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Everything posted by Super Atom
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That would be terrible for tri-forms, the inherent. It's a lot less complicated than you're making it to be honest and thats not a stab at you. (This is pure warshade talk, I'm not up to code on PB) maybe a peacebringer could chime in. To improve dwarf's tanking ability, you add inky/orbiting death as being able to be on in dwarf. To improve humans everything, you add supression to the toggles instead of turning them off. You add mez protection to their shield so that when you hot swap while tanking or soloing you aren't just stunned and unable to use abilities and forced into lobster where you slowly get whittled down because you have no way to use utility. Squids pretty ok, they'd benefit from humans having mezz protection enough to not need much of a change and they don't really need mez protection to do anything. As for the damage cap, at least for warshade it's incredibly easy to reach damage cap at all times nearly perma if not perma. Increasing it would be a little much imo, at least to 500%. Maybe an extra 50-75% could be ok but not much more so, they're suppose to be good at multi-tasking not overpowered.
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I can play City of Heroes blindfolded. With my forehead.
Super Atom replied to SmokinIndo's topic in Suggestions & Feedback
My problem with everything you said @Solarverse is it boiled down to basically "How dare you say he can't have an opinion" while telling people they can't have an opinion. I responded to his idea on +8 and why it would not work even on teams and then agreed that +5 or +6 while incarnated and +7 while incarnated could be ok. You jumped on people for disagreeing with his initial burst of complaining about attunement and people requesting specific things in certain power sets being buffed and to make it worse went on a seemingly out of your butt recollection of exactly who was able to do what back in the day. I repeat, just because you weren't good at CoH back then doesn't mean everyone else wasn't too and for you to snub your nose at people calling them elitist is an absolute dick head of a move. You sir are not worth talking to beyond this point especially if you can't be bothered to read past page 1 before ranting. People did not disagree with him about optional difficulty, they disagreed with him about removing features just because he thinks the game is too easy. -
-res instead could be cool, give it a little flavor BS doesn't have. I'd suggest the same for Warmace as well. That way you could have them be the -res and kat/bs handle -def.
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Awesome spamming nova fist was terrifying. hope it gets out before the weekend, Itrials usually happen more often on weekend, hard to do sometimes during week
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I can play City of Heroes blindfolded. With my forehead.
Super Atom replied to SmokinIndo's topic in Suggestions & Feedback
Anyone looking for difficulty, nows your chance. Lambda sector is bugged and marauder spams nova fist. Not being sarcastic, just pointing it out. -
During the Itrial Lambda Sector, marauder was spamming nova fist without warning instantly killing everyone. He started doing so immediately when the fight began. Often times he would do it 3-4 times before we received another warning, however he would use it faster than normal even with the warning. We were a team of 8 attempting a speed Lambda.
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I think it would be cool for new content added by Homecoming. If it's not too much effort anyway, don't want to bog them down with needing voice overs for every new arc.
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I can play City of Heroes blindfolded. With my forehead.
Super Atom replied to SmokinIndo's topic in Suggestions & Feedback
Carnies/Matlta are easy. More challenging would be +4/x8 Awakened in the Mr.G arc or BP/PPD in the DA arcs. Those can be solo'd but they're still pretty rough for most characters. From personal experience. There are characters who will straight up regardless of their IO/Incarnate never be able to solo +4/x8 awakened. This is one zone sure but this is as challenging as soloing something that isn't an Itrial is gonna get. It's also a decent glimpse into how the devs were approaching incarnates needing harder enemies. On a side note, i see 0 harm in adding +5 - +8 and keeping it optional. It forces no one and gives people more choice. I don't see +8 going well for anyone, might even be too much for teams but hey who doesn't wanna try? -
I can play City of Heroes blindfolded. With my forehead.
Super Atom replied to SmokinIndo's topic in Suggestions & Feedback
I never said coh wasn't easier now than before. I just said it's always been easy. It may not have been easy to you, but there has always been people/groups pushing what others thought impossible. Smaller and smaller teams doing hamidon faster and faster for example. Power creep is a common issue in MMO's and unfortunately coh was shut down before it could address it. I don't know if you think the HC team is magical and can just flip switches to increase difficulty or what but asking for an increased difficulty is more challenging than you think unless you literally only want +8. I've got bad news for you though, you'd probably die instantly because of how CoH works. You'd con grey -
I can play City of Heroes blindfolded. With my forehead.
Super Atom replied to SmokinIndo's topic in Suggestions & Feedback
idk what server you played on, but LRSF was hard for like week 1 until everything was figured out lol. CoH was never overly difficult, characters were dumb powerful pre-ED some argue even more so than now. One AT use to herd entire maps, thats hardly any different from now. -
I can play City of Heroes blindfolded. With my forehead.
Super Atom replied to SmokinIndo's topic in Suggestions & Feedback
City of Heroes has always been a casual MMO. I'm all for the option to keep going higher but i guess thats what happens when an MMO shuts down in the middle of something resembling an end game being put into play. End game has never been CoH's strong suit, the game has always been more alt-centered and to be honest its one of city of heroes charming elements. I'm not sure what they could do other than to just keep raising how high you can set things. Aggro cap is never gonna change so just throw higher than x8 out of the window. Maybe if they made more enemy groups like the awakened in future content that could be cool. You could always do oro arcs with "enemies are buffed" or "no enhancements" etc to increase difficulty. The options are there, you're just not using them i guess? -
They certainly don't warrant a specific enemy that kills them easily, but to remove it i think would be silly. The game is easy enough and while khelds aren't overpowered by any stretch i still don't think they should get tossed. I kind of like panicking a little when i see a quantum. Its special to khelds.
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This is really random to be honest. It's already been thoroughly discussed on how to help Warshades and agreed upon by most warshade players. Peacebringers is another story but the most common answer is remove light forms crash. For the sake of further debate, previous suggestions include - Toggle suppression instead of them turning off during form switch. (Both PB/WS) - Making Orbiting Death / Inky usable in dwarf form. (WS) - Adding mezz protection to a human shield. (PB/WS) - Dark Extraction/Photon pet buff (WS/PB) - Unchained rework (WS)
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Discord Weekly Discussion - Ongoing and Updated Thread
Super Atom replied to GM Miss's topic in Suggestions & Feedback
The shields not being garbage is easily fixed. Add actual mez/KB protection to one of them (probably Penumbral shield), add toggle supression instead of needing to turn them all back on (including power pools). Make orbiting death/Inky usable in dwarf form and change unchained essence to ...anything else. As for the inherent...idk man. -
Discord Weekly Discussion - Ongoing and Updated Thread
Super Atom replied to GM Miss's topic in Suggestions & Feedback
This was discussed in another topic. @Doomrider had a wonderful suggestion in regards to this and how it can be done that involved Bio armor. You should check it out @Redlynne -
Discord Weekly Discussion - Ongoing and Updated Thread
Super Atom replied to GM Miss's topic in Suggestions & Feedback
Toggle suppression would be helpful. (Got this request a TON) The most requested thing even on live. Its nice to see feedback is actually being looked at though. To be honest, expecting the devs to reply to every topic is too much but it can be disheartening when they don't. -
I think origin titles even more so to be honest. With how we free swap to via null i think it should just be opened up so people can have their titles be whatever they want.
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Thats a great suggestion Doom. Also i agree about OB. It should be usable in dwarf at the very least, but thats a different subject for another time.
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This is correct, so when you drop out of squid or lobster you'd still have the toggles on that were active before going into those forms. It's probably the most annoying thing about them outside of choosing what to slot.
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I tried looking before posting but i guess i failed. It makes sense this is the third time though, It's probably the most annoying thing about multi-forming to the point where a lot of people i know won't play khelds over it. Love perma-lightform PB, i just wanted to venture into the forms and re-toggling is so off putting its crazy. I'm glad to see this is a common request though. It would be nice to have some dev acknowledgement on this issue though considering how common it is.
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Have the human form toggled abilities suppressed instead of turning off when swapping forms, that way when you re-enter human form you do not need to turn them all back on before jumping into the next group. In the other forms they still wouldn't give any bonuses or anything because that would be op. This might be seen as a small "buff" to WS/PB but it wouldn't be much of one if so just a lot less annoying in between groups.
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I think the idea of unique procs that don't belong to a set is interesting but it would require a lot of thought and balance. I think if you were going to do them they'd be better off as "Incarnate IO" where it has a negative and a positive, easier to balance makes it more interesting. What your suggesting is a little too much for current coh. if we had incarnate IO's with a neg/positive you could have them drop from incarnate trials.
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I'm trying real hard to read through what you just typed as it's mostly incoherent rambling but... I never said anything could or couldn't be OP based on any situations. I only said their damage cap was not broken. I said to reach it, you needed teammates or reds. Not that reaching it was OP or not OP. I never said most of what you're suggesting other than If you take City of Heroes team buffs into account for how an ability is balanced then you're doing it wrong. Also, we're taking away from the thread and should take this to private if you'd like to continue.