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Soulstinger

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Posts posted by Soulstinger

  1. As many others have already said; thank all of you for all your hard work in creating a game that, as you can see, was and still is very special to a great many people.

    City of Heroes was a game I continually came back to, was a comfort in turbulent times, and allowed a creative outlet through character/base design, and backstories, that no other platform has truly ever replicated. When it was shuttered I never forgave NCSoft, and I have boycotted all their products to this very day.

     

    From the bottom of our hearts;

     

    Thank you all so very much.

     

    My questions:

     

    Did any of you come create a character and play alongside us here in CoH:Homecoming when you found out about it?

    Are there any easter eggs you think nobody has found yet? Hints if so?

    Were Bases ever going to return to the spotlight and be given a polish or added interactive features again?

    What is your favorite archetype and why is it Necromancy? 😉

    • Like 4
    • Staff of Aesculapius 1
  2. Since latest patch improving MM's; whenever a Necromancy minion dies, the pet window goes B E R S E R K with the dead pet's nameplate disappearing and reappearing constantly. 

     

    I imagine it has something to do with Soul Extraction used to be used on dead pets, so their dead nameplate used to stick around for a bit to let you cast it, but now that is no longer the case...?

  3. Absolutely floored that Necromancy (and MM's in general) finally got a comprehensive redo! Soul Extraction has been crying out for some sort of redesign for over a decade, and I love the new implementation!

     

    I was initially a bit worried about having to reslot and juggle powers a bit, and the explanation of how the 2 pet buff abilities work is a bit confusing, but overall its exciting to see some tweaks after all these years.

     

    I'm especially happy to see Necromancy generating the CoT-skin specters! I was wanting those to be a Lore pet summon ever since Incarnate powers were released, though having to respec into the basic necromancy offensive powers (that I believe 90% of MM's skip) in order to summon them is a bit rough. Even with the specters I'm not entirely sure Dark Blast/Gloom are worth taking. I would have loved for any of the 3 offensive abilities being able to generate up to 3 specters, but I'll take the current implementation of course.

     

    I managed to shuffle some slots around and get Soul Extraction down to about a 1m30s cooldown with 30s uptime, so it sees plenty of use. Most Necro used SE as our IO aura mule ability, so I imagine most of us are similarly scrambling to free up some space.

     

    I haven't played with the numbers much, but are there any stand-outs for either of the pet buff spells as far as Resists for tier 1 and Heals for tier 2? Anything truly diabolical to slot in Soul Extraction for all 6 new pets to proc?

     

    ALSO- I dont see it mentioned... did anyone else notice Grave Knights now have Death Shroud? An aoe damage aura it seems. Was this another new change or did this occur somewhere in the last few months? Woops yep I see this has been mentioned. 

     

    I look foreword to seeing all the new interests in MM's and necromancy in particular. Lets keep the thread going!

    • Thumbs Up 1
  4. Soul Extraction certainly could use a little work.

     

    Currently it is fairly annoying to use, the pet summoned isn't very impressive, and the skill is typically used only as a mule for MM aura frankenslotting (I do this myself)

     

    I would love to see the summoned pet buffed significantly to better fit the weirdness required to summon it, or make the current iteration easier to summon, or able to summon multiple as those above have suggested.

     

    (slight necro; but only fitting)

    • Like 2
  5. I would love to see new thematic lore pet options. It doesn't strike me as anything that would damage balance, so long as they were essential clones of existing power options, but with a re-skin.

     

    Personally I would love to see options for Undead, Dark, Bright, and other themed characters. Spooky wraiths from night ward, magic spell books, the Infected bums from mercy island, snakes, there are loads of great thematic opportunities!

    • Like 1
    • Thumbs Up 1
  6. Outrider_01 your comments indicate you have a fundamental issue with the class -as a teammate or bystander- and I don't believe your viewpoints are shared or constructive to the discussion at hand.

     

    I believe making MM henchmen non-collision would help in the situations you've described, thank you.

     

    I would ask you to keep your remaining comments and opinions to yourself or to air them without profanity or vitriol. 

    • Like 1
  7. I dunno if it can be done at all to be honest. This volunteer dev team is working with secondhand spaghetti code and on their own personal time...

     

    I would try to set our sights a little lower as to what we could request and support as a group for them to work on in this regard.. perhaps something like a timed event like the zombie/rikti invasions where the invading enemies are classic primary villain groups determined by some sort of redside community effort.

     

    A copy paste of the invasion mechanic with different enemies tied to some sort of player-driven trigger (just for example) would be far easier to implement than what you were suggesting, as cool as your idea sounds!

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