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Super Atom

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Everything posted by Super Atom

  1. I dunno if Rikti monkey's would work, different skeleton entirely, it'd probably warp the player into a flesh beast
  2. You know that weird hunched over crab walk NPC's sometimes do before you aggro them? Could we get that as a stance for walk?
  3. Yeah, it'd take longer but i think everyone knew this going into it. Higher rewards is only gonna be influence in the +5 +6 setting and XP. I'm almost entirely sure nothing else is increased unless theres a hidden % on IO drops but I think that's just a myth, thoroughly tested throughout the years with little to no real results due to the cooldown on purple drops, but i don't think a test has been done on homecoming involving +1 vs +4 purple drops.
  4. Fair! I agree 1000% though, i recently was toying with a mind/storm controller because i adore the theme of mind control but it just felt so weak in comparison i scrapped the character entirely and Mass Confusion was a huge part of that.
  5. I love this post but could we also worm in mass hypnosis into this? Elec's sleep patch that reapplies sleep just makes mind control feel double bad
  6. Still community volunteers lol It's right in that thread even, people offering their time to work on animations/art work. It's obviously not something that would happen tomorrow, but the option isn't not available
  7. Well you do something like this and also we've already had new content added through those story arcs so it's not an unreasonable goal.
  8. Well luckily, the game is pre-built with how to deal with rewards so the conversation about them doesn't even need to happen really. It's more XP/INF on a per-determined scale and that's all it ever would need to be. I'd love to see +5 / +6 added, but that won't change too much other than time spent. Newer enemy groups designed for end game is the only real answer (see battalion and the real Rikti plans) but who knows if we'll ever get it.
  9. It is, people who don't want change or don't understand why there needs to be change just try to make it about something that's irrelevant to be dismissive or disruptive. Currently, we're talking about ways to make the current +1-4 more relevant. Harder enemies and ways around just doing +5 and beyond. This would require no reward increase as the higher rewards are already available, you just get them too easily. If they did do +5, there would be higher XP/Influence on a scale similar to +3 / +4 etc and wouldn't take much adjusting and would make sense within the system.
  10. In an ideal world, you would have certain abilities unlocked through use of the +1-4 system. However, since that is not likely to ever happen in CoH this is an issue people would need to be mindful of, though +0 enemies regardless of gimmick are still gonna get steamrolled. So it'd probably be ok anyway.
  11. The only reason for increased rewards would be +5, which makes sense and wouldn't be that much higher. It won't , the increase wouldn't be large enough to make a difference assuming they add a +5 which doesn't seem likely. Farmers already make billions of influence so a billion and 1 won't change much. I don't really enjoy farming, I feel it's insanely boring and not even necessary on Homecoming. People who would use the difficulty increases to farm / powerlevel better doesn't mean anything to me because they do it anyway and worrying about farming / power leveling has done enough damage to City of Heroes while never stopping it.
  12. Anyone who thinks Brutes/Cor's aren't good to have on teams aren't worth teaming with. I don't like defenders or Masterminds but i would never kick one from my team, that's beyond ridiculous.
  13. Actually, it wouldn't be too late to reintroduce extended end-game progression if they introduced the rest of the incarnate system. Could make new trials for those and have it like it was on live. Just would need to use new incarnate salvage you can't get other than the trials and etc
  14. @Monos King You're not wrong but it's also too late to consider grinding for IO's/Incarnate as an option, which is why the quest for challenge is a hard one. Homecoming doesn't exactly update to the level needed to fix this issue. On live, Incarnate took a long time to max out and while remembered as difficult, twords the end of the games life it was nearing the same issues we have now (at least on my server Guardian). The trials weren't hard, the difficulty became filling the teams. Most of the people who played had done so for a long time and were either fully IO'd or close to and everything was as trivial as it is on homecoming. So the only true answer was an enemy group like the actual developers planned, The Battalion, to solve the ever growing power of the players.
  15. Grinding to afford IO's and have incarnate isn't difficulty or challenge, it's just grinding and extremely boring. Homecoming removed those mainly because this game is far past its date and most people don't have the time to redo it all like during live, nor the players to support the economy. Honestly the ease of getting to the top is one of the better features of this server. It allows for extended alt-play and no requirement of farm/grind which is a far better experience. Leveling is -still- challenging if you play on the harder difficulties and isn't commonly cited as "too easy" The options in game , +1 to +4 and higher team sizes is often enough to bring difficulty to the player while attempting to reach 50. The complaint of challenge comes from a post-50 post-IO'd area. There is nothing in this game to challenge the player at their best and that's where the complaints begin and it's not a big secret or something people don't understand or just choose not to do. The game died before the developers could get there. This is why the discussion usually involves ideas for new enemies capable of fighting incarnates. There is no reason to beat around the bush or point fingers at the fundamentals of the server that will not change nor should change, since the player base at large seems to prefer the easy alt friendly experience.
  16. Wanting to push your character has nothing to do with rewards.
  17. Exactly this, i want to push my character not undo my progression.
  18. Realisticly, +5/+6 would be ok with +7 being ok (though pushing it) if you're an incarnate. Beyond those, unless something changes it wouldn't be fun. The only thing that does though is increase the need for support. So if you take that into account, the smarter option is likely adding +5 and then enemy types that only show up in +5. Incarnate sappers for example or just enemies with more -tohit -def -res abilities. Theres plenty of things in game that would be difficult to deal with if enemies had access to it, so tougher versions of enemies is likely the best case scenario. Example enemies that increase difficult already- Awakened Malta Sappers CoT ghosts Force field generators Stuff like that.
  19. Honestly, after seeing a lot of people express their opinions and how they build and enjoy the game, nerfing procs on a whole would be a detriment to the game. However, there are a small number of procs that could be nerfed a little and some that could be beefed a little still. like that dang guassians
  20. well could you ask them to fix GIS next
  21. So you traded self-sustainability for needing to rebuy inspirations constantly and renewing temp buffs? I feel like needing to rebuy and spam inspirations is a far bigger crutch than just soft capping your def especially since it's not even your characters strength it's just spamming insps lol Also, if i have cap'd def i can just bring all reds and do the same thing (damage cap is damage cap) but better because i only need reds.
  22. in my defense, i said that before i knew they decreased it's activation time 😛 back on topic though I'd be ok with a 13 second GIS to increase it's DPA and kinda feel like it should it is GREATER after all
  23. Using outside buffs and inspirations is not the sign of an optimal build. soloing +4/x8 incarnate enemies without insps or buffs is optimal. If your build needs help, it's a bad build.
  24. @Mezmera I don't agree with a single thing you typed, but in the interest in keeping this on topic and not turning into a numbers war about Blasters vs defenders, we'll just nod and move on. I think wide-changes for procs isn't needed and power creep from IO's on a whole is a larger concern, individual procs could be adjusted though, like Gaussian's.
  25. I know how to tweak it, my sus was more on the logic behind the point being made. A defender can catch up to a non-IO'd blaster in damage. I don't see how that makes a case for procs being overpowered considering an IO'd blaster would absolutely dust a defender in damage. @Mezmera Is the issue that Defenders should never do blaster-tier damage even if a blaster can outpace it in damage?
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