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LateNights

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Everything posted by LateNights

  1. Bear in mind, this was pre - "Brute". IMO Brutes do indeed "rage", "however Tanks are "mighty" - so, one should come with a larger benefit & associated cost (Brute), and the other should be less capable offensively, but with a lesser downside (Tanker). (As others have noted, Comic book characters that "we" would consider "Tanks", do often display the ability to "rage" - however in CoH it seems we've already made the distinction between the two by calling one a "brute", and the other a "tank"...) So we'd have a solution for Brutes ("rage"), and another for Tanks ("might") - which may just differentiate the two enough thematically that everyone is happy. Bonus points if this could line up with the oft requested change in regards to "Tanks" v "Brutes" - possibly by raising the Tank aggro cap beyond what is currently possible (ie. beyond the capability of a brute...).
  2. Actually, it'd be awesome if we could have NPCs move around a little - just a small circuit around their current position doing something a little more active than just standing still all day...
  3. I'd like to see the Total Focus animation moved to Whirling Hands (balance the power around it properly), as well as the changes Will Valance mentioned earlier.
  4. Hey I know - let's remove trolls from threads while we're at it - everyone wins, yay!
  5. "Fix" Rock Armor from Stone so it no longer sits straight across your back / shoulders if it's the only armor you're currently running (at least on my toon - I think if he was larger it's no longer an issue?) - it's really distracting because it doesn't look natural at all. The pictures are of Rock Armor, and Rock Armor + Brimstone. For my money the combo of Rock and Brimstone Armor by far look the most natural, Rock Armor can be quite jarring due to the way it sits across the back - maybe just remove a small portion from the middle of the back / spine area? Thanks :)
  6. Let it do knockdown / knockback so you can slot the +recharge proc - as well as the "hail of bullets" buff. It's an indirect buff to all your powers and still kinda thematic with the speed increase & resulting tradeoff with increased endurance issues...
  7. A HoT is a great addition thematically - the poison taking time to apply its effects and whatnot - add that to the splash mechanic and you've got a solid base to start from when playing around with buffing a few powers!
  8. I'd love this for hazard zones - but for the normal zones i'd actually prefer to be able to use the phasing tech to do away with any and all spawns once you'd completed all the missions or leveled beyond a certain point. That way I'd no longer have to internally RP that I'd only walked past a dozen crimes in Atlas (or whatever zone), because I knew I'd be abusing the hell outta time later to fix the mess I'd just ignored!
  9. Fair call - i guess i'm viewing it more in terms of versatility, rather than outright strength... Still, it's high time the set got some love, in fact i'd go as far as to say no support set should be without either an ability to self heal or grant absorb to self (thinking Sonic or others that might not thematically gel with a "normal" heal), but thats just my 2 cents. Thanks for checking in :)
  10. It's absolutely crazy that anyone using "poison" to heal someone didn't at some point think to use it on themselves 😆 However, here we are - with pool powers now eclipsing sets - which iirc correctly was stated by the Devs as against their design intent...
  11. I'd like to see something similar to this as a "Black Knight" Epic Archetype - I'm kind of against adding too many more base archetypes personally - but I do like the idea of this one more than Sentinels (which probably should have been more like this to begin with imo - as someone mentioned earlier, no AT gets Assault as a Primary, which is a shame considering it probably synergizes better than the Ranged that Sentinels currently get...)
  12. It still wouldn't be a healer by any stretch of the imagination - but it would increase the utility of the heals it has, something that had already happened with other sets later in the games life cycle - and I don't think they're worse in any way for it.
  13. That's a great compromise, and to my mind it's somewhat in line with the thinking behind day jobs - that is, not having time be considered "dead" or "wasted", even while logged off! (Just quietly, I'd much prefer we had access to the dev commands like on the test server - as you noted earlier - we were very much told we would be able to play as we chose... Of course, I'm probably simplifying whatever goes into that decision, so take it with a grain of salt - I'll keep enjoying the game as is, because I'm just that damn tough 😄)
  14. Heyas Pretty simple change... 1. Alkaloid - make it PbAoE and swap the animation with Elixir of Life. 2. Elixir of Life - make it function like Nature Affinity - Rebirth, and swap the animation with Alkaloid. Hooray, we can now solo 100% more effectively with the added benefit of being a slightly better team healer as well. or am I crazy?
  15. That's what this thread is pretty much about - Granite making everything else redundant. We just wouldn't have to wait 30 odd levels for it to happen...
  16. Just give us Granite as our tier 1 power and swap everything else back one (Minerals end up as the tier 9) - it'll still be balanced by slots & enhancements & the inherent negatives of Granite, and at least allow stoners to actually perform as the premier Tank until everyone else has surpassed us in the later part of the leveling experience... The way the game is now, by the time we've finally achieved Granite it has already become redundant because IO builds are a thing, and often feels more like we're slowing the team down than keeping them rolling through the slog to 50 - and that's after we've suffered through the worst parts of the set! However, changing Granite too much just makes them more cookie-cutter Tank than anything else (they really should be the odd man out just to add some flavour to the game) - having the full Granite experience come in the early game won't hurt anyone long term though.
  17. Pretty simple - swap the animations from Time Wall / Time Stop (and vice versa), and Aging Touch / Future Pain (and again, vice versa)... Preferably keeping the original power effects rather than having to try and palate match through customization if possible, much like Peacebringers and their Tier 9 (although I'm pretty sure in that case it was more of a reversion than a change?). Thoughts?
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