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kelika2

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Everything posted by kelika2

  1. Most of my characters fly. and i work in Afterburner before 20 on most of those. Perfect Karma or LOTG mule Animations are better when flying. For Dual Pistols/Staff its almost like another set. And as melee, it makes positioning easier in large crowds. And I forget when this little change happened, you can use "on the ground" only powers when hovering as low as you can go. Burn, Footstomp, etc. Also Footstomp with its fist pounding animation while hovering is /Super Sweet.
  2. I went for 3 acc/dmg hamis and 3 end/def/tohit hamis for my enforcers. reminder that achilles heel does not stack with itself. even from other users(players) or other pets. and the fact that all debuffs and buffs are from BASE (pre enhancement) damage. so if your pet brawls for 10, and achilles procs it'll hit for 12. and if you enhance them up to brawl for 20, it'll brawl for 22 with achilles. Also not 100% sure how damage procs work now but i doubt they will be game changing for pets. For players, you are allowed X procs per minute with no way around it, and if pets are the same, it'll be less impactful
  3. love the AT blahblahblah played a lot, resume here blahblahblah. now that the token introduction paragraph is done lets get to some ideas that are hopefully doable: In general: Bump up all pets by 2 levels, like in incarnate trials/zones but all the time. Henchmen only team teleport or flight. Every single one of my masterminds I take Team Teleport on for a just-incase-moment or terrible terrain. Alternative: Allow the toggle for [Team Teleport]/[Group Flight] in the options window, not Null the Gull. Allow>Consent Window>Block All knockback mags changed down to .67. Like with the Bruiser's Hand Clap early on got changed down to a .67 mag All personal attacks 25-50% base damage boost Global pet speed increase, ninja and beast speed is fast enough to keep up with most groups. Bodyguard on whenever Defensive stance is on Ninjas: Personal attacks changed to shriuken throwing. copy Genins attacks. minor, moderate, aoe. maybe take from dominators. Whenever pets cast a "rain" ability, it is anchored to said target it used it on. When the target dies, it goes away. In this case its Caltrops and Rain of Fire Jounin: give them dart burst from Widows. this fufills the -slow mechanic while still remaining thematic while still giving them aoe damage now Oni: fire ball/fire sword circle instead of rain of fire. range increase on breath of fire Genin: add dragon's tail at level 6. also global -endurance cost adjustments. even with roughly 70% end reduction slotted into Genin they still suck wind after awhile Unrealistic Oni revamp: Change into Shogun. Dual Blades, wider range PBAoE attacks, etc Soldiers: Serum: no crash, effects all pets, reduced effectiveness m30 replaced with cone-burst Soldiers: axe the medic and pretty much give us 3 Soldier's of Arachnos (power wise) 1) Burst/bayonet base 6) Slug/mini-cone auto/frag grenade 32) Full auto, venom grenade If wanting to keep the medic: remove Medicine Power pool stuff and give them a medi-grenade as a base ability. recolor the poison from various venom grenades to be brighter/or blue. heal over time Spec-Ops: Web grenade upgraded to toxic-web grenade. DoT, AoE Adding damage to Gas Grenade, like the gas turrets in the villain level 25 TF mini-cone burst Added Leadership abilities Maneuvers(base)>Assault(6)>Tactics(32) Commando: Range increase for flamethrower and fuckshot Instant snipe/LRM Necromancy: Life drain replaced with Dark Obliteration. I forget the name of the shadow ball attack in patron power pool attack Zombies: use a different zombie model for these. Reason why: if the current zombies need to drop an inch or two they have this landing animation that takes a few seconds. Caves, tunnels and stairs stall tier1s super hard. Also wider cones for their vomits. Add another base attack, Bite. Grave Knights: Ditch the ranged attacks. Replace Dark Blast(base) with Throw Scrap. use the Throw Knives animation so they keep their weapon out. replace gloom/drain life with Slice and Whirling Sword Lich: CC abilities are unreliable. replace with nightfall and dark obliteration Soul Extraction: Usable on enemies, like Warshades. As a Bubble and Dark user there is no middle ground where this power is anything more than an IO mule Robotics: Robots: photon grenade at level 6 upgrade Prot bots: remove single bubble, add mini dispersion bubbles. add laser burst at level 6 Assault Bot: laser burst at level 6 Demons: Tier1s: Fine, maybe make their melee flurry into a pbaoe cone Tier2s: Fine, maybe a size decrease Tier3: fine, little end heavy Thugs: Tier1s: add a makeshift frag grenade at level 6. tin can, boom, something Tier2s: fine, little end heavy, increase radius of leadership so that the Bruiser/Arsonist isnt left naked most of the time Tier3: add damage to hand clap Beasts: I just dont know. Adding PBAoE attacks sounds dumb, even watching the cats stand up to wave for theirs is weird. and I doubt adding a "too fast for the naked eye" leaping teleporting bites or something for more aoe yeah this sounds dumberer the more I type. they have solid defense, some self healing and making the dire wolf hit more targets falls back to the whole robots thing where its all backloaded in powers
  4. In todays CoH you would still get your shit pushed in with toggle IH. With incarnate stuff you can still get to the regen cap "by yourself" and i still die from time to time. Even one of my regen scrappers I went full blown Regen bonuses frankenslotting and another with as much +def i can squeeze in still had alpha strike problems. And yes, every single one of my regens takes revive. "QoL" in regens case would to be spreading out little bonuses everywhere: Fast Healing: x2 or x3 base regen Reconstruction: keeping initial heal, but adding a heal over time like Time/nature heals Dull Pain: Adding resist to all (5-10%), unenhanceable Integ: x2 or x3 base regen IH: shave off a few minutes from its recharge time, keeps it from being perma but still no gigantic gap time MoG: adding regen
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