
Nayeh
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Everything posted by Nayeh
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Using the Dark Variant on both Burn and the Damage-Pulse Toggle drastically helped me for Fire Armor visibility. It's still bad but it's bearable.
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Admiral Sutter: Varying difficulty, several enemy types, cut-scenes, and unique combat mechanics. This is probably my favorite Task Force. Synapse, Katie Hannon, Lady Grey, Virgil Tarakoss: Each of these TF's can influence the outside gameworld to trigger some kind of event (an invasion, spawn a monster, maybe temporarily open a portal to a unique zone, some kind of event that doesn't necessarily have to be destructive). I would like to see more TF's that give the opportunity for more community-oriented content. Multiple objectives within a mission alongside environmental hazards and more dangerous attacks that can ignore defenses unless certain actions are taken. I would like to see less content that could be done in a speedy manner and more content that calls for more tactical approaches that would otherwise trigger more team wipes.
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I am a pretty bad offender of posting them making edits myself. So I try to proof-read, occasionally typing up in an outside WordDoc first. However, I do still feel the edits should still be marked because in some cases someone has already viewed the message and is typing out a response. Removing the context point without leaving erasure marks could make a responder look confused/bad.
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Tantalizing
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They could just have a public list available to refer to for text-input. These would be pre-approved titles that would work similar to how a bad-word list would, but for titles. This list could easily be maintained and updated without having to actively watch for violations. I've been dying for more titles myself, especially edgier ones like 1337 from Technology(or was it science origins?)
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I'd be for lifting the secondary level intervals to move along the same pathway as your primary. This way you could choose between your secondary's first two powers and be allowed to select your final power at 32 instead of 38. Doing so would allow players to access their Epic pools at the 35/38/41 level ranges instead of putting it off into the 40's in most builds, locked away from most content.
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I would suggest the either of the following: - Add an unenhanceable Resistance to "Debuff Regeneration" somewhere on an active ability that can be stacked if it recharges fast enough (Similar to how Healing Flames can get you more Toxic Resistance if stacked). Perhaps expand and cover more Debuff resistances since, after all, you specialize in quick recovery. - A Healing Bonus passive that increases the amount of Healing you receive from outside resources (other players). - Add a Passive ability, call it something like "Second Chance", where your Health cannot drop beyond 1% HP for the next 3-5-10 seconds or so with a long internal cooldown. The strangest aspect about the Regeneration line is that you have to be proactive in usage and in some unfortunate cases you just instantly drop with no reaction time. - Passive out-of-combat Regeneration is dramatically increased. Allowing for a subtle buff that doesn't change gameplay during fights much. - Change Instant Healing to function like Mitigate Wounds Hercules has on SMITE. When used, this ability provides a small heal/regen, a +Res All type buff, and starts a damage counter for the next 4-5 seconds then returns a percentage of healing based on the damage delivered to you. This means if we set a value at like 50% returned HP and you lost 80% of your HP within that duration, you will receive back an equivalent of 50% of damage that was dealt within that timeframe. This rewards players that can predict massive damage incoming, they can still possibly die, and it just feels good in both an enemy and player perspective. If an enemy knows you've used this, they could simply choose to wait out the duration to prevent you from receiving a larger heal or make an effort to fight through this ability and kill you before the heal tick. - Revive should be changed to some kind of Dual-function so it can have some use if you aren't dying and make the user feel like they could possibly waste their heal. Sort of how Howling Twilight forces a player to either conserve the ability to resurrect potential deaths or utilize it for crowd control.
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Then back up your statement with evidence that suggest this is unintended behavior. Otherwise, feel free to flood the Bug forums with bogus reports.
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You seem to be under the impression that Resurrection and a Heal are two completely different things within the game's world. They are both heals, one of which has a defeated ally condition to it. Where do you get your facts from saying it shouldn't resurrect? Where is your proof? Hazy memories? Why you are advocating for a change? You'd rather use strategic Awaken inspirations?
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It's a projectile. You have to wait for it to both hit the target and then return to the caster. I really don't perceive this as a bug but more so a quirky feature of how delayed effects can be tacticool.
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Focused Feedback: Travel Power Updates (Build 1)
Nayeh replied to Arcanum's topic in [Open Beta] Focused Feedback
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Focused Feedback: Travel Power Updates (Build 1)
Nayeh replied to Arcanum's topic in [Open Beta] Focused Feedback
Does Hover and Mystic Flight stack though? -
Does anyone else find Fold space a Troll power?
Nayeh replied to laonidas's topic in General Discussion
It's okay, any archetype can be played poorly enough to need a crutch like Fold Space. An effective tanker could easily herd monsters using the map terrain to funnel mobs into shape. -
Does anyone else find Fold space a Troll power?
Nayeh replied to laonidas's topic in General Discussion
Fold space is such a me-me power with little practical value in teamplay since mobs die so quickly thanks to all the power creep in CoH today. I think it's gross how fast the animation is compared to Wormhole while also partially diminishing the novelty of Wormhole itself. The Warshade variant however, is pretty radical since it sort of matches the archetype thematically. Elements in their kit also requires bodies up close all combined with a badass animation. -
It's the -Special from [Weaken] (30 second debuff) and the Proc from Deflated Ego I was referring to. Though on the Poison Trap, it might be worth noting it kinda has a Tick element to it so perhaps you could try modifying Endurance. There is also the Incarnate Interfance to look into.
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My main gripes about Electric Blast are the animation times on both Short Circuit and Tesla Cage as well as the Voltanic Sentinel ability as a whole. If you're looking to sap endurance using Electric Blast, I would advise getting Energy, Kinetics, or Poison as your secondary. I have yet to see someone run an Electric/Poison character in-game despite it seemingly having what I believe to be synergy with the sets. - Poison not only has a Recovery Debuff, available slotting for the -Recovery Proc (It's a -ToHit IO). - Contains what is essentially a -Power Boost debuff on monsters that will make them more susceptible to secondary effects. - Both sets are moderately close/short ranged. ... and if you're looking for a concept, may I suggest something that revolves around high pH content such as Battery Acid to conduct electricity. 🙂
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A lot of this is pretty generalized and may not be an available option for a Scrapper specifically. - Inspirations - Know how to mintigate debuffs and CC applied to you. In addition to the occasional greens. - Buffs - Procs - Slotting - Ever fight Devouring Earth without Knockback protection? *groans* - Regneration - Incarnates - Overwhelming crowd-control to lock down an enemy from being able to attack. Chaining knockdowns, stuns, holds, slows, fears. - Playing with Line-of-Sight. Funnel your enemies through a threshold to force them closer. - Confusion (Ever try confusing a monster that can heal/buff you?) - Pets to mitigate damage. - Kiting to draw out fights. Similar to playing with Line-of-Sight, but involves distancing enemy numbers apart into manageable sizes. - Prioritizing the right targets. Sometimes it's better to focus a tough/annoying enemies and to let minions to die from splash AoE damage. - Sticking to enemy groups that are at a disadvantage. Notice how PI radio teams tend to stick to council because they're 'easier' compared to CoT, Carnival, and Arachnos mission?
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Note: Hands are "Monstrous" to show the not so seamless scar appearance that can be viewed across normal combinations of costume design.
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I have been arguing for Crop Tops (Female armor patterns with belly exposed) but mistakenly mentioned Tank Top in the original post.
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Cool. So you chose a clippy costume piece to fit a typical blanket response narrative, knowing full and well that there are numerous female options (quite a few of the ones that are moreso older patterns) that would work across Male and Huge models. There are already several costume pieces that perform the same scar-tissue appearance or gouges in-game (such as stretching out shoulder and chest sliders) and it's really up to the player to make it appear seamless with costume choices (Such as the zombie hands on a different bare-torso selection). The image posted was using the 'Heart Plus' pattern on a 'Huge' model from a rare image I captured when my character creation screen glitched. It is not 'Bridal' (a newer costume model), as demonstrated on your 'Male'.
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So what you're saying is reaction mechanics are too hard? Why get a tier1 ability when you can get one that's a Toggle you require 2 abilities to obtain?
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I'd suggest making it a "Reactionary" ability. If you're knocked down and activate it then you instantly get back up on your feet (basically granted a second of Break Free) and receive a Knock protection buff.
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I believe most Snipes on a Blaster have +Range attached to it. At least, I know the Electric one does. Once you're geared up with a Snipe within your regular attack chain and having +Range Boost constantly active, I'm certain most of the Blaster lines available would work for you. You can also consider getting some incarnates that have +Range attached to them (Clarion for Destiny, Intuition or Cardiac for Alpha). Chasing Set bonuses with +Range might not be so ideal so consider getting Hami-os. I know I slotted 2 Range/DMG ones into Pyschic Scream on my Fortunata and it's been amazing. More range never hurts but I feel like those that get the most benefit out of it are those that have less utility in their kits and rely on pure damage or have several Cone tools. I have personally only found excessive range useful in these scenarios: - To land attacks that are normally unsafe to engage with because the range feels too short and within aggro zones, such as Thunderous Blast. - An Energy Blaster seems to cope very well with additional distance if you are committing to the meme without KB>KD enhancement slotted. - Better results with Cone attacks since your further positioning will encompass more enemies within your arcs. (Make sure to target those furthest from you within a mob, not the closest one). - Temporary Buffs and Heal effects. - Pre-pulling/Killing mobs ahead of team as described above.
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