
Bossk_Hogg
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Everything posted by Bossk_Hogg
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What, tankers having mutually exclusive armor toggles wasnt a good idea?! I'm kind of stunned that this game succeeded in spite of him.
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I have, seeing as its my scrapper's most used attack. It makes just as much sense as a single target attack. Moreover, the secondary animation straight up doesnt work as an AE. Its the best DPS in the set, there's no good reason to turn it into a shit DPA 30 degree cone or whatever nonsense it would end up as. You don't completely redesign something that works. Again, change Thunder Kick, that's the one that sucks.
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lol Khelds are NOT powerful enough to warrang special enemies. They're there for flavor. Peacebringers suck ass until perma lightform and only then are they decent. Warshades mature a bit earlier, but are still nothing special. The mez protection is a fucking joke, and you need to carry around half a team of controllers just to function. You need 2 to be able to resist a standard hold. It's shit design to have an AT with 3 armor toggles, melee attacks and no mez protection. Taking 2 jump powers to get a pittance of hold protection is insulting. VEATS get theirs for free, and actually provide benefits to the team. PB's get a lol worthy single target heal as their sole benefit.
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Give sents a toggle inherent. Outside of the toggle, single target attacks cause the targeting reticle and the entire team gets the benefit of offensive opportunity (damage increase against that target). In defensive mode, the entire team gets the benefit of defensive opportunity (heal and endurance). Maybe add a mag 1-2 taunt on single target attacks in defensive mode to help stop runners or peel things off squishies. Then give them about a 15-20% damage boost.
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Why Storm Kick? Its the best single target damage in the set. Thunder Kick is the one that's pointless.
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Yeah, savage leap is pretty awesome. I was worried it would be a ground reticle, and was delighted to see it wasnt on my stalker. Wouldnt mind that for Eagle Claw.
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I think there's a place for ""basic" sets without any gimmicks, that just get by on their raw numbers. I never liked Dual Blades because I felt like the game was playing me, telling me when to use certain powers and in what order. Never liked the feel of it, so didnt keep on w my dual blades character. I wouldn't want MA to turn into that. The sweet spot for them would be slightly lower than the more fiddly sets, which require more attention to achieve better results. MA can be the lazy man's somewhat worse Street Justice, and I'm personally cool w that.
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Thunder Kick needs something. I'd love to see it given the defense that tankers/brutes get on Storm Kick. Tankers need something else, but that's true of all their crappy T1's now that bruising was removed. Eagle Claw straight up needs some more damage though. Really, any attack with an animation of 2 seconds or higher needs some damage tweaks beyond their standard damage formula. I'm not a fan of the trend to just shortening all animations - let the big hits be showy but hit harder than they "should" based on the damage/recharge/end calcs to make up for the corpse blasting. And a super hard no on removing the damage buff to Focus Chi for more stuns. MA is a solid, baseline performing set IMO. They shouldn't turn everything into Titan Weapons. Hell, Titan Weapons shouldn't even be Titan Weapons!
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Discord Weekly Discussion - Ongoing and Updated Thread
Bossk_Hogg replied to GM Miss's topic in Suggestions & Feedback
The inherent on Khelds needs to be looked at. The mez protection is a complete joke. Mag 1 per controller or dominator may as well not even exist, as you'd need to carry around about half the team to have anything worthwhile. Compare to VEATS, who have actual team utility and mez protection solo. The Kheld themselves should count as one of each AT to help them out solo, and the mez protection offered by controllers/doms should mag 2. Add in mag 2 protection vs various mezzes vs each shield and you at least have some dignity for human form. It's inane to run around w up to 3 armor toggles and have no status protection outside of lightform w its crash. Anything to make the shields not garbage please. -
Tankers were never going to be meaningful support. That isnt what the AT was about, sold as, or played as. Buffing their support and not buffing their damage would be buffing tankers by taking them in a different direction than their core identity. Plus the melee armored support playstyle would better fit the Guardian. I understand there's a lot work to be done on that, but it at least lets them somewhat reserve their design space.
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Suggestion: Non Visual Rocket Pack ( Prestige Flight )
Bossk_Hogg replied to krj12's topic in Suggestions & Feedback
So you want to wait for people to putter along to get to the mission? Or try and take down the rikti/arachnos flyer on sub hover speed? Or not have to deal with the hassle of navigating red side early zones without some dumb jetpack clipping in their face. It's opposing a minor QOL adjustment to punish people for not playing your way. One something that has ZERO impact you. And primarily targets roleplayer types. -
Suggestion: Non Visual Rocket Pack ( Prestige Flight )
Bossk_Hogg replied to krj12's topic in Suggestions & Feedback
That's a ridiculously petty reason to deny a cosmetic change. Sorry Titan weapons users, you can't get skins for your weapons because of OP! -
Consolidated CoH difficulty thread (Includes Poll!)
Bossk_Hogg replied to Galaxy Brain's topic in Suggestions & Feedback
I'm for options to buff bosses to elite bosses, and named bosses to AV's. So when you go fight Chernobog in KR, he's a team challenging badass. One thing that needs to be addressed is how buffs are more valuable against high level foes compared to debuffs. At even con, a 10% to hit debuff vs a 10% defense buff are mostly equivalent. Vs higher levels, the to-hit buff becomes near meaningless (doubly so vs AV's) due to purple patch resists, while the defense buff is less impacted. Same w defense debuffs vs to-hit, etc. Slows may as well not even exist vs powerful foes and holds last a few seconds. The purple patch needs to be re-examined for such content, otherwise it's just going to be a bunch of defense capped dps, their kin buddy and maybe some -resist. Having a portion of debuffs being unresistable based on AT (similar to PVP zones) would go a long way. -
Consolidated CoH difficulty thread (Includes Poll!)
Bossk_Hogg replied to Galaxy Brain's topic in Suggestions & Feedback
Not just loyalist vs resistance, but powers vs responsibility vs warden vs crusader. However, given that it kicks you out at 20, you can't even really team if you dont want to outlevel the story. -
Suggestion: Non Visual Rocket Pack ( Prestige Flight )
Bossk_Hogg replied to krj12's topic in Suggestions & Feedback
The jetpacks? All they're asking for is more skins (or specifically an invisible one) to something already in game. This is an odd request to oppose. -
Suggestion: Non Visual Rocket Pack ( Prestige Flight )
Bossk_Hogg replied to krj12's topic in Suggestions & Feedback
Like the power already in the P2W vendor? -
Suggestion: Non Visual Rocket Pack ( Prestige Flight )
Bossk_Hogg replied to krj12's topic in Suggestions & Feedback
The P2W vendor has an unlimited supply of magic wands they can pull out of their butt at a moment's notice. But yeah, lets oppose something because it breaks our precious verisimilitude. Not that it impacts you, because you wouldn't even have to know how the other player got theirs. -
Suggestion: Non Visual Rocket Pack ( Prestige Flight )
Bossk_Hogg replied to krj12's topic in Suggestions & Feedback
It's already been marginalized as much as it would be. This is just a cosmetics QOL adjustment for something already in game. -
Just gotta get enough litigation mitigation set bonuses!
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Make Energy Melee great again
Bossk_Hogg replied to Saiyajinzoningen's topic in Suggestions & Feedback
Roughly a 50% damage boost, shorten recharge to 16 seconds. Energy Melee has dogshit DPA. I'm fine with long animations, but they need to break the standard damage formula to account for locking you into an attack for an eternity. People would hate a 2.67+ second animation less if it hit for more damage than 2 fast attacks chained together. It would also stop the trend to just shortening all animations. Let the big hits have long animations, but actually hit accordingly. Right now most of them just result in a loss of damage. -
Enhancing New Phantom Army Customization
Bossk_Hogg replied to Goblin Queen's topic in Suggestions & Feedback
REALLY hoping this leads to us being able to set costumes for mercs and thugs. I want thematically costumed goons!- 21 replies
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I think an enemy damage resistance pass was stated to be on the docket after the tanker AT changes. So likely good news for smash/lethal and a smoother experience for psychic. Pre-emptive condolences to fire.
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Only one I agree with is improving pool attacks by increasing their recharge by 50-100%, which will increase their damage accordingly. No one needs Boxing on a sub 1 second recharge. Also, speed up kick's animation.
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History: When did missions become more difficult?
Bossk_Hogg replied to MrSnottyPants's topic in General Discussion
It's honestly more tuned for higher levels as well. Even if it just scaled to 30, you wouldn't have to turn off exp to actually finish your arcs if you ever team. -
Can you at least review changing the KB to KD for Solar Flare and Radiant Strike for Peacebringers? They are both melee attack analogues of powers that had their KB converted to KD in issue 2. Dawn Strike maps to Nova, so I'm cool with it having massive KB. But basic melee attacks shouldnt result in you chasing your own target IMO. And Peacebringers have plenty of other KB options available.