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Discord Weekly Discussion - Ongoing and Updated Thread


GM Miss

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  • Retired Lead Game Master

Hey guys! This is a thread I will be updating every week with posts from our weekly discussion on discord. The discussions are based on topics in game that get voted on every few months by you guys! 

Note: This isn't a plan of action for us, just a list of suggestions and feedback from the community I have compiled from our weekly discussions on discord. The dev's and admins check the suggestion forums frequently (even though they don't post on every thread) so the more info they have from what the community wants, the better! 


Please don't discuss these topics here in this thread as it would get difficult to keep up with the flow of chat due to the variety of topics covered here. Thanks!

 

Weekly Discussion 10: Base items

8/04/19-8/10/19

Spoiler

 

What the community would like to see:
•    An options to turn prestige back on
•    P2w vendor
•    Merit vendor npc
•    Opening doors
•    Ability to costume npcs/Name them
•    Apartments
•    Floating animations for objects
•    Copy and paste feature
•    Higher limit to plot placement
•    Ability to limit horizontal movement to one axis
•    Ability to lock items in place
•    Work on Water/Fountain/Waterfall Effects
•    Ability to size items
•    Ability to place items more efficiently in hallways
•    Ability to save a set of assembled items/Ability to multi-move a set of items

 

Items:
•    Shipping containers
•    More tintable objects! 
•    High rise cranes
•    Futuristic monorail train
•    Salvage racks/enhancement racks with more space/different aesthetics 
•    Recipie racks!
•    Empty shelves
•    Cargo Ships / More vehicles 
•    More Staircase options
•    Building block pieces 
•    Curved Glass/ More glass options
•    More pillar options
•    More lettering options
•    Signs/Plaques
•    Namable NPCS
•    Empty weapon/display cases/lab equipment

 

 

Weekly Discussion 11: Frankentype Suggestions

8/11/19-8/17/19

Spoiler

•    MM / DPS (LOTS of MM talk!)
•    Paladin Tank Primary / Support 
•    Ranged Tank Tank Primary / Ranged Secondary
•    Tank Primary / Control 
•    Support/Melee – Melee/Support
•    OP FotY Support/Support

 

Weekly Discussion 12: Costume and Character Creation Ideas

8/18/19-8/24/19

Spoiler

 

Costumes Generic:
•    Long Skirt / Robe Bottoms
•    More male / Female Hairstyles
•    More Colors
•    Weapon Holsters
•    More tails
•    ASYMETRICAL ITEMS!!!!
•    More chest symbols

•    Back symbols

•    More chest symbols than one color option
•    More reptile/Aquatic options
•    More Weapon options for guns!
•    Royal themed items
•    More body types!
•    More Hat options – with and without hair!
•    More monster heads!
•    More unhuman body parts!
•    Arm wings!
•    More hoodie options
•    Jewelry options!
•    Stealth to not interfere with costumes

 

Costume Specific:
•    Sybil / Desdaemona
•    Apply patterns to fur
•    AV Costume Pieces 
•    Legacy Costume Pieces
•    Ability to color eyes
•    Crey Armor
•    PPD Brickstown Outfits
•    Freakshow parts!
•    Coral Details
•    Rikti parts!

 

 

Weekly Discussion 13: AE Ideas

8/25/19-8/31/19

Spoiler

•    Making all current powersets available to bad boys
•    Player made Safeguard/Mayhem missions
•    Incarnate level missions
•    More abstract missions (Like Summer Blockbuster)
•    New Enemy poses
•    AE Wishlist from VonBoom: https://docs.google.com/document/d/1lH3-wrEcUcNAAa1_tR4vx782lvEiGZ-02qAVywtzJRo/edit
•    WS/PB options
•    Power Color customization for mobs
•    Make your own maps
•    Tutorial mission arc
•    Make female/male options open to all characters.
•    Working on customized dialogue
•    Giant Monsters
•    More customizable difficulty
•    Being able to change the in-mission music
•    Minigames like ski-slopes
•    More recent maps
•    Mission map has native allies that turn at some point – like Prae maps
•   Mission entrances outside of the AE?

 

Weekly Discussion 15: Under powered ATs

9/08/19-9/14/19

Spoiler

 

AT’s
•    Peacebringers
•    MM’s End Cost + Minion Health
•    Sentinel – Dmg / Survivability are both sub par
•    Blasters – Inherit 
•    Tanks – Dmg / Taunt / Numbers (See test server for possible future changes)
•    Defender – Inherit
•    Dominator – Inherit

 

Powersets:
•    Trick Arrow – Overall needs work
•    Invuln – Not as powerful as it used to be

 

 

Weekly Discussion 16: Future Events

9/15/19-9/21/19

Spoiler

 

In game:
•    GM led zone events with signature heroes
•    An event in KW
•    Krampus Invasions
•    More invasions where certain villain types fight in RI/PC

 

From the GMS:
•    Costume contests that take into account bio/name/short monologue
•    TF speed runs
•    Temp Title parties
•    Community picks a gms costume for the week/month
•    More monster mashes! 
•    Gift parties where GMs hand out large insps-merits

 

 

Weekly Discussion 17: Masterminds

9/22/19-9/28/19

Spoiler

 

Overall:
•    Customize pets
•    Buff pets health/level
•    Make pets cost less end to cast
•    Buff t1/2  pet accuracy
•    Make people be able to walk through pets

 

Individual Sets:
•    Buff Mercenaries
•     Detonator power – Make it to where you can choose
•    Beast Mastery needs a buff – not enough damage or survivability.

 

 

Weekly Discussion 19: Defenders

10/06/19-10/12/19

Spoiler

 

Overall
•    Def Damage could be upped slightly – maybe adjust the passive
•    Biggest talked about underpowered sets TA/Traps/Posion

 

Specific
•    Traps needs a little TLC similar to Devices / Triage beacon cooldown adjusted
•    Empathy needs an update to make it more useful in todays CoX
•    Acid arrow radius raised / TA stuff recharge is too low
•    Poison heal animation time lowered
•    Adjust the FF later powers
•    Cold Dom +max hp – make it a small heal

 

 

Weekly Discussion 20: Controllers

10/13/19-10/19/19

Spoiler

 

Overall:
•    Confuse is complicated – xp loss is too much – Confused targets should take more dmg.
•    You should be able to do some dmg to sleeping targets to make it more viable
•    Rework intangible powers.

 

Specific:
•    Blackhole rework please!
•    Increase Wormhole target cap
•    Increase elecs end drain
•    Earth control is too laggy right now.
•    Make gravity immob res to kb.
•    Increase telekinesis target cap

 

 

Weekly Discussion 21: Blasters

10/20/19-10/26/19

Spoiler

 

Overall:
•    A sniper based set for Blasters
•    Weapon auras! 

 

Specific:
•    FIX Electric blast! Dmg / End Mod
•    Make Sonic cones – Res
•    Dark manipulation tweaks 
•    Add different dmg types to archery for better end game play / Swap ammo mechanic possibly with quiver.

 

 

Weekly Discussion 22: Stalkers

10/27/19-11/02/19

Spoiler

 

Overall:
•    Make Placate useful again.
•    If ST is going to be the Stalkers Niche – it should be upped because they fall behind Scrappers/Brutes. (MA/Ninja/BS in particular)
•    Non-Def sets are inherently weaker than the Defense armor sets, since Stalkers live and die by their Hide ability, which is Def based.

Overall people are generally happy with Stalkers atm - just a few tweaks asked for. 😄

 

 

Weekly Discussion 25: Holiday Events

11/17/19-11/23/19

Spoiler

 

Overall:
•    Spring Bloom event – Hami blooms/buds spawn across maps or DE
•    Easter Egg Hunts
•    Heroes/Villains Memorial Day
•    Manticore/Sister Psyche Wedding event through Ouro
•    More rewards from Vendors – Temp powers

 

Halloween:
•    Stagger Zombie Invasions
•    Dark for the whole month was too much
•    Lower Cooldown on doors a little

 

 

Weekly Discussion 27: Sentinels

12/01/19-12/07/19

Spoiler

Overall:
•    Where to Sents fit in? Scrappers are tougher – Blasters do more dps.
•    Range could be increased
•    Their AT Inherit is not powerful enough – and is only tied to t1/t2
      -    @Wraithe Mentioned expanding it to their team would make sense of the Sentinel AT
      -    Multiple people mention making it similar to domination / adaptations
•    Would be nice if they could crit.
•    Most don’t understand their role in the game – they aren’t defensive enough to be tanks and not offensive enough to be real dmg dealers. 
Most people think that Sentinels need some work – but have a lot of potential!

 

Weekly Discussion 28: Dayjobs

12/08/19-12/14/19

Spoiler

 

Overall:
•    More Day jobs in:
          Praetoria
          KW
•    Make the Temp powers you get from each day job more powerful and last longer. Either do them by single charges or severely increase timers. (Example by Oneirohero#9850 - Why not have it so if say, the City hall Dayjob gives you 1+ missions worth of increased Inf instead of 1 minute?) Something to make us stop wasting our saved up time!
•    (NovaCrusade#0992: Higher tier rewards – maybe combining three badges?)
•    Get charges for accolade powers faster.
•    Day jobs offering temp pets would be great.
•    (Chaingang#4422: How about setting it up where getting the day job unlocked a buff you could get at the P2W vendor, in the form of various temp powers and passives?)

 

Specific:
•    Temp flight in Shadow Shard is the same as the P2W Vendor – Increase. Or perhaps issue a Recall Friend Temp Power with charges.
•    (ryuplaneswalker#4962: Day job idea : Day Job - Clown..Location : The Carnival Tents in St. Martial - Power : laughing gas grenade, small damage effect and mag 2 hold.)
•    (Ma1function#2267: I'd love to see an accolade from the dark astoria day job and the mortician day job that gave charges of the loa bone temporary power)
•    (Laenan#9550: Construction Worker: log off at construction site: 3-5% discount to IO craft price/ Teacher: university campus exterior: small buff of some kind to teammates of lower level. / Landlord: apartment complex: very small influence gain on login based on time logged out.)

Favorite Day Jobs:
(https://paragonwiki.com/wiki/Hero_Day_Job_Badges)
•    Physician Accolade for the Ally Rez
•    Alchemist Accolade for Heal

 

 

Weekly Discussion 29: Tankers

12/15/19-12/21/19

Spoiler

 

Overall:
•    People wanted a few major things that were repeated. And some of these concerns are addressed in the new proposed changes on the test. Tanks to be more of what they already are – Higher Aggro/Better Aggro / Tankier / Slightly more Dps.
•    Possible defiance option while soloing
•    A possible “grab” power for tanks to pull mobs to them
•    Increase their max Health/End
•    Lot of discussion on Brutes vs Tankers with people pretty divided. 

 

Specific:
•    Granite/Stone Armor rework. The power just doesn’t make a lot of sense. (Some people like it.)
•    More FX for Granite
•    Fix no kb res on fire and dark

Normally there is “I LIKE THIS SET THE BEST” winner, but there was a lot of love for a lot of sets this time around.

 

 

Weekly Discussion 31: Dominators 

12/29/19-1/04/20

Spoiler

 

Overall:
•    There was a lot of talk about how reliant doms are on permadom which means stacking +rech like crazy (and is expensive).

 

Specific:
•    Holds like Volcanic Gases (in Earth) don’t stack up to holds in Ice or Fire.
•   https://forums.homecomingservers.com/topic/7880-gravity-holdimmob-knockback-protection-issue/ Grav and Elec immobilize need the same treatment as the other control immobilizes. 
•    Players would love to see a “Gadget Control” set – featuring traps and various body weapons. @Iguanaman and @Mainframe had two great possible build sets.
•    Players would like to see Illusion control carried over to Dominators.

 

 

Weekly Discussion 33: Warshades

1/12/20-1/18/20

Spoiler

 

Overall:

  • Inherit seems off at higher levels due to most people being Aoe - so you are almost never at full power
  • Incarnates have made their niche not as impressive as it was previously.
  • Toggle suppression would be helpful. (Got this request a TON)
  • Slot Heavy
  • Knockback is rough
  • Mez protection
  • Moving some of the more complicated/filler abilities to a Kheld only epic pool would help new players.
  • Human WS needs work vs Tri-form

 

Specific:

  • Their reliance on Stygian is frustrating
  • Dark Extractions are too squishy
  • Unchain needs a rework - its not powerful and most people cut it from their builds
  • Add mob size modifier to Mire/Eclipse
  • The post teleport animation is too long

 

Theory/Ideas:

Make the forms toggles that buff certain attacks vs having a new set of abilities.

 

 

Weekly Discussion 35: PVP

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

1/26/20-2/01/20

Spoiler

 

Open World:

  • It would be fun to see some pvp objectives in zones
  • Better rewards for time invested in pvp: Maybe pvp merits used for temp powers, etc.
  • @vegetableknife: Much like the weekly strike target for task forces, make a designated pvp zone (Bloody Bay, Sirens Call, Warburg, or Recluses Victory) the "Weekly Conquest Target".  In that zone for the week you get reward merits or increased chance for pvp io drops for defeating other players or completing the objectives there.
  • Make Warburg level 50/ Sirens/BB to 30-38

Arena:

  • Seeing the maps the community voted on months ago implemented would be nice.
  • Being able to see the scores for completed matches
  • It would be cool to see team windows when spectating
  • Being able to set incarnates used
  • Minimaps for those maps missing them.
  • Tournament Victor/Swiss Draw badge still bugged.
  • "Event does not exist" message flooding error.
  • Other general Arena fixes (bugged out lobbies)

Overall:

  • Slows would be nice if they were more useful
  • Debuff toggles could be more useful (Darkest Night, Radiation toggles, etc)
  • Option to flag for pvp (Controversial suggestion)
  • @Tanzie: With DMG in PvP being as high as it is I’d like to request that all of the 1606 HP capped ATs (Defenders, Corruptors, Controllers, Dominators, Masterminds)  get their capped HP increased to the Blasters HP cap of 1847 to help buffer the incoming DMG we face in PvP.
  • More sets with no redraw.
  • PVP only accolades
  • New pvp game modes: Capture the flag/Etc
  • @Alouu’s great post on a few things that could be adjusted as far as DR & more. < https://forums.homecomingservers.com/topic/14557-discord-weekly-discussion-week-35-pvp/?do=findComment&comment=153611>
  • The ppm system allows levels of damage that make offense (especially) in team matches too forgiving. There are currently not enough tools to mitigate or play around these levels of damage, which also marginalizes the impact roles that don't directly do damage or influence survivability (so no one really plays them anymore).
  • Eliminate the insta base port.
  • Melee is struggling (Besides Stalker) to keep up with most ranged sets (Blasters)

Builds:

  • Controllers are in an odd place where their holds aren’t super viable and their damage is low
  • Sonic/Thermal/Cold/FF could use a little tune up so their shields are more useful
  • Dark blast seems lackluster compared to some other blasting sets.
  • Debuff builds aren’t used as frequently due to DR – which could be adjusted slightly to diversify builds played.

Powers:

  • Currently, phase shifts "unaffecting" status suppresses when hit with a CC, making you effectible while still in phase - it should not suppress, acting more like Hibernate.
  • Web Grenade lacks suppression
  • Poison / Envenom is overtuned.
  • Add suppression on Taunts, -jump, -fly.
  • The –heal penalty for AP/Share Pain is too severe. (Some debate on removing it vs lowering it -50/-60%.
  • Remove the damage on enforced morale.
  • @M3z: Also, can we please remove the intangibility or whatever effect is applied on targets that are TP foe'd? A lot of builds that are already not great to begin(traps) rely on tp foe, but because of the .75 sec invulnerability are rendered worthless.

 

 

Weekly Discussion 36: Arachnos Widows 

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

2/02/20-2/08/20

Spoiler

 

Overall:

  • Making the change over at 22 vs 24 means you could slot SOs with a fresh spec.
  • Add no redraw for widow claws
  • Add more costume optimization – weapons, outfits, and color options.
  • Let people have more than one Arachnos based costume.
  • Inherit could use a small tweak to be a little more powerful (perhaps with End Reduc. or an inherit +jump/+run)
  • Raise Dmg buff cap to be on par with other combat ATs (500%)
  • Adding an Epic/Patron Pool for Veats only

Specific:

  • Buttcapes for males!
  • Combat Training: Offense tweak to something more useful
  • Lower Night Widow Placate animation time
  • Let Mind link take +Rech enhancements

 

 

Weekly Discussion 37: Epic Power Pools

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

2/09/20-2/15/20

Spoiler

 

Overall:

  • Alternate FX/Minimal FX available for EPPs
  • It would be interesting to see EPPs increased from 5 to 7 abilities.
  • It would be neat to have hero mentors like the Villains get patrons.
  • It would be nice to have more natural epics that aren’t elemental based. (Weapons and Martial Arts)
  • More proliferation between ATs
  • Add epics for Khelds

 

Specific:

  • Add Dark Mastery (Similar to other dark masteries) to Controllers
  • Make LRM Rocket from Munitions Mastery slottable with snipe IOs and benefit from the snipe function. Its long cast time/recharge time is also frustrating.
  • Body Armor from Munition Mastery could benefit from something other than a small amount of S+L.
  • World of Confusion is lacking and needs work. The radius is too small and the mag is less than ideal.
  • Heat Mastery for MMs needs a shield toggle

 

Spoiler

 

New EPP Ideas:

 

Ideas from @Mainframe

 

Psi Mastery for Tanks

35: Mental Blast

35: Formidable Will: Passive, gives a bonus to Psi Resist or Defense, maybe a bonus to Resist Recharge Debuffs, the typical debuff effect of Mental attacks.

41: Psychic Scream

41: Tower of Thought: PBAoE, Taunts enemies, gives the Tank a small heal and END boost based on the number of enemies taunted.

44: World of Confusion

 

Melee Weapon for Ranged Dmg

35: Hack

35: Agile- either a toggle or passive, granting a small amount of Defense to all Defense types, or a larger bonus to Melee/S/L Defense.

41: Slice

41: Superior Conditioning or Physical Perfection

44: Elude

 

Ideas from @Trickshooter for Defenders/Corrs

 

Kinetic Mastery

35    Energize

35    Disrupt

41    Kinetic Shield

41    Energy Drain

44    Concentrated Strike

 

Cold Mastery

35    Block of Ice

35    Flash Freeze

41    Frozen Armor

41    Ice Patch

44    Energy Absorption

 

Also, a Natural option would be great, as well (Power Mastery comes close, but is very glowy/sparkly):

Physical Mastery

35    Storm Kick

35    Physical Perfection

41    Heightened Senses

41    Inner Will

44    Eagles Claw

 

 

Weekly Discussion 38: Brutes

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

2/16/20-2/22/20

Spoiler

 

*Note this has been the easiest AT discussion since we started all those months ago. People are generally pretty happy where brutes are – a few think they lost their niche with Tank changes.

 

Specific:

  • The Psi insight mechanic is clunky – it would be nice if it was tweaked a little more like Savage melee’s stack.
  • Fire Aura needs some love – its squishy. (We aren’t talking about farmers here, we are talking about people who would like to play this in actual game play.)
  • An AoE option for the fire epic in the first two options would be nice.
  • Lots of discussion about Titan Weapons and how to balance it best but most everyone agreed it was overpowered.
  • Stone Armor – Early armors need more love to give an alternate to granite armor.

 

Extra:

(Thought this was just a unique/interesting suggestion) @SeraphimKensai mentioned this about Fury: “If it were up to me I'd change it so that Fury could actually scale a brute up to its Damage Cap at 100% fury and it would be easier to get there, but I feel that would need to have a counteragent to it, like reducing resistance/defense/regen on a scale after a certain point of fury as the Brute is so enraged it doesn't care to protect itself, it just wants it's enemies dead. I haven't thought out numbers for balance though. Something like that might change how we play Brutes, rather than eating red Skittles, we might need orange or purple, but I think could be an interesting idea. And that would imo differentiate them from tanks, scrappers, and stalkers.”

 

 

Weekly Discussion 39: Incarnate Powers

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)
2/23/20-2/29/20

Spoiler

 

Overall:

  • MAKE HELLIONS, SKULLS, AND SNAKES TAKE OVER KW AND BE OUR NEXT LEVEL OF INCARNATE CONTENT!?!?! Everyone said this, every single person – so weird. It’s not like…just me….who wants this…its literally every person who said this.
  • Add the incarnate options the original devs wanted to add.(Genesis and the buff/debuff patch areas) (Mind/Vitae/Omega)
  • Harder content to make incarnates worth having.
  • Possibly have incarnates that raise cap limits for AT’s
  • Option to make TF’s and other content *No Incarnates*.
  • Make an incarnate version of every TF
  • Fix the UI of the Incarnate powers – make it easier to understand and more easily accessible.
  • @alouu Made a post on a way to make the incarnate powers more exclusive. While it may be unpopular to some, it was an interesting concept. (https://forums.homecomingservers.com/topic/15693-weekly-discussion-39-incarnate-powers/?do=findComment&comment=171794)

Specific:

  • Add weapon options for judgment – not just magical/elemental ones. (Sword/Gun/Cannon)
  • Add melee judgments for massive ST dmg.
  •  From @tort: The solution to Barrier is to proliferate a variety of Incarnate tier damage types found only in endgame content. Similar to the way that +Mez Resistance was appended to elemental resistance, add categories of Incarnate tier damage resist to various set bonuses. I would also consider adding Incarnate damage resist to all existing Incarnate slots... so for example, Reactive gives resist to Incarnate Fire and Spectral gives resist to Incarnate Negative.
  • Doppleganger Lore Pets / More villain types (Malta/Freaks/Etc)

 

Spoiler

 

Incarnate Power Option Ideas:

From @Mainframe

  • Mind: I'm picturing some sort of status effect aura, a toggle type effect that could buff allies or debuff enemies.  Maybe have each of the types of Mind grant both a buff and debuff, so you are say...  granting a small HoT to allies and debuffing the regen of enemies.  Or another that grants your allies some Mez Protection and has a chance to inflict a stun on enemies.
  • Vitae: Vitae is a way of saying 'life' but also with a connotation of it being your direction in life.  So i'm thinking there would be one of these for each AT (or possibly just one for each role).  The Vitae would be a passive, which enhances the function of a particular role in the game.  You could take it for your AT and make yourself even more uber at what you do, or you could take it for another AT to strengthen your weak spots.  In practice, this would work a bit like the Alpha slot, but with the buffs it applies being tailored to reflect the functionality of a particular AT.
  • Omega: My thinking here is that this is like... an uber t9 power.  You pick one of a number of Omega transformations, which then grant you huge buffs across the board, and perhaps access to one or two custom powers (unlocked via t3 and t4 progression maybe?) that can be used in that state.  Figure a couple elemental transformations, a 'super saiyan' mode where you're just awesome and glowy, things like that.  In general, this should be on par with the 'Fully Incarnate' mode you get to play with in the Incarnate introduction story arc.

From @Sakura Tenshi

  • Genesis - If Hybrid was about your character branching out, Genesis should be an incarnate slot about focusing back in on the core of your AT (see? really difficult because I just proposed about a dozen at least with a need for eventual growth, even assuming some can be rolled together like stalker and scrapper). But to give an idea, scrapper core path would be about either increasing your chances to crit, while radial could be about upping the crit damage, but both also change the critical portion of their damage from a matching type to the powerset, to a special damage bypassing resistances. Something to that effect.
  • Omega - This one I had a much clearer idea on, but also is probably even more elaborate: on it's own, Omega is 'useless', what the omega slot is supposed to be is an augment to previous Incarnate powers, giving you a closer glimpse of the power you felt in the Mender Ramiel memory, with a theme naming would be based on deities. So "Omega-Alpha" slots would be Jehovah (you know, 'the alpha and the omega') and the core path would allow you to reap to double the value of your current alpha slot, while the Radial path would allow you to 'link' up the benefits of another tier-3 or less Alpha enhancement have active effects alongside your existing one, regardless of your choice, the benefits of the Alpha slot now all but ignore ED diminishing returns. The Rama Slot would relate to Judgement (based on the myth of Rama's arrows being described as hitting like a nuclear bomb (eerily before atomic bombs were a known thing)) and the core path would boost the maximum target cap and AoE side of your existing alpha and allow it to no longer need line of sight letting you hit through walls, even enabling some of the benefits of the unchosen branch of your slotted Alpha tree (so core void now also debuffs damage), the radial path though changes your Judgement into a Meteor Shower, over ten seconds in a wide area dropping a series of ethereal meteors that floor lesser foes instantly for massive Smash/Fire/Energy damage and topped off with a single giant meteor crashing into the ground leaving even non-incarnate AVs feeling the pain. Basically, really grandious stuff like that, possibly have it be on a timed toggle like Hybrid.

 

 

Weekly Discussion 40: Peacebringers

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

3/01/20-3/07/20

Spoiler

 

Overall:

  • @Lightbeard had a lot of great things to say this week. Here is a link to his post on how to help Pb's overall: (https://forums.homecomingservers.com/topic/15520-a-look-at-a-realistic-buff-for-peacebringers/)
  • Raise damage cap from 400% to 425-450%
  • Human form Melee Modifier change from 0.85 to 1.0 or .95 / Buff Ranged modifier from 0.80 to either 0.85 or 0.90
  • A few people mentioned the idea of having the forms act like stances, one increasing dmg while the other increases sturdiness/mez protection. 
  • Toggle Supression (Most people were fine with them still costing end)
  • ST dmg is lacking
  • Change at least a few of the KB abilites to KD as to stop wasting slots on the conversion IOs
  • Min fx option for Dwarf/Nova
  • Epic Power Pools for Khelds in general / @Mainframe mentioned options of a Melee/Ranged/Support/Tank set in which you had to pick more of a set path for your Kheld.
  • Add mez protection to human form.
  • Bring back Shadow cysts and void hunters. (Redlynne) suggested making it so Quants are level 6+,  Void are 20+, and Cycsts are 50+ to help with not overwhelming low levels.
  • There was a lot of discussion on how to help the slotting issue (there aren't enough). Some ideas were to make it so if you slotted one slot into a form, every power had one slot, if it was slotted with two, every power had two (Redlynne). There was debate on if that would be to overpowered or not. Another suggestion was instead of getting two slots under 30, you get three which provide 13 instead of 36 (Call Me Awesome).

 

Specific:

  • Allow the ability to choose between foot stomp and hand clap for flare attacks.
  • Adjust Incandescent strike Activation time from 3.3 to 2.5 and adjust the base damage to be higher to make it comparable to Radiant Strike. 
  • Seekers are underwhelming. Adding them as perm pets with DoTs would help with ST Dmg.
  • Nova needs a dmg boost.
  • Change Cosmic Flight to match Hover's flight stance.

 

 Weekly Discussion 41: ATO's

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

3/08/20-3/14/20

There was a decent amount of discussion this week on ATO's being mandatory for certain AT's and whether or not that was a good thing.

Spoiler

 

Overall:
⦁    Every AT should get at least one global proc: There was some discussion on this based on the primary. For example a global dmg proc would be more useful (and needed) on a Elec blaster than a fire blaster. 
⦁    There was some discussion on getting rid of the superior versions of ATO's because they are OP.
⦁    Allow MM ATOs in all primary powers


Specifc: 
⦁    Controller: Overpowering Presence: Energy font is not strong enough. The pet dies too fast and does very little while its alive.
⦁    Dominator: Dominating Grasp: Fiery orb is not strong enough. The pet dies too fast and does very little while its alive.
⦁    SoA: Dominion of Arachnos: Change to terroize is underwhelming.
⦁    Seraphim Kensai: Change the Essence Transfer ATO from a global heal, to a global Mez protection to help Kheldians from getting mezzed

 

Spoiler

 

New ATO Ideas:


@Ntttyn: 
"For new ATO ideas, I have no idea how practical any of these would be coding wise, but a set of ideas for ATOs that work off of the various ATs  inherits: 
(Blaster) Natural Defiance: You can use this slotted power even while mezzed (disabled in PvP). 
(Controller) Overpowering Prison: Increase chance of overpower (the additional point of magnitude controllers have) by some large amount.
(Corruptor) Salted Scourge: Scourge hits caused by the slotted ability have bonus Toxic damage 
(Defender) Enduring Vigil: The slotted power's Vigilance discount is tripled
(Mastermind) Inescapable Supremacy: The slotted power always benefits from Supremacy
(Scrapper) Unrestrained Blows: Some stupidly high increased chance for critical hits by the Slotted power against minions."


@Darkenblade:
"(Blaster)Deified Defience : You got increased damage on t1 and t2 powers while mezzed and/or high chance of breaking out of status effect while dealing damage.
(Controller) Captivity : Increased magnitude on already mezzed targets. If immobilize chance to +1 mag and held on top on that chance to +2 mag so on.
(Corruptor) Corrupt : Corruptor has a chance to deal -regen on enemies.
(Defender) Defend : Defender has a chance to take damage instead of his teammates. After taking damage his damage buffed and Health regen is tripled.
(Mastermind) Your targets earn scorne of your minions. Your minions  has chance to deal extra damage to your target. (Need to target enemy first and probably attack or two so you can agroo them to you)"

 

@Lightbeard: Kheldians
"Damage: 53%
Damage/recharge : 33/33
Acc/Dam/Recharge 26.5
Damage/End: 33%
Acc/Recharge 33
Global Knockback to Knockdown conversion/Acc 33


Bonuses:  () are if normal and not converted
(2) 32 (20) HP
(3) 6% (3.75) Energy/Negative resistance
(4) 5% (3.13) defense to ranged 2.5 (1.5) defense to E/N
(5) 8.75% (4.25%) recharge
(6) 10% (5%) endurance discount"


@Vile Terror: 
"Archetype Inherent-changing ATOs.
<https://forums.homecomingservers.com/topic/15464-third-class-atos-game-changers>"

 

 

Weekly Discussion 42: Scrappers

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

3/15/20-3/20/20

This was a fairly happy week. Most people are happy with where scrappers are. There was some theory crafting on discord about where the AT stands as a whole against brutes and to find more of a niche but overall it was a positive discussion. (I can always tell how well a set is doing based on how much people go off topic - the less wrong with it - the more they talk about other stuff. This week was fun!)

Spoiler

 

Overall:

  • More powerset poliferation  (Add missing sets they don't have)
  • TW is OP - There was some discussion on momentum being enough of a barrier not to change the dmg with the set but a some didn't agree.
  • Nunchucks when?
  • Give crits a visual FX/sound to make it feel more special
  • Make taunt hit 3-5 people
  • Fix a few of the melee sets and add a little dmg (BS/Axe/MA/Etc)
  • Take a look at Kinetic Melee animation times
  • @Heraclea had an idea to make their crit mechanic apply to teams in a certain radius to make them more unique.
  • @redlynne Suggested making confront powers "Teleport to" (Gap Closer) instead of taunting
  • @Venetiasilver suggested giving scrappers a debuff instead of confront. 
  • Scrappers are too reliant on their ATOs for crit. A few suggested upping the base of their crit and reducing the proc.


Specfic:

 

 

Weekly Discussion 43: Badges

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

3/22/20-3/28/20

Spoiler

 

Overall:
⦁    Comparing the Red side vs Blue side accolades it seems like the red side is way easier than the blue side. 
⦁    Being able to see a checklist instead of a counter would be helpful on badges like TF Commander, plaques, locations badges like River Rat, etc.
⦁    Multiple players mentioned being able to buy with influence the +end/HP ones once you have unlocked them as getting them on multiple characters is annoying. 
⦁    Add an +To-hit accolade
⦁    @Guardia: "Please disconnect badges from gender! Maybe give both gender badges to anyone who earns them. And related to this, maybe put an option on Null the Gull to set your gender for each costume? If I want to, say, build a Huge mech body but have the pilot be female, the game currently treats me as male."
⦁    There was a lot of discussion on Day Job badges. Some players said they still took too much time to acquire while others were fine with it. There was also discussion about how useful they actually were and making some of the buffs last longer. 
⦁    Add more badges to Praetoria
⦁    More badges in Creys Folly/KW! 
⦁    More defeat/Exploration badges! 
⦁    No more "Don't die" badges. Most of the time it just leaves 1 or 2 people doing a TF and everyone else waiting at the door. 
⦁    For every [blank] amount of badges you get rewards like merits. 
⦁    Badges should be more self reliant than team reliant. Get out of green etc should count if the player completes the objective. 
⦁    Kings Row event badge difficult to get.
⦁    @Archvileterror: "Could we please have the newer Exploration Badges (the ones with the 100-word essays as descriptions) rewritten to be less Agency-stealing?  Short of mind control (and even then, there's a good way and a bad way to handle that) narrative content in a roleplaying game like this should not rob the player of agency to define their character, and should NEVER tell a player how their character feels."


Specific:
⦁    Master of Keyes: "Avoid the Green Stuff" and "Loves a Challenge" were among some of the most mentioned difficult badges to get. 
⦁    Maximum enduring damage could be reduced by a little.
⦁    Many of the arena badges are broken/difficult to get. (Pentad Victor, multiple 'weight' Champion badges).
⦁    Efficiency Expert - if any of the five missions are failed, you don't get the badge.
⦁    Higher vet levels = rewards up to 2k. One reward every 500 levels. Examples of rewards: Enhancement slots, travel powers ava at level 1, merits, etc.

⦁    Add badges for using influence.

 

 

Weekly Discussion 44: Arachnos Soldiers

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

3/29/20-4/04/20

Spoiler

 

Overall:
⦁    Fix issues with the crab backpack in the costume editor. (Showing for all classes when its not available, when swapping from crab to bane, etc)
⦁    Add no redraw
⦁    The inherit is weak - it could use a boost
⦁    Make their change over at 22 instead of 24 so you dont have to wait to get IOs or change them in two levels. 
⦁    Allow ranged attacks to benefit from Banes hide. 
⦁    Lower Bane ranged animations
⦁    Give crabs aggro management 
⦁    Male buttcapes!
⦁    Added mez protection
⦁    Allow MM pet controls with AS pets.


Specific:
⦁    Omega Maneuver needs more dmg without the delay.

⦁    Make build up not draw the mace

 

 

Weekly Discussion 46: Corruptors

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

4/12/20-4/18/20

Overall feedback for Corruptors was very positive.

Spoiler

 

Overall:

  • A few sets like Dark Blast and Electric Blast need a little work to get them up to par with the rest of the higher damaging sets.
  • There was some great debate on Scourge that had the conversation divided between leave it along and giving it a little extra (maybe making the scale minor before 50% Hp).
  • There was some debate on giving ice blast a snipe or tweaking Bitter Freeze Ray.

 

 

Weekly Discussion 48: Dark Armor

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

4/26/20-5/2/20
One of the biggest discussions to date.

Spoiler

 

Overall:

  • Knockback Protection
  • Lower end costs all around for the shields and heal. There was some debate as to whether a reduction all around or a +end added to something (the heal maybe) that could make up the difference in the set.
  • The t9 is lack luster – some people opted for a totally new power and some wanted to just give it a little buff (+Dmg/Acc/Etc upon reviving) to make it worth taking over the P2W Rez. There were a few that suggested making it usable while alive like Howling Twilight.
  • Cloak of fear needs a boost in its base ACC
  • Reduced End cost of Dark Regeneration (Most people were cool with it healing for less to make up for the drop in end cost).
  • Have an option for Obsidian Shield that removes both the pulse and head rings.
  • There was some debate on increasing the mag of the toggle fear and stun abilities. Some suggestions were to allow the ability to stack with itself at least once to make it more usable while others said it was fine as is based on the fact you are just there to add a stacking number to whatever defender/controller/etc was there doing the CC heavy lifting.

 

 

Weekly Discussion 49: Alternate FX/Animations

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

4/26/20-5/2/20

Spoiler

 

Overall:
•    Alternate animations for melee snipes
•    Add a magic/neutral version for the medicine pool
•    Add minimal FX for Dark Armor (Most amors were mentioned really)
•    There was a decent amount of asking and discussion about being able to turn off other players power animations on you (buffs, etc.) but also some players against that.
•    Add a no weapon option for elemental swords
•    Different taunt options
•    Minimal FX for Staff
•    Psionic Melee animations are stiff/feel unfinished.
•    There was some discussion on making any powers that use the same animation times to be proliferated. 
•    Minimal FX for Nova and Dwarf forms – there was debate on this one since they are literally forms to be taken.
•    Minimal FX for Stone Armor


Specific Visual:
•    Energy Melee: Have an option to have the old Transfer Energy back
•    Minimal FX for Hurricane
•    Add a fade option that doesn’t make people invisible
•    Make Shadow fall have a minimal FX option and make it team only
•    Combat flight for PB have the option to look like Hover.
•    Minimal FX for Whirlpool 
•    Heal proc for Def ATO toned down
•    More items for Gravity’s Propel
•    Option to set flys animation to the emotes without having to use the emotes (have them engrained into the power).
•    Alternate TP options
•    From @General Idiot: “Fix the animation on the Sentinel version of Midnight Grasp in the Soul Mastery patron pool. Currently it's copied straight over from Dark Melee and as such uses the solid black tentacles that one uses. But other Soul Mastery powers have transparent glowy tentacles instead. It should theoretically be possible to copy those FX over to Midnight Grasp to make it fit in with the rest of the pool.”


Specific Sound:
•    Minimal Sound for Repel
•    Minimal sound for MM pets (Dogs/Demons were mentioned a lot)
•    Minimal sound on taunt
•    Minimal sound for Undead MM upgrades

 

 

Weekly Discussion 50: Darkness Control

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

5/10/20-5/16/20

Spoiler

 

Overall:
•    Add fear to containment for sets like dark, mind and illusion take more advantage of it. 
•    Add more model options for the T9 pet and make minimal sound an option.


Specific:
•    Decrease the recharge time on haunt
•    Increase the HP/Res of Haunts
•    Fix issue with the haunt failing to summon if the target dies
•    Increase Arc of the cone immobilize.
•    Mentioned by @Peacemoon:

          o    1) Haunts regularly spasm out, particularly when moving from one enemy group to another. I don’t know what causes this, but they basically become unresponsive and won’t follow or attack for the remainder of their duration. This is relatively easy to reproduce.
          o    2) The graphics for the immobilize expire before the duration does, making it very confusing to see who is actually immobilized. Particularly annoying as a controller as you’re trying to do containment damage 😊
          o    3) The graphic for Shadow Field (the AoE hold); the shadow dome effect is smaller than the actual diameter of the power. Not sure if this is intended but makes the power look a lot less effective than it is.

 

 

Edited by GM Miss
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Weekly Discussion 51: Kallisti Wharf

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

5/17/20-5/16/20

There were a lot of practical suggestions this week. Some people shot for the moon (which is great too) but the majority were happy with reusing what we have in a new way.

This was probably the most divisive discussion yet, there were a lot of opposing opinions.

Spoiler

 

Overall:

  • Fix KW performance levels, geometry issues, and crashing
  • Incarnate enemy options for the zone: (There were a few people that didn’t want Incarnate content)
    • Arachnos vs. Longbow
    • Low level hero mobs (Hellions/Skulls) vs low level villain mobs (Snakes/Legacy Chain)
    • Family, Tsoo, and Warriors
  • Possible non combat events like the ski slopes.
  • Continue on with the original plan of the Battalion story line.
  • From @Ryuplaneswalker: “If I were writing, I would make KW the starting point for the "next chapter" of the story. Start it X years after the end of the Preatorean War with the ceremony dedicating the statue of Statesman and a celebration of the Preatorean refugees integrating into society. People have forgotten about the Batallion, and Recluse has gone rather silent (after all much of his villainy had to do with his personal beef with States)”
  • Zone for all levels – radio missions from 1-50 will various enemy groups.
  • Special zone event, New or old GMs!
  • Turn some long story arcs into Task forces for teams to run.
  • From @Laudwic: “Make one of the buildings in the zone a museum dedicated to superhero art.  Reward your volunteers by having pictures/screen shots of their characters in it and do a contest to add more from the community.  Add other exhibits via existing art in the game.  Make it a place to go in and look at the art.  Put in a badge or two.  Also set missions in there.  Set mayham missions to destroy the art, other missions to protect.  A story Arc about the museum, obtaining artifacts for the display, finding out that new sculpture is actually a person that has been petrified, mission attending a gala in the museum only to have it attacked, villains attacking a gala to steal a diamond on display.  While players could normally access the museum main floor, the back rooms, storage, offices, restoration areas would normally be off limits but could be used in missions.  For villains, you could have a mission to 'case' the museum where you have to click on certain things ala a patrol mission.”
  • Run contests for AE arcs for players to get their arcs in KW.

 

 

Weekly Discussion 52: Darkness Affinity

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

5/24/20-5/30/20

Spoiler

 

Specific

  • Change Black hole - Some suggestions were:
    • Make it more like worm hole
    • Some suggestions were a ‘pull’ ability where it sucked them into the center
  • Remove/Make optional the stealth effect on Fade
  • Make Dark Servant permanent and give more fx options
  • Make Shadow fall team only

 

 

Weekly Discussion 53: How to Increase Villain Population

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

5/31/20-6/06/20

This was a huge discussion this week on both the forums and discord. There were a lot of polarizing opinions - from people wanting to make drastic changes in favor of the red side to reverting some of the QOL changes that were made to make the transition between the two easier. 

The posts I think were most constructive and useful were the ones that offered a compromise between the two worlds. I.E Events for both sides that caused issues in opposing zones, alignment rotation events/rewards, and instead of making blue side swap over completely - allow those players time and opportunity to dip their toe in all the awesome stuff the red side has to offer. 

Spoiler

 

Overall:

  • More zone events/ possible GM events on red side (They could be done hero only to be fair).
  • Hero/Villain reward levels that worked along with alignment. Rewards given by the P2W vendor.
  • More story lines (Where YOU are the boss) that give more rewards to encourage storylines over radio/paper missions. The small merits should be increased.
  • Alignment incentives could rotate for each alignment.
  • Add alignment enhancements
  • From @mainframe: What about some cross faction accolades?  Stuff that you have to do content on both sides to get.  Maybe even a 'mega' TF Commander Accolade, which is unlocked by having both the red and blue side TF Commander badges.  Or something like that.
  • From @mainframe: We repurpose the old Hero and Villain merits, reward one per arc you finish (in addition to the merit reward).  they can then be spent at special Hero and Villain vendors, each with unique content.  And Hero/Villain merits don't convert when you cross over, so if you want something specific, you have to go over, do some arcs, and buy thee stuff you want. This would be new options to buy, not removing anything currently available. Perhaps things like the Temp powers and such normally only available from Story Arcs, costume powers (ala the Halloween ones), things like that.
  • From @mainframe: Something i do think would appeal to people would be a pair of new storylines (you'd have to one for blue side too to keep people from complaining).  It would be a storyline exploring 'being a hero' in the Rogue Isles.  Fighting the good fight when the odds are stacked against you.  You'd have to do a 'villain in Paragon' storyline too, but i think that would attract a huge amount of interest.
  • Give an option for people to opt into a ‘brighter’ CoV world with updated skys/lighting.
  • Strike Forces to fill in the blanks where there are none (People were even okay with making a few long story lines into one if that was easier).
  • Give a reason to go into cool villain areas like the Casino in St Martial / etc. (Maybe make teleportation to it easy to be the ‘hangout area for villain side’.
  • More helicopters /boats get around faster.
  • From @gastlygibus: Villains need more ways to feel like their evil-deeds are actually affecting the world. I think it'd be really cool if redside had a task-force where on completion it triggers a blueside mini-invasion event. You could also have one blueside for parity's sake, triggering an event on redside.
  • From @impousvileterror: A whole thread: https://forums.homecomingservers.com/topic/19655-weekly-discussion-53-how-to-increase-villain-population/?do=findComment&comment=222752
  • When you finish Mayhem missions get a small influence gain since you just robbed a bank.

 

 

Weekly Discussion 54: Martial Arts

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

6/07/20-6/13/20

Spoiler

 

Overall:

  • There was some talk on the differences between the primarily melee Ats MA and the blasters MA – feeling that the blaster MA was a little better or perhaps flavored a little more toward what people would like the ‘real’ MA to be. Ki push, Brust of speed, and reach the limit were examples mentioned.
  • There was some talk about adding more AoE but the general consensus was happy with it being a ST set.
  • Give it more than just smashing damage.
  • Up the percentage change that the status effects for the abilities proc.
  • From @leogunner: Would shifting Shock Therapy's old mechanic of increasing your movement speed with stacks of +movement speed be another kind of utility that could differentiate the set?
  • Reduce the endurance cost for some of the heavier costing powers.

Specific:

  • Reduce Eagles Claw cast time
  • From @poitvok: Eagle claw should be a tp move like shield charge. ST but with AOE Kd
  • From @Redlynne: Proliferate the +10% Defense that Tankers get to Scrappers in lieu of an additional +5% bonus critical hit chance.  This would make Storm Kick the "parry" power for Martial Arts, regardless of Archetype.
  • Increase Dragon Tails radius to 10.

 

 

Weekly Discussion 55: Pool Powers

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

6/14/20-6/20/20

Spoiler

 

Overall:

  • Add some more shields like tough/weave that are for something other than S/L damage.
  • Allow people to have more than four pools or make the origin power pools not count towards the maximum limit.
  • There was some discussion on removing pool power pre-requisites (or at least lowering them) and leaving level restrictions. It was a mixed bag, but most people agreed not having to take certain useless powers is better.
  • More travel power enhancement sets and maybe a few pool specific sets.
  • Revisit some older powers like Flurry/presence pool (besides the taunt) and make them more useful and more competitive with some of the more frequently used power pools.
  • From Bopper: “Remove the Requirement of the T4 powers in a pool needing 2 sub powers before selection. Only have the T5 power require 2 previous powers. As a compromise, move the minimum level for slotting a T4 pool power to level 20.”
  • Alternative animations to medicine for magic users.

Specific:

  • Sorcery Pool: Make mystic flight faster / the damage abilities are too weak.
  • Fix some of the 5th tier powers inconsistency in recharge/duration (unrelenting, adrenal booster, rune of protection, and unleash potential).
  • Get rid of “useless powers” like kick/boxing in certain power pools that force you to take powers you don’t use just to get decent powers.
  • Make afterburner similar to stealth: remove the defense/speed while in combat but allow people to use attacks with it toggled.
  • Increase defense of combat jumping.
  • Increase speed of group fly and make sure MM pets can follow without falling. Perhaps change it to a PBaoe like Group Invis.
  • Reduce End cost for Leadership pools.
  • Add a +res (Immobilize, Stun, Smashing, Lethal) to acrobatics.
  • Make field medic auto and decrease animations times of other medicine powers.
  • Teleport pool: There was some discussion on making teleport friend/foe the same power just depending on who you are targeting to free up a slot for an attack for the set. Add a +%Def for 3-5 seconds after TP. Change team teleport to function more like assemble the team. Reduce cast time for LRT.

 

 

Weekly Discussion 56: Traps

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

6/21/20-6/27/20

Spoiler

 

Overall:

  • Allow traps to be able to be incanned’ with you.
  • There was some talk about adding the gun drone as a power option instead of one of the more useless powers like seeker drones. (Some people like seeker drones – but most agreed it either needs work or should be replaced with something more useful).

 

Specific:

  • Increase duration of force field generator or make it a permanent pet. Fix its AI and pathing.
  • Increase regen on Triage Beacon or change it to a HoT – make it work more like Lifegiving Spores.
  • Increase accuracy of Acid Mortar.
  • Seeker drones needs a total rework. The activation/recharge is too high and the result is tiny and borderline useless.
  • Make trip mine throw several bombs into a single area was one idea – another was to remove the int time and lower the activation time.
  • Make timebomb work more like Omega maneuvers but good.
  • Make web grenade have a small secondary effect (-dmg or -defense). Make it a cone with a small arc.
  • Detonator – lower the recharge time and make it affect multiple pets.

 

 

Weekly Discussion 57: Patron Pools

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion) 

6/28/20-7/04/20

Spoiler

 

Overall:
•    Add another defensive power for Def/Conts
•    Add no redraw to mace powers
•    Make them an account wide unlock so you don’t have to add it for every character 
•    Increase duration of pets across the board
•    Create a neutral villain side epic powerset
•    Add an option to have a less arachnos themed version of the power sets    

                                                                                 
Specific:
•    Soul Mastery: Dark Consumption recharge reduction
•    Add – tohit to soul tentacles
•    Add more dmg res types to Leviathan Mastery

 

 

Weekly Discussion 58: Electric Blast

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion) 

7/05/20-7/11/20

Spoiler

 

Overall:

  • The end drain is useless as it doesn’t really cause anyone to stop attacking. Some suggestions were to add -rech which would cause a similar effect to the mobs or a +rech to the caster which would make more sense thematically. Some suggestions were to add a dmg chain effect instead or a static stacking effect that caused aoe dmg after X number of stacks.
  • Add more endurance for the ‘leeching’ effect of Elec Blast for the caster.

Specific:

  • Increase the damage of Short Circuit – decrease animation time.
  • Increase the damage of Voltaic Sentinel and its duration (or make it a toggle).
  • Make Tesla Cage more like Freeze Ray in Ice blast (Increase dmg and reduce activation time).
  • Add +special (end drain, etc) to Aim

 

 

Weekly Discussion 59: Veteran Reward 

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion) 

7/12/20-7/18/20

Spoiler

 

Overall:

  • Keep rewarding Emp Merits every 3-5 levels after 99
  • Additional rewards for vet levels could be merits, ah storage, salvage storage, recipe storage, insp. Storage, temp powers, new costume slots, permanent costume powers, Extra AE slots, and more. Someone suggested getting a “veteran token” they could spend at a veteran store for rewards.
  • Some fun milestone badges for insane vet levels would be fun – they wouldn’t count towards the max total for obvious reasons.
  • Veteran levels unlock higher difficulty content only available to that level vet+

 

 

Weekly Discussion 60: Ninjitsu

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

7/19/20-7/25/20

Spoiler

 

Overall:

  • Add more defense debuff resistance
  • Add KB protection for Nin on stalkers
  • Add Caltrops to Scrappers/Sents
  • Proliferate the set to brutes
  • Make the T9 not have a huge end crash

Specific:

  • Make “Kuji-In Rin” the clickable status protection a toggle – there was some debate on this, some people prefer the click.

 

 

Weekly Discussion 61: Inherents

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

7/26/20-8/01/20

Spoiler

 

Overall:

  • Inherit ATOs for inherits abilities
  • Put prestige slide on the P2W vendor

Controllers:

  • Add fear/confuse to containment. There was conversation on sleep as well. Perhaps it set containment on a mob for a set period of time after a sleep was cast.

Kheldian:

  • Increase status protection from controllers and dominators to 2 or 3.

Sentinel:

  • Weak, Clunky, and makes you take T1 & T2

Mastermind:

  • Radius is too small
  • Increase minion resistances/dmg reduction

Corrupter:

  • Start scourge at 75% with a scaling dmg modifier.

Arachnos:

  • Both feel underpowered and tacked on

Defender:

  • Suggestion from Gchpaco: “What I suggest is the following.  Split defender inherent into two parts.
    • - when team is perfectly healthy, defender doesn't need to worry at them and gets scaling +dmg bonus.  As the team gets hurt more, dmg bonus goes away.
    • - when team is hurt, defender gets scaling power boost which can include the existing end discount.  So when your teammates are near death your force fields on an FF defender are extra potent, in desperation.

 

 

Weekly Discussion 63: Ice Armor

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

8/09/20-8/15/20

Spoiler

Overall:
•    Alternate animations for powers / very minimal FX
•    Adding a +absorb would allow it to work in high incoming dmg situations where ice can sometimes struggle. (Lord recluse, hard hitting incarnate content, etc).
•    Improve the base values for S/L/E/NE Def slightly.
•    Shift some Cold Resistance to Fire (for example swap the Cold and Fire Res values in Permafrost).
Specific:
•    Bring the +absorb from frigid protection (Blasters) to tanks and scrappers. 
•    Port over icy bastion instead of hibernate or make them work more similarly. 
•    Make hibernate have a taunt effect for a short period of time
•    Allow wet ice to take IOs
•    Give Energy Absorption a Heal effect that scales based on the number of targets or give Hoarfrost an Absorb Over Time for its duration.
•    Change Hoar Frost to a shorter recharge, + Absorb power.

 

Weekly Discussion 64: T9s Part I

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

8/16/20-8/22/20

Spoiler

 

Overall

  • The days of huge endurance/health crash T9’s should be over. Due to the fast paced nature of gameplay in CoX today – a tank or meat shield can’t be down for the count for anytime, let along multiple minutes after a T9 expires.
  • Electric Armor, Energy Aura, Invulnerability, Regeneration, Super Reflexes, Shield Defense, & Ninjitsu are all sets with T9s that basically ruin your day after you use them.
  • Most people agreed a T9 like Meltdown, Icy Bastion, and Parasitic Aura were a happy medium of what T9s are supposed to look like.
  • One of the interesting T9s that needs the most help that doesn’t fall into the above category was Granite Armor. Most people agreed it was outdated and was falling behind in its uses due to the odd nature of the set OUT of the armor and the slows IN the armor. Most of this discussion derailed into what stone armor needs in general (some tlc).
  • A few people suggested T9s should fill holes certain armors have. Hole of psionic? T9 to the rescue for those pesky psionic fights with hard hits.
  • T9s should all be affected by recharge IO’s, it doesn’t make sense when they aren’t. We’re looking at you shield defense.
  • People were torn on rezzes being T9s, some felt they were underwhelmed while others thought they fit well within certain sets (dark, fire, regen, willpower).
  • Zenijos suggested having two options, one that had a hard crash with more bonus and an option of the power that had less rewards but also featured a less intense crash. Another player (Nanolathe) mentioned making T9s toggles where the longer you had them on the more resources they cost.
  • Hibernate was also mentioned, some liked its uniqueness while others thought it fit less with the tank MO of taking care of the team.

 

 

Weekly Discussion 65: Build Your Own Powerset

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

8/23/20-8/29/20

 

Weekly Discussion 66: Trick Arrow

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

8/30/20-9/05/20

Spoiler

 

Overall:

  • Condense some of the debuffs so you spend less time applying one debuff after another. (There was some debate about this because a few people liked the ‘active’ nature of the set)
  • Give it some kind of team buff, perhaps a +end or +heal or +dmg on mobs that are currently affected by TA debuffs.
  • It either needs to do more dmg or do better debuffs.
  • @Keshbits: “Ice Arrow I think would be fun if it was a ST hold, but did a separate secondary effect around the target as well. Cold Damage, maybe -Special stuff akin to Benumb? Nothing as huge but, something neat.”

Specific:

  • Remove the endurance crash from Emp Arrow
  • Make Glue Arrow AoE/cone Immob + what it does now and remove Entangling arrow.
  • Add a +res/mes protection for teammates to disruption arrow.
  • Lower cooldown on Oil Slick Arrow
  • Up the -res on disruption and acid arrow
  • Increase radius of acid arrow from 8 to 15.
  • Reduce cool down on emp arrow
  • Add -maxhp to poison gas arrow
  • Add more -tohit to flash arrow with a mix of unresistible and resistible.
  • Entangling arrow should do dmg, perhaps an electrified net with a minor elec dot. This would allow for oil slick to be lit as well.
  • Add dmg to block of ice.
  • Increase target cap for disruption arrow from 10 to 16 and add -500 regen.
  • Replace entangling arrow the weakening arrow – something like weaken resolve.

 

 

Weekly Discussion 67: Build your own Epic Pool Power

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

9/6/20-9/12/20

 

Weekly Discussion 68: Energy Melee

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

9/13/20-9/19/20

Spoiler

 

Overall

  • Add another cone or aoe – Although there was some debate on making it the king of ST again. Some people liked the idea of bringing it back up to par with other high level ST sets.
  • Lower animation times on ET and TF – targets die in the middle of the cast too often.
  • EM on stalkers was mentioned multiple times due to the two heaviest attacks not critting.
  • There was a decent amount of discussion just to revert the changes made back in 2008 to TF/ET

Specific

  • Energy Transfer
    • Add +end to truly make it an energy transfer
    • Remove self dmg component
  • Increase radius of Whirling hands
  • Total Focus
    • Add splash damage
  • Add damage to the stun (similar to Cobra Strike changes)

 

 

Weekly Discussion 69: Build your own Patron/Mentor Pool

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

9/20/20-9/26/20

 

Weekly Discussion 70: T9's Part II

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

9/27/20-10/03/20

Spoiler

 

  • Umbral Beast needs more resistances, right now it’s too squishy
    • The howling is also too much
  • There were a lot of ideas for Mass Confuse
    • Cut the cooldown and make it closer to seeds of confusion
    • Make it have a primary target and have them become a temporary pet that fights for you
    • Replace Telekinesis with mass confuse and add a pet or damaging ability
    • A possible pet example was Yins nexus
  • Ai adjustment on Phantasm – he seems to go everywhere.

 

 

Weekly Discussion 71: Regeneration

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

10/04/20-10/10/20

Spoiler

 

Overall:

  • Make IH a toggle again
  • Give the set more regen debuff resistance
  • Give the set a scaling regen buff, similar to the res buff in SR – but instead of res you get regen.
  • Give it a little more +res to certain powers like resilience
  • Proliferate Regen to tanks
  • @bopper had a few ideas about how to tweak regen here: https://forums.homecomingservers.com/topic/22882-weekly-discussion-71-regeneration/?do=findComment&comment=270889
  • There was some discussion on people not wanting absorb added to regen as it wasn’t thematic – but there were others who were adamant about wanting it added.
  • @zepp “I'd like for recharge times to be adjusted. Reduce Instant Healing's recharge to 270s, Revive's recharge to 150s, and adjust MoG to 180s with 30s duration (all other armor T9s should be adjusted to 360s with 60s duration - and they should also be adjusted to fill in holes.)”
  • @Lost Deep: “My thought is that the set needs some mix of debuff resistance and better passive/click balance. Either increase the passives and toggles so that the clickies are less needed, or improve the clickies so that they're the for-real backbone of the set. Right now it doesn't really have one backbone, passives/toggles and clickies are both very reliant on the other on a regular basis, neither one really feels like a bonus.”
  • A lot of people compared Sentinel Regen to Non Sentinel regens and were impressed with the changes made for sentinel regen.

Specific:

  • Ideas for Instant Healing
    • Turn it into an absorb toggle
    • @srmalloy: “I still think that "Instant Healing" just being a boost to your regeneration rate doesn't really fit the power name, and that IH should be a toggle that reacts to incoming damage -- when you take damage, if IH is active, it triggers a heal with a time delay (pseudo-pet, whatever -- Spectral Wounds does this already) that "instantly" heals some of the damage you took, with the amount of the heal being fully or partially enhanceable.”
  • Ideas for Moment of Glory
    • Turn it into an absorb shield more like Parasitic Aura
  • Ideas for the Rez
    • Make it similar to Howling Twilight – it can be used in death or in life. In life it provides -regen for all enemies.

 

 

Weekly Discussion 72: Build your own Power Pools

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

10/11/20-10/17/20

 

Weekly Discussion 73: T9's Support

This contains suggestions from both Discord & The forum weekly discussion.

(Link to the Forum Discussion)

10/18/20-10/24/20

Spoiler

 

  • Dark Miasma
    • Make Dark Servant a permanent pet
  • Darkness Affinity
    • Make Dark Servant a permanent pet
  • Sonic Resonance
    • Make Liquefy more visible
    • Lower cooldown
  • Force Field
    • There were some suggestion to lower the radius of force bubble to make it more like hurricane.
  • Traps
    • Make time bomb a targeted AOE
    • There was some talk about replacing it with a caltrops like power but it was little bombs that explode
    • There was also talk of making it a toggle to put down and then when it toggles off – it explodes. Some kind of remote detonate.
    • @purrfekshawn suggested making it similar to Farsight or overgrowth instead.
  • Cold Domination
    • Lower cooldown of Heatloss
  • Thermal Radiation
    • Lower Cooldown of meltdown
  • Radiation
    • Lower cooldown
    • Remove Crash
  • Trick Arrow
    • Lower Cooldown
    • Remove Crash

 

 

** Weekly Discussion 74 and onwards can be found on this post**

 

Edited by GM ColdSpark
Adding link to a new post in this thread for where ColdSpark has picked up Weekly Discussion
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  • Retired Lead Game Master
9 minutes ago, Saiyajinzoningen said:

wow this looks great! so glad to see an official response to our requests. When/where do we vote?

You got in touch with me on discord - if anyone else wants to get involved, come on over to our discord and hang out in the #weekly-discussion channel! 

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2 minutes ago, Redlynne said:

Except some of us DON'T (and WON'T) do Discord ... 

52 minutes ago, GM Miss said:

You got in touch with me on discord - if anyone else wants to get involved, come on over to our discord and hang out in the #weekly-discussion channel! 

 

Do any of the suggestions here in the suggestions thread get considered or just stuff in the Discord channel?

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3 minutes ago, Redlynne said:

Except some of us DON'T (and WON'T) do Discord ... :classic_sad:

And that is totally fine, some people feel the same way about forums. The weekly discussion could be opened up to the forums if there was enough interest expressed.

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3 minutes ago, Tyrannical said:

Do any of the suggestions here in the suggestions thread get considered or just stuff in the Discord channel?

Currently this thread is based solely on the weekly discussions from our discord channel. 

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Just going to put some of the Warshade suggestions I feel strongly about that were made on discord for non-discord people: 

  • Quoting @Doomrider "giving Stygian Circle a regen/recovery buff against living targets in addition to what it already does. " ala Bio's DNA Siphon power.
  • Front-loading the Resistance on Eclipse (maybe 45% (25% of the total) then incremented by 8.45% (same maximum possible) per enemy)/Damage on Mire so it's useable on solo boss fights.
  • Have Dark Extraction summon 2 untargetable pets instead of up to 4 incredibly-easy-to-lose pets.
  • As most of the time, after grabbing Eclipse @ lvl 38, a WS is sitting at or near damage and resistance cap, the only time the Inherent is useful is on a Human-only when you have 4 or more Controllers/Dominators on your team (thus leading into the Mez Protection problem). It is also completely useless solo.
Edited by Hopestar
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Toggle suppression would be helpful. (Got this request a TON)

 

The most requested thing even on live.

 

Its nice to see feedback is actually being looked at though. To be honest, expecting the devs to reply to every topic is too much but it can be disheartening when they don't.

Edited by Super Atom
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13 hours ago, GM Miss said:

Weekly Discussion 33: Warshades

Overall:

  • Inherent seems off at higher levels due to most people being Aoe - so you are almost never at full power
  • Incarnates have made their niche not as impressive as it was previously.
  • Toggle suppression would be helpful. (Got this request a TON)
  • Slot Heavy
  • Knockback is rough
  • Mez protection
  • Moving some of the more complicated/filler abilities to a Kheld only epic pool would help new players.
  • Human WS needs work vs Tri-form

Specific:

  • Their reliance on Stygian is frustrating
  • Dark Extractions are too squishy
  • Unchain needs a rework - its not powerful and most people cut it from their builds
  • Add mob size modifier to Mire/Eclipse
  • The post teleport animation is too long

Theory/Ideas:

  • Make the forms toggles that buff certain attacks vs having a new set of abilities.
  • Inherent seems off at higher levels due to most people being Aoe - so you are almost never at full power

I've made the point elsewhere in these forums, but it bears repeating in this context.

Kheldians (both Peacebringers and Warshades) wind up being rather ... selfish ... in how their Inherent power works.  The team buffs the Kheldian (via archetype inherent power) but the Kheldian doesn't return the favor (through their archetype inherent power).  The inherent power is also something that is rather an obvious legacy from what the game was like in Issues 2-3 which has not aged all that well with Inventions post-Issue 9.

 

 

  • Incarnates have made their niche not as impressive as it was previously.

To be fair, Incarnates have done that to pretty much EVERY archetype, not just Kheldians (or Warshades specifically).

 

 

  • Toggle suppression would be helpful. (Got this request a TON)

This one would be tricky to implement, given the way I understand how powers work.  I'm assuming you'd need to give the toggles a "token" endurance cost (on the order of Combat Jumping) and then put the remainder of the endurance cost into the power effects itself.  You'd then need to code the resistance and endurance cost of the power effects (both) as suppressing while in Nova or Dwarf forms, but active in Human form.  That way, the bubbles suppress their benefits while in Nova/Dwarf form without dropping the toggles.  It would be cool if the visual FX did NOT suppress while in Nova and Dwarf forms, even if the resistance and endurance cost (above token) effects of the bubbles do.  That way you could have a bubbled appearance for your Nova and Dwarf forms.  If you can manage doing toggle suppression for the shield bubbles, you ought to be able to follow the same principles for Orbiting Death and possibly even the Leadership toggles for Kheldians as well (and any other toggle powers they might be able to use).

 

 

  • Slot Heavy

There is just no getting around the fact that Kheldians have a "slot tax" on their forms that is very nearly crippling for their human form.  Characters get a total of 67 slots from Levels 1-50.  Nova form, if you take it, practically DEMANDS at least 11 slots in 3 powers to be useful ... and Dwarf form, if you take it, practically DEMANDS at least 13 slots in 4 powers to be useful.  That's an extra 24 slots out of 67 you need to allocate towards your forms, leaving as little as 43 slots to spend on ALL of your Human form powers (including Health and Stamina!) ... because a minimum of 1/3rd (up to 1/2 in some Tri-form builds!) of your slots have to be dedicated towards enhancing your Nova/Dwarf form powers independent of your Human form powers.  This then makes for a HUGE slot crunch for your Human form powers, many of which you'll want/need to 5-slot in order to get anything useful out of them (and the set bonuses you'll be slotting them with).  Then needing to pay a Knockback Tax in slotting ON TOP OF THAT just starts feeling biased/punitive (especially on Peacebringers!).

 

It would be different if there were a way to encode the forms to add +1 slot that could only be used on Nova form powers from Levels 7-19 on slot Levels (so 7, 9, 11, 13, 15, 17, 19 for +7 Nova Only slots by level 19) ... and +1 slot that could only be used on Dwarf form powers from Levels 21-37 on slot Levels (so 21, 23, 25, 27, 29, 31, 33, 34, 36, 37 for +10 Dwarf Only slots by level 37) ... but I'm not aware of there being any way to program the game engine to allow that, let alone be able to "enforce it reliably" during a respec.  So, nice idea ... but you just can't get there from here, I reckon.

 

 

  • Knockback is rough

Knockback is RARELY helpful.  If there was a (preferably universal!) way to toggle swap between Knockback and Knockdown ... ON DEMAND ... such that "while Flag is 1, Knock* powers are full MAG, but while Flag is 0, Knock* powers are clamped to max MAG 0.75" would be beneficial to ALL archetypes, not just Kheldians.  Being able to "pull your punches" when you need to ... and unload at full maximum power when you need to ... is really the ideal outcome here.  However, needing to pay the Knockback Slot Tax on top everything else in Bi-form and Tri-form builds is just piling insult upon injury.  Our builds are tight enough already, damnit!

 

 

  • Mez protection

The fact that just about the ONLY mez protection you can get comes from your Inherent power when you team is just ... Bad Game Design.  We'd be SO much better off if the Kheldian shield powers (the bubbles) each offered -1 MAG protection versus all mez status effects, so as to give people a motivation to take all 3 shields even if you can perma Lightform/Eclipse for hardcapped resistances (meaning the bubble shields become useless to you unless the bubble shields offer something that Lightform/Eclipse don't, and mez protection can easily fill that gap, even at -1 MAG per shield).  If combined with toggle suppression rather than drop in Nova/Dwarf forms, the mez protection of bubble shields would only be active while in Human form, keeping the Blaster-ish glass cannon design for Nova form intact.  This would allow Human form to function is a MILD mez environment, while still needing Dwarf form in a HEAVY mez environment.

 

 

  • Moving some of the more complicated/filler abilities to a Kheld only epic pool would help new players.

I have the feeling that this would be more trouble than it's worth, honestly.

 

 

  • Human WS needs work vs Tri-form

Warshades are simply a lot more dependent upon Nova and Dwarf forms than Peacebringers are, with double Mire being the most obvious example of this.  Warshades also lack some of the attack power options that Peacebringers have in their human form, such as Radiant Strike.  Most of the attack powers you can use as a Human form Warshade tend to have long recharge times, making it very difficult to build attack chains that can be repeated.

 

 

  • Their reliance on Stygian is frustrating

I always felt that Stygian Circle was perhaps TOO DEFINING for Warshades, since it made playing a Warshade feel more like you were playing a Necromancer (who drew strength from the DEAD).  Definitely a legacy game design power, since Stygian Circle was as much of a quantum leap for Warshades as getting (not inherent!) Stamina was for everyone else at Level 20.  The only time I found reliance on Stygian Circle to be frustrating was against AV/GM foes, or when fighting $Targets that left no corpses to drain (I'm looking at YOU, Rularuu!).

 

 

  • Dark Extractions are too squishy

Maybe ... but there's just NO CONTEST with how much more useful they are compared to Photon Seekers (which self destruct to do their damage)!

 

 

  • Unchain needs a rework - its not powerful and most people cut it from their builds

Unchain Essence is one of those powers where you either have to 6-slot it or skip the power entirely.  Using it is also disruptive to standardized attack chain rotations, since you need to switch $Targets (to a defeated $Target that left a corpse!) in order to use Unchain Essence.

 

Now ... if Unchain Essence were set up as having an alternative trigger condition ... such as "piggybacking" off Orbiting Death ... that would make the power a LOT more interesting!  Unchain Essence would remain a Click power (just like always) but also gain a "passive" component to it that would automatically trigger Unchain Essence against any corpse within Orbiting Death's PBAoE while Orbiting Death is toggled on (and not suppressed by being in Nova or Dwarf forms).  Add THAT conditional "hands free auto targeting" to Unchain Essence and it would suddenly become a LOT more popular to have in builds!

 

 

  • Add mob size modifier to Mire/Eclipse

I have no idea what people are talking about with this.

 

 

  • The post teleport animation is too long

This is a problem with all Teleport powers generally.  Ideally speaking, you'd want to have the Hover after Teleport be something that lasts for 4 seconds (current functionality) or until a movement keybind is used ... at which point the Hover effect "expires early" and you are free to move about the map.  That way you can Teleport and MOVE as quickly as you need to, rather than being "stuck" waiting for the Hover effect to expire.

 

 

  • Make the forms toggles that buff certain attacks vs having a new set of abilities.

This would no doubt incur the highest amount of necessary recoding ... but in the long run it has a tremendous number of advantages to it, if it can be managed/pulled off.  The biggest advantage to doing this is that the Slot Tax of the forms would go away.  The problem though is that you trade the Slot Tax for a Power Picks Tax in which specific power picks are "Form enabled" to be used outside of Human form in addition to Human form.  Bare minimum, this option would get rid of a lot of (unnecessary? legacy?) redundancy in Kheldian powers.

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I had no idea this level of discussion was taking place anywhere.  I am shocked to hear it was happening on some third-party discord rather than the official forums.  Thank you for posting this all here.  I look forward to the discussion sensibly moving to this venue, where the players have access to it in the same place that they make their game accounts.

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It seems like the WS/PB slot issue could be solved by just giving the Nova/Dwarf forms powers a couple extra slot. Each power comes with a single slot. When someone takes Dwarf form, for example, instead of each of the inherent powers that come with that getting a single slot, they each get 2, or 2 slots on one or two powers, whatever will make taking the form be more viable.

 

This assumes that you need as many slots for a Kheld to begin with. Don't they already get pretty generous modifiers? Nova form gets a higher damage modifier than a blaster. That would seem to make up for a slot. Maybe not enough, but you could up the modifier for damage, in Nova, and maybe in Dwarf form too. To make it account for a slot worth of enhancement.

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3 hours ago, VileTerror said:

I had no idea this level of discussion was taking place anywhere.  I am shocked to hear it was happening on some third-party discord rather than the official forums.  Thank you for posting this all here.  I look forward to the discussion sensibly moving to this venue, where the players have access to it in the same place that they make their game accounts.

Yeah this did strike me as really weird, why have a suggestions board if you're just going to move major discussions to Discord, especially given how congested and difficult to track Discord servers can  be?

 

I too would appreciate discussions like this being moved here, where people can more easily access the discussion and where it can be properly moderated and tracked. I feel like many of us here would have been delighted to be part of these discussions, and feel a bit stung we are only finding about it now. Not to mention the plethora of submitted ideas and general debate that already exists here that could and should be used as discussion topics.

 

I can appreciate the fact that @GM Miss has posted an invitation to the discussion, but I think most of us enjoy the idea of having discussions here in the most relevant and user-friendly platform to do so.

 

Could we potentially get a sticky each week here on the forums too? That way everyone has equal opportunity to provide input.

Edited by Tyrannical
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Hey guys, 

 

I understand your concerns but just a note that the discord (The official HC Discord) is an official outlet for us as well. It is ran by us - all gm, devs, and admins are present there and a lot of in game discussion goes on there real time. Some people just prefer that to the forums (Just as some people prefer the forums to discord).

 

The weekly discussions were a thing I started to get people active and talking about things, I apologize if you feel left out. From now on I will post our weekly topic on the forums as well (most likely on general - as its not always suggestion based. Note every week isn't in this post - sometimes its favorite IO sets, story arcs, or villain groups). It will still be on discord first - as we have a community there who gets involved with these every week as well and grew it to what it is today. This week we are currently voting on new topics to talk about in the coming weeks, so posts will start next week. Usually Sunday or Monday. (If the interest is strong enough for the first few weeks - I will keep posting here).

 

Let me know if you have any other questions. 🙂

Edited by GM Miss
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  • Toggle suppression would be helpful. (Got this request a TON)

This one would be tricky to implement, given the way I understand how powers work.  I'm assuming you'd need to give the toggles a "token" endurance cost (on the order of Combat Jumping) and then put the remainder of the endurance cost into the power effects itself.  You'd then need to code the resistance and endurance cost of the power effects (both) as suppressing while in Nova or Dwarf forms, but active in Human form.  That way, the bubbles suppress their benefits while in Nova/Dwarf form without dropping the toggles.  It would be cool if the visual FX did NOT suppress while in Nova and Dwarf forms, even if the resistance and endurance cost (above token) effects of the bubbles do.  That way you could have a bubbled appearance for your Nova and Dwarf forms.  If you can manage doing toggle suppression for the shield bubbles, you ought to be able to follow the same principles for Orbiting Death and possibly even the Leadership toggles for Kheldians as well (and any other toggle powers they might be able to use).

 

This was discussed in another topic.

 

@Doomrider had a wonderful suggestion in regards to this and how it can be done that involved Bio armor. You should check it out @Redlynne

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13 hours ago, Redlynne said:
  • Add mob size modifier to Mire/Eclipse

I have no idea what people are talking about with this.

 

This might be in regards to the conversation that took place on Discord about front loading these powers to make them more reliable during extended hard target fights or when mob density just isn't there. For example; allowing the first target hit to grant the largest bonus with each subsequent target hit giving less.

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  • City Council

Hey all.

 

Just to reiterate what Miss said: The official Homecoming Discord is one of our primary avenues of communication, and is actually as (if not more) popular than the forums are. It's generally a lot easier for us to discuss things on Discord, which is why a lot of conversations happen there. Please do remember this is an entirely volunteer operation, so we will of course gravitate to the platforms that allows us to quickly and easily communicate with the most players possible in the very limited time that we have available to us between our day jobs and personal lives.

 

Contrary to what you may think we do read the suggestion forum frequently - and in fact, we often direct people on Discord to go and post on the suggestion forum as it's a lot easier to keep track of here - but obviously due to the aforementioned time constraints it's not practical for us to respond to most of what's posted, wheres a quick comment in Discord is much easier and less time consuming - and as such, these weekly discussions will still primarily be taking place on the Discord.

 

In sum: If you want to stay fully up to date and engaged you should be utilising both the official Discord and our forums. We use both for different purposes.

 

And just clarify what this thread is: The OP is an amalgamation of feedback and suggestions from Discord, not a plan of what we will be implementing. It is just a very valuable source of feedback (one of many sources of feedback) that we use to guide the decisions we make.

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The inherent on Khelds needs to be looked at. The mez protection is a complete joke. Mag 1 per controller or dominator may as well not even exist, as you'd need to carry around about half the team to have anything worthwhile. Compare to VEATS, who have actual team utility and mez protection solo. 

 

The Kheld themselves should count as one of each AT to help them out solo, and the mez protection offered by controllers/doms should  mag 2. Add in mag 2 protection vs various mezzes vs each shield and you at least have some dignity for human form. It's inane to run around w up to 3 armor toggles and have no status protection outside of lightform w its crash. 

 

Anything to make the shields not garbage please. 

 

 

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1 hour ago, Bossk_Hogg said:

The inherent on Khelds needs to be looked at. The mez protection is a complete joke. Mag 1 per controller or dominator may as well not even exist, as you'd need to carry around about half the team to have anything worthwhile. Compare to VEATS, who have actual team utility and mez protection solo. 

 

The Kheld themselves should count as one of each AT to help them out solo, and the mez protection offered by controllers/doms should  mag 2. Add in mag 2 protection vs various mezzes vs each shield and you at least have some dignity for human form. It's inane to run around w up to 3 armor toggles and have no status protection outside of lightform w its crash. 

 

Anything to make the shields not garbage please. 

 

The shields not being garbage is easily fixed. Add actual mez/KB protection to one of them (probably Penumbral shield), add toggle supression instead of needing to turn them all back on (including power pools). Make orbiting death/Inky usable in dwarf form and change unchained essence to ...anything else. As for the inherent...idk man.

Edited by Super Atom
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  • Retired Lead Game Master

Just as a note - this thread won't be a place to discuss the suggestions posted. There are already threads created for most of them - you are welcome to link them here for discussion to be moved there within reason. Thank you! 

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2 hours ago, GM Miss said:

Just as a note - this thread won't be a place to discuss the suggestions posted. There are already threads created for most of them - you are welcome to link them here for discussion to be moved there within reason. Thank you! 

I'm probs blind, but where are they currently?

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  • Retired Lead Game Master

Not specific threads for these, but there are posts already made for certain topics present here - if there aren't - you are welcome to create them. This just isnt the place for discussion since the thread will get long and it covers a HUGE variety of topics. 

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Contact me on Discord (Miss#1337) for a faster response!

 

Want more information on lore pets?

 

Want to get involved in our weekly discussions on discord or the forums?

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