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Everything posted by Ston
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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!
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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.
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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.
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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.
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Wanted to give Spines some <5min love. Spines/Rad Brute - 4:56 T4 Musc T4 Reactive T4 Hybrid T4 Assault
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Endurance Modification PVP IO Set - Circadian Advantage
Ston replied to Ston's topic in Suggestions & Feedback
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. -
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.
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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
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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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The only good thing about World of Confusion is it is very visually pleasing. I only see people using it as an addition to their costume design. Aside from that... it's a waste of endurance. I would definitely agree that this power could use an improvement. The confuse is almost nonexistant and the damage is on par with brawl. I don't think Arctic Air is a good comparison as it also gives stealth and movement debuffs. Maybe make World of Confusion a pseudopet so that we can slot damage procs in it like Irradiated Ground?
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Back in the Fight (super blue inspirations) are the best counter to end drain, although kind of expensive. You can also use Geas of the Kind Ones from a PVP vendor to be pretty much immune to end drain for a short period of time. If you don't want to bother with inspirations, you could use a powerset that has end drain resistance. Those would be: - Atomic Manipulation - Radiation Armor - Electric Armor - Energy Aura - Stone Armor - Radiation Emission - Buffs from Storm Summoning, Force Field, Electric Affinity Hopefully we will get a unique end drain resistance IO sometime in the future.
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I agree with this, but... I think if PPM hasn't changed by now, then it never will be. So it would be nice if all sets could have decent proc opportunities if they don't have a powerful secondary effect in endgame content. The new cold dmg proc gave an extra 72dmg to sets that were already strong, so it would be nice if Archery could join in on some of that fun.
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It's all about the slow procs in my opinion. I think -defense would be fine too. Every set except Archery, Fire, and Sonic has good opportunities for procs in ST attacks. Fire and Sonic have DoT and -Resistance to compensate, though. I don't think the 1.15x accuracy modifier is more valuable than procs. I think either PPM should be adjusted, or all sets should be on an even playing field when it comes to slotting procs... and Archery happens to be one of the weakest in that field IMO.
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What would you think of Archery having a slow secondary effect added to Snap Shot, Aimed Shot, Fistful of Arrows, and Ranged Shot? I think this would allow the set to be much more competitive in single target damage and utility with the addition of slow procs. I also think the change would fit thematically, as you normally see victims of arrows slowed down in movies & tv. Even if the DPS is comparatively high on Archery, it only does 1 tick of lethal damage and is outclassed by sets that have better damage types or proc opportunities in most situations.
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Pretty straightforward request here.. I think it'd be a good idea to add new IO sets with Unique enhancements that give buffs that are only found in certain powersets. - 20% Recovery/End Drain Resistance - 20% Tohit Debuff Resistance - 20% Defense Debuff Resistance This can either come from a Unique IO or new set bonuses, which ever is more balanced. In my opinion, we should be able to get protections to a wider variety of debuffs. I only say this considering there is a Unique IO and several set bonuses for recharge slow protection. What do you think?
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That would be one solution... Though I think stun sets already have fairly unique procs. I don't think any of those are as valuable as a damage proc. Most things are dead before you can get full mileage out of debuff procs.
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I can't remember any time I saw a build that emphasized using the Absolute Amazement -tohit proc. This is anecdotal, however.. So please let me know if you make good use of it in your build. Currently, stun sets have Chance for Knockback, Chance for Immobilize, and Chance for -ToHit.. In my opinion, these procs are relatively weak if your target is already stunned. My suggestion is to convert the proc into a damage proc (smashing, maybe?). I think this would be a nice buff to many attacks who only have stun as a secondary effect. It would allow those powers to better compete with other powers that get two purple procs (Apocalypse/Armageddon/Hecatomb + Unbreakable Constraint). Damage procs can make or break high-end builds in the current state of the game. Attacks that have hold as an effect have a huge advantage in having FOUR damage procs at their disposal. I think it would be reasonable to give stun at least one. Or, for those who want to leave the Absolute Amazement proc as-is, I would suggest we add an additional stun set that has a damage proc.
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Still Chilling
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Transferring Invention set bonuses to a different set
Ston replied to plainguy's topic in Suggestions & Feedback
Going off what @arcane said... I think you're going to have less fun in this game if you try to get the same numbers on every AT & powerset combination. I would suggest you build your AR/Dev Medic how you originally wanted to build it. Inspirations are key. The game opens up a lot more for different builds and playstyles if you just carry around inspirations that fill those holes you're concerned about. This is especially true now with how easy it is to access the auction house. I have a WM/FA scrapper who skipped Tough & Weave and gave up some Defense set bonuses to make room for procs. On paper, this is a pretty bad build and shouldn't have a good time in +4/x8 content... However he is one of my favorite characters I've ever made. I plug up those Defense holes by regularly eating 1 or 2 medium purple inspirations and spamming Healing Flames when needed. This allows me to do ridiculous damage that wouldn't be possible if I chased 45% S/L defense. YMMV of course, but I would recommend that you prioritize building your ideal character and then plugging up any holes with the many tools at your disposal (inspirations, incarnate powers, temp powers). -
Colored heatlh bars for mezzed teammates
Ston replied to Murkweave's topic in Suggestions & Feedback
What a simple and excellent solution to this problem 👏 -
Fire Manipulation uses both. As @arcane mentioned, it's called Cauterizing Aura now, but still uses the same effects.