Jump to content

OmegaOne

Members
  • Posts

    68
  • Joined

  • Last visited

Everything posted by OmegaOne

  1. Hah thought it was typo - I get it now! Then yes the set definitely needs some of that.
  2. I agree - sorry for the confusion I wasn't talking about Cold Domination I was talking about Ice Armor for Tanks (another DEF-heavy set that I think needs a bit of help late game). You are correct that CD has a nice array of buffs and debuffs along with the +DEF and +RES. I'm not sold on DR for FF - I kinda look at that as bumping up against Sonic Resonance's schtick. I think +Absorb on one of more of the powers would fit the theme of the powerset better and it's something that not very many powers in the game do (plenty of +Def and Res).
  3. My main in both live and in Homecoming is a FF Defender, and from my own observations I think it's because at those higher levels you start running into a lot of -DEF debuffs and enemy +ACC (looking at Nemesis, Rularru and DE in particular, but it's present in other groups as well). If there is ever a buff to +DEF sets like Force Field and Ice Armor, some +Absorb would probably go a long way to make these sets more useful at high levels.
  4. It IS accessible form Portal Corp - has been since it's inception. The TUNNEL network was a late addition to the game - not too long before shutdown.
  5. Do you mean the PB's Combat Flight using the flying and not the hover animation? Huh - I thought that was fixed. I think that's been a thing since before the game was shut down, but I might be misremembering.
  6. According to the Wiki, while the warriors concentrate on martial skill and strengthening oneself naturally, they DO use magic to further this: They seem to be kinda like low-teir Physical Adepts from Shadowrun - using magic to supplement their natural skill and ability. I also wouldn't be surprised if the leaders used magical weapons and armor - there are examples of this as well in the game (Stephanie Peebles Wedding Band, Gloves of Hephaestus, Fists of Vulcan, etc.). This wouldn't invalidate their natural origin as they still primarily rely on their natural combat skills. The reason they don't use them readily could be because they are aware that many artifacts come with a price (like the trinket they may or may not have given the Hellions). In any case - it's a problem with many of the mid-tier mobs like the Warriors, Family, and Tsoo - there is not much content in the game featuring them or their lore and those levels seem to fly by so fast - they're easy to miss.
  7. ATs, Enhancements and Powersets still matter, but the Incarnate Powers CAN help mitigate some of their weaknesses or "patch in the holes" to one degree or another.
  8. On Controllers I usually take them - I mean extra control and a bit of extra damage, especially when I solo. I haven't played many Dominators, but I suppose it depends on the build - what controls they want to shoot for and how many damage powers they take in the secondary.
  9. I tend to agree with many others in saying that some of the older TFs (Synapse, Citadel, Dr. Q to name a couple) could be "tightened up" a bit - less defeat-alls, reduce the zone-hopping a bit, less repeating the exact same mission 2 or 3 times in a row, etc. This would make for a few good "quick fixes". Any additional content - cutscenes, custom maps, etc. would be gravy.
  10. I've made extensive use of Force of WIll on my Mind/Kin controller, and I've seen lots of people use Sorcery. If the devs ever get around to implementing Utility Belt and especially Gadgets, I have a couple of characters in mind that are itching to use them as well! ;^p just sayin'
  11. While I'm not opposed to greater challenges (i.e. "Hard Mode"), I think that should come after Homecoming has worked on the "balance" issues between ATs and sets, so there is a stable enough foundation to build from. Also maybe not until after Homecomings decides if it will do anything with the unimplemented incarnate slots. For the time being I'd much rather see more content for the rest of the game. A couple of ideas come to mind: Give some of the older hazard zones like Perez, Boomtown, Crey's Folly, Eden, Sewers/Abandoned Sewers etc. a reason for people to go there - maybe story arc chains that explore the history or groups in the zone (like we see with the Hollows, revamped Faultline, Striga, Croatoa, etc). This doesn't necessarily mean a Faultline-style remaster, but just some content. Kalisti Wharf could use some content obviously (though the original plans for that place was probably for higher level content if I recall correctly - so that could probably wait till the storyline is ready to advance). A story arc(s) detailing the interaction between a few mid-level enemy groups like the Warriors and the Family - I think they are criminally underrepresented (pun intended) considering they are the groups controlling the magic item black market and supradine trafficking in the city respectively. They both also have close ties to other villain groups (Hellions and Outcasts, Skulls and Trolls) to achieve their aims, as well as powerful rivals (they often run afoul of the Circle and the Tsoo, as well as the PPD, Longbow, Legacy Chain, etc.). Thinking along the lines of the Shauna Stockwell and Eagle Eye arcs and how they focused on the Skulls. The lore of the City is often hidden away, letting players experience more of it could add more depth to the game.
  12. I'd like to see more Judgement options to fit more character types. Maybe an orbital strike or missile barrage for more tech-oriented characters. I wouldn't be opposed to seeing the Incarnate system finished off if there was more content added to service it. I think the next T4 Genesis was outlined by a GM after the game shut down in one of the Loregasms (placed AoE buff/debuff areas IIRC). If people have any good ideas for the rest (Mind, Vitae and Omega) I'd be open to them - though the number of "active" powers is starting to get ridiculous - wouldn't mind of one or more of them were passive/auto like the Alpha and Interface slots. As for further Incarnate content - while a huge full league slobberknocker would be cool (vs Batallion maybe - sometime down the road? With multiple objectives for the huge team to accomplish so they would have to split up), I think some single-team 8-man Incarnate TFs/Trials would be good as well. I mean with the ability to craft multiple powers for the same slot (especially Destiny) and switch Incarnate powers in and out as needed, even an 8-man team could be prepared for any eventuality. Especially if the last 4 slots are finished off.
  13. Not sure if it's qualified as an emergency, but Force Field could use a little boost in the lategame. There is a recent thread about Force Fields in General so I'll just short-form my opinion on that set - I think some amount of Absorption in the various buff bubbles could help shore it up. Maybe some +Absorb in Deflection and Insulation, and some +Absorb over time in Dispersion Bubble? Detention Field seems to be very unpopular as well - making it a toggle or timed toggle (like Hybrid Incarnates) could help there. Maybe doing something about Repulsion Field and Force Bubble - they are both "keep away" powers that kind of step on each other's toes a bit. As well, reducing the radius of Force Bubble to around that of Dispersion Bubble could make it easier to use. Just spitballing some ideas. Similarly, Ice Armor feels like it should be a little beefier at higher levels. At least I feel like with all the DE emanators, Nemesis Vengeance, Rularuu auto-hit and some Incarnate stuff it feels a little on the weak side. Maybe a little Absorbtion or +HP could help with that set as well? Or perhaps a beefier version of the scaling +RES that Super Reflexes gets? Hmm.
  14. Yeah FF is a weird mix of +DEF, area denial and even a little damage. +DEF is still very useful in the low to mid level game, but is less useful at high levels (especially when you start running into lots of DE emanators, Nemesis Vengeance, Rularuu auto-hit powers and Incarnate stuff) so I'd slightly reduce the "Area Denial" aspect of the power while leveraging the Absorption mechanic that was added later in the game's life (the +Absorb would be very useful at all level ranges). Repulsion Field and Force Bubble basically do the same thing in slightly different ways - they are both at their core a "keep away" mechanism - so remove one, and in it's place add an AoE click bubble like Deflection/Insulation Shield that adds an amount of Absorption to the recipients. Alternatively (or in addition) you could add a little +Absorb to Deflection/Insulation Shield, a little +Absorb over time to Dispersion Bubble, etc., while adding something a little distinctive and useful to the "keep away" powers. Another issue with FF is Detention Field - as the power exists it's more often a stumbling block for teams rather than a benefit. Either making it a normal high-mag hold or even just changing it to a toggle rather than a click (or a "timed toggle" like Hybrid Incarnate Powers) would be a vast improvement and it would likely see more use. Oh - and offering an alternate animation to Repulsion Bomb would be great too - not a fan of the "beach ball throw." It's cast time is a little on the long side as well, so shortening it could help. It's damage is alright for being a power in a support set, and is has an AoE Disorient chance, which is nice. What about adding some disorient to Force Bolt to allow casters to target LT's/Bosses and stack a some MAGs?
  15. If I recall correctly it was exactly this. The eruption of Mot in the cemetery changed what was going on in DA, at least on a supernatural level.
  16. I agree - I'd much prefer the "character@global" system that Cryptic moved to with their subsequent games. I played CO, STO and NW and never had any issue with bumping into players with the same character name (or ship name in the case of STO). I'd probably find it funny in fact. It's probably not impossible to do - but then it would just be a matter of how difficult and time-consuming it would be to navigate that spaghetti. Kind of like the power FX changes (and other features implemented during live) - it was "impossible" until the devs decided they could spare the time and manpower it would take to re-work the powers system.
  17. Was going to post this but I see it has already been mentioned. 👍
  18. I'd LOVE to see them implement a non-unique name system like Champions has. That said - I'm not sure how possible it is with the CoH code. It might be possible with SEGS where they are building things from the ground up, and the various successors, as far as I am aware, are going with non-unique character names as well.
×
×
  • Create New...