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With LRT Even More reason for the Shadow Shard to be co-op


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3 Suggestions saved from the old live forums

 

Fleeting_Whisper's suggestion

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Actually, we're still missing 4 zones that ought to be in the Shard:

 

- Factory Cubes (Chularn the Slave Lord / Wisps)
- Repository (Kuularth the Scavenger / Natterlings)
- Palace (Aloore the Watcher / Sentries)
- Garden of Memories (Uuralur the Mirror / Reflections)

 


In comparison, we have:

 

- Cascade Archipelago (Ruladak the Strong / Brutes)
- Storm Palace (Lanaru the Mad / Storm Elementals)
- Chantry (Faathim the Kind)
- Firebase Zulu
- Pocket D (sort of...)

 

Edit: Suggestion:
1. Leave Cascade Archipelago/Storm Palace/Chantry/Firebase Zulu to the Heroes
2. Create Firebase Alpha for the Villains
3. Add Factory Cubes/Repository/Garden of Memories to the Villains
4. Add the Palace as co-op

 

Then each side has a Firebase SS zone not associated with a Rularuu aspect, 3 SS zones associated with one of the aspects, and 1 co-op SS zone for super awesome raid-the-palace something or other.

 

Redlynne's suggestion

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NOW ... with the new Phasing Tech that Issue 21 has made possible ... it ought to be quite feasible to at long last implement something akin to a "campaign" scenario of expanding the Mole Points in the Shadow Shard to give players greater access to those zones, which can then be used as a foundational springboard for creating ALL KINDS OF Shadow Shard Story Arcs, which can better explain all kinds of things that have simply gone unexplained. 


What's the deal with the Reflections, for example? How did the Shard Native Human get here? How have they managed to survive the Madness and Rularuu?

 

NovaFang's suggestion

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CoH_ShardProposal_BridgePoints.jpg.150fd5599a6ea0fb46aeb975ec6093ab.jpg

CoH_ShardProposal_UniqueSalvage.jpg.94452ae6c0d73e5c59a83edacb6b3db7.jpg

CoH_ShardProposal_RaceTrack.jpg.79f42dec651d2091cb8bfda79bd42ad7.jpg

 

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17 hours ago, Shadowsleuth said:

3 Suggestions saved from the old live forums

Fleeting_Whisper's suggestion

Redlynne's suggestion

NovaFang's suggestion

Yep, generally Shadow Shard looks like unfinished zone, with practical inability to move through it w/out Flight/TP, and presence of only 4 areas, while it's intended to have 8 or so (each for one piece of Rularuu consciousness). Not to mention that Task Forces there require a Reilly hellish lot of movement (the most infamous is Quatrexin TF), between SS & Paragon & back.

 

As of right now l believe Homecoming players could get more Shadow Shard-related maps to AE (not just Nemesis base, but also with floating spiked ball-like building, with redwater falls etc), so they could make their own content for it.

 

Edited by Purrfekshawn
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Arc ID #13097 - Archvillain Beatdown, try it out!

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Make Energy Aura available for Tankers plz, Munitions Mastery (Epic) for Masterminds, Temporal Manipulation (attacks) for Dominators, buff somehow underperforming Lore pets (Robotic Drones, Demons, Seers).

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