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Thokketh.7594

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  1. I like the ideas. Especially the aesthetic shield thing for the tool kit. Most of my nitpicks have been pointed out already so ill just say, thank you for the fun read!
  2. I am of the mind set that scrapper and holosmith's roles need swapped. Especially after the recent patch. And Core Engi Needs buff/rework. Naming/thematic wise. Scrapper sounds like it should destroy things. Holosmith sounds like it should make strong (but temporary) defenses, aka Generate barrier, and protection or Aegis.ScrapperIf scrapper got a DPS increase it would be in a great place right now for glass cannon. Function Gyro- Keep current interation but add a 20% attack speed boost and 15% cool down reduction (a weaker version of quickness + alacrity) while you have super speed. (superspeed is not really useful in PvE, superspeed should feel like the class mechanic for scrapper imo. Might be unbalanced in pvp but I don't have a lot of experience there.)Impact Savant- should have lower barrier gen off damage (to like 10% or maybe lower) but make it also work with condi damage as well. and remove the -3k hp. (or keep the -3k if you want to make sure its GLASS)Shredder Gyro- Maybe swap the damage of laser-disk and shredder gyro. (shredder should have more)Bulwark Gyro- Change into a condi damage Gyro (preferably burning).HolosmithHolosmith would need more work to change than scrapper. But still not Much. Photon Forge- Make it into a support/barrier generation kit. (keep penalties for overheating... maybe not the tool belt one, but might still be fine if its not a DPS focused specialization)Thermal Release Valve- Make it grant barrier instead of burning.laser's Edge- Make it increase barrier generation (to you and allies) based on heat instead.Photonic Blasting Module- Change to explode barrier to allies instead of the Hit damage. Used for emergency barrier generation. (or change to something else Defense oriented.)Laser-Disk- Maybe swap the Damage of laser-disk and shredder gyro. (shredder should have more)To make Photon Forge more of a support Kit. Light Strike- lower its damage by a bit but make it1 also generate barrier like how weaver's sword auto in water does. but keeps its current animations and number of attacks. (1st and 2nd attacks generate personal barrier at a minor amount. 3rd hit generates allies barrier at an increased amount.) Traited would make the ranged projectile generate the barrier around both you and the enemy. Holo-leap- make the area of its pad larger.Corona Burst- Increase its Cooldown, but make it give stability to you and allies per attack (un-traited) and generate barrier for yourself AND allies as well when traited.Photon Blitz- Change into Holographic Shockwave but at a reduced radius and not auto crit. And reduce its heat generation to 15% instead of 25%Holographic Shockwave- Moved to #4, fill slot with the new #5 which would be a longer cooldown, large radius, 10 person. single stack of aegis and 3 seconds of protection. (for those very timed and clutch saves)Core EngiCore engi needs buffed, But I can't really tell you in what direction it should head. So I have some general buffs for things with no goal Archetype in mind. Imo the traits are good for the most part. I think abilities might just need number tweaked. There is One addition that should be added onto Core engi and one DRASTIC change that I think would be good. But would completely change how the class played. Pistol Make it focus more on condi damage, instead of hybrid damage.Shield Magnetic Shield- Increase area to scrapper's Defense Field size, to make up for scrapper losing bulwark gyro.Addition Mace/Axe- give core engi a main-hand melee weapon to pair with shield. Mace if its power based, Axe if its Condi based. (I would personally prefer a Power mace over condi axe.)DRASTIC CHANGEThis will completely change/remove a playstyle (Piano) of engi. I think it would be worth it but I know many others won't. Profession Mechanic- Make kits the f5. Make selecting your kit drastically change what the engi does. But buff kits across the board. End goal is a viable build per kit. Trade off of Elite specs is not being able to pick different kits. (might have to make function gyro for scrapper into a kit somehow, or just make function gyro remove the kit, but buff function gyro then)F5- make the previous f5 abilities into their own skills.
  3. A golemancer would be fun to play And mace should be a core weapon
  4. If you only have core game, ele has good healing, water form staff 3 is very nice. air doesn't do much in the way of healing. arcane/water is the main healing combo. and with no elite spec you can run whatever 3rd spec you want. keep in mind that as stated above, you don't have a lot of support outside of straight healing numbers. So I don't know how many min-max groups for fractals would take you (I certainly wouldn't mind). Raids are out of my wheelhouse so I can't say much there, but from what i've gathered tempest is an ok 2nd healer. (Tempest requires HoT but so do raids, and the expansions are worth it anyway)
  5. Goal:Make dungeons viable end game content.They should still be easier than fractals and raids.They should encourage high level character playing with low level characters.They should let solo/small groups (1-4) still have endgame activities (solo players and small friend groups exist and should be accounted for)The Plan:Make dungeons into actually explorable areas Merge Paths, make it so its an area you are completing not a single story path you are following. (AC - you would end all the gravelings and let the researcher get on with their work.)Add a "participation" bar to give a reason to explore. (2 ways to implement)The bar gives reward on "path" boss and resets. Takes about 5-10min of events to fill. Lets people break dungeons into chunks for rewards. (requires lots of/repeating events)□ OR The bar is for "completion". Gives reward at end for doing every event and slaying every enemy. Requires less events but makes the dungeon take a longer chunk of time to get full reward. Make Dungeon rewards better Make dungeon armor a unique item rarity. (ascended strength exotic)i. Red border (just cause)ii. Can pick from any core statiii. Soulbound (on use)iv. Ascended strength (for stat values)v. No infusion slotsvi. Not stat swappable Give different rewards for characters leveling vs max leveli. A leveling character gets the 70% of level exp.ii. A max level character gets extra gold□ or ascended mats, or stuff to make legendary armor (way less than raids and still weekly capped but at a much lower cap)iii. Personal rewards should not interfere with party rewards (I don’t think it would ever be designed that way but wanted to make sure it was stated) Add unique mechanics (harder to implement) Add heroes to dungeonsi. Unlocks after beating main story on the account (so you know all the people)ii. Available heroes dependent on which expansions you have. (destiny's edge for core, Dragon's Watch for expansions)iii. Lets you fill in missing members/roles for parties.iv. Able to change build, gear, and specializations for heroes. (renegade rytlok here we come) What I tried to solve: Bum rush/skippingRepeatabilitySmall groups/solo play (they exist)These are what I would hope for in changes (unlikely I know)
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