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The title says it all.
It seems to me if some came up with a great suggestion for CoH, which there are tons of. Do the devs ever put them into the game or even try it and then figure it out?
Have any of you had your ideas used in any way for CoH?
Or do the devs have the forum here to shut us up about our great ideas? -
It's just an idea!
Every one of my ideas have been told that they are crap, but their not at all, just remember it's a idea, I'm not trying to shove this down everyones throat. -
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An insperation that gives you a little patrol xp so that you can level up a bit faster.
You would be able to get them from enemies (when they drop them).
You can not buy them from contacts, nurses, etc. (because I don't know what a reasonable price would be for xp.
They would not be trade able to other players.
For combineding insperations, you qould either have to combined 5 of the same or would be unable to combined other insperations to make on. -
I got this awesome idea for a mission or a series of missions, that your character does before he/she got their powers or he/she came to Paragon City or anything else.
Basicly it's a type of AE missions where you get to make the plot, the story line and the characters. Your character can start off as a normal person that get mutated into some thing else or an alien that come from outer space.
This might be difficult for first time players and people that don't use AE. So I thought of a way that people can choose stories just like AE. They be able to choose from a list of origin stories that match to their character's origin.
Eg: A guy exadentaly walks into an abandon nuclear plant and gets energy powers from the explosion.
It would be fine to do this before the tutorial or instead of the tutorial (but the devs might not like that cuz it would mess with their galaxy city story). But I would enjoy creating my own character's origin story.
Let me know what you guys think. -
I just bought $30.00 worth of paragon points today, and all I got were 2 paragon reward tokens.
WTH is this right? If it is it doesn't seem fair at all. -
I'm a premium CoH player and I am thinking about getting the alignment system from the CoH store. What I want to know is, does it only let you change your alignment or does it come with other stuff?
I heard about right before Going Rogue came out players were able to pre-order it, and when they did they got two extra character slots.
But I would just like to know what else does it come with, if it does come with anything else? -
I noticed that all of the Blaster's summoning powers (which aren't very many) are limited to time.
Examples:
Devices: Gun Drone: 1minute 30seconds
Electrical Blast: Voltaic Sentinel: 1minute 0seconds
Mace Mastery: Summon Spiderlings: 4minutes
All I'm asking for is remove the time limit from these summoning powers please.
But if there is a reason for why they are limited then lets try to work this out. -
My character TheGrouch, well... He hates everyone, but what he hates the most is authority. So he hate everyone, but he really hates Longbow, Arachnos, PPD, RIP and Crey. Any one who is on top or authority. TheGrouch was an anarchist when he was young, but now he's an old man.
When he was young he was a punk, rebeling saying no to authority, and causinh lots of property damage. When he grew old his hatered spread from authority to everyone. He would yell at anyone to get off his lawn, while holding his shotgun.
One day he was struck by lightning and all the advil he was taking kept him alive. The lightning charged him and gave him super powers by turning his anger into energy and fire.
Now he can't control his anger causing him to beat and or kill any one that gets in his way, or looks at him funny. TheGrouch is more of a rougue, vigilanty type. Not really a hero or a villian.
He still enjoys beating down authority. -
There are three posible way of doing this so far.
1. Just like Samuel said, have the attacks and the transformation become one pwer, in which you transform and do the attack then transform back. This would be the easiest way to go, but it wouldn't really be a whole new AT, it would be like a power set for Scrappers and Brutes or something like that. My whole idea is to make a new AT that it's specialty is shapeshifting.
2. My way would be the hardest, and I'm pretty sure it would be the worsest way to go with this.
3. It could go the same way as the Kheldians, it would work the best and it would be it's own AT, but I want it to be different than the Kheldians. I want it to be unique, it's own style of AT.
I will keep thinking of ideas of how to go with this, and if you guys could come up with some ideas too, I would be very thankful, and this idea could become a solid idea for the CoH devs, so it could be put into the game for every one. -
Yes I have played the Kheldians, but the Shapeshifter would be different, kinda the same idea though.
The powers wouldn't be like a whole new set of powers that you inherit like the Kheldians, your attacking and other offensive powers would be your secondary power set.
They're different forms would also act like defensive powers, or self buff powers. Eg: one form allows you to move faster, another give you more attack damage, one can make you harder to hit, something like that.
But I'm not too sure that this would be the right build for the Shapeshifter.
Primary: Transformation/ Self Buff
Secondary: Offence
It kinda looks like an EAT, just reversed. I want to make it different, but fun to play as. If you guys could give me some ideas, it would be very helpful.
Wazzup cat-guy. -
Alright cat-guy, you want something more specific, here is Exactly what I was thinking.
Shapeshifter
Primary: Transformation/ Defense
Secondary: Offense
Description:
Shapeshifters can turn into different forms with they're primary power set, and with each form they can Eg: become harder to hit, have more defense agianst certain attacks. Or send off an aura that can buff they're allies or debuff they're enemies.
They're secondary power set is they're attacks, Eg: a cone attack, AoE, DoT, single target or multiple. The animations would be different for every form, and some of the Shapeshifter's forms wouldn't be able to use all of the attacks(to keep the player from staying in one form.)
So let me know what you guys think.
And I am sorry for the way I acted, but I am a Grouch. (; -
I don't give a PANCAKE what any one says I just want a shapeshifter archetype.
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I understand how stretching wouldn't work, but I too would love to have a shapeshifter AT. Shapeshifters work as they're own AT because what power set is gonna be a shapeshifting power set? Shapeshifting is a whole other category.
I just hope they make it, and that It come out soon. (: -
Just remember this is only an idea.
I thought of an Archetype that would work with the Coh game engine. Shapeahifters would be cool to have, and they would work out as they're own archetype.
They would have the abilities to transform into any one or anything, and they would have special owers when ever they're in a different form.
Primary: Transformation/ Support
Secondary: Defense
Not every one of they're primary powers would be a transformation or shapeshifting power. They would gradualy get more shapeshifting powers like how masterminds gradualy get new henchmen.
Here are some primary power sets examples.
1. Growth - Streching, growing and srinking.
2. Dinosaurs - What ever dinosaurs.
3. Animals
4. Robots
6. Inanimate objects
7. Copying - Like the blue girl from the X-Men
8. Aliens
I would love to see this archetype come true. -
I was thinking of the two possible choices for the Arachnos Soilder. As I was thinking of it I thought about all the arachnos enemies and those arachnos guys that are called Mu striker or adept something. Those guys that float and shoot electricity any ways. What I'm saying is could the Devs make a Mu striker career choice. But it might unbalance it between the soilders and the widows.
Just an idea, let me know what you guys think. -
I thought this would make a good archetype, they have have good crowd control and they use they're enemies as weapons. They have both ranged and melee attacks.
Grappler Archetype
Primary: Grappling
Secondary: Defense/ Support
Primary Power Sets
--Jujutsu--
Uses they're hands to throw enemies.
1. Wall Magnet
Damage: Moderate
Recharge: Moderate
Type: Single
//Foe-Stun, Foe+Fly//
2. Smashing Jump
Damage: Minor
Recharge: Fast
Type: Toggle/ AoE
//Foe-Knock back, Foe-Stun, Self-Jump+Foe//
3. Swing
Damage: High
Recharge: Moderate
Type: Single/ Cone
//Foe-Stun//
4. Soaring Eagle
Damage: Moderate
Recharge: Slow
Type: Single/ AoE
//Foe-Knock back, Foe-Knock up//
5. Long Throw
Damage: High
Recharge: Slow
Type: Single
//Foe-Long Knock back//
6. 180
Damage: Minor
Recharge: Slow
Type: Single/ Cone
//Foe-Stun, Foe-Knock back//
7. Gravel Eater
Damage: High
Recharge: Slow
Type: Single
//Foe-Stun//
8. 360
Damage: Moderate
Recharge: Long
Type: Single/ AoE
//Foe-Knock back//
9. Helicopter
Damage: High
Recharge: Very Long
Type: Single/ AoE/ DoT
//Foe-Long Knock back, Self-Stun//
--Chain Control--
Uses a chain to grapple enemies, mainly does medium ranged grappling attacks.
1. Toss
Damage: Moderate
Recharge: Fast
Type: Single
////
2. Ground Pounder
Damage: High
Recharge: Moderate
Type: Single/ AoE
////
3. Lash
Damage: Minor
Recharge: Moderate
Type: Single
//Foe-Jump+Self, Knock down//
4. Sweep
Damage: Moderate
Recharge: Moderate
Type: Cone
//Foe-Knock down//
5. Chain Reaction
Damage: High
Recharge: Long
Type: Jumps to Target to Target
//Foe-Immobilize//
6. Wrecking Ball
Damage: High
Recharge: Slow
Type: Single/ AoE
//Foe-Knock down//
7. Hammer
Damage: High
Recharge: Slow
Type: Single/ DoT
//Foe-Stun//
8. Choke
Damage: Moderate
Recharge: Moderate
Type: Single/ DoT
//Foe-Immobilize//
9. Crowd Crush
Damage: Supior
Recharge: Very Long
Type: Multiple/ DoT
//Foe-Immobilize//
*--Launcher--*
Special archetype. These Launchers have a launching canon or pad, what ever you want. These Launchers can do ranged attacks using enemies as weapons.
1. Launch
Damage: Moderate
Recharge: Fast
Type: Single
//Foe-Knock back//
2. Load
Damage: None
Recharge: Fast
Type: Single/ Load
//Foe-Immobilize//
~Can hold up to 3 enemies to use for launching attacks~
3. Artillery
Damage: High
Recharge: Slow
Type: AoE
//Foe-Knock back//
4. Sky High
Damage: Moderate
Recharge: Slow
Type: Single/ AoE
////
5. Perimeter
Damage: Moderate
Recharge: Moderate
Type: Cone
////
~This power requires 3 loaded enemies~
6. Double Shot
Damage: High
Recharge: Slow
Type: Cone
////
~This power requires 2 loaded enemies~
7. Charge
Damage: None
Recharge: Slow
Type: Self Damage Buff
////
8. Head Shot
Damage: Supior
Recharge: Very Long
Type: Single
////
9.In Your Face
Damage: Supior
Recharge: Very Long
Type: Cone
////
~The more enemies loaded the more damage it gives~
--Ninja Grappling--
These guys are more if a close up grappling type. They can also taunt enemies like tankers.
1. Silent Take Down
Damage: Moderate
Recharge: Moderate
Type: Single
//Foe-Stun//
2. Taunt
Damage: None
Recharge: Fast
Type: Provoke Foe
////
3. Dragon's Throw
Damage: Minor
Recharge: Moderate
Type: Single
//Foe-Knock down, Foe-Immobilize//
4. Skull Cracker
Damage: High
Recharge: Slow
Type: Single
//Foe- Stun//
5. Weaker Sense
Damage: None
Recharge: Slow
Type: Minion Provoke
////
6. Pinball
Damage: Moderate
Recharge: Slow
Type: Single/ Cone
//Foe-Knock back//
7. Colliding Thoughts
Damage: Hogh
Recharge: Long
Type: Double
//Foe-Stun//
8. Holding Choke
Damage: Gradual
Recharge: Long
Type: Interupable/ Hold/ DoT
//Foe-Immobilize//
9. Hook of the Tiger
Damage: High
Recharge: Slow
Type: Single/ AoE
//Foe-Knock back//
--Telepathy--
Kinda like a Controller but isn't at all. These guys can do tons of ranged grappling.
1. Throw
Damage: Minor
Recharge: Fast
Type: Single
////
2. Touch the Sky
Damage: Moderate
Recharge: Fast
Type: AoE
////
3. Scatter
Damage: Moderate
Recharge: Moderate
Type: AoE
//Foe-Stun//
4. Within Grasp
Damage: Moderate
Recharge: Moderate
Type: Single/ Hold
//Foe-Sleep//
5. Spin
Damage: Moderate
Recharge: Slow
Type: Single/ AoE
////
6. Juggle
Damage: Minor
Recharge: Moderate
Type: AoE
//Foe-Stun//
7. Push
Damage: Moderate
Recharge: Slow
Type: Single/ Cone
//Foe-Knock back//
8. Incoming
Damage: High
Recharge: Slow
Type: Single/ AoE
//Foe-Knock back, Foe-Stun//
9. Surrounding Choke
Damage: Gradual
Recharge: Long
Type: Aoe/ DoT
//Foe-Immobilize//
Secondary Power Sets
--Combat Dodging--
1. Sense
Damage: None
Recharge: Fast
Type: Toggle/
//Foe to Hit-10.00%//
2. Human Shield
Damage: None
Recharge: Moderate
Type: Single/ Foe Confuse
//Foe-Confusion//
3. Counter Attack
Damage: Moderate
Recharge: Slow
Type: Single
//Foe to Hit-35.00%//
4. Dodge
Damage: None
Recharge: Fast
Type: Toggle/ AoE
//Foe to Hit-15.00%//
5. Sweep Leg
Damage: Minor
Recharge: Moderate
Type: Cone
//Foe-Knock down//
6. Block
Damage: None
Recharge: Moderate
Type: Toggle/ Self Defense Buff
//Resistance-10.00%Smashing//
7. Absorb Blow
Damage: None
Recharge: Slow
Type: Self Defense Buff
//Resistance-10.00%Lethal//
8. Reversal
Damage: Moderate
Recharge: Long
Type: Single
//Foe to Hit-40.00%//
9. Combat Dodging
Damage: None
Recharge: Slow
Type: Toggle
//Foe to Hit-18.50%//
--Self Defense--
1. Guard
Damage: None
Recharge: Fast
Type: Toggle/ Self Defense Buff
//Resistance-15.00%Lethal//
2. Jump Kick
Damage: Moderate
Recharge: Slow
Type: Single
//Foe-Stun//
3. Defensive Maneuvers
Damage: None
Recharge: Moderate
Type: Toggle/ Self Defense Buff
//Resistance-12.00%Lethal and Smashing//
4. Quick Rest
Damage: None
Recharge: Slow
Type: Self Heal
//Heal+25.00%//
5. Distraction
Damage: None
Recharge: Long
Type: Provoke Summon/ AoE
//Summons a provoke//
6. Rib Cracker
Damage: Moderate
Recharge: Slow
Type: Single/ DoT
//Foe-Stun//
7. Head Butt
Damage: High
Recharge: Very Long
Type: Single
//Foe-Stun, Self-Stun//
8. Push
Damage: Minor
Recharge: Moderate
Type: Single/ Cone
//Foe-Knock Back//
9. Mind and Body
Damage: None
Recharge: Very Long
Type: AoE
//Foe-Speed, Foe-Recharge//
--Tank Training--
1. Sturdy
Damage: None
Recharge: Fast
Type: Toggle/ Self Defense Buff
//Resistance-Knock down/ back, Resistance-15.00%Smashing//
2. Resistance
Damage: None
Recharge: Fast
Type: Toggle/ Self Defense Buff
//Resistance-10.00%Smashing, Resistance-10.00%Negative/ Energy//
3. Absorb
Damage: None
Recharge: Moderate
Type: Toggle/ Self Defense Buff
//Resistance-10.00%Lethal, Resistance-10.00%Fire/ Cold//
4. Smash
Damage: High
Recharge: Long
Type: Single
//Foe-Stun//
5. Charge
Damage: None
Recharge: Slow
Type: Self Offense Buff
////
6. Unmovable
Damage: None
Recharge: Slow
Type: Toggle/ Self Defensive Buff
//Resistance-34.00%Knock back/ down//
7. Upper Cut
Damage: Moderate
Recharge: Long
Type: Single
//Foe-Knock up//
8. Throw Earth
Damage: High
Recharge: Long
Type: Single
//Foe-Knock back//
9. Fortress Strength
Damage: None
Recharge: Very Long
Type: Toggle/ Self Defense Buff
//Resistance-15.00%Lethal, Resistance-15.00%Smashing//
--Shield Defense--
-- Will Power--
--Regeneration--
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Tell me what you guys think of the Grappler and Constructer.
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I fixed the Devourer, they now have types of attacks.
The Demolisher does seem like a epic Archetype.
I made the Hunter so it can only protect it's self and it's pet instead of healing every one. You're safe Madterminds.
The Trickster has different traps than that power set called traps. The Tricksters traps require more strategy and pulling. They also have way better traps. -
One day I thought of a cool archetype and then I thought of another and so on.
I will list all the archetypes I came up with and the information and how they work/ play.
1.
Name: Trickster
Survivability: 4
Melee Damage: 5
Ranged Damage: 7
Crowd Control: 7
Support: 4
Pets: 5
Primary: Traps/ Debuff
Secondary: Offense
Description: Tricksters have summoning traps that can immobilize, stun and what ever else. Tricksters can also summon provoking or distracting creatures.
The Trickster's can set traps before fighting enemies or can set trap while fighting enemies. The Trickster can set traps and then pull a group of enemies and while they're trapped, the Trickster can finish them off.
To play a Trickster, you can't just randomly click on powers like attack powers or combos. You must use your powers wisely to defeat your enemies easily.
2.
Name: Hunter
Survivability: 7
Melee Damage: 5
Ranged Damage: 7
Crowd Control: 2
Pets: 4
Primary: Ranged/ Offense
Secondary: Pet/ Support
Description: Hunters can attack from far away and they do a lot of ranged damage, and they can do pretty good with up close or melee damage.
The Hunter's primary power set is mainly ranged attacks, but there are some melee powers. The Hunter doesn't do very well with crowd control, they are only able to hit one enemy at a time with thier attack powers, but with the help of they're secondary power set, they can do much better.
They're secondary power set is pet/ support. They can protect them selves or they're pet. They can summon a pet to help them. The Humter can only have one pet at a time. The Hunter's pet can get to be as strong or even stronger as the Hunter.
They can only protect they're pet and themselves. They're secondary power set can also let them make they're pet even stronger and faster.
3.
Name: Devourer
Survivability: 8
Melee Damage: 2
Ranged Damaged: 5
Crowd Control: 8
Support: 6
Pets: 2
Primary: Absorbsion Defense
Secondary: Absorbsion Offense
Description: Devourers can suck the life out if they're enemies and use it to heal them selves and others around them. They kinda have ranged attacks, they can drain the health from areas either AoE, DoT or Aura powers.
4.
Name: Demolisher
Survivability: 6
Melee Damage: 8
Ranged Damage: 8
Crowd Control: 4
Support: 2
Pets: 2
Primary: Offense
Secondary: Defense
Description: Demolishers can do massive damage to any enemy.
Demolishers are combination of Scrapers and Blasters. They have great ranged damage and great melee damage, and they even have medium hitpoints.
But one disadvantage is that most of the Demolisher's powers take up a lot of endurence and recharge slowly.
They are the closest thing to a blaster that wouldn't die so easily.
5.
Name: Devastator
Survivability: 8
Melee Damage: 2
Ranged Damage: 4
Crowd Control: 10
Support: 5
Pets: 2
Primary: Massive Control/ Ranged
Secondary: Defense
Description: First thing's first, you're probably thinking WTF is "Massive Control?" Massive Control is like a Controller's primary, bit more lethal and long-lasting effects. Devistaters are able to control huge groups of enemies, but just like the Demolisher they have long recharges and takes alot of endurence.
When they're waiting for they're massive control powers to recharge, they can use the ranged powers they have (maybe just a few ranged powers). They also have defense as thier secondary to protect them from getting killed by the huge mobs they're taking on.
6.
Name: Charger
Survivability: 5
Melee Damage: 7
Ranged Damage: 5
Crowd Control: 4
Support: 8
Pets: 2
Primary: Support/ Buff
Secondary: Offence
Description: Chargers are like Defenders in a way, but reversed. They fight close up like a scrapper and they have a few close ranged blast attacks.
They're primary power set can heal them selves and can increase thier endurence. They can even increase the endurence of allies. What I mean by increase is that they can save on endurence and the Charger can make allies stronger.
They also can get an offensive defense. It's a lightning field eg. When an enemy gets close to you, they slowly lose HP.
7.
Name: Grappler
Survivabiliy: 7
Melee Damage: 5
Ranged Damage: 5
Crowd Control: 7
Support: 4
Pets: 2
Primary: Grappling
Secondary: Support
Description:Grappler's primary power set is a mix with ranged, crowd control and melee. They can use enemies as weapons by throwing them into other enemies. This is why they have an even ranged and melee.
I hope this archetype doesn't seem to over powered.
8.
Name: Constructer
Survivabiliy: 8
Melee Damage: 6
Ranged Damage: 6
Crowd Control: 6
Support: 5
Pets: 6
Primary: Offense
Secondary: Gear/ Defense
Description: Constructers have a mux of ranged and melee attacks. Thier secondary has gear and defense powers.
The Constructers are able to build or create a power suit or mech that they can summon as they're first power. The suit can give them defferent powers when your in the suit, they can even turn thier suit on auto pilot (make it into a pet). The suit can't be healed by normal healing powers, the suit needs repair powers that constructers get with thier gear power set. Other constructers can repair other constructers' mechs or power suits.
They're inherit powers is automatic, they're inherit power is that when they're mevh blows up or dies they can survive the explosion with less than half hit points.
They can even get a self destruct power.
When Constructers leave thier mechs they can go inside it agian or it will disapear if you take to long.
Other players can not take your mech suit.
The mech or power suit can not automaticlly heal it's self. -
That sucks, I've never had this happen to me, but you should get a refund. They should put a text box on an item saying that you own it or something like that. Or when you go to buy something the same text should come up if you already own it.