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Vanden

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Everything posted by Vanden

  1. Remember folks, it's important to test the changes yourself. Testing in closed beta has shown this to have only a minor effect overall, with only a few exceptions.
  2. Poor Empathy has the reputation of being the power set of choice for bad players. But the bigger problem is that even if those players were good, Empathy itself doesn't bring a lot to the table. It's long been in need of an overhaul, which is something I've been thinking about a lot lately. One thing that's important to me when considering set overhauls is that they shouldn't drastically alter the feel of the set except in dire circumstances. With that in mind, here's my proposal for an Empathy overhaul: Healing Aura Now grants 8 endurance to all affected targets. This is something I've seen suggested before, and I like the idea. It would really help with low-level play. Healing is 50% stronger when used on pets and allied NPCs Activation time reduced to 1 second Heal Other Range increased to 100 feet Healing is 50% stronger on pets and allied NPCs Resurrect It's gone now Absorb Pain Hah, just kidding about Resurrect. It's been combined into Absorb Pain. Using Absorb Pain on a defeated player revives them with full Health and Endurance. Recharge is 60 seconds, and the range to rez a player is 60 feet. No self-damage or debuffs when used to rez a player. Absorb Pain's heal on living players reduced from scale 5 to scale 3.5. Now grants 20% absorb to the target for 20 seconds Recharge on Absorb Pain when used on a living player increased to 30 seconds, range increased to 100 feet -100% Healing effectiveness removed, making it possible to recover hit points by using Healing Aura, inspirations, or having another player heal you. Clear Mind Moved to tier 4 (from tier 5) Fortitude Moved to tier 5 (from tier 6) Regeneration Aura Now grants 25% defense debuff resistance "Grace period" function added; for 10 seconds after activation, any teammate that moves within 25 feet of the caster receives the Regeneration Aura buff. Only teammates are eligible for this buff; leaguemates on different teams cannot receive the buff. The initial cast of the power still has a 255 target limit and can affect any allied target within range. Recovery Aura Now grants 40% recharge and movement slow resistance Has the same grace period functionality as Regeneration Aura. New power: Valor A self-buff identical to Fortitude. Recharge time: 5 minutes Can be used when defeated to self-rez Placed at tier 6 in the power list
  3. In the mission "Steal the Stolen Items!", the Rogue alignment mission from the tip "Auction Notice", a level 20-30 tip for villains. Shock Treatment appears as an NPC ally guarded by enemies, but is marked as an enemy and can be targeted with enemy-targeting powers. If the Wyvern enemies guarding her are defeated, she changes to a proper ally, however.
  4. The epic pool blasts are all over the place, apparently because of inconsistently applying recharge penalties to the powers. They could really use a consistency pass.
  5. There's lots of attacks in CoH that do both damage and control at the same time, but the only way to enhance damage and control at once is to frankenslot, or use Hamidon (or related) enhancements. To fill this gap, this is a proposal for two complementary sets: Statesman's Knockout, a Universal Damage set, and Tyrant's Oppression, the (technically) first Universal Mez set, which can be slotted into any power that immobilizes, stuns, sleeps, confuses, terrorizes, or holds. Because of the intentional strength and versatility of these sets, every enhancement in both sets is Unique. Statesman's Knockout (Universal Damage, all enhancements Unique) Enhancements: Accuracy / Damage Accuracy / Damage / Mez Accuracy / Damage / Recharge Damage / Endurance Cost / Recharge Damage / Mez / Endurance Cost / Recharge Mez / Chance for Smashing Damage Set Bonuses: 2: Improves the Accuracy of all your powers by 5% (Small) 3: Grants you a 3% discount to all endurance costs (Large) 4: Improves the duration of your Sleep and Immobilize effects by 6%, Fear effects by 3.3%, and Confuse, Stun, and Hold effects by 3% (Huge) 5: Increases maximum health by 2.625% (Gargantuan) 6: Improves the recharge time of all your powers by 7.5% (Huge) Total values for six-slotting at 50: Accuracy: 68.9% Damage: 96.3% (Pre-ED: 108.65%) Mez: 66.25% Endurance: 39.75% Recharge: 60.95% Tyrant's Oppression (Universal Mez, all enhancements Unique) Enhancements: Accuracy / Mez Accuracy / Damage / Mez Accuracy / Mez / Recharge Mez / Endurance Cost / Recharge Damage / Mez / Endurance Cost / Recharge Damage / Chance for Energy Damage Set Bonuses: 2: Improves the Accuracy of all your powers by 5% (Small) 3: Grants you a 3% discount to all endurance costs (Large) 4: Increases your damage by 3% (Huge) 5: Increases maximum endurance by 3.15 (Gargantuan) 6: Improves the recharge time of all your powers by 7.5% (Huge) Total values for six-slotting at 50: Accuracy: 68.9% Damage: 66.25% Mez: 96.3% (Pre-ED: 108.65%) Endurance: 39.75% Recharge: 60.95% Random Thoughts I like the idea of these being attuned-only sets and only available from running certain content or through the merit vendor. The problem there is that I don't think there's really any content in the game where it'd make sense to have this as a reward. Making the only source for them the merit vendor might have interesting effects on the economy, though. (Naturally they could be bought and sold through the auction house). I'm not really sure what the best way to handle enhancement conversions with these sets. Because of their complementary nature, it'd make sense to be able to use converters to go from Statesman's Knockout to Tyrant's Oppression and vice-versa, but I don't really like the idea of being able to convert Statesman's Knockout to Overwhelming Force (the other Universal Damage set) and back. I think that might make the enhancements too easy to amass.
  6. I'm trying to add a new IO set to the database, but when I try to add the enhancements to fill out the set, I keep getting this error:
  7. Seems more likely that procs were always the idea and it just got communicated poorly.
  8. We actually already know what would happen: the forums will erupt into chaos as everyone complains about it even though it's technically a buff.
  9. Because giving a flat increase to the rewards for killing mobs in a way that disproportionately favors farming would hurt the in-game economy.
  10. That's just flat out increasing the rewards for defeating mobs, especially for AE farmers. Why would the devs want to do that?
  11. In my experience it's pretty freaking iffy that you'll get enough Vanguard Merits to afford a curse breaker before the arc where you have to fight Vanguard Sword, and even then you better hope you don't take more than 5 CoWs before the end, because that's all you're getting unless you run a mothership raid. Mask of Vitiation just dings your end bar, though, it doesn't reduce your max endurance like Curse of Weariness.
  12. Your fingers are lies, you have nothing
  13. Like the Rune of Warding, or even more generic than that? Because I'd really like a permanent version of the Rune of Warding.
  14. You can't even resist it with slow resistance. The slow effect is tagged as Unresistable. I don't care what you think about enemy debuffs, there's no way that shouldn't get changed.
  15. That's not even close to the gist of that post, but if you want to have that conversation it should happen in the linked thread.
  16. 90% sure this is because Umbral Torrent was repurposed from Torrent; on Defenders, it’s a low-damage power with high knockback meant for control. Blasters needed a little more AoE oomph when it was proliferated, so it was adjusted into more of a real attack. The smashing damage was removed to fit better thematically with the lowered knockback, but they must’ve missed the defense tag.
  17. I don't think there's anything you can "just" do with CoH's complicated animation system. They definitely have different animations for being used while flying.
  18. 'Cause there's no aerial animation for it.
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