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Everything posted by DougGraves
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Maybe there should be separate forums for AE farms and AE stories
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If you want to see stories in AE and not farm, is there a list being maintained of the content in AE? Preferably with reviews as to how good it is?
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I have not checked out AE since I came back to homecoming. Is it used for actual content or just for farming?
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Smooth out the early level experience on Kinetics.
DougGraves replied to Neogumbercules's topic in Suggestions & Feedback
The problem is that kinetics is probably the best set. Set buffing it would be crazy. I agree it is painful at low levels, so you either swap powers around or buff lower powers and nerf higher level powers. And basically what makes kinetics is fulcrum shift. While repel and inertial reduction are basically useless. But having useless powers on a balanced set is actually better for the set. You can skip those powers and still get all of the real use out of the set. -
If you could redesign the inherent powers...
DougGraves replied to Gulbasaur's topic in General Discussion
I would make scrappers off tanks Scrappers would get a non-self stacking buff to Res and Def when they attack based on the type of enemy they are attacking. GM's big buff down to minions little buff. So scrappers should look for the toughest thing to attack. -
Make TO, DO, and SO enhancement drops be +3 levels
DougGraves replied to DougGraves's topic in Suggestions & Feedback
I haven't looked at selling inspirations on the AH, I will do so. -
It's not stickied but it's never far from the top. It's in the Art forum
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I want to use enhancements at low levels. Doing missions at level 8 with no enhancements is much slower than doing them with enhancements. But the enhancement drops are at level, which makes them half way to being useless. If enhancement drops were at +3 levels you could slot them and use them for 3+ levels. As it is, they are just vendor trash.
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I would like to see full set proliferation and then stop making sets. We have too many sets to find a purpose for each of them now let alone trying to balance them. But I want sonic on a dominator
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issue 26 Patch Notes for October 29th, 2019
DougGraves replied to The Curator's topic in Patch Notes Discussion
And there was much rejoicing! -
Any change a player chooses to make is assumed to be a buff. They may be foolish and nerfing themselves, but if they chose to make the decision you can assume they chose it because it makes them better. My first character was an energy/energy blaster. I love knockback. I spent a lot of time in Skyway knocking trolls off of the overpasses. I do not want to see kb go away. But I also hate in games when something like bonfire works badly unless you know this trick that lets you turn it into one of the best powers in the game. I'd rather not make that a secret players have to discover and level the playing field for players who do not search online for how to optimize their character.
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Many players really play Mids and then use CoX to demonstrate how good the builds they designed in Mids are. They are character designers, not character players. Magic the Gathering has a similar playerbase and they keep them engaged (and paying) by creating new sets every so often. When a new set comes out players have to learn it and design new decks, instead of just using the ones they have had for years. So this idea is to do that for CoX. I would limit it to pvp and some sandbox for trying characters like AE, rather than making it work in the general world. And in pvp it should probably be limited where it works as well. Create a new Designer AT for each AT except the EAT and VEAT. Each of these AT would have one primary and one secondary powerset exclusive to them. Then every 3 months (or some other time frame) each AT randomly selects a power at each level from the regular powersets for the regular version of that AT. When it resets the character gets a free respec so they can redesign their character for the new powers available. For example: Controller Designer AT has Designer Control Primary and Designer Controller Secondary. Randomly it determines for the primary it gets its 1st power from ice, 2nd from illusion, 3rd from electric, 4th from illusion, 5th from fire, etc. Then 3 months later it resets the primary and this time it gets its 1st power from mind, 2nd from darkness, 3rd from electric, 4th from fire, etc. This would get players who like to design builds a chance to try new builds every 3 months, without causing chaos for the rest of the players.
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I want to play a fortunata who is a stealthy character with control powers. But I have to play a sentinel with some ranged and melee attacks and a defense set for 23 levels before I can play a fortunata. If you were learning how to play the AT for those levels and then had a choice to make about progressing I would understand it. But the base widow plays nothing like a fortunata as far as I can tell, so I'm basically playing a different AT. You can powerlevel to 24 of course, but it would be great if at level 2 you got the choice of which version of SoA or Widow you wanted to play.
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I don't do numbers. But the OP is requesting that they be able to not use 1 enhancement to change kb->kd so they can use that enhancement to be more powerful. So that is just a request for power. If you did not have to get a kb->kd enhancement and used that slot for something else and the resulting power was the same power as if you had to use a kb->kd enhancement then it would be balanced. You would be saving the annoyance of needing to get a kb->kd enhancement but not becoming more powerful because you got it for free. If the issue is solo vs team, it could be a toggle that changed kb->kd and gave a penalty of some sort to the power. So you could turn it on while teaming and turn it off while soloing. Then you would not have that penalty while soloing.
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I would be happy to have the ability to change kb to kd without requiring a slot or enhancement as long as they nerf all of the kb powers to account for being kd. if this comes out balanced I am fine with it. If this is just another request for more power I don't think we need more power.
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No AT gets the same powersets twice. You cannot have a defender that has two buff/debuff sets. No scrapper that gets two melee attack sets. No mastermind that gets two pets sets. Blasters have a ranged damage set and a melee damage set. That's just how AT's work. It makes sense. Not being what you want does not mean it does not make sense. If you want ranged damage and buff/debuff you can go corruptor or defender. It makes no sense to change blaster to function like one of those two ATs.
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And they have every right to kick you from the team if they don't want you as a team mate. Any accommodation they may make would simply be an optional courtesy and not deserving of ridicule if they kick you out. Being on a team is a privilege not a right. If you are a bad team mate you probably will not be one long.
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Tomb Fisted Kid here. I remember Obsidius and Tahquitz from Triumph. I can't remember the names of the rest of my alts though.
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Splitting the Fighting Pool into Off and Def Pools.
DougGraves replied to Cooltastic's topic in Suggestions & Feedback
I wouldn't mind dropping sands of mu, ghost slaying axe, blackwand and the other staff and making the fighting pool attacks inherent. Then just make a pool of the defenses. -
Obviously having the solo boss held so they cannot fight back is lame. But not letting them be held makes controllers and dominators not useful against those types of bosses. Guild Wars 2 has a "break bar" for its big bads. The bar tracks the amount of cc done to the boss and when you drain the bar using cc it has an effect. The effect varies by boss. It could do less damage, regen slower, stop spawning foes for awhile, lose a resistance shield, etc. You can defeat the boss without using cc on the break bar, but it is significantly easier if you do so. The affect cc has on the break bar depends on the type of control. Holds do the most, immobilize would do very little. GW2 does not factor in the duration of the cc for its effect. For CoH you would want to factor in the magnitude of control. Probably mag 2 would have no effect. Mag 3 a base effect and mag 4+ would have a higher effect (but lump all mag 4+ together as one level). This makes each boss fight differently so they are not just a bag of HP and gives controllers and dominators something to do when fighting big bosses.
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anything/sonic works for both. Sonic reduces resistance so you can do decent damage. Rad/sonic or dark/sonic both work well for teams or soloing.
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Try this thread