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Zenex

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Posts posted by Zenex

  1. I wasn't sure how to quote from another post but earlier this week in the august 24th patch notes it was mentioned that we had a Nictus Axe coming to us "Also, the (currently very WIP) Minotaur Nictus Axe will be going to players at that time as well."

     

    It got me thinking that it would be really awesome if we could also get the Nictus look added to negative energy powers in game as an option (i.e dark melee, dark blast, dark mastery, and soul mastery ect.) along with peacebringer style for energy and energy blast specifically because it looks more like a bubble beam effect which I was once told because the set initially was going to be water blast.

     

    I was originally going to post this as a separate thread but I didn't want to blow up this form with near identical posts. 

    • Thumbs Up 1
  2. I recently found out that the only customization for Soul Mastery at least for brutes was color tinting, gloom completely lacked all the other customization options that other versions of the power had i.e. skull/no skull and Soul Noir.

     

    To be honest I'm partially unsure if this isn't actually a bug with it lacking all the options but I think it would have been fixed by now if it was. Edit : Just leveled up a scrapper on test with darkness mastery, Soul Noir and all the other options were indeed available so it could be a bug after all.

     

    I think adding the rest of the dark power customizations would be nice, I mean soul noir is awesome and dropping the skull animation would be nice too for different concepts. 

  3. From day one, to be exact when excelsior went live my main has been a em/wp brute. I honestly think they go together like macaroni and cheese, i.e. the more recharge you get the more you can spam TF/ET and the hit point penalty isn't even noticeable due to WPs regen. I can also stack roughly 15 - 20 mag worth of stun at a time which permanently stuns boss/eb/av without triangles which gives WP a chance to regen up. 

  4. Arc ID: 34930

    Arc Name: Secret Christmas S.O.S.

    Author: @E-fender

    Number of Missions: 2
    Description: It's Christmas Eve...Eve, you know that day where everyone races to supermart for last minute gifts and the intense anxiety of dealing with the relatives and disgust of raw egg nog merge to create a new emotion even worse than its parts. But as you dwell in agony you notice an S.O.S from near by.

  5. I'd like to bring states back for nostalgia as he was always there when the game was still live, at least for HIS TF and the pre death stuff. 

     

    I wouldn't mind bringing him back in general via some ouroboros arc because I felt the who will die arc was just a fancy way to kill off the old characters to get them out of the way and wasn't very fond of that tbh.  Statesman and Sister died for no reason other than to just get rid of them imo, and to some low level contact no one cared about too not even lord recluse or someone cool.

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  6. Least favorite, any lore pet which has a toggle buff i.e. drones. Constantly turns it on and off, which is pretty infuriating and how long it can take to switch them out sometimes.

     

    Outside of that I think it would be nice to see more content geared toward incarnate leveled action or a way to maybe add (+1,2,3,) for certain flagged AV's or something to existing content 

  7. 1 hour ago, Bentley Berkeley said:

    Pardon me while I gag.

     

    But seriously Statesman was the avatar of a vile rapist of a god. Sister Psyche was a body thief. No matter the attempts at portraying them as good and heroic, the fact is both of these characters are better off dead as neither really represents an icon worthy character.

     

    You all dont seem to be aware of one of the more common negative nicknames for coh city of sidekicks, it was the over hyped up characters like States and Sis that helped created that sense in some players.

     

    Bad enough CCs are now held at the statue of Statesman in KW. Likely why I barely bother to go attend them to see costumes and read bios now days as I cant stomach the sight of that Tyrant State.

    That seems pretty extreme considering marcus cole statesman and zeus were two separate individuals who both share the same powers given by the well nothing more. 

     

    I think they were great characters and dcuo was the mmo which made you a sidekick. 

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

    I would get into this game's PvP if what I saw from videos looked like a tolerable experience. All I have ever seen is : "3, 2, 1, SNIPE" while people zip around with SS/SJ.

     

    I'm a pvper at heart-- I come from EVE and Guild Wars. I would like to PvP in CoH... but every AT has to be viable. Right now it seems like coh pvp is just a game of shot-put with blasters.

    Back before i13 you could pvp with any AT with many workable power combinations (some better than others) including scrappers, brutes, and tankers, the exception being peacebrings and warshades really.

     

    This is where i13 came along and in an attempt to make pvp more attractive to those who pve they made a bunch of changes I.E. Heal decay(gone) Travel suppression(gone) Mez overhaul, Crippling DR, and completely changing how powers work from pve to pvp. 

     

    These changes are what made pvp as so un diverse as it is at the moment both in AT and powersets, Buffers and Debuffs are far less useful now, and the name of the game is who can deal the greatest amount of damage fastest which Blasters do best along with increased surviverablilty blasters are what you'll see.

     

    4 hours ago, macskull said:

    spiking is the most common thing you see in high-level PvP is because it's the most effective way to deal damage - if you're not coordinated on a target their Emp will heal them, or they'll evade around geometry, or they'll phase

    Mac nailed it to as why you are seeing nothing but 3 2 1 snipe.

    • Like 1
  9. 5 hours ago, Meretricious said:

     

    I disagree. NPCs in zone, I feel, are not that big of a deal, and add more to the "hazard" feel of the map. Being strategic about how far you chase, or where you choose to plant (landing after a jump), diversifies every zone encounter. This is also great for players that toggle debuffs on you (radiation debuffs, snow storm, etc.), as you can stand in a friendly mob and throw aggro onto them. (Doing this does not guarantee you live. Standing still in a PvP zone is almost always risky. It's just another avenue of disruption you can pursue.)

     

    Edit: After thinking about it more, I'm a little torn on this because I forgot how hostile zones are for Masterminds.

    I'm not saying to remove the NPCs or make them completely irrelevant, but my point was that originally players didn't sufferer from crippling DR which they now do and the pve content within the zones didn't compensate for this change when DR came into effect. Specifically in zones where the help of incarnates are not available.   

  10. I have a few things I'd like to add, besides "revert i13" but I want to keep it as short as possible.

     

    The Mez resistance vs protection situation, this is number one for me as it killed toggle debuffs and crippled the controlling ATs. ( No one enjoyed being perma held, but at least break frees worked).

     

    DR should be toned down, a lot in some situations however with incarnates now being a thing in pvp I do see a place for DR to stop things from being ridiculous. It has to have a sweet spot where therm, sonic and other buffs ect will be useful but not have people too crazy via incarnate buffing.

     

    Blasters and the other squishy AT's, considering blasters have the same pvp buffs as the other AT's with 1606 hp max I think they should be brought up to the blaster cap as well or have blasters lose some of their resistance to compensate for the increased surviverability.

     

    Keeping power from changing too drastically between pve and pvp.

     

    The final thing, which will be unpopular is to not try and make everything "viable for pvp" and accept some things will be better off pve than pvp and vis versa. Imho that's what they tried to do with i13 and it made pvp a lot less fun and far less builds pvp worthy

    • Like 1
  11.   We have a lot of people on the forums which are constantly providing feedback and suggestions they would like to see added to the game thanks to how devoted the home coming team is to the city of paragon and for the 5 people who live in the rogue isles.

     

     However the feedback on the forums can range from anything from game mechanics, animation, to I want a pizza monster as the coming storm, and these are all mixed together causing a lot of ideas to be buried quickly by highly popular topics like rage and there is no way to really separate between the different types of suggestions. 

     

     I'll admit I have no experience in web site design so I have no idea how easy or hard this is but I think it would be helpful to have separate places within suggestions and feedback for different parts of the game i.e. game mechanics, lore, powers, costumes.

  12. 19 hours ago, M3z said:

    Reverting the animation would not open a can of worms as you'd say.

    I believe you misinterpreted what I meant by that statement. Pvp always needed some adjusting from the start, but when caste went to fix it for i13 he basically did the opposite of what he intended, made even less builds/powerset/AT viable and with the drastic difference between how powers worked in pve vs pvp it drove away pve focused players while simultaneously driving away pvp focused players that had been there. I meant that statement as in pvp needs work be it an attempt to restore pre i13 days or work with what we have thanks to castle, and that is going to be a monumental task.

     

    I'm in total agreement with you in wanting it reduced and that reverting ET's animation will make the set better, however some people have been against that in the past claiming it would be to OP for pvp when it wouldn't.

    • Like 1
  13. On 10/14/2019 at 9:37 AM, M3z said:

    ET really needs to animation reverted. It'd add another viable melee set for pvp (right now you really only have rad melee, super strength or psy melee to choose from). Melee are in a bad enough spot as it is, definitely would help them out to have SOMETHING else viable other than super strength for tankers/brutes and psy melee for stalkers/scrappers. Not to mention it was one of my most favorite sets to play back in the day. Funny thing is even if ET's animation got reverted it still wouldn't be as stupid as psy melee where I can do insight greater psy blade crits for 1500+.

    After Castle screwed with pvp long nasty animations got their damage boosted in pvp i.e. fossilize while short high dps powers like seismic smash have their damage lowered. So reducing ETs animation would cause it to lose damage in pvp not gain more, but i've said it before fixing pvp is another can of worms and no i'm not saying keep the 2.6 second animation, i'm in the revert ET boat.

  14.   I personally love to create beautiful costumes or themed characters with their matching power sets, and with the addition of minimal Fx for hasten and other powers was amazing, No more glowy hands for my dark scrapper ect. 

     

      I would love to see this happen to some of the incarnate powers as well like the destiny powers (i.e. Clarion, sorry but you're ugly), and Hybrid powers. I would also like to see a min Fx option to be opened up to more of the pool power options like the Spring/Jump attacks from superjump, flurry, and air sup. But I don't want to limit it to just the travel pools I think it would be great to add some min fx to the medic pool and the new force of will, specifically unleash potential which is basically like the old hasten pre no fx.

     

    Edit: anyone else have powers that could use the low/no fx option ?

    • Like 1
  15. I think having a repsec or at least some kinda of power breakdown would be nice, i've made powers as a mistake or didn't like how it worked out ( I'm looking at you robotic drones ) but it would most defiantly have to come at diminished returns I.E. "break down" a T4 you get X incarnate threads and 3 rare salvage no getting your VR back ect. so it isn't abused. 

  16. 13 hours ago, Rylas said:
    14 hours ago, Steampunkette said:

    Okay, so...

     

    EM can't be the mondo ST damage dealer that it used to be. There's simply no way to make that a reasonable choice without completely screwing over PvP balance thanks to it's tendency towards one-on-one combat and Spike-Centric damage shutting people down as quickly as possible.

    I thought powers could work differently in PVE and PVP. If they can, why not have a PVE version that's the ST king by a strong (but not OP) margin?

    Returning ET's original animation would actually do the opposite, due to the screwed up mechanics put in place by castle ET would be doing less damage in pvp, but fixing pvp is another can of worms.

  17. 3 hours ago, Captain Powerhouse said:

     

    Yes, it is a nerf. Yes I did say i was not planning to nerf brutes (not sure if i ever said any definitive "wont", i try to avoid speaking in certain terms like that but I know sometimes I fail.)

     

    Anyways, no one should try to cover the sky with one hand, this is a nerf. It is indeed a minor nerf that should only play a role in team and raid situations.

     

    @kenlon got it right earlier, my mind was changed after a lot of talk pointed the dynamic between brutes and blasters/scrappers. It's an AT that can tank, manage aggro, and deal lots of damage, and then it can also be buffed to deal higher damage scale than a Blaster. I wasn't planning to do it, I was focusing on the melee at balance, but I stated that "if tanker damage is too high at 5.5, then so is brute damage with a 7.75 cap". Once blasters entered the conversation, I really felt that indeed, if there was a time to do this, it was now.

     

    The result after this should be a more balanced field among tanking ATs (Kheldians will be touched at some point, sorry, those require a lot more work than can be done within the scope of this wave) and also a better position for raw DPS ATs that bring little to the team more than, well, raw dps.

     

    Anyways, I own it. It's a nerf, not out of a whim, but it's a nerf and I did say it was not in the table. I apologize, but still feel this needs to happen. I'll do my best to avoid such absolute statements in the future.

    Welp as much as I dislike the idea of lowering the cap, I understand where it's coming with brutes surpassing blasters, I thank you for the explanation.

     

    However I would like to ask for a quid pro quo of sorts. Because this nerf is being more focused on teams, raiding and keeping brutes from over powering pure damage AT would it be possible to slightly improve fury generation to compensate for the lowered damage potential ? I mean at the lower damage cap it wouldn't be making brutes do anymore damage.

  18. 2 hours ago, Leogunner said:

    I've been playing a Grav/Energy Dominator lately, mainly because I never got a Grav anything to max level in the past but also because I heard Energy Assault was changed with the whole charge and release mechanic.

     

    If you haven't tried it, it's pretty nice.  Whirling Hands is a premiere power when you release your energy.  If they import this to Energy Melee, I think the set would actually be pretty nice.  All they really have to do is up the damage, recharge and END cost of Whirling Hands and give the unload a hefty punch.  Rather than changing Energy Transfer to its old animation, the set really only needs to charge a weaker power to have higher DPA via charge and suddenly it doesn't matter that ET takes a while to animate, you're getting your damage from charged up...Bone Smasher or something.

     

    Might have to change Stun into an AoE when charged.  You might also be able to get away with giving the set a "Energy Regulator" kind of mechanic where, upon releasing the energy you charge, you get a bonus to regeneration.  If you set Total Focus and Build Up (renamed Energy Charge) to auto charge your energy (with a chance to charge when striking stunned foes) and have Bone Smasher, Stun and Whirling Hands be the skills that "release" that energy that then gets you some +regen (stacking when you release), now you have a ST melee set with some strong control and damage, moderate AoE and +regen for utility on armor sets without healing.

    I think the dom changes were great on their own for a buff to whirl hands however I would kill to have a ground punch or alternative animation as well.

     

     I disagree with not doing anything to energy transfer with the animation being 2.6 and TF being 3 it is a hell of a long time to just sit there especially on fast moving and grooving teams. The old ET + TF was 4 seconds, and if we get the same TF animation buff as dom's at 2.5 seconds I would still want the old ET back, but I would live with a slightly lower animation time on ET down to say 2 seconds which would bring it back to what it was kinda.

     

    No idea if this is possible but what if having energy stored could turn ET back to it's one second animation or speed up the current animation ? Doing it this way would make people have to choose between getting a boosted aoe or boosted ST dpa when using stored energy. Idk I think it would make both people who like the old animation and new animation happy.

     

    Stun could use a sped up/new animation or making it aoe would be nice.

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