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Akisan

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Everything posted by Akisan

  1. Would definitely be nice to have more options for interface, as they only stack so deep (4 stacks of any kind, regardless of source. I often change to an uncommon variant when teaming). And yes, a taunt effect outside of the presence pool or Melee Hybrid would be a great option for certain non-tank/brute builds to have, as PuGs don't always have those archetypes with them. Also, a possible alternate Lethal name/effect: Lacerating (or Maiming), Lethal Dot, movement or global slow effect to represent bleeding and damage to limbs/tendons.
  2. They're actually putting together a system to address this on the beta server right now, and it should be out in the next page: Whenever you hunt mobs in a zone (at any level), there's a chance that they drop a tourist tip that will guide you to one of the badges you don't have in that zone. That said, having the accolade tooltip auto-update to list the ones you are missing would be quite nice to have, for those of us that don't mind looking up badges on the wiki.
  3. Another part of Ouro being set up as TFs is in how it awards Merits - at the end of the arc, all teammates get merit rewards, not just the arc owner. While I would love to be able to invite friends halfway through an arc, some tweaking the rewards would have to be done to prevent exploits. And that "idle" contact tab would be great. FBZ is a bad offender for that contact list clutter, as all of the contacts offer repeatable missions, and you get introduced to more and more of them as you explore their arcs and the Shard (I think I'm up to 4 of them now?). Being able to move the initial contacts to a separate list would be so very useful.
  4. Definitely been wanting this to happen for a while, though in a somewhat expanded form. I'd like to be able to set my level to whatever, then run as if I was that level (including getting missions from regular contacts). That would solve the issue of out-leveling story arcs (it's not very fun to have to clean up a grey arc), and it would let us run the contact's side missions (which aren't available through Ouro). Please note that "run as if I was that level" includes joining/forming teams, as the TF aspect of Ouro is frustrating if your friends want to just join for a mission or two in the middle.
  5. Yes, some of us have all 3 builds taken. My main (blaster) has a team build, a solo build, and a base building build with a bunch of utility travel/aura powers to test clipping and pathing. While a 4th build for challenges would be nice, having additional notoriety settings to quickly adjust my power level (no set bonuses and/or no/limited incarnate powers) would be easier to toggle when I feel like running more of a challenge. And it has the additional bonus that anyone who decides to run that challenge with me doesn't have to set up a special build either.
  6. I'll definitely say the new arcs (especially Twinshot and Shauna Stockwell) should either have some tweaks, or not be pushed nearly as hard, if for no other reason than they're very unlike the rest of the game. Twinshot's first arc (especially the first mission) feels like a second tutorial, complete with a walk-through on how to interact with glowies. As if we didn't learn anything between the tutorial and 5 levels of playing. The fact that a Boss-level enemy shows up regardless of difficulty settings (even at 0x1, no solo bosses) at the end of that missions is just icing on the cake. In that same arc, when you investigate Manticore's mansion, you again fight bosses (regardless of difficulty), and then have to find a secret passage (which doesn't glow or make noise), something I can't recall even occurring elsewhere blue-side. Shauna Stockwell's arc is... gold-side tough, complete with EB fights, difficulty setting ignoring bosses, and player seeking, stealth ignoring ambushes (that then camp the door if you can't take them out the first time (looking at you, Shut Down the Superadine Den)). I would definitely mark it as a challenging arc for veteran players, not the default "go do this" you get when you enter KR. Slightly off topic, while Hashaby's AP arcs are fun, the zone spawning in the new AP should probably be looked at. Mobs don't spawn like that anywhere else blueside. With a very short respawn timer and no proximity detection for mob spawning, it's very possible to be locked in combat until you run off or are defeated. Seriously, if you accidentally aggro 2 groups with a low-damage toon, the 1st group will respawn before you finish off the 2nd group. I'll even say that the new spawning in those areas in AP doesn't even feel like CoH anymore, instead more like one of the several Korean MMOs I tried while waiting for CoH to come back. Personally, I don't think it's a good idea for a new player's introduction to street sweeping to be in an area with unique mob spawning rules.
  7. Eh... they really don't need the +damage. If you're running a blaster with non-capped defenses, and they get MoG off (likely because you missed a 95% chance at a bad time), an almost untouchable boss can be more than enough to take you down. I will agree though, the duration is obnoxiously long. Some shortening of said duration, or even decaying effects like an Incarnate's Destiny power would be welcome.
  8. I also use target through with my Empath, just the other way around: I'll often have a key enemy targeted for the debuffs from my blast set, and heal their target when needed. This secondary targeting window would be very helpful, as it'd be very nice to know when said enemy changes targets (so I don't end up healing someone already at full HP by accident)
  9. I'd love to have a new recharge themed inspiration, but not as pure +recharge. Slows are one of the few debuffs in the game that can't be removed with inspirations, despite being in enemy powersets from a low level. I'd much rather it work as a resist slow inspiration, with a minor (if any) boost to recharge while it's active, just to give a way to escape being locked at -75% recharge / move speed by poorly-rolled enemy groups (6x outcast chillers, for example). This would have the inspiration occupy a similar niche as yellow inspirations - great for handling debuffs while leveling, but largely obsolete on most end-game builds. Sample buff values: Small: 20% resist, 5% recharge speed Medium: 40% resist, 7.5% +rech. Large: 60% resist, 10% +rech. Huge: 80% resist, 15% +rech.
  10. Some immediate feedback would be nice, along the lines of "<key> is now bound with <binding>". Until that feedback is added though, you can get quite a bit of mileage out of /showbind <key>, which prints the command(s) bound to <key> (and is invaluable for troubleshooting, I use it a lot)
  11. Teleport doors would definitely be nice (as well as working, open-able doors...) I've a few other things on the base teleport wish-list, figure here's as good a place as any: Locked areas. I wall off under construction areas (so I can add secret areas), and use a teleport beacon to enter and test the room before I open it up. I'd love to be able to have certain beacons unavailable to low-ranking members or non-SG members (or even keyed to specific members), so that secrets aren't spoiled during construction, or so I could make private, individual housing in the base. The option to make telepads with a single destination automatically teleport you, instead of opening a menu. Some bases are used for RP, and having that menu pop-up kinda ruins the immersion for me at times. Similar to the above, have portals (like the CoT ones) with a single destination warp you there when you walk through them, just like they do in Oranbega. (Or even warp you randomly, if you've multiple attached beacons). Not everyone will want/need these (or even want different behaviors within the same base), so these would be great as options instead of straight changes to the base items. Not sure how feasible these are coding-wise, as it may not be straightforward to move mission-specific triggers for general base operation.
  12. This would actually be a very nice feature, but for a different reason. I'm friends with quite a few basebuilders on Excelsior, and I'm up to about 20 base macros stored on my trays (plus a few bound as hotkeys). A "little black book" of known bases would be quite nice, and would let us roll those macros into the Fast Travel menu (as if that wasn't nice enough, taking 6 teleport powers off our trays...)
  13. Could be a fun theme option for TA at the tailor, though I'm not sure it's worth making as a new set (or sets). I'd probably change a few (if not all) of those to grenades instead though... The trouble with making new sets is diversity, that is, any given set will feel, and play, different than other sets. With TA, Traps, and Devices already set up for ranged tech/natural heroes, it'll be fairly difficult to set up another tech-themed set. That said, a Malta/Knives-themed DP support set could be really fun to play with, though I suspect that'd be more suitable as a blaster secondary, theme-wise.
  14. I'd be in favor of just more sitting emotes in general. It's kind of annoying that if I'm sitting on a bench waiting for a contact, I have to stand up if I want to read a book (or eat, or drink...)
  15. Related to the glancing blows above, potential chance to crit was mentioned earlier in the thread. Perhaps if they were tied to -def, that is, if your raw chance to hit is above 100% without any tohit or acc bonuses (so, at least -25% def on most enemies), then you get a crit chance based on how far down their defenses are. For example (and a 1:1 def:crit scale), a Rad/Devices blaster has landed enough hits to get her enemy's def to -40%. She (or anyone else, for that matter) would have a 15% chance (75+40=115) to land a critical hit with any attack. Some offset for mezzes could be taken into account for this (like being held could count as -15% def, but only for crit chance calculation), though it would likely require a re-balancing of certain sets, like Earth Control. Such a system could make for some interesting slotting decisions - for the blaster above, would it be worth more for her to slot for raw damage, or splash -def for extra crit chance?
  16. I'd agree, most inspirations probably don't need a buff, @DreadShinobi. But Oranges are nearly underpowered to the point of being trash, except in very, very specific circumstances. Bringing them up to the standard of lucks would probably be 20/40/60/80 (Very larges overcap most builds, just like lucks do), plus some debuff resistance on top of it, since those values are still below luck's damage reduction values, and you're still eating all those debuffs since you're not avoiding attacks. Whether or not the resist values get buffed, an inspiration to resist debuffs would be very welcomed, if only to offset the stacks and stacks of -rech certain enemy groups can put on you (Frostfire's extra bad with this, him and his pet both have -60% recharge auras). Being able to pop an inspiration to escape being stuck at -120% recharge (capped at -75, not that it matters much at that point) would be very welcome, especially since not even Break Frees will let you escape that situation (since they only break Mezzes).
  17. Still not sold on it being a good idea to bump to-hit to 100. But that is a good mechanic for glancing blows, @Purrfekshawn. Something along the lines of 135% to-hit means there's a 35% chance for a glancing blow (partial damage, may or may not proc debuffs/mezzes) if the attack *does* miss. Such a system could also be an interesting counterpoint to enemies with overwhelming defense. As an example, say, if you're fighting the Nemesis army, and someone popped all the lieutenants early, Vengeance means everybody has a chance to hit in the teens. But if your to-hit bonus (not including their defense) is still high enough, you would still land glancing blows (probably a lot of them, since you have an 85+% miss chance with Vengeance stacked so high). It'd give a reason to keep attacking at such low odds, instead of disengaging and waiting out Vengeance.
  18. Sorry, should have clarified - that's not 8 pure misses in a row, that's miss, streakbreaker, miss, streakbreaker, miss, etc. So it *is* 8 rolled misses in a row, with 7 forced hits in-between. I don't think touching the to-hit floor is a good idea - if we change that, we also change defense's 90% damage reduction cap (since 45% defense makes 9/10 attacks that would have hit miss), and that's not a good idea without seriously reconsidering the def/res balance.
  19. Any chance of a balance pass on orange inspirations? I've yet to play a toon where I'd consider the orange inspirations to be even comparable to an equivalent purple inspiration, and I can't be the only one. Feels like most of the people I play with stockpile medium or better purples for hard fights, but immediately burn the oranges. It's not even hard to see why if you look at the numbers: Purple (def): 12.5%, 25%, 33%, 50% (soft cap at 45% normally, 59% in incarnate content) Orange (res): 10%, 15%, 20%, 30% (up to the AT-specific cap, usually 75%) Hybrid (def/res): 9.37/7.5, 18.75/11.25, 24.75/15, 33.75/22.5 These numbers aren't even close to equivalent, especially when you note that: 1) For raw damage reduction, each point of defense is roughly twice as powerful as a point of resistance and 2) Defense prevents lots of horrible side effects (like mezzes) and resistance offers no comparable benefit. While I'd guess there was some reason to make orange inspiration values lower, these values seem way too low for most builds to even consider keeping them in your tray. Any thoughts on why they're that low, or perhaps a good way to buff these inspirations (like adding Mez Resist to them or raising their value)?
  20. Very interesting ideas in this thread, always despised the 5% miss chance, especially since it highlights the RNG's notoriously streaky behavior. I quite often run 2-3 missions without missing more than once or twice, then can't hit the broad side of a barn in the next. 5% miss chance, fine, but I shouldn't be having consistent runs of 8+ misses in a row (I've defeated EBs with my only hits being Streakbreaker) While I definitely agree that the game would be quite dull at 100% chance to hit, doing something about the cap would be nice, and there are several fun ideas already here. I like @Number Six's idea of a slow, diminishing returns way to raise the cap. Perhaps tying it to the +acc set bonuses would give a reason to seek those set bonuses. Easy way to do this is your absolute miss chance is 5% divided by your global accuracy bonus (95% at x1.0, 96% at x1.25, 97.5% at x2.0, etc.). @Coyote mentioned crit chance, and @Rejolt mentioned glancing blows, both of which are good indicators of being exceptionally accurate. Perhaps those could be tied to -def and +to-hit, respectively. While I don't necessarily agree with @Vanden's motive here, I feel that changing this would address a different issue - once you start slotting sets, to-hit buffs and -defense debuffs start to become more or less meaningless. Even in those sets, those +acc bonuses start to feel like a dead bonus after you've accumulated 10-15% global acc worth. On a team of 50+1s, it's not unreasonable to expect everyone on the entire team to be capped at that 95% chance (unless an enemy has defenses), even before Tactics or any defense debuffing occurs. Kinda makes stuff like Radiation Blast, or Paralytic Interface's core feel rather... underwhelming. I'd be really nice to have some sort of tangible benefit to overtuning your accuracy, because (enemy defenses aside), there's no functional difference between having an (uncapped) 97% to-hit vs. an (again, uncapped) 300% to-hit (triple build-up, anyone?)
  21. I've a couple ideas for challenge modes that I'd love to see implemented (named after the various comic book eras, because why not?): Silver Age: Drops: Incarnate Shards/Threads are as they were on Live (Shards only outside of Incarnate areas, Threads only in Incarnate areas) Veteran Levels don't award components (just the badges) Common IO recipes can't be bought at workbenches TO/DO/SO drops/availability are as they are now (assuming the changes to early enhancements goes through) Content: "Exploits" like /enterbasefrompasscode, /ah, and the temp P2W buffs no longer function Only your alpha slot functions outside of Incarnate content Set bonuses have half effect Receive reduced (no?) xp while teamed with characters not running these challenges (to prevent being carried, could be a toggle-able option) Perks: Get a nice, shiny, silver playername (toggle-able, because, sadly, some people are elitist) Set bonuses function all the way down to 1 (like Purples do now) 2x inf. at 50 (since 50s are hit the hardest by this) Golden Age: As above, with the following additions/modifications: Drops: No incarnate drops (anywhere) Content: No non-cosmetic P2W powers function No incarnate powers work Fitness is no longer inherent IOs have no effect (use SOs or HamiOs) Reduced xp while teamed with Silver Age characters, and NO xp while teamed with non-challenge characters (again, could be an option) Null the Gull can no longer change your alignment Perks: A nice, shiny, Golden playername (again, toggle-able, for the same reason) Legacy (SG base) salvage drops (I miss the flavor those added to the mobs) 3(4?)x Inf. gain at 50 These are, of course, just rough outlines, and can stand to have values tweaked (or entire rules added/removed). The goal of these is to "legacy" a character, and make it feel as if you were playing an older version of the game. Silver Age is supposed to feel like you're playing after Incarnate content was introduced, but before the Praetorian War really heated up. Golden Age is supposed to feel like the game did before IOs were introduced (waaay back in Issue 9), but after CoV was released (so ED is still around). Also, a note on badges/veteran level rewards - While I'd love to see badges for these, there's no way any Badger (myself included) would be OK with that unless you could "opt-in" with an existing character. I'd say Null would enable these settings if you meet all prerequisites (like having no IOs equipped on a Golden Age worthy character). Doing so would cost you as many Threads and Empyrean merits as you got from your current Veteran Level. When you Opt-Out (and leave the challenge) by speaking to Null again, you will be granted as many Threads/Merits as you would have gained through leveling (as if you weren't on the challenge).
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