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Posts
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Joined
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I'm a little concerned about that, actually. Who would want to roll scrappers anymore once blue brutes hit?
I'm secretly hoping they work the archtype vantages a little to improve some hero archtypes. -
More damage so I can solo things more quickly and efficiently on my Energy/Invul tank please
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Yeah, and the hours that go into researching which "Type" of gameplay you're more interested in as opposed to other archtypes who generally stick to one course of game play? Or the time it takes to gather enough influence to properly enhance oneself with inventions? It shouldn't be as complex as it is, not compared to Villain Epic Archtypes.
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My friends and I began this discussion after we finally got our level fifty heroes and the massive disappointment that were Kheldians. We became lost in the dual, tri or single potential play forms that you had to needlessly toil with, we were sad with tremendous amount of endurance drain. So we decided to come up with a few ideas to make Kheldians suck less. Unfortunately, We've only come up with one.
1. PeaceBringer/Warshade attacks draining endurance from their foes would be very ideal.
Any ideas that could be added to the list would be greatly appreciated. I would also like to state that this is discussion on how to make Kheldian archtypes better, not on how greatly Kheldians suck. -
Arc Name: The Grip of Malice
Arc ID: 15724
Faction: Heroic
Creator Global/Forum Name: @Overmind(@Live and Love on Live)/Arlow
Difficulty Level: One elite boss on the final mission. All custom enemies that are scaled correctly to their class. I'd say pretty average, final boss may require a few inspirations
Synopsis: Dozens of people around Paragon City have become engulfed by an unquenchable rage. Driven by this loathing, these people have begun committing acts of crime, gathering the strength to battle even the mightiest of heroes.
Estimated Time to Play: Half an hour at most
Link to More Details or Feedback: Here -
Which server do you believe has the most active role players?