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  1. Gun Drone Now has 80% resistance to all damage Taunt aura reduced to 8ft, mag 3, max of 4 targets Death explosion now has a knockup component I would love to see Gun Drone's duration drastrically increased, or just make it a toggle power. The biggest issue for playability is having to resummon it all the time. Giving it another attack or two might be a good idea as well. A Cone or AOE perhaps?
  2. This is why I suggested that Energy Focus be a timed buff like Momentum and not just blow the load on a single attack. It'll give people room for error (I'm guilty of clicking wrong or pre-loading an attack at the wrong time too) and it'll also allow for some build optimization to squeeze as much into that Energy Focus window as possible.
  3. Sticking with the mechanic idea, personally I like the idea of Momentum as a short buff that will effect your powers while it's active. If I were to suggest a change to EM's mechanic I would change it so it isn't like a "builder/spender" system. Instead I'd keep powers within the set that have a chance to give the player an Energy Focus buff that lasts for 5 seconds (or whatever) and isn't consumed by a "spender." TF being the 100% chance to grant, as it currently is. This way you have a chance to pop off a couple of focused attacks in the duration of Energy Focus before it wears off, and if players optimize enough, they can have a build that gives them as much Energy Focus uptime as they can get. I'd also change build up to "Build Energy" or something and allow that to function the same way Build Momentum does from TW. Yes I understand the irony of buffing a powerset to be more like TW in the same patch that we're nerfing TW 😛 That said, I personally really like the way it is on beta right now because we get to keep that feeling of EM, particularly ET, being a very powerful, which I think is the most important thing to preserve. I'd also accept removal of the mechanic for a straight reversion of ET (and keep the new PBAOE).
  4. 100x this. Works great in Water Blast with Tidal Forces.
  5. I'm already late to this party. Others have provided good feedback. I think the set is strong and super fun to play. My only negative feedback is on the animation of the new PBAOE. Perhaps it can be something besides the baseball pitch?
  6. I don't think there's an easy solution to game difficulty but if given unlimited time and resources to address this issue I would eliminate levels from the game and use the gray/green/white/yellow/red/purple conning system as a starting point. I'd then rebalance what those cons meant in terms of power effectiveness, to-hit, etc, and then rebalance every enemy group in the game to have more interesting mechanics across the board. More buffs, debuffs, strengths, weaknesses, and tactics required to be effective against them. Then, after doing that, there would have to be a long period of adjusting player power on a set by set and AT by AT basis to make sure everyone gets a fair shake out of the level/enemy overhaul. A lot modern games take this approach. It has its downsides of course, and some do it better than others, but it's at least a stable starting point. I'm not really advocating for HC to do this. Just, like I said, given unlimited resources, I think this would be a valid approach.
  7. I saved everything CoH related on a storage drive that I totally forgot about after shutdown. It was surreal to have all my costumes and enemy groups 7 years later, most of which I had no memory of.
  8. The previous poster is correct. There are a couple of things that you may lose, though, depending on where you saved stuff. Your saved costumes and saved AE missions and custom enemy groups are local files. Everything else is coming from the server though so you won't lose your characters or anything else. Just don't delete those files I mentioned, if you even have them.
  9. Archery is one of the primaries I may lean Corr. The reason being Rain of Arrows. Unlike a lot of DoTs, each tick of damage from the psuedopet it summons is counted as a separate attack and it inherits your scourge inherent. That means there's a decent chance to get off a scourge tick on each hit, depending on enemy HP. It would be more useful on higher difficulties where baddies last longer. That would push out your secondary powers till much later though. /Kin is notoriously obnoxious to play since you have to wait to 38 for Fulcrum Shift. Going Corr may also throw off your defense numbers since their AT values are a little lower than Defender.
  10. The useless endurance drain effect is the least of Elecs problems in my opinion. The biggest issues for me are mechanical. Ball Lightnings slow dot gives enemies too much opportunity to shoot back and causes wasted damage on a mob that you (or volty) fire a ST attack at who would have died from the DoT but just wasn't dead yet. Short Circuit has the exact same problem only you get to stand in the middle of the enemy group and wind up that long ass animation on top of it. Voltaic Sentinel is weak and you have to rely on the AI to fire at the correct enemy. It's AI is wonky and recasting it all the time is annoying. Tesla Cage on its face isn't bad but I would prefer a T3 blast over a ST hold. Thunderous Blast seems to have a shorter range than it should and the animation time is kind of long, in addition to the cooldown. I would love for Volty to be permanently out and, when in combat, to fire at my target. Crank up the damage of Tesla Cage to make it comparable to a T3 blast, swap the animation of Short Circuit to the Water Blast TAOE attack, speed up or eliminate the DoT on ball lighting, and increase the range and reduce the cooldown of Thunderous Blast. I think those changes would increase the playability of Elec Blast a great deal.
  11. I think your ideas are awesome I'm just not sure they would fit as an update to assault rifle. It'd be better suited as a concept for a new powerset. Thread jacking a little bit here, these are my ideas for AR: Burst: Make this a smallish cone. Keep everything else the same. Slug: KB2KD and add -res. Buckshot: Increase range and cone radius simultaneously (I know range makes more cone but I'm asking for both). KB2KD, add -fly for the lols. Beanbag: replace with flash bang grenade. Pull an actual grenade. No damage, TAOE, 16 targets, chance for mag 2 stun, chance for mag 2 confuse, and 50% chance for knockdown. I feel like that would add interesting slotting possibilities. M30: Change the lethal damage to fire damage and do a KB2KD. Sniper Rifle: super narrow pierce effect (essentially a tiny cone like Beam Rifle), deal more damage for each enemy pierced. Ignite: change to incendiary grenade. Grenade throw animation, 1.5-ish animation time. instant high fire damage that leaves a patch of fire on the ground. Ignited enemies have a chance to ignite other nearby enemies. Flamethrower: decrease the animation time down to 1.5 or 2 seconds and deal 75% of its damage up front with dot procs to make up the rest. Full Auto: Widen the cone, 16 target cap, increase defense when shooting to mitigate counter attacks during the long animation. Roll that chance for extra damage into the damage of the attack and remove the chance.
  12. All I can say is that I'm glad you guys decided to make this update and I'm excited to see what comes next. I'm curious about the blaster the secondaries. It's just too bad about regen. Can't we agree it's been nerfed enough already?
  13. Time for another prediction! My next prediction is.... Knockback! I predict some addressing of the great Knockback debate that has raged since.... Forever.
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