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coctanic36

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coctanic36 last won the day on April 14 2021

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  1. Yoo this dude is summoning the dead, someone call the cops or something
  2. Then it's settled, we're removing guards from Amara next maintenance. Thanks for chiming in everyone.
  3. You're right, I forgot you can be targeted immediately after respawning. For some reason I thought you had an interval where you can't target and can't be targetted after respawning. I wonder if something like could be implemented but I'm guessing not because source.
  4. That's sort of the point of pvp maps in my opinion, no neutral spots where you can stay safe. Many times after NB/AK players could force pvp to happen but can't because some rather stay in the comfort of their bases. Even if it's spawn camping, tough luck buddy its a pvp map. Get more people to retaliate or get out.
  5. Could very well put a chest box with incentive drops in each base, like Ceargate and Ellis!
  6. Is there any possibility of a consideration to revert the damage changes made years ago to Amara guards? Or perhaps not revert, but make them more interactive, in a way to be hard to deal with (similiar to the guards in Ellis with their nasty dot debuff) as opposed to getting instantly obliterated.
  7. Remove wanteds from game, ez. There's really no use for them
  8. I would also like Faction Change to open. At least temporarily if possible, thank you.
  9. noobs freyja is broken, the stun just needs a slight range increase
  10. @Uninformed@MichelleZhivago The ability to tank with Whipper this cap is looking very nice with the new and improved buffs, the duration/cooldown ratios are giving me anxiety. The ability to apply the biggest void/ch resist reduction to your opponents avaliable in game, no other melee class can reduce ch resist, let alone reduce it to multiple targets at once. A dash that literally throws you in harms way of the enemy team the moment you use it whether it misses or not and does not benefit your team at all isn't really comparable to the ability of pulling opponents to the vicinity of yourself and your team who then just pummel any unlucky soul that has been targeted by your pull despite having buffs to try and evade them. They absolutely should after all they sacrifice a good utility skill and have to enter mech to make that happen. Like it or not Whippers have a speed buff, one of the highest ones not to mention that it comes without having to spend any skill points for it. Whippers have the best Defense buff and can reach the highest Defense of the 4 melee classes, which class is the only one with 3 Arkana stun abilities (2 of them pull, thank god)? That's the WH, other melee classes have 1 each of the 3 "tank" classes, which class is the only one with a ch resist debuff (and its aoe, mamma mia)? That's the WH That being said, yes Whippers dont have access to all the abilities other melee classes have but no other class has all the abilities Whippers have so I don't know why you're pointing it out. This is all fine though, these are your core abilities that were there before the whole "rebalance" mess. This threads concern is about not removing the compromise that was given to Whippers upon the removal of stun on pulls, when the stun was returned. This is an indirect nerf to all the other classes that are supposed to excel at not being pulled easily, while giving Whippers the luxury of being able to succesfuly pull any target that is in the range of their pull without having to give it any second thoughts. Whippers are the only class with the benefit of having extra CH ACC / ACC on 2 of their stun abilities, that coincidentally also pull their enemies.
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