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Shadowsleuth

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Posts posted by Shadowsleuth

  1. 26 minutes ago, The_Warpact said:

    To the original question I thought Poison Trap was -regen & -rech.

    That would be the Traps version which is PBAoE, Foe Hold(Special), -Regen, -Recharge.

     

    The Poison version is PBAoE, Foe Hold, -Endurance, -Recovery, Chance to Hold, Minor Damage over Time (Toxic).

    • Like 1
  2. 3 Suggestions saved from the old live forums

     

    Fleeting_Whisper's suggestion

    Quote

    Actually, we're still missing 4 zones that ought to be in the Shard:

     

    - Factory Cubes (Chularn the Slave Lord / Wisps)
    - Repository (Kuularth the Scavenger / Natterlings)
    - Palace (Aloore the Watcher / Sentries)
    - Garden of Memories (Uuralur the Mirror / Reflections)

     


    In comparison, we have:

     

    - Cascade Archipelago (Ruladak the Strong / Brutes)
    - Storm Palace (Lanaru the Mad / Storm Elementals)
    - Chantry (Faathim the Kind)
    - Firebase Zulu
    - Pocket D (sort of...)

     

    Edit: Suggestion:
    1. Leave Cascade Archipelago/Storm Palace/Chantry/Firebase Zulu to the Heroes
    2. Create Firebase Alpha for the Villains
    3. Add Factory Cubes/Repository/Garden of Memories to the Villains
    4. Add the Palace as co-op

     

    Then each side has a Firebase SS zone not associated with a Rularuu aspect, 3 SS zones associated with one of the aspects, and 1 co-op SS zone for super awesome raid-the-palace something or other.

     

    Redlynne's suggestion

    Quote

    NOW ... with the new Phasing Tech that Issue 21 has made possible ... it ought to be quite feasible to at long last implement something akin to a "campaign" scenario of expanding the Mole Points in the Shadow Shard to give players greater access to those zones, which can then be used as a foundational springboard for creating ALL KINDS OF Shadow Shard Story Arcs, which can better explain all kinds of things that have simply gone unexplained. 


    What's the deal with the Reflections, for example? How did the Shard Native Human get here? How have they managed to survive the Madness and Rularuu?

     

    NovaFang's suggestion

    Quote

    CoH_ShardProposal_BridgePoints.jpg.150fd5599a6ea0fb46aeb975ec6093ab.jpg

    CoH_ShardProposal_UniqueSalvage.jpg.94452ae6c0d73e5c59a83edacb6b3db7.jpg

    CoH_ShardProposal_RaceTrack.jpg.79f42dec651d2091cb8bfda79bd42ad7.jpg

     

    • Like 2
  3. Paragon Rewards program, Reward Level 9 VIP had Super Packs

     

    Quote
    • Each time a reward token is placed in this slot it grants the following character item certificates: 5 certificates, each redeemable for one Super Pack: Heroes and Villains. This reward is repeatable.

    https://archive.paragonwiki.com/wiki/Paragon_Rewards_Program

     

     

    This is what Super Pack - Heroes and Villains contained:

    https://archive.paragonwiki.com/wiki/Super_Pack/Heroes_and_Villains

     

     

  4. 27 minutes ago, CrudeVileTerror said:

    uh, @Shadowsleuth?

    Medic is -already- a Level 18 Henchpet, unless you're getting Sidekick'd up to 18 or higher while 17 or lower.

    I made the same mistake when whoever it was first suggested the idea.   I did a little double-take and went "oh.   Nevermind.   This is perfect, actually."

    I had forgotten the level Medic was gained.

     

    I enjoyed setting up & pulling enemies onto 3 rows of mines &  having caltrops under my feet which would make any enemy turn around & walk right back into any mines they missed, while flipping my Merc henchpets from passive to aggressive to finish them.

     

    Warwolves were the only thing that ruined that little move, always had to place a mine under my feet just for them.

    • Haha 1
  5. On 11/8/2020 at 3:25 AM, CrudeVileTerror said:

    Mercenaries could use an emergency buff!

    The fix which I've fixated on (heh) is the idea that Mercenaries decouple of the Medic from the Soldiers Power, add a third Soldier Henchpet, and have the Medic become a 7th Henchpet as the level 18 Power in the Set.

    "What happens to Serum then," you may ask?  We tone it down, remove the crash, make it an AoE, and give it to the Medic as a Buff for all the other Henchies.

    Love the idea of making Serum an AoE & the idea of a 7th Henchpet.

    I'm a little hesitant about pushing the Medic to Level 18 (On Live I played a Mercs/Traps, & the Medic was a life-saver for both the other Henchpets & myself even at the low (sub-lvl 18) levels).

     

    Could the 7th Henchpet be a 2nd Medic? Or would that break the set?

     

    And whether or not the above idea is used, I think that @Shazbotacus idea of giving the Medic a Generator (Triage Generator: Regen Plus small Defense Boost) similar to the Sky Raiders Generator is an idea that is pure awesome, as mentioned in this thread:

    https://forums.homecomingservers.com/topic/12055-i-want-to-talk-about-buffing-mercs/

    • Thanks 1
  6. On 9/23/2020 at 1:09 PM, Luminara said:

    You can thrust, lunge, sweep, vault and spin, and throw the spear.  There's six of nine powers in the set, without limiting motion.

    Sounds like a fun playstyle.

     

    Spear & Shield can enable plenty of character concepts.

     

    1765200602_SpearShieldCollage.thumb.jpg.0e27de045901d044d851426e027b29be.jpg

     

    1298456704_SpearShieldScifi1-Copy.thumb.jpg.22de98871ae11817cc228d5483c9398b.jpg

     

    I also would eventually want to see an "elemental weapon & pistol" powerset (fire, lightning, ice, etc...) so we can finally have Spark Blade's powerset in the game.

     

     

  7. 6 minutes ago, zenijos10 said:

    I think its a cool idea too, but how does it thematically make sense as regeneration?

    As your body is taking damage your ability to self-heal goes into overdrive to compensate.

     

    Think of it as wolverine or the hulk taking heavy damage & they suddenly bounce back stronger & more ticked off than ever.

     

    • Like 2
  8. Aside from front loading the heals, scaling regen and/or scaling damage resist and resistance to -heal, -regen, & -recharge; How about also adding this...as your health drops below half your health bar, you have a cumulative chance of instantly recharging some/all of your clickies (Reconstruction, Instant Healing, etc...) (with a cooldown after it triggers)?

    • Like 1
  9. 20 hours ago, JayboH said:

    I could see a possible argument for a light/holy type set since we have dark abilities but even that is a stretch.  If it was holy (which definitely has some comic origins) then I would make it a combo of energy/fire damage instead of always making everything a combo of lethal or smashing with something else.  Side effects besides dots could be fear and/or disorient.

    I like this.

     

    Another feature I would expect from Holy Light is to have some of the powers proc a heal on allies as well as damage enemies.

     

    And an ally rez that damages nearby enemies.

     

    Before the powerset is release to the players I would first introduce a new NPC group with these powers, perhaps repurpose the removed Incarnate Merit Vendors (Astral Christy, Empyrean Michael, Taskmaster Gabriel) & remove the "Astral" & "Empyrean" from their names; also use these NPC as new mission contacts.

     

    https://archive.paragonwiki.com/wiki/Incarnate_Merit_Vendor

     

    https://archive.paragonwiki.com/wiki/Taskmaster_Gabriel

     

    Have players meet this group in a new thematic zone; a level 50+ Incarnate only cooperative zone would be ideal.

    • Like 2
    • Sad 2
  10. I find the brown caves on the villain side to be wider & not as twisty as the blue ones heroside.

     

    My gripe with the blue caves isn't how narrow or twisty-windy they are, it's the holes in the floor of the 5 tier pancake room.


    I always forget to alter my camera angle so I can spot the holes in the floor until after I've fallen through onto some CoT's head (usually the boss).
     

  11. When you first step into Kings Row at level 5 I find that a few contacts (& the police radio) sends you to mission doors at the top of the zone.  (Dodging purple con enemies to reach your door is a pain). 


    Having a place nearby to sell any drops & also able to restock on inspirations would be appreciated.

     

    And there are some Kings Row contacts that send you on Skull hunts in Perez, having a gate right there would be handy.

     

    While this would be a nice quality of life feature to have, there is no rush to implement this right now; it can be done when the Dev schedule allows.

    • Like 2
    • Thanks 1
  12.  

    I wish that all the starter contacts (Azuria, Rick Davies, etc...) were added to flashback.

     

    Even though they don't have storyarcs; all missions from every contact should eventually be added to flashback.

     

    Perhaps in the future that is something the new devs could look into (when time allows).
     

    On 1/21/2020 at 9:57 AM, Redlynne said:

    Actually, the early arcs all provide Merits at the end of them, which you can use to buy IO recipes with. 

    I remember that some contacts gave out DOs or SOs for completing their storyarc, was there ever a list of which contacts did?

  13. 32 minutes ago, Outrider_01 said:

    Blue Steel becomes tougher on himself to become softer; teach the younger heroes how not to act and do something similar to the greatest screw up in his life.

     

    32 minutes ago, Outrider_01 said:

    Make more sense for a TF having Blue Steel attempting to seek redemption and forgiveness from the Clockwork King for his actions, but it doesn't happen.

     

    That is all that is needed, have Blue Steel admit he made a mistake & overreacted. Have him try to make amends & have Clockwork King refuse it (initially), then later have Clockwork King (who wants to prove to Penelope Yin he has changed) accept Blue Steel's apology.


    Perhaps part of Blue Steel's amends, his TF deals with acquiring cloning technology that will provide the Clockwork King with a cloned version of his original body.

     


    I prefer that to be the way the Devs handle it rather than locking Blue Steel up.


    But, If they did lock Blue Steel up I would expect him to say something similar to this.

     

    1733810026_WatchmenRorschach2.gif.1a8b398261723fbc97d96f643b59344e.gif

    • Haha 2
  14. I have to say I like Darkneblade's Martial Control, it feels like a merger of Martial Arts & Kinetic Melee (sort of).

     

     

    The changes I would make to increase survivability, turn Limitbreak into a cone slow (Siphon Speed) (with a slow recharge) instead of single target & remove the crash.

     
    That would make it comparable to other control sets with slow (Ice Control Shiver, Earth Control Quicksand, Fire Control Hot Feet, Plant Control Carrion Creepers).

     

    It would feel like an amped up version of a Tsoo Ink Man's slow attack.

     

     

    I like Limitbreak also sending a silhouette of your character into melee range for the attack while you stay at range during the Limitbreak buff.

     

    I would say test those changes & if it still isn't survivable enough then add having Limitbreak briefly altering Blurry Fingers into a guaranteed hold (instead of a chance of) for a short time.

    • Like 1
  15.  

    13 hours ago, Darmian said:

    Empty at the moment. How about adding a stage with a rock band to it? Just change the sound file in there to a rockier thing. 

     

    10 hours ago, Greycat said:

    I'd expect more of a DJ.

    Alternate between the two, one day/night cycle could have a DJ & another day/night cycle could have a rock band; it could work the same way the dancers inside the cages in Pocket D periodically get swapped out.

     

    It would also be great if we can get a door or portal connecting Paragon Dance Party & Pocket D.

    • Like 1
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