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Beau_Hica

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  1. Let's just proliferate everything everywhere. There's already fotm builds, and things already need a little bit of balancing. Might as well just rip the bandaid and go for it and work backwards in a balance update later.
  2. Good day heroes! Any chance of a wholesale change to some of the armors in the game? With the changes recently, it seems like there's an appetite for making the game a bit more as it was originally intended. I've been thinking about these changes for over a year now, and I think I'd like to double down on them for thematic reasons. Also, armors all seem to be the same and this would spread the niche roles around a little bit. It would also push builds into new territories. Also, proliferate everything around to everyone. Balance as things pop up 😉 I want regen/energy on a tank. Some examples: Ice Armor (Chilling Embrace focus) When I think of Ice Armor, I imagine being around someone so cold that it physically discomforts me. So all of the ideas are based around that. I also think about how it would be attacking a glacier. You'd connect with it with most attacks, but you'd chip away at it. And if moisture was added back to it, it would repair. Maybe so fast that your meaningless attacks do nothing to it. So that's where I'm going with these ideas. Also, take the visual graphics of Icicles away as an option. Please. Make ice armor a bit more absorption based instead of defense based. Focus more on the slow aspect with chilling embrace (the uniqueness of ice). Also change most of the powers to be +defense / +absorb instead of +resist. Add max HP to most of the powers. Add a small amount of regen to some of them. Keep Chilling Embrace a toggle, but give it 3 versions. A balanced one that provides -rech/-dam/-to hit, one that over focuses on -recharge, and one that over focuses on -damage/-to hit. Instead of +defense pbaoe, a +absorb and -recharge/damage pbaoe would be awesome thematically and gameplay wise. Make it a toggle power where the tick provides a small absorb per hit instead of a click power with a massive one. Change Hibernation a bit to be a toggle massive absorb, massive slow, massive -damage at the cost of a massive end drain on yourself while it's active with a long recharge. Energy Armor (Focus on stealing energy/endurance) When I consider how I would attack energy, I can't. So does that mean it's defense based, resist based, or absorb for the sake of how to apply it thematically? Defense makes the most sense, because everything passes through it. It would be awesome if the mitigation came from active tanking (clicks) instead of toggles like it is right now. Also, make the two big holes of the set negative energy and energy from a defense stand point, but high resists. Finally, let -rec and -end be the scary thing the set has to worry about. To start, a choice: (make the entire set toggles free) or (one of the passives provide a substantial +rec) and make it almost permanently resistant (a small amount, but add it to each power so it adds up) to negative energy attacks, -def, slows, and -recharge. Make Repel a pushback/knockdown pbaoe click that provides a significant amount of absorption for a really short duration and smashing damage. Make it the absorb available to be permanent. Make it a fun animation and something people look forward to clicking. Like the blaster novas. Give them a pbaoe click that provides large +res to energy/negative energy/toxic and a decent def to all situational attacks while a massive -end/-rec. Give them an invis similar to dark. Make it early. Give it a good amount of defense to all. For their T9, give them a short duration immune pbaoe with a long recharge. Regen I feel like Regen should operate similar to bio armor and willpower, but different... and different than it is now. Currently, there's a heal, massive regen, and decent recovery. With blaster set, it gets absorption. Here's what I'm thinking: Simply double down on massive regen (like way back in I2). Let them get hit often, for a decent amount, and let them fight through it. More like woverine. Most powers should be passive and provide +reg/+rec/+health/+end and resist to -reg/-rec/toxic at a minimum. Let these stack. Let the player feel more powerful every time they pick one. The dull pain should increase HP and endurance and be passive. The one toggle should be a mix of mind over matter from willpower and a resist to all secondary effects with mag protection against all of the secondary effects. As life declines, mag protection increases and resistance to all damage increases. The T9 should be a click for massive absorb on a short duration with a short recharge and no side effects. Also give it an insane amount of secondary mitigation. Like -10,000% to secondary effects. Let the effects hit the player, but not effect them long term. I know it's a long shot, but I'd like to recharge the player base in making changes while we have a chance.
  3. Leo is correct. I want proliferation where it fits the AT. I read through the Captain Powerhouse comments and I disagree with EA too strong for tanks. For a simple comparison, look at Ice Armor and Super Reflexes. Shield can beat it with just 3 powers, how does that make any sense that EA would be too high? I don't see any nerf Shield/Ice/SR threads, so why would porting something that would be slightly weaker be a dealbreaker lol... Especially now with all of the "if you want harder content, don't max your toon out" conversations =P
  4. Devs, Please please please please please allow for powerset proliferation until there's a chance to do an overhaul. Right now, there's a few fotm builds that everyone is using to do certain things. In lieu of balance or fixes, the current state of the game is, "It's not top tier, but it's still fine". Implying that people should be able to play like they want. I agree with this fully. I want to be able to play a tank with all of the options, Energy Aura, Regen, Ninjitsu. Sure, it'll be utterly suboptimal. But let that be my choice, please 😉 Now for melee, I want all of the melee attacks to be available to everyone. I'm not sure how hard of a change this would be, but if I was on the development team, that would be my focus =P Making everything available to everyone. For those that weren't aware, the original City of Heroes Alpha had it where all powersets were available to every toon created and it was further refined into the model that we know and love. Now, we have level Epic power pools that provide holds and immobilizes to tanks, ranged attacks to melee groups, shields to controllers, etc. So we're slowly getting back to the CoHA but doing it in a way that doesn't make the game feel trivial until we get to level 50 and incarnates. I'm not suggesting we break the current mold, but pushing power powerset options to people that make sense would be an amazing start. Cheers! Thanks for reading.
  5. That's my point exactly. There are spawns of 16-25 or cases where there are spawns of 30-40. Having an aggro cap of 10 means I have to ask the group to wait, risk wiping everyone but me, or build a specific team around being able to take the damage. As it stands right now, I'm untouched by about 90% of the incoming damage, and that damage is reduced by at least 50%. I want to be able to hold aggro on the entire set of mobs... not half of them. A single rain of fire/freezing rain/etc will sometimes grab massive amounts of things (*Pinelope Yin TF Final Fight for example), or literally any ranged aoe that can hit more than 10 things at once. Raise the aggro cap, increase threat generated to surpass brutes, let tank aoe's hit more targets than brute. Done. Tank is unique again and I can stop getting questions like, "Why didn't you just roll a brute?"
  6. Here's my wish list... I realize I can't have all of them. But since you asked: I want the game to get an engine update. If the game played with much better AI (like the bots on Overwatch (TM)), gameplay changes, etc, The game could be livestreamed with people interested in the turn-out. It would grab new players. A lot of my friends I invited to the game, and it's dated now. The only fanbase will be the old fanbase and a few newcomers. That's amazing, and exactly what I wanted to happen. But since we're talking what would we like to see, I'm throwing it in the hat. I want to see all of the longer TF's get the positron changes. I want to see an overhaul on powerset proliferation. Don't gate it, blow the barn doors wide open. Regeneration (from blasters), Energy Aura, Ninjitsu Tanks! A lot of great changes were made to already existing sets/powers during the proliferation. Let's get rid of the underplayed outdated stuff. I want to get rid of all of the powers that aren't really that useful. You know what they are. I want to see new content, new powersets, and new skins for old items. An updated color palette with more color sliders. Facelift on the old zones. New Hero designs. Let's retire the old freedom phalanx, and add in a new hero set for the rebirth of the game. Throw in a story arc about how the shutdown was all a part of a nemesis plot because the heroes got too strong for live. For the love of all that's statesman, please finish the unfinished story lines. More single player story lines/task forces. More DFB style queueing. Allow AE style missions that are amazing get incorporated into the game itself. Offer players a special badge/title/etc. More fun things in game. A lot of people used to spend literally HOURS AND HOURS building a character with extremely specific look and feel, use emotes all the time to change powers, etc. I had macros on macros on macros. And it was some of my most fun play in the game. Add in something silly. Finally, I know Jimmy already confirmed it... but I want to see the holiday events return. And a new COH holiday when the game was official. Date doesn't matter. You get the idea.
  7. In short: I'm glad tanks are finally getting some love in the damage category, but I'd rather see a different use for gauntlet. I've always hated gauntlet and "punchvoke". It wasn't guaranteed, it had to be a single target attack, and had a ramp-up time. So on tanks, I usually resorted to taking taunt and trying to grab a taunt power that had an inherent chance to hit. This guaranteed I would have aggro on things. Then they added the 10 target aggro cap. Most missions have groups of 16-20, leading to some players getting rolled over if they used their most-fun abilities: Rain of Fire, Freezing Rain, etc. I would much rather see gauntlet simply increase the amount of things the tank can taunt instead of having to micromanage the 10 target limit on aggro. It would push a distinction between brutes/scrappers/tanks again. If brutes also get punchvoke, what's the point of having gauntlet? Or make all scrappers mag 2, brutes mag 3, and tanks mag 4? Or if you currently have aggro on the target you do 125% increased damage? As far as the damage changes, I'm glad it's finally happening. I love playing tanks. The downside was always having to team. There are few tank builds that allow you to solo with some level of speed comparable to most other classes. Then you end up sacrificing so much defense in some cases that it's better to play a scrapper just for the inherent. I've actually considered swapping to play brutes only and just making my team deal with the minor inconvenience of having slightly less defenses than a tank. Some specific notes on the changes: Most of the tanker cone abilities went to 10 targets max and most of the tanker PBAoEs went to 16. There are a few exceptions: Should be 16 and are 10: Dark Melee's Soul Drain, Spines' Spine Burst is still at 10 and Titan Weapons' cones Defensive Sweep and Titan Sweep are still 5 targets max. Should be 10 and are 16 (possibly due to the effect area listed as an aoe vs a cone): Spines Throw Spines Kinetic Melee Repulsing Torrent Dual Blades One Thousand Cuts Ice Melee Frost Katana Golden Dragonfly (I found this to be rather interesting lol) War Mace Crowd Control Battle Axe Cleave To comment on specific power changes: I'd personally like to see Dark Melee's soul drain go to 16. Kinetic Melee's Burst is set to 16, allowing it to have a really nice damage potential with the build up. I'd like to see the same effect applied to Dark Mele's Soul Drain. For the Rage change: Make rage a toggle that uses a decent amount of endurance (like dark's Cloak of Fear (.52end/s). I would give a lot to see more sets get proliferation. I'd pay money to get the blaster's martial combat visual effects as a secondary (just give me their version of storm kick lol). I still want Regeneration, Energy Aura, and Ninjitsu as an option. Pretty bad tbh. Final thoughts about the attack sizes: I don't mind the cone attacks having 16 potential targets effected, with a couple of exceptions. I think if you keep some of the lower damage ones, it will make them more appealing. But if you keep the higher damaging ones, it will drive people to gravitate towards those powersets. I also realize that they're likely set-up that way to diversify the sets they are using. If you change the effect area or attack type, it could potentially change the IO sets that are allowed in them, completely changing some of the builds.
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