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Ston

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Everything posted by Ston

  1. Well "death" in this game is 0% HP. Now... on the "brink" of that is probably subjective, which is why I would suggest the self heal to scale. If you use it at 50% HP, you won't get much benefit from it. But if you are at 5% HP and one hit from a boss away from dying, this would be a great option to buy yourself more time without having to die, lose any buffs you have, rez, retoggle, etc. However now I realize one problem with my suggestion is that the offensive portion of the power wouldn't really be able to scale with your current HP... but I'm not sure that's necessarily a bad thing?
  2. While I know this will probably receive negative feedback, I'm interested to see what kinds of points are brought up in the conversation. My suggestion is to change these two rez powers to the following only for melee ATs: Remove the 15 second untouchable period (if this is too big a nerf, maybe add a flat absorb amount?) Adjust the "Cast When" property from "DeadOnly" to "DeadOrAlive" (similar to Unrelenting) Have heal % scale with current HP Everything else would stay the same. The idea is to give these sets an "oh shit" button that other sets have. Sure, healing flames and dark regeneration exist, but these sets already have a major weakness in no knockback resistance.. not to mention damage resistance holes. In the current meta, it's hard to justify taking these powers with all the self-rez and ally-rez power available. I think it would also make sense thematically. Take the Soul Transfer power description and just remove the first clause:
  3. I think the clamp should be removed entirely. If you build for enough accuracy, then you should hit your target. It's so aggravating to buff up, cast your hard hitting attack, and miss on a 95% chance tohit roll. If there's a balance issue with that, give mobs more defense, tohit debuffs, etc. So +1 from me for this suggestion!
  4. Not opposed to this idea. Don't see any power creep or harm in improving the Aim power. Also gonna shamelessly plug my archery suggestion here:
  5. Yeah the revamped Family have beam rifles. It certainly makes them much tougher to fight.. and it's always amusing to see teammates get caught off guard when they can't steamroll them. Would definitely be nice to see Council get some better weapon tech. Maybe add a lieutenant with the Surveillance power for some resistance & defense debuffing?
  6. It looks like there's around 15-25 active players on Excelsior that you can find in RV, in fightclub matches, or running small-scale arena matches. It usually isn't hard to find PVP activity if you know where to look and who to ask. But it's very rare to see new people coming in. Wouldn't mind the Homecoming team doing something to draw more players to try it. I don't really see the meta changing, so probably no ways around that.. but maybe people will still want to try it if there's new PVP modes or increased rewards?
  7. I think if you were to implement this, you would have to forego the additional mez protection that those powers come with. These powers have enough recharge to stack on pretty much any build. It might as well be a toggle if an auto-reclick mechanic is introduced.
  8. I'm going to have to disagree with this one. I don't think every mez protection power needs to be the same. Practiced Brawler gives better mez protection than toggle powers such as Fallout Shelter with the tradeoff of not being a toggle. However, one thing that would be nice is to have a secondary layer of mitigation added to Practiced Brawler on each click. Perhaps some absorb or regeneration?
  9. Pretty straight forward request here... Can we put practice dummies in the hero & villain bases of the PVP zones that are flagged as players? Was thinking 3 in each would work. I see this as a QoL improvement for when I want to test characters based on observation instead of spreadsheets. This would help test characters using PVP combat changes. It would be even better if the dummies had a fixed amount of HP & resistance so that we could do DPS tests similar to Pylon testing. I was thinking they could die but respawn quickly. Currently I've been using the pillbox turrets to test my characters. However, this can get annoying because they A) fight back and B) don't have standard resistance values.
  10. I'm not sure I would be a fan of nerfing Radiation Armor as it's one of the most fun and popular sets. I would much rather have the lagging armor sets get improved to be more competitive. I think PPM adjustments would be the most obvious balance fix to Radiation Armor since it currently has similar offensive firepower to Fiery Aura. Another issue is Rad Armor's weakness (cold dmg) is very rarely seen in the game which makes it feel stronger than Dark Armor & Electric Armor. But in my opinion, most of the armor/defense sets are pretty strong out of the gate in terms of survivability (with KB resist) and even get some tools to boost recharge/damage. And then you have sets like Fiery Aura and Dark Armor that are weak to common damage types and debuffs (-def particularly) and on top of that... no KB resist.
  11. A Fiery Aura or Dark Armor tanker will need to dedicate 6+ slots to resist any of these attacks. There's a much longer list of attacks that can be resisted with 5+ slots. This is pretty substantial considering the value an extra slot can bring to a build., let alone 5-10. https://hcwiki.cityofheroes.dev/wiki/Knockback/Enemies_with_Knockback_Powers I also think this list is wrong. If you look at MLTF LR's Suppression power details in game, it says 51.93KB. And after applying purple patch to a lvl 54 AV, that gets increased to around 70. Which makes it virtually impossible to resist solo without buffs/inspirations.
  12. I was just using LR as an example of a high mag KB encounter. But what you guys are saying is fair. I guess knockback is just annoying because of its binary nature. Unless you have 9999% resistance, you either have enough points of KB protection or you don't.. and if you don't then you're going to spend a majority of the fight on your back without being able to do anything. At least when you have low resistance you can click heals, accolades, run away, etc. Dark Armor and Fiery Aura have their own resistance/debuff weaknesses to worry about on top of getting knocked back.
  13. You have to dedicate 12+ slots on Fiery Aura and Dark Armor to resist Lord Recluse's knockback on the MLTF. Rad Armor can make 2 mini-nukes with those slots and still have plenty of KB resist, resistance, absorb, regen, recovery, etc. to be an amazing tanker. This is incredibly unbalanced and should definitely be changed. Aside from Lord Recluse, there are plenty of attacks in the game that will require more than a couple KB protection slots. These slots are very valuable on armor sets that already have glaring weaknesses. Sure, Fiery Aura has Burn and Fiery Embrace... and Dark Armor has Cloak of Fear and Oppressive Gloom... but are these powers really tradeoffs for KB resistance when you consider the tools their competitors have?
  14. I agree with this 100%. If KB resist was taken away from Dark, Fire, and Electric because they have tools for offense, then Bio and Rad should get it taken away as well.
  15. I hadn't even thought of this! This a great point for this suggestion. I just loaded into a quiet map and turned the volume all the way up and it was definitely nice to hear all the subtle noises. Just shows that this game could use some major work when it comes to audio adjustments. To be fair though, I think that can be said about a lot of games. But I think limiting the sound FX stacking would be the best place to start!
  16. What @srmalloy said. I don't have any problems with the sound FX of the powers against one target, but it becomes a problem when that gets multiplied. Even on 1% game volume, I'm surprised my headphones haven't blown out. I still think a cap on sound FX instances would be better than a mod that provides quieter sounds. I do appreciate those exist, but I think they're a band-aid to a problem that can hopefully have an in-game solution implemented. Off the top of my head, these are some of the top offenders when hitting their target cap: - Lightning Ball - Electric Fences - Howling Twilight - Stone Cages - Foot Stomp - Radiation Therapy - Energy Absorption - Nova I think the problem is with the audio frequency of certain powers. Other powers like Healing Aura are much more subtle when hitting their target cap. But I think a blanket setting that puts a cap on sound FX multiplying would be great.
  17. This has been an issue since CoH launched and I wouldn't be surprised if this has been suggested before.. But I'll bring it up again anyway: Can we lower the maximum amount of targets that trigger sound FX? Or make it an option in settings? If you've ever been in the middle of a group of enemies and used Lightning Ball, you know what I'm talking about. Even with the gameplay sound set to 1%, some powers will become extremely loud. Some powers, like Crowd Control, have very satisfying sound FX when hitting their target cap.. But I would rather lose that than have to endure the earrape of Lightning Ball again.
  18. I'm going to have to disagree with this suggestion. We already have 3 incarnate slots that provide what many would consider game-breaking buffs (Alpha, Destiny, Hybrid). You can add a 4th if you consider buffs from Lore pets. I also think you may not be properly testing Interface powers. They are extremely powerful. Reactive and Degenerative can make AVs/GMs melt. Diamagnetic can make defense-based characters nearly unkillable. Preemptive can floor an enemy's endurance and recovery... etc. I would suggest you explore better synergies between your character's powersets and Interface powers.
  19. Wanted to give Spines some <5min love. Spines/Rad Brute - 4:56 T4 Musc T4 Reactive T4 Hybrid T4 Assault
  20. Winter's Gift gives 20% slow resistance and people rarely take the other 2 IOs from that set. There's many procs and unique IOs that are frequently used without any other IOs from the set. I don't think the idea of a new IO set should be rejected because people might not use the whole set. I wouldn't mind if the stat was added to existing sets, but I think that may go too far against the design.
  21. I think a column of light would be a little too intense for this suggestion. My implementation suggestion would be to just display floating text (blue maybe?) above the character's head that shows the name of the badge earned. It would be identical to the animation used for damage, healing, absorb, etc. IMO, additional visual cues for badges earned aren't necessary. You can always just right click > info to see an updated list of earned badges at any time.
  22. After the buffs to electric blast and endurance drain in Page 3, it would be great to have a new IO set that offers some protection to these debuffs. Currently, there are zero enhancements or set bonuses that offer resistance to endurance/recovery debuffs. This makes it very difficult counter endurance drain without relying on inspirations or accolade powers. Players should be able to build against -endurance the same way they're able to build against -recharge. This would also be great to have in PVE to lower the chance of getting detoggled by Malta, Carnies, etc. I think a great place to start would be a new PVP IO set for endurance modification that includes a unique 20% end drain resistance enhancement. Here is my suggestion for each piece of the set: Circadian Advantage: Endmod Circadian Advantage: Endmod/Accuracy Circadian Advantage: Accuracy/Recharge Circadian Advantage: Endmod/Accuracy/Recharge Circadian Advantage: Endmod/Recharge Circadian Advantage: Endurance Drain Resistance (20%) With these suggested set bonuses: (2) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning (2) Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% (PVP) (3) Knockback,Knockup protection (Mag 3) (3) MezResist(Repel) 1000% (10% chance) (PVP) (4) 2.5% Max End (4) 2.5% Recovery (PVP) (5) (2.25%) HitPoints (5) 10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying) (PVP) (6) 4.5% Resistance(Energy,Negative), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5% (6) +7.5% Enhancement(RechargeTime) (PVP) As for the name Circadian Advantage... I think it goes well with the gladiator/arena theme of other PVP IO sets as it's the term given to athletes who perform better in their home stadium. (https://en.wikipedia.org/wiki/Circadian_advantage). I think artwork of fans in a colosseum would be great for the icon. @Faultline
  23. Charged Brawl + Build Up Energy Punch + Build Up Those are two of the best DPA combos in the game and available by lvl 4. Not to mention Glue Arrow and all the ST hold nukes. I think it would just be nice for World of Confusion to have a higher potential with heavy slotting like other lvl 4 powers have. Even with contagious confusion, it doesn’t do much.
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