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About Me

  1. Now that page 5 has passed and corrected what for me was a priority, namely sentinel/mastermind, and brought its share of interesting ideas on sets like fire/axes, I would like to discuss with you on a line that has been close to my heart for a long time, namely staff fighting. I'll mainly talk about the tank/brute/scrap line, as i'm not a stalker player, but stalker set got really interesting idea to improve the line. General comment Staff fighting is, according to my interpretation, a relatively defensive line: no build up, rather weak ST attacks, a lot of AOE, mitigation with KD/KU a system of combos allowing to buff the player or debuff the enemy. The line is now mainly played by tanks who take advantage of the enlarged aura of attacks to do damage over a large area and taunt on the way, and stalkers, who have their own version, more focused around ST damages. The set is currently poorly represented by its damage below several lines, and the frigidity of its gameplay. However, some improvements are possible in my opinion. Redraw The forced redraw is the main problem of the line currently. Just like the soldiers of arachnos, this makes the line horribly fixed around its attacks without being able to count on other pools and in particular the epic ones. Unfortunately this contributes greatly to the lack of damage in the set and makes the gameplay quite poor if you don't want to lose a second between each switch. Currently, speaking of Epics, only physical perfection or darknest night seem to be "correct" choices in view of a fluid game without delay in the attack cycle On the armor set, it forces player to favor lines without clicky powers or a few (Stone/Invul/WP/Dark/SR), always with the aim of losing a minimum of time. In the end the gameplay remains quite frigid at present. Would be a good thing to obtain a "no redraw" version of animations, considering the few animations related to this set in the game (hi Dream doctor) Staff Mastery Staff mastery is the line's own combo system, which you can choose to skip or not on Tank/brute/scrap version, and allows you to choose a bonus whose nature will vary according to the finisher of the combo. Form of the body: - res enemy, +damage +res for the player Form of the soul: - enemy def, +stamina reduction +regen/recovery for player Form of the mind: movement penalty for the enemy, recharge reduction and accuracy bonus for the player It also bring some extra damages at the end of the combo. In theory, this system makes it possible to adapt to each situation according to the context, bonuses and needs of the team. In practice, of the few players I know playing the set, 99% use the form that gives damage and lowers enemy resistance. I personally used form of the soul during my leveling but after that most players are looking for extra damage to compensate for the lack of base damage in the set My suggestion: take inspiration from the stalker set and make the power inherent by adapting the bonuses to the AT that uses it. tanks and brutes could have a more defensive version with a slight absorb bonus. stalkers/scrappers might get extra %crit. Build-up : If Staff mastery become inherent, adding Build Up instead for tank/brute/scrap seems a good option to increase damage set. Overall damages: The line lacks damage, especially on its single-target attacks. a slight dps boost would make the line more popular. We could enjoy the new mechanics implemented on the Axe set like the attraction. For example, serpent's reach is assumed to be the long range attack in the set. why not add a component to attract the enemy towards you? somewhat in the style of Scorpion in Mortal Kombat "get over here!" I think these few adjustments could go a long way towards improving the set and its popularity. Far beyond breakdancing on commande I will be delighted to discuss with you the vision you have of the set and how you can improve it. Also having stalker returns, knowing that I don't play the AT.
  2. Hello, everyone! I wanted to start by saying that this list is not a complete accounting of all the suggestions in this forum, this is an effort on my part to curate some suggestions given to me in other forms and formats, and to promote neat ideas that players (and even staff!) have come up with that are a bit within my purview as a rep for the Roleplay community. If you have roleplay suggestions that you think might not warrant an entire forum post, you might drop them here, or if you think it’d be something you’d like me to take a peek at, too! I’ll be checking in occasionally and adding things to the list as we go, so keep an eye on this thread if you want to see what’s been added! I’ll add personal notes of my thoughts on the suggestions, underneath each. Please note that anything shown or not shown here does not mean it will or will not be considered – these are merely ones I am observing myself! The list so far! Trigger invasion events for player-run events This is an interesting concept – this would largely be just activating an otherwise ‘random’ or timed event at a time when a roleplay event is being run by a group to coincide with whatever storyline they have going at the time! Pull league groups into an AE map This one surprised me! I hadn’t considered the implications here, but right now you have issues getting league-size people into an AE map, and largely the suggestion revolved around group RPs that have large numbers of players using a large map, like the Ruined Atlas map for group combat RP and the like. Narrate for AE arc RPs This one can technically be accomplished by the story leads at the time using team chat/local chat with something like [Positron]: Blah, but it’s a neat concept if they want to see the actual NPCs chat a bit. New invasions/redo old invasions This one somewhat applies outside of the RP community too, and ties into the suggestion above – people liked some of the old invasions or want to see ones triggered more often for specific things. Events and the like that were hosted on live but haven’t shown back up since. I like it! Larger descriptions The current description limit of 1023 characters is quite a bit limiting, so seeing it expanded to allow for larger descriptions with more detail would be just a generally nice quality-of-life change that would let people be more creative and descriptive with their character’s bio! Bio editor bug fixing There are some issues with the bio editor at the moment, a bug-fix sweep would be quite welcome. GM line drop/appearance at player events This one would be fun! This would be, for example, a story event being run by players where a hero/villain might show up and say a few lines, sass some people, or generally appear for the sake of the story to enhance it. It could be a lot of fun! Weekly-change/etc callouts and chatter by quest giver NPCs This one surprised me as well – I genuinely hadn’t thought of this! As our weekly targets change, a GM could call out as that character in LFG and other methods to seek help from willing heroes/villains, as well as chat with players as they collect the mission from the quest giver! They could congratulate successful teams, offer advice, and generally breathe some life into the existing story arcs by providing input from their spot. Add a Bouncer role to SGs to boot people out of a base With public SG bases come people who are going to try to cause trouble. With that in mind, giving SGs the ability to boot people out who are causing problems would be nice, as the only other option right now is to completely kick out everyone, rather than selectively. This would be a good quality-of-life enhancement for everyone, not just roleplayers! Add an option for variable chat range When you start roleplaying in places like Pocket D or in big SG bases, it can quickly become very hard to keep track of who you're talking to because of how wide the /local range is. Perhaps an option to reduce local range? Or another /whatever option to speak/emote in shorter range like whisper? Dicerolling! Because why not? /rollxdx would be nice.
  3. The time is now! After fully re-attuning myself to the mastermind experience after all these years, and seeing countless complaints and suggestions from fellow players as to how to advance the experience, here is the total compilation of mastermind needs. That's right, needs. Because despite the zeal of the titular concept above, at least one player finds one of these to be of utmost import. However, there are some higher priority suggetions, at least from my perspective, and so I will be color coding the urgency of certain submissions as follows: Ultimate Priority -1 High Priority -2 Moderate Priority -3 Highly Reccomended -4 Topic-for-Thought -5 Community Inspired -6 UPDATE: Now includes popular suggestions from within and outside of the thread (with credit given) in green. The Wishlist is a catalogue with additional links detailing full potential reworks of Mastermind Primaries. Visit this thread to find the full extent of the primary changes: This thread will be categorized by Cosmetic, Specific Primary Sets, Specific Secondary Sets, Enhancement Sets, and Miscellanious. Priority is not divided by category; there can be a Ultimate Priority QoL suggestion and a T-f-T enhancement one. Each suggestion will exist to address one or more shortcomings within the category, which will be discussed at the end. While there will be some inadvertant aversions of topic in this thread, I won't be repeating many suggestions from my last threads. Suggestions are not inherently mutually inclusive; some of these would be great together but others are similar enough to clash or are alternate options, and thus stand on their own. Now that all is in order, let us begin. Miscellanious Increase all pets to share casters experience level, from level 1 onwards. Swarm pets (Posse, Living Hellfire, Nanites?) will maintain the -1 level differential. Add the aura buffs from ATOs to Supremacy, rising in effectiveness from level 15-50 until it is at the same strength as they are now (credit to Everfreefire, et al. for this one) Remove aura buffs from Expedient Reinforcement & Sovereign Right; proliferate to the t4 and t9 pet upgrades with a new enhancement set category "Upgrade Integral Pets" or "Equippable Pets" which will include a proc for pet debuff res. Arachnos' Order: Defense/10% Recovery Resistance or concept of that nature. Equippable Aura Def and Res buffs would be enhanceable, but lowered by 0.5% and 4% respectively. (Now High Priority) EX: Equip Thug gives +8 def base. Upgrade Equipment gives +16 res base. Adding the Upgrade Integral Pets Proc would increase these to 9.85 and 18.54 without boosters. T9 Pet Upgrades offer set-themed buffs Mercs get range or acc (not to-hit) increase Thugs get range or rech increase Zombies get speed increase etc Significantly reduce mastermind attack powers endurance costs across the board (Credit @plainguy ) Add an "Attack my Present Target" option to list of mastermind commands (Credit @MsSmart) This could be implemented as a toggle. Add a 'Come to me' option to list of mastermind commands (Via Monos and Galaxy MM Changes) Add a "Follow my/this target" option to list of mastermind commands. This would essentially be 'Attack my Target' but without the aggression. Zombies Improve Wraith AI to use Necroplasmic Grasp when not damaged (rarely does) Make Wraith share level of caster Remove Grave Knight Toxic res, add smash or lethal or both (they are knights) Grant Lich Containment Grant Lich Self Soul Extraction (thematic, maintains Lich's support role) Give lich proper zombie resistances (aside from psionic res) Give Grave Knights Slice remove Dark Blast @ajlee209 Enable Critical Modifier in PvP (Various) Allow Soul Extraction to be usable on enemies corresponding to their rank the type of Ghost (with AVs and GMs spawning either Wraith or multiple Wraiths) (Various) Increase cone radius for Zombie vomit (Various) Zombies are an effective set, but certain thematic upgrades are in order to prevent the lack of damage resulting from the boss pet being a controller from causing it to fall behind other sets strengths. Obviously not all sets will hit as hard as others, or even hard at all, but Lich has been known to feel lacking as a pet when not coupled with a res or def support secondary. These will offset that and give further control potential so its greatest strength compares to the trumps of others. Mercenaries Convert Serum into an augmented Adrenalin Boost + Fortitude Remove End Crash, Add high -def and moderate -res 800% regeneration, recovery 25% dmg, to hit 25% def Remaining Adrenalin Boost/ Fortitude stats Stealths Spec Ops Last 1 minute, recharges in 7 Weaken Serum's stats, remove crash, turn into an AoE (Credit Rosewire) Spec Ops adds random moderate stackable debuff when stealthed (debuff crits) Stealthed SCAR Snipe has chance to secondary effect debuff Medic loses Frag Grenade, Granted Triage Commando loses buckshot Granted Willie Pete Round Commando LRM Rifle recharge reduced to 1 minute 30 sec, damage buffed, AI uses in combat often Give LRM Rifle a fire patch (Credit @shadowrex ) LRM Rifle tagged as "snipe" for enhancement category Replace Serum with Super Serum (or retain the name) a unique transformation that acts as a 3rd Upgrade. 30% Resistance 1 minutes 30% Def for 1 minutes 50% Dmg for 1 minutes 15% To Hit for 1 minutes Replaces all Brawls with Smash | High Dmg Melee | Chance for Knockdown Grants Willie Pete Round to Soldiers, Spec-Ops Grants Dull Pain to Soldiers, Spec-Ops, Commando, Medic. Grants Shrapnel Bomb to Soldiers | Moderate Ranged AoE | Fire, Lethal, Smashing Dmg | Chance to Hold Grants Long Range Explosive to Spec-Ops | 3 Long Ranged Trip Mines | 15s Recharge | Creates a patch that spawns Trip Mines Grants Buckshot Burst to Commando | High Dmg Cone | 3 Ticks of Lethal Dmg | Chance for Knockdown Grants Footstomp to Commando Grants Empty Arsenal to Commando | Superior Dmg Nuke | Cold, Toxic, Fire, Lethal Dmg | 30s Recharge Commandos LRM Rifle is obscenely underwhelming, being 4 minutes in recharge, long cast, and weak. And Serum is easily the worst mastermind power available, with buffs easily providing the benefits it has without the existing debuff that undermines these very buffs. Being smash/lethal damage, soldiers do nearly no damage at all, and should be given additional means to circumvent this great weakness through heals, debuff, and at least one pet that is actually damage impressive. Demons Ember Demon AI Prioritize Group Healing In Combat Ember Demon needs to prioritize group healing in combat Ember Demon should use Abyssal Reconstruction more often Ember Demon Abyssal Reconstruction upgrade max target from 8 to 30 Hellfire Gargoyle Hellfire Smash should add -res like its other moves Let Hell on Earth accept to-hit IOs Please fix ember demon heal Demons are my mastermind main, so I'm really ardent on this one: Ember Demon needs to use its heal more often! Demons are a great set, with no shortcomings in its intended affinities, and so I would simply ask that the support pet do what it's meant to do. Ember Demon almost never uses Abyssal Reconstruction in combat, which is troublesome considering it's low damage being supplemented by its role as healer. More importantly, the extremely small target cap means the use of Hell On Earth immediately prevents either the caster or main pets from being healed due to the surplus of additional targets. Thugs Functionally Perfect Gaussian's Proc in enforcers (see enhancement section) Robots Nanites upgrade Replace nanite heal with nanite support pets summoned similarly to Hell on Earth Spawns nanite colony around selected pet, increasing recovery and max health of selected pet Nanites offer group pet percent heal over time which increases with each nanite spawned (10) Nanites last for 1.5 minutes Recharge 6 minutes *Credit to @Rosewire @AgentForest* Create a toggle that summons two little floating drones, zapping nearby bots with healing rays Rays heal via priority health to pets, heal user when pets are full Robots are functionally perfect, and simply had a worthless power that was in dire need of upgrade. The new power can act as an IO holster for the aura procs, and mitigate need for aid other in those that role non-heal supports (though they may still want it as nanites will recharge slow and can be killed). Ninjas Give all ninjas increased defense from inherent Resistance Add moderate lethal and minor smash res to all ninjas inherent Resistance Add minor defense resistance to all ninjas inherent Resistance Re-evaluate Smoke Bombs endurance cost and recharge appropriately *Credit @Unknown Magi Offer Jounin Explosive Shuriken with increased recharge @kelika2 Personal attacks changed from bow abilities to Minor, moderate, and AoE Shuriken throws Add a moderate but short lasting, low radius Defense buff AoE to Smokebomb Ninjas, despite their theme, have the lowest unbuffed defense of the pets that offer it, paling in comparison to bots force field and thugs leadership. While it is appropriate that it not be as high as the formers' buff-granted defenses, they should at the very least approach it; while having unique strengths of their own and resistances worthy of the combat practiced elite that they are. Beast Mastery Functionally Perfect Ensure all debuffs have appropriate IOs slottable Give t1 and t2 pets a longer reched, high damage attack *Credit @Kinvesu* Increase likelihood Beasts use their group buffs in combat (or simply allow them to if they cannot) Ensure all bites and claw swipes offer DoT or a chance for DoT (some do not) This last point brings us to the enhancement category which is of vast importance. Masterminds have been struggling to find IO compatibility for what feels like eons, desperately dispensing pets with little end-game enhancement backing. While masterminds, like any class, will be fine once maximized through incarnates and the lot, the reward and efficiency from enhancements is both limiting and necessary to the extent that upgrading the class can feel like litte more than a catalog of constraints. Not surprisingly, I've seen many become disinterested in the archetype as a result. Here are some suggestions (and a few definite must fixs) to help brighten up that dismay. Return player proc to Soulbound Allegiance Debuffers such as cold and therm with the knowledge have found GREAT utility in the ability to have a minor build up through the faculties of their own build, with no outside source. The Boost Up from Soulbound is definitely nothing new or unique, but was a surefire assurance that your next Heat Exhaustion or Benumb or Weaken was going to hit your elusive opponent. This was true of both PvP as well as PvE instances. Return pet proc to Gaussian's when placed into a pet with +to hit These last two were changes recently added to the beta server, and they really need to be reverted as quickly as possible. Mastermind IO advantage was hyper low before, and this change removes a cherished, long recognized benefit to powers that thug users have benefitted from for ages. Enforcers gaining the boost up proc was considered integral and removing it without warning or request was truly silly. This one NEEDs to come back. Ensure pets can be slotted with all appropriate IOs Bruiser slottable for hold enhancement sets Dire Wolf slottable for slow Commando slottable for snipe, knockback etc. Some of these not working might be glitches, but the fact that they haven't been permitted for ages has hurt IO viability for masterminds. Including the corresponding enhancement categories for all pets will improve the issue at hand greatly. Install the "Upgrade Integral Pets" enhancement category w/ proposals Arachnos' Order | Rare Defense enhancement set with Defense/10% Recovery Resistance proc (on user) Roar of the Devoured | Rare Resistance enhancement set Resistance/10% Mez Resistance (on user) Possession of Oranbega | Uncommon Defense enhancement set Tactical Command | Uncommon Resistance enhancement set These would be enhancements that are unique to pet affecting buffs, notably all of the the henchmen Equip and Upgrades, current Serum, Hell on Earth, Smokebomb, Fortify Pack, and current Repair. Proposed with slotting into the Equip and Upgrades in mind, however. That concludes the priorities that I have found through my own experience, and through community concern. Tell me (and the devs!) what you think! Popular responses will be added above. And lets make sure to keep this on topic, so these well needed changes find their way to the live servers in record time. I'm particularly interested in the IO change discussion, so if necessary that can be another thread.
  4. Hello! I was told I should post suggestions here? So, as we generally know, Munitions Mastery's animations are kinda buggered, especially if your character is already using other weapons (such as Dual Pistols). This is a difficult problem to fix, as it's an issue stemming from how the game handles animating objects entirely. So, how about a simple fix that would make everyone happy? Add pre-existing animations as alternate animations. For instance, [Sleep Grenade] could have an alternate animation where the grenade is fired from the arm, and/or an animation where the grenade is fired from a generic grenade launcher. I don't entirely know what adding an alternate animation entails, but perhaps it's easier if no new animation is actually necessary? And it'd make a huge difference in making Munitions Mastery useable. I for one am eagerly awaiting some kind of fix for Munition Mastery's animations!
  5. You use them. They use them. Most any player in the know uses it. But new players who need it most are left out, have no idea how to install it, or that it exists. Please consider making Vidiot maps standard with the game install. They are clean, informative, and well done. I would normally argue counterpoint at this point in a suggestion post, but I really am not seeing a con to this to argue against.
  6. Wish there was a fire and ice arm for both sides, as well as crystal for both sides, it only makes sense given that there is also a existing variant for all robot/cyborg types for the arms.
  7. Yo. I think I heard that Sentinels are going to be getting a revisiting, up to and including their Inherent. I'm all about it. I was just thinking about what to do with Sentinels, and figured I'd share my thoughts, if only to have the discussion. Or...another discussion. I know this has been talked about plenty already. But maybe, if my take is any good, the players - or even the devs - will give it some consideration? I think the question comes down to: "What is a Sentinel"? I'd be interested to hear some discussion on that if nothing else. From where I'm standing I see Sentinels as skin to Scrappers, in that they're kind of tough, do decent damage (Scrappers do pretty damn good damage, I know), and are relatively simple for beginners. No quirks or built in tactics - just shoot the bad guys. So to me their inherent should support this idea. Beyond that, I think an AT's inherent should match that AT's inspiration. Vis a vis, each AT seems to have one or more archetypal character. Tankers have Superman. Br00ts have the Hulk. Scrappers have Wolverine. Blasters have Starfire. And so many more. But most of us can think of one or two characters when looking at each AT. So who do we think of when we look at the Sentinel? They're tough, but ranged almost exclusively. The character that comes to mind personally is Iron Man. Now naturally you could make a version of Iron Man with any ranged AT, given that his suit can have all kinds of unique abilities. But fundamentally, he's one of the toughest members of the Avengers, albeit not the toughest. He's a heavy hitter at range with all kinds of unique weapons, but really isn't the biggest gun on the Avengers either. But he is kind of a swiss army knife too, in that he has tricks for many situations. The current Inherent kind of supports this idea, but I think it falls a little short of the other Inherents in the game. It just doesn't seem to make as much of a difference to my gameplay loop on Sentinels. Whether I use Opportunity or not doesn't seem to make as big a difference, especially when compared to...Domination, Gauntlet, or Rage. On those respective ATs, those inherents are not just fun or unique - they're essential to how the AT plays and factor into almost every reasonable build for that AT. What if the Sentinel's Inherent really was built for any situation, akin to Iron Man? What if it supported a beginner-friendly playstyle, while still having some dynamism involved? What if it made Sentinels an absolute asset to any team, rather than a "Sure I guess"? So here's my idea for a Sentinel Inherent. I call it Adaptation. It has two components, again similar to the current Opportunity. First, I recommend that this be a clickie, similar to Dominators' Domination. Tying it to powers in the Primary tree means you have to grab both the T1 and T2 to get the full experience. This excludes all kinds of builds from taking full advantage of Opportunity. That's no bueno if you ask me. Every Brute can enjoy the benefits of Rage. Every Scraper gets to crit. But not every Sentinel gets to enjoy it's full Inherent. This is how it works: with each attack, your Sentinel would build their Adaptation meter, similar to the Opportunity or Rage meters. The idea is that as they fight an enemy more and more, they get wise to their tactics, their defenses, etc. Once you build your meter, you can hit the clickie! If you hit it while targeting an enemy, that enemy receives a hefty debuff to the damage type of the Sentinel's Primary powerset. So after fighting enough, a Dual Pistols Sent could weaken a boss's Lethal resistance, for example! And we can keep the Sentinel's reticle marker from Opportunity, why not? What's that? Do I hear DP and AR Sents weeping with relief? Or am I just crazy? 😛 However, if you select a teammate and activate Adaptation, you give your entire team a passive buff against your Primary set's damage type. This could represent a learning curve: working with a Sent long enough gives a team insight into a certain danger to watch for, or it could be seen as a literal upgrade bestowed by the Sentinel to get their team through the madness. I think that's very in line with Iron Man, and a nice option to have in many situations. With no target selected? Activating Adaptation gives you the resistance bonus towards your own Primary damage type. Generally, you'd only use this option when facing enemies who use the same damage type as you. To me that makes sense, because a Green Lantern would be quite wise to another Green Lantern's abilities, for instance. So with a single Inherent and a single clicky, Sentinels have three options for any engagement, once they've built their meter. There's your dynamism baby. I think this could be a lot of fun, because it gives you options for both solo and team play. Plus, they can stack, so a team with a couple Sents (or ALL Sents) could really link together some interesting buff/debuff combinations! A team of Psychic Sentinels, for instance, could seriously heap on some impressive damage by combining debuffs to Psi Resist, or vice versa be very hardy during a mission against Psychic foes. Or some combination thereof. Weird example: Did any of you play Diablo 2 back in the day? Remember the Paladin class? It's main deal were the use of Auras, passive effects you could switch between as needed. Some healed you, some reflected damage to enemies, some weakened your foes, dealt magical damage every few seconds, etc. In Diablo 2 multiplayer, as I understand it, Paladins are meant to be a boon to any team. A Paladin giving an entire group Fire Resistance could be pivotal during a given boss fight, for instance. But also, a full team of only Paladins could really stack and combine Auras to make themselves formidable in their own right. You could overlap magic resistances, healing auras, or simply buff the team's damage. All of the Paladins could pick the same aura to stack, or they could mix and match for unique combos. This is what I can see for Sentinels. An AT that's simple to play and get into with an Inherent that helps no matter what you do with it, but has a lot of room for creative use. I'm sure there should be a limit to how much these effects can stack. I also have no idea what the numbers should be for the buff/debuff effects. I leave that to the more number savvy players and perhaps the devs to hash out. But what do y'all think? Is Adaptation better than Opportunity? About the same? Is it worse? LOL
  8. ‘City of’ Idea For Special Origin Enhancements Ver. 2.3 Or Increase the usefulness and longevity of Special Origin Enhancements (Hamidon Origin, (Crystal) Titan Origin, Hydra Origin and D-Sync Origin) Challenge: Right now, Special Origin Enhancements seem to have a limited use and have been this way ever since the Invention system and sets were introduced. Currently these enhancements are received through Hamidon Raids, the Lord Recluse Strike Force and the Ms. Liberty Task Force. Lessor versions can also be earned from the Eden and Abandoned Sewer Trials. But what if these enhancements had an additional use? What if, the more you had of each type of special origin enhancement, the more you could do a particular thing, in addition to what they do now? Goal – The Goal of this idea, is to increase the use and feasibility of Special Origin Enhancements. I propose that to do this, a new mechanic be created to give each special origin a unique global ability. Doing this will make the enhancements more desirable as rewards to be kept, and to use alongside or in place of IO sets and procs to increase build diversity. Solution - I propose a two pronged solution. First, to give each of the Special Enhancement Origins groups a specific Origin ability or Proc. My suggested ideas of these are listed Below. Second, and due to the above idea, give players to the ability choose which type of special origin enhancement they rank up to level 53 at the outcome of combining like enhancements. Hamidon Origin: Having been exposed to the power of the Hamidon, you now gain the ability to output some of that power as your own. (Specifics – Each slotted enhancement will provide a 1.25% chance to proc for minor Special/Untyped damage on all your attacks. Note: A cap of 20% is the suggested max for this ability, or about 16 enhancements in a build.) (Crystal) Titan Origin: Having fought the Crystal Titan, you’ve learned to deal with the special energy attacks favored by the Devouring Earth’s largest threats. (Specifics – Each slotted enhancement will add 1.25% damage resistance vs. Special/Untyped Damage. Note: A cap of 20% is the suggested max for this ability, or about 16 enhancements in a build.) Hydra Origin: : Using Hydra cells to augment your abilities has resulted in a strange mutation that makes you harder to put down. (Specifics – Each slotted enhancement will give a 1.25% chance for the character to ‘Fight on’ and prevent knockout when they otherwise would have been defeated, keeping them at 1 HP. Note: A cap of 20% is the suggested max chance for this ability, or about 16 enhancements in a build. This ability would give the chance for the character to continue on instead of being defeated, by keeping them at 1HP for a # of seconds (tbd). Similar to1 the Original Moment of Glory. I suggest at least a 120 second cool down.) D-Sync Origin: Utilizing the D-Sync System, to sync with alternate-dimensional versions of yourself, you can now call one of your ‘Ripple’ selves to aid you for a short time. (Specifics – Whenever you use an attack power, you will have a 1.25% chance per D-Sync enhancement for a ‘Ripple’ clone to appear and charge the selected target. They persist for X seconds (tbd). Note: A Cap of 20% is the suggested max for this ability, or about 16 enhancements in a build. The clone would have minimal HP and a minimal taunt or attack. Not unlike a one man, Phantom Army. Recommend a 120 second cool down.) Challenges – While understanding that this may not be the easiest of feats, due to current code and functionality restraints. It would be interesting to see how feasible it is to do this. Previous discussions with @Faultline on the subject revealed that, right now, straight enhancements cannot have Set Bonuses and anything with Set Bonuses can’t be slotted more than once. There is a good chance that a new Global Origin ability would most likely have to be created separately from either of these options and this means both some development and testing time. In Closing - Ultimately, I believe this will benefit the player base as it gives more options for their characters and builds. This also has the potential to future proof enhancements to some extent, as new Special Origin types could be added in the future (such as the D-Sync Origin will be) with new abilities. It would be nice to see these Special Origin Enhancements get back to being top tier rewards again as they were before. However, for now, merits and incarnate rewards seem to be more desirable and hold those slots. Of course, it’s possible that with the upcoming Aeon Strike Force (ASF), where Villains will gain another avenue to receive these types of enhancements (D-Sync Origin), along with new combinations of enhancement boosts, that Special Origin Enhancements will rise in popularity again. In the end, I hope all those who look upon this idea will be receive it with due consideration. After all, we love this game and only want to see it thrive. For now and always. Good luck and good hunting! -Vagabond With many thanks to GM Impervium, Faultline, Iron Joe, baneypantz, Take One, Albion and Amur for their help and input.
  9. I am loving the new base item additions of street trash and broken furniture. I would appreciate even more versions of items that are broken, damaged, dirty, moldy, etc. for use in "ruined" supergroup bases. For example, I wish I could place the moldy couches and wall details found in flooded office instances. It also feels like many of the ruins pieces available (such as building rubble) are too large. Some smaller variants and additional rubble/rock piles would be fantastic!
  10. I think there should be a melee equivalency to blasters. Instead of a ranged combat set you would choose a melee combat set and your secondary powers would be utilitarian, like blasters, and have two to three ranged attacks included. For instance I like playing ninjas and the only thing that gets close from my point of view are blasters. Lots of versatility. The drawback is that it is oriented to ranged as apposed to melee. Thoughts?
  11. Looking at all the PBAoE attacks in the Dominator Assault sets, they all seem to be 15ft Radius... ...Except for Atom Smasher in Radiation Assault, which has a much smaller radius at 7ft. Was this an oversight in translating the Radiation Melee version (7ft radius, as most all the other PBAoE in melee sets), or intentional? It does do a little more damage (raw) than the other PBAoE attacks, but also has an animation that's a little on the long side, balancing that out to some degree. (Also how about raising Dominator damage cap to 500%, alongside Blasters, Scrappers and Stalkers?) Edit: Atom Smasher has a 10ft radius on Dominators, which is still not 15ft like the main PBAoE attack in the other Assault sets.
  12. I've been trying to do all of the 45-50 Redside contacts as a bit of a change. So many little, fun, challenging arcs vs Longbow/PPD/Heroes. (NOTE: For full transparency, I just want something on my PB to acknowledge I beat the snot out of this guy) Abyss gives you a mission to take out the Vindicators (which is no mean feat in itself) but also Sunstorm. I dont think he's fightable in any other place, no? Could we get a badge for smackin' the smuggest PB in town in the face? Name suggestions: Extinguishing Radiance Void Hunting Alien Territory Khelle Surprise Alien Nation
  13. So I would like to have feedback on this idea. I certainly could be overlooking something and if so let me know. Most people I have spoken to seem to agree that Defender > Corruptor overall. Again this may not be true entirely, but it feels like the general consensus in my experience. *(I know my one experience is not the be all end all of experience) Anyways, Corruptors seem to have a role problem. Where exactly do they fit? Defenders are better at support and can match them and in a lot of cases surpass them in damage output. This isn't saying Corruptors are useless, not at all. It is simply that it seems they serve a very niche role. Keep in mind this is coming from a person who has played both Corruptors and Defenders EXTENSIVELY since the beginning of Corruptors. So, I had this idea based purely on the name of the AT: Corruptor. Corruptor says to me, really strong de-buffs, aka corrupting a target or targets. I am not saying they should have stronger de-buffs than a Defender. But, I would suggest that (for de-buffs only) they should be equal. This gives a clearer edge to Corruptors in damage output as well as gives them a better place among team play, and also helps distinguish them further from Controllers and Masterminds in terms of their support abilities. To be clear, their buffs would remain the same as they are now (which is weaker than a Defender) but their de-buffs would be brought to the same level as a Defender. Again, I could be missing something and this could throw things out of whack. If that is the case please point that out. Otherwise, I think this could be a good change that would be just enough of a nudge to give Corruptors more of a clearly defined role. Also it is possible that this suggestion isn't even possible. I would like to know. Or maybe this suggestion just isn't the right fit? If so, what other things do you think could be done to more clearly define the Corruptor and give the AT just a little bit of love? Does it need any adjustments at all? Look forward to hearing some constructive feedback! 🙂
  14. I've been sitting around these past few weeks, trying to think of ways to reinvigorate the costume creator. There are the obvious solutions of just introducing more pieces, which would be great, obviously. However, there may be a better, overall solution entirely: let us double up on costume pieces in particular slots. Stay with me now... What I mean by this, is that if we're allowed to equip multiple items to a single slot, we can multiply how many combinations of costume pieces there are. This may sound ridiculous on the surface, but with shoulders alone, there are several items that aren't necessarily shoulder items. Imagine being able to have a spiked collar AND shoulder pads. Additionally, even items that do occupy the same area could benefit: suddenly you could pair the Imperial Defense gloves with the Spiked gloves to give a unique, more aggressive look. Not everything will work, obviously, as several items have parts that have the same geometry, which means their obnoxiously overlapping textures will give off that clipping-based flicker. Still, on the whole, it would result in more horn/have combinations, back piece options, gloves, boots, so on and so forth. I'm sure I'm overlooking something and someone has quite likely already had this idea, but I couldn't find it after 45 minutes of searching so... Here ya' go 😅 Prepares for onslaught of reasons why this is dumb...
  15. So I've made threads about this in the past and each time I've learned something about making these suggestions for fixing Mercs work. I consulted users over the Discord and was advised to keep suggestions as simple and direct to the cause as possible, so that's what I'm going to do now. I have also consulted Mastermind players, also on the Discord, who share my concern with Mercs' poor performance since the day City of Villains launched with the Mastermind archetype. I'm going to keep things as simple as I can think of. I'm going to list each henchman, a list of proposed changes to its powers like patchnotes would be presented, and my reasoning for enacting the changes I propose to each henchman. I will then summarize my proposed changes, why they're beneficial, and why there should be minimal objection. All numbers provided will be at base level 1. Soldiers: Burst: Increase damage to 9.9 (3 ticks of 3.3), fix activation time to 1.0 like Assault Rifle -> Burst is for players. Resulting damage per cast cycle will be 1.98, or very slightly behind Thugs' Pistols Heavy Burst: Increase damage to 18 (6 ticks of 3), which will bring damage per cast cycle up to 1.69 or just slightly higher than Thugs' Dual Wield Auto Fire: Fix activation time to 4s like Assault Rifle -> Full Auto for players and widen the cone angle to 20 degrees. That will slightly increase damage per cast cycle to 0.9, or slightly above Thugs' Dual Wield, and allow it to hit far more targets than the current 5 degree cone angle does. Why?: This will bring Soldiers' damage output much closer to Thugs as a reference point, who are pretty close to other T1s in terms of damage while Soldiers' were far behind. So this just brings the T1 up to par with the rest. Medic: Replace Frag Grenade with another support power handed out in a manner similar to Stimulant: choose either an absorb shield, max health, or a regeneration buff enhanceable with healing. This power should have a duration of 90s and a cooldown of 4s. Stimulant should also have a cooldown of 4s and a duration of 90s. Also consider replacing Heavy Burst with another healing enhanced power as suggested above. Why?: Medic having Frag Grenade is detrimental to its function and survivability, and the henchman could stand to have a stronger presence in improving Mercs' survivability as, indeed, is its function. This should make slotting for healing more worthwhile as well. Spec Ops: Burst & Heavy Burst: Enact the same damage and activation time changes that were done for Soldiers. Snipe: Reduce cooldown to 6s and change activation time to 2.67s similar to Assault Rifle -> Sniper Rifle for players. This will increase damage per cast cycle to 2.01 from its current 0.88. Web Grenade: Add 15 Toxic damage (5 ticks of 3 Toxic over 8.2s) and shorten the recharge to 8s. This means a damage per cast cycle of 1.52. Flashbang Grenade: Cut recharge down to 45s, increase -To Hit and other debuff durations to 30s. Increase -To Hit debuff to -7.5%. Tear Gas Grenade. Cut recharge down to 45s, change -Damage to -7.5% To Hit, and increase debuff duration to 30s. Why?: Strongly enhanceable -To Hit which, along with their hard control, applied much more consistently will help provide survivability. Debuffs for half a minute, crowd control for 6s, should make Spec Ops a decent debuffing henchman that provides much of Mercs' survivability by reducing the enemy's chance to hit for a decent window of time. They also lack severely compared to some other Tier 2 pets' damage, and that would be addressed with the changes to their attacks and web grenade. Commando: Burst: Same thing done for Soldiers here. Full Auto: Fix animation and activation time 4s like Assault Rifle -> Full Auto for players, and reduce recharge to 30s. This changes the damage per cast cycle from 0.39 to 0.76. LRM Rocket: Simply reduce the recharge to 30s. This increases the damage per cast cycle to 0.67 from 0.09 (lol). Why?: This should help the Commando's AoE damage to be decent. Serum: Cut down the recharge to like 90s or something and remove the crash. Why?: Well sure it's like putting a tier 9 super armor on your pet, but the problem here is that it only protects a portion of your damage output from getting snuffed out, whereas for other players it protects all their damage and that makes it a lot more meaningful. Here, it's just a waste as you make one pet harder to kill but then neuter its offense by taking away all its endurance for 20s, a painfully long time, only a minute later. I wouldn't use this power even if it were given to me for free as it is. So why do all this? Why should no one object? I see Mercenaries was built to be a sort of utility set with decent damage like Necro was made to be, but it just doesn't perform this function with the source of its utility being on terribly long cooldowns that stops them from being present for a great majority of the time. They also suffer very low damage not just from their type being resisted, but because their damage output is just plain low. Increasing their damage values to approach other henchmen is the logical thing to do here, and fixing their activation times like has been done for players' AR is also needed to help them go through their abilities so they can have their effects out faster. They have almost no other defense outside of their Spec Ops' CC and debuffs. Imagine Bots without shields, or Thugs without Enforcers (and damage), or Necro without the Lich. That's what Mercs is like right now. Here is data produced by Galaxy Brain testing all Mastermind pets, and only pets, on SO enhancements. Mercs are dead last in single target. It also needs to be noted that Bots in the Single Target category, though only appearing ahead of Mercs by 10 DPS, is likely further ahead than this graph shows, so Mercs are relatively further behind than that.
  16. The Fighting Pool has a mechanic where picking powers in the pool enhances other powers. However, as spammable pool power melee attacks, many of the effects advertised on these attacks are lackluster apart from the small increase in damage. This is a quick brainstorm of one way the set could be improved, and potentially encourage players to use more of these powers as part of their attack rotation. Do note that the ideas in this post include an additional mechanic where the powers check whether or not certain statuses are applied. While I am aware Stunned is a flag that can be checked, I am currently unsure if Knockdown/Knockback can be detected in a similar way due to how it works, so this mechanic may need to be revised. Brawl Increase the Regeneration and Recovery penalties to -25%. (Still less than most debuffs, but possibly worth noting.) Failing to proc a Brawl Synergy effect will not overwrite a successful proc. (Why on Earth is this even a thing?) If you have Boxing or Kick, using Brawl on a Stunned target will guarantee the Accuracy penalty (rattling the head). If you have Cross Punch, using Brawl on a Knocked Down target will guarantee the Regen/Recovery penalties (gut punch). Boxing Make the Fatigued kerning optional, as a customization option. (It's guaranteed to proc, anyway.) Raise Fatigue to -4 END and -10% Recovery against critters. Using Boxing on a Stunned target will perform an uppercut with a high chance to knockdown. (Using Super Strength's uppercut animation.) Using Boxing on a Knocked Down target will perform a ground slam with a very high chance to stun for a brief duration. (Using the two-handed slam animation from various melee sets.) Kick Make the Fatigued kerning optional, as a customization option. (It's guaranteed to proc, anyway.) Raise Fatigue to -5 END and -10% Recovery against critters. Using Kick on a Stunned or Knocked Down target increases the potency of the Knockdown effect into a small Knockback. Cross Punch Using Cross Punch on a Stunned or Knocked Down target increases the damage significantly. (Similar to Containment; +50%?) Using Cross Punch on a Stunned or Knocked Down target increases the potency of the Knockdown effect into a small Knockback. (...Tough and Weave are their own beast entirely and won't be discussed here.)
  17. Just a suggestion, but I think it would be nice to have a button in the launcher that lets you toggle if you want the City of Heroes login screen, the City of Villians login screen or the Going Rogue login screen. It would be a nice throwback. I think there's a launch parameter that allows you to do this anyways? But I don't think most people know or bother with it. Might be cool to add a toggle to allow you to use the OG CoH music or the CoH Freedom music as well.
  18. Since we're now removing the mutual exclusivity of travel and prestige powers, would it be possible to take a look at maybe adding some of the prestige travel animations (esp. Void Skiff) as customization options for the Fly power pool, or otherwise removing some of the restrictions they have regarding using abilities and detoggling powers while it's in use? I realize there's possibly some trickiness to some of those animations that have resulted in them working the way they do, for instance a character that's doing a kick is going to have to be animated to have their feet leave the vehicle and return. But for those of us who have characters that would like to use the theme of some of these prestige pieces (for example for a Green Goblin-like character using the skiff as a glider), it would be great if they could be usable in combat like every other travel power or at least not interfere with combat by detoggling everything when they're used. The same thing goes for any of the jetpack powers for characters who actually want their characters to be jetpack users. Would be a nice QoL thing along the lines of the great work that was done with Ninja/Beast/Athletic run. Thanks in advance.
  19. If what I know is correct, the calculations for Proc PPM is determined by the modified recharge rate of a power plus its activation time, therefore the greater the recharge enhancements applied to the power, the more negatively it is impacted in PPM chance. The only exception to the rule is Global recharge given by set bonuses and powers such as Hasten. Now I'm not against enhancement recharge affecting PPM in this way, what I am against is the idea that the Alpha slot does, it makes such sets as Agility and Intuition (I may be wrong on that) PPM breakers since they count as enhancement bonuses. And I am not a fan of options functioning as secret downgrades to character performance. The solution seems simple: Change the portion of recharge that ignores Enhancement-Diversification into Global Recharge instead of an ED-defying enhancement bonus. The function is exactly the same since Alpha affects all powers that accept recharge and still ignores ED like it too. And since the recharge bonus is global, it will affect PPM much less (especially at Tier 4),
  20. In light of the delightful remix that is the Sentinel AT, I have been thinking of a new archetype for the game. I have seen others mention the general idea below before, so if there are other threads already covering this, I'd be very interested. In general, I am not a numbers guy. This is a thought exercise and the numbers would need to be developed and scrutinized by those with the technical know-how. Anyway, here is my current idea for a new AT... Guardians. Any feedback would be most welcomed! Guardians live to protect, and as a Guardian, you will revel in supporting your fellow hand-to-hand combatants. With moderate offensive power sets designed to inflict damage and moderate support powers to aid your team, you're the most balanced melee-centered support there is. Protracted battles focus your energies to support your team, making your heals, controls, buffs, and debuffs more effective. You do lack true combat defenses, so you may be vulnerable to being overwhelmed without allies to cover you. The Guardian's power sets are: Primary: Melee Secondary: Support The Guardian has Medium Hit Points and Medium Damage. Inherent Power Prowess - Each blow a Guardian lands increases the potential of the secondary effects of their powers. A Guardian's Prowess level is shown by an orange bar between Endurance and Experience Points. It rises each time they attack and rises faster if the Guardian has more teammates. This is a mild effect with one or two teammates, but on a large team Prowess can be brought from 0 to over 90% with fewer than ten attacks. The Prowess level falls very slowly when not used, and falls to zero after 90 seconds of being activated. When a Guardian activates their Prowess, their powers' effects like disorients, holds, immobilizes, heals, defense buffs, endurance drains, knockbacks and more, are all slightly improved for a short time. They will also gain significant protection again controls for the duration of the Prowess effect. Edit: Updated the inherent to work like that of a Dominator so that mez protection could be worked into the build (they were missing that protection otherwise). Primary Power Sets The primary power sets will be almost direct copies of the Brute/Scrapper primaries, with a couple of power replacements and modified numbers. Guardians are not typically great at burst damage, so Build Up effects are replaced with a new power, Abate. They also have other crowd control options, so Taunt/Confront effects are replaced with an ally/pet placate similar to Smoke Flash. Abate - When this power is activated, you focus your fighting prowess to find a weakness in your foe's defenses to your attacks. By sharing your knowledge of the target's weaknesses with your teammates, you effectively reduce their resistance to damage. The type of resistance that is weakened is related to the base damage type of your melee powerset. Distract - By intervening on a pet or ally's behalf, you can distract foes attacking them. The Distraction will allow your ally to Placate their nearby foes, and makes them stealthy and hidden for about 10 seconds. Requires the same prompt used for teleport-other powers. War Mace Bash Pulverize Jawbreaker Abate: Ranged Foe -Res(Smashing) Clobber Distract Whirling Mace Shatter Crowd Control Secondary Power Sets The secondary power sets are a mix of controls, buffs, debuffs, and heals mixed thematically from other sets. With Prowess in mind, very few, if any, toggle-based powers are present as the scaling values could easily make them overpowered. Each secondary set has a Warrior power, imbuing their attack powers with an additional secondary effect for a time. The general template I'm using for a secondary set is as follows: Single-Target Immobilize Heal/Buff/Debuff Single-Target Hold Warrior Click Power Sustain Power (from Blaster secondaries) AoE crowd control AoE buff/debuff AoE buff/debuff Pet I tried a bunch of different combinations of existing powersets, and this felt like the most balanced way to achieve these sets for Guardians. Using the template above, I was able to get a decent set for Ice, Fire, Radiation, Electricity, Nature, Storm, Dark, and Devices. Here's an example of the fire set, Thermal Protection. Thermal Protection Ring of Fire Warmth Char Fire Warrior - While active, most of your attack powers have a chance for additional fire damage over time. Cauterizing Aura Flashfire Blazing Shields - Combination of Thermal and Plasma Shield powers with lower base stats. Melt Armor Fire Imps I can list out the other sets I mocked up later, but as the Guardian's secondary is the most different from other sets, I thought it would be better to tweak the formula as needed first. Again, all feedback is welcomed!
  21. Hi everyone, I've been a long time Kheldian player and have quite a few of them as I can't get enough of tweaking and working on them till they're a diamond in the rough. That being said, I would like to address the state of the archtypes post the Christmas update with a few things I find as pet peevs playing them. First of all, Kheldians are relatively well balanced if you use them as intended as group support characters. I've personally managed to build a powerhouse tri-form/human only Warshade and Peacebringer on a single character build and can solo AVs as either playstyle. However, that being said, I do agree the Warshade is weaker in the respect that they cannot solo as well as any other archetype in the game, and really do need mobs to fuel it for it to be an amazing class, making it a long winded affair to fight singular AVs or EBs. I would suggest in this regard maybe changing the Kheldian mechanic of group play to something more in line with a Defender's archtype, where as a solo player you receive larger benefits, but in group play the Kheldian buffs are weaker, but wider ranging. For example a +10% damage and defense boost as a solo player; But a +2% resistance, defense, damage (ect.) boost in teams. Obviously not those values, but the concept overall. This would not only circumvent the frustration many players had in Live and now in Homecoming about a shortage of enhancement slots (I personally don't mind it but I agree more slots would always be nice! 😉 ), but it would also make the class more friendly for newer players. The main peev I personally have is the new long range teleport rework. I enjoyed being able to jump into a purple portal across entire zones, since it felt like a very 'Warshady' thing to do. The new rework takes away some of the joy playing as a teleport inherent Warshade since the cooldown and the gfx have made Warshade teleporting feel as if the archtype was left behind. I would request that the long range teleport either be brought back as an inherent power, or as a power in the set, since that would make it fun to jump around again. If that's not possible, then please reduce the cooldown on the new teleport for Warshades, and allow for the customization of the gfx to allow for the purple portals. Keeping the badge collecting feature for the teleport would actually work really well if you see it in the terms of the Warshade having to see a place first before being able to teleport there. Another rework for the Warshade that I would suggest is removing starless step. It isn't practical in a fight to be jumping all over the place, especially in a group setting given that for a majority of 'triformers' they'll be either in Dwarf or Nova anyway; As for Human-only, the powers are geared for ranged fighting, with a handful such as Essence drain or Gravity Well needing you to be in melee range. I saw that Unchained Essence and Quasar worked okayish with the to-hit buff, but after popping a sunless mire as either a triform or human-only player, do you really need the to hit bonus Starless Step gives? Perhaps a melee power or even a new pet (permanent or otherwise) would really be appreciated here. You could even use this power space to provide a boost for solo players through a toggle or pet to circumvent the problem outlined in the first paragraph. Peacebringers are much more player friendly. There is not much you can change about them as they really do feel like duct tape as a super hero. Need a tank? Be a Dwarf. Need a ranged blaster? Be a Nova. Need a swiss army knife? Be a human only or a PB with any combination of the shapeshifting powers. However, Combat Flight for Peacebringers could use a rework in its visuals, as it feels goofy 'flying' so slowly around in a Hover-type power. It would be nice if the power was at least customizable to be changed into the same look as regular Hover. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- So in summation: Warshade: Rework Dark Sustenance to make it more solo player friendly, Bring back the Long Range Teleport or lower the cooldown on the new teleport power and add an option for Kheldian gfx, Remove starless step and add a melee or pet power that can either help human only players or circumvent the first problem. Peacebringer: Allow for the change of Combat Flight's gfx to that of Hover. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Thanks for taking the time to read, and I hope y'all have a happy new years!
  22. First of all im not a Native English Speaker, so im pretty sure i will write some thing wrong ^^ (guten Tag from Germany) There is a thing that really bugs me and that is that i mostly played all lvl 50 avaiable Storyarcs a dozent times and no new lvl 50 Storyarcs have come for a long time 😞 And running lvl 50 Paper or Radio Missions feels like a tasteless meal. On the other side we have SO MANY good Storyarcs in the Lvl range from 40-45, it really bother me that u lvl so fast out there. REALY GOOD underratet Storyarcs! Is it possible to make the lvl 40 storyarcs avayable till 50? That woud be AWESOME! Also the 40 Storyarcs finaly have their Time to Shine The lvl 45-50 can stay the way they are, they just get added to the pool when u get 45 I think both sides will have a huge Benefit then and u also have more "lvl 50 Content without any HUGE Work" Sure u have Oro but u can´t inv new players into it while u running it And we often build a team where we run lvl 50 Story Missions arcs, and not all players have some hours to stay so thats why i think an opening of the 40 arcs till 50 woud be better then just to replay it in oro with a small team or solo Dear Devs is this possible?
  23. Hello, Long time lurker, first time poster. We've got quite a few variations on radiation now in the game, and I saw someone posting about getting more elemental pools so you could do an ice/ice/ice scrapper for example. But what about radiation? I've cobbled this together using the pre-existing powers so obviously the numbers would need fiddling. Let me know. Some of em are possibly a little heavy-handed (meltdown on a dominator 🤯). I tried to copy the rough feel of how fire and elec works in the epic pools - for example, with Radiation Therapy feeling like a version of Consume. Let me know! Controller Proton Stream (sent power) Neutron Bomb Alpha Barrier Radiation Therapy Meltdown Dominator Radiation Therapy Lingering Radiation Alpha Barrier Particle Shielding Fallout? Meltdown? Sent Electron Shackles (AoE version - from Atomic Manipulation) Radioactive Smash/ Negatron Slam Positron Cell Atom Smasher Radiant Aura Scrapper & Stalker Electron Shackles Positron Cell X-ray Beam/ Proton Stream (sent) Lingering Radiation Neutron Bomb Mastermind X-ray Beam/ Proton Stream (sent) Neutron Bomb Positron Cell Radiation Therapy Meltdown Tanker & Brute Electron Shackles Positron Cell X-ray Beam/ Proton Stream (sent) Lingering Radiation/ Radiation Infection Neutron Bomb/ Irradiate Blaster Proton Sweep Particle Shielding Alpha Barrier Lingering Radiation/ Radiation Infection Meltdown Corruptor & Defender Negatron Slam Alpha Barrier Radiation Therapy Atom Smasher Meltdown
  24. It's barely a buff, just a little QoL for the frosty bois. I could rant and rave about other stuff ice needs help on but this one seems very quick and easy, and would help a lot with slotting.
  25. Hey all! It's me! Spazz! Here to hopefully make a post in the right place! I've had these badge ideas for ages and always thought it was a shame they weren't in the game. So...here they are! 1. "Bad With Secrets": I've always been amused that Ouroborus is supposed to be this super well kept secret but all it takes is for someone to throw down a portal and you're given instant entry. Thought a funny nod to that would be if you were awarded this badge if someone else who did not have the "Entrusted With the Secret" badge used your Ouroborus Portal. My personal choice for the description would be: "You had ONE job!" 2. "Trick or Terror": Did you know that the seasonal instanced mission for Halloween where you roam the mansion and beat up a roided up Frankenstein's Monster actually has a hidden Easter egg where you murder two innocent civilians (regardless of alignment) and summon a literal demon from the depths of hell? It's true! Just off to the left, there's a few witches hanging around a ritual site. One of them can be spoken to and, if you do, you have the option to help them complete a ritual! How you ask? Well, like I said. You poison large containers of candy, tell a random civilian to eat from it, murder them, then return to the witch for the ritual. It's real anti-climactic. The summoned creature is only a boss and goes down like a chump. Still, it's always confused me why they'd throw that in there and not have a badge for it.
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