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Everything posted by Leogunner
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Alternate Difficulty Playthrough: Diffusion Dimension
Leogunner replied to Leogunner's topic in Suggestions & Feedback
I'll have to test to reassure but I've seen plenty of mobs have their power turned off and they not turn back on despite it normally staying on much longer. The behemoth invincibility power comes to mind. -
Alternate Difficulty Playthrough: Diffusion Dimension
Leogunner replied to Leogunner's topic in Suggestions & Feedback
To me, the problem with suggesting self imposed limitations on this game is that it cuts off a greater part of what makes this game interesting: customization. Imaine suggesting people only use the pre-made costume options and limiting powerset options like pre-powerset proliferation. Since this game isn't twich gameplay but more strategic, a great deal of the strategy is in the build. So a great amount of pleasure comes from stacking and progressing in a build... But to get more play, we should not play (customizing build)? As for the all powers at level 1, I think that would be the fun dynamic of this mode. Since you can unlock powers of your choice, you will have weaknesses starting out. END, acc, protection, etc. If you have players playing off each other's chosen strengths, you can work together so those weaknesses aren't as apparent. Solo, you're going to have to hold back or else you might exhaust yourself (kind of like a real super hero that has a power or technique they aren't yet comfortable with using often but if pushed into a corner, might dig deep and use it anyway. As for limiting who you can team with, everyone has access to this special build so it would only be limiting if a player doesn't wish to use that build. It's important that this build not be used to PL in low levels or having a tweeked out incarnate builds PLing these. -
Sounds unbalanced. Now, you can make a click power that does no damage into an attack that equals or surpasses a tier 3 blast. It also shifts slotting priority away from slotting rech to maximize proc chance, meaning you might create a build with more attacks vs few attacks maximized for an efficient chain. So outlier uses of procs might not be as useful but there are likely more build opportunities for lower powered ATs.
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Only try-hard, unoriginal, can't-cope-on-the-fly-so-give-me-a-secondary-that-does-it-all-for-me n00bs run Bio main. If you want bragging rights, roll Regen or Dark Armor without power leveling.
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This is a concept for a difficulty option that incorporates some ideas I've read around on the forums as well as some that I thought of. Questions how to implement are kind of out of the scope of the discussion but it's more an exercise in hypotheticals, meaning I don't claim this is THE solution or even A solution, rather if the dynamics might be more interesting than merely increasing incoming damage or foe levels. Feel free to hate it, pick it apart jranger it. I don't care lol. Lore Description Mechanics Description Enemy Changes Mechanics Changes Progression Changes Overview Optional setting triggered by a special build and only those using said special build can team with each other. Same instanced content, just different text and enemies. Enemy groups have specific pools they can draw from that they get randomized powers from. Enemy stats (resists, defense, etc) and capabilities more tied to the powers they use Foes use toggles more and persistently. Different mechanics for toggle suppression and toggle dropping diffused to all NPC foes. Specialized build requires specialized enhancements only obtainable through participation. Get all 40 powers at the start. All contact missions are levelless. Access to all content, blue, red or gold.
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I forgot to mention setting power attributes to monitor too. Since I don't often aim for soft cap, I tend to keep track of a variety of important stats that the build emphasizes. Might have to take into consideration a rough build layout for this which is also another chore that has its own little speed bumps.
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If you could make crazy costume requests...
Leogunner replied to DR_Mechano's topic in General Discussion
You can have that particular character now. -
The thing that curbs me making alts is there are a lot of chores in making an alt. I have to have a concept for the costume and making a name, while infinitely easier than it was on live, is still not my strong suit. I leave bios for later most of the time (they tend to have tires to my other characters). Then there's customizing the colors (I get annoyed when too many of my characters use similar colors for costume or powers). Then when I'm in the game, I have to adjust the trays, the size, position, color, opacity, put the map where it goes, create the chat tabs. And then picking a chart text color/background. Key mapping is usually saved but readjusted depending on the AT needs. Then picking the P2W powers most fitting/useful for the character. By the time I'm half way through I just want to play the game. When I get inspiration for an alt, I have ended up having to make sure I want to go through that slog. It has stopped me from making alts and just playing some I have. I still have alts I want to make but the making of them is very spread out.
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Incorrect.
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Broadsword+Insight mechanic = BRUTALITY
Leogunner replied to Ironscarlet's topic in Suggestions & Feedback
We can just agree to disagree. Some mechanics are straight forward anyway. Did you complain when Gravity Control got the Impact mechanic? Also, Insight is also pretty straight forward...so uncomplicated, in fact, most people only see it as a bonus, like getting a random Critical hit. But then I'm more for adding to the utility of the older sets rather than increasing the damage. For the OP's suggestion of "Brutality" for Broadsword, I'd just make it so, when you randomly get it, both Slice and Headsplitter get a bit of extra range. Katana/Ninja Blade could get something like "Fast Draw" that, after using Divine Avalanche, there's a chance your other attacks will extend its duration so you don't have to use it again to keep it stacked. Again, these are sort of off the top of my head but I personally don't see a problem with adding to old sets (both cosmetically or functionally) to give them more "gameability" other than just click button > Get damage. And this would mostly benefit casual players as most min/max'ed attack chains ignore the set mechanics (TW and SJ not withstanding). -
Broadsword+Insight mechanic = BRUTALITY
Leogunner replied to Ironscarlet's topic in Suggestions & Feedback
FYI, that is no longer a thing. It was fixed last patch. I wouldn't mind some mechanics added to some of the old sets, especially for sets that have identical skills with the main difference being cast times and damage/recharge values. -
Fix for endurance issues on low level
Leogunner replied to Darkneblade's topic in Suggestions & Feedback
I think the players that are actually out there and not here likely are enjoying the game (or getting bored of it and moving to something else). And I believe the purpose of "suffering" isn't to make you feel good. It's meant to make you use your brain. If something isn't working or working badly, you find a solution. That solution might be just trying a whole bunch of crap that doesn't work or, more likely than not in this day and age, using the internet to give you a solution. As for SOs being available earlier, unless you make them cheaper, it's just a trap. They'er a good temporary solution (just like DOs) but they're just burning inf away. And have I fallen into some sort of Bizarro world? This is an MMO. Crafting and market places are par for the course. Unless they're a n00b to MMORPGs, they've likely encountered some sort of player trade/in-game economy. You don't have to like it but it's pretty much the only non-combat activity to do in the game besides chat. I'm still of the opinion that you don't solve people's problems by handing them the solution. It benefits no one. -
Fix for endurance issues on low level
Leogunner replied to Darkneblade's topic in Suggestions & Feedback
So should we get all pre-school up in here and lay out every individual option and strategy for managing endurance? I'll start: If you're an AT using Armor sets, open up the combat log. Look at what damage types are being dealt. In the pre-20 game, the mix of damage types aren't as varied. Turn off toggles that don't protect you from the types they deal and turn them back on when you see a mob with the damage type it deals. For positional defense sets, it's even more straight forward. Those armor toggles, don't bother slotting them. Focus on slotting attacks with accuracy and endurance redux. Put some slots in them in the upper teens and then slot them with SOs or IOs. It's not worth slotting them because Def/Res enhancements in general don't improve the stat totals by much (at most, you'd get half the toggle's total value tacked on). Yes, you can *TECHNICALLY* use Rest after every fight. You don't have to but don't be stupid. Use it to top off if you're struggling. Inspirations. Don't keep a full tray unless it's filled with things you need. Delete extra awakens you don't need, combine those oranges if they don't help you much, if you don't have mez protection, keep a few break frees but most importantly, if you keep running out of END, for f***s sake, dedicate some rows to blues. DFB. You can even turn xp off so you don't rush through levels but get that +Acc and +Recovery buff then move on your marry way. Use all dropped END redux enhancements wherever they fit, combine them to ++ if you can If your slots are empty, it won't hurt. Keep Acc enhancements up to date. It's the main DO or SO you need to buy. Missing wastes END. Craft those IOs. Sell them. Use them. There is no reason to complain about END after level 22 unless you just run sprint and your travel power 24/7. You can use the P2W vendor for a +recovery buff but I personally never bother. LOWER YOUR DAMNED DIFFICULTY! If you can't get through a fight without being winded, put the foes at +0 or -1. You can even, in turn, increase the number to compensate since lower level foes are easier to defeat and easier to land hits on while still giving you inspirations and drops. More drops = more enhancements to slot or craft. The same goes for Bosses. If you're going into a slew of Freakshow and you're barely making it with END, you're a fool to keep Bosses on. There are more but I'll spare your ego as I'm sure you know all of this. For all the talk people put on about "if you want challenge, just up your difficulty" or "only use SO enhancements" it's pretty damning when people refuse to go the other way when the game is too challenging. It's a 2-way f***ing street. Stop trying to make it a one-way. -
scrapper Brawl should be covered under [Critical Hit]
Leogunner replied to Oneirohero's topic in Suggestions & Feedback
Does brawl taunt? -
I think you're comparing this game with other MMOs with regards to gap closers. Are they neat? Yes! Needed? We have super speed, teleport, flight and super jump along with a plethora of other buffs that would make a gap closer 's actual utility moot. In the time it takes to target and click the gap closer (if it's recharged) you could just press W and SPACE. Also, the solution I pointed to does help with actual issues brought up by multiple melee type players: runners. So which is "the solution"? The one aimed to fix a grievance by the community? Or your assumed "doing what Scrappers do best" proposition? As for blurring the lines between Scrappers and brutes: too late. If a Scrapper actually picked Confront, maybe they actually want to get some mileage out of taunt. I'm just saying they should too.
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This is best duplicated by using Super Speed colored blue.
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Will we ever see the new things that Cake is getting?
Leogunner replied to Soloshot360's topic in General Discussion
So if their goal is legitimacy, once achieved, does that end up making the other shards illegitimate?- 122 replies
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Will we ever see the new things that Cake is getting?
Leogunner replied to Soloshot360's topic in General Discussion
I was actually curious if the various teams ever collab about changes. Maybe offer up content that one team has worked on to another team or test certain changes and share the data.- 122 replies
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I've heard people complain that mobs run away from their Scrappers and when they started playing Tanker, they marveled at how mobs obediently stayed in place. Since no one suggested it, I propose adding a layer to confront. Using it grants the Scrapper a slight boost in threat and gives all primary attacks a taunt proc for the next 15 sec. So it's like having Brute punch voke... But temporary. It also makes those taunt auras slightly more potent since your threat is raised. The other idea I had was adding a -res to mez (only immob, stun, hold, fear and confuse) which basically increases the duration a target is mezzed. The other ideas, while cool sounding, are rather radical to be considered (or some of them, at least).
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About that fix for Confront we discussed, well here it is.
Leogunner replied to Wavicle's topic in Suggestions & Feedback
I could actually see combining Recall Friend and TP Foe into one power and the replacement could be a "teleport to target" with a short animation and moderate cooldown perhaps limited to 60' but enhancable. Maybe also giving the user a short defense buff after the TP for variety of slotting. As for Dimension Shift, if you're so blind you can see huge floating words saying "DIMENSION SHIFTED" floating over their heads, you deserve to waste your AoE. Also, you can simply run over and get yourself shifted to continue the attack. I think Dimension Shift is fine as is. -
Min. FX for Stone Mastery Rock Armor
Leogunner replied to Clave Dark 5's topic in Suggestions & Feedback
Would like to get a customization for Bone Armor. -
About that fix for Confront we discussed, well here it is.
Leogunner replied to Wavicle's topic in Suggestions & Feedback
It would also mean Confront would have to have an increased cooldown and endurance cost. I'm not opposed to teleport powers added to scrapper or melee in general... But it shouldn't be common. For example, if Martial Arts and one other set (I dunno, dark melee) got a teleport mechanic added to their set, I think that would make those sets more interesting. Just adding it to every set makes it not so special. -
Powers getting back to their Roots
Leogunner replied to Stan The Man's topic in Suggestions & Feedback
What did you do for the fast snipe feature? I figure it's having some kind of "mode" (or lack thereof) that triggers the long interruptible animation and the reverse playing the end part. I guess the difference is being able to use a similar mode that is determined by a hit or miss but I can't think of any other effect that makes such a check, as per your description. As for people making demands: Fuck 'em. Lol I hear a lot of suggestions all the time but it's all just pie-in-the-sky, at the end of the day. Depending on how difficult to implement, I think it might be a worthwhile endeavor if another shard of CoX might be willing to use it. ...that actually makes me wonder what sharing goes on between the devs of the various servers with different changes and content. -
About that fix for Confront we discussed, well here it is.
Leogunner replied to Wavicle's topic in Suggestions & Feedback
Is there a thread for this? I'd be intrigued to hear what people's thoughts are on improving some of the pool powers. I'd even recommend increasing their recharge or having a portion of their recharge that isn't decreased by +rech or outright making them unaffected by -rech in compensation.