Chaos_Reaver

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  1. Or stop them from becoming stuck in the first place? Fixed Better. Poor Bot MM's (meself included)
  2. [ QUOTE ]
    level nerfing/boosting is not a good idea imo, because levels has such a large impact in this game. Even knocking something down one level makes em one heck of alot easier to deal with.


    [/ QUOTE ]

    Agreed, and tbh I don't really want to make the game any easier than it already is. The whole point in doing something on relentless or invincible, only to nerf the class of the targets seems pointless. May as well play on the lowest rep at alltimes.
  3. If your gonna suggest Time Control/Manipulation powers, then you'r gonna need some sort or Blast Version call it Chrono Blast, looks like a combination of sonic and force shield powers, only more chromy.

    The effect of each power could do and -recharge but not as much as ice, say have half the effect. Instead each attack has a chance for +recharge, as you're stealing time away from enemies. Ofcourse would need tweaking, otherwise would be tad over powered in terms of any secondary buff/attack becoming practically perma.

    I've suggested Energy/Lethal for these powers as apposed to smashing, 1; Energy Blast already does this, 2; It feels to me that the attacks don't really hit with alot of force, rather the molecules that make up the target are effected instead, giving the impression that its more "lethal" than smashing.

    Suggested Powers:

    Chrono Bolt - Ranged Minor DMG Energy/Lethal -Recharge

    Chrono Blast - Ranged Moderate DoT Energy/Lethal -Recharge

    Chrono Pulse - PBAOE Moderate DoT Energy -Recharge

    Chrono Spear - Short Ranged High DMG Energy/Lethal -Recharge

    Aim - +ToHit, +DMG

    Time Sink - Ranged Minor DMG Energy, Self; +Heal +Endurance +Recharge (Target -Recharge)

    Time Distortion - Location AOE High DoT Energy -Recharge -Speed -Defe

    Chrono Shockwave - Cone AOE High DMG Energy/Lethal -Knockdown -Recharge

    Time Implosion - PBAOE Extreme DMG Energy/Lethal Foe; Hold/Stun Self; -Recovery, SPECIAL

    Each Defeated foe gives tiny amount of heal/endurance/recharge, Say only 1% each enemy defeated using this power. However Time Implosion recharges 2% Slower for each enemy defeated.
  4. That was my bad, forgot the n't on "shouldn't". Ment to say its enough on it. Throw MoG on jump in mob -> Repeat
  5. I think the duration should be increased at least. Even fully setted up with.....sets. You can pushed the recharge to about 60 secs, leaving you vulnrable for 45 secs. Even with alot of purple sets, that recharge only drops to about 50 seconds.

    Instant Healing seems to recharge to long also, and as the name implies doesnt infact instantly heal like reconstruction, 2 mins recharge with hasten and a couple of recharge IO's seems too long. Should make it a toggle with alot of end use per sec, and rename in my opinion.

    Resilience seems to be almost pointless too, stun protection you don't need because of intergration, and meager smash/lethal/toxic resistance. Why bother?
  6. Chaos_Reaver

    new epic arctype

    As far as i can see this could work for the majority of the current AT's, Certainly Melee types, Have a gunsword as primary, and each attack has a chance for ranged dmg to any nme nearby, would be a pain for un-needed aggro, but then again could be usful.

    As regards to a secondary set for melee, call it Swordplay or Gunplay or both, and have them be defensive sets that defect any incoming attacks. These sets could also have a dmg toggle, that dmg any nearby nmes that get close, like some of the current dmg toggles.

    As regards to the blaster version, Guns/Sword would work with mez types of immobilize and stun, maybe even confuse as the nmes are bedazzled with the quick attacks, and with the draw time, I dont see why they couldnt in this instance be instant, and if done right could look gd. Specially with the melee AT's secondary defence auras and have the animations look like Sands of Mu or Shadow Maul does, with the ghost looking arms play out similer to the whey SoM looks, only with a sword or guns in each hand. This way the primary weapons could remain drawn, with out the need to keep redrawing.

    Would be hard to do properly with out it looking awful, and would need really nice flowing animations, but i would love sets like this.

    Either way, if it turns out this doesnt work for the current AT's then simply creating a new AT could be in order, and availible to BOTH heros an vills.
  7. [ QUOTE ]
    I would love a carnie sf, a pirate sf and some more gm's. There are 4 redside gm's right? All i can remember right now is Scrapyard, Deathsurge, Caleb and the flier.

    [/ QUOTE ]

    A little off topic but yeh those four, excluding the dual zone ones.

    9 on Heros (10 really, but Sally not really a GM)
    compared to 4 Vills side.

    Just more evidence of unbalancednessness.
  8. [ QUOTE ]
    on the grounds of inbalance i wouldnt be suprised that if at some point we see the shard opened up to villians at that point i recon the existing TFs will be made co-op or the'll add in villian counter TFs

    It also wouldnt suprise me to see a villian version if crotoa (sp) populated with redcaps and co. this to would probably get some kind of TF

    then theres DA thers a zone ripe for a revamping if ever there was one and i can see it becoming some kind of co-op zone with some form of TF/SF.

    I will agree with Techbot_Alpha villians dose feel small to small in fact i feel but on the other hand i think heroes is to big thats why i recon the'll cull some of the heroes zones making them co-op or duel zones.

    [/ QUOTE ]

    If that was the case, then you could simply allow all TF's to be played by either side, would certainly do away with the inbalance. I am aware that a villain doing hero TF's would seem stupid, but wouldn't that also be true. In comics don't heros turn bad for some reason, and vs verse for villains, and don't either pretend to be of opposite allegence for what ever purpose.

    With that said you could gain Infiltration points, by doing good things redside, and bad things blueside. When you've aquired enough, you can do any TF either side. Prob solved imo. Allbeit with a tad of tweaking.

    Or ultimatly just do away with what side gets what AT and you can play either side with ur favorate AT. And can jump between sides at will. For a price or certain requirement.
  9. First of all it should never be about the rewards TF's....reward, although the fact that you get hardly any merits for most if not all TF's, seems pointless unless your willing to do TF's all day every day untill ur red or blue in the face. It's just the simple fact of fairness in regards to the amount of TF's availble for all (mainly redside in this case). Take the Shadow Shard for instance. That should be availble to redside, if only to run about an explore, and could easily grant the TF's redside, allbe it with a tad editing. (not done em so don't know the stories).