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Everything posted by gameboy1234
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league inviting and forming GUI update
gameboy1234 replied to MsSmart's topic in Suggestions & Feedback
I'm gonna "+" this and point out that occasionally the league gui messes up when starting a TF or i-Trial. It would be great to have someone look at this and finish up polishing off whatever bugs are still in the system. -
I'm all for new power sets. +1 for hoping the Devs get time to do this.
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Welcome home.
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This is a little overwrought, I don't think a permanent ban would be appropriate for all but the most outrageous of abuses, but it brings up a good point. If mastermind pet customization goes in, the "generic" admin feature needs to generic the pets costumes as well, and maybe generic the pet names back to the default too. (This might apply to pets for all ATs, since it appears that now all pets of all sort can be renamed. ) Some thought should be given to per-character generic-zising and also maybe to whole account generic-zising for real problem people.
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Making Detention Field a toggle seems to be the most obvious and easiest. I'd like to see Detention Field get one of those two-powers-in-one where you get two buttons instead of one. One buttons is Detention Field like is now but with a toggle control, and the other is a small targeted AOE hold. Nicer for when you just want to zap a group rather than take one target totally out of the fight. I'd also like to see Force Field get some sort of "gather together" type of power, like a targeted AoE. Drop your target and everything in range gets yoinked towards the center. Maybe add this to Repulsion Bomb, just rename it to Implosion Bomb. Up the damage too as requested and you're there. That would make the FF set unique and interesting again. Adding DDR seems like a no brainer. I don't have a good sense whether adding Absorb to the shields will help. This might be really tough to balance, but if the devs are willing to give it a go I'd play test it. Adding damage to Force Bolt for Defenders is fine. Please whatever you do don't touch the -Fly and KB in this for Masterminds. Knocking things into corners and knocking enemies out of the sky for my pets to chew on was the best thing about this set back on live.
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That I did not know! Thanks for pointing it out.
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Welp, thanks to this thread my altitis kicked in and Girlie Girlie is now a new hero on Everlasting.
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Baba is You. Fun little puzzler, though I've got to the point where all the puzzles are darn hard now. I still pick this up now and then. Breath of the Wild is still on my "played" list, though at 400+ hours I think I've found every korok seed that I'm going to. Not actually playing this atm. Cosmic Star Heroine. Just got this for like a dollar, seems OK though I've just scratched the surface. Wargrove I've just finished, I think I've solved every puzzle and every map that I'm going to. Good game. To start next: Tales of Vesperia
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Just dropped: Burnpile Savage-Strike
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Just dropped: Raging-Bull Earth Sprite
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Again, the counter to that is this: In other words actual evidence suggests otherwise. Yeah stuff like this will be a problem. It's been a while since I had a team have a problem with the end of Posi 1, but I'm sure it could happen. Assuming that running TFs at +2 works most of the time, I think there's some content that was deliberately made harder (because the rest of the game is so easy) that running at +2 is unreasonable. That particular content should be toned down. But not everyone has an issue too, so I assume it's possible to make it through Posi at +2.
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This is where things get weird and hyperbolic for me. CoH running at +2 would be nothing like Wildstar. I mean, I didn't play it, I thought it sucked, but based on the stuff I read the developers where heavily into elite raiding guilds and stuff like that, and a TF at +2 just wouldn't even come close.
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My power monitoring is "Influence". Under Powers -> Combat Attributes, right at the very end of the list of Base Attributes, is influence. Since the other screens where it shows are equally annoying to access, I always add Influence as the first thing I monitor on each toon so I can easily see how much dough I have.
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This one I hate. If I target you (like for a buff or a heal) and you use this, it clears my target, and I have to try to retarget you before you get that buff or heal you needed. Please never use this when fighting. RP in Pocket D is fine of course.
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Just checked in-game: there's no ACC debuff. At least, it doesn't show up in combat attributes, and I tested with Mystic Flight. Maybe you meant something different?
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This one, except I use /bind CTRL+LBUTTON "powexec_name Translocation" It makes it easy to target and execute the power in one click.
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While I can see folks not wanting to make the game too hard (or worse, ridiculously hard like some other games), stuff like the comment I quoted makes me feel that increasing the difficulty would actually be a big start in making the game more exciting and interesting for everyone. Just to explore this a little bit, for folks who like easier content, we could take the Notoriety level -1 and make it more so on TFs, so that it actually drops the difficulty down by two or three levels. So that if folks are really struggling they have an option to make things much easier. But I think it's also something the devs could try out. Set the default difficulty for all regular TFs to +2, and if it's a flop, just set it back to the way it was before and well we tried but it didn't work. I also think that some Incarnate Trials are already very hard (like Lambda and TPN) and setting them at +2 by default would be bad. Outside of ITF, Incarnate content should be evaluated on a case by case basis, starting with not increasing the difficulty at all. Also we should look at special badges for Incarnate content, how hard those are to get, and maybe consider some additional difficult sliders when getting them so that the badges don't get totally out of reach for most people.
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I missed this reply somehow, and it just showed up for me now. Part of my reply said "no payoff" and that's what you have to focus on. It's not just the idea of a new mission type or friendly fire itself, but what do I as a player get from this? In other words, how is this fun? You can't just introduce arbitrary mechanics and expect people to enjoy it. There has to be some pay off. If the game had been designed with this in mind from the start, it might have worked. As the game is right now, nearly every system has been designed with idea that players will deal with mobs by dropping AoE on them. There's no real set of powers or affordance that allows a player to do things differently, and if there were then every player in the game would need it. Otherwise some or all of the team will stand around being bored. It's just an insurmountable amount of work and change in mindset for everyone, with out a clear plan as to how this would actually happen, I don't see any path at all to actually make it happen. If the goal is to remove herding then I think you should try some other means. On another thread about increasing the difficulty someone brought up tweaking mob AI so that it doesn't bunch up as much. I think ideas along that line is a lot more feasible and players might actually find it fun. (As I'm typing this, I'm thinking about AI that won't bunch together, and OK what would a player do about that? Besides "just power through it" there might be some sort of CC that allows players to bunch mobs up on their own. Kockback could be used to push recalcitrant mobs into position, and other powers might work is some similar fashion. But there aren't enough such powers in the game right now, so we're back to the problem of how to add enough in so that people aren't just bored with the new mechanic.) In summary: game design is hard.
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An optional mission mode is an interesting idea, if that was mentioned I missed it. But I think you'd have to define a special type of mission for this to be fun. Otherwise it's just going to a gigantic bore fest as three-fourths of people's powers go unused. (And I'm not sure what the new mission type would be. I was going to say "maybe involving less combat" but no, that would be bad too.)
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Right, it's an interesting idea, but the game would have be rebuilt from the ground up. There's no way it could work as-is. It would nearly destroy all the viable tactics people using in game, especially herding and gather mobs together, with absolutely no pay off.
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Monos King & Galaxy Brain's Mastermind Changes
gameboy1234 replied to Galaxy Brain's topic in Suggestions & Feedback
Just popping in and I've only skimmed the first post, but I played a mastermind on live to 50 and well beyond, I see some good ideas and bad ideas. The primary reason masterminds kind of suck at high level (esp. 50+) imo is movement. You can't keep the little buggers up with you and they tend to get lost at the drop of a hat. Everyone else keeps their powers with them wherever they go and most higher level content involves a lot of fast movement. Hence you're just inherently nerfed from the beginning just by reason of having your powers require functioning pathing AI and not having the same movement powers as you do. I don't know what to do about this other than to glue the minions onto your back somehow. The other thing is something I've learned from Overwatch. The Overwatch team at Blizzard seems overly concerned with "the meta," and making all characters equally viable at all levels of play. And I don't think that's a good idea. All characters and all ATs don't have to be equally viable at all levels. If masterminds are just inherently not great at high levels, that might be OK. If we can fix masterminds, and actually fix them, then fine go for it. But I'm also suspicious of charts and graphs and data and statistics which all seem to ignore fundamental gameplay issues, and I think that mentality leads to making gross changed to classes that fundamentally change them, and still don't fix the actual problem. And that just leads to people who play those classes to feel they are being jerked around for no reason. So for MMs I feel there is a fundamental issue with their powers not being directly attached to the player that just isn't fixable. That has to be considered carefully. On the OP's specific suggestions, I think the best one probably is suggestions around the inherent level losses. What felt good at levels 1-15 (as a game designer) with the MM slowly increasing in power and gaining more minions, and those minions becoming slightly less powerful as more of them were acquired, didn't scale up to levels past 30 or 40 or so. The rest of the game just doesn't support it. IO Sets buff the player, not the MM (pet sets not withstanding, they're only a so-so fix imo) and the epic power pools are the same, geared towards individual players and not the "group" that is the MM. I'm not sure what to do about this because it's a fundamental design issue for the MM AT. One option might be to summon fewer but more powerful minions with no level loss, thus keeping overall power about the same. But that leaves out the problems (imo) with slotting and with epic pools, and I don't think it's a great fix either. So I'm back to being skeptical that MMs can or should be fixed. If MMs cannot be fixed, I think we should not make large scale changes that affect their gameplay, as that just feels bad to those already playing them. Some actual fixes would be great, but I think I'd keep them smaller and less impactful, and just understand that the inherent problems in MMs might not be truly fixable. -
Personally I think the mechanic that gives these two powers a chance to "jump" to another target is too inconsistent and fiddly to be truly useful. The simpler mechanic of "everybody in the radius gets hit" just like every other AoE power is more desirable. It's just too hard to use these powers effectively. Both Envenom and Weaken should be changed to either have a simple AoE effect, or they should work like Darkest Night and just affect every enemy in the radius of the anchor.
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I remember giving this set a go on live as a Necro/Poison MM, and it sucked bad. I haven't played it recently, but I'll toss some ideas around. I think the heal is OKish and needs smaller tweaks. Think O2 boost. What I would do is leave the long cast time, but improve the healing. I would keep the current healing per second number, but increase the recharge time and boost the healing in proportion. Then you have a situation that decreasing the recharge would actually make a difference. Right now the recharge time is so short and the heal itself so weak that slotting for either doesn't matter. Increase both (maybe even increase recharge to 36 seconds and increase the heal by 3) and you'd have something that could be buffed up with slotting really easily. I totally agree that radius on Envenom and Weaken are far too small. Compared to say Darkest Night (25 ft.) or Irradiate (20 ft. and a defender *secondary*), the 8 ft is a joke. Please please increase this. The radius could be double to 16 ft. without even thinking about it and I'm sure even more would not be OP. I think I'd advocate to change the cone Neurotoxic Breath to have a small heal over time effect if it hits a friendly (keep its debuff on enemies though). Similar to the cone in Nature Affinity. It would need to be able to target both friends and enemies if this change gets made. And I'd like to add a buff to Anitdote, where if you hit a target with this and then within say about 10 seconds or so, you hit them with Alkaloid (the heal), the heal gets a buff and does like 1.5 times or 2 times the healing. You'd have to adjust carefully the recharge time for Antidote for this to not be OP though. Just my two Inf. Keep on rocking in Paragon City.
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Double the (head) details, double the fun!
gameboy1234 replied to Lyris's topic in Suggestions & Feedback
Yeah I would put all options into both lists, then just leave it up to the person picking what works for them. It's really a decent idea. Maybe implement the UI with one of those breakable circle things like they added to the arms and legs for the asymmetrical option. Rather than "asymmetrical" you'd just get a second pick. -
City of Heroes - In-Game Calendar?
gameboy1234 replied to cgilm2526's topic in Suggestions & Feedback
I'll ❤️ this and also add it might be nice to have a "global" calendar that performs the same function as the MOTD. Do the devs want let the player base know about up coming events? Just drop them on the global calendar. But calendars associated with Super Groups and Coalitions might be cool. It might be nice to have more than one calendar too. Like some groups seem to run public events often, maybe they'd like to publish a global calendar of their mother ship raids? But they might like to have a more personal private calendar for their group members too. Also, who knew that "less than three" would actually auto transform into a heart emoji?