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General suggestions (really long)


kelika2

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1 minute ago, Shadowsleuth said:

In the ranged powersets (Blaster & Defender) theres Sonic Attack with -Resist on all its attacks, & I don't think anyone considers it to be overpowered.

 

Would -Resist on a Melee powerset be more powerful than that?

Good point.

 

Sonic/NRG used to be popular for this reason.  Debuff resist then pink pompom Smash! 

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Sonic blast is really low-damage for a blaster, and is a really good blast set for a defender (where the res debuff is much higher than it is for the blaster version).

 

It is of course possible to imagine a melee set with -resistance that wasn't overpowered -- the resistance debuff can be arbitrarily small and short-duration, and/or the damage of the set can be reduced -- but I doubt that that's what you have in mind.

 

For whatever it's worth, I don't think it's particularly in-theme for MA to do -resistance, either.  Theme is often a bit arbitrary in CoH, but we don't usually see relatively straightforward unexotic "I hit you" sets getting weird debuffs across the set.

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On 12/17/2019 at 8:52 PM, Redlynne said:

Here's an ironic idea for rebuilding the Hasten pool power Flurry ... and ONLY Flurry ... so this wouldn't necessarily carry over into the Shadow Maul and Sands of Mu versions of the power (until after playtesting and "popular demand" for the change passes a verdict on the option).

 

Right now, and ever since Issue 0 basically, Flurry has been a Click power.  Click to animate one attack that does a multiple hit damage over time effect for the duration of the animation (or misses for the duration of the animation).

 

Change that.

 

Instead ... turn Flurry into a Toggle power(!) ... with a 0.25s activation speed and a hit check required for each activation ... which will "lock" all other powers aside from Flurry until Flurry is toggled off (so while using Flurry you can't activate any other powers, but other toggles that are on continue to run).  This would then allow the Player to decide how long they want to remain "Flurry Locked" before toggling off Flurry.  Recharge time remains 3 seconds once toggled off and endurance cost would be set at 0.44 per activation (which computes to ~5.4 per 3 seconds so as to keep near parity with current performance).  While Flurry is toggled on, the PC will be rooted and unable to move (so toggle Flurry off to move) because Flurry is an attack power.  Use the current damage scaling for Flurry normalized for a "per activation every 0.25s" performance profile.

 

The biggest thing that this change would do is make "missing" with Flurry something that stops being a problem, since the miss would be for a single activation and not the entire animation after a Click.  So individual damage ticks wouldn't land, but other damage ticks in the chain would roll their tohit independently, because Toggle Flurry would check tohit every activation over time (which could vary) rather than checking once as an all or nothing for a 3.07s duration Click attack power.  Keep Flurry as a single target required melee power, rather than turning it into a Cone (like Sands of Mu or Shadow Maul) so that none of its enhancement slotting needs to be changed.

 

Basically ... turn Flurry into a "budabudabuda" fast fist punching power that allows the Player to start and stop the Flurry of rapid fist punching, in effect, On Demand.

 

I had a similar idea for a proposed nunchuck set where the damage and endurance increase the longer the power is toggled.  Flurry would be a good power for this mechanic.

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  • 2 weeks later
On 12/16/2019 at 7:41 PM, kelika2 said:

Assault Rifle:  Beanbag's damage bumped up to be higher than burst, but lower than slug.  Remember the Cobra Strike buff?  Pretty much that

Ignite to have a wider radius, or remove the fear effect.

I have to concur with a radius increase for Ignite. Right now, it's useless except to block a doorway. I was in AP with my AR/EM Blaster, and I clicked on a package, getting 'You've Been Naughty' and the standard three Frostlings. I backed up and put an Ignite patch down right where the package was, intending to get all of the Frostlings in it. The Ignite patch went down right where I wanted it, smack in the middle of the Frostlings standing around where the package had been... and the radius was so small it didn't damage any of them. Now, if you've opened a package solo, you know how close the Frostlings spawn. For a tier 8 power to have an area so small that you can drop it in the middle of a spawn without hitting any of the spawn makes it a waste of a power pick.

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