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SeraphimKensai

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Everything posted by SeraphimKensai

  1. Well perhaps a proc chance for energy storage like I said on non spenders, so energy punch, bone smasher, and whirling hands.
  2. I have a lvl 50+ em scrapper on Everlasting, and I agree, Buildup should at the very least cause "stored energy" maybe it wouldn't be a bad idea on creating a 10% proc to store energy from any non spender ability in the set.
  3. Thanks guys. Yeah I didn't want to mess with Babbage because there's a Babbage every 15 minutes with people doing Synapse. Then thought robots in general wouldn't really work out due to the mutagen compound idea. I also didn't want to mess with the Croatoa monsters because of how the the Halloween event spawns them. Mind you robots can always be upgraded with some rogue nano tech or something. I thought it would be cool to have a giant monster on gold side for Players to fight, and also in the Shadow Shard as well but not exactly sure what to do Gold side as in the lore Hami is going to be too powerful. In the Shadow Shard perhaps we fight Rularuu The Ravager as he's almost broken out of the Shadow Shard, and it's going to take the combined efforts of players to defeat him and reinforce his prison. And to Outrider's point, the whole point of this suggestion is to make it so these encounters are epic. Yes I have soloed Lusca and Adamastor and such and it sadly trivializes the content so by making them stronger and raising the reward it gives players an incentive to use more variety. I don't see anyone soloing these as at least in my mind we're going to need a league, as the idea is a power level on the scale of about 75-80% of Hami's power thus the 75% reward of what killing Hami nets you. And yeah, Sally is too cute to turn her into a planet destroying monster like Jormungandr. Any other ideas that would be reasonable to give the player base a little less trivial content?
  4. Irs cool but I fear everyone using fear immunity and rooted for farming rather than some of your other options.
  5. I understand you were talking about electrical blast, but I have an elec/bio stalker that can solo AVs from Posi2 and up.
  6. Honestly a temporary power taunt wouldn't be so bad..we have them for everything else.
  7. Getting tired of Hami or MSR? Want to face a threat that feels epic? Bummed out about how weak some of our giant monsters are? Well have no fear thanks to a brand new mutagen compound to kill the Giant Monster threat that Crey Industries created and tested on numerous Giant Monsters around the Paragon City and the Rogue Isles. Only issue is Crey's mutagen didn't work as intended, it's only caused these threats to grow and evolve into epic omega level threats capable of destroying both Paragon City and the Rogue Isles. Lusca now has evolved armored skin where in the water it now regenerates an absorb shield on its body parts. It has also evolved a PBAOE inky fog surrounding itself and causing a significant ToHitDebuff to everyone inside the fog. Lusca now can fling cones of highly toxic spines. These spines are so toxic that they cause an irresistible DoT that failure to heal will result in death. Defeating Lusca now requires a large group and will reward those for slaying it 60 merits. The Kraken in Perez Park has been eating well, and has grown in size to roughly 100 feet. It's sheer mass has caused it to cause earthquakes with it's very steps. Due to its size increase the Kraken now has heightened resistances to all damage. It has a targeted AOE Toxic Spit which reduces Regen/Recovery and has a lingering -speed/-fly (basically if you get spit on you can't fly for about a couple of minutes). Once your on the ground the Kraken has massive foot stomps that can trample would be challengers, each foot stomp causes localized earthquakes to spawn under random players. Also since the Kraken is covered in a vicious slime, it leaves oozes out around it's feet, so anything in a massive PBAOE range to the Kraken is stuck in the slime unable to fly and their movement severely slowed. Defeating the Kraken now rewards 60 merits. Deathsurge has been amped up in voltage. Deathsurge now is 50 feet tall has heightened resistances, has a massive PBAOE lightning field, fires large AoE ball lightning that chain to nearby players, uses a super short circuit, casts thunderous blast and uses an irresistible lightning rod. Deathsurge also spawns 3 gremlins per player nearby at 75%/50%/25%. Defeating Deathsurge now rewards 60 merits. Adamastor has grown up, and is now 100 feet tall. Adamastor now has a massive absorb shield that regenerates during the night cycle. It radiates a massive aura called the Soulwall that causes massive regeneration debuff, along with random mag 30 proc confuses that last 10 seconds, then cause a large pbaoe explosion for untyped shadow damage. This means players effected have to be cautious and pull away from the group or risk wiping the raid. The drawback to that is at the edge of Adamastor's massive aura is the Soulwall, and if you leave it while Adamastor is alive you die. Another effect of Adamastor's Soulwall is that it causes a dimension shift while inside. Dying inside of the Soulwall heals Adamastor for 10% of it's HP. Defeating Adamastor rewards 60 merits. Caleb has also grown in size. Caleb now has had it's positional defense raised significantly to the point you'll want insight inspirations in addition to it's resistances and life drain/dark regeneration healing. Caleb can now launch a massive targeted AOE that severely effects your perception and Tohit. Also Caleb can now cast black holes on players that have it's attention, doing so causes it to gain resistance to taunt and placate effects. Caleb can also scream causing a massively wide come reducing targets resistances by 50%. Defeating Caleb rewards 60 merits. I think doing something like this will help keep the community engaged. Thanks.
  8. Traps could use some love, mainly reducing the time it takes to set everything up as it gets left behind by teams.
  9. Well how about this: My earlier suggestion about increasing base endmod value on stamina by 25% across the board, then changing the VEAT inherent to... Increase the effectiveness of their leadership buffs corresponding to the number of players on their team? Example: Solo leadership buffs 1.1x 2 people on team 1.20x 3 people on team 1.30x 4 people on team 1.40x 5 people on team 1.50x 6 people on team 1.60x 7 people on team 1.70x 8 people on team 1.80x
  10. I agree having a No Redraw option would be huge. So would having the ability for VEAT weapon customization. The ability to take off a crab backpack would be cool, case in point I have a Soldier that switches between crab/bane on the fly. I think it would be cool if the crab legs could be retracted into the backpack would be beyond amazing. As far an the initial discussion on end cost, yes it can get endurance heavy especially if using double leadership toggles, that said that is a choice and can be self mitigated to a degree. Perhaps a more practical solution since other AT's have end issues too, why not just take stamina and give it a 25% increase to it's base endmod value?
  11. Yeah I was really hoping for the ability to tp a +4 boss. Or honestly an IO to increase the mag on teleport for powers to balance out the IO's that give tp protection.
  12. How does the magnitude of Teleport Target and Shadow Recall have on a various targets in PVE and PVP? Does teleporting a hostile target still require an to hit/accuracy check?
  13. 45 minutes is enough time to.run 3 and maybe even squeak out a 4th ITF. I'm a bit more abrasive than you, if that happened to me I'd kinda tell them to stick it where the sun doesn't shine, say I'm actually going to form a speed ITF in the event there's people on the team that wanted one and quit and reform and actually run a speed ITF or three.
  14. That was the original idea on CoH by Jack Emmert, they changed it to AT's and powersets back in the Alpha to balance out characters as they feared people making essentially an AoE machine using multiple aoes/nukes with tanker armor. Although it sounds like it allows for more build diversity, they were actually seeing less build diversity in character development.
  15. If anything Wormhole, and Warshades TP for power should be able to work on a lvl 54 boss. If they wanted the teleport pool powers slightly weaker than that I could deal with it as primary/secondary powers are supposed to be stronger than a pool power. That said let's allow them all to work on 54 bosses, and have an IO that increases TP magnitude to counter balance the IO's that add teleport protection.
  16. As a former hockey player and native to Minnesota, I endorse hockey sticks 💯.
  17. Electric based attacks deal energy damage which can ignite oil slick. That was part of the reason I thought Electricity would be beneficial, as oil slick is targetable, so i figured it could be included in the chain. As far as venomous gas, I really like it as a pbaoe, but at 0.65 end/sec its really costly to run, it would be so much better just toning down the end cost.
  18. Thoughts regarding Support Tier 9s: Cold Dom, pretty good as is, maybe slightly shorten the base recharge of Heat Loss Dark Miasma, would be nice to increase the magnitude of the debuffs Dark Servant can do, as well as allow it to fly. Empathy, this idea might be more radical, but redesign the power to turn AB into a self buff that boosts the healing magnitude of all the empath's healing/regen powers while also adding regen debuff resistance to powers to help against debuffs. Force Fields, turn Force Bubble into a pbaoe +defense to all/+defense debuff resistance aura that can knock down enemies inside of it. I would remove the repel (and place the repel on personal force field instead). Kinetics, Fulcrum Shift is pretty good as is. If any change perhaps expand the range of the targeted AoE buff some. Nature Affinity, Overgrowth could stand to have a slight reduction to it's base recharge. Radiation Emission, EM Pulse I would remove the -self recovery, and slightly reduce the base recharge. Sonic Resonance, Liquefy is pretty good, but I'd increase the AoE size and reduce the recharge of the power. Storm Summoning, Lightning Storm, I would extend the duration of Lightning Storm, and build a feature called Severity or such, so that as you summon lightning storms, the severity increases causing it's strikes to hit their targets with an increasing magnitude of disorient corresponding with the number of active lightning storms. Thermal Radiation, Melt Armor is good but needs a reduced recharge time. As a stretch change any target suffering from Heat Exhaustion and Melt Armor is applied a new debuff called Heat Stroke (which causes the target to suffer a DoT that does minimal fire damage but stacks a regeneration debuff every 2 seconds up to 10 stacks, stacks expire after 20 seconds). Time Manipulation, Chrono Shift, it's good as is. Electrical Affinity, Amp Up, Perhaps a slight recharge reduction but otherwise a great power. Traps, Time Bomb, change it to a time bomb you place on a target and it detonates 5 seconds after casting, or when the target is killed. Cast time reduced to 2.5 seconds, power also leaves caltrops scattered around the explosion radius. Trick Arrow, EMP Arrow, redesign to EM Chaining Arrow. Arrow now hits a target and chains up to 16 nearby targets to the initial target restricting movement away from chained target while also jolting all the chained targets with light electrical damage, with large -end and -recovery, -jump/-fly, -speed. Recharge base 90 seconds, no self debuff. Poison, Venomous Gas, tone down the end cost and then maybe a built-in proc that can cause enemies to throw up like players do from the rez. Thanks.
  19. Did you try to open Tequila as an Admin?
  20. What I wouldn't give for a transparent crystal Granite armor that showed your character inside.
  21. I have an IO'd elec/Dark blaster that I made on a whim thinking it could be cool, but the sustain is just not sustainable so it largely sits on a shelf. I'd rather them rework touch of the beyond to a sustain toggle, and leave death shroud alone as offensive toggles can get toggle dropped though.
  22. I'm all for removing the agro cap, your other suggestion regarding chances to dodge and such no thank you, but I appreciate the thought that went into it.
  23. Allow me to introduce you to the Kronos Titan and the Paladin
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