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Zeraphia

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Everything posted by Zeraphia

  1. Yeah... this is one of those small but large QOL improvements that I can see being very popular amongst the community. I wholeheartedly support your suggestion and I know of many people who could use it. +1
  2. Borderlines a bit on the SR side, but I must say, Nemesis himself would foil over at the appearance of such a set! 😄
  3. Hmm... I can understand the desire for adding difficulty for such a task force by this implementation, but I'm honestly lukewarm about this mainly because personally, I will never use it, and I can't see this being a mainstream thing that many people will use. Maybe the future can change? Maybe people will start forming TFs with this setting all the time and make it very worthwhile? But I highly doubt it honestly. This would probably be sadly one of the most under-utilized additions... THAT said! Not against it!
  4. I'm sorry, this probably isn't what you want to hear, but I'm really not feeling the need for an Invul buff. I can get behind the swaps for the taunt auras, that makes sense, but on both Tank/Brute you inherently possess taunt on *all* of your powers. Invul may not be the "flashy new kid on the block" but it's a tried and true classic, it works very well and I'm genuinely not seeing the need for this. I think there are other sets quite frankly (Battle Axe, Kinetic Melee, Energy Blast, Ice Control, etc.) that need buffing a lot more than Invulnerability does.
  5. One of the things I'd DESPERATELY like improved is the click-ability of certain doors. For example, the small doors in the Cimeroran boats can *EASILY* be clogged up by someone playing a "HUGE" type of character build and hogging up the front space of the door. It's quite irritating to be honest, and then we all have to wait due to a costume design. I think that doors like that should be able to have alternative clicking locations or allowed to be "clicked through" the player. Also, there are lots of helicopters that have click locations NOWHERE NEAR THE DAMN HELICOPTER DOOR LOL! That drives me nuts!
  6. I tend to sort my characters by "spaces" between the character types and what I use them for. I have 3 supergroup characters that are used as alts to get myself into my various supergroups (I have a lot of enhancements) especially to "gear" the newbies for play. Those alts are separated by a character create space and then it proceeds to my various fire blasters (I love fire blast) and then I add another space for some of my various interesting "alts." I try not to have any characters I flat out just do not use at all, so if I don't end up playing a character for a month, then it's probably getting deleted or exiled to a low-population server.
  7. Can't wait to open up this can of worms... but I think "stealth" powers on Tankers/Brutes are useless for those who are well-built/playing properly (only use you should need for it would be speed-running through maps). If they're being played well, they shouldn't need the stealth at all and it gets in the way of grouping enemies. I would much prefer if there was an option to turn OFF the stealth entirely whilst still keeping the worthwhile defenses. It's actually one of the reasons (besides the better procs and overall just better-ness in general) I choose Rad Armor hands down every single time over Dark. It's clunky to group things up, and it has a terrible stealth mechanic which isn't very useful for me in those playstyles.
  8. I think this would be a great suggestion! I have some characters that use Bio Armor and I think the "pom poms" look a bit awkward!
  9. I think at this point Energy Blast / Fire Blast kind of capture the majority of this idea with recoloring like others have said, at least for Blast sets. However, I think there's a serious discussion to be had about aspects of holy/light brands of powersets for support/control sets. I don't think any of the support sets truly encapsulate the idea of what we're talking about (thermal being a bit too niche to science, and empathy not be quite the same brand) along with no set that really "makes it work" (I guess Fire is "close" but still kind of distinctly fire and the animations don't quite fit).
  10. You've now officially stated why this powerset would be Psionic damage 2.0. All robots naturally don't have "beliefs" in the same way humanity does. Therefore, all robots will have 50-75% resistance to Holy damage. LOL!
  11. More of a rant here, but I just don't understand some of these people. Leader starts a Citadel TF, and it's at the regular difficulty, and without asking, they dial it all the way up to +4, making everyone except me uncomfortable, and the Task Force takes 2-3x longer than it should, and because no one else except me is really as fast/well-built on the team (by chance), I end up feeling like I have to carry the team which isn't a fun feeling on a PUG, just so the level 29 leader can gain some quick levels. I didn't expect speedrunning, but this is just frustrating to me, and this happens to occur quite a bit. I don't think a forum post will change that, but I'm just venting. Also, just because you have one player who is exceeding expectations for the group, doesn't mean the rest of the group is picking up the pace and you should bump the TF up without asking or consulting that player... Idk, it feels really disingenuous. I asked the leader to dial it back down, to which he said "no." This also was not advertised in the LFG that it would be +4/Kill most.
  12. Hello, the 1st cutscene that triggers the AVs to spawn did not trigger for my team and I after I walked past the tile. I did not teleport beyond the point. I had Super Speed and +Stealth IO on, so that may be affecting it. I know there was a "patch" for it, but that didn't seem to fix the issue.
  13. This is not a "slippery slope" situation where people want all of the other things you mentioned. I certainly do not want all of those things. This is on the forum topic of unlocking the number of power pools, not unlocking all set bonuses to an infinite number. You are not comparing the same topics. The powers are still limited by the number of powers you can take, and arguably it's not going to be that great of a benefit. This is far different than being able to endlessly get Winter-O's/unique Def/Res IO's and make yourself Statesman 2.0.
  14. This is my prospective as someone who has lead planned events, and lead many a PUG on probably at least once of every single TF/SF in the game. 1. When I go to do an event, I realize that to do that, I have to spend time recruiting people that I typically don't know. When I don't know these people, if I want to finish a TF/SF in a satisfactory time, I have to play certain character combinations because god knows some of these people are just woefully not with the program. They have builds that are focused far too much on control or something that quite frankly the group just does not need to accomplish the tasks. Yes, I'll get flack for saying that, but yes, I could you know, go without the sidekicked 49 Ice Controller immobilizing all the enemies in an ITF group from gathering up. It's quite frankly irritating to me what some people try to bring in to my Task Forces, being practically babysat like an AE farm for minutes on end. That may sound harsh, and that is a generalization, and I recognize I've also met absolutely fabulous players on my TFs/SFs that made my experience great! Then there are PUGs that I've formed (yesterday) on an Apex Task Force, that apparently had no idea or were extremely lazy, did not summon the lores like I asked them to, and were not avoiding the blue patches, were constantly dying, flying around, not paying attention to the AV, etc. that make me very reprehensive to forming another group (I normally finish a TinPex in under 14 minutes each, most the time sub 11/10 - this one took 20). 2. There's also the fact that recruiting/wasting time in itself is kind of "painful/boring" I can turn on a podcast/youtube while doing it, but that doesn't mean it's an invigorating experience, or that I'm enjoying the characters I play. 3. It's just less work overall, if someone is making a good TF I'd like to join, I am very pleased usually, it means I'm with people who at least know how to recruit a group usually, and are driven individuals, and thus I typically have a decent experience (not always the case, but happens to be so quite often). Do I expect perfection out of people or them to have amazing builds like Fire/Fire or Fire/Kin or Fire/Cold, etc.? No, I don't. However, what I do expect is that you do some form of damage or contribution to the group that's actually needed, and I don't have 4 or so people just being the equivalent of AE doorsitters the whole TF.
  15. I don't think this is necessarily a "new/unused" idea, but I think some characters with more shapeshifting abilities would be interesting. The HEATs are a little alien-niche, but I'm thinking more along the lines of the Druids, or "Mystiques" (in what way you'd go about accomplishing that I don't know) of the world... Primalist was apparently supposed to come to this, but that was unfortunately scrapped. I also think a biologically-based blast powerset wouldn't be too crazy. Think Poison Blast or Plant Blast, something like that, etc.
  16. This would heavily entice me to use more defense powers for LOTG, especially for speedrunning builds to squeak in extra recharge. In addition, there's some pools that have 1 or 2 powers out of them, that are intro and certainly not "game-breaking" that I could migrate to and plan fun builds around. It would allow me to take the Presence pool (underused) much more often, and I'd be able to dip into Invisibility for more LOTG's. I don't see where Power Pools are so grossly "OP" that they need to be restricted. Even opening them up to a max of 5 would be a substantial improvement for build diversities. At this point, I think the fears of "too many overpowered things" are unfounded. You still have your capped power selections, and enhancement slots, therefore you're negating some of the powerful primary/secondary abilities you'd take otherwise, that and we already kind of are at the highest degree of power-creep with judgements. Have to say, I like the idea a lot.
  17. I actually DO take the Presence pool on *occasion* for a niche purpose of taunting Lord Recluse in MLTF on my Fortunata. It's definitely not something most people would be interested in, but I find having him aggro'd to my widow is overall better than people who obviously cannot take him on attempting it. Could it be improved? Yes, definitely. Personally, I think that it could be auto-hit rather than a chance to miss, and the recharge could be faster or something to at least compensate for the fact that you can miss with it. I also think the duration (only 8 seconds) is rather short. On the whole, this set is hardly used, not because the utility isn't good, but because we're limited by 4 power pool selections. A large portion of my characters could benefit from the cap of 4 power pools being reduced went away.
  18. It does, but it's definitely not the same (LR hits "harder" and overall feels more powerful). That said, I think this suggestion is a bit frivolous... Sorry but gotta /jranger this.
  19. So I thought of what may be an interesting line to go down as far as powersets and animations are concerned: and that is the power of projection. It is a classic superhero power, and I think it's something that just isn't done. I got a lot of the inspiration from the animations in Dual Pistols: The blue pseudo-you in the background, but instead of it just being a reflection of how fast you're moving, how about it by itself is used as a blast or melee set... For instance, "Astral you" kicks Requiem in the face or launches some sort of primary assault or does some interesting damage to the enemies in the way of martial arts! I'm not really sure what avenue to go down with this, but I think this is a unique take for a fresh blasting set. Having a "you" in combat for you seems pretty cool/interesting. I suppose Illusion *sort of* has elements of it, but I don't think it's quite the same thing overall. So going deeper on it, maybe it would be a way to simultaneously incorporate martial arts or other generic fight powers (or maybe not) but turn it into a blast set, the new "projected you" could perform melee animations, but you would be in range, it's a really unique concept I have to admit, but it would still have all the functional blaster-esque powerset opportunities (the set would still be ranged, but a melee-based powerset).
  20. I'm going to just be real with you, this is too similar to Assault Rifle. Even putting that aside, the "gun fantasy" has kind of already been realized in the form of Assault Rifle, Beam Rifle, and Dual Pistols. Another gun set is probably not at the top of the radar at the moment. What you seem to be requesting is a new variation of Assault Rifle changes.
  21. I know I'm gonna get some serious criticism for this reply, but I do not like this idea. I think this was a fun concept at one point to explore, but honestly I'm more interested in other more unique powersets rather than set-adjacent such as these. That said, I do think this has interesting ideas, but overall lacks good ST melee "hard hitters."
  22. I personally don't have many issues with it, it's my teammates not being able to sustain themselves and causing the TF to be slowed as a result that I dislike.
  23. I find I run this Task Force quite a lot, and while I overall feel it has far more positives to offer, there are some major negatives IMO that I feel could be addressed: 1. I think the level shift bug (whoever enters the missions too fast gets like -5 levels... even if they have alpha slotted + shifted) should be addressed/patched. This has been going on since the creation of this Task Force. Now technically, you can always go out and come back in, yes, however I think it should still be addressed. If the bug ends up not being able to be fixed, that would be fine with me, I'd just like a word on it. 2. Honestly, the invisible massive damage toxic auras from the Hydra Tentacles are bad game design, designed to punish melee players for even existing in the game. At the time during CoH freedom's launch, melee ATs were overpowered, so I get it. However, that's just not the case anymore, I feel melee are average/possibly in the worst spot overall. I think discouraging them from using their powers otherwise they will get pummeled by extreme DoT toxic damage with on average longer power animations just isn't a lot of fun. I think that this should be removed as a concept, and the Hydra Tentacles should provide a greater challenge to all parties on a team, in the way of boosting their primary attacks to be quite meaty. 3. I wish the War Walkers landed close to team members especially on the "final invasion" part. I feel that if they can track your location with their Orbital Lance, they may as well be able to track where you and your team is and land with close proximity, and not have some War Walkers across the map where no one is causing the TF to take longer.
  24. I have to agree with this solution from a practical gameplay standpoint. I understand the arguments others are posing to ward off changes, but I can tell you playing this set, if something like this were implemented it would be very helpful for the set to feel more powerful. This is essentially changing the power to be a ranged variant of Burn, so I think lessening the overall damage due to it being ranged would be the way to go. I like the idea though. I understand the people who like things as is or feel things aren't powerful enough already, both are valid arguments, but I feel the argument that we're just in different times than some of these sets were created for and HC is doing a lot to make every set feel competent is another valid counterargument. Overall, I think this is the best solution I've seen on this thread.
  25. I think it's okay as is, I get SD from Soul Mastery on 30s on/70s cd which translates to only 40s of downtime. Overall though, for a power that acts as a decent AoE, and gives a long-lasting damage buff, in addition to the proc'able Dark Obliteration which I find really rounds out a Dominator which traditionally lacks immediate AoE damage, and this really works to strengthen that weakness. I choose this pool evenw ith the flaw on almost every Dominator build I make, no joke. As for the Defender/Corruptor counterpart, I kind of understand why it was done to balance them overall. From Darkness mastery, you have to choose either Oppressive Gloom (I don't really recommend this in most cases unless you can constantly self-heal), or Dark Consumption which has pitiful base damage, could be used for procs but is on such a long CD that it's going to be up about as often as a judgement if not less, and the only other ones you gain are an armor, which every set gets, and Soul Transfer (which to be frank, I don't think is a great benefit, but it's alright), in exchange for shorter Soul Drain. In comparison to Soul Mastery, you gain Soul Drain on a longer CD, Power Boost, proc'able Hold, and good 4-piece minion for 6.25% recharge and overall better slotting capabilities. Some people will choose #2 for Power Boost alone, but Soul Mastery has the better goodies.
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