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AlexEquinox

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Everything posted by AlexEquinox

  1. 1.) So far, we've only been told about two confirmed Ascended Incarnates - DJ Zero and Rularuu (with Prae Hami getting close). Are there other Ascended we've met, or just the two? 2.) What's DJ Zero's story? How did he ascend? Is he the Space Incarnate to Mender Silos' Time Incarnate? 3.) Why is Praetorian Hami's/DE's appearance so different from Primal's? Is it simply that he's evolved further/stronger? Related to an earlier/different discovery of DE? My theory was that Hami ate Praetorian Mot while he slept and took on some of the physical characteristics. 4.) Would Praetorian Hami become Ascended if he devoured Tyrant or fused with Primal Hami? 5.) What are the differences between the different demons, ghosts, and shadows across CoX? Do they all come from the Netherworld? Different levels of Hell? 6.) Piggybacking off of the angel questions already asked by others: both Gabriel and Michael appearing as Dimensionless, does that mean 'God' was going to be the Primordial they served? 7.) As far as I'm aware, Praetoria's location on Earth was never confirmed, but there does seem to be a couple of in-game assets that point to it being in Louisiana. Is that accurate?
  2. Big fan of buffing KM in general, as it hasn't felt anywhere near as good to play since it got nerfed on NCservers. I think the main factors that make KM feel bad are it feeling slow and Concentrated Strike's poor crit mechanic, both of which are addressed here and is enough to gain my support already. As for unique features/mechanics, "Siphoned" seems like a good, thematic change to the set, and adding it to Kinetics would be a welcome addition to a set that otherwise doesn't have much in the way of damage mitigation. Kinetic Potential is cool, but I'm not a fan of limiting the toggle that would be such a core part of the set - I would much rather see it turned into a clickable that can be perma'd with enough recharge, or an always active (even if that means lowering the values) toggle/passive ability. For similar reasons, I'm not a fan of the idea of a lockout mechanic, especially one as long as 30 seconds. Afaik, other set's lockout mechanics do not last this long, but maybe I'm wrong. I assume Stalker's lowered Power Siphon cap is in order to offset getting capped stacks from BU, but it also feels bad that one AT's PS would be inferior to the rest. I'd change them to have the same 5 empowerment/10 cap as the other ATs, and have BU only grant stacks up to 6 (so being at 6 or more stacks already, BU would give none). I'd also like to see PS stacks to last even longer than the change already made to them (bumping it up to 10) to more reliably see use of the shortened animations/extra range. I probably lean more towards faster animation times vs instant activations, as while long, the KM anims are pretty cool and lend towards the theme of building up energy for an attack.
  3. Absolute garbage, I need to be able to trap people.
  4. Invisibility. Stealth is also the name of the in-game mechanic, keeping it as Invis would limit any confusion.
  5. On creating a Stalker and choosing its primary powerset, clicking the "i" button for power details will crash the game. Haven't tested every powerset, but happened on each I tried other than Broad Sword.
  6. Brute Radiation Melee's Irradiated Ground cannot be detoggled until first detoggling Speed Phase. Bio Armor's aura does not have this issue, have not tested other auras. I imagine it has to do with Irradiated Ground being a pseudo pet.
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