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Galaxy Brain

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Everything posted by Galaxy Brain

  1. These powers (Sparky, gun drone... dunno if there are other similar to them) could def use some love. A whole power is dedicated to them in their sets, usually higher tier too. They should be good!
  2. Galaxy Brain

    Claws

    Hey all! Claws being on brutes is awesome for gaining fury, but that said does that make Follow Up a bit meh for us?
  3. "Also, as an added bonus, simply purchasing it gives your pets a 2% chance to critically hit per stack of Pack Mentality." From the Intrepid Informer when Beast Mastery was released. Dont they have a base crit chance too? I have seen them crit when messing around at lvl 6...
  4. It appears to be 10% per stack... which could be 1.1x the base crit chance given they crit naturally without Fortify Pack?
  5. I do feel their inherit needs a bit better verbiage. It's really cool too, but it also feels fickle where it may be wasted on intended targets?
  6. Stalkers have armor and dont need to provoke to have a spot on a team, why would Sentinels?
  7. Sentinel Tesla Cage is way better...? Why not have the same for blasters lol, freeze ray does work as a hold and a blast
  8. Can we have these in some other areas as well? It can be nice to have something to wail on when testing out powers!
  9. Both FF and Traps would work well, depending on how youd want to approach combat (all defense passively, or more active / busy mix). As mentioned, while an MM set may be bad in comparison to another MM set, the core setup is so strong compared to every other powerset in the game. While merc may be harder to play than the top pet sets, it will still crank out a ton of work ;)
  10. As the title says, would it be possible to add the ability to alter the effects of these, or at least add a low / no FX version of the slide? :)
  11. It may be possible, but the spawn points for the gfx may be a bit suspect if the gun isnt there
  12. I agree that the base chance seems way too low given how relatively weak the splash is... or at least if the heavier hitters had a better chance thatd be swell!
  13. What about the critical chance?
  14. This one is really just for the lols, but it would be fun if like the damage and (animation speed or rech/end cost) scaled with what you threw. A car should hit way harder than a lamp, and vice versa it should cost less and be quicker to throw something small! :D
  15. Maybe it could be a toggle, and when you untoggle it goes off?
  16. I think the intention is not to remove Rest as an ability itself, but to have some mechanism whereby, in the absence of hostile mobs, or using a power on another character your character would, after a delay similar to that of Rest, get an increased HP and End recovery rate. I would expect that this would be smaller than what you get from Rest, and have limits on its activation that might be too hard to code (i.e., not if any member of your team is in combat, not if hostile mobs are within a range dependent on your stealth and their perception, not if you use a power on another character or pet, etc.). Correct, the intent is to reduce downtime when truly out of combat in some way instead of having to use rest and stopping your momentum fully.
  17. My bad there, I meant SWIFT not sprint!
  18. That seems more of an issue with the badge tho? I'd gladly trade a badge for making the game a bit more user friendly for everyone
  19. Just curious, but what are your thoughts on this?
  20. I would still have Hasten be much greater than the inherit speed boost to make it worth taking still.
  21. Knockback is fun! That is, when you first start out... Soon, you come to realize that Knockback is the most annoying form of crowd control as you often push enemies away from where you are fighting, have to chase them, or even get them stuck in weird places. This makes something that seems fun quickly become annoying outside of the learning curve of leveraging knockback into a corner of a map or something. One thing that CoH is missing though is that in most media, knockback doesn't just "end" once the enemy is knocked away. Once they go airborne, they have to hit the ground, a wall, or another bad guy! This should result in some sort of bonus damage to the knocked target, probably scaling on the magnitude of knockback suffered + base damage of the power in some manner. Just throwing a number out there, but how about 1/10 base damage * magnitude? 100 damage attack with a 2.5 magnitude knockback -> 25 bonus damage when they hit the floor / actually take knockback. Given that most powers that deal good damage have a chance of knockback vs powers that almost always deal good knockback have little damage, this should work out. Knock Down would not have this applied as it is universally considered a mini-hold if anything and in the meta it is way preferable to Knockback. Knock Up might have the same effect applied as there are only a couple powers with this effect iirc and since they go up then slam down... sure.
  22. This is sort of two fold in that it has a game-feel application, and a meta application. Specifically, I would like to see Hasten nerfed by 20% (70% -> 50%), and then have all powers in the game recharge 20% faster from the get go. This could probably be done manually via the base rech times, or even just slapping a hidden 20% rech to Swift or something since every character has it on all the time. Nearly every build in a meta sense *requires* hasten, and such a change would make it a bit more lenient for some people while still keeping its relative power the same. Outside of building for the metagame, this would allow a bit faster combat overall especially when starting out without making Hasten too binary for those who don't opt into it.
  23. Many, many games keep pacing between fights / encounters by having the character refresh when truly out of combat for some time. It would be appreciated (esp at lower levels) if resting up between fights wasn't something you had to commit so hard to do. This could be done by making Rest an auto power, then having it interrupt / suppress when you get aggro/get hit for a good chunk of time.
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