. They reduce the price of packs based on each thing in the pack that you already own. It's slightly more complicated in MH as a hero may represent the hero itself, their default costume and stash. but that's fairly straight forward for them to assign values to.

3) BOGO should be for buy one get one of equal value of your choice - I know some are against this as they want to buy a cheap thing and hope the free one is better. But BOGO should never leave a sour taste in a customers mouth, especially if you want to keep them as customers.

Small suggestions/requests thread

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Not a thread to ask for new heroes or costumes, just small(ish) things.

Myself, I would absolutely love to have Squirrel Girl say her catch-phrase once in a while. "It's time to eat nuts and kick butts!" I know that it would require getting the voice actor back in, but it would just be so awesome.

What are your suggestions?

[Hero Suggestion: Jubilee] With a complete list of skills and descriptions! [UPDATED: 14/10/13]

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Hero Suggestion: Jubilee


Note: The damage, spirit cost and attack speed of powers are rated in comparison to each other. As a concept design, this makes things easier for the tech guys who add in the actual numerical values.

Pyrotechnic Powerhouse

  • Lv.1 - Roman Candle : [Damage: ■■□□□□][Spirit: □□□□□□][Speed: ■■■■■■]
    Basic Power | Energy Damage | Damage increases by level

    Shoots a quick blast of plasma that stuns enemies upon impact for a time.

  • Lv. 2 - Psionic Precision: [Damage: □□□□□□][Spirit: □□□□□□][Speed: □□□□□□]
    Passive Power | Critical Rating bonus increases by level

    Jubilee's ability to psionically guide the energy dispersed from her body raises her chances of landing a critical hit.

  • Lv. 6 - Sparkler Stream: [Damage: ■■■■□□][Spirit: ■■■■□□][Speed: □□□□□□]
    Energy Damage | Damage and chance to inflict burn increase by level

    Holding the hotkey will fire a continuous stream of glimmering plasma that has a chance to burn enemies while dealing damage twice per second.

  • Lv. 12 - Paf Cloud: [Damage: ■■■□□□][Spirit: ■■■■□□][Speed: □□□□□□]
    Globule Power | Area Power | Energy Damage | DoT increases by level.

    Creates a cluster of detonating plasmoids that absorbs all energy damage that passes through the designated area while damaging enemies over time, twice per second.

  • Lv. 16 - Griandola: [Damage: ■■■□□□][Spirit: ■■■□□□][Speed: ■■■□□□]
    Globule Power | Area Power | Energy Damage | Damage increases by level.

    Sends a wheel of crackling plasma energy travelling forward to damage all enemies in its path while absorbing enemy projectiles.

  • Lv. 20 - Fireworks: [Damage: ■■■■□□][Spirit: ■■■□□□][Speed: ■■■■□□]
    Energy Damage | Damage and knockdown duration increase by level.

    Shoots a cluster 7 fireworks forward in a fan formation that detonate upon impact, dealing splash damage and knocking enemies down.

  • Lv. 24 - Pistil Shot: [Damage: ■■□□□□][Spirit: ■■■■□□][Speed: ■■■□□□]
    Energy Damage | Damage and debuff duration time increase by level.

    Shoot an instantaneous firework paf at an enemy, marking them with a target and making them more vulnerable to critical hits from Jubilee and her allies for a time.

  • Lv. 30 - Firecracker: [Damage: ■■■■■■][Spirit: ■■■■■□][Speed: ■■■□□□]
    Energy Damage | Damage increases by level.

    Holding the hotkey causes Jubilee to charge up energy, releasing a radial AOE flash around herself that stuns nearby targets. Once the charge is maxed, or the hotkey is released, Jubilee fires a large blast that explodes upon impact. The explosion causes knockback, a chance to trigger a brutal strike, and AoE splash damage. Damage dealt depends on how long the charge is held for.


Plasmoid Generator

  • Lv. 1 - Plasma Wave: [Damage: ■□□□□□][Spirit: □□□□□□][Speed: ■■■■■□]
    Basic Power | Energy Damage | Damage increases by level.

    Fire an energy globule that detonates on impact, releasing shockwave ripples that drag enemies backward and away from Jubilee.

  • Lv. 4 - Plasma Field: [Damage: ■□□□□□][Spirit: ■■■■■■][Speed: □□□□□□]
    Globule Power | Field Power | Energy Damage | Damage and defense boost increase by level.

    Create a field of plasmoids that encircle Jubilee, consuming a portion of your max spirit while active. Deals minor damage to all enemies within range and knocks them back, as well as providing a boost to her defense rating.

  • Lv. 10 - Plasma Vortex: [Damage: ■■□□□□][Spirit: ■■□□□□][Speed: ■■■■□□]
    Energy Damage | Damage increases by level.

    Fire an energy globule that causes a vaccum-like force as it travels, gathering and damaging enemies in it's path before exploding, further damaging them.

  • Lv. 12 - Paf Field: [Damage: □□□□□□][Spirit: ■■■■■■][Speed: □□□□□□]
    Field Power | Energy Damage | Additional energy damage and buff duration increase by level.

    Release a field of detonating plasma that reinforces the strikes of Jubilee and nearby allies, visibly surrounding their hands in shimmering fireworks. Consumes a portion of your max spirit while active. Adds additional energy damage to all powers and grants minor explosions to Fighting and Area Powers, extending the radius of their attack range.

  • Lv. 20 - Sparkling Rain: [Damage: ■■■■□□][Spirit: ■■■■□□][Speed: ■■■■□□]
    Area Power | Energy Damage | Damage and chance to inflict burn increase, and confusion duration extends by level

    Toss a bright cluster of plasmoids into the air that detonate with a blinding flash, confusing enemies as the searing sparks shower down over an area to scorch enemies and potentially burn them.

  • Lv. 24 - Prismatic Refraction: [Damage: □□□□□□][Spirit: □□□□□□][Speed: □□□□□□]
    Passive Power | Stun chance increases by level.

    Adds a stun chance to all of Jubilee's Globule Powers.

  • Lv. 28 - Plasma Absorption: [Damage: □□□□□□][Spirit: □□□□□□][Speed: ■□□□□□]
    Jubilee draws in any active Globule Powers and absorbs them, replenishing spirit and bootsing the damage of her next attack; both based on the percentage of Mutant Battery (secondary resource) she has accumulated, multiplied by two. This ability costs no spirit, but has a brief cooldown time.

  • Lv. 30 - Atomic Field: [Damage: ■■■■■□][Spirit: ■■■■■■][Speed: □□□□□□]
    Globule Power | Field Power | Area Power | Damage increases by level.

    Create a field of plasmoids that encircle Jubilee, consuming a portion of your max spirit while active. Deals damage to all enemies within range and negates incoming projectiles. Pressing the hotkey again while power is active detonates the field, dealing AOE damage.


Gymnastic Protege

  • Lv. 4 - Aerial: [Damage: ■□□□□□][Spirit: ■□□□□□][Speed: ■■■■■■]
    Movement power | Fighting Power | Physical Damage | Knockdown duration and damage increase by level.

    Jubilee uses her refined gymnastics training to execute an evasive aerial that knocks down enemies in her path, dealing minor damage.

  • Lv. 8 - Bursting Vault: [Damage: ■■■□□□][Spirit: ■■□□□□][Speed: ■■■■■□]
    Movement Power | Fighting Power | Energy Damage | Damage and stun chance increase by level.

    Leap into the air and unleash a blast of plasma while vaulting over an enemy, landing a safe distance behind them. Has a chance to stun.

  • Lv. 14 - Olympian: [Damage: □□□□□□][Spirit: □□□□□□][Speed: □□□□□□]
    Passive Power | Speed and dodge rating bonus increase by level.

    As an Olympic-level gymnast, Jubilee's agility is always at its peak, giving a boost to her dodge rating.

  • Lv. 18 - Sidekick: [Damage: □□□□□□][Spirit: ■■■■■□][Speed: □□□□□□]
    Rally Power | Experience bonus increases by level.

    Jubilee assists her allies, ensuring that everyone gets the most out of the battle at hand. Increases XP gain and allows the effects of Mutant Battery (secondary resource) to be shared with her allies, while consuming a portion of your max spirit while active.

  • Lv. 18 - Motivator: [Damage: □□□□□□][Spirit: ■■■■■□][Speed: □□□□□□]
    Rally Power | Damage, tenacity and defense rating bonuses increase by level.

    Jubilee cheers on her allies to boost team morale, giving them a defense, tenacity and damage boost while consuming a portion of your max spirit while active.

  • Lv. 22 - Cherry Bomb: [Damage: ■■■■■□][Spirit: ■■■□□□][Speed: ■■■■□□]
    Globule Power | Movement Power | Area Power | Energy Damage| Plasmoid duration and damage increase by level.
    While executing a quick back-handspring to escape danger, Jubilee plants an explosive plasmoid on the ground that will detonate after a set time or when stepped on.

  • Lv. 26 - Instigator: [Damage: □□□□□□][Spirit: ■■■□□□][Speed: □□□□□□]
    The effects of the damage and defense rating debuff, and haste bonus increase by level.

    Jubilee uses her famous 'tude to taunt nearby enemies, causing them to become careless as they chase after her, lowering enemy attack and defense ratings for a time. Adds a passive increase to Jubilee's attack and movement speed per point invested.


Ultimate

  • Grand Finale: Shoots a massive burst of plasmoids into the air that explode down on enemies for a time, and for the duration that the power is active, it:
    Deals massive energy damage.
    Negates all projectiles.
    Negates a percentage of incoming energy damage from enemies.
    Greatly increases spirit recovery rate.
    Greatly boosts energy damage defense for allies.
    Greatly increases critical hit chance for for allies on all energy damage skills.



Mutant Battery
Jubilee's secondary resource gauge is filled by damage dealt via Globule Powers, or when energy damage is absorbed.
It reduces the cost of, and increases the duration of all powers by 2% per pip. When Plasma Absorbtion is used, it depletes the gauge; boosting the damage of Jubilee's next attack based on the percentage accumulated multiplied by two.



Character Overview

I designed Jubilee to be a character with plenty of versatility to suit the different play styles we have as gamers. However, she excels at team support and this is the role that I designed her concept around.
I felt it was important to use passives as a way to expand more build options, for making Jubilee both a damage dealer and a supporter.

In order for Jubilee to be a heavy-hitter, investing in her critical rating will be key so Psionic Precision will be a must. Her Plasma Absorbtion ability and secondary resource will also help her dish out hefty damage when needed, and ensure that she's always able to be attacking without having to worry too much about her spirit running low.
Since she's fragile, boosting her movement speed and dodge rating with Olympian and Instigator will also be a good idea to keep her safe if you plan to keep her at a closer range to the enemy. She has a number of skills that allow her to either escape danger, travel quickly or reposition herself in order to avoid taking damage.

Now, the main draw to Jubilee would be her supportive abilities. Personally I like to play as support class characters, and with Jubilee typically shining while being in a sidekick or leadership role; I felt she was perfect for this.
I gave her abilities that few, if any, characters on the current roster have to offer in terms of support skills. Ranging from the ability to boost XP gain, to being able to share the rewards granted by her secondary resource. This design is one I had hoped that people who typically play in groups would come to appreciate.



So!
Thank you to everyone that has show support for me and my idea. I've been extremely happy with the overwhelmingly positive reception this Jubilee concept design has gotten, and can only hope that it will help ensure a place for her on the Marvel Heroes roster sometime in the future.
As always, feel free to leave your feedback, questions, and any other comments. I always like hearing from my fellow heroes in the community!

Biding time until the big updates...

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Max Omega's.
I don't feel like prestiging.
All heroes are at 60.
Most of the achievements I have left aren't of little to no interest or too grindy.
Most items are leaving anyway.

Here's waiting on you, Gaz.

(I've been playing LoL more in case someone's like, "Another complaining post.")

What is everyone else doing in the meantime?

guy who makes playable character suggestions...

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Can we get some Great Lake Avengers...Mr Immortal, Big Bertha, Flatman :)

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