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archetype suggestion Archetype Suggestion: The Duo
Zepp replied to malonkey1's topic in Suggestions & Feedback
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Definitely with incarnate. Without, it may be tight...
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Relieving the slot crunch on Tri-Form Kheldians
Zepp replied to Redlynne's topic in Suggestions & Feedback
I was coming into this topic thinking I would likely disagree. That being said, this is a very reasonable proposal. -
In the dark our eyes rely more on rods than cones, but cones are more attuned to blues. Therefore other colors get tuned down. That being said, I was being partially facetious. Yes, I am a photophobe, and I can't play as long when there are day cycles. I also tend to make outfits that use subtler tones that produce distinct yet appealing affects when shifting between night and day. That being said. I understand why some people may want daytime, and I would never seriously propose elimination of the cycle year-round. That being said, 15m days and 30m nights year-round would be reasonable...
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Sorry for the delay, I am now proud to present the final bracket and the award! The Duo (19.06.07.16.09.36) Assault/{Pet/Armor/Support} Partnership: +DMG +ToHit in proximity to pet. Share power effects with pet. The Duo is an AT that is focused on working strongly with a single pet partner and balancing the burden with them.
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Congratulations to the Duo for winning The Great Archetype Concept Battle! It is a great proposal and I think the broader battle was informative about what we as a community want to see in a new AT!
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As a photophobe, I must say that the night only makes the game much easier for me to play and I can play it longer without experiencing headaches... Just something to consider in this discussion.
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I've compiled most Archetypes proposed. Thus far there has been one proposed Epic Archetype. I think the reason for this is the sandbox nature of CoH. Creating an AT that is very limited in power choices is not as enticing. With the "Zoomer" archetype I was trying to find a way to merge two underused powersets into a new AT. The inherent was designed as a way to get around the limitations of this combination while encouraging the melee/range nature of Assault. I wouldn't want to limit that to a limited set of powers because that would limit the range of the AT. Yes, it may be possible to make a really cool new Epic Archetype. That being said, I think that regular ATs tend to be more versatile and popular.
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I was referring to a specific control set that is notable in that its main source of damage is delayed until level 18 (28 if moved to secondary), to point out that control is not like a damage set. You cannot expect it to work as a secondary and be the primary source of damage for the AT without railroading low to mid level players into teaming...
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I oppose this movement. I prefer nighttime year round!
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That would be painfully slow. With Control First, an Illusion Control Wall (That's my placeholder name for this Archetype) would have to wait until level 18 to really do anything (Hello PA!), but with Armor First, an Illusion Control Wall would have to wait until level 28. So that is 28 levels with your only damage coming from T1 and T2 single target attacks and Deceive... basically this AT would railroad you into teaming. (While some ATs are more team friendly than others, until now all ATs have been able to solo, team, and PVP. Some are better at certain aspects than others. But, there has not been an AT that is essentially sealed off from one of these three avenues of play, but a Wall may just do that at low levels, especially if Armor was the Primary.)
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I have a write-up about this, Infernal Assault: Name Animation Level Description Curse Corruption 1 Ranged (40'), Minor DMG (Fire), DoT (Toxic), -Res Lash of Hellfire Lash 2 Melee (20'), High DMG (Fire), Foe -Res, Immobilize, Minor DoT(Toxic) Charred Sky Rain of Fire 4 Ranged (40') (Location AoE), Minor DoT (Fire/Toxic) Helltouched Scorch 10 Melee, Moderate DMG (Fire) Minor DoT (Toxic) -Res Hellfire's Wrath Envenomed Blades 16 Self +DoT (Fire/Toxic), +ToHit on all attacks Fueling Flames Cauterizing Aura 20 Toggle: PBAoE, Minor DoT (Fire/Toxic), Self +HoT, +Rec Brimstone Summon Demon Prince (sans Prince) 28 Ranged (40') (Location AoE), Moderate (Fire/Toxic), Minor DoT (Fire/Toxic), Foe -Res Infernal Strike Crack Whip 35 Melee (20' Cone), High DMG (Fire), DoT (Toxic), Foe -Res, Stun Summon Hellfire Hell on Earth 38 Ranged (40') Hold, Location AoE Minor DoT (Fire/Toxic), Summon Living Hellfire (2s Mag 6 hold, unenhanceable) This is a proposal that has had a lot of feedback and developed to the point that it should offer an engaging and unique assault set that is in-line with other assault sets while offering a different but balanced experience.
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The Great Archetype Concept Battle [Final Round]
Zepp replied to Zepp's topic in Suggestions & Feedback
Final Day for voting, just under 15 hours left! -
Some Tweaks to Give Trick Arrow a Point
Zepp replied to DougGraves's topic in Suggestions & Feedback
I was aware of that issue with flash arrow. I did not think that the current functionality could justify keeping it as is. However, I just looked and it seems to be a fairly popular power. As such, perhaps it does not need the drastic change of adding fire damage. That being said, perhaps upping the -ToHit would make it more appealing without a drastic change. And as you said, adding a touch of fire damage to one of the other arrows within the set (maybe a very very small amount of fire/energy damage to entangling arrow to allow the ignition of oil slick without requiring you to get fire damage from another player or another set. -
Some Tweaks to Give Trick Arrow a Point
Zepp replied to DougGraves's topic in Suggestions & Feedback
Honestly, the only two "problem" powers are flash arrow (which needs a little fire damage so it can be used with oil slick), and glue arrow (which needs to be replaced. -Regen would be nice, but it is fine without that. -
So you are saying the set is stuck in the Stone Age?
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- stone armor
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Why don't people who take Stone Armor do the same as people who take any other non-Regen set, skip the T9? [Note: This is supposed to be a dash sarcastic]
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I think you may be taking the rest of the powers for Granite... Also Earth's Embrace and Mud Pots are still worth taking... (that being said, Earth's Embrace isn't quite as useful because you have so much protection, and it is no longer perm-able...
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- stone armor
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Well, @Steampunkette, I do get where you are coming from, I just think that a very low level of broad-spectrum defense will be better way to provide sufficient durability for survivability while keeping them moving in and out of melee range. With stronger S/L/+x resistance, S/L/+x Defense, or Ranged/AoE Defense; the incentive will be to melee S/L/+x damage type opponents and range the rest (or just stay in ranged for Ranged/AoE Defense sets. The goal is to promote a dynamic combat flow that incorporated melee and ranged attacks. And broad-spectrum low level protections do that better. Thanks for the compliment regarding placate structures. I tried to pick appropriate effects for the specific sets with variety. I'm glad it was appreciated. I also really like some of the names...
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I've added operative the list, a lot of work has gone into that one, and there is a good thread on it going. There is also an archetype proposal amalgamation thread to co-design an AT as a community, the link is in my sig. The Final Match for Archetype Proposal Supremacy is going on for about another half a week, get your vote in!
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Alright, just put together the sets. The purplish color is the armor (based on a 1/2 Sentinel strength amalgam of the armor set), the teal is a new power designed for the Intrigue sets, the green is the manipulation set (with the sustain moved to T4), and the yellow are control powers. The T2 control is an AoE immobilize-ish power, the other control powers are filled based on the gaps left by assault overlap. These are the only sets that need a second control power to fill a gap. Thoughts @Replacement or @Steampunkette? Electric Intrigue (Electric Armor* + Electricity Manipulation + Electric Control + Intrigue) Power Level Effect Charged Armor 1 Toggle: Self +Res(++En, +Smash/Lethal/Fire/Cold/Psi, Neg,), Chain Fences 2 Ranged AoE, Minor DMG(Energy), Foe Immobilize, -End, -Fly Shock 4 PBAoE Foe Placate, -End, -Rec, Self + Res(Status Effects) [Can be cast while mezzed] Force of Thunder 10 PBAoE, Foe Disorient, Knockback, Self +Regeneration, +Recovery Lightning Field 16 Toggle: PBAoE, Minor DoT(Energy), Foe -End Build Up 20 Self +DMG, +To-Hit Jolting Chain 28 Ranged Chain AoE, Minor DMG(Energy), Foe Knockdown, -End Power Sink 35 PBAoE, Foe -End, -Recovery, Self +End Shocking Grasp 38 Melee, High DoT(Energy), Foe Hold, -End, -Recovery (Jolting Chain (Electric Control) is more fun and adds to an offensive feel, but Short Circuit (Electrical Blast) would help for players looking to play as Sappers) Mind Games (Willpower* + Mental Manipulation + Mind Control + Intrigue) Power Level Effect Mind over Matter 1 Toggle: Self +Res(S/L/P, -E/N/F/C/T), +Def(E/N/P/F/C, -S/L), +Reg Mass Hypnosis 2 Ranged (Targeted AoE), Foe Sleep Mindtrick 4 Close (Cone) Foe Placate, Confuse, Self + Res(Status Effects) [Can be cast while mezzed] Drain Psyche 10 PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery Concentration 16 Self +DMG, +To-Hit World of Confusion 20 Toggle: PBAoE, Minor DoT(Psionic), Foe Confuse Scare 28 Ranged, Foe Fear Terrify 35 Ranged (Cone), Minor DMG(Psionic), Foe Fear(Special) Psychic Shockwave 38 PBAoE, High DMG(Psionic), Foe Disorient, -Recharge (Terrify seemed the natural fit as it provides a little more damage, and more soft control) Natural Intrigue (Bio Armor* + Plant Manipulation + Plant Control + Intrigue) Power Level Effect Evolution 1 Toggle: Self +Res(S/L/T), +Def(E/N/P/F/C), +Reg Roots 2 Ranged (Targeted AoE), Minor DoT(Smashing/Lethal), Foe Immobilize Seeds of Distrust 4 Targeted AoE Foe Placate, -ToHit, -Regen, Self + Res(Status Effects) [Can be cast while mezzed] Wild Fortress 10 Self +Absorb, +Recovery, +Res(Toxic, Confuse) Strangler 16 Ranged, Moderate DoT(Smashing), Foe Hold Toxins 20 Self +DMG, +To-Hit Spirit Tree 28 Place Tree: PBAoE, Team +Regen Vines 35 Range (Targeted AoE), Foe Hold Spore Cloud 38 Toggle (Targeted AoE), Foe -Dmg(All), -To Hit, -Regen (This set is very regeneration oriented, however, Spirit Tree could be replaced by Lifegiving Spores (Nature Affinity), Neurotoxic Breath (Poison), Carrion Creepers (Plant Control), or Fly Trap (Plant Control).)
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Sorry, I think I read that as imperative when it was supposed to be probabilistic.
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Illusion / Time, my first 50 ever ; I'm lost and need help
Zepp replied to Cetrix's topic in Controller
Just a heads up, Deceive is a great control that can really help with clear speed. Also, Group Invisibility can stack with Superior Invisibility giving you 260' Stealth and -200% Threat Level. Just two powers that are often under-appreciated in the Illusion Controller toolkit...