
DrRocket
Members-
Posts
230 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by DrRocket
-
Super Reflexes: Quality of Life Improvements
DrRocket replied to modest's topic in Suggestions & Feedback
As is at this time Super Reflexes is totally broken, I tried to make it work, but it just not survivable. I did get the character to 50 and really through mids tried to make it survivable and simply could not, had to many gaps. I gave up on it and deleted the character Regen needs a total make-up where they get true healing and endurance recharge as the other scrapper defensive sets V/R -
Wild idea: Increase the minimum chance to hit from 5%
DrRocket replied to Vanden's topic in Suggestions & Feedback
Not sure it is a good idea, increasing the minimum % chance would impact support types much greater than the melee types. so no thank you, leave the percentages as they are. Sorry bud v/r -
Just a suggestion... There are a variety of incarnate TFs that varies in difficulty, some a rather short and straightforward while others can require a lot of coordination between the players to be successful, yet no matter the difficulty the reward for completion is the same 1 merit (sometimes a bunch of astral merits that adds up to an empyrean merit) and a random salvage. What I suggest is to make the random salvage less random. For simple TFs let it be totally randon, as they become more complex guarantee the salvage to be tier 2 salvage and above, more complex yet tier 3 salvage or better, and the toughest guarantees the tier 4 (purple) and the customary 1 empyrean) drop Another way to justify higher minimum salvage drops is by how many different badges where qualified for during the TF, thus the more badges that TF could award (you may already have them) the rarity drop of salvage increase 1 per badge. I have heard other players groan that all they got for all their trouble was a cantrip, which is poor recompese for all the additional trouble they took. Just a thought here...
-
I support this concept I have posted before requested a way to break down salvage into empyrean merits, since empyrean merits is the only practical way to acquire tier 3 and 4 incarnate salvage; the idea to use a bunch of threads and 100s of millions to make tier 3 or 4 salvage is simply ludicrous. As I an many others do the insufferable Burden of the past, thirstily participate in as many incarnate TFs as I can, only to get a huge pile of tier 1 and 2 salvage which at the end are totally useless, trash and so are the threads eventually. SO why not have the ability to convert tier 1 salvage for 5 astral merits (1/2 empyrean), a tier 2 salvage (60 threads or 3 empyrean merits worth) for 1 empyrean and 5 astral merits (half the true value), a tier 3 worth 8 empyrean merits for 4 empyrean (half value) and lastly for completness sakes a tier 4 salvage worth 30 empyrean merits convert to 15 empyrean merits. A 50% penalty would be fair enough tax for the conversion, I would think. V/R
-
This truly more a question than a suggestion... I, sadly, am an alt-o-holic, so I focus to develop an alt to level 50, IO set to optimize performance and get incarnate slots to tier 4. Once I done that, I am done with the alt and go on to the next one. So far all is good. But from time to time, I do like to play those old super 50s and feel like, well, divinity. After awhile, I began to really accumulate lots of incarnate salvage and shards while I can transfer in-account empyrean and astral merits. I guess I could simply delete the stack of incarnate salvage but it just feels wrong, I feel that there should be some kind of use for them, and thus the reason for this thread. I want to explore solutions, ideas or concepts, I will prime the pump by giving a few... 1) Allow salvage, shards, threads to be account transferable like empyrean and astral merits are 2) Allow salvage, shards and threads to be converted to empyrean or astral merits I really feel like I am hitting a wall, any other ideas or suggestions? Thank you
-
- 1
-
-
How many of us go to Cimerora after the torturous trip to eventually get there (or use the LFG shortcut), and begin the ITF to have midways your exp booster fizzle out. So why not have a Pocked D like PW2 vendor where players in between missions or in their way back after going to hospital be able to re-stock in their exp boosters and temporary fly packs? This is only a QoL suggestion V/R
-
Frankly, I was hoping for a one shot trip from anywhere, instead of a go somewhere to then go there... V/R
-
Another suggestion for an alternate way When I do an incarnate TF I get the option to get empyrean merits or a luck of the draw at salvage, which is a nice choice. Unfortunately I am getting stuck on the award for random salvage, this morning alone I did 3 Burden of the past TFs, and received 3 Uncommon drops. I know it could have been worse and received 3 commons... Somehow this is bringing back memories during live for the streak breaker situation. It occurs to me, that there has to be another way for those players such as I who are strangers to lady luck. I know, there is going to be someone that will say just get the miserable amount of empyreans the TF gives. Yet why not normalize the randomness or do away with it, without asking to simply award more empyrean merits for the TF, take for instance LAMBDA, this is pretty tough to survive and do well, and at the end you get 1 empyrean for your trouble or a choice to go for incarnate salvage, gee wiz Burden of the past is not nearly as tough and gives 2 empyreans or 1 empyrean and a choice for random salvage. So why not establish an Incarnate Salvage Merit system? The way I see it working is do the TF, when you complete it you normally get a choice for empyreans or random salvage, so choose random salvage, the next window gives you a choice for Incarnate Salvage Merits (ISM) or to go the random table. In this case, one would chose ISM. The default ISM award is 1, but they can add up like any other merit. I suggest the following ISM salvage cost: 1 ISM for 1 Common Incarnate Salvage 2 ISMs for 1 Uncommon Incarnate Salvage 4 ISMs for 1 Rare Incarnate Salvage 15 ISMs for 1 Very Rare Incarnate Salvage The math behind it... 1 x Common Incarnate Salvage cost 20 threads or 1 Empyrean 1 x Uncommon Incarnate Salvage cost 60 threads or 3 Empyreans 1 x Rare Incarnate Salvage cost 8 Empyreans 1 x Very Rare Incarnate Salvage cost 30 Empyreans If you notice the cost of acquisition is essentially halved, but to take advantage of the "discount" you have to do incarnate TFs, veteran levels do not give you such choice. Also this system is a compromise of the random drop which could give you a 30 point very rare at the drop of the hat if you are lucky, which provides a half of the way benefit. Obviously this system would encourage TF participation as opposed to going for the AE farming option. V/R
-
Only correcting my original post... Take any 4 tier one to create a tier 2; then combine any 4 tier 2 to create a tier 3; and lastly take any 4 tier 3 to create a tier 4 The math behind this... A tier 1 cost 20 threads or 1 empyrean A tier 2 cost 60 threads or 3 empyreans A tier 3 cost 8 Empyreans A tier 4 cost 30 Empyreans Thus 4 tier 1 would effectively cost 4 empyreans to get the 3 empyrean cost tier 2 salvage The 4 tier 2 would effectively cost 12 empyreans to get the 8 empyrean cost tier 3 salvage The 4 tier 3 would effectively cost 32 empyreans to get the 30 empyrean cost tier 1 salvage At one time I considered the three for 1, as it it was done in Diablo, but the effective costs would render the conversions way too cost effective, and would lend itself to abuse
-
Merit Vendor trade reward to empyrean
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Good points, the ratio is already established since you can convert empyrians to reward merits, I only suggest to make it reversable. trying to get the tier 4 salvage by lock of the draw is simply insane, so II was looking for another method to allow getting there less fastidiously. Take care -
This is only a suggestion to assist in the creation of higher tiered incarnate items, and only as a quality of life suggestion ... As I been leveling my alt's tier incarnate abilities, I do all the incarnate TFs religiously and go for the luck of the draw salvage drop. It should not come as a surprise that I wind up with a bunch of redundant or useless salvage that I can not transfer to another alt that could use it, sell it on AH or convert them into empyreans merits where I could craft what I need. But it occurs to me, how you could combine 3 inspirations of a kind to manufacture another, why not use the rule of four to build up? Saw take any four tier 1 salvage and convert them into any tier 2 of your choice, subsequently take any 4 tier two salvage and combine them into a tier 4 of your choice, and finally combine any tier 4 salvage to get a tier 4 piece. Ay thoughts or alrternate suggestions?
-
This may be just an odd QoL request of sorts, I tend to have a thing for symmetry, so please forgive... I noted that I could trade empyrean merits into reward merits, but not the other way around, I suspect there might be a reason, but it would be nice if you could go back and forth. Thank you
-
I been now very often participating in hammy raids, quite possibly my favorite pass time with BAF right next to it. It pains me when I see 2 people not being able to join the raid group, because the zone limit is 50 and 6 teams of 8 adds up to 48. it would be nice to maybe make leagues to be as large as 7 teams of 8 to incorporate those last 2, but suspect that could really tear-up the balance for normal TFs. Thus it seems simpler to me to just reduce the limit at the hammy zones to 48 This is a bit of an odd QoL
-
In my server I play blue, and when a hammy raid at the Abyss occurs I have to bolt to PI to catch a ride. It would be nice if more ways to access or get smuggled to the abyss were available, for example, I recommend adding the Abyss to the tunnel system. Any other ideas out there to make this quality of living improvement?
-
When you are upgrading your incarnate slots, you open the create tab to determine what salvage is needed to create the item, then you go to another tab and make each ingredient one by one. It would be nice, if the system could realize that all the salvage ingredients needed to make that particular tier item are present, and we could simply press "Create" and it would automatically consume the materials without having to go back and forth. As I said, its only a QoL
-
I can play City of Heroes blindfolded. With my forehead.
DrRocket replied to SmokinIndo's topic in Suggestions & Feedback
I can understand those who wants to experience more challenge in the game, it can make sense. On the other hand, I equally understand those who finds the challenge and enjoyment of the game just fine. An there are those who want to make the game easier, by adding lot of conveniences. The issue here is that there are there views that are not compatible. I would feel if the author and other minded folks are truly tired of the no challenge, that there is no problem with them not using IO sets and limiting themselves to SOs. The characters are actually quite effective and the game can provide a lot of challenge, I also recommend when doing this do not play a melee and play instead a support type, they have greater challenges to overcome than melee. And lastly do not take advantage of the incarnate powers as well. The usual issue I have with adding challenge to the game is that it usually provides a disproportionate impact on support types, which is hardly fair to them to take the hit while the challenges are nearly non-existent for the melee types. Sample of developers adding challenge was the introduction of status effects being massively used and the system itself, in which the support classes were given absolutely no protections and the melee types were given more than ample protections against them, thus the ones being challenged and doing all the dying were the support classes. While I am for challenge, I am not for uneven challenge. I do encourage you to give a practical example how would you would like to increase the challenge in the game, without taking away from others, nor having uneven challenges. I am sure you will find this challenge not easy -
Encouraging play through low level content.
DrRocket replied to Greenwraith's topic in Suggestions & Feedback
It is an interesting thought The issue is how to entice players to actually play the content rather than using the much more efficient leveling means available. Obviously badges and accolades will not cut it at all, the missions do give merits when the thread is completed, if the mission support an accolade such as rescue the mystic for spelunker badge, the player would much easily just go to Oro and not deal with doing the threads that would eventually would lead to the mission. So how to persuade in a positive manner? I would think that the mission completion bonus needs to be dramatically increased, say by a factor of 100 at low levels and decreasing to say 50 at higher levels, same with the influence gain. At this rates, they at low levels may have a chance to compete against a DFB! The difficulty is that a DFB takes all 15 min and your character can get on the average 3 levels, wow! A mission in a thread will take those 15 minutes if you are lucky, and you are not going to get 3 levels from it from their normal pay-out. At 100 times the exp from completion bonus, it may just make up for the 3 levels, it may turn out the factor increase may have to be larger; but I have not done the math. V/R -
Just remember that what is good for the goose is good for the gander Your suggestion would really sock-it to the support archtypes as the mobs would naturally gain from your suggestion. While your suggestion makes sense to an extent, it really has a very disproportionate effect on support classes, their life is tough enough without making them even more vulnerable. Because of this, I can't suppor you concept as is, maybe work around it where it does not backfires on support classes. V/R
-
Fully support it, Kudos for the Suggestion DrRocket
-
Only if it is at a personal level and not team or public information source. My potential objection is that there are the min/maxers and soon will start noting that some classes or players do better than others and the game experience becomes a cruel judgment day process. The benefit is of course it would high light leechers, but in general they are easy to spot during game. V/T
-
Consolidated CoH difficulty thread (Includes Poll!)
DrRocket replied to Galaxy Brain's topic in Suggestions & Feedback
I support change, but adding difficulty must be balanced across all archtypes and not impact some more than others. For example, the present concept of challenge is the spam use of Status Effects, which has a disproportiante impact on support classes. Other forms of challenge is bountiful debuffs usually against defense which again has a disproportionate impact on support classes who depends on defense to survive, then lastly the attack types may be coded type/positional or positional only or type only which once more has a diproportionate effect on support classes who can't get enough defense to everything and resistance to all forms of damage in sufficient amounts to make a difference can be difficult at best. So increasing difficulty in my opinion is going to be tough if being arbitrary about it is something to avoid. I have tanks, brutes, scrappers, infiltrators and all of them can get outstanding defense and resistances, so usually defense debuffs and spam status effects provide little concern to me, and the positional vs type attacks once more are of little consequence to my melee types since they have reasonably good resistances. As it is, playing a support class I have all the challenge I can get, not sure I would cherish making it tougher on my support classes. The challenge I experience in the game is a stark contrast between my melee and my support alts. Perhaps the increase in challenge should be aimed more towards how to make melee players' experience more challenging? For example, support has to acquire Clarion to have a chance against Status Effect, while a melee has absolutely no need for it because of how the game was designed. It would be interesting to allow melee to experience what support has to contend with Status Effects and thus have melee types develop new survival skills, for instance have certain "new" groups or specific groups say carnival of shadows whose status effects ignore standard status effect protections, and the only way to overcome them is by them using Clarion, or have a support class remove/protect from the effect such as a Storm Defender's O2 boost. This challenge would make a terrific change on game play mechanics, for a melee without support would simply have a very tough time surviving just as it is now for support archtypes. Same pattern could go to have certain mobs such as Tsoo instead of debuffing defense, they debuff resistance instead and thus the melee would depend on the support giving them back their resistances or plenty of back up healing. Perhaps the new challenge would be to make the melee and support inter-dependency for mission success and survival be truly two way, as it now in general (there are always exceptions) support has a greater dependency on melee than otherwise (proof of this can be see in farming, check the various class statistics, and it will be evident which classes dominate). But no matter what, I would strongly prefer if this is to be done in a way were there is an option at the beginning of a mission/TF to have them or not. V/R -
Increase the number of powers that can be placed in auto
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Good point, but farmers are (I think a small percentage of the population) and usually operate in their own AE world. As a whole, I really don't care if a person's sense of fun is leaving their alt doing their thing and be AFK. What I do care, are those people that are actually playing the content and enjoying the game with the folks they are playing it with and thus the suggestion to relieve the click-o-logy of essential powers which at times I tend to think should be toggles rather than buttons (I digress, that is another topic, my apologies) As I said, I sought a QoL that would allow me to keep up with the needs of the team rather than staring at my power trays to rengage key powers as they refresh. -
If one could wish upon a star The Mastermind through demon lore can have the use of the "Whip", would it not be cool if a Scrapper could use a whip to fight, and soon after we could see a bunch Indy Jones knock-offs (I would be among them), but is till would be so cool. Another cool power set for them could be "Chain Saw" which would give us memories of Doom, lol Lastly another cool power would be "Nunchaku" would make another cool looking Martial Artist, think of a Nunchaku/SR build. I have not figured what the powers in each set would be, perhaps you all would contribute. I can see the whip having holds, immobs, knockdown (never seen a whip knock back anybody), which could make the Scrapper a reasonably a one mob controller like build (No area effects for holds).
-
Mastermind Primary: Prehistoric Mastery
DrRocket replied to Little Big Demon's topic in Suggestions & Feedback
I usually don't go crazy on new Archtype class additions, but this one is truly cool and very well thought out Signed- 16 replies
-
- 2
-
-
-
- mastermind
- mastermind set
-
(and 2 more)
Tagged with: