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Wavicle

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Everything posted by Wavicle

  1. Yes, that's true. However, it is very difficult to balance the game when team members relative levels vary by so much. The sidekicking/mentoring system works pretty well when it restricts everybody to within 1 level of the mission owner. Adding the +levels really throws things out of whack.
  2. NGL that sounds pretty great. Here's hoping it can be imported to as much content as possible.
  3. I don't think there's anything wrong with gradations of additional difficulty, just as there are gradations of the current difficulty options.
  4. I have no idea what you're talking about and frankly I don't think you do either.
  5. Your assumption is 100% incorrect. I have literally ONE Purpled out T4 Incarnate. The vast majority of my toons have nothing more than t3s (IF that) and a combination of procs and generic IOs.
  6. Katana/SR works as follows: If you have enough Recharge you can skip Sting of the Wasp. If you have enough Defense you can skip Divine Avalanche. If you have enough Recharge AND Defense you can skip them both!
  7. The Alpha slot does a lot more than JUST the level shift. Everyone having Alphas is fine. It's really the level shifts that break the game at the high levels. I think my suggestion would be good for the game overall. But that said, I would happily settle for an advanced difficulty setting that lets us custom disable Level shifts and/or Incarnate shifts for my team or league.
  8. I recommend changing the way Level Shifts and Incarnate Shifts from Incarnate Powers work. My suggestion: Level Shifts (from the Alpha Slot) should work in all Incarnate content (including Trials, Arcs, TinPex, and Dark Astoria), but NOT function in other content (ITF, Radio Missions, etc). Incarnate Shifts (from the Lore and Destiny slots) should ONLY function in Incarnate Trials and should be non-functional in TinPex and DA and regular content. Probably this will never be done, but I really think this would improve the 45+ game.
  9. This is an idea that would work together with whatever other changes might be made to Opportunity, including making Opportunity ONE buff instead of two. What if...Opportunity was set off by a separate inherent click so that you weren't forced to use your attacks at a particular time, BUT, here's the key part: that click could be set off DURING other powers animations. This way you can get your debuff up when you want it on whatever target you want it, no matter what else is going on a that moment.
  10. I guess that COULD have been it, I don't actually remember specifically which mission it was.
  11. I ran some missions in Dark Astoria with a friend of mine and there were a couple of times when I died I was unable to use the Base to ressurect. At other times I WAS able to do so, so the problem is clearly not the base. In one instance I was on a Vigilante and my friend was on a Rogue, so we thought that might be the cause. But later it happened again when I was on a Vig and he was on a Hero. I haven't been able to track down the cause yet.
  12. The idea that it is selfish to ask for additional effort to be put in to help those with specific difficulties is outdated. /jranger
  13. It's unquestionably a challenge. It is a tactical challenge with several different options to overcome it, from slotting, to teaming, to inspirations, to combat decisions. In some scenarios it will be easily overcome and in others it will be a serious obstacle, depending on how you approach it.
  14. I think realistically, it's a mistake on the part of the writers, but for our purposes... There IS an enchantment on Mjolnir in that timeline, but it's clearly not about worthiness. More like, "Only Thor Is Worthy To Wield This Hammer" until they let Ultron/Vision wield it (my prediction, not a spoiler).
  15. I think the question of "Is Accuracy/ToHit/Defense as designed in CoH a good and fun system?" is clearly separate from "Are Romans working as intended?"
  16. Why though? Seems to me it's a good suggestion, and I agree with the commenter who said it can just be a costume option instead of Null.
  17. This. We played this game for years before IO builds and Incarnates were a thing and before Blasters were as powerful as they are now. Learn which mobs are the problem and take them out ASAP, from a distance if possible and up close if necessary. Mez them, knock them down, defeat them swiftly.
  18. They're definitely working on some things.
  19. This might possibly have been true back in the day, but now with IOs so available it's just not so.
  20. Sentinels definitely do not need to be any tougher. They don't need higher target caps, except a couple attacks that are 3 but should be 5. The 5s and 10s can stay. Just increase the base damage to 1.0, make Opportunity have both Offensive and Defensive portions regardless of which attack you trigger it with, and make the Offensive portion scale with enhancements. Done.
  21. Yea, there are guides about it and other threads to discuss possible changes, which I have participated in myself, but this is off topic for this thread.
  22. I don't think they were trying to suggest that Sentinels are better at AoE than Blasters, just that they are better at AoE than they are at Single Target.
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