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Everything posted by Galaxy Brain
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Make Energy Melee great again
Galaxy Brain replied to Saiyajinzoningen's topic in Suggestions & Feedback
Would it be possible to have EM deal bonus damage on stunned targets / if it procs a stun? Would also be fairly simple to give it a bit extra oomph without a crazy extra mechanic. -
Just a random shower thought, but it occured to me that a ton of "armored" enemies resist lethal damage, which makes sense, but then unarmored enemies just take normal damage. Given how often lethal resists come up, shouldn't more "basic" enemies actually have a weakness to lethal to even things out? I know that many (armored/robotic) types resist lethal and are weak to smashing, on the flip side lethal should be equally dangerous to their fleshy/squishy counterparts.
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Slow snipes have boosted tohit iirc
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Consolidated CoH difficulty thread (Includes Poll!)
Galaxy Brain replied to Galaxy Brain's topic in Suggestions & Feedback
I touch on this where an underlying issue is that easy content = hard content in terms of rewards. There are no benefits (aside from story) for running Red/Gold content currently given that they are generally harder than Blueside. So for the best bang for your buck, you run blue to get the best experience both figuratively and sorta literally lol. If slogging through Redside, Goldside, or advanced content / arcs gave you proper benefits then IMO it would be balanced. Redside SF's are harder? Cool, they reward 1.5x the merits. Goldside arcs are tough? They also reward tons of merits and recipes unique to goldside! Etc -
Consolidated CoH difficulty thread (Includes Poll!)
Galaxy Brain replied to Galaxy Brain's topic in Suggestions & Feedback
Ah, didn't realize! Added in a "N/A" option -
Consolidated CoH difficulty thread (Includes Poll!)
Galaxy Brain replied to Galaxy Brain's topic in Suggestions & Feedback
Theres no way to "force" a selection to trigger another question, so it's more just for being open ended -
This would be best imo. As you stated, KB currently goes "against" the win condition most of the time since the game puts more value on killing lots of guys quickly than any other objective, like if there were "king of the hill" objectives then suddenly KB would be amazing for keep-away! In the current meta though, I will continue to champion that KB could feel more super as @seebs put it where flinging a mook across a room should have much more impact than just knocking them on their butt. Stunning them, having a much longer get-up time like in the Gadget power pool (see @oedipus_tex) , or just flat out having more damage associated to make it feel like a tactical, super-action to blow everyone away rather than a headache to deal with.
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Given all the various threads that have popped up to discuss difficulty options in CoH as of late, I figure it is time to put together a thread to talk about all the various options and discuss the topic in general along with a poll with (iirc) most of the options presented as of late to see what we are in favor of going forward. In my own opinion, I feel that the game gives a ton of options for you to become badass and it is awesome! However, over time it does feel like the economy of awesome has shifted and some things get left behind given the way the game works. One example being the chase towards the soft-cap for defense (45%). There are multiple ways for every single character to hit this nowadays while still being able to also get huge recharge, tons of procs, and in general keep the same effectiveness or better for their powersets on top of the multiplicative power boost that high defense gives to survival. Enemies usually cannot keep up with that scale of power, and neither can some sets even where +Def powers can become questionable in value if you are already at soft cap most of the time. Same with control and certain debuff powers falling to the wayside of raw damage as survival is taken care of. Ironically, being able to become super powerful narrowed the scope of builds IMO to where there are certain stats that are far, far more valuable than others and it actually puts a damper on whole powers and sets at a high level. How we got here IMO is that there is only so much that enemies can really do to challenge these stats / strategies. The 45% defense number really does cover most all content outside of very specific enemies even at +4, and if you have tons of recharge your offense and recovery powers outpace most all mobs abilities in the game. Let alone when you have 8 people who are relatively self sufficient and then able to boost each other into unstoppable territory. There are certain enemies out there that still pose a threat, but they are usually not worth tackling given that easier prey is available to take on for essentially better reward due to speed (not to mention farming vs custom mobs). Enemies also rarely have defense like players do, which leads to the best strategy being to boost your damage up (accuracy enhancements are sufficient for most all content) and just throw out tons of AoEs to win as fast as possible since enemies cant really stand up to that outside of certain gimmicks like Carnies phasing. This all pushes a meta where the best strat is to just build up your defenses and use sets with great AoEs, devaluing sets that focus on boosting other's defenses / controlling enemies / single target specialists. Don't get me wrong, this is fun as hell! Though, after the 18th council map where you just fire your TAoE without much thought mob after mob and even afk'ing to see the combined might of your team can carry on full steam without you, it does make you pause at times. IMO, I would love to see more difficulty options added in so that there could be more active strategy involved. Those moments where you gotta pull enemies tactically, or target specific guys first in order to win the fight are always more engaging to me personally but you don't see that often in today's game since it really isn't needed. If there were advanced difficulty options (with appropriate reward to make it attractive) I feel it would open up way more builds than today's meta and allow more dynamic game play as suddenly there are more viable options than facerolling through with AoE's once you "figure out" your build. What are your thoughts on difficulty in general in today's game? Lets hear your opinions with the poll + comments below! -Galaxy Brain
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Allow Mastermind Attacks to slot Mastermind ATO's
Galaxy Brain replied to Bossk_Hogg's topic in Suggestions & Feedback
I guess this all really comes down to the individual sets. But like, with Bots for example the stats on the individual attacks outside the Photon Grenade for stuns compared to what the bots provide is 🤔 I just think that given how few attacks they get, on top of costing more endurance, that they should all at least be on the level of the Demon Whips in utility at base. Whether that be from actual useful secondary effects, soft control, or just an odd heavy hitter in the mix. -
Allow Mastermind Attacks to slot Mastermind ATO's
Galaxy Brain replied to Bossk_Hogg's topic in Suggestions & Feedback
Proccing them out is good and all... but technically it'd be even better with procs if they got altered to be heavier hitters? -
Allow Mastermind Attacks to slot Mastermind ATO's
Galaxy Brain replied to Bossk_Hogg's topic in Suggestions & Feedback
Sweet! Which primary? -
Allow Mastermind Attacks to slot Mastermind ATO's
Galaxy Brain replied to Bossk_Hogg's topic in Suggestions & Feedback
Im down for this as well, if not redesigning the rech intensive pet auras into something else and adding the defense and resist into MM Supremacy as a baseline. On a side note, I would love to see the MM attacks reworked as a whole. They cannot form a reasonable attack chain anyways, so the best use for them is for their secondary effects or control if present. Why not crank up their recharge to be much slower, but in turn crank up their damage and effect values? They would be used maybe like once or twice a fight but have much better bang for your buck. -
Glad to see others have the same view! 🙂 Honestly, a lot of the meta revolves around how content has a certain speed limit when it comes to certain stats. You really can't go above 45% defense for mitigation in most content as that makes you effectively immortal anyways. Anything below that is magnitudes less safe and anything above that is essentially "wasted" most of the time. With so many ways to hover around that value thanks to IOs, certain powers (maneuvers... time... etc), it pushes out many other forms of play like soft control in favor of just maximizing damage / recharge given our safety is mostly secure. The value of controlling enemies diminishes if they dont threaten you to begin with, just grind em up! Making legit challenge difficulty settings with appropriate rewards to be worth tackling would have a positive effect on the game IMO. It would def push longevity as there is another goal to tackle in the hard modes, and it would change the meta of whole ATs where they suddenly have value again.
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Well, the angle I'm looking at this is that more difficult content would ironically fix a lot of sets that underperform due to the ... I guess "power economy" we have now. Need more defenses? Suddenly FF is useful again! More hard bosses? ST specialists become relevant in a group, and so on. That said, if this hard content is optional then it should be worth it else it go underutilized just like the current challenge settings in oro and tfs
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I think this is part of the issue right here. What incentive is there to run these hard modes if running the easier stuff is just as if not more lucrative?
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Can we get like, an alternate ninja set with a "shogun" t3 pet?
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Do these settings actually increase rewards?
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Given the breadth of weapons we have, I think that a Knights/Warriors set should be super diverse with each tier having a spread of different pets. I like the idea of the t1's all being X / Shield tho! Having Phalanx Fighting + Grant Cover per minion is good, would probably count for the MM as well, but does require you to be in melee. As for the weapon sets per minion, we could play around a bit between Broadsword, Battle Axe, and War Mace. Though, with the Grave Knights already being sword-minions I want to avoid copying their theme much. Perhaps the 3rd minion here could be a different "Class" as it were? Like a Rogue, Archer, or as I proposed a dual-blade wielder.
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HO values are inconstant between tasks
Galaxy Brain replied to SubZippo's topic in Suggestions & Feedback
I dont wanna be that guy, but reading the thread title real fast made me pause for a sec -
Maybe the real challenge was the friends we met along the way?
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Go right ahead @Sakura Tenshi! 🙂
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Of the options, I think "Warriors" is the most feasible and probably the one where we could have each pet be different to a degree just like with demons, and like thugs where the 3rd minion is way way different. Each pet could be very different with like the t1s being each a different weapon set, or even like one guy is a war mace, another sword and shield, and another is dual blades The t2 could be a ranger and like, a druid / mage to offer back-line support for the footmen t1s, but both do different things from range. They could even maybe summon a wolf friend? The t3 could be a crusader / knight / paladin which acts like a tanker analogue to the thugs' brute. They are iron clad and use a titan weapon with a focus on taunting enemies, providing boosts to the team, and using rend armor / knockdowns to control enemies.
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The Philotic Knight's Buff Force Fields 1.0!
Galaxy Brain replied to _NOPE_'s topic in Suggestions & Feedback
Just curious, what benefit does the current cage have over a comparable high mag (4 from controller containment/ 6+ from doms) hold? -
Mastermind Primary: Prehistoric Mastery
Galaxy Brain replied to Little Big Demon's topic in Suggestions & Feedback
Raptors better have feathers 🤓 Honestly though, awesome idea! I like how the t2 pets are totally different and just having a flying pet alone is super unique!- 16 replies
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