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Everything posted by Super Homer
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Dark Melee Future [re: Dark Melee Update]
Super Homer replied to Troo's topic in Suggestions & Feedback
How about: Touch of Fear becomes a Targetted AoE power (akin to Spinning Strike) The power has no damage currently so there is no worries about it becoming AoE (wont lose access to ST Melee sets.) If balance is a concern, the Fear and -ToHit could always only affect the main target (I'm sure recharge might have to go up a bit, though...) I think Touch of Fear is only available to Melee ATs also, so no worries about renames because some other AT has access to it or what not. I leave numbers to the pros, just saying its a good spot to add AoE damage without messing with the cottage rules. -
Give Trick Arrow ESD Arrow instead of EMP Arrow
Super Homer replied to oedipus_tex's topic in Suggestions & Feedback
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Give Trick Arrow ESD Arrow instead of EMP Arrow
Super Homer replied to oedipus_tex's topic in Suggestions & Feedback
To clear your confusion about what is narrow minded and stupid, this is what I meant to quote: -
Give Trick Arrow ESD Arrow instead of EMP Arrow
Super Homer replied to oedipus_tex's topic in Suggestions & Feedback
That would be, IMO, narrow sighted and extremely stupid. As soon as something is changed the set might go ignored for the rest of it's life. It's a damned buff/debuff set, not a control set, if I wanted an AoE hold I would roll a Controller. EMP Arrow should be buffed to fit the set category. Reduce end cost, remove the crash, make its -Regen and -Recovery last longer. -
This is not a bug, more of a suggestion. One I'm sure many would agree with, but still a suggestion. MM henchmen have been this way, I think, since City of Villains launched 15 years ago. I would love a workaround, but demanding an immediate solution, out of a team of volunteers, for something that apparently is so baked into the core of the game... well, its a bit over-demanding.
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Would be cool to have rain the same way we got Snow all through winter... but we had non-stop snow and not a single snowflake remained behind... so... no mater how much rain we get, that floor will remain dry.
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I think you overestimate the community desire to have access to that privilege.
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Immobilize and Holds mess with enemy movement, preventing them from being packet and herded to corners. Repells displace enemies too. Stuns make enemies wonder around and no longer be in range. Because all those mess with my optimal play, I demand a toggle that makes all crowd control status effects be replaced by nasty -ToHit! /sarcasm
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Counter-argument: Scrappers already are "controlled" by having lower resist caps. In most cases, you can either buff damage to a practically high level, or you can buff survivability to a that level, but not both. Brute, however, gets to get to and beyond scrapper and blaster level damage via buffs, while also being buffable to near tank levels (hell, to the point where they are effectively as immortal as a tank.)
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Here is an idea: Dont touch knockback. Give every melee character access to a "charge/catchup" ability (similar to that awesome rush ability Warriors had in WoW back in the day (not sure if they still have it, not played that game in too long.) That ability: Has low recharge. If used at melee range is just a weak punch. If used at range, against an enemy that just was knocked down, it inflicts bonus damage AND places the player back on melee range to the target. Wont do anything or much about AoE knockback messing with AoE damage, but will make single target knockback not only fun, but actually productive.
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You are only listing TFs, and even if that was all, how would anyone run out of content? If any of those gave a big payload of xp/inf only once a day, even if you speed-ran them all, you would still be able to get the equivalent of a full time job day worth of content, at least hero side, and that's just in TF form. There are also all the story arcs available. I am not expecting the team to do any of this now, the game is what it is, and a volunteer teem would not have the resources to do proper content, but any successor better not be trying to just copy CoHs mission "kill trash" model for progression and instead pay attention to quality over quantity design of mother MMOs. As it stands, the only viable content to progress efficiently is doing the same farm over and over, meaning we ran out of content the day we all played through any of those farms, since they are all basically the exact same thing.
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I would prefer that world 10x times over the "kill lots of trash to level up fast." I love this game and the combat system, but the reward systems are out of the stone age. Mission design can also be way too simplistic. I think one of the most perfect missions is Frostfire's very early on, a mission where you had to defeat small mini-bosses to be able to unlock doors and continue through the map until you made your way to the boss.
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Yet this games just encourages "heroes" to go into a villain lair and defeat them when they are not actually hurting civilians. Heck, when there is an actual civilian to rescue, players complain how obnoxious it is to escort them to safety.
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1) It's that way simply because it was developed before World of Warcraft was released (that game changed the focus of almost all MMOs to pursue quest completion for xp over killing tons of critters.) 2) A lot of the content is ridiculously generic. Plus, all you need to do before launch is make sure the sum of all mission completion XP will get you to or extremely near the level cap. Most modern MMOs add daily/weekly challenges and/or bonuses to continue progression. But honestly, since when does Batman say "forget the Joker, let's stay here fighting his goons, it's a much more rewarding and epic heroic battle! We will fill the Bat Cave with mementos from these meaningless goons!"
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Honestly, one of my biggest gripes with the whole game is it's obsessive rewarding of killing meaningless units. It's archaic game design, the biggest rewards should not encourage repetition of the most basic and menial tasks in the game, but instead should highlight variety and complex gameplay. In other words: game should give a lot less XP per kill, a lot more XP per mission, with each mission giving a bigger reward only the first time you run it, making the most optimal leveling and progression path to be the completion of a lot of different missions, not killing the easiest to kill critter over and over in a vr room.
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Honestly: AE should had never given standard rewards at all. They should had made it so players got a big amount of XP on mission competition, and add a timer of how often you can get that xp, somehow limit it so you only get it once per mission too.
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What do you mean fire does not make sense??? Human Torch Point Blank Nova burst move is literally that. I dare bet money that Human Torch was the basis for the whole Blaster AT to begin with.
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Are we comparing tanker melee AoE attacks to blaster melee AoE attacks? Because if so, that's a bit silly. Tanker melee AoE attacks are their primary means of dealing AoE damage. Blaster melee AoE attacks are just spice to attempt kill stranglers after BU+Aim+FireBall+Nova failed to kill absolutely everything.