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ZeeHero

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Everything posted by ZeeHero

  1. All NPCs in FFXIV as well as player characters have no collision. which also helps with gameplay and minimizes the frustration of trying to position yourself only to be blocked by the boss or an enemy.
  2. Not to agree with nerfing hasten cuz I dont agree, but Hasten is already an across the board reduction in recharge for -most- non MM builds. because nobody skips it if they want full effectiveness. I'd like to see hasten deleted and replaced with something else entirely and all powers affected by hasten having their base recharge reduced somewhat.
  3. I agree but I dont think its likely. I do enjoy starting my characters as street level, everyone has to start somewhere. but they eventually progress to those higher levels.
  4. The way I see it a heroes level is defined only by the writer. Powers can grow with events or experience and theres no hard limit unless the writer sets one and even then they can change their mind.
  5. I was never a fan of street level heroes so a game in which most content is narratively geared towards them would be a hard pass for me. I'm a fan of world class to cosmic. always have been and always will be. even my "Street level" characters may if I so decide, upgrade to global.
  6. if you do that doms suffer greatly, as theyre only powerful if they have perma dom. doms would need to be adjusted.
  7. Can we just mark more things on map period? nothing like one of those find glowy on huge map missions full of enemies with zero direction given.
  8. Statesman was a good character, he was flawed, as good characters should be. he made some terrible mistakes, as most heroes do in their career if written well. Jack Emmert should never have been allowed on a game development team of any kind.
  9. Hasten is pointless for builds which already cap recharge through things like force feedback and time, and for MMs its very skippable.
  10. its called being confused, we have it already.
  11. My proposal would be shorten the animations on EM powers to be at most 1.5 seconds long, adjusting damage per hit if neccesary, and buffing the radius of whirling hands to the same aoe size as the dom version. THERE SHOULD NOT BE ANY POWERS, NONE AT ALL which have an animation longer than 2 seconds. its sluggish and un fun.
  12. Its not that bad my invuln EM tanker is amazing and powerful but she just underperforms a significant amount compared to other sets becuase of the stupidly slow animations, and this should and hopefully will be fixed by the HC team. and then you can stop caring about people using sets you dont like.
  13. Yes this, not nerfs, is the answer. Why can't we set challenge to +5 or +6? and have enemies gain extra debuffs or powers above +4?
  14. you fix force field to be useful. change how it works. such as adding a certain amount of damage absorb applied every few seconds the shield is up.
  15. If people want a record speed run I dont mind if they want incarnates or 50s only in an ITF or something. The problem comes when that's all people do. as long as theres plenty of runs anyone can join its fine. but people sometimes want to challenge themselves to do the fastest ITF ever, and that requires certain levels of character power and some good support and buffs.
  16. yeah pets having collision with players is a major issue. makes people not want to include MMs in mission groups.
  17. Total Focus, Whirling Hands, and Energy Transfer. these 3 problem powers are making many avoid energy melee at least from what my friends tell me (since many of my friends avoid it) Lets look at them 1 by 1. 1) Total focus... nice damage.. terrible dps becuase the animation is 3 seconds long 3 whole seconds of being locked in place performing a slooooow animation. the damage it does is good for a high tier power, but the long animation takes a lot away from its usefulness. not only is it a liability in things like Battle Maiden, becuase of the animation lock, it detracts from the combat flow becuase you basically sit there doing nothing while you wait for it to finish. now I know some people enjoy slower more tactical combat like COH has, but lets look at some other sets, do they have 3 second animations? not most of them! even Titan weapons has a fast game flow when you build correctly to maintain momentum. 2) Whirling hands- animation too long, damage meh for the time invested in the animation+tiny aoe radius. please buff it to the size of the energy assault (Dom) version at least and consider making it slightly faster. 3) Energy transfer- also a problem of a very slow animation. my veteran friend tells me it used to be much faster and back then many enjoyed and used energy melee. not anymore. its almost as slow as total focus, I only use it at all becuase total focus is worse.
  18. Tanker damage is already less than half of brute damage which is ridiculous and unbalanced. nobody is asking for tankers to do the same damage, but if they dont do more damage than they currently do then it remains that tankers are balanced poorly and are un fun to play outside group settings. an important consideration of MMO design is solability, yes. becuase nobody is going to team 100% of the time, at least for sure not most people. My experience in FFXIV has taught me that tanks can hit hard and still be balanced with the dps. a tank in that game hits about half as hard as an equally well geared and played dps and it makes being a tank fun, becuase you're not a glorified meat shield, you can hurt things. Pretending tanks dont need to do damage is just as ridiculous as pretending support dont. Damage is THE MOST BASIC element of all gameplay in an mmo and thus is everybodies job. the people specialized for it more so than others. Tankers have the same resist cap as brutes and only roughly 300 more HP yet brutes do double the damage if not more. this is NOT balanced nor can it be claimed to be close. Lower brute resist cap to 80% or fix tanker damage. only 2 options which address the issue.
  19. Decent change. I like most of it. Lets be honest, most people already built for instant snipe, this isnt going to change a whole lot.
  20. I have an inv/em tanker I really like the concept and character of, but I dont like how EM has literally ONE aoe. is it at least possible to get cooldowns low enough to spam it if needed?
  21. Recently made one for the concept, I heard it would be pretty good damage and support in groups, but a bit less good solo, is this about accurate? any suggestions for build?
  22. No idea what IO sets to go for on my electric/time corruptor. I am shooting for a split between dps and support with my build, favoring buffs over healing on the support side.
  23. Really appreciate all you do for the COH community and the superhero mmo community at large, your heroic necromancy has revived the only actually good superhero mmo to ever exist!
  24. I played CoH ages ago- for like an hour before moving on to other games, then when I was ready to come back and give it another chance it had been shut down by a shortsighted company which doesn't understand profit in overseas markets. Now that its playable by privately hosted miracle at least until some loser tries to make a lawsuit (I really hope that doesn't happen) I am installing and hope to play soon :D Looking forward to the characters I can create in this game.
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