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Alchemystic

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Everything posted by Alchemystic

  1. I've not much to add but... Would the Sentinel version of Regen work well if ported to Tankers?
  2. I think the main issue is that usually it's the pot calling the kettle black. A lot of people who point fingers at supposed toxic elements tend to be somewhat toxic themselves. Instead of simply avoiding the conflict, they instead engage them in a hostile way and give rise to further conflict. Sometimes these people will find their way into chat channels and forums where they call out the people they dislike for validation or support, and suddenly you've created your own little toxic clique too. It's an ironic cycle that perpetuates itself from people forming one group to spite another, and so on and so on. I like to think most people can be rational, but some fail to see that they're actually the ones being problematic.
  3. General is a great channel It filters most of the nonsense out of LFG and Help
  4. I theorycrafted a few different ways of including whips into other powersets over in my other thread. From what I found, making a manipulation set would be the easiest way to go, and an Assault set could potentially be done rather easily too. Making it a full Melee set would be much harder, but by using a few different animations with the current FX we have, it could be possible at least.
  5. I actually had some ideas for 'new' day job badges, in addition to the new accolades mentioned above. But Sewer Inspector is a real good one! Hero: Sewer Inspector - Log out in the sewers Construction Crew - Log out in any construction site Sea Captain - Log out in any docks Park Ranger - Log out in any park Prison Guard - Log out in the Zig Lifeguard - Log out in any beach Accolades: Sewer Inspector + Construction Crew = City Planner Sea Captain + Lifeguard = Coastguard Prison Guard + Law Enforcer = Warden Park Ranger + Patroller = Reconnaissance Officer Villain: Arsonist - Log out near an arson spot Wrecking Crew - Log out in any construction site Pirate Captain - Log out in any docks Gambler - Log out near casinos Consortium Guard - Log out in the Hellforge Aviator* - Log out in any airfield (*The current version of Pilot would be renamed to Arachnos Pilot to avoid confusion) Accolades: Arsonist + Wrecking Crew = Demolitionist Pirate Captain + Aviator = Sky Raider Consortium Guard + Arachnos Agent = Oppressor Gambler + Criminal = Grifter
  6. Also something I think is worth making note (mostly for roleplayers); RL political issues or figures aren't parallel in the CoH universe.
  7. The idea was to keep the same general animations as the Praetorian Clockwork, but not using the props and weapons. As for there being no snipe? There was enough material to work with to create a whole blast set without creating wholly new powers, so I figured as not all Blast powersets have a snipe it would be fine to leave it as is.
  8. @Player2 I really like this idea! There's definitely room for something like this for Dominators. My only advice would be to swap Bullet Rain and Executioner's Shot around so they line up with other Assault powersets, and maybe change Sweeping Strike for a single target high damage melee attack. Perhaps something called 'Point Blank Shot', dealing high lethal damage and knocking foes back, maybe using the 'Burst of Speed' animation to make it look just as dynamic as the other powers. Either way, I'll add this one to the list!
  9. If we're talking T9s for Dominators and that counts Assault powersets, then I'd like to see all T9s function as AoEs similar to Explosive Shuriken and Fissure.
  10. Going off this, maybe a power that is a kinda confuse power, that simply turns one targeted NPC into an ally that can be healed and buffed, and can't be hurt by allies.
  11. I suppose one other idea would be to turn Mass Confusion into an anchor-style toggle that confuses all foes around the target, but has a high endurance upkeep. The recharge would be in-line with most mez/debuff toggles of it's kind.
  12. Is it the coral themed ones, or do they actually have some sort of 'water punch' ability?
  13. Remove Telekinesis from Mind Control Make Mass Confusion a T8 Make Penny Yin's 'Psionic Nexus' pet the new T9 ... I didn't put a lot of thought into this.
  14. While going through a buncha frequently requested ideas here on the forums I came by a lot of demand for a Sniper Rifle powerset, and figured I'd have a look at what could be done to create this. As it just so happens, I was also looking at other NPC-exclusive powers that could be used to create another powerset, and The Resistance and PPD have the answer to both these things! So, I present to you now; Marksman Rifle. https://archive.paragonwiki.com/wiki/The_Resistance Marksman Rifle - Single Shot: This Resistance power fires a single shot that deals minor lethal damage. - Burst: This version of Burst (or SCAR Burst) belongs to the PPD Ghosts, and deals moderate lethal DoT. - Heavy Burst: This is a renamed version the 'SCAR Heavy Burst' power that belongs to the PPD Ghosts, dealing high lethal DoT. - Area Sweep: A renamed version of the Resistance's 'Heavy Burst' power, dealing moderate damage in a cone. - Aim: unlike Assault Rifle, you can actually aim. - Sniper Shot: A renamed version of the PPD Ghost's 'SCAR Snipe', dealing extreme damage over long range (Sentinel's get 'Aimed Shot', which has no sniper functionality). - Covering Fire: This unique Resistance power deals low damage while also reducing a foe's recharge and speed. - Auto Fire: This is a renamed version the Resistance's 'Burst' power, dealing very high lethal DoT. - Ricochet: This new power fires 3 similar projectiles to Sniper Shot, each ricocheting to different targets to deal extreme lethal DoT, and using the Cutting Beam animation form Beam Rifle. Hopefully the powerset isn't too alike to Assault Rifle, since it focuses purely on precise shots instead of hosing enemies in bullets and fire, but will likely share many weapon customizations.
  15. I've avoided numbers thus far and it's worked out okay for me!
  16. Rebirth is the 'classic' server, instanced in a pre-issue 24 version of CoH with none of the new additions introduced by SCORE, Leandro or Homecoming. It will still have AE, but the rewards/drops are the same as on live, and there's no P2W vendors.
  17. Going off my suggestion from earlier, I came up with a second set of options for villain/hero ancillary powers, this time based off the Patron's Lieutenants and the Vindicators! This way, there are 5 more villain patrons and 9 completely new hero patrons, so there is once again an even amount of choices on each side as per the last suggestion. Red Widow - Poison Mastery Ice Mistral - Storm Mastery Barracuda - Sea Mastery Silver Mantis - Blade Mastery Wretch - Strength Mastery Aurora Borealis - Will Mastery Luminary - Cyber Mastery Swan - Telekinetic Mastery Infernal - Hellfire Mastery Woodsman - Nature Mastery Malaise - Psyche Mastery Valkyrie - Nanotech Mastery Mynx - Wild Mastery Ms. Liberty - Martial Mastery
  18. I think the old server was kept private because of legal issues, or at least belief there would be legal issues. However, once it was leaked, people felt betrayed that it was kept secret for so long without attempts to legitimize it, which is completely understandable. That being said, I can understand the precaution, since there was no way of knowing exactly what would happen if something like this reached the light of day. Do note though that the original server was leaked out of spite in an attempt to shut it down, not to release it to the public so that the greater community could enjoy it. Either way, I think at this point Homecoming has it's own identity separate from Leandro or SCORE, and shouldn't be held accountable for the misgivings of the past.
  19. To my understanding, there has been some communication efforts in the past, but they were met with unfriendly response.
  20. Thunderspy is the Garry's Mod of CoH servers. It's fun and wacky, but it's not a properly curated game experience. A lot of what you see on there is high concept materials that don't receive the same balancing and thought as you would expect on Live or here on Homecoming, and mostly serves as a playground of possibilities instead of genuine development efforts. Thunderspy also operates on an older version of the OuroDev system, so unfortunately as @MTeague and @Pattisaid, the content there is likely incompatable with the version used here on Homecoming anyway. Things may progress slower here, but it's entirely for the sake of quality assurance and game health, something that's not really taken into consideration over there.
  21. I think the closest thing we have already is Darkness Control, which has 3 powers that inflict fear. Dark Grasp has an alternate animation called 'Petrifying Gaze' too that can sorta play into it.
  22. The only other idea I had was to give players a Pool version of the Crab Spider powers, but I think with how glitchy the crabpack can be, I wanted to avoid it.
  23. I was tempted to go for energy but it just didnt feel thematic enough. Since Recluse is the incarnate if Tartarus, I figured I'd play on that instead, and have his PPP focus around darkness and despair, utilising powers that are a little more grim and sinister than just 'pew pew energy beams', especially with so many energy damage pools already. I know Recluse himself doesn't really have access to those kinds of abilities, but the same could be said for Scirroco and Mako and their respective Pateon Powers. Sometimes it pays off to look past the powers/mechanics they have and just explore their concept in other ways. 🙂
  24. Okay! So, I actually had a bit of material on this in preparation (including hero stuff!) So here's what I'm thinking; we give villains access to two additional patron power pools (Lord Recluse and Red Widow), then we turn heroside and introduce a set of patron power pools themed around the six members of the Freedom Phalanx. That way each side gets an expansive list of six total patron power pools that can compliment different playstyles and themes! (for those wondering how hero PPPs would be unlocked, I think the easiest solution would be to make them accessible after doing the Maria Jenkins arc) Here's what I had in mind... I'll list about 12-15 powers for each patron which should provide enough material to formulate the archetype specific pools. Enjoy! Lord Recluse - Dread Mastery Red Widow - Poison Mastery Positron - Radiation Mastery Citadel - Cyber Mastery Manticore - Bow Mastery Numina - Will Mastery Penelope Yin - Psyche Mastery Synapse - Speed Mastery
  25. By all means, check my post history, see how apathetic I am about the game. 🙄 I just know when people are more interested in griefing the HC team because the game no longer fits their vision, instead of taking the time to actually beta the content and offer constructive feedback that improves the overall experience. If you felt stung by my post, I can only assume you're the former.
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