Jump to content

TheZag

Members
  • Posts

    2055
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by TheZag

  1. It pulled the /jranger picture for the link on the KB > KD thread, i love it.
  2. This reminds me to add a bind that says yeet! whenever i use a knockback.
  3. Enemies should take +1000% fall damage for 2 seconds after getting hit with knockback so i can have more fun clearing the rooftops in kings row.
  4. Some powers arent a 1 slot mule. I have a tank that 6 slotted their tier 1 attack with a purple set because there wasnt room in the build elsewhere. 1 more power pick and i could take a better attack and have it 6 slotted instead, even if it was only the tier 2 attack that got skipped. But it would more likely end up being an extra attack from the patron pool.
  5. But i like reading about knockback arguments. Its like the next episode of my show and i havent got to watch in awhile. Luminara linked a bunch of reruns, i need fresh content.
  6. I think most of the level locked accolades are in place because some of their badges were in level restricted hazard zones. When the hazard zones had their restriction removed, the accolades had level requirements added to keep them available at the same level as before the change. Ive said it elsewhere that im usually not in favor of 1 restriction got loosened so give us just a bit more. I feel accolade level requirements should remain to show players need to reach the level to achieve them.
  7. Not me, that guy seems to though.
  8. The most fun i had playing a sentinel was when i made a scrapper with all ranged attacks. Overall i think sentinels need a look but big projects get held back because they take a long time. As for your sentinel specifically, the nuke has half the damage as other blast using ATs but also half the cooldown. Thats why its not hitting the minions very hard. The secondary effects are the same though, so blackstar does just as much -tohit as other ATs. Get alot of recharge and use it as an opener on every mob. Obscure Sustenance does sound wonky but maybe a PBAoE that only hits 1 target is what makes it obscure. But I would think there is room for improvement on that ability.
  9. I use the term loosely. I really just have people that are willing to invite me again after teaming once.
  10. I need a shenanigan enhancement. It would be called sheZAGigans and enhance your ability to troll your friends.
  11. I wont say it isnt possible, but i was under the impression that skin is the second color on those types of costume pieces. So to make it work would require something like have the different patterns preset in different colors as a premade costume pieces. It could be a limitation that already has a fix but i dont recall any slots that show skin that also have 2 color choices. I also dont make many costumes so my information could be very old.
  12. Yes, not myself but i know someone that will get 3 to 6 characters the FF mission and keep alting and running it over and over.
  13. Its been called a double transparency. When one see through texture is behind another, the one in back becomes totally invisible. I think some banished pantheon shamans were given underwear a while back because their grass skirt thingies disappear when viewed through the glass doors. O the polygonal horror !!!
  14. I know of alot of people that play up to the frostfire mission solo and then make a team of 8 for that mission only. The team breaks up after or runs someone elses frostfire mission. Basically they have been conditioned that frostfire over means team over. Slap on top that so many run the FF mission to the point that its almost a speedrun and the missions after would be at a 'normal' pace. Slower missions mean slower xp and people drop even though staying on the team would be faster than solo xp. There will be more reasons out there too but i think the big one is people trained that FF over means team is over.
  15. I think you should take your suggested medicine set and make it even more unique from the current medicine pool. Then give it a new name and have a suggestion for a new pool power set instead of doing major changes to an existing set. The proposed changes are interesting but way too different from what players that have already taken the powers should be expected to accept as a forced change.
  16. The quality of life change already happened with allowing travel powers at level 4 with no prerequisite. The suggested format is even more lenient than travel sets currently are. This would free up 2 power picks on my tank and he doesnt need any buffs. Having all pool sets follow the 'other' category would be more balanced but i dont want the days of travel powers at 14 again. I think your best bet here is to advocate for origin pools to have their last power available at 14 with 2 prerequisites like the other travel power pools. Im not aware of anyone going that deep into pool powers by 14 but i suppose they are out there somewhere.
  17. U mean all the purple sets? You would pass 5 of the same set bonus and stop getting more set bonuses. It would still work since non set enhancements work but would have wasted set bonus opportunities.
  18. I dont craft much. But if i were to make a change it would be to have 1 tech and 1 arcane salvage in each rarity that covers lvl 1-19, 20-39, and 40-50. It makes sense with how salvage is fungible through the AH but i get that alot of people like it how it is now. Ill probably continue to mostly not craft and just purchase from those who do.
  19. I hadnt checked back here for awhile and figured people just had alot to say about pets early. I was wrong but it has been a fun read anyway.
  20. Ill give that its maybe a bug but not that its a GM spawning them. GMs dont sit around constantly spawning more kronos'. And if they were, whoever 'hired' them, (yes i know its volunteer) would 'unhire' them.
  21. Thanks for the mention App, its not easy getting people in there when its buried in hundreds of pages of missions. I put that its hard in the description and i got a feedback that it was too hard so 'objective achieved' *fist pump*. A solo player has completed it but i would recommend a team of at least 5. I also had to work within some of the limitations of AE so there is a mission with enemies locked at lvl 41, meaning no incarnate abilities. Im fine with that but people mention it and it currently cant be changed. Another mission is locked at 54 even when set to -1 for the same reason so put your big hero spandex on for at least 1 mission. And App is totally on point that its meant to feel like a task force. I did all the writing to feel as much like it should belong in CoH as i could and the mission accept text is even 'Agree to form a task force.' I basically tried to make a difficult Lady Grey Task Force part 2.
  22. Not that PvErs will be chomping at the bit to play these. But that as a 99.9% PvEr myself, those are the type of pvp that i have enjoyed and that the majority of the functionality already exists in the rest of CoH.
  23. Mech Assault In Mech Assault you get to choose your mechanized armor to control and battle against other players mechs. Choose your favorite from melee, ranged, tank, and support. Each mech has several abilities that are the exact same across all types and a few abilities that are unique to its type. Team battles are the intent of this game but free-for-alls are also possible although not every mech would be ideal in a FFA situation. Abilities for all mechs Pummel, single target melee – When all else fails, do some damage by swinging your robotic fist Ice Cannon, single target ranged, – Turns out that robotic fist can also shoot, slows opponents Flame Thrower, cone attack – Always equip your mech with a flamethrower, damage over time Dash – Move faster for a short time Reconstruction – Heal a small amount of HP Abilities unique to Melee Mechs Energy Sword, single target melee – Swing with your sword Energy Slash, cone attack – Swing your sword in a wide arc to hit multiple foes Overheat, self buff – Overheat your mech to do more damage for a short time Abilities unique to Ranged Mechs Double Blast, single target ranged – Someone equipped this mech with 2 cannons Sniper Shot, single target ranged – Longer range, longer recharge, more damage Explosive Shots, self buff – All your shots explode in a small radius for a short time Abilities unique to Tank Mechs Ground Smash, single target melee – Smash the target with enough force to pop them into the air Electrical Discharge, PBAoE – Enemy mechs in range take light damage and are slowed Absorb Shield, self buff – Gain an absorb shield that lasts a short time Abilities unique to Support Mechs Heal Ray, single target ranged ally – Heal a friendly mech Overclock, single target ranged ally – Friendly mech recharges and moves faster for a short time Teleport Mech, self teleport – Casts like combat teleport but goes on cooldown after one use There is room to have more or less unique and in common abilities between the mech types. I considered a control mech but I think it would be too powerful to lock someone down when there arent any abilities that counter it. Tank mechs were given light controls but arent meant to lock someone down. The mechs could be used for the previous games as well with some adjustments but that is beyond the scope of this suggestion unless the devs were interested.
×
×
  • Create New...