Saiyajinzoningen Posted October 5, 2019 Posted October 5, 2019 Acrobatics needs some love, up the mag 2 to mag 3 so ranged characters (besides sentinels) have a genuine option for mez protection. (also does anyone still take this power?) Mission objective objects have a sound effect. Can we give hostages a whimper sound to home in on? A new accolade for hunting down ALL the giant monsters maybe +1% accuracy or something that wont break the game but give high level players something to do. Updated rewards for the pvp zones so players have more incentive to go there (seriously they suck atm) I'm not sure how many players use the reduce interrupt enhancements but i'm fairly certain that they would be far more popular if they were reduce cast time instead. (with diminishing returns obviously) The defender solo buff isn't enough, make all defender buffs self targeting ONLY when soloing. (maybe with reduced effectiveness, therms be OP lol) I love bubbles, especially at lower levels but at the high levels well equipped characters are capped already. lets make bubbles good again how about a scaling thorns mechanic 1% dmg return per level so at lvl 25% they return 25% of the dmg they absorb etc. maybe make the bubbles poppable to compensate. synapse is too long (what else needs to be said) so knives of Artemis have a scabbard on their back....we have broadswords, katana's, titan weapons daggers sai but no scabbard? So with the fast snipe implementation (well done btw) the dps of most ranged sets increased substantially however some sets without snipes got left behind (cough dual pistols). Can they get some love? Jack frost and Animate stone are terrible pets for various reasons. illusion far outshines them. Maybe make animate stone like the DE enemy when it dies 2 smaller weaker versions pop out? and for jack when he dies he detonates in an ice pbaoe that freezes surrounding foes but its the sleep hold not an actual hold Lastly not sure if this can be implemented but Arrows. a new mechanic called draw. u hold the button to fire the attack the longer u hold the button the stronger the resulting attack. more powerful attacks have slower draws and weaker ones have faster draws. (dunno if this is strictly necessary but it sounds cool lol) Thanks for reading. let keep coh alive! Its easy to criticize a suggestion but can you suggest an alternative?
Steampunkette Posted October 5, 2019 Posted October 5, 2019 15 minutes ago, Saiyajinzoningen said: Acrobatics needs some love, up the mag 2 to mag 3 so ranged characters (besides sentinels) have a genuine option for mez protection. (also does anyone still take this power?) That's less 'QoL' and more 'Rebalance for a specific thing' 15 minutes ago, Saiyajinzoningen said: Mission objective objects have a sound effect. Can we give hostages a whimper sound to home in on? Hostages are just NPCs. They're character models like the people who surround them tied to an AI like the people who surround them. MAYBE there could be a sound tied to the "Cower" emote, but then every cowering PC and NPC would make the exact same noise ad nauseum. 15 minutes ago, Saiyajinzoningen said: A new accolade for hunting down ALL the giant monsters maybe +1% accuracy or something that wont break the game but give high level players something to do. The accuracy or whatever's fine, but the accolade wouldn't take more than a couple hours of actual play to complete and then there's nothing, really? Seems like a bit of effort (Putting in all the tags and calls, art for the badge, updating the tables, and creating the granted power) for not much result... 15 minutes ago, Saiyajinzoningen said: Updated rewards for the pvp zones so players have more incentive to go there (seriously they suck atm) There's always going to be a specific contingent of players who scream bloody murder if there's anything to lure 'Innocent' players into PvP zones so they can get ganked. These players as silly ninnies. 15 minutes ago, Saiyajinzoningen said: I'm not sure how many players use the reduce interrupt enhancements but i'm fairly certain that they would be far more popular if they were reduce cast time instead. (with diminishing returns obviously) No way to make it function. Cast Time is baked into the power, itself. Any time you see a power change animation time (Like Fast Snipes and Assassin's Strikes, or Momentum) what you're actually seeing is the engine call a different power from the standard one and setting it of in it's place. We'd need a different power call for -every- power at -every- possible level of reduction for that kind of thing to work. 15 minutes ago, Saiyajinzoningen said: The defender solo buff isn't enough, make all defender buffs self targeting ONLY when soloing. (maybe with reduced effectiveness, therms be OP lol) Targeting is baked into the power. You'd have the same problem as the "Cast Time Reduction" setup. That's beside the balancing points, of course. 15 minutes ago, Saiyajinzoningen said: I love bubbles, especially at lower levels but at the high levels well equipped characters are capped already. lets make bubbles good again how about a scaling thorns mechanic 1% dmg return per level so at lvl 25% they return 25% of the dmg they absorb etc. maybe make the bubbles poppable to compensate. There's no function in the game engine for Thorns. It would require at -least-: 1) A Monitor checking how much damage you've taken every 0.1 seconds (At -most-). 2) A Monitor determining the source of each point of damage taken every 0.1 seconds (At -most-). 3) A Calculation to determine resulting values (1% of X = Y) 4) A power-call with the appropriate damage value that could be indexed and would need to cover every possible damage value. 5) NPC AI deep enough to target based on Damage Source. 6) A Pseudopet to cast the power-call on the appropriate damage source. 15 minutes ago, Saiyajinzoningen said: synapse is too long (what else needs to be said) Debatable. 15 minutes ago, Saiyajinzoningen said: so knives of Artemis have a scabbard on their back....we have broadswords, katana's, titan weapons daggers sai but no scabbard? Clipping and animation issues are the big reasons, but hey if the new Devs are willing to make the Geosets I'm down for it! 15 minutes ago, Saiyajinzoningen said: So with the fast snipe implementation (well done btw) the dps of most ranged sets increased substantially however some sets without snipes got left behind (cough dual pistols). Can they get some love? This isn't QoL but a balance concern. 15 minutes ago, Saiyajinzoningen said: Jack frost and Animate stone are terrible pets for various reasons. illusion far outshines them. Maybe make animate stone like the DE enemy when it dies 2 smaller weaker versions pop out? and for jack when he dies he detonates in an ice pbaoe that freezes surrounding foes but its the sleep hold not an actual hold This is another balance concern. 15 minutes ago, Saiyajinzoningen said: Lastly not sure if this can be implemented but Arrows. a new mechanic called draw. u hold the button to fire the attack the longer u hold the button the stronger the resulting attack. more powerful attacks have slower draws and weaker ones have faster draws. (dunno if this is strictly necessary but it sounds cool lol) Cannot be done. The engine doesn't track how long you hold down a key. It can't, really. There's also the fact that the game is built around recharge times as a balance point and this would kind of circumvent that by increasing damage within the same recharge times. I think the "Not QoL" suggestions should all get their own threads to discuss them. They're much larger concerns than fit in a list of quibbles.
Saiyajinzoningen Posted October 5, 2019 Author Posted October 5, 2019 Thanks so much for your detailed feedback. Your understanding of the underlying game mechanics far surpasses my own. I sincerely appreciate the effort you have gone through however if i may make a request; You only listed your own opinion regarding these suggestions maybe 3 times. Also i know this may be a lot to ask but if its not to much trouble could u possibly list some of your own suggestions? Thanks again. Its easy to criticize a suggestion but can you suggest an alternative?
Lost Ninja Posted October 5, 2019 Posted October 5, 2019 4 hours ago, Saiyajinzoningen said: Mission objective objects have a sound effect. Can we give hostages a whimper sound to home in on? Maybe spawn them in on top of a pseudo pet which provides a sound effect. 4 hours ago, Saiyajinzoningen said: Updated rewards for the pvp zones so players have more incentive to go there (seriously they suck atm) Remove all PvE content from PvP zones (add echo versions for badge hunters). The reward for going into PvP zones is PvP. ((Joke suggestion really, I know it won't be done.)) 4 hours ago, Saiyajinzoningen said: I'm not sure how many players use the reduce interrupt enhancements but i'm fairly certain that they would be far more popular if they were reduce cast time instead. (with diminishing returns obviously) As Steampunkette say's it's not that easy to change but given how few powers actually use them these days, personally I'd just as soon remove them entirely. (Mostly as you need to craft them for the crafting badges and there is no use for them, nobody will buy them on the AH and I have no use for 1 let alone the 11 I've crafted so far.) 4 hours ago, Saiyajinzoningen said: Jack frost and Animate stone are terrible pets for various reasons. illusion far outshines them. Maybe make animate stone like the DE enemy when it dies 2 smaller weaker versions pop out? and for jack when he dies he detonates in an ice pbaoe that freezes surrounding foes but its the sleep hold not an actual hold I hate Illusion pets with a passion, one of the reasons I find it so hard to actually make an Illusion controller is I dread the pets. I've never used the animated Stone thing, but I quite liked my Frosty back on live, he wasn't the best pet alive but he did tend to stay alive longer than my Imps. Based on high level content I think most (if not all) pets of this nature need buffs, especially to their health/def/res. A sort of inverse bodyguard mode maybe, where the more players in the team the more res/def they have. Solo they're generally manageable, in larger teams the die as soon as they're summoned (Imps especially).
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