
chi1701
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Everything posted by chi1701
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taunt All Scrappers must have Taunt Auras
chi1701 replied to Purrfekshawn's topic in Suggestions & Feedback
Scrappers are resilient/survivable and can have aggro management. They also have access to AoE taunt both active and passive. Does this qualify them as a "Tank"? -
taunt All Scrappers must have Taunt Auras
chi1701 replied to Purrfekshawn's topic in Suggestions & Feedback
Then would you support dwarf form (and nova) buff to make them compariable to tank? Access to defensive buffs, more damage, access to abilities outside their respective form, larger aoes, higher hit cap, more threat? -
taunt All Scrappers must have Taunt Auras
chi1701 replied to Purrfekshawn's topic in Suggestions & Feedback
Designed to be more resilient and have a higher survivability. -
taunt All Scrappers must have Taunt Auras
chi1701 replied to Purrfekshawn's topic in Suggestions & Feedback
Keldians are jack of all trades master of none, forms do have a function, but a tank or brute will do that job much better. Having a Taunt doesnt make it automatically a tank. -
taunt All Scrappers must have Taunt Auras
chi1701 replied to Purrfekshawn's topic in Suggestions & Feedback
Still not a tank. Dwarf is between scrapper and tank/brute but with significant trade offs. -
taunt All Scrappers must have Taunt Auras
chi1701 replied to Purrfekshawn's topic in Suggestions & Feedback
But Keldians arent tanks and should be removed from that list. -
Suppose the biggest problem with warshade, which can be shared with dark powers, is its reliance on both living and dead mobs to maximise their damage and regain health, and some mobs simply disappear when defeated which can be irritating.
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When having light form activated and the visual style put back to the old glowing orb, when entering nova form at the same time as the effect is still ongoing doesnt look right. With the picture, your left with your two tentacles hanging from the bottom of the glowing sphere.
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Exactly, already seeing overcapped defence and resistance tanks with maxed out recharge, cant have that going to any other class.
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Currently, after using Team Transporter, the animation for Mission Teleporter wont activate, have tested on live and beta servers and have gotten the same results. I am not sure if it is related to cooldown or if transporter is still in effect due to long 30 min cooldown.
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This and a charge based system for summoning, more pets you need to summon, the longer the recharge, the less pets, the less recharge. And less endurance based on number of pets summoned as well
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Weekly Discussion 80: More Hard Mode or New Zones & Missions?
chi1701 replied to GM ColdSpark's topic in General Discussion
Could simple solution be as simple having the ability to make custom difficulty for extra rewards based on the debuff applied to the team? -res more influence, -def higher incarante thread drops, -damage for recipes etc Idea is tailoring difficulty based on who is in the team, -def can be overcome with forcefields, -resis sonic etc -
Weekly Discussion 80: More Hard Mode or New Zones & Missions?
chi1701 replied to GM ColdSpark's topic in General Discussion
Also not including archytypes that are considered overpowered are we? If there is an increase in difficulty to +5, then atleast can mobs have additional abilities? defence, resistances, holds and debuffs etc? One other thing, +5 would be +4 for players with incarnate shifts, so if people can already do +4 without the shift, making +5 irrelevant. Perhaps a combination of both +5 and an incentive to self nerf (no incarnates, set bonuses etc) could blend better? and another discussion after this, what would players like as a reward for harder content? -
Weekly Discussion 80: More Hard Mode or New Zones & Missions?
chi1701 replied to GM ColdSpark's topic in General Discussion
Players in star trek online complained the game was to easy, they upped the difficulty of some missions which created a dps wall restricting those players who didnt have the pay to win builds to be bared from them. I can understand why some players want this, but it needs to be balanced to everyone has the opportunity to participate without the need of player created barriers eg damage, tanking etc Atm the gap between those who can tank and or deal damage is high, adding extra level will only make it bigger. Il give an example, 1 spine/fire brute can complete an ae mission on +4 x8, having team of 2 or more spine/brutes to a +5 x8 will still come to same conclusion, to easy -
Weekly Discussion 80: More Hard Mode or New Zones & Missions?
chi1701 replied to GM ColdSpark's topic in General Discussion
Making content harder isnt the solution and it will simply come down to risk vs reward, running more +4 could still net you more than running +5. Also, just increases the level difference is akin to putting a plaster on gaping wound, yes the patient will live longer, but will still end up dieing. Need to fix the cause of the imbalance not the symptoms. I have a tank that can do AE +4 x8 with ease, the +5 might not change anything, but for other archytypes would be a massive change, so who is this +difficulty aimed at? -
Weekly Discussion 80: More Hard Mode or New Zones & Missions?
chi1701 replied to GM ColdSpark's topic in General Discussion
Suggest you go into an ae map on x8 and try and agro 2 group. Outcome? you cant, mobs will simply ignore you even if you taunt them, this makes team work even more difficult for tank if they cannot keep agro away from squishie players. So im definitely against upping group sizes. Also, immagine a cave map with an even bigger group of mobs just gives me nightmares. As for +5 would also negatively effect low damage players even more, controlers, dominators or other players with holds would also be negatively effected by having their hold duration reduced. Just need more mobs like sappers, stunners that require players to be more pro-active in terms of targeting rather than running into groups and hitting anything. World of Warcraft in one expansion looked into both player and mob hp, increasing it significantly but keeping healers numbers down thus making their decision on who to heal more important but also makes dps more accountable for their actions. Not sure how this could translate into COX though, but something on the lines of less burst healing/dps but more sustained approach. Think the game has far to much emphasis on aoe instead of single target damage. -
Weekly Discussion 80: More Hard Mode or New Zones & Missions?
chi1701 replied to GM ColdSpark's topic in General Discussion
No defence wouldnt work as all all attacks with animation require the person to stand, COH does not have a fluid movement and attack mechanic. Resistances with no cap would mean that players with certain builds and teams could either way over cap or have their resistances depending on -res stacking have 0 resistances. Think absorb just wouldnt work and would need a major overhaul for resistance sets and those characters who rely on pure resistance and no defence. Regen in combat is a form of defence as it allows archytypes that do not have access to heals not to be forced into medicine pool just to keep hp up. And if you notice, mobs dont regen after combat. Not sure if enemies can or cannot be interrupted, not something I have l noticed, though interrupting enemies would be interesting. Reinforcements would have to be balanced against agro caps. All mobs have aoe defence just the same as players, just depends on your to-hit and accuracy but there will always be a 5% chance to miss. Pirates, ability to steal influence would negatively effect those players who have chosen not to create farming brutes/tanks who use AE to amass vests quantities of influence. Plus, if they steal influence, then their defeat would also mean we get every back, which negates the whole purpose. Assassins could be interesting. -
Weekly Discussion 80: More Hard Mode or New Zones & Missions?
chi1701 replied to GM ColdSpark's topic in General Discussion
Increasing mob sizes and level wont change anything, players will still run the same fire ae missions due them tailoring their damage resistance and defence to specific damage out put, radio missions runnners will still prioritise council over every other mob if possible. But, x12 wont work, having more mobs will break current agro cap which would need to be increased to deal with higher number of them. -
Weekly Discussion 80: More Hard Mode or New Zones & Missions?
chi1701 replied to GM ColdSpark's topic in General Discussion
That is is exactly what I would like. -
Weekly Discussion 80: More Hard Mode or New Zones & Missions?
chi1701 replied to GM ColdSpark's topic in General Discussion
How would you ensure that tanks/brutes dont abuse the same system that is currently in effect by solo farming them for even more influence? Content is easy because game mechanics are easy, gather mobs and hit them till they loose all their hp, rinse and repeat. Strength of this game is also its weakest, there is a vast amount of playable characters with different setups, this makes it harder to create more difficult content. This game is easy to ensure that every build and class and team setup is able to complete the current content, making it harder will only ensure that teams are more stricter when it comes to which classes, abilities are allowed in to ensure the harder content is completable. -
Weekly Discussion 80: More Hard Mode or New Zones & Missions?
chi1701 replied to GM ColdSpark's topic in General Discussion
How will you balance the archtypes that don't have access damage reducing abilities and then getting wiped by aoe? -
Not only that, afterburner is counted as defence ability, granting it the use of lotg enhancement, 2 lotg in 1 pool is a good trade off for slower travel speed.
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Also option once 50 for clarion incarnate, interesting build, but I never spent much influence on my build, just saved enough merits to buy recipes
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Any character or class is as pricey or cheap as you make it, as for mez, protection, you have access to dwarf form or p2w buffs
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Im not keen on nerfing hasten, getting perma hasten requires a lot of resources and a certain build