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Vanden

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Everything posted by Vanden

  1. Right now, Resurrection in Empathy is pretty much the "base" rez. Every other rez in the game could be succinctly described as "Resurrection and." Mutation is Resurrection and it also buffs the target. Conduit of Pain is Resurrection and it also buffs the caster. Power of the Phoenix is Resurrection and it's also a nuke. Etcetera. What I would love is for Resurrect to get its own bit of flavor. Since Empathy is supposedly the "healing" set (don't @ me), why not lean into that? Just make it way better at rezzing: 10-second recharge (down from 180), 10 endurance cost (down from 26), 80-foot range (up from 15). That's my pie-in-the-sky wish for the power.
  2. Would it be possible to change the Fast Snipe IO into a dual-aspect IO? Such as Recharge/Fast Snipe, or Endurance/Fast Snipe? That way you don't feel like by slotting it you're giving up a slot just for a QoL improvement. That would be great for the Sudden Acceleration Knockback-to-Knockdown IO as well.
  3. A month ago there was a 0% chance I could've told you that I bound ++up to the L key, to use in conjunction with autorun and Super Jump, but as soon as I got Super Jump on a character my fingers went right for that L key when I needed to jump a long way.
  4. That's just another penalty that unfairly punishes some sets more than others.
  5. The devs also said that the game is not balanced around inventions. I've seen these high-level Family, too; all these NPC ToHit buffs should be changed to Accuracy buffs.
  6. How about the amount of HP a Tanker with no set bonuses or accolades, with one even SO in Health, regenerates in 10 seconds, plus 40% (since -20 defense increases the damage you take roughly 40%)?
  7. 1. New town, new cottages. 2. The original developers stated their intent was to revisit some old powers with the new Absorb mechanic, particularly powers that logically would have been Absorb powers when first implemented had that been available. Their first target was Blaster secondaries for obvious reasons, but IIRC Force Fields and Ice sets were explicitly mentioned as likely. 3. This changes a power that accepts heal, range, recharge, and endredux enhancements into one that... also accepts heal, range, recharge, and endredux enhancements. The functionality, use-case, etc are all virtually identical; they just fit better with the current environment. I don't think this is a cottage situation. Well, fair enough. I still don't think the +MaxHP should be removed. Just reduce it to the point that with ~95% Heal enhancement it'll cap Blaster HP, so it doesn't go to waste.
  8. It's 120 second duration if the target doesn't get hit. It could last for 120 seconds, or it could last for 12 seconds it the target takes a big hit.
  9. But it also changes the power from a lasting buff to a "one-and-done" kind of deal that grants its benefits for a short time and expires quickly. A character that gets hurt with +MaxHP Frostworks applied can then be healed and still benefit from that application of Frostworks, but that's not true of +Absorb Frostworks. That would then require a reexamination of its recharge time and end costs. Most likely it would need to recharge faster, and now we're dealing with the issue of "is this now a power that is expected to be applied to an entire team/league, and should get the AoE treatment?"
  10. I feel like that would be a violation of the Cottage Rule.
  11. I'm pretty sure just removing it is out of the question, as much as I'd agree with you. Are there any strongly Def reliant sets that don't offer -Def Debuff resistance? I can't think of any off the top of my head. If not, I could get behind this idea. That or turning it into -def and -res. Or a self damage penalty. At least those options affect everyone the same. Removing the -Def sounds strong, but as someone pointed out earlier in the thread, Rage was under Castle's spotlight years ago. He knew that the Def crash was avoidable with perma-Rage, and that perma-Rage is easily possible even with only SOs, and he still left it as is. That says to me that he didn't see the -Def as a necessity for keeping the power balanced.
  12. I still think that either removing the -Def or making it resistible is the best option. Anything else would be an unnecessary change to the function of the power.
  13. Having an emergency button to cap your defences as a squishy AT is definitely useful, which is part of Afterburner's function. While true, I think the vast majority of players use it just to make flight a faster travel power and would very rarely turn it on while in combat, and would be willing to part ways with the defense component, but again that’s just my perception. Not even close, a LotG mule slot that's actually a useful power is too good to pass up.
  14. Says the guy with an Energy Melee avatar. It's not EM, it's Vanden's old suggestion for improving the appearance of SS! Again, irony. Telling someone "this thread is not for you" while showcasing Whirling Hands could be perceived as rather hypocritical. I'm sorry, am I supposed to change the avatar I've been using for 14 years of CoH when I'm posting in a thread about Super Strength?
  15. What is the purpose and perk of Super Strength if it has Build Up just like every other melee attack set? Because, maybe, it should be handled like any other melee attack set? Pretty sure any other set would love to have a perma build-up running, while they just sit with their 10 second one. It sounds to me like you're not a Super Strength player frustrated by the drawbacks of Rage, but a player of any set besides Super Strength that's jealous of the advantages of Rage. This thread is not for you.
  16. Well if that's true then there definitely should be a no redraw option.
  17. The redraw is annoying, but there is a silver lining: the Arachnos Soldiers never got the change to weapon powers that removed redraw as part of the power's activation time, which means that redrawing your weapon doesn't actually slow down your attack chain. If you have to redraw your weapon for a move, your next attack will go off sooner than if you didn't.
  18. I think straight up removing it would have to come with some other downside. The thing we want to avoid is it becoming a "just set it on auto and forget about it" power, as that runs counter to the intent of both the original design and Castle's redesign of it. Even removing the damage penalty (due to the mentioned smashing resist issues) isn't out of the question if we can come up with some kind of alternative mechanic. If the -Defense has to stay, it seems simplest to let it be resistable. I firmly disagree with this. I would point to the suggestions I made in my post on page 5 instead, and the reasoning behind why a defense downgrade at all would be completely unacceptable. There's many other options. I don't think making Rage only viable for defense-focused sets that can easily overcap is a good idea. It makes sense to me. The more reliant on Defense a set is, the more resistance to defense debuffs it has. It solves the issue of the defense crash being more punishing to some sets than others.
  19. Citadel follows the normal 1 hour = 20 merits formula for task forces. It's the Mothership raids that are still far ahead of the curve.
  20. And a theme for all the super strength attacks where that ghost body you see in some FX appears and performs the actual attacks, while your character strikes poses! And three new auras, one where floating "ゴ" characters appear around your character, one where floating "YES!" words appear, and one where floating "NO!" words appear.
  21. Except for the time they said power customization (colors) would be too hard to do ... I've been an app developer for longer than many of you have been alive and sometimes it's just that devs get locked into looking at things a certain way. Don't lose hope; some new kid might look at the code and go "Aha!" They never said it would be impossible, they only said that it would be a massive amount of work. That's a big difference from "we can't figure out how to get there from here." I'm open to being surprised, however. But if it was as simple as removing the brawl attack from the pets, I'm sure the old team would've done that.
  22. Continuing on this topic, the Awakened enemy group is lousy with ToHit buffs. This can't be left as-is, it's completely unbalanced. It basically says to defense-based sets that they don't matter and will be ignored.
  23. Could just not pick it, too But then why be Super Strength to begin with?
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