Nayeh
Members-
Posts
223 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Nayeh
-
What are good designs for a character made of water?
Nayeh replied to DougGraves's topic in Art & Multimedia
Maybe something like this with Concealment Stealth active for transparency? Electric Armors, Force Fields, or Steamy Mist might also be a fun pairing. He's only using Metallic 2 with White/Light Blue Blends and a Bubble Path aura. -
-
Big fan of genies, djinns, and shaitan concepts! First one is my Gravity/Time Controller, Genie. Second one is my Psychic/Bio Sentinel, Biopsy.
-
But if everyone has the attention of enemies that exceed AGGRO caps then they're much more likely to die because they aren't returning to posts. In the current state enemies beyond caps merely stand around and do nothing or give up chasing.
-
Unfortunately that is rarely a case because apparently we value having an AGGRO Cap here when it would clearly add depth and difficulty to the game.
-
Graphics bug: glowy parts of Ascension armor show through invisibility
Nayeh replied to EmperorSteele's topic in Bug Reports
Looks cool. Though the idea of wearing glow sticks on your stealthy character sounds... silly. -
I'm a huge fan of efficient hypnosis usage but AoE in City of Heroes is so abundant in this game. Unfortunately you have every other controller out there that's trigger happy about their AoE immobilize to even bother using this ability. I can't even count how many times I threw hypnosis on an ambush crowd and some derp decides taking loads of damage would be a much better alternative than leaving them asleep. This is almost where I prefer dimension shift since it can be idiot proof. I would be in favor of an initial short duration "heavy sleep" that won't awaken monsters if damages and then fading into a normal sleep that will break. So basically turn sleeps into a 2-5 second duration hold that fades into a normal sleep that can be broken. Or a ticking sleep similar to what was described above with grogginess, forgetfulness, or perception debuffs.
-
I have been playing my Gravity Controller a lot lately, brainstorming and irked by little things this line does. I believe these small changes will make some of their capabilities seem more logical considering what these abilities currently do and don't do. Propel In this ability's current state it applies knockback to not only the target but also surrounding enemies. However, the surrounding enemies do not receive any damage. The effect is quite odd to witness a launched projectile that sends enemies flying but not applying damage. My suggestion for Propel is for additional foes within the threat area to now receive reduced damage that can be influenced by the Impact modifier. Gravity Distortion Field It's essentially an AoE of Gravity Distortion, the single Hold. In it's current state this ability does not apply the Imapct debuff. It also does not contain the -Fly debuff. Simply put, I request this ability to apply impact to all effected targets. -Fly, Wormhole, and Falling Damage: Several abilities within the Gravity line apply a -Fly effect that can immediately ground airborne targets. This is a rather graceful decent for something that should be abrupt and impactful such as when a player applies Crushing Field on a fleet of Sky Raiders. Even without applying -Fly, using Wormwhole to teleport enemies into an aerial location only applies a negligible amount of falling damage. I have several suggestions for this unique scenario: 1) Alter the scales of falling damage so it has more detrimental effects on gameplay for both players and enemy NPCs. 2) Impacted targets suffer additional damage when grounded. 3) A single knockdown when the target reaches the ground. 4) Apply a unique debuff from the gravity line that alters the scales of falling damage. Which... is basically impact. ------------------- ------------------- I imagine having these three changes would allow Gravity users to perform unique combinations to dish out extra damage. Scenario 1 with changes: With enemies clumped together under the application of Gravity Distortion Field granting the Impact debuff, a user could hurl out Propels to chunk out more damage on not just one target but several. Such as Impact across 5 enemies, 1 takes full damage and the rest might take (let's just say) 30% from the radius Propel itself but the damage has been increased due to Impact modification. Scenario 2 A user applies Gravity Distortion Field on a platoon of Sky Raiders. They aren't falling (yet) however at least you have them all locked under the Impact debuff. The next immediate ability is Crushing Field which immediately grounds enemies, chucks out critical falling impact damage, and knocks them down.
-
Afterbuner - Simple to implement I think ...
Nayeh replied to Carandiru's topic in Suggestions & Feedback
I think Afterburner should be reclassified as a server-tray temporary power, similar to how Sorcery (Translocation) and Force of Will (Mighty Leap) are automatically granted when you activate the abilities. -
If Whirlwind didn't spin my character around and make me nauseous during moments I wasn't mashing buttons I'd get it.
-
So I had an Overpowering Presence: Energy Font laying around and decided to try it out on Dimension Shift. Result: Energy Font, although a very low proc-rate that seems to fire upon initial cast only (as in it does not seem to spawn on ticks or entry/exit), can spawn off of both players and enemy monsters. The neat thing about energy font is if you're standing outside of it he will rush inside and still dish damage to the enemies. Overall, a pretty rad option for an ability that only accepts Controller ATO and Immobilize IOs. Overpowering Presence IO provides a generous Spawn and gives Recharge, about the only things worthwhile slotting.
-
You can use Dimension Shift as a way to safely pull a group of monsters and keep momentum going for your team if it relies on a lot of "planting". Basically use it like Wormhole but they run toward your team when you drop the shift and position yourself near your team. In fact, I found this to be less risky than Wormhole in the events a grouping is too high/big to transport via Wormhole or they have massive aggro range that would drop you in seconds if you let them.
-
For monsters, sure. Increase their level of difficulty. 😄
-
Resurrection! I recall stumbling upon this post ages ago with intent to eventually build my Gravity/Time Controller. Whelp, I finally put forth the effort to respec out of the nonsense I was at the time holding to follow this build-path. (Teleport? Hover? Teleport Friend? Fire Ball? Consume? Fire Shield? What was I thinking...!?) Quite honestly, I love it. I never bothered with Mystic Flight before but I managed to make it fit with my theme while also realizing how amazing Spirit Ward and Rune of Protection are in addition to my other tools of support with time and control. Force Feedback is one of my favorite IO's available so it definitely caught my eye seeing it put into use. Sometimes people ask what the "skip-able" powers are in Gravity or Time. If you ask me, there are none. Thank you for not shying away from any of the tools to fit in another bogus soft-capped defense oriented build.
-
Like. What would the theme of that even be? A hobbit with modern solutions? 😂
-
Edit: I'm sorry, the topic was specific about Peacebringers but the same issues and concepts proposed below are still applicable to both Kheldians. I love how versatile they are. Unfortunately that versatility comes at a huge disadvantage when it comes to slotting capabilities. They're great for leveling early-mid game but once you start reaching toward the end-game content they start to falloff and feel clunky unless you pick a role or cycle through all three. Ability Customization: - (Warshade) Please adjust the Warshade Dark Extraction pet to be colorized with their ability sets. This alone has discouraged me from playing my Warshade at all post ability acquisition. - (Warshade) Please allow a minimal effect option on Shadow Cloak. It's the same dilemma as Dark Armor stealth as it completely obscures your costume. - (Peacebringer) Please change Cosmic Flight to match Hover's flight stance. It's awkward seeing your character slowly move horizontally during combat. Nova & Dwarf - Abilities & Slotting: (I'm just theory-crafting here. We all understand the troubles of slotting a Kheldian...) I would suggest removing the Nova and Dwarf specific abilities to simply use the in-line abilities to help ease the troubles of slotting and reducing redundancy. Unfortunately that would take away the unique aspect of having these abilities immediately available unless they were altered and unlocked in later levels. The shape-shifting would then be fancy alternate form buffs with some ability locks attached to them. While at the same time removing the clunkiness of needing to stance-dance to perform cheap tricks like double Warshade Mires. Another issue to consider would be how the Dwarf attacks and taunt would need to be added into the lines. I mean, there is no access to Epic/Patron abilities so I suppose they could just merely be thrown into the lines. Example) At least this way the progression toward end-game makes the forms a gradual reward while leaving human form in-tact of being able to perform any ability at will. These abilities will share a recharge across forms. Additionally you may now access a few more abilities while shape-shifted. This will allow a more rounded, complete cycle of playing under form effects without feeling pressured to constantly switch during engagements. Dark Nova - Using Dark Nova now requires you to unlock RANGED abilities that can be used in this form. While in Nova form you may experience heightened damage, recharge and recovery rate while also under penalty of being squishier. (1) Shadow Bolt (Single) (1) Ebon Eye (Single) (6) Shadow Blast (Single) (8) Starless Step (Foe Teleport) (12) Dark Detonation (AoE) (26) Gravitic Emanation (Cone) (26) Urchain Essence (Dead, AoE) (32) Quasar (PBAoE) - Because squishy squid. Why not? Black Dwarf - Using Black Dwarf now requires you to unlock MELEE/Short-ranged abilities that can be used in this form. While in this form you may experienced heightened defense. (X) Brawl (X) Ancillary Power Pool Melees (X) Melee 1 (X) Melee 2 (X) Taunt (2) Gravimetric Snare (Short-ranged Root) (12) Sunless Mire (PBAoE) (18) Essence Drain (Ranged Lifesteal) (18) Gravity Well (Ranged Hold) (22) Stygian Circle (PBAoE)
-
Use Soul Storm's Animations for Gravity Controls Holds
Nayeh replied to oedipus_tex's topic in Suggestions & Feedback
The Seers in one of the Praetoria zones (the one with the Seed of Hamidon) do this as well. Honestly I'd vote to have Telekinses remove the repel effect and merely hold the target in place after X distance rather than perpetually floating away. However that animation might look more like Darth Vader's choke. -
Use Soul Storm's Animations for Gravity Controls Holds
Nayeh replied to oedipus_tex's topic in Suggestions & Feedback
Oh! That's that sick looking Ghost Widow spell! I want! -
Use Soul Storm's Animations for Gravity Controls Holds
Nayeh replied to oedipus_tex's topic in Suggestions & Feedback
What's soul storm look like again? -
While leveling my Energy/Radiation Blaster I had a TON of fun playing with Phase Shift. It allows me to perform risky initiations with Super Nova then immediately fade for 5-20 seconds until it feels safe again. It's a fun trade-off instead of maintaining high damage without carrying active defense toggles and sets. I would also consider dropping abilities with long animations Breath of Fire, Fire Sword Circle) as they generally jeopardize precious moments you spend animation locked when having a cycle of recharge-efficient abilities would be more viable. Why not use Burn..?
-
Honestly, Singularity is the most reliable pet out there. - You can effectively chain-CC monsters a lot easier since it has access to Holds/Roots, thereby reducing your need to (re)apply CC. - Impact is also a highly valuable factor Singularity applies for big damage. - KnockBACK aspect can be used as a safety tactic, especially in tight CoT halls. Feeling overwhelmed? Run through Singularity and/or stand near it and it will protect you. - KnockDOWN for scenarios previously described above with slotting capabilities. - It's kinda Tanky. Being unhealable takes a slight burden off while he has high regeneration and is buffable. - Highly CC-Immune. In rare instances this aspect has saved me when I was CC'd and Singularity is dishing out attacks. - Intangible. Doesn't block doors for you and your team. Gosh. I'll never forget the day when you could summon multiple pets. I recall teaming with a Gravity Controller that consistently had 2-3 Singularities and he just had everything on lockdown like a god.
-
I too would be interested in a build. I have a 50 Staff/Dark Scrapper I haven't touched in awhile because I never bothered to build it. HIGHLY recommend Theft of the Essence Proc +Endu slotted in Dark Regeneration as soon as possible. It takes care of a lot of the Endurance issues this line has.
-
My main gripe with Teleport and Super Jump is that they require me to actively mash keys to use them. I can't type or walk away for a second or else I'll end up at an odd location or I'm physically exhausted from having to constantly press the keys during moments I'd like to idly move across a map. So I always opt for Super Speed, Fly, or P2W Ninja Run&Sprint. I wish the Teleport mechanics worked like one from the Gravity Pool in Dragon's Nest. It's like a super-speed flying where you phase out, zoom across a direct line as though you were flying VERY quickly, and phase in at your new location. It's less abrupt in transitions.
-
Here is an idea: Instead just merely allow your Costume Customization to use any of the weapon models while still keeping the abilities intact. Ex) A War Mace Tanker models is mace to be something other than a mace - a Sword. Although he appears to be wielding a sword, he is still performing War Mace line skills. I'm sorry but I love the War Mace skill line and don't want it revamped, just buffed.