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LateNights

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Posts posted by LateNights

  1. 6 hours ago, Sniktch said:

     

     

    6 hours ago, Sniktch said:

     

     

    That is exactly the intent the original devs had - Rage is powerful, and stacking it should come with a cost.  I am OK with this implementation; it's not perfect, but nothing is. 

    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...).

     

     

     

    • Like 1
  2. On 8/23/2019 at 11:10 PM, Kimuji said:

    Or give Titans Weapons perma momentum, remove Hasten's end crash... oh and make Build Up/Aim permanent because it's not fair that SS gets a permanent Acc/Dmg bonus! 😏

    Hey I know - let's remove trolls from threads while we're at it - everyone wins, yay!

    • Like 1
  3. "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

    :)

    RockArmor.jpg

     

     

    RockBrimstone.jpg

  4. 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!

    • Like 3
  5. 8 hours ago, GM Sijin said:

    I don't think it's accurate to say injection eclipses antidote. It's slightly more versatile being able to apply a fairly minor debuff on a single enemy, but has close to twice the cast time, half the duration, three times the recharge and costs more than twice the endurance (or exactly twice for MMs), without slow, cold or toxic resistances.

    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 :)

    • Like 1
  6. 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...)

  7. 10 hours ago, Itsyagirl said:

    Hell, even just accumulating patrol XP while logged in and roleplaying might be nice.

     

    Is anyone with me on this or am I just daft?

    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 😄)

     

     

  8. 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?

     

    • Like 1
  9. 17 hours ago, Megajoule said:

    Wouldn't giving out Granite at tier 1 make the rest of the set useless?

    "Here's your power, singular - next level you get Rooted, and then the next thirty levels are powers you'll never actually use."

    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...

  10. 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.

  11. 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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