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Bossk_Hogg

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Everything posted by Bossk_Hogg

  1. If we absolutely must to cater to the people who like garbage powers, just give powersets with gimp options an extra pick. Fine 3 force fielders, you can keep detention field. Everyone else can get something useful.
  2. Slot a knockback to knockdown enhancer in Shockwave and it has more mitigation than all of Psi put together. Recharge slow is just so ineffective as it only matters on protracted fights where the enemy would cycle attacks. Plus dead mobs deal no damage. There's little reason to pick anything other than sonic from a numbers standpoint. The 20% stacking resistance debuff is absurd.
  3. You took FOUR of your primary set powers. One of which is a useless ass single target immobilize that you only use as a purple set holder. The only meaningful pick is force field generator, which credit where its due, is a rock solid power. But Traps isnt what you're contributing to the team. Being a worse water/device blaster is. I know CoH isnt a hard game, and Time is clearly overtuned, but traps should still be brought up to be in line with the other sets.
  4. Traps desperately needs some dev attention, particularly after how boosted devices is. It's at odds with how the game actually plays, which is rushing spawn to spawn obliterating them. There frankly isnt any appeal in waiting for the trapper to drop mines, set up immobile acid mortars, and fiddlefart around for mediocre results when you could throw some buffs and kill faster and safer. Web Grenade needs some meaningful to hit/damage debuffs. Acid mortar and triage beacon need to be mobile and better. Seeker Drones need about a 20 second recharge out of the box. Trip mine needs the snipe treatment to be insta cast, and have modes with various mines inflicting different debuffs/status effects. Time Bomb needs to be a souped up version of Omega Device that deploys quicker, and debuffs as it taunts. Traps is just bad, but what's worse is the people who love their ugly duckling and shout down requests to bring it on par with other sets. See also force fields, which has all of 3-4 useful powers that lose relevance as people get IO's.
  5. I personally do, or at least the option to pick them. Right now the sentinel feels like a lower damage scrapper for people who don't want to chase mobs. It's great for playing while you're trashed, but I'd like to see its role possibilities expanded. Currently there's a pretty narrow range they can do with pure damage/survivability. There is design space to be explored in utility however. I would propose adding a new power to each attack set, "Close Quarter Combat". Similar to Kheldian forms, selecting this would also unlock 4 additional powers: 2 single target melee attacks, a PBAE/melee cone, and confront. Have the power itself grant a damage boost to melee attacks, move speed increase, and take taunt sets. Then you can have a nice little offtank setup or have a reason to enter the fray a bit more and actually get more advantage out of the defense secondary. Similarly I would include a "support style" power in the defensive secondary that grants an large improvement to the defensive opportunity and several support/cc powers with with mastermind buff/debuff/heal numbers. VEATS already get to be ranged/melee/support with mez protection. However VEATS kind of suck in that they are narrow in concept and have a built in story. There's a reason they're the least popular AT, despite being quite powerful.
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