
Bossk_Hogg
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Everything posted by Bossk_Hogg
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Give Trick Arrow ESD Arrow instead of EMP Arrow
Bossk_Hogg replied to oedipus_tex's topic in Suggestions & Feedback
It doesn't, but lets not pretend Trick Arrow is especially good as a controller secondary. TA could use some better debuffs and potentially buffs, and adjusting those aspects would help all parties. -
Give Trick Arrow ESD Arrow instead of EMP Arrow
Bossk_Hogg replied to oedipus_tex's topic in Suggestions & Feedback
Give it - range to simulate they cant see very far. It would then synergize w glue arrow's slow preventing them from closing. -
Give Trick Arrow ESD Arrow instead of EMP Arrow
Bossk_Hogg replied to oedipus_tex's topic in Suggestions & Feedback
If we're looking for an in-set way to ignite Oil Slick, it should be by adding a minor energy damage to Disruption Arrow, which currently cannot take any sets. Electrified Net Arrow would still require you to futz around with targeting the slick and wasting animation time, rather than have it occur easier off of something you do anyways. Net Arrow needs something, but damage will just end up making it a crappier version of the blaster power, as their damage scales are higher. The only reason it and Web Grenade got damage is to let all blasters have another power to use while mezzed. However a single target immob is undeniably ass tier in current COH, and it is one of the more skipped powers for Defenders. Increasing the control just helps controllers out disproportionately to defenders/corrupters. I still stand by making it "Marking Arrow". Keep the immob but add a party wide damage/to-hit buff. This allows for AT scaling, provides a useful effect and helps masterminds who are otherwise saddled with a trash power. Flash should go up to 10% on defenders, w appropriate scaling, and apply -range. Poison Gas needs -regen and -special, and to reapply the sleep effect. Glue needs something else as well, in addition to the recharge being cut. TA is hard to balance, because people are so damn resistant to it getting any buffs, but adding to its control just helps controllers more than defenders/corrs/mm's. And most debuffs simply aren't useful at end stages due to how the purple patch disproportionately affects debuffs over buffs. Anything you actually want to hit with a slow/-to hit/etc is barely effected. Only -resistance and to a lesser extent - damage/regen really matter. Its a bad hook to hang your hat on entirely. -
I'm fine with it stacking, but if the leader is held/stunned the vengeance shouldn't activate. We need to reward control more in this game. Stuff like veng and carnies phasing while held pisses me off and just reinforces city of AE damage as the only thing that matters.
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Give Trick Arrow ESD Arrow instead of EMP Arrow
Bossk_Hogg replied to oedipus_tex's topic in Suggestions & Feedback
Four of Trick Arrow's powers are straight up inferior to Tactical Arrow (Electrified Net Arrow, Ice Arrow, Glue Arrow and ESD Arrow) and Flash Arrow is essentially identical. The only thing TA has going for it is Oil Slick Arrow, and is that what we really want out of a support set? It's the second least picked support set (after traps, which is really just a solo mastermind set), but if it wasn't a bow set it would be even lower. People will play archers no matter how much the set blows. It's debuff numbers aren't great, as it takes TA four powers to do what Radiation does in two toggles. No -regen outside of EMP arrow and no -special. Meh soft control with far too long cooldowns. Cue the people defending it because "but muh procs!" because apparently the only thing a power needs to do now is have the right recharge/activation ratio and accept the right sets. I think powers need to be good on their own other than as a proc delivery vehicle. -
Fire, Ice, and Psionic Melee Swords/Blades Need Options
Bossk_Hogg replied to seaborndan's topic in Suggestions & Feedback
They can just do the same animation with the null option for the sword. It would be punches and a spinning ground punch for FSC. You can see how it looks in Icon by removing the weapon and using the -n option to access the dev only items. -
Beast Run stance as a Prestige Sprint option
Bossk_Hogg replied to Bossk_Hogg's topic in Suggestions & Feedback
Beast Run detoggles Combat JUmping, Super Speed and Super Jump. I normally have CJ on in missions and either of the others active outside missions. If it were a sprint option, I could have beast run on all the time. Plus, as Legorunner mentions, it does drain endurance pretty fast. -
Beast Run stance as a Prestige Sprint option
Bossk_Hogg replied to Bossk_Hogg's topic in Suggestions & Feedback
Yeah, just the running on all fours and the idle, hunched over animation. Putting it as an alternate sprint animation also totally works, but I don't know if they could have inherent power customization. The jump increase would undermine other travel power selections. I just want the look. -
Any chance we could get this added to prestige sprints? I'd like to superspeed/jump on all fours!
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Sure, have an /ignoreall or whatever where you dont see or hear anyone not on your friends list or whatever. More or less a solo server option.
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Scale Knockback Chance,Not Just Magnitude, Across ATs
Bossk_Hogg replied to oedipus_tex's topic in Suggestions & Feedback
It's not a matter of difficulty, it's a matter of irritation. It's fine to like KB. It's fine to hate KB. It doesn't make you a better or worse player anymore than hating a coworker's huge amount of perfume or week old microwaved fish makes you a bad employee. Its a matter of taste. You don't have to sit at their lunch table. Hell, you might sit with them on non-fish days. It's not like we only have one character slot. People without IO's likely slow the team down more than KB. Joking around also probably slows down a team more than KB. -
For me, the game is ultimately about customization and creativity. Without it, it's just a mediocre combat engine with outdated graphics. This is something that should have been included for MM's from day one. For the fearmongers - how many racist, sexist, homophobic, etc characters do you encounter? How many problematic thugs masterminds have you been harassed by? By my experience essentially none, yet the tools are in place. Why would pet customization be different? The community and devs have tools to deal with bad actors.
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QoL / Slight buff to electric blast sets
Bossk_Hogg replied to Galaxy Brain's topic in Suggestions & Feedback
Thunderous blast is actually underpowered. Range isnt taken into account for the damage formula, its essentially just area and reharge. Compare it to the other ranged nukes. Overcharge/Geyser (ranged nuke) deals 219 damage w a 125 second recharge. Its coefficient is 1.75 Nova/Psychic Wail/Atomic Blast/Blackstar deals 250 damage w a 145 second recharge. Coefficient of 1.72. Inferno deals about this excluding its DOT secondary Thunderous Blast deals 250 damage w a 170 second recharge. Coefficient of 1.47. It also has a shorter range than Overcharge/Geyser and almost a 4 second animation time. No particular reason electric blast is constantly screwed over. Its not like its better at control and it's weak at damage compared to any other set. Endurance Drain does nothing unless it's 100%, so it essentially has no secondary in many fights. And before someone tells me how uber it is with a specific secondary or that their blaster secondary makes up its weak damage (not a choice for corrupters/defenders!)... It should stand on its own merits. It's not like dark needs to be with a particular secondary to get any use out of its to-hit debuff or have a secondary to deal decent damage. Sentinel Electric Blast has it mostly fixed, by normalizing T Blast's recharge and adding actual damage to Tesla Cage. These changes need to be ported over to Corrupter, Defender and Blaster. Then fix Voltaic Sentinel to not be ass, and Elec is up to par. -
I can multibox and do that now. You don't deny a school art supplies because some kid will draw boobs. That's slippery slope fearmongering.
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What if they were passives and have them suppressed in the forms? Lower the values a smidge or something to compensate.
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Right, but there's a pretty big gap between SR and Bio, and I don't really think changing elude from a nigh useless power into one that, say, provides an absorb and heal over time (representing rolling with the punches) would unbalance the set. Or giving Tankers/Brutes Icy Bastion, which sentinels, scrappers, and stalkers already get in their Ice Armor. Fire honestly needs a bit of love to make it something other than a farm/chump content set, particularly since Burn didnt really get any love in the tanker damage pass. Letting ROTP be used while alive and tossing some absorb in there would do the trick.
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it would also really be nice to not put your gun away with the backpack animation. You don't really use your hands for anything in those attacks, so simply holding it would be better than the goofy no-redraw option.
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A Minimalist Take on a Support/Melee AT
Bossk_Hogg replied to Replacement's topic in Suggestions & Feedback
There's still no point to the AT though. "Defender, but have to stand in melee" isn't a good design space to start from. Sure, you can tic off a box and say "yeah, we sure do have a melee support, now onto melee primary/blaster manipulatrion secondary!", but it doesn't do anything worthwhile to justify the dev time to create it. It also sounds far too fiddly. Reactive Support sets are already very active, Melee sets require positioning and chasing mobs. add in that you're squishy from not having direct armor, and the need to manage stacks to keep your survival up (which you wouldn't need as much if you were a ranged suppoort) and it just screams negative play experience to me. That's a lot of hoops to jump through to get to the payoff. Do they buff better than a defender and deal a lot more damage than a corrupter? -
IO's exist. They have been in the game longer than they havent. Having powers that are only good if you use some scrub build may as well be based on using TO's at 50. Powers, particularly T9's, need to reflect the game as it is now, not how it was in Issue 3. The AT is fine because of overperforming sets. You can't honestly think Ice and SR are in the same league as other, modern sets.
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Yeah, either the damage needs to go up, or activation times need to go down. It's a clear holdover from pre-IO design, as before global recharge and higher total enhancement values, there was more space in attack chains, so having animation filler mattered less. The game hasn't been in that state in a long time.
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A Minimalist Take on a Support/Melee AT
Bossk_Hogg replied to Replacement's topic in Suggestions & Feedback
There's no real point to a melee AT that does not have armor, other than checking a box for a powerset type combos. Particularly support, where you're just going to be a defender that dies more often from splash damage. What's the payoff? I think a better starting point is a hybrid scrapper/support type. Have a melee primary, and a secondary with support and some armor (3ish toggles). The Guardian looked promising, they'd just need to tweak the numbers. Essentially a VEAT that is flexible to more concepts. -
At each turn basically the police escalated matters to cartoonish proportions. I'm not sure what culpability the creator of a semi-autonomous robot has in a murder... I'd guess something like a lesser form of manslaughter. Blue Steel was aware that there was a teenager controlling them... maybe try and give him the option to surrender? After all, they're supposedly the heroes. Cops show up and get killed in a firefight they initiate, mostly due to propane tanks exploding. Great move Blue! Lets chase him down when he's mostly unconscious and beat him to death! "Initially confused, and somewhat amused by the strange robots behavior and appearance, police finally took the Clockwork seriously when an officer was killed trying to prevent two Sprockets from stealing a spool of copper wire from a cable service van. The police cracked down, but the Clockwork men proved difficult to injure or contain, due to a single-minded purpose and their metallic hide. So the commissioner called in a number of favors with local heroes, including the former policeman Blue Steel, and a city-wide manhunt was undertaken. The Sprockets were eventually tracked down to an abandoned warehouse, where a major assembly line production seemed underway. There were dozens of Sprockets attempting to construct scores more of their kind. Blue Steel scouted ahead and reportedly saw a young, disheveled man overseeing the operations. When the combined task force of heroes and police raided the warehouse, all hell broke loose. In the firefight that ensued, several propane tanks were ignited and the warehouse caught fire. The robots fought on, ignoring the flames. When the heroes and SWAT Team finally broke their ranks, it appeared that a number had escaped, including the young man. Tragically, three officers were killed in the fight and fire. Blue Steel chased after the robots, ranging far ahead of his fellow heroes and the SWAT Team. The young man was carried through the sewers by a half dozen robots, and finally reached a “safe house,” a decrepit bungalow in Boomtown. When Blue Steel radioed back to the commissioner, he learned of the officer casualties … and a fury exploded within him. He launched himself into the bungalow. The young man was too disoriented from the early encounter, hurt by smoke and fatigue, and could not coordinate a proper defense. Blue Steel single-handedly smashed the Sprockets to pieces, and then turned his rage upon the man, beating him into a bloody pulp. Blue Steel collapsed, exhausted and spent. He checked on the man, and felt the bile rise when he realized the man was dead. Disgusted with himself and the whole day’s tragedy, Blue Steel radioed in for the coroner and clean-up crew. With a heavy heart he left to help fight the fire. The pieces could be sorted out later. Thus there were no witnesses to whatever happened next. When Blue Steel returned later, the emergency crew was cleaning up the debris. There was sign of the scuffle, but none of the Sprockets were there, nor was the body of the young man. Had Blue Steel been wrong, and the man not died? Did the robots repair themselves and carry the corpse away? Was there something else at work here? I wonder why the kid has anger issues? In general, the CK commits petty crimes. Look at the lame task force where you fight him. His evil plan is... to siphon energy from the city's power grid? Have his clockwork menace some factory workers while they steal parts to make more clocks? As far as crime in Paragon goes, that's really low stakes stuff. Just saying, if Frostfire can turn it around, this kid could have.
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I'm sorry, being nearly killed by a POS cop in response to an accident for powers he couldn't control does kind of excuse most of that. He's a 13 year old kid, who will never grow up, eat, feel, get laid, etc because some some scumbag hiding behind a badge essentially murdered him, then another scumbag experimented on his corpse. It's not like there are any psychics on the FP who could be assed to psychically communicate with him or anything... Who would have thought that a young teenager would lash out?! This is the kind of shit that lets cops murder people in their own home without accountability.