
PancakeGnome
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Everything posted by PancakeGnome
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Advanced difficulty (general settings?)
PancakeGnome replied to PancakeGnome's topic in Suggestions & Feedback
I don't know why people on these forums are so hostile / against the idea of adding more features and end game content..... I think the game could use more end game content and progressions systems and challenge settings..... and the counter to that is "nah nah, we got everything we need already, there are some hard AE missions!". Kind of not the same... and everyone knows that... but it won't stop you from insisting that the AE mission and turning off my powers is "really what you want". lol -
Advanced difficulty (general settings?)
PancakeGnome replied to PancakeGnome's topic in Suggestions & Feedback
Would be awesome if this sort of thing gets added to the game as a TF or other "extreme challenge" thing with a badge or something. -
Advanced difficulty (general settings?)
PancakeGnome replied to PancakeGnome's topic in Suggestions & Feedback
Haha I just want a challenge in the game.... and actually be able to play with other people for rewards and stuff 😐 Using my abilities of a character I leveled up and outfitted with stuff 😐 I'm not sure why people are pretending this is a strange desire lol. -
Advanced difficulty (general settings?)
PancakeGnome replied to PancakeGnome's topic in Suggestions & Feedback
Eh, I like to stay within the game world. I hope one day they take the AE system and make it more though! There is a ton of potential for it. I think end game CoH needs more progression and stuff to work towards. Prismatics are a good start. Hopefully they also take that and go further with it than just random costumes. Devs need to sit down and really think "ok, what do we want the end game to be like?". I don't know that will see too much in the next 5 years, but advanced mode settings in a few task forces were a good first step. -
Advanced difficulty (general settings?)
PancakeGnome replied to PancakeGnome's topic in Suggestions & Feedback
Too bad AE missions are.... AE missions. It's the CoH equivalent of "it was all just a dream!!". I just can't get into them like I can running task forces and things "in the real CoH world" -
Advanced difficulty (general settings?)
PancakeGnome replied to PancakeGnome's topic in Suggestions & Feedback
That's like playing WoW or Everquest and then raiding and working on your character and getting elite armor and weapons.... then looking for a challenge to use your awesome stuff you worked so hard to get..... And people being like "just take off all your epic stuff, and don't use some of your elite powers". It defeats the entire purpose of getting a strong character. I want a challenge to test my cool toys on 😛 -
Advanced difficulty (general settings?)
PancakeGnome replied to PancakeGnome's topic in Suggestions & Feedback
Those aren't very much of a challenge. And I hate the idea of removing my own powers to have a challenge... it's like "ok, i guess I could tie one hand behind my back I guess". But I'd rather have a challenge that can match my characters full power and everything they can do. Yea, it looks like they are going through (especially the high end TFs) adding challenge settings. But if one or two task forces get it each update, then yea it will take.... 5 - 10 years for it to get to all the TFs. That's why doing an easier "just buff all the enemies more" would be a lot more doable fix we could actually see within a year. Or even just "give us +5, +6, and +7 settings with more rewards". It isn't a perfect fix (far from it), but it's kind of the best we can hope for. -
Focused Feedback: Role Diversity Bonus
PancakeGnome replied to The Curator's topic in [Open Beta] Focused Feedback
Prismatics are hard to get, so it's actually kind of a big reward (especially for those leveling up alts). I run a lot of task forces as leader, and it would make go from organizing with "sure play whatever you want, let's have fun" to "sorry we need a tank role to get the bonus". Which really sucks. I love that teams in CoH is just "let's have fun, play who you think is fun, we will figure it out". Turning it into this checkbox for a bonus..... is..... very against what city of heroes has always been. I don't know why there is an urge to try and "teach" new players that the game revolves around strict roles.... when it doesn't...... all because they are more used to the idea of strict roles and team make ups IN OTHER GAMES? -
Focused Feedback: Role Diversity Bonus
PancakeGnome replied to The Curator's topic in [Open Beta] Focused Feedback
Yea, this is a wayyyyy better solution. Asking people to team up with different ATs is a lot different than telling someone what role their character "should be". -
Focused Feedback: Role Diversity Bonus
PancakeGnome replied to The Curator's topic in [Open Beta] Focused Feedback
I really dislike this.... I tank on my defender for groups (very effectively). But the game arbitrarily trying to put my character back into a little box or I don't get a reward??? ((effectively punishing me for playing how I want?)) No thanks. Let people play what they want. Add extra rewards for additional challenge / difficulty , NOT randomly dictating how the players should approach challenges.... -
Advanced difficulty (general settings?)
PancakeGnome replied to PancakeGnome's topic in Suggestions & Feedback
Yea, doing unique abilities for each enemy group would be a lot. So instead why not just a blanket big stat boost? I know advanced difficulty already does this, but take it even further to make up for the lack of personal attention / unique stuff. ((Then later, slowly add in unique things. Set it so you can tweak the bonus for each group, so when / if advanced abilities are added to a group.... then you can lower their blanket stat boosts). Once the defense soft cap raises.... and the damage rises..... and the HPs of enemies is boosted.... then things become a lot more difficult. Heck, even just making it go +5 and +6 and +7 would go a long way to adding spice to the typical +4 missions. -
Discovering and playing task forces with advanced difficulty has really brought back a lot of excitement to the game for me. One of the biggest problems was getting to level 50..... and finishing a character build.... and then just being able to stomp all the content in the game from them on. But challenge stars are actually throwing a bit more interesting into the mix. I've love to see it rolled out to just general villain groups and all of the game in general. Just a full pass on all of the mobs in the game to give them some challenge star abilities and the same treatment as the task forces.... then with some extra rewards. MAYBE EVEN a 5 star? Where ALL of the enemies are elite bosses??? Or heck, even all AV setting too. And don't be afraid to throw in some crazy abilities and stuff that makes players really stretch out and start to explore / use their powers in more ways. Like what if missions with advanced rating had doors you had to kill with a spawn in front of them? no more easy stealth to the end of stuff. Basically, there seems to be a LOT of content that could be added to the game just by tweaking the existing content and expanding the challenge system.
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They should just switch it to money.... so we can have the Tony Stark and Batman billionairs. Money really is a super power, even in CoH.... being able to afford the finest of choppahs and work tables and stuff.
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How to make a Signature Power system
PancakeGnome replied to PancakeGnome's topic in Suggestions & Feedback
Not even close. The APPs are extremely strong, and are on very low cooldowns and just... very very very good. AND they give you 5 different powers outside of your normal archetype. Like my defender gets a T9 defense ult.... AND a 45% resist to lethal / smashing toggle.... AND a power boost (on a defender!! It softcaps my defense for 12 seconds AND makes me drain AVs in one hit and boosts damage by 80%)..... AND an extreme damage single target attack... all from a single APP. Signature powers would be a lot more limited with far higher cooldown. ((which is a shame, but kind of what needs to happen)). It's nothing compared to the power unlocked with APPs. Though one of the key parts of balancing signature powers was that their enhancement slots were capped by level and the entire thing was done through special signature enhancements. It made all of the effects gained through how you slotted it. So that would have to remain and not be able to be slotted too early (that, or make the proc effects scale with level, but I don't think the system currently allows for that). -
How to make a Signature Power system
PancakeGnome replied to PancakeGnome's topic in Suggestions & Feedback
Maybe make it a power pool option? Instead of a free power they start with, they can take a signature power pool ... where they get to choose 1 of the types of powers (ranged, melee, whatever). Which also locks out the other options. 1) That locks them out of additional power pools. One of the hardest things to choose between. I'm always finding myself compromising with power pools, so needing to give up that for a signature power would be difficult. 2) That doesn't give a free power. It just gives them the option to go down the road of a signature power. 3) The signature power could be used more frequently. It doesn't need to be so harshly capped in its capabilities (recharge time), since sacrificing a power pool is a HUGE trade off. It would still have a high recharge time, but instead of 5 minutes... maybe just 1 minute? -
How to make a Signature Power system
PancakeGnome replied to PancakeGnome's topic in Suggestions & Feedback
I wouldn't put it at the level of a T9. Like an archery blasters T9 rain of arrows with enhancement with aim is about 600 damage on a 30 second cooldown. The above example I'd do a 300 damage AE for blasters, on a 5 minute cooldown. So, 1/20th of the power? Which, yea I guess is a bit low actually. It wouldn't really effect much giving them a bit more oomf (i'm just being conservative in terms of balance). But since these abilities would start at level 1 (with a single slot, additional slots each 10 levels), they would be doing 100 damage AE at level 10 (double slotted for damage). Which sounds more about right. Making signature powers more useful / interesting / neat earlier on when you have less options, than trying to compete in usefulness at level 50 when everyone is rampaging anyway. I don't really think people need MORE T9 powers. It should just be a moderately useful power with limited capability. Like a 1 minute self clicky stealth power on a 5 minute timer. Neat, sometimes, -
How to make a Signature Power system
PancakeGnome replied to PancakeGnome's topic in Suggestions & Feedback
Oh yea, it would be cool to really make anything possible. But the best we could ever really hope for it just them unlocking animations on a semi-customizable power (using the existing enhancement system). All of the backend systems that support it are already in the game, so it's actually possible for the volunteer dev team to do with just one or two people on it (just need to sit down and decide how much to limit the enhancement slotting per archetype). And then to sit down and make the powers that have all the animations in it (tracking all the animations down for each power category would be a pain to do, maybe a day or two per power type?). AND THEN duplicate them each for each archetype and do the enhancement slot datasets. Yea, this is the tricky part. I would divide it up by archetype, and make different enhancements for each archetype. For example, a damage enhancement for a blaster would be 100 damage (usable in both ranged and melee). While area effect would be 50 damage. While a tanker might get 70 damage for melee, and 50 damage for ranged, and 35 damage for area. So at level 50, with 6 slots, if a blaster made a single target blast.... it would be a 600 damage blast. If they did an area attack it would be a 300 damage area attack. Both nice, but nothing breaking anything. While a tankers would be scaled down in terms of damage. Also note since the damage all comes from 100% procs in the power, that they are unaffected by build up (just how it works in the game). ............ Or let's say you get a self 60 second toggle (to put it in line with accolades). For a defender, maybe each slot in 5% resistance of defense. So at level 10 (when they get their 2nd slot), that means they can use their signature power for a whopping 10% resistance OR defense!! for a minute.... that's a small inspiration..... but hey, you always got it! and it might look cool!! ........... Or let's say you are a scrapper, and want a pet!!!!! Omg game is about to break now. Your pet summon lasts for 2 minutes.... and a damage slot does 20 damage. So at level 20, when you have 3 slots, your pet damage hits for 60. At level 50, your pet would hit for 120, that's as much as my weak defender voltaic sentinel (against level 20 mobs lol) And since the way summons work (i suspect) is it calls a mob with a move set already attached to it. Just 0 out all the effects and it would work, make the enhancements do the 100% proccing of effects. Though it isn't exactly elegant and might end up with cases where a pet tries to do a heal with no healing slots in the power (so it just tries to heal you for 0). So for the first wave, I'd leave that out and expand upon the system later if they ever find time in the next 10 years. ((there are a lot of things that could be added to the game, so it would be my guess it would never actually make it in, since it requires more work to handle)) ................. But anyhow, you get the idea. You can be veryyy conservative with it in a way that doesn't throw off balance. Just adds a cool unique power that players can customize and have fun with. -
How to make a Signature Power system
PancakeGnome replied to PancakeGnome's topic in Suggestions & Feedback
It would just use the existing animations in the game. Basically the same way you can click through different animations in some powers already, just throwing in a lot more animation options in there (combined with the color options), gives a huge range of possibilities in terms of looks. Kind of how costume pieces are just a huge list referencing assets in the game. In terms of balance, just make the signature powers rather weak. It should be more about the cool factor and character than about min / maxing a build. So a toggle buff.... that only lasts 15 seconds before a minute or two cooldown. Here are some powers in the game any archetype can get in a day ((these are already in the game, this isn't the level of power I'm proposing). +30% resistance +50% defense clicky buff. Unlimited charges, 25 minute cooldown. +100% recharge, +800% recovery, +accuracy, -10% defense. Lasts for 1 minute. 25 minute cooldown Moderate damage cold ranged attack. Extreme accuracy, immobilize, -speed, -recharge. 25 minute cooldown .... And it's really the same for any sort of power you want. You can get summons, you can get attacks, you can go buy a -800% regen dagger to use to take down AVs.... So adding a weak "signature power" system that gives a long cooldown with moderate effect power (but customizable and neat looking) to players just doesn't break anything. If it were a short cooldown power that you threw into rotations and permabuffed you, then I could see it being more of an issue. But a short moment of cool for players? That's very in-line with how CoH does things. -
I think it's time to do away with the red / blue. Just allow all characters to go to all zones. For the longest time I wouldn't convert my characters to a different alignment "because i was a hero!". But now most of the time I leave it as vigilante so i can actually access the full game. But today I was trying to put together a strike force (high level) and 30% of the people who sent me a message were confused on how to get to the strike force..... and some just refused to change from being a hero. One said "my other characters are vigilantes, so I don't want to switch this one too". How players THINK about their characters is important. So asking them to "give up being a hero" in order to play anything on red side is....well, you get less players who do it. But if you stop treating city of heroes and city of villains as different games then players will explore more.
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I'd love to see a system for "signature powers" added. So players could create 1 custom power that is truly unique to them. I envision this being given to players at creation. But only with a single enhancement slot available (and if you want to level restrict certain effects, also understandable). Then each 10 levels they unlock another enhancement slot....until they are level 50 character with a fully slotted signature power. And the way you make it work is just offering a "signature power" like any other power, but in alternate animations have a very long list applicable animation sets to pick from. ((Animation time would be standardized by type). Melee ST Ranged ST Friendly Ranged ST friendly Close range ST self click Centered on player buff Toggle Target AE Location AE Demi - Pet (stationary - Foot) Demi- Pet (stationary - Location) Pet Summon (mobile) Toggle Pet Summon ((and anything else I forgot)) Then take the IO system, and make special "signature power recipes" that can only fit in each type. And that's where you unlock all the functionality of the system (it's already in the game, you just have to walk through what you want to allow). That would let this give players a HECK OF A LOT of customization into their signature power. I know a lot of people will go "oh no that will break the game and there won't be balance". But I think the ship has sailed in terms of "oh no PVE is too easy" a long time ago. Let people have fun and be a super hero. If they want to be a superhero god they can already do that in a range of ways and go farm +4 +8 missions all day solo if they want..... It just isn't an excuse anymore to not giving players the options.
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Originally the gun turret for blasters devices was stationary. But very early on they discovered that long recast time abilities rooted in place weren't really how the game is played .... So they updated the auto turret to move around with the blaster like a pet. I think they just need to do this with some abilities. Make the tree and beacon just move around with the player. Problem solved and it becomes a weaker healing aura pet that can be killed.
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You gotta give some sort of reward. Or else people won't engage with it. Low hanging fruit that doesn't really effect much in the larger world is a good place to start. Stuff that's just "oh yea that's cool", but that doesn't have a huge impact on anything in reality. Like, getting free insps.... it's neat, but anyone can afford 50 inf without it even being noticeable already. Or a drop of uncommon / common salvage after farming up a while with points? Again, it's neat, but doesn't break anything. Later on add more substantial stuff, but at least this starts getting more neat things into bases to work towards.
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The mission architect system was always a great first step towards infinite original content in the game. But the original developers were too scared of allowing it to have an effect on the larger game (I mean, the entire thing is contained in the idea that it's virtual reality training.... in a super hero game...lol). Now the AE system is just used for farms mostly. Infinite influence and EXP, easy missions, designed for fire tanks to mow down. So I'd like to propose some changes to get the system actually being used more widely ((and just changing the original contact won't do that)). While also getting SG bases used more!! A win/win for two awesome CoH features!!! 1) Create a base AE terming that only contains missions made by those in that SG through the Base AE system. 2) Add a base progression currency for architects. If someone runs your mission you should get points to spend on base-unique items ((more on that)). The amount of points you get depends on the difficulty and the the length (so no point in making it super easy). 3) Remove influence gained from running these missions (leave the normal AE system alone, but just make it so this doesn't turn into an inf farm too). Instead give merits based on the number of missions and the type of win condition and map used (a small map with just a "click to complete" win condition should give very low merits, for example). 4) Allow base owners to additionally "fund" the missions and give them bounty payouts. Basically you can set the mission to be run for free, or purchase a premium slot that gives whoever runs it the amount you purchased it for. This allows base owners to stock up a mission terminal for other players to come work for them. 4a) Can use base progression currency to fund missions, these would have a conversion rate into influence once a player runs the mission. Balance this with a base owner running their own missions in terms of balance. ..... And that's it! Suddenly bases become player run mission hubs for unique story missions AND the people running the bases are able to throw money into the rewards and advertise as they try to get some unique base items to enhance what their base can do!! It wouldn't require too much additional work, and just uses a lot of the same systems already in place. From there you could expand upon it in later updates. ................................... Ideas for base items 1) Salvage Fabricators - Pick various types of common or uncommon salvage fabricators! They will create 1 salvage an hour of the specific salvage you picked! ((Uncommon more expensive, obviously)). Not game breaking, but allows a base to fabricate the type of salvage they might want for their empowerment stations! 2) Doctor NPC - Free inspirations!!!! Unlike a nurse which charges for them. A doctor will fix you up with a prescription for medium inspirations at no cost! Socialized inspirations! 3) R&D Lab - Use to create a range of temporary powers!!! Throw in some fun temp powers in here made with salvage. 4) Mission Teleporter!!!! - Use to go straight to your active mission door! Wow, what service! ((Make it small so we can put it in planes or other things in our super base)) 5) Enhancement Factory - No more needing to memorize pesky common IO recipes. Enhancement factory can remember them for you after using it to create X number of an enhancement! 6) Training Simulator - Step right in and begin training, after 30 seconds you get a chunk of EXP!!! ((has a cooldown)) 7) Medi-kits - Grants a single use revive other power!! ((Sure you can buy an inspiration, but this is more fun, have people grab one and they go "ooo aaa, so fancy base!")) 8.) Crisis Management Center - Shows a list of currently spawned giant monsters in the world or other world events!! 9) Team Summons - A terminal to prompt your entire team to your superbase!!!! Never easier to get everyone on the same page quickly! ((this is useful for anyone else who launches TFs from bases, or just to help people get around easier outside of TT and ATT))
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COH officially coming back? New Content?
PancakeGnome replied to Sepherion's topic in General Discussion
No no, PVP is superrr broken, and it isn't really what the normal game is about. Instead, I mean PVE content.... basically villains and heroes living out the "mastermind" or "super commander" role by creating missions they send other villains and heroes on. AND the very high end should be the "PVPVE" content, which is PVP using the PVE content!!! Where architects are trying to WIN with their mission. Where you go into it knowing "ok, whoever designed this wants us dead.....we need to be careful". Giving a more unique PVE experience at the high end, where you are moving forward actually afraid of what is going to happen, because you know they aren't holding back. It could be balanced by limiting the number of "big moves" an architect could make. And if the architect is able to defeat the heroes, then they get some sort of bonus as they work towards their ultimate mastermind goal. And it could be a set number of "objective arcs". Basically, it is a system that rewards not just the people doing the missions....but also the person who designs them. Make creating missions be part of the game and part of a character. Make sitting in a base scheming and planning and putting it all together actually the gameplay of that hero / villain. Mission Progression: Phase 1 - The Heist/Defense: The villain architect designs a mission where their NPC character attempts to steal something (e.g., technology, information) from a lab. Heroes are tasked to stop this heist. If they fail, the villain progresses; if they succeed, the villain must regroup. Phase 2 - Escalation or Regrouping: If the villain succeeds in Phase 1, the next mission involves using the stolen item for a larger plan (e.g., building a weapon, hacking a network). If the villain fails, they must design a mission to regroup, like stealing resources or freeing captured allies. Phase 3 - Showdown or Desperation: Success in Phase 2 leads to a grand plan (e.g., activating a doomsday device, launching a large-scale attack). This is the climax for the villain. Failure leads to a desperate last stand or an attempt to salvage what's left of their plan. Phase 4 - Resolution: Depending on previous outcomes, this could be a final battle, a peace negotiation, or cleaning up the aftermath. So it isn't just "one mission and it's over". Its a set of higher stakes end game content. Then just have some rewards that make it interesting to the end game....and things will be fun for everyone. -
Welcome Home! - An Open Letter from Homecoming
PancakeGnome replied to Widower's topic in Announcements
It doesn't look like that to me. Instead it looks like they are taking robot claws and maybe other VEAT powerpools and turning them into their own power sets for the other classes?